1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (sound_status == SOUND_OFF)
173 if (!sound_loops_allowed)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 if (!fullscreen_available)
180 setup.fullscreen = FALSE;
182 setup.sound_simple = setup.sound;
187 static int getBeltNrFromElement(int element)
189 return (element < EL_BELT2_LEFT ? 0 :
190 element < EL_BELT3_LEFT ? 1 :
191 element < EL_BELT4_LEFT ? 2 : 3);
194 static int getBeltNrFromSwitchElement(int element)
196 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
197 element < EL_BELT3_SWITCH_LEFT ? 1 :
198 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
201 static int getBeltDirNrFromSwitchElement(int element)
203 static int belt_base_element[4] =
205 EL_BELT1_SWITCH_LEFT,
206 EL_BELT2_SWITCH_LEFT,
207 EL_BELT3_SWITCH_LEFT,
211 int belt_nr = getBeltNrFromSwitchElement(element);
212 int belt_dir_nr = element - belt_base_element[belt_nr];
214 return (belt_dir_nr % 3);
217 static int getBeltDirFromSwitchElement(int element)
219 static int belt_move_dir[3] =
226 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
228 return belt_move_dir[belt_dir_nr];
231 static void InitField(int x, int y, boolean init_game)
238 if (stored_player[0].present)
240 Feld[x][y] = EL_SP_MURPHY_CLONE;
247 Feld[x][y] = EL_SPIELER1;
255 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
256 int jx = player->jx, jy = player->jy;
258 player->present = TRUE;
260 if (!options.network || player->connected)
262 player->active = TRUE;
264 /* remove potentially duplicate players */
265 if (StorePlayer[jx][jy] == Feld[x][y])
266 StorePlayer[jx][jy] = 0;
268 StorePlayer[x][y] = Feld[x][y];
272 printf("Player %d activated.\n", player->element_nr);
273 printf("[Local player is %d and currently %s.]\n",
274 local_player->element_nr,
275 local_player->active ? "active" : "not active");
279 Feld[x][y] = EL_LEERRAUM;
280 player->jx = player->last_jx = x;
281 player->jy = player->last_jy = y;
286 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
287 Feld[x][y] = EL_BADEWANNE1;
288 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
289 Feld[x][y] = EL_BADEWANNE2;
290 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
291 Feld[x][y] = EL_BADEWANNE3;
292 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
293 Feld[x][y] = EL_BADEWANNE4;
294 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
295 Feld[x][y] = EL_BADEWANNE5;
298 case EL_KAEFER_RIGHT:
303 case EL_FLIEGER_RIGHT:
305 case EL_FLIEGER_LEFT:
306 case EL_FLIEGER_DOWN:
308 case EL_BUTTERFLY_RIGHT:
309 case EL_BUTTERFLY_UP:
310 case EL_BUTTERFLY_LEFT:
311 case EL_BUTTERFLY_DOWN:
313 case EL_FIREFLY_RIGHT:
315 case EL_FIREFLY_LEFT:
316 case EL_FIREFLY_DOWN:
318 case EL_PACMAN_RIGHT:
342 if (y == lev_fieldy - 1)
344 Feld[x][y] = EL_AMOEBING;
345 Store[x][y] = EL_AMOEBE_NASS;
349 case EL_DYNAMITE_ACTIVE:
354 local_player->lights_still_needed++;
357 case EL_SOKOBAN_FELD_LEER:
358 local_player->sokobanfields_still_needed++;
362 local_player->friends_still_needed++;
367 MovDir[x][y] = 1 << RND(4);
371 Feld[x][y] = EL_LEERRAUM;
374 case EL_EM_KEY_1_FILE:
375 Feld[x][y] = EL_EM_KEY_1;
377 case EL_EM_KEY_2_FILE:
378 Feld[x][y] = EL_EM_KEY_2;
380 case EL_EM_KEY_3_FILE:
381 Feld[x][y] = EL_EM_KEY_3;
383 case EL_EM_KEY_4_FILE:
384 Feld[x][y] = EL_EM_KEY_4;
387 case EL_BELT1_SWITCH_LEFT:
388 case EL_BELT1_SWITCH_MIDDLE:
389 case EL_BELT1_SWITCH_RIGHT:
390 case EL_BELT2_SWITCH_LEFT:
391 case EL_BELT2_SWITCH_MIDDLE:
392 case EL_BELT2_SWITCH_RIGHT:
393 case EL_BELT3_SWITCH_LEFT:
394 case EL_BELT3_SWITCH_MIDDLE:
395 case EL_BELT3_SWITCH_RIGHT:
396 case EL_BELT4_SWITCH_LEFT:
397 case EL_BELT4_SWITCH_MIDDLE:
398 case EL_BELT4_SWITCH_RIGHT:
401 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
402 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
403 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
405 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
407 game.belt_dir[belt_nr] = belt_dir;
408 game.belt_dir_nr[belt_nr] = belt_dir_nr;
410 else /* more than one switch -- set it like the first switch */
412 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
417 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
419 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
422 case EL_LIGHT_SWITCH_ON:
424 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
435 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
436 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
437 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
439 /* don't play tapes over network */
440 network_playing = (options.network && !tape.playing);
442 for (i=0; i<MAX_PLAYERS; i++)
444 struct PlayerInfo *player = &stored_player[i];
446 player->index_nr = i;
447 player->element_nr = EL_SPIELER1 + i;
449 player->present = FALSE;
450 player->active = FALSE;
453 player->effective_action = 0;
454 player->programmed_action = 0;
457 player->gems_still_needed = level.gems_needed;
458 player->sokobanfields_still_needed = 0;
459 player->lights_still_needed = 0;
460 player->friends_still_needed = 0;
463 player->key[j] = FALSE;
465 player->dynamite = 0;
466 player->dynabomb_count = 0;
467 player->dynabomb_size = 1;
468 player->dynabombs_left = 0;
469 player->dynabomb_xl = FALSE;
471 player->MovDir = MV_NO_MOVING;
473 player->Pushing = FALSE;
474 player->Switching = FALSE;
478 player->actual_frame_counter = 0;
480 player->frame_reset_delay = 0;
482 player->push_delay = 0;
483 player->push_delay_value = 5;
485 player->move_delay = 0;
486 player->last_move_dir = MV_NO_MOVING;
488 player->move_delay_value =
489 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
491 player->snapped = FALSE;
493 player->last_jx = player->last_jy = 0;
494 player->jx = player->jy = 0;
496 player->shield_passive_time_left = 0;
497 player->shield_active_time_left = 0;
499 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
500 SnapField(player, 0, 0);
502 player->LevelSolved = FALSE;
503 player->GameOver = FALSE;
506 network_player_action_received = FALSE;
508 #if !defined(MSDOS) && !defined(WIN32)
509 /* initial null action */
511 SendToServer_MovePlayer(MV_NO_MOVING);
516 game.yam_content_nr = 0;
520 TimeLeft = level.time;
522 ScreenMovDir = MV_NO_MOVING;
526 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
528 AllPlayersGone = FALSE;
529 game.magic_wall_active = FALSE;
530 game.magic_wall_time_left = 0;
531 game.light_time_left = 0;
532 game.timegate_time_left = 0;
533 game.switchgate_pos = 0;
534 game.balloon_dir = MV_NO_MOVING;
538 game.belt_dir[i] = MV_NO_MOVING;
539 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
542 for (i=0; i<MAX_NUM_AMOEBA; i++)
543 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
545 for (x=0; x<lev_fieldx; x++)
547 for (y=0; y<lev_fieldy; y++)
549 Feld[x][y] = Ur[x][y];
550 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
551 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
554 JustStopped[x][y] = 0;
559 for(y=0; y<lev_fieldy; y++)
561 for(x=0; x<lev_fieldx; x++)
563 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
565 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
567 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
570 InitField(x, y, TRUE);
574 /* correct non-moving belts to start moving left */
576 if (game.belt_dir[i] == MV_NO_MOVING)
577 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
579 /* check if any connected player was not found in playfield */
580 for (i=0; i<MAX_PLAYERS; i++)
582 struct PlayerInfo *player = &stored_player[i];
584 if (player->connected && !player->present)
586 for (j=0; j<MAX_PLAYERS; j++)
588 struct PlayerInfo *some_player = &stored_player[j];
589 int jx = some_player->jx, jy = some_player->jy;
591 /* assign first free player found that is present in the playfield */
592 if (some_player->present && !some_player->connected)
594 player->present = TRUE;
595 player->active = TRUE;
596 some_player->present = FALSE;
598 StorePlayer[jx][jy] = player->element_nr;
599 player->jx = player->last_jx = jx;
600 player->jy = player->last_jy = jy;
610 /* when playing a tape, eliminate all players who do not participate */
612 for (i=0; i<MAX_PLAYERS; i++)
614 if (stored_player[i].active && !tape.player_participates[i])
616 struct PlayerInfo *player = &stored_player[i];
617 int jx = player->jx, jy = player->jy;
619 player->active = FALSE;
620 StorePlayer[jx][jy] = 0;
621 Feld[jx][jy] = EL_LEERRAUM;
625 else if (!options.network && !setup.team_mode) /* && !tape.playing */
627 /* when in single player mode, eliminate all but the first active player */
629 for (i=0; i<MAX_PLAYERS; i++)
631 if (stored_player[i].active)
633 for (j=i+1; j<MAX_PLAYERS; j++)
635 if (stored_player[j].active)
637 struct PlayerInfo *player = &stored_player[j];
638 int jx = player->jx, jy = player->jy;
640 player->active = FALSE;
641 StorePlayer[jx][jy] = 0;
642 Feld[jx][jy] = EL_LEERRAUM;
649 /* when recording the game, store which players take part in the game */
652 for (i=0; i<MAX_PLAYERS; i++)
653 if (stored_player[i].active)
654 tape.player_participates[i] = TRUE;
659 for (i=0; i<MAX_PLAYERS; i++)
661 struct PlayerInfo *player = &stored_player[i];
663 printf("Player %d: present == %d, connected == %d, active == %d.\n",
668 if (local_player == player)
669 printf("Player %d is local player.\n", i+1);
673 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
674 emulate_sb ? EMU_SOKOBAN :
675 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
677 if (BorderElement == EL_LEERRAUM)
680 SBX_Right = lev_fieldx - SCR_FIELDX;
682 SBY_Lower = lev_fieldy - SCR_FIELDY;
687 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
689 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
692 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
693 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
695 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
696 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
699 scroll_y = SBY_Upper;
700 if (local_player->jx >= SBX_Left + MIDPOSX)
701 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
702 local_player->jx - MIDPOSX :
704 if (local_player->jy >= SBY_Upper + MIDPOSY)
705 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
706 local_player->jy - MIDPOSY :
709 CloseDoor(DOOR_CLOSE_1);
715 /* after drawing the level, correct some elements */
716 if (game.timegate_time_left == 0)
717 CloseAllOpenTimegates();
719 if (setup.soft_scrolling)
720 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
722 redraw_mask |= REDRAW_FROM_BACKBUFFER;
724 /* copy default game door content to main double buffer */
725 BlitBitmap(pix[PIX_DOOR], drawto,
726 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
729 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
730 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
733 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
734 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
735 BlitBitmap(drawto, drawto,
736 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
737 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
738 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
741 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
742 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
743 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
744 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
745 DrawText(DX + XX_SCORE, DY + YY_SCORE,
746 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
747 DrawText(DX + XX_TIME, DY + YY_TIME,
748 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
751 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
752 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
753 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
757 /* copy actual game door content to door double buffer for OpenDoor() */
758 BlitBitmap(drawto, pix[PIX_DB_DOOR],
759 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
761 OpenDoor(DOOR_OPEN_ALL);
763 if (setup.sound_music)
764 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
766 KeyboardAutoRepeatOff();
771 printf("Player %d %sactive.\n",
772 i + 1, (stored_player[i].active ? "" : "not "));
776 void InitMovDir(int x, int y)
778 int i, element = Feld[x][y];
779 static int xy[4][2] =
786 static int direction[3][4] =
788 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
789 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
790 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
795 case EL_KAEFER_RIGHT:
799 Feld[x][y] = EL_KAEFER;
800 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
803 case EL_FLIEGER_RIGHT:
805 case EL_FLIEGER_LEFT:
806 case EL_FLIEGER_DOWN:
807 Feld[x][y] = EL_FLIEGER;
808 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
811 case EL_BUTTERFLY_RIGHT:
812 case EL_BUTTERFLY_UP:
813 case EL_BUTTERFLY_LEFT:
814 case EL_BUTTERFLY_DOWN:
815 Feld[x][y] = EL_BUTTERFLY;
816 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
819 case EL_FIREFLY_RIGHT:
821 case EL_FIREFLY_LEFT:
822 case EL_FIREFLY_DOWN:
823 Feld[x][y] = EL_FIREFLY;
824 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
827 case EL_PACMAN_RIGHT:
831 Feld[x][y] = EL_PACMAN;
832 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
836 MovDir[x][y] = MV_UP;
840 MovDir[x][y] = MV_LEFT;
847 Feld[x][y] = EL_MOLE;
848 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
852 MovDir[x][y] = 1 << RND(4);
853 if (element != EL_KAEFER &&
854 element != EL_FLIEGER &&
855 element != EL_BUTTERFLY &&
856 element != EL_FIREFLY)
861 int x1 = x + xy[i][0];
862 int y1 = y + xy[i][1];
864 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
866 if (element == EL_KAEFER || element == EL_BUTTERFLY)
868 MovDir[x][y] = direction[0][i];
871 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
872 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
874 MovDir[x][y] = direction[1][i];
883 void InitAmoebaNr(int x, int y)
886 int group_nr = AmoebeNachbarNr(x, y);
890 for (i=1; i<MAX_NUM_AMOEBA; i++)
892 if (AmoebaCnt[i] == 0)
900 AmoebaNr[x][y] = group_nr;
901 AmoebaCnt[group_nr]++;
902 AmoebaCnt2[group_nr]++;
908 boolean raise_level = FALSE;
910 if (local_player->MovPos)
913 local_player->LevelSolved = FALSE;
917 if (setup.sound_loops)
918 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
922 if (!setup.sound_loops)
923 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
924 if (TimeLeft > 0 && !(TimeLeft % 10))
925 RaiseScore(level.score[SC_ZEITBONUS]);
926 if (TimeLeft > 100 && !(TimeLeft % 10))
930 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
935 if (setup.sound_loops)
938 else if (level.time == 0) /* level without time limit */
940 if (setup.sound_loops)
941 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
943 while(TimePlayed < 999)
945 if (!setup.sound_loops)
946 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
947 if (TimePlayed < 999 && !(TimePlayed % 10))
948 RaiseScore(level.score[SC_ZEITBONUS]);
949 if (TimePlayed < 900 && !(TimePlayed % 10))
953 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
958 if (setup.sound_loops)
964 /* Hero disappears */
965 DrawLevelField(ExitX, ExitY);
971 CloseDoor(DOOR_CLOSE_1);
976 SaveTape(tape.level_nr); /* Ask to save tape */
979 if (level_nr == leveldir_current->handicap_level)
981 leveldir_current->handicap_level++;
982 SaveLevelSetup_SeriesInfo();
984 if (level_nr < leveldir_current->last_level)
988 if ((hi_pos = NewHiScore()) >= 0)
990 game_status = HALLOFFAME;
991 DrawHallOfFame(hi_pos);
997 game_status = MAINMENU;
1011 LoadScore(level_nr);
1013 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1014 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1017 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1019 if (local_player->score > highscore[k].Score)
1021 /* player has made it to the hall of fame */
1023 if (k < MAX_SCORE_ENTRIES - 1)
1025 int m = MAX_SCORE_ENTRIES - 1;
1028 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1029 if (!strcmp(setup.player_name, highscore[l].Name))
1031 if (m == k) /* player's new highscore overwrites his old one */
1037 strcpy(highscore[l].Name, highscore[l - 1].Name);
1038 highscore[l].Score = highscore[l - 1].Score;
1045 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1046 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1047 highscore[k].Score = local_player->score;
1053 else if (!strncmp(setup.player_name, highscore[k].Name,
1054 MAX_PLAYER_NAME_LEN))
1055 break; /* player already there with a higher score */
1061 SaveScore(level_nr);
1066 void InitMovingField(int x, int y, int direction)
1068 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1069 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1071 MovDir[x][y] = direction;
1072 MovDir[newx][newy] = direction;
1073 if (Feld[newx][newy] == EL_LEERRAUM)
1074 Feld[newx][newy] = EL_BLOCKED;
1077 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1079 int direction = MovDir[x][y];
1080 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1081 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1087 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1089 int oldx = x, oldy = y;
1090 int direction = MovDir[x][y];
1092 if (direction == MV_LEFT)
1094 else if (direction == MV_RIGHT)
1096 else if (direction == MV_UP)
1098 else if (direction == MV_DOWN)
1101 *comes_from_x = oldx;
1102 *comes_from_y = oldy;
1105 int MovingOrBlocked2Element(int x, int y)
1107 int element = Feld[x][y];
1109 if (element == EL_BLOCKED)
1113 Blocked2Moving(x, y, &oldx, &oldy);
1114 return Feld[oldx][oldy];
1120 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1122 /* like MovingOrBlocked2Element(), but if element is moving
1123 and (x,y) is the field the moving element is just leaving,
1124 return EL_BLOCKED instead of the element value */
1125 int element = Feld[x][y];
1127 if (IS_MOVING(x, y))
1129 if (element == EL_BLOCKED)
1133 Blocked2Moving(x, y, &oldx, &oldy);
1134 return Feld[oldx][oldy];
1143 static void RemoveField(int x, int y)
1145 Feld[x][y] = EL_LEERRAUM;
1151 void RemoveMovingField(int x, int y)
1153 int oldx = x, oldy = y, newx = x, newy = y;
1155 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1158 if (IS_MOVING(x, y))
1160 Moving2Blocked(x, y, &newx, &newy);
1161 if (Feld[newx][newy] != EL_BLOCKED)
1164 else if (Feld[x][y] == EL_BLOCKED)
1166 Blocked2Moving(x, y, &oldx, &oldy);
1167 if (!IS_MOVING(oldx, oldy))
1171 if (Feld[x][y] == EL_BLOCKED &&
1172 (Store[oldx][oldy] == EL_MORAST_LEER ||
1173 Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
1174 Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
1175 Store[oldx][oldy] == EL_AMOEBE_NASS))
1177 Feld[oldx][oldy] = Store[oldx][oldy];
1178 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1181 Feld[oldx][oldy] = EL_LEERRAUM;
1183 Feld[newx][newy] = EL_LEERRAUM;
1184 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1185 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1187 DrawLevelField(oldx, oldy);
1188 DrawLevelField(newx, newy);
1191 void DrawDynamite(int x, int y)
1193 int sx = SCREENX(x), sy = SCREENY(y);
1194 int graphic = el2gfx(Feld[x][y]);
1197 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1201 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1203 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1205 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1210 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1214 if (game.emulation == EMU_SUPAPLEX)
1215 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1216 else if (Store[x][y])
1217 DrawGraphicThruMask(sx, sy, graphic + phase);
1219 DrawGraphic(sx, sy, graphic + phase);
1222 void CheckDynamite(int x, int y)
1224 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1229 if (!(MovDelay[x][y] % 12))
1230 PlaySoundLevel(x, y, SND_ZISCH);
1232 if (IS_ACTIVE_BOMB(Feld[x][y]))
1234 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1236 if (!(MovDelay[x][y] % delay))
1244 StopSound(SND_ZISCH);
1248 void Explode(int ex, int ey, int phase, int mode)
1251 int num_phase = 9, delay = 2;
1252 int last_phase = num_phase * delay;
1253 int half_phase = (num_phase / 2) * delay;
1254 int first_phase_after_start = EX_PHASE_START + 1;
1256 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1258 int center_element = Feld[ex][ey];
1260 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1262 /* put moving element to center field (and let it explode there) */
1263 center_element = MovingOrBlocked2Element(ex, ey);
1264 RemoveMovingField(ex, ey);
1265 Feld[ex][ey] = center_element;
1268 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1272 if (!IN_LEV_FIELD(x, y) ||
1273 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1274 (x != ex || y != ey)))
1277 element = Feld[x][y];
1279 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1281 element = MovingOrBlocked2Element(x, y);
1282 RemoveMovingField(x, y);
1285 if (IS_MASSIVE(element) || element == EL_BURNING)
1288 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1290 if (IS_ACTIVE_BOMB(element))
1292 /* re-activate things under the bomb like gate or penguin */
1293 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1300 if (element == EL_EXPLODING)
1301 element = Store2[x][y];
1303 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1305 switch(StorePlayer[ex][ey])
1308 Store[x][y] = EL_EDELSTEIN_ROT;
1311 Store[x][y] = EL_EDELSTEIN;
1314 Store[x][y] = EL_EDELSTEIN_LILA;
1318 Store[x][y] = EL_EDELSTEIN_GELB;
1322 if (game.emulation == EMU_SUPAPLEX)
1323 Store[x][y] = EL_LEERRAUM;
1325 else if (center_element == EL_MOLE)
1326 Store[x][y] = EL_EDELSTEIN_ROT;
1327 else if (center_element == EL_PINGUIN)
1328 Store[x][y] = EL_EDELSTEIN_LILA;
1329 else if (center_element == EL_KAEFER)
1330 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1331 else if (center_element == EL_BUTTERFLY)
1332 Store[x][y] = EL_EDELSTEIN_BD;
1333 else if (center_element == EL_SP_ELECTRON)
1334 Store[x][y] = EL_SP_INFOTRON;
1335 else if (center_element == EL_MAMPFER)
1336 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1337 else if (center_element == EL_AMOEBA2DIAM)
1338 Store[x][y] = level.amoeba_content;
1339 else if (element == EL_ERZ_EDEL)
1340 Store[x][y] = EL_EDELSTEIN;
1341 else if (element == EL_ERZ_DIAM)
1342 Store[x][y] = EL_DIAMANT;
1343 else if (element == EL_ERZ_EDEL_BD)
1344 Store[x][y] = EL_EDELSTEIN_BD;
1345 else if (element == EL_ERZ_EDEL_GELB)
1346 Store[x][y] = EL_EDELSTEIN_GELB;
1347 else if (element == EL_ERZ_EDEL_ROT)
1348 Store[x][y] = EL_EDELSTEIN_ROT;
1349 else if (element == EL_ERZ_EDEL_LILA)
1350 Store[x][y] = EL_EDELSTEIN_LILA;
1351 else if (element == EL_WALL_PEARL)
1352 Store[x][y] = EL_PEARL;
1353 else if (element == EL_WALL_CRYSTAL)
1354 Store[x][y] = EL_CRYSTAL;
1355 else if (!IS_PFORTE(Store[x][y]))
1356 Store[x][y] = EL_LEERRAUM;
1358 if (x != ex || y != ey ||
1359 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1360 Store2[x][y] = element;
1362 if (AmoebaNr[x][y] &&
1363 (element == EL_AMOEBE_VOLL ||
1364 element == EL_AMOEBE_BD ||
1365 element == EL_AMOEBING))
1367 AmoebaCnt[AmoebaNr[x][y]]--;
1368 AmoebaCnt2[AmoebaNr[x][y]]--;
1371 Feld[x][y] = EL_EXPLODING;
1372 MovDir[x][y] = MovPos[x][y] = 0;
1378 if (center_element == EL_MAMPFER)
1379 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1390 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1392 if (phase == first_phase_after_start)
1394 int element = Store2[x][y];
1396 if (element == EL_BLACK_ORB)
1398 Feld[x][y] = Store2[x][y];
1403 else if (phase == half_phase)
1405 int element = Store2[x][y];
1407 if (IS_PLAYER(x, y))
1408 KillHeroUnlessProtected(x, y);
1409 else if (IS_EXPLOSIVE(element))
1411 Feld[x][y] = Store2[x][y];
1415 else if (element == EL_AMOEBA2DIAM)
1416 AmoebeUmwandeln(x, y);
1419 if (phase == last_phase)
1423 element = Feld[x][y] = Store[x][y];
1424 Store[x][y] = Store2[x][y] = 0;
1425 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1426 InitField(x, y, FALSE);
1427 if (CAN_MOVE(element) || COULD_MOVE(element))
1429 DrawLevelField(x, y);
1431 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1433 int graphic = GFX_EXPLOSION;
1435 if (game.emulation == EMU_SUPAPLEX)
1436 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1437 GFX_SP_EXPLODE_INFOTRON :
1438 GFX_SP_EXPLODE_EMPTY);
1441 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1443 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1447 void DynaExplode(int ex, int ey)
1450 int dynabomb_size = 1;
1451 boolean dynabomb_xl = FALSE;
1452 struct PlayerInfo *player;
1453 static int xy[4][2] =
1461 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1463 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1464 dynabomb_size = player->dynabomb_size;
1465 dynabomb_xl = player->dynabomb_xl;
1466 player->dynabombs_left++;
1469 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1473 for (j=1; j<=dynabomb_size; j++)
1475 int x = ex + j * xy[i % 4][0];
1476 int y = ey + j * xy[i % 4][1];
1479 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1482 element = Feld[x][y];
1484 /* do not restart explosions of fields with active bombs */
1485 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1488 Explode(x, y, EX_PHASE_START, EX_BORDER);
1490 if (element != EL_LEERRAUM &&
1491 element != EL_ERDREICH &&
1492 element != EL_EXPLODING &&
1499 void Bang(int x, int y)
1501 int element = Feld[x][y];
1503 if (game.emulation == EMU_SUPAPLEX)
1504 PlaySoundLevel(x, y, SND_SP_BOOOM);
1506 PlaySoundLevel(x, y, SND_ROAAAR);
1509 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1510 element = EL_LEERRAUM;
1524 RaiseScoreElement(element);
1525 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1527 case EL_DYNABOMB_ACTIVE_1:
1528 case EL_DYNABOMB_ACTIVE_2:
1529 case EL_DYNABOMB_ACTIVE_3:
1530 case EL_DYNABOMB_ACTIVE_4:
1531 case EL_DYNABOMB_NR:
1532 case EL_DYNABOMB_SZ:
1533 case EL_DYNABOMB_XL:
1539 if (IS_PLAYER(x, y))
1540 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1542 Explode(x, y, EX_PHASE_START, EX_CENTER);
1545 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1550 void Blurb(int x, int y)
1552 int element = Feld[x][y];
1554 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1556 PlaySoundLevel(x, y, SND_BLURB);
1557 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1558 (!IN_LEV_FIELD(x-1, y-1) ||
1559 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1561 Feld[x-1][y] = EL_BLURB_LEFT;
1563 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1564 (!IN_LEV_FIELD(x+1, y-1) ||
1565 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1567 Feld[x+1][y] = EL_BLURB_RIGHT;
1572 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1574 if (!MovDelay[x][y]) /* initialize animation counter */
1577 if (MovDelay[x][y]) /* continue animation */
1580 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1581 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1583 if (!MovDelay[x][y])
1585 Feld[x][y] = EL_LEERRAUM;
1586 DrawLevelField(x, y);
1592 static void ToggleBeltSwitch(int x, int y)
1594 static int belt_base_element[4] =
1596 EL_BELT1_SWITCH_LEFT,
1597 EL_BELT2_SWITCH_LEFT,
1598 EL_BELT3_SWITCH_LEFT,
1599 EL_BELT4_SWITCH_LEFT
1601 static int belt_move_dir[4] =
1609 int element = Feld[x][y];
1610 int belt_nr = getBeltNrFromSwitchElement(element);
1611 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1612 int belt_dir = belt_move_dir[belt_dir_nr];
1615 if (!IS_BELT_SWITCH(element))
1618 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1619 game.belt_dir[belt_nr] = belt_dir;
1621 if (belt_dir_nr == 3)
1624 for (yy=0; yy<lev_fieldy; yy++)
1626 for (xx=0; xx<lev_fieldx; xx++)
1628 int element = Feld[xx][yy];
1630 if (IS_BELT_SWITCH(element))
1632 int e_belt_nr = getBeltNrFromSwitchElement(element);
1634 if (e_belt_nr == belt_nr)
1636 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1637 DrawLevelField(xx, yy);
1640 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1642 int e_belt_nr = getBeltNrFromElement(element);
1644 if (e_belt_nr == belt_nr)
1645 DrawLevelField(xx, yy); /* set belt to parking position */
1651 static void ToggleSwitchgateSwitch(int x, int y)
1655 game.switchgate_pos = !game.switchgate_pos;
1657 for (yy=0; yy<lev_fieldy; yy++)
1659 for (xx=0; xx<lev_fieldx; xx++)
1661 int element = Feld[xx][yy];
1663 if (element == EL_SWITCHGATE_SWITCH_1 ||
1664 element == EL_SWITCHGATE_SWITCH_2)
1666 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1667 DrawLevelField(xx, yy);
1669 else if (element == EL_SWITCHGATE_OPEN ||
1670 element == EL_SWITCHGATE_OPENING)
1672 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1673 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1675 else if (element == EL_SWITCHGATE_CLOSED ||
1676 element == EL_SWITCHGATE_CLOSING)
1678 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1679 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1685 static void RedrawAllLightSwitchesAndInvisibleElements()
1689 for (y=0; y<lev_fieldy; y++)
1691 for (x=0; x<lev_fieldx; x++)
1693 int element = Feld[x][y];
1695 if (element == EL_LIGHT_SWITCH_OFF &&
1696 game.light_time_left > 0)
1698 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1699 DrawLevelField(x, y);
1701 else if (element == EL_LIGHT_SWITCH_ON &&
1702 game.light_time_left == 0)
1704 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1705 DrawLevelField(x, y);
1708 if (element == EL_INVISIBLE_STEEL ||
1709 element == EL_UNSICHTBAR ||
1710 element == EL_SAND_INVISIBLE)
1711 DrawLevelField(x, y);
1716 static void ToggleLightSwitch(int x, int y)
1718 int element = Feld[x][y];
1720 game.light_time_left =
1721 (element == EL_LIGHT_SWITCH_OFF ?
1722 level.time_light * FRAMES_PER_SECOND : 0);
1724 RedrawAllLightSwitchesAndInvisibleElements();
1727 static void ActivateTimegateSwitch(int x, int y)
1731 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1733 for (yy=0; yy<lev_fieldy; yy++)
1735 for (xx=0; xx<lev_fieldx; xx++)
1737 int element = Feld[xx][yy];
1739 if (element == EL_TIMEGATE_CLOSED ||
1740 element == EL_TIMEGATE_CLOSING)
1742 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1743 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1747 else if (element == EL_TIMEGATE_SWITCH_ON)
1749 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1750 DrawLevelField(xx, yy);
1757 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1760 void Impact(int x, int y)
1762 boolean lastline = (y == lev_fieldy-1);
1763 boolean object_hit = FALSE;
1764 int element = Feld[x][y];
1767 if (!lastline) /* check if element below was hit */
1769 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1772 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1773 MovDir[x][y+1]!=MV_DOWN ||
1774 MovPos[x][y+1]<=TILEY/2));
1776 smashed = MovingOrBlocked2Element(x, y+1);
1779 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1785 if ((element == EL_BOMBE ||
1786 element == EL_SP_DISK_ORANGE ||
1787 element == EL_DX_SUPABOMB) &&
1788 (lastline || object_hit)) /* element is bomb */
1793 else if (element == EL_PEARL)
1795 Feld[x][y] = EL_PEARL_BREAKING;
1796 PlaySoundLevel(x, y, SND_KNACK);
1800 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1802 if (object_hit && IS_PLAYER(x, y+1))
1803 KillHeroUnlessProtected(x, y+1);
1804 else if (object_hit && smashed == EL_PINGUIN)
1808 Feld[x][y] = EL_AMOEBING;
1809 Store[x][y] = EL_AMOEBE_NASS;
1814 if (!lastline && object_hit) /* check which object was hit */
1816 if (CAN_CHANGE(element) &&
1817 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1820 int activated_magic_wall =
1821 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1822 EL_MAGIC_WALL_BD_EMPTY);
1824 /* activate magic wall / mill */
1826 for (y=0; y<lev_fieldy; y++)
1827 for (x=0; x<lev_fieldx; x++)
1828 if (Feld[x][y] == smashed)
1829 Feld[x][y] = activated_magic_wall;
1831 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1832 game.magic_wall_active = TRUE;
1835 if (IS_PLAYER(x, y+1))
1837 KillHeroUnlessProtected(x, y+1);
1840 else if (smashed == EL_PINGUIN)
1845 else if (element == EL_EDELSTEIN_BD)
1847 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1853 else if (element == EL_FELSBROCKEN ||
1854 element == EL_SP_ZONK ||
1855 element == EL_BD_ROCK)
1857 if (IS_ENEMY(smashed) ||
1858 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1859 smashed == EL_DX_SUPABOMB ||
1860 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1861 smashed == EL_DRACHE || smashed == EL_MOLE)
1866 else if (!IS_MOVING(x, y+1))
1868 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1873 else if (smashed == EL_KOKOSNUSS)
1875 Feld[x][y+1] = EL_CRACKINGNUT;
1876 PlaySoundLevel(x, y, SND_KNACK);
1877 RaiseScoreElement(EL_KOKOSNUSS);
1880 else if (smashed == EL_PEARL)
1882 Feld[x][y+1] = EL_PEARL_BREAKING;
1883 PlaySoundLevel(x, y, SND_KNACK);
1886 else if (smashed == EL_DIAMANT)
1888 Feld[x][y+1] = EL_LEERRAUM;
1889 PlaySoundLevel(x, y, SND_QUIRK);
1892 else if (IS_BELT_SWITCH(smashed))
1894 ToggleBeltSwitch(x, y+1);
1896 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1897 smashed == EL_SWITCHGATE_SWITCH_2)
1899 ToggleSwitchgateSwitch(x, y+1);
1901 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1902 smashed == EL_LIGHT_SWITCH_ON)
1904 ToggleLightSwitch(x, y+1);
1910 /* play sound of magic wall / mill */
1912 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1913 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1915 PlaySoundLevel(x, y, SND_QUIRK);
1919 /* play sound of object that hits the ground */
1920 if (lastline || object_hit)
1927 case EL_EDELSTEIN_BD:
1928 case EL_EDELSTEIN_GELB:
1929 case EL_EDELSTEIN_ROT:
1930 case EL_EDELSTEIN_LILA:
1932 case EL_SP_INFOTRON:
1938 case EL_FELSBROCKEN:
1943 sound = SND_SP_ZONKDOWN;
1946 case EL_SCHLUESSEL1:
1947 case EL_SCHLUESSEL2:
1948 case EL_SCHLUESSEL3:
1949 case EL_SCHLUESSEL4:
1966 PlaySoundLevel(x, y, sound);
1970 void TurnRound(int x, int y)
1982 { 0, 0 }, { 0, 0 }, { 0, 0 },
1987 int left, right, back;
1991 { MV_DOWN, MV_UP, MV_RIGHT },
1992 { MV_UP, MV_DOWN, MV_LEFT },
1994 { MV_LEFT, MV_RIGHT, MV_DOWN },
1995 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1996 { MV_RIGHT, MV_LEFT, MV_UP }
1999 int element = Feld[x][y];
2000 int old_move_dir = MovDir[x][y];
2001 int left_dir = turn[old_move_dir].left;
2002 int right_dir = turn[old_move_dir].right;
2003 int back_dir = turn[old_move_dir].back;
2005 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2006 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2007 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2008 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2010 int left_x = x+left_dx, left_y = y+left_dy;
2011 int right_x = x+right_dx, right_y = y+right_dy;
2012 int move_x = x+move_dx, move_y = y+move_dy;
2014 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2016 TestIfBadThingHitsOtherBadThing(x, y);
2018 if (IN_LEV_FIELD(right_x, right_y) &&
2019 IS_FREE(right_x, right_y))
2020 MovDir[x][y] = right_dir;
2021 else if (!IN_LEV_FIELD(move_x, move_y) ||
2022 !IS_FREE(move_x, move_y))
2023 MovDir[x][y] = left_dir;
2025 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2027 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2030 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2031 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2033 TestIfBadThingHitsOtherBadThing(x, y);
2035 if (IN_LEV_FIELD(left_x, left_y) &&
2036 IS_FREE(left_x, left_y))
2037 MovDir[x][y] = left_dir;
2038 else if (!IN_LEV_FIELD(move_x, move_y) ||
2039 !IS_FREE(move_x, move_y))
2040 MovDir[x][y] = right_dir;
2042 if ((element == EL_FLIEGER ||
2043 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2044 && MovDir[x][y] != old_move_dir)
2046 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2049 else if (element == EL_MAMPFER)
2051 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2053 if (IN_LEV_FIELD(left_x, left_y) &&
2054 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2055 Feld[left_x][left_y] == EL_DIAMANT))
2056 can_turn_left = TRUE;
2057 if (IN_LEV_FIELD(right_x, right_y) &&
2058 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2059 Feld[right_x][right_y] == EL_DIAMANT))
2060 can_turn_right = TRUE;
2062 if (can_turn_left && can_turn_right)
2063 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2064 else if (can_turn_left)
2065 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2066 else if (can_turn_right)
2067 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2069 MovDir[x][y] = back_dir;
2071 MovDelay[x][y] = 16+16*RND(3);
2073 else if (element == EL_MAMPFER2)
2075 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2077 if (IN_LEV_FIELD(left_x, left_y) &&
2078 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2079 IS_MAMPF2(Feld[left_x][left_y])))
2080 can_turn_left = TRUE;
2081 if (IN_LEV_FIELD(right_x, right_y) &&
2082 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2083 IS_MAMPF2(Feld[right_x][right_y])))
2084 can_turn_right = TRUE;
2086 if (can_turn_left && can_turn_right)
2087 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2088 else if (can_turn_left)
2089 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2090 else if (can_turn_right)
2091 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2093 MovDir[x][y] = back_dir;
2095 MovDelay[x][y] = 16+16*RND(3);
2097 else if (element == EL_PACMAN)
2099 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2101 if (IN_LEV_FIELD(left_x, left_y) &&
2102 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2103 IS_AMOEBOID(Feld[left_x][left_y])))
2104 can_turn_left = TRUE;
2105 if (IN_LEV_FIELD(right_x, right_y) &&
2106 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2107 IS_AMOEBOID(Feld[right_x][right_y])))
2108 can_turn_right = TRUE;
2110 if (can_turn_left && can_turn_right)
2111 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2112 else if (can_turn_left)
2113 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2114 else if (can_turn_right)
2115 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2117 MovDir[x][y] = back_dir;
2119 MovDelay[x][y] = 6+RND(40);
2121 else if (element == EL_SCHWEIN)
2123 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2124 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2125 boolean should_move_on = FALSE;
2127 int rnd = RND(rnd_value);
2129 if (IN_LEV_FIELD(left_x, left_y) &&
2130 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2131 can_turn_left = TRUE;
2132 if (IN_LEV_FIELD(right_x, right_y) &&
2133 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2134 can_turn_right = TRUE;
2135 if (IN_LEV_FIELD(move_x, move_y) &&
2136 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2139 if (can_turn_left &&
2141 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2142 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2143 should_turn_left = TRUE;
2144 if (can_turn_right &&
2146 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2147 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2148 should_turn_right = TRUE;
2150 (!can_turn_left || !can_turn_right ||
2151 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2152 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2153 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2154 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2155 should_move_on = TRUE;
2157 if (should_turn_left || should_turn_right || should_move_on)
2159 if (should_turn_left && should_turn_right && should_move_on)
2160 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2161 rnd < 2*rnd_value/3 ? right_dir :
2163 else if (should_turn_left && should_turn_right)
2164 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2165 else if (should_turn_left && should_move_on)
2166 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2167 else if (should_turn_right && should_move_on)
2168 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2169 else if (should_turn_left)
2170 MovDir[x][y] = left_dir;
2171 else if (should_turn_right)
2172 MovDir[x][y] = right_dir;
2173 else if (should_move_on)
2174 MovDir[x][y] = old_move_dir;
2176 else if (can_move_on && rnd > rnd_value/8)
2177 MovDir[x][y] = old_move_dir;
2178 else if (can_turn_left && can_turn_right)
2179 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2180 else if (can_turn_left && rnd > rnd_value/8)
2181 MovDir[x][y] = left_dir;
2182 else if (can_turn_right && rnd > rnd_value/8)
2183 MovDir[x][y] = right_dir;
2185 MovDir[x][y] = back_dir;
2187 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2188 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2189 MovDir[x][y] = old_move_dir;
2193 else if (element == EL_DRACHE)
2195 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2197 int rnd = RND(rnd_value);
2199 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2200 can_turn_left = TRUE;
2201 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2202 can_turn_right = TRUE;
2203 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2206 if (can_move_on && rnd > rnd_value/8)
2207 MovDir[x][y] = old_move_dir;
2208 else if (can_turn_left && can_turn_right)
2209 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2210 else if (can_turn_left && rnd > rnd_value/8)
2211 MovDir[x][y] = left_dir;
2212 else if (can_turn_right && rnd > rnd_value/8)
2213 MovDir[x][y] = right_dir;
2215 MovDir[x][y] = back_dir;
2217 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2218 MovDir[x][y] = old_move_dir;
2222 else if (element == EL_MOLE)
2224 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2226 if (IN_LEV_FIELD(move_x, move_y) &&
2227 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2228 Feld[move_x][move_y] == EL_DEAMOEBING))
2233 if (IN_LEV_FIELD(left_x, left_y) &&
2234 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2235 can_turn_left = TRUE;
2236 if (IN_LEV_FIELD(right_x, right_y) &&
2237 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2238 can_turn_right = TRUE;
2240 if (can_turn_left && can_turn_right)
2241 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2242 else if (can_turn_left)
2243 MovDir[x][y] = left_dir;
2245 MovDir[x][y] = right_dir;
2248 if (MovDir[x][y] != old_move_dir)
2251 else if (element == EL_BALLOON)
2253 MovDir[x][y] = game.balloon_dir;
2256 else if (element == EL_SPRING_MOVING)
2258 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2259 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2261 Feld[x][y] = EL_SPRING;
2262 MovDir[x][y] = MV_NO_MOVING;
2266 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2268 int attr_x = -1, attr_y = -1;
2279 for (i=0; i<MAX_PLAYERS; i++)
2281 struct PlayerInfo *player = &stored_player[i];
2282 int jx = player->jx, jy = player->jy;
2284 if (!player->active)
2287 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2295 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2301 if (element == EL_PINGUIN)
2304 static int xy[4][2] =
2314 int ex = x + xy[i%4][0];
2315 int ey = y + xy[i%4][1];
2317 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2326 MovDir[x][y] = MV_NO_MOVING;
2328 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2330 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2332 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2334 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2336 if (element == EL_ROBOT)
2340 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2341 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2342 Moving2Blocked(x, y, &newx, &newy);
2344 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2345 MovDelay[x][y] = 8+8*!RND(3);
2347 MovDelay[x][y] = 16;
2355 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2357 boolean first_horiz = RND(2);
2358 int new_move_dir = MovDir[x][y];
2361 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2362 Moving2Blocked(x, y, &newx, &newy);
2364 if (IN_LEV_FIELD(newx, newy) &&
2365 (IS_FREE(newx, newy) ||
2366 Feld[newx][newy] == EL_SALZSAEURE ||
2367 (element == EL_PINGUIN &&
2368 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2369 IS_MAMPF3(Feld[newx][newy])))))
2373 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2374 Moving2Blocked(x, y, &newx, &newy);
2376 if (IN_LEV_FIELD(newx, newy) &&
2377 (IS_FREE(newx, newy) ||
2378 Feld[newx][newy] == EL_SALZSAEURE ||
2379 (element == EL_PINGUIN &&
2380 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2381 IS_MAMPF3(Feld[newx][newy])))))
2384 MovDir[x][y] = old_move_dir;
2391 static boolean JustBeingPushed(int x, int y)
2395 for (i=0; i<MAX_PLAYERS; i++)
2397 struct PlayerInfo *player = &stored_player[i];
2399 if (player->active && player->Pushing && player->MovPos)
2401 int next_jx = player->jx + (player->jx - player->last_jx);
2402 int next_jy = player->jy + (player->jy - player->last_jy);
2404 if (x == next_jx && y == next_jy)
2412 void StartMoving(int x, int y)
2414 int element = Feld[x][y];
2419 if (CAN_FALL(element) && y<lev_fieldy-1)
2421 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2422 if (JustBeingPushed(x, y))
2425 if (element == EL_MORAST_VOLL)
2427 if (IS_FREE(x, y+1))
2429 InitMovingField(x, y, MV_DOWN);
2430 Feld[x][y] = EL_FELSBROCKEN;
2431 Store[x][y] = EL_MORAST_LEER;
2433 else if (Feld[x][y+1] == EL_MORAST_LEER)
2435 if (!MovDelay[x][y])
2436 MovDelay[x][y] = TILEY + 1;
2445 Feld[x][y] = EL_MORAST_LEER;
2446 Feld[x][y+1] = EL_MORAST_VOLL;
2449 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2450 Feld[x][y+1] == EL_MORAST_LEER)
2452 InitMovingField(x, y, MV_DOWN);
2453 Store[x][y] = EL_MORAST_VOLL;
2455 else if (element == EL_MAGIC_WALL_FULL)
2457 if (IS_FREE(x, y+1))
2459 InitMovingField(x, y, MV_DOWN);
2460 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2461 Store[x][y] = EL_MAGIC_WALL_EMPTY;
2463 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2465 if (!MovDelay[x][y])
2466 MovDelay[x][y] = TILEY/4 + 1;
2475 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2476 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2477 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2481 else if (element == EL_MAGIC_WALL_BD_FULL)
2483 if (IS_FREE(x, y+1))
2485 InitMovingField(x, y, MV_DOWN);
2486 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2487 Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2489 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2491 if (!MovDelay[x][y])
2492 MovDelay[x][y] = TILEY/4 + 1;
2501 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2502 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2503 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2507 else if (CAN_CHANGE(element) &&
2508 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2509 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2511 InitMovingField(x, y, MV_DOWN);
2513 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
2514 EL_MAGIC_WALL_BD_FULL);
2515 Store2[x][y+1] = element;
2517 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2520 InitMovingField(x, y, MV_DOWN);
2521 Store[x][y] = EL_SALZSAEURE;
2523 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2528 else if (IS_FREE(x, y+1))
2530 InitMovingField(x, y, MV_DOWN);
2532 else if (element == EL_TROPFEN)
2534 Feld[x][y] = EL_AMOEBING;
2535 Store[x][y] = EL_AMOEBE_NASS;
2537 #if OLD_GAME_BEHAVIOUR
2538 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2540 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2541 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2542 element != EL_DX_SUPABOMB)
2545 boolean left = (x>0 && IS_FREE(x-1, y) &&
2546 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2547 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2548 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2552 if (left && right &&
2553 (game.emulation != EMU_BOULDERDASH &&
2554 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2555 left = !(right = RND(2));
2557 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2560 else if (IS_BELT(Feld[x][y+1]))
2562 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2563 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2564 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2565 int belt_dir = game.belt_dir[belt_nr];
2567 if ((belt_dir == MV_LEFT && left_is_free) ||
2568 (belt_dir == MV_RIGHT && right_is_free))
2569 InitMovingField(x, y, belt_dir);
2572 else if (CAN_MOVE(element))
2576 if ((element == EL_SONDE || element == EL_BALLOON ||
2577 element == EL_SPRING_MOVING)
2578 && JustBeingPushed(x, y))
2581 if (!MovDelay[x][y]) /* start new movement phase */
2583 /* all objects that can change their move direction after each step */
2584 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2586 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2589 if (MovDelay[x][y] && (element == EL_KAEFER ||
2590 element == EL_FLIEGER ||
2591 element == EL_SP_SNIKSNAK ||
2592 element == EL_SP_ELECTRON ||
2593 element == EL_MOLE))
2594 DrawLevelField(x, y);
2598 if (MovDelay[x][y]) /* wait some time before next movement */
2602 if (element == EL_ROBOT ||
2603 element == EL_MAMPFER || element == EL_MAMPFER2)
2605 int phase = MovDelay[x][y] % 8;
2610 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2611 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2613 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2614 && MovDelay[x][y]%4 == 3)
2615 PlaySoundLevel(x, y, SND_NJAM);
2617 else if (element == EL_SP_ELECTRON)
2618 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2619 else if (element == EL_DRACHE)
2622 int dir = MovDir[x][y];
2623 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2624 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2625 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2626 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2627 dir == MV_UP ? GFX_FLAMMEN_UP :
2628 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2629 int phase = FrameCounter % 2;
2631 for (i=1; i<=3; i++)
2633 int xx = x + i*dx, yy = y + i*dy;
2634 int sx = SCREENX(xx), sy = SCREENY(yy);
2636 if (!IN_LEV_FIELD(xx, yy) ||
2637 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2642 int flamed = MovingOrBlocked2Element(xx, yy);
2644 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2647 RemoveMovingField(xx, yy);
2649 Feld[xx][yy] = EL_BURNING;
2650 if (IN_SCR_FIELD(sx, sy))
2651 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2655 if (Feld[xx][yy] == EL_BURNING)
2656 Feld[xx][yy] = EL_LEERRAUM;
2657 DrawLevelField(xx, yy);
2666 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2668 PlaySoundLevel(x, y, SND_KLAPPER);
2670 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2672 PlaySoundLevel(x, y, SND_ROEHR);
2675 /* now make next step */
2677 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2679 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2680 !PLAYER_PROTECTED(newx, newy))
2684 TestIfBadThingHitsHero(x, y);
2687 /* enemy got the player */
2689 KillHero(PLAYERINFO(newx, newy));
2694 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2695 element == EL_SONDE || element == EL_BALLOON) &&
2696 IN_LEV_FIELD(newx, newy) &&
2697 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2700 Store[x][y] = EL_SALZSAEURE;
2702 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2704 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2706 Feld[x][y] = EL_LEERRAUM;
2707 DrawLevelField(x, y);
2709 PlaySoundLevel(newx, newy, SND_BUING);
2710 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2711 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2713 local_player->friends_still_needed--;
2714 if (!local_player->friends_still_needed &&
2715 !local_player->GameOver && AllPlayersGone)
2716 local_player->LevelSolved = local_player->GameOver = TRUE;
2720 else if (IS_MAMPF3(Feld[newx][newy]))
2722 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2723 DrawLevelField(newx, newy);
2725 MovDir[x][y] = MV_NO_MOVING;
2727 else if (!IS_FREE(newx, newy))
2729 if (IS_PLAYER(x, y))
2730 DrawPlayerField(x, y);
2732 DrawLevelField(x, y);
2736 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2738 if (IS_GEM(Feld[newx][newy]))
2740 if (IS_MOVING(newx, newy))
2741 RemoveMovingField(newx, newy);
2744 Feld[newx][newy] = EL_LEERRAUM;
2745 DrawLevelField(newx, newy);
2748 else if (!IS_FREE(newx, newy))
2750 if (IS_PLAYER(x, y))
2751 DrawPlayerField(x, y);
2753 DrawLevelField(x, y);
2757 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2759 if (!IS_FREE(newx, newy))
2761 if (IS_PLAYER(x, y))
2762 DrawPlayerField(x, y);
2764 DrawLevelField(x, y);
2769 boolean wanna_flame = !RND(10);
2770 int dx = newx - x, dy = newy - y;
2771 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2772 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2773 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2774 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2775 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2776 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2778 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2779 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2780 element1 != EL_BURNING && element2 != EL_BURNING)
2782 if (IS_PLAYER(x, y))
2783 DrawPlayerField(x, y);
2785 DrawLevelField(x, y);
2787 MovDelay[x][y] = 50;
2788 Feld[newx][newy] = EL_BURNING;
2789 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2790 Feld[newx1][newy1] = EL_BURNING;
2791 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2792 Feld[newx2][newy2] = EL_BURNING;
2797 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2798 Feld[newx][newy] == EL_DIAMANT)
2800 if (IS_MOVING(newx, newy))
2801 RemoveMovingField(newx, newy);
2804 Feld[newx][newy] = EL_LEERRAUM;
2805 DrawLevelField(newx, newy);
2808 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2809 IS_MAMPF2(Feld[newx][newy]))
2811 if (AmoebaNr[newx][newy])
2813 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2814 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2815 Feld[newx][newy] == EL_AMOEBE_BD)
2816 AmoebaCnt[AmoebaNr[newx][newy]]--;
2819 if (IS_MOVING(newx, newy))
2820 RemoveMovingField(newx, newy);
2823 Feld[newx][newy] = EL_LEERRAUM;
2824 DrawLevelField(newx, newy);
2827 else if ((element == EL_PACMAN || element == EL_MOLE)
2828 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2830 if (AmoebaNr[newx][newy])
2832 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2833 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2834 Feld[newx][newy] == EL_AMOEBE_BD)
2835 AmoebaCnt[AmoebaNr[newx][newy]]--;
2838 if (element == EL_MOLE)
2840 Feld[newx][newy] = EL_DEAMOEBING;
2841 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2842 return; /* wait for shrinking amoeba */
2844 else /* element == EL_PACMAN */
2846 Feld[newx][newy] = EL_LEERRAUM;
2847 DrawLevelField(newx, newy);
2850 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2851 (Feld[newx][newy] == EL_DEAMOEBING ||
2852 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2854 /* wait for shrinking amoeba to completely disappear */
2857 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2859 /* object was running against a wall */
2863 if (element == EL_KAEFER || element == EL_FLIEGER ||
2864 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2865 DrawLevelField(x, y);
2866 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2867 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2868 else if (element == EL_SONDE)
2869 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2870 else if (element == EL_SP_ELECTRON)
2871 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2873 if (DONT_TOUCH(element))
2874 TestIfBadThingHitsHero(x, y);
2879 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2880 PlaySoundLevel(x, y, SND_SCHLURF);
2882 InitMovingField(x, y, MovDir[x][y]);
2886 ContinueMoving(x, y);
2889 void ContinueMoving(int x, int y)
2891 int element = Feld[x][y];
2892 int direction = MovDir[x][y];
2893 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2894 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2895 int horiz_move = (dx!=0);
2896 int newx = x + dx, newy = y + dy;
2897 int step = (horiz_move ? dx : dy) * TILEX / 8;
2899 if (element == EL_TROPFEN)
2901 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2903 else if (CAN_FALL(element) && horiz_move &&
2904 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2906 else if (element == EL_SPRING_MOVING)
2909 #if OLD_GAME_BEHAVIOUR
2910 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2914 MovPos[x][y] += step;
2916 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2918 Feld[x][y] = EL_LEERRAUM;
2919 Feld[newx][newy] = element;
2921 if (element == EL_MOLE)
2924 static int xy[4][2] =
2932 Feld[x][y] = EL_ERDREICH;
2933 DrawLevelField(x, y);
2942 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2943 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2947 if (Store[x][y] == EL_MORAST_VOLL)
2950 Feld[newx][newy] = EL_MORAST_VOLL;
2951 element = EL_MORAST_VOLL;
2953 else if (Store[x][y] == EL_MORAST_LEER)
2956 Feld[x][y] = EL_MORAST_LEER;
2958 else if (Store[x][y] == EL_MAGIC_WALL_FULL)
2961 element = Feld[newx][newy] =
2962 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
2964 else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
2966 Store[x][y] = Store2[x][y] = 0;
2967 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
2968 EL_MAGIC_WALL_DEAD);
2970 else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
2973 element = Feld[newx][newy] =
2974 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
2975 EL_MAGIC_WALL_BD_DEAD);
2977 else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
2979 Store[x][y] = Store2[x][y] = 0;
2980 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
2981 EL_MAGIC_WALL_BD_DEAD);
2983 else if (Store[x][y] == EL_SALZSAEURE)
2986 Feld[newx][newy] = EL_SALZSAEURE;
2987 element = EL_SALZSAEURE;
2989 else if (Store[x][y] == EL_AMOEBE_NASS)
2992 Feld[x][y] = EL_AMOEBE_NASS;
2995 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2996 MovDelay[newx][newy] = 0;
2998 if (!CAN_MOVE(element))
2999 MovDir[newx][newy] = 0;
3001 DrawLevelField(x, y);
3002 DrawLevelField(newx, newy);
3004 Stop[newx][newy] = TRUE;
3005 JustStopped[newx][newy] = 3;
3007 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3009 TestIfBadThingHitsHero(newx, newy);
3010 TestIfBadThingHitsFriend(newx, newy);
3011 TestIfBadThingHitsOtherBadThing(newx, newy);
3013 else if (element == EL_PINGUIN)
3014 TestIfFriendHitsBadThing(newx, newy);
3016 if (CAN_SMASH(element) && direction == MV_DOWN &&
3017 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3020 else /* still moving on */
3021 DrawLevelField(x, y);
3024 int AmoebeNachbarNr(int ax, int ay)
3027 int element = Feld[ax][ay];
3029 static int xy[4][2] =
3039 int x = ax + xy[i][0];
3040 int y = ay + xy[i][1];
3042 if (!IN_LEV_FIELD(x, y))
3045 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3046 group_nr = AmoebaNr[x][y];
3052 void AmoebenVereinigen(int ax, int ay)
3054 int i, x, y, xx, yy;
3055 int new_group_nr = AmoebaNr[ax][ay];
3056 static int xy[4][2] =
3064 if (new_group_nr == 0)
3072 if (!IN_LEV_FIELD(x, y))
3075 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3076 Feld[x][y] == EL_AMOEBE_BD ||
3077 Feld[x][y] == EL_AMOEBE_TOT) &&
3078 AmoebaNr[x][y] != new_group_nr)
3080 int old_group_nr = AmoebaNr[x][y];
3082 if (old_group_nr == 0)
3085 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3086 AmoebaCnt[old_group_nr] = 0;
3087 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3088 AmoebaCnt2[old_group_nr] = 0;
3090 for (yy=0; yy<lev_fieldy; yy++)
3092 for (xx=0; xx<lev_fieldx; xx++)
3094 if (AmoebaNr[xx][yy] == old_group_nr)
3095 AmoebaNr[xx][yy] = new_group_nr;
3102 void AmoebeUmwandeln(int ax, int ay)
3106 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3108 int group_nr = AmoebaNr[ax][ay];
3113 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3114 printf("AmoebeUmwandeln(): This should never happen!\n");
3119 for (y=0; y<lev_fieldy; y++)
3121 for (x=0; x<lev_fieldx; x++)
3123 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3126 Feld[x][y] = EL_AMOEBA2DIAM;
3134 static int xy[4][2] =
3147 if (!IN_LEV_FIELD(x, y))
3150 if (Feld[x][y] == EL_AMOEBA2DIAM)
3156 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3159 int group_nr = AmoebaNr[ax][ay];
3160 boolean done = FALSE;
3165 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3166 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3171 for (y=0; y<lev_fieldy; y++)
3173 for (x=0; x<lev_fieldx; x++)
3175 if (AmoebaNr[x][y] == group_nr &&
3176 (Feld[x][y] == EL_AMOEBE_TOT ||
3177 Feld[x][y] == EL_AMOEBE_BD ||
3178 Feld[x][y] == EL_AMOEBING))
3181 Feld[x][y] = new_element;
3182 InitField(x, y, FALSE);
3183 DrawLevelField(x, y);
3190 PlaySoundLevel(ax, ay,
3191 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3194 void AmoebeWaechst(int x, int y)
3196 static unsigned long sound_delay = 0;
3197 static unsigned long sound_delay_value = 0;
3199 if (!MovDelay[x][y]) /* start new growing cycle */
3203 if (DelayReached(&sound_delay, sound_delay_value))
3205 PlaySoundLevel(x, y, SND_AMOEBE);
3206 sound_delay_value = 30;
3210 if (MovDelay[x][y]) /* wait some time before growing bigger */
3213 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3214 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3216 if (!MovDelay[x][y])
3218 Feld[x][y] = Store[x][y];
3220 DrawLevelField(x, y);
3225 void AmoebeSchrumpft(int x, int y)
3227 static unsigned long sound_delay = 0;
3228 static unsigned long sound_delay_value = 0;
3230 if (!MovDelay[x][y]) /* start new shrinking cycle */
3234 if (DelayReached(&sound_delay, sound_delay_value))
3236 PlaySoundLevel(x, y, SND_BLURB);
3237 sound_delay_value = 30;
3241 if (MovDelay[x][y]) /* wait some time before shrinking */
3244 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3245 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3247 if (!MovDelay[x][y])
3249 Feld[x][y] = EL_LEERRAUM;
3250 DrawLevelField(x, y);
3252 /* don't let mole enter this field in this cycle;
3253 (give priority to objects falling to this field from above) */
3259 void AmoebeAbleger(int ax, int ay)
3262 int element = Feld[ax][ay];
3263 int newax = ax, neway = ay;
3264 static int xy[4][2] =
3272 if (!level.amoeba_speed)
3274 Feld[ax][ay] = EL_AMOEBE_TOT;
3275 DrawLevelField(ax, ay);
3279 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3280 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3282 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3285 if (MovDelay[ax][ay])
3289 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3292 int x = ax + xy[start][0];
3293 int y = ay + xy[start][1];
3295 if (!IN_LEV_FIELD(x, y))
3298 if (IS_FREE(x, y) ||
3299 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3305 if (newax == ax && neway == ay)
3308 else /* normal or "filled" (BD style) amoeba */
3311 boolean waiting_for_player = FALSE;
3315 int j = (start + i) % 4;
3316 int x = ax + xy[j][0];
3317 int y = ay + xy[j][1];
3319 if (!IN_LEV_FIELD(x, y))
3322 if (IS_FREE(x, y) ||
3323 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3329 else if (IS_PLAYER(x, y))
3330 waiting_for_player = TRUE;
3333 if (newax == ax && neway == ay) /* amoeba cannot grow */
3335 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3337 Feld[ax][ay] = EL_AMOEBE_TOT;
3338 DrawLevelField(ax, ay);
3339 AmoebaCnt[AmoebaNr[ax][ay]]--;
3341 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3343 if (element == EL_AMOEBE_VOLL)
3344 AmoebeUmwandeln(ax, ay);
3345 else if (element == EL_AMOEBE_BD)
3346 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3351 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3353 /* amoeba gets larger by growing in some direction */
3355 int new_group_nr = AmoebaNr[ax][ay];
3358 if (new_group_nr == 0)
3360 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3361 printf("AmoebeAbleger(): This should never happen!\n");
3366 AmoebaNr[newax][neway] = new_group_nr;
3367 AmoebaCnt[new_group_nr]++;
3368 AmoebaCnt2[new_group_nr]++;
3370 /* if amoeba touches other amoeba(s) after growing, unify them */
3371 AmoebenVereinigen(newax, neway);
3373 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3375 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3381 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3382 (neway == lev_fieldy - 1 && newax != ax))
3384 Feld[newax][neway] = EL_AMOEBING;
3385 Store[newax][neway] = element;
3387 else if (neway == ay)
3388 Feld[newax][neway] = EL_TROPFEN;
3391 InitMovingField(ax, ay, MV_DOWN);
3392 Feld[ax][ay] = EL_TROPFEN;
3393 Store[ax][ay] = EL_AMOEBE_NASS;
3394 ContinueMoving(ax, ay);
3398 DrawLevelField(newax, neway);
3401 void Life(int ax, int ay)
3404 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3406 int element = Feld[ax][ay];
3411 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3412 MovDelay[ax][ay] = life_time;
3414 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3417 if (MovDelay[ax][ay])
3421 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3423 int xx = ax+x1, yy = ay+y1;
3426 if (!IN_LEV_FIELD(xx, yy))
3429 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3431 int x = xx+x2, y = yy+y2;
3433 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3436 if (((Feld[x][y] == element ||
3437 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3439 (IS_FREE(x, y) && Stop[x][y]))
3443 if (xx == ax && yy == ay) /* field in the middle */
3445 if (nachbarn<life[0] || nachbarn>life[1])
3447 Feld[xx][yy] = EL_LEERRAUM;
3449 DrawLevelField(xx, yy);
3450 Stop[xx][yy] = TRUE;
3453 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3454 { /* free border field */
3455 if (nachbarn>=life[2] && nachbarn<=life[3])
3457 Feld[xx][yy] = element;
3458 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3460 DrawLevelField(xx, yy);
3461 Stop[xx][yy] = TRUE;
3467 void Ablenk(int x, int y)
3469 if (!MovDelay[x][y]) /* next animation frame */
3470 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3472 if (MovDelay[x][y]) /* wait some time before next frame */
3477 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3478 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3479 if (!(MovDelay[x][y]%4))
3480 PlaySoundLevel(x, y, SND_MIEP);
3485 Feld[x][y] = EL_ABLENK_AUS;
3486 DrawLevelField(x, y);
3487 if (ZX == x && ZY == y)
3491 void TimegateWheel(int x, int y)
3493 if (!MovDelay[x][y]) /* next animation frame */
3494 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3496 if (MovDelay[x][y]) /* wait some time before next frame */
3501 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3502 DrawGraphic(SCREENX(x), SCREENY(y),
3503 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3504 if (!(MovDelay[x][y]%4))
3505 PlaySoundLevel(x, y, SND_MIEP);
3510 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3511 DrawLevelField(x, y);
3512 if (ZX == x && ZY == y)
3516 void Birne(int x, int y)
3518 if (!MovDelay[x][y]) /* next animation frame */
3519 MovDelay[x][y] = 800;
3521 if (MovDelay[x][y]) /* wait some time before next frame */
3526 if (!(MovDelay[x][y]%5))
3528 if (!(MovDelay[x][y]%10))
3529 Feld[x][y]=EL_ABLENK_EIN;
3531 Feld[x][y]=EL_ABLENK_AUS;
3532 DrawLevelField(x, y);
3533 Feld[x][y]=EL_ABLENK_EIN;
3539 Feld[x][y]=EL_ABLENK_AUS;
3540 DrawLevelField(x, y);
3541 if (ZX == x && ZY == y)
3545 void Blubber(int x, int y)
3547 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3548 DrawLevelField(x, y-1);
3550 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3553 void NussKnacken(int x, int y)
3555 if (!MovDelay[x][y]) /* next animation frame */
3558 if (MovDelay[x][y]) /* wait some time before next frame */
3561 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3562 DrawGraphic(SCREENX(x), SCREENY(y),
3563 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3565 if (!MovDelay[x][y])
3567 Feld[x][y] = EL_EDELSTEIN;
3568 DrawLevelField(x, y);
3573 void BreakingPearl(int x, int y)
3575 if (!MovDelay[x][y]) /* next animation frame */
3578 if (MovDelay[x][y]) /* wait some time before next frame */
3581 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3582 DrawGraphic(SCREENX(x), SCREENY(y),
3583 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3585 if (!MovDelay[x][y])
3587 Feld[x][y] = EL_LEERRAUM;
3588 DrawLevelField(x, y);
3593 void SiebAktivieren(int x, int y, int typ)
3595 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3597 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3600 void AusgangstuerPruefen(int x, int y)
3602 if (!local_player->gems_still_needed &&
3603 !local_player->sokobanfields_still_needed &&
3604 !local_player->lights_still_needed)
3606 Feld[x][y] = EL_AUSGANG_ACT;
3608 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3609 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3610 y < LEVELY(BY1) ? LEVELY(BY1) :
3611 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3616 void AusgangstuerOeffnen(int x, int y)
3620 if (!MovDelay[x][y]) /* next animation frame */
3621 MovDelay[x][y] = 5*delay;
3623 if (MovDelay[x][y]) /* wait some time before next frame */
3628 tuer = MovDelay[x][y]/delay;
3629 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3630 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3632 if (!MovDelay[x][y])
3634 Feld[x][y] = EL_AUSGANG_AUF;
3635 DrawLevelField(x, y);
3640 void AusgangstuerBlinken(int x, int y)
3642 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3645 void OpenSwitchgate(int x, int y)
3649 if (!MovDelay[x][y]) /* next animation frame */
3650 MovDelay[x][y] = 5 * delay;
3652 if (MovDelay[x][y]) /* wait some time before next frame */
3657 phase = MovDelay[x][y] / delay;
3658 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3659 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3661 if (!MovDelay[x][y])
3663 Feld[x][y] = EL_SWITCHGATE_OPEN;
3664 DrawLevelField(x, y);
3669 void CloseSwitchgate(int x, int y)
3673 if (!MovDelay[x][y]) /* next animation frame */
3674 MovDelay[x][y] = 5 * delay;
3676 if (MovDelay[x][y]) /* wait some time before next frame */
3681 phase = MovDelay[x][y] / delay;
3682 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3683 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3685 if (!MovDelay[x][y])
3687 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3688 DrawLevelField(x, y);
3693 void OpenTimegate(int x, int y)
3697 if (!MovDelay[x][y]) /* next animation frame */
3698 MovDelay[x][y] = 5 * delay;
3700 if (MovDelay[x][y]) /* wait some time before next frame */
3705 phase = MovDelay[x][y] / delay;
3706 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3707 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3709 if (!MovDelay[x][y])
3711 Feld[x][y] = EL_TIMEGATE_OPEN;
3712 DrawLevelField(x, y);
3717 void CloseTimegate(int x, int y)
3721 if (!MovDelay[x][y]) /* next animation frame */
3722 MovDelay[x][y] = 5 * delay;
3724 if (MovDelay[x][y]) /* wait some time before next frame */
3729 phase = MovDelay[x][y] / delay;
3730 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3731 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3733 if (!MovDelay[x][y])
3735 Feld[x][y] = EL_TIMEGATE_CLOSED;
3736 DrawLevelField(x, y);
3741 static void CloseAllOpenTimegates()
3745 for (y=0; y<lev_fieldy; y++)
3747 for (x=0; x<lev_fieldx; x++)
3749 int element = Feld[x][y];
3751 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3753 Feld[x][y] = EL_TIMEGATE_CLOSING;
3754 PlaySoundLevel(x, y, SND_OEFFNEN);
3760 void EdelsteinFunkeln(int x, int y)
3762 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3765 if (Feld[x][y] == EL_EDELSTEIN_BD)
3766 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3769 if (!MovDelay[x][y]) /* next animation frame */
3770 MovDelay[x][y] = 11 * !SimpleRND(500);
3772 if (MovDelay[x][y]) /* wait some time before next frame */
3776 if (setup.direct_draw && MovDelay[x][y])
3777 SetDrawtoField(DRAW_BUFFERED);
3779 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3783 int phase = (MovDelay[x][y]-1)/2;
3788 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3790 if (setup.direct_draw)
3794 dest_x = FX + SCREENX(x)*TILEX;
3795 dest_y = FY + SCREENY(y)*TILEY;
3797 BlitBitmap(drawto_field, window,
3798 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3799 SetDrawtoField(DRAW_DIRECT);
3806 void MauerWaechst(int x, int y)
3810 if (!MovDelay[x][y]) /* next animation frame */
3811 MovDelay[x][y] = 3*delay;
3813 if (MovDelay[x][y]) /* wait some time before next frame */
3818 phase = 2-MovDelay[x][y]/delay;
3819 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3820 DrawGraphic(SCREENX(x), SCREENY(y),
3821 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3822 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3823 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3824 GFX_MAUER_DOWN ) + phase);
3826 if (!MovDelay[x][y])
3828 if (MovDir[x][y] == MV_LEFT)
3830 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3831 DrawLevelField(x-1, y);
3833 else if (MovDir[x][y] == MV_RIGHT)
3835 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3836 DrawLevelField(x+1, y);
3838 else if (MovDir[x][y] == MV_UP)
3840 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3841 DrawLevelField(x, y-1);
3845 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3846 DrawLevelField(x, y+1);
3849 Feld[x][y] = Store[x][y];
3851 MovDir[x][y] = MV_NO_MOVING;
3852 DrawLevelField(x, y);
3857 void MauerAbleger(int ax, int ay)
3859 int element = Feld[ax][ay];
3860 boolean oben_frei = FALSE, unten_frei = FALSE;
3861 boolean links_frei = FALSE, rechts_frei = FALSE;
3862 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3863 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3865 if (!MovDelay[ax][ay]) /* start building new wall */
3866 MovDelay[ax][ay] = 6;
3868 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3871 if (MovDelay[ax][ay])
3875 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3877 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3879 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3881 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3884 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3888 Feld[ax][ay-1] = EL_MAUERND;
3889 Store[ax][ay-1] = element;
3890 MovDir[ax][ay-1] = MV_UP;
3891 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3892 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3896 Feld[ax][ay+1] = EL_MAUERND;
3897 Store[ax][ay+1] = element;
3898 MovDir[ax][ay+1] = MV_DOWN;
3899 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3900 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3904 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3905 element == EL_MAUER_LEBT)
3909 Feld[ax-1][ay] = EL_MAUERND;
3910 Store[ax-1][ay] = element;
3911 MovDir[ax-1][ay] = MV_LEFT;
3912 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3913 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3917 Feld[ax+1][ay] = EL_MAUERND;
3918 Store[ax+1][ay] = element;
3919 MovDir[ax+1][ay] = MV_RIGHT;
3920 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3921 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3925 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3926 DrawLevelField(ax, ay);
3928 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3930 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3931 unten_massiv = TRUE;
3932 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3933 links_massiv = TRUE;
3934 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3935 rechts_massiv = TRUE;
3937 if (((oben_massiv && unten_massiv) ||
3938 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3939 ((links_massiv && rechts_massiv) ||
3940 element == EL_MAUER_Y))
3941 Feld[ax][ay] = EL_MAUERWERK;
3944 void CheckForDragon(int x, int y)
3947 boolean dragon_found = FALSE;
3948 static int xy[4][2] =
3960 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3962 if (IN_LEV_FIELD(xx, yy) &&
3963 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3965 if (Feld[xx][yy] == EL_DRACHE)
3966 dragon_found = TRUE;
3979 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3981 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3983 Feld[xx][yy] = EL_LEERRAUM;
3984 DrawLevelField(xx, yy);
3993 static void CheckBuggyBase(int x, int y)
3995 int element = Feld[x][y];
3997 if (element == EL_SP_BUG)
3999 if (!MovDelay[x][y]) /* wait some time before activating base */
4000 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4005 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4006 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4010 Feld[x][y] = EL_SP_BUG_ACTIVE;
4013 else if (element == EL_SP_BUG_ACTIVE)
4015 if (!MovDelay[x][y]) /* start activating buggy base */
4016 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4024 static int xy[4][2] =
4032 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4033 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4037 int xx = x + xy[i][0], yy = y + xy[i][1];
4039 if (IS_PLAYER(xx, yy))
4041 PlaySoundLevel(x, y, SND_SP_BUG);
4049 Feld[x][y] = EL_SP_BUG;
4050 DrawLevelField(x, y);
4055 static void CheckTrap(int x, int y)
4057 int element = Feld[x][y];
4059 if (element == EL_TRAP_INACTIVE)
4061 if (!MovDelay[x][y]) /* wait some time before activating trap */
4062 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4070 Feld[x][y] = EL_TRAP_ACTIVE;
4073 else if (element == EL_TRAP_ACTIVE)
4078 if (!MovDelay[x][y]) /* start activating trap */
4079 MovDelay[x][y] = num_frames * delay;
4087 if (!(MovDelay[x][y] % delay))
4089 int phase = MovDelay[x][y]/delay;
4091 if (phase >= num_frames/2)
4092 phase = num_frames - phase;
4094 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4096 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4097 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4104 Feld[x][y] = EL_TRAP_INACTIVE;
4105 DrawLevelField(x, y);
4110 static void DrawBeltAnimation(int x, int y, int element)
4112 int belt_nr = getBeltNrFromElement(element);
4113 int belt_dir = game.belt_dir[belt_nr];
4115 if (belt_dir != MV_NO_MOVING)
4118 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4119 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4121 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4125 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4127 static byte stored_player_action[MAX_PLAYERS];
4128 static int num_stored_actions = 0;
4129 static boolean save_tape_entry = FALSE;
4130 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4131 int jx = player->jx, jy = player->jy;
4132 int left = player_action & JOY_LEFT;
4133 int right = player_action & JOY_RIGHT;
4134 int up = player_action & JOY_UP;
4135 int down = player_action & JOY_DOWN;
4136 int button1 = player_action & JOY_BUTTON_1;
4137 int button2 = player_action & JOY_BUTTON_2;
4138 int dx = (left ? -1 : right ? 1 : 0);
4139 int dy = (up ? -1 : down ? 1 : 0);
4141 stored_player_action[player->index_nr] = 0;
4142 num_stored_actions++;
4144 if (!player->active || tape.pausing)
4149 save_tape_entry = TRUE;
4150 player->frame_reset_delay = 0;
4153 snapped = SnapField(player, dx, dy);
4157 bombed = PlaceBomb(player);
4158 moved = MoveFigure(player, dx, dy);
4161 if (tape.recording && (moved || snapped || bombed))
4163 if (bombed && !moved)
4164 player_action &= JOY_BUTTON;
4166 stored_player_action[player->index_nr] = player_action;
4168 else if (tape.playing && snapped)
4169 SnapField(player, 0, 0); /* stop snapping */
4173 /* no actions for this player (no input at player's configured device) */
4175 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4176 SnapField(player, 0, 0);
4177 CheckGravityMovement(player);
4179 if (++player->frame_reset_delay > player->move_delay_value)
4183 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4185 TapeRecordAction(stored_player_action);
4186 num_stored_actions = 0;
4187 save_tape_entry = FALSE;
4190 if (tape.playing && !tape.pausing && !player_action &&
4191 tape.counter < tape.length)
4194 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4196 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4197 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4199 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4201 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4203 int el = Feld[jx+dx][jy];
4204 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4205 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4207 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4209 player->MovDir = next_joy;
4210 player->Frame = FrameCounter % 4;
4211 player->Pushing = TRUE;
4220 static unsigned long action_delay = 0;
4221 unsigned long action_delay_value;
4222 int sieb_x = 0, sieb_y = 0;
4223 int i, x, y, element;
4224 byte *recorded_player_action;
4225 byte summarized_player_action = 0;
4227 if (game_status != PLAYING)
4230 action_delay_value =
4231 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4233 /* ---------- main game synchronization point ---------- */
4235 WaitUntilDelayReached(&action_delay, action_delay_value);
4237 if (network_playing && !network_player_action_received)
4241 printf("DEBUG: try to get network player actions in time\n");
4245 #if !defined(MSDOS) && !defined(WIN32)
4246 /* last chance to get network player actions without main loop delay */
4250 if (game_status != PLAYING)
4253 if (!network_player_action_received)
4257 printf("DEBUG: failed to get network player actions in time\n");
4269 else if (tape.recording)
4272 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4274 for (i=0; i<MAX_PLAYERS; i++)
4276 summarized_player_action |= stored_player[i].action;
4278 if (!network_playing)
4279 stored_player[i].effective_action = stored_player[i].action;
4282 #if !defined(MSDOS) && !defined(WIN32)
4283 if (network_playing)
4284 SendToServer_MovePlayer(summarized_player_action);
4287 if (!options.network && !setup.team_mode)
4288 local_player->effective_action = summarized_player_action;
4290 for (i=0; i<MAX_PLAYERS; i++)
4292 int actual_player_action = stored_player[i].effective_action;
4294 if (stored_player[i].programmed_action)
4295 actual_player_action = stored_player[i].programmed_action;
4297 if (recorded_player_action)
4298 actual_player_action = recorded_player_action[i];
4300 PlayerActions(&stored_player[i], actual_player_action);
4301 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4304 network_player_action_received = FALSE;
4306 ScrollScreen(NULL, SCROLL_GO_ON);
4312 if (TimeFrames == 0 && local_player->active)
4314 extern unsigned int last_RND();
4316 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4317 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4324 if (GameFrameDelay >= 500)
4325 printf("FrameCounter == %d\n", FrameCounter);
4334 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4337 if (JustStopped[x][y] > 0)
4338 JustStopped[x][y]--;
4341 if (IS_BLOCKED(x, y))
4345 Blocked2Moving(x, y, &oldx, &oldy);
4346 if (!IS_MOVING(oldx, oldy))
4348 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4349 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4350 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4351 printf("GameActions(): This should never happen!\n");
4357 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4359 element = Feld[x][y];
4361 if (IS_INACTIVE(element))
4364 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4368 if (IS_GEM(element))
4369 EdelsteinFunkeln(x, y);
4371 else if (IS_MOVING(x, y))
4372 ContinueMoving(x, y);
4373 else if (IS_ACTIVE_BOMB(element))
4374 CheckDynamite(x, y);
4375 else if (element == EL_EXPLODING)
4376 Explode(x, y, Frame[x][y], EX_NORMAL);
4377 else if (element == EL_AMOEBING)
4378 AmoebeWaechst(x, y);
4379 else if (element == EL_DEAMOEBING)
4380 AmoebeSchrumpft(x, y);
4381 else if (IS_AMOEBALIVE(element))
4382 AmoebeAbleger(x, y);
4383 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4385 else if (element == EL_ABLENK_EIN)
4387 else if (element == EL_TIMEGATE_SWITCH_ON)
4388 TimegateWheel(x, y);
4389 else if (element == EL_SALZSAEURE)
4391 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4393 else if (element == EL_CRACKINGNUT)
4395 else if (element == EL_PEARL_BREAKING)
4396 BreakingPearl(x, y);
4397 else if (element == EL_AUSGANG_ZU)
4398 AusgangstuerPruefen(x, y);
4399 else if (element == EL_AUSGANG_ACT)
4400 AusgangstuerOeffnen(x, y);
4401 else if (element == EL_AUSGANG_AUF)
4402 AusgangstuerBlinken(x, y);
4403 else if (element == EL_MAUERND)
4405 else if (element == EL_MAUER_LEBT ||
4406 element == EL_MAUER_X ||
4407 element == EL_MAUER_Y ||
4408 element == EL_MAUER_XY)
4410 else if (element == EL_BURNING)
4411 CheckForDragon(x, y);
4412 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4413 CheckBuggyBase(x, y);
4414 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4416 else if (element == EL_SP_TERMINAL)
4417 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4418 else if (element == EL_SP_TERMINAL_ACTIVE)
4419 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4420 else if (IS_BELT(element))
4421 DrawBeltAnimation(x, y, element);
4422 else if (element == EL_SWITCHGATE_OPENING)
4423 OpenSwitchgate(x, y);
4424 else if (element == EL_SWITCHGATE_CLOSING)
4425 CloseSwitchgate(x, y);
4426 else if (element == EL_TIMEGATE_OPENING)
4428 else if (element == EL_TIMEGATE_CLOSING)
4429 CloseTimegate(x, y);
4430 else if (element == EL_EXTRA_TIME)
4431 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4432 else if (element == EL_SHIELD_PASSIVE)
4433 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4434 else if (element == EL_SHIELD_ACTIVE)
4435 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4437 if (game.magic_wall_active)
4439 boolean sieb = FALSE;
4440 int jx = local_player->jx, jy = local_player->jy;
4442 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
4443 Store[x][y] == EL_MAGIC_WALL_EMPTY)
4445 SiebAktivieren(x, y, 1);
4448 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4449 element == EL_MAGIC_WALL_BD_FULL ||
4450 Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
4452 SiebAktivieren(x, y, 2);
4456 /* play the element sound at the position nearest to the player */
4457 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4465 if (game.magic_wall_active)
4467 if (!(game.magic_wall_time_left % 4))
4468 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4470 if (game.magic_wall_time_left > 0)
4472 game.magic_wall_time_left--;
4473 if (!game.magic_wall_time_left)
4475 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4477 element = Feld[x][y];
4479 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
4481 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4482 DrawLevelField(x, y);
4484 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4485 element == EL_MAGIC_WALL_BD_FULL)
4487 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4488 DrawLevelField(x, y);
4492 game.magic_wall_active = FALSE;
4497 if (game.light_time_left > 0)
4499 game.light_time_left--;
4501 if (game.light_time_left == 0)
4503 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4505 element = Feld[x][y];
4507 if (element == EL_LIGHT_SWITCH_ON)
4509 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4510 DrawLevelField(x, y);
4512 else if (element == EL_INVISIBLE_STEEL ||
4513 element == EL_UNSICHTBAR ||
4514 element == EL_SAND_INVISIBLE)
4515 DrawLevelField(x, y);
4520 if (game.timegate_time_left > 0)
4522 game.timegate_time_left--;
4524 if (game.timegate_time_left == 0)
4525 CloseAllOpenTimegates();
4528 if (TimeFrames >= (1000 / GameFrameDelay))
4533 for (i=0; i<MAX_PLAYERS; i++)
4535 if (SHIELD_ON(&stored_player[i]))
4537 stored_player[i].shield_passive_time_left--;
4539 if (stored_player[i].shield_active_time_left > 0)
4540 stored_player[i].shield_active_time_left--;
4544 if (tape.recording || tape.playing)
4545 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4551 if (TimeLeft <= 10 && setup.time_limit)
4552 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4554 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4556 if (!TimeLeft && setup.time_limit)
4557 for (i=0; i<MAX_PLAYERS; i++)
4558 KillHero(&stored_player[i]);
4560 else if (level.time == 0) /* level without time limit */
4561 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4566 if (options.debug) /* calculate frames per second */
4568 static unsigned long fps_counter = 0;
4569 static int fps_frames = 0;
4570 unsigned long fps_delay_ms = Counter() - fps_counter;
4574 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4576 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4579 fps_counter = Counter();
4582 redraw_mask |= REDRAW_FPS;
4586 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4588 int min_x = x, min_y = y, max_x = x, max_y = y;
4591 for (i=0; i<MAX_PLAYERS; i++)
4593 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4595 if (!stored_player[i].active || &stored_player[i] == player)
4598 min_x = MIN(min_x, jx);
4599 min_y = MIN(min_y, jy);
4600 max_x = MAX(max_x, jx);
4601 max_y = MAX(max_y, jy);
4604 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4607 static boolean AllPlayersInVisibleScreen()
4611 for (i=0; i<MAX_PLAYERS; i++)
4613 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4615 if (!stored_player[i].active)
4618 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4625 void ScrollLevel(int dx, int dy)
4627 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4630 BlitBitmap(drawto_field, drawto_field,
4631 FX + TILEX*(dx == -1) - softscroll_offset,
4632 FY + TILEY*(dy == -1) - softscroll_offset,
4633 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4634 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4635 FX + TILEX*(dx == 1) - softscroll_offset,
4636 FY + TILEY*(dy == 1) - softscroll_offset);
4640 x = (dx == 1 ? BX1 : BX2);
4641 for (y=BY1; y<=BY2; y++)
4642 DrawScreenField(x, y);
4646 y = (dy == 1 ? BY1 : BY2);
4647 for (x=BX1; x<=BX2; x++)
4648 DrawScreenField(x, y);
4651 redraw_mask |= REDRAW_FIELD;
4654 static void CheckGravityMovement(struct PlayerInfo *player)
4656 if (level.gravity && !player->programmed_action)
4658 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4659 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4661 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4662 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4663 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4664 int jx = player->jx, jy = player->jy;
4665 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4666 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4667 int new_jx = jx + dx, new_jy = jy + dy;
4668 boolean field_under_player_is_free =
4669 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4670 boolean player_is_moving_to_valid_field =
4671 (IN_LEV_FIELD(new_jx, new_jy) &&
4672 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4673 Feld[new_jx][new_jy] == EL_ERDREICH));
4675 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4676 player->programmed_action = MV_DOWN;
4680 boolean MoveFigureOneStep(struct PlayerInfo *player,
4681 int dx, int dy, int real_dx, int real_dy)
4683 int jx = player->jx, jy = player->jy;
4684 int new_jx = jx+dx, new_jy = jy+dy;
4688 if (!player->active || (!dx && !dy))
4689 return MF_NO_ACTION;
4691 player->MovDir = (dx < 0 ? MV_LEFT :
4694 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4696 if (!IN_LEV_FIELD(new_jx, new_jy))
4697 return MF_NO_ACTION;
4699 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4700 return MF_NO_ACTION;
4703 element = MovingOrBlocked2Element(new_jx, new_jy);
4705 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4708 if (DONT_GO_TO(element))
4710 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4713 Feld[jx][jy] = EL_SPIELFIGUR;
4714 InitMovingField(jx, jy, MV_DOWN);
4715 Store[jx][jy] = EL_SALZSAEURE;
4716 ContinueMoving(jx, jy);
4720 TestIfBadThingHitsHero(new_jx, new_jy);
4725 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4726 if (can_move != MF_MOVING)
4729 StorePlayer[jx][jy] = 0;
4730 player->last_jx = jx;
4731 player->last_jy = jy;
4732 jx = player->jx = new_jx;
4733 jy = player->jy = new_jy;
4734 StorePlayer[jx][jy] = player->element_nr;
4737 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4739 ScrollFigure(player, SCROLL_INIT);
4744 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4746 int jx = player->jx, jy = player->jy;
4747 int old_jx = jx, old_jy = jy;
4748 int moved = MF_NO_ACTION;
4750 if (!player->active || (!dx && !dy))
4753 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4757 /* remove the last programmed player action */
4758 player->programmed_action = 0;
4762 /* should only happen if pre-1.2 tape recordings are played */
4763 /* this is only for backward compatibility */
4765 int original_move_delay_value = player->move_delay_value;
4768 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4771 /* scroll remaining steps with finest movement resolution */
4772 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4774 while (player->MovPos)
4776 ScrollFigure(player, SCROLL_GO_ON);
4777 ScrollScreen(NULL, SCROLL_GO_ON);
4783 player->move_delay_value = original_move_delay_value;
4786 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4788 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4789 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4793 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4794 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4800 if (moved & MF_MOVING && !ScreenMovPos &&
4801 (player == local_player || !options.network))
4803 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4804 int offset = (setup.scroll_delay ? 3 : 0);
4806 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4808 /* actual player has left the screen -- scroll in that direction */
4809 if (jx != old_jx) /* player has moved horizontally */
4810 scroll_x += (jx - old_jx);
4811 else /* player has moved vertically */
4812 scroll_y += (jy - old_jy);
4816 if (jx != old_jx) /* player has moved horizontally */
4818 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4819 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4820 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4822 /* don't scroll over playfield boundaries */
4823 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4824 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4826 /* don't scroll more than one field at a time */
4827 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4829 /* don't scroll against the player's moving direction */
4830 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4831 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4832 scroll_x = old_scroll_x;
4834 else /* player has moved vertically */
4836 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4837 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4838 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4840 /* don't scroll over playfield boundaries */
4841 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4842 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4844 /* don't scroll more than one field at a time */
4845 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4847 /* don't scroll against the player's moving direction */
4848 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4849 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4850 scroll_y = old_scroll_y;
4854 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4856 if (!options.network && !AllPlayersInVisibleScreen())
4858 scroll_x = old_scroll_x;
4859 scroll_y = old_scroll_y;
4863 ScrollScreen(player, SCROLL_INIT);
4864 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4869 if (!(moved & MF_MOVING) && !player->Pushing)
4872 player->Frame = (player->Frame + 1) % 4;
4874 if (moved & MF_MOVING)
4876 if (old_jx != jx && old_jy == jy)
4877 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4878 else if (old_jx == jx && old_jy != jy)
4879 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4881 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4883 player->last_move_dir = player->MovDir;
4887 CheckGravityMovement(player);
4889 player->last_move_dir = MV_NO_MOVING;
4892 TestIfHeroHitsBadThing(jx, jy);
4894 if (!player->active)
4900 void ScrollFigure(struct PlayerInfo *player, int mode)
4902 int jx = player->jx, jy = player->jy;
4903 int last_jx = player->last_jx, last_jy = player->last_jy;
4904 int move_stepsize = TILEX / player->move_delay_value;
4906 if (!player->active || !player->MovPos)
4909 if (mode == SCROLL_INIT)
4911 player->actual_frame_counter = FrameCounter;
4912 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4914 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4915 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4920 else if (!FrameReached(&player->actual_frame_counter, 1))
4923 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4924 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4926 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4927 Feld[last_jx][last_jy] = EL_LEERRAUM;
4929 /* before DrawPlayer() to draw correct player graphic for this case */
4930 if (player->MovPos == 0)
4931 CheckGravityMovement(player);
4935 if (player->MovPos == 0)
4937 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4939 /* continue with normal speed after quickly moving through gate */
4940 HALVE_PLAYER_SPEED(player);
4942 /* be able to make the next move without delay */
4943 player->move_delay = 0;
4946 player->last_jx = jx;
4947 player->last_jy = jy;
4949 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4953 if (!local_player->friends_still_needed)
4954 player->LevelSolved = player->GameOver = TRUE;
4959 void ScrollScreen(struct PlayerInfo *player, int mode)
4961 static unsigned long screen_frame_counter = 0;
4963 if (mode == SCROLL_INIT)
4965 /* set scrolling step size according to actual player's moving speed */
4966 ScrollStepSize = TILEX / player->move_delay_value;
4968 screen_frame_counter = FrameCounter;
4969 ScreenMovDir = player->MovDir;
4970 ScreenMovPos = player->MovPos;
4971 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4974 else if (!FrameReached(&screen_frame_counter, 1))
4979 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4980 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4981 redraw_mask |= REDRAW_FIELD;
4984 ScreenMovDir = MV_NO_MOVING;
4987 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4989 int i, killx = goodx, killy = goody;
4990 static int xy[4][2] =
4997 static int harmless[4] =
5009 x = goodx + xy[i][0];
5010 y = goody + xy[i][1];
5011 if (!IN_LEV_FIELD(x, y))
5015 element = Feld[x][y];
5017 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5020 if (DONT_TOUCH(element))
5022 if (MovDir[x][y] == harmless[i])
5031 if (killx != goodx || killy != goody)
5033 if (IS_PLAYER(goodx, goody))
5035 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5037 if (player->shield_active_time_left > 0)
5039 else if (!PLAYER_PROTECTED(goodx, goody))
5047 void TestIfBadThingHitsGoodThing(int badx, int bady)
5049 int i, killx = badx, killy = bady;
5050 static int xy[4][2] =
5057 static int harmless[4] =
5065 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5072 x = badx + xy[i][0];
5073 y = bady + xy[i][1];
5074 if (!IN_LEV_FIELD(x, y))
5077 element = Feld[x][y];
5079 if (IS_PLAYER(x, y))
5085 else if (element == EL_PINGUIN)
5087 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5096 if (killx != badx || killy != bady)
5098 if (IS_PLAYER(killx, killy))
5100 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5102 if (player->shield_active_time_left > 0)
5104 else if (!PLAYER_PROTECTED(killx, killy))
5112 void TestIfHeroHitsBadThing(int x, int y)
5114 TestIfGoodThingHitsBadThing(x, y);
5117 void TestIfBadThingHitsHero(int x, int y)
5119 TestIfBadThingHitsGoodThing(x, y);
5122 void TestIfFriendHitsBadThing(int x, int y)
5124 TestIfGoodThingHitsBadThing(x, y);
5127 void TestIfBadThingHitsFriend(int x, int y)
5129 TestIfBadThingHitsGoodThing(x, y);
5132 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5134 int i, killx = badx, killy = bady;
5135 static int xy[4][2] =
5149 if (!IN_LEV_FIELD(x, y))
5152 element = Feld[x][y];
5153 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5154 element == EL_AMOEBING || element == EL_TROPFEN)
5162 if (killx != badx || killy != bady)
5166 void KillHero(struct PlayerInfo *player)
5168 int jx = player->jx, jy = player->jy;
5170 if (!player->active)
5173 if (IS_PFORTE(Feld[jx][jy]))
5174 Feld[jx][jy] = EL_LEERRAUM;
5176 /* deactivate shield (else Bang()/Explode() would not work right) */
5177 player->shield_passive_time_left = 0;
5178 player->shield_active_time_left = 0;
5184 static void KillHeroUnlessProtected(int x, int y)
5186 if (!PLAYER_PROTECTED(x, y))
5187 KillHero(PLAYERINFO(x, y));
5190 void BuryHero(struct PlayerInfo *player)
5192 int jx = player->jx, jy = player->jy;
5194 if (!player->active)
5197 PlaySoundLevel(jx, jy, SND_AUTSCH);
5198 PlaySoundLevel(jx, jy, SND_LACHEN);
5200 player->GameOver = TRUE;
5204 void RemoveHero(struct PlayerInfo *player)
5206 int jx = player->jx, jy = player->jy;
5207 int i, found = FALSE;
5209 player->present = FALSE;
5210 player->active = FALSE;
5212 StorePlayer[jx][jy] = 0;
5214 for (i=0; i<MAX_PLAYERS; i++)
5215 if (stored_player[i].active)
5219 AllPlayersGone = TRUE;
5225 int DigField(struct PlayerInfo *player,
5226 int x, int y, int real_dx, int real_dy, int mode)
5228 int jx = player->jx, jy = player->jy;
5229 int dx = x - jx, dy = y - jy;
5230 int move_direction = (dx == -1 ? MV_LEFT :
5231 dx == +1 ? MV_RIGHT :
5233 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5236 if (!player->MovPos)
5237 player->Pushing = FALSE;
5239 if (mode == DF_NO_PUSH)
5241 player->Switching = FALSE;
5242 player->push_delay = 0;
5243 return MF_NO_ACTION;
5246 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5247 return MF_NO_ACTION;
5249 if (IS_TUBE(Feld[jx][jy]))
5252 int tube_leave_directions[][2] =
5254 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5255 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5256 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5257 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5258 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5259 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5260 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5261 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5262 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5263 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5264 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5265 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5268 while (tube_leave_directions[i][0] != Feld[jx][jy])
5271 if (tube_leave_directions[i][0] == -1) /* should not happen */
5275 if (!(tube_leave_directions[i][1] & move_direction))
5276 return MF_NO_ACTION; /* tube has no opening in this direction */
5279 element = Feld[x][y];
5284 PlaySoundLevel(x, y, SND_EMPTY);
5288 case EL_SAND_INVISIBLE:
5289 case EL_TRAP_INACTIVE:
5290 Feld[x][y] = EL_LEERRAUM;
5291 PlaySoundLevel(x, y, SND_SCHLURF);
5296 Feld[x][y] = EL_LEERRAUM;
5297 PlaySoundLevel(x, y, SND_SP_BASE);
5301 case EL_EDELSTEIN_BD:
5302 case EL_EDELSTEIN_GELB:
5303 case EL_EDELSTEIN_ROT:
5304 case EL_EDELSTEIN_LILA:
5306 case EL_SP_INFOTRON:
5310 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5311 element == EL_PEARL ? 5 :
5312 element == EL_CRYSTAL ? 8 : 1);
5313 if (local_player->gems_still_needed < 0)
5314 local_player->gems_still_needed = 0;
5315 RaiseScoreElement(element);
5316 DrawText(DX_EMERALDS, DY_EMERALDS,
5317 int2str(local_player->gems_still_needed, 3),
5318 FS_SMALL, FC_YELLOW);
5319 if (element == EL_SP_INFOTRON)
5320 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5322 PlaySoundLevel(x, y, SND_PONG);
5327 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5328 PlaySoundLevel(x, y, SND_PONG);
5332 Feld[x][y] = EL_LEERRAUM;
5333 PlaySoundLevel(x, y, SND_PONG);
5341 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5343 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5346 case EL_SHIELD_PASSIVE:
5348 player->shield_passive_time_left += 10;
5349 PlaySoundLevel(x, y, SND_PONG);
5352 case EL_SHIELD_ACTIVE:
5354 player->shield_passive_time_left += 10;
5355 player->shield_active_time_left += 10;
5356 PlaySoundLevel(x, y, SND_PONG);
5359 case EL_DYNAMITE_INACTIVE:
5360 case EL_SP_DISK_RED:
5363 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5364 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5365 int2str(local_player->dynamite, 3),
5366 FS_SMALL, FC_YELLOW);
5367 if (element == EL_SP_DISK_RED)
5368 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5370 PlaySoundLevel(x, y, SND_PONG);
5373 case EL_DYNABOMB_NR:
5375 player->dynabomb_count++;
5376 player->dynabombs_left++;
5377 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5378 PlaySoundLevel(x, y, SND_PONG);
5381 case EL_DYNABOMB_SZ:
5383 player->dynabomb_size++;
5384 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5385 PlaySoundLevel(x, y, SND_PONG);
5388 case EL_DYNABOMB_XL:
5390 player->dynabomb_xl = TRUE;
5391 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5392 PlaySoundLevel(x, y, SND_PONG);
5395 case EL_SCHLUESSEL1:
5396 case EL_SCHLUESSEL2:
5397 case EL_SCHLUESSEL3:
5398 case EL_SCHLUESSEL4:
5400 int key_nr = element - EL_SCHLUESSEL1;
5403 player->key[key_nr] = TRUE;
5404 RaiseScoreElement(EL_SCHLUESSEL);
5405 DrawMiniGraphicExt(drawto, gc,
5406 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5407 GFX_SCHLUESSEL1+key_nr);
5408 DrawMiniGraphicExt(window, gc,
5409 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5410 GFX_SCHLUESSEL1+key_nr);
5411 PlaySoundLevel(x, y, SND_PONG);
5420 int key_nr = element - EL_EM_KEY_1;
5423 player->key[key_nr] = TRUE;
5424 RaiseScoreElement(EL_SCHLUESSEL);
5425 DrawMiniGraphicExt(drawto, gc,
5426 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5427 GFX_SCHLUESSEL1+key_nr);
5428 DrawMiniGraphicExt(window, gc,
5429 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5430 GFX_SCHLUESSEL1+key_nr);
5431 PlaySoundLevel(x, y, SND_PONG);
5436 Feld[x][y] = EL_ABLENK_EIN;
5439 DrawLevelField(x, y);
5443 case EL_SP_TERMINAL:
5447 for (yy=0; yy<lev_fieldy; yy++)
5449 for (xx=0; xx<lev_fieldx; xx++)
5451 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5453 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5454 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5462 case EL_BELT1_SWITCH_LEFT:
5463 case EL_BELT1_SWITCH_MIDDLE:
5464 case EL_BELT1_SWITCH_RIGHT:
5465 case EL_BELT2_SWITCH_LEFT:
5466 case EL_BELT2_SWITCH_MIDDLE:
5467 case EL_BELT2_SWITCH_RIGHT:
5468 case EL_BELT3_SWITCH_LEFT:
5469 case EL_BELT3_SWITCH_MIDDLE:
5470 case EL_BELT3_SWITCH_RIGHT:
5471 case EL_BELT4_SWITCH_LEFT:
5472 case EL_BELT4_SWITCH_MIDDLE:
5473 case EL_BELT4_SWITCH_RIGHT:
5474 if (!player->Switching)
5476 player->Switching = TRUE;
5477 ToggleBeltSwitch(x, y);
5482 case EL_SWITCHGATE_SWITCH_1:
5483 case EL_SWITCHGATE_SWITCH_2:
5484 if (!player->Switching)
5486 player->Switching = TRUE;
5487 ToggleSwitchgateSwitch(x, y);
5492 case EL_LIGHT_SWITCH_OFF:
5493 case EL_LIGHT_SWITCH_ON:
5494 if (!player->Switching)
5496 player->Switching = TRUE;
5497 ToggleLightSwitch(x, y);
5502 case EL_TIMEGATE_SWITCH_OFF:
5503 ActivateTimegateSwitch(x, y);
5508 case EL_BALLOON_SEND_LEFT:
5509 case EL_BALLOON_SEND_RIGHT:
5510 case EL_BALLOON_SEND_UP:
5511 case EL_BALLOON_SEND_DOWN:
5512 case EL_BALLOON_SEND_ANY:
5513 if (element == EL_BALLOON_SEND_ANY)
5514 game.balloon_dir = move_direction;
5516 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5517 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5518 element == EL_BALLOON_SEND_UP ? MV_UP :
5519 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5526 if (local_player->gems_still_needed > 0)
5527 return MF_NO_ACTION;
5529 player->LevelSolved = player->GameOver = TRUE;
5530 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5533 case EL_FELSBROCKEN:
5536 case EL_DX_SUPABOMB:
5540 case EL_SP_DISK_ORANGE:
5542 if (dy || mode == DF_SNAP)
5543 return MF_NO_ACTION;
5545 player->Pushing = TRUE;
5547 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5548 return MF_NO_ACTION;
5552 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5553 return MF_NO_ACTION;
5556 if (player->push_delay == 0)
5557 player->push_delay = FrameCounter;
5558 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5559 !tape.playing && element != EL_SPRING)
5560 return MF_NO_ACTION;
5563 Feld[x+dx][y+dy] = element;
5565 if (element == EL_SPRING)
5567 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5568 MovDir[x+dx][y+dy] = move_direction;
5571 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5573 DrawLevelField(x+dx, y+dy);
5574 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5575 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5576 else if (element == EL_KOKOSNUSS)
5577 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5578 else if (IS_SP_ELEMENT(element))
5579 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5581 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5588 if (!player->key[element - EL_PFORTE1])
5589 return MF_NO_ACTION;
5596 if (!player->key[element - EL_PFORTE1X])
5597 return MF_NO_ACTION;
5604 if (!player->key[element - EL_EM_GATE_1])
5605 return MF_NO_ACTION;
5606 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5607 return MF_NO_ACTION;
5609 /* automatically move to the next field with double speed */
5610 player->programmed_action = move_direction;
5611 DOUBLE_PLAYER_SPEED(player);
5613 PlaySoundLevel(x, y, SND_GATE);
5621 if (!player->key[element - EL_EM_GATE_1X])
5622 return MF_NO_ACTION;
5623 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5624 return MF_NO_ACTION;
5626 /* automatically move to the next field with double speed */
5627 player->programmed_action = move_direction;
5628 DOUBLE_PLAYER_SPEED(player);
5630 PlaySoundLevel(x, y, SND_GATE);
5634 case EL_SWITCHGATE_OPEN:
5635 case EL_TIMEGATE_OPEN:
5636 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5637 return MF_NO_ACTION;
5639 /* automatically move to the next field with double speed */
5640 player->programmed_action = move_direction;
5641 DOUBLE_PLAYER_SPEED(player);
5643 PlaySoundLevel(x, y, SND_GATE);
5647 case EL_SP_PORT1_LEFT:
5648 case EL_SP_PORT2_LEFT:
5649 case EL_SP_PORT1_RIGHT:
5650 case EL_SP_PORT2_RIGHT:
5651 case EL_SP_PORT1_UP:
5652 case EL_SP_PORT2_UP:
5653 case EL_SP_PORT1_DOWN:
5654 case EL_SP_PORT2_DOWN:
5659 element != EL_SP_PORT1_LEFT &&
5660 element != EL_SP_PORT2_LEFT &&
5661 element != EL_SP_PORT_X &&
5662 element != EL_SP_PORT_XY) ||
5664 element != EL_SP_PORT1_RIGHT &&
5665 element != EL_SP_PORT2_RIGHT &&
5666 element != EL_SP_PORT_X &&
5667 element != EL_SP_PORT_XY) ||
5669 element != EL_SP_PORT1_UP &&
5670 element != EL_SP_PORT2_UP &&
5671 element != EL_SP_PORT_Y &&
5672 element != EL_SP_PORT_XY) ||
5674 element != EL_SP_PORT1_DOWN &&
5675 element != EL_SP_PORT2_DOWN &&
5676 element != EL_SP_PORT_Y &&
5677 element != EL_SP_PORT_XY) ||
5678 !IN_LEV_FIELD(x + dx, y + dy) ||
5679 !IS_FREE(x + dx, y + dy))
5680 return MF_NO_ACTION;
5682 /* automatically move to the next field with double speed */
5683 player->programmed_action = move_direction;
5684 DOUBLE_PLAYER_SPEED(player);
5686 PlaySoundLevel(x, y, SND_GATE);
5690 case EL_TUBE_VERTICAL:
5691 case EL_TUBE_HORIZONTAL:
5692 case EL_TUBE_VERT_LEFT:
5693 case EL_TUBE_VERT_RIGHT:
5694 case EL_TUBE_HORIZ_UP:
5695 case EL_TUBE_HORIZ_DOWN:
5696 case EL_TUBE_LEFT_UP:
5697 case EL_TUBE_LEFT_DOWN:
5698 case EL_TUBE_RIGHT_UP:
5699 case EL_TUBE_RIGHT_DOWN:
5702 int tube_enter_directions[][2] =
5704 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5705 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5706 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5707 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5708 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5709 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5710 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5711 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5712 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5713 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5714 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5715 { -1, MV_NO_MOVING }
5718 while (tube_enter_directions[i][0] != element)
5721 if (tube_enter_directions[i][0] == -1) /* should not happen */
5725 if (!(tube_enter_directions[i][1] & move_direction))
5726 return MF_NO_ACTION; /* tube has no opening in this direction */
5731 case EL_AUSGANG_ACT:
5732 /* door is not (yet) open */
5733 return MF_NO_ACTION;
5736 case EL_AUSGANG_AUF:
5737 if (mode == DF_SNAP)
5738 return MF_NO_ACTION;
5740 PlaySoundLevel(x, y, SND_BUING);
5745 Feld[x][y] = EL_BIRNE_EIN;
5746 local_player->lights_still_needed--;
5747 DrawLevelField(x, y);
5748 PlaySoundLevel(x, y, SND_DENG);
5753 Feld[x][y] = EL_ZEIT_LEER;
5755 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5756 DrawLevelField(x, y);
5757 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5761 case EL_SOKOBAN_FELD_LEER:
5764 case EL_SOKOBAN_FELD_VOLL:
5765 case EL_SOKOBAN_OBJEKT:
5767 case EL_SP_DISK_YELLOW:
5769 if (mode == DF_SNAP)
5770 return MF_NO_ACTION;
5772 player->Pushing = TRUE;
5774 if (!IN_LEV_FIELD(x+dx, y+dy)
5775 || (!IS_FREE(x+dx, y+dy)
5776 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5777 || !IS_SB_ELEMENT(element))))
5778 return MF_NO_ACTION;
5782 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5783 return MF_NO_ACTION;
5785 else if (dy && real_dx)
5787 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5788 return MF_NO_ACTION;
5791 if (player->push_delay == 0)
5792 player->push_delay = FrameCounter;
5793 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5794 !tape.playing && element != EL_BALLOON)
5795 return MF_NO_ACTION;
5797 if (IS_SB_ELEMENT(element))
5799 if (element == EL_SOKOBAN_FELD_VOLL)
5801 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5802 local_player->sokobanfields_still_needed++;
5807 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5809 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5810 local_player->sokobanfields_still_needed--;
5811 if (element == EL_SOKOBAN_OBJEKT)
5812 PlaySoundLevel(x, y, SND_DENG);
5815 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5820 Feld[x+dx][y+dy] = element;
5823 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5825 DrawLevelField(x, y);
5826 DrawLevelField(x+dx, y+dy);
5827 if (element == EL_BALLOON)
5828 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5830 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5832 if (IS_SB_ELEMENT(element) &&
5833 local_player->sokobanfields_still_needed == 0 &&
5834 game.emulation == EMU_SOKOBAN)
5836 player->LevelSolved = player->GameOver = TRUE;
5837 PlaySoundLevel(x, y, SND_BUING);
5848 return MF_NO_ACTION;
5851 player->push_delay = 0;
5856 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5858 int jx = player->jx, jy = player->jy;
5859 int x = jx + dx, y = jy + dy;
5861 if (!player->active || !IN_LEV_FIELD(x, y))
5869 player->snapped = FALSE;
5873 if (player->snapped)
5876 player->MovDir = (dx < 0 ? MV_LEFT :
5879 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5881 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5884 player->snapped = TRUE;
5885 DrawLevelField(x, y);
5891 boolean PlaceBomb(struct PlayerInfo *player)
5893 int jx = player->jx, jy = player->jy;
5896 if (!player->active || player->MovPos)
5899 element = Feld[jx][jy];
5901 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5902 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5905 if (element != EL_LEERRAUM)
5906 Store[jx][jy] = element;
5908 if (player->dynamite)
5910 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5911 MovDelay[jx][jy] = 96;
5913 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5914 FS_SMALL, FC_YELLOW);
5915 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5917 if (game.emulation == EMU_SUPAPLEX)
5918 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5920 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5925 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5926 MovDelay[jx][jy] = 96;
5927 player->dynabombs_left--;
5928 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5929 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5935 void PlaySoundLevel(int x, int y, int sound_nr)
5937 int sx = SCREENX(x), sy = SCREENY(y);
5939 int silence_distance = 8;
5941 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5942 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5945 if (!IN_LEV_FIELD(x, y) ||
5946 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5947 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5950 volume = PSND_MAX_VOLUME;
5953 stereo = (sx - SCR_FIELDX/2) * 12;
5955 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5956 if (stereo > PSND_MAX_RIGHT)
5957 stereo = PSND_MAX_RIGHT;
5958 if (stereo < PSND_MAX_LEFT)
5959 stereo = PSND_MAX_LEFT;
5962 if (!IN_SCR_FIELD(sx, sy))
5964 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5965 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5967 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5970 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5973 void RaiseScore(int value)
5975 local_player->score += value;
5976 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5977 FS_SMALL, FC_YELLOW);
5980 void RaiseScoreElement(int element)
5985 case EL_EDELSTEIN_BD:
5986 case EL_EDELSTEIN_GELB:
5987 case EL_EDELSTEIN_ROT:
5988 case EL_EDELSTEIN_LILA:
5989 RaiseScore(level.score[SC_EDELSTEIN]);
5992 RaiseScore(level.score[SC_DIAMANT]);
5996 RaiseScore(level.score[SC_KAEFER]);
6000 RaiseScore(level.score[SC_FLIEGER]);
6004 RaiseScore(level.score[SC_MAMPFER]);
6007 RaiseScore(level.score[SC_ROBOT]);
6010 RaiseScore(level.score[SC_PACMAN]);
6013 RaiseScore(level.score[SC_KOKOSNUSS]);
6015 case EL_DYNAMITE_INACTIVE:
6016 RaiseScore(level.score[SC_DYNAMIT]);
6019 RaiseScore(level.score[SC_SCHLUESSEL]);
6026 /* ---------- new game button stuff ---------------------------------------- */
6028 /* graphic position values for game buttons */
6029 #define GAME_BUTTON_XSIZE 30
6030 #define GAME_BUTTON_YSIZE 30
6031 #define GAME_BUTTON_XPOS 5
6032 #define GAME_BUTTON_YPOS 215
6033 #define SOUND_BUTTON_XPOS 5
6034 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6036 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6037 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6038 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6039 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6040 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6041 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6048 } gamebutton_info[NUM_GAME_BUTTONS] =
6051 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6056 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6061 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6066 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6067 SOUND_CTRL_ID_MUSIC,
6068 "background music on/off"
6071 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6072 SOUND_CTRL_ID_LOOPS,
6073 "sound loops on/off"
6076 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6077 SOUND_CTRL_ID_SIMPLE,
6078 "normal sounds on/off"
6082 void CreateGameButtons()
6086 for (i=0; i<NUM_GAME_BUTTONS; i++)
6088 Bitmap gd_bitmap = pix[PIX_DOOR];
6089 struct GadgetInfo *gi;
6092 unsigned long event_mask;
6093 int gd_xoffset, gd_yoffset;
6094 int gd_x1, gd_x2, gd_y1, gd_y2;
6097 gd_xoffset = gamebutton_info[i].x;
6098 gd_yoffset = gamebutton_info[i].y;
6099 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6100 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6102 if (id == GAME_CTRL_ID_STOP ||
6103 id == GAME_CTRL_ID_PAUSE ||
6104 id == GAME_CTRL_ID_PLAY)
6106 button_type = GD_TYPE_NORMAL_BUTTON;
6108 event_mask = GD_EVENT_RELEASED;
6109 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6110 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6114 button_type = GD_TYPE_CHECK_BUTTON;
6116 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6117 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6118 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6119 event_mask = GD_EVENT_PRESSED;
6120 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6121 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6124 gi = CreateGadget(GDI_CUSTOM_ID, id,
6125 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6126 GDI_X, DX + gd_xoffset,
6127 GDI_Y, DY + gd_yoffset,
6128 GDI_WIDTH, GAME_BUTTON_XSIZE,
6129 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6130 GDI_TYPE, button_type,
6131 GDI_STATE, GD_BUTTON_UNPRESSED,
6132 GDI_CHECKED, checked,
6133 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6134 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6135 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6136 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6137 GDI_EVENT_MASK, event_mask,
6138 GDI_CALLBACK_ACTION, HandleGameButtons,
6142 Error(ERR_EXIT, "cannot create gadget");
6144 game_gadget[id] = gi;
6148 static void MapGameButtons()
6152 for (i=0; i<NUM_GAME_BUTTONS; i++)
6153 MapGadget(game_gadget[i]);
6156 void UnmapGameButtons()
6160 for (i=0; i<NUM_GAME_BUTTONS; i++)
6161 UnmapGadget(game_gadget[i]);
6164 static void HandleGameButtons(struct GadgetInfo *gi)
6166 int id = gi->custom_id;
6168 if (game_status != PLAYING)
6173 case GAME_CTRL_ID_STOP:
6176 CloseDoor(DOOR_CLOSE_1);
6177 game_status = MAINMENU;
6182 if (level_editor_test_game ||
6183 Request("Do you really want to quit the game ?",
6184 REQ_ASK | REQ_STAY_CLOSED))
6186 #if !defined(MSDOS) && !defined(WIN32)
6187 if (options.network)
6188 SendToServer_StopPlaying();
6192 game_status = MAINMENU;
6197 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6200 case GAME_CTRL_ID_PAUSE:
6201 if (options.network)
6203 #if !defined(MSDOS) && !defined(WIN32)
6205 SendToServer_ContinuePlaying();
6207 SendToServer_PausePlaying();
6214 case GAME_CTRL_ID_PLAY:
6217 #if !defined(MSDOS) && !defined(WIN32)
6218 if (options.network)
6219 SendToServer_ContinuePlaying();
6223 tape.pausing = FALSE;
6224 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6229 case SOUND_CTRL_ID_MUSIC:
6230 if (setup.sound_music)
6232 setup.sound_music = FALSE;
6233 FadeSound(background_loop[level_nr % num_bg_loops]);
6235 else if (sound_loops_allowed)
6237 setup.sound = setup.sound_music = TRUE;
6238 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
6242 case SOUND_CTRL_ID_LOOPS:
6243 if (setup.sound_loops)
6244 setup.sound_loops = FALSE;
6245 else if (sound_loops_allowed)
6246 setup.sound = setup.sound_loops = TRUE;
6249 case SOUND_CTRL_ID_SIMPLE:
6250 if (setup.sound_simple)
6251 setup.sound_simple = FALSE;
6252 else if (sound_status==SOUND_AVAILABLE)
6253 setup.sound = setup.sound_simple = TRUE;