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 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
80 (s)==SND_NJAM || (s)==SND_MIEP)
81 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
82 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
83 (s)==SND_TYGER || (s)==SND_VOYAGER || \
86 /* values for player movement speed (which is in fact a delay value) */
87 #define MOVE_DELAY_NORMAL_SPEED 8
88 #define MOVE_DELAY_HIGH_SPEED 4
90 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
91 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
92 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
93 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
95 /* game button identifiers */
96 #define GAME_CTRL_ID_STOP 0
97 #define GAME_CTRL_ID_PAUSE 1
98 #define GAME_CTRL_ID_PLAY 2
99 #define SOUND_CTRL_ID_MUSIC 3
100 #define SOUND_CTRL_ID_LOOPS 4
101 #define SOUND_CTRL_ID_SIMPLE 5
103 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
106 static void CloseAllOpenTimegates(void);
107 static void CheckGravityMovement(struct PlayerInfo *);
108 static void KillHeroUnlessProtected(int, int);
110 static void MapGameButtons();
111 static void HandleGameButtons(struct GadgetInfo *);
113 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
119 static unsigned int getStateCheckSum(int counter)
122 unsigned int mult = 1;
123 unsigned int checksum = 0;
125 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
127 static boolean first_game = TRUE;
129 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
135 lastFeld[x][y] = Feld[x][y];
136 else if (lastFeld[x][y] != Feld[x][y])
137 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
138 x, y, lastFeld[x][y], Feld[x][y]);
142 checksum += mult++ * Ur[x][y];
143 checksum += mult++ * Feld[x][y];
146 checksum += mult++ * MovPos[x][y];
147 checksum += mult++ * MovDir[x][y];
148 checksum += mult++ * MovDelay[x][y];
149 checksum += mult++ * Store[x][y];
150 checksum += mult++ * Store2[x][y];
151 checksum += mult++ * StorePlayer[x][y];
152 checksum += mult++ * Frame[x][y];
153 checksum += mult++ * AmoebaNr[x][y];
154 checksum += mult++ * JustStopped[x][y];
155 checksum += mult++ * Stop[x][y];
159 if (counter == 3 && first_game)
170 void GetPlayerConfig()
172 if (!audio.sound_available)
175 if (!audio.loops_available)
176 setup.sound_loops = FALSE;
178 if (!audio.music_available)
179 setup.sound_music = FALSE;
181 if (!video.fullscreen_available)
182 setup.fullscreen = FALSE;
184 setup.sound_simple = setup.sound;
186 SetAudioMode(setup.sound);
190 static int getBeltNrFromElement(int element)
192 return (element < EL_BELT2_LEFT ? 0 :
193 element < EL_BELT3_LEFT ? 1 :
194 element < EL_BELT4_LEFT ? 2 : 3);
197 static int getBeltNrFromSwitchElement(int element)
199 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
200 element < EL_BELT3_SWITCH_LEFT ? 1 :
201 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
204 static int getBeltDirNrFromSwitchElement(int element)
206 static int belt_base_element[4] =
208 EL_BELT1_SWITCH_LEFT,
209 EL_BELT2_SWITCH_LEFT,
210 EL_BELT3_SWITCH_LEFT,
214 int belt_nr = getBeltNrFromSwitchElement(element);
215 int belt_dir_nr = element - belt_base_element[belt_nr];
217 return (belt_dir_nr % 3);
220 static int getBeltDirFromSwitchElement(int element)
222 static int belt_move_dir[3] =
229 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
231 return belt_move_dir[belt_dir_nr];
234 static void InitField(int x, int y, boolean init_game)
241 if (stored_player[0].present)
243 Feld[x][y] = EL_SP_MURPHY_CLONE;
250 Feld[x][y] = EL_SPIELER1;
258 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
259 int jx = player->jx, jy = player->jy;
261 player->present = TRUE;
263 if (!options.network || player->connected)
265 player->active = TRUE;
267 /* remove potentially duplicate players */
268 if (StorePlayer[jx][jy] == Feld[x][y])
269 StorePlayer[jx][jy] = 0;
271 StorePlayer[x][y] = Feld[x][y];
275 printf("Player %d activated.\n", player->element_nr);
276 printf("[Local player is %d and currently %s.]\n",
277 local_player->element_nr,
278 local_player->active ? "active" : "not active");
282 Feld[x][y] = EL_LEERRAUM;
283 player->jx = player->last_jx = x;
284 player->jy = player->last_jy = y;
289 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
290 Feld[x][y] = EL_BADEWANNE1;
291 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
292 Feld[x][y] = EL_BADEWANNE2;
293 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
294 Feld[x][y] = EL_BADEWANNE3;
295 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
296 Feld[x][y] = EL_BADEWANNE4;
297 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
298 Feld[x][y] = EL_BADEWANNE5;
301 case EL_KAEFER_RIGHT:
306 case EL_FLIEGER_RIGHT:
308 case EL_FLIEGER_LEFT:
309 case EL_FLIEGER_DOWN:
311 case EL_BUTTERFLY_RIGHT:
312 case EL_BUTTERFLY_UP:
313 case EL_BUTTERFLY_LEFT:
314 case EL_BUTTERFLY_DOWN:
316 case EL_FIREFLY_RIGHT:
318 case EL_FIREFLY_LEFT:
319 case EL_FIREFLY_DOWN:
321 case EL_PACMAN_RIGHT:
345 if (y == lev_fieldy - 1)
347 Feld[x][y] = EL_AMOEBING;
348 Store[x][y] = EL_AMOEBE_NASS;
352 case EL_DYNAMITE_ACTIVE:
357 local_player->lights_still_needed++;
360 case EL_SOKOBAN_FELD_LEER:
361 local_player->sokobanfields_still_needed++;
365 local_player->friends_still_needed++;
370 MovDir[x][y] = 1 << RND(4);
374 Feld[x][y] = EL_LEERRAUM;
377 case EL_EM_KEY_1_FILE:
378 Feld[x][y] = EL_EM_KEY_1;
380 case EL_EM_KEY_2_FILE:
381 Feld[x][y] = EL_EM_KEY_2;
383 case EL_EM_KEY_3_FILE:
384 Feld[x][y] = EL_EM_KEY_3;
386 case EL_EM_KEY_4_FILE:
387 Feld[x][y] = EL_EM_KEY_4;
390 case EL_BELT1_SWITCH_LEFT:
391 case EL_BELT1_SWITCH_MIDDLE:
392 case EL_BELT1_SWITCH_RIGHT:
393 case EL_BELT2_SWITCH_LEFT:
394 case EL_BELT2_SWITCH_MIDDLE:
395 case EL_BELT2_SWITCH_RIGHT:
396 case EL_BELT3_SWITCH_LEFT:
397 case EL_BELT3_SWITCH_MIDDLE:
398 case EL_BELT3_SWITCH_RIGHT:
399 case EL_BELT4_SWITCH_LEFT:
400 case EL_BELT4_SWITCH_MIDDLE:
401 case EL_BELT4_SWITCH_RIGHT:
404 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
405 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
406 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
408 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
410 game.belt_dir[belt_nr] = belt_dir;
411 game.belt_dir_nr[belt_nr] = belt_dir_nr;
413 else /* more than one switch -- set it like the first switch */
415 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
420 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
422 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
425 case EL_LIGHT_SWITCH_ON:
427 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
435 void DrawGameDoorValues()
437 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
438 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
439 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
440 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
441 DrawText(DX + XX_SCORE, DY + YY_SCORE,
442 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
443 DrawText(DX + XX_TIME, DY + YY_TIME,
444 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
450 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
451 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
452 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
455 #if USE_NEW_AMOEBA_CODE
456 printf("Using new amoeba code.\n");
458 printf("Using old amoeba code.\n");
462 /* don't play tapes over network */
463 network_playing = (options.network && !tape.playing);
465 for (i=0; i<MAX_PLAYERS; i++)
467 struct PlayerInfo *player = &stored_player[i];
469 player->index_nr = i;
470 player->element_nr = EL_SPIELER1 + i;
472 player->present = FALSE;
473 player->active = FALSE;
476 player->effective_action = 0;
477 player->programmed_action = 0;
480 player->gems_still_needed = level.gems_needed;
481 player->sokobanfields_still_needed = 0;
482 player->lights_still_needed = 0;
483 player->friends_still_needed = 0;
486 player->key[j] = FALSE;
488 player->dynamite = 0;
489 player->dynabomb_count = 0;
490 player->dynabomb_size = 1;
491 player->dynabombs_left = 0;
492 player->dynabomb_xl = FALSE;
494 player->MovDir = MV_NO_MOVING;
496 player->Pushing = FALSE;
497 player->Switching = FALSE;
501 player->actual_frame_counter = 0;
503 player->frame_reset_delay = 0;
505 player->last_move_dir = MV_NO_MOVING;
506 player->is_moving = FALSE;
508 player->move_delay = -1; /* no initial move delay */
509 player->move_delay_value =
510 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
512 player->push_delay = 0;
513 player->push_delay_value = 5;
515 player->snapped = FALSE;
517 player->last_jx = player->last_jy = 0;
518 player->jx = player->jy = 0;
520 player->shield_passive_time_left = 0;
521 player->shield_active_time_left = 0;
523 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
524 SnapField(player, 0, 0);
526 player->LevelSolved = FALSE;
527 player->GameOver = FALSE;
530 network_player_action_received = FALSE;
532 #if defined(PLATFORM_UNIX)
533 /* initial null action */
535 SendToServer_MovePlayer(MV_NO_MOVING);
543 TimeLeft = level.time;
545 ScreenMovDir = MV_NO_MOVING;
549 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
551 AllPlayersGone = FALSE;
553 game.yam_content_nr = 0;
554 game.magic_wall_active = FALSE;
555 game.magic_wall_time_left = 0;
556 game.light_time_left = 0;
557 game.timegate_time_left = 0;
558 game.switchgate_pos = 0;
559 game.balloon_dir = MV_NO_MOVING;
560 game.explosions_delayed = TRUE;
564 game.belt_dir[i] = MV_NO_MOVING;
565 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
568 for (i=0; i<MAX_NUM_AMOEBA; i++)
569 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
571 for (x=0; x<lev_fieldx; x++)
573 for (y=0; y<lev_fieldy; y++)
575 Feld[x][y] = Ur[x][y];
576 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
577 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
580 JustStopped[x][y] = 0;
582 ExplodeField[x][y] = EX_NO_EXPLOSION;
586 for(y=0; y<lev_fieldy; y++)
588 for(x=0; x<lev_fieldx; x++)
590 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
592 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
594 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
597 InitField(x, y, TRUE);
601 /* correct non-moving belts to start moving left */
603 if (game.belt_dir[i] == MV_NO_MOVING)
604 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
606 /* check if any connected player was not found in playfield */
607 for (i=0; i<MAX_PLAYERS; i++)
609 struct PlayerInfo *player = &stored_player[i];
611 if (player->connected && !player->present)
613 for (j=0; j<MAX_PLAYERS; j++)
615 struct PlayerInfo *some_player = &stored_player[j];
616 int jx = some_player->jx, jy = some_player->jy;
618 /* assign first free player found that is present in the playfield */
619 if (some_player->present && !some_player->connected)
621 player->present = TRUE;
622 player->active = TRUE;
623 some_player->present = FALSE;
625 StorePlayer[jx][jy] = player->element_nr;
626 player->jx = player->last_jx = jx;
627 player->jy = player->last_jy = jy;
637 /* when playing a tape, eliminate all players who do not participate */
639 for (i=0; i<MAX_PLAYERS; i++)
641 if (stored_player[i].active && !tape.player_participates[i])
643 struct PlayerInfo *player = &stored_player[i];
644 int jx = player->jx, jy = player->jy;
646 player->active = FALSE;
647 StorePlayer[jx][jy] = 0;
648 Feld[jx][jy] = EL_LEERRAUM;
652 else if (!options.network && !setup.team_mode) /* && !tape.playing */
654 /* when in single player mode, eliminate all but the first active player */
656 for (i=0; i<MAX_PLAYERS; i++)
658 if (stored_player[i].active)
660 for (j=i+1; j<MAX_PLAYERS; j++)
662 if (stored_player[j].active)
664 struct PlayerInfo *player = &stored_player[j];
665 int jx = player->jx, jy = player->jy;
667 player->active = FALSE;
668 StorePlayer[jx][jy] = 0;
669 Feld[jx][jy] = EL_LEERRAUM;
676 /* when recording the game, store which players take part in the game */
679 for (i=0; i<MAX_PLAYERS; i++)
680 if (stored_player[i].active)
681 tape.player_participates[i] = TRUE;
686 for (i=0; i<MAX_PLAYERS; i++)
688 struct PlayerInfo *player = &stored_player[i];
690 printf("Player %d: present == %d, connected == %d, active == %d.\n",
695 if (local_player == player)
696 printf("Player %d is local player.\n", i+1);
700 game.version = (tape.playing ? tape.game_version : level.game_version);
701 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
702 emulate_sb ? EMU_SOKOBAN :
703 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
705 /* dynamically adjust element properties according to game engine version */
707 static int ep_em_slippery_wall[] =
717 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
719 static int ep_em_slippery_wall_num =
720 sizeof(ep_em_slippery_wall) / sizeof(int);
724 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
725 printf(" file_version == %06d\n", level.file_version);
728 for (i=0; i<ep_em_slippery_wall_num; i++)
731 if (level.em_slippery_gems) /* special EM style gems behaviour */
733 if (game.version >= GAME_VERSION_2_0)
735 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
736 EP_BIT_EM_SLIPPERY_WALL;
738 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
739 ~EP_BIT_EM_SLIPPERY_WALL;
743 if (BorderElement == EL_LEERRAUM)
746 SBX_Right = lev_fieldx - SCR_FIELDX;
748 SBY_Lower = lev_fieldy - SCR_FIELDY;
753 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
755 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
758 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
759 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
761 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
762 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
765 scroll_y = SBY_Upper;
766 if (local_player->jx >= SBX_Left + MIDPOSX)
767 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
768 local_player->jx - MIDPOSX :
770 if (local_player->jy >= SBY_Upper + MIDPOSY)
771 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
772 local_player->jy - MIDPOSY :
775 CloseDoor(DOOR_CLOSE_1);
781 /* after drawing the level, correct some elements */
782 if (game.timegate_time_left == 0)
783 CloseAllOpenTimegates();
785 if (setup.soft_scrolling)
786 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
788 redraw_mask |= REDRAW_FROM_BACKBUFFER;
790 /* copy default game door content to main double buffer */
791 BlitBitmap(pix[PIX_DOOR], drawto,
792 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
795 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
796 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
799 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
800 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
801 BlitBitmap(drawto, drawto,
802 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
803 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
804 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
808 DrawGameDoorValues();
810 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
811 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
812 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
813 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
814 DrawText(DX + XX_SCORE, DY + YY_SCORE,
815 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
816 DrawText(DX + XX_TIME, DY + YY_TIME,
817 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
822 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
823 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
824 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
828 /* copy actual game door content to door double buffer for OpenDoor() */
829 BlitBitmap(drawto, pix[PIX_DB_DOOR],
830 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
832 OpenDoor(DOOR_OPEN_ALL);
834 if (setup.sound_music)
837 KeyboardAutoRepeatOff();
842 printf("Player %d %sactive.\n",
843 i + 1, (stored_player[i].active ? "" : "not "));
847 void InitMovDir(int x, int y)
849 int i, element = Feld[x][y];
850 static int xy[4][2] =
857 static int direction[3][4] =
859 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
860 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
861 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
866 case EL_KAEFER_RIGHT:
870 Feld[x][y] = EL_KAEFER;
871 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
874 case EL_FLIEGER_RIGHT:
876 case EL_FLIEGER_LEFT:
877 case EL_FLIEGER_DOWN:
878 Feld[x][y] = EL_FLIEGER;
879 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
882 case EL_BUTTERFLY_RIGHT:
883 case EL_BUTTERFLY_UP:
884 case EL_BUTTERFLY_LEFT:
885 case EL_BUTTERFLY_DOWN:
886 Feld[x][y] = EL_BUTTERFLY;
887 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
890 case EL_FIREFLY_RIGHT:
892 case EL_FIREFLY_LEFT:
893 case EL_FIREFLY_DOWN:
894 Feld[x][y] = EL_FIREFLY;
895 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
898 case EL_PACMAN_RIGHT:
902 Feld[x][y] = EL_PACMAN;
903 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
907 MovDir[x][y] = MV_UP;
911 MovDir[x][y] = MV_LEFT;
918 Feld[x][y] = EL_MOLE;
919 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
923 MovDir[x][y] = 1 << RND(4);
924 if (element != EL_KAEFER &&
925 element != EL_FLIEGER &&
926 element != EL_BUTTERFLY &&
927 element != EL_FIREFLY)
932 int x1 = x + xy[i][0];
933 int y1 = y + xy[i][1];
935 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
937 if (element == EL_KAEFER || element == EL_BUTTERFLY)
939 MovDir[x][y] = direction[0][i];
942 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
943 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
945 MovDir[x][y] = direction[1][i];
954 void InitAmoebaNr(int x, int y)
957 int group_nr = AmoebeNachbarNr(x, y);
961 for (i=1; i<MAX_NUM_AMOEBA; i++)
963 if (AmoebaCnt[i] == 0)
971 AmoebaNr[x][y] = group_nr;
972 AmoebaCnt[group_nr]++;
973 AmoebaCnt2[group_nr]++;
979 boolean raise_level = FALSE;
981 if (local_player->MovPos)
984 local_player->LevelSolved = FALSE;
988 if (!tape.playing && setup.sound_loops)
989 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
993 if (!tape.playing && !setup.sound_loops)
994 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
995 if (TimeLeft > 0 && !(TimeLeft % 10))
996 RaiseScore(level.score[SC_ZEITBONUS]);
997 if (TimeLeft > 100 && !(TimeLeft % 10))
1001 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
1008 if (!tape.playing && setup.sound_loops)
1009 StopSound(SND_SIRR);
1011 else if (level.time == 0) /* level without time limit */
1013 if (!tape.playing && setup.sound_loops)
1014 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
1016 while(TimePlayed < 999)
1018 if (!tape.playing && !setup.sound_loops)
1019 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
1020 if (TimePlayed < 999 && !(TimePlayed % 10))
1021 RaiseScore(level.score[SC_ZEITBONUS]);
1022 if (TimePlayed < 900 && !(TimePlayed % 10))
1026 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1033 if (!tape.playing && setup.sound_loops)
1034 StopSound(SND_SIRR);
1041 /* Hero disappears */
1042 DrawLevelField(ExitX, ExitY);
1048 CloseDoor(DOOR_CLOSE_1);
1053 SaveTape(tape.level_nr); /* Ask to save tape */
1056 if (level_nr == leveldir_current->handicap_level)
1058 leveldir_current->handicap_level++;
1059 SaveLevelSetup_SeriesInfo();
1062 if (level_editor_test_game)
1063 local_player->score = -1; /* no highscore when playing from editor */
1064 else if (level_nr < leveldir_current->last_level)
1065 raise_level = TRUE; /* advance to next level */
1067 if ((hi_pos = NewHiScore()) >= 0)
1069 game_status = HALLOFFAME;
1070 DrawHallOfFame(hi_pos);
1079 game_status = MAINMENU;
1096 LoadScore(level_nr);
1098 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1099 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1102 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1104 if (local_player->score > highscore[k].Score)
1106 /* player has made it to the hall of fame */
1108 if (k < MAX_SCORE_ENTRIES - 1)
1110 int m = MAX_SCORE_ENTRIES - 1;
1113 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1114 if (!strcmp(setup.player_name, highscore[l].Name))
1116 if (m == k) /* player's new highscore overwrites his old one */
1122 strcpy(highscore[l].Name, highscore[l - 1].Name);
1123 highscore[l].Score = highscore[l - 1].Score;
1130 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1131 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1132 highscore[k].Score = local_player->score;
1138 else if (!strncmp(setup.player_name, highscore[k].Name,
1139 MAX_PLAYER_NAME_LEN))
1140 break; /* player already there with a higher score */
1146 SaveScore(level_nr);
1151 void InitMovingField(int x, int y, int direction)
1153 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1154 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1156 MovDir[x][y] = direction;
1157 MovDir[newx][newy] = direction;
1158 if (Feld[newx][newy] == EL_LEERRAUM)
1159 Feld[newx][newy] = EL_BLOCKED;
1162 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1164 int direction = MovDir[x][y];
1165 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1166 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1172 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1174 int oldx = x, oldy = y;
1175 int direction = MovDir[x][y];
1177 if (direction == MV_LEFT)
1179 else if (direction == MV_RIGHT)
1181 else if (direction == MV_UP)
1183 else if (direction == MV_DOWN)
1186 *comes_from_x = oldx;
1187 *comes_from_y = oldy;
1190 int MovingOrBlocked2Element(int x, int y)
1192 int element = Feld[x][y];
1194 if (element == EL_BLOCKED)
1198 Blocked2Moving(x, y, &oldx, &oldy);
1199 return Feld[oldx][oldy];
1205 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1207 /* like MovingOrBlocked2Element(), but if element is moving
1208 and (x,y) is the field the moving element is just leaving,
1209 return EL_BLOCKED instead of the element value */
1210 int element = Feld[x][y];
1212 if (IS_MOVING(x, y))
1214 if (element == EL_BLOCKED)
1218 Blocked2Moving(x, y, &oldx, &oldy);
1219 return Feld[oldx][oldy];
1228 static void RemoveField(int x, int y)
1230 Feld[x][y] = EL_LEERRAUM;
1236 void RemoveMovingField(int x, int y)
1238 int oldx = x, oldy = y, newx = x, newy = y;
1240 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1243 if (IS_MOVING(x, y))
1245 Moving2Blocked(x, y, &newx, &newy);
1246 if (Feld[newx][newy] != EL_BLOCKED)
1249 else if (Feld[x][y] == EL_BLOCKED)
1251 Blocked2Moving(x, y, &oldx, &oldy);
1252 if (!IS_MOVING(oldx, oldy))
1256 if (Feld[x][y] == EL_BLOCKED &&
1257 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1258 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1259 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1260 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1261 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1263 Feld[oldx][oldy] = EL_LEERRAUM;
1265 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1267 Feld[newx][newy] = EL_LEERRAUM;
1268 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1269 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1271 DrawLevelField(oldx, oldy);
1272 DrawLevelField(newx, newy);
1275 void DrawDynamite(int x, int y)
1277 int sx = SCREENX(x), sy = SCREENY(y);
1278 int graphic = el2gfx(Feld[x][y]);
1281 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1285 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1287 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1289 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1294 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1298 if (game.emulation == EMU_SUPAPLEX)
1299 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1300 else if (Store[x][y])
1301 DrawGraphicThruMask(sx, sy, graphic + phase);
1303 DrawGraphic(sx, sy, graphic + phase);
1306 void CheckDynamite(int x, int y)
1308 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1313 if (!(MovDelay[x][y] % 12))
1314 PlaySoundLevel(x, y, SND_ZISCH);
1316 if (IS_ACTIVE_BOMB(Feld[x][y]))
1318 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1320 if (!(MovDelay[x][y] % delay))
1328 StopSound(SND_ZISCH);
1332 void Explode(int ex, int ey, int phase, int mode)
1335 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1336 int last_phase = num_phase * delay;
1337 int half_phase = (num_phase / 2) * delay;
1338 int first_phase_after_start = EX_PHASE_START + 1;
1340 if (game.explosions_delayed)
1342 ExplodeField[ex][ey] = mode;
1346 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1348 int center_element = Feld[ex][ey];
1350 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1352 /* put moving element to center field (and let it explode there) */
1353 center_element = MovingOrBlocked2Element(ex, ey);
1354 RemoveMovingField(ex, ey);
1355 Feld[ex][ey] = center_element;
1358 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1362 if (!IN_LEV_FIELD(x, y) ||
1363 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1364 (x != ex || y != ey)))
1367 element = Feld[x][y];
1369 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1371 element = MovingOrBlocked2Element(x, y);
1372 RemoveMovingField(x, y);
1375 if (IS_MASSIVE(element) || element == EL_BURNING)
1378 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1380 if (IS_ACTIVE_BOMB(element))
1382 /* re-activate things under the bomb like gate or penguin */
1383 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1390 if (element == EL_EXPLODING)
1391 element = Store2[x][y];
1393 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1395 switch(StorePlayer[ex][ey])
1398 Store[x][y] = EL_EDELSTEIN_ROT;
1401 Store[x][y] = EL_EDELSTEIN;
1404 Store[x][y] = EL_EDELSTEIN_LILA;
1408 Store[x][y] = EL_EDELSTEIN_GELB;
1412 if (game.emulation == EMU_SUPAPLEX)
1413 Store[x][y] = EL_LEERRAUM;
1415 else if (center_element == EL_MOLE)
1416 Store[x][y] = EL_EDELSTEIN_ROT;
1417 else if (center_element == EL_PINGUIN)
1418 Store[x][y] = EL_EDELSTEIN_LILA;
1419 else if (center_element == EL_KAEFER)
1420 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1421 else if (center_element == EL_BUTTERFLY)
1422 Store[x][y] = EL_EDELSTEIN_BD;
1423 else if (center_element == EL_SP_ELECTRON)
1424 Store[x][y] = EL_SP_INFOTRON;
1425 else if (center_element == EL_MAMPFER)
1426 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1427 else if (center_element == EL_AMOEBA2DIAM)
1428 Store[x][y] = level.amoeba_content;
1429 else if (element == EL_ERZ_EDEL)
1430 Store[x][y] = EL_EDELSTEIN;
1431 else if (element == EL_ERZ_DIAM)
1432 Store[x][y] = EL_DIAMANT;
1433 else if (element == EL_ERZ_EDEL_BD)
1434 Store[x][y] = EL_EDELSTEIN_BD;
1435 else if (element == EL_ERZ_EDEL_GELB)
1436 Store[x][y] = EL_EDELSTEIN_GELB;
1437 else if (element == EL_ERZ_EDEL_ROT)
1438 Store[x][y] = EL_EDELSTEIN_ROT;
1439 else if (element == EL_ERZ_EDEL_LILA)
1440 Store[x][y] = EL_EDELSTEIN_LILA;
1441 else if (element == EL_WALL_PEARL)
1442 Store[x][y] = EL_PEARL;
1443 else if (element == EL_WALL_CRYSTAL)
1444 Store[x][y] = EL_CRYSTAL;
1445 else if (!IS_PFORTE(Store[x][y]))
1446 Store[x][y] = EL_LEERRAUM;
1448 if (x != ex || y != ey ||
1449 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1450 Store2[x][y] = element;
1452 if (AmoebaNr[x][y] &&
1453 (element == EL_AMOEBE_VOLL ||
1454 element == EL_AMOEBE_BD ||
1455 element == EL_AMOEBING))
1457 AmoebaCnt[AmoebaNr[x][y]]--;
1458 AmoebaCnt2[AmoebaNr[x][y]]--;
1461 Feld[x][y] = EL_EXPLODING;
1462 MovDir[x][y] = MovPos[x][y] = 0;
1468 if (center_element == EL_MAMPFER)
1469 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1480 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1482 if (phase == first_phase_after_start)
1484 int element = Store2[x][y];
1486 if (element == EL_BLACK_ORB)
1488 Feld[x][y] = Store2[x][y];
1493 else if (phase == half_phase)
1495 int element = Store2[x][y];
1497 if (IS_PLAYER(x, y))
1498 KillHeroUnlessProtected(x, y);
1499 else if (IS_EXPLOSIVE(element))
1501 Feld[x][y] = Store2[x][y];
1505 else if (element == EL_AMOEBA2DIAM)
1506 AmoebeUmwandeln(x, y);
1509 if (phase == last_phase)
1513 element = Feld[x][y] = Store[x][y];
1514 Store[x][y] = Store2[x][y] = 0;
1515 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1516 InitField(x, y, FALSE);
1517 if (CAN_MOVE(element) || COULD_MOVE(element))
1519 DrawLevelField(x, y);
1521 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1522 StorePlayer[x][y] = 0;
1524 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1526 int graphic = GFX_EXPLOSION;
1528 if (game.emulation == EMU_SUPAPLEX)
1529 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1530 GFX_SP_EXPLODE_INFOTRON :
1531 GFX_SP_EXPLODE_EMPTY);
1534 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1536 graphic += (phase / delay - 1);
1538 if (IS_PFORTE(Store[x][y]))
1540 DrawLevelElement(x, y, Store[x][y]);
1541 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1544 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1548 void DynaExplode(int ex, int ey)
1551 int dynabomb_size = 1;
1552 boolean dynabomb_xl = FALSE;
1553 struct PlayerInfo *player;
1554 static int xy[4][2] =
1562 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1564 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1565 dynabomb_size = player->dynabomb_size;
1566 dynabomb_xl = player->dynabomb_xl;
1567 player->dynabombs_left++;
1570 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1574 for (j=1; j<=dynabomb_size; j++)
1576 int x = ex + j * xy[i % 4][0];
1577 int y = ey + j * xy[i % 4][1];
1580 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1583 element = Feld[x][y];
1585 /* do not restart explosions of fields with active bombs */
1586 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1589 Explode(x, y, EX_PHASE_START, EX_BORDER);
1591 if (element != EL_LEERRAUM &&
1592 element != EL_ERDREICH &&
1593 element != EL_EXPLODING &&
1600 void Bang(int x, int y)
1602 int element = Feld[x][y];
1604 if (game.emulation == EMU_SUPAPLEX)
1605 PlaySoundLevel(x, y, SND_SP_BOOOM);
1607 PlaySoundLevel(x, y, SND_ROAAAR);
1610 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1611 element = EL_LEERRAUM;
1625 RaiseScoreElement(element);
1626 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1628 case EL_DYNABOMB_ACTIVE_1:
1629 case EL_DYNABOMB_ACTIVE_2:
1630 case EL_DYNABOMB_ACTIVE_3:
1631 case EL_DYNABOMB_ACTIVE_4:
1632 case EL_DYNABOMB_NR:
1633 case EL_DYNABOMB_SZ:
1634 case EL_DYNABOMB_XL:
1640 if (IS_PLAYER(x, y))
1641 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1643 Explode(x, y, EX_PHASE_START, EX_CENTER);
1646 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1651 void Blurb(int x, int y)
1653 int element = Feld[x][y];
1655 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1657 PlaySoundLevel(x, y, SND_BLURB);
1658 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1659 (!IN_LEV_FIELD(x-1, y-1) ||
1660 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1662 Feld[x-1][y] = EL_BLURB_LEFT;
1664 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1665 (!IN_LEV_FIELD(x+1, y-1) ||
1666 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1668 Feld[x+1][y] = EL_BLURB_RIGHT;
1673 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1675 if (!MovDelay[x][y]) /* initialize animation counter */
1678 if (MovDelay[x][y]) /* continue animation */
1681 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1682 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1684 if (!MovDelay[x][y])
1686 Feld[x][y] = EL_LEERRAUM;
1687 DrawLevelField(x, y);
1693 static void ToggleBeltSwitch(int x, int y)
1695 static int belt_base_element[4] =
1697 EL_BELT1_SWITCH_LEFT,
1698 EL_BELT2_SWITCH_LEFT,
1699 EL_BELT3_SWITCH_LEFT,
1700 EL_BELT4_SWITCH_LEFT
1702 static int belt_move_dir[4] =
1710 int element = Feld[x][y];
1711 int belt_nr = getBeltNrFromSwitchElement(element);
1712 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1713 int belt_dir = belt_move_dir[belt_dir_nr];
1716 if (!IS_BELT_SWITCH(element))
1719 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1720 game.belt_dir[belt_nr] = belt_dir;
1722 if (belt_dir_nr == 3)
1725 for (yy=0; yy<lev_fieldy; yy++)
1727 for (xx=0; xx<lev_fieldx; xx++)
1729 int element = Feld[xx][yy];
1731 if (IS_BELT_SWITCH(element))
1733 int e_belt_nr = getBeltNrFromSwitchElement(element);
1735 if (e_belt_nr == belt_nr)
1737 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1738 DrawLevelField(xx, yy);
1741 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1743 int e_belt_nr = getBeltNrFromElement(element);
1745 if (e_belt_nr == belt_nr)
1746 DrawLevelField(xx, yy); /* set belt to parking position */
1752 static void ToggleSwitchgateSwitch(int x, int y)
1756 game.switchgate_pos = !game.switchgate_pos;
1758 for (yy=0; yy<lev_fieldy; yy++)
1760 for (xx=0; xx<lev_fieldx; xx++)
1762 int element = Feld[xx][yy];
1764 if (element == EL_SWITCHGATE_SWITCH_1 ||
1765 element == EL_SWITCHGATE_SWITCH_2)
1767 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1768 DrawLevelField(xx, yy);
1770 else if (element == EL_SWITCHGATE_OPEN ||
1771 element == EL_SWITCHGATE_OPENING)
1773 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1774 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1776 else if (element == EL_SWITCHGATE_CLOSED ||
1777 element == EL_SWITCHGATE_CLOSING)
1779 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1780 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1786 static void RedrawAllLightSwitchesAndInvisibleElements()
1790 for (y=0; y<lev_fieldy; y++)
1792 for (x=0; x<lev_fieldx; x++)
1794 int element = Feld[x][y];
1796 if (element == EL_LIGHT_SWITCH_OFF &&
1797 game.light_time_left > 0)
1799 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1800 DrawLevelField(x, y);
1802 else if (element == EL_LIGHT_SWITCH_ON &&
1803 game.light_time_left == 0)
1805 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1806 DrawLevelField(x, y);
1809 if (element == EL_INVISIBLE_STEEL ||
1810 element == EL_UNSICHTBAR ||
1811 element == EL_SAND_INVISIBLE)
1812 DrawLevelField(x, y);
1817 static void ToggleLightSwitch(int x, int y)
1819 int element = Feld[x][y];
1821 game.light_time_left =
1822 (element == EL_LIGHT_SWITCH_OFF ?
1823 level.time_light * FRAMES_PER_SECOND : 0);
1825 RedrawAllLightSwitchesAndInvisibleElements();
1828 static void ActivateTimegateSwitch(int x, int y)
1832 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1834 for (yy=0; yy<lev_fieldy; yy++)
1836 for (xx=0; xx<lev_fieldx; xx++)
1838 int element = Feld[xx][yy];
1840 if (element == EL_TIMEGATE_CLOSED ||
1841 element == EL_TIMEGATE_CLOSING)
1843 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1844 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1848 else if (element == EL_TIMEGATE_SWITCH_ON)
1850 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1851 DrawLevelField(xx, yy);
1858 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1861 void Impact(int x, int y)
1863 boolean lastline = (y == lev_fieldy-1);
1864 boolean object_hit = FALSE;
1865 int element = Feld[x][y];
1868 if (!lastline) /* check if element below was hit */
1870 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1873 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1874 MovDir[x][y+1]!=MV_DOWN ||
1875 MovPos[x][y+1]<=TILEY/2));
1877 smashed = MovingOrBlocked2Element(x, y+1);
1880 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1886 if ((element == EL_BOMBE ||
1887 element == EL_SP_DISK_ORANGE ||
1888 element == EL_DX_SUPABOMB) &&
1889 (lastline || object_hit)) /* element is bomb */
1894 else if (element == EL_PEARL)
1896 Feld[x][y] = EL_PEARL_BREAKING;
1897 PlaySoundLevel(x, y, SND_KNACK);
1901 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1903 if (object_hit && IS_PLAYER(x, y+1))
1904 KillHeroUnlessProtected(x, y+1);
1905 else if (object_hit && smashed == EL_PINGUIN)
1909 Feld[x][y] = EL_AMOEBING;
1910 Store[x][y] = EL_AMOEBE_NASS;
1915 if (!lastline && object_hit) /* check which object was hit */
1917 if (CAN_CHANGE(element) &&
1918 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1921 int activated_magic_wall =
1922 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1923 EL_MAGIC_WALL_BD_EMPTY);
1925 /* activate magic wall / mill */
1927 for (y=0; y<lev_fieldy; y++)
1928 for (x=0; x<lev_fieldx; x++)
1929 if (Feld[x][y] == smashed)
1930 Feld[x][y] = activated_magic_wall;
1932 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1933 game.magic_wall_active = TRUE;
1936 if (IS_PLAYER(x, y+1))
1938 KillHeroUnlessProtected(x, y+1);
1941 else if (smashed == EL_PINGUIN)
1946 else if (element == EL_EDELSTEIN_BD)
1948 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1954 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1955 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1956 smashed == EL_SP_DISK_ORANGE))
1961 else if (element == EL_FELSBROCKEN ||
1962 element == EL_SP_ZONK ||
1963 element == EL_BD_ROCK)
1965 if (IS_ENEMY(smashed) ||
1966 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1967 smashed == EL_DX_SUPABOMB ||
1968 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1969 smashed == EL_DRACHE || smashed == EL_MOLE)
1974 else if (!IS_MOVING(x, y+1))
1976 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1981 else if (smashed == EL_KOKOSNUSS)
1983 Feld[x][y+1] = EL_CRACKINGNUT;
1984 PlaySoundLevel(x, y, SND_KNACK);
1985 RaiseScoreElement(EL_KOKOSNUSS);
1988 else if (smashed == EL_PEARL)
1990 Feld[x][y+1] = EL_PEARL_BREAKING;
1991 PlaySoundLevel(x, y, SND_KNACK);
1994 else if (smashed == EL_DIAMANT)
1996 Feld[x][y+1] = EL_LEERRAUM;
1997 PlaySoundLevel(x, y, SND_QUIRK);
2000 else if (IS_BELT_SWITCH(smashed))
2002 ToggleBeltSwitch(x, y+1);
2004 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
2005 smashed == EL_SWITCHGATE_SWITCH_2)
2007 ToggleSwitchgateSwitch(x, y+1);
2009 else if (smashed == EL_LIGHT_SWITCH_OFF ||
2010 smashed == EL_LIGHT_SWITCH_ON)
2012 ToggleLightSwitch(x, y+1);
2018 /* play sound of magic wall / mill */
2020 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2021 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2023 PlaySoundLevel(x, y, SND_QUIRK);
2027 /* play sound of object that hits the ground */
2028 if (lastline || object_hit)
2035 case EL_EDELSTEIN_BD:
2036 case EL_EDELSTEIN_GELB:
2037 case EL_EDELSTEIN_ROT:
2038 case EL_EDELSTEIN_LILA:
2040 case EL_SP_INFOTRON:
2046 case EL_FELSBROCKEN:
2051 sound = SND_SP_ZONKDOWN;
2054 case EL_SCHLUESSEL1:
2055 case EL_SCHLUESSEL2:
2056 case EL_SCHLUESSEL3:
2057 case EL_SCHLUESSEL4:
2074 PlaySoundLevel(x, y, sound);
2078 void TurnRound(int x, int y)
2090 { 0, 0 }, { 0, 0 }, { 0, 0 },
2095 int left, right, back;
2099 { MV_DOWN, MV_UP, MV_RIGHT },
2100 { MV_UP, MV_DOWN, MV_LEFT },
2102 { MV_LEFT, MV_RIGHT, MV_DOWN },
2103 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2104 { MV_RIGHT, MV_LEFT, MV_UP }
2107 int element = Feld[x][y];
2108 int old_move_dir = MovDir[x][y];
2109 int left_dir = turn[old_move_dir].left;
2110 int right_dir = turn[old_move_dir].right;
2111 int back_dir = turn[old_move_dir].back;
2113 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2114 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2115 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2116 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2118 int left_x = x+left_dx, left_y = y+left_dy;
2119 int right_x = x+right_dx, right_y = y+right_dy;
2120 int move_x = x+move_dx, move_y = y+move_dy;
2122 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2124 TestIfBadThingTouchesOtherBadThing(x, y);
2126 if (IN_LEV_FIELD(right_x, right_y) &&
2127 IS_FREE(right_x, right_y))
2128 MovDir[x][y] = right_dir;
2129 else if (!IN_LEV_FIELD(move_x, move_y) ||
2130 !IS_FREE(move_x, move_y))
2131 MovDir[x][y] = left_dir;
2133 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2135 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2138 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2139 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2141 TestIfBadThingTouchesOtherBadThing(x, y);
2143 if (IN_LEV_FIELD(left_x, left_y) &&
2144 IS_FREE(left_x, left_y))
2145 MovDir[x][y] = left_dir;
2146 else if (!IN_LEV_FIELD(move_x, move_y) ||
2147 !IS_FREE(move_x, move_y))
2148 MovDir[x][y] = right_dir;
2150 if ((element == EL_FLIEGER ||
2151 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2152 && MovDir[x][y] != old_move_dir)
2154 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2157 else if (element == EL_MAMPFER)
2159 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2161 if (IN_LEV_FIELD(left_x, left_y) &&
2162 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2163 Feld[left_x][left_y] == EL_DIAMANT))
2164 can_turn_left = TRUE;
2165 if (IN_LEV_FIELD(right_x, right_y) &&
2166 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2167 Feld[right_x][right_y] == EL_DIAMANT))
2168 can_turn_right = TRUE;
2170 if (can_turn_left && can_turn_right)
2171 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2172 else if (can_turn_left)
2173 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2174 else if (can_turn_right)
2175 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2177 MovDir[x][y] = back_dir;
2179 MovDelay[x][y] = 16+16*RND(3);
2181 else if (element == EL_MAMPFER2)
2183 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2185 if (IN_LEV_FIELD(left_x, left_y) &&
2186 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2187 IS_MAMPF2(Feld[left_x][left_y])))
2188 can_turn_left = TRUE;
2189 if (IN_LEV_FIELD(right_x, right_y) &&
2190 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2191 IS_MAMPF2(Feld[right_x][right_y])))
2192 can_turn_right = TRUE;
2194 if (can_turn_left && can_turn_right)
2195 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2196 else if (can_turn_left)
2197 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2198 else if (can_turn_right)
2199 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2201 MovDir[x][y] = back_dir;
2203 MovDelay[x][y] = 16+16*RND(3);
2205 else if (element == EL_PACMAN)
2207 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2209 if (IN_LEV_FIELD(left_x, left_y) &&
2210 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2211 IS_AMOEBOID(Feld[left_x][left_y])))
2212 can_turn_left = TRUE;
2213 if (IN_LEV_FIELD(right_x, right_y) &&
2214 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2215 IS_AMOEBOID(Feld[right_x][right_y])))
2216 can_turn_right = TRUE;
2218 if (can_turn_left && can_turn_right)
2219 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2220 else if (can_turn_left)
2221 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2222 else if (can_turn_right)
2223 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2225 MovDir[x][y] = back_dir;
2227 MovDelay[x][y] = 6+RND(40);
2229 else if (element == EL_SCHWEIN)
2231 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2232 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2233 boolean should_move_on = FALSE;
2235 int rnd = RND(rnd_value);
2237 if (IN_LEV_FIELD(left_x, left_y) &&
2238 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2239 can_turn_left = TRUE;
2240 if (IN_LEV_FIELD(right_x, right_y) &&
2241 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2242 can_turn_right = TRUE;
2243 if (IN_LEV_FIELD(move_x, move_y) &&
2244 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2247 if (can_turn_left &&
2249 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2250 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2251 should_turn_left = TRUE;
2252 if (can_turn_right &&
2254 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2255 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2256 should_turn_right = TRUE;
2258 (!can_turn_left || !can_turn_right ||
2259 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2260 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2261 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2262 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2263 should_move_on = TRUE;
2265 if (should_turn_left || should_turn_right || should_move_on)
2267 if (should_turn_left && should_turn_right && should_move_on)
2268 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2269 rnd < 2*rnd_value/3 ? right_dir :
2271 else if (should_turn_left && should_turn_right)
2272 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2273 else if (should_turn_left && should_move_on)
2274 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2275 else if (should_turn_right && should_move_on)
2276 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2277 else if (should_turn_left)
2278 MovDir[x][y] = left_dir;
2279 else if (should_turn_right)
2280 MovDir[x][y] = right_dir;
2281 else if (should_move_on)
2282 MovDir[x][y] = old_move_dir;
2284 else if (can_move_on && rnd > rnd_value/8)
2285 MovDir[x][y] = old_move_dir;
2286 else if (can_turn_left && can_turn_right)
2287 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2288 else if (can_turn_left && rnd > rnd_value/8)
2289 MovDir[x][y] = left_dir;
2290 else if (can_turn_right && rnd > rnd_value/8)
2291 MovDir[x][y] = right_dir;
2293 MovDir[x][y] = back_dir;
2295 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2296 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2297 MovDir[x][y] = old_move_dir;
2301 else if (element == EL_DRACHE)
2303 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2305 int rnd = RND(rnd_value);
2307 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2308 can_turn_left = TRUE;
2309 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2310 can_turn_right = TRUE;
2311 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2314 if (can_move_on && rnd > rnd_value/8)
2315 MovDir[x][y] = old_move_dir;
2316 else if (can_turn_left && can_turn_right)
2317 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2318 else if (can_turn_left && rnd > rnd_value/8)
2319 MovDir[x][y] = left_dir;
2320 else if (can_turn_right && rnd > rnd_value/8)
2321 MovDir[x][y] = right_dir;
2323 MovDir[x][y] = back_dir;
2325 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2326 MovDir[x][y] = old_move_dir;
2330 else if (element == EL_MOLE)
2332 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2334 if (IN_LEV_FIELD(move_x, move_y) &&
2335 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2336 Feld[move_x][move_y] == EL_DEAMOEBING))
2341 if (IN_LEV_FIELD(left_x, left_y) &&
2342 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2343 can_turn_left = TRUE;
2344 if (IN_LEV_FIELD(right_x, right_y) &&
2345 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2346 can_turn_right = TRUE;
2348 if (can_turn_left && can_turn_right)
2349 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2350 else if (can_turn_left)
2351 MovDir[x][y] = left_dir;
2353 MovDir[x][y] = right_dir;
2356 if (MovDir[x][y] != old_move_dir)
2359 else if (element == EL_BALLOON)
2361 MovDir[x][y] = game.balloon_dir;
2364 else if (element == EL_SPRING_MOVING)
2366 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2367 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2369 Feld[x][y] = EL_SPRING;
2370 MovDir[x][y] = MV_NO_MOVING;
2374 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2376 int attr_x = -1, attr_y = -1;
2387 for (i=0; i<MAX_PLAYERS; i++)
2389 struct PlayerInfo *player = &stored_player[i];
2390 int jx = player->jx, jy = player->jy;
2392 if (!player->active)
2395 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2403 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2409 if (element == EL_PINGUIN)
2412 static int xy[4][2] =
2422 int ex = x + xy[i%4][0];
2423 int ey = y + xy[i%4][1];
2425 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2434 MovDir[x][y] = MV_NO_MOVING;
2436 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2438 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2440 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2442 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2444 if (element == EL_ROBOT)
2448 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2449 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2450 Moving2Blocked(x, y, &newx, &newy);
2452 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2453 MovDelay[x][y] = 8+8*!RND(3);
2455 MovDelay[x][y] = 16;
2463 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2465 boolean first_horiz = RND(2);
2466 int new_move_dir = MovDir[x][y];
2469 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2470 Moving2Blocked(x, y, &newx, &newy);
2472 if (IN_LEV_FIELD(newx, newy) &&
2473 (IS_FREE(newx, newy) ||
2474 Feld[newx][newy] == EL_SALZSAEURE ||
2475 (element == EL_PINGUIN &&
2476 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2477 IS_MAMPF3(Feld[newx][newy])))))
2481 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2482 Moving2Blocked(x, y, &newx, &newy);
2484 if (IN_LEV_FIELD(newx, newy) &&
2485 (IS_FREE(newx, newy) ||
2486 Feld[newx][newy] == EL_SALZSAEURE ||
2487 (element == EL_PINGUIN &&
2488 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2489 IS_MAMPF3(Feld[newx][newy])))))
2492 MovDir[x][y] = old_move_dir;
2499 static boolean JustBeingPushed(int x, int y)
2503 for (i=0; i<MAX_PLAYERS; i++)
2505 struct PlayerInfo *player = &stored_player[i];
2507 if (player->active && player->Pushing && player->MovPos)
2509 int next_jx = player->jx + (player->jx - player->last_jx);
2510 int next_jy = player->jy + (player->jy - player->last_jy);
2512 if (x == next_jx && y == next_jy)
2520 void StartMoving(int x, int y)
2522 int element = Feld[x][y];
2527 if (CAN_FALL(element) && y<lev_fieldy-1)
2529 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2530 if (JustBeingPushed(x, y))
2533 if (element == EL_MORAST_VOLL)
2535 if (IS_FREE(x, y+1))
2537 InitMovingField(x, y, MV_DOWN);
2538 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2539 Store[x][y] = EL_FELSBROCKEN;
2541 else if (Feld[x][y+1] == EL_MORAST_LEER)
2543 if (!MovDelay[x][y])
2544 MovDelay[x][y] = TILEY + 1;
2553 Feld[x][y] = EL_MORAST_LEER;
2554 Feld[x][y+1] = EL_MORAST_VOLL;
2555 Store[x][y+1] = Store[x][y];
2559 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2560 Feld[x][y+1] == EL_MORAST_LEER)
2562 InitMovingField(x, y, MV_DOWN);
2563 Feld[x][y] = EL_QUICKSAND_FILLING;
2564 Store[x][y] = element;
2566 else if (element == EL_MAGIC_WALL_FULL)
2568 if (IS_FREE(x, y+1))
2570 InitMovingField(x, y, MV_DOWN);
2571 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2572 Store[x][y] = EL_CHANGED(Store[x][y]);
2574 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2576 if (!MovDelay[x][y])
2577 MovDelay[x][y] = TILEY/4 + 1;
2586 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2587 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2588 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2592 else if (element == EL_MAGIC_WALL_BD_FULL)
2594 if (IS_FREE(x, y+1))
2596 InitMovingField(x, y, MV_DOWN);
2597 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2598 Store[x][y] = EL_CHANGED2(Store[x][y]);
2600 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2602 if (!MovDelay[x][y])
2603 MovDelay[x][y] = TILEY/4 + 1;
2612 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2613 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2614 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2618 else if (CAN_CHANGE(element) &&
2619 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2620 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2622 InitMovingField(x, y, MV_DOWN);
2624 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2625 EL_MAGIC_WALL_BD_FILLING);
2626 Store[x][y] = element;
2628 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2631 InitMovingField(x, y, MV_DOWN);
2632 Store[x][y] = EL_SALZSAEURE;
2634 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2639 else if (IS_FREE(x, y+1))
2641 InitMovingField(x, y, MV_DOWN);
2643 else if (element == EL_TROPFEN)
2645 Feld[x][y] = EL_AMOEBING;
2646 Store[x][y] = EL_AMOEBE_NASS;
2648 /* Store[x][y+1] must be zero, because:
2649 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2652 #if OLD_GAME_BEHAVIOUR
2653 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2655 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2656 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2657 element != EL_DX_SUPABOMB)
2660 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2661 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2662 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2663 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2666 boolean left = (x>0 && IS_FREE(x-1, y) &&
2667 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2668 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2669 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2673 if (left && right &&
2674 (game.emulation != EMU_BOULDERDASH &&
2675 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2676 left = !(right = RND(2));
2678 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2681 else if (IS_BELT(Feld[x][y+1]))
2683 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2684 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2685 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2686 int belt_dir = game.belt_dir[belt_nr];
2688 if ((belt_dir == MV_LEFT && left_is_free) ||
2689 (belt_dir == MV_RIGHT && right_is_free))
2690 InitMovingField(x, y, belt_dir);
2693 else if (CAN_MOVE(element))
2697 if ((element == EL_SONDE || element == EL_BALLOON ||
2698 element == EL_SPRING_MOVING)
2699 && JustBeingPushed(x, y))
2702 if (!MovDelay[x][y]) /* start new movement phase */
2704 /* all objects that can change their move direction after each step */
2705 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2707 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2710 if (MovDelay[x][y] && (element == EL_KAEFER ||
2711 element == EL_FLIEGER ||
2712 element == EL_SP_SNIKSNAK ||
2713 element == EL_SP_ELECTRON ||
2714 element == EL_MOLE))
2715 DrawLevelField(x, y);
2719 if (MovDelay[x][y]) /* wait some time before next movement */
2723 if (element == EL_ROBOT ||
2724 element == EL_MAMPFER || element == EL_MAMPFER2)
2726 int phase = MovDelay[x][y] % 8;
2731 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2732 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2734 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2735 && MovDelay[x][y]%4 == 3)
2736 PlaySoundLevel(x, y, SND_NJAM);
2738 else if (element == EL_SP_ELECTRON)
2739 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2740 else if (element == EL_DRACHE)
2743 int dir = MovDir[x][y];
2744 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2745 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2746 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2747 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2748 dir == MV_UP ? GFX_FLAMMEN_UP :
2749 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2750 int phase = FrameCounter % 2;
2752 for (i=1; i<=3; i++)
2754 int xx = x + i*dx, yy = y + i*dy;
2755 int sx = SCREENX(xx), sy = SCREENY(yy);
2757 if (!IN_LEV_FIELD(xx, yy) ||
2758 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2763 int flamed = MovingOrBlocked2Element(xx, yy);
2765 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2768 RemoveMovingField(xx, yy);
2770 Feld[xx][yy] = EL_BURNING;
2771 if (IN_SCR_FIELD(sx, sy))
2772 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2776 if (Feld[xx][yy] == EL_BURNING)
2777 Feld[xx][yy] = EL_LEERRAUM;
2778 DrawLevelField(xx, yy);
2787 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2789 PlaySoundLevel(x, y, SND_KLAPPER);
2791 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2793 PlaySoundLevel(x, y, SND_ROEHR);
2796 /* now make next step */
2798 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2800 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2801 !PLAYER_PROTECTED(newx, newy))
2805 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2808 /* enemy got the player */
2810 KillHero(PLAYERINFO(newx, newy));
2815 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2816 element == EL_SONDE || element == EL_BALLOON) &&
2817 IN_LEV_FIELD(newx, newy) &&
2818 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2821 Store[x][y] = EL_SALZSAEURE;
2823 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2825 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2827 Feld[x][y] = EL_LEERRAUM;
2828 DrawLevelField(x, y);
2830 PlaySoundLevel(newx, newy, SND_BUING);
2831 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2832 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2834 local_player->friends_still_needed--;
2835 if (!local_player->friends_still_needed &&
2836 !local_player->GameOver && AllPlayersGone)
2837 local_player->LevelSolved = local_player->GameOver = TRUE;
2841 else if (IS_MAMPF3(Feld[newx][newy]))
2843 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2844 DrawLevelField(newx, newy);
2846 MovDir[x][y] = MV_NO_MOVING;
2848 else if (!IS_FREE(newx, newy))
2850 if (IS_PLAYER(x, y))
2851 DrawPlayerField(x, y);
2853 DrawLevelField(x, y);
2857 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2859 if (IS_GEM(Feld[newx][newy]))
2861 if (IS_MOVING(newx, newy))
2862 RemoveMovingField(newx, newy);
2865 Feld[newx][newy] = EL_LEERRAUM;
2866 DrawLevelField(newx, newy);
2869 else if (!IS_FREE(newx, newy))
2871 if (IS_PLAYER(x, y))
2872 DrawPlayerField(x, y);
2874 DrawLevelField(x, y);
2878 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2880 if (!IS_FREE(newx, newy))
2882 if (IS_PLAYER(x, y))
2883 DrawPlayerField(x, y);
2885 DrawLevelField(x, y);
2890 boolean wanna_flame = !RND(10);
2891 int dx = newx - x, dy = newy - y;
2892 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2893 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2894 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2895 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2896 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2897 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2899 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2900 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2901 element1 != EL_BURNING && element2 != EL_BURNING)
2903 if (IS_PLAYER(x, y))
2904 DrawPlayerField(x, y);
2906 DrawLevelField(x, y);
2908 MovDelay[x][y] = 50;
2909 Feld[newx][newy] = EL_BURNING;
2910 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2911 Feld[newx1][newy1] = EL_BURNING;
2912 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2913 Feld[newx2][newy2] = EL_BURNING;
2918 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2919 Feld[newx][newy] == EL_DIAMANT)
2921 if (IS_MOVING(newx, newy))
2922 RemoveMovingField(newx, newy);
2925 Feld[newx][newy] = EL_LEERRAUM;
2926 DrawLevelField(newx, newy);
2929 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2930 IS_MAMPF2(Feld[newx][newy]))
2932 if (AmoebaNr[newx][newy])
2934 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2935 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2936 Feld[newx][newy] == EL_AMOEBE_BD)
2937 AmoebaCnt[AmoebaNr[newx][newy]]--;
2940 if (IS_MOVING(newx, newy))
2941 RemoveMovingField(newx, newy);
2944 Feld[newx][newy] = EL_LEERRAUM;
2945 DrawLevelField(newx, newy);
2948 else if ((element == EL_PACMAN || element == EL_MOLE)
2949 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2951 if (AmoebaNr[newx][newy])
2953 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2954 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2955 Feld[newx][newy] == EL_AMOEBE_BD)
2956 AmoebaCnt[AmoebaNr[newx][newy]]--;
2959 if (element == EL_MOLE)
2961 Feld[newx][newy] = EL_DEAMOEBING;
2962 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2963 return; /* wait for shrinking amoeba */
2965 else /* element == EL_PACMAN */
2967 Feld[newx][newy] = EL_LEERRAUM;
2968 DrawLevelField(newx, newy);
2971 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2972 (Feld[newx][newy] == EL_DEAMOEBING ||
2973 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2975 /* wait for shrinking amoeba to completely disappear */
2978 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2980 /* object was running against a wall */
2984 if (element == EL_KAEFER || element == EL_FLIEGER ||
2985 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2986 DrawLevelField(x, y);
2987 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2988 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2989 else if (element == EL_SONDE)
2990 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2991 else if (element == EL_SP_ELECTRON)
2992 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2994 if (DONT_TOUCH(element))
2995 TestIfBadThingTouchesHero(x, y);
3000 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
3001 PlaySoundLevel(x, y, SND_SCHLURF);
3003 InitMovingField(x, y, MovDir[x][y]);
3007 ContinueMoving(x, y);
3010 void ContinueMoving(int x, int y)
3012 int element = Feld[x][y];
3013 int direction = MovDir[x][y];
3014 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3015 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3016 int horiz_move = (dx!=0);
3017 int newx = x + dx, newy = y + dy;
3018 int step = (horiz_move ? dx : dy) * TILEX / 8;
3020 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3022 else if (element == EL_QUICKSAND_FILLING ||
3023 element == EL_QUICKSAND_EMPTYING)
3025 else if (element == EL_MAGIC_WALL_FILLING ||
3026 element == EL_MAGIC_WALL_BD_FILLING ||
3027 element == EL_MAGIC_WALL_EMPTYING ||
3028 element == EL_MAGIC_WALL_BD_EMPTYING)
3030 else if (CAN_FALL(element) && horiz_move &&
3031 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3033 else if (element == EL_SPRING_MOVING)
3036 #if OLD_GAME_BEHAVIOUR
3037 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3041 MovPos[x][y] += step;
3043 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3045 Feld[x][y] = EL_LEERRAUM;
3046 Feld[newx][newy] = element;
3048 if (element == EL_MOLE)
3051 static int xy[4][2] =
3059 Feld[x][y] = EL_ERDREICH;
3060 DrawLevelField(x, y);
3069 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3070 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3074 if (element == EL_QUICKSAND_FILLING)
3076 element = Feld[newx][newy] = get_next_element(element);
3077 Store[newx][newy] = Store[x][y];
3079 else if (element == EL_QUICKSAND_EMPTYING)
3081 Feld[x][y] = get_next_element(element);
3082 element = Feld[newx][newy] = Store[x][y];
3084 else if (element == EL_MAGIC_WALL_FILLING)
3086 element = Feld[newx][newy] = get_next_element(element);
3087 if (!game.magic_wall_active)
3088 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3089 Store[newx][newy] = Store[x][y];
3091 else if (element == EL_MAGIC_WALL_EMPTYING)
3093 Feld[x][y] = get_next_element(element);
3094 if (!game.magic_wall_active)
3095 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3096 element = Feld[newx][newy] = Store[x][y];
3098 else if (element == EL_MAGIC_WALL_BD_FILLING)
3100 element = Feld[newx][newy] = get_next_element(element);
3101 if (!game.magic_wall_active)
3102 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3103 Store[newx][newy] = Store[x][y];
3105 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3107 Feld[x][y] = get_next_element(element);
3108 if (!game.magic_wall_active)
3109 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3110 element = Feld[newx][newy] = Store[x][y];
3112 else if (element == EL_AMOEBA_DRIPPING)
3114 Feld[x][y] = get_next_element(element);
3115 element = Feld[newx][newy] = Store[x][y];
3117 else if (Store[x][y] == EL_SALZSAEURE)
3119 element = Feld[newx][newy] = EL_SALZSAEURE;
3123 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3124 MovDelay[newx][newy] = 0;
3126 if (!CAN_MOVE(element))
3127 MovDir[newx][newy] = 0;
3129 DrawLevelField(x, y);
3130 DrawLevelField(newx, newy);
3132 Stop[newx][newy] = TRUE;
3133 JustStopped[newx][newy] = 3;
3135 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3137 TestIfBadThingTouchesHero(newx, newy);
3138 TestIfBadThingTouchesFriend(newx, newy);
3139 TestIfBadThingTouchesOtherBadThing(newx, newy);
3141 else if (element == EL_PINGUIN)
3142 TestIfFriendTouchesBadThing(newx, newy);
3144 if (CAN_SMASH(element) && direction == MV_DOWN &&
3145 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3148 else /* still moving on */
3149 DrawLevelField(x, y);
3152 int AmoebeNachbarNr(int ax, int ay)
3155 int element = Feld[ax][ay];
3157 static int xy[4][2] =
3167 int x = ax + xy[i][0];
3168 int y = ay + xy[i][1];
3170 if (!IN_LEV_FIELD(x, y))
3173 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3174 group_nr = AmoebaNr[x][y];
3180 void AmoebenVereinigen(int ax, int ay)
3182 int i, x, y, xx, yy;
3183 int new_group_nr = AmoebaNr[ax][ay];
3184 static int xy[4][2] =
3192 if (new_group_nr == 0)
3200 if (!IN_LEV_FIELD(x, y))
3203 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3204 Feld[x][y] == EL_AMOEBE_BD ||
3205 Feld[x][y] == EL_AMOEBE_TOT) &&
3206 AmoebaNr[x][y] != new_group_nr)
3208 int old_group_nr = AmoebaNr[x][y];
3210 if (old_group_nr == 0)
3213 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3214 AmoebaCnt[old_group_nr] = 0;
3215 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3216 AmoebaCnt2[old_group_nr] = 0;
3218 for (yy=0; yy<lev_fieldy; yy++)
3220 for (xx=0; xx<lev_fieldx; xx++)
3222 if (AmoebaNr[xx][yy] == old_group_nr)
3223 AmoebaNr[xx][yy] = new_group_nr;
3230 void AmoebeUmwandeln(int ax, int ay)
3234 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3236 int group_nr = AmoebaNr[ax][ay];
3241 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3242 printf("AmoebeUmwandeln(): This should never happen!\n");
3247 for (y=0; y<lev_fieldy; y++)
3249 for (x=0; x<lev_fieldx; x++)
3251 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3254 Feld[x][y] = EL_AMOEBA2DIAM;
3262 static int xy[4][2] =
3275 if (!IN_LEV_FIELD(x, y))
3278 if (Feld[x][y] == EL_AMOEBA2DIAM)
3284 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3287 int group_nr = AmoebaNr[ax][ay];
3288 boolean done = FALSE;
3293 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3294 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3299 for (y=0; y<lev_fieldy; y++)
3301 for (x=0; x<lev_fieldx; x++)
3303 if (AmoebaNr[x][y] == group_nr &&
3304 (Feld[x][y] == EL_AMOEBE_TOT ||
3305 Feld[x][y] == EL_AMOEBE_BD ||
3306 Feld[x][y] == EL_AMOEBING))
3309 Feld[x][y] = new_element;
3310 InitField(x, y, FALSE);
3311 DrawLevelField(x, y);
3318 PlaySoundLevel(ax, ay,
3319 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3322 void AmoebeWaechst(int x, int y)
3324 static unsigned long sound_delay = 0;
3325 static unsigned long sound_delay_value = 0;
3327 if (!MovDelay[x][y]) /* start new growing cycle */
3331 if (DelayReached(&sound_delay, sound_delay_value))
3333 PlaySoundLevel(x, y, SND_AMOEBE);
3334 sound_delay_value = 30;
3338 if (MovDelay[x][y]) /* wait some time before growing bigger */
3341 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3342 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3344 if (!MovDelay[x][y])
3346 Feld[x][y] = Store[x][y];
3348 DrawLevelField(x, y);
3353 void AmoebeSchrumpft(int x, int y)
3355 static unsigned long sound_delay = 0;
3356 static unsigned long sound_delay_value = 0;
3358 if (!MovDelay[x][y]) /* start new shrinking cycle */
3362 if (DelayReached(&sound_delay, sound_delay_value))
3364 PlaySoundLevel(x, y, SND_BLURB);
3365 sound_delay_value = 30;
3369 if (MovDelay[x][y]) /* wait some time before shrinking */
3372 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3373 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3375 if (!MovDelay[x][y])
3377 Feld[x][y] = EL_LEERRAUM;
3378 DrawLevelField(x, y);
3380 /* don't let mole enter this field in this cycle;
3381 (give priority to objects falling to this field from above) */
3387 void AmoebeAbleger(int ax, int ay)
3390 int element = Feld[ax][ay];
3391 int newax = ax, neway = ay;
3392 static int xy[4][2] =
3400 if (!level.amoeba_speed)
3402 Feld[ax][ay] = EL_AMOEBE_TOT;
3403 DrawLevelField(ax, ay);
3407 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3408 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3410 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3413 if (MovDelay[ax][ay])
3417 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3420 int x = ax + xy[start][0];
3421 int y = ay + xy[start][1];
3423 if (!IN_LEV_FIELD(x, y))
3426 if (IS_FREE(x, y) ||
3427 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3433 if (newax == ax && neway == ay)
3436 else /* normal or "filled" (BD style) amoeba */
3439 boolean waiting_for_player = FALSE;
3443 int j = (start + i) % 4;
3444 int x = ax + xy[j][0];
3445 int y = ay + xy[j][1];
3447 if (!IN_LEV_FIELD(x, y))
3450 if (IS_FREE(x, y) ||
3451 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3457 else if (IS_PLAYER(x, y))
3458 waiting_for_player = TRUE;
3461 if (newax == ax && neway == ay) /* amoeba cannot grow */
3463 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3465 Feld[ax][ay] = EL_AMOEBE_TOT;
3466 DrawLevelField(ax, ay);
3467 AmoebaCnt[AmoebaNr[ax][ay]]--;
3469 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3471 if (element == EL_AMOEBE_VOLL)
3472 AmoebeUmwandeln(ax, ay);
3473 else if (element == EL_AMOEBE_BD)
3474 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3479 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3481 /* amoeba gets larger by growing in some direction */
3483 int new_group_nr = AmoebaNr[ax][ay];
3486 if (new_group_nr == 0)
3488 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3489 printf("AmoebeAbleger(): This should never happen!\n");
3494 AmoebaNr[newax][neway] = new_group_nr;
3495 AmoebaCnt[new_group_nr]++;
3496 AmoebaCnt2[new_group_nr]++;
3498 /* if amoeba touches other amoeba(s) after growing, unify them */
3499 AmoebenVereinigen(newax, neway);
3501 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3503 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3509 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3510 (neway == lev_fieldy - 1 && newax != ax))
3512 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3513 Store[newax][neway] = element;
3515 else if (neway == ay)
3516 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3519 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3520 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3521 Store[ax][ay] = EL_TROPFEN;
3522 ContinueMoving(ax, ay);
3526 DrawLevelField(newax, neway);
3529 void Life(int ax, int ay)
3532 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3534 int element = Feld[ax][ay];
3539 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3540 MovDelay[ax][ay] = life_time;
3542 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3545 if (MovDelay[ax][ay])
3549 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3551 int xx = ax+x1, yy = ay+y1;
3554 if (!IN_LEV_FIELD(xx, yy))
3557 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3559 int x = xx+x2, y = yy+y2;
3561 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3564 if (((Feld[x][y] == element ||
3565 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3567 (IS_FREE(x, y) && Stop[x][y]))
3571 if (xx == ax && yy == ay) /* field in the middle */
3573 if (nachbarn<life[0] || nachbarn>life[1])
3575 Feld[xx][yy] = EL_LEERRAUM;
3577 DrawLevelField(xx, yy);
3578 Stop[xx][yy] = TRUE;
3581 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3582 { /* free border field */
3583 if (nachbarn>=life[2] && nachbarn<=life[3])
3585 Feld[xx][yy] = element;
3586 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3588 DrawLevelField(xx, yy);
3589 Stop[xx][yy] = TRUE;
3595 void Ablenk(int x, int y)
3597 if (!MovDelay[x][y]) /* next animation frame */
3598 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3600 if (MovDelay[x][y]) /* wait some time before next frame */
3605 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3606 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3607 if (!(MovDelay[x][y]%4))
3608 PlaySoundLevel(x, y, SND_MIEP);
3613 Feld[x][y] = EL_ABLENK_AUS;
3614 DrawLevelField(x, y);
3615 if (ZX == x && ZY == y)
3619 void TimegateWheel(int x, int y)
3621 if (!MovDelay[x][y]) /* next animation frame */
3622 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3624 if (MovDelay[x][y]) /* wait some time before next frame */
3629 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3630 DrawGraphic(SCREENX(x), SCREENY(y),
3631 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3632 if (!(MovDelay[x][y]%4))
3633 PlaySoundLevel(x, y, SND_MIEP);
3638 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3639 DrawLevelField(x, y);
3640 if (ZX == x && ZY == y)
3644 void Birne(int x, int y)
3646 if (!MovDelay[x][y]) /* next animation frame */
3647 MovDelay[x][y] = 800;
3649 if (MovDelay[x][y]) /* wait some time before next frame */
3654 if (!(MovDelay[x][y]%5))
3656 if (!(MovDelay[x][y]%10))
3657 Feld[x][y]=EL_ABLENK_EIN;
3659 Feld[x][y]=EL_ABLENK_AUS;
3660 DrawLevelField(x, y);
3661 Feld[x][y]=EL_ABLENK_EIN;
3667 Feld[x][y]=EL_ABLENK_AUS;
3668 DrawLevelField(x, y);
3669 if (ZX == x && ZY == y)
3673 void Blubber(int x, int y)
3675 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3676 DrawLevelField(x, y-1);
3678 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3681 void NussKnacken(int x, int y)
3683 if (!MovDelay[x][y]) /* next animation frame */
3686 if (MovDelay[x][y]) /* wait some time before next frame */
3689 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3690 DrawGraphic(SCREENX(x), SCREENY(y),
3691 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3693 if (!MovDelay[x][y])
3695 Feld[x][y] = EL_EDELSTEIN;
3696 DrawLevelField(x, y);
3701 void BreakingPearl(int x, int y)
3703 if (!MovDelay[x][y]) /* next animation frame */
3706 if (MovDelay[x][y]) /* wait some time before next frame */
3709 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3710 DrawGraphic(SCREENX(x), SCREENY(y),
3711 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3713 if (!MovDelay[x][y])
3715 Feld[x][y] = EL_LEERRAUM;
3716 DrawLevelField(x, y);
3721 void SiebAktivieren(int x, int y, int typ)
3723 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3725 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3728 void AusgangstuerPruefen(int x, int y)
3730 if (!local_player->gems_still_needed &&
3731 !local_player->sokobanfields_still_needed &&
3732 !local_player->lights_still_needed)
3734 Feld[x][y] = EL_AUSGANG_ACT;
3736 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3737 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3738 y < LEVELY(BY1) ? LEVELY(BY1) :
3739 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3744 void AusgangstuerOeffnen(int x, int y)
3748 if (!MovDelay[x][y]) /* next animation frame */
3749 MovDelay[x][y] = 5*delay;
3751 if (MovDelay[x][y]) /* wait some time before next frame */
3756 tuer = MovDelay[x][y]/delay;
3757 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3758 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3760 if (!MovDelay[x][y])
3762 Feld[x][y] = EL_AUSGANG_AUF;
3763 DrawLevelField(x, y);
3768 void AusgangstuerBlinken(int x, int y)
3770 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3773 void OpenSwitchgate(int x, int y)
3777 if (!MovDelay[x][y]) /* next animation frame */
3778 MovDelay[x][y] = 5 * delay;
3780 if (MovDelay[x][y]) /* wait some time before next frame */
3785 phase = MovDelay[x][y] / delay;
3786 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3787 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3789 if (!MovDelay[x][y])
3791 Feld[x][y] = EL_SWITCHGATE_OPEN;
3792 DrawLevelField(x, y);
3797 void CloseSwitchgate(int x, int y)
3801 if (!MovDelay[x][y]) /* next animation frame */
3802 MovDelay[x][y] = 5 * delay;
3804 if (MovDelay[x][y]) /* wait some time before next frame */
3809 phase = MovDelay[x][y] / delay;
3810 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3811 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3813 if (!MovDelay[x][y])
3815 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3816 DrawLevelField(x, y);
3821 void OpenTimegate(int x, int y)
3825 if (!MovDelay[x][y]) /* next animation frame */
3826 MovDelay[x][y] = 5 * delay;
3828 if (MovDelay[x][y]) /* wait some time before next frame */
3833 phase = MovDelay[x][y] / delay;
3834 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3835 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3837 if (!MovDelay[x][y])
3839 Feld[x][y] = EL_TIMEGATE_OPEN;
3840 DrawLevelField(x, y);
3845 void CloseTimegate(int x, int y)
3849 if (!MovDelay[x][y]) /* next animation frame */
3850 MovDelay[x][y] = 5 * delay;
3852 if (MovDelay[x][y]) /* wait some time before next frame */
3857 phase = MovDelay[x][y] / delay;
3858 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3859 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3861 if (!MovDelay[x][y])
3863 Feld[x][y] = EL_TIMEGATE_CLOSED;
3864 DrawLevelField(x, y);
3869 static void CloseAllOpenTimegates()
3873 for (y=0; y<lev_fieldy; y++)
3875 for (x=0; x<lev_fieldx; x++)
3877 int element = Feld[x][y];
3879 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3881 Feld[x][y] = EL_TIMEGATE_CLOSING;
3882 PlaySoundLevel(x, y, SND_OEFFNEN);
3888 void EdelsteinFunkeln(int x, int y)
3890 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3893 if (Feld[x][y] == EL_EDELSTEIN_BD)
3894 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3897 if (!MovDelay[x][y]) /* next animation frame */
3898 MovDelay[x][y] = 11 * !SimpleRND(500);
3900 if (MovDelay[x][y]) /* wait some time before next frame */
3904 if (setup.direct_draw && MovDelay[x][y])
3905 SetDrawtoField(DRAW_BUFFERED);
3907 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3911 int phase = (MovDelay[x][y]-1)/2;
3916 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3918 if (setup.direct_draw)
3922 dest_x = FX + SCREENX(x)*TILEX;
3923 dest_y = FY + SCREENY(y)*TILEY;
3925 BlitBitmap(drawto_field, window,
3926 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3927 SetDrawtoField(DRAW_DIRECT);
3934 void MauerWaechst(int x, int y)
3938 if (!MovDelay[x][y]) /* next animation frame */
3939 MovDelay[x][y] = 3*delay;
3941 if (MovDelay[x][y]) /* wait some time before next frame */
3946 phase = 2-MovDelay[x][y]/delay;
3947 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3948 DrawGraphic(SCREENX(x), SCREENY(y),
3949 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3950 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3951 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3952 GFX_MAUER_DOWN ) + phase);
3954 if (!MovDelay[x][y])
3956 if (MovDir[x][y] == MV_LEFT)
3958 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3959 DrawLevelField(x-1, y);
3961 else if (MovDir[x][y] == MV_RIGHT)
3963 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3964 DrawLevelField(x+1, y);
3966 else if (MovDir[x][y] == MV_UP)
3968 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3969 DrawLevelField(x, y-1);
3973 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3974 DrawLevelField(x, y+1);
3977 Feld[x][y] = Store[x][y];
3979 MovDir[x][y] = MV_NO_MOVING;
3980 DrawLevelField(x, y);
3985 void MauerAbleger(int ax, int ay)
3987 int element = Feld[ax][ay];
3988 boolean oben_frei = FALSE, unten_frei = FALSE;
3989 boolean links_frei = FALSE, rechts_frei = FALSE;
3990 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3991 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3993 if (!MovDelay[ax][ay]) /* start building new wall */
3994 MovDelay[ax][ay] = 6;
3996 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3999 if (MovDelay[ax][ay])
4003 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4005 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4007 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4009 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4012 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4016 Feld[ax][ay-1] = EL_MAUERND;
4017 Store[ax][ay-1] = element;
4018 MovDir[ax][ay-1] = MV_UP;
4019 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4020 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4024 Feld[ax][ay+1] = EL_MAUERND;
4025 Store[ax][ay+1] = element;
4026 MovDir[ax][ay+1] = MV_DOWN;
4027 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4028 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4032 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4033 element == EL_MAUER_LEBT)
4037 Feld[ax-1][ay] = EL_MAUERND;
4038 Store[ax-1][ay] = element;
4039 MovDir[ax-1][ay] = MV_LEFT;
4040 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4041 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4045 Feld[ax+1][ay] = EL_MAUERND;
4046 Store[ax+1][ay] = element;
4047 MovDir[ax+1][ay] = MV_RIGHT;
4048 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4049 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4053 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4054 DrawLevelField(ax, ay);
4056 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4058 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4059 unten_massiv = TRUE;
4060 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4061 links_massiv = TRUE;
4062 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4063 rechts_massiv = TRUE;
4065 if (((oben_massiv && unten_massiv) ||
4066 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4067 ((links_massiv && rechts_massiv) ||
4068 element == EL_MAUER_Y))
4069 Feld[ax][ay] = EL_MAUERWERK;
4072 void CheckForDragon(int x, int y)
4075 boolean dragon_found = FALSE;
4076 static int xy[4][2] =
4088 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4090 if (IN_LEV_FIELD(xx, yy) &&
4091 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4093 if (Feld[xx][yy] == EL_DRACHE)
4094 dragon_found = TRUE;
4107 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4109 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4111 Feld[xx][yy] = EL_LEERRAUM;
4112 DrawLevelField(xx, yy);
4121 static void CheckBuggyBase(int x, int y)
4123 int element = Feld[x][y];
4125 if (element == EL_SP_BUG)
4127 if (!MovDelay[x][y]) /* wait some time before activating base */
4128 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4133 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4134 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4138 Feld[x][y] = EL_SP_BUG_ACTIVE;
4141 else if (element == EL_SP_BUG_ACTIVE)
4143 if (!MovDelay[x][y]) /* start activating buggy base */
4144 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4152 static int xy[4][2] =
4160 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4161 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4165 int xx = x + xy[i][0], yy = y + xy[i][1];
4167 if (IS_PLAYER(xx, yy))
4169 PlaySoundLevel(x, y, SND_SP_BUG);
4177 Feld[x][y] = EL_SP_BUG;
4178 DrawLevelField(x, y);
4183 static void CheckTrap(int x, int y)
4185 int element = Feld[x][y];
4187 if (element == EL_TRAP_INACTIVE)
4189 if (!MovDelay[x][y]) /* wait some time before activating trap */
4190 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4198 Feld[x][y] = EL_TRAP_ACTIVE;
4201 else if (element == EL_TRAP_ACTIVE)
4206 if (!MovDelay[x][y]) /* start activating trap */
4207 MovDelay[x][y] = num_frames * delay;
4215 if (!(MovDelay[x][y] % delay))
4217 int phase = MovDelay[x][y]/delay;
4219 if (phase >= num_frames/2)
4220 phase = num_frames - phase;
4222 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4224 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4225 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4232 Feld[x][y] = EL_TRAP_INACTIVE;
4233 DrawLevelField(x, y);
4238 static void DrawBeltAnimation(int x, int y, int element)
4240 int belt_nr = getBeltNrFromElement(element);
4241 int belt_dir = game.belt_dir[belt_nr];
4243 if (belt_dir != MV_NO_MOVING)
4246 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4247 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4249 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4253 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4255 static byte stored_player_action[MAX_PLAYERS];
4256 static int num_stored_actions = 0;
4258 static boolean save_tape_entry = FALSE;
4260 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4261 int left = player_action & JOY_LEFT;
4262 int right = player_action & JOY_RIGHT;
4263 int up = player_action & JOY_UP;
4264 int down = player_action & JOY_DOWN;
4265 int button1 = player_action & JOY_BUTTON_1;
4266 int button2 = player_action & JOY_BUTTON_2;
4267 int dx = (left ? -1 : right ? 1 : 0);
4268 int dy = (up ? -1 : down ? 1 : 0);
4270 stored_player_action[player->index_nr] = 0;
4271 num_stored_actions++;
4273 if (!player->active || tape.pausing)
4279 save_tape_entry = TRUE;
4281 player->frame_reset_delay = 0;
4284 snapped = SnapField(player, dx, dy);
4288 bombed = PlaceBomb(player);
4289 moved = MoveFigure(player, dx, dy);
4292 if (tape.single_step && tape.recording && !tape.pausing)
4294 if (button1 || (bombed && !moved))
4296 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
4297 SnapField(player, 0, 0); /* stop snapping */
4302 if (tape.recording && (moved || snapped || bombed))
4304 if (bombed && !moved)
4305 player_action &= JOY_BUTTON;
4307 stored_player_action[player->index_nr] = player_action;
4308 save_tape_entry = TRUE;
4310 else if (tape.playing && snapped)
4311 SnapField(player, 0, 0); /* stop snapping */
4313 stored_player_action[player->index_nr] = player_action;
4318 /* no actions for this player (no input at player's configured device) */
4320 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4321 SnapField(player, 0, 0);
4322 CheckGravityMovement(player);
4325 if (player->MovPos == 0) /* needed for tape.playing */
4326 player->is_moving = FALSE;
4329 if (player->MovPos == 0) /* needed for tape.playing */
4330 player->last_move_dir = MV_NO_MOVING;
4332 /* !!! CHECK THIS AGAIN !!!
4333 (Seems to be needed for some EL_ROBOT stuff, but breaks
4334 tapes when walking through pipes!)
4337 /* it seems that "player->last_move_dir" is misused as some sort of
4338 "player->is_just_moving_in_this_moment", which is needed for the
4339 robot stuff (robots don't kill players when they are moving)
4343 if (++player->frame_reset_delay > player->move_delay_value)
4348 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4350 TapeRecordAction(stored_player_action);
4351 num_stored_actions = 0;
4352 save_tape_entry = FALSE;
4355 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4357 TapeRecordAction(stored_player_action);
4358 num_stored_actions = 0;
4363 if (tape.playing && !tape.pausing && !player_action &&
4364 tape.counter < tape.length)
4366 int jx = player->jx, jy = player->jy;
4368 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4370 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4371 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4373 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4375 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4377 int el = Feld[jx+dx][jy];
4378 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4379 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4381 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4383 player->MovDir = next_joy;
4384 player->Frame = FrameCounter % 4;
4385 player->Pushing = TRUE;
4395 static unsigned long action_delay = 0;
4396 unsigned long action_delay_value;
4397 int sieb_x = 0, sieb_y = 0;
4398 int i, x, y, element;
4399 byte *recorded_player_action;
4400 byte summarized_player_action = 0;
4402 if (game_status != PLAYING)
4405 action_delay_value =
4406 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4408 if (tape.playing && tape.index_search && !tape.pausing)
4409 action_delay_value = 0;
4411 /* ---------- main game synchronization point ---------- */
4413 WaitUntilDelayReached(&action_delay, action_delay_value);
4415 if (network_playing && !network_player_action_received)
4419 printf("DEBUG: try to get network player actions in time\n");
4423 #if defined(PLATFORM_UNIX)
4424 /* last chance to get network player actions without main loop delay */
4428 if (game_status != PLAYING)
4431 if (!network_player_action_received)
4435 printf("DEBUG: failed to get network player actions in time\n");
4445 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4447 for (i=0; i<MAX_PLAYERS; i++)
4449 summarized_player_action |= stored_player[i].action;
4451 if (!network_playing)
4452 stored_player[i].effective_action = stored_player[i].action;
4455 #if defined(PLATFORM_UNIX)
4456 if (network_playing)
4457 SendToServer_MovePlayer(summarized_player_action);
4460 if (!options.network && !setup.team_mode)
4461 local_player->effective_action = summarized_player_action;
4463 for (i=0; i<MAX_PLAYERS; i++)
4465 int actual_player_action = stored_player[i].effective_action;
4467 if (stored_player[i].programmed_action)
4468 actual_player_action = stored_player[i].programmed_action;
4470 if (recorded_player_action)
4471 actual_player_action = recorded_player_action[i];
4473 PlayerActions(&stored_player[i], actual_player_action);
4474 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4477 network_player_action_received = FALSE;
4479 ScrollScreen(NULL, SCROLL_GO_ON);
4485 if (TimeFrames == 0 && local_player->active)
4487 extern unsigned int last_RND();
4489 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4490 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4497 if (GameFrameDelay >= 500)
4498 printf("FrameCounter == %d\n", FrameCounter);
4507 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4510 if (JustStopped[x][y] > 0)
4511 JustStopped[x][y]--;
4514 if (IS_BLOCKED(x, y))
4518 Blocked2Moving(x, y, &oldx, &oldy);
4519 if (!IS_MOVING(oldx, oldy))
4521 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4522 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4523 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4524 printf("GameActions(): This should never happen!\n");
4530 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4532 element = Feld[x][y];
4534 if (IS_INACTIVE(element))
4537 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4541 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4542 EdelsteinFunkeln(x, y);
4544 else if (IS_MOVING(x, y))
4545 ContinueMoving(x, y);
4546 else if (IS_ACTIVE_BOMB(element))
4547 CheckDynamite(x, y);
4549 else if (element == EL_EXPLODING && !game.explosions_delayed)
4550 Explode(x, y, Frame[x][y], EX_NORMAL);
4552 else if (element == EL_AMOEBING)
4553 AmoebeWaechst(x, y);
4554 else if (element == EL_DEAMOEBING)
4555 AmoebeSchrumpft(x, y);
4557 #if !USE_NEW_AMOEBA_CODE
4558 else if (IS_AMOEBALIVE(element))
4559 AmoebeAbleger(x, y);
4562 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4564 else if (element == EL_ABLENK_EIN)
4566 else if (element == EL_TIMEGATE_SWITCH_ON)
4567 TimegateWheel(x, y);
4568 else if (element == EL_SALZSAEURE)
4570 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4572 else if (element == EL_CRACKINGNUT)
4574 else if (element == EL_PEARL_BREAKING)
4575 BreakingPearl(x, y);
4576 else if (element == EL_AUSGANG_ZU)
4577 AusgangstuerPruefen(x, y);
4578 else if (element == EL_AUSGANG_ACT)
4579 AusgangstuerOeffnen(x, y);
4580 else if (element == EL_AUSGANG_AUF)
4581 AusgangstuerBlinken(x, y);
4582 else if (element == EL_MAUERND)
4584 else if (element == EL_MAUER_LEBT ||
4585 element == EL_MAUER_X ||
4586 element == EL_MAUER_Y ||
4587 element == EL_MAUER_XY)
4589 else if (element == EL_BURNING)
4590 CheckForDragon(x, y);
4591 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4592 CheckBuggyBase(x, y);
4593 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4595 else if (element == EL_SP_TERMINAL)
4596 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4597 else if (element == EL_SP_TERMINAL_ACTIVE)
4598 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4599 else if (IS_BELT(element))
4600 DrawBeltAnimation(x, y, element);
4601 else if (element == EL_SWITCHGATE_OPENING)
4602 OpenSwitchgate(x, y);
4603 else if (element == EL_SWITCHGATE_CLOSING)
4604 CloseSwitchgate(x, y);
4605 else if (element == EL_TIMEGATE_OPENING)
4607 else if (element == EL_TIMEGATE_CLOSING)
4608 CloseTimegate(x, y);
4609 else if (element == EL_EXTRA_TIME)
4610 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4611 else if (element == EL_SHIELD_PASSIVE)
4612 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4613 else if (element == EL_SHIELD_ACTIVE)
4614 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4616 if (game.magic_wall_active)
4618 boolean sieb = FALSE;
4619 int jx = local_player->jx, jy = local_player->jy;
4621 if (element == EL_MAGIC_WALL_FULL ||
4622 element == EL_MAGIC_WALL_EMPTY ||
4623 element == EL_MAGIC_WALL_EMPTYING)
4625 SiebAktivieren(x, y, 1);
4628 else if (element == EL_MAGIC_WALL_BD_FULL ||
4629 element == EL_MAGIC_WALL_BD_EMPTY ||
4630 element == EL_MAGIC_WALL_BD_EMPTYING)
4632 SiebAktivieren(x, y, 2);
4636 /* play the element sound at the position nearest to the player */
4637 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4645 #if USE_NEW_AMOEBA_CODE
4646 /* new experimental amoeba growth stuff */
4648 if (!(FrameCounter % 8))
4651 static unsigned long random = 1684108901;
4653 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4656 x = (random >> 10) % lev_fieldx;
4657 y = (random >> 20) % lev_fieldy;
4659 x = RND(lev_fieldx);
4660 y = RND(lev_fieldy);
4662 element = Feld[x][y];
4664 if (!IS_PLAYER(x,y) &&
4665 (element == EL_LEERRAUM ||
4666 element == EL_ERDREICH ||
4667 element == EL_MORAST_LEER ||
4668 element == EL_BLURB_LEFT ||
4669 element == EL_BLURB_RIGHT))
4671 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4672 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4673 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4674 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4675 Feld[x][y] = EL_TROPFEN;
4678 random = random * 129 + 1;
4684 if (game.explosions_delayed)
4687 game.explosions_delayed = FALSE;
4689 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4691 element = Feld[x][y];
4693 if (ExplodeField[x][y])
4694 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4695 else if (element == EL_EXPLODING)
4696 Explode(x, y, Frame[x][y], EX_NORMAL);
4698 ExplodeField[x][y] = EX_NO_EXPLOSION;
4701 game.explosions_delayed = TRUE;
4704 if (game.magic_wall_active)
4706 if (!(game.magic_wall_time_left % 4))
4707 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4709 if (game.magic_wall_time_left > 0)
4711 game.magic_wall_time_left--;
4712 if (!game.magic_wall_time_left)
4714 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4716 element = Feld[x][y];
4718 if (element == EL_MAGIC_WALL_EMPTY ||
4719 element == EL_MAGIC_WALL_FULL)
4721 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4722 DrawLevelField(x, y);
4724 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4725 element == EL_MAGIC_WALL_BD_FULL)
4727 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4728 DrawLevelField(x, y);
4732 game.magic_wall_active = FALSE;
4737 if (game.light_time_left > 0)
4739 game.light_time_left--;
4741 if (game.light_time_left == 0)
4743 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4745 element = Feld[x][y];
4747 if (element == EL_LIGHT_SWITCH_ON)
4749 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4750 DrawLevelField(x, y);
4752 else if (element == EL_INVISIBLE_STEEL ||
4753 element == EL_UNSICHTBAR ||
4754 element == EL_SAND_INVISIBLE)
4755 DrawLevelField(x, y);
4760 if (game.timegate_time_left > 0)
4762 game.timegate_time_left--;
4764 if (game.timegate_time_left == 0)
4765 CloseAllOpenTimegates();
4768 if (TimeFrames >= (1000 / GameFrameDelay))
4773 for (i=0; i<MAX_PLAYERS; i++)
4775 if (SHIELD_ON(&stored_player[i]))
4777 stored_player[i].shield_passive_time_left--;
4779 if (stored_player[i].shield_active_time_left > 0)
4780 stored_player[i].shield_active_time_left--;
4784 if (tape.recording || tape.playing)
4785 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4791 if (TimeLeft <= 10 && setup.time_limit)
4792 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4794 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4796 if (!TimeLeft && setup.time_limit)
4797 for (i=0; i<MAX_PLAYERS; i++)
4798 KillHero(&stored_player[i]);
4800 else if (level.time == 0) /* level without time limit */
4801 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4806 if (options.debug) /* calculate frames per second */
4808 static unsigned long fps_counter = 0;
4809 static int fps_frames = 0;
4810 unsigned long fps_delay_ms = Counter() - fps_counter;
4814 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4816 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4819 fps_counter = Counter();
4822 redraw_mask |= REDRAW_FPS;
4826 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4828 int min_x = x, min_y = y, max_x = x, max_y = y;
4831 for (i=0; i<MAX_PLAYERS; i++)
4833 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4835 if (!stored_player[i].active || &stored_player[i] == player)
4838 min_x = MIN(min_x, jx);
4839 min_y = MIN(min_y, jy);
4840 max_x = MAX(max_x, jx);
4841 max_y = MAX(max_y, jy);
4844 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4847 static boolean AllPlayersInVisibleScreen()
4851 for (i=0; i<MAX_PLAYERS; i++)
4853 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4855 if (!stored_player[i].active)
4858 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4865 void ScrollLevel(int dx, int dy)
4867 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4870 BlitBitmap(drawto_field, drawto_field,
4871 FX + TILEX*(dx == -1) - softscroll_offset,
4872 FY + TILEY*(dy == -1) - softscroll_offset,
4873 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4874 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4875 FX + TILEX*(dx == 1) - softscroll_offset,
4876 FY + TILEY*(dy == 1) - softscroll_offset);
4880 x = (dx == 1 ? BX1 : BX2);
4881 for (y=BY1; y<=BY2; y++)
4882 DrawScreenField(x, y);
4886 y = (dy == 1 ? BY1 : BY2);
4887 for (x=BX1; x<=BX2; x++)
4888 DrawScreenField(x, y);
4891 redraw_mask |= REDRAW_FIELD;
4894 static void CheckGravityMovement(struct PlayerInfo *player)
4896 if (level.gravity && !player->programmed_action)
4898 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4899 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4901 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4902 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4903 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4904 int jx = player->jx, jy = player->jy;
4905 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4906 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4907 int new_jx = jx + dx, new_jy = jy + dy;
4908 boolean field_under_player_is_free =
4909 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4910 boolean player_is_moving_to_valid_field =
4911 (IN_LEV_FIELD(new_jx, new_jy) &&
4912 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4913 Feld[new_jx][new_jy] == EL_ERDREICH));
4915 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4916 player->programmed_action = MV_DOWN;
4920 boolean MoveFigureOneStep(struct PlayerInfo *player,
4921 int dx, int dy, int real_dx, int real_dy)
4923 int jx = player->jx, jy = player->jy;
4924 int new_jx = jx+dx, new_jy = jy+dy;
4928 if (!player->active || (!dx && !dy))
4929 return MF_NO_ACTION;
4931 player->MovDir = (dx < 0 ? MV_LEFT :
4934 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4936 if (!IN_LEV_FIELD(new_jx, new_jy))
4937 return MF_NO_ACTION;
4939 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4940 return MF_NO_ACTION;
4943 element = MovingOrBlocked2Element(new_jx, new_jy);
4945 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4948 if (DONT_GO_TO(element))
4950 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4953 Feld[jx][jy] = EL_SPIELFIGUR;
4954 InitMovingField(jx, jy, MV_DOWN);
4955 Store[jx][jy] = EL_SALZSAEURE;
4956 ContinueMoving(jx, jy);
4960 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
4965 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4966 if (can_move != MF_MOVING)
4969 StorePlayer[jx][jy] = 0;
4970 player->last_jx = jx;
4971 player->last_jy = jy;
4972 jx = player->jx = new_jx;
4973 jy = player->jy = new_jy;
4974 StorePlayer[jx][jy] = player->element_nr;
4977 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4979 ScrollFigure(player, SCROLL_INIT);
4984 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4986 int jx = player->jx, jy = player->jy;
4987 int old_jx = jx, old_jy = jy;
4988 int moved = MF_NO_ACTION;
4990 if (!player->active || (!dx && !dy))
4994 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4998 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4999 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
5003 /* remove the last programmed player action */
5004 player->programmed_action = 0;
5008 /* should only happen if pre-1.2 tape recordings are played */
5009 /* this is only for backward compatibility */
5011 int original_move_delay_value = player->move_delay_value;
5014 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
5017 /* scroll remaining steps with finest movement resolution */
5018 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5020 while (player->MovPos)
5022 ScrollFigure(player, SCROLL_GO_ON);
5023 ScrollScreen(NULL, SCROLL_GO_ON);
5029 player->move_delay_value = original_move_delay_value;
5032 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5034 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5035 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5039 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5040 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5046 if (moved & MF_MOVING && !ScreenMovPos &&
5047 (player == local_player || !options.network))
5049 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5050 int offset = (setup.scroll_delay ? 3 : 0);
5052 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5054 /* actual player has left the screen -- scroll in that direction */
5055 if (jx != old_jx) /* player has moved horizontally */
5056 scroll_x += (jx - old_jx);
5057 else /* player has moved vertically */
5058 scroll_y += (jy - old_jy);
5062 if (jx != old_jx) /* player has moved horizontally */
5064 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5065 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5066 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5068 /* don't scroll over playfield boundaries */
5069 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5070 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5072 /* don't scroll more than one field at a time */
5073 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5075 /* don't scroll against the player's moving direction */
5076 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5077 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5078 scroll_x = old_scroll_x;
5080 else /* player has moved vertically */
5082 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5083 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5084 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5086 /* don't scroll over playfield boundaries */
5087 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5088 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5090 /* don't scroll more than one field at a time */
5091 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5093 /* don't scroll against the player's moving direction */
5094 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5095 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5096 scroll_y = old_scroll_y;
5100 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5102 if (!options.network && !AllPlayersInVisibleScreen())
5104 scroll_x = old_scroll_x;
5105 scroll_y = old_scroll_y;
5109 ScrollScreen(player, SCROLL_INIT);
5110 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5115 if (!(moved & MF_MOVING) && !player->Pushing)
5118 player->Frame = (player->Frame + 1) % 4;
5120 if (moved & MF_MOVING)
5122 if (old_jx != jx && old_jy == jy)
5123 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5124 else if (old_jx == jx && old_jy != jy)
5125 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5127 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5129 player->last_move_dir = player->MovDir;
5130 player->is_moving = TRUE;
5134 CheckGravityMovement(player);
5137 player->last_move_dir = MV_NO_MOVING;
5139 player->is_moving = FALSE;
5142 TestIfHeroTouchesBadThing(jx, jy);
5144 if (!player->active)
5150 void ScrollFigure(struct PlayerInfo *player, int mode)
5152 int jx = player->jx, jy = player->jy;
5153 int last_jx = player->last_jx, last_jy = player->last_jy;
5154 int move_stepsize = TILEX / player->move_delay_value;
5156 if (!player->active || !player->MovPos)
5159 if (mode == SCROLL_INIT)
5161 player->actual_frame_counter = FrameCounter;
5162 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5164 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5165 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5170 else if (!FrameReached(&player->actual_frame_counter, 1))
5173 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5174 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5176 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5177 Feld[last_jx][last_jy] = EL_LEERRAUM;
5179 /* before DrawPlayer() to draw correct player graphic for this case */
5180 if (player->MovPos == 0)
5181 CheckGravityMovement(player);
5185 if (player->MovPos == 0)
5187 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5189 /* continue with normal speed after quickly moving through gate */
5190 HALVE_PLAYER_SPEED(player);
5192 /* be able to make the next move without delay */
5193 player->move_delay = 0;
5196 player->last_jx = jx;
5197 player->last_jy = jy;
5199 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5203 if (!local_player->friends_still_needed)
5204 player->LevelSolved = player->GameOver = TRUE;
5207 if (tape.single_step && tape.recording && !tape.pausing &&
5208 !player->programmed_action)
5209 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5213 void ScrollScreen(struct PlayerInfo *player, int mode)
5215 static unsigned long screen_frame_counter = 0;
5217 if (mode == SCROLL_INIT)
5219 /* set scrolling step size according to actual player's moving speed */
5220 ScrollStepSize = TILEX / player->move_delay_value;
5222 screen_frame_counter = FrameCounter;
5223 ScreenMovDir = player->MovDir;
5224 ScreenMovPos = player->MovPos;
5225 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5228 else if (!FrameReached(&screen_frame_counter, 1))
5233 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5234 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5235 redraw_mask |= REDRAW_FIELD;
5238 ScreenMovDir = MV_NO_MOVING;
5241 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5243 int i, kill_x = -1, kill_y = -1;
5244 static int test_xy[4][2] =
5251 static int test_dir[4] =
5261 int test_x, test_y, test_move_dir, test_element;
5263 test_x = good_x + test_xy[i][0];
5264 test_y = good_y + test_xy[i][1];
5265 if (!IN_LEV_FIELD(test_x, test_y))
5269 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5272 test_element = Feld[test_x][test_y];
5274 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5277 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5278 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5280 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5281 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5289 if (kill_x != -1 || kill_y != -1)
5291 if (IS_PLAYER(good_x, good_y))
5293 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5295 if (player->shield_active_time_left > 0)
5296 Bang(kill_x, kill_y);
5297 else if (!PLAYER_PROTECTED(good_x, good_y))
5301 Bang(good_x, good_y);
5305 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5307 int i, kill_x = -1, kill_y = -1;
5308 int bad_element = Feld[bad_x][bad_y];
5309 static int test_xy[4][2] =
5316 static int test_dir[4] =
5324 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5329 int test_x, test_y, test_move_dir, test_element;
5331 test_x = bad_x + test_xy[i][0];
5332 test_y = bad_y + test_xy[i][1];
5333 if (!IN_LEV_FIELD(test_x, test_y))
5337 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5339 test_element = Feld[test_x][test_y];
5341 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5342 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5344 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5345 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5347 /* good thing is player or penguin that does not move away */
5348 if (IS_PLAYER(test_x, test_y))
5350 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5352 if (bad_element == EL_ROBOT && player->is_moving)
5353 continue; /* robot does not kill player if he is moving */
5359 else if (test_element == EL_PINGUIN)
5368 if (kill_x != -1 || kill_y != -1)
5370 if (IS_PLAYER(kill_x, kill_y))
5372 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5375 int dir = player->MovDir;
5376 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5377 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5379 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5380 newx != bad_x && newy != bad_y)
5381 ; /* robot does not kill player if he is moving */
5383 printf("-> %d\n", player->MovDir);
5385 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5386 newx != bad_x && newy != bad_y)
5387 ; /* robot does not kill player if he is moving */
5392 if (player->shield_active_time_left > 0)
5394 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5398 Bang(kill_x, kill_y);
5402 void TestIfHeroTouchesBadThing(int x, int y)
5404 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5407 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5409 TestIfGoodThingHitsBadThing(x, y, move_dir);
5412 void TestIfBadThingTouchesHero(int x, int y)
5414 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5417 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5419 TestIfBadThingHitsGoodThing(x, y, move_dir);
5422 void TestIfFriendTouchesBadThing(int x, int y)
5424 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5427 void TestIfBadThingTouchesFriend(int x, int y)
5429 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5432 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5434 int i, kill_x = bad_x, kill_y = bad_y;
5435 static int xy[4][2] =
5447 x = bad_x + xy[i][0];
5448 y = bad_y + xy[i][1];
5449 if (!IN_LEV_FIELD(x, y))
5452 element = Feld[x][y];
5453 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5454 element == EL_AMOEBING || element == EL_TROPFEN)
5462 if (kill_x != bad_x || kill_y != bad_y)
5466 void KillHero(struct PlayerInfo *player)
5468 int jx = player->jx, jy = player->jy;
5470 if (!player->active)
5473 if (IS_PFORTE(Feld[jx][jy]))
5474 Feld[jx][jy] = EL_LEERRAUM;
5476 /* deactivate shield (else Bang()/Explode() would not work right) */
5477 player->shield_passive_time_left = 0;
5478 player->shield_active_time_left = 0;
5484 static void KillHeroUnlessProtected(int x, int y)
5486 if (!PLAYER_PROTECTED(x, y))
5487 KillHero(PLAYERINFO(x, y));
5490 void BuryHero(struct PlayerInfo *player)
5492 int jx = player->jx, jy = player->jy;
5494 if (!player->active)
5497 PlaySoundLevel(jx, jy, SND_AUTSCH);
5498 PlaySoundLevel(jx, jy, SND_LACHEN);
5500 player->GameOver = TRUE;
5504 void RemoveHero(struct PlayerInfo *player)
5506 int jx = player->jx, jy = player->jy;
5507 int i, found = FALSE;
5509 player->present = FALSE;
5510 player->active = FALSE;
5512 if (!ExplodeField[jx][jy])
5513 StorePlayer[jx][jy] = 0;
5515 for (i=0; i<MAX_PLAYERS; i++)
5516 if (stored_player[i].active)
5520 AllPlayersGone = TRUE;
5526 int DigField(struct PlayerInfo *player,
5527 int x, int y, int real_dx, int real_dy, int mode)
5529 int jx = player->jx, jy = player->jy;
5530 int dx = x - jx, dy = y - jy;
5531 int move_direction = (dx == -1 ? MV_LEFT :
5532 dx == +1 ? MV_RIGHT :
5534 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5537 if (!player->MovPos)
5538 player->Pushing = FALSE;
5540 if (mode == DF_NO_PUSH)
5542 player->Switching = FALSE;
5543 player->push_delay = 0;
5544 return MF_NO_ACTION;
5547 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5548 return MF_NO_ACTION;
5550 if (IS_TUBE(Feld[jx][jy]))
5553 int tube_leave_directions[][2] =
5555 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5556 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5557 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5558 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5559 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5560 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5561 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5562 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5563 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5564 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5565 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5566 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5569 while (tube_leave_directions[i][0] != Feld[jx][jy])
5572 if (tube_leave_directions[i][0] == -1) /* should not happen */
5576 if (!(tube_leave_directions[i][1] & move_direction))
5577 return MF_NO_ACTION; /* tube has no opening in this direction */
5580 element = Feld[x][y];
5585 PlaySoundLevel(x, y, SND_EMPTY);
5589 case EL_SAND_INVISIBLE:
5590 case EL_TRAP_INACTIVE:
5591 Feld[x][y] = EL_LEERRAUM;
5592 PlaySoundLevel(x, y, SND_SCHLURF);
5597 Feld[x][y] = EL_LEERRAUM;
5598 PlaySoundLevel(x, y, SND_SP_BASE);
5602 case EL_EDELSTEIN_BD:
5603 case EL_EDELSTEIN_GELB:
5604 case EL_EDELSTEIN_ROT:
5605 case EL_EDELSTEIN_LILA:
5607 case EL_SP_INFOTRON:
5611 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5612 element == EL_PEARL ? 5 :
5613 element == EL_CRYSTAL ? 8 : 1);
5614 if (local_player->gems_still_needed < 0)
5615 local_player->gems_still_needed = 0;
5616 RaiseScoreElement(element);
5617 DrawText(DX_EMERALDS, DY_EMERALDS,
5618 int2str(local_player->gems_still_needed, 3),
5619 FS_SMALL, FC_YELLOW);
5620 if (element == EL_SP_INFOTRON)
5621 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5623 PlaySoundLevel(x, y, SND_PONG);
5628 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5629 PlaySoundLevel(x, y, SND_PONG);
5633 Feld[x][y] = EL_LEERRAUM;
5634 PlaySoundLevel(x, y, SND_PONG);
5642 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5644 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5647 case EL_SHIELD_PASSIVE:
5649 player->shield_passive_time_left += 10;
5650 PlaySoundLevel(x, y, SND_PONG);
5653 case EL_SHIELD_ACTIVE:
5655 player->shield_passive_time_left += 10;
5656 player->shield_active_time_left += 10;
5657 PlaySoundLevel(x, y, SND_PONG);
5660 case EL_DYNAMITE_INACTIVE:
5661 case EL_SP_DISK_RED:
5664 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5665 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5666 int2str(local_player->dynamite, 3),
5667 FS_SMALL, FC_YELLOW);
5668 if (element == EL_SP_DISK_RED)
5669 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5671 PlaySoundLevel(x, y, SND_PONG);
5674 case EL_DYNABOMB_NR:
5676 player->dynabomb_count++;
5677 player->dynabombs_left++;
5678 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5679 PlaySoundLevel(x, y, SND_PONG);
5682 case EL_DYNABOMB_SZ:
5684 player->dynabomb_size++;
5685 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5686 PlaySoundLevel(x, y, SND_PONG);
5689 case EL_DYNABOMB_XL:
5691 player->dynabomb_xl = TRUE;
5692 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5693 PlaySoundLevel(x, y, SND_PONG);
5696 case EL_SCHLUESSEL1:
5697 case EL_SCHLUESSEL2:
5698 case EL_SCHLUESSEL3:
5699 case EL_SCHLUESSEL4:
5701 int key_nr = element - EL_SCHLUESSEL1;
5704 player->key[key_nr] = TRUE;
5705 RaiseScoreElement(EL_SCHLUESSEL);
5706 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5707 GFX_SCHLUESSEL1 + key_nr);
5708 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5709 GFX_SCHLUESSEL1 + key_nr);
5710 PlaySoundLevel(x, y, SND_PONG);
5719 int key_nr = element - EL_EM_KEY_1;
5722 player->key[key_nr] = TRUE;
5723 RaiseScoreElement(EL_SCHLUESSEL);
5724 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5725 GFX_SCHLUESSEL1 + key_nr);
5726 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5727 GFX_SCHLUESSEL1 + key_nr);
5728 PlaySoundLevel(x, y, SND_PONG);
5733 Feld[x][y] = EL_ABLENK_EIN;
5736 DrawLevelField(x, y);
5740 case EL_SP_TERMINAL:
5744 for (yy=0; yy<lev_fieldy; yy++)
5746 for (xx=0; xx<lev_fieldx; xx++)
5748 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5750 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5751 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5759 case EL_BELT1_SWITCH_LEFT:
5760 case EL_BELT1_SWITCH_MIDDLE:
5761 case EL_BELT1_SWITCH_RIGHT:
5762 case EL_BELT2_SWITCH_LEFT:
5763 case EL_BELT2_SWITCH_MIDDLE:
5764 case EL_BELT2_SWITCH_RIGHT:
5765 case EL_BELT3_SWITCH_LEFT:
5766 case EL_BELT3_SWITCH_MIDDLE:
5767 case EL_BELT3_SWITCH_RIGHT:
5768 case EL_BELT4_SWITCH_LEFT:
5769 case EL_BELT4_SWITCH_MIDDLE:
5770 case EL_BELT4_SWITCH_RIGHT:
5771 if (!player->Switching)
5773 player->Switching = TRUE;
5774 ToggleBeltSwitch(x, y);
5779 case EL_SWITCHGATE_SWITCH_1:
5780 case EL_SWITCHGATE_SWITCH_2:
5781 if (!player->Switching)
5783 player->Switching = TRUE;
5784 ToggleSwitchgateSwitch(x, y);
5789 case EL_LIGHT_SWITCH_OFF:
5790 case EL_LIGHT_SWITCH_ON:
5791 if (!player->Switching)
5793 player->Switching = TRUE;
5794 ToggleLightSwitch(x, y);
5799 case EL_TIMEGATE_SWITCH_OFF:
5800 ActivateTimegateSwitch(x, y);
5805 case EL_BALLOON_SEND_LEFT:
5806 case EL_BALLOON_SEND_RIGHT:
5807 case EL_BALLOON_SEND_UP:
5808 case EL_BALLOON_SEND_DOWN:
5809 case EL_BALLOON_SEND_ANY:
5810 if (element == EL_BALLOON_SEND_ANY)
5811 game.balloon_dir = move_direction;
5813 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5814 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5815 element == EL_BALLOON_SEND_UP ? MV_UP :
5816 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5823 if (local_player->gems_still_needed > 0)
5824 return MF_NO_ACTION;
5826 player->LevelSolved = player->GameOver = TRUE;
5827 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5830 case EL_FELSBROCKEN:
5833 case EL_DX_SUPABOMB:
5837 case EL_SP_DISK_ORANGE:
5839 if (dy || mode == DF_SNAP)
5840 return MF_NO_ACTION;
5842 player->Pushing = TRUE;
5844 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5845 return MF_NO_ACTION;
5849 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5850 return MF_NO_ACTION;
5853 if (player->push_delay == 0)
5854 player->push_delay = FrameCounter;
5856 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5857 !tape.playing && element != EL_SPRING)
5858 return MF_NO_ACTION;
5860 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5861 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
5862 element != EL_SPRING)
5863 return MF_NO_ACTION;
5867 Feld[x+dx][y+dy] = element;
5869 if (element == EL_SPRING)
5871 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5872 MovDir[x+dx][y+dy] = move_direction;
5875 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5877 DrawLevelField(x+dx, y+dy);
5878 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5879 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5880 else if (element == EL_KOKOSNUSS)
5881 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5882 else if (IS_SP_ELEMENT(element))
5883 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5885 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5892 if (!player->key[element - EL_PFORTE1])
5893 return MF_NO_ACTION;
5900 if (!player->key[element - EL_PFORTE1X])
5901 return MF_NO_ACTION;
5908 if (!player->key[element - EL_EM_GATE_1])
5909 return MF_NO_ACTION;
5910 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5911 return MF_NO_ACTION;
5913 /* automatically move to the next field with double speed */
5914 player->programmed_action = move_direction;
5915 DOUBLE_PLAYER_SPEED(player);
5917 PlaySoundLevel(x, y, SND_GATE);
5925 if (!player->key[element - EL_EM_GATE_1X])
5926 return MF_NO_ACTION;
5927 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5928 return MF_NO_ACTION;
5930 /* automatically move to the next field with double speed */
5931 player->programmed_action = move_direction;
5932 DOUBLE_PLAYER_SPEED(player);
5934 PlaySoundLevel(x, y, SND_GATE);
5938 case EL_SWITCHGATE_OPEN:
5939 case EL_TIMEGATE_OPEN:
5940 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5941 return MF_NO_ACTION;
5943 /* automatically move to the next field with double speed */
5944 player->programmed_action = move_direction;
5945 DOUBLE_PLAYER_SPEED(player);
5947 PlaySoundLevel(x, y, SND_GATE);
5951 case EL_SP_PORT1_LEFT:
5952 case EL_SP_PORT2_LEFT:
5953 case EL_SP_PORT1_RIGHT:
5954 case EL_SP_PORT2_RIGHT:
5955 case EL_SP_PORT1_UP:
5956 case EL_SP_PORT2_UP:
5957 case EL_SP_PORT1_DOWN:
5958 case EL_SP_PORT2_DOWN:
5963 element != EL_SP_PORT1_LEFT &&
5964 element != EL_SP_PORT2_LEFT &&
5965 element != EL_SP_PORT_X &&
5966 element != EL_SP_PORT_XY) ||
5968 element != EL_SP_PORT1_RIGHT &&
5969 element != EL_SP_PORT2_RIGHT &&
5970 element != EL_SP_PORT_X &&
5971 element != EL_SP_PORT_XY) ||
5973 element != EL_SP_PORT1_UP &&
5974 element != EL_SP_PORT2_UP &&
5975 element != EL_SP_PORT_Y &&
5976 element != EL_SP_PORT_XY) ||
5978 element != EL_SP_PORT1_DOWN &&
5979 element != EL_SP_PORT2_DOWN &&
5980 element != EL_SP_PORT_Y &&
5981 element != EL_SP_PORT_XY) ||
5982 !IN_LEV_FIELD(x + dx, y + dy) ||
5983 !IS_FREE(x + dx, y + dy))
5984 return MF_NO_ACTION;
5986 /* automatically move to the next field with double speed */
5987 player->programmed_action = move_direction;
5988 DOUBLE_PLAYER_SPEED(player);
5990 PlaySoundLevel(x, y, SND_GATE);
5994 case EL_TUBE_VERTICAL:
5995 case EL_TUBE_HORIZONTAL:
5996 case EL_TUBE_VERT_LEFT:
5997 case EL_TUBE_VERT_RIGHT:
5998 case EL_TUBE_HORIZ_UP:
5999 case EL_TUBE_HORIZ_DOWN:
6000 case EL_TUBE_LEFT_UP:
6001 case EL_TUBE_LEFT_DOWN:
6002 case EL_TUBE_RIGHT_UP:
6003 case EL_TUBE_RIGHT_DOWN:
6006 int tube_enter_directions[][2] =
6008 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6009 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6010 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6011 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6012 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6013 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6014 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6015 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6016 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6017 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6018 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6019 { -1, MV_NO_MOVING }
6022 while (tube_enter_directions[i][0] != element)
6025 if (tube_enter_directions[i][0] == -1) /* should not happen */
6029 if (!(tube_enter_directions[i][1] & move_direction))
6030 return MF_NO_ACTION; /* tube has no opening in this direction */
6035 case EL_AUSGANG_ACT:
6036 /* door is not (yet) open */
6037 return MF_NO_ACTION;
6040 case EL_AUSGANG_AUF:
6041 if (mode == DF_SNAP)
6042 return MF_NO_ACTION;
6044 PlaySoundLevel(x, y, SND_BUING);
6049 Feld[x][y] = EL_BIRNE_EIN;
6050 local_player->lights_still_needed--;
6051 DrawLevelField(x, y);
6052 PlaySoundLevel(x, y, SND_DENG);
6057 Feld[x][y] = EL_ZEIT_LEER;
6059 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6060 DrawLevelField(x, y);
6061 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
6065 case EL_SOKOBAN_FELD_LEER:
6068 case EL_SOKOBAN_FELD_VOLL:
6069 case EL_SOKOBAN_OBJEKT:
6071 case EL_SP_DISK_YELLOW:
6073 if (mode == DF_SNAP)
6074 return MF_NO_ACTION;
6076 player->Pushing = TRUE;
6078 if (!IN_LEV_FIELD(x+dx, y+dy)
6079 || (!IS_FREE(x+dx, y+dy)
6080 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6081 || !IS_SB_ELEMENT(element))))
6082 return MF_NO_ACTION;
6086 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6087 return MF_NO_ACTION;
6089 else if (dy && real_dx)
6091 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6092 return MF_NO_ACTION;
6095 if (player->push_delay == 0)
6096 player->push_delay = FrameCounter;
6098 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6099 !tape.playing && element != EL_BALLOON)
6100 return MF_NO_ACTION;
6102 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6103 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6104 element != EL_BALLOON)
6105 return MF_NO_ACTION;
6108 if (IS_SB_ELEMENT(element))
6110 if (element == EL_SOKOBAN_FELD_VOLL)
6112 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6113 local_player->sokobanfields_still_needed++;
6118 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6120 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6121 local_player->sokobanfields_still_needed--;
6122 if (element == EL_SOKOBAN_OBJEKT)
6123 PlaySoundLevel(x, y, SND_DENG);
6126 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6131 Feld[x+dx][y+dy] = element;
6134 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6136 DrawLevelField(x, y);
6137 DrawLevelField(x+dx, y+dy);
6138 if (element == EL_BALLOON)
6139 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
6141 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
6143 if (IS_SB_ELEMENT(element) &&
6144 local_player->sokobanfields_still_needed == 0 &&
6145 game.emulation == EMU_SOKOBAN)
6147 player->LevelSolved = player->GameOver = TRUE;
6148 PlaySoundLevel(x, y, SND_BUING);
6159 return MF_NO_ACTION;
6162 player->push_delay = 0;
6167 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6169 int jx = player->jx, jy = player->jy;
6170 int x = jx + dx, y = jy + dy;
6172 if (!player->active || !IN_LEV_FIELD(x, y))
6180 player->snapped = FALSE;
6184 if (player->snapped)
6187 player->MovDir = (dx < 0 ? MV_LEFT :
6190 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6192 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6195 player->snapped = TRUE;
6196 DrawLevelField(x, y);
6202 boolean PlaceBomb(struct PlayerInfo *player)
6204 int jx = player->jx, jy = player->jy;
6207 if (!player->active || player->MovPos)
6210 element = Feld[jx][jy];
6212 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6213 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6216 if (element != EL_LEERRAUM)
6217 Store[jx][jy] = element;
6219 if (player->dynamite)
6221 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6222 MovDelay[jx][jy] = 96;
6224 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6225 FS_SMALL, FC_YELLOW);
6226 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6228 if (game.emulation == EMU_SUPAPLEX)
6229 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6231 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6236 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6237 MovDelay[jx][jy] = 96;
6238 player->dynabombs_left--;
6239 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6240 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6246 void PlaySoundLevel(int x, int y, int sound_nr)
6248 int sx = SCREENX(x), sy = SCREENY(y);
6250 int silence_distance = 8;
6252 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6253 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6256 if (!IN_LEV_FIELD(x, y) ||
6257 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6258 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6261 volume = PSND_MAX_VOLUME;
6263 #if !defined(PLATFORM_MSDOS)
6264 stereo = (sx - SCR_FIELDX/2) * 12;
6266 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6267 if (stereo > PSND_MAX_RIGHT)
6268 stereo = PSND_MAX_RIGHT;
6269 if (stereo < PSND_MAX_LEFT)
6270 stereo = PSND_MAX_LEFT;
6273 if (!IN_SCR_FIELD(sx, sy))
6275 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6276 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6278 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6281 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6284 void RaiseScore(int value)
6286 local_player->score += value;
6287 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6288 FS_SMALL, FC_YELLOW);
6291 void RaiseScoreElement(int element)
6296 case EL_EDELSTEIN_BD:
6297 case EL_EDELSTEIN_GELB:
6298 case EL_EDELSTEIN_ROT:
6299 case EL_EDELSTEIN_LILA:
6300 RaiseScore(level.score[SC_EDELSTEIN]);
6303 RaiseScore(level.score[SC_DIAMANT]);
6307 RaiseScore(level.score[SC_KAEFER]);
6311 RaiseScore(level.score[SC_FLIEGER]);
6315 RaiseScore(level.score[SC_MAMPFER]);
6318 RaiseScore(level.score[SC_ROBOT]);
6321 RaiseScore(level.score[SC_PACMAN]);
6324 RaiseScore(level.score[SC_KOKOSNUSS]);
6326 case EL_DYNAMITE_INACTIVE:
6327 RaiseScore(level.score[SC_DYNAMIT]);
6330 RaiseScore(level.score[SC_SCHLUESSEL]);
6337 void RequestQuitGame(boolean ask_if_really_quit)
6339 if (AllPlayersGone ||
6340 !ask_if_really_quit ||
6341 level_editor_test_game ||
6342 Request("Do you really want to quit the game ?",
6343 REQ_ASK | REQ_STAY_CLOSED))
6345 #if defined(PLATFORM_UNIX)
6346 if (options.network)
6347 SendToServer_StopPlaying();
6351 game_status = MAINMENU;
6357 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6362 /* ---------- new game button stuff ---------------------------------------- */
6364 /* graphic position values for game buttons */
6365 #define GAME_BUTTON_XSIZE 30
6366 #define GAME_BUTTON_YSIZE 30
6367 #define GAME_BUTTON_XPOS 5
6368 #define GAME_BUTTON_YPOS 215
6369 #define SOUND_BUTTON_XPOS 5
6370 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6372 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6373 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6374 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6375 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6376 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6377 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6384 } gamebutton_info[NUM_GAME_BUTTONS] =
6387 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6392 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6397 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6402 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6403 SOUND_CTRL_ID_MUSIC,
6404 "background music on/off"
6407 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6408 SOUND_CTRL_ID_LOOPS,
6409 "sound loops on/off"
6412 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6413 SOUND_CTRL_ID_SIMPLE,
6414 "normal sounds on/off"
6418 void CreateGameButtons()
6422 for (i=0; i<NUM_GAME_BUTTONS; i++)
6424 Bitmap *gd_bitmap = pix[PIX_DOOR];
6425 struct GadgetInfo *gi;
6428 unsigned long event_mask;
6429 int gd_xoffset, gd_yoffset;
6430 int gd_x1, gd_x2, gd_y1, gd_y2;
6433 gd_xoffset = gamebutton_info[i].x;
6434 gd_yoffset = gamebutton_info[i].y;
6435 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6436 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6438 if (id == GAME_CTRL_ID_STOP ||
6439 id == GAME_CTRL_ID_PAUSE ||
6440 id == GAME_CTRL_ID_PLAY)
6442 button_type = GD_TYPE_NORMAL_BUTTON;
6444 event_mask = GD_EVENT_RELEASED;
6445 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6446 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6450 button_type = GD_TYPE_CHECK_BUTTON;
6452 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6453 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6454 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6455 event_mask = GD_EVENT_PRESSED;
6456 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6457 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6460 gi = CreateGadget(GDI_CUSTOM_ID, id,
6461 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6462 GDI_X, DX + gd_xoffset,
6463 GDI_Y, DY + gd_yoffset,
6464 GDI_WIDTH, GAME_BUTTON_XSIZE,
6465 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6466 GDI_TYPE, button_type,
6467 GDI_STATE, GD_BUTTON_UNPRESSED,
6468 GDI_CHECKED, checked,
6469 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6470 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6471 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6472 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6473 GDI_EVENT_MASK, event_mask,
6474 GDI_CALLBACK_ACTION, HandleGameButtons,
6478 Error(ERR_EXIT, "cannot create gadget");
6480 game_gadget[id] = gi;
6484 static void MapGameButtons()
6488 for (i=0; i<NUM_GAME_BUTTONS; i++)
6489 MapGadget(game_gadget[i]);
6492 void UnmapGameButtons()
6496 for (i=0; i<NUM_GAME_BUTTONS; i++)
6497 UnmapGadget(game_gadget[i]);
6500 static void HandleGameButtons(struct GadgetInfo *gi)
6502 int id = gi->custom_id;
6504 if (game_status != PLAYING)
6509 case GAME_CTRL_ID_STOP:
6510 RequestQuitGame(TRUE);
6513 case GAME_CTRL_ID_PAUSE:
6514 if (options.network)
6516 #if defined(PLATFORM_UNIX)
6518 SendToServer_ContinuePlaying();
6520 SendToServer_PausePlaying();
6524 TapeTogglePause(TAPE_TOGGLE_MANUAL);
6527 case GAME_CTRL_ID_PLAY:
6530 #if defined(PLATFORM_UNIX)
6531 if (options.network)
6532 SendToServer_ContinuePlaying();
6536 tape.pausing = FALSE;
6537 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6542 case SOUND_CTRL_ID_MUSIC:
6543 if (setup.sound_music)
6545 setup.sound_music = FALSE;
6548 else if (audio.music_available)
6550 setup.sound = setup.sound_music = TRUE;
6551 PlayMusic(level_nr);
6555 case SOUND_CTRL_ID_LOOPS:
6556 if (setup.sound_loops)
6557 setup.sound_loops = FALSE;
6558 else if (audio.loops_available)
6559 setup.sound = setup.sound_loops = TRUE;
6562 case SOUND_CTRL_ID_SIMPLE:
6563 if (setup.sound_simple)
6564 setup.sound_simple = FALSE;
6565 else if (audio.sound_available)
6566 setup.sound = setup.sound_simple = TRUE;