1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
80 (s)==SND_NJAM || (s)==SND_MIEP)
81 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
82 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
83 (s)==SND_TYGER || (s)==SND_VOYAGER || \
86 /* values for player movement speed (which is in fact a delay value) */
87 #define MOVE_DELAY_NORMAL_SPEED 8
88 #define MOVE_DELAY_HIGH_SPEED 4
90 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
91 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
92 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
93 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
95 /* game button identifiers */
96 #define GAME_CTRL_ID_STOP 0
97 #define GAME_CTRL_ID_PAUSE 1
98 #define GAME_CTRL_ID_PLAY 2
99 #define SOUND_CTRL_ID_MUSIC 3
100 #define SOUND_CTRL_ID_LOOPS 4
101 #define SOUND_CTRL_ID_SIMPLE 5
103 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
106 static void CloseAllOpenTimegates(void);
107 static void CheckGravityMovement(struct PlayerInfo *);
108 static void KillHeroUnlessProtected(int, int);
110 static void MapGameButtons();
111 static void HandleGameButtons(struct GadgetInfo *);
113 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
119 static unsigned int getStateCheckSum(int counter)
122 unsigned int mult = 1;
123 unsigned int checksum = 0;
125 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
127 static boolean first_game = TRUE;
129 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
135 lastFeld[x][y] = Feld[x][y];
136 else if (lastFeld[x][y] != Feld[x][y])
137 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
138 x, y, lastFeld[x][y], Feld[x][y]);
142 checksum += mult++ * Ur[x][y];
143 checksum += mult++ * Feld[x][y];
146 checksum += mult++ * MovPos[x][y];
147 checksum += mult++ * MovDir[x][y];
148 checksum += mult++ * MovDelay[x][y];
149 checksum += mult++ * Store[x][y];
150 checksum += mult++ * Store2[x][y];
151 checksum += mult++ * StorePlayer[x][y];
152 checksum += mult++ * Frame[x][y];
153 checksum += mult++ * AmoebaNr[x][y];
154 checksum += mult++ * JustStopped[x][y];
155 checksum += mult++ * Stop[x][y];
159 if (counter == 3 && first_game)
170 void GetPlayerConfig()
172 if (!audio.sound_available)
175 if (!audio.loops_available)
176 setup.sound_loops = FALSE;
178 if (!audio.music_available)
179 setup.sound_music = FALSE;
181 if (!video.fullscreen_available)
182 setup.fullscreen = FALSE;
184 setup.sound_simple = setup.sound;
186 SetAudioMode(setup.sound);
190 static int getBeltNrFromElement(int element)
192 return (element < EL_BELT2_LEFT ? 0 :
193 element < EL_BELT3_LEFT ? 1 :
194 element < EL_BELT4_LEFT ? 2 : 3);
197 static int getBeltNrFromSwitchElement(int element)
199 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
200 element < EL_BELT3_SWITCH_LEFT ? 1 :
201 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
204 static int getBeltDirNrFromSwitchElement(int element)
206 static int belt_base_element[4] =
208 EL_BELT1_SWITCH_LEFT,
209 EL_BELT2_SWITCH_LEFT,
210 EL_BELT3_SWITCH_LEFT,
214 int belt_nr = getBeltNrFromSwitchElement(element);
215 int belt_dir_nr = element - belt_base_element[belt_nr];
217 return (belt_dir_nr % 3);
220 static int getBeltDirFromSwitchElement(int element)
222 static int belt_move_dir[3] =
229 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
231 return belt_move_dir[belt_dir_nr];
234 static void InitField(int x, int y, boolean init_game)
241 if (stored_player[0].present)
243 Feld[x][y] = EL_SP_MURPHY_CLONE;
250 Feld[x][y] = EL_SPIELER1;
258 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
259 int jx = player->jx, jy = player->jy;
261 player->present = TRUE;
263 if (!options.network || player->connected)
265 player->active = TRUE;
267 /* remove potentially duplicate players */
268 if (StorePlayer[jx][jy] == Feld[x][y])
269 StorePlayer[jx][jy] = 0;
271 StorePlayer[x][y] = Feld[x][y];
275 printf("Player %d activated.\n", player->element_nr);
276 printf("[Local player is %d and currently %s.]\n",
277 local_player->element_nr,
278 local_player->active ? "active" : "not active");
282 Feld[x][y] = EL_LEERRAUM;
283 player->jx = player->last_jx = x;
284 player->jy = player->last_jy = y;
289 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
290 Feld[x][y] = EL_BADEWANNE1;
291 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
292 Feld[x][y] = EL_BADEWANNE2;
293 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
294 Feld[x][y] = EL_BADEWANNE3;
295 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
296 Feld[x][y] = EL_BADEWANNE4;
297 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
298 Feld[x][y] = EL_BADEWANNE5;
301 case EL_KAEFER_RIGHT:
306 case EL_FLIEGER_RIGHT:
308 case EL_FLIEGER_LEFT:
309 case EL_FLIEGER_DOWN:
311 case EL_BUTTERFLY_RIGHT:
312 case EL_BUTTERFLY_UP:
313 case EL_BUTTERFLY_LEFT:
314 case EL_BUTTERFLY_DOWN:
316 case EL_FIREFLY_RIGHT:
318 case EL_FIREFLY_LEFT:
319 case EL_FIREFLY_DOWN:
321 case EL_PACMAN_RIGHT:
345 if (y == lev_fieldy - 1)
347 Feld[x][y] = EL_AMOEBING;
348 Store[x][y] = EL_AMOEBE_NASS;
352 case EL_DYNAMITE_ACTIVE:
357 local_player->lights_still_needed++;
360 case EL_SOKOBAN_FELD_LEER:
361 local_player->sokobanfields_still_needed++;
365 local_player->friends_still_needed++;
370 MovDir[x][y] = 1 << RND(4);
374 Feld[x][y] = EL_LEERRAUM;
377 case EL_EM_KEY_1_FILE:
378 Feld[x][y] = EL_EM_KEY_1;
380 case EL_EM_KEY_2_FILE:
381 Feld[x][y] = EL_EM_KEY_2;
383 case EL_EM_KEY_3_FILE:
384 Feld[x][y] = EL_EM_KEY_3;
386 case EL_EM_KEY_4_FILE:
387 Feld[x][y] = EL_EM_KEY_4;
390 case EL_BELT1_SWITCH_LEFT:
391 case EL_BELT1_SWITCH_MIDDLE:
392 case EL_BELT1_SWITCH_RIGHT:
393 case EL_BELT2_SWITCH_LEFT:
394 case EL_BELT2_SWITCH_MIDDLE:
395 case EL_BELT2_SWITCH_RIGHT:
396 case EL_BELT3_SWITCH_LEFT:
397 case EL_BELT3_SWITCH_MIDDLE:
398 case EL_BELT3_SWITCH_RIGHT:
399 case EL_BELT4_SWITCH_LEFT:
400 case EL_BELT4_SWITCH_MIDDLE:
401 case EL_BELT4_SWITCH_RIGHT:
404 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
405 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
406 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
408 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
410 game.belt_dir[belt_nr] = belt_dir;
411 game.belt_dir_nr[belt_nr] = belt_dir_nr;
413 else /* more than one switch -- set it like the first switch */
415 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
420 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
422 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
425 case EL_LIGHT_SWITCH_ON:
427 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
438 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
439 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
440 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
443 #if USE_NEW_AMOEBA_CODE
444 printf("Using new amoeba code.\n");
446 printf("Using old amoeba code.\n");
450 /* don't play tapes over network */
451 network_playing = (options.network && !tape.playing);
453 for (i=0; i<MAX_PLAYERS; i++)
455 struct PlayerInfo *player = &stored_player[i];
457 player->index_nr = i;
458 player->element_nr = EL_SPIELER1 + i;
460 player->present = FALSE;
461 player->active = FALSE;
464 player->effective_action = 0;
465 player->programmed_action = 0;
468 player->gems_still_needed = level.gems_needed;
469 player->sokobanfields_still_needed = 0;
470 player->lights_still_needed = 0;
471 player->friends_still_needed = 0;
474 player->key[j] = FALSE;
476 player->dynamite = 0;
477 player->dynabomb_count = 0;
478 player->dynabomb_size = 1;
479 player->dynabombs_left = 0;
480 player->dynabomb_xl = FALSE;
482 player->MovDir = MV_NO_MOVING;
484 player->Pushing = FALSE;
485 player->Switching = FALSE;
489 player->actual_frame_counter = 0;
491 player->frame_reset_delay = 0;
493 player->push_delay = 0;
494 player->push_delay_value = 5;
496 player->move_delay = 0;
497 player->last_move_dir = MV_NO_MOVING;
498 player->is_moving = FALSE;
500 player->move_delay_value =
501 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
503 player->snapped = FALSE;
505 player->last_jx = player->last_jy = 0;
506 player->jx = player->jy = 0;
508 player->shield_passive_time_left = 0;
509 player->shield_active_time_left = 0;
511 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
512 SnapField(player, 0, 0);
514 player->LevelSolved = FALSE;
515 player->GameOver = FALSE;
518 network_player_action_received = FALSE;
520 #if defined(PLATFORM_UNIX)
521 /* initial null action */
523 SendToServer_MovePlayer(MV_NO_MOVING);
531 TimeLeft = level.time;
533 ScreenMovDir = MV_NO_MOVING;
537 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
539 AllPlayersGone = FALSE;
541 game.yam_content_nr = 0;
542 game.magic_wall_active = FALSE;
543 game.magic_wall_time_left = 0;
544 game.light_time_left = 0;
545 game.timegate_time_left = 0;
546 game.switchgate_pos = 0;
547 game.balloon_dir = MV_NO_MOVING;
548 game.explosions_delayed = TRUE;
552 game.belt_dir[i] = MV_NO_MOVING;
553 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
556 for (i=0; i<MAX_NUM_AMOEBA; i++)
557 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
559 for (x=0; x<lev_fieldx; x++)
561 for (y=0; y<lev_fieldy; y++)
563 Feld[x][y] = Ur[x][y];
564 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
565 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
568 JustStopped[x][y] = 0;
570 ExplodeField[x][y] = EX_NO_EXPLOSION;
574 for(y=0; y<lev_fieldy; y++)
576 for(x=0; x<lev_fieldx; x++)
578 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
580 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
582 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
585 InitField(x, y, TRUE);
589 /* correct non-moving belts to start moving left */
591 if (game.belt_dir[i] == MV_NO_MOVING)
592 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
594 /* check if any connected player was not found in playfield */
595 for (i=0; i<MAX_PLAYERS; i++)
597 struct PlayerInfo *player = &stored_player[i];
599 if (player->connected && !player->present)
601 for (j=0; j<MAX_PLAYERS; j++)
603 struct PlayerInfo *some_player = &stored_player[j];
604 int jx = some_player->jx, jy = some_player->jy;
606 /* assign first free player found that is present in the playfield */
607 if (some_player->present && !some_player->connected)
609 player->present = TRUE;
610 player->active = TRUE;
611 some_player->present = FALSE;
613 StorePlayer[jx][jy] = player->element_nr;
614 player->jx = player->last_jx = jx;
615 player->jy = player->last_jy = jy;
625 /* when playing a tape, eliminate all players who do not participate */
627 for (i=0; i<MAX_PLAYERS; i++)
629 if (stored_player[i].active && !tape.player_participates[i])
631 struct PlayerInfo *player = &stored_player[i];
632 int jx = player->jx, jy = player->jy;
634 player->active = FALSE;
635 StorePlayer[jx][jy] = 0;
636 Feld[jx][jy] = EL_LEERRAUM;
640 else if (!options.network && !setup.team_mode) /* && !tape.playing */
642 /* when in single player mode, eliminate all but the first active player */
644 for (i=0; i<MAX_PLAYERS; i++)
646 if (stored_player[i].active)
648 for (j=i+1; j<MAX_PLAYERS; j++)
650 if (stored_player[j].active)
652 struct PlayerInfo *player = &stored_player[j];
653 int jx = player->jx, jy = player->jy;
655 player->active = FALSE;
656 StorePlayer[jx][jy] = 0;
657 Feld[jx][jy] = EL_LEERRAUM;
664 /* when recording the game, store which players take part in the game */
667 for (i=0; i<MAX_PLAYERS; i++)
668 if (stored_player[i].active)
669 tape.player_participates[i] = TRUE;
674 for (i=0; i<MAX_PLAYERS; i++)
676 struct PlayerInfo *player = &stored_player[i];
678 printf("Player %d: present == %d, connected == %d, active == %d.\n",
683 if (local_player == player)
684 printf("Player %d is local player.\n", i+1);
688 game.version = (tape.playing ? tape.game_version : level.game_version);
689 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
690 emulate_sb ? EMU_SOKOBAN :
691 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
693 /* dynamically adjust element properties according to game engine version */
695 static int ep_em_slippery_wall[] =
705 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
707 static int ep_em_slippery_wall_num =
708 sizeof(ep_em_slippery_wall) / sizeof(int);
712 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
713 printf(" file_version == %06d\n", level.file_version);
716 for (i=0; i<ep_em_slippery_wall_num; i++)
719 if (level.em_slippery_gems) /* special EM style gems behaviour */
721 if (game.version >= GAME_VERSION_2_0)
723 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
724 EP_BIT_EM_SLIPPERY_WALL;
726 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
727 ~EP_BIT_EM_SLIPPERY_WALL;
731 if (BorderElement == EL_LEERRAUM)
734 SBX_Right = lev_fieldx - SCR_FIELDX;
736 SBY_Lower = lev_fieldy - SCR_FIELDY;
741 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
743 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
746 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
747 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
749 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
750 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
753 scroll_y = SBY_Upper;
754 if (local_player->jx >= SBX_Left + MIDPOSX)
755 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
756 local_player->jx - MIDPOSX :
758 if (local_player->jy >= SBY_Upper + MIDPOSY)
759 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
760 local_player->jy - MIDPOSY :
763 CloseDoor(DOOR_CLOSE_1);
769 /* after drawing the level, correct some elements */
770 if (game.timegate_time_left == 0)
771 CloseAllOpenTimegates();
773 if (setup.soft_scrolling)
774 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
776 redraw_mask |= REDRAW_FROM_BACKBUFFER;
778 /* copy default game door content to main double buffer */
779 BlitBitmap(pix[PIX_DOOR], drawto,
780 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
783 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
784 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
787 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
788 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
789 BlitBitmap(drawto, drawto,
790 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
791 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
792 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
795 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
796 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
797 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
798 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
799 DrawText(DX + XX_SCORE, DY + YY_SCORE,
800 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
801 DrawText(DX + XX_TIME, DY + YY_TIME,
802 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
805 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
806 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
807 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
811 /* copy actual game door content to door double buffer for OpenDoor() */
812 BlitBitmap(drawto, pix[PIX_DB_DOOR],
813 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
815 OpenDoor(DOOR_OPEN_ALL);
817 if (setup.sound_music && num_bg_loops)
818 PlayMusic(level_nr % num_bg_loops);
820 KeyboardAutoRepeatOff();
825 printf("Player %d %sactive.\n",
826 i + 1, (stored_player[i].active ? "" : "not "));
830 void InitMovDir(int x, int y)
832 int i, element = Feld[x][y];
833 static int xy[4][2] =
840 static int direction[3][4] =
842 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
843 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
844 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
849 case EL_KAEFER_RIGHT:
853 Feld[x][y] = EL_KAEFER;
854 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
857 case EL_FLIEGER_RIGHT:
859 case EL_FLIEGER_LEFT:
860 case EL_FLIEGER_DOWN:
861 Feld[x][y] = EL_FLIEGER;
862 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
865 case EL_BUTTERFLY_RIGHT:
866 case EL_BUTTERFLY_UP:
867 case EL_BUTTERFLY_LEFT:
868 case EL_BUTTERFLY_DOWN:
869 Feld[x][y] = EL_BUTTERFLY;
870 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
873 case EL_FIREFLY_RIGHT:
875 case EL_FIREFLY_LEFT:
876 case EL_FIREFLY_DOWN:
877 Feld[x][y] = EL_FIREFLY;
878 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
881 case EL_PACMAN_RIGHT:
885 Feld[x][y] = EL_PACMAN;
886 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
890 MovDir[x][y] = MV_UP;
894 MovDir[x][y] = MV_LEFT;
901 Feld[x][y] = EL_MOLE;
902 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
906 MovDir[x][y] = 1 << RND(4);
907 if (element != EL_KAEFER &&
908 element != EL_FLIEGER &&
909 element != EL_BUTTERFLY &&
910 element != EL_FIREFLY)
915 int x1 = x + xy[i][0];
916 int y1 = y + xy[i][1];
918 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
920 if (element == EL_KAEFER || element == EL_BUTTERFLY)
922 MovDir[x][y] = direction[0][i];
925 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
926 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
928 MovDir[x][y] = direction[1][i];
937 void InitAmoebaNr(int x, int y)
940 int group_nr = AmoebeNachbarNr(x, y);
944 for (i=1; i<MAX_NUM_AMOEBA; i++)
946 if (AmoebaCnt[i] == 0)
954 AmoebaNr[x][y] = group_nr;
955 AmoebaCnt[group_nr]++;
956 AmoebaCnt2[group_nr]++;
962 boolean raise_level = FALSE;
964 if (local_player->MovPos)
967 local_player->LevelSolved = FALSE;
971 if (!tape.playing && setup.sound_loops)
972 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
976 if (!tape.playing && !setup.sound_loops)
977 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
978 if (TimeLeft > 0 && !(TimeLeft % 10))
979 RaiseScore(level.score[SC_ZEITBONUS]);
980 if (TimeLeft > 100 && !(TimeLeft % 10))
984 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
991 if (!tape.playing && setup.sound_loops)
994 else if (level.time == 0) /* level without time limit */
996 if (!tape.playing && setup.sound_loops)
997 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
999 while(TimePlayed < 999)
1001 if (!tape.playing && !setup.sound_loops)
1002 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
1003 if (TimePlayed < 999 && !(TimePlayed % 10))
1004 RaiseScore(level.score[SC_ZEITBONUS]);
1005 if (TimePlayed < 900 && !(TimePlayed % 10))
1009 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1016 if (!tape.playing && setup.sound_loops)
1017 StopSound(SND_SIRR);
1024 /* Hero disappears */
1025 DrawLevelField(ExitX, ExitY);
1031 CloseDoor(DOOR_CLOSE_1);
1036 SaveTape(tape.level_nr); /* Ask to save tape */
1039 if (level_nr == leveldir_current->handicap_level)
1041 leveldir_current->handicap_level++;
1042 SaveLevelSetup_SeriesInfo();
1045 if (level_editor_test_game)
1046 local_player->score = -1; /* no highscore when playing from editor */
1047 else if (level_nr < leveldir_current->last_level)
1048 raise_level = TRUE; /* advance to next level */
1050 if ((hi_pos = NewHiScore()) >= 0)
1052 game_status = HALLOFFAME;
1053 DrawHallOfFame(hi_pos);
1062 game_status = MAINMENU;
1079 LoadScore(level_nr);
1081 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1082 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1085 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1087 if (local_player->score > highscore[k].Score)
1089 /* player has made it to the hall of fame */
1091 if (k < MAX_SCORE_ENTRIES - 1)
1093 int m = MAX_SCORE_ENTRIES - 1;
1096 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1097 if (!strcmp(setup.player_name, highscore[l].Name))
1099 if (m == k) /* player's new highscore overwrites his old one */
1105 strcpy(highscore[l].Name, highscore[l - 1].Name);
1106 highscore[l].Score = highscore[l - 1].Score;
1113 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1114 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1115 highscore[k].Score = local_player->score;
1121 else if (!strncmp(setup.player_name, highscore[k].Name,
1122 MAX_PLAYER_NAME_LEN))
1123 break; /* player already there with a higher score */
1129 SaveScore(level_nr);
1134 void InitMovingField(int x, int y, int direction)
1136 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1137 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1139 MovDir[x][y] = direction;
1140 MovDir[newx][newy] = direction;
1141 if (Feld[newx][newy] == EL_LEERRAUM)
1142 Feld[newx][newy] = EL_BLOCKED;
1145 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1147 int direction = MovDir[x][y];
1148 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1149 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1155 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1157 int oldx = x, oldy = y;
1158 int direction = MovDir[x][y];
1160 if (direction == MV_LEFT)
1162 else if (direction == MV_RIGHT)
1164 else if (direction == MV_UP)
1166 else if (direction == MV_DOWN)
1169 *comes_from_x = oldx;
1170 *comes_from_y = oldy;
1173 int MovingOrBlocked2Element(int x, int y)
1175 int element = Feld[x][y];
1177 if (element == EL_BLOCKED)
1181 Blocked2Moving(x, y, &oldx, &oldy);
1182 return Feld[oldx][oldy];
1188 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1190 /* like MovingOrBlocked2Element(), but if element is moving
1191 and (x,y) is the field the moving element is just leaving,
1192 return EL_BLOCKED instead of the element value */
1193 int element = Feld[x][y];
1195 if (IS_MOVING(x, y))
1197 if (element == EL_BLOCKED)
1201 Blocked2Moving(x, y, &oldx, &oldy);
1202 return Feld[oldx][oldy];
1211 static void RemoveField(int x, int y)
1213 Feld[x][y] = EL_LEERRAUM;
1219 void RemoveMovingField(int x, int y)
1221 int oldx = x, oldy = y, newx = x, newy = y;
1223 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1226 if (IS_MOVING(x, y))
1228 Moving2Blocked(x, y, &newx, &newy);
1229 if (Feld[newx][newy] != EL_BLOCKED)
1232 else if (Feld[x][y] == EL_BLOCKED)
1234 Blocked2Moving(x, y, &oldx, &oldy);
1235 if (!IS_MOVING(oldx, oldy))
1239 if (Feld[x][y] == EL_BLOCKED &&
1240 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1241 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1242 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1243 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1244 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1246 Feld[oldx][oldy] = EL_LEERRAUM;
1248 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1250 Feld[newx][newy] = EL_LEERRAUM;
1251 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1252 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1254 DrawLevelField(oldx, oldy);
1255 DrawLevelField(newx, newy);
1258 void DrawDynamite(int x, int y)
1260 int sx = SCREENX(x), sy = SCREENY(y);
1261 int graphic = el2gfx(Feld[x][y]);
1264 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1268 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1270 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1272 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1277 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1281 if (game.emulation == EMU_SUPAPLEX)
1282 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1283 else if (Store[x][y])
1284 DrawGraphicThruMask(sx, sy, graphic + phase);
1286 DrawGraphic(sx, sy, graphic + phase);
1289 void CheckDynamite(int x, int y)
1291 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1296 if (!(MovDelay[x][y] % 12))
1297 PlaySoundLevel(x, y, SND_ZISCH);
1299 if (IS_ACTIVE_BOMB(Feld[x][y]))
1301 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1303 if (!(MovDelay[x][y] % delay))
1311 StopSound(SND_ZISCH);
1315 void Explode(int ex, int ey, int phase, int mode)
1318 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1319 int last_phase = num_phase * delay;
1320 int half_phase = (num_phase / 2) * delay;
1321 int first_phase_after_start = EX_PHASE_START + 1;
1323 if (game.explosions_delayed)
1325 ExplodeField[ex][ey] = mode;
1329 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1331 int center_element = Feld[ex][ey];
1333 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1335 /* put moving element to center field (and let it explode there) */
1336 center_element = MovingOrBlocked2Element(ex, ey);
1337 RemoveMovingField(ex, ey);
1338 Feld[ex][ey] = center_element;
1341 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1345 if (!IN_LEV_FIELD(x, y) ||
1346 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1347 (x != ex || y != ey)))
1350 element = Feld[x][y];
1352 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1354 element = MovingOrBlocked2Element(x, y);
1355 RemoveMovingField(x, y);
1358 if (IS_MASSIVE(element) || element == EL_BURNING)
1361 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1363 if (IS_ACTIVE_BOMB(element))
1365 /* re-activate things under the bomb like gate or penguin */
1366 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1373 if (element == EL_EXPLODING)
1374 element = Store2[x][y];
1376 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1378 switch(StorePlayer[ex][ey])
1381 Store[x][y] = EL_EDELSTEIN_ROT;
1384 Store[x][y] = EL_EDELSTEIN;
1387 Store[x][y] = EL_EDELSTEIN_LILA;
1391 Store[x][y] = EL_EDELSTEIN_GELB;
1395 if (game.emulation == EMU_SUPAPLEX)
1396 Store[x][y] = EL_LEERRAUM;
1398 else if (center_element == EL_MOLE)
1399 Store[x][y] = EL_EDELSTEIN_ROT;
1400 else if (center_element == EL_PINGUIN)
1401 Store[x][y] = EL_EDELSTEIN_LILA;
1402 else if (center_element == EL_KAEFER)
1403 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1404 else if (center_element == EL_BUTTERFLY)
1405 Store[x][y] = EL_EDELSTEIN_BD;
1406 else if (center_element == EL_SP_ELECTRON)
1407 Store[x][y] = EL_SP_INFOTRON;
1408 else if (center_element == EL_MAMPFER)
1409 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1410 else if (center_element == EL_AMOEBA2DIAM)
1411 Store[x][y] = level.amoeba_content;
1412 else if (element == EL_ERZ_EDEL)
1413 Store[x][y] = EL_EDELSTEIN;
1414 else if (element == EL_ERZ_DIAM)
1415 Store[x][y] = EL_DIAMANT;
1416 else if (element == EL_ERZ_EDEL_BD)
1417 Store[x][y] = EL_EDELSTEIN_BD;
1418 else if (element == EL_ERZ_EDEL_GELB)
1419 Store[x][y] = EL_EDELSTEIN_GELB;
1420 else if (element == EL_ERZ_EDEL_ROT)
1421 Store[x][y] = EL_EDELSTEIN_ROT;
1422 else if (element == EL_ERZ_EDEL_LILA)
1423 Store[x][y] = EL_EDELSTEIN_LILA;
1424 else if (element == EL_WALL_PEARL)
1425 Store[x][y] = EL_PEARL;
1426 else if (element == EL_WALL_CRYSTAL)
1427 Store[x][y] = EL_CRYSTAL;
1428 else if (!IS_PFORTE(Store[x][y]))
1429 Store[x][y] = EL_LEERRAUM;
1431 if (x != ex || y != ey ||
1432 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1433 Store2[x][y] = element;
1435 if (AmoebaNr[x][y] &&
1436 (element == EL_AMOEBE_VOLL ||
1437 element == EL_AMOEBE_BD ||
1438 element == EL_AMOEBING))
1440 AmoebaCnt[AmoebaNr[x][y]]--;
1441 AmoebaCnt2[AmoebaNr[x][y]]--;
1444 Feld[x][y] = EL_EXPLODING;
1445 MovDir[x][y] = MovPos[x][y] = 0;
1451 if (center_element == EL_MAMPFER)
1452 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1463 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1465 if (phase == first_phase_after_start)
1467 int element = Store2[x][y];
1469 if (element == EL_BLACK_ORB)
1471 Feld[x][y] = Store2[x][y];
1476 else if (phase == half_phase)
1478 int element = Store2[x][y];
1480 if (IS_PLAYER(x, y))
1481 KillHeroUnlessProtected(x, y);
1482 else if (IS_EXPLOSIVE(element))
1484 Feld[x][y] = Store2[x][y];
1488 else if (element == EL_AMOEBA2DIAM)
1489 AmoebeUmwandeln(x, y);
1492 if (phase == last_phase)
1496 element = Feld[x][y] = Store[x][y];
1497 Store[x][y] = Store2[x][y] = 0;
1498 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1499 InitField(x, y, FALSE);
1500 if (CAN_MOVE(element) || COULD_MOVE(element))
1502 DrawLevelField(x, y);
1504 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1505 StorePlayer[x][y] = 0;
1507 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1509 int graphic = GFX_EXPLOSION;
1511 if (game.emulation == EMU_SUPAPLEX)
1512 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1513 GFX_SP_EXPLODE_INFOTRON :
1514 GFX_SP_EXPLODE_EMPTY);
1517 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1519 graphic += (phase / delay - 1);
1521 if (IS_PFORTE(Store[x][y]))
1523 DrawLevelElement(x, y, Store[x][y]);
1524 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1527 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1531 void DynaExplode(int ex, int ey)
1534 int dynabomb_size = 1;
1535 boolean dynabomb_xl = FALSE;
1536 struct PlayerInfo *player;
1537 static int xy[4][2] =
1545 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1547 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1548 dynabomb_size = player->dynabomb_size;
1549 dynabomb_xl = player->dynabomb_xl;
1550 player->dynabombs_left++;
1553 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1557 for (j=1; j<=dynabomb_size; j++)
1559 int x = ex + j * xy[i % 4][0];
1560 int y = ey + j * xy[i % 4][1];
1563 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1566 element = Feld[x][y];
1568 /* do not restart explosions of fields with active bombs */
1569 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1572 Explode(x, y, EX_PHASE_START, EX_BORDER);
1574 if (element != EL_LEERRAUM &&
1575 element != EL_ERDREICH &&
1576 element != EL_EXPLODING &&
1583 void Bang(int x, int y)
1585 int element = Feld[x][y];
1587 if (game.emulation == EMU_SUPAPLEX)
1588 PlaySoundLevel(x, y, SND_SP_BOOOM);
1590 PlaySoundLevel(x, y, SND_ROAAAR);
1593 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1594 element = EL_LEERRAUM;
1608 RaiseScoreElement(element);
1609 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1611 case EL_DYNABOMB_ACTIVE_1:
1612 case EL_DYNABOMB_ACTIVE_2:
1613 case EL_DYNABOMB_ACTIVE_3:
1614 case EL_DYNABOMB_ACTIVE_4:
1615 case EL_DYNABOMB_NR:
1616 case EL_DYNABOMB_SZ:
1617 case EL_DYNABOMB_XL:
1623 if (IS_PLAYER(x, y))
1624 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1626 Explode(x, y, EX_PHASE_START, EX_CENTER);
1629 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1634 void Blurb(int x, int y)
1636 int element = Feld[x][y];
1638 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1640 PlaySoundLevel(x, y, SND_BLURB);
1641 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1642 (!IN_LEV_FIELD(x-1, y-1) ||
1643 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1645 Feld[x-1][y] = EL_BLURB_LEFT;
1647 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1648 (!IN_LEV_FIELD(x+1, y-1) ||
1649 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1651 Feld[x+1][y] = EL_BLURB_RIGHT;
1656 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1658 if (!MovDelay[x][y]) /* initialize animation counter */
1661 if (MovDelay[x][y]) /* continue animation */
1664 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1665 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1667 if (!MovDelay[x][y])
1669 Feld[x][y] = EL_LEERRAUM;
1670 DrawLevelField(x, y);
1676 static void ToggleBeltSwitch(int x, int y)
1678 static int belt_base_element[4] =
1680 EL_BELT1_SWITCH_LEFT,
1681 EL_BELT2_SWITCH_LEFT,
1682 EL_BELT3_SWITCH_LEFT,
1683 EL_BELT4_SWITCH_LEFT
1685 static int belt_move_dir[4] =
1693 int element = Feld[x][y];
1694 int belt_nr = getBeltNrFromSwitchElement(element);
1695 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1696 int belt_dir = belt_move_dir[belt_dir_nr];
1699 if (!IS_BELT_SWITCH(element))
1702 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1703 game.belt_dir[belt_nr] = belt_dir;
1705 if (belt_dir_nr == 3)
1708 for (yy=0; yy<lev_fieldy; yy++)
1710 for (xx=0; xx<lev_fieldx; xx++)
1712 int element = Feld[xx][yy];
1714 if (IS_BELT_SWITCH(element))
1716 int e_belt_nr = getBeltNrFromSwitchElement(element);
1718 if (e_belt_nr == belt_nr)
1720 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1721 DrawLevelField(xx, yy);
1724 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1726 int e_belt_nr = getBeltNrFromElement(element);
1728 if (e_belt_nr == belt_nr)
1729 DrawLevelField(xx, yy); /* set belt to parking position */
1735 static void ToggleSwitchgateSwitch(int x, int y)
1739 game.switchgate_pos = !game.switchgate_pos;
1741 for (yy=0; yy<lev_fieldy; yy++)
1743 for (xx=0; xx<lev_fieldx; xx++)
1745 int element = Feld[xx][yy];
1747 if (element == EL_SWITCHGATE_SWITCH_1 ||
1748 element == EL_SWITCHGATE_SWITCH_2)
1750 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1751 DrawLevelField(xx, yy);
1753 else if (element == EL_SWITCHGATE_OPEN ||
1754 element == EL_SWITCHGATE_OPENING)
1756 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1757 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1759 else if (element == EL_SWITCHGATE_CLOSED ||
1760 element == EL_SWITCHGATE_CLOSING)
1762 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1763 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1769 static void RedrawAllLightSwitchesAndInvisibleElements()
1773 for (y=0; y<lev_fieldy; y++)
1775 for (x=0; x<lev_fieldx; x++)
1777 int element = Feld[x][y];
1779 if (element == EL_LIGHT_SWITCH_OFF &&
1780 game.light_time_left > 0)
1782 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1783 DrawLevelField(x, y);
1785 else if (element == EL_LIGHT_SWITCH_ON &&
1786 game.light_time_left == 0)
1788 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1789 DrawLevelField(x, y);
1792 if (element == EL_INVISIBLE_STEEL ||
1793 element == EL_UNSICHTBAR ||
1794 element == EL_SAND_INVISIBLE)
1795 DrawLevelField(x, y);
1800 static void ToggleLightSwitch(int x, int y)
1802 int element = Feld[x][y];
1804 game.light_time_left =
1805 (element == EL_LIGHT_SWITCH_OFF ?
1806 level.time_light * FRAMES_PER_SECOND : 0);
1808 RedrawAllLightSwitchesAndInvisibleElements();
1811 static void ActivateTimegateSwitch(int x, int y)
1815 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1817 for (yy=0; yy<lev_fieldy; yy++)
1819 for (xx=0; xx<lev_fieldx; xx++)
1821 int element = Feld[xx][yy];
1823 if (element == EL_TIMEGATE_CLOSED ||
1824 element == EL_TIMEGATE_CLOSING)
1826 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1827 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1831 else if (element == EL_TIMEGATE_SWITCH_ON)
1833 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1834 DrawLevelField(xx, yy);
1841 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1844 void Impact(int x, int y)
1846 boolean lastline = (y == lev_fieldy-1);
1847 boolean object_hit = FALSE;
1848 int element = Feld[x][y];
1851 if (!lastline) /* check if element below was hit */
1853 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1856 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1857 MovDir[x][y+1]!=MV_DOWN ||
1858 MovPos[x][y+1]<=TILEY/2));
1860 smashed = MovingOrBlocked2Element(x, y+1);
1863 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1869 if ((element == EL_BOMBE ||
1870 element == EL_SP_DISK_ORANGE ||
1871 element == EL_DX_SUPABOMB) &&
1872 (lastline || object_hit)) /* element is bomb */
1877 else if (element == EL_PEARL)
1879 Feld[x][y] = EL_PEARL_BREAKING;
1880 PlaySoundLevel(x, y, SND_KNACK);
1884 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1886 if (object_hit && IS_PLAYER(x, y+1))
1887 KillHeroUnlessProtected(x, y+1);
1888 else if (object_hit && smashed == EL_PINGUIN)
1892 Feld[x][y] = EL_AMOEBING;
1893 Store[x][y] = EL_AMOEBE_NASS;
1898 if (!lastline && object_hit) /* check which object was hit */
1900 if (CAN_CHANGE(element) &&
1901 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1904 int activated_magic_wall =
1905 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1906 EL_MAGIC_WALL_BD_EMPTY);
1908 /* activate magic wall / mill */
1910 for (y=0; y<lev_fieldy; y++)
1911 for (x=0; x<lev_fieldx; x++)
1912 if (Feld[x][y] == smashed)
1913 Feld[x][y] = activated_magic_wall;
1915 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1916 game.magic_wall_active = TRUE;
1919 if (IS_PLAYER(x, y+1))
1921 KillHeroUnlessProtected(x, y+1);
1924 else if (smashed == EL_PINGUIN)
1929 else if (element == EL_EDELSTEIN_BD)
1931 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1937 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1938 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1939 smashed == EL_SP_DISK_ORANGE))
1944 else if (element == EL_FELSBROCKEN ||
1945 element == EL_SP_ZONK ||
1946 element == EL_BD_ROCK)
1948 if (IS_ENEMY(smashed) ||
1949 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1950 smashed == EL_DX_SUPABOMB ||
1951 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1952 smashed == EL_DRACHE || smashed == EL_MOLE)
1957 else if (!IS_MOVING(x, y+1))
1959 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1964 else if (smashed == EL_KOKOSNUSS)
1966 Feld[x][y+1] = EL_CRACKINGNUT;
1967 PlaySoundLevel(x, y, SND_KNACK);
1968 RaiseScoreElement(EL_KOKOSNUSS);
1971 else if (smashed == EL_PEARL)
1973 Feld[x][y+1] = EL_PEARL_BREAKING;
1974 PlaySoundLevel(x, y, SND_KNACK);
1977 else if (smashed == EL_DIAMANT)
1979 Feld[x][y+1] = EL_LEERRAUM;
1980 PlaySoundLevel(x, y, SND_QUIRK);
1983 else if (IS_BELT_SWITCH(smashed))
1985 ToggleBeltSwitch(x, y+1);
1987 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1988 smashed == EL_SWITCHGATE_SWITCH_2)
1990 ToggleSwitchgateSwitch(x, y+1);
1992 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1993 smashed == EL_LIGHT_SWITCH_ON)
1995 ToggleLightSwitch(x, y+1);
2001 /* play sound of magic wall / mill */
2003 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2004 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2006 PlaySoundLevel(x, y, SND_QUIRK);
2010 /* play sound of object that hits the ground */
2011 if (lastline || object_hit)
2018 case EL_EDELSTEIN_BD:
2019 case EL_EDELSTEIN_GELB:
2020 case EL_EDELSTEIN_ROT:
2021 case EL_EDELSTEIN_LILA:
2023 case EL_SP_INFOTRON:
2029 case EL_FELSBROCKEN:
2034 sound = SND_SP_ZONKDOWN;
2037 case EL_SCHLUESSEL1:
2038 case EL_SCHLUESSEL2:
2039 case EL_SCHLUESSEL3:
2040 case EL_SCHLUESSEL4:
2057 PlaySoundLevel(x, y, sound);
2061 void TurnRound(int x, int y)
2073 { 0, 0 }, { 0, 0 }, { 0, 0 },
2078 int left, right, back;
2082 { MV_DOWN, MV_UP, MV_RIGHT },
2083 { MV_UP, MV_DOWN, MV_LEFT },
2085 { MV_LEFT, MV_RIGHT, MV_DOWN },
2086 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2087 { MV_RIGHT, MV_LEFT, MV_UP }
2090 int element = Feld[x][y];
2091 int old_move_dir = MovDir[x][y];
2092 int left_dir = turn[old_move_dir].left;
2093 int right_dir = turn[old_move_dir].right;
2094 int back_dir = turn[old_move_dir].back;
2096 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2097 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2098 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2099 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2101 int left_x = x+left_dx, left_y = y+left_dy;
2102 int right_x = x+right_dx, right_y = y+right_dy;
2103 int move_x = x+move_dx, move_y = y+move_dy;
2105 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2107 TestIfBadThingTouchesOtherBadThing(x, y);
2109 if (IN_LEV_FIELD(right_x, right_y) &&
2110 IS_FREE(right_x, right_y))
2111 MovDir[x][y] = right_dir;
2112 else if (!IN_LEV_FIELD(move_x, move_y) ||
2113 !IS_FREE(move_x, move_y))
2114 MovDir[x][y] = left_dir;
2116 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2118 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2121 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2122 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2124 TestIfBadThingTouchesOtherBadThing(x, y);
2126 if (IN_LEV_FIELD(left_x, left_y) &&
2127 IS_FREE(left_x, left_y))
2128 MovDir[x][y] = left_dir;
2129 else if (!IN_LEV_FIELD(move_x, move_y) ||
2130 !IS_FREE(move_x, move_y))
2131 MovDir[x][y] = right_dir;
2133 if ((element == EL_FLIEGER ||
2134 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2135 && MovDir[x][y] != old_move_dir)
2137 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2140 else if (element == EL_MAMPFER)
2142 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2144 if (IN_LEV_FIELD(left_x, left_y) &&
2145 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2146 Feld[left_x][left_y] == EL_DIAMANT))
2147 can_turn_left = TRUE;
2148 if (IN_LEV_FIELD(right_x, right_y) &&
2149 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2150 Feld[right_x][right_y] == EL_DIAMANT))
2151 can_turn_right = TRUE;
2153 if (can_turn_left && can_turn_right)
2154 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2155 else if (can_turn_left)
2156 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2157 else if (can_turn_right)
2158 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2160 MovDir[x][y] = back_dir;
2162 MovDelay[x][y] = 16+16*RND(3);
2164 else if (element == EL_MAMPFER2)
2166 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2168 if (IN_LEV_FIELD(left_x, left_y) &&
2169 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2170 IS_MAMPF2(Feld[left_x][left_y])))
2171 can_turn_left = TRUE;
2172 if (IN_LEV_FIELD(right_x, right_y) &&
2173 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2174 IS_MAMPF2(Feld[right_x][right_y])))
2175 can_turn_right = TRUE;
2177 if (can_turn_left && can_turn_right)
2178 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2179 else if (can_turn_left)
2180 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2181 else if (can_turn_right)
2182 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2184 MovDir[x][y] = back_dir;
2186 MovDelay[x][y] = 16+16*RND(3);
2188 else if (element == EL_PACMAN)
2190 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2192 if (IN_LEV_FIELD(left_x, left_y) &&
2193 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2194 IS_AMOEBOID(Feld[left_x][left_y])))
2195 can_turn_left = TRUE;
2196 if (IN_LEV_FIELD(right_x, right_y) &&
2197 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2198 IS_AMOEBOID(Feld[right_x][right_y])))
2199 can_turn_right = TRUE;
2201 if (can_turn_left && can_turn_right)
2202 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2203 else if (can_turn_left)
2204 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2205 else if (can_turn_right)
2206 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2208 MovDir[x][y] = back_dir;
2210 MovDelay[x][y] = 6+RND(40);
2212 else if (element == EL_SCHWEIN)
2214 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2215 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2216 boolean should_move_on = FALSE;
2218 int rnd = RND(rnd_value);
2220 if (IN_LEV_FIELD(left_x, left_y) &&
2221 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2222 can_turn_left = TRUE;
2223 if (IN_LEV_FIELD(right_x, right_y) &&
2224 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2225 can_turn_right = TRUE;
2226 if (IN_LEV_FIELD(move_x, move_y) &&
2227 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2230 if (can_turn_left &&
2232 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2233 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2234 should_turn_left = TRUE;
2235 if (can_turn_right &&
2237 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2238 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2239 should_turn_right = TRUE;
2241 (!can_turn_left || !can_turn_right ||
2242 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2243 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2244 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2245 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2246 should_move_on = TRUE;
2248 if (should_turn_left || should_turn_right || should_move_on)
2250 if (should_turn_left && should_turn_right && should_move_on)
2251 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2252 rnd < 2*rnd_value/3 ? right_dir :
2254 else if (should_turn_left && should_turn_right)
2255 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2256 else if (should_turn_left && should_move_on)
2257 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2258 else if (should_turn_right && should_move_on)
2259 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2260 else if (should_turn_left)
2261 MovDir[x][y] = left_dir;
2262 else if (should_turn_right)
2263 MovDir[x][y] = right_dir;
2264 else if (should_move_on)
2265 MovDir[x][y] = old_move_dir;
2267 else if (can_move_on && rnd > rnd_value/8)
2268 MovDir[x][y] = old_move_dir;
2269 else if (can_turn_left && can_turn_right)
2270 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2271 else if (can_turn_left && rnd > rnd_value/8)
2272 MovDir[x][y] = left_dir;
2273 else if (can_turn_right && rnd > rnd_value/8)
2274 MovDir[x][y] = right_dir;
2276 MovDir[x][y] = back_dir;
2278 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2279 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2280 MovDir[x][y] = old_move_dir;
2284 else if (element == EL_DRACHE)
2286 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2288 int rnd = RND(rnd_value);
2290 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2291 can_turn_left = TRUE;
2292 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2293 can_turn_right = TRUE;
2294 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2297 if (can_move_on && rnd > rnd_value/8)
2298 MovDir[x][y] = old_move_dir;
2299 else if (can_turn_left && can_turn_right)
2300 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2301 else if (can_turn_left && rnd > rnd_value/8)
2302 MovDir[x][y] = left_dir;
2303 else if (can_turn_right && rnd > rnd_value/8)
2304 MovDir[x][y] = right_dir;
2306 MovDir[x][y] = back_dir;
2308 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2309 MovDir[x][y] = old_move_dir;
2313 else if (element == EL_MOLE)
2315 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2317 if (IN_LEV_FIELD(move_x, move_y) &&
2318 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2319 Feld[move_x][move_y] == EL_DEAMOEBING))
2324 if (IN_LEV_FIELD(left_x, left_y) &&
2325 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2326 can_turn_left = TRUE;
2327 if (IN_LEV_FIELD(right_x, right_y) &&
2328 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2329 can_turn_right = TRUE;
2331 if (can_turn_left && can_turn_right)
2332 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2333 else if (can_turn_left)
2334 MovDir[x][y] = left_dir;
2336 MovDir[x][y] = right_dir;
2339 if (MovDir[x][y] != old_move_dir)
2342 else if (element == EL_BALLOON)
2344 MovDir[x][y] = game.balloon_dir;
2347 else if (element == EL_SPRING_MOVING)
2349 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2350 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2352 Feld[x][y] = EL_SPRING;
2353 MovDir[x][y] = MV_NO_MOVING;
2357 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2359 int attr_x = -1, attr_y = -1;
2370 for (i=0; i<MAX_PLAYERS; i++)
2372 struct PlayerInfo *player = &stored_player[i];
2373 int jx = player->jx, jy = player->jy;
2375 if (!player->active)
2378 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2386 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2392 if (element == EL_PINGUIN)
2395 static int xy[4][2] =
2405 int ex = x + xy[i%4][0];
2406 int ey = y + xy[i%4][1];
2408 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2417 MovDir[x][y] = MV_NO_MOVING;
2419 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2421 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2423 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2425 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2427 if (element == EL_ROBOT)
2431 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2432 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2433 Moving2Blocked(x, y, &newx, &newy);
2435 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2436 MovDelay[x][y] = 8+8*!RND(3);
2438 MovDelay[x][y] = 16;
2446 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2448 boolean first_horiz = RND(2);
2449 int new_move_dir = MovDir[x][y];
2452 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2453 Moving2Blocked(x, y, &newx, &newy);
2455 if (IN_LEV_FIELD(newx, newy) &&
2456 (IS_FREE(newx, newy) ||
2457 Feld[newx][newy] == EL_SALZSAEURE ||
2458 (element == EL_PINGUIN &&
2459 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2460 IS_MAMPF3(Feld[newx][newy])))))
2464 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2465 Moving2Blocked(x, y, &newx, &newy);
2467 if (IN_LEV_FIELD(newx, newy) &&
2468 (IS_FREE(newx, newy) ||
2469 Feld[newx][newy] == EL_SALZSAEURE ||
2470 (element == EL_PINGUIN &&
2471 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2472 IS_MAMPF3(Feld[newx][newy])))))
2475 MovDir[x][y] = old_move_dir;
2482 static boolean JustBeingPushed(int x, int y)
2486 for (i=0; i<MAX_PLAYERS; i++)
2488 struct PlayerInfo *player = &stored_player[i];
2490 if (player->active && player->Pushing && player->MovPos)
2492 int next_jx = player->jx + (player->jx - player->last_jx);
2493 int next_jy = player->jy + (player->jy - player->last_jy);
2495 if (x == next_jx && y == next_jy)
2503 void StartMoving(int x, int y)
2505 int element = Feld[x][y];
2510 if (CAN_FALL(element) && y<lev_fieldy-1)
2512 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2513 if (JustBeingPushed(x, y))
2516 if (element == EL_MORAST_VOLL)
2518 if (IS_FREE(x, y+1))
2520 InitMovingField(x, y, MV_DOWN);
2521 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2522 Store[x][y] = EL_FELSBROCKEN;
2524 else if (Feld[x][y+1] == EL_MORAST_LEER)
2526 if (!MovDelay[x][y])
2527 MovDelay[x][y] = TILEY + 1;
2536 Feld[x][y] = EL_MORAST_LEER;
2537 Feld[x][y+1] = EL_MORAST_VOLL;
2538 Store[x][y+1] = Store[x][y];
2542 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2543 Feld[x][y+1] == EL_MORAST_LEER)
2545 InitMovingField(x, y, MV_DOWN);
2546 Feld[x][y] = EL_QUICKSAND_FILLING;
2547 Store[x][y] = element;
2549 else if (element == EL_MAGIC_WALL_FULL)
2551 if (IS_FREE(x, y+1))
2553 InitMovingField(x, y, MV_DOWN);
2554 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2555 Store[x][y] = EL_CHANGED(Store[x][y]);
2557 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2559 if (!MovDelay[x][y])
2560 MovDelay[x][y] = TILEY/4 + 1;
2569 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2570 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2571 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2575 else if (element == EL_MAGIC_WALL_BD_FULL)
2577 if (IS_FREE(x, y+1))
2579 InitMovingField(x, y, MV_DOWN);
2580 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2581 Store[x][y] = EL_CHANGED2(Store[x][y]);
2583 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2585 if (!MovDelay[x][y])
2586 MovDelay[x][y] = TILEY/4 + 1;
2595 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2596 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2597 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2601 else if (CAN_CHANGE(element) &&
2602 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2603 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2605 InitMovingField(x, y, MV_DOWN);
2607 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2608 EL_MAGIC_WALL_BD_FILLING);
2609 Store[x][y] = element;
2611 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2614 InitMovingField(x, y, MV_DOWN);
2615 Store[x][y] = EL_SALZSAEURE;
2617 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2622 else if (IS_FREE(x, y+1))
2624 InitMovingField(x, y, MV_DOWN);
2626 else if (element == EL_TROPFEN)
2628 Feld[x][y] = EL_AMOEBING;
2629 Store[x][y] = EL_AMOEBE_NASS;
2631 /* Store[x][y+1] must be zero, because:
2632 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2635 #if OLD_GAME_BEHAVIOUR
2636 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2638 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2639 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2640 element != EL_DX_SUPABOMB)
2643 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2644 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2645 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2646 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2649 boolean left = (x>0 && IS_FREE(x-1, y) &&
2650 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2651 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2652 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2656 if (left && right &&
2657 (game.emulation != EMU_BOULDERDASH &&
2658 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2659 left = !(right = RND(2));
2661 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2664 else if (IS_BELT(Feld[x][y+1]))
2666 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2667 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2668 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2669 int belt_dir = game.belt_dir[belt_nr];
2671 if ((belt_dir == MV_LEFT && left_is_free) ||
2672 (belt_dir == MV_RIGHT && right_is_free))
2673 InitMovingField(x, y, belt_dir);
2676 else if (CAN_MOVE(element))
2680 if ((element == EL_SONDE || element == EL_BALLOON ||
2681 element == EL_SPRING_MOVING)
2682 && JustBeingPushed(x, y))
2685 if (!MovDelay[x][y]) /* start new movement phase */
2687 /* all objects that can change their move direction after each step */
2688 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2690 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2693 if (MovDelay[x][y] && (element == EL_KAEFER ||
2694 element == EL_FLIEGER ||
2695 element == EL_SP_SNIKSNAK ||
2696 element == EL_SP_ELECTRON ||
2697 element == EL_MOLE))
2698 DrawLevelField(x, y);
2702 if (MovDelay[x][y]) /* wait some time before next movement */
2706 if (element == EL_ROBOT ||
2707 element == EL_MAMPFER || element == EL_MAMPFER2)
2709 int phase = MovDelay[x][y] % 8;
2714 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2715 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2717 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2718 && MovDelay[x][y]%4 == 3)
2719 PlaySoundLevel(x, y, SND_NJAM);
2721 else if (element == EL_SP_ELECTRON)
2722 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2723 else if (element == EL_DRACHE)
2726 int dir = MovDir[x][y];
2727 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2728 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2729 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2730 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2731 dir == MV_UP ? GFX_FLAMMEN_UP :
2732 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2733 int phase = FrameCounter % 2;
2735 for (i=1; i<=3; i++)
2737 int xx = x + i*dx, yy = y + i*dy;
2738 int sx = SCREENX(xx), sy = SCREENY(yy);
2740 if (!IN_LEV_FIELD(xx, yy) ||
2741 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2746 int flamed = MovingOrBlocked2Element(xx, yy);
2748 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2751 RemoveMovingField(xx, yy);
2753 Feld[xx][yy] = EL_BURNING;
2754 if (IN_SCR_FIELD(sx, sy))
2755 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2759 if (Feld[xx][yy] == EL_BURNING)
2760 Feld[xx][yy] = EL_LEERRAUM;
2761 DrawLevelField(xx, yy);
2770 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2772 PlaySoundLevel(x, y, SND_KLAPPER);
2774 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2776 PlaySoundLevel(x, y, SND_ROEHR);
2779 /* now make next step */
2781 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2783 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2784 !PLAYER_PROTECTED(newx, newy))
2788 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2791 /* enemy got the player */
2793 KillHero(PLAYERINFO(newx, newy));
2798 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2799 element == EL_SONDE || element == EL_BALLOON) &&
2800 IN_LEV_FIELD(newx, newy) &&
2801 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2804 Store[x][y] = EL_SALZSAEURE;
2806 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2808 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2810 Feld[x][y] = EL_LEERRAUM;
2811 DrawLevelField(x, y);
2813 PlaySoundLevel(newx, newy, SND_BUING);
2814 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2815 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2817 local_player->friends_still_needed--;
2818 if (!local_player->friends_still_needed &&
2819 !local_player->GameOver && AllPlayersGone)
2820 local_player->LevelSolved = local_player->GameOver = TRUE;
2824 else if (IS_MAMPF3(Feld[newx][newy]))
2826 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2827 DrawLevelField(newx, newy);
2829 MovDir[x][y] = MV_NO_MOVING;
2831 else if (!IS_FREE(newx, newy))
2833 if (IS_PLAYER(x, y))
2834 DrawPlayerField(x, y);
2836 DrawLevelField(x, y);
2840 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2842 if (IS_GEM(Feld[newx][newy]))
2844 if (IS_MOVING(newx, newy))
2845 RemoveMovingField(newx, newy);
2848 Feld[newx][newy] = EL_LEERRAUM;
2849 DrawLevelField(newx, newy);
2852 else if (!IS_FREE(newx, newy))
2854 if (IS_PLAYER(x, y))
2855 DrawPlayerField(x, y);
2857 DrawLevelField(x, y);
2861 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2863 if (!IS_FREE(newx, newy))
2865 if (IS_PLAYER(x, y))
2866 DrawPlayerField(x, y);
2868 DrawLevelField(x, y);
2873 boolean wanna_flame = !RND(10);
2874 int dx = newx - x, dy = newy - y;
2875 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2876 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2877 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2878 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2879 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2880 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2882 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2883 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2884 element1 != EL_BURNING && element2 != EL_BURNING)
2886 if (IS_PLAYER(x, y))
2887 DrawPlayerField(x, y);
2889 DrawLevelField(x, y);
2891 MovDelay[x][y] = 50;
2892 Feld[newx][newy] = EL_BURNING;
2893 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2894 Feld[newx1][newy1] = EL_BURNING;
2895 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2896 Feld[newx2][newy2] = EL_BURNING;
2901 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2902 Feld[newx][newy] == EL_DIAMANT)
2904 if (IS_MOVING(newx, newy))
2905 RemoveMovingField(newx, newy);
2908 Feld[newx][newy] = EL_LEERRAUM;
2909 DrawLevelField(newx, newy);
2912 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2913 IS_MAMPF2(Feld[newx][newy]))
2915 if (AmoebaNr[newx][newy])
2917 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2918 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2919 Feld[newx][newy] == EL_AMOEBE_BD)
2920 AmoebaCnt[AmoebaNr[newx][newy]]--;
2923 if (IS_MOVING(newx, newy))
2924 RemoveMovingField(newx, newy);
2927 Feld[newx][newy] = EL_LEERRAUM;
2928 DrawLevelField(newx, newy);
2931 else if ((element == EL_PACMAN || element == EL_MOLE)
2932 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2934 if (AmoebaNr[newx][newy])
2936 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2937 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2938 Feld[newx][newy] == EL_AMOEBE_BD)
2939 AmoebaCnt[AmoebaNr[newx][newy]]--;
2942 if (element == EL_MOLE)
2944 Feld[newx][newy] = EL_DEAMOEBING;
2945 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2946 return; /* wait for shrinking amoeba */
2948 else /* element == EL_PACMAN */
2950 Feld[newx][newy] = EL_LEERRAUM;
2951 DrawLevelField(newx, newy);
2954 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2955 (Feld[newx][newy] == EL_DEAMOEBING ||
2956 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2958 /* wait for shrinking amoeba to completely disappear */
2961 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2963 /* object was running against a wall */
2967 if (element == EL_KAEFER || element == EL_FLIEGER ||
2968 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2969 DrawLevelField(x, y);
2970 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2971 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2972 else if (element == EL_SONDE)
2973 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2974 else if (element == EL_SP_ELECTRON)
2975 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2977 if (DONT_TOUCH(element))
2978 TestIfBadThingTouchesHero(x, y);
2983 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2984 PlaySoundLevel(x, y, SND_SCHLURF);
2986 InitMovingField(x, y, MovDir[x][y]);
2990 ContinueMoving(x, y);
2993 void ContinueMoving(int x, int y)
2995 int element = Feld[x][y];
2996 int direction = MovDir[x][y];
2997 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2998 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2999 int horiz_move = (dx!=0);
3000 int newx = x + dx, newy = y + dy;
3001 int step = (horiz_move ? dx : dy) * TILEX / 8;
3003 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3005 else if (element == EL_QUICKSAND_FILLING ||
3006 element == EL_QUICKSAND_EMPTYING)
3008 else if (element == EL_MAGIC_WALL_FILLING ||
3009 element == EL_MAGIC_WALL_BD_FILLING ||
3010 element == EL_MAGIC_WALL_EMPTYING ||
3011 element == EL_MAGIC_WALL_BD_EMPTYING)
3013 else if (CAN_FALL(element) && horiz_move &&
3014 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3016 else if (element == EL_SPRING_MOVING)
3019 #if OLD_GAME_BEHAVIOUR
3020 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3024 MovPos[x][y] += step;
3026 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3028 Feld[x][y] = EL_LEERRAUM;
3029 Feld[newx][newy] = element;
3031 if (element == EL_MOLE)
3034 static int xy[4][2] =
3042 Feld[x][y] = EL_ERDREICH;
3043 DrawLevelField(x, y);
3052 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3053 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3057 if (element == EL_QUICKSAND_FILLING)
3059 element = Feld[newx][newy] = get_next_element(element);
3060 Store[newx][newy] = Store[x][y];
3062 else if (element == EL_QUICKSAND_EMPTYING)
3064 Feld[x][y] = get_next_element(element);
3065 element = Feld[newx][newy] = Store[x][y];
3067 else if (element == EL_MAGIC_WALL_FILLING)
3069 element = Feld[newx][newy] = get_next_element(element);
3070 if (!game.magic_wall_active)
3071 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3072 Store[newx][newy] = Store[x][y];
3074 else if (element == EL_MAGIC_WALL_EMPTYING)
3076 Feld[x][y] = get_next_element(element);
3077 if (!game.magic_wall_active)
3078 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3079 element = Feld[newx][newy] = Store[x][y];
3081 else if (element == EL_MAGIC_WALL_BD_FILLING)
3083 element = Feld[newx][newy] = get_next_element(element);
3084 if (!game.magic_wall_active)
3085 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3086 Store[newx][newy] = Store[x][y];
3088 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3090 Feld[x][y] = get_next_element(element);
3091 if (!game.magic_wall_active)
3092 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3093 element = Feld[newx][newy] = Store[x][y];
3095 else if (element == EL_AMOEBA_DRIPPING)
3097 Feld[x][y] = get_next_element(element);
3098 element = Feld[newx][newy] = Store[x][y];
3100 else if (Store[x][y] == EL_SALZSAEURE)
3102 element = Feld[newx][newy] = EL_SALZSAEURE;
3106 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3107 MovDelay[newx][newy] = 0;
3109 if (!CAN_MOVE(element))
3110 MovDir[newx][newy] = 0;
3112 DrawLevelField(x, y);
3113 DrawLevelField(newx, newy);
3115 Stop[newx][newy] = TRUE;
3116 JustStopped[newx][newy] = 3;
3118 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3120 TestIfBadThingTouchesHero(newx, newy);
3121 TestIfBadThingTouchesFriend(newx, newy);
3122 TestIfBadThingTouchesOtherBadThing(newx, newy);
3124 else if (element == EL_PINGUIN)
3125 TestIfFriendTouchesBadThing(newx, newy);
3127 if (CAN_SMASH(element) && direction == MV_DOWN &&
3128 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3131 else /* still moving on */
3132 DrawLevelField(x, y);
3135 int AmoebeNachbarNr(int ax, int ay)
3138 int element = Feld[ax][ay];
3140 static int xy[4][2] =
3150 int x = ax + xy[i][0];
3151 int y = ay + xy[i][1];
3153 if (!IN_LEV_FIELD(x, y))
3156 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3157 group_nr = AmoebaNr[x][y];
3163 void AmoebenVereinigen(int ax, int ay)
3165 int i, x, y, xx, yy;
3166 int new_group_nr = AmoebaNr[ax][ay];
3167 static int xy[4][2] =
3175 if (new_group_nr == 0)
3183 if (!IN_LEV_FIELD(x, y))
3186 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3187 Feld[x][y] == EL_AMOEBE_BD ||
3188 Feld[x][y] == EL_AMOEBE_TOT) &&
3189 AmoebaNr[x][y] != new_group_nr)
3191 int old_group_nr = AmoebaNr[x][y];
3193 if (old_group_nr == 0)
3196 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3197 AmoebaCnt[old_group_nr] = 0;
3198 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3199 AmoebaCnt2[old_group_nr] = 0;
3201 for (yy=0; yy<lev_fieldy; yy++)
3203 for (xx=0; xx<lev_fieldx; xx++)
3205 if (AmoebaNr[xx][yy] == old_group_nr)
3206 AmoebaNr[xx][yy] = new_group_nr;
3213 void AmoebeUmwandeln(int ax, int ay)
3217 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3219 int group_nr = AmoebaNr[ax][ay];
3224 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3225 printf("AmoebeUmwandeln(): This should never happen!\n");
3230 for (y=0; y<lev_fieldy; y++)
3232 for (x=0; x<lev_fieldx; x++)
3234 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3237 Feld[x][y] = EL_AMOEBA2DIAM;
3245 static int xy[4][2] =
3258 if (!IN_LEV_FIELD(x, y))
3261 if (Feld[x][y] == EL_AMOEBA2DIAM)
3267 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3270 int group_nr = AmoebaNr[ax][ay];
3271 boolean done = FALSE;
3276 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3277 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3282 for (y=0; y<lev_fieldy; y++)
3284 for (x=0; x<lev_fieldx; x++)
3286 if (AmoebaNr[x][y] == group_nr &&
3287 (Feld[x][y] == EL_AMOEBE_TOT ||
3288 Feld[x][y] == EL_AMOEBE_BD ||
3289 Feld[x][y] == EL_AMOEBING))
3292 Feld[x][y] = new_element;
3293 InitField(x, y, FALSE);
3294 DrawLevelField(x, y);
3301 PlaySoundLevel(ax, ay,
3302 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3305 void AmoebeWaechst(int x, int y)
3307 static unsigned long sound_delay = 0;
3308 static unsigned long sound_delay_value = 0;
3310 if (!MovDelay[x][y]) /* start new growing cycle */
3314 if (DelayReached(&sound_delay, sound_delay_value))
3316 PlaySoundLevel(x, y, SND_AMOEBE);
3317 sound_delay_value = 30;
3321 if (MovDelay[x][y]) /* wait some time before growing bigger */
3324 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3325 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3327 if (!MovDelay[x][y])
3329 Feld[x][y] = Store[x][y];
3331 DrawLevelField(x, y);
3336 void AmoebeSchrumpft(int x, int y)
3338 static unsigned long sound_delay = 0;
3339 static unsigned long sound_delay_value = 0;
3341 if (!MovDelay[x][y]) /* start new shrinking cycle */
3345 if (DelayReached(&sound_delay, sound_delay_value))
3347 PlaySoundLevel(x, y, SND_BLURB);
3348 sound_delay_value = 30;
3352 if (MovDelay[x][y]) /* wait some time before shrinking */
3355 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3356 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3358 if (!MovDelay[x][y])
3360 Feld[x][y] = EL_LEERRAUM;
3361 DrawLevelField(x, y);
3363 /* don't let mole enter this field in this cycle;
3364 (give priority to objects falling to this field from above) */
3370 void AmoebeAbleger(int ax, int ay)
3373 int element = Feld[ax][ay];
3374 int newax = ax, neway = ay;
3375 static int xy[4][2] =
3383 if (!level.amoeba_speed)
3385 Feld[ax][ay] = EL_AMOEBE_TOT;
3386 DrawLevelField(ax, ay);
3390 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3391 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3393 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3396 if (MovDelay[ax][ay])
3400 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3403 int x = ax + xy[start][0];
3404 int y = ay + xy[start][1];
3406 if (!IN_LEV_FIELD(x, y))
3409 if (IS_FREE(x, y) ||
3410 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3416 if (newax == ax && neway == ay)
3419 else /* normal or "filled" (BD style) amoeba */
3422 boolean waiting_for_player = FALSE;
3426 int j = (start + i) % 4;
3427 int x = ax + xy[j][0];
3428 int y = ay + xy[j][1];
3430 if (!IN_LEV_FIELD(x, y))
3433 if (IS_FREE(x, y) ||
3434 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3440 else if (IS_PLAYER(x, y))
3441 waiting_for_player = TRUE;
3444 if (newax == ax && neway == ay) /* amoeba cannot grow */
3446 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3448 Feld[ax][ay] = EL_AMOEBE_TOT;
3449 DrawLevelField(ax, ay);
3450 AmoebaCnt[AmoebaNr[ax][ay]]--;
3452 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3454 if (element == EL_AMOEBE_VOLL)
3455 AmoebeUmwandeln(ax, ay);
3456 else if (element == EL_AMOEBE_BD)
3457 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3462 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3464 /* amoeba gets larger by growing in some direction */
3466 int new_group_nr = AmoebaNr[ax][ay];
3469 if (new_group_nr == 0)
3471 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3472 printf("AmoebeAbleger(): This should never happen!\n");
3477 AmoebaNr[newax][neway] = new_group_nr;
3478 AmoebaCnt[new_group_nr]++;
3479 AmoebaCnt2[new_group_nr]++;
3481 /* if amoeba touches other amoeba(s) after growing, unify them */
3482 AmoebenVereinigen(newax, neway);
3484 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3486 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3492 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3493 (neway == lev_fieldy - 1 && newax != ax))
3495 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3496 Store[newax][neway] = element;
3498 else if (neway == ay)
3499 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3502 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3503 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3504 Store[ax][ay] = EL_TROPFEN;
3505 ContinueMoving(ax, ay);
3509 DrawLevelField(newax, neway);
3512 void Life(int ax, int ay)
3515 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3517 int element = Feld[ax][ay];
3522 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3523 MovDelay[ax][ay] = life_time;
3525 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3528 if (MovDelay[ax][ay])
3532 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3534 int xx = ax+x1, yy = ay+y1;
3537 if (!IN_LEV_FIELD(xx, yy))
3540 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3542 int x = xx+x2, y = yy+y2;
3544 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3547 if (((Feld[x][y] == element ||
3548 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3550 (IS_FREE(x, y) && Stop[x][y]))
3554 if (xx == ax && yy == ay) /* field in the middle */
3556 if (nachbarn<life[0] || nachbarn>life[1])
3558 Feld[xx][yy] = EL_LEERRAUM;
3560 DrawLevelField(xx, yy);
3561 Stop[xx][yy] = TRUE;
3564 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3565 { /* free border field */
3566 if (nachbarn>=life[2] && nachbarn<=life[3])
3568 Feld[xx][yy] = element;
3569 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3571 DrawLevelField(xx, yy);
3572 Stop[xx][yy] = TRUE;
3578 void Ablenk(int x, int y)
3580 if (!MovDelay[x][y]) /* next animation frame */
3581 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3583 if (MovDelay[x][y]) /* wait some time before next frame */
3588 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3589 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3590 if (!(MovDelay[x][y]%4))
3591 PlaySoundLevel(x, y, SND_MIEP);
3596 Feld[x][y] = EL_ABLENK_AUS;
3597 DrawLevelField(x, y);
3598 if (ZX == x && ZY == y)
3602 void TimegateWheel(int x, int y)
3604 if (!MovDelay[x][y]) /* next animation frame */
3605 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3607 if (MovDelay[x][y]) /* wait some time before next frame */
3612 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3613 DrawGraphic(SCREENX(x), SCREENY(y),
3614 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3615 if (!(MovDelay[x][y]%4))
3616 PlaySoundLevel(x, y, SND_MIEP);
3621 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3622 DrawLevelField(x, y);
3623 if (ZX == x && ZY == y)
3627 void Birne(int x, int y)
3629 if (!MovDelay[x][y]) /* next animation frame */
3630 MovDelay[x][y] = 800;
3632 if (MovDelay[x][y]) /* wait some time before next frame */
3637 if (!(MovDelay[x][y]%5))
3639 if (!(MovDelay[x][y]%10))
3640 Feld[x][y]=EL_ABLENK_EIN;
3642 Feld[x][y]=EL_ABLENK_AUS;
3643 DrawLevelField(x, y);
3644 Feld[x][y]=EL_ABLENK_EIN;
3650 Feld[x][y]=EL_ABLENK_AUS;
3651 DrawLevelField(x, y);
3652 if (ZX == x && ZY == y)
3656 void Blubber(int x, int y)
3658 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3659 DrawLevelField(x, y-1);
3661 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3664 void NussKnacken(int x, int y)
3666 if (!MovDelay[x][y]) /* next animation frame */
3669 if (MovDelay[x][y]) /* wait some time before next frame */
3672 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3673 DrawGraphic(SCREENX(x), SCREENY(y),
3674 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3676 if (!MovDelay[x][y])
3678 Feld[x][y] = EL_EDELSTEIN;
3679 DrawLevelField(x, y);
3684 void BreakingPearl(int x, int y)
3686 if (!MovDelay[x][y]) /* next animation frame */
3689 if (MovDelay[x][y]) /* wait some time before next frame */
3692 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3693 DrawGraphic(SCREENX(x), SCREENY(y),
3694 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3696 if (!MovDelay[x][y])
3698 Feld[x][y] = EL_LEERRAUM;
3699 DrawLevelField(x, y);
3704 void SiebAktivieren(int x, int y, int typ)
3706 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3708 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3711 void AusgangstuerPruefen(int x, int y)
3713 if (!local_player->gems_still_needed &&
3714 !local_player->sokobanfields_still_needed &&
3715 !local_player->lights_still_needed)
3717 Feld[x][y] = EL_AUSGANG_ACT;
3719 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3720 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3721 y < LEVELY(BY1) ? LEVELY(BY1) :
3722 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3727 void AusgangstuerOeffnen(int x, int y)
3731 if (!MovDelay[x][y]) /* next animation frame */
3732 MovDelay[x][y] = 5*delay;
3734 if (MovDelay[x][y]) /* wait some time before next frame */
3739 tuer = MovDelay[x][y]/delay;
3740 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3741 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3743 if (!MovDelay[x][y])
3745 Feld[x][y] = EL_AUSGANG_AUF;
3746 DrawLevelField(x, y);
3751 void AusgangstuerBlinken(int x, int y)
3753 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3756 void OpenSwitchgate(int x, int y)
3760 if (!MovDelay[x][y]) /* next animation frame */
3761 MovDelay[x][y] = 5 * delay;
3763 if (MovDelay[x][y]) /* wait some time before next frame */
3768 phase = MovDelay[x][y] / delay;
3769 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3770 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3772 if (!MovDelay[x][y])
3774 Feld[x][y] = EL_SWITCHGATE_OPEN;
3775 DrawLevelField(x, y);
3780 void CloseSwitchgate(int x, int y)
3784 if (!MovDelay[x][y]) /* next animation frame */
3785 MovDelay[x][y] = 5 * delay;
3787 if (MovDelay[x][y]) /* wait some time before next frame */
3792 phase = MovDelay[x][y] / delay;
3793 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3794 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3796 if (!MovDelay[x][y])
3798 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3799 DrawLevelField(x, y);
3804 void OpenTimegate(int x, int y)
3808 if (!MovDelay[x][y]) /* next animation frame */
3809 MovDelay[x][y] = 5 * delay;
3811 if (MovDelay[x][y]) /* wait some time before next frame */
3816 phase = MovDelay[x][y] / delay;
3817 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3818 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3820 if (!MovDelay[x][y])
3822 Feld[x][y] = EL_TIMEGATE_OPEN;
3823 DrawLevelField(x, y);
3828 void CloseTimegate(int x, int y)
3832 if (!MovDelay[x][y]) /* next animation frame */
3833 MovDelay[x][y] = 5 * delay;
3835 if (MovDelay[x][y]) /* wait some time before next frame */
3840 phase = MovDelay[x][y] / delay;
3841 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3842 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3844 if (!MovDelay[x][y])
3846 Feld[x][y] = EL_TIMEGATE_CLOSED;
3847 DrawLevelField(x, y);
3852 static void CloseAllOpenTimegates()
3856 for (y=0; y<lev_fieldy; y++)
3858 for (x=0; x<lev_fieldx; x++)
3860 int element = Feld[x][y];
3862 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3864 Feld[x][y] = EL_TIMEGATE_CLOSING;
3865 PlaySoundLevel(x, y, SND_OEFFNEN);
3871 void EdelsteinFunkeln(int x, int y)
3873 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3876 if (Feld[x][y] == EL_EDELSTEIN_BD)
3877 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3880 if (!MovDelay[x][y]) /* next animation frame */
3881 MovDelay[x][y] = 11 * !SimpleRND(500);
3883 if (MovDelay[x][y]) /* wait some time before next frame */
3887 if (setup.direct_draw && MovDelay[x][y])
3888 SetDrawtoField(DRAW_BUFFERED);
3890 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3894 int phase = (MovDelay[x][y]-1)/2;
3899 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3901 if (setup.direct_draw)
3905 dest_x = FX + SCREENX(x)*TILEX;
3906 dest_y = FY + SCREENY(y)*TILEY;
3908 BlitBitmap(drawto_field, window,
3909 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3910 SetDrawtoField(DRAW_DIRECT);
3917 void MauerWaechst(int x, int y)
3921 if (!MovDelay[x][y]) /* next animation frame */
3922 MovDelay[x][y] = 3*delay;
3924 if (MovDelay[x][y]) /* wait some time before next frame */
3929 phase = 2-MovDelay[x][y]/delay;
3930 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3931 DrawGraphic(SCREENX(x), SCREENY(y),
3932 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3933 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3934 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3935 GFX_MAUER_DOWN ) + phase);
3937 if (!MovDelay[x][y])
3939 if (MovDir[x][y] == MV_LEFT)
3941 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3942 DrawLevelField(x-1, y);
3944 else if (MovDir[x][y] == MV_RIGHT)
3946 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3947 DrawLevelField(x+1, y);
3949 else if (MovDir[x][y] == MV_UP)
3951 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3952 DrawLevelField(x, y-1);
3956 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3957 DrawLevelField(x, y+1);
3960 Feld[x][y] = Store[x][y];
3962 MovDir[x][y] = MV_NO_MOVING;
3963 DrawLevelField(x, y);
3968 void MauerAbleger(int ax, int ay)
3970 int element = Feld[ax][ay];
3971 boolean oben_frei = FALSE, unten_frei = FALSE;
3972 boolean links_frei = FALSE, rechts_frei = FALSE;
3973 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3974 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3976 if (!MovDelay[ax][ay]) /* start building new wall */
3977 MovDelay[ax][ay] = 6;
3979 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3982 if (MovDelay[ax][ay])
3986 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3988 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3990 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3992 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3995 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3999 Feld[ax][ay-1] = EL_MAUERND;
4000 Store[ax][ay-1] = element;
4001 MovDir[ax][ay-1] = MV_UP;
4002 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4003 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4007 Feld[ax][ay+1] = EL_MAUERND;
4008 Store[ax][ay+1] = element;
4009 MovDir[ax][ay+1] = MV_DOWN;
4010 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4011 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4015 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4016 element == EL_MAUER_LEBT)
4020 Feld[ax-1][ay] = EL_MAUERND;
4021 Store[ax-1][ay] = element;
4022 MovDir[ax-1][ay] = MV_LEFT;
4023 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4024 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4028 Feld[ax+1][ay] = EL_MAUERND;
4029 Store[ax+1][ay] = element;
4030 MovDir[ax+1][ay] = MV_RIGHT;
4031 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4032 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4036 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4037 DrawLevelField(ax, ay);
4039 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4041 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4042 unten_massiv = TRUE;
4043 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4044 links_massiv = TRUE;
4045 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4046 rechts_massiv = TRUE;
4048 if (((oben_massiv && unten_massiv) ||
4049 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4050 ((links_massiv && rechts_massiv) ||
4051 element == EL_MAUER_Y))
4052 Feld[ax][ay] = EL_MAUERWERK;
4055 void CheckForDragon(int x, int y)
4058 boolean dragon_found = FALSE;
4059 static int xy[4][2] =
4071 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4073 if (IN_LEV_FIELD(xx, yy) &&
4074 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4076 if (Feld[xx][yy] == EL_DRACHE)
4077 dragon_found = TRUE;
4090 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4092 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4094 Feld[xx][yy] = EL_LEERRAUM;
4095 DrawLevelField(xx, yy);
4104 static void CheckBuggyBase(int x, int y)
4106 int element = Feld[x][y];
4108 if (element == EL_SP_BUG)
4110 if (!MovDelay[x][y]) /* wait some time before activating base */
4111 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4116 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4117 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4121 Feld[x][y] = EL_SP_BUG_ACTIVE;
4124 else if (element == EL_SP_BUG_ACTIVE)
4126 if (!MovDelay[x][y]) /* start activating buggy base */
4127 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4135 static int xy[4][2] =
4143 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4144 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4148 int xx = x + xy[i][0], yy = y + xy[i][1];
4150 if (IS_PLAYER(xx, yy))
4152 PlaySoundLevel(x, y, SND_SP_BUG);
4160 Feld[x][y] = EL_SP_BUG;
4161 DrawLevelField(x, y);
4166 static void CheckTrap(int x, int y)
4168 int element = Feld[x][y];
4170 if (element == EL_TRAP_INACTIVE)
4172 if (!MovDelay[x][y]) /* wait some time before activating trap */
4173 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4181 Feld[x][y] = EL_TRAP_ACTIVE;
4184 else if (element == EL_TRAP_ACTIVE)
4189 if (!MovDelay[x][y]) /* start activating trap */
4190 MovDelay[x][y] = num_frames * delay;
4198 if (!(MovDelay[x][y] % delay))
4200 int phase = MovDelay[x][y]/delay;
4202 if (phase >= num_frames/2)
4203 phase = num_frames - phase;
4205 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4207 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4208 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4215 Feld[x][y] = EL_TRAP_INACTIVE;
4216 DrawLevelField(x, y);
4221 static void DrawBeltAnimation(int x, int y, int element)
4223 int belt_nr = getBeltNrFromElement(element);
4224 int belt_dir = game.belt_dir[belt_nr];
4226 if (belt_dir != MV_NO_MOVING)
4229 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4230 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4232 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4236 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4238 static byte stored_player_action[MAX_PLAYERS];
4239 static int num_stored_actions = 0;
4241 static boolean save_tape_entry = FALSE;
4243 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4244 int left = player_action & JOY_LEFT;
4245 int right = player_action & JOY_RIGHT;
4246 int up = player_action & JOY_UP;
4247 int down = player_action & JOY_DOWN;
4248 int button1 = player_action & JOY_BUTTON_1;
4249 int button2 = player_action & JOY_BUTTON_2;
4250 int dx = (left ? -1 : right ? 1 : 0);
4251 int dy = (up ? -1 : down ? 1 : 0);
4253 stored_player_action[player->index_nr] = 0;
4254 num_stored_actions++;
4256 if (!player->active || tape.pausing)
4262 save_tape_entry = TRUE;
4264 player->frame_reset_delay = 0;
4267 snapped = SnapField(player, dx, dy);
4271 bombed = PlaceBomb(player);
4272 moved = MoveFigure(player, dx, dy);
4276 if (tape.recording && (moved || snapped || bombed))
4278 if (bombed && !moved)
4279 player_action &= JOY_BUTTON;
4281 stored_player_action[player->index_nr] = player_action;
4282 save_tape_entry = TRUE;
4284 else if (tape.playing && snapped)
4285 SnapField(player, 0, 0); /* stop snapping */
4287 stored_player_action[player->index_nr] = player_action;
4292 /* no actions for this player (no input at player's configured device) */
4294 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4295 SnapField(player, 0, 0);
4296 CheckGravityMovement(player);
4299 if (player->MovPos == 0) /* needed for tape.playing */
4300 player->is_moving = FALSE;
4303 if (player->MovPos == 0) /* needed for tape.playing */
4304 player->last_move_dir = MV_NO_MOVING;
4306 /* !!! CHECK THIS AGAIN !!!
4307 (Seems to be needed for some EL_ROBOT stuff, but breaks
4308 tapes when walking through pipes!)
4311 /* it seems that "player->last_move_dir" is misused as some sort of
4312 "player->is_just_moving_in_this_moment", which is needed for the
4313 robot stuff (robots don't kill players when they are moving)
4317 if (++player->frame_reset_delay > player->move_delay_value)
4322 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4324 TapeRecordAction(stored_player_action);
4325 num_stored_actions = 0;
4326 save_tape_entry = FALSE;
4329 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4331 TapeRecordAction(stored_player_action);
4332 num_stored_actions = 0;
4337 if (tape.playing && !tape.pausing && !player_action &&
4338 tape.counter < tape.length)
4340 int jx = player->jx, jy = player->jy;
4342 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4344 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4345 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4347 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4349 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4351 int el = Feld[jx+dx][jy];
4352 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4353 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4355 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4357 player->MovDir = next_joy;
4358 player->Frame = FrameCounter % 4;
4359 player->Pushing = TRUE;
4369 static unsigned long action_delay = 0;
4370 unsigned long action_delay_value;
4371 int sieb_x = 0, sieb_y = 0;
4372 int i, x, y, element;
4373 byte *recorded_player_action;
4374 byte summarized_player_action = 0;
4376 if (game_status != PLAYING)
4379 action_delay_value =
4380 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4382 /* ---------- main game synchronization point ---------- */
4384 WaitUntilDelayReached(&action_delay, action_delay_value);
4386 if (network_playing && !network_player_action_received)
4390 printf("DEBUG: try to get network player actions in time\n");
4394 #if defined(PLATFORM_UNIX)
4395 /* last chance to get network player actions without main loop delay */
4399 if (game_status != PLAYING)
4402 if (!network_player_action_received)
4406 printf("DEBUG: failed to get network player actions in time\n");
4418 else if (tape.recording)
4421 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4423 for (i=0; i<MAX_PLAYERS; i++)
4425 summarized_player_action |= stored_player[i].action;
4427 if (!network_playing)
4428 stored_player[i].effective_action = stored_player[i].action;
4431 #if defined(PLATFORM_UNIX)
4432 if (network_playing)
4433 SendToServer_MovePlayer(summarized_player_action);
4436 if (!options.network && !setup.team_mode)
4437 local_player->effective_action = summarized_player_action;
4439 for (i=0; i<MAX_PLAYERS; i++)
4441 int actual_player_action = stored_player[i].effective_action;
4443 if (stored_player[i].programmed_action)
4444 actual_player_action = stored_player[i].programmed_action;
4446 if (recorded_player_action)
4447 actual_player_action = recorded_player_action[i];
4449 PlayerActions(&stored_player[i], actual_player_action);
4450 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4453 network_player_action_received = FALSE;
4455 ScrollScreen(NULL, SCROLL_GO_ON);
4461 if (TimeFrames == 0 && local_player->active)
4463 extern unsigned int last_RND();
4465 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4466 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4473 if (GameFrameDelay >= 500)
4474 printf("FrameCounter == %d\n", FrameCounter);
4483 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4486 if (JustStopped[x][y] > 0)
4487 JustStopped[x][y]--;
4490 if (IS_BLOCKED(x, y))
4494 Blocked2Moving(x, y, &oldx, &oldy);
4495 if (!IS_MOVING(oldx, oldy))
4497 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4498 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4499 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4500 printf("GameActions(): This should never happen!\n");
4506 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4508 element = Feld[x][y];
4510 if (IS_INACTIVE(element))
4513 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4517 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4518 EdelsteinFunkeln(x, y);
4520 else if (IS_MOVING(x, y))
4521 ContinueMoving(x, y);
4522 else if (IS_ACTIVE_BOMB(element))
4523 CheckDynamite(x, y);
4525 else if (element == EL_EXPLODING && !game.explosions_delayed)
4526 Explode(x, y, Frame[x][y], EX_NORMAL);
4528 else if (element == EL_AMOEBING)
4529 AmoebeWaechst(x, y);
4530 else if (element == EL_DEAMOEBING)
4531 AmoebeSchrumpft(x, y);
4533 #if !USE_NEW_AMOEBA_CODE
4534 else if (IS_AMOEBALIVE(element))
4535 AmoebeAbleger(x, y);
4538 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4540 else if (element == EL_ABLENK_EIN)
4542 else if (element == EL_TIMEGATE_SWITCH_ON)
4543 TimegateWheel(x, y);
4544 else if (element == EL_SALZSAEURE)
4546 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4548 else if (element == EL_CRACKINGNUT)
4550 else if (element == EL_PEARL_BREAKING)
4551 BreakingPearl(x, y);
4552 else if (element == EL_AUSGANG_ZU)
4553 AusgangstuerPruefen(x, y);
4554 else if (element == EL_AUSGANG_ACT)
4555 AusgangstuerOeffnen(x, y);
4556 else if (element == EL_AUSGANG_AUF)
4557 AusgangstuerBlinken(x, y);
4558 else if (element == EL_MAUERND)
4560 else if (element == EL_MAUER_LEBT ||
4561 element == EL_MAUER_X ||
4562 element == EL_MAUER_Y ||
4563 element == EL_MAUER_XY)
4565 else if (element == EL_BURNING)
4566 CheckForDragon(x, y);
4567 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4568 CheckBuggyBase(x, y);
4569 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4571 else if (element == EL_SP_TERMINAL)
4572 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4573 else if (element == EL_SP_TERMINAL_ACTIVE)
4574 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4575 else if (IS_BELT(element))
4576 DrawBeltAnimation(x, y, element);
4577 else if (element == EL_SWITCHGATE_OPENING)
4578 OpenSwitchgate(x, y);
4579 else if (element == EL_SWITCHGATE_CLOSING)
4580 CloseSwitchgate(x, y);
4581 else if (element == EL_TIMEGATE_OPENING)
4583 else if (element == EL_TIMEGATE_CLOSING)
4584 CloseTimegate(x, y);
4585 else if (element == EL_EXTRA_TIME)
4586 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4587 else if (element == EL_SHIELD_PASSIVE)
4588 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4589 else if (element == EL_SHIELD_ACTIVE)
4590 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4592 if (game.magic_wall_active)
4594 boolean sieb = FALSE;
4595 int jx = local_player->jx, jy = local_player->jy;
4597 if (element == EL_MAGIC_WALL_FULL ||
4598 element == EL_MAGIC_WALL_EMPTY ||
4599 element == EL_MAGIC_WALL_EMPTYING)
4601 SiebAktivieren(x, y, 1);
4604 else if (element == EL_MAGIC_WALL_BD_FULL ||
4605 element == EL_MAGIC_WALL_BD_EMPTY ||
4606 element == EL_MAGIC_WALL_BD_EMPTYING)
4608 SiebAktivieren(x, y, 2);
4612 /* play the element sound at the position nearest to the player */
4613 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4621 #if USE_NEW_AMOEBA_CODE
4622 /* new experimental amoeba growth stuff */
4624 if (!(FrameCounter % 8))
4627 static unsigned long random = 1684108901;
4629 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4632 x = (random >> 10) % lev_fieldx;
4633 y = (random >> 20) % lev_fieldy;
4635 x = RND(lev_fieldx);
4636 y = RND(lev_fieldy);
4638 element = Feld[x][y];
4640 if (!IS_PLAYER(x,y) &&
4641 (element == EL_LEERRAUM ||
4642 element == EL_ERDREICH ||
4643 element == EL_MORAST_LEER ||
4644 element == EL_BLURB_LEFT ||
4645 element == EL_BLURB_RIGHT))
4647 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4648 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4649 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4650 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4651 Feld[x][y] = EL_TROPFEN;
4654 random = random * 129 + 1;
4660 if (game.explosions_delayed)
4663 game.explosions_delayed = FALSE;
4665 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4667 element = Feld[x][y];
4669 if (ExplodeField[x][y])
4670 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4671 else if (element == EL_EXPLODING)
4672 Explode(x, y, Frame[x][y], EX_NORMAL);
4674 ExplodeField[x][y] = EX_NO_EXPLOSION;
4677 game.explosions_delayed = TRUE;
4680 if (game.magic_wall_active)
4682 if (!(game.magic_wall_time_left % 4))
4683 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4685 if (game.magic_wall_time_left > 0)
4687 game.magic_wall_time_left--;
4688 if (!game.magic_wall_time_left)
4690 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4692 element = Feld[x][y];
4694 if (element == EL_MAGIC_WALL_EMPTY ||
4695 element == EL_MAGIC_WALL_FULL)
4697 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4698 DrawLevelField(x, y);
4700 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4701 element == EL_MAGIC_WALL_BD_FULL)
4703 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4704 DrawLevelField(x, y);
4708 game.magic_wall_active = FALSE;
4713 if (game.light_time_left > 0)
4715 game.light_time_left--;
4717 if (game.light_time_left == 0)
4719 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4721 element = Feld[x][y];
4723 if (element == EL_LIGHT_SWITCH_ON)
4725 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4726 DrawLevelField(x, y);
4728 else if (element == EL_INVISIBLE_STEEL ||
4729 element == EL_UNSICHTBAR ||
4730 element == EL_SAND_INVISIBLE)
4731 DrawLevelField(x, y);
4736 if (game.timegate_time_left > 0)
4738 game.timegate_time_left--;
4740 if (game.timegate_time_left == 0)
4741 CloseAllOpenTimegates();
4744 if (TimeFrames >= (1000 / GameFrameDelay))
4749 for (i=0; i<MAX_PLAYERS; i++)
4751 if (SHIELD_ON(&stored_player[i]))
4753 stored_player[i].shield_passive_time_left--;
4755 if (stored_player[i].shield_active_time_left > 0)
4756 stored_player[i].shield_active_time_left--;
4760 if (tape.recording || tape.playing)
4761 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4767 if (TimeLeft <= 10 && setup.time_limit)
4768 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4770 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4772 if (!TimeLeft && setup.time_limit)
4773 for (i=0; i<MAX_PLAYERS; i++)
4774 KillHero(&stored_player[i]);
4776 else if (level.time == 0) /* level without time limit */
4777 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4782 if (options.debug) /* calculate frames per second */
4784 static unsigned long fps_counter = 0;
4785 static int fps_frames = 0;
4786 unsigned long fps_delay_ms = Counter() - fps_counter;
4790 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4792 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4795 fps_counter = Counter();
4798 redraw_mask |= REDRAW_FPS;
4802 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4804 int min_x = x, min_y = y, max_x = x, max_y = y;
4807 for (i=0; i<MAX_PLAYERS; i++)
4809 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4811 if (!stored_player[i].active || &stored_player[i] == player)
4814 min_x = MIN(min_x, jx);
4815 min_y = MIN(min_y, jy);
4816 max_x = MAX(max_x, jx);
4817 max_y = MAX(max_y, jy);
4820 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4823 static boolean AllPlayersInVisibleScreen()
4827 for (i=0; i<MAX_PLAYERS; i++)
4829 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4831 if (!stored_player[i].active)
4834 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4841 void ScrollLevel(int dx, int dy)
4843 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4846 BlitBitmap(drawto_field, drawto_field,
4847 FX + TILEX*(dx == -1) - softscroll_offset,
4848 FY + TILEY*(dy == -1) - softscroll_offset,
4849 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4850 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4851 FX + TILEX*(dx == 1) - softscroll_offset,
4852 FY + TILEY*(dy == 1) - softscroll_offset);
4856 x = (dx == 1 ? BX1 : BX2);
4857 for (y=BY1; y<=BY2; y++)
4858 DrawScreenField(x, y);
4862 y = (dy == 1 ? BY1 : BY2);
4863 for (x=BX1; x<=BX2; x++)
4864 DrawScreenField(x, y);
4867 redraw_mask |= REDRAW_FIELD;
4870 static void CheckGravityMovement(struct PlayerInfo *player)
4872 if (level.gravity && !player->programmed_action)
4874 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4875 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4877 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4878 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4879 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4880 int jx = player->jx, jy = player->jy;
4881 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4882 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4883 int new_jx = jx + dx, new_jy = jy + dy;
4884 boolean field_under_player_is_free =
4885 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4886 boolean player_is_moving_to_valid_field =
4887 (IN_LEV_FIELD(new_jx, new_jy) &&
4888 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4889 Feld[new_jx][new_jy] == EL_ERDREICH));
4891 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4892 player->programmed_action = MV_DOWN;
4896 boolean MoveFigureOneStep(struct PlayerInfo *player,
4897 int dx, int dy, int real_dx, int real_dy)
4899 int jx = player->jx, jy = player->jy;
4900 int new_jx = jx+dx, new_jy = jy+dy;
4904 if (!player->active || (!dx && !dy))
4905 return MF_NO_ACTION;
4907 player->MovDir = (dx < 0 ? MV_LEFT :
4910 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4912 if (!IN_LEV_FIELD(new_jx, new_jy))
4913 return MF_NO_ACTION;
4915 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4916 return MF_NO_ACTION;
4919 element = MovingOrBlocked2Element(new_jx, new_jy);
4921 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4924 if (DONT_GO_TO(element))
4926 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4929 Feld[jx][jy] = EL_SPIELFIGUR;
4930 InitMovingField(jx, jy, MV_DOWN);
4931 Store[jx][jy] = EL_SALZSAEURE;
4932 ContinueMoving(jx, jy);
4936 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
4941 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4942 if (can_move != MF_MOVING)
4945 StorePlayer[jx][jy] = 0;
4946 player->last_jx = jx;
4947 player->last_jy = jy;
4948 jx = player->jx = new_jx;
4949 jy = player->jy = new_jy;
4950 StorePlayer[jx][jy] = player->element_nr;
4953 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4955 ScrollFigure(player, SCROLL_INIT);
4960 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4962 int jx = player->jx, jy = player->jy;
4963 int old_jx = jx, old_jy = jy;
4964 int moved = MF_NO_ACTION;
4966 if (!player->active || (!dx && !dy))
4970 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4974 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4975 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
4979 /* remove the last programmed player action */
4980 player->programmed_action = 0;
4984 /* should only happen if pre-1.2 tape recordings are played */
4985 /* this is only for backward compatibility */
4987 int original_move_delay_value = player->move_delay_value;
4990 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4993 /* scroll remaining steps with finest movement resolution */
4994 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4996 while (player->MovPos)
4998 ScrollFigure(player, SCROLL_GO_ON);
4999 ScrollScreen(NULL, SCROLL_GO_ON);
5005 player->move_delay_value = original_move_delay_value;
5008 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5010 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5011 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5015 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5016 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5022 if (moved & MF_MOVING && !ScreenMovPos &&
5023 (player == local_player || !options.network))
5025 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5026 int offset = (setup.scroll_delay ? 3 : 0);
5028 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5030 /* actual player has left the screen -- scroll in that direction */
5031 if (jx != old_jx) /* player has moved horizontally */
5032 scroll_x += (jx - old_jx);
5033 else /* player has moved vertically */
5034 scroll_y += (jy - old_jy);
5038 if (jx != old_jx) /* player has moved horizontally */
5040 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5041 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5042 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5044 /* don't scroll over playfield boundaries */
5045 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5046 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5048 /* don't scroll more than one field at a time */
5049 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5051 /* don't scroll against the player's moving direction */
5052 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5053 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5054 scroll_x = old_scroll_x;
5056 else /* player has moved vertically */
5058 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5059 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5060 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5062 /* don't scroll over playfield boundaries */
5063 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5064 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5066 /* don't scroll more than one field at a time */
5067 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5069 /* don't scroll against the player's moving direction */
5070 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5071 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5072 scroll_y = old_scroll_y;
5076 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5078 if (!options.network && !AllPlayersInVisibleScreen())
5080 scroll_x = old_scroll_x;
5081 scroll_y = old_scroll_y;
5085 ScrollScreen(player, SCROLL_INIT);
5086 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5091 if (!(moved & MF_MOVING) && !player->Pushing)
5094 player->Frame = (player->Frame + 1) % 4;
5096 if (moved & MF_MOVING)
5098 if (old_jx != jx && old_jy == jy)
5099 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5100 else if (old_jx == jx && old_jy != jy)
5101 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5103 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5105 player->last_move_dir = player->MovDir;
5106 player->is_moving = TRUE;
5110 CheckGravityMovement(player);
5113 player->last_move_dir = MV_NO_MOVING;
5115 player->is_moving = FALSE;
5118 TestIfHeroTouchesBadThing(jx, jy);
5120 if (!player->active)
5126 void ScrollFigure(struct PlayerInfo *player, int mode)
5128 int jx = player->jx, jy = player->jy;
5129 int last_jx = player->last_jx, last_jy = player->last_jy;
5130 int move_stepsize = TILEX / player->move_delay_value;
5132 if (!player->active || !player->MovPos)
5135 if (mode == SCROLL_INIT)
5137 player->actual_frame_counter = FrameCounter;
5138 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5140 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5141 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5146 else if (!FrameReached(&player->actual_frame_counter, 1))
5149 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5150 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5152 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5153 Feld[last_jx][last_jy] = EL_LEERRAUM;
5155 /* before DrawPlayer() to draw correct player graphic for this case */
5156 if (player->MovPos == 0)
5157 CheckGravityMovement(player);
5161 if (player->MovPos == 0)
5163 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5165 /* continue with normal speed after quickly moving through gate */
5166 HALVE_PLAYER_SPEED(player);
5168 /* be able to make the next move without delay */
5169 player->move_delay = 0;
5172 player->last_jx = jx;
5173 player->last_jy = jy;
5175 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5179 if (!local_player->friends_still_needed)
5180 player->LevelSolved = player->GameOver = TRUE;
5185 void ScrollScreen(struct PlayerInfo *player, int mode)
5187 static unsigned long screen_frame_counter = 0;
5189 if (mode == SCROLL_INIT)
5191 /* set scrolling step size according to actual player's moving speed */
5192 ScrollStepSize = TILEX / player->move_delay_value;
5194 screen_frame_counter = FrameCounter;
5195 ScreenMovDir = player->MovDir;
5196 ScreenMovPos = player->MovPos;
5197 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5200 else if (!FrameReached(&screen_frame_counter, 1))
5205 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5206 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5207 redraw_mask |= REDRAW_FIELD;
5210 ScreenMovDir = MV_NO_MOVING;
5213 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5215 int i, kill_x = -1, kill_y = -1;
5216 static int test_xy[4][2] =
5223 static int test_dir[4] =
5233 int test_x, test_y, test_move_dir, test_element;
5235 test_x = good_x + test_xy[i][0];
5236 test_y = good_y + test_xy[i][1];
5237 if (!IN_LEV_FIELD(test_x, test_y))
5241 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5244 test_element = Feld[test_x][test_y];
5246 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5249 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5250 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5252 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5253 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5261 if (kill_x != -1 || kill_y != -1)
5263 if (IS_PLAYER(good_x, good_y))
5265 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5267 if (player->shield_active_time_left > 0)
5268 Bang(kill_x, kill_y);
5269 else if (!PLAYER_PROTECTED(good_x, good_y))
5273 Bang(good_x, good_y);
5277 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5279 int i, kill_x = -1, kill_y = -1;
5280 int bad_element = Feld[bad_x][bad_y];
5281 static int test_xy[4][2] =
5288 static int test_dir[4] =
5296 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5301 int test_x, test_y, test_move_dir, test_element;
5303 test_x = bad_x + test_xy[i][0];
5304 test_y = bad_y + test_xy[i][1];
5305 if (!IN_LEV_FIELD(test_x, test_y))
5309 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5311 test_element = Feld[test_x][test_y];
5313 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5314 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5316 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5317 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5319 /* good thing is player or penguin that does not move away */
5320 if (IS_PLAYER(test_x, test_y))
5322 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5324 if (bad_element == EL_ROBOT && player->is_moving)
5325 continue; /* robot does not kill player if he is moving */
5331 else if (test_element == EL_PINGUIN)
5340 if (kill_x != -1 || kill_y != -1)
5342 if (IS_PLAYER(kill_x, kill_y))
5344 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5347 int dir = player->MovDir;
5348 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5349 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5351 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5352 newx != bad_x && newy != bad_y)
5353 ; /* robot does not kill player if he is moving */
5355 printf("-> %d\n", player->MovDir);
5357 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5358 newx != bad_x && newy != bad_y)
5359 ; /* robot does not kill player if he is moving */
5364 if (player->shield_active_time_left > 0)
5366 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5370 Bang(kill_x, kill_y);
5374 void TestIfHeroTouchesBadThing(int x, int y)
5376 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5379 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5381 TestIfGoodThingHitsBadThing(x, y, move_dir);
5384 void TestIfBadThingTouchesHero(int x, int y)
5386 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5389 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5391 TestIfBadThingHitsGoodThing(x, y, move_dir);
5394 void TestIfFriendTouchesBadThing(int x, int y)
5396 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5399 void TestIfBadThingTouchesFriend(int x, int y)
5401 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5404 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5406 int i, kill_x = bad_x, kill_y = bad_y;
5407 static int xy[4][2] =
5419 x = bad_x + xy[i][0];
5420 y = bad_y + xy[i][1];
5421 if (!IN_LEV_FIELD(x, y))
5424 element = Feld[x][y];
5425 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5426 element == EL_AMOEBING || element == EL_TROPFEN)
5434 if (kill_x != bad_x || kill_y != bad_y)
5438 void KillHero(struct PlayerInfo *player)
5440 int jx = player->jx, jy = player->jy;
5442 if (!player->active)
5445 if (IS_PFORTE(Feld[jx][jy]))
5446 Feld[jx][jy] = EL_LEERRAUM;
5448 /* deactivate shield (else Bang()/Explode() would not work right) */
5449 player->shield_passive_time_left = 0;
5450 player->shield_active_time_left = 0;
5456 static void KillHeroUnlessProtected(int x, int y)
5458 if (!PLAYER_PROTECTED(x, y))
5459 KillHero(PLAYERINFO(x, y));
5462 void BuryHero(struct PlayerInfo *player)
5464 int jx = player->jx, jy = player->jy;
5466 if (!player->active)
5469 PlaySoundLevel(jx, jy, SND_AUTSCH);
5470 PlaySoundLevel(jx, jy, SND_LACHEN);
5472 player->GameOver = TRUE;
5476 void RemoveHero(struct PlayerInfo *player)
5478 int jx = player->jx, jy = player->jy;
5479 int i, found = FALSE;
5481 player->present = FALSE;
5482 player->active = FALSE;
5484 if (!ExplodeField[jx][jy])
5485 StorePlayer[jx][jy] = 0;
5487 for (i=0; i<MAX_PLAYERS; i++)
5488 if (stored_player[i].active)
5492 AllPlayersGone = TRUE;
5498 int DigField(struct PlayerInfo *player,
5499 int x, int y, int real_dx, int real_dy, int mode)
5501 int jx = player->jx, jy = player->jy;
5502 int dx = x - jx, dy = y - jy;
5503 int move_direction = (dx == -1 ? MV_LEFT :
5504 dx == +1 ? MV_RIGHT :
5506 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5509 if (!player->MovPos)
5510 player->Pushing = FALSE;
5512 if (mode == DF_NO_PUSH)
5514 player->Switching = FALSE;
5515 player->push_delay = 0;
5516 return MF_NO_ACTION;
5519 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5520 return MF_NO_ACTION;
5522 if (IS_TUBE(Feld[jx][jy]))
5525 int tube_leave_directions[][2] =
5527 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5528 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5529 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5530 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5531 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5532 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5533 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5534 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5535 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5536 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5537 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5538 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5541 while (tube_leave_directions[i][0] != Feld[jx][jy])
5544 if (tube_leave_directions[i][0] == -1) /* should not happen */
5548 if (!(tube_leave_directions[i][1] & move_direction))
5549 return MF_NO_ACTION; /* tube has no opening in this direction */
5552 element = Feld[x][y];
5557 PlaySoundLevel(x, y, SND_EMPTY);
5561 case EL_SAND_INVISIBLE:
5562 case EL_TRAP_INACTIVE:
5563 Feld[x][y] = EL_LEERRAUM;
5564 PlaySoundLevel(x, y, SND_SCHLURF);
5569 Feld[x][y] = EL_LEERRAUM;
5570 PlaySoundLevel(x, y, SND_SP_BASE);
5574 case EL_EDELSTEIN_BD:
5575 case EL_EDELSTEIN_GELB:
5576 case EL_EDELSTEIN_ROT:
5577 case EL_EDELSTEIN_LILA:
5579 case EL_SP_INFOTRON:
5583 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5584 element == EL_PEARL ? 5 :
5585 element == EL_CRYSTAL ? 8 : 1);
5586 if (local_player->gems_still_needed < 0)
5587 local_player->gems_still_needed = 0;
5588 RaiseScoreElement(element);
5589 DrawText(DX_EMERALDS, DY_EMERALDS,
5590 int2str(local_player->gems_still_needed, 3),
5591 FS_SMALL, FC_YELLOW);
5592 if (element == EL_SP_INFOTRON)
5593 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5595 PlaySoundLevel(x, y, SND_PONG);
5600 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5601 PlaySoundLevel(x, y, SND_PONG);
5605 Feld[x][y] = EL_LEERRAUM;
5606 PlaySoundLevel(x, y, SND_PONG);
5614 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5616 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5619 case EL_SHIELD_PASSIVE:
5621 player->shield_passive_time_left += 10;
5622 PlaySoundLevel(x, y, SND_PONG);
5625 case EL_SHIELD_ACTIVE:
5627 player->shield_passive_time_left += 10;
5628 player->shield_active_time_left += 10;
5629 PlaySoundLevel(x, y, SND_PONG);
5632 case EL_DYNAMITE_INACTIVE:
5633 case EL_SP_DISK_RED:
5636 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5637 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5638 int2str(local_player->dynamite, 3),
5639 FS_SMALL, FC_YELLOW);
5640 if (element == EL_SP_DISK_RED)
5641 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5643 PlaySoundLevel(x, y, SND_PONG);
5646 case EL_DYNABOMB_NR:
5648 player->dynabomb_count++;
5649 player->dynabombs_left++;
5650 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5651 PlaySoundLevel(x, y, SND_PONG);
5654 case EL_DYNABOMB_SZ:
5656 player->dynabomb_size++;
5657 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5658 PlaySoundLevel(x, y, SND_PONG);
5661 case EL_DYNABOMB_XL:
5663 player->dynabomb_xl = TRUE;
5664 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5665 PlaySoundLevel(x, y, SND_PONG);
5668 case EL_SCHLUESSEL1:
5669 case EL_SCHLUESSEL2:
5670 case EL_SCHLUESSEL3:
5671 case EL_SCHLUESSEL4:
5673 int key_nr = element - EL_SCHLUESSEL1;
5676 player->key[key_nr] = TRUE;
5677 RaiseScoreElement(EL_SCHLUESSEL);
5678 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5679 GFX_SCHLUESSEL1 + key_nr);
5680 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5681 GFX_SCHLUESSEL1 + key_nr);
5682 PlaySoundLevel(x, y, SND_PONG);
5691 int key_nr = element - EL_EM_KEY_1;
5694 player->key[key_nr] = TRUE;
5695 RaiseScoreElement(EL_SCHLUESSEL);
5696 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5697 GFX_SCHLUESSEL1 + key_nr);
5698 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5699 GFX_SCHLUESSEL1 + key_nr);
5700 PlaySoundLevel(x, y, SND_PONG);
5705 Feld[x][y] = EL_ABLENK_EIN;
5708 DrawLevelField(x, y);
5712 case EL_SP_TERMINAL:
5716 for (yy=0; yy<lev_fieldy; yy++)
5718 for (xx=0; xx<lev_fieldx; xx++)
5720 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5722 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5723 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5731 case EL_BELT1_SWITCH_LEFT:
5732 case EL_BELT1_SWITCH_MIDDLE:
5733 case EL_BELT1_SWITCH_RIGHT:
5734 case EL_BELT2_SWITCH_LEFT:
5735 case EL_BELT2_SWITCH_MIDDLE:
5736 case EL_BELT2_SWITCH_RIGHT:
5737 case EL_BELT3_SWITCH_LEFT:
5738 case EL_BELT3_SWITCH_MIDDLE:
5739 case EL_BELT3_SWITCH_RIGHT:
5740 case EL_BELT4_SWITCH_LEFT:
5741 case EL_BELT4_SWITCH_MIDDLE:
5742 case EL_BELT4_SWITCH_RIGHT:
5743 if (!player->Switching)
5745 player->Switching = TRUE;
5746 ToggleBeltSwitch(x, y);
5751 case EL_SWITCHGATE_SWITCH_1:
5752 case EL_SWITCHGATE_SWITCH_2:
5753 if (!player->Switching)
5755 player->Switching = TRUE;
5756 ToggleSwitchgateSwitch(x, y);
5761 case EL_LIGHT_SWITCH_OFF:
5762 case EL_LIGHT_SWITCH_ON:
5763 if (!player->Switching)
5765 player->Switching = TRUE;
5766 ToggleLightSwitch(x, y);
5771 case EL_TIMEGATE_SWITCH_OFF:
5772 ActivateTimegateSwitch(x, y);
5777 case EL_BALLOON_SEND_LEFT:
5778 case EL_BALLOON_SEND_RIGHT:
5779 case EL_BALLOON_SEND_UP:
5780 case EL_BALLOON_SEND_DOWN:
5781 case EL_BALLOON_SEND_ANY:
5782 if (element == EL_BALLOON_SEND_ANY)
5783 game.balloon_dir = move_direction;
5785 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5786 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5787 element == EL_BALLOON_SEND_UP ? MV_UP :
5788 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5795 if (local_player->gems_still_needed > 0)
5796 return MF_NO_ACTION;
5798 player->LevelSolved = player->GameOver = TRUE;
5799 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5802 case EL_FELSBROCKEN:
5805 case EL_DX_SUPABOMB:
5809 case EL_SP_DISK_ORANGE:
5811 if (dy || mode == DF_SNAP)
5812 return MF_NO_ACTION;
5814 player->Pushing = TRUE;
5816 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5817 return MF_NO_ACTION;
5821 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5822 return MF_NO_ACTION;
5825 if (player->push_delay == 0)
5826 player->push_delay = FrameCounter;
5828 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5829 !tape.playing && element != EL_SPRING)
5830 return MF_NO_ACTION;
5832 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5833 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5834 element != EL_SPRING)
5835 return MF_NO_ACTION;
5839 Feld[x+dx][y+dy] = element;
5841 if (element == EL_SPRING)
5843 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5844 MovDir[x+dx][y+dy] = move_direction;
5847 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5849 DrawLevelField(x+dx, y+dy);
5850 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5851 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5852 else if (element == EL_KOKOSNUSS)
5853 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5854 else if (IS_SP_ELEMENT(element))
5855 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5857 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5864 if (!player->key[element - EL_PFORTE1])
5865 return MF_NO_ACTION;
5872 if (!player->key[element - EL_PFORTE1X])
5873 return MF_NO_ACTION;
5880 if (!player->key[element - EL_EM_GATE_1])
5881 return MF_NO_ACTION;
5882 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5883 return MF_NO_ACTION;
5885 /* automatically move to the next field with double speed */
5886 player->programmed_action = move_direction;
5887 DOUBLE_PLAYER_SPEED(player);
5889 PlaySoundLevel(x, y, SND_GATE);
5897 if (!player->key[element - EL_EM_GATE_1X])
5898 return MF_NO_ACTION;
5899 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5900 return MF_NO_ACTION;
5902 /* automatically move to the next field with double speed */
5903 player->programmed_action = move_direction;
5904 DOUBLE_PLAYER_SPEED(player);
5906 PlaySoundLevel(x, y, SND_GATE);
5910 case EL_SWITCHGATE_OPEN:
5911 case EL_TIMEGATE_OPEN:
5912 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5913 return MF_NO_ACTION;
5915 /* automatically move to the next field with double speed */
5916 player->programmed_action = move_direction;
5917 DOUBLE_PLAYER_SPEED(player);
5919 PlaySoundLevel(x, y, SND_GATE);
5923 case EL_SP_PORT1_LEFT:
5924 case EL_SP_PORT2_LEFT:
5925 case EL_SP_PORT1_RIGHT:
5926 case EL_SP_PORT2_RIGHT:
5927 case EL_SP_PORT1_UP:
5928 case EL_SP_PORT2_UP:
5929 case EL_SP_PORT1_DOWN:
5930 case EL_SP_PORT2_DOWN:
5935 element != EL_SP_PORT1_LEFT &&
5936 element != EL_SP_PORT2_LEFT &&
5937 element != EL_SP_PORT_X &&
5938 element != EL_SP_PORT_XY) ||
5940 element != EL_SP_PORT1_RIGHT &&
5941 element != EL_SP_PORT2_RIGHT &&
5942 element != EL_SP_PORT_X &&
5943 element != EL_SP_PORT_XY) ||
5945 element != EL_SP_PORT1_UP &&
5946 element != EL_SP_PORT2_UP &&
5947 element != EL_SP_PORT_Y &&
5948 element != EL_SP_PORT_XY) ||
5950 element != EL_SP_PORT1_DOWN &&
5951 element != EL_SP_PORT2_DOWN &&
5952 element != EL_SP_PORT_Y &&
5953 element != EL_SP_PORT_XY) ||
5954 !IN_LEV_FIELD(x + dx, y + dy) ||
5955 !IS_FREE(x + dx, y + dy))
5956 return MF_NO_ACTION;
5958 /* automatically move to the next field with double speed */
5959 player->programmed_action = move_direction;
5960 DOUBLE_PLAYER_SPEED(player);
5962 PlaySoundLevel(x, y, SND_GATE);
5966 case EL_TUBE_VERTICAL:
5967 case EL_TUBE_HORIZONTAL:
5968 case EL_TUBE_VERT_LEFT:
5969 case EL_TUBE_VERT_RIGHT:
5970 case EL_TUBE_HORIZ_UP:
5971 case EL_TUBE_HORIZ_DOWN:
5972 case EL_TUBE_LEFT_UP:
5973 case EL_TUBE_LEFT_DOWN:
5974 case EL_TUBE_RIGHT_UP:
5975 case EL_TUBE_RIGHT_DOWN:
5978 int tube_enter_directions[][2] =
5980 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5981 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5982 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5983 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5984 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5985 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5986 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5987 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5988 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5989 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5990 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5991 { -1, MV_NO_MOVING }
5994 while (tube_enter_directions[i][0] != element)
5997 if (tube_enter_directions[i][0] == -1) /* should not happen */
6001 if (!(tube_enter_directions[i][1] & move_direction))
6002 return MF_NO_ACTION; /* tube has no opening in this direction */
6007 case EL_AUSGANG_ACT:
6008 /* door is not (yet) open */
6009 return MF_NO_ACTION;
6012 case EL_AUSGANG_AUF:
6013 if (mode == DF_SNAP)
6014 return MF_NO_ACTION;
6016 PlaySoundLevel(x, y, SND_BUING);
6021 Feld[x][y] = EL_BIRNE_EIN;
6022 local_player->lights_still_needed--;
6023 DrawLevelField(x, y);
6024 PlaySoundLevel(x, y, SND_DENG);
6029 Feld[x][y] = EL_ZEIT_LEER;
6031 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6032 DrawLevelField(x, y);
6033 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
6037 case EL_SOKOBAN_FELD_LEER:
6040 case EL_SOKOBAN_FELD_VOLL:
6041 case EL_SOKOBAN_OBJEKT:
6043 case EL_SP_DISK_YELLOW:
6045 if (mode == DF_SNAP)
6046 return MF_NO_ACTION;
6048 player->Pushing = TRUE;
6050 if (!IN_LEV_FIELD(x+dx, y+dy)
6051 || (!IS_FREE(x+dx, y+dy)
6052 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6053 || !IS_SB_ELEMENT(element))))
6054 return MF_NO_ACTION;
6058 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6059 return MF_NO_ACTION;
6061 else if (dy && real_dx)
6063 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6064 return MF_NO_ACTION;
6067 if (player->push_delay == 0)
6068 player->push_delay = FrameCounter;
6070 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6071 !tape.playing && element != EL_BALLOON)
6072 return MF_NO_ACTION;
6074 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6075 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6076 element != EL_BALLOON)
6077 return MF_NO_ACTION;
6080 if (IS_SB_ELEMENT(element))
6082 if (element == EL_SOKOBAN_FELD_VOLL)
6084 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6085 local_player->sokobanfields_still_needed++;
6090 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6092 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6093 local_player->sokobanfields_still_needed--;
6094 if (element == EL_SOKOBAN_OBJEKT)
6095 PlaySoundLevel(x, y, SND_DENG);
6098 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6103 Feld[x+dx][y+dy] = element;
6106 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6108 DrawLevelField(x, y);
6109 DrawLevelField(x+dx, y+dy);
6110 if (element == EL_BALLOON)
6111 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
6113 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
6115 if (IS_SB_ELEMENT(element) &&
6116 local_player->sokobanfields_still_needed == 0 &&
6117 game.emulation == EMU_SOKOBAN)
6119 player->LevelSolved = player->GameOver = TRUE;
6120 PlaySoundLevel(x, y, SND_BUING);
6131 return MF_NO_ACTION;
6134 player->push_delay = 0;
6139 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6141 int jx = player->jx, jy = player->jy;
6142 int x = jx + dx, y = jy + dy;
6144 if (!player->active || !IN_LEV_FIELD(x, y))
6152 player->snapped = FALSE;
6156 if (player->snapped)
6159 player->MovDir = (dx < 0 ? MV_LEFT :
6162 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6164 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6167 player->snapped = TRUE;
6168 DrawLevelField(x, y);
6174 boolean PlaceBomb(struct PlayerInfo *player)
6176 int jx = player->jx, jy = player->jy;
6179 if (!player->active || player->MovPos)
6182 element = Feld[jx][jy];
6184 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6185 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6188 if (element != EL_LEERRAUM)
6189 Store[jx][jy] = element;
6191 if (player->dynamite)
6193 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6194 MovDelay[jx][jy] = 96;
6196 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6197 FS_SMALL, FC_YELLOW);
6198 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6200 if (game.emulation == EMU_SUPAPLEX)
6201 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6203 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6208 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6209 MovDelay[jx][jy] = 96;
6210 player->dynabombs_left--;
6211 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6212 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6218 void PlaySoundLevel(int x, int y, int sound_nr)
6220 int sx = SCREENX(x), sy = SCREENY(y);
6222 int silence_distance = 8;
6224 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6225 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6228 if (!IN_LEV_FIELD(x, y) ||
6229 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6230 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6233 volume = PSND_MAX_VOLUME;
6235 #if !defined(PLATFORM_MSDOS)
6236 stereo = (sx - SCR_FIELDX/2) * 12;
6238 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6239 if (stereo > PSND_MAX_RIGHT)
6240 stereo = PSND_MAX_RIGHT;
6241 if (stereo < PSND_MAX_LEFT)
6242 stereo = PSND_MAX_LEFT;
6245 if (!IN_SCR_FIELD(sx, sy))
6247 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6248 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6250 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6253 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6256 void RaiseScore(int value)
6258 local_player->score += value;
6259 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6260 FS_SMALL, FC_YELLOW);
6263 void RaiseScoreElement(int element)
6268 case EL_EDELSTEIN_BD:
6269 case EL_EDELSTEIN_GELB:
6270 case EL_EDELSTEIN_ROT:
6271 case EL_EDELSTEIN_LILA:
6272 RaiseScore(level.score[SC_EDELSTEIN]);
6275 RaiseScore(level.score[SC_DIAMANT]);
6279 RaiseScore(level.score[SC_KAEFER]);
6283 RaiseScore(level.score[SC_FLIEGER]);
6287 RaiseScore(level.score[SC_MAMPFER]);
6290 RaiseScore(level.score[SC_ROBOT]);
6293 RaiseScore(level.score[SC_PACMAN]);
6296 RaiseScore(level.score[SC_KOKOSNUSS]);
6298 case EL_DYNAMITE_INACTIVE:
6299 RaiseScore(level.score[SC_DYNAMIT]);
6302 RaiseScore(level.score[SC_SCHLUESSEL]);
6309 /* ---------- new game button stuff ---------------------------------------- */
6311 /* graphic position values for game buttons */
6312 #define GAME_BUTTON_XSIZE 30
6313 #define GAME_BUTTON_YSIZE 30
6314 #define GAME_BUTTON_XPOS 5
6315 #define GAME_BUTTON_YPOS 215
6316 #define SOUND_BUTTON_XPOS 5
6317 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6319 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6320 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6321 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6322 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6323 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6324 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6331 } gamebutton_info[NUM_GAME_BUTTONS] =
6334 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6339 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6344 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6349 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6350 SOUND_CTRL_ID_MUSIC,
6351 "background music on/off"
6354 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6355 SOUND_CTRL_ID_LOOPS,
6356 "sound loops on/off"
6359 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6360 SOUND_CTRL_ID_SIMPLE,
6361 "normal sounds on/off"
6365 void CreateGameButtons()
6369 for (i=0; i<NUM_GAME_BUTTONS; i++)
6371 Bitmap *gd_bitmap = pix[PIX_DOOR];
6372 struct GadgetInfo *gi;
6375 unsigned long event_mask;
6376 int gd_xoffset, gd_yoffset;
6377 int gd_x1, gd_x2, gd_y1, gd_y2;
6380 gd_xoffset = gamebutton_info[i].x;
6381 gd_yoffset = gamebutton_info[i].y;
6382 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6383 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6385 if (id == GAME_CTRL_ID_STOP ||
6386 id == GAME_CTRL_ID_PAUSE ||
6387 id == GAME_CTRL_ID_PLAY)
6389 button_type = GD_TYPE_NORMAL_BUTTON;
6391 event_mask = GD_EVENT_RELEASED;
6392 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6393 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6397 button_type = GD_TYPE_CHECK_BUTTON;
6399 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6400 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6401 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6402 event_mask = GD_EVENT_PRESSED;
6403 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6404 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6407 gi = CreateGadget(GDI_CUSTOM_ID, id,
6408 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6409 GDI_X, DX + gd_xoffset,
6410 GDI_Y, DY + gd_yoffset,
6411 GDI_WIDTH, GAME_BUTTON_XSIZE,
6412 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6413 GDI_TYPE, button_type,
6414 GDI_STATE, GD_BUTTON_UNPRESSED,
6415 GDI_CHECKED, checked,
6416 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6417 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6418 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6419 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6420 GDI_EVENT_MASK, event_mask,
6421 GDI_CALLBACK_ACTION, HandleGameButtons,
6425 Error(ERR_EXIT, "cannot create gadget");
6427 game_gadget[id] = gi;
6431 static void MapGameButtons()
6435 for (i=0; i<NUM_GAME_BUTTONS; i++)
6436 MapGadget(game_gadget[i]);
6439 void UnmapGameButtons()
6443 for (i=0; i<NUM_GAME_BUTTONS; i++)
6444 UnmapGadget(game_gadget[i]);
6447 static void HandleGameButtons(struct GadgetInfo *gi)
6449 int id = gi->custom_id;
6451 if (game_status != PLAYING)
6456 case GAME_CTRL_ID_STOP:
6459 CloseDoor(DOOR_CLOSE_1);
6460 game_status = MAINMENU;
6465 if (level_editor_test_game ||
6466 Request("Do you really want to quit the game ?",
6467 REQ_ASK | REQ_STAY_CLOSED))
6469 #if defined(PLATFORM_UNIX)
6470 if (options.network)
6471 SendToServer_StopPlaying();
6475 game_status = MAINMENU;
6480 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6483 case GAME_CTRL_ID_PAUSE:
6484 if (options.network)
6486 #if defined(PLATFORM_UNIX)
6488 SendToServer_ContinuePlaying();
6490 SendToServer_PausePlaying();
6497 case GAME_CTRL_ID_PLAY:
6500 #if defined(PLATFORM_UNIX)
6501 if (options.network)
6502 SendToServer_ContinuePlaying();
6506 tape.pausing = FALSE;
6507 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6512 case SOUND_CTRL_ID_MUSIC:
6513 if (setup.sound_music)
6515 setup.sound_music = FALSE;
6518 else if (audio.music_available)
6520 setup.sound = setup.sound_music = TRUE;
6522 PlayMusic(level_nr % num_bg_loops);
6526 case SOUND_CTRL_ID_LOOPS:
6527 if (setup.sound_loops)
6528 setup.sound_loops = FALSE;
6529 else if (audio.loops_available)
6530 setup.sound = setup.sound_loops = TRUE;
6533 case SOUND_CTRL_ID_SIMPLE:
6534 if (setup.sound_simple)
6535 setup.sound_simple = FALSE;
6536 else if (audio.sound_available)
6537 setup.sound = setup.sound_simple = TRUE;