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 initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 void PlaySoundLevel(int, int, int);
108 void PlaySoundLevelAction(int, int, int);
109 void PlaySoundLevelElementAction(int, int, int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 #define SND_ACTION_UNKNOWN 0
117 #define SND_ACTION_WAITING 1
118 #define SND_ACTION_MOVING 2
119 #define SND_ACTION_DIGGING 3
120 #define SND_ACTION_COLLECTING 4
121 #define SND_ACTION_PASSING 5
122 #define SND_ACTION_IMPACT 6
123 #define SND_ACTION_PUSHING 7
124 #define SND_ACTION_ACTIVATING 8
125 #define SND_ACTION_BURNING 9
127 #define NUM_SND_ACTIONS 10
134 } sound_action_properties[] =
136 /* insert _all_ loop sound actions here */
137 { ".waiting", SND_ACTION_WAITING, TRUE },
138 { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
139 { ".running", SND_ACTION_UNKNOWN, TRUE },
140 { ".burning", SND_ACTION_BURNING, TRUE },
141 { ".growing", SND_ACTION_UNKNOWN, TRUE },
142 { ".attacking", SND_ACTION_UNKNOWN, TRUE },
144 /* other (non-loop) sound actions are optional */
145 { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
146 { ".digging", SND_ACTION_DIGGING, FALSE },
147 { ".collecting", SND_ACTION_COLLECTING, FALSE },
148 { ".passing", SND_ACTION_PASSING, FALSE },
149 { ".impact", SND_ACTION_IMPACT, FALSE },
150 { ".pushing", SND_ACTION_PUSHING, FALSE },
151 { ".activating", SND_ACTION_ACTIVATING, FALSE },
154 static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
155 static boolean is_loop_sound[NUM_SOUND_EFFECTS];
157 #define IS_LOOP_SOUND(x) (is_loop_sound[x])
162 static unsigned int getStateCheckSum(int counter)
165 unsigned int mult = 1;
166 unsigned int checksum = 0;
168 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
170 static boolean first_game = TRUE;
172 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
178 lastFeld[x][y] = Feld[x][y];
179 else if (lastFeld[x][y] != Feld[x][y])
180 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
181 x, y, lastFeld[x][y], Feld[x][y]);
185 checksum += mult++ * Ur[x][y];
186 checksum += mult++ * Feld[x][y];
189 checksum += mult++ * MovPos[x][y];
190 checksum += mult++ * MovDir[x][y];
191 checksum += mult++ * MovDelay[x][y];
192 checksum += mult++ * Store[x][y];
193 checksum += mult++ * Store2[x][y];
194 checksum += mult++ * StorePlayer[x][y];
195 checksum += mult++ * Frame[x][y];
196 checksum += mult++ * AmoebaNr[x][y];
197 checksum += mult++ * JustStopped[x][y];
198 checksum += mult++ * Stop[x][y];
202 if (counter == 3 && first_game)
213 void GetPlayerConfig()
215 if (!audio.sound_available)
218 if (!audio.loops_available)
219 setup.sound_loops = FALSE;
221 if (!audio.music_available)
222 setup.sound_music = FALSE;
224 if (!video.fullscreen_available)
225 setup.fullscreen = FALSE;
227 setup.sound_simple = setup.sound;
229 SetAudioMode(setup.sound);
233 static int getBeltNrFromElement(int element)
235 return (element < EL_BELT2_LEFT ? 0 :
236 element < EL_BELT3_LEFT ? 1 :
237 element < EL_BELT4_LEFT ? 2 : 3);
240 static int getBeltNrFromSwitchElement(int element)
242 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
243 element < EL_BELT3_SWITCH_LEFT ? 1 :
244 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
247 static int getBeltDirNrFromSwitchElement(int element)
249 static int belt_base_element[4] =
251 EL_BELT1_SWITCH_LEFT,
252 EL_BELT2_SWITCH_LEFT,
253 EL_BELT3_SWITCH_LEFT,
257 int belt_nr = getBeltNrFromSwitchElement(element);
258 int belt_dir_nr = element - belt_base_element[belt_nr];
260 return (belt_dir_nr % 3);
263 static int getBeltDirFromSwitchElement(int element)
265 static int belt_move_dir[3] =
272 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
274 return belt_move_dir[belt_dir_nr];
277 static void InitField(int x, int y, boolean init_game)
284 if (stored_player[0].present)
286 Feld[x][y] = EL_SP_MURPHY_CLONE;
293 Feld[x][y] = EL_SPIELER1;
301 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
302 int jx = player->jx, jy = player->jy;
304 player->present = TRUE;
306 if (!options.network || player->connected)
308 player->active = TRUE;
310 /* remove potentially duplicate players */
311 if (StorePlayer[jx][jy] == Feld[x][y])
312 StorePlayer[jx][jy] = 0;
314 StorePlayer[x][y] = Feld[x][y];
318 printf("Player %d activated.\n", player->element_nr);
319 printf("[Local player is %d and currently %s.]\n",
320 local_player->element_nr,
321 local_player->active ? "active" : "not active");
325 Feld[x][y] = EL_LEERRAUM;
326 player->jx = player->last_jx = x;
327 player->jy = player->last_jy = y;
332 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
333 Feld[x][y] = EL_BADEWANNE1;
334 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
335 Feld[x][y] = EL_BADEWANNE2;
336 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
337 Feld[x][y] = EL_BADEWANNE3;
338 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
339 Feld[x][y] = EL_BADEWANNE4;
340 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
341 Feld[x][y] = EL_BADEWANNE5;
344 case EL_KAEFER_RIGHT:
349 case EL_FLIEGER_RIGHT:
351 case EL_FLIEGER_LEFT:
352 case EL_FLIEGER_DOWN:
354 case EL_BUTTERFLY_RIGHT:
355 case EL_BUTTERFLY_UP:
356 case EL_BUTTERFLY_LEFT:
357 case EL_BUTTERFLY_DOWN:
359 case EL_FIREFLY_RIGHT:
361 case EL_FIREFLY_LEFT:
362 case EL_FIREFLY_DOWN:
364 case EL_PACMAN_RIGHT:
388 if (y == lev_fieldy - 1)
390 Feld[x][y] = EL_AMOEBING;
391 Store[x][y] = EL_AMOEBE_NASS;
395 case EL_DYNAMITE_ACTIVE:
400 local_player->lights_still_needed++;
403 case EL_SOKOBAN_FELD_LEER:
404 local_player->sokobanfields_still_needed++;
408 local_player->friends_still_needed++;
413 MovDir[x][y] = 1 << RND(4);
417 Feld[x][y] = EL_LEERRAUM;
420 case EL_EM_KEY_1_FILE:
421 Feld[x][y] = EL_EM_KEY_1;
423 case EL_EM_KEY_2_FILE:
424 Feld[x][y] = EL_EM_KEY_2;
426 case EL_EM_KEY_3_FILE:
427 Feld[x][y] = EL_EM_KEY_3;
429 case EL_EM_KEY_4_FILE:
430 Feld[x][y] = EL_EM_KEY_4;
433 case EL_BELT1_SWITCH_LEFT:
434 case EL_BELT1_SWITCH_MIDDLE:
435 case EL_BELT1_SWITCH_RIGHT:
436 case EL_BELT2_SWITCH_LEFT:
437 case EL_BELT2_SWITCH_MIDDLE:
438 case EL_BELT2_SWITCH_RIGHT:
439 case EL_BELT3_SWITCH_LEFT:
440 case EL_BELT3_SWITCH_MIDDLE:
441 case EL_BELT3_SWITCH_RIGHT:
442 case EL_BELT4_SWITCH_LEFT:
443 case EL_BELT4_SWITCH_MIDDLE:
444 case EL_BELT4_SWITCH_RIGHT:
447 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
448 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
449 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
451 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
453 game.belt_dir[belt_nr] = belt_dir;
454 game.belt_dir_nr[belt_nr] = belt_dir_nr;
456 else /* more than one switch -- set it like the first switch */
458 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
463 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
465 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
468 case EL_LIGHT_SWITCH_ON:
470 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
478 void DrawGameDoorValues()
482 for (i=0; i<MAX_PLAYERS; i++)
484 if (stored_player[i].key[j])
485 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
486 GFX_SCHLUESSEL1 + j);
488 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
489 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
490 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
491 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
492 DrawText(DX + XX_SCORE, DY + YY_SCORE,
493 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
494 DrawText(DX + XX_TIME, DY + YY_TIME,
495 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
500 =============================================================================
502 -----------------------------------------------------------------------------
503 initialize sound effect lookup table for element actions
504 =============================================================================
509 int sound_effect_properties[NUM_SOUND_EFFECTS];
513 debug_print_timestamp(0, NULL);
516 for (i=0; i<NUM_SND_ACTIONS; i++)
517 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
518 element_action_sound[j][i] = -1;
520 for (i=0; i<NUM_SOUND_EFFECTS; i++)
522 int len_effect_text = strlen(sound_effects[i].text);
524 sound_effect_properties[i] = SND_ACTION_UNKNOWN;
525 is_loop_sound[i] = FALSE;
527 /* determine all loop sounds and identify certain sound classes */
530 while (sound_action_properties[j].text)
532 int len_action_text = strlen(sound_action_properties[j].text);
534 if (len_action_text < len_effect_text &&
535 strcmp(&sound_effects[i].text[len_effect_text - len_action_text],
536 sound_action_properties[j].text) == 0)
538 sound_effect_properties[i] = sound_action_properties[j].value;
540 if (sound_action_properties[j].is_loop)
541 is_loop_sound[i] = TRUE;
547 /* associate elements and some selected sound actions */
549 for (j=0; j<NUM_LEVEL_ELEMENTS; j++)
551 if (element_info[j].sound_class_name)
553 int len_class_text = strlen(element_info[j].sound_class_name);
555 if (len_class_text + 1 < len_effect_text &&
556 strncmp(sound_effects[i].text,
557 element_info[j].sound_class_name, len_class_text) == 0 &&
558 sound_effects[i].text[len_class_text] == '.')
560 int sound_action_value = sound_effect_properties[i];
562 element_action_sound[j][sound_action_value] = i;
569 debug_print_timestamp(0, "InitGameEngine");
575 int element = EL_ERDREICH;
576 int sound_action = SND_ACTION_DIGGING;
579 while (sound_action_properties[j].text)
581 if (sound_action_properties[j].value == sound_action)
582 printf("element %d, sound action '%s' == %d\n",
583 element, sound_action_properties[j].text,
584 element_action_sound[element][sound_action]);
593 =============================================================================
595 -----------------------------------------------------------------------------
596 initialize game engine due to level / tape version number
597 =============================================================================
600 static void InitGameEngine()
604 game.engine_version = (tape.playing ? tape.engine_version :
608 printf("level %d: level version == %06d\n", level_nr, level.game_version);
609 printf(" tape version == %06d [%s]\n",
610 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
611 printf(" => game.engine_version == %06d\n", game.engine_version);
614 /* dynamically adjust player properties according to game engine version */
615 game.initial_move_delay =
616 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
617 INITIAL_MOVE_DELAY_OFF);
619 /* dynamically adjust player properties according to level information */
620 game.initial_move_delay_value =
621 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
623 /* dynamically adjust element properties according to game engine version */
625 static int ep_em_slippery_wall[] =
634 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
636 for (i=0; i<ep_em_slippery_wall_num; i++)
638 if (level.em_slippery_gems) /* special EM style gems behaviour */
639 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
640 EP_BIT_EM_SLIPPERY_WALL;
642 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
643 ~EP_BIT_EM_SLIPPERY_WALL;
646 /* "EL_MAUERND" was not slippery for EM gems in version 2.0.1 */
647 if (level.em_slippery_gems && game.engine_version > VERSION_IDENT(2,0,1))
648 Elementeigenschaften2[EL_MAUERND] |= EP_BIT_EM_SLIPPERY_WALL;
650 Elementeigenschaften2[EL_MAUERND] &= ~EP_BIT_EM_SLIPPERY_WALL;
656 =============================================================================
658 -----------------------------------------------------------------------------
659 initialize and start new game
660 =============================================================================
665 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
666 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
667 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
673 #if USE_NEW_AMOEBA_CODE
674 printf("Using new amoeba code.\n");
676 printf("Using old amoeba code.\n");
680 /* don't play tapes over network */
681 network_playing = (options.network && !tape.playing);
683 for (i=0; i<MAX_PLAYERS; i++)
685 struct PlayerInfo *player = &stored_player[i];
687 player->index_nr = i;
688 player->element_nr = EL_SPIELER1 + i;
690 player->present = FALSE;
691 player->active = FALSE;
694 player->effective_action = 0;
695 player->programmed_action = 0;
698 player->gems_still_needed = level.gems_needed;
699 player->sokobanfields_still_needed = 0;
700 player->lights_still_needed = 0;
701 player->friends_still_needed = 0;
704 player->key[j] = FALSE;
706 player->dynamite = 0;
707 player->dynabomb_count = 0;
708 player->dynabomb_size = 1;
709 player->dynabombs_left = 0;
710 player->dynabomb_xl = FALSE;
712 player->MovDir = MV_NO_MOVING;
714 player->Pushing = FALSE;
715 player->Switching = FALSE;
719 player->actual_frame_counter = 0;
721 player->frame_reset_delay = 0;
723 player->last_move_dir = MV_NO_MOVING;
724 player->is_moving = FALSE;
726 player->move_delay = game.initial_move_delay;
727 player->move_delay_value = game.initial_move_delay_value;
729 player->push_delay = 0;
730 player->push_delay_value = 5;
732 player->snapped = FALSE;
734 player->last_jx = player->last_jy = 0;
735 player->jx = player->jy = 0;
737 player->shield_passive_time_left = 0;
738 player->shield_active_time_left = 0;
740 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
741 SnapField(player, 0, 0);
743 player->LevelSolved = FALSE;
744 player->GameOver = FALSE;
747 network_player_action_received = FALSE;
749 #if defined(PLATFORM_UNIX)
750 /* initial null action */
752 SendToServer_MovePlayer(MV_NO_MOVING);
760 TimeLeft = level.time;
762 ScreenMovDir = MV_NO_MOVING;
766 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
768 AllPlayersGone = FALSE;
770 game.yam_content_nr = 0;
771 game.magic_wall_active = FALSE;
772 game.magic_wall_time_left = 0;
773 game.light_time_left = 0;
774 game.timegate_time_left = 0;
775 game.switchgate_pos = 0;
776 game.balloon_dir = MV_NO_MOVING;
777 game.explosions_delayed = TRUE;
781 game.belt_dir[i] = MV_NO_MOVING;
782 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
785 for (i=0; i<MAX_NUM_AMOEBA; i++)
786 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
788 for (x=0; x<lev_fieldx; x++)
790 for (y=0; y<lev_fieldy; y++)
792 Feld[x][y] = Ur[x][y];
793 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
794 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
797 JustStopped[x][y] = 0;
799 ExplodeField[x][y] = EX_NO_EXPLOSION;
803 for(y=0; y<lev_fieldy; y++)
805 for(x=0; x<lev_fieldx; x++)
807 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
809 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
811 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
814 InitField(x, y, TRUE);
818 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
819 emulate_sb ? EMU_SOKOBAN :
820 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
822 /* correct non-moving belts to start moving left */
824 if (game.belt_dir[i] == MV_NO_MOVING)
825 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
827 /* check if any connected player was not found in playfield */
828 for (i=0; i<MAX_PLAYERS; i++)
830 struct PlayerInfo *player = &stored_player[i];
832 if (player->connected && !player->present)
834 for (j=0; j<MAX_PLAYERS; j++)
836 struct PlayerInfo *some_player = &stored_player[j];
837 int jx = some_player->jx, jy = some_player->jy;
839 /* assign first free player found that is present in the playfield */
840 if (some_player->present && !some_player->connected)
842 player->present = TRUE;
843 player->active = TRUE;
844 some_player->present = FALSE;
846 StorePlayer[jx][jy] = player->element_nr;
847 player->jx = player->last_jx = jx;
848 player->jy = player->last_jy = jy;
858 /* when playing a tape, eliminate all players who do not participate */
860 for (i=0; i<MAX_PLAYERS; i++)
862 if (stored_player[i].active && !tape.player_participates[i])
864 struct PlayerInfo *player = &stored_player[i];
865 int jx = player->jx, jy = player->jy;
867 player->active = FALSE;
868 StorePlayer[jx][jy] = 0;
869 Feld[jx][jy] = EL_LEERRAUM;
873 else if (!options.network && !setup.team_mode) /* && !tape.playing */
875 /* when in single player mode, eliminate all but the first active player */
877 for (i=0; i<MAX_PLAYERS; i++)
879 if (stored_player[i].active)
881 for (j=i+1; j<MAX_PLAYERS; j++)
883 if (stored_player[j].active)
885 struct PlayerInfo *player = &stored_player[j];
886 int jx = player->jx, jy = player->jy;
888 player->active = FALSE;
889 StorePlayer[jx][jy] = 0;
890 Feld[jx][jy] = EL_LEERRAUM;
897 /* when recording the game, store which players take part in the game */
900 for (i=0; i<MAX_PLAYERS; i++)
901 if (stored_player[i].active)
902 tape.player_participates[i] = TRUE;
907 for (i=0; i<MAX_PLAYERS; i++)
909 struct PlayerInfo *player = &stored_player[i];
911 printf("Player %d: present == %d, connected == %d, active == %d.\n",
916 if (local_player == player)
917 printf("Player %d is local player.\n", i+1);
921 if (BorderElement == EL_LEERRAUM)
924 SBX_Right = lev_fieldx - SCR_FIELDX;
926 SBY_Lower = lev_fieldy - SCR_FIELDY;
931 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
933 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
936 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
937 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
939 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
940 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
943 scroll_y = SBY_Upper;
944 if (local_player->jx >= SBX_Left + MIDPOSX)
945 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
946 local_player->jx - MIDPOSX :
948 if (local_player->jy >= SBY_Upper + MIDPOSY)
949 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
950 local_player->jy - MIDPOSY :
953 CloseDoor(DOOR_CLOSE_1);
959 /* after drawing the level, correct some elements */
960 if (game.timegate_time_left == 0)
961 CloseAllOpenTimegates();
963 if (setup.soft_scrolling)
964 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
966 redraw_mask |= REDRAW_FROM_BACKBUFFER;
968 /* copy default game door content to main double buffer */
969 BlitBitmap(pix[PIX_DOOR], drawto,
970 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
973 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
974 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
977 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
978 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
979 BlitBitmap(drawto, drawto,
980 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
981 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
982 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
985 DrawGameDoorValues();
989 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
990 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
991 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
995 /* copy actual game door content to door double buffer for OpenDoor() */
996 BlitBitmap(drawto, pix[PIX_DB_DOOR],
997 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
999 OpenDoor(DOOR_OPEN_ALL);
1001 PlaySoundStereo(SND_GAME_STARTING, SOUND_MAX_RIGHT);
1002 if (setup.sound_music)
1003 PlayMusic(level_nr);
1005 KeyboardAutoRepeatOff();
1010 printf("Player %d %sactive.\n",
1011 i + 1, (stored_player[i].active ? "" : "not "));
1015 void InitMovDir(int x, int y)
1017 int i, element = Feld[x][y];
1018 static int xy[4][2] =
1025 static int direction[3][4] =
1027 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1028 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1029 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1034 case EL_KAEFER_RIGHT:
1036 case EL_KAEFER_LEFT:
1037 case EL_KAEFER_DOWN:
1038 Feld[x][y] = EL_KAEFER;
1039 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
1042 case EL_FLIEGER_RIGHT:
1044 case EL_FLIEGER_LEFT:
1045 case EL_FLIEGER_DOWN:
1046 Feld[x][y] = EL_FLIEGER;
1047 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
1050 case EL_BUTTERFLY_RIGHT:
1051 case EL_BUTTERFLY_UP:
1052 case EL_BUTTERFLY_LEFT:
1053 case EL_BUTTERFLY_DOWN:
1054 Feld[x][y] = EL_BUTTERFLY;
1055 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
1058 case EL_FIREFLY_RIGHT:
1060 case EL_FIREFLY_LEFT:
1061 case EL_FIREFLY_DOWN:
1062 Feld[x][y] = EL_FIREFLY;
1063 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
1066 case EL_PACMAN_RIGHT:
1068 case EL_PACMAN_LEFT:
1069 case EL_PACMAN_DOWN:
1070 Feld[x][y] = EL_PACMAN;
1071 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1074 case EL_SP_SNIKSNAK:
1075 MovDir[x][y] = MV_UP;
1078 case EL_SP_ELECTRON:
1079 MovDir[x][y] = MV_LEFT;
1086 Feld[x][y] = EL_MOLE;
1087 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1091 MovDir[x][y] = 1 << RND(4);
1092 if (element != EL_KAEFER &&
1093 element != EL_FLIEGER &&
1094 element != EL_BUTTERFLY &&
1095 element != EL_FIREFLY)
1100 int x1 = x + xy[i][0];
1101 int y1 = y + xy[i][1];
1103 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1105 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1107 MovDir[x][y] = direction[0][i];
1110 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1111 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1113 MovDir[x][y] = direction[1][i];
1122 void InitAmoebaNr(int x, int y)
1125 int group_nr = AmoebeNachbarNr(x, y);
1129 for (i=1; i<MAX_NUM_AMOEBA; i++)
1131 if (AmoebaCnt[i] == 0)
1139 AmoebaNr[x][y] = group_nr;
1140 AmoebaCnt[group_nr]++;
1141 AmoebaCnt2[group_nr]++;
1147 boolean raise_level = FALSE;
1149 if (local_player->MovPos)
1152 local_player->LevelSolved = FALSE;
1154 PlaySoundStereo(SND_GAME_WINNING, SOUND_MAX_RIGHT);
1158 if (!tape.playing && setup.sound_loops)
1159 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1160 SND_CTRL_PLAY_LOOP);
1162 while (TimeLeft > 0)
1164 if (!tape.playing && !setup.sound_loops)
1165 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1166 if (TimeLeft > 0 && !(TimeLeft % 10))
1167 RaiseScore(level.score[SC_ZEITBONUS]);
1168 if (TimeLeft > 100 && !(TimeLeft % 10))
1172 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1179 if (!tape.playing && setup.sound_loops)
1180 StopSound(SND_GAME_LEVELTIME_BONUS);
1182 else if (level.time == 0) /* level without time limit */
1184 if (!tape.playing && setup.sound_loops)
1185 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MAX_RIGHT,
1186 SND_CTRL_PLAY_LOOP);
1188 while (TimePlayed < 999)
1190 if (!tape.playing && !setup.sound_loops)
1191 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_RIGHT);
1192 if (TimePlayed < 999 && !(TimePlayed % 10))
1193 RaiseScore(level.score[SC_ZEITBONUS]);
1194 if (TimePlayed < 900 && !(TimePlayed % 10))
1198 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1205 if (!tape.playing && setup.sound_loops)
1206 StopSound(SND_GAME_LEVELTIME_BONUS);
1213 /* Hero disappears */
1214 DrawLevelField(ExitX, ExitY);
1220 CloseDoor(DOOR_CLOSE_1);
1225 SaveTape(tape.level_nr); /* Ask to save tape */
1228 if (level_nr == leveldir_current->handicap_level)
1230 leveldir_current->handicap_level++;
1231 SaveLevelSetup_SeriesInfo();
1234 if (level_editor_test_game)
1235 local_player->score = -1; /* no highscore when playing from editor */
1236 else if (level_nr < leveldir_current->last_level)
1237 raise_level = TRUE; /* advance to next level */
1239 if ((hi_pos = NewHiScore()) >= 0)
1241 game_status = HALLOFFAME;
1242 DrawHallOfFame(hi_pos);
1251 game_status = MAINMENU;
1268 LoadScore(level_nr);
1270 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1271 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1274 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1276 if (local_player->score > highscore[k].Score)
1278 /* player has made it to the hall of fame */
1280 if (k < MAX_SCORE_ENTRIES - 1)
1282 int m = MAX_SCORE_ENTRIES - 1;
1285 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1286 if (!strcmp(setup.player_name, highscore[l].Name))
1288 if (m == k) /* player's new highscore overwrites his old one */
1294 strcpy(highscore[l].Name, highscore[l - 1].Name);
1295 highscore[l].Score = highscore[l - 1].Score;
1302 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1303 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1304 highscore[k].Score = local_player->score;
1310 else if (!strncmp(setup.player_name, highscore[k].Name,
1311 MAX_PLAYER_NAME_LEN))
1312 break; /* player already there with a higher score */
1318 SaveScore(level_nr);
1323 void InitMovingField(int x, int y, int direction)
1325 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1326 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1328 MovDir[x][y] = direction;
1329 MovDir[newx][newy] = direction;
1330 if (Feld[newx][newy] == EL_LEERRAUM)
1331 Feld[newx][newy] = EL_BLOCKED;
1334 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1336 int direction = MovDir[x][y];
1337 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1338 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1344 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1346 int oldx = x, oldy = y;
1347 int direction = MovDir[x][y];
1349 if (direction == MV_LEFT)
1351 else if (direction == MV_RIGHT)
1353 else if (direction == MV_UP)
1355 else if (direction == MV_DOWN)
1358 *comes_from_x = oldx;
1359 *comes_from_y = oldy;
1362 int MovingOrBlocked2Element(int x, int y)
1364 int element = Feld[x][y];
1366 if (element == EL_BLOCKED)
1370 Blocked2Moving(x, y, &oldx, &oldy);
1371 return Feld[oldx][oldy];
1377 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1379 /* like MovingOrBlocked2Element(), but if element is moving
1380 and (x,y) is the field the moving element is just leaving,
1381 return EL_BLOCKED instead of the element value */
1382 int element = Feld[x][y];
1384 if (IS_MOVING(x, y))
1386 if (element == EL_BLOCKED)
1390 Blocked2Moving(x, y, &oldx, &oldy);
1391 return Feld[oldx][oldy];
1400 static void RemoveField(int x, int y)
1402 Feld[x][y] = EL_LEERRAUM;
1408 void RemoveMovingField(int x, int y)
1410 int oldx = x, oldy = y, newx = x, newy = y;
1412 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1415 if (IS_MOVING(x, y))
1417 Moving2Blocked(x, y, &newx, &newy);
1418 if (Feld[newx][newy] != EL_BLOCKED)
1421 else if (Feld[x][y] == EL_BLOCKED)
1423 Blocked2Moving(x, y, &oldx, &oldy);
1424 if (!IS_MOVING(oldx, oldy))
1428 if (Feld[x][y] == EL_BLOCKED &&
1429 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1430 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1431 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1432 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1433 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1435 Feld[oldx][oldy] = EL_LEERRAUM;
1437 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1439 Feld[newx][newy] = EL_LEERRAUM;
1440 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1441 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1443 DrawLevelField(oldx, oldy);
1444 DrawLevelField(newx, newy);
1447 void DrawDynamite(int x, int y)
1449 int sx = SCREENX(x), sy = SCREENY(y);
1450 int graphic = el2gfx(Feld[x][y]);
1453 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1457 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1459 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1461 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1466 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1470 if (game.emulation == EMU_SUPAPLEX)
1471 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1472 else if (Store[x][y])
1473 DrawGraphicThruMask(sx, sy, graphic + phase);
1475 DrawGraphic(sx, sy, graphic + phase);
1478 void CheckDynamite(int x, int y)
1480 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1485 if (!(MovDelay[x][y] % 6))
1486 PlaySoundLevelAction(x, y, SND_ACTION_BURNING);
1488 if (IS_ACTIVE_BOMB(Feld[x][y]))
1490 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1492 if (!(MovDelay[x][y] % delay))
1500 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1501 StopSound(SND_DYNAMITE_BURNING);
1503 StopSound(SND_DYNABOMB_BURNING);
1508 void Explode(int ex, int ey, int phase, int mode)
1511 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1512 int last_phase = num_phase * delay;
1513 int half_phase = (num_phase / 2) * delay;
1514 int first_phase_after_start = EX_PHASE_START + 1;
1516 if (game.explosions_delayed)
1518 ExplodeField[ex][ey] = mode;
1522 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1524 int center_element = Feld[ex][ey];
1526 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1528 /* put moving element to center field (and let it explode there) */
1529 center_element = MovingOrBlocked2Element(ex, ey);
1530 RemoveMovingField(ex, ey);
1531 Feld[ex][ey] = center_element;
1534 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1538 if (!IN_LEV_FIELD(x, y) ||
1539 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1540 (x != ex || y != ey)))
1543 element = Feld[x][y];
1545 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1547 element = MovingOrBlocked2Element(x, y);
1548 RemoveMovingField(x, y);
1551 if (IS_MASSIVE(element) || element == EL_BURNING)
1554 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1556 if (IS_ACTIVE_BOMB(element))
1558 /* re-activate things under the bomb like gate or penguin */
1559 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1566 if (element == EL_EXPLODING)
1567 element = Store2[x][y];
1569 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1571 switch(StorePlayer[ex][ey])
1574 Store[x][y] = EL_EDELSTEIN_ROT;
1577 Store[x][y] = EL_EDELSTEIN;
1580 Store[x][y] = EL_EDELSTEIN_LILA;
1584 Store[x][y] = EL_EDELSTEIN_GELB;
1588 if (game.emulation == EMU_SUPAPLEX)
1589 Store[x][y] = EL_LEERRAUM;
1591 else if (center_element == EL_MOLE)
1592 Store[x][y] = EL_EDELSTEIN_ROT;
1593 else if (center_element == EL_PINGUIN)
1594 Store[x][y] = EL_EDELSTEIN_LILA;
1595 else if (center_element == EL_KAEFER)
1596 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1597 else if (center_element == EL_BUTTERFLY)
1598 Store[x][y] = EL_EDELSTEIN_BD;
1599 else if (center_element == EL_SP_ELECTRON)
1600 Store[x][y] = EL_SP_INFOTRON;
1601 else if (center_element == EL_MAMPFER)
1602 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1603 else if (center_element == EL_AMOEBA2DIAM)
1604 Store[x][y] = level.amoeba_content;
1605 else if (element == EL_ERZ_EDEL)
1606 Store[x][y] = EL_EDELSTEIN;
1607 else if (element == EL_ERZ_DIAM)
1608 Store[x][y] = EL_DIAMANT;
1609 else if (element == EL_ERZ_EDEL_BD)
1610 Store[x][y] = EL_EDELSTEIN_BD;
1611 else if (element == EL_ERZ_EDEL_GELB)
1612 Store[x][y] = EL_EDELSTEIN_GELB;
1613 else if (element == EL_ERZ_EDEL_ROT)
1614 Store[x][y] = EL_EDELSTEIN_ROT;
1615 else if (element == EL_ERZ_EDEL_LILA)
1616 Store[x][y] = EL_EDELSTEIN_LILA;
1617 else if (element == EL_WALL_PEARL)
1618 Store[x][y] = EL_PEARL;
1619 else if (element == EL_WALL_CRYSTAL)
1620 Store[x][y] = EL_CRYSTAL;
1621 else if (!IS_PFORTE(Store[x][y]))
1622 Store[x][y] = EL_LEERRAUM;
1624 if (x != ex || y != ey ||
1625 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1626 Store2[x][y] = element;
1628 if (AmoebaNr[x][y] &&
1629 (element == EL_AMOEBE_VOLL ||
1630 element == EL_AMOEBE_BD ||
1631 element == EL_AMOEBING))
1633 AmoebaCnt[AmoebaNr[x][y]]--;
1634 AmoebaCnt2[AmoebaNr[x][y]]--;
1637 Feld[x][y] = EL_EXPLODING;
1638 MovDir[x][y] = MovPos[x][y] = 0;
1644 if (center_element == EL_MAMPFER)
1645 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1656 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1658 if (phase == first_phase_after_start)
1660 int element = Store2[x][y];
1662 if (element == EL_BLACK_ORB)
1664 Feld[x][y] = Store2[x][y];
1669 else if (phase == half_phase)
1671 int element = Store2[x][y];
1673 if (IS_PLAYER(x, y))
1674 KillHeroUnlessProtected(x, y);
1675 else if (IS_EXPLOSIVE(element))
1677 Feld[x][y] = Store2[x][y];
1681 else if (element == EL_AMOEBA2DIAM)
1682 AmoebeUmwandeln(x, y);
1685 if (phase == last_phase)
1689 element = Feld[x][y] = Store[x][y];
1690 Store[x][y] = Store2[x][y] = 0;
1691 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1692 InitField(x, y, FALSE);
1693 if (CAN_MOVE(element) || COULD_MOVE(element))
1695 DrawLevelField(x, y);
1697 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1698 StorePlayer[x][y] = 0;
1700 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1702 int graphic = GFX_EXPLOSION;
1704 if (game.emulation == EMU_SUPAPLEX)
1705 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1706 GFX_SP_EXPLODE_INFOTRON :
1707 GFX_SP_EXPLODE_EMPTY);
1710 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1712 graphic += (phase / delay - 1);
1714 if (IS_PFORTE(Store[x][y]))
1716 DrawLevelElement(x, y, Store[x][y]);
1717 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1720 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1724 void DynaExplode(int ex, int ey)
1727 int dynabomb_size = 1;
1728 boolean dynabomb_xl = FALSE;
1729 struct PlayerInfo *player;
1730 static int xy[4][2] =
1738 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1740 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1741 dynabomb_size = player->dynabomb_size;
1742 dynabomb_xl = player->dynabomb_xl;
1743 player->dynabombs_left++;
1746 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1750 for (j=1; j<=dynabomb_size; j++)
1752 int x = ex + j * xy[i % 4][0];
1753 int y = ey + j * xy[i % 4][1];
1756 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1759 element = Feld[x][y];
1761 /* do not restart explosions of fields with active bombs */
1762 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1765 Explode(x, y, EX_PHASE_START, EX_BORDER);
1767 if (element != EL_LEERRAUM &&
1768 element != EL_ERDREICH &&
1769 element != EL_EXPLODING &&
1776 void Bang(int x, int y)
1778 int element = Feld[x][y];
1780 if (game.emulation == EMU_SUPAPLEX)
1781 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
1783 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
1786 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1787 element = EL_LEERRAUM;
1801 RaiseScoreElement(element);
1802 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1804 case EL_DYNABOMB_ACTIVE_1:
1805 case EL_DYNABOMB_ACTIVE_2:
1806 case EL_DYNABOMB_ACTIVE_3:
1807 case EL_DYNABOMB_ACTIVE_4:
1808 case EL_DYNABOMB_NR:
1809 case EL_DYNABOMB_SZ:
1810 case EL_DYNABOMB_XL:
1816 if (IS_PLAYER(x, y))
1817 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1819 Explode(x, y, EX_PHASE_START, EX_CENTER);
1822 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1827 void Blurb(int x, int y)
1829 int element = Feld[x][y];
1831 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1833 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
1834 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1835 (!IN_LEV_FIELD(x-1, y-1) ||
1836 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1838 Feld[x-1][y] = EL_BLURB_LEFT;
1840 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1841 (!IN_LEV_FIELD(x+1, y-1) ||
1842 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1844 Feld[x+1][y] = EL_BLURB_RIGHT;
1849 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1851 if (!MovDelay[x][y]) /* initialize animation counter */
1854 if (MovDelay[x][y]) /* continue animation */
1857 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1858 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1860 if (!MovDelay[x][y])
1862 Feld[x][y] = EL_LEERRAUM;
1863 DrawLevelField(x, y);
1869 static void ToggleBeltSwitch(int x, int y)
1871 static int belt_base_element[4] =
1873 EL_BELT1_SWITCH_LEFT,
1874 EL_BELT2_SWITCH_LEFT,
1875 EL_BELT3_SWITCH_LEFT,
1876 EL_BELT4_SWITCH_LEFT
1878 static int belt_move_dir[4] =
1886 int element = Feld[x][y];
1887 int belt_nr = getBeltNrFromSwitchElement(element);
1888 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1889 int belt_dir = belt_move_dir[belt_dir_nr];
1892 if (!IS_BELT_SWITCH(element))
1895 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1896 game.belt_dir[belt_nr] = belt_dir;
1898 if (belt_dir_nr == 3)
1901 for (yy=0; yy<lev_fieldy; yy++)
1903 for (xx=0; xx<lev_fieldx; xx++)
1905 int element = Feld[xx][yy];
1907 if (IS_BELT_SWITCH(element))
1909 int e_belt_nr = getBeltNrFromSwitchElement(element);
1911 if (e_belt_nr == belt_nr)
1913 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1914 DrawLevelField(xx, yy);
1917 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1919 int e_belt_nr = getBeltNrFromElement(element);
1921 if (e_belt_nr == belt_nr)
1922 DrawLevelField(xx, yy); /* set belt to parking position */
1928 static void ToggleSwitchgateSwitch(int x, int y)
1932 game.switchgate_pos = !game.switchgate_pos;
1934 for (yy=0; yy<lev_fieldy; yy++)
1936 for (xx=0; xx<lev_fieldx; xx++)
1938 int element = Feld[xx][yy];
1940 if (element == EL_SWITCHGATE_SWITCH_1 ||
1941 element == EL_SWITCHGATE_SWITCH_2)
1943 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1944 DrawLevelField(xx, yy);
1946 else if (element == EL_SWITCHGATE_OPEN ||
1947 element == EL_SWITCHGATE_OPENING)
1949 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1950 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
1952 else if (element == EL_SWITCHGATE_CLOSED ||
1953 element == EL_SWITCHGATE_CLOSING)
1955 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1956 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
1962 static void RedrawAllLightSwitchesAndInvisibleElements()
1966 for (y=0; y<lev_fieldy; y++)
1968 for (x=0; x<lev_fieldx; x++)
1970 int element = Feld[x][y];
1972 if (element == EL_LIGHT_SWITCH_OFF &&
1973 game.light_time_left > 0)
1975 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1976 DrawLevelField(x, y);
1978 else if (element == EL_LIGHT_SWITCH_ON &&
1979 game.light_time_left == 0)
1981 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1982 DrawLevelField(x, y);
1985 if (element == EL_INVISIBLE_STEEL ||
1986 element == EL_UNSICHTBAR ||
1987 element == EL_SAND_INVISIBLE)
1988 DrawLevelField(x, y);
1993 static void ToggleLightSwitch(int x, int y)
1995 int element = Feld[x][y];
1997 game.light_time_left =
1998 (element == EL_LIGHT_SWITCH_OFF ?
1999 level.time_light * FRAMES_PER_SECOND : 0);
2001 RedrawAllLightSwitchesAndInvisibleElements();
2004 static void ActivateTimegateSwitch(int x, int y)
2008 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2010 for (yy=0; yy<lev_fieldy; yy++)
2012 for (xx=0; xx<lev_fieldx; xx++)
2014 int element = Feld[xx][yy];
2016 if (element == EL_TIMEGATE_CLOSED ||
2017 element == EL_TIMEGATE_CLOSING)
2019 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2020 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2024 else if (element == EL_TIMEGATE_SWITCH_ON)
2026 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
2027 DrawLevelField(xx, yy);
2034 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
2037 void Impact(int x, int y)
2039 boolean lastline = (y == lev_fieldy-1);
2040 boolean object_hit = FALSE;
2041 int element = Feld[x][y];
2044 if (!lastline) /* check if element below was hit */
2046 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
2049 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
2050 MovDir[x][y+1]!=MV_DOWN ||
2051 MovPos[x][y+1]<=TILEY/2));
2053 smashed = MovingOrBlocked2Element(x, y+1);
2056 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
2062 if ((element == EL_BOMBE ||
2063 element == EL_SP_DISK_ORANGE ||
2064 element == EL_DX_SUPABOMB) &&
2065 (lastline || object_hit)) /* element is bomb */
2070 else if (element == EL_PEARL)
2072 Feld[x][y] = EL_PEARL_BREAKING;
2073 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2077 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
2079 if (object_hit && IS_PLAYER(x, y+1))
2080 KillHeroUnlessProtected(x, y+1);
2081 else if (object_hit && smashed == EL_PINGUIN)
2085 Feld[x][y] = EL_AMOEBING;
2086 Store[x][y] = EL_AMOEBE_NASS;
2091 if (!lastline && object_hit) /* check which object was hit */
2093 if (CAN_CHANGE(element) &&
2094 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
2097 int activated_magic_wall =
2098 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
2099 EL_MAGIC_WALL_BD_EMPTY);
2101 /* activate magic wall / mill */
2102 for (yy=0; yy<lev_fieldy; yy++)
2103 for (xx=0; xx<lev_fieldx; xx++)
2104 if (Feld[xx][yy] == smashed)
2105 Feld[xx][yy] = activated_magic_wall;
2107 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2108 game.magic_wall_active = TRUE;
2110 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL_OFF ?
2111 SND_MAGIC_WALL_ACTIVATING :
2112 SND_BD_MAGIC_WALL_ACTIVATING));
2115 if (IS_PLAYER(x, y+1))
2117 KillHeroUnlessProtected(x, y+1);
2120 else if (smashed == EL_PINGUIN)
2125 else if (element == EL_EDELSTEIN_BD)
2127 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2133 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
2134 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
2135 smashed == EL_SP_DISK_ORANGE))
2140 else if (element == EL_FELSBROCKEN ||
2141 element == EL_SP_ZONK ||
2142 element == EL_BD_ROCK)
2144 if (IS_ENEMY(smashed) ||
2145 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
2146 smashed == EL_DX_SUPABOMB ||
2147 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
2148 smashed == EL_DRACHE || smashed == EL_MOLE)
2153 else if (!IS_MOVING(x, y+1))
2155 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
2160 else if (smashed == EL_KOKOSNUSS)
2162 Feld[x][y+1] = EL_CRACKINGNUT;
2163 PlaySoundLevel(x, y, SND_NUT_CRACKING);
2164 RaiseScoreElement(EL_KOKOSNUSS);
2167 else if (smashed == EL_PEARL)
2169 Feld[x][y+1] = EL_PEARL_BREAKING;
2170 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2173 else if (smashed == EL_DIAMANT)
2175 Feld[x][y+1] = EL_LEERRAUM;
2176 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2179 else if (IS_BELT_SWITCH(smashed))
2181 ToggleBeltSwitch(x, y+1);
2183 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2184 smashed == EL_SWITCHGATE_SWITCH_2)
2186 ToggleSwitchgateSwitch(x, y+1);
2188 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2189 smashed == EL_LIGHT_SWITCH_ON)
2191 ToggleLightSwitch(x, y+1);
2197 /* play sound of magic wall / mill */
2199 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2200 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2202 if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2203 PlaySoundLevel(x, y, SND_MAGIC_WALL_CHANGING);
2204 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2205 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_CHANGING);
2210 /* play sound of object that hits the ground */
2211 if (lastline || object_hit)
2212 PlaySoundLevelElementAction(x, y, element, SND_ACTION_IMPACT);
2215 void TurnRound(int x, int y)
2227 { 0, 0 }, { 0, 0 }, { 0, 0 },
2232 int left, right, back;
2236 { MV_DOWN, MV_UP, MV_RIGHT },
2237 { MV_UP, MV_DOWN, MV_LEFT },
2239 { MV_LEFT, MV_RIGHT, MV_DOWN },
2240 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2241 { MV_RIGHT, MV_LEFT, MV_UP }
2244 int element = Feld[x][y];
2245 int old_move_dir = MovDir[x][y];
2246 int left_dir = turn[old_move_dir].left;
2247 int right_dir = turn[old_move_dir].right;
2248 int back_dir = turn[old_move_dir].back;
2250 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2251 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2252 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2253 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2255 int left_x = x+left_dx, left_y = y+left_dy;
2256 int right_x = x+right_dx, right_y = y+right_dy;
2257 int move_x = x+move_dx, move_y = y+move_dy;
2259 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2261 TestIfBadThingTouchesOtherBadThing(x, y);
2263 if (IN_LEV_FIELD(right_x, right_y) &&
2264 IS_FREE(right_x, right_y))
2265 MovDir[x][y] = right_dir;
2266 else if (!IN_LEV_FIELD(move_x, move_y) ||
2267 !IS_FREE(move_x, move_y))
2268 MovDir[x][y] = left_dir;
2270 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2272 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2275 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2276 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2278 TestIfBadThingTouchesOtherBadThing(x, y);
2280 if (IN_LEV_FIELD(left_x, left_y) &&
2281 IS_FREE(left_x, left_y))
2282 MovDir[x][y] = left_dir;
2283 else if (!IN_LEV_FIELD(move_x, move_y) ||
2284 !IS_FREE(move_x, move_y))
2285 MovDir[x][y] = right_dir;
2287 if ((element == EL_FLIEGER ||
2288 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2289 && MovDir[x][y] != old_move_dir)
2291 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2294 else if (element == EL_MAMPFER)
2296 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2298 if (IN_LEV_FIELD(left_x, left_y) &&
2299 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2300 Feld[left_x][left_y] == EL_DIAMANT))
2301 can_turn_left = TRUE;
2302 if (IN_LEV_FIELD(right_x, right_y) &&
2303 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2304 Feld[right_x][right_y] == EL_DIAMANT))
2305 can_turn_right = TRUE;
2307 if (can_turn_left && can_turn_right)
2308 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2309 else if (can_turn_left)
2310 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2311 else if (can_turn_right)
2312 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2314 MovDir[x][y] = back_dir;
2316 MovDelay[x][y] = 16+16*RND(3);
2318 else if (element == EL_MAMPFER2)
2320 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2322 if (IN_LEV_FIELD(left_x, left_y) &&
2323 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2324 IS_MAMPF2(Feld[left_x][left_y])))
2325 can_turn_left = TRUE;
2326 if (IN_LEV_FIELD(right_x, right_y) &&
2327 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2328 IS_MAMPF2(Feld[right_x][right_y])))
2329 can_turn_right = TRUE;
2331 if (can_turn_left && can_turn_right)
2332 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2333 else if (can_turn_left)
2334 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2335 else if (can_turn_right)
2336 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2338 MovDir[x][y] = back_dir;
2340 MovDelay[x][y] = 16+16*RND(3);
2342 else if (element == EL_PACMAN)
2344 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2346 if (IN_LEV_FIELD(left_x, left_y) &&
2347 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2348 IS_AMOEBOID(Feld[left_x][left_y])))
2349 can_turn_left = TRUE;
2350 if (IN_LEV_FIELD(right_x, right_y) &&
2351 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2352 IS_AMOEBOID(Feld[right_x][right_y])))
2353 can_turn_right = TRUE;
2355 if (can_turn_left && can_turn_right)
2356 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2357 else if (can_turn_left)
2358 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2359 else if (can_turn_right)
2360 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2362 MovDir[x][y] = back_dir;
2364 MovDelay[x][y] = 6+RND(40);
2366 else if (element == EL_SCHWEIN)
2368 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2369 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2370 boolean should_move_on = FALSE;
2372 int rnd = RND(rnd_value);
2374 if (IN_LEV_FIELD(left_x, left_y) &&
2375 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2376 can_turn_left = TRUE;
2377 if (IN_LEV_FIELD(right_x, right_y) &&
2378 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2379 can_turn_right = TRUE;
2380 if (IN_LEV_FIELD(move_x, move_y) &&
2381 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2384 if (can_turn_left &&
2386 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2387 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2388 should_turn_left = TRUE;
2389 if (can_turn_right &&
2391 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2392 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2393 should_turn_right = TRUE;
2395 (!can_turn_left || !can_turn_right ||
2396 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2397 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2398 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2399 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2400 should_move_on = TRUE;
2402 if (should_turn_left || should_turn_right || should_move_on)
2404 if (should_turn_left && should_turn_right && should_move_on)
2405 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2406 rnd < 2*rnd_value/3 ? right_dir :
2408 else if (should_turn_left && should_turn_right)
2409 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2410 else if (should_turn_left && should_move_on)
2411 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2412 else if (should_turn_right && should_move_on)
2413 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2414 else if (should_turn_left)
2415 MovDir[x][y] = left_dir;
2416 else if (should_turn_right)
2417 MovDir[x][y] = right_dir;
2418 else if (should_move_on)
2419 MovDir[x][y] = old_move_dir;
2421 else if (can_move_on && rnd > rnd_value/8)
2422 MovDir[x][y] = old_move_dir;
2423 else if (can_turn_left && can_turn_right)
2424 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2425 else if (can_turn_left && rnd > rnd_value/8)
2426 MovDir[x][y] = left_dir;
2427 else if (can_turn_right && rnd > rnd_value/8)
2428 MovDir[x][y] = right_dir;
2430 MovDir[x][y] = back_dir;
2432 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2433 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2434 MovDir[x][y] = old_move_dir;
2438 else if (element == EL_DRACHE)
2440 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2442 int rnd = RND(rnd_value);
2444 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2445 can_turn_left = TRUE;
2446 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2447 can_turn_right = TRUE;
2448 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2451 if (can_move_on && rnd > rnd_value/8)
2452 MovDir[x][y] = old_move_dir;
2453 else if (can_turn_left && can_turn_right)
2454 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2455 else if (can_turn_left && rnd > rnd_value/8)
2456 MovDir[x][y] = left_dir;
2457 else if (can_turn_right && rnd > rnd_value/8)
2458 MovDir[x][y] = right_dir;
2460 MovDir[x][y] = back_dir;
2462 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2463 MovDir[x][y] = old_move_dir;
2467 else if (element == EL_MOLE)
2469 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2471 if (IN_LEV_FIELD(move_x, move_y) &&
2472 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2473 Feld[move_x][move_y] == EL_DEAMOEBING))
2478 if (IN_LEV_FIELD(left_x, left_y) &&
2479 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2480 can_turn_left = TRUE;
2481 if (IN_LEV_FIELD(right_x, right_y) &&
2482 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2483 can_turn_right = TRUE;
2485 if (can_turn_left && can_turn_right)
2486 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2487 else if (can_turn_left)
2488 MovDir[x][y] = left_dir;
2490 MovDir[x][y] = right_dir;
2493 if (MovDir[x][y] != old_move_dir)
2496 else if (element == EL_BALLOON)
2498 MovDir[x][y] = game.balloon_dir;
2501 else if (element == EL_SPRING_MOVING)
2503 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2504 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2506 Feld[x][y] = EL_SPRING;
2507 MovDir[x][y] = MV_NO_MOVING;
2511 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2513 int attr_x = -1, attr_y = -1;
2524 for (i=0; i<MAX_PLAYERS; i++)
2526 struct PlayerInfo *player = &stored_player[i];
2527 int jx = player->jx, jy = player->jy;
2529 if (!player->active)
2532 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2540 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2546 if (element == EL_PINGUIN)
2549 static int xy[4][2] =
2559 int ex = x + xy[i%4][0];
2560 int ey = y + xy[i%4][1];
2562 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2571 MovDir[x][y] = MV_NO_MOVING;
2573 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2575 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2577 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2579 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2581 if (element == EL_ROBOT)
2585 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2586 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2587 Moving2Blocked(x, y, &newx, &newy);
2589 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2590 MovDelay[x][y] = 8+8*!RND(3);
2592 MovDelay[x][y] = 16;
2600 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2602 boolean first_horiz = RND(2);
2603 int new_move_dir = MovDir[x][y];
2606 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2607 Moving2Blocked(x, y, &newx, &newy);
2609 if (IN_LEV_FIELD(newx, newy) &&
2610 (IS_FREE(newx, newy) ||
2611 Feld[newx][newy] == EL_SALZSAEURE ||
2612 (element == EL_PINGUIN &&
2613 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2614 IS_MAMPF3(Feld[newx][newy])))))
2618 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2619 Moving2Blocked(x, y, &newx, &newy);
2621 if (IN_LEV_FIELD(newx, newy) &&
2622 (IS_FREE(newx, newy) ||
2623 Feld[newx][newy] == EL_SALZSAEURE ||
2624 (element == EL_PINGUIN &&
2625 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2626 IS_MAMPF3(Feld[newx][newy])))))
2629 MovDir[x][y] = old_move_dir;
2636 static boolean JustBeingPushed(int x, int y)
2640 for (i=0; i<MAX_PLAYERS; i++)
2642 struct PlayerInfo *player = &stored_player[i];
2644 if (player->active && player->Pushing && player->MovPos)
2646 int next_jx = player->jx + (player->jx - player->last_jx);
2647 int next_jy = player->jy + (player->jy - player->last_jy);
2649 if (x == next_jx && y == next_jy)
2657 void StartMoving(int x, int y)
2659 int element = Feld[x][y];
2664 if (CAN_FALL(element) && y<lev_fieldy-1)
2666 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2667 if (JustBeingPushed(x, y))
2670 if (element == EL_MORAST_VOLL)
2672 if (IS_FREE(x, y+1))
2674 InitMovingField(x, y, MV_DOWN);
2675 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2676 Store[x][y] = EL_FELSBROCKEN;
2677 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
2679 else if (Feld[x][y+1] == EL_MORAST_LEER)
2681 if (!MovDelay[x][y])
2682 MovDelay[x][y] = TILEY + 1;
2691 Feld[x][y] = EL_MORAST_LEER;
2692 Feld[x][y+1] = EL_MORAST_VOLL;
2693 Store[x][y+1] = Store[x][y];
2695 PlaySoundLevel(x, y, SND_QUICKSAND_SLIPPING_THROUGH);
2698 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2699 Feld[x][y+1] == EL_MORAST_LEER)
2701 InitMovingField(x, y, MV_DOWN);
2702 Feld[x][y] = EL_QUICKSAND_FILLING;
2703 Store[x][y] = element;
2704 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
2706 else if (element == EL_MAGIC_WALL_FULL)
2708 if (IS_FREE(x, y+1))
2710 InitMovingField(x, y, MV_DOWN);
2711 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2712 Store[x][y] = EL_CHANGED(Store[x][y]);
2714 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2716 if (!MovDelay[x][y])
2717 MovDelay[x][y] = TILEY/4 + 1;
2726 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2727 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2728 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2732 else if (element == EL_MAGIC_WALL_BD_FULL)
2734 if (IS_FREE(x, y+1))
2736 InitMovingField(x, y, MV_DOWN);
2737 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2738 Store[x][y] = EL_CHANGED2(Store[x][y]);
2740 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2742 if (!MovDelay[x][y])
2743 MovDelay[x][y] = TILEY/4 + 1;
2752 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2753 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2754 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2758 else if (CAN_CHANGE(element) &&
2759 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2760 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2762 InitMovingField(x, y, MV_DOWN);
2764 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2765 EL_MAGIC_WALL_BD_FILLING);
2766 Store[x][y] = element;
2768 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2771 InitMovingField(x, y, MV_DOWN);
2772 Store[x][y] = EL_SALZSAEURE;
2774 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2779 else if (IS_FREE(x, y+1))
2781 InitMovingField(x, y, MV_DOWN);
2783 else if (element == EL_TROPFEN)
2785 Feld[x][y] = EL_AMOEBING;
2786 Store[x][y] = EL_AMOEBE_NASS;
2788 /* Store[x][y+1] must be zero, because:
2789 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2792 #if OLD_GAME_BEHAVIOUR
2793 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2795 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2796 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2797 element != EL_DX_SUPABOMB)
2800 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2801 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2802 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2803 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2806 boolean left = (x>0 && IS_FREE(x-1, y) &&
2807 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2808 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2809 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2813 if (left && right &&
2814 (game.emulation != EMU_BOULDERDASH &&
2815 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2816 left = !(right = RND(2));
2818 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2821 else if (IS_BELT(Feld[x][y+1]))
2823 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2824 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2825 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2826 int belt_dir = game.belt_dir[belt_nr];
2828 if ((belt_dir == MV_LEFT && left_is_free) ||
2829 (belt_dir == MV_RIGHT && right_is_free))
2830 InitMovingField(x, y, belt_dir);
2833 else if (CAN_MOVE(element))
2837 if ((element == EL_SONDE || element == EL_BALLOON ||
2838 element == EL_SPRING_MOVING)
2839 && JustBeingPushed(x, y))
2842 if (!MovDelay[x][y]) /* start new movement phase */
2844 /* all objects that can change their move direction after each step */
2845 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2847 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2851 if (MovDelay[x][y] && (element == EL_KAEFER ||
2852 element == EL_FLIEGER ||
2853 element == EL_SP_SNIKSNAK ||
2854 element == EL_SP_ELECTRON ||
2855 element == EL_MOLE))
2856 DrawLevelField(x, y);
2860 if (MovDelay[x][y]) /* wait some time before next movement */
2864 if (element == EL_ROBOT ||
2865 element == EL_MAMPFER || element == EL_MAMPFER2)
2867 int phase = MovDelay[x][y] % 8;
2872 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2873 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element) + phase);
2875 if (MovDelay[x][y] % 4 == 3)
2877 if (element == EL_MAMPFER)
2878 PlaySoundLevel(x, y, SND_YAMYAM_WAITING);
2879 else if (element == EL_MAMPFER2)
2880 PlaySoundLevel(x, y, SND_DARK_YAMYAM_WAITING);
2883 else if (element == EL_SP_ELECTRON)
2884 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2885 else if (element == EL_DRACHE)
2888 int dir = MovDir[x][y];
2889 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2890 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2891 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2892 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2893 dir == MV_UP ? GFX_FLAMMEN_UP :
2894 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2895 int phase = FrameCounter % 2;
2897 for (i=1; i<=3; i++)
2899 int xx = x + i*dx, yy = y + i*dy;
2900 int sx = SCREENX(xx), sy = SCREENY(yy);
2902 if (!IN_LEV_FIELD(xx, yy) ||
2903 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2908 int flamed = MovingOrBlocked2Element(xx, yy);
2910 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2913 RemoveMovingField(xx, yy);
2915 Feld[xx][yy] = EL_BURNING;
2916 if (IN_SCR_FIELD(sx, sy))
2917 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2921 if (Feld[xx][yy] == EL_BURNING)
2922 Feld[xx][yy] = EL_LEERRAUM;
2923 DrawLevelField(xx, yy);
2928 if (MovDelay[x][y]) /* element still has to wait some time */
2930 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
2936 /* now make next step */
2938 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2940 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2941 !PLAYER_PROTECTED(newx, newy))
2945 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2948 /* enemy got the player */
2950 KillHero(PLAYERINFO(newx, newy));
2955 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2956 element == EL_SONDE || element == EL_BALLOON) &&
2957 IN_LEV_FIELD(newx, newy) &&
2958 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2961 Store[x][y] = EL_SALZSAEURE;
2963 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2965 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2967 Feld[x][y] = EL_LEERRAUM;
2968 DrawLevelField(x, y);
2970 PlaySoundLevel(newx, newy, SND_PENGUIN_ENTERING_EXIT);
2971 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2972 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2974 local_player->friends_still_needed--;
2975 if (!local_player->friends_still_needed &&
2976 !local_player->GameOver && AllPlayersGone)
2977 local_player->LevelSolved = local_player->GameOver = TRUE;
2981 else if (IS_MAMPF3(Feld[newx][newy]))
2983 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2984 DrawLevelField(newx, newy);
2986 MovDir[x][y] = MV_NO_MOVING;
2988 else if (!IS_FREE(newx, newy))
2990 if (IS_PLAYER(x, y))
2991 DrawPlayerField(x, y);
2993 DrawLevelField(x, y);
2997 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2999 if (IS_GEM(Feld[newx][newy]))
3001 if (IS_MOVING(newx, newy))
3002 RemoveMovingField(newx, newy);
3005 Feld[newx][newy] = EL_LEERRAUM;
3006 DrawLevelField(newx, newy);
3009 PlaySoundLevel(x, y, SND_PIG_EATING_GEM);
3011 else if (!IS_FREE(newx, newy))
3013 if (IS_PLAYER(x, y))
3014 DrawPlayerField(x, y);
3016 DrawLevelField(x, y);
3020 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
3022 if (!IS_FREE(newx, newy))
3024 if (IS_PLAYER(x, y))
3025 DrawPlayerField(x, y);
3027 DrawLevelField(x, y);
3032 boolean wanna_flame = !RND(10);
3033 int dx = newx - x, dy = newy - y;
3034 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3035 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3036 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3037 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
3038 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3039 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
3041 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
3042 element1 != EL_DRACHE && element2 != EL_DRACHE &&
3043 element1 != EL_BURNING && element2 != EL_BURNING)
3045 if (IS_PLAYER(x, y))
3046 DrawPlayerField(x, y);
3048 DrawLevelField(x, y);
3050 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3052 MovDelay[x][y] = 50;
3053 Feld[newx][newy] = EL_BURNING;
3054 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
3055 Feld[newx1][newy1] = EL_BURNING;
3056 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
3057 Feld[newx2][newy2] = EL_BURNING;
3062 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
3063 Feld[newx][newy] == EL_DIAMANT)
3065 if (IS_MOVING(newx, newy))
3066 RemoveMovingField(newx, newy);
3069 Feld[newx][newy] = EL_LEERRAUM;
3070 DrawLevelField(newx, newy);
3073 PlaySoundLevel(x, y, SND_YAMYAM_EATING_DIAMOND);
3075 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
3076 IS_MAMPF2(Feld[newx][newy]))
3078 if (AmoebaNr[newx][newy])
3080 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3081 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3082 Feld[newx][newy] == EL_AMOEBE_BD)
3083 AmoebaCnt[AmoebaNr[newx][newy]]--;
3086 if (IS_MOVING(newx, newy))
3087 RemoveMovingField(newx, newy);
3090 Feld[newx][newy] = EL_LEERRAUM;
3091 DrawLevelField(newx, newy);
3094 PlaySoundLevel(x, y, SND_DARK_YAMYAM_EATING_ANY);
3096 else if ((element == EL_PACMAN || element == EL_MOLE)
3097 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3099 if (AmoebaNr[newx][newy])
3101 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3102 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
3103 Feld[newx][newy] == EL_AMOEBE_BD)
3104 AmoebaCnt[AmoebaNr[newx][newy]]--;
3107 if (element == EL_MOLE)
3109 Feld[newx][newy] = EL_DEAMOEBING;
3110 PlaySoundLevel(x, y, SND_MOLE_EATING_AMOEBA);
3111 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3112 return; /* wait for shrinking amoeba */
3114 else /* element == EL_PACMAN */
3116 Feld[newx][newy] = EL_LEERRAUM;
3117 DrawLevelField(newx, newy);
3118 PlaySoundLevel(x, y, SND_PACMAN_EATING_AMOEBA);
3121 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3122 (Feld[newx][newy] == EL_DEAMOEBING ||
3123 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
3125 /* wait for shrinking amoeba to completely disappear */
3128 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3130 /* object was running against a wall */
3134 if (element == EL_KAEFER || element == EL_FLIEGER ||
3135 element == EL_SP_SNIKSNAK || element == EL_MOLE)
3136 DrawLevelField(x, y);
3137 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
3138 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
3139 else if (element == EL_SONDE)
3140 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
3141 else if (element == EL_SP_ELECTRON)
3142 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
3144 if (DONT_TOUCH(element))
3145 TestIfBadThingTouchesHero(x, y);
3147 PlaySoundLevelAction(x, y, SND_ACTION_WAITING);
3152 InitMovingField(x, y, MovDir[x][y]);
3154 PlaySoundLevelAction(x, y, SND_ACTION_MOVING);
3158 ContinueMoving(x, y);
3161 void ContinueMoving(int x, int y)
3163 int element = Feld[x][y];
3164 int direction = MovDir[x][y];
3165 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3166 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3167 int horiz_move = (dx!=0);
3168 int newx = x + dx, newy = y + dy;
3169 int step = (horiz_move ? dx : dy) * TILEX / 8;
3171 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3173 else if (element == EL_QUICKSAND_FILLING ||
3174 element == EL_QUICKSAND_EMPTYING)
3176 else if (element == EL_MAGIC_WALL_FILLING ||
3177 element == EL_MAGIC_WALL_BD_FILLING ||
3178 element == EL_MAGIC_WALL_EMPTYING ||
3179 element == EL_MAGIC_WALL_BD_EMPTYING)
3181 else if (CAN_FALL(element) && horiz_move &&
3182 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3184 else if (element == EL_SPRING_MOVING)
3187 #if OLD_GAME_BEHAVIOUR
3188 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3192 MovPos[x][y] += step;
3194 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3196 Feld[x][y] = EL_LEERRAUM;
3197 Feld[newx][newy] = element;
3199 if (element == EL_MOLE)
3202 static int xy[4][2] =
3210 Feld[x][y] = EL_ERDREICH;
3211 DrawLevelField(x, y);
3220 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3221 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3225 if (element == EL_QUICKSAND_FILLING)
3227 element = Feld[newx][newy] = get_next_element(element);
3228 Store[newx][newy] = Store[x][y];
3230 else if (element == EL_QUICKSAND_EMPTYING)
3232 Feld[x][y] = get_next_element(element);
3233 element = Feld[newx][newy] = Store[x][y];
3235 else if (element == EL_MAGIC_WALL_FILLING)
3237 element = Feld[newx][newy] = get_next_element(element);
3238 if (!game.magic_wall_active)
3239 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3240 Store[newx][newy] = Store[x][y];
3242 else if (element == EL_MAGIC_WALL_EMPTYING)
3244 Feld[x][y] = get_next_element(element);
3245 if (!game.magic_wall_active)
3246 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3247 element = Feld[newx][newy] = Store[x][y];
3249 else if (element == EL_MAGIC_WALL_BD_FILLING)
3251 element = Feld[newx][newy] = get_next_element(element);
3252 if (!game.magic_wall_active)
3253 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3254 Store[newx][newy] = Store[x][y];
3256 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3258 Feld[x][y] = get_next_element(element);
3259 if (!game.magic_wall_active)
3260 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3261 element = Feld[newx][newy] = Store[x][y];
3263 else if (element == EL_AMOEBA_DRIPPING)
3265 Feld[x][y] = get_next_element(element);
3266 element = Feld[newx][newy] = Store[x][y];
3268 else if (Store[x][y] == EL_SALZSAEURE)
3270 element = Feld[newx][newy] = EL_SALZSAEURE;
3274 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3275 MovDelay[newx][newy] = 0;
3277 if (!CAN_MOVE(element))
3278 MovDir[newx][newy] = 0;
3280 DrawLevelField(x, y);
3281 DrawLevelField(newx, newy);
3283 Stop[newx][newy] = TRUE;
3284 JustStopped[newx][newy] = 3;
3286 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3288 TestIfBadThingTouchesHero(newx, newy);
3289 TestIfBadThingTouchesFriend(newx, newy);
3290 TestIfBadThingTouchesOtherBadThing(newx, newy);
3292 else if (element == EL_PINGUIN)
3293 TestIfFriendTouchesBadThing(newx, newy);
3295 if (CAN_SMASH(element) && direction == MV_DOWN &&
3296 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3299 else /* still moving on */
3300 DrawLevelField(x, y);
3303 int AmoebeNachbarNr(int ax, int ay)
3306 int element = Feld[ax][ay];
3308 static int xy[4][2] =
3318 int x = ax + xy[i][0];
3319 int y = ay + xy[i][1];
3321 if (!IN_LEV_FIELD(x, y))
3324 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3325 group_nr = AmoebaNr[x][y];
3331 void AmoebenVereinigen(int ax, int ay)
3333 int i, x, y, xx, yy;
3334 int new_group_nr = AmoebaNr[ax][ay];
3335 static int xy[4][2] =
3343 if (new_group_nr == 0)
3351 if (!IN_LEV_FIELD(x, y))
3354 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3355 Feld[x][y] == EL_AMOEBE_BD ||
3356 Feld[x][y] == EL_AMOEBE_TOT) &&
3357 AmoebaNr[x][y] != new_group_nr)
3359 int old_group_nr = AmoebaNr[x][y];
3361 if (old_group_nr == 0)
3364 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3365 AmoebaCnt[old_group_nr] = 0;
3366 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3367 AmoebaCnt2[old_group_nr] = 0;
3369 for (yy=0; yy<lev_fieldy; yy++)
3371 for (xx=0; xx<lev_fieldx; xx++)
3373 if (AmoebaNr[xx][yy] == old_group_nr)
3374 AmoebaNr[xx][yy] = new_group_nr;
3381 void AmoebeUmwandeln(int ax, int ay)
3385 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3387 int group_nr = AmoebaNr[ax][ay];
3392 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3393 printf("AmoebeUmwandeln(): This should never happen!\n");
3398 for (y=0; y<lev_fieldy; y++)
3400 for (x=0; x<lev_fieldx; x++)
3402 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3405 Feld[x][y] = EL_AMOEBA2DIAM;
3409 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
3410 SND_AMOEBA_TURNING_TO_GEM :
3411 SND_AMOEBA_TURNING_TO_ROCK));
3416 static int xy[4][2] =
3429 if (!IN_LEV_FIELD(x, y))
3432 if (Feld[x][y] == EL_AMOEBA2DIAM)
3434 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
3435 SND_AMOEBA_TURNING_TO_GEM :
3436 SND_AMOEBA_TURNING_TO_ROCK));
3443 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3446 int group_nr = AmoebaNr[ax][ay];
3447 boolean done = FALSE;
3452 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3453 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3458 for (y=0; y<lev_fieldy; y++)
3460 for (x=0; x<lev_fieldx; x++)
3462 if (AmoebaNr[x][y] == group_nr &&
3463 (Feld[x][y] == EL_AMOEBE_TOT ||
3464 Feld[x][y] == EL_AMOEBE_BD ||
3465 Feld[x][y] == EL_AMOEBING))
3468 Feld[x][y] = new_element;
3469 InitField(x, y, FALSE);
3470 DrawLevelField(x, y);
3477 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
3478 SND_BD_AMOEBA_TURNING_TO_ROCK :
3479 SND_BD_AMOEBA_TURNING_TO_GEM));
3482 void AmoebeWaechst(int x, int y)
3484 static unsigned long sound_delay = 0;
3485 static unsigned long sound_delay_value = 0;
3487 if (!MovDelay[x][y]) /* start new growing cycle */
3491 if (DelayReached(&sound_delay, sound_delay_value))
3493 if (Store[x][y] == EL_AMOEBE_BD)
3494 PlaySoundLevel(x, y, SND_BD_AMOEBA_CREATING);
3496 PlaySoundLevel(x, y, SND_AMOEBA_CREATING);
3497 sound_delay_value = 30;
3501 if (MovDelay[x][y]) /* wait some time before growing bigger */
3504 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3505 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3507 if (!MovDelay[x][y])
3509 Feld[x][y] = Store[x][y];
3511 DrawLevelField(x, y);
3516 void AmoebaDisappearing(int x, int y)
3518 static unsigned long sound_delay = 0;
3519 static unsigned long sound_delay_value = 0;
3521 if (!MovDelay[x][y]) /* start new shrinking cycle */
3525 if (DelayReached(&sound_delay, sound_delay_value))
3526 sound_delay_value = 30;
3529 if (MovDelay[x][y]) /* wait some time before shrinking */
3532 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3533 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3535 if (!MovDelay[x][y])
3537 Feld[x][y] = EL_LEERRAUM;
3538 DrawLevelField(x, y);
3540 /* don't let mole enter this field in this cycle;
3541 (give priority to objects falling to this field from above) */
3547 void AmoebeAbleger(int ax, int ay)
3550 int element = Feld[ax][ay];
3551 int newax = ax, neway = ay;
3552 static int xy[4][2] =
3560 if (!level.amoeba_speed)
3562 Feld[ax][ay] = EL_AMOEBE_TOT;
3563 DrawLevelField(ax, ay);
3567 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3568 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3570 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3573 if (MovDelay[ax][ay])
3577 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3580 int x = ax + xy[start][0];
3581 int y = ay + xy[start][1];
3583 if (!IN_LEV_FIELD(x, y))
3586 if (IS_FREE(x, y) ||
3587 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3593 if (newax == ax && neway == ay)
3596 else /* normal or "filled" (BD style) amoeba */
3599 boolean waiting_for_player = FALSE;
3603 int j = (start + i) % 4;
3604 int x = ax + xy[j][0];
3605 int y = ay + xy[j][1];
3607 if (!IN_LEV_FIELD(x, y))
3610 if (IS_FREE(x, y) ||
3611 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3617 else if (IS_PLAYER(x, y))
3618 waiting_for_player = TRUE;
3621 if (newax == ax && neway == ay) /* amoeba cannot grow */
3623 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3625 Feld[ax][ay] = EL_AMOEBE_TOT;
3626 DrawLevelField(ax, ay);
3627 AmoebaCnt[AmoebaNr[ax][ay]]--;
3629 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3631 if (element == EL_AMOEBE_VOLL)
3632 AmoebeUmwandeln(ax, ay);
3633 else if (element == EL_AMOEBE_BD)
3634 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3639 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3641 /* amoeba gets larger by growing in some direction */
3643 int new_group_nr = AmoebaNr[ax][ay];
3646 if (new_group_nr == 0)
3648 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3649 printf("AmoebeAbleger(): This should never happen!\n");
3654 AmoebaNr[newax][neway] = new_group_nr;
3655 AmoebaCnt[new_group_nr]++;
3656 AmoebaCnt2[new_group_nr]++;
3658 /* if amoeba touches other amoeba(s) after growing, unify them */
3659 AmoebenVereinigen(newax, neway);
3661 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3663 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3669 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3670 (neway == lev_fieldy - 1 && newax != ax))
3672 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3673 Store[newax][neway] = element;
3675 else if (neway == ay)
3677 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3678 PlaySoundLevel(newax, neway, SND_AMOEBA_DROPPING);
3682 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3683 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3684 Store[ax][ay] = EL_TROPFEN;
3685 ContinueMoving(ax, ay);
3689 DrawLevelField(newax, neway);
3692 void Life(int ax, int ay)
3695 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3697 int element = Feld[ax][ay];
3698 boolean changed = FALSE;
3703 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3704 MovDelay[ax][ay] = life_time;
3706 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3709 if (MovDelay[ax][ay])
3713 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3715 int xx = ax+x1, yy = ay+y1;
3718 if (!IN_LEV_FIELD(xx, yy))
3721 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3723 int x = xx+x2, y = yy+y2;
3725 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3728 if (((Feld[x][y] == element ||
3729 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3731 (IS_FREE(x, y) && Stop[x][y]))
3735 if (xx == ax && yy == ay) /* field in the middle */
3737 if (nachbarn < life[0] || nachbarn > life[1])
3739 Feld[xx][yy] = EL_LEERRAUM;
3741 DrawLevelField(xx, yy);
3742 Stop[xx][yy] = TRUE;
3746 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3747 { /* free border field */
3748 if (nachbarn >= life[2] && nachbarn <= life[3])
3750 Feld[xx][yy] = element;
3751 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3753 DrawLevelField(xx, yy);
3754 Stop[xx][yy] = TRUE;
3761 PlaySoundLevel(ax, ay, element == EL_LIFE ? SND_GAMEOFLIFE_CREATING :
3762 SND_BIOMAZE_CREATING);
3765 void RobotWheel(int x, int y)
3767 if (!MovDelay[x][y]) /* next animation frame */
3768 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3770 if (MovDelay[x][y]) /* wait some time before next frame */
3775 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3776 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3777 if (!(MovDelay[x][y]%4))
3778 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_RUNNING);
3783 Feld[x][y] = EL_ABLENK_AUS;
3784 DrawLevelField(x, y);
3785 if (ZX == x && ZY == y)
3789 void TimegateWheel(int x, int y)
3791 if (!MovDelay[x][y]) /* next animation frame */
3792 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3794 if (MovDelay[x][y]) /* wait some time before next frame */
3799 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3800 DrawGraphic(SCREENX(x), SCREENY(y),
3801 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3802 if (!(MovDelay[x][y]%4))
3803 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_RUNNING);
3808 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3809 DrawLevelField(x, y);
3810 if (ZX == x && ZY == y)
3814 void Birne(int x, int y)
3816 if (!MovDelay[x][y]) /* next animation frame */
3817 MovDelay[x][y] = 800;
3819 if (MovDelay[x][y]) /* wait some time before next frame */
3824 if (!(MovDelay[x][y]%5))
3826 if (!(MovDelay[x][y]%10))
3827 Feld[x][y]=EL_ABLENK_EIN;
3829 Feld[x][y]=EL_ABLENK_AUS;
3830 DrawLevelField(x, y);
3831 Feld[x][y]=EL_ABLENK_EIN;
3837 Feld[x][y]=EL_ABLENK_AUS;
3838 DrawLevelField(x, y);
3839 if (ZX == x && ZY == y)
3843 void Blubber(int x, int y)
3845 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3846 DrawLevelField(x, y-1);
3848 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3851 void NussKnacken(int x, int y)
3853 if (!MovDelay[x][y]) /* next animation frame */
3856 if (MovDelay[x][y]) /* wait some time before next frame */
3859 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3860 DrawGraphic(SCREENX(x), SCREENY(y),
3861 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3863 if (!MovDelay[x][y])
3865 Feld[x][y] = EL_EDELSTEIN;
3866 DrawLevelField(x, y);
3871 void BreakingPearl(int x, int y)
3873 if (!MovDelay[x][y]) /* next animation frame */
3876 if (MovDelay[x][y]) /* wait some time before next frame */
3879 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3880 DrawGraphic(SCREENX(x), SCREENY(y),
3881 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3883 if (!MovDelay[x][y])
3885 Feld[x][y] = EL_LEERRAUM;
3886 DrawLevelField(x, y);
3891 void SiebAktivieren(int x, int y, int typ)
3893 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3895 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3898 void AusgangstuerPruefen(int x, int y)
3900 if (!local_player->gems_still_needed &&
3901 !local_player->sokobanfields_still_needed &&
3902 !local_player->lights_still_needed)
3904 Feld[x][y] = EL_AUSGANG_ACT;
3906 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3907 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3908 y < LEVELY(BY1) ? LEVELY(BY1) :
3909 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3914 void AusgangstuerOeffnen(int x, int y)
3918 if (!MovDelay[x][y]) /* next animation frame */
3919 MovDelay[x][y] = 5*delay;
3921 if (MovDelay[x][y]) /* wait some time before next frame */
3926 tuer = MovDelay[x][y]/delay;
3927 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3928 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3930 if (!MovDelay[x][y])
3932 Feld[x][y] = EL_AUSGANG_AUF;
3933 DrawLevelField(x, y);
3938 void AusgangstuerBlinken(int x, int y)
3940 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3943 void OpenSwitchgate(int x, int y)
3947 if (!MovDelay[x][y]) /* next animation frame */
3948 MovDelay[x][y] = 5 * delay;
3950 if (MovDelay[x][y]) /* wait some time before next frame */
3955 phase = MovDelay[x][y] / delay;
3956 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3957 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3959 if (!MovDelay[x][y])
3961 Feld[x][y] = EL_SWITCHGATE_OPEN;
3962 DrawLevelField(x, y);
3967 void CloseSwitchgate(int x, int y)
3971 if (!MovDelay[x][y]) /* next animation frame */
3972 MovDelay[x][y] = 5 * delay;
3974 if (MovDelay[x][y]) /* wait some time before next frame */
3979 phase = MovDelay[x][y] / delay;
3980 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3981 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3983 if (!MovDelay[x][y])
3985 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3986 DrawLevelField(x, y);
3991 void OpenTimegate(int x, int y)
3995 if (!MovDelay[x][y]) /* next animation frame */
3996 MovDelay[x][y] = 5 * delay;
3998 if (MovDelay[x][y]) /* wait some time before next frame */
4003 phase = MovDelay[x][y] / delay;
4004 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4005 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
4007 if (!MovDelay[x][y])
4009 Feld[x][y] = EL_TIMEGATE_OPEN;
4010 DrawLevelField(x, y);
4015 void CloseTimegate(int x, int y)
4019 if (!MovDelay[x][y]) /* next animation frame */
4020 MovDelay[x][y] = 5 * delay;
4022 if (MovDelay[x][y]) /* wait some time before next frame */
4027 phase = MovDelay[x][y] / delay;
4028 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4029 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
4031 if (!MovDelay[x][y])
4033 Feld[x][y] = EL_TIMEGATE_CLOSED;
4034 DrawLevelField(x, y);
4039 static void CloseAllOpenTimegates()
4043 for (y=0; y<lev_fieldy; y++)
4045 for (x=0; x<lev_fieldx; x++)
4047 int element = Feld[x][y];
4049 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4051 Feld[x][y] = EL_TIMEGATE_CLOSING;
4052 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4058 void EdelsteinFunkeln(int x, int y)
4060 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4063 if (Feld[x][y] == EL_EDELSTEIN_BD)
4064 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
4067 if (!MovDelay[x][y]) /* next animation frame */
4068 MovDelay[x][y] = 11 * !SimpleRND(500);
4070 if (MovDelay[x][y]) /* wait some time before next frame */
4074 if (setup.direct_draw && MovDelay[x][y])
4075 SetDrawtoField(DRAW_BUFFERED);
4077 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
4081 int phase = (MovDelay[x][y]-1)/2;
4086 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
4088 if (setup.direct_draw)
4092 dest_x = FX + SCREENX(x)*TILEX;
4093 dest_y = FY + SCREENY(y)*TILEY;
4095 BlitBitmap(drawto_field, window,
4096 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4097 SetDrawtoField(DRAW_DIRECT);
4104 void MauerWaechst(int x, int y)
4108 if (!MovDelay[x][y]) /* next animation frame */
4109 MovDelay[x][y] = 3*delay;
4111 if (MovDelay[x][y]) /* wait some time before next frame */
4116 phase = 2-MovDelay[x][y]/delay;
4117 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4118 DrawGraphic(SCREENX(x), SCREENY(y),
4119 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
4120 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
4121 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
4122 GFX_MAUER_DOWN ) + phase);
4124 if (!MovDelay[x][y])
4126 if (MovDir[x][y] == MV_LEFT)
4128 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
4129 DrawLevelField(x-1, y);
4131 else if (MovDir[x][y] == MV_RIGHT)
4133 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
4134 DrawLevelField(x+1, y);
4136 else if (MovDir[x][y] == MV_UP)
4138 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
4139 DrawLevelField(x, y-1);
4143 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
4144 DrawLevelField(x, y+1);
4147 Feld[x][y] = Store[x][y];
4149 MovDir[x][y] = MV_NO_MOVING;
4150 DrawLevelField(x, y);
4155 void MauerAbleger(int ax, int ay)
4157 int element = Feld[ax][ay];
4158 boolean oben_frei = FALSE, unten_frei = FALSE;
4159 boolean links_frei = FALSE, rechts_frei = FALSE;
4160 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4161 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4162 boolean new_wall = FALSE;
4164 if (!MovDelay[ax][ay]) /* start building new wall */
4165 MovDelay[ax][ay] = 6;
4167 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4170 if (MovDelay[ax][ay])
4174 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4176 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4178 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4180 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4183 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4187 Feld[ax][ay-1] = EL_MAUERND;
4188 Store[ax][ay-1] = element;
4189 MovDir[ax][ay-1] = MV_UP;
4190 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4191 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4196 Feld[ax][ay+1] = EL_MAUERND;
4197 Store[ax][ay+1] = element;
4198 MovDir[ax][ay+1] = MV_DOWN;
4199 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4200 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4205 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4206 element == EL_MAUER_LEBT)
4210 Feld[ax-1][ay] = EL_MAUERND;
4211 Store[ax-1][ay] = element;
4212 MovDir[ax-1][ay] = MV_LEFT;
4213 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4214 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4220 Feld[ax+1][ay] = EL_MAUERND;
4221 Store[ax+1][ay] = element;
4222 MovDir[ax+1][ay] = MV_RIGHT;
4223 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4224 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4229 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4230 DrawLevelField(ax, ay);
4232 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4234 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4235 unten_massiv = TRUE;
4236 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4237 links_massiv = TRUE;
4238 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4239 rechts_massiv = TRUE;
4241 if (((oben_massiv && unten_massiv) ||
4242 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4243 ((links_massiv && rechts_massiv) ||
4244 element == EL_MAUER_Y))
4245 Feld[ax][ay] = EL_MAUERWERK;
4248 PlaySoundLevel(ax, ay, SND_WALL_GROWING);
4251 void CheckForDragon(int x, int y)
4254 boolean dragon_found = FALSE;
4255 static int xy[4][2] =
4267 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4269 if (IN_LEV_FIELD(xx, yy) &&
4270 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4272 if (Feld[xx][yy] == EL_DRACHE)
4273 dragon_found = TRUE;
4286 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4288 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4290 Feld[xx][yy] = EL_LEERRAUM;
4291 DrawLevelField(xx, yy);
4300 static void CheckBuggyBase(int x, int y)
4302 int element = Feld[x][y];
4304 if (element == EL_SP_BUG)
4306 if (!MovDelay[x][y]) /* wait some time before activating base */
4307 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4312 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4313 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4317 Feld[x][y] = EL_SP_BUG_ACTIVE;
4320 else if (element == EL_SP_BUG_ACTIVE)
4322 if (!MovDelay[x][y]) /* start activating buggy base */
4323 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4331 static int xy[4][2] =
4339 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4340 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4344 int xx = x + xy[i][0], yy = y + xy[i][1];
4346 if (IS_PLAYER(xx, yy))
4348 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVATING);
4356 Feld[x][y] = EL_SP_BUG;
4357 DrawLevelField(x, y);
4362 static void CheckTrap(int x, int y)
4364 int element = Feld[x][y];
4366 if (element == EL_TRAP_INACTIVE)
4368 if (!MovDelay[x][y]) /* wait some time before activating trap */
4369 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4377 Feld[x][y] = EL_TRAP_ACTIVE;
4378 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4381 else if (element == EL_TRAP_ACTIVE)
4386 if (!MovDelay[x][y]) /* start activating trap */
4387 MovDelay[x][y] = num_frames * delay;
4395 if (!(MovDelay[x][y] % delay))
4397 int phase = MovDelay[x][y]/delay;
4399 if (phase >= num_frames/2)
4400 phase = num_frames - phase;
4402 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4404 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4405 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4412 Feld[x][y] = EL_TRAP_INACTIVE;
4413 DrawLevelField(x, y);
4418 static void DrawBeltAnimation(int x, int y, int element)
4420 int belt_nr = getBeltNrFromElement(element);
4421 int belt_dir = game.belt_dir[belt_nr];
4423 if (belt_dir != MV_NO_MOVING)
4426 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4427 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4429 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4431 if (!(FrameCounter % 2))
4432 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_RUNNING);
4436 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4438 static byte stored_player_action[MAX_PLAYERS];
4439 static int num_stored_actions = 0;
4441 static boolean save_tape_entry = FALSE;
4443 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4444 int left = player_action & JOY_LEFT;
4445 int right = player_action & JOY_RIGHT;
4446 int up = player_action & JOY_UP;
4447 int down = player_action & JOY_DOWN;
4448 int button1 = player_action & JOY_BUTTON_1;
4449 int button2 = player_action & JOY_BUTTON_2;
4450 int dx = (left ? -1 : right ? 1 : 0);
4451 int dy = (up ? -1 : down ? 1 : 0);
4453 stored_player_action[player->index_nr] = 0;
4454 num_stored_actions++;
4456 if (!player->active || tape.pausing)
4462 save_tape_entry = TRUE;
4464 player->frame_reset_delay = 0;
4467 snapped = SnapField(player, dx, dy);
4471 bombed = PlaceBomb(player);
4472 moved = MoveFigure(player, dx, dy);
4475 if (tape.single_step && tape.recording && !tape.pausing)
4477 if (button1 || (bombed && !moved))
4479 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4480 SnapField(player, 0, 0); /* stop snapping */
4485 if (tape.recording && (moved || snapped || bombed))
4487 if (bombed && !moved)
4488 player_action &= JOY_BUTTON;
4490 stored_player_action[player->index_nr] = player_action;
4491 save_tape_entry = TRUE;
4493 else if (tape.playing && snapped)
4494 SnapField(player, 0, 0); /* stop snapping */
4496 stored_player_action[player->index_nr] = player_action;
4501 /* no actions for this player (no input at player's configured device) */
4503 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4504 SnapField(player, 0, 0);
4505 CheckGravityMovement(player);
4508 if (player->MovPos == 0) /* needed for tape.playing */
4509 player->is_moving = FALSE;
4512 if (player->MovPos == 0) /* needed for tape.playing */
4513 player->last_move_dir = MV_NO_MOVING;
4515 /* !!! CHECK THIS AGAIN !!!
4516 (Seems to be needed for some EL_ROBOT stuff, but breaks
4517 tapes when walking through pipes!)
4520 /* it seems that "player->last_move_dir" is misused as some sort of
4521 "player->is_just_moving_in_this_moment", which is needed for the
4522 robot stuff (robots don't kill players when they are moving)
4526 if (++player->frame_reset_delay > player->move_delay_value)
4531 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4533 TapeRecordAction(stored_player_action);
4534 num_stored_actions = 0;
4535 save_tape_entry = FALSE;
4538 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4540 TapeRecordAction(stored_player_action);
4541 num_stored_actions = 0;
4546 if (tape.playing && !tape.pausing && !player_action &&
4547 tape.counter < tape.length)
4549 int jx = player->jx, jy = player->jy;
4551 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4553 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4554 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4556 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4558 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4560 int el = Feld[jx+dx][jy];
4561 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4562 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4564 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4566 player->MovDir = next_joy;
4567 player->Frame = FrameCounter % 4;
4568 player->Pushing = TRUE;
4578 static unsigned long action_delay = 0;
4579 unsigned long action_delay_value;
4580 int sieb_x = 0, sieb_y = 0;
4581 int i, x, y, element;
4582 byte *recorded_player_action;
4583 byte summarized_player_action = 0;
4585 if (game_status != PLAYING)
4588 action_delay_value =
4589 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4591 if (tape.playing && tape.index_search && !tape.pausing)
4592 action_delay_value = 0;
4594 /* ---------- main game synchronization point ---------- */
4596 WaitUntilDelayReached(&action_delay, action_delay_value);
4598 if (network_playing && !network_player_action_received)
4602 printf("DEBUG: try to get network player actions in time\n");
4606 #if defined(PLATFORM_UNIX)
4607 /* last chance to get network player actions without main loop delay */
4611 if (game_status != PLAYING)
4614 if (!network_player_action_received)
4618 printf("DEBUG: failed to get network player actions in time\n");
4628 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4630 for (i=0; i<MAX_PLAYERS; i++)
4632 summarized_player_action |= stored_player[i].action;
4634 if (!network_playing)
4635 stored_player[i].effective_action = stored_player[i].action;
4638 #if defined(PLATFORM_UNIX)
4639 if (network_playing)
4640 SendToServer_MovePlayer(summarized_player_action);
4643 if (!options.network && !setup.team_mode)
4644 local_player->effective_action = summarized_player_action;
4646 for (i=0; i<MAX_PLAYERS; i++)
4648 int actual_player_action = stored_player[i].effective_action;
4650 if (stored_player[i].programmed_action)
4651 actual_player_action = stored_player[i].programmed_action;
4653 if (recorded_player_action)
4654 actual_player_action = recorded_player_action[i];
4656 PlayerActions(&stored_player[i], actual_player_action);
4657 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4660 network_player_action_received = FALSE;
4662 ScrollScreen(NULL, SCROLL_GO_ON);
4668 if (TimeFrames == 0 && local_player->active)
4670 extern unsigned int last_RND();
4672 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4673 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4680 if (GameFrameDelay >= 500)
4681 printf("FrameCounter == %d\n", FrameCounter);
4690 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4693 if (JustStopped[x][y] > 0)
4694 JustStopped[x][y]--;
4697 if (IS_BLOCKED(x, y))
4701 Blocked2Moving(x, y, &oldx, &oldy);
4702 if (!IS_MOVING(oldx, oldy))
4704 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4705 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4706 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4707 printf("GameActions(): This should never happen!\n");
4713 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4715 element = Feld[x][y];
4717 if (IS_INACTIVE(element))
4720 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4724 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4725 EdelsteinFunkeln(x, y);
4727 else if (IS_MOVING(x, y))
4728 ContinueMoving(x, y);
4729 else if (IS_ACTIVE_BOMB(element))
4730 CheckDynamite(x, y);
4732 else if (element == EL_EXPLODING && !game.explosions_delayed)
4733 Explode(x, y, Frame[x][y], EX_NORMAL);
4735 else if (element == EL_AMOEBING)
4736 AmoebeWaechst(x, y);
4737 else if (element == EL_DEAMOEBING)
4738 AmoebaDisappearing(x, y);
4740 #if !USE_NEW_AMOEBA_CODE
4741 else if (IS_AMOEBALIVE(element))
4742 AmoebeAbleger(x, y);
4745 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4747 else if (element == EL_ABLENK_EIN)
4749 else if (element == EL_TIMEGATE_SWITCH_ON)
4750 TimegateWheel(x, y);
4751 else if (element == EL_SALZSAEURE)
4753 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4755 else if (element == EL_CRACKINGNUT)
4757 else if (element == EL_PEARL_BREAKING)
4758 BreakingPearl(x, y);
4759 else if (element == EL_AUSGANG_ZU)
4760 AusgangstuerPruefen(x, y);
4761 else if (element == EL_AUSGANG_ACT)
4762 AusgangstuerOeffnen(x, y);
4763 else if (element == EL_AUSGANG_AUF)
4764 AusgangstuerBlinken(x, y);
4765 else if (element == EL_MAUERND)
4767 else if (element == EL_MAUER_LEBT ||
4768 element == EL_MAUER_X ||
4769 element == EL_MAUER_Y ||
4770 element == EL_MAUER_XY)
4772 else if (element == EL_BURNING)
4773 CheckForDragon(x, y);
4774 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4775 CheckBuggyBase(x, y);
4776 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4778 else if (element == EL_SP_TERMINAL)
4779 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4780 else if (element == EL_SP_TERMINAL_ACTIVE)
4781 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4782 else if (IS_BELT(element))
4783 DrawBeltAnimation(x, y, element);
4784 else if (element == EL_SWITCHGATE_OPENING)
4785 OpenSwitchgate(x, y);
4786 else if (element == EL_SWITCHGATE_CLOSING)
4787 CloseSwitchgate(x, y);
4788 else if (element == EL_TIMEGATE_OPENING)
4790 else if (element == EL_TIMEGATE_CLOSING)
4791 CloseTimegate(x, y);
4792 else if (element == EL_EXTRA_TIME)
4793 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4794 else if (element == EL_SHIELD_PASSIVE)
4796 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4797 if (!(FrameCounter % 4))
4798 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_ACTIVATED);
4800 else if (element == EL_SHIELD_ACTIVE)
4802 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4803 if (!(FrameCounter % 4))
4804 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_ACTIVATED);
4807 if (game.magic_wall_active)
4809 boolean sieb = FALSE;
4810 int jx = local_player->jx, jy = local_player->jy;
4812 if (element == EL_MAGIC_WALL_FULL ||
4813 element == EL_MAGIC_WALL_EMPTY ||
4814 element == EL_MAGIC_WALL_EMPTYING)
4816 SiebAktivieren(x, y, 1);
4819 else if (element == EL_MAGIC_WALL_BD_FULL ||
4820 element == EL_MAGIC_WALL_BD_EMPTY ||
4821 element == EL_MAGIC_WALL_BD_EMPTYING)
4823 SiebAktivieren(x, y, 2);
4827 /* play the element sound at the position nearest to the player */
4828 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4836 #if USE_NEW_AMOEBA_CODE
4837 /* new experimental amoeba growth stuff */
4839 if (!(FrameCounter % 8))
4842 static unsigned long random = 1684108901;
4844 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4847 x = (random >> 10) % lev_fieldx;
4848 y = (random >> 20) % lev_fieldy;
4850 x = RND(lev_fieldx);
4851 y = RND(lev_fieldy);
4853 element = Feld[x][y];
4855 if (!IS_PLAYER(x,y) &&
4856 (element == EL_LEERRAUM ||
4857 element == EL_ERDREICH ||
4858 element == EL_MORAST_LEER ||
4859 element == EL_BLURB_LEFT ||
4860 element == EL_BLURB_RIGHT))
4862 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4863 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4864 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4865 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4866 Feld[x][y] = EL_TROPFEN;
4869 random = random * 129 + 1;
4875 if (game.explosions_delayed)
4878 game.explosions_delayed = FALSE;
4880 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4882 element = Feld[x][y];
4884 if (ExplodeField[x][y])
4885 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4886 else if (element == EL_EXPLODING)
4887 Explode(x, y, Frame[x][y], EX_NORMAL);
4889 ExplodeField[x][y] = EX_NO_EXPLOSION;
4892 game.explosions_delayed = TRUE;
4895 if (game.magic_wall_active)
4897 if (!(game.magic_wall_time_left % 4))
4899 int element = Feld[sieb_x][sieb_y];
4901 if (element == EL_MAGIC_WALL_BD_FULL ||
4902 element == EL_MAGIC_WALL_BD_EMPTY ||
4903 element == EL_MAGIC_WALL_BD_EMPTYING)
4904 PlaySoundLevel(sieb_x, sieb_y, SND_BD_MAGIC_WALL_RUNNING);
4906 PlaySoundLevel(sieb_x, sieb_y, SND_MAGIC_WALL_RUNNING);
4909 if (game.magic_wall_time_left > 0)
4911 game.magic_wall_time_left--;
4912 if (!game.magic_wall_time_left)
4914 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4916 element = Feld[x][y];
4918 if (element == EL_MAGIC_WALL_EMPTY ||
4919 element == EL_MAGIC_WALL_FULL)
4921 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4922 DrawLevelField(x, y);
4924 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4925 element == EL_MAGIC_WALL_BD_FULL)
4927 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4928 DrawLevelField(x, y);
4932 game.magic_wall_active = FALSE;
4937 if (game.light_time_left > 0)
4939 game.light_time_left--;
4941 if (game.light_time_left == 0)
4943 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4945 element = Feld[x][y];
4947 if (element == EL_LIGHT_SWITCH_ON)
4949 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4950 DrawLevelField(x, y);
4952 else if (element == EL_INVISIBLE_STEEL ||
4953 element == EL_UNSICHTBAR ||
4954 element == EL_SAND_INVISIBLE)
4955 DrawLevelField(x, y);
4960 if (game.timegate_time_left > 0)
4962 game.timegate_time_left--;
4964 if (game.timegate_time_left == 0)
4965 CloseAllOpenTimegates();
4968 if (TimeFrames >= (1000 / GameFrameDelay))
4973 for (i=0; i<MAX_PLAYERS; i++)
4975 if (SHIELD_ON(&stored_player[i]))
4977 stored_player[i].shield_passive_time_left--;
4979 if (stored_player[i].shield_active_time_left > 0)
4980 stored_player[i].shield_active_time_left--;
4984 if (tape.recording || tape.playing)
4985 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4991 if (TimeLeft <= 10 && setup.time_limit)
4992 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MAX_RIGHT);
4994 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4996 if (!TimeLeft && setup.time_limit)
4997 for (i=0; i<MAX_PLAYERS; i++)
4998 KillHero(&stored_player[i]);
5000 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5001 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
5006 if (options.debug) /* calculate frames per second */
5008 static unsigned long fps_counter = 0;
5009 static int fps_frames = 0;
5010 unsigned long fps_delay_ms = Counter() - fps_counter;
5014 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5016 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5019 fps_counter = Counter();
5022 redraw_mask |= REDRAW_FPS;
5026 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5028 int min_x = x, min_y = y, max_x = x, max_y = y;
5031 for (i=0; i<MAX_PLAYERS; i++)
5033 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5035 if (!stored_player[i].active || &stored_player[i] == player)
5038 min_x = MIN(min_x, jx);
5039 min_y = MIN(min_y, jy);
5040 max_x = MAX(max_x, jx);
5041 max_y = MAX(max_y, jy);
5044 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5047 static boolean AllPlayersInVisibleScreen()
5051 for (i=0; i<MAX_PLAYERS; i++)
5053 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5055 if (!stored_player[i].active)
5058 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5065 void ScrollLevel(int dx, int dy)
5067 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5070 BlitBitmap(drawto_field, drawto_field,
5071 FX + TILEX*(dx == -1) - softscroll_offset,
5072 FY + TILEY*(dy == -1) - softscroll_offset,
5073 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5074 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5075 FX + TILEX*(dx == 1) - softscroll_offset,
5076 FY + TILEY*(dy == 1) - softscroll_offset);
5080 x = (dx == 1 ? BX1 : BX2);
5081 for (y=BY1; y<=BY2; y++)
5082 DrawScreenField(x, y);
5086 y = (dy == 1 ? BY1 : BY2);
5087 for (x=BX1; x<=BX2; x++)
5088 DrawScreenField(x, y);
5091 redraw_mask |= REDRAW_FIELD;
5094 static void CheckGravityMovement(struct PlayerInfo *player)
5096 if (level.gravity && !player->programmed_action)
5098 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5099 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5101 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5102 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5103 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5104 int jx = player->jx, jy = player->jy;
5105 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5106 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5107 int new_jx = jx + dx, new_jy = jy + dy;
5108 boolean field_under_player_is_free =
5109 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5110 boolean player_is_moving_to_valid_field =
5111 (IN_LEV_FIELD(new_jx, new_jy) &&
5112 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5113 Feld[new_jx][new_jy] == EL_ERDREICH));
5115 if (field_under_player_is_free &&
5116 !player_is_moving_to_valid_field &&
5117 !IS_TUBE(Feld[jx][jy]))
5118 player->programmed_action = MV_DOWN;
5122 boolean MoveFigureOneStep(struct PlayerInfo *player,
5123 int dx, int dy, int real_dx, int real_dy)
5125 int jx = player->jx, jy = player->jy;
5126 int new_jx = jx+dx, new_jy = jy+dy;
5130 if (!player->active || (!dx && !dy))
5131 return MF_NO_ACTION;
5133 player->MovDir = (dx < 0 ? MV_LEFT :
5136 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5138 if (!IN_LEV_FIELD(new_jx, new_jy))
5139 return MF_NO_ACTION;
5141 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5142 return MF_NO_ACTION;
5145 element = MovingOrBlocked2Element(new_jx, new_jy);
5147 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5150 if (DONT_GO_TO(element))
5152 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
5155 Feld[jx][jy] = EL_SPIELFIGUR;
5156 InitMovingField(jx, jy, MV_DOWN);
5157 Store[jx][jy] = EL_SALZSAEURE;
5158 ContinueMoving(jx, jy);
5162 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5167 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5168 if (can_move != MF_MOVING)
5171 StorePlayer[jx][jy] = 0;
5172 player->last_jx = jx;
5173 player->last_jy = jy;
5174 jx = player->jx = new_jx;
5175 jy = player->jy = new_jy;
5176 StorePlayer[jx][jy] = player->element_nr;
5179 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5181 ScrollFigure(player, SCROLL_INIT);
5186 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5188 int jx = player->jx, jy = player->jy;
5189 int old_jx = jx, old_jy = jy;
5190 int moved = MF_NO_ACTION;
5192 if (!player->active || (!dx && !dy))
5196 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5200 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5201 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5205 /* remove the last programmed player action */
5206 player->programmed_action = 0;
5210 /* should only happen if pre-1.2 tape recordings are played */
5211 /* this is only for backward compatibility */
5213 int original_move_delay_value = player->move_delay_value;
5216 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5219 /* scroll remaining steps with finest movement resolution */
5220 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5222 while (player->MovPos)
5224 ScrollFigure(player, SCROLL_GO_ON);
5225 ScrollScreen(NULL, SCROLL_GO_ON);
5231 player->move_delay_value = original_move_delay_value;
5234 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5236 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5237 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5241 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5242 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5248 if (moved & MF_MOVING && !ScreenMovPos &&
5249 (player == local_player || !options.network))
5251 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5252 int offset = (setup.scroll_delay ? 3 : 0);
5254 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5256 /* actual player has left the screen -- scroll in that direction */
5257 if (jx != old_jx) /* player has moved horizontally */
5258 scroll_x += (jx - old_jx);
5259 else /* player has moved vertically */
5260 scroll_y += (jy - old_jy);
5264 if (jx != old_jx) /* player has moved horizontally */
5266 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5267 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5268 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5270 /* don't scroll over playfield boundaries */
5271 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5272 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5274 /* don't scroll more than one field at a time */
5275 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5277 /* don't scroll against the player's moving direction */
5278 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5279 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5280 scroll_x = old_scroll_x;
5282 else /* player has moved vertically */
5284 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5285 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5286 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5288 /* don't scroll over playfield boundaries */
5289 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5290 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5292 /* don't scroll more than one field at a time */
5293 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5295 /* don't scroll against the player's moving direction */
5296 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5297 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5298 scroll_y = old_scroll_y;
5302 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5304 if (!options.network && !AllPlayersInVisibleScreen())
5306 scroll_x = old_scroll_x;
5307 scroll_y = old_scroll_y;
5311 ScrollScreen(player, SCROLL_INIT);
5312 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5317 if (!(moved & MF_MOVING) && !player->Pushing)
5320 player->Frame = (player->Frame + 1) % 4;
5322 if (moved & MF_MOVING)
5324 if (old_jx != jx && old_jy == jy)
5325 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5326 else if (old_jx == jx && old_jy != jy)
5327 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5329 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5331 player->last_move_dir = player->MovDir;
5332 player->is_moving = TRUE;
5336 CheckGravityMovement(player);
5339 player->last_move_dir = MV_NO_MOVING;
5341 player->is_moving = FALSE;
5344 TestIfHeroTouchesBadThing(jx, jy);
5346 if (!player->active)
5352 void ScrollFigure(struct PlayerInfo *player, int mode)
5354 int jx = player->jx, jy = player->jy;
5355 int last_jx = player->last_jx, last_jy = player->last_jy;
5356 int move_stepsize = TILEX / player->move_delay_value;
5358 if (!player->active || !player->MovPos)
5361 if (mode == SCROLL_INIT)
5363 player->actual_frame_counter = FrameCounter;
5364 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5366 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5367 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5372 else if (!FrameReached(&player->actual_frame_counter, 1))
5375 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5376 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5378 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5379 Feld[last_jx][last_jy] = EL_LEERRAUM;
5381 /* before DrawPlayer() to draw correct player graphic for this case */
5382 if (player->MovPos == 0)
5383 CheckGravityMovement(player);
5387 if (player->MovPos == 0)
5389 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5391 /* continue with normal speed after quickly moving through gate */
5392 HALVE_PLAYER_SPEED(player);
5394 /* be able to make the next move without delay */
5395 player->move_delay = 0;
5398 player->last_jx = jx;
5399 player->last_jy = jy;
5401 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5405 if (!local_player->friends_still_needed)
5406 player->LevelSolved = player->GameOver = TRUE;
5409 if (tape.single_step && tape.recording && !tape.pausing &&
5410 !player->programmed_action)
5411 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5415 void ScrollScreen(struct PlayerInfo *player, int mode)
5417 static unsigned long screen_frame_counter = 0;
5419 if (mode == SCROLL_INIT)
5421 /* set scrolling step size according to actual player's moving speed */
5422 ScrollStepSize = TILEX / player->move_delay_value;
5424 screen_frame_counter = FrameCounter;
5425 ScreenMovDir = player->MovDir;
5426 ScreenMovPos = player->MovPos;
5427 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5430 else if (!FrameReached(&screen_frame_counter, 1))
5435 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5436 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5437 redraw_mask |= REDRAW_FIELD;
5440 ScreenMovDir = MV_NO_MOVING;
5443 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5445 int i, kill_x = -1, kill_y = -1;
5446 static int test_xy[4][2] =
5453 static int test_dir[4] =
5463 int test_x, test_y, test_move_dir, test_element;
5465 test_x = good_x + test_xy[i][0];
5466 test_y = good_y + test_xy[i][1];
5467 if (!IN_LEV_FIELD(test_x, test_y))
5471 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5474 test_element = Feld[test_x][test_y];
5476 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5479 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5480 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5482 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5483 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5491 if (kill_x != -1 || kill_y != -1)
5493 if (IS_PLAYER(good_x, good_y))
5495 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5497 if (player->shield_active_time_left > 0)
5498 Bang(kill_x, kill_y);
5499 else if (!PLAYER_PROTECTED(good_x, good_y))
5503 Bang(good_x, good_y);
5507 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5509 int i, kill_x = -1, kill_y = -1;
5510 int bad_element = Feld[bad_x][bad_y];
5511 static int test_xy[4][2] =
5518 static int test_dir[4] =
5526 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5531 int test_x, test_y, test_move_dir, test_element;
5533 test_x = bad_x + test_xy[i][0];
5534 test_y = bad_y + test_xy[i][1];
5535 if (!IN_LEV_FIELD(test_x, test_y))
5539 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5541 test_element = Feld[test_x][test_y];
5543 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5544 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5546 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5547 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5549 /* good thing is player or penguin that does not move away */
5550 if (IS_PLAYER(test_x, test_y))
5552 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5554 if (bad_element == EL_ROBOT && player->is_moving)
5555 continue; /* robot does not kill player if he is moving */
5561 else if (test_element == EL_PINGUIN)
5570 if (kill_x != -1 || kill_y != -1)
5572 if (IS_PLAYER(kill_x, kill_y))
5574 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5577 int dir = player->MovDir;
5578 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5579 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5581 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5582 newx != bad_x && newy != bad_y)
5583 ; /* robot does not kill player if he is moving */
5585 printf("-> %d\n", player->MovDir);
5587 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5588 newx != bad_x && newy != bad_y)
5589 ; /* robot does not kill player if he is moving */
5594 if (player->shield_active_time_left > 0)
5596 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5600 Bang(kill_x, kill_y);
5604 void TestIfHeroTouchesBadThing(int x, int y)
5606 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5609 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5611 TestIfGoodThingHitsBadThing(x, y, move_dir);
5614 void TestIfBadThingTouchesHero(int x, int y)
5616 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5619 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5621 TestIfBadThingHitsGoodThing(x, y, move_dir);
5624 void TestIfFriendTouchesBadThing(int x, int y)
5626 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5629 void TestIfBadThingTouchesFriend(int x, int y)
5631 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5634 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5636 int i, kill_x = bad_x, kill_y = bad_y;
5637 static int xy[4][2] =
5649 x = bad_x + xy[i][0];
5650 y = bad_y + xy[i][1];
5651 if (!IN_LEV_FIELD(x, y))
5654 element = Feld[x][y];
5655 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5656 element == EL_AMOEBING || element == EL_TROPFEN)
5664 if (kill_x != bad_x || kill_y != bad_y)
5668 void KillHero(struct PlayerInfo *player)
5670 int jx = player->jx, jy = player->jy;
5672 if (!player->active)
5675 if (IS_PFORTE(Feld[jx][jy]))
5676 Feld[jx][jy] = EL_LEERRAUM;
5678 /* deactivate shield (else Bang()/Explode() would not work right) */
5679 player->shield_passive_time_left = 0;
5680 player->shield_active_time_left = 0;
5686 static void KillHeroUnlessProtected(int x, int y)
5688 if (!PLAYER_PROTECTED(x, y))
5689 KillHero(PLAYERINFO(x, y));
5692 void BuryHero(struct PlayerInfo *player)
5694 int jx = player->jx, jy = player->jy;
5696 if (!player->active)
5699 PlaySoundLevel(jx, jy, SND_PLAYER_DYING);
5700 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
5702 player->GameOver = TRUE;
5706 void RemoveHero(struct PlayerInfo *player)
5708 int jx = player->jx, jy = player->jy;
5709 int i, found = FALSE;
5711 player->present = FALSE;
5712 player->active = FALSE;
5714 if (!ExplodeField[jx][jy])
5715 StorePlayer[jx][jy] = 0;
5717 for (i=0; i<MAX_PLAYERS; i++)
5718 if (stored_player[i].active)
5722 AllPlayersGone = TRUE;
5728 int DigField(struct PlayerInfo *player,
5729 int x, int y, int real_dx, int real_dy, int mode)
5731 int jx = player->jx, jy = player->jy;
5732 int dx = x - jx, dy = y - jy;
5733 int move_direction = (dx == -1 ? MV_LEFT :
5734 dx == +1 ? MV_RIGHT :
5736 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5739 if (player->MovPos == 0)
5740 player->Pushing = FALSE;
5742 if (mode == DF_NO_PUSH)
5744 player->Switching = FALSE;
5745 player->push_delay = 0;
5746 return MF_NO_ACTION;
5749 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5750 return MF_NO_ACTION;
5752 if (IS_TUBE(Feld[jx][jy]))
5755 int tube_leave_directions[][2] =
5757 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5758 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5759 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5760 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5761 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5762 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5763 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5764 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5765 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5766 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5767 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5768 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5771 while (tube_leave_directions[i][0] != Feld[jx][jy])
5774 if (tube_leave_directions[i][0] == -1) /* should not happen */
5778 if (!(tube_leave_directions[i][1] & move_direction))
5779 return MF_NO_ACTION; /* tube has no opening in this direction */
5782 element = Feld[x][y];
5788 case EL_SAND_INVISIBLE:
5789 case EL_TRAP_INACTIVE:
5793 PlaySoundLevelElementAction(x, y, element, SND_ACTION_DIGGING);
5797 case EL_EDELSTEIN_BD:
5798 case EL_EDELSTEIN_GELB:
5799 case EL_EDELSTEIN_ROT:
5800 case EL_EDELSTEIN_LILA:
5802 case EL_SP_INFOTRON:
5806 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5807 element == EL_PEARL ? 5 :
5808 element == EL_CRYSTAL ? 8 : 1);
5809 if (local_player->gems_still_needed < 0)
5810 local_player->gems_still_needed = 0;
5811 RaiseScoreElement(element);
5812 DrawText(DX_EMERALDS, DY_EMERALDS,
5813 int2str(local_player->gems_still_needed, 3),
5814 FS_SMALL, FC_YELLOW);
5815 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5820 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5821 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
5825 Feld[x][y] = EL_LEERRAUM;
5826 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
5834 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5836 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MAX_RIGHT);
5839 case EL_SHIELD_PASSIVE:
5841 player->shield_passive_time_left += 10;
5842 PlaySoundLevel(x, y, SND_SHIELD_PASSIVE_COLLECTING);
5845 case EL_SHIELD_ACTIVE:
5847 player->shield_passive_time_left += 10;
5848 player->shield_active_time_left += 10;
5849 PlaySoundLevel(x, y, SND_SHIELD_ACTIVE_COLLECTING);
5852 case EL_DYNAMITE_INACTIVE:
5853 case EL_SP_DISK_RED:
5856 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5857 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5858 int2str(local_player->dynamite, 3),
5859 FS_SMALL, FC_YELLOW);
5860 PlaySoundLevelElementAction(x, y, element, SND_ACTION_COLLECTING);
5863 case EL_DYNABOMB_NR:
5865 player->dynabomb_count++;
5866 player->dynabombs_left++;
5867 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5868 PlaySoundLevel(x, y, SND_DYNABOMB_NR_COLLECTING);
5871 case EL_DYNABOMB_SZ:
5873 player->dynabomb_size++;
5874 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5875 PlaySoundLevel(x, y, SND_DYNABOMB_SZ_COLLECTING);
5878 case EL_DYNABOMB_XL:
5880 player->dynabomb_xl = TRUE;
5881 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5882 PlaySoundLevel(x, y, SND_DYNABOMB_XL_COLLECTING);
5885 case EL_SCHLUESSEL1:
5886 case EL_SCHLUESSEL2:
5887 case EL_SCHLUESSEL3:
5888 case EL_SCHLUESSEL4:
5890 int key_nr = element - EL_SCHLUESSEL1;
5893 player->key[key_nr] = TRUE;
5894 RaiseScoreElement(EL_SCHLUESSEL);
5895 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5896 GFX_SCHLUESSEL1 + key_nr);
5897 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5898 GFX_SCHLUESSEL1 + key_nr);
5899 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5908 int key_nr = element - EL_EM_KEY_1;
5911 player->key[key_nr] = TRUE;
5912 RaiseScoreElement(EL_SCHLUESSEL);
5913 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5914 GFX_SCHLUESSEL1 + key_nr);
5915 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5916 GFX_SCHLUESSEL1 + key_nr);
5917 PlaySoundLevel(x, y, SND_KEY_COLLECTING);
5922 Feld[x][y] = EL_ABLENK_EIN;
5925 DrawLevelField(x, y);
5926 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
5930 case EL_SP_TERMINAL:
5934 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
5936 for (yy=0; yy<lev_fieldy; yy++)
5938 for (xx=0; xx<lev_fieldx; xx++)
5940 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5942 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5943 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5951 case EL_BELT1_SWITCH_LEFT:
5952 case EL_BELT1_SWITCH_MIDDLE:
5953 case EL_BELT1_SWITCH_RIGHT:
5954 case EL_BELT2_SWITCH_LEFT:
5955 case EL_BELT2_SWITCH_MIDDLE:
5956 case EL_BELT2_SWITCH_RIGHT:
5957 case EL_BELT3_SWITCH_LEFT:
5958 case EL_BELT3_SWITCH_MIDDLE:
5959 case EL_BELT3_SWITCH_RIGHT:
5960 case EL_BELT4_SWITCH_LEFT:
5961 case EL_BELT4_SWITCH_MIDDLE:
5962 case EL_BELT4_SWITCH_RIGHT:
5963 if (!player->Switching)
5965 player->Switching = TRUE;
5966 ToggleBeltSwitch(x, y);
5967 PlaySoundLevel(x, y, SND_CONVEYOR_BELT_SWITCH_ACTIVATING);
5972 case EL_SWITCHGATE_SWITCH_1:
5973 case EL_SWITCHGATE_SWITCH_2:
5974 if (!player->Switching)
5976 player->Switching = TRUE;
5977 ToggleSwitchgateSwitch(x, y);
5978 PlaySoundLevel(x, y, SND_SWITCHGATE_SWITCH_ACTIVATING);
5983 case EL_LIGHT_SWITCH_OFF:
5984 case EL_LIGHT_SWITCH_ON:
5985 if (!player->Switching)
5987 player->Switching = TRUE;
5988 ToggleLightSwitch(x, y);
5989 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH_OFF ?
5990 SND_LIGHT_SWITCH_ACTIVATING :
5991 SND_LIGHT_SWITCH_DEACTIVATING);
5996 case EL_TIMEGATE_SWITCH_OFF:
5997 ActivateTimegateSwitch(x, y);
5998 PlaySoundLevel(x, y, SND_TIMEGATE_WHEEL_ACTIVATING);
6003 case EL_BALLOON_SEND_LEFT:
6004 case EL_BALLOON_SEND_RIGHT:
6005 case EL_BALLOON_SEND_UP:
6006 case EL_BALLOON_SEND_DOWN:
6007 case EL_BALLOON_SEND_ANY:
6008 if (element == EL_BALLOON_SEND_ANY)
6009 game.balloon_dir = move_direction;
6011 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
6012 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
6013 element == EL_BALLOON_SEND_UP ? MV_UP :
6014 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
6016 PlaySoundLevel(x, y, SND_BALLOON_SWITCH_ACTIVATING);
6022 if (local_player->gems_still_needed > 0)
6023 return MF_NO_ACTION;
6025 player->LevelSolved = player->GameOver = TRUE;
6026 PlaySoundStereo(SND_SP_EXIT_ENTERING, SOUND_MAX_RIGHT);
6029 /* the following elements cannot be pushed by "snapping" */
6030 case EL_FELSBROCKEN:
6032 case EL_DX_SUPABOMB:
6036 case EL_SP_DISK_ORANGE:
6038 if (mode == DF_SNAP)
6039 return MF_NO_ACTION;
6040 /* no "break" -- fall through to next case */
6041 /* the following elements can be pushed by "snapping" */
6044 return MF_NO_ACTION;
6046 player->Pushing = TRUE;
6048 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6049 return MF_NO_ACTION;
6053 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6054 return MF_NO_ACTION;
6057 if (player->push_delay == 0)
6058 player->push_delay = FrameCounter;
6060 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6061 !tape.playing && element != EL_SPRING)
6062 return MF_NO_ACTION;
6064 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6065 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6066 element != EL_SPRING)
6067 return MF_NO_ACTION;
6070 if (mode == DF_SNAP)
6072 InitMovingField(x, y, move_direction);
6073 ContinueMoving(x, y);
6078 Feld[x+dx][y+dy] = element;
6081 if (element == EL_SPRING)
6083 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
6084 MovDir[x+dx][y+dy] = move_direction;
6087 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6089 DrawLevelField(x+dx, y+dy);
6090 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6097 if (!player->key[element - EL_PFORTE1])
6098 return MF_NO_ACTION;
6105 if (!player->key[element - EL_PFORTE1X])
6106 return MF_NO_ACTION;
6113 if (!player->key[element - EL_EM_GATE_1])
6114 return MF_NO_ACTION;
6115 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6116 return MF_NO_ACTION;
6118 /* automatically move to the next field with double speed */
6119 player->programmed_action = move_direction;
6120 DOUBLE_PLAYER_SPEED(player);
6122 PlaySoundLevel(x, y, SND_GATE_PASSING);
6129 if (!player->key[element - EL_EM_GATE_1X])
6130 return MF_NO_ACTION;
6131 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6132 return MF_NO_ACTION;
6134 /* automatically move to the next field with double speed */
6135 player->programmed_action = move_direction;
6136 DOUBLE_PLAYER_SPEED(player);
6138 PlaySoundLevel(x, y, SND_GATE_PASSING);
6141 case EL_SWITCHGATE_OPEN:
6142 case EL_TIMEGATE_OPEN:
6143 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6144 return MF_NO_ACTION;
6146 /* automatically move to the next field with double speed */
6147 player->programmed_action = move_direction;
6148 DOUBLE_PLAYER_SPEED(player);
6150 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PASSING);
6153 case EL_SP_PORT1_LEFT:
6154 case EL_SP_PORT2_LEFT:
6155 case EL_SP_PORT1_RIGHT:
6156 case EL_SP_PORT2_RIGHT:
6157 case EL_SP_PORT1_UP:
6158 case EL_SP_PORT2_UP:
6159 case EL_SP_PORT1_DOWN:
6160 case EL_SP_PORT2_DOWN:
6165 element != EL_SP_PORT1_LEFT &&
6166 element != EL_SP_PORT2_LEFT &&
6167 element != EL_SP_PORT_X &&
6168 element != EL_SP_PORT_XY) ||
6170 element != EL_SP_PORT1_RIGHT &&
6171 element != EL_SP_PORT2_RIGHT &&
6172 element != EL_SP_PORT_X &&
6173 element != EL_SP_PORT_XY) ||
6175 element != EL_SP_PORT1_UP &&
6176 element != EL_SP_PORT2_UP &&
6177 element != EL_SP_PORT_Y &&
6178 element != EL_SP_PORT_XY) ||
6180 element != EL_SP_PORT1_DOWN &&
6181 element != EL_SP_PORT2_DOWN &&
6182 element != EL_SP_PORT_Y &&
6183 element != EL_SP_PORT_XY) ||
6184 !IN_LEV_FIELD(x + dx, y + dy) ||
6185 !IS_FREE(x + dx, y + dy))
6186 return MF_NO_ACTION;
6188 /* automatically move to the next field with double speed */
6189 player->programmed_action = move_direction;
6190 DOUBLE_PLAYER_SPEED(player);
6192 PlaySoundLevel(x, y, SND_SP_PORT_PASSING);
6196 case EL_TUBE_VERTICAL:
6197 case EL_TUBE_HORIZONTAL:
6198 case EL_TUBE_VERT_LEFT:
6199 case EL_TUBE_VERT_RIGHT:
6200 case EL_TUBE_HORIZ_UP:
6201 case EL_TUBE_HORIZ_DOWN:
6202 case EL_TUBE_LEFT_UP:
6203 case EL_TUBE_LEFT_DOWN:
6204 case EL_TUBE_RIGHT_UP:
6205 case EL_TUBE_RIGHT_DOWN:
6208 int tube_enter_directions[][2] =
6210 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6211 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6212 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6213 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6214 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6215 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6216 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6217 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6218 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6219 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6220 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6221 { -1, MV_NO_MOVING }
6224 while (tube_enter_directions[i][0] != element)
6227 if (tube_enter_directions[i][0] == -1) /* should not happen */
6231 if (!(tube_enter_directions[i][1] & move_direction))
6232 return MF_NO_ACTION; /* tube has no opening in this direction */
6234 PlaySoundLevel(x, y, SND_TUBE_PASSING);
6239 case EL_AUSGANG_ACT:
6240 /* door is not (yet) open */
6241 return MF_NO_ACTION;
6244 case EL_AUSGANG_AUF:
6245 if (mode == DF_SNAP)
6246 return MF_NO_ACTION;
6248 PlaySoundLevel(x, y, SND_EXIT_ENTERING);
6253 Feld[x][y] = EL_BIRNE_EIN;
6254 local_player->lights_still_needed--;
6255 DrawLevelField(x, y);
6256 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6261 Feld[x][y] = EL_ZEIT_LEER;
6263 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6264 DrawLevelField(x, y);
6265 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MAX_RIGHT);
6269 case EL_SOKOBAN_FELD_LEER:
6272 case EL_SOKOBAN_OBJEKT:
6273 case EL_SOKOBAN_FELD_VOLL:
6275 case EL_SP_DISK_YELLOW:
6277 if (mode == DF_SNAP)
6278 return MF_NO_ACTION;
6280 player->Pushing = TRUE;
6282 if (!IN_LEV_FIELD(x+dx, y+dy)
6283 || (!IS_FREE(x+dx, y+dy)
6284 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6285 || !IS_SB_ELEMENT(element))))
6286 return MF_NO_ACTION;
6290 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6291 return MF_NO_ACTION;
6293 else if (dy && real_dx)
6295 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6296 return MF_NO_ACTION;
6299 if (player->push_delay == 0)
6300 player->push_delay = FrameCounter;
6302 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6303 !tape.playing && element != EL_BALLOON)
6304 return MF_NO_ACTION;
6306 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6307 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6308 element != EL_BALLOON)
6309 return MF_NO_ACTION;
6312 if (IS_SB_ELEMENT(element))
6314 if (element == EL_SOKOBAN_FELD_VOLL)
6316 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6317 local_player->sokobanfields_still_needed++;
6322 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6324 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6325 local_player->sokobanfields_still_needed--;
6326 if (element == EL_SOKOBAN_OBJEKT)
6327 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_FILLING);
6329 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6333 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6334 if (element == EL_SOKOBAN_FELD_VOLL)
6335 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_CLEARING);
6337 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
6343 Feld[x+dx][y+dy] = element;
6344 PlaySoundLevelElementAction(x, y, element, SND_ACTION_PUSHING);
6347 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6349 DrawLevelField(x, y);
6350 DrawLevelField(x+dx, y+dy);
6352 if (IS_SB_ELEMENT(element) &&
6353 local_player->sokobanfields_still_needed == 0 &&
6354 game.emulation == EMU_SOKOBAN)
6356 player->LevelSolved = player->GameOver = TRUE;
6357 PlaySoundLevel(x, y, SND_SOKOBAN_GAME_SOLVING);
6368 return MF_NO_ACTION;
6371 player->push_delay = 0;
6376 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6378 int jx = player->jx, jy = player->jy;
6379 int x = jx + dx, y = jy + dy;
6381 if (!player->active || !IN_LEV_FIELD(x, y))
6389 if (player->MovPos == 0)
6390 player->Pushing = FALSE;
6392 player->snapped = FALSE;
6396 if (player->snapped)
6399 player->MovDir = (dx < 0 ? MV_LEFT :
6402 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6404 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6407 player->snapped = TRUE;
6408 DrawLevelField(x, y);
6414 boolean PlaceBomb(struct PlayerInfo *player)
6416 int jx = player->jx, jy = player->jy;
6419 if (!player->active || player->MovPos)
6422 element = Feld[jx][jy];
6424 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6425 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6428 if (element != EL_LEERRAUM)
6429 Store[jx][jy] = element;
6431 if (player->dynamite)
6433 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6434 MovDelay[jx][jy] = 96;
6436 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6437 FS_SMALL, FC_YELLOW);
6438 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6440 if (game.emulation == EMU_SUPAPLEX)
6441 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6443 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6446 PlaySoundLevel(jx, jy, SND_DYNAMITE_PLACING);
6450 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6451 MovDelay[jx][jy] = 96;
6452 player->dynabombs_left--;
6453 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6454 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6456 PlaySoundLevel(jx, jy, SND_DYNABOMB_PLACING);
6462 void PlaySoundLevel(int x, int y, int nr)
6464 static int loop_sound_frame[NUM_SOUND_EFFECTS];
6465 static int loop_sound_volume[NUM_SOUND_EFFECTS];
6466 int sx = SCREENX(x), sy = SCREENY(y);
6467 int volume, stereo_position;
6468 int max_distance = 8;
6469 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
6471 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
6472 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
6475 if (!IN_LEV_FIELD(x, y) ||
6476 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
6477 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
6480 volume = SOUND_MAX_VOLUME;
6482 if (!IN_SCR_FIELD(sx, sy))
6484 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
6485 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
6487 volume -= volume * (dx > dy ? dx : dy) / max_distance;
6490 stereo_position = (SOUND_MAX_LEFT +
6491 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
6492 (SCR_FIELDX + 2 * max_distance));
6494 if (IS_LOOP_SOUND(nr))
6496 /* This assures that quieter loop sounds do not overwrite louder ones,
6497 while restarting sound volume comparison with each new game frame. */
6499 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
6502 loop_sound_volume[nr] = volume;
6503 loop_sound_frame[nr] = FrameCounter;
6506 PlaySoundExt(nr, volume, stereo_position, type);
6509 void PlaySoundLevelAction(int x, int y, int sound_action)
6511 PlaySoundLevelElementAction(x, y, Feld[x][y], sound_action);
6514 void PlaySoundLevelElementAction(int x, int y, int element, int sound_action)
6516 int sound_effect = element_action_sound[element][sound_action];
6518 if (sound_effect != -1)
6519 PlaySoundLevel(x, y, sound_effect);
6522 void RaiseScore(int value)
6524 local_player->score += value;
6525 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6526 FS_SMALL, FC_YELLOW);
6529 void RaiseScoreElement(int element)
6534 case EL_EDELSTEIN_BD:
6535 case EL_EDELSTEIN_GELB:
6536 case EL_EDELSTEIN_ROT:
6537 case EL_EDELSTEIN_LILA:
6538 RaiseScore(level.score[SC_EDELSTEIN]);
6541 RaiseScore(level.score[SC_DIAMANT]);
6545 RaiseScore(level.score[SC_KAEFER]);
6549 RaiseScore(level.score[SC_FLIEGER]);
6553 RaiseScore(level.score[SC_MAMPFER]);
6556 RaiseScore(level.score[SC_ROBOT]);
6559 RaiseScore(level.score[SC_PACMAN]);
6562 RaiseScore(level.score[SC_KOKOSNUSS]);
6564 case EL_DYNAMITE_INACTIVE:
6565 RaiseScore(level.score[SC_DYNAMIT]);
6568 RaiseScore(level.score[SC_SCHLUESSEL]);
6575 void RequestQuitGame(boolean ask_if_really_quit)
6577 if (AllPlayersGone ||
6578 !ask_if_really_quit ||
6579 level_editor_test_game ||
6580 Request("Do you really want to quit the game ?",
6581 REQ_ASK | REQ_STAY_CLOSED))
6583 #if defined(PLATFORM_UNIX)
6584 if (options.network)
6585 SendToServer_StopPlaying();
6589 game_status = MAINMENU;
6595 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6600 /* ---------- new game button stuff ---------------------------------------- */
6602 /* graphic position values for game buttons */
6603 #define GAME_BUTTON_XSIZE 30
6604 #define GAME_BUTTON_YSIZE 30
6605 #define GAME_BUTTON_XPOS 5
6606 #define GAME_BUTTON_YPOS 215
6607 #define SOUND_BUTTON_XPOS 5
6608 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6610 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6611 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6612 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6613 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6614 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6615 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6622 } gamebutton_info[NUM_GAME_BUTTONS] =
6625 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6630 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6635 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6640 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6641 SOUND_CTRL_ID_MUSIC,
6642 "background music on/off"
6645 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6646 SOUND_CTRL_ID_LOOPS,
6647 "sound loops on/off"
6650 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6651 SOUND_CTRL_ID_SIMPLE,
6652 "normal sounds on/off"
6656 void CreateGameButtons()
6660 for (i=0; i<NUM_GAME_BUTTONS; i++)
6662 Bitmap *gd_bitmap = pix[PIX_DOOR];
6663 struct GadgetInfo *gi;
6666 unsigned long event_mask;
6667 int gd_xoffset, gd_yoffset;
6668 int gd_x1, gd_x2, gd_y1, gd_y2;
6671 gd_xoffset = gamebutton_info[i].x;
6672 gd_yoffset = gamebutton_info[i].y;
6673 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6674 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6676 if (id == GAME_CTRL_ID_STOP ||
6677 id == GAME_CTRL_ID_PAUSE ||
6678 id == GAME_CTRL_ID_PLAY)
6680 button_type = GD_TYPE_NORMAL_BUTTON;
6682 event_mask = GD_EVENT_RELEASED;
6683 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6684 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6688 button_type = GD_TYPE_CHECK_BUTTON;
6690 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6691 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6692 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6693 event_mask = GD_EVENT_PRESSED;
6694 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6695 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6698 gi = CreateGadget(GDI_CUSTOM_ID, id,
6699 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6700 GDI_X, DX + gd_xoffset,
6701 GDI_Y, DY + gd_yoffset,
6702 GDI_WIDTH, GAME_BUTTON_XSIZE,
6703 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6704 GDI_TYPE, button_type,
6705 GDI_STATE, GD_BUTTON_UNPRESSED,
6706 GDI_CHECKED, checked,
6707 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6708 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6709 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6710 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6711 GDI_EVENT_MASK, event_mask,
6712 GDI_CALLBACK_ACTION, HandleGameButtons,
6716 Error(ERR_EXIT, "cannot create gadget");
6718 game_gadget[id] = gi;
6722 static void MapGameButtons()
6726 for (i=0; i<NUM_GAME_BUTTONS; i++)
6727 MapGadget(game_gadget[i]);
6730 void UnmapGameButtons()
6734 for (i=0; i<NUM_GAME_BUTTONS; i++)
6735 UnmapGadget(game_gadget[i]);
6738 static void HandleGameButtons(struct GadgetInfo *gi)
6740 int id = gi->custom_id;
6742 if (game_status != PLAYING)
6747 case GAME_CTRL_ID_STOP:
6748 RequestQuitGame(TRUE);
6751 case GAME_CTRL_ID_PAUSE:
6752 if (options.network)
6754 #if defined(PLATFORM_UNIX)
6756 SendToServer_ContinuePlaying();
6758 SendToServer_PausePlaying();
6762 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6765 case GAME_CTRL_ID_PLAY:
6768 #if defined(PLATFORM_UNIX)
6769 if (options.network)
6770 SendToServer_ContinuePlaying();
6774 tape.pausing = FALSE;
6775 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6780 case SOUND_CTRL_ID_MUSIC:
6781 if (setup.sound_music)
6783 setup.sound_music = FALSE;
6786 else if (audio.music_available)
6788 setup.sound = setup.sound_music = TRUE;
6789 PlayMusic(level_nr);
6793 case SOUND_CTRL_ID_LOOPS:
6794 if (setup.sound_loops)
6795 setup.sound_loops = FALSE;
6796 else if (audio.loops_available)
6797 setup.sound = setup.sound_loops = TRUE;
6800 case SOUND_CTRL_ID_SIMPLE:
6801 if (setup.sound_simple)
6802 setup.sound_simple = FALSE;
6803 else if (audio.sound_available)
6804 setup.sound = setup.sound_simple = TRUE;