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"
25 /* this switch controls how rocks move horizontally */
26 #define OLD_GAME_BEHAVIOUR FALSE
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
36 /* for MoveFigure() */
37 #define MF_NO_ACTION 0
41 /* for ScrollFigure() */
43 #define SCROLL_GO_ON 1
46 #define EX_PHASE_START 0
47 #define EX_NO_EXPLOSION 0
52 /* special positions in the game control window (relative to control window) */
55 #define XX_EMERALDS 29
56 #define YY_EMERALDS 54
57 #define XX_DYNAMITE 29
58 #define YY_DYNAMITE 89
66 /* special positions in the game control window (relative to main window) */
67 #define DX_LEVEL (DX + XX_LEVEL)
68 #define DY_LEVEL (DY + YY_LEVEL)
69 #define DX_EMERALDS (DX + XX_EMERALDS)
70 #define DY_EMERALDS (DY + YY_EMERALDS)
71 #define DX_DYNAMITE (DX + XX_DYNAMITE)
72 #define DY_DYNAMITE (DY + YY_DYNAMITE)
73 #define DX_KEYS (DX + XX_KEYS)
74 #define DY_KEYS (DY + YY_KEYS)
75 #define DX_SCORE (DX + XX_SCORE)
76 #define DY_SCORE (DY + YY_SCORE)
77 #define DX_TIME (DX + XX_TIME)
78 #define DY_TIME (DY + YY_TIME)
80 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
81 (s)==SND_NJAM || (s)==SND_MIEP)
82 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
83 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
84 (s)==SND_TYGER || (s)==SND_VOYAGER || \
87 /* values for player movement speed (which is in fact a delay value) */
88 #define MOVE_DELAY_NORMAL_SPEED 8
89 #define MOVE_DELAY_HIGH_SPEED 4
91 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
92 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
93 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
94 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
96 /* game button identifiers */
97 #define GAME_CTRL_ID_STOP 0
98 #define GAME_CTRL_ID_PAUSE 1
99 #define GAME_CTRL_ID_PLAY 2
100 #define SOUND_CTRL_ID_MUSIC 3
101 #define SOUND_CTRL_ID_LOOPS 4
102 #define SOUND_CTRL_ID_SIMPLE 5
104 #define NUM_GAME_BUTTONS 6
106 /* forward declaration for internal use */
107 static void CloseAllOpenTimegates(void);
108 static void CheckGravityMovement(struct PlayerInfo *);
109 static void KillHeroUnlessProtected(int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
120 static unsigned int getStateCheckSum(int counter)
123 unsigned int mult = 1;
124 unsigned int checksum = 0;
126 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
128 static boolean first_game = TRUE;
130 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
136 lastFeld[x][y] = Feld[x][y];
137 else if (lastFeld[x][y] != Feld[x][y])
138 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
139 x, y, lastFeld[x][y], Feld[x][y]);
143 checksum += mult++ * Ur[x][y];
144 checksum += mult++ * Feld[x][y];
147 checksum += mult++ * MovPos[x][y];
148 checksum += mult++ * MovDir[x][y];
149 checksum += mult++ * MovDelay[x][y];
150 checksum += mult++ * Store[x][y];
151 checksum += mult++ * Store2[x][y];
152 checksum += mult++ * StorePlayer[x][y];
153 checksum += mult++ * Frame[x][y];
154 checksum += mult++ * AmoebaNr[x][y];
155 checksum += mult++ * JustStopped[x][y];
156 checksum += mult++ * Stop[x][y];
160 if (counter == 3 && first_game)
171 void GetPlayerConfig()
173 if (!audio.sound_available)
176 if (!audio.loops_available)
178 setup.sound_loops = FALSE;
179 setup.sound_music = FALSE;
182 if (!video.fullscreen_available)
183 setup.fullscreen = FALSE;
185 setup.sound_simple = setup.sound;
187 SetAudioMode(setup.sound);
191 static int getBeltNrFromElement(int element)
193 return (element < EL_BELT2_LEFT ? 0 :
194 element < EL_BELT3_LEFT ? 1 :
195 element < EL_BELT4_LEFT ? 2 : 3);
198 static int getBeltNrFromSwitchElement(int element)
200 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
201 element < EL_BELT3_SWITCH_LEFT ? 1 :
202 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
205 static int getBeltDirNrFromSwitchElement(int element)
207 static int belt_base_element[4] =
209 EL_BELT1_SWITCH_LEFT,
210 EL_BELT2_SWITCH_LEFT,
211 EL_BELT3_SWITCH_LEFT,
215 int belt_nr = getBeltNrFromSwitchElement(element);
216 int belt_dir_nr = element - belt_base_element[belt_nr];
218 return (belt_dir_nr % 3);
221 static int getBeltDirFromSwitchElement(int element)
223 static int belt_move_dir[3] =
230 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
232 return belt_move_dir[belt_dir_nr];
235 static void InitField(int x, int y, boolean init_game)
242 if (stored_player[0].present)
244 Feld[x][y] = EL_SP_MURPHY_CLONE;
251 Feld[x][y] = EL_SPIELER1;
259 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
260 int jx = player->jx, jy = player->jy;
262 player->present = TRUE;
264 if (!options.network || player->connected)
266 player->active = TRUE;
268 /* remove potentially duplicate players */
269 if (StorePlayer[jx][jy] == Feld[x][y])
270 StorePlayer[jx][jy] = 0;
272 StorePlayer[x][y] = Feld[x][y];
276 printf("Player %d activated.\n", player->element_nr);
277 printf("[Local player is %d and currently %s.]\n",
278 local_player->element_nr,
279 local_player->active ? "active" : "not active");
283 Feld[x][y] = EL_LEERRAUM;
284 player->jx = player->last_jx = x;
285 player->jy = player->last_jy = y;
290 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
291 Feld[x][y] = EL_BADEWANNE1;
292 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
293 Feld[x][y] = EL_BADEWANNE2;
294 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
295 Feld[x][y] = EL_BADEWANNE3;
296 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
297 Feld[x][y] = EL_BADEWANNE4;
298 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
299 Feld[x][y] = EL_BADEWANNE5;
302 case EL_KAEFER_RIGHT:
307 case EL_FLIEGER_RIGHT:
309 case EL_FLIEGER_LEFT:
310 case EL_FLIEGER_DOWN:
312 case EL_BUTTERFLY_RIGHT:
313 case EL_BUTTERFLY_UP:
314 case EL_BUTTERFLY_LEFT:
315 case EL_BUTTERFLY_DOWN:
317 case EL_FIREFLY_RIGHT:
319 case EL_FIREFLY_LEFT:
320 case EL_FIREFLY_DOWN:
322 case EL_PACMAN_RIGHT:
346 if (y == lev_fieldy - 1)
348 Feld[x][y] = EL_AMOEBING;
349 Store[x][y] = EL_AMOEBE_NASS;
353 case EL_DYNAMITE_ACTIVE:
358 local_player->lights_still_needed++;
361 case EL_SOKOBAN_FELD_LEER:
362 local_player->sokobanfields_still_needed++;
366 local_player->friends_still_needed++;
371 MovDir[x][y] = 1 << RND(4);
375 Feld[x][y] = EL_LEERRAUM;
378 case EL_EM_KEY_1_FILE:
379 Feld[x][y] = EL_EM_KEY_1;
381 case EL_EM_KEY_2_FILE:
382 Feld[x][y] = EL_EM_KEY_2;
384 case EL_EM_KEY_3_FILE:
385 Feld[x][y] = EL_EM_KEY_3;
387 case EL_EM_KEY_4_FILE:
388 Feld[x][y] = EL_EM_KEY_4;
391 case EL_BELT1_SWITCH_LEFT:
392 case EL_BELT1_SWITCH_MIDDLE:
393 case EL_BELT1_SWITCH_RIGHT:
394 case EL_BELT2_SWITCH_LEFT:
395 case EL_BELT2_SWITCH_MIDDLE:
396 case EL_BELT2_SWITCH_RIGHT:
397 case EL_BELT3_SWITCH_LEFT:
398 case EL_BELT3_SWITCH_MIDDLE:
399 case EL_BELT3_SWITCH_RIGHT:
400 case EL_BELT4_SWITCH_LEFT:
401 case EL_BELT4_SWITCH_MIDDLE:
402 case EL_BELT4_SWITCH_RIGHT:
405 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
406 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
407 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
409 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
411 game.belt_dir[belt_nr] = belt_dir;
412 game.belt_dir_nr[belt_nr] = belt_dir_nr;
414 else /* more than one switch -- set it like the first switch */
416 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
421 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
423 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
426 case EL_LIGHT_SWITCH_ON:
428 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
439 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
440 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
441 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
444 #if USE_NEW_AMOEBA_CODE
445 printf("Using new amoeba code.\n");
447 printf("Using old amoeba code.\n");
451 /* don't play tapes over network */
452 network_playing = (options.network && !tape.playing);
454 for (i=0; i<MAX_PLAYERS; i++)
456 struct PlayerInfo *player = &stored_player[i];
458 player->index_nr = i;
459 player->element_nr = EL_SPIELER1 + i;
461 player->present = FALSE;
462 player->active = FALSE;
465 player->effective_action = 0;
466 player->programmed_action = 0;
469 player->gems_still_needed = level.gems_needed;
470 player->sokobanfields_still_needed = 0;
471 player->lights_still_needed = 0;
472 player->friends_still_needed = 0;
475 player->key[j] = FALSE;
477 player->dynamite = 0;
478 player->dynabomb_count = 0;
479 player->dynabomb_size = 1;
480 player->dynabombs_left = 0;
481 player->dynabomb_xl = FALSE;
483 player->MovDir = MV_NO_MOVING;
485 player->Pushing = FALSE;
486 player->Switching = FALSE;
490 player->actual_frame_counter = 0;
492 player->frame_reset_delay = 0;
494 player->push_delay = 0;
495 player->push_delay_value = 5;
497 player->move_delay = 0;
498 player->last_move_dir = MV_NO_MOVING;
499 player->is_moving = FALSE;
501 player->move_delay_value =
502 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
504 player->snapped = FALSE;
506 player->last_jx = player->last_jy = 0;
507 player->jx = player->jy = 0;
509 player->shield_passive_time_left = 0;
510 player->shield_active_time_left = 0;
512 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
513 SnapField(player, 0, 0);
515 player->LevelSolved = FALSE;
516 player->GameOver = FALSE;
519 network_player_action_received = FALSE;
521 #if defined(PLATFORM_UNIX)
522 /* initial null action */
524 SendToServer_MovePlayer(MV_NO_MOVING);
532 TimeLeft = level.time;
534 ScreenMovDir = MV_NO_MOVING;
538 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
540 AllPlayersGone = FALSE;
542 game.yam_content_nr = 0;
543 game.magic_wall_active = FALSE;
544 game.magic_wall_time_left = 0;
545 game.light_time_left = 0;
546 game.timegate_time_left = 0;
547 game.switchgate_pos = 0;
548 game.balloon_dir = MV_NO_MOVING;
549 game.explosions_delayed = TRUE;
553 game.belt_dir[i] = MV_NO_MOVING;
554 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
557 for (i=0; i<MAX_NUM_AMOEBA; i++)
558 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
560 for (x=0; x<lev_fieldx; x++)
562 for (y=0; y<lev_fieldy; y++)
564 Feld[x][y] = Ur[x][y];
565 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
566 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
569 JustStopped[x][y] = 0;
571 ExplodeField[x][y] = EX_NO_EXPLOSION;
575 for(y=0; y<lev_fieldy; y++)
577 for(x=0; x<lev_fieldx; x++)
579 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
581 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
583 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
586 InitField(x, y, TRUE);
590 /* correct non-moving belts to start moving left */
592 if (game.belt_dir[i] == MV_NO_MOVING)
593 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
595 /* check if any connected player was not found in playfield */
596 for (i=0; i<MAX_PLAYERS; i++)
598 struct PlayerInfo *player = &stored_player[i];
600 if (player->connected && !player->present)
602 for (j=0; j<MAX_PLAYERS; j++)
604 struct PlayerInfo *some_player = &stored_player[j];
605 int jx = some_player->jx, jy = some_player->jy;
607 /* assign first free player found that is present in the playfield */
608 if (some_player->present && !some_player->connected)
610 player->present = TRUE;
611 player->active = TRUE;
612 some_player->present = FALSE;
614 StorePlayer[jx][jy] = player->element_nr;
615 player->jx = player->last_jx = jx;
616 player->jy = player->last_jy = jy;
626 /* when playing a tape, eliminate all players who do not participate */
628 for (i=0; i<MAX_PLAYERS; i++)
630 if (stored_player[i].active && !tape.player_participates[i])
632 struct PlayerInfo *player = &stored_player[i];
633 int jx = player->jx, jy = player->jy;
635 player->active = FALSE;
636 StorePlayer[jx][jy] = 0;
637 Feld[jx][jy] = EL_LEERRAUM;
641 else if (!options.network && !setup.team_mode) /* && !tape.playing */
643 /* when in single player mode, eliminate all but the first active player */
645 for (i=0; i<MAX_PLAYERS; i++)
647 if (stored_player[i].active)
649 for (j=i+1; j<MAX_PLAYERS; j++)
651 if (stored_player[j].active)
653 struct PlayerInfo *player = &stored_player[j];
654 int jx = player->jx, jy = player->jy;
656 player->active = FALSE;
657 StorePlayer[jx][jy] = 0;
658 Feld[jx][jy] = EL_LEERRAUM;
665 /* when recording the game, store which players take part in the game */
668 for (i=0; i<MAX_PLAYERS; i++)
669 if (stored_player[i].active)
670 tape.player_participates[i] = TRUE;
675 for (i=0; i<MAX_PLAYERS; i++)
677 struct PlayerInfo *player = &stored_player[i];
679 printf("Player %d: present == %d, connected == %d, active == %d.\n",
684 if (local_player == player)
685 printf("Player %d is local player.\n", i+1);
689 game.version = (tape.playing ? tape.game_version : level.game_version);
690 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
691 emulate_sb ? EMU_SOKOBAN :
692 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
694 /* dynamically adjust element properties according to game engine version */
696 static int ep_slippery[] =
705 static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
707 for (i=0; i<ep_slippery_num; i++)
709 if (game.version >= GAME_VERSION_2_0)
710 Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS;
712 Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS;
716 if (BorderElement == EL_LEERRAUM)
719 SBX_Right = lev_fieldx - SCR_FIELDX;
721 SBY_Lower = lev_fieldy - SCR_FIELDY;
726 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
728 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
731 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
732 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
734 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
735 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
738 scroll_y = SBY_Upper;
739 if (local_player->jx >= SBX_Left + MIDPOSX)
740 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
741 local_player->jx - MIDPOSX :
743 if (local_player->jy >= SBY_Upper + MIDPOSY)
744 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
745 local_player->jy - MIDPOSY :
748 CloseDoor(DOOR_CLOSE_1);
754 /* after drawing the level, correct some elements */
755 if (game.timegate_time_left == 0)
756 CloseAllOpenTimegates();
758 if (setup.soft_scrolling)
759 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
761 redraw_mask |= REDRAW_FROM_BACKBUFFER;
763 /* copy default game door content to main double buffer */
764 BlitBitmap(pix[PIX_DOOR], drawto,
765 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
768 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
769 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
772 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
773 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
774 BlitBitmap(drawto, drawto,
775 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
776 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
777 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
780 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
781 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
782 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
783 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
784 DrawText(DX + XX_SCORE, DY + YY_SCORE,
785 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
786 DrawText(DX + XX_TIME, DY + YY_TIME,
787 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
790 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
791 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
792 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
796 /* copy actual game door content to door double buffer for OpenDoor() */
797 BlitBitmap(drawto, pix[PIX_DB_DOOR],
798 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
800 OpenDoor(DOOR_OPEN_ALL);
802 if (setup.sound_music && num_bg_loops)
803 PlayMusic(level_nr % num_bg_loops);
805 KeyboardAutoRepeatOff();
810 printf("Player %d %sactive.\n",
811 i + 1, (stored_player[i].active ? "" : "not "));
815 void InitMovDir(int x, int y)
817 int i, element = Feld[x][y];
818 static int xy[4][2] =
825 static int direction[3][4] =
827 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
828 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
829 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
834 case EL_KAEFER_RIGHT:
838 Feld[x][y] = EL_KAEFER;
839 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
842 case EL_FLIEGER_RIGHT:
844 case EL_FLIEGER_LEFT:
845 case EL_FLIEGER_DOWN:
846 Feld[x][y] = EL_FLIEGER;
847 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
850 case EL_BUTTERFLY_RIGHT:
851 case EL_BUTTERFLY_UP:
852 case EL_BUTTERFLY_LEFT:
853 case EL_BUTTERFLY_DOWN:
854 Feld[x][y] = EL_BUTTERFLY;
855 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
858 case EL_FIREFLY_RIGHT:
860 case EL_FIREFLY_LEFT:
861 case EL_FIREFLY_DOWN:
862 Feld[x][y] = EL_FIREFLY;
863 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
866 case EL_PACMAN_RIGHT:
870 Feld[x][y] = EL_PACMAN;
871 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
875 MovDir[x][y] = MV_UP;
879 MovDir[x][y] = MV_LEFT;
886 Feld[x][y] = EL_MOLE;
887 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
891 MovDir[x][y] = 1 << RND(4);
892 if (element != EL_KAEFER &&
893 element != EL_FLIEGER &&
894 element != EL_BUTTERFLY &&
895 element != EL_FIREFLY)
900 int x1 = x + xy[i][0];
901 int y1 = y + xy[i][1];
903 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
905 if (element == EL_KAEFER || element == EL_BUTTERFLY)
907 MovDir[x][y] = direction[0][i];
910 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
911 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
913 MovDir[x][y] = direction[1][i];
922 void InitAmoebaNr(int x, int y)
925 int group_nr = AmoebeNachbarNr(x, y);
929 for (i=1; i<MAX_NUM_AMOEBA; i++)
931 if (AmoebaCnt[i] == 0)
939 AmoebaNr[x][y] = group_nr;
940 AmoebaCnt[group_nr]++;
941 AmoebaCnt2[group_nr]++;
947 boolean raise_level = FALSE;
949 if (local_player->MovPos)
952 local_player->LevelSolved = FALSE;
956 if (!tape.playing && setup.sound_loops)
957 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
961 if (!tape.playing && !setup.sound_loops)
962 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
963 if (TimeLeft > 0 && !(TimeLeft % 10))
964 RaiseScore(level.score[SC_ZEITBONUS]);
965 if (TimeLeft > 100 && !(TimeLeft % 10))
969 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
976 if (!tape.playing && setup.sound_loops)
979 else if (level.time == 0) /* level without time limit */
981 if (!tape.playing && setup.sound_loops)
982 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
984 while(TimePlayed < 999)
986 if (!tape.playing && !setup.sound_loops)
987 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
988 if (TimePlayed < 999 && !(TimePlayed % 10))
989 RaiseScore(level.score[SC_ZEITBONUS]);
990 if (TimePlayed < 900 && !(TimePlayed % 10))
994 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1001 if (!tape.playing && setup.sound_loops)
1002 StopSound(SND_SIRR);
1009 /* Hero disappears */
1010 DrawLevelField(ExitX, ExitY);
1016 CloseDoor(DOOR_CLOSE_1);
1021 SaveTape(tape.level_nr); /* Ask to save tape */
1024 if (level_nr == leveldir_current->handicap_level)
1026 leveldir_current->handicap_level++;
1027 SaveLevelSetup_SeriesInfo();
1030 if (level_editor_test_game)
1031 local_player->score = -1; /* no highscore when playing from editor */
1032 else if (level_nr < leveldir_current->last_level)
1033 raise_level = TRUE; /* advance to next level */
1035 if ((hi_pos = NewHiScore()) >= 0)
1037 game_status = HALLOFFAME;
1038 DrawHallOfFame(hi_pos);
1047 game_status = MAINMENU;
1064 LoadScore(level_nr);
1066 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1067 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1070 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1072 if (local_player->score > highscore[k].Score)
1074 /* player has made it to the hall of fame */
1076 if (k < MAX_SCORE_ENTRIES - 1)
1078 int m = MAX_SCORE_ENTRIES - 1;
1081 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1082 if (!strcmp(setup.player_name, highscore[l].Name))
1084 if (m == k) /* player's new highscore overwrites his old one */
1090 strcpy(highscore[l].Name, highscore[l - 1].Name);
1091 highscore[l].Score = highscore[l - 1].Score;
1098 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1099 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1100 highscore[k].Score = local_player->score;
1106 else if (!strncmp(setup.player_name, highscore[k].Name,
1107 MAX_PLAYER_NAME_LEN))
1108 break; /* player already there with a higher score */
1114 SaveScore(level_nr);
1119 void InitMovingField(int x, int y, int direction)
1121 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1122 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1124 MovDir[x][y] = direction;
1125 MovDir[newx][newy] = direction;
1126 if (Feld[newx][newy] == EL_LEERRAUM)
1127 Feld[newx][newy] = EL_BLOCKED;
1130 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1132 int direction = MovDir[x][y];
1133 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1134 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1140 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1142 int oldx = x, oldy = y;
1143 int direction = MovDir[x][y];
1145 if (direction == MV_LEFT)
1147 else if (direction == MV_RIGHT)
1149 else if (direction == MV_UP)
1151 else if (direction == MV_DOWN)
1154 *comes_from_x = oldx;
1155 *comes_from_y = oldy;
1158 int MovingOrBlocked2Element(int x, int y)
1160 int element = Feld[x][y];
1162 if (element == EL_BLOCKED)
1166 Blocked2Moving(x, y, &oldx, &oldy);
1167 return Feld[oldx][oldy];
1173 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1175 /* like MovingOrBlocked2Element(), but if element is moving
1176 and (x,y) is the field the moving element is just leaving,
1177 return EL_BLOCKED instead of the element value */
1178 int element = Feld[x][y];
1180 if (IS_MOVING(x, y))
1182 if (element == EL_BLOCKED)
1186 Blocked2Moving(x, y, &oldx, &oldy);
1187 return Feld[oldx][oldy];
1196 static void RemoveField(int x, int y)
1198 Feld[x][y] = EL_LEERRAUM;
1204 void RemoveMovingField(int x, int y)
1206 int oldx = x, oldy = y, newx = x, newy = y;
1208 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1211 if (IS_MOVING(x, y))
1213 Moving2Blocked(x, y, &newx, &newy);
1214 if (Feld[newx][newy] != EL_BLOCKED)
1217 else if (Feld[x][y] == EL_BLOCKED)
1219 Blocked2Moving(x, y, &oldx, &oldy);
1220 if (!IS_MOVING(oldx, oldy))
1224 if (Feld[x][y] == EL_BLOCKED &&
1225 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1226 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1227 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1228 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1229 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1231 Feld[oldx][oldy] = EL_LEERRAUM;
1233 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1235 Feld[newx][newy] = EL_LEERRAUM;
1236 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1237 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1239 DrawLevelField(oldx, oldy);
1240 DrawLevelField(newx, newy);
1243 void DrawDynamite(int x, int y)
1245 int sx = SCREENX(x), sy = SCREENY(y);
1246 int graphic = el2gfx(Feld[x][y]);
1249 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1253 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1255 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1257 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1262 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1266 if (game.emulation == EMU_SUPAPLEX)
1267 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1268 else if (Store[x][y])
1269 DrawGraphicThruMask(sx, sy, graphic + phase);
1271 DrawGraphic(sx, sy, graphic + phase);
1274 void CheckDynamite(int x, int y)
1276 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1281 if (!(MovDelay[x][y] % 12))
1282 PlaySoundLevel(x, y, SND_ZISCH);
1284 if (IS_ACTIVE_BOMB(Feld[x][y]))
1286 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1288 if (!(MovDelay[x][y] % delay))
1296 StopSound(SND_ZISCH);
1300 void Explode(int ex, int ey, int phase, int mode)
1303 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1304 int last_phase = num_phase * delay;
1305 int half_phase = (num_phase / 2) * delay;
1306 int first_phase_after_start = EX_PHASE_START + 1;
1308 if (game.explosions_delayed)
1310 ExplodeField[ex][ey] = mode;
1314 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1316 int center_element = Feld[ex][ey];
1318 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1320 /* put moving element to center field (and let it explode there) */
1321 center_element = MovingOrBlocked2Element(ex, ey);
1322 RemoveMovingField(ex, ey);
1323 Feld[ex][ey] = center_element;
1326 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1330 if (!IN_LEV_FIELD(x, y) ||
1331 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1332 (x != ex || y != ey)))
1335 element = Feld[x][y];
1337 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1339 element = MovingOrBlocked2Element(x, y);
1340 RemoveMovingField(x, y);
1343 if (IS_MASSIVE(element) || element == EL_BURNING)
1346 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1348 if (IS_ACTIVE_BOMB(element))
1350 /* re-activate things under the bomb like gate or penguin */
1351 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1358 if (element == EL_EXPLODING)
1359 element = Store2[x][y];
1361 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1363 switch(StorePlayer[ex][ey])
1366 Store[x][y] = EL_EDELSTEIN_ROT;
1369 Store[x][y] = EL_EDELSTEIN;
1372 Store[x][y] = EL_EDELSTEIN_LILA;
1376 Store[x][y] = EL_EDELSTEIN_GELB;
1380 if (game.emulation == EMU_SUPAPLEX)
1381 Store[x][y] = EL_LEERRAUM;
1383 else if (center_element == EL_MOLE)
1384 Store[x][y] = EL_EDELSTEIN_ROT;
1385 else if (center_element == EL_PINGUIN)
1386 Store[x][y] = EL_EDELSTEIN_LILA;
1387 else if (center_element == EL_KAEFER)
1388 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1389 else if (center_element == EL_BUTTERFLY)
1390 Store[x][y] = EL_EDELSTEIN_BD;
1391 else if (center_element == EL_SP_ELECTRON)
1392 Store[x][y] = EL_SP_INFOTRON;
1393 else if (center_element == EL_MAMPFER)
1394 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1395 else if (center_element == EL_AMOEBA2DIAM)
1396 Store[x][y] = level.amoeba_content;
1397 else if (element == EL_ERZ_EDEL)
1398 Store[x][y] = EL_EDELSTEIN;
1399 else if (element == EL_ERZ_DIAM)
1400 Store[x][y] = EL_DIAMANT;
1401 else if (element == EL_ERZ_EDEL_BD)
1402 Store[x][y] = EL_EDELSTEIN_BD;
1403 else if (element == EL_ERZ_EDEL_GELB)
1404 Store[x][y] = EL_EDELSTEIN_GELB;
1405 else if (element == EL_ERZ_EDEL_ROT)
1406 Store[x][y] = EL_EDELSTEIN_ROT;
1407 else if (element == EL_ERZ_EDEL_LILA)
1408 Store[x][y] = EL_EDELSTEIN_LILA;
1409 else if (element == EL_WALL_PEARL)
1410 Store[x][y] = EL_PEARL;
1411 else if (element == EL_WALL_CRYSTAL)
1412 Store[x][y] = EL_CRYSTAL;
1413 else if (!IS_PFORTE(Store[x][y]))
1414 Store[x][y] = EL_LEERRAUM;
1416 if (x != ex || y != ey ||
1417 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1418 Store2[x][y] = element;
1420 if (AmoebaNr[x][y] &&
1421 (element == EL_AMOEBE_VOLL ||
1422 element == EL_AMOEBE_BD ||
1423 element == EL_AMOEBING))
1425 AmoebaCnt[AmoebaNr[x][y]]--;
1426 AmoebaCnt2[AmoebaNr[x][y]]--;
1429 Feld[x][y] = EL_EXPLODING;
1430 MovDir[x][y] = MovPos[x][y] = 0;
1436 if (center_element == EL_MAMPFER)
1437 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1448 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1450 if (phase == first_phase_after_start)
1452 int element = Store2[x][y];
1454 if (element == EL_BLACK_ORB)
1456 Feld[x][y] = Store2[x][y];
1461 else if (phase == half_phase)
1463 int element = Store2[x][y];
1465 if (IS_PLAYER(x, y))
1466 KillHeroUnlessProtected(x, y);
1467 else if (IS_EXPLOSIVE(element))
1469 Feld[x][y] = Store2[x][y];
1473 else if (element == EL_AMOEBA2DIAM)
1474 AmoebeUmwandeln(x, y);
1477 if (phase == last_phase)
1481 element = Feld[x][y] = Store[x][y];
1482 Store[x][y] = Store2[x][y] = 0;
1483 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1484 InitField(x, y, FALSE);
1485 if (CAN_MOVE(element) || COULD_MOVE(element))
1487 DrawLevelField(x, y);
1489 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1490 StorePlayer[x][y] = 0;
1492 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1494 int graphic = GFX_EXPLOSION;
1496 if (game.emulation == EMU_SUPAPLEX)
1497 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1498 GFX_SP_EXPLODE_INFOTRON :
1499 GFX_SP_EXPLODE_EMPTY);
1502 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1504 graphic += (phase / delay - 1);
1506 if (IS_PFORTE(Store[x][y]))
1508 DrawLevelElement(x, y, Store[x][y]);
1509 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1512 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1516 void DynaExplode(int ex, int ey)
1519 int dynabomb_size = 1;
1520 boolean dynabomb_xl = FALSE;
1521 struct PlayerInfo *player;
1522 static int xy[4][2] =
1530 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1532 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1533 dynabomb_size = player->dynabomb_size;
1534 dynabomb_xl = player->dynabomb_xl;
1535 player->dynabombs_left++;
1538 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1542 for (j=1; j<=dynabomb_size; j++)
1544 int x = ex + j * xy[i % 4][0];
1545 int y = ey + j * xy[i % 4][1];
1548 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1551 element = Feld[x][y];
1553 /* do not restart explosions of fields with active bombs */
1554 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1557 Explode(x, y, EX_PHASE_START, EX_BORDER);
1559 if (element != EL_LEERRAUM &&
1560 element != EL_ERDREICH &&
1561 element != EL_EXPLODING &&
1568 void Bang(int x, int y)
1570 int element = Feld[x][y];
1572 if (game.emulation == EMU_SUPAPLEX)
1573 PlaySoundLevel(x, y, SND_SP_BOOOM);
1575 PlaySoundLevel(x, y, SND_ROAAAR);
1578 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1579 element = EL_LEERRAUM;
1593 RaiseScoreElement(element);
1594 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1596 case EL_DYNABOMB_ACTIVE_1:
1597 case EL_DYNABOMB_ACTIVE_2:
1598 case EL_DYNABOMB_ACTIVE_3:
1599 case EL_DYNABOMB_ACTIVE_4:
1600 case EL_DYNABOMB_NR:
1601 case EL_DYNABOMB_SZ:
1602 case EL_DYNABOMB_XL:
1608 if (IS_PLAYER(x, y))
1609 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1611 Explode(x, y, EX_PHASE_START, EX_CENTER);
1614 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1619 void Blurb(int x, int y)
1621 int element = Feld[x][y];
1623 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1625 PlaySoundLevel(x, y, SND_BLURB);
1626 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1627 (!IN_LEV_FIELD(x-1, y-1) ||
1628 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1630 Feld[x-1][y] = EL_BLURB_LEFT;
1632 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1633 (!IN_LEV_FIELD(x+1, y-1) ||
1634 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1636 Feld[x+1][y] = EL_BLURB_RIGHT;
1641 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1643 if (!MovDelay[x][y]) /* initialize animation counter */
1646 if (MovDelay[x][y]) /* continue animation */
1649 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1650 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1652 if (!MovDelay[x][y])
1654 Feld[x][y] = EL_LEERRAUM;
1655 DrawLevelField(x, y);
1661 static void ToggleBeltSwitch(int x, int y)
1663 static int belt_base_element[4] =
1665 EL_BELT1_SWITCH_LEFT,
1666 EL_BELT2_SWITCH_LEFT,
1667 EL_BELT3_SWITCH_LEFT,
1668 EL_BELT4_SWITCH_LEFT
1670 static int belt_move_dir[4] =
1678 int element = Feld[x][y];
1679 int belt_nr = getBeltNrFromSwitchElement(element);
1680 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1681 int belt_dir = belt_move_dir[belt_dir_nr];
1684 if (!IS_BELT_SWITCH(element))
1687 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1688 game.belt_dir[belt_nr] = belt_dir;
1690 if (belt_dir_nr == 3)
1693 for (yy=0; yy<lev_fieldy; yy++)
1695 for (xx=0; xx<lev_fieldx; xx++)
1697 int element = Feld[xx][yy];
1699 if (IS_BELT_SWITCH(element))
1701 int e_belt_nr = getBeltNrFromSwitchElement(element);
1703 if (e_belt_nr == belt_nr)
1705 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1706 DrawLevelField(xx, yy);
1709 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1711 int e_belt_nr = getBeltNrFromElement(element);
1713 if (e_belt_nr == belt_nr)
1714 DrawLevelField(xx, yy); /* set belt to parking position */
1720 static void ToggleSwitchgateSwitch(int x, int y)
1724 game.switchgate_pos = !game.switchgate_pos;
1726 for (yy=0; yy<lev_fieldy; yy++)
1728 for (xx=0; xx<lev_fieldx; xx++)
1730 int element = Feld[xx][yy];
1732 if (element == EL_SWITCHGATE_SWITCH_1 ||
1733 element == EL_SWITCHGATE_SWITCH_2)
1735 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1736 DrawLevelField(xx, yy);
1738 else if (element == EL_SWITCHGATE_OPEN ||
1739 element == EL_SWITCHGATE_OPENING)
1741 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1742 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1744 else if (element == EL_SWITCHGATE_CLOSED ||
1745 element == EL_SWITCHGATE_CLOSING)
1747 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1748 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1754 static void RedrawAllLightSwitchesAndInvisibleElements()
1758 for (y=0; y<lev_fieldy; y++)
1760 for (x=0; x<lev_fieldx; x++)
1762 int element = Feld[x][y];
1764 if (element == EL_LIGHT_SWITCH_OFF &&
1765 game.light_time_left > 0)
1767 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1768 DrawLevelField(x, y);
1770 else if (element == EL_LIGHT_SWITCH_ON &&
1771 game.light_time_left == 0)
1773 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1774 DrawLevelField(x, y);
1777 if (element == EL_INVISIBLE_STEEL ||
1778 element == EL_UNSICHTBAR ||
1779 element == EL_SAND_INVISIBLE)
1780 DrawLevelField(x, y);
1785 static void ToggleLightSwitch(int x, int y)
1787 int element = Feld[x][y];
1789 game.light_time_left =
1790 (element == EL_LIGHT_SWITCH_OFF ?
1791 level.time_light * FRAMES_PER_SECOND : 0);
1793 RedrawAllLightSwitchesAndInvisibleElements();
1796 static void ActivateTimegateSwitch(int x, int y)
1800 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1802 for (yy=0; yy<lev_fieldy; yy++)
1804 for (xx=0; xx<lev_fieldx; xx++)
1806 int element = Feld[xx][yy];
1808 if (element == EL_TIMEGATE_CLOSED ||
1809 element == EL_TIMEGATE_CLOSING)
1811 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1812 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1816 else if (element == EL_TIMEGATE_SWITCH_ON)
1818 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1819 DrawLevelField(xx, yy);
1826 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1829 void Impact(int x, int y)
1831 boolean lastline = (y == lev_fieldy-1);
1832 boolean object_hit = FALSE;
1833 int element = Feld[x][y];
1836 if (!lastline) /* check if element below was hit */
1838 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1841 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1842 MovDir[x][y+1]!=MV_DOWN ||
1843 MovPos[x][y+1]<=TILEY/2));
1845 smashed = MovingOrBlocked2Element(x, y+1);
1848 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1854 if ((element == EL_BOMBE ||
1855 element == EL_SP_DISK_ORANGE ||
1856 element == EL_DX_SUPABOMB) &&
1857 (lastline || object_hit)) /* element is bomb */
1862 else if (element == EL_PEARL)
1864 Feld[x][y] = EL_PEARL_BREAKING;
1865 PlaySoundLevel(x, y, SND_KNACK);
1869 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1871 if (object_hit && IS_PLAYER(x, y+1))
1872 KillHeroUnlessProtected(x, y+1);
1873 else if (object_hit && smashed == EL_PINGUIN)
1877 Feld[x][y] = EL_AMOEBING;
1878 Store[x][y] = EL_AMOEBE_NASS;
1883 if (!lastline && object_hit) /* check which object was hit */
1885 if (CAN_CHANGE(element) &&
1886 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1889 int activated_magic_wall =
1890 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1891 EL_MAGIC_WALL_BD_EMPTY);
1893 /* activate magic wall / mill */
1895 for (y=0; y<lev_fieldy; y++)
1896 for (x=0; x<lev_fieldx; x++)
1897 if (Feld[x][y] == smashed)
1898 Feld[x][y] = activated_magic_wall;
1900 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1901 game.magic_wall_active = TRUE;
1904 if (IS_PLAYER(x, y+1))
1906 KillHeroUnlessProtected(x, y+1);
1909 else if (smashed == EL_PINGUIN)
1914 else if (element == EL_EDELSTEIN_BD)
1916 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1922 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1923 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1924 smashed == EL_SP_DISK_ORANGE))
1929 else if (element == EL_FELSBROCKEN ||
1930 element == EL_SP_ZONK ||
1931 element == EL_BD_ROCK)
1933 if (IS_ENEMY(smashed) ||
1934 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1935 smashed == EL_DX_SUPABOMB ||
1936 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1937 smashed == EL_DRACHE || smashed == EL_MOLE)
1942 else if (!IS_MOVING(x, y+1))
1944 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1949 else if (smashed == EL_KOKOSNUSS)
1951 Feld[x][y+1] = EL_CRACKINGNUT;
1952 PlaySoundLevel(x, y, SND_KNACK);
1953 RaiseScoreElement(EL_KOKOSNUSS);
1956 else if (smashed == EL_PEARL)
1958 Feld[x][y+1] = EL_PEARL_BREAKING;
1959 PlaySoundLevel(x, y, SND_KNACK);
1962 else if (smashed == EL_DIAMANT)
1964 Feld[x][y+1] = EL_LEERRAUM;
1965 PlaySoundLevel(x, y, SND_QUIRK);
1968 else if (IS_BELT_SWITCH(smashed))
1970 ToggleBeltSwitch(x, y+1);
1972 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1973 smashed == EL_SWITCHGATE_SWITCH_2)
1975 ToggleSwitchgateSwitch(x, y+1);
1977 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1978 smashed == EL_LIGHT_SWITCH_ON)
1980 ToggleLightSwitch(x, y+1);
1986 /* play sound of magic wall / mill */
1988 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1989 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1991 PlaySoundLevel(x, y, SND_QUIRK);
1995 /* play sound of object that hits the ground */
1996 if (lastline || object_hit)
2003 case EL_EDELSTEIN_BD:
2004 case EL_EDELSTEIN_GELB:
2005 case EL_EDELSTEIN_ROT:
2006 case EL_EDELSTEIN_LILA:
2008 case EL_SP_INFOTRON:
2014 case EL_FELSBROCKEN:
2019 sound = SND_SP_ZONKDOWN;
2022 case EL_SCHLUESSEL1:
2023 case EL_SCHLUESSEL2:
2024 case EL_SCHLUESSEL3:
2025 case EL_SCHLUESSEL4:
2042 PlaySoundLevel(x, y, sound);
2046 void TurnRound(int x, int y)
2058 { 0, 0 }, { 0, 0 }, { 0, 0 },
2063 int left, right, back;
2067 { MV_DOWN, MV_UP, MV_RIGHT },
2068 { MV_UP, MV_DOWN, MV_LEFT },
2070 { MV_LEFT, MV_RIGHT, MV_DOWN },
2071 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2072 { MV_RIGHT, MV_LEFT, MV_UP }
2075 int element = Feld[x][y];
2076 int old_move_dir = MovDir[x][y];
2077 int left_dir = turn[old_move_dir].left;
2078 int right_dir = turn[old_move_dir].right;
2079 int back_dir = turn[old_move_dir].back;
2081 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2082 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2083 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2084 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2086 int left_x = x+left_dx, left_y = y+left_dy;
2087 int right_x = x+right_dx, right_y = y+right_dy;
2088 int move_x = x+move_dx, move_y = y+move_dy;
2090 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2092 TestIfBadThingTouchesOtherBadThing(x, y);
2094 if (IN_LEV_FIELD(right_x, right_y) &&
2095 IS_FREE(right_x, right_y))
2096 MovDir[x][y] = right_dir;
2097 else if (!IN_LEV_FIELD(move_x, move_y) ||
2098 !IS_FREE(move_x, move_y))
2099 MovDir[x][y] = left_dir;
2101 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2103 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2106 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2107 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2109 TestIfBadThingTouchesOtherBadThing(x, y);
2111 if (IN_LEV_FIELD(left_x, left_y) &&
2112 IS_FREE(left_x, left_y))
2113 MovDir[x][y] = left_dir;
2114 else if (!IN_LEV_FIELD(move_x, move_y) ||
2115 !IS_FREE(move_x, move_y))
2116 MovDir[x][y] = right_dir;
2118 if ((element == EL_FLIEGER ||
2119 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2120 && MovDir[x][y] != old_move_dir)
2122 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2125 else if (element == EL_MAMPFER)
2127 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2129 if (IN_LEV_FIELD(left_x, left_y) &&
2130 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2131 Feld[left_x][left_y] == EL_DIAMANT))
2132 can_turn_left = TRUE;
2133 if (IN_LEV_FIELD(right_x, right_y) &&
2134 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2135 Feld[right_x][right_y] == EL_DIAMANT))
2136 can_turn_right = TRUE;
2138 if (can_turn_left && can_turn_right)
2139 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2140 else if (can_turn_left)
2141 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2142 else if (can_turn_right)
2143 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2145 MovDir[x][y] = back_dir;
2147 MovDelay[x][y] = 16+16*RND(3);
2149 else if (element == EL_MAMPFER2)
2151 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2153 if (IN_LEV_FIELD(left_x, left_y) &&
2154 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2155 IS_MAMPF2(Feld[left_x][left_y])))
2156 can_turn_left = TRUE;
2157 if (IN_LEV_FIELD(right_x, right_y) &&
2158 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2159 IS_MAMPF2(Feld[right_x][right_y])))
2160 can_turn_right = TRUE;
2162 if (can_turn_left && can_turn_right)
2163 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2164 else if (can_turn_left)
2165 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2166 else if (can_turn_right)
2167 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2169 MovDir[x][y] = back_dir;
2171 MovDelay[x][y] = 16+16*RND(3);
2173 else if (element == EL_PACMAN)
2175 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2177 if (IN_LEV_FIELD(left_x, left_y) &&
2178 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2179 IS_AMOEBOID(Feld[left_x][left_y])))
2180 can_turn_left = TRUE;
2181 if (IN_LEV_FIELD(right_x, right_y) &&
2182 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2183 IS_AMOEBOID(Feld[right_x][right_y])))
2184 can_turn_right = TRUE;
2186 if (can_turn_left && can_turn_right)
2187 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2188 else if (can_turn_left)
2189 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2190 else if (can_turn_right)
2191 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2193 MovDir[x][y] = back_dir;
2195 MovDelay[x][y] = 6+RND(40);
2197 else if (element == EL_SCHWEIN)
2199 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2200 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2201 boolean should_move_on = FALSE;
2203 int rnd = RND(rnd_value);
2205 if (IN_LEV_FIELD(left_x, left_y) &&
2206 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2207 can_turn_left = TRUE;
2208 if (IN_LEV_FIELD(right_x, right_y) &&
2209 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2210 can_turn_right = TRUE;
2211 if (IN_LEV_FIELD(move_x, move_y) &&
2212 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2215 if (can_turn_left &&
2217 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2218 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2219 should_turn_left = TRUE;
2220 if (can_turn_right &&
2222 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2223 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2224 should_turn_right = TRUE;
2226 (!can_turn_left || !can_turn_right ||
2227 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2228 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2229 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2230 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2231 should_move_on = TRUE;
2233 if (should_turn_left || should_turn_right || should_move_on)
2235 if (should_turn_left && should_turn_right && should_move_on)
2236 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2237 rnd < 2*rnd_value/3 ? right_dir :
2239 else if (should_turn_left && should_turn_right)
2240 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2241 else if (should_turn_left && should_move_on)
2242 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2243 else if (should_turn_right && should_move_on)
2244 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2245 else if (should_turn_left)
2246 MovDir[x][y] = left_dir;
2247 else if (should_turn_right)
2248 MovDir[x][y] = right_dir;
2249 else if (should_move_on)
2250 MovDir[x][y] = old_move_dir;
2252 else if (can_move_on && rnd > rnd_value/8)
2253 MovDir[x][y] = old_move_dir;
2254 else if (can_turn_left && can_turn_right)
2255 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2256 else if (can_turn_left && rnd > rnd_value/8)
2257 MovDir[x][y] = left_dir;
2258 else if (can_turn_right && rnd > rnd_value/8)
2259 MovDir[x][y] = right_dir;
2261 MovDir[x][y] = back_dir;
2263 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2264 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2265 MovDir[x][y] = old_move_dir;
2269 else if (element == EL_DRACHE)
2271 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2273 int rnd = RND(rnd_value);
2275 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2276 can_turn_left = TRUE;
2277 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2278 can_turn_right = TRUE;
2279 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2282 if (can_move_on && rnd > rnd_value/8)
2283 MovDir[x][y] = old_move_dir;
2284 else if (can_turn_left && can_turn_right)
2285 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2286 else if (can_turn_left && rnd > rnd_value/8)
2287 MovDir[x][y] = left_dir;
2288 else if (can_turn_right && rnd > rnd_value/8)
2289 MovDir[x][y] = right_dir;
2291 MovDir[x][y] = back_dir;
2293 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2294 MovDir[x][y] = old_move_dir;
2298 else if (element == EL_MOLE)
2300 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2302 if (IN_LEV_FIELD(move_x, move_y) &&
2303 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2304 Feld[move_x][move_y] == EL_DEAMOEBING))
2309 if (IN_LEV_FIELD(left_x, left_y) &&
2310 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2311 can_turn_left = TRUE;
2312 if (IN_LEV_FIELD(right_x, right_y) &&
2313 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2314 can_turn_right = TRUE;
2316 if (can_turn_left && can_turn_right)
2317 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2318 else if (can_turn_left)
2319 MovDir[x][y] = left_dir;
2321 MovDir[x][y] = right_dir;
2324 if (MovDir[x][y] != old_move_dir)
2327 else if (element == EL_BALLOON)
2329 MovDir[x][y] = game.balloon_dir;
2332 else if (element == EL_SPRING_MOVING)
2334 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2335 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2337 Feld[x][y] = EL_SPRING;
2338 MovDir[x][y] = MV_NO_MOVING;
2342 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2344 int attr_x = -1, attr_y = -1;
2355 for (i=0; i<MAX_PLAYERS; i++)
2357 struct PlayerInfo *player = &stored_player[i];
2358 int jx = player->jx, jy = player->jy;
2360 if (!player->active)
2363 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2371 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2377 if (element == EL_PINGUIN)
2380 static int xy[4][2] =
2390 int ex = x + xy[i%4][0];
2391 int ey = y + xy[i%4][1];
2393 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2402 MovDir[x][y] = MV_NO_MOVING;
2404 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2406 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2408 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2410 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2412 if (element == EL_ROBOT)
2416 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2417 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2418 Moving2Blocked(x, y, &newx, &newy);
2420 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2421 MovDelay[x][y] = 8+8*!RND(3);
2423 MovDelay[x][y] = 16;
2431 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2433 boolean first_horiz = RND(2);
2434 int new_move_dir = MovDir[x][y];
2437 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2438 Moving2Blocked(x, y, &newx, &newy);
2440 if (IN_LEV_FIELD(newx, newy) &&
2441 (IS_FREE(newx, newy) ||
2442 Feld[newx][newy] == EL_SALZSAEURE ||
2443 (element == EL_PINGUIN &&
2444 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2445 IS_MAMPF3(Feld[newx][newy])))))
2449 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2450 Moving2Blocked(x, y, &newx, &newy);
2452 if (IN_LEV_FIELD(newx, newy) &&
2453 (IS_FREE(newx, newy) ||
2454 Feld[newx][newy] == EL_SALZSAEURE ||
2455 (element == EL_PINGUIN &&
2456 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2457 IS_MAMPF3(Feld[newx][newy])))))
2460 MovDir[x][y] = old_move_dir;
2467 static boolean JustBeingPushed(int x, int y)
2471 for (i=0; i<MAX_PLAYERS; i++)
2473 struct PlayerInfo *player = &stored_player[i];
2475 if (player->active && player->Pushing && player->MovPos)
2477 int next_jx = player->jx + (player->jx - player->last_jx);
2478 int next_jy = player->jy + (player->jy - player->last_jy);
2480 if (x == next_jx && y == next_jy)
2488 void StartMoving(int x, int y)
2490 int element = Feld[x][y];
2495 if (CAN_FALL(element) && y<lev_fieldy-1)
2497 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2498 if (JustBeingPushed(x, y))
2501 if (element == EL_MORAST_VOLL)
2503 if (IS_FREE(x, y+1))
2505 InitMovingField(x, y, MV_DOWN);
2506 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2507 Store[x][y] = EL_FELSBROCKEN;
2509 else if (Feld[x][y+1] == EL_MORAST_LEER)
2511 if (!MovDelay[x][y])
2512 MovDelay[x][y] = TILEY + 1;
2521 Feld[x][y] = EL_MORAST_LEER;
2522 Feld[x][y+1] = EL_MORAST_VOLL;
2523 Store[x][y+1] = Store[x][y];
2527 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2528 Feld[x][y+1] == EL_MORAST_LEER)
2530 InitMovingField(x, y, MV_DOWN);
2531 Feld[x][y] = EL_QUICKSAND_FILLING;
2532 Store[x][y] = element;
2534 else if (element == EL_MAGIC_WALL_FULL)
2536 if (IS_FREE(x, y+1))
2538 InitMovingField(x, y, MV_DOWN);
2539 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2540 Store[x][y] = EL_CHANGED(Store[x][y]);
2542 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2544 if (!MovDelay[x][y])
2545 MovDelay[x][y] = TILEY/4 + 1;
2554 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2555 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2556 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2560 else if (element == EL_MAGIC_WALL_BD_FULL)
2562 if (IS_FREE(x, y+1))
2564 InitMovingField(x, y, MV_DOWN);
2565 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2566 Store[x][y] = EL_CHANGED2(Store[x][y]);
2568 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2570 if (!MovDelay[x][y])
2571 MovDelay[x][y] = TILEY/4 + 1;
2580 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2581 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2582 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2586 else if (CAN_CHANGE(element) &&
2587 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2588 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2590 InitMovingField(x, y, MV_DOWN);
2592 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2593 EL_MAGIC_WALL_BD_FILLING);
2594 Store[x][y] = element;
2596 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2599 InitMovingField(x, y, MV_DOWN);
2600 Store[x][y] = EL_SALZSAEURE;
2602 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2607 else if (IS_FREE(x, y+1))
2609 InitMovingField(x, y, MV_DOWN);
2611 else if (element == EL_TROPFEN)
2613 Feld[x][y] = EL_AMOEBING;
2614 Store[x][y] = EL_AMOEBE_NASS;
2616 /* Store[x][y+1] must be zero, because:
2617 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2620 #if OLD_GAME_BEHAVIOUR
2621 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2623 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2624 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2625 element != EL_DX_SUPABOMB)
2628 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2629 (IS_SLIPPERY_GEMS(Feld[x][y+1]) && IS_GEM(element))) &&
2630 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2631 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2634 boolean left = (x>0 && IS_FREE(x-1, y) &&
2635 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2636 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2637 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2641 if (left && right &&
2642 (game.emulation != EMU_BOULDERDASH &&
2643 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2644 left = !(right = RND(2));
2646 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2649 else if (IS_BELT(Feld[x][y+1]))
2651 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2652 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2653 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2654 int belt_dir = game.belt_dir[belt_nr];
2656 if ((belt_dir == MV_LEFT && left_is_free) ||
2657 (belt_dir == MV_RIGHT && right_is_free))
2658 InitMovingField(x, y, belt_dir);
2661 else if (CAN_MOVE(element))
2665 if ((element == EL_SONDE || element == EL_BALLOON ||
2666 element == EL_SPRING_MOVING)
2667 && JustBeingPushed(x, y))
2670 if (!MovDelay[x][y]) /* start new movement phase */
2672 /* all objects that can change their move direction after each step */
2673 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2675 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2678 if (MovDelay[x][y] && (element == EL_KAEFER ||
2679 element == EL_FLIEGER ||
2680 element == EL_SP_SNIKSNAK ||
2681 element == EL_SP_ELECTRON ||
2682 element == EL_MOLE))
2683 DrawLevelField(x, y);
2687 if (MovDelay[x][y]) /* wait some time before next movement */
2691 if (element == EL_ROBOT ||
2692 element == EL_MAMPFER || element == EL_MAMPFER2)
2694 int phase = MovDelay[x][y] % 8;
2699 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2700 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2702 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2703 && MovDelay[x][y]%4 == 3)
2704 PlaySoundLevel(x, y, SND_NJAM);
2706 else if (element == EL_SP_ELECTRON)
2707 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2708 else if (element == EL_DRACHE)
2711 int dir = MovDir[x][y];
2712 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2713 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2714 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2715 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2716 dir == MV_UP ? GFX_FLAMMEN_UP :
2717 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2718 int phase = FrameCounter % 2;
2720 for (i=1; i<=3; i++)
2722 int xx = x + i*dx, yy = y + i*dy;
2723 int sx = SCREENX(xx), sy = SCREENY(yy);
2725 if (!IN_LEV_FIELD(xx, yy) ||
2726 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2731 int flamed = MovingOrBlocked2Element(xx, yy);
2733 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2736 RemoveMovingField(xx, yy);
2738 Feld[xx][yy] = EL_BURNING;
2739 if (IN_SCR_FIELD(sx, sy))
2740 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2744 if (Feld[xx][yy] == EL_BURNING)
2745 Feld[xx][yy] = EL_LEERRAUM;
2746 DrawLevelField(xx, yy);
2755 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2757 PlaySoundLevel(x, y, SND_KLAPPER);
2759 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2761 PlaySoundLevel(x, y, SND_ROEHR);
2764 /* now make next step */
2766 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2768 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2769 !PLAYER_PROTECTED(newx, newy))
2773 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2776 /* enemy got the player */
2778 KillHero(PLAYERINFO(newx, newy));
2783 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2784 element == EL_SONDE || element == EL_BALLOON) &&
2785 IN_LEV_FIELD(newx, newy) &&
2786 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2789 Store[x][y] = EL_SALZSAEURE;
2791 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2793 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2795 Feld[x][y] = EL_LEERRAUM;
2796 DrawLevelField(x, y);
2798 PlaySoundLevel(newx, newy, SND_BUING);
2799 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2800 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2802 local_player->friends_still_needed--;
2803 if (!local_player->friends_still_needed &&
2804 !local_player->GameOver && AllPlayersGone)
2805 local_player->LevelSolved = local_player->GameOver = TRUE;
2809 else if (IS_MAMPF3(Feld[newx][newy]))
2811 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2812 DrawLevelField(newx, newy);
2814 MovDir[x][y] = MV_NO_MOVING;
2816 else if (!IS_FREE(newx, newy))
2818 if (IS_PLAYER(x, y))
2819 DrawPlayerField(x, y);
2821 DrawLevelField(x, y);
2825 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2827 if (IS_GEM(Feld[newx][newy]))
2829 if (IS_MOVING(newx, newy))
2830 RemoveMovingField(newx, newy);
2833 Feld[newx][newy] = EL_LEERRAUM;
2834 DrawLevelField(newx, newy);
2837 else if (!IS_FREE(newx, newy))
2839 if (IS_PLAYER(x, y))
2840 DrawPlayerField(x, y);
2842 DrawLevelField(x, y);
2846 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2848 if (!IS_FREE(newx, newy))
2850 if (IS_PLAYER(x, y))
2851 DrawPlayerField(x, y);
2853 DrawLevelField(x, y);
2858 boolean wanna_flame = !RND(10);
2859 int dx = newx - x, dy = newy - y;
2860 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2861 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2862 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2863 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2864 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2865 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2867 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2868 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2869 element1 != EL_BURNING && element2 != EL_BURNING)
2871 if (IS_PLAYER(x, y))
2872 DrawPlayerField(x, y);
2874 DrawLevelField(x, y);
2876 MovDelay[x][y] = 50;
2877 Feld[newx][newy] = EL_BURNING;
2878 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2879 Feld[newx1][newy1] = EL_BURNING;
2880 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2881 Feld[newx2][newy2] = EL_BURNING;
2886 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2887 Feld[newx][newy] == EL_DIAMANT)
2889 if (IS_MOVING(newx, newy))
2890 RemoveMovingField(newx, newy);
2893 Feld[newx][newy] = EL_LEERRAUM;
2894 DrawLevelField(newx, newy);
2897 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2898 IS_MAMPF2(Feld[newx][newy]))
2900 if (AmoebaNr[newx][newy])
2902 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2903 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2904 Feld[newx][newy] == EL_AMOEBE_BD)
2905 AmoebaCnt[AmoebaNr[newx][newy]]--;
2908 if (IS_MOVING(newx, newy))
2909 RemoveMovingField(newx, newy);
2912 Feld[newx][newy] = EL_LEERRAUM;
2913 DrawLevelField(newx, newy);
2916 else if ((element == EL_PACMAN || element == EL_MOLE)
2917 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2919 if (AmoebaNr[newx][newy])
2921 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2922 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2923 Feld[newx][newy] == EL_AMOEBE_BD)
2924 AmoebaCnt[AmoebaNr[newx][newy]]--;
2927 if (element == EL_MOLE)
2929 Feld[newx][newy] = EL_DEAMOEBING;
2930 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2931 return; /* wait for shrinking amoeba */
2933 else /* element == EL_PACMAN */
2935 Feld[newx][newy] = EL_LEERRAUM;
2936 DrawLevelField(newx, newy);
2939 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2940 (Feld[newx][newy] == EL_DEAMOEBING ||
2941 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2943 /* wait for shrinking amoeba to completely disappear */
2946 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2948 /* object was running against a wall */
2952 if (element == EL_KAEFER || element == EL_FLIEGER ||
2953 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2954 DrawLevelField(x, y);
2955 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2956 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2957 else if (element == EL_SONDE)
2958 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2959 else if (element == EL_SP_ELECTRON)
2960 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2962 if (DONT_TOUCH(element))
2963 TestIfBadThingTouchesHero(x, y);
2968 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2969 PlaySoundLevel(x, y, SND_SCHLURF);
2971 InitMovingField(x, y, MovDir[x][y]);
2975 ContinueMoving(x, y);
2978 void ContinueMoving(int x, int y)
2980 int element = Feld[x][y];
2981 int direction = MovDir[x][y];
2982 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2983 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2984 int horiz_move = (dx!=0);
2985 int newx = x + dx, newy = y + dy;
2986 int step = (horiz_move ? dx : dy) * TILEX / 8;
2988 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
2990 else if (element == EL_QUICKSAND_FILLING ||
2991 element == EL_QUICKSAND_EMPTYING)
2993 else if (element == EL_MAGIC_WALL_FILLING ||
2994 element == EL_MAGIC_WALL_BD_FILLING ||
2995 element == EL_MAGIC_WALL_EMPTYING ||
2996 element == EL_MAGIC_WALL_BD_EMPTYING)
2998 else if (CAN_FALL(element) && horiz_move &&
2999 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3001 else if (element == EL_SPRING_MOVING)
3004 #if OLD_GAME_BEHAVIOUR
3005 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3009 MovPos[x][y] += step;
3011 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3013 Feld[x][y] = EL_LEERRAUM;
3014 Feld[newx][newy] = element;
3016 if (element == EL_MOLE)
3019 static int xy[4][2] =
3027 Feld[x][y] = EL_ERDREICH;
3028 DrawLevelField(x, y);
3037 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3038 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3042 if (element == EL_QUICKSAND_FILLING)
3044 element = Feld[newx][newy] = get_next_element(element);
3045 Store[newx][newy] = Store[x][y];
3047 else if (element == EL_QUICKSAND_EMPTYING)
3049 Feld[x][y] = get_next_element(element);
3050 element = Feld[newx][newy] = Store[x][y];
3052 else if (element == EL_MAGIC_WALL_FILLING)
3054 element = Feld[newx][newy] = get_next_element(element);
3055 if (!game.magic_wall_active)
3056 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3057 Store[newx][newy] = Store[x][y];
3059 else if (element == EL_MAGIC_WALL_EMPTYING)
3061 Feld[x][y] = get_next_element(element);
3062 if (!game.magic_wall_active)
3063 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3064 element = Feld[newx][newy] = Store[x][y];
3066 else if (element == EL_MAGIC_WALL_BD_FILLING)
3068 element = Feld[newx][newy] = get_next_element(element);
3069 if (!game.magic_wall_active)
3070 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3071 Store[newx][newy] = Store[x][y];
3073 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3075 Feld[x][y] = get_next_element(element);
3076 if (!game.magic_wall_active)
3077 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3078 element = Feld[newx][newy] = Store[x][y];
3080 else if (element == EL_AMOEBA_DRIPPING)
3082 Feld[x][y] = get_next_element(element);
3083 element = Feld[newx][newy] = Store[x][y];
3085 else if (Store[x][y] == EL_SALZSAEURE)
3087 element = Feld[newx][newy] = EL_SALZSAEURE;
3091 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3092 MovDelay[newx][newy] = 0;
3094 if (!CAN_MOVE(element))
3095 MovDir[newx][newy] = 0;
3097 DrawLevelField(x, y);
3098 DrawLevelField(newx, newy);
3100 Stop[newx][newy] = TRUE;
3101 JustStopped[newx][newy] = 3;
3103 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3105 TestIfBadThingTouchesHero(newx, newy);
3106 TestIfBadThingTouchesFriend(newx, newy);
3107 TestIfBadThingTouchesOtherBadThing(newx, newy);
3109 else if (element == EL_PINGUIN)
3110 TestIfFriendTouchesBadThing(newx, newy);
3112 if (CAN_SMASH(element) && direction == MV_DOWN &&
3113 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3116 else /* still moving on */
3117 DrawLevelField(x, y);
3120 int AmoebeNachbarNr(int ax, int ay)
3123 int element = Feld[ax][ay];
3125 static int xy[4][2] =
3135 int x = ax + xy[i][0];
3136 int y = ay + xy[i][1];
3138 if (!IN_LEV_FIELD(x, y))
3141 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3142 group_nr = AmoebaNr[x][y];
3148 void AmoebenVereinigen(int ax, int ay)
3150 int i, x, y, xx, yy;
3151 int new_group_nr = AmoebaNr[ax][ay];
3152 static int xy[4][2] =
3160 if (new_group_nr == 0)
3168 if (!IN_LEV_FIELD(x, y))
3171 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3172 Feld[x][y] == EL_AMOEBE_BD ||
3173 Feld[x][y] == EL_AMOEBE_TOT) &&
3174 AmoebaNr[x][y] != new_group_nr)
3176 int old_group_nr = AmoebaNr[x][y];
3178 if (old_group_nr == 0)
3181 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3182 AmoebaCnt[old_group_nr] = 0;
3183 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3184 AmoebaCnt2[old_group_nr] = 0;
3186 for (yy=0; yy<lev_fieldy; yy++)
3188 for (xx=0; xx<lev_fieldx; xx++)
3190 if (AmoebaNr[xx][yy] == old_group_nr)
3191 AmoebaNr[xx][yy] = new_group_nr;
3198 void AmoebeUmwandeln(int ax, int ay)
3202 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3204 int group_nr = AmoebaNr[ax][ay];
3209 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3210 printf("AmoebeUmwandeln(): This should never happen!\n");
3215 for (y=0; y<lev_fieldy; y++)
3217 for (x=0; x<lev_fieldx; x++)
3219 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3222 Feld[x][y] = EL_AMOEBA2DIAM;
3230 static int xy[4][2] =
3243 if (!IN_LEV_FIELD(x, y))
3246 if (Feld[x][y] == EL_AMOEBA2DIAM)
3252 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3255 int group_nr = AmoebaNr[ax][ay];
3256 boolean done = FALSE;
3261 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3262 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3267 for (y=0; y<lev_fieldy; y++)
3269 for (x=0; x<lev_fieldx; x++)
3271 if (AmoebaNr[x][y] == group_nr &&
3272 (Feld[x][y] == EL_AMOEBE_TOT ||
3273 Feld[x][y] == EL_AMOEBE_BD ||
3274 Feld[x][y] == EL_AMOEBING))
3277 Feld[x][y] = new_element;
3278 InitField(x, y, FALSE);
3279 DrawLevelField(x, y);
3286 PlaySoundLevel(ax, ay,
3287 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3290 void AmoebeWaechst(int x, int y)
3292 static unsigned long sound_delay = 0;
3293 static unsigned long sound_delay_value = 0;
3295 if (!MovDelay[x][y]) /* start new growing cycle */
3299 if (DelayReached(&sound_delay, sound_delay_value))
3301 PlaySoundLevel(x, y, SND_AMOEBE);
3302 sound_delay_value = 30;
3306 if (MovDelay[x][y]) /* wait some time before growing bigger */
3309 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3310 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3312 if (!MovDelay[x][y])
3314 Feld[x][y] = Store[x][y];
3316 DrawLevelField(x, y);
3321 void AmoebeSchrumpft(int x, int y)
3323 static unsigned long sound_delay = 0;
3324 static unsigned long sound_delay_value = 0;
3326 if (!MovDelay[x][y]) /* start new shrinking cycle */
3330 if (DelayReached(&sound_delay, sound_delay_value))
3332 PlaySoundLevel(x, y, SND_BLURB);
3333 sound_delay_value = 30;
3337 if (MovDelay[x][y]) /* wait some time before shrinking */
3340 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3341 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3343 if (!MovDelay[x][y])
3345 Feld[x][y] = EL_LEERRAUM;
3346 DrawLevelField(x, y);
3348 /* don't let mole enter this field in this cycle;
3349 (give priority to objects falling to this field from above) */
3355 void AmoebeAbleger(int ax, int ay)
3358 int element = Feld[ax][ay];
3359 int newax = ax, neway = ay;
3360 static int xy[4][2] =
3368 if (!level.amoeba_speed)
3370 Feld[ax][ay] = EL_AMOEBE_TOT;
3371 DrawLevelField(ax, ay);
3375 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3376 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3378 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3381 if (MovDelay[ax][ay])
3385 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3388 int x = ax + xy[start][0];
3389 int y = ay + xy[start][1];
3391 if (!IN_LEV_FIELD(x, y))
3394 if (IS_FREE(x, y) ||
3395 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3401 if (newax == ax && neway == ay)
3404 else /* normal or "filled" (BD style) amoeba */
3407 boolean waiting_for_player = FALSE;
3411 int j = (start + i) % 4;
3412 int x = ax + xy[j][0];
3413 int y = ay + xy[j][1];
3415 if (!IN_LEV_FIELD(x, y))
3418 if (IS_FREE(x, y) ||
3419 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3425 else if (IS_PLAYER(x, y))
3426 waiting_for_player = TRUE;
3429 if (newax == ax && neway == ay) /* amoeba cannot grow */
3431 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3433 Feld[ax][ay] = EL_AMOEBE_TOT;
3434 DrawLevelField(ax, ay);
3435 AmoebaCnt[AmoebaNr[ax][ay]]--;
3437 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3439 if (element == EL_AMOEBE_VOLL)
3440 AmoebeUmwandeln(ax, ay);
3441 else if (element == EL_AMOEBE_BD)
3442 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3447 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3449 /* amoeba gets larger by growing in some direction */
3451 int new_group_nr = AmoebaNr[ax][ay];
3454 if (new_group_nr == 0)
3456 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3457 printf("AmoebeAbleger(): This should never happen!\n");
3462 AmoebaNr[newax][neway] = new_group_nr;
3463 AmoebaCnt[new_group_nr]++;
3464 AmoebaCnt2[new_group_nr]++;
3466 /* if amoeba touches other amoeba(s) after growing, unify them */
3467 AmoebenVereinigen(newax, neway);
3469 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3471 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3477 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3478 (neway == lev_fieldy - 1 && newax != ax))
3480 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3481 Store[newax][neway] = element;
3483 else if (neway == ay)
3484 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3487 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3488 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3489 Store[ax][ay] = EL_TROPFEN;
3490 ContinueMoving(ax, ay);
3494 DrawLevelField(newax, neway);
3497 void Life(int ax, int ay)
3500 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3502 int element = Feld[ax][ay];
3507 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3508 MovDelay[ax][ay] = life_time;
3510 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3513 if (MovDelay[ax][ay])
3517 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3519 int xx = ax+x1, yy = ay+y1;
3522 if (!IN_LEV_FIELD(xx, yy))
3525 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3527 int x = xx+x2, y = yy+y2;
3529 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3532 if (((Feld[x][y] == element ||
3533 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3535 (IS_FREE(x, y) && Stop[x][y]))
3539 if (xx == ax && yy == ay) /* field in the middle */
3541 if (nachbarn<life[0] || nachbarn>life[1])
3543 Feld[xx][yy] = EL_LEERRAUM;
3545 DrawLevelField(xx, yy);
3546 Stop[xx][yy] = TRUE;
3549 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3550 { /* free border field */
3551 if (nachbarn>=life[2] && nachbarn<=life[3])
3553 Feld[xx][yy] = element;
3554 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3556 DrawLevelField(xx, yy);
3557 Stop[xx][yy] = TRUE;
3563 void Ablenk(int x, int y)
3565 if (!MovDelay[x][y]) /* next animation frame */
3566 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3568 if (MovDelay[x][y]) /* wait some time before next frame */
3573 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3574 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3575 if (!(MovDelay[x][y]%4))
3576 PlaySoundLevel(x, y, SND_MIEP);
3581 Feld[x][y] = EL_ABLENK_AUS;
3582 DrawLevelField(x, y);
3583 if (ZX == x && ZY == y)
3587 void TimegateWheel(int x, int y)
3589 if (!MovDelay[x][y]) /* next animation frame */
3590 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3592 if (MovDelay[x][y]) /* wait some time before next frame */
3597 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3598 DrawGraphic(SCREENX(x), SCREENY(y),
3599 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3600 if (!(MovDelay[x][y]%4))
3601 PlaySoundLevel(x, y, SND_MIEP);
3606 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3607 DrawLevelField(x, y);
3608 if (ZX == x && ZY == y)
3612 void Birne(int x, int y)
3614 if (!MovDelay[x][y]) /* next animation frame */
3615 MovDelay[x][y] = 800;
3617 if (MovDelay[x][y]) /* wait some time before next frame */
3622 if (!(MovDelay[x][y]%5))
3624 if (!(MovDelay[x][y]%10))
3625 Feld[x][y]=EL_ABLENK_EIN;
3627 Feld[x][y]=EL_ABLENK_AUS;
3628 DrawLevelField(x, y);
3629 Feld[x][y]=EL_ABLENK_EIN;
3635 Feld[x][y]=EL_ABLENK_AUS;
3636 DrawLevelField(x, y);
3637 if (ZX == x && ZY == y)
3641 void Blubber(int x, int y)
3643 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3644 DrawLevelField(x, y-1);
3646 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3649 void NussKnacken(int x, int y)
3651 if (!MovDelay[x][y]) /* next animation frame */
3654 if (MovDelay[x][y]) /* wait some time before next frame */
3657 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3658 DrawGraphic(SCREENX(x), SCREENY(y),
3659 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3661 if (!MovDelay[x][y])
3663 Feld[x][y] = EL_EDELSTEIN;
3664 DrawLevelField(x, y);
3669 void BreakingPearl(int x, int y)
3671 if (!MovDelay[x][y]) /* next animation frame */
3674 if (MovDelay[x][y]) /* wait some time before next frame */
3677 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3678 DrawGraphic(SCREENX(x), SCREENY(y),
3679 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3681 if (!MovDelay[x][y])
3683 Feld[x][y] = EL_LEERRAUM;
3684 DrawLevelField(x, y);
3689 void SiebAktivieren(int x, int y, int typ)
3691 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3693 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3696 void AusgangstuerPruefen(int x, int y)
3698 if (!local_player->gems_still_needed &&
3699 !local_player->sokobanfields_still_needed &&
3700 !local_player->lights_still_needed)
3702 Feld[x][y] = EL_AUSGANG_ACT;
3704 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3705 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3706 y < LEVELY(BY1) ? LEVELY(BY1) :
3707 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3712 void AusgangstuerOeffnen(int x, int y)
3716 if (!MovDelay[x][y]) /* next animation frame */
3717 MovDelay[x][y] = 5*delay;
3719 if (MovDelay[x][y]) /* wait some time before next frame */
3724 tuer = MovDelay[x][y]/delay;
3725 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3726 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3728 if (!MovDelay[x][y])
3730 Feld[x][y] = EL_AUSGANG_AUF;
3731 DrawLevelField(x, y);
3736 void AusgangstuerBlinken(int x, int y)
3738 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3741 void OpenSwitchgate(int x, int y)
3745 if (!MovDelay[x][y]) /* next animation frame */
3746 MovDelay[x][y] = 5 * delay;
3748 if (MovDelay[x][y]) /* wait some time before next frame */
3753 phase = MovDelay[x][y] / delay;
3754 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3755 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3757 if (!MovDelay[x][y])
3759 Feld[x][y] = EL_SWITCHGATE_OPEN;
3760 DrawLevelField(x, y);
3765 void CloseSwitchgate(int x, int y)
3769 if (!MovDelay[x][y]) /* next animation frame */
3770 MovDelay[x][y] = 5 * delay;
3772 if (MovDelay[x][y]) /* wait some time before next frame */
3777 phase = MovDelay[x][y] / delay;
3778 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3779 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3781 if (!MovDelay[x][y])
3783 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3784 DrawLevelField(x, y);
3789 void OpenTimegate(int x, int y)
3793 if (!MovDelay[x][y]) /* next animation frame */
3794 MovDelay[x][y] = 5 * delay;
3796 if (MovDelay[x][y]) /* wait some time before next frame */
3801 phase = MovDelay[x][y] / delay;
3802 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3803 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3805 if (!MovDelay[x][y])
3807 Feld[x][y] = EL_TIMEGATE_OPEN;
3808 DrawLevelField(x, y);
3813 void CloseTimegate(int x, int y)
3817 if (!MovDelay[x][y]) /* next animation frame */
3818 MovDelay[x][y] = 5 * delay;
3820 if (MovDelay[x][y]) /* wait some time before next frame */
3825 phase = MovDelay[x][y] / delay;
3826 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3827 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3829 if (!MovDelay[x][y])
3831 Feld[x][y] = EL_TIMEGATE_CLOSED;
3832 DrawLevelField(x, y);
3837 static void CloseAllOpenTimegates()
3841 for (y=0; y<lev_fieldy; y++)
3843 for (x=0; x<lev_fieldx; x++)
3845 int element = Feld[x][y];
3847 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3849 Feld[x][y] = EL_TIMEGATE_CLOSING;
3850 PlaySoundLevel(x, y, SND_OEFFNEN);
3856 void EdelsteinFunkeln(int x, int y)
3858 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3861 if (Feld[x][y] == EL_EDELSTEIN_BD)
3862 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3865 if (!MovDelay[x][y]) /* next animation frame */
3866 MovDelay[x][y] = 11 * !SimpleRND(500);
3868 if (MovDelay[x][y]) /* wait some time before next frame */
3872 if (setup.direct_draw && MovDelay[x][y])
3873 SetDrawtoField(DRAW_BUFFERED);
3875 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3879 int phase = (MovDelay[x][y]-1)/2;
3884 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3886 if (setup.direct_draw)
3890 dest_x = FX + SCREENX(x)*TILEX;
3891 dest_y = FY + SCREENY(y)*TILEY;
3893 BlitBitmap(drawto_field, window,
3894 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3895 SetDrawtoField(DRAW_DIRECT);
3902 void MauerWaechst(int x, int y)
3906 if (!MovDelay[x][y]) /* next animation frame */
3907 MovDelay[x][y] = 3*delay;
3909 if (MovDelay[x][y]) /* wait some time before next frame */
3914 phase = 2-MovDelay[x][y]/delay;
3915 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3916 DrawGraphic(SCREENX(x), SCREENY(y),
3917 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3918 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3919 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3920 GFX_MAUER_DOWN ) + phase);
3922 if (!MovDelay[x][y])
3924 if (MovDir[x][y] == MV_LEFT)
3926 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3927 DrawLevelField(x-1, y);
3929 else if (MovDir[x][y] == MV_RIGHT)
3931 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3932 DrawLevelField(x+1, y);
3934 else if (MovDir[x][y] == MV_UP)
3936 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3937 DrawLevelField(x, y-1);
3941 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3942 DrawLevelField(x, y+1);
3945 Feld[x][y] = Store[x][y];
3947 MovDir[x][y] = MV_NO_MOVING;
3948 DrawLevelField(x, y);
3953 void MauerAbleger(int ax, int ay)
3955 int element = Feld[ax][ay];
3956 boolean oben_frei = FALSE, unten_frei = FALSE;
3957 boolean links_frei = FALSE, rechts_frei = FALSE;
3958 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3959 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3961 if (!MovDelay[ax][ay]) /* start building new wall */
3962 MovDelay[ax][ay] = 6;
3964 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3967 if (MovDelay[ax][ay])
3971 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3973 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3975 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3977 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3980 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3984 Feld[ax][ay-1] = EL_MAUERND;
3985 Store[ax][ay-1] = element;
3986 MovDir[ax][ay-1] = MV_UP;
3987 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3988 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3992 Feld[ax][ay+1] = EL_MAUERND;
3993 Store[ax][ay+1] = element;
3994 MovDir[ax][ay+1] = MV_DOWN;
3995 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3996 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4000 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4001 element == EL_MAUER_LEBT)
4005 Feld[ax-1][ay] = EL_MAUERND;
4006 Store[ax-1][ay] = element;
4007 MovDir[ax-1][ay] = MV_LEFT;
4008 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4009 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4013 Feld[ax+1][ay] = EL_MAUERND;
4014 Store[ax+1][ay] = element;
4015 MovDir[ax+1][ay] = MV_RIGHT;
4016 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4017 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4021 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4022 DrawLevelField(ax, ay);
4024 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4026 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4027 unten_massiv = TRUE;
4028 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4029 links_massiv = TRUE;
4030 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4031 rechts_massiv = TRUE;
4033 if (((oben_massiv && unten_massiv) ||
4034 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4035 ((links_massiv && rechts_massiv) ||
4036 element == EL_MAUER_Y))
4037 Feld[ax][ay] = EL_MAUERWERK;
4040 void CheckForDragon(int x, int y)
4043 boolean dragon_found = FALSE;
4044 static int xy[4][2] =
4056 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4058 if (IN_LEV_FIELD(xx, yy) &&
4059 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4061 if (Feld[xx][yy] == EL_DRACHE)
4062 dragon_found = TRUE;
4075 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4077 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4079 Feld[xx][yy] = EL_LEERRAUM;
4080 DrawLevelField(xx, yy);
4089 static void CheckBuggyBase(int x, int y)
4091 int element = Feld[x][y];
4093 if (element == EL_SP_BUG)
4095 if (!MovDelay[x][y]) /* wait some time before activating base */
4096 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4101 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4102 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4106 Feld[x][y] = EL_SP_BUG_ACTIVE;
4109 else if (element == EL_SP_BUG_ACTIVE)
4111 if (!MovDelay[x][y]) /* start activating buggy base */
4112 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4120 static int xy[4][2] =
4128 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4129 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4133 int xx = x + xy[i][0], yy = y + xy[i][1];
4135 if (IS_PLAYER(xx, yy))
4137 PlaySoundLevel(x, y, SND_SP_BUG);
4145 Feld[x][y] = EL_SP_BUG;
4146 DrawLevelField(x, y);
4151 static void CheckTrap(int x, int y)
4153 int element = Feld[x][y];
4155 if (element == EL_TRAP_INACTIVE)
4157 if (!MovDelay[x][y]) /* wait some time before activating trap */
4158 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4166 Feld[x][y] = EL_TRAP_ACTIVE;
4169 else if (element == EL_TRAP_ACTIVE)
4174 if (!MovDelay[x][y]) /* start activating trap */
4175 MovDelay[x][y] = num_frames * delay;
4183 if (!(MovDelay[x][y] % delay))
4185 int phase = MovDelay[x][y]/delay;
4187 if (phase >= num_frames/2)
4188 phase = num_frames - phase;
4190 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4192 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4193 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4200 Feld[x][y] = EL_TRAP_INACTIVE;
4201 DrawLevelField(x, y);
4206 static void DrawBeltAnimation(int x, int y, int element)
4208 int belt_nr = getBeltNrFromElement(element);
4209 int belt_dir = game.belt_dir[belt_nr];
4211 if (belt_dir != MV_NO_MOVING)
4214 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4215 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4217 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4221 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4223 static byte stored_player_action[MAX_PLAYERS];
4224 static int num_stored_actions = 0;
4226 static boolean save_tape_entry = FALSE;
4228 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4229 int left = player_action & JOY_LEFT;
4230 int right = player_action & JOY_RIGHT;
4231 int up = player_action & JOY_UP;
4232 int down = player_action & JOY_DOWN;
4233 int button1 = player_action & JOY_BUTTON_1;
4234 int button2 = player_action & JOY_BUTTON_2;
4235 int dx = (left ? -1 : right ? 1 : 0);
4236 int dy = (up ? -1 : down ? 1 : 0);
4238 stored_player_action[player->index_nr] = 0;
4239 num_stored_actions++;
4241 if (!player->active || tape.pausing)
4247 save_tape_entry = TRUE;
4249 player->frame_reset_delay = 0;
4252 snapped = SnapField(player, dx, dy);
4256 bombed = PlaceBomb(player);
4257 moved = MoveFigure(player, dx, dy);
4261 if (tape.recording && (moved || snapped || bombed))
4263 if (bombed && !moved)
4264 player_action &= JOY_BUTTON;
4266 stored_player_action[player->index_nr] = player_action;
4267 save_tape_entry = TRUE;
4269 else if (tape.playing && snapped)
4270 SnapField(player, 0, 0); /* stop snapping */
4272 stored_player_action[player->index_nr] = player_action;
4277 /* no actions for this player (no input at player's configured device) */
4279 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4280 SnapField(player, 0, 0);
4281 CheckGravityMovement(player);
4284 if (player->MovPos == 0) /* needed for tape.playing */
4285 player->is_moving = FALSE;
4288 if (player->MovPos == 0) /* needed for tape.playing */
4289 player->last_move_dir = MV_NO_MOVING;
4291 /* !!! CHECK THIS AGAIN !!!
4292 (Seems to be needed for some EL_ROBOT stuff, but breaks
4293 tapes when walking through pipes!)
4296 /* it seems that "player->last_move_dir" is misused as some sort of
4297 "player->is_just_moving_in_this_moment", which is needed for the
4298 robot stuff (robots don't kill players when they are moving)
4302 if (++player->frame_reset_delay > player->move_delay_value)
4307 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4309 TapeRecordAction(stored_player_action);
4310 num_stored_actions = 0;
4311 save_tape_entry = FALSE;
4314 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4316 TapeRecordAction(stored_player_action);
4317 num_stored_actions = 0;
4322 if (tape.playing && !tape.pausing && !player_action &&
4323 tape.counter < tape.length)
4325 int jx = player->jx, jy = player->jy;
4327 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4329 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4330 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4332 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4334 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4336 int el = Feld[jx+dx][jy];
4337 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4338 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4340 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4342 player->MovDir = next_joy;
4343 player->Frame = FrameCounter % 4;
4344 player->Pushing = TRUE;
4354 static unsigned long action_delay = 0;
4355 unsigned long action_delay_value;
4356 int sieb_x = 0, sieb_y = 0;
4357 int i, x, y, element;
4358 byte *recorded_player_action;
4359 byte summarized_player_action = 0;
4361 if (game_status != PLAYING)
4364 action_delay_value =
4365 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4367 /* ---------- main game synchronization point ---------- */
4369 WaitUntilDelayReached(&action_delay, action_delay_value);
4371 if (network_playing && !network_player_action_received)
4375 printf("DEBUG: try to get network player actions in time\n");
4379 #if defined(PLATFORM_UNIX)
4380 /* last chance to get network player actions without main loop delay */
4384 if (game_status != PLAYING)
4387 if (!network_player_action_received)
4391 printf("DEBUG: failed to get network player actions in time\n");
4403 else if (tape.recording)
4406 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4408 for (i=0; i<MAX_PLAYERS; i++)
4410 summarized_player_action |= stored_player[i].action;
4412 if (!network_playing)
4413 stored_player[i].effective_action = stored_player[i].action;
4416 #if defined(PLATFORM_UNIX)
4417 if (network_playing)
4418 SendToServer_MovePlayer(summarized_player_action);
4421 if (!options.network && !setup.team_mode)
4422 local_player->effective_action = summarized_player_action;
4424 for (i=0; i<MAX_PLAYERS; i++)
4426 int actual_player_action = stored_player[i].effective_action;
4428 if (stored_player[i].programmed_action)
4429 actual_player_action = stored_player[i].programmed_action;
4431 if (recorded_player_action)
4432 actual_player_action = recorded_player_action[i];
4434 PlayerActions(&stored_player[i], actual_player_action);
4435 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4438 network_player_action_received = FALSE;
4440 ScrollScreen(NULL, SCROLL_GO_ON);
4446 if (TimeFrames == 0 && local_player->active)
4448 extern unsigned int last_RND();
4450 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4451 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4458 if (GameFrameDelay >= 500)
4459 printf("FrameCounter == %d\n", FrameCounter);
4468 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4471 if (JustStopped[x][y] > 0)
4472 JustStopped[x][y]--;
4475 if (IS_BLOCKED(x, y))
4479 Blocked2Moving(x, y, &oldx, &oldy);
4480 if (!IS_MOVING(oldx, oldy))
4482 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4483 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4484 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4485 printf("GameActions(): This should never happen!\n");
4491 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4493 element = Feld[x][y];
4495 if (IS_INACTIVE(element))
4498 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4502 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4503 EdelsteinFunkeln(x, y);
4505 else if (IS_MOVING(x, y))
4506 ContinueMoving(x, y);
4507 else if (IS_ACTIVE_BOMB(element))
4508 CheckDynamite(x, y);
4510 else if (element == EL_EXPLODING && !game.explosions_delayed)
4511 Explode(x, y, Frame[x][y], EX_NORMAL);
4513 else if (element == EL_AMOEBING)
4514 AmoebeWaechst(x, y);
4515 else if (element == EL_DEAMOEBING)
4516 AmoebeSchrumpft(x, y);
4518 #if !USE_NEW_AMOEBA_CODE
4519 else if (IS_AMOEBALIVE(element))
4520 AmoebeAbleger(x, y);
4523 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4525 else if (element == EL_ABLENK_EIN)
4527 else if (element == EL_TIMEGATE_SWITCH_ON)
4528 TimegateWheel(x, y);
4529 else if (element == EL_SALZSAEURE)
4531 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4533 else if (element == EL_CRACKINGNUT)
4535 else if (element == EL_PEARL_BREAKING)
4536 BreakingPearl(x, y);
4537 else if (element == EL_AUSGANG_ZU)
4538 AusgangstuerPruefen(x, y);
4539 else if (element == EL_AUSGANG_ACT)
4540 AusgangstuerOeffnen(x, y);
4541 else if (element == EL_AUSGANG_AUF)
4542 AusgangstuerBlinken(x, y);
4543 else if (element == EL_MAUERND)
4545 else if (element == EL_MAUER_LEBT ||
4546 element == EL_MAUER_X ||
4547 element == EL_MAUER_Y ||
4548 element == EL_MAUER_XY)
4550 else if (element == EL_BURNING)
4551 CheckForDragon(x, y);
4552 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4553 CheckBuggyBase(x, y);
4554 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4556 else if (element == EL_SP_TERMINAL)
4557 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4558 else if (element == EL_SP_TERMINAL_ACTIVE)
4559 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4560 else if (IS_BELT(element))
4561 DrawBeltAnimation(x, y, element);
4562 else if (element == EL_SWITCHGATE_OPENING)
4563 OpenSwitchgate(x, y);
4564 else if (element == EL_SWITCHGATE_CLOSING)
4565 CloseSwitchgate(x, y);
4566 else if (element == EL_TIMEGATE_OPENING)
4568 else if (element == EL_TIMEGATE_CLOSING)
4569 CloseTimegate(x, y);
4570 else if (element == EL_EXTRA_TIME)
4571 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4572 else if (element == EL_SHIELD_PASSIVE)
4573 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4574 else if (element == EL_SHIELD_ACTIVE)
4575 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4577 if (game.magic_wall_active)
4579 boolean sieb = FALSE;
4580 int jx = local_player->jx, jy = local_player->jy;
4582 if (element == EL_MAGIC_WALL_FULL ||
4583 element == EL_MAGIC_WALL_EMPTY ||
4584 element == EL_MAGIC_WALL_EMPTYING)
4586 SiebAktivieren(x, y, 1);
4589 else if (element == EL_MAGIC_WALL_BD_FULL ||
4590 element == EL_MAGIC_WALL_BD_EMPTY ||
4591 element == EL_MAGIC_WALL_BD_EMPTYING)
4593 SiebAktivieren(x, y, 2);
4597 /* play the element sound at the position nearest to the player */
4598 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4606 #if USE_NEW_AMOEBA_CODE
4607 /* new experimental amoeba growth stuff */
4609 if (!(FrameCounter % 8))
4612 static unsigned long random = 1684108901;
4614 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4617 x = (random >> 10) % lev_fieldx;
4618 y = (random >> 20) % lev_fieldy;
4620 x = RND(lev_fieldx);
4621 y = RND(lev_fieldy);
4623 element = Feld[x][y];
4625 if (!IS_PLAYER(x,y) &&
4626 (element == EL_LEERRAUM ||
4627 element == EL_ERDREICH ||
4628 element == EL_MORAST_LEER ||
4629 element == EL_BLURB_LEFT ||
4630 element == EL_BLURB_RIGHT))
4632 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4633 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4634 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4635 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4636 Feld[x][y] = EL_TROPFEN;
4639 random = random * 129 + 1;
4645 if (game.explosions_delayed)
4648 game.explosions_delayed = FALSE;
4650 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4652 element = Feld[x][y];
4654 if (ExplodeField[x][y])
4655 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4656 else if (element == EL_EXPLODING)
4657 Explode(x, y, Frame[x][y], EX_NORMAL);
4659 ExplodeField[x][y] = EX_NO_EXPLOSION;
4662 game.explosions_delayed = TRUE;
4665 if (game.magic_wall_active)
4667 if (!(game.magic_wall_time_left % 4))
4668 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4670 if (game.magic_wall_time_left > 0)
4672 game.magic_wall_time_left--;
4673 if (!game.magic_wall_time_left)
4675 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4677 element = Feld[x][y];
4679 if (element == EL_MAGIC_WALL_EMPTY ||
4680 element == EL_MAGIC_WALL_FULL)
4682 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4683 DrawLevelField(x, y);
4685 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4686 element == EL_MAGIC_WALL_BD_FULL)
4688 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4689 DrawLevelField(x, y);
4693 game.magic_wall_active = FALSE;
4698 if (game.light_time_left > 0)
4700 game.light_time_left--;
4702 if (game.light_time_left == 0)
4704 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4706 element = Feld[x][y];
4708 if (element == EL_LIGHT_SWITCH_ON)
4710 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4711 DrawLevelField(x, y);
4713 else if (element == EL_INVISIBLE_STEEL ||
4714 element == EL_UNSICHTBAR ||
4715 element == EL_SAND_INVISIBLE)
4716 DrawLevelField(x, y);
4721 if (game.timegate_time_left > 0)
4723 game.timegate_time_left--;
4725 if (game.timegate_time_left == 0)
4726 CloseAllOpenTimegates();
4729 if (TimeFrames >= (1000 / GameFrameDelay))
4734 for (i=0; i<MAX_PLAYERS; i++)
4736 if (SHIELD_ON(&stored_player[i]))
4738 stored_player[i].shield_passive_time_left--;
4740 if (stored_player[i].shield_active_time_left > 0)
4741 stored_player[i].shield_active_time_left--;
4745 if (tape.recording || tape.playing)
4746 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4752 if (TimeLeft <= 10 && setup.time_limit)
4753 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4755 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4757 if (!TimeLeft && setup.time_limit)
4758 for (i=0; i<MAX_PLAYERS; i++)
4759 KillHero(&stored_player[i]);
4761 else if (level.time == 0) /* level without time limit */
4762 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4767 if (options.debug) /* calculate frames per second */
4769 static unsigned long fps_counter = 0;
4770 static int fps_frames = 0;
4771 unsigned long fps_delay_ms = Counter() - fps_counter;
4775 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4777 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4780 fps_counter = Counter();
4783 redraw_mask |= REDRAW_FPS;
4787 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4789 int min_x = x, min_y = y, max_x = x, max_y = y;
4792 for (i=0; i<MAX_PLAYERS; i++)
4794 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4796 if (!stored_player[i].active || &stored_player[i] == player)
4799 min_x = MIN(min_x, jx);
4800 min_y = MIN(min_y, jy);
4801 max_x = MAX(max_x, jx);
4802 max_y = MAX(max_y, jy);
4805 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4808 static boolean AllPlayersInVisibleScreen()
4812 for (i=0; i<MAX_PLAYERS; i++)
4814 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4816 if (!stored_player[i].active)
4819 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4826 void ScrollLevel(int dx, int dy)
4828 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4831 BlitBitmap(drawto_field, drawto_field,
4832 FX + TILEX*(dx == -1) - softscroll_offset,
4833 FY + TILEY*(dy == -1) - softscroll_offset,
4834 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4835 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4836 FX + TILEX*(dx == 1) - softscroll_offset,
4837 FY + TILEY*(dy == 1) - softscroll_offset);
4841 x = (dx == 1 ? BX1 : BX2);
4842 for (y=BY1; y<=BY2; y++)
4843 DrawScreenField(x, y);
4847 y = (dy == 1 ? BY1 : BY2);
4848 for (x=BX1; x<=BX2; x++)
4849 DrawScreenField(x, y);
4852 redraw_mask |= REDRAW_FIELD;
4855 static void CheckGravityMovement(struct PlayerInfo *player)
4857 if (level.gravity && !player->programmed_action)
4859 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4860 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4862 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4863 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4864 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4865 int jx = player->jx, jy = player->jy;
4866 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4867 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4868 int new_jx = jx + dx, new_jy = jy + dy;
4869 boolean field_under_player_is_free =
4870 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4871 boolean player_is_moving_to_valid_field =
4872 (IN_LEV_FIELD(new_jx, new_jy) &&
4873 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4874 Feld[new_jx][new_jy] == EL_ERDREICH));
4876 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4877 player->programmed_action = MV_DOWN;
4881 boolean MoveFigureOneStep(struct PlayerInfo *player,
4882 int dx, int dy, int real_dx, int real_dy)
4884 int jx = player->jx, jy = player->jy;
4885 int new_jx = jx+dx, new_jy = jy+dy;
4889 if (!player->active || (!dx && !dy))
4890 return MF_NO_ACTION;
4892 player->MovDir = (dx < 0 ? MV_LEFT :
4895 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4897 if (!IN_LEV_FIELD(new_jx, new_jy))
4898 return MF_NO_ACTION;
4900 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4901 return MF_NO_ACTION;
4904 element = MovingOrBlocked2Element(new_jx, new_jy);
4906 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4909 if (DONT_GO_TO(element))
4911 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4914 Feld[jx][jy] = EL_SPIELFIGUR;
4915 InitMovingField(jx, jy, MV_DOWN);
4916 Store[jx][jy] = EL_SALZSAEURE;
4917 ContinueMoving(jx, jy);
4921 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
4926 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4927 if (can_move != MF_MOVING)
4930 StorePlayer[jx][jy] = 0;
4931 player->last_jx = jx;
4932 player->last_jy = jy;
4933 jx = player->jx = new_jx;
4934 jy = player->jy = new_jy;
4935 StorePlayer[jx][jy] = player->element_nr;
4938 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4940 ScrollFigure(player, SCROLL_INIT);
4945 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4947 int jx = player->jx, jy = player->jy;
4948 int old_jx = jx, old_jy = jy;
4949 int moved = MF_NO_ACTION;
4951 if (!player->active || (!dx && !dy))
4955 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4959 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4960 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
4964 /* remove the last programmed player action */
4965 player->programmed_action = 0;
4969 /* should only happen if pre-1.2 tape recordings are played */
4970 /* this is only for backward compatibility */
4972 int original_move_delay_value = player->move_delay_value;
4975 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4978 /* scroll remaining steps with finest movement resolution */
4979 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4981 while (player->MovPos)
4983 ScrollFigure(player, SCROLL_GO_ON);
4984 ScrollScreen(NULL, SCROLL_GO_ON);
4990 player->move_delay_value = original_move_delay_value;
4993 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4995 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4996 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5000 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5001 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5007 if (moved & MF_MOVING && !ScreenMovPos &&
5008 (player == local_player || !options.network))
5010 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5011 int offset = (setup.scroll_delay ? 3 : 0);
5013 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5015 /* actual player has left the screen -- scroll in that direction */
5016 if (jx != old_jx) /* player has moved horizontally */
5017 scroll_x += (jx - old_jx);
5018 else /* player has moved vertically */
5019 scroll_y += (jy - old_jy);
5023 if (jx != old_jx) /* player has moved horizontally */
5025 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5026 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5027 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5029 /* don't scroll over playfield boundaries */
5030 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5031 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5033 /* don't scroll more than one field at a time */
5034 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5036 /* don't scroll against the player's moving direction */
5037 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5038 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5039 scroll_x = old_scroll_x;
5041 else /* player has moved vertically */
5043 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5044 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5045 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5047 /* don't scroll over playfield boundaries */
5048 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5049 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5051 /* don't scroll more than one field at a time */
5052 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5054 /* don't scroll against the player's moving direction */
5055 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5056 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5057 scroll_y = old_scroll_y;
5061 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5063 if (!options.network && !AllPlayersInVisibleScreen())
5065 scroll_x = old_scroll_x;
5066 scroll_y = old_scroll_y;
5070 ScrollScreen(player, SCROLL_INIT);
5071 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5076 if (!(moved & MF_MOVING) && !player->Pushing)
5079 player->Frame = (player->Frame + 1) % 4;
5081 if (moved & MF_MOVING)
5083 if (old_jx != jx && old_jy == jy)
5084 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5085 else if (old_jx == jx && old_jy != jy)
5086 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5088 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5090 player->last_move_dir = player->MovDir;
5091 player->is_moving = TRUE;
5095 CheckGravityMovement(player);
5098 player->last_move_dir = MV_NO_MOVING;
5100 player->is_moving = FALSE;
5103 TestIfHeroTouchesBadThing(jx, jy);
5105 if (!player->active)
5111 void ScrollFigure(struct PlayerInfo *player, int mode)
5113 int jx = player->jx, jy = player->jy;
5114 int last_jx = player->last_jx, last_jy = player->last_jy;
5115 int move_stepsize = TILEX / player->move_delay_value;
5117 if (!player->active || !player->MovPos)
5120 if (mode == SCROLL_INIT)
5122 player->actual_frame_counter = FrameCounter;
5123 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5125 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5126 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5131 else if (!FrameReached(&player->actual_frame_counter, 1))
5134 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5135 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5137 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5138 Feld[last_jx][last_jy] = EL_LEERRAUM;
5140 /* before DrawPlayer() to draw correct player graphic for this case */
5141 if (player->MovPos == 0)
5142 CheckGravityMovement(player);
5146 if (player->MovPos == 0)
5148 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5150 /* continue with normal speed after quickly moving through gate */
5151 HALVE_PLAYER_SPEED(player);
5153 /* be able to make the next move without delay */
5154 player->move_delay = 0;
5157 player->last_jx = jx;
5158 player->last_jy = jy;
5160 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5164 if (!local_player->friends_still_needed)
5165 player->LevelSolved = player->GameOver = TRUE;
5170 void ScrollScreen(struct PlayerInfo *player, int mode)
5172 static unsigned long screen_frame_counter = 0;
5174 if (mode == SCROLL_INIT)
5176 /* set scrolling step size according to actual player's moving speed */
5177 ScrollStepSize = TILEX / player->move_delay_value;
5179 screen_frame_counter = FrameCounter;
5180 ScreenMovDir = player->MovDir;
5181 ScreenMovPos = player->MovPos;
5182 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5185 else if (!FrameReached(&screen_frame_counter, 1))
5190 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5191 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5192 redraw_mask |= REDRAW_FIELD;
5195 ScreenMovDir = MV_NO_MOVING;
5198 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5200 int i, kill_x = -1, kill_y = -1;
5201 static int test_xy[4][2] =
5208 static int test_dir[4] =
5218 int test_x, test_y, test_move_dir, test_element;
5220 test_x = good_x + test_xy[i][0];
5221 test_y = good_y + test_xy[i][1];
5222 if (!IN_LEV_FIELD(test_x, test_y))
5226 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5229 test_element = Feld[test_x][test_y];
5231 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5234 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5235 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5237 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5238 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5246 if (kill_x != -1 || kill_y != -1)
5248 if (IS_PLAYER(good_x, good_y))
5250 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5252 if (player->shield_active_time_left > 0)
5253 Bang(kill_x, kill_y);
5254 else if (!PLAYER_PROTECTED(good_x, good_y))
5258 Bang(good_x, good_y);
5262 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5264 int i, kill_x = -1, kill_y = -1;
5265 int bad_element = Feld[bad_x][bad_y];
5266 static int test_xy[4][2] =
5273 static int test_dir[4] =
5281 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5286 int test_x, test_y, test_move_dir, test_element;
5288 test_x = bad_x + test_xy[i][0];
5289 test_y = bad_y + test_xy[i][1];
5290 if (!IN_LEV_FIELD(test_x, test_y))
5294 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5296 test_element = Feld[test_x][test_y];
5298 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5299 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5301 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5302 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5304 /* good thing is player or penguin that does not move away */
5305 if (IS_PLAYER(test_x, test_y))
5307 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5309 if (bad_element == EL_ROBOT && player->is_moving)
5310 continue; /* robot does not kill player if he is moving */
5316 else if (test_element == EL_PINGUIN)
5325 if (kill_x != -1 || kill_y != -1)
5327 if (IS_PLAYER(kill_x, kill_y))
5329 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5332 int dir = player->MovDir;
5333 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5334 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5336 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5337 newx != bad_x && newy != bad_y)
5338 ; /* robot does not kill player if he is moving */
5340 printf("-> %d\n", player->MovDir);
5342 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5343 newx != bad_x && newy != bad_y)
5344 ; /* robot does not kill player if he is moving */
5349 if (player->shield_active_time_left > 0)
5351 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5355 Bang(kill_x, kill_y);
5359 void TestIfHeroTouchesBadThing(int x, int y)
5361 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5364 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5366 TestIfGoodThingHitsBadThing(x, y, move_dir);
5369 void TestIfBadThingTouchesHero(int x, int y)
5371 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5374 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5376 TestIfBadThingHitsGoodThing(x, y, move_dir);
5379 void TestIfFriendTouchesBadThing(int x, int y)
5381 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5384 void TestIfBadThingTouchesFriend(int x, int y)
5386 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5389 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5391 int i, kill_x = bad_x, kill_y = bad_y;
5392 static int xy[4][2] =
5404 x = bad_x + xy[i][0];
5405 y = bad_y + xy[i][1];
5406 if (!IN_LEV_FIELD(x, y))
5409 element = Feld[x][y];
5410 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5411 element == EL_AMOEBING || element == EL_TROPFEN)
5419 if (kill_x != bad_x || kill_y != bad_y)
5423 void KillHero(struct PlayerInfo *player)
5425 int jx = player->jx, jy = player->jy;
5427 if (!player->active)
5430 if (IS_PFORTE(Feld[jx][jy]))
5431 Feld[jx][jy] = EL_LEERRAUM;
5433 /* deactivate shield (else Bang()/Explode() would not work right) */
5434 player->shield_passive_time_left = 0;
5435 player->shield_active_time_left = 0;
5441 static void KillHeroUnlessProtected(int x, int y)
5443 if (!PLAYER_PROTECTED(x, y))
5444 KillHero(PLAYERINFO(x, y));
5447 void BuryHero(struct PlayerInfo *player)
5449 int jx = player->jx, jy = player->jy;
5451 if (!player->active)
5454 PlaySoundLevel(jx, jy, SND_AUTSCH);
5455 PlaySoundLevel(jx, jy, SND_LACHEN);
5457 player->GameOver = TRUE;
5461 void RemoveHero(struct PlayerInfo *player)
5463 int jx = player->jx, jy = player->jy;
5464 int i, found = FALSE;
5466 player->present = FALSE;
5467 player->active = FALSE;
5469 if (!ExplodeField[jx][jy])
5470 StorePlayer[jx][jy] = 0;
5472 for (i=0; i<MAX_PLAYERS; i++)
5473 if (stored_player[i].active)
5477 AllPlayersGone = TRUE;
5483 int DigField(struct PlayerInfo *player,
5484 int x, int y, int real_dx, int real_dy, int mode)
5486 int jx = player->jx, jy = player->jy;
5487 int dx = x - jx, dy = y - jy;
5488 int move_direction = (dx == -1 ? MV_LEFT :
5489 dx == +1 ? MV_RIGHT :
5491 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5494 if (!player->MovPos)
5495 player->Pushing = FALSE;
5497 if (mode == DF_NO_PUSH)
5499 player->Switching = FALSE;
5500 player->push_delay = 0;
5501 return MF_NO_ACTION;
5504 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5505 return MF_NO_ACTION;
5507 if (IS_TUBE(Feld[jx][jy]))
5510 int tube_leave_directions[][2] =
5512 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5513 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5514 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5515 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5516 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5517 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5518 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5519 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5520 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5521 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5522 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5523 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5526 while (tube_leave_directions[i][0] != Feld[jx][jy])
5529 if (tube_leave_directions[i][0] == -1) /* should not happen */
5533 if (!(tube_leave_directions[i][1] & move_direction))
5534 return MF_NO_ACTION; /* tube has no opening in this direction */
5537 element = Feld[x][y];
5542 PlaySoundLevel(x, y, SND_EMPTY);
5546 case EL_SAND_INVISIBLE:
5547 case EL_TRAP_INACTIVE:
5548 Feld[x][y] = EL_LEERRAUM;
5549 PlaySoundLevel(x, y, SND_SCHLURF);
5554 Feld[x][y] = EL_LEERRAUM;
5555 PlaySoundLevel(x, y, SND_SP_BASE);
5559 case EL_EDELSTEIN_BD:
5560 case EL_EDELSTEIN_GELB:
5561 case EL_EDELSTEIN_ROT:
5562 case EL_EDELSTEIN_LILA:
5564 case EL_SP_INFOTRON:
5568 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5569 element == EL_PEARL ? 5 :
5570 element == EL_CRYSTAL ? 8 : 1);
5571 if (local_player->gems_still_needed < 0)
5572 local_player->gems_still_needed = 0;
5573 RaiseScoreElement(element);
5574 DrawText(DX_EMERALDS, DY_EMERALDS,
5575 int2str(local_player->gems_still_needed, 3),
5576 FS_SMALL, FC_YELLOW);
5577 if (element == EL_SP_INFOTRON)
5578 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5580 PlaySoundLevel(x, y, SND_PONG);
5585 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5586 PlaySoundLevel(x, y, SND_PONG);
5590 Feld[x][y] = EL_LEERRAUM;
5591 PlaySoundLevel(x, y, SND_PONG);
5599 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5601 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5604 case EL_SHIELD_PASSIVE:
5606 player->shield_passive_time_left += 10;
5607 PlaySoundLevel(x, y, SND_PONG);
5610 case EL_SHIELD_ACTIVE:
5612 player->shield_passive_time_left += 10;
5613 player->shield_active_time_left += 10;
5614 PlaySoundLevel(x, y, SND_PONG);
5617 case EL_DYNAMITE_INACTIVE:
5618 case EL_SP_DISK_RED:
5621 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5622 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5623 int2str(local_player->dynamite, 3),
5624 FS_SMALL, FC_YELLOW);
5625 if (element == EL_SP_DISK_RED)
5626 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5628 PlaySoundLevel(x, y, SND_PONG);
5631 case EL_DYNABOMB_NR:
5633 player->dynabomb_count++;
5634 player->dynabombs_left++;
5635 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5636 PlaySoundLevel(x, y, SND_PONG);
5639 case EL_DYNABOMB_SZ:
5641 player->dynabomb_size++;
5642 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5643 PlaySoundLevel(x, y, SND_PONG);
5646 case EL_DYNABOMB_XL:
5648 player->dynabomb_xl = TRUE;
5649 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5650 PlaySoundLevel(x, y, SND_PONG);
5653 case EL_SCHLUESSEL1:
5654 case EL_SCHLUESSEL2:
5655 case EL_SCHLUESSEL3:
5656 case EL_SCHLUESSEL4:
5658 int key_nr = element - EL_SCHLUESSEL1;
5661 player->key[key_nr] = TRUE;
5662 RaiseScoreElement(EL_SCHLUESSEL);
5663 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5664 GFX_SCHLUESSEL1 + key_nr);
5665 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5666 GFX_SCHLUESSEL1 + key_nr);
5667 PlaySoundLevel(x, y, SND_PONG);
5676 int key_nr = element - EL_EM_KEY_1;
5679 player->key[key_nr] = TRUE;
5680 RaiseScoreElement(EL_SCHLUESSEL);
5681 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5682 GFX_SCHLUESSEL1 + key_nr);
5683 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5684 GFX_SCHLUESSEL1 + key_nr);
5685 PlaySoundLevel(x, y, SND_PONG);
5690 Feld[x][y] = EL_ABLENK_EIN;
5693 DrawLevelField(x, y);
5697 case EL_SP_TERMINAL:
5701 for (yy=0; yy<lev_fieldy; yy++)
5703 for (xx=0; xx<lev_fieldx; xx++)
5705 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5707 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5708 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5716 case EL_BELT1_SWITCH_LEFT:
5717 case EL_BELT1_SWITCH_MIDDLE:
5718 case EL_BELT1_SWITCH_RIGHT:
5719 case EL_BELT2_SWITCH_LEFT:
5720 case EL_BELT2_SWITCH_MIDDLE:
5721 case EL_BELT2_SWITCH_RIGHT:
5722 case EL_BELT3_SWITCH_LEFT:
5723 case EL_BELT3_SWITCH_MIDDLE:
5724 case EL_BELT3_SWITCH_RIGHT:
5725 case EL_BELT4_SWITCH_LEFT:
5726 case EL_BELT4_SWITCH_MIDDLE:
5727 case EL_BELT4_SWITCH_RIGHT:
5728 if (!player->Switching)
5730 player->Switching = TRUE;
5731 ToggleBeltSwitch(x, y);
5736 case EL_SWITCHGATE_SWITCH_1:
5737 case EL_SWITCHGATE_SWITCH_2:
5738 if (!player->Switching)
5740 player->Switching = TRUE;
5741 ToggleSwitchgateSwitch(x, y);
5746 case EL_LIGHT_SWITCH_OFF:
5747 case EL_LIGHT_SWITCH_ON:
5748 if (!player->Switching)
5750 player->Switching = TRUE;
5751 ToggleLightSwitch(x, y);
5756 case EL_TIMEGATE_SWITCH_OFF:
5757 ActivateTimegateSwitch(x, y);
5762 case EL_BALLOON_SEND_LEFT:
5763 case EL_BALLOON_SEND_RIGHT:
5764 case EL_BALLOON_SEND_UP:
5765 case EL_BALLOON_SEND_DOWN:
5766 case EL_BALLOON_SEND_ANY:
5767 if (element == EL_BALLOON_SEND_ANY)
5768 game.balloon_dir = move_direction;
5770 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5771 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5772 element == EL_BALLOON_SEND_UP ? MV_UP :
5773 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5780 if (local_player->gems_still_needed > 0)
5781 return MF_NO_ACTION;
5783 player->LevelSolved = player->GameOver = TRUE;
5784 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5787 case EL_FELSBROCKEN:
5790 case EL_DX_SUPABOMB:
5794 case EL_SP_DISK_ORANGE:
5796 if (dy || mode == DF_SNAP)
5797 return MF_NO_ACTION;
5799 player->Pushing = TRUE;
5801 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5802 return MF_NO_ACTION;
5806 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5807 return MF_NO_ACTION;
5810 if (player->push_delay == 0)
5811 player->push_delay = FrameCounter;
5813 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5814 !tape.playing && element != EL_SPRING)
5815 return MF_NO_ACTION;
5817 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5818 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5819 element != EL_SPRING)
5820 return MF_NO_ACTION;
5824 Feld[x+dx][y+dy] = element;
5826 if (element == EL_SPRING)
5828 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5829 MovDir[x+dx][y+dy] = move_direction;
5832 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5834 DrawLevelField(x+dx, y+dy);
5835 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5836 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5837 else if (element == EL_KOKOSNUSS)
5838 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5839 else if (IS_SP_ELEMENT(element))
5840 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5842 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5849 if (!player->key[element - EL_PFORTE1])
5850 return MF_NO_ACTION;
5857 if (!player->key[element - EL_PFORTE1X])
5858 return MF_NO_ACTION;
5865 if (!player->key[element - EL_EM_GATE_1])
5866 return MF_NO_ACTION;
5867 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5868 return MF_NO_ACTION;
5870 /* automatically move to the next field with double speed */
5871 player->programmed_action = move_direction;
5872 DOUBLE_PLAYER_SPEED(player);
5874 PlaySoundLevel(x, y, SND_GATE);
5882 if (!player->key[element - EL_EM_GATE_1X])
5883 return MF_NO_ACTION;
5884 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5885 return MF_NO_ACTION;
5887 /* automatically move to the next field with double speed */
5888 player->programmed_action = move_direction;
5889 DOUBLE_PLAYER_SPEED(player);
5891 PlaySoundLevel(x, y, SND_GATE);
5895 case EL_SWITCHGATE_OPEN:
5896 case EL_TIMEGATE_OPEN:
5897 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5898 return MF_NO_ACTION;
5900 /* automatically move to the next field with double speed */
5901 player->programmed_action = move_direction;
5902 DOUBLE_PLAYER_SPEED(player);
5904 PlaySoundLevel(x, y, SND_GATE);
5908 case EL_SP_PORT1_LEFT:
5909 case EL_SP_PORT2_LEFT:
5910 case EL_SP_PORT1_RIGHT:
5911 case EL_SP_PORT2_RIGHT:
5912 case EL_SP_PORT1_UP:
5913 case EL_SP_PORT2_UP:
5914 case EL_SP_PORT1_DOWN:
5915 case EL_SP_PORT2_DOWN:
5920 element != EL_SP_PORT1_LEFT &&
5921 element != EL_SP_PORT2_LEFT &&
5922 element != EL_SP_PORT_X &&
5923 element != EL_SP_PORT_XY) ||
5925 element != EL_SP_PORT1_RIGHT &&
5926 element != EL_SP_PORT2_RIGHT &&
5927 element != EL_SP_PORT_X &&
5928 element != EL_SP_PORT_XY) ||
5930 element != EL_SP_PORT1_UP &&
5931 element != EL_SP_PORT2_UP &&
5932 element != EL_SP_PORT_Y &&
5933 element != EL_SP_PORT_XY) ||
5935 element != EL_SP_PORT1_DOWN &&
5936 element != EL_SP_PORT2_DOWN &&
5937 element != EL_SP_PORT_Y &&
5938 element != EL_SP_PORT_XY) ||
5939 !IN_LEV_FIELD(x + dx, y + dy) ||
5940 !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_TUBE_VERTICAL:
5952 case EL_TUBE_HORIZONTAL:
5953 case EL_TUBE_VERT_LEFT:
5954 case EL_TUBE_VERT_RIGHT:
5955 case EL_TUBE_HORIZ_UP:
5956 case EL_TUBE_HORIZ_DOWN:
5957 case EL_TUBE_LEFT_UP:
5958 case EL_TUBE_LEFT_DOWN:
5959 case EL_TUBE_RIGHT_UP:
5960 case EL_TUBE_RIGHT_DOWN:
5963 int tube_enter_directions[][2] =
5965 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5966 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5967 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5968 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5969 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5970 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5971 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5972 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5973 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5974 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5975 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5976 { -1, MV_NO_MOVING }
5979 while (tube_enter_directions[i][0] != element)
5982 if (tube_enter_directions[i][0] == -1) /* should not happen */
5986 if (!(tube_enter_directions[i][1] & move_direction))
5987 return MF_NO_ACTION; /* tube has no opening in this direction */
5992 case EL_AUSGANG_ACT:
5993 /* door is not (yet) open */
5994 return MF_NO_ACTION;
5997 case EL_AUSGANG_AUF:
5998 if (mode == DF_SNAP)
5999 return MF_NO_ACTION;
6001 PlaySoundLevel(x, y, SND_BUING);
6006 Feld[x][y] = EL_BIRNE_EIN;
6007 local_player->lights_still_needed--;
6008 DrawLevelField(x, y);
6009 PlaySoundLevel(x, y, SND_DENG);
6014 Feld[x][y] = EL_ZEIT_LEER;
6016 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6017 DrawLevelField(x, y);
6018 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
6022 case EL_SOKOBAN_FELD_LEER:
6025 case EL_SOKOBAN_FELD_VOLL:
6026 case EL_SOKOBAN_OBJEKT:
6028 case EL_SP_DISK_YELLOW:
6030 if (mode == DF_SNAP)
6031 return MF_NO_ACTION;
6033 player->Pushing = TRUE;
6035 if (!IN_LEV_FIELD(x+dx, y+dy)
6036 || (!IS_FREE(x+dx, y+dy)
6037 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6038 || !IS_SB_ELEMENT(element))))
6039 return MF_NO_ACTION;
6043 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6044 return MF_NO_ACTION;
6046 else if (dy && real_dx)
6048 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6049 return MF_NO_ACTION;
6052 if (player->push_delay == 0)
6053 player->push_delay = FrameCounter;
6055 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6056 !tape.playing && element != EL_BALLOON)
6057 return MF_NO_ACTION;
6059 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6060 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6061 element != EL_BALLOON)
6062 return MF_NO_ACTION;
6065 if (IS_SB_ELEMENT(element))
6067 if (element == EL_SOKOBAN_FELD_VOLL)
6069 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6070 local_player->sokobanfields_still_needed++;
6075 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6077 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6078 local_player->sokobanfields_still_needed--;
6079 if (element == EL_SOKOBAN_OBJEKT)
6080 PlaySoundLevel(x, y, SND_DENG);
6083 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6088 Feld[x+dx][y+dy] = element;
6091 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6093 DrawLevelField(x, y);
6094 DrawLevelField(x+dx, y+dy);
6095 if (element == EL_BALLOON)
6096 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
6098 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
6100 if (IS_SB_ELEMENT(element) &&
6101 local_player->sokobanfields_still_needed == 0 &&
6102 game.emulation == EMU_SOKOBAN)
6104 player->LevelSolved = player->GameOver = TRUE;
6105 PlaySoundLevel(x, y, SND_BUING);
6116 return MF_NO_ACTION;
6119 player->push_delay = 0;
6124 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6126 int jx = player->jx, jy = player->jy;
6127 int x = jx + dx, y = jy + dy;
6129 if (!player->active || !IN_LEV_FIELD(x, y))
6137 player->snapped = FALSE;
6141 if (player->snapped)
6144 player->MovDir = (dx < 0 ? MV_LEFT :
6147 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6149 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6152 player->snapped = TRUE;
6153 DrawLevelField(x, y);
6159 boolean PlaceBomb(struct PlayerInfo *player)
6161 int jx = player->jx, jy = player->jy;
6164 if (!player->active || player->MovPos)
6167 element = Feld[jx][jy];
6169 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6170 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6173 if (element != EL_LEERRAUM)
6174 Store[jx][jy] = element;
6176 if (player->dynamite)
6178 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6179 MovDelay[jx][jy] = 96;
6181 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6182 FS_SMALL, FC_YELLOW);
6183 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6185 if (game.emulation == EMU_SUPAPLEX)
6186 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6188 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6193 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6194 MovDelay[jx][jy] = 96;
6195 player->dynabombs_left--;
6196 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6197 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6203 void PlaySoundLevel(int x, int y, int sound_nr)
6205 int sx = SCREENX(x), sy = SCREENY(y);
6207 int silence_distance = 8;
6209 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6210 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6213 if (!IN_LEV_FIELD(x, y) ||
6214 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6215 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6218 volume = PSND_MAX_VOLUME;
6220 #if !defined(PLATFORM_MSDOS)
6221 stereo = (sx - SCR_FIELDX/2) * 12;
6223 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6224 if (stereo > PSND_MAX_RIGHT)
6225 stereo = PSND_MAX_RIGHT;
6226 if (stereo < PSND_MAX_LEFT)
6227 stereo = PSND_MAX_LEFT;
6230 if (!IN_SCR_FIELD(sx, sy))
6232 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6233 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6235 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6238 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6241 void RaiseScore(int value)
6243 local_player->score += value;
6244 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6245 FS_SMALL, FC_YELLOW);
6248 void RaiseScoreElement(int element)
6253 case EL_EDELSTEIN_BD:
6254 case EL_EDELSTEIN_GELB:
6255 case EL_EDELSTEIN_ROT:
6256 case EL_EDELSTEIN_LILA:
6257 RaiseScore(level.score[SC_EDELSTEIN]);
6260 RaiseScore(level.score[SC_DIAMANT]);
6264 RaiseScore(level.score[SC_KAEFER]);
6268 RaiseScore(level.score[SC_FLIEGER]);
6272 RaiseScore(level.score[SC_MAMPFER]);
6275 RaiseScore(level.score[SC_ROBOT]);
6278 RaiseScore(level.score[SC_PACMAN]);
6281 RaiseScore(level.score[SC_KOKOSNUSS]);
6283 case EL_DYNAMITE_INACTIVE:
6284 RaiseScore(level.score[SC_DYNAMIT]);
6287 RaiseScore(level.score[SC_SCHLUESSEL]);
6294 /* ---------- new game button stuff ---------------------------------------- */
6296 /* graphic position values for game buttons */
6297 #define GAME_BUTTON_XSIZE 30
6298 #define GAME_BUTTON_YSIZE 30
6299 #define GAME_BUTTON_XPOS 5
6300 #define GAME_BUTTON_YPOS 215
6301 #define SOUND_BUTTON_XPOS 5
6302 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6304 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6305 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6306 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6307 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6308 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6309 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6316 } gamebutton_info[NUM_GAME_BUTTONS] =
6319 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6324 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6329 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6334 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6335 SOUND_CTRL_ID_MUSIC,
6336 "background music on/off"
6339 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6340 SOUND_CTRL_ID_LOOPS,
6341 "sound loops on/off"
6344 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6345 SOUND_CTRL_ID_SIMPLE,
6346 "normal sounds on/off"
6350 void CreateGameButtons()
6354 for (i=0; i<NUM_GAME_BUTTONS; i++)
6356 Bitmap *gd_bitmap = pix[PIX_DOOR];
6357 struct GadgetInfo *gi;
6360 unsigned long event_mask;
6361 int gd_xoffset, gd_yoffset;
6362 int gd_x1, gd_x2, gd_y1, gd_y2;
6365 gd_xoffset = gamebutton_info[i].x;
6366 gd_yoffset = gamebutton_info[i].y;
6367 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6368 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6370 if (id == GAME_CTRL_ID_STOP ||
6371 id == GAME_CTRL_ID_PAUSE ||
6372 id == GAME_CTRL_ID_PLAY)
6374 button_type = GD_TYPE_NORMAL_BUTTON;
6376 event_mask = GD_EVENT_RELEASED;
6377 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6378 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6382 button_type = GD_TYPE_CHECK_BUTTON;
6384 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6385 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6386 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6387 event_mask = GD_EVENT_PRESSED;
6388 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6389 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6392 gi = CreateGadget(GDI_CUSTOM_ID, id,
6393 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6394 GDI_X, DX + gd_xoffset,
6395 GDI_Y, DY + gd_yoffset,
6396 GDI_WIDTH, GAME_BUTTON_XSIZE,
6397 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6398 GDI_TYPE, button_type,
6399 GDI_STATE, GD_BUTTON_UNPRESSED,
6400 GDI_CHECKED, checked,
6401 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6402 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6403 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6404 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6405 GDI_EVENT_MASK, event_mask,
6406 GDI_CALLBACK_ACTION, HandleGameButtons,
6410 Error(ERR_EXIT, "cannot create gadget");
6412 game_gadget[id] = gi;
6416 static void MapGameButtons()
6420 for (i=0; i<NUM_GAME_BUTTONS; i++)
6421 MapGadget(game_gadget[i]);
6424 void UnmapGameButtons()
6428 for (i=0; i<NUM_GAME_BUTTONS; i++)
6429 UnmapGadget(game_gadget[i]);
6432 static void HandleGameButtons(struct GadgetInfo *gi)
6434 int id = gi->custom_id;
6436 if (game_status != PLAYING)
6441 case GAME_CTRL_ID_STOP:
6444 CloseDoor(DOOR_CLOSE_1);
6445 game_status = MAINMENU;
6450 if (level_editor_test_game ||
6451 Request("Do you really want to quit the game ?",
6452 REQ_ASK | REQ_STAY_CLOSED))
6454 #if defined(PLATFORM_UNIX)
6455 if (options.network)
6456 SendToServer_StopPlaying();
6460 game_status = MAINMENU;
6465 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6468 case GAME_CTRL_ID_PAUSE:
6469 if (options.network)
6471 #if defined(PLATFORM_UNIX)
6473 SendToServer_ContinuePlaying();
6475 SendToServer_PausePlaying();
6482 case GAME_CTRL_ID_PLAY:
6485 #if defined(PLATFORM_UNIX)
6486 if (options.network)
6487 SendToServer_ContinuePlaying();
6491 tape.pausing = FALSE;
6492 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6497 case SOUND_CTRL_ID_MUSIC:
6498 if (setup.sound_music)
6500 setup.sound_music = FALSE;
6503 else if (audio.loops_available)
6505 setup.sound = setup.sound_music = TRUE;
6507 PlayMusic(level_nr % num_bg_loops);
6511 case SOUND_CTRL_ID_LOOPS:
6512 if (setup.sound_loops)
6513 setup.sound_loops = FALSE;
6514 else if (audio.loops_available)
6515 setup.sound = setup.sound_loops = TRUE;
6518 case SOUND_CTRL_ID_SIMPLE:
6519 if (setup.sound_simple)
6520 setup.sound_simple = FALSE;
6521 else if (audio.sound_available)
6522 setup.sound = setup.sound_simple = TRUE;