1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
80 (s)==SND_NJAM || (s)==SND_MIEP)
81 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
82 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
83 (s)==SND_TYGER || (s)==SND_VOYAGER || \
86 /* values for player movement speed (which is in fact a delay value) */
87 #define MOVE_DELAY_NORMAL_SPEED 8
88 #define MOVE_DELAY_HIGH_SPEED 4
90 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
91 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
92 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
93 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
95 /* game button identifiers */
96 #define GAME_CTRL_ID_STOP 0
97 #define GAME_CTRL_ID_PAUSE 1
98 #define GAME_CTRL_ID_PLAY 2
99 #define SOUND_CTRL_ID_MUSIC 3
100 #define SOUND_CTRL_ID_LOOPS 4
101 #define SOUND_CTRL_ID_SIMPLE 5
103 #define NUM_GAME_BUTTONS 6
105 /* forward declaration for internal use */
106 static void CloseAllOpenTimegates(void);
107 static void CheckGravityMovement(struct PlayerInfo *);
108 static void KillHeroUnlessProtected(int, int);
110 static void MapGameButtons();
111 static void HandleGameButtons(struct GadgetInfo *);
113 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
119 static unsigned int getStateCheckSum(int counter)
122 unsigned int mult = 1;
123 unsigned int checksum = 0;
125 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
127 static boolean first_game = TRUE;
129 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
135 lastFeld[x][y] = Feld[x][y];
136 else if (lastFeld[x][y] != Feld[x][y])
137 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
138 x, y, lastFeld[x][y], Feld[x][y]);
142 checksum += mult++ * Ur[x][y];
143 checksum += mult++ * Feld[x][y];
146 checksum += mult++ * MovPos[x][y];
147 checksum += mult++ * MovDir[x][y];
148 checksum += mult++ * MovDelay[x][y];
149 checksum += mult++ * Store[x][y];
150 checksum += mult++ * Store2[x][y];
151 checksum += mult++ * StorePlayer[x][y];
152 checksum += mult++ * Frame[x][y];
153 checksum += mult++ * AmoebaNr[x][y];
154 checksum += mult++ * JustStopped[x][y];
155 checksum += mult++ * Stop[x][y];
159 if (counter == 3 && first_game)
170 void GetPlayerConfig()
172 if (!audio.sound_available)
175 if (!audio.loops_available)
176 setup.sound_loops = FALSE;
178 if (!audio.music_available)
179 setup.sound_music = FALSE;
181 if (!video.fullscreen_available)
182 setup.fullscreen = FALSE;
184 setup.sound_simple = setup.sound;
186 SetAudioMode(setup.sound);
190 static int getBeltNrFromElement(int element)
192 return (element < EL_BELT2_LEFT ? 0 :
193 element < EL_BELT3_LEFT ? 1 :
194 element < EL_BELT4_LEFT ? 2 : 3);
197 static int getBeltNrFromSwitchElement(int element)
199 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
200 element < EL_BELT3_SWITCH_LEFT ? 1 :
201 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
204 static int getBeltDirNrFromSwitchElement(int element)
206 static int belt_base_element[4] =
208 EL_BELT1_SWITCH_LEFT,
209 EL_BELT2_SWITCH_LEFT,
210 EL_BELT3_SWITCH_LEFT,
214 int belt_nr = getBeltNrFromSwitchElement(element);
215 int belt_dir_nr = element - belt_base_element[belt_nr];
217 return (belt_dir_nr % 3);
220 static int getBeltDirFromSwitchElement(int element)
222 static int belt_move_dir[3] =
229 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
231 return belt_move_dir[belt_dir_nr];
234 static void InitField(int x, int y, boolean init_game)
241 if (stored_player[0].present)
243 Feld[x][y] = EL_SP_MURPHY_CLONE;
250 Feld[x][y] = EL_SPIELER1;
258 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
259 int jx = player->jx, jy = player->jy;
261 player->present = TRUE;
263 if (!options.network || player->connected)
265 player->active = TRUE;
267 /* remove potentially duplicate players */
268 if (StorePlayer[jx][jy] == Feld[x][y])
269 StorePlayer[jx][jy] = 0;
271 StorePlayer[x][y] = Feld[x][y];
275 printf("Player %d activated.\n", player->element_nr);
276 printf("[Local player is %d and currently %s.]\n",
277 local_player->element_nr,
278 local_player->active ? "active" : "not active");
282 Feld[x][y] = EL_LEERRAUM;
283 player->jx = player->last_jx = x;
284 player->jy = player->last_jy = y;
289 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
290 Feld[x][y] = EL_BADEWANNE1;
291 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
292 Feld[x][y] = EL_BADEWANNE2;
293 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
294 Feld[x][y] = EL_BADEWANNE3;
295 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
296 Feld[x][y] = EL_BADEWANNE4;
297 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
298 Feld[x][y] = EL_BADEWANNE5;
301 case EL_KAEFER_RIGHT:
306 case EL_FLIEGER_RIGHT:
308 case EL_FLIEGER_LEFT:
309 case EL_FLIEGER_DOWN:
311 case EL_BUTTERFLY_RIGHT:
312 case EL_BUTTERFLY_UP:
313 case EL_BUTTERFLY_LEFT:
314 case EL_BUTTERFLY_DOWN:
316 case EL_FIREFLY_RIGHT:
318 case EL_FIREFLY_LEFT:
319 case EL_FIREFLY_DOWN:
321 case EL_PACMAN_RIGHT:
345 if (y == lev_fieldy - 1)
347 Feld[x][y] = EL_AMOEBING;
348 Store[x][y] = EL_AMOEBE_NASS;
352 case EL_DYNAMITE_ACTIVE:
357 local_player->lights_still_needed++;
360 case EL_SOKOBAN_FELD_LEER:
361 local_player->sokobanfields_still_needed++;
365 local_player->friends_still_needed++;
370 MovDir[x][y] = 1 << RND(4);
374 Feld[x][y] = EL_LEERRAUM;
377 case EL_EM_KEY_1_FILE:
378 Feld[x][y] = EL_EM_KEY_1;
380 case EL_EM_KEY_2_FILE:
381 Feld[x][y] = EL_EM_KEY_2;
383 case EL_EM_KEY_3_FILE:
384 Feld[x][y] = EL_EM_KEY_3;
386 case EL_EM_KEY_4_FILE:
387 Feld[x][y] = EL_EM_KEY_4;
390 case EL_BELT1_SWITCH_LEFT:
391 case EL_BELT1_SWITCH_MIDDLE:
392 case EL_BELT1_SWITCH_RIGHT:
393 case EL_BELT2_SWITCH_LEFT:
394 case EL_BELT2_SWITCH_MIDDLE:
395 case EL_BELT2_SWITCH_RIGHT:
396 case EL_BELT3_SWITCH_LEFT:
397 case EL_BELT3_SWITCH_MIDDLE:
398 case EL_BELT3_SWITCH_RIGHT:
399 case EL_BELT4_SWITCH_LEFT:
400 case EL_BELT4_SWITCH_MIDDLE:
401 case EL_BELT4_SWITCH_RIGHT:
404 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
405 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
406 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
408 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
410 game.belt_dir[belt_nr] = belt_dir;
411 game.belt_dir_nr[belt_nr] = belt_dir_nr;
413 else /* more than one switch -- set it like the first switch */
415 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
420 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
422 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
425 case EL_LIGHT_SWITCH_ON:
427 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
438 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
439 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
440 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
443 #if USE_NEW_AMOEBA_CODE
444 printf("Using new amoeba code.\n");
446 printf("Using old amoeba code.\n");
450 /* don't play tapes over network */
451 network_playing = (options.network && !tape.playing);
453 for (i=0; i<MAX_PLAYERS; i++)
455 struct PlayerInfo *player = &stored_player[i];
457 player->index_nr = i;
458 player->element_nr = EL_SPIELER1 + i;
460 player->present = FALSE;
461 player->active = FALSE;
464 player->effective_action = 0;
465 player->programmed_action = 0;
468 player->gems_still_needed = level.gems_needed;
469 player->sokobanfields_still_needed = 0;
470 player->lights_still_needed = 0;
471 player->friends_still_needed = 0;
474 player->key[j] = FALSE;
476 player->dynamite = 0;
477 player->dynabomb_count = 0;
478 player->dynabomb_size = 1;
479 player->dynabombs_left = 0;
480 player->dynabomb_xl = FALSE;
482 player->MovDir = MV_NO_MOVING;
484 player->Pushing = FALSE;
485 player->Switching = FALSE;
489 player->actual_frame_counter = 0;
491 player->frame_reset_delay = 0;
493 player->push_delay = 0;
494 player->push_delay_value = 5;
496 player->move_delay = 0;
497 player->last_move_dir = MV_NO_MOVING;
498 player->is_moving = FALSE;
500 player->move_delay_value =
501 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
503 player->snapped = FALSE;
505 player->last_jx = player->last_jy = 0;
506 player->jx = player->jy = 0;
508 player->shield_passive_time_left = 0;
509 player->shield_active_time_left = 0;
511 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
512 SnapField(player, 0, 0);
514 player->LevelSolved = FALSE;
515 player->GameOver = FALSE;
518 network_player_action_received = FALSE;
520 #if defined(PLATFORM_UNIX)
521 /* initial null action */
523 SendToServer_MovePlayer(MV_NO_MOVING);
531 TimeLeft = level.time;
533 ScreenMovDir = MV_NO_MOVING;
537 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
539 AllPlayersGone = FALSE;
541 game.yam_content_nr = 0;
542 game.magic_wall_active = FALSE;
543 game.magic_wall_time_left = 0;
544 game.light_time_left = 0;
545 game.timegate_time_left = 0;
546 game.switchgate_pos = 0;
547 game.balloon_dir = MV_NO_MOVING;
548 game.explosions_delayed = TRUE;
552 game.belt_dir[i] = MV_NO_MOVING;
553 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
556 for (i=0; i<MAX_NUM_AMOEBA; i++)
557 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
559 for (x=0; x<lev_fieldx; x++)
561 for (y=0; y<lev_fieldy; y++)
563 Feld[x][y] = Ur[x][y];
564 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
565 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
568 JustStopped[x][y] = 0;
570 ExplodeField[x][y] = EX_NO_EXPLOSION;
574 for(y=0; y<lev_fieldy; y++)
576 for(x=0; x<lev_fieldx; x++)
578 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
580 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
582 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
585 InitField(x, y, TRUE);
589 /* correct non-moving belts to start moving left */
591 if (game.belt_dir[i] == MV_NO_MOVING)
592 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
594 /* check if any connected player was not found in playfield */
595 for (i=0; i<MAX_PLAYERS; i++)
597 struct PlayerInfo *player = &stored_player[i];
599 if (player->connected && !player->present)
601 for (j=0; j<MAX_PLAYERS; j++)
603 struct PlayerInfo *some_player = &stored_player[j];
604 int jx = some_player->jx, jy = some_player->jy;
606 /* assign first free player found that is present in the playfield */
607 if (some_player->present && !some_player->connected)
609 player->present = TRUE;
610 player->active = TRUE;
611 some_player->present = FALSE;
613 StorePlayer[jx][jy] = player->element_nr;
614 player->jx = player->last_jx = jx;
615 player->jy = player->last_jy = jy;
625 /* when playing a tape, eliminate all players who do not participate */
627 for (i=0; i<MAX_PLAYERS; i++)
629 if (stored_player[i].active && !tape.player_participates[i])
631 struct PlayerInfo *player = &stored_player[i];
632 int jx = player->jx, jy = player->jy;
634 player->active = FALSE;
635 StorePlayer[jx][jy] = 0;
636 Feld[jx][jy] = EL_LEERRAUM;
640 else if (!options.network && !setup.team_mode) /* && !tape.playing */
642 /* when in single player mode, eliminate all but the first active player */
644 for (i=0; i<MAX_PLAYERS; i++)
646 if (stored_player[i].active)
648 for (j=i+1; j<MAX_PLAYERS; j++)
650 if (stored_player[j].active)
652 struct PlayerInfo *player = &stored_player[j];
653 int jx = player->jx, jy = player->jy;
655 player->active = FALSE;
656 StorePlayer[jx][jy] = 0;
657 Feld[jx][jy] = EL_LEERRAUM;
664 /* when recording the game, store which players take part in the game */
667 for (i=0; i<MAX_PLAYERS; i++)
668 if (stored_player[i].active)
669 tape.player_participates[i] = TRUE;
674 for (i=0; i<MAX_PLAYERS; i++)
676 struct PlayerInfo *player = &stored_player[i];
678 printf("Player %d: present == %d, connected == %d, active == %d.\n",
683 if (local_player == player)
684 printf("Player %d is local player.\n", i+1);
688 game.version = (tape.playing ? tape.game_version : level.game_version);
689 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
690 emulate_sb ? EMU_SOKOBAN :
691 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
693 /* dynamically adjust element properties according to game engine version */
695 static int ep_em_slippery_wall[] =
705 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
707 static int ep_em_slippery_wall_num =
708 sizeof(ep_em_slippery_wall) / sizeof(int);
712 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
713 printf(" file_version == %06d\n", level.file_version);
716 for (i=0; i<ep_em_slippery_wall_num; i++)
719 if (level.em_slippery_gems) /* special EM style gems behaviour */
721 if (game.version >= GAME_VERSION_2_0)
723 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
724 EP_BIT_EM_SLIPPERY_WALL;
726 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
727 ~EP_BIT_EM_SLIPPERY_WALL;
731 if (BorderElement == EL_LEERRAUM)
734 SBX_Right = lev_fieldx - SCR_FIELDX;
736 SBY_Lower = lev_fieldy - SCR_FIELDY;
741 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
743 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
746 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
747 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
749 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
750 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
753 scroll_y = SBY_Upper;
754 if (local_player->jx >= SBX_Left + MIDPOSX)
755 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
756 local_player->jx - MIDPOSX :
758 if (local_player->jy >= SBY_Upper + MIDPOSY)
759 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
760 local_player->jy - MIDPOSY :
763 CloseDoor(DOOR_CLOSE_1);
769 /* after drawing the level, correct some elements */
770 if (game.timegate_time_left == 0)
771 CloseAllOpenTimegates();
773 if (setup.soft_scrolling)
774 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
776 redraw_mask |= REDRAW_FROM_BACKBUFFER;
778 /* copy default game door content to main double buffer */
779 BlitBitmap(pix[PIX_DOOR], drawto,
780 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
783 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
784 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
787 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
788 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
789 BlitBitmap(drawto, drawto,
790 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
791 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
792 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
795 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
796 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
797 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
798 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
799 DrawText(DX + XX_SCORE, DY + YY_SCORE,
800 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
801 DrawText(DX + XX_TIME, DY + YY_TIME,
802 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
806 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
807 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
808 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
812 /* copy actual game door content to door double buffer for OpenDoor() */
813 BlitBitmap(drawto, pix[PIX_DB_DOOR],
814 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
816 OpenDoor(DOOR_OPEN_ALL);
818 if (setup.sound_music && num_bg_loops)
819 PlayMusic(level_nr % num_bg_loops);
821 KeyboardAutoRepeatOff();
826 printf("Player %d %sactive.\n",
827 i + 1, (stored_player[i].active ? "" : "not "));
831 void InitMovDir(int x, int y)
833 int i, element = Feld[x][y];
834 static int xy[4][2] =
841 static int direction[3][4] =
843 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
844 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
845 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
850 case EL_KAEFER_RIGHT:
854 Feld[x][y] = EL_KAEFER;
855 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
858 case EL_FLIEGER_RIGHT:
860 case EL_FLIEGER_LEFT:
861 case EL_FLIEGER_DOWN:
862 Feld[x][y] = EL_FLIEGER;
863 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
866 case EL_BUTTERFLY_RIGHT:
867 case EL_BUTTERFLY_UP:
868 case EL_BUTTERFLY_LEFT:
869 case EL_BUTTERFLY_DOWN:
870 Feld[x][y] = EL_BUTTERFLY;
871 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
874 case EL_FIREFLY_RIGHT:
876 case EL_FIREFLY_LEFT:
877 case EL_FIREFLY_DOWN:
878 Feld[x][y] = EL_FIREFLY;
879 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
882 case EL_PACMAN_RIGHT:
886 Feld[x][y] = EL_PACMAN;
887 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
891 MovDir[x][y] = MV_UP;
895 MovDir[x][y] = MV_LEFT;
902 Feld[x][y] = EL_MOLE;
903 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
907 MovDir[x][y] = 1 << RND(4);
908 if (element != EL_KAEFER &&
909 element != EL_FLIEGER &&
910 element != EL_BUTTERFLY &&
911 element != EL_FIREFLY)
916 int x1 = x + xy[i][0];
917 int y1 = y + xy[i][1];
919 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
921 if (element == EL_KAEFER || element == EL_BUTTERFLY)
923 MovDir[x][y] = direction[0][i];
926 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
927 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
929 MovDir[x][y] = direction[1][i];
938 void InitAmoebaNr(int x, int y)
941 int group_nr = AmoebeNachbarNr(x, y);
945 for (i=1; i<MAX_NUM_AMOEBA; i++)
947 if (AmoebaCnt[i] == 0)
955 AmoebaNr[x][y] = group_nr;
956 AmoebaCnt[group_nr]++;
957 AmoebaCnt2[group_nr]++;
963 boolean raise_level = FALSE;
965 if (local_player->MovPos)
968 local_player->LevelSolved = FALSE;
972 if (!tape.playing && setup.sound_loops)
973 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
977 if (!tape.playing && !setup.sound_loops)
978 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
979 if (TimeLeft > 0 && !(TimeLeft % 10))
980 RaiseScore(level.score[SC_ZEITBONUS]);
981 if (TimeLeft > 100 && !(TimeLeft % 10))
985 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
992 if (!tape.playing && setup.sound_loops)
995 else if (level.time == 0) /* level without time limit */
997 if (!tape.playing && setup.sound_loops)
998 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
1000 while(TimePlayed < 999)
1002 if (!tape.playing && !setup.sound_loops)
1003 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
1004 if (TimePlayed < 999 && !(TimePlayed % 10))
1005 RaiseScore(level.score[SC_ZEITBONUS]);
1006 if (TimePlayed < 900 && !(TimePlayed % 10))
1010 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1017 if (!tape.playing && setup.sound_loops)
1018 StopSound(SND_SIRR);
1025 /* Hero disappears */
1026 DrawLevelField(ExitX, ExitY);
1032 CloseDoor(DOOR_CLOSE_1);
1037 SaveTape(tape.level_nr); /* Ask to save tape */
1040 if (level_nr == leveldir_current->handicap_level)
1042 leveldir_current->handicap_level++;
1043 SaveLevelSetup_SeriesInfo();
1046 if (level_editor_test_game)
1047 local_player->score = -1; /* no highscore when playing from editor */
1048 else if (level_nr < leveldir_current->last_level)
1049 raise_level = TRUE; /* advance to next level */
1051 if ((hi_pos = NewHiScore()) >= 0)
1053 game_status = HALLOFFAME;
1054 DrawHallOfFame(hi_pos);
1063 game_status = MAINMENU;
1080 LoadScore(level_nr);
1082 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1083 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1086 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1088 if (local_player->score > highscore[k].Score)
1090 /* player has made it to the hall of fame */
1092 if (k < MAX_SCORE_ENTRIES - 1)
1094 int m = MAX_SCORE_ENTRIES - 1;
1097 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1098 if (!strcmp(setup.player_name, highscore[l].Name))
1100 if (m == k) /* player's new highscore overwrites his old one */
1106 strcpy(highscore[l].Name, highscore[l - 1].Name);
1107 highscore[l].Score = highscore[l - 1].Score;
1114 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1115 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1116 highscore[k].Score = local_player->score;
1122 else if (!strncmp(setup.player_name, highscore[k].Name,
1123 MAX_PLAYER_NAME_LEN))
1124 break; /* player already there with a higher score */
1130 SaveScore(level_nr);
1135 void InitMovingField(int x, int y, int direction)
1137 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1138 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1140 MovDir[x][y] = direction;
1141 MovDir[newx][newy] = direction;
1142 if (Feld[newx][newy] == EL_LEERRAUM)
1143 Feld[newx][newy] = EL_BLOCKED;
1146 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1148 int direction = MovDir[x][y];
1149 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1150 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1156 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1158 int oldx = x, oldy = y;
1159 int direction = MovDir[x][y];
1161 if (direction == MV_LEFT)
1163 else if (direction == MV_RIGHT)
1165 else if (direction == MV_UP)
1167 else if (direction == MV_DOWN)
1170 *comes_from_x = oldx;
1171 *comes_from_y = oldy;
1174 int MovingOrBlocked2Element(int x, int y)
1176 int element = Feld[x][y];
1178 if (element == EL_BLOCKED)
1182 Blocked2Moving(x, y, &oldx, &oldy);
1183 return Feld[oldx][oldy];
1189 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1191 /* like MovingOrBlocked2Element(), but if element is moving
1192 and (x,y) is the field the moving element is just leaving,
1193 return EL_BLOCKED instead of the element value */
1194 int element = Feld[x][y];
1196 if (IS_MOVING(x, y))
1198 if (element == EL_BLOCKED)
1202 Blocked2Moving(x, y, &oldx, &oldy);
1203 return Feld[oldx][oldy];
1212 static void RemoveField(int x, int y)
1214 Feld[x][y] = EL_LEERRAUM;
1220 void RemoveMovingField(int x, int y)
1222 int oldx = x, oldy = y, newx = x, newy = y;
1224 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1227 if (IS_MOVING(x, y))
1229 Moving2Blocked(x, y, &newx, &newy);
1230 if (Feld[newx][newy] != EL_BLOCKED)
1233 else if (Feld[x][y] == EL_BLOCKED)
1235 Blocked2Moving(x, y, &oldx, &oldy);
1236 if (!IS_MOVING(oldx, oldy))
1240 if (Feld[x][y] == EL_BLOCKED &&
1241 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1242 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1243 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1244 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1245 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1247 Feld[oldx][oldy] = EL_LEERRAUM;
1249 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1251 Feld[newx][newy] = EL_LEERRAUM;
1252 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1253 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1255 DrawLevelField(oldx, oldy);
1256 DrawLevelField(newx, newy);
1259 void DrawDynamite(int x, int y)
1261 int sx = SCREENX(x), sy = SCREENY(y);
1262 int graphic = el2gfx(Feld[x][y]);
1265 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1269 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1271 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1273 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1278 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1282 if (game.emulation == EMU_SUPAPLEX)
1283 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1284 else if (Store[x][y])
1285 DrawGraphicThruMask(sx, sy, graphic + phase);
1287 DrawGraphic(sx, sy, graphic + phase);
1290 void CheckDynamite(int x, int y)
1292 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1297 if (!(MovDelay[x][y] % 12))
1298 PlaySoundLevel(x, y, SND_ZISCH);
1300 if (IS_ACTIVE_BOMB(Feld[x][y]))
1302 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1304 if (!(MovDelay[x][y] % delay))
1312 StopSound(SND_ZISCH);
1316 void Explode(int ex, int ey, int phase, int mode)
1319 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1320 int last_phase = num_phase * delay;
1321 int half_phase = (num_phase / 2) * delay;
1322 int first_phase_after_start = EX_PHASE_START + 1;
1324 if (game.explosions_delayed)
1326 ExplodeField[ex][ey] = mode;
1330 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1332 int center_element = Feld[ex][ey];
1334 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1336 /* put moving element to center field (and let it explode there) */
1337 center_element = MovingOrBlocked2Element(ex, ey);
1338 RemoveMovingField(ex, ey);
1339 Feld[ex][ey] = center_element;
1342 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1346 if (!IN_LEV_FIELD(x, y) ||
1347 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1348 (x != ex || y != ey)))
1351 element = Feld[x][y];
1353 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1355 element = MovingOrBlocked2Element(x, y);
1356 RemoveMovingField(x, y);
1359 if (IS_MASSIVE(element) || element == EL_BURNING)
1362 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1364 if (IS_ACTIVE_BOMB(element))
1366 /* re-activate things under the bomb like gate or penguin */
1367 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1374 if (element == EL_EXPLODING)
1375 element = Store2[x][y];
1377 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1379 switch(StorePlayer[ex][ey])
1382 Store[x][y] = EL_EDELSTEIN_ROT;
1385 Store[x][y] = EL_EDELSTEIN;
1388 Store[x][y] = EL_EDELSTEIN_LILA;
1392 Store[x][y] = EL_EDELSTEIN_GELB;
1396 if (game.emulation == EMU_SUPAPLEX)
1397 Store[x][y] = EL_LEERRAUM;
1399 else if (center_element == EL_MOLE)
1400 Store[x][y] = EL_EDELSTEIN_ROT;
1401 else if (center_element == EL_PINGUIN)
1402 Store[x][y] = EL_EDELSTEIN_LILA;
1403 else if (center_element == EL_KAEFER)
1404 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1405 else if (center_element == EL_BUTTERFLY)
1406 Store[x][y] = EL_EDELSTEIN_BD;
1407 else if (center_element == EL_SP_ELECTRON)
1408 Store[x][y] = EL_SP_INFOTRON;
1409 else if (center_element == EL_MAMPFER)
1410 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1411 else if (center_element == EL_AMOEBA2DIAM)
1412 Store[x][y] = level.amoeba_content;
1413 else if (element == EL_ERZ_EDEL)
1414 Store[x][y] = EL_EDELSTEIN;
1415 else if (element == EL_ERZ_DIAM)
1416 Store[x][y] = EL_DIAMANT;
1417 else if (element == EL_ERZ_EDEL_BD)
1418 Store[x][y] = EL_EDELSTEIN_BD;
1419 else if (element == EL_ERZ_EDEL_GELB)
1420 Store[x][y] = EL_EDELSTEIN_GELB;
1421 else if (element == EL_ERZ_EDEL_ROT)
1422 Store[x][y] = EL_EDELSTEIN_ROT;
1423 else if (element == EL_ERZ_EDEL_LILA)
1424 Store[x][y] = EL_EDELSTEIN_LILA;
1425 else if (element == EL_WALL_PEARL)
1426 Store[x][y] = EL_PEARL;
1427 else if (element == EL_WALL_CRYSTAL)
1428 Store[x][y] = EL_CRYSTAL;
1429 else if (!IS_PFORTE(Store[x][y]))
1430 Store[x][y] = EL_LEERRAUM;
1432 if (x != ex || y != ey ||
1433 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1434 Store2[x][y] = element;
1436 if (AmoebaNr[x][y] &&
1437 (element == EL_AMOEBE_VOLL ||
1438 element == EL_AMOEBE_BD ||
1439 element == EL_AMOEBING))
1441 AmoebaCnt[AmoebaNr[x][y]]--;
1442 AmoebaCnt2[AmoebaNr[x][y]]--;
1445 Feld[x][y] = EL_EXPLODING;
1446 MovDir[x][y] = MovPos[x][y] = 0;
1452 if (center_element == EL_MAMPFER)
1453 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1464 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1466 if (phase == first_phase_after_start)
1468 int element = Store2[x][y];
1470 if (element == EL_BLACK_ORB)
1472 Feld[x][y] = Store2[x][y];
1477 else if (phase == half_phase)
1479 int element = Store2[x][y];
1481 if (IS_PLAYER(x, y))
1482 KillHeroUnlessProtected(x, y);
1483 else if (IS_EXPLOSIVE(element))
1485 Feld[x][y] = Store2[x][y];
1489 else if (element == EL_AMOEBA2DIAM)
1490 AmoebeUmwandeln(x, y);
1493 if (phase == last_phase)
1497 element = Feld[x][y] = Store[x][y];
1498 Store[x][y] = Store2[x][y] = 0;
1499 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1500 InitField(x, y, FALSE);
1501 if (CAN_MOVE(element) || COULD_MOVE(element))
1503 DrawLevelField(x, y);
1505 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1506 StorePlayer[x][y] = 0;
1508 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1510 int graphic = GFX_EXPLOSION;
1512 if (game.emulation == EMU_SUPAPLEX)
1513 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1514 GFX_SP_EXPLODE_INFOTRON :
1515 GFX_SP_EXPLODE_EMPTY);
1518 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1520 graphic += (phase / delay - 1);
1522 if (IS_PFORTE(Store[x][y]))
1524 DrawLevelElement(x, y, Store[x][y]);
1525 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1528 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1532 void DynaExplode(int ex, int ey)
1535 int dynabomb_size = 1;
1536 boolean dynabomb_xl = FALSE;
1537 struct PlayerInfo *player;
1538 static int xy[4][2] =
1546 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1548 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1549 dynabomb_size = player->dynabomb_size;
1550 dynabomb_xl = player->dynabomb_xl;
1551 player->dynabombs_left++;
1554 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1558 for (j=1; j<=dynabomb_size; j++)
1560 int x = ex + j * xy[i % 4][0];
1561 int y = ey + j * xy[i % 4][1];
1564 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1567 element = Feld[x][y];
1569 /* do not restart explosions of fields with active bombs */
1570 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1573 Explode(x, y, EX_PHASE_START, EX_BORDER);
1575 if (element != EL_LEERRAUM &&
1576 element != EL_ERDREICH &&
1577 element != EL_EXPLODING &&
1584 void Bang(int x, int y)
1586 int element = Feld[x][y];
1588 if (game.emulation == EMU_SUPAPLEX)
1589 PlaySoundLevel(x, y, SND_SP_BOOOM);
1591 PlaySoundLevel(x, y, SND_ROAAAR);
1594 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1595 element = EL_LEERRAUM;
1609 RaiseScoreElement(element);
1610 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1612 case EL_DYNABOMB_ACTIVE_1:
1613 case EL_DYNABOMB_ACTIVE_2:
1614 case EL_DYNABOMB_ACTIVE_3:
1615 case EL_DYNABOMB_ACTIVE_4:
1616 case EL_DYNABOMB_NR:
1617 case EL_DYNABOMB_SZ:
1618 case EL_DYNABOMB_XL:
1624 if (IS_PLAYER(x, y))
1625 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1627 Explode(x, y, EX_PHASE_START, EX_CENTER);
1630 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1635 void Blurb(int x, int y)
1637 int element = Feld[x][y];
1639 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1641 PlaySoundLevel(x, y, SND_BLURB);
1642 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1643 (!IN_LEV_FIELD(x-1, y-1) ||
1644 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1646 Feld[x-1][y] = EL_BLURB_LEFT;
1648 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1649 (!IN_LEV_FIELD(x+1, y-1) ||
1650 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1652 Feld[x+1][y] = EL_BLURB_RIGHT;
1657 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1659 if (!MovDelay[x][y]) /* initialize animation counter */
1662 if (MovDelay[x][y]) /* continue animation */
1665 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1666 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1668 if (!MovDelay[x][y])
1670 Feld[x][y] = EL_LEERRAUM;
1671 DrawLevelField(x, y);
1677 static void ToggleBeltSwitch(int x, int y)
1679 static int belt_base_element[4] =
1681 EL_BELT1_SWITCH_LEFT,
1682 EL_BELT2_SWITCH_LEFT,
1683 EL_BELT3_SWITCH_LEFT,
1684 EL_BELT4_SWITCH_LEFT
1686 static int belt_move_dir[4] =
1694 int element = Feld[x][y];
1695 int belt_nr = getBeltNrFromSwitchElement(element);
1696 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1697 int belt_dir = belt_move_dir[belt_dir_nr];
1700 if (!IS_BELT_SWITCH(element))
1703 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1704 game.belt_dir[belt_nr] = belt_dir;
1706 if (belt_dir_nr == 3)
1709 for (yy=0; yy<lev_fieldy; yy++)
1711 for (xx=0; xx<lev_fieldx; xx++)
1713 int element = Feld[xx][yy];
1715 if (IS_BELT_SWITCH(element))
1717 int e_belt_nr = getBeltNrFromSwitchElement(element);
1719 if (e_belt_nr == belt_nr)
1721 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1722 DrawLevelField(xx, yy);
1725 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1727 int e_belt_nr = getBeltNrFromElement(element);
1729 if (e_belt_nr == belt_nr)
1730 DrawLevelField(xx, yy); /* set belt to parking position */
1736 static void ToggleSwitchgateSwitch(int x, int y)
1740 game.switchgate_pos = !game.switchgate_pos;
1742 for (yy=0; yy<lev_fieldy; yy++)
1744 for (xx=0; xx<lev_fieldx; xx++)
1746 int element = Feld[xx][yy];
1748 if (element == EL_SWITCHGATE_SWITCH_1 ||
1749 element == EL_SWITCHGATE_SWITCH_2)
1751 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1752 DrawLevelField(xx, yy);
1754 else if (element == EL_SWITCHGATE_OPEN ||
1755 element == EL_SWITCHGATE_OPENING)
1757 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1758 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1760 else if (element == EL_SWITCHGATE_CLOSED ||
1761 element == EL_SWITCHGATE_CLOSING)
1763 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1764 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1770 static void RedrawAllLightSwitchesAndInvisibleElements()
1774 for (y=0; y<lev_fieldy; y++)
1776 for (x=0; x<lev_fieldx; x++)
1778 int element = Feld[x][y];
1780 if (element == EL_LIGHT_SWITCH_OFF &&
1781 game.light_time_left > 0)
1783 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1784 DrawLevelField(x, y);
1786 else if (element == EL_LIGHT_SWITCH_ON &&
1787 game.light_time_left == 0)
1789 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1790 DrawLevelField(x, y);
1793 if (element == EL_INVISIBLE_STEEL ||
1794 element == EL_UNSICHTBAR ||
1795 element == EL_SAND_INVISIBLE)
1796 DrawLevelField(x, y);
1801 static void ToggleLightSwitch(int x, int y)
1803 int element = Feld[x][y];
1805 game.light_time_left =
1806 (element == EL_LIGHT_SWITCH_OFF ?
1807 level.time_light * FRAMES_PER_SECOND : 0);
1809 RedrawAllLightSwitchesAndInvisibleElements();
1812 static void ActivateTimegateSwitch(int x, int y)
1816 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1818 for (yy=0; yy<lev_fieldy; yy++)
1820 for (xx=0; xx<lev_fieldx; xx++)
1822 int element = Feld[xx][yy];
1824 if (element == EL_TIMEGATE_CLOSED ||
1825 element == EL_TIMEGATE_CLOSING)
1827 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1828 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1832 else if (element == EL_TIMEGATE_SWITCH_ON)
1834 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1835 DrawLevelField(xx, yy);
1842 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1845 void Impact(int x, int y)
1847 boolean lastline = (y == lev_fieldy-1);
1848 boolean object_hit = FALSE;
1849 int element = Feld[x][y];
1852 if (!lastline) /* check if element below was hit */
1854 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1857 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1858 MovDir[x][y+1]!=MV_DOWN ||
1859 MovPos[x][y+1]<=TILEY/2));
1861 smashed = MovingOrBlocked2Element(x, y+1);
1864 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1870 if ((element == EL_BOMBE ||
1871 element == EL_SP_DISK_ORANGE ||
1872 element == EL_DX_SUPABOMB) &&
1873 (lastline || object_hit)) /* element is bomb */
1878 else if (element == EL_PEARL)
1880 Feld[x][y] = EL_PEARL_BREAKING;
1881 PlaySoundLevel(x, y, SND_KNACK);
1885 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1887 if (object_hit && IS_PLAYER(x, y+1))
1888 KillHeroUnlessProtected(x, y+1);
1889 else if (object_hit && smashed == EL_PINGUIN)
1893 Feld[x][y] = EL_AMOEBING;
1894 Store[x][y] = EL_AMOEBE_NASS;
1899 if (!lastline && object_hit) /* check which object was hit */
1901 if (CAN_CHANGE(element) &&
1902 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1905 int activated_magic_wall =
1906 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1907 EL_MAGIC_WALL_BD_EMPTY);
1909 /* activate magic wall / mill */
1911 for (y=0; y<lev_fieldy; y++)
1912 for (x=0; x<lev_fieldx; x++)
1913 if (Feld[x][y] == smashed)
1914 Feld[x][y] = activated_magic_wall;
1916 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1917 game.magic_wall_active = TRUE;
1920 if (IS_PLAYER(x, y+1))
1922 KillHeroUnlessProtected(x, y+1);
1925 else if (smashed == EL_PINGUIN)
1930 else if (element == EL_EDELSTEIN_BD)
1932 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1938 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1939 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1940 smashed == EL_SP_DISK_ORANGE))
1945 else if (element == EL_FELSBROCKEN ||
1946 element == EL_SP_ZONK ||
1947 element == EL_BD_ROCK)
1949 if (IS_ENEMY(smashed) ||
1950 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1951 smashed == EL_DX_SUPABOMB ||
1952 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1953 smashed == EL_DRACHE || smashed == EL_MOLE)
1958 else if (!IS_MOVING(x, y+1))
1960 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1965 else if (smashed == EL_KOKOSNUSS)
1967 Feld[x][y+1] = EL_CRACKINGNUT;
1968 PlaySoundLevel(x, y, SND_KNACK);
1969 RaiseScoreElement(EL_KOKOSNUSS);
1972 else if (smashed == EL_PEARL)
1974 Feld[x][y+1] = EL_PEARL_BREAKING;
1975 PlaySoundLevel(x, y, SND_KNACK);
1978 else if (smashed == EL_DIAMANT)
1980 Feld[x][y+1] = EL_LEERRAUM;
1981 PlaySoundLevel(x, y, SND_QUIRK);
1984 else if (IS_BELT_SWITCH(smashed))
1986 ToggleBeltSwitch(x, y+1);
1988 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1989 smashed == EL_SWITCHGATE_SWITCH_2)
1991 ToggleSwitchgateSwitch(x, y+1);
1993 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1994 smashed == EL_LIGHT_SWITCH_ON)
1996 ToggleLightSwitch(x, y+1);
2002 /* play sound of magic wall / mill */
2004 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2005 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2007 PlaySoundLevel(x, y, SND_QUIRK);
2011 /* play sound of object that hits the ground */
2012 if (lastline || object_hit)
2019 case EL_EDELSTEIN_BD:
2020 case EL_EDELSTEIN_GELB:
2021 case EL_EDELSTEIN_ROT:
2022 case EL_EDELSTEIN_LILA:
2024 case EL_SP_INFOTRON:
2030 case EL_FELSBROCKEN:
2035 sound = SND_SP_ZONKDOWN;
2038 case EL_SCHLUESSEL1:
2039 case EL_SCHLUESSEL2:
2040 case EL_SCHLUESSEL3:
2041 case EL_SCHLUESSEL4:
2058 PlaySoundLevel(x, y, sound);
2062 void TurnRound(int x, int y)
2074 { 0, 0 }, { 0, 0 }, { 0, 0 },
2079 int left, right, back;
2083 { MV_DOWN, MV_UP, MV_RIGHT },
2084 { MV_UP, MV_DOWN, MV_LEFT },
2086 { MV_LEFT, MV_RIGHT, MV_DOWN },
2087 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2088 { MV_RIGHT, MV_LEFT, MV_UP }
2091 int element = Feld[x][y];
2092 int old_move_dir = MovDir[x][y];
2093 int left_dir = turn[old_move_dir].left;
2094 int right_dir = turn[old_move_dir].right;
2095 int back_dir = turn[old_move_dir].back;
2097 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2098 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2099 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2100 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2102 int left_x = x+left_dx, left_y = y+left_dy;
2103 int right_x = x+right_dx, right_y = y+right_dy;
2104 int move_x = x+move_dx, move_y = y+move_dy;
2106 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2108 TestIfBadThingTouchesOtherBadThing(x, y);
2110 if (IN_LEV_FIELD(right_x, right_y) &&
2111 IS_FREE(right_x, right_y))
2112 MovDir[x][y] = right_dir;
2113 else if (!IN_LEV_FIELD(move_x, move_y) ||
2114 !IS_FREE(move_x, move_y))
2115 MovDir[x][y] = left_dir;
2117 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2119 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2122 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2123 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2125 TestIfBadThingTouchesOtherBadThing(x, y);
2127 if (IN_LEV_FIELD(left_x, left_y) &&
2128 IS_FREE(left_x, left_y))
2129 MovDir[x][y] = left_dir;
2130 else if (!IN_LEV_FIELD(move_x, move_y) ||
2131 !IS_FREE(move_x, move_y))
2132 MovDir[x][y] = right_dir;
2134 if ((element == EL_FLIEGER ||
2135 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2136 && MovDir[x][y] != old_move_dir)
2138 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2141 else if (element == EL_MAMPFER)
2143 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2145 if (IN_LEV_FIELD(left_x, left_y) &&
2146 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2147 Feld[left_x][left_y] == EL_DIAMANT))
2148 can_turn_left = TRUE;
2149 if (IN_LEV_FIELD(right_x, right_y) &&
2150 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2151 Feld[right_x][right_y] == EL_DIAMANT))
2152 can_turn_right = TRUE;
2154 if (can_turn_left && can_turn_right)
2155 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2156 else if (can_turn_left)
2157 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2158 else if (can_turn_right)
2159 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2161 MovDir[x][y] = back_dir;
2163 MovDelay[x][y] = 16+16*RND(3);
2165 else if (element == EL_MAMPFER2)
2167 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2169 if (IN_LEV_FIELD(left_x, left_y) &&
2170 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2171 IS_MAMPF2(Feld[left_x][left_y])))
2172 can_turn_left = TRUE;
2173 if (IN_LEV_FIELD(right_x, right_y) &&
2174 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2175 IS_MAMPF2(Feld[right_x][right_y])))
2176 can_turn_right = TRUE;
2178 if (can_turn_left && can_turn_right)
2179 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2180 else if (can_turn_left)
2181 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2182 else if (can_turn_right)
2183 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2185 MovDir[x][y] = back_dir;
2187 MovDelay[x][y] = 16+16*RND(3);
2189 else if (element == EL_PACMAN)
2191 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2193 if (IN_LEV_FIELD(left_x, left_y) &&
2194 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2195 IS_AMOEBOID(Feld[left_x][left_y])))
2196 can_turn_left = TRUE;
2197 if (IN_LEV_FIELD(right_x, right_y) &&
2198 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2199 IS_AMOEBOID(Feld[right_x][right_y])))
2200 can_turn_right = TRUE;
2202 if (can_turn_left && can_turn_right)
2203 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2204 else if (can_turn_left)
2205 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2206 else if (can_turn_right)
2207 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2209 MovDir[x][y] = back_dir;
2211 MovDelay[x][y] = 6+RND(40);
2213 else if (element == EL_SCHWEIN)
2215 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2216 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2217 boolean should_move_on = FALSE;
2219 int rnd = RND(rnd_value);
2221 if (IN_LEV_FIELD(left_x, left_y) &&
2222 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2223 can_turn_left = TRUE;
2224 if (IN_LEV_FIELD(right_x, right_y) &&
2225 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2226 can_turn_right = TRUE;
2227 if (IN_LEV_FIELD(move_x, move_y) &&
2228 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2231 if (can_turn_left &&
2233 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2234 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2235 should_turn_left = TRUE;
2236 if (can_turn_right &&
2238 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2239 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2240 should_turn_right = TRUE;
2242 (!can_turn_left || !can_turn_right ||
2243 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2244 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2245 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2246 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2247 should_move_on = TRUE;
2249 if (should_turn_left || should_turn_right || should_move_on)
2251 if (should_turn_left && should_turn_right && should_move_on)
2252 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2253 rnd < 2*rnd_value/3 ? right_dir :
2255 else if (should_turn_left && should_turn_right)
2256 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2257 else if (should_turn_left && should_move_on)
2258 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2259 else if (should_turn_right && should_move_on)
2260 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2261 else if (should_turn_left)
2262 MovDir[x][y] = left_dir;
2263 else if (should_turn_right)
2264 MovDir[x][y] = right_dir;
2265 else if (should_move_on)
2266 MovDir[x][y] = old_move_dir;
2268 else if (can_move_on && rnd > rnd_value/8)
2269 MovDir[x][y] = old_move_dir;
2270 else if (can_turn_left && can_turn_right)
2271 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2272 else if (can_turn_left && rnd > rnd_value/8)
2273 MovDir[x][y] = left_dir;
2274 else if (can_turn_right && rnd > rnd_value/8)
2275 MovDir[x][y] = right_dir;
2277 MovDir[x][y] = back_dir;
2279 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2280 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2281 MovDir[x][y] = old_move_dir;
2285 else if (element == EL_DRACHE)
2287 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2289 int rnd = RND(rnd_value);
2291 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2292 can_turn_left = TRUE;
2293 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2294 can_turn_right = TRUE;
2295 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2298 if (can_move_on && rnd > rnd_value/8)
2299 MovDir[x][y] = old_move_dir;
2300 else if (can_turn_left && can_turn_right)
2301 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2302 else if (can_turn_left && rnd > rnd_value/8)
2303 MovDir[x][y] = left_dir;
2304 else if (can_turn_right && rnd > rnd_value/8)
2305 MovDir[x][y] = right_dir;
2307 MovDir[x][y] = back_dir;
2309 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2310 MovDir[x][y] = old_move_dir;
2314 else if (element == EL_MOLE)
2316 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2318 if (IN_LEV_FIELD(move_x, move_y) &&
2319 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2320 Feld[move_x][move_y] == EL_DEAMOEBING))
2325 if (IN_LEV_FIELD(left_x, left_y) &&
2326 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2327 can_turn_left = TRUE;
2328 if (IN_LEV_FIELD(right_x, right_y) &&
2329 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2330 can_turn_right = TRUE;
2332 if (can_turn_left && can_turn_right)
2333 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2334 else if (can_turn_left)
2335 MovDir[x][y] = left_dir;
2337 MovDir[x][y] = right_dir;
2340 if (MovDir[x][y] != old_move_dir)
2343 else if (element == EL_BALLOON)
2345 MovDir[x][y] = game.balloon_dir;
2348 else if (element == EL_SPRING_MOVING)
2350 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2351 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2353 Feld[x][y] = EL_SPRING;
2354 MovDir[x][y] = MV_NO_MOVING;
2358 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2360 int attr_x = -1, attr_y = -1;
2371 for (i=0; i<MAX_PLAYERS; i++)
2373 struct PlayerInfo *player = &stored_player[i];
2374 int jx = player->jx, jy = player->jy;
2376 if (!player->active)
2379 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2387 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2393 if (element == EL_PINGUIN)
2396 static int xy[4][2] =
2406 int ex = x + xy[i%4][0];
2407 int ey = y + xy[i%4][1];
2409 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2418 MovDir[x][y] = MV_NO_MOVING;
2420 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2422 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2424 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2426 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2428 if (element == EL_ROBOT)
2432 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2433 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2434 Moving2Blocked(x, y, &newx, &newy);
2436 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2437 MovDelay[x][y] = 8+8*!RND(3);
2439 MovDelay[x][y] = 16;
2447 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2449 boolean first_horiz = RND(2);
2450 int new_move_dir = MovDir[x][y];
2453 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2454 Moving2Blocked(x, y, &newx, &newy);
2456 if (IN_LEV_FIELD(newx, newy) &&
2457 (IS_FREE(newx, newy) ||
2458 Feld[newx][newy] == EL_SALZSAEURE ||
2459 (element == EL_PINGUIN &&
2460 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2461 IS_MAMPF3(Feld[newx][newy])))))
2465 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2466 Moving2Blocked(x, y, &newx, &newy);
2468 if (IN_LEV_FIELD(newx, newy) &&
2469 (IS_FREE(newx, newy) ||
2470 Feld[newx][newy] == EL_SALZSAEURE ||
2471 (element == EL_PINGUIN &&
2472 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2473 IS_MAMPF3(Feld[newx][newy])))))
2476 MovDir[x][y] = old_move_dir;
2483 static boolean JustBeingPushed(int x, int y)
2487 for (i=0; i<MAX_PLAYERS; i++)
2489 struct PlayerInfo *player = &stored_player[i];
2491 if (player->active && player->Pushing && player->MovPos)
2493 int next_jx = player->jx + (player->jx - player->last_jx);
2494 int next_jy = player->jy + (player->jy - player->last_jy);
2496 if (x == next_jx && y == next_jy)
2504 void StartMoving(int x, int y)
2506 int element = Feld[x][y];
2511 if (CAN_FALL(element) && y<lev_fieldy-1)
2513 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2514 if (JustBeingPushed(x, y))
2517 if (element == EL_MORAST_VOLL)
2519 if (IS_FREE(x, y+1))
2521 InitMovingField(x, y, MV_DOWN);
2522 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2523 Store[x][y] = EL_FELSBROCKEN;
2525 else if (Feld[x][y+1] == EL_MORAST_LEER)
2527 if (!MovDelay[x][y])
2528 MovDelay[x][y] = TILEY + 1;
2537 Feld[x][y] = EL_MORAST_LEER;
2538 Feld[x][y+1] = EL_MORAST_VOLL;
2539 Store[x][y+1] = Store[x][y];
2543 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2544 Feld[x][y+1] == EL_MORAST_LEER)
2546 InitMovingField(x, y, MV_DOWN);
2547 Feld[x][y] = EL_QUICKSAND_FILLING;
2548 Store[x][y] = element;
2550 else if (element == EL_MAGIC_WALL_FULL)
2552 if (IS_FREE(x, y+1))
2554 InitMovingField(x, y, MV_DOWN);
2555 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2556 Store[x][y] = EL_CHANGED(Store[x][y]);
2558 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2560 if (!MovDelay[x][y])
2561 MovDelay[x][y] = TILEY/4 + 1;
2570 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2571 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2572 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2576 else if (element == EL_MAGIC_WALL_BD_FULL)
2578 if (IS_FREE(x, y+1))
2580 InitMovingField(x, y, MV_DOWN);
2581 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2582 Store[x][y] = EL_CHANGED2(Store[x][y]);
2584 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2586 if (!MovDelay[x][y])
2587 MovDelay[x][y] = TILEY/4 + 1;
2596 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2597 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2598 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2602 else if (CAN_CHANGE(element) &&
2603 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2604 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2606 InitMovingField(x, y, MV_DOWN);
2608 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2609 EL_MAGIC_WALL_BD_FILLING);
2610 Store[x][y] = element;
2612 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2615 InitMovingField(x, y, MV_DOWN);
2616 Store[x][y] = EL_SALZSAEURE;
2618 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2623 else if (IS_FREE(x, y+1))
2625 InitMovingField(x, y, MV_DOWN);
2627 else if (element == EL_TROPFEN)
2629 Feld[x][y] = EL_AMOEBING;
2630 Store[x][y] = EL_AMOEBE_NASS;
2632 /* Store[x][y+1] must be zero, because:
2633 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2636 #if OLD_GAME_BEHAVIOUR
2637 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2639 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2640 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2641 element != EL_DX_SUPABOMB)
2644 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2645 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2646 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2647 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2650 boolean left = (x>0 && IS_FREE(x-1, y) &&
2651 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2652 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2653 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2657 if (left && right &&
2658 (game.emulation != EMU_BOULDERDASH &&
2659 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2660 left = !(right = RND(2));
2662 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2665 else if (IS_BELT(Feld[x][y+1]))
2667 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2668 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2669 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2670 int belt_dir = game.belt_dir[belt_nr];
2672 if ((belt_dir == MV_LEFT && left_is_free) ||
2673 (belt_dir == MV_RIGHT && right_is_free))
2674 InitMovingField(x, y, belt_dir);
2677 else if (CAN_MOVE(element))
2681 if ((element == EL_SONDE || element == EL_BALLOON ||
2682 element == EL_SPRING_MOVING)
2683 && JustBeingPushed(x, y))
2686 if (!MovDelay[x][y]) /* start new movement phase */
2688 /* all objects that can change their move direction after each step */
2689 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2691 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2694 if (MovDelay[x][y] && (element == EL_KAEFER ||
2695 element == EL_FLIEGER ||
2696 element == EL_SP_SNIKSNAK ||
2697 element == EL_SP_ELECTRON ||
2698 element == EL_MOLE))
2699 DrawLevelField(x, y);
2703 if (MovDelay[x][y]) /* wait some time before next movement */
2707 if (element == EL_ROBOT ||
2708 element == EL_MAMPFER || element == EL_MAMPFER2)
2710 int phase = MovDelay[x][y] % 8;
2715 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2716 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2718 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2719 && MovDelay[x][y]%4 == 3)
2720 PlaySoundLevel(x, y, SND_NJAM);
2722 else if (element == EL_SP_ELECTRON)
2723 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2724 else if (element == EL_DRACHE)
2727 int dir = MovDir[x][y];
2728 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2729 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2730 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2731 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2732 dir == MV_UP ? GFX_FLAMMEN_UP :
2733 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2734 int phase = FrameCounter % 2;
2736 for (i=1; i<=3; i++)
2738 int xx = x + i*dx, yy = y + i*dy;
2739 int sx = SCREENX(xx), sy = SCREENY(yy);
2741 if (!IN_LEV_FIELD(xx, yy) ||
2742 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2747 int flamed = MovingOrBlocked2Element(xx, yy);
2749 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2752 RemoveMovingField(xx, yy);
2754 Feld[xx][yy] = EL_BURNING;
2755 if (IN_SCR_FIELD(sx, sy))
2756 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2760 if (Feld[xx][yy] == EL_BURNING)
2761 Feld[xx][yy] = EL_LEERRAUM;
2762 DrawLevelField(xx, yy);
2771 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2773 PlaySoundLevel(x, y, SND_KLAPPER);
2775 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2777 PlaySoundLevel(x, y, SND_ROEHR);
2780 /* now make next step */
2782 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2784 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2785 !PLAYER_PROTECTED(newx, newy))
2789 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2792 /* enemy got the player */
2794 KillHero(PLAYERINFO(newx, newy));
2799 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2800 element == EL_SONDE || element == EL_BALLOON) &&
2801 IN_LEV_FIELD(newx, newy) &&
2802 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2805 Store[x][y] = EL_SALZSAEURE;
2807 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2809 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2811 Feld[x][y] = EL_LEERRAUM;
2812 DrawLevelField(x, y);
2814 PlaySoundLevel(newx, newy, SND_BUING);
2815 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2816 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2818 local_player->friends_still_needed--;
2819 if (!local_player->friends_still_needed &&
2820 !local_player->GameOver && AllPlayersGone)
2821 local_player->LevelSolved = local_player->GameOver = TRUE;
2825 else if (IS_MAMPF3(Feld[newx][newy]))
2827 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2828 DrawLevelField(newx, newy);
2830 MovDir[x][y] = MV_NO_MOVING;
2832 else if (!IS_FREE(newx, newy))
2834 if (IS_PLAYER(x, y))
2835 DrawPlayerField(x, y);
2837 DrawLevelField(x, y);
2841 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2843 if (IS_GEM(Feld[newx][newy]))
2845 if (IS_MOVING(newx, newy))
2846 RemoveMovingField(newx, newy);
2849 Feld[newx][newy] = EL_LEERRAUM;
2850 DrawLevelField(newx, newy);
2853 else if (!IS_FREE(newx, newy))
2855 if (IS_PLAYER(x, y))
2856 DrawPlayerField(x, y);
2858 DrawLevelField(x, y);
2862 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2864 if (!IS_FREE(newx, newy))
2866 if (IS_PLAYER(x, y))
2867 DrawPlayerField(x, y);
2869 DrawLevelField(x, y);
2874 boolean wanna_flame = !RND(10);
2875 int dx = newx - x, dy = newy - y;
2876 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2877 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2878 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2879 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2880 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2881 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2883 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2884 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2885 element1 != EL_BURNING && element2 != EL_BURNING)
2887 if (IS_PLAYER(x, y))
2888 DrawPlayerField(x, y);
2890 DrawLevelField(x, y);
2892 MovDelay[x][y] = 50;
2893 Feld[newx][newy] = EL_BURNING;
2894 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2895 Feld[newx1][newy1] = EL_BURNING;
2896 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2897 Feld[newx2][newy2] = EL_BURNING;
2902 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2903 Feld[newx][newy] == EL_DIAMANT)
2905 if (IS_MOVING(newx, newy))
2906 RemoveMovingField(newx, newy);
2909 Feld[newx][newy] = EL_LEERRAUM;
2910 DrawLevelField(newx, newy);
2913 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2914 IS_MAMPF2(Feld[newx][newy]))
2916 if (AmoebaNr[newx][newy])
2918 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2919 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2920 Feld[newx][newy] == EL_AMOEBE_BD)
2921 AmoebaCnt[AmoebaNr[newx][newy]]--;
2924 if (IS_MOVING(newx, newy))
2925 RemoveMovingField(newx, newy);
2928 Feld[newx][newy] = EL_LEERRAUM;
2929 DrawLevelField(newx, newy);
2932 else if ((element == EL_PACMAN || element == EL_MOLE)
2933 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2935 if (AmoebaNr[newx][newy])
2937 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2938 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2939 Feld[newx][newy] == EL_AMOEBE_BD)
2940 AmoebaCnt[AmoebaNr[newx][newy]]--;
2943 if (element == EL_MOLE)
2945 Feld[newx][newy] = EL_DEAMOEBING;
2946 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2947 return; /* wait for shrinking amoeba */
2949 else /* element == EL_PACMAN */
2951 Feld[newx][newy] = EL_LEERRAUM;
2952 DrawLevelField(newx, newy);
2955 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2956 (Feld[newx][newy] == EL_DEAMOEBING ||
2957 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2959 /* wait for shrinking amoeba to completely disappear */
2962 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2964 /* object was running against a wall */
2968 if (element == EL_KAEFER || element == EL_FLIEGER ||
2969 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2970 DrawLevelField(x, y);
2971 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2972 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2973 else if (element == EL_SONDE)
2974 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2975 else if (element == EL_SP_ELECTRON)
2976 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2978 if (DONT_TOUCH(element))
2979 TestIfBadThingTouchesHero(x, y);
2984 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2985 PlaySoundLevel(x, y, SND_SCHLURF);
2987 InitMovingField(x, y, MovDir[x][y]);
2991 ContinueMoving(x, y);
2994 void ContinueMoving(int x, int y)
2996 int element = Feld[x][y];
2997 int direction = MovDir[x][y];
2998 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2999 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3000 int horiz_move = (dx!=0);
3001 int newx = x + dx, newy = y + dy;
3002 int step = (horiz_move ? dx : dy) * TILEX / 8;
3004 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3006 else if (element == EL_QUICKSAND_FILLING ||
3007 element == EL_QUICKSAND_EMPTYING)
3009 else if (element == EL_MAGIC_WALL_FILLING ||
3010 element == EL_MAGIC_WALL_BD_FILLING ||
3011 element == EL_MAGIC_WALL_EMPTYING ||
3012 element == EL_MAGIC_WALL_BD_EMPTYING)
3014 else if (CAN_FALL(element) && horiz_move &&
3015 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3017 else if (element == EL_SPRING_MOVING)
3020 #if OLD_GAME_BEHAVIOUR
3021 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3025 MovPos[x][y] += step;
3027 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3029 Feld[x][y] = EL_LEERRAUM;
3030 Feld[newx][newy] = element;
3032 if (element == EL_MOLE)
3035 static int xy[4][2] =
3043 Feld[x][y] = EL_ERDREICH;
3044 DrawLevelField(x, y);
3053 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3054 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3058 if (element == EL_QUICKSAND_FILLING)
3060 element = Feld[newx][newy] = get_next_element(element);
3061 Store[newx][newy] = Store[x][y];
3063 else if (element == EL_QUICKSAND_EMPTYING)
3065 Feld[x][y] = get_next_element(element);
3066 element = Feld[newx][newy] = Store[x][y];
3068 else if (element == EL_MAGIC_WALL_FILLING)
3070 element = Feld[newx][newy] = get_next_element(element);
3071 if (!game.magic_wall_active)
3072 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3073 Store[newx][newy] = Store[x][y];
3075 else if (element == EL_MAGIC_WALL_EMPTYING)
3077 Feld[x][y] = get_next_element(element);
3078 if (!game.magic_wall_active)
3079 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3080 element = Feld[newx][newy] = Store[x][y];
3082 else if (element == EL_MAGIC_WALL_BD_FILLING)
3084 element = Feld[newx][newy] = get_next_element(element);
3085 if (!game.magic_wall_active)
3086 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3087 Store[newx][newy] = Store[x][y];
3089 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3091 Feld[x][y] = get_next_element(element);
3092 if (!game.magic_wall_active)
3093 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3094 element = Feld[newx][newy] = Store[x][y];
3096 else if (element == EL_AMOEBA_DRIPPING)
3098 Feld[x][y] = get_next_element(element);
3099 element = Feld[newx][newy] = Store[x][y];
3101 else if (Store[x][y] == EL_SALZSAEURE)
3103 element = Feld[newx][newy] = EL_SALZSAEURE;
3107 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3108 MovDelay[newx][newy] = 0;
3110 if (!CAN_MOVE(element))
3111 MovDir[newx][newy] = 0;
3113 DrawLevelField(x, y);
3114 DrawLevelField(newx, newy);
3116 Stop[newx][newy] = TRUE;
3117 JustStopped[newx][newy] = 3;
3119 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3121 TestIfBadThingTouchesHero(newx, newy);
3122 TestIfBadThingTouchesFriend(newx, newy);
3123 TestIfBadThingTouchesOtherBadThing(newx, newy);
3125 else if (element == EL_PINGUIN)
3126 TestIfFriendTouchesBadThing(newx, newy);
3128 if (CAN_SMASH(element) && direction == MV_DOWN &&
3129 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3132 else /* still moving on */
3133 DrawLevelField(x, y);
3136 int AmoebeNachbarNr(int ax, int ay)
3139 int element = Feld[ax][ay];
3141 static int xy[4][2] =
3151 int x = ax + xy[i][0];
3152 int y = ay + xy[i][1];
3154 if (!IN_LEV_FIELD(x, y))
3157 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3158 group_nr = AmoebaNr[x][y];
3164 void AmoebenVereinigen(int ax, int ay)
3166 int i, x, y, xx, yy;
3167 int new_group_nr = AmoebaNr[ax][ay];
3168 static int xy[4][2] =
3176 if (new_group_nr == 0)
3184 if (!IN_LEV_FIELD(x, y))
3187 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3188 Feld[x][y] == EL_AMOEBE_BD ||
3189 Feld[x][y] == EL_AMOEBE_TOT) &&
3190 AmoebaNr[x][y] != new_group_nr)
3192 int old_group_nr = AmoebaNr[x][y];
3194 if (old_group_nr == 0)
3197 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3198 AmoebaCnt[old_group_nr] = 0;
3199 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3200 AmoebaCnt2[old_group_nr] = 0;
3202 for (yy=0; yy<lev_fieldy; yy++)
3204 for (xx=0; xx<lev_fieldx; xx++)
3206 if (AmoebaNr[xx][yy] == old_group_nr)
3207 AmoebaNr[xx][yy] = new_group_nr;
3214 void AmoebeUmwandeln(int ax, int ay)
3218 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3220 int group_nr = AmoebaNr[ax][ay];
3225 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3226 printf("AmoebeUmwandeln(): This should never happen!\n");
3231 for (y=0; y<lev_fieldy; y++)
3233 for (x=0; x<lev_fieldx; x++)
3235 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3238 Feld[x][y] = EL_AMOEBA2DIAM;
3246 static int xy[4][2] =
3259 if (!IN_LEV_FIELD(x, y))
3262 if (Feld[x][y] == EL_AMOEBA2DIAM)
3268 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3271 int group_nr = AmoebaNr[ax][ay];
3272 boolean done = FALSE;
3277 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3278 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3283 for (y=0; y<lev_fieldy; y++)
3285 for (x=0; x<lev_fieldx; x++)
3287 if (AmoebaNr[x][y] == group_nr &&
3288 (Feld[x][y] == EL_AMOEBE_TOT ||
3289 Feld[x][y] == EL_AMOEBE_BD ||
3290 Feld[x][y] == EL_AMOEBING))
3293 Feld[x][y] = new_element;
3294 InitField(x, y, FALSE);
3295 DrawLevelField(x, y);
3302 PlaySoundLevel(ax, ay,
3303 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3306 void AmoebeWaechst(int x, int y)
3308 static unsigned long sound_delay = 0;
3309 static unsigned long sound_delay_value = 0;
3311 if (!MovDelay[x][y]) /* start new growing cycle */
3315 if (DelayReached(&sound_delay, sound_delay_value))
3317 PlaySoundLevel(x, y, SND_AMOEBE);
3318 sound_delay_value = 30;
3322 if (MovDelay[x][y]) /* wait some time before growing bigger */
3325 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3326 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3328 if (!MovDelay[x][y])
3330 Feld[x][y] = Store[x][y];
3332 DrawLevelField(x, y);
3337 void AmoebeSchrumpft(int x, int y)
3339 static unsigned long sound_delay = 0;
3340 static unsigned long sound_delay_value = 0;
3342 if (!MovDelay[x][y]) /* start new shrinking cycle */
3346 if (DelayReached(&sound_delay, sound_delay_value))
3348 PlaySoundLevel(x, y, SND_BLURB);
3349 sound_delay_value = 30;
3353 if (MovDelay[x][y]) /* wait some time before shrinking */
3356 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3357 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3359 if (!MovDelay[x][y])
3361 Feld[x][y] = EL_LEERRAUM;
3362 DrawLevelField(x, y);
3364 /* don't let mole enter this field in this cycle;
3365 (give priority to objects falling to this field from above) */
3371 void AmoebeAbleger(int ax, int ay)
3374 int element = Feld[ax][ay];
3375 int newax = ax, neway = ay;
3376 static int xy[4][2] =
3384 if (!level.amoeba_speed)
3386 Feld[ax][ay] = EL_AMOEBE_TOT;
3387 DrawLevelField(ax, ay);
3391 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3392 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3394 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3397 if (MovDelay[ax][ay])
3401 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3404 int x = ax + xy[start][0];
3405 int y = ay + xy[start][1];
3407 if (!IN_LEV_FIELD(x, y))
3410 if (IS_FREE(x, y) ||
3411 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3417 if (newax == ax && neway == ay)
3420 else /* normal or "filled" (BD style) amoeba */
3423 boolean waiting_for_player = FALSE;
3427 int j = (start + i) % 4;
3428 int x = ax + xy[j][0];
3429 int y = ay + xy[j][1];
3431 if (!IN_LEV_FIELD(x, y))
3434 if (IS_FREE(x, y) ||
3435 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3441 else if (IS_PLAYER(x, y))
3442 waiting_for_player = TRUE;
3445 if (newax == ax && neway == ay) /* amoeba cannot grow */
3447 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3449 Feld[ax][ay] = EL_AMOEBE_TOT;
3450 DrawLevelField(ax, ay);
3451 AmoebaCnt[AmoebaNr[ax][ay]]--;
3453 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3455 if (element == EL_AMOEBE_VOLL)
3456 AmoebeUmwandeln(ax, ay);
3457 else if (element == EL_AMOEBE_BD)
3458 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3463 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3465 /* amoeba gets larger by growing in some direction */
3467 int new_group_nr = AmoebaNr[ax][ay];
3470 if (new_group_nr == 0)
3472 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3473 printf("AmoebeAbleger(): This should never happen!\n");
3478 AmoebaNr[newax][neway] = new_group_nr;
3479 AmoebaCnt[new_group_nr]++;
3480 AmoebaCnt2[new_group_nr]++;
3482 /* if amoeba touches other amoeba(s) after growing, unify them */
3483 AmoebenVereinigen(newax, neway);
3485 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3487 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3493 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3494 (neway == lev_fieldy - 1 && newax != ax))
3496 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3497 Store[newax][neway] = element;
3499 else if (neway == ay)
3500 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3503 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3504 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3505 Store[ax][ay] = EL_TROPFEN;
3506 ContinueMoving(ax, ay);
3510 DrawLevelField(newax, neway);
3513 void Life(int ax, int ay)
3516 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3518 int element = Feld[ax][ay];
3523 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3524 MovDelay[ax][ay] = life_time;
3526 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3529 if (MovDelay[ax][ay])
3533 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3535 int xx = ax+x1, yy = ay+y1;
3538 if (!IN_LEV_FIELD(xx, yy))
3541 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3543 int x = xx+x2, y = yy+y2;
3545 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3548 if (((Feld[x][y] == element ||
3549 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3551 (IS_FREE(x, y) && Stop[x][y]))
3555 if (xx == ax && yy == ay) /* field in the middle */
3557 if (nachbarn<life[0] || nachbarn>life[1])
3559 Feld[xx][yy] = EL_LEERRAUM;
3561 DrawLevelField(xx, yy);
3562 Stop[xx][yy] = TRUE;
3565 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3566 { /* free border field */
3567 if (nachbarn>=life[2] && nachbarn<=life[3])
3569 Feld[xx][yy] = element;
3570 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3572 DrawLevelField(xx, yy);
3573 Stop[xx][yy] = TRUE;
3579 void Ablenk(int x, int y)
3581 if (!MovDelay[x][y]) /* next animation frame */
3582 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3584 if (MovDelay[x][y]) /* wait some time before next frame */
3589 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3590 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3591 if (!(MovDelay[x][y]%4))
3592 PlaySoundLevel(x, y, SND_MIEP);
3597 Feld[x][y] = EL_ABLENK_AUS;
3598 DrawLevelField(x, y);
3599 if (ZX == x && ZY == y)
3603 void TimegateWheel(int x, int y)
3605 if (!MovDelay[x][y]) /* next animation frame */
3606 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3608 if (MovDelay[x][y]) /* wait some time before next frame */
3613 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3614 DrawGraphic(SCREENX(x), SCREENY(y),
3615 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3616 if (!(MovDelay[x][y]%4))
3617 PlaySoundLevel(x, y, SND_MIEP);
3622 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3623 DrawLevelField(x, y);
3624 if (ZX == x && ZY == y)
3628 void Birne(int x, int y)
3630 if (!MovDelay[x][y]) /* next animation frame */
3631 MovDelay[x][y] = 800;
3633 if (MovDelay[x][y]) /* wait some time before next frame */
3638 if (!(MovDelay[x][y]%5))
3640 if (!(MovDelay[x][y]%10))
3641 Feld[x][y]=EL_ABLENK_EIN;
3643 Feld[x][y]=EL_ABLENK_AUS;
3644 DrawLevelField(x, y);
3645 Feld[x][y]=EL_ABLENK_EIN;
3651 Feld[x][y]=EL_ABLENK_AUS;
3652 DrawLevelField(x, y);
3653 if (ZX == x && ZY == y)
3657 void Blubber(int x, int y)
3659 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3660 DrawLevelField(x, y-1);
3662 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3665 void NussKnacken(int x, int y)
3667 if (!MovDelay[x][y]) /* next animation frame */
3670 if (MovDelay[x][y]) /* wait some time before next frame */
3673 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3674 DrawGraphic(SCREENX(x), SCREENY(y),
3675 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3677 if (!MovDelay[x][y])
3679 Feld[x][y] = EL_EDELSTEIN;
3680 DrawLevelField(x, y);
3685 void BreakingPearl(int x, int y)
3687 if (!MovDelay[x][y]) /* next animation frame */
3690 if (MovDelay[x][y]) /* wait some time before next frame */
3693 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3694 DrawGraphic(SCREENX(x), SCREENY(y),
3695 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3697 if (!MovDelay[x][y])
3699 Feld[x][y] = EL_LEERRAUM;
3700 DrawLevelField(x, y);
3705 void SiebAktivieren(int x, int y, int typ)
3707 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3709 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3712 void AusgangstuerPruefen(int x, int y)
3714 if (!local_player->gems_still_needed &&
3715 !local_player->sokobanfields_still_needed &&
3716 !local_player->lights_still_needed)
3718 Feld[x][y] = EL_AUSGANG_ACT;
3720 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3721 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3722 y < LEVELY(BY1) ? LEVELY(BY1) :
3723 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3728 void AusgangstuerOeffnen(int x, int y)
3732 if (!MovDelay[x][y]) /* next animation frame */
3733 MovDelay[x][y] = 5*delay;
3735 if (MovDelay[x][y]) /* wait some time before next frame */
3740 tuer = MovDelay[x][y]/delay;
3741 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3742 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3744 if (!MovDelay[x][y])
3746 Feld[x][y] = EL_AUSGANG_AUF;
3747 DrawLevelField(x, y);
3752 void AusgangstuerBlinken(int x, int y)
3754 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3757 void OpenSwitchgate(int x, int y)
3761 if (!MovDelay[x][y]) /* next animation frame */
3762 MovDelay[x][y] = 5 * delay;
3764 if (MovDelay[x][y]) /* wait some time before next frame */
3769 phase = MovDelay[x][y] / delay;
3770 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3771 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3773 if (!MovDelay[x][y])
3775 Feld[x][y] = EL_SWITCHGATE_OPEN;
3776 DrawLevelField(x, y);
3781 void CloseSwitchgate(int x, int y)
3785 if (!MovDelay[x][y]) /* next animation frame */
3786 MovDelay[x][y] = 5 * delay;
3788 if (MovDelay[x][y]) /* wait some time before next frame */
3793 phase = MovDelay[x][y] / delay;
3794 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3795 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3797 if (!MovDelay[x][y])
3799 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3800 DrawLevelField(x, y);
3805 void OpenTimegate(int x, int y)
3809 if (!MovDelay[x][y]) /* next animation frame */
3810 MovDelay[x][y] = 5 * delay;
3812 if (MovDelay[x][y]) /* wait some time before next frame */
3817 phase = MovDelay[x][y] / delay;
3818 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3819 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3821 if (!MovDelay[x][y])
3823 Feld[x][y] = EL_TIMEGATE_OPEN;
3824 DrawLevelField(x, y);
3829 void CloseTimegate(int x, int y)
3833 if (!MovDelay[x][y]) /* next animation frame */
3834 MovDelay[x][y] = 5 * delay;
3836 if (MovDelay[x][y]) /* wait some time before next frame */
3841 phase = MovDelay[x][y] / delay;
3842 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3843 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3845 if (!MovDelay[x][y])
3847 Feld[x][y] = EL_TIMEGATE_CLOSED;
3848 DrawLevelField(x, y);
3853 static void CloseAllOpenTimegates()
3857 for (y=0; y<lev_fieldy; y++)
3859 for (x=0; x<lev_fieldx; x++)
3861 int element = Feld[x][y];
3863 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3865 Feld[x][y] = EL_TIMEGATE_CLOSING;
3866 PlaySoundLevel(x, y, SND_OEFFNEN);
3872 void EdelsteinFunkeln(int x, int y)
3874 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3877 if (Feld[x][y] == EL_EDELSTEIN_BD)
3878 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3881 if (!MovDelay[x][y]) /* next animation frame */
3882 MovDelay[x][y] = 11 * !SimpleRND(500);
3884 if (MovDelay[x][y]) /* wait some time before next frame */
3888 if (setup.direct_draw && MovDelay[x][y])
3889 SetDrawtoField(DRAW_BUFFERED);
3891 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3895 int phase = (MovDelay[x][y]-1)/2;
3900 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3902 if (setup.direct_draw)
3906 dest_x = FX + SCREENX(x)*TILEX;
3907 dest_y = FY + SCREENY(y)*TILEY;
3909 BlitBitmap(drawto_field, window,
3910 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3911 SetDrawtoField(DRAW_DIRECT);
3918 void MauerWaechst(int x, int y)
3922 if (!MovDelay[x][y]) /* next animation frame */
3923 MovDelay[x][y] = 3*delay;
3925 if (MovDelay[x][y]) /* wait some time before next frame */
3930 phase = 2-MovDelay[x][y]/delay;
3931 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3932 DrawGraphic(SCREENX(x), SCREENY(y),
3933 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3934 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3935 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3936 GFX_MAUER_DOWN ) + phase);
3938 if (!MovDelay[x][y])
3940 if (MovDir[x][y] == MV_LEFT)
3942 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3943 DrawLevelField(x-1, y);
3945 else if (MovDir[x][y] == MV_RIGHT)
3947 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3948 DrawLevelField(x+1, y);
3950 else if (MovDir[x][y] == MV_UP)
3952 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3953 DrawLevelField(x, y-1);
3957 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3958 DrawLevelField(x, y+1);
3961 Feld[x][y] = Store[x][y];
3963 MovDir[x][y] = MV_NO_MOVING;
3964 DrawLevelField(x, y);
3969 void MauerAbleger(int ax, int ay)
3971 int element = Feld[ax][ay];
3972 boolean oben_frei = FALSE, unten_frei = FALSE;
3973 boolean links_frei = FALSE, rechts_frei = FALSE;
3974 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3975 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3977 if (!MovDelay[ax][ay]) /* start building new wall */
3978 MovDelay[ax][ay] = 6;
3980 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3983 if (MovDelay[ax][ay])
3987 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3989 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3991 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3993 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3996 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4000 Feld[ax][ay-1] = EL_MAUERND;
4001 Store[ax][ay-1] = element;
4002 MovDir[ax][ay-1] = MV_UP;
4003 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4004 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4008 Feld[ax][ay+1] = EL_MAUERND;
4009 Store[ax][ay+1] = element;
4010 MovDir[ax][ay+1] = MV_DOWN;
4011 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4012 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4016 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4017 element == EL_MAUER_LEBT)
4021 Feld[ax-1][ay] = EL_MAUERND;
4022 Store[ax-1][ay] = element;
4023 MovDir[ax-1][ay] = MV_LEFT;
4024 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4025 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4029 Feld[ax+1][ay] = EL_MAUERND;
4030 Store[ax+1][ay] = element;
4031 MovDir[ax+1][ay] = MV_RIGHT;
4032 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4033 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4037 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4038 DrawLevelField(ax, ay);
4040 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4042 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4043 unten_massiv = TRUE;
4044 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4045 links_massiv = TRUE;
4046 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4047 rechts_massiv = TRUE;
4049 if (((oben_massiv && unten_massiv) ||
4050 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4051 ((links_massiv && rechts_massiv) ||
4052 element == EL_MAUER_Y))
4053 Feld[ax][ay] = EL_MAUERWERK;
4056 void CheckForDragon(int x, int y)
4059 boolean dragon_found = FALSE;
4060 static int xy[4][2] =
4072 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4074 if (IN_LEV_FIELD(xx, yy) &&
4075 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4077 if (Feld[xx][yy] == EL_DRACHE)
4078 dragon_found = TRUE;
4091 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4093 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4095 Feld[xx][yy] = EL_LEERRAUM;
4096 DrawLevelField(xx, yy);
4105 static void CheckBuggyBase(int x, int y)
4107 int element = Feld[x][y];
4109 if (element == EL_SP_BUG)
4111 if (!MovDelay[x][y]) /* wait some time before activating base */
4112 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4117 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4118 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4122 Feld[x][y] = EL_SP_BUG_ACTIVE;
4125 else if (element == EL_SP_BUG_ACTIVE)
4127 if (!MovDelay[x][y]) /* start activating buggy base */
4128 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4136 static int xy[4][2] =
4144 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4145 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4149 int xx = x + xy[i][0], yy = y + xy[i][1];
4151 if (IS_PLAYER(xx, yy))
4153 PlaySoundLevel(x, y, SND_SP_BUG);
4161 Feld[x][y] = EL_SP_BUG;
4162 DrawLevelField(x, y);
4167 static void CheckTrap(int x, int y)
4169 int element = Feld[x][y];
4171 if (element == EL_TRAP_INACTIVE)
4173 if (!MovDelay[x][y]) /* wait some time before activating trap */
4174 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4182 Feld[x][y] = EL_TRAP_ACTIVE;
4185 else if (element == EL_TRAP_ACTIVE)
4190 if (!MovDelay[x][y]) /* start activating trap */
4191 MovDelay[x][y] = num_frames * delay;
4199 if (!(MovDelay[x][y] % delay))
4201 int phase = MovDelay[x][y]/delay;
4203 if (phase >= num_frames/2)
4204 phase = num_frames - phase;
4206 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4208 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4209 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4216 Feld[x][y] = EL_TRAP_INACTIVE;
4217 DrawLevelField(x, y);
4222 static void DrawBeltAnimation(int x, int y, int element)
4224 int belt_nr = getBeltNrFromElement(element);
4225 int belt_dir = game.belt_dir[belt_nr];
4227 if (belt_dir != MV_NO_MOVING)
4230 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4231 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4233 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4237 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4239 static byte stored_player_action[MAX_PLAYERS];
4240 static int num_stored_actions = 0;
4242 static boolean save_tape_entry = FALSE;
4244 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4245 int left = player_action & JOY_LEFT;
4246 int right = player_action & JOY_RIGHT;
4247 int up = player_action & JOY_UP;
4248 int down = player_action & JOY_DOWN;
4249 int button1 = player_action & JOY_BUTTON_1;
4250 int button2 = player_action & JOY_BUTTON_2;
4251 int dx = (left ? -1 : right ? 1 : 0);
4252 int dy = (up ? -1 : down ? 1 : 0);
4254 stored_player_action[player->index_nr] = 0;
4255 num_stored_actions++;
4257 if (!player->active || tape.pausing)
4263 save_tape_entry = TRUE;
4265 player->frame_reset_delay = 0;
4268 snapped = SnapField(player, dx, dy);
4272 bombed = PlaceBomb(player);
4273 moved = MoveFigure(player, dx, dy);
4277 if (tape.recording && (moved || snapped || bombed))
4279 if (bombed && !moved)
4280 player_action &= JOY_BUTTON;
4282 stored_player_action[player->index_nr] = player_action;
4283 save_tape_entry = TRUE;
4285 else if (tape.playing && snapped)
4286 SnapField(player, 0, 0); /* stop snapping */
4288 stored_player_action[player->index_nr] = player_action;
4293 /* no actions for this player (no input at player's configured device) */
4295 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4296 SnapField(player, 0, 0);
4297 CheckGravityMovement(player);
4300 if (player->MovPos == 0) /* needed for tape.playing */
4301 player->is_moving = FALSE;
4304 if (player->MovPos == 0) /* needed for tape.playing */
4305 player->last_move_dir = MV_NO_MOVING;
4307 /* !!! CHECK THIS AGAIN !!!
4308 (Seems to be needed for some EL_ROBOT stuff, but breaks
4309 tapes when walking through pipes!)
4312 /* it seems that "player->last_move_dir" is misused as some sort of
4313 "player->is_just_moving_in_this_moment", which is needed for the
4314 robot stuff (robots don't kill players when they are moving)
4318 if (++player->frame_reset_delay > player->move_delay_value)
4323 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4325 TapeRecordAction(stored_player_action);
4326 num_stored_actions = 0;
4327 save_tape_entry = FALSE;
4330 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4332 TapeRecordAction(stored_player_action);
4333 num_stored_actions = 0;
4338 if (tape.playing && !tape.pausing && !player_action &&
4339 tape.counter < tape.length)
4341 int jx = player->jx, jy = player->jy;
4343 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4345 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4346 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4348 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4350 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4352 int el = Feld[jx+dx][jy];
4353 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4354 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4356 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4358 player->MovDir = next_joy;
4359 player->Frame = FrameCounter % 4;
4360 player->Pushing = TRUE;
4370 static unsigned long action_delay = 0;
4371 unsigned long action_delay_value;
4372 int sieb_x = 0, sieb_y = 0;
4373 int i, x, y, element;
4374 byte *recorded_player_action;
4375 byte summarized_player_action = 0;
4377 if (game_status != PLAYING)
4380 action_delay_value =
4381 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4383 if (tape.playing && tape.index_search)
4384 action_delay_value = 0;
4386 /* ---------- main game synchronization point ---------- */
4388 WaitUntilDelayReached(&action_delay, action_delay_value);
4390 if (network_playing && !network_player_action_received)
4394 printf("DEBUG: try to get network player actions in time\n");
4398 #if defined(PLATFORM_UNIX)
4399 /* last chance to get network player actions without main loop delay */
4403 if (game_status != PLAYING)
4406 if (!network_player_action_received)
4410 printf("DEBUG: failed to get network player actions in time\n");
4420 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4422 for (i=0; i<MAX_PLAYERS; i++)
4424 summarized_player_action |= stored_player[i].action;
4426 if (!network_playing)
4427 stored_player[i].effective_action = stored_player[i].action;
4430 #if defined(PLATFORM_UNIX)
4431 if (network_playing)
4432 SendToServer_MovePlayer(summarized_player_action);
4435 if (!options.network && !setup.team_mode)
4436 local_player->effective_action = summarized_player_action;
4438 for (i=0; i<MAX_PLAYERS; i++)
4440 int actual_player_action = stored_player[i].effective_action;
4442 if (stored_player[i].programmed_action)
4443 actual_player_action = stored_player[i].programmed_action;
4445 if (recorded_player_action)
4446 actual_player_action = recorded_player_action[i];
4448 PlayerActions(&stored_player[i], actual_player_action);
4449 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4452 network_player_action_received = FALSE;
4454 ScrollScreen(NULL, SCROLL_GO_ON);
4460 if (TimeFrames == 0 && local_player->active)
4462 extern unsigned int last_RND();
4464 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4465 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4472 if (GameFrameDelay >= 500)
4473 printf("FrameCounter == %d\n", FrameCounter);
4482 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4485 if (JustStopped[x][y] > 0)
4486 JustStopped[x][y]--;
4489 if (IS_BLOCKED(x, y))
4493 Blocked2Moving(x, y, &oldx, &oldy);
4494 if (!IS_MOVING(oldx, oldy))
4496 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4497 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4498 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4499 printf("GameActions(): This should never happen!\n");
4505 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4507 element = Feld[x][y];
4509 if (IS_INACTIVE(element))
4512 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4516 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4517 EdelsteinFunkeln(x, y);
4519 else if (IS_MOVING(x, y))
4520 ContinueMoving(x, y);
4521 else if (IS_ACTIVE_BOMB(element))
4522 CheckDynamite(x, y);
4524 else if (element == EL_EXPLODING && !game.explosions_delayed)
4525 Explode(x, y, Frame[x][y], EX_NORMAL);
4527 else if (element == EL_AMOEBING)
4528 AmoebeWaechst(x, y);
4529 else if (element == EL_DEAMOEBING)
4530 AmoebeSchrumpft(x, y);
4532 #if !USE_NEW_AMOEBA_CODE
4533 else if (IS_AMOEBALIVE(element))
4534 AmoebeAbleger(x, y);
4537 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4539 else if (element == EL_ABLENK_EIN)
4541 else if (element == EL_TIMEGATE_SWITCH_ON)
4542 TimegateWheel(x, y);
4543 else if (element == EL_SALZSAEURE)
4545 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4547 else if (element == EL_CRACKINGNUT)
4549 else if (element == EL_PEARL_BREAKING)
4550 BreakingPearl(x, y);
4551 else if (element == EL_AUSGANG_ZU)
4552 AusgangstuerPruefen(x, y);
4553 else if (element == EL_AUSGANG_ACT)
4554 AusgangstuerOeffnen(x, y);
4555 else if (element == EL_AUSGANG_AUF)
4556 AusgangstuerBlinken(x, y);
4557 else if (element == EL_MAUERND)
4559 else if (element == EL_MAUER_LEBT ||
4560 element == EL_MAUER_X ||
4561 element == EL_MAUER_Y ||
4562 element == EL_MAUER_XY)
4564 else if (element == EL_BURNING)
4565 CheckForDragon(x, y);
4566 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4567 CheckBuggyBase(x, y);
4568 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4570 else if (element == EL_SP_TERMINAL)
4571 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4572 else if (element == EL_SP_TERMINAL_ACTIVE)
4573 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4574 else if (IS_BELT(element))
4575 DrawBeltAnimation(x, y, element);
4576 else if (element == EL_SWITCHGATE_OPENING)
4577 OpenSwitchgate(x, y);
4578 else if (element == EL_SWITCHGATE_CLOSING)
4579 CloseSwitchgate(x, y);
4580 else if (element == EL_TIMEGATE_OPENING)
4582 else if (element == EL_TIMEGATE_CLOSING)
4583 CloseTimegate(x, y);
4584 else if (element == EL_EXTRA_TIME)
4585 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4586 else if (element == EL_SHIELD_PASSIVE)
4587 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4588 else if (element == EL_SHIELD_ACTIVE)
4589 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4591 if (game.magic_wall_active)
4593 boolean sieb = FALSE;
4594 int jx = local_player->jx, jy = local_player->jy;
4596 if (element == EL_MAGIC_WALL_FULL ||
4597 element == EL_MAGIC_WALL_EMPTY ||
4598 element == EL_MAGIC_WALL_EMPTYING)
4600 SiebAktivieren(x, y, 1);
4603 else if (element == EL_MAGIC_WALL_BD_FULL ||
4604 element == EL_MAGIC_WALL_BD_EMPTY ||
4605 element == EL_MAGIC_WALL_BD_EMPTYING)
4607 SiebAktivieren(x, y, 2);
4611 /* play the element sound at the position nearest to the player */
4612 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4620 #if USE_NEW_AMOEBA_CODE
4621 /* new experimental amoeba growth stuff */
4623 if (!(FrameCounter % 8))
4626 static unsigned long random = 1684108901;
4628 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4631 x = (random >> 10) % lev_fieldx;
4632 y = (random >> 20) % lev_fieldy;
4634 x = RND(lev_fieldx);
4635 y = RND(lev_fieldy);
4637 element = Feld[x][y];
4639 if (!IS_PLAYER(x,y) &&
4640 (element == EL_LEERRAUM ||
4641 element == EL_ERDREICH ||
4642 element == EL_MORAST_LEER ||
4643 element == EL_BLURB_LEFT ||
4644 element == EL_BLURB_RIGHT))
4646 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4647 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4648 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4649 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4650 Feld[x][y] = EL_TROPFEN;
4653 random = random * 129 + 1;
4659 if (game.explosions_delayed)
4662 game.explosions_delayed = FALSE;
4664 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4666 element = Feld[x][y];
4668 if (ExplodeField[x][y])
4669 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4670 else if (element == EL_EXPLODING)
4671 Explode(x, y, Frame[x][y], EX_NORMAL);
4673 ExplodeField[x][y] = EX_NO_EXPLOSION;
4676 game.explosions_delayed = TRUE;
4679 if (game.magic_wall_active)
4681 if (!(game.magic_wall_time_left % 4))
4682 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4684 if (game.magic_wall_time_left > 0)
4686 game.magic_wall_time_left--;
4687 if (!game.magic_wall_time_left)
4689 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4691 element = Feld[x][y];
4693 if (element == EL_MAGIC_WALL_EMPTY ||
4694 element == EL_MAGIC_WALL_FULL)
4696 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4697 DrawLevelField(x, y);
4699 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4700 element == EL_MAGIC_WALL_BD_FULL)
4702 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4703 DrawLevelField(x, y);
4707 game.magic_wall_active = FALSE;
4712 if (game.light_time_left > 0)
4714 game.light_time_left--;
4716 if (game.light_time_left == 0)
4718 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4720 element = Feld[x][y];
4722 if (element == EL_LIGHT_SWITCH_ON)
4724 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4725 DrawLevelField(x, y);
4727 else if (element == EL_INVISIBLE_STEEL ||
4728 element == EL_UNSICHTBAR ||
4729 element == EL_SAND_INVISIBLE)
4730 DrawLevelField(x, y);
4735 if (game.timegate_time_left > 0)
4737 game.timegate_time_left--;
4739 if (game.timegate_time_left == 0)
4740 CloseAllOpenTimegates();
4743 if (TimeFrames >= (1000 / GameFrameDelay))
4748 for (i=0; i<MAX_PLAYERS; i++)
4750 if (SHIELD_ON(&stored_player[i]))
4752 stored_player[i].shield_passive_time_left--;
4754 if (stored_player[i].shield_active_time_left > 0)
4755 stored_player[i].shield_active_time_left--;
4759 if (tape.recording || tape.playing)
4760 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4766 if (TimeLeft <= 10 && setup.time_limit)
4767 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4769 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4771 if (!TimeLeft && setup.time_limit)
4772 for (i=0; i<MAX_PLAYERS; i++)
4773 KillHero(&stored_player[i]);
4775 else if (level.time == 0) /* level without time limit */
4776 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4781 if (options.debug) /* calculate frames per second */
4783 static unsigned long fps_counter = 0;
4784 static int fps_frames = 0;
4785 unsigned long fps_delay_ms = Counter() - fps_counter;
4789 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4791 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4794 fps_counter = Counter();
4797 redraw_mask |= REDRAW_FPS;
4801 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4803 int min_x = x, min_y = y, max_x = x, max_y = y;
4806 for (i=0; i<MAX_PLAYERS; i++)
4808 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4810 if (!stored_player[i].active || &stored_player[i] == player)
4813 min_x = MIN(min_x, jx);
4814 min_y = MIN(min_y, jy);
4815 max_x = MAX(max_x, jx);
4816 max_y = MAX(max_y, jy);
4819 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4822 static boolean AllPlayersInVisibleScreen()
4826 for (i=0; i<MAX_PLAYERS; i++)
4828 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4830 if (!stored_player[i].active)
4833 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4840 void ScrollLevel(int dx, int dy)
4842 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4845 BlitBitmap(drawto_field, drawto_field,
4846 FX + TILEX*(dx == -1) - softscroll_offset,
4847 FY + TILEY*(dy == -1) - softscroll_offset,
4848 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4849 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4850 FX + TILEX*(dx == 1) - softscroll_offset,
4851 FY + TILEY*(dy == 1) - softscroll_offset);
4855 x = (dx == 1 ? BX1 : BX2);
4856 for (y=BY1; y<=BY2; y++)
4857 DrawScreenField(x, y);
4861 y = (dy == 1 ? BY1 : BY2);
4862 for (x=BX1; x<=BX2; x++)
4863 DrawScreenField(x, y);
4866 redraw_mask |= REDRAW_FIELD;
4869 static void CheckGravityMovement(struct PlayerInfo *player)
4871 if (level.gravity && !player->programmed_action)
4873 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4874 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4876 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4877 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4878 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4879 int jx = player->jx, jy = player->jy;
4880 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4881 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4882 int new_jx = jx + dx, new_jy = jy + dy;
4883 boolean field_under_player_is_free =
4884 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4885 boolean player_is_moving_to_valid_field =
4886 (IN_LEV_FIELD(new_jx, new_jy) &&
4887 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4888 Feld[new_jx][new_jy] == EL_ERDREICH));
4890 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4891 player->programmed_action = MV_DOWN;
4895 boolean MoveFigureOneStep(struct PlayerInfo *player,
4896 int dx, int dy, int real_dx, int real_dy)
4898 int jx = player->jx, jy = player->jy;
4899 int new_jx = jx+dx, new_jy = jy+dy;
4903 if (!player->active || (!dx && !dy))
4904 return MF_NO_ACTION;
4906 player->MovDir = (dx < 0 ? MV_LEFT :
4909 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4911 if (!IN_LEV_FIELD(new_jx, new_jy))
4912 return MF_NO_ACTION;
4914 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4915 return MF_NO_ACTION;
4918 element = MovingOrBlocked2Element(new_jx, new_jy);
4920 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4923 if (DONT_GO_TO(element))
4925 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4928 Feld[jx][jy] = EL_SPIELFIGUR;
4929 InitMovingField(jx, jy, MV_DOWN);
4930 Store[jx][jy] = EL_SALZSAEURE;
4931 ContinueMoving(jx, jy);
4935 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
4940 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4941 if (can_move != MF_MOVING)
4944 StorePlayer[jx][jy] = 0;
4945 player->last_jx = jx;
4946 player->last_jy = jy;
4947 jx = player->jx = new_jx;
4948 jy = player->jy = new_jy;
4949 StorePlayer[jx][jy] = player->element_nr;
4952 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4954 ScrollFigure(player, SCROLL_INIT);
4959 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4961 int jx = player->jx, jy = player->jy;
4962 int old_jx = jx, old_jy = jy;
4963 int moved = MF_NO_ACTION;
4965 if (!player->active || (!dx && !dy))
4969 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4973 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4974 !(tape.playing && tape.game_version < GAME_VERSION_2_0))
4978 /* remove the last programmed player action */
4979 player->programmed_action = 0;
4983 /* should only happen if pre-1.2 tape recordings are played */
4984 /* this is only for backward compatibility */
4986 int original_move_delay_value = player->move_delay_value;
4989 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4992 /* scroll remaining steps with finest movement resolution */
4993 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4995 while (player->MovPos)
4997 ScrollFigure(player, SCROLL_GO_ON);
4998 ScrollScreen(NULL, SCROLL_GO_ON);
5004 player->move_delay_value = original_move_delay_value;
5007 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5009 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5010 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5014 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5015 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5021 if (moved & MF_MOVING && !ScreenMovPos &&
5022 (player == local_player || !options.network))
5024 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5025 int offset = (setup.scroll_delay ? 3 : 0);
5027 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5029 /* actual player has left the screen -- scroll in that direction */
5030 if (jx != old_jx) /* player has moved horizontally */
5031 scroll_x += (jx - old_jx);
5032 else /* player has moved vertically */
5033 scroll_y += (jy - old_jy);
5037 if (jx != old_jx) /* player has moved horizontally */
5039 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5040 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5041 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5043 /* don't scroll over playfield boundaries */
5044 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5045 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5047 /* don't scroll more than one field at a time */
5048 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5050 /* don't scroll against the player's moving direction */
5051 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5052 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5053 scroll_x = old_scroll_x;
5055 else /* player has moved vertically */
5057 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5058 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5059 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5061 /* don't scroll over playfield boundaries */
5062 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5063 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5065 /* don't scroll more than one field at a time */
5066 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5068 /* don't scroll against the player's moving direction */
5069 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5070 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5071 scroll_y = old_scroll_y;
5075 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5077 if (!options.network && !AllPlayersInVisibleScreen())
5079 scroll_x = old_scroll_x;
5080 scroll_y = old_scroll_y;
5084 ScrollScreen(player, SCROLL_INIT);
5085 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5090 if (!(moved & MF_MOVING) && !player->Pushing)
5093 player->Frame = (player->Frame + 1) % 4;
5095 if (moved & MF_MOVING)
5097 if (old_jx != jx && old_jy == jy)
5098 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5099 else if (old_jx == jx && old_jy != jy)
5100 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5102 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5104 player->last_move_dir = player->MovDir;
5105 player->is_moving = TRUE;
5109 CheckGravityMovement(player);
5112 player->last_move_dir = MV_NO_MOVING;
5114 player->is_moving = FALSE;
5117 TestIfHeroTouchesBadThing(jx, jy);
5119 if (!player->active)
5125 void ScrollFigure(struct PlayerInfo *player, int mode)
5127 int jx = player->jx, jy = player->jy;
5128 int last_jx = player->last_jx, last_jy = player->last_jy;
5129 int move_stepsize = TILEX / player->move_delay_value;
5131 if (!player->active || !player->MovPos)
5134 if (mode == SCROLL_INIT)
5136 player->actual_frame_counter = FrameCounter;
5137 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5139 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5140 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5145 else if (!FrameReached(&player->actual_frame_counter, 1))
5148 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5149 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5151 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5152 Feld[last_jx][last_jy] = EL_LEERRAUM;
5154 /* before DrawPlayer() to draw correct player graphic for this case */
5155 if (player->MovPos == 0)
5156 CheckGravityMovement(player);
5160 if (player->MovPos == 0)
5162 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5164 /* continue with normal speed after quickly moving through gate */
5165 HALVE_PLAYER_SPEED(player);
5167 /* be able to make the next move without delay */
5168 player->move_delay = 0;
5171 player->last_jx = jx;
5172 player->last_jy = jy;
5174 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5178 if (!local_player->friends_still_needed)
5179 player->LevelSolved = player->GameOver = TRUE;
5184 void ScrollScreen(struct PlayerInfo *player, int mode)
5186 static unsigned long screen_frame_counter = 0;
5188 if (mode == SCROLL_INIT)
5190 /* set scrolling step size according to actual player's moving speed */
5191 ScrollStepSize = TILEX / player->move_delay_value;
5193 screen_frame_counter = FrameCounter;
5194 ScreenMovDir = player->MovDir;
5195 ScreenMovPos = player->MovPos;
5196 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5199 else if (!FrameReached(&screen_frame_counter, 1))
5204 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5205 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5206 redraw_mask |= REDRAW_FIELD;
5209 ScreenMovDir = MV_NO_MOVING;
5212 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5214 int i, kill_x = -1, kill_y = -1;
5215 static int test_xy[4][2] =
5222 static int test_dir[4] =
5232 int test_x, test_y, test_move_dir, test_element;
5234 test_x = good_x + test_xy[i][0];
5235 test_y = good_y + test_xy[i][1];
5236 if (!IN_LEV_FIELD(test_x, test_y))
5240 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5243 test_element = Feld[test_x][test_y];
5245 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5248 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5249 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5251 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5252 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5260 if (kill_x != -1 || kill_y != -1)
5262 if (IS_PLAYER(good_x, good_y))
5264 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5266 if (player->shield_active_time_left > 0)
5267 Bang(kill_x, kill_y);
5268 else if (!PLAYER_PROTECTED(good_x, good_y))
5272 Bang(good_x, good_y);
5276 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5278 int i, kill_x = -1, kill_y = -1;
5279 int bad_element = Feld[bad_x][bad_y];
5280 static int test_xy[4][2] =
5287 static int test_dir[4] =
5295 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5300 int test_x, test_y, test_move_dir, test_element;
5302 test_x = bad_x + test_xy[i][0];
5303 test_y = bad_y + test_xy[i][1];
5304 if (!IN_LEV_FIELD(test_x, test_y))
5308 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5310 test_element = Feld[test_x][test_y];
5312 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5313 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5315 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5316 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5318 /* good thing is player or penguin that does not move away */
5319 if (IS_PLAYER(test_x, test_y))
5321 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5323 if (bad_element == EL_ROBOT && player->is_moving)
5324 continue; /* robot does not kill player if he is moving */
5330 else if (test_element == EL_PINGUIN)
5339 if (kill_x != -1 || kill_y != -1)
5341 if (IS_PLAYER(kill_x, kill_y))
5343 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5346 int dir = player->MovDir;
5347 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5348 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5350 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5351 newx != bad_x && newy != bad_y)
5352 ; /* robot does not kill player if he is moving */
5354 printf("-> %d\n", player->MovDir);
5356 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5357 newx != bad_x && newy != bad_y)
5358 ; /* robot does not kill player if he is moving */
5363 if (player->shield_active_time_left > 0)
5365 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5369 Bang(kill_x, kill_y);
5373 void TestIfHeroTouchesBadThing(int x, int y)
5375 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5378 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5380 TestIfGoodThingHitsBadThing(x, y, move_dir);
5383 void TestIfBadThingTouchesHero(int x, int y)
5385 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5388 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5390 TestIfBadThingHitsGoodThing(x, y, move_dir);
5393 void TestIfFriendTouchesBadThing(int x, int y)
5395 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5398 void TestIfBadThingTouchesFriend(int x, int y)
5400 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5403 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5405 int i, kill_x = bad_x, kill_y = bad_y;
5406 static int xy[4][2] =
5418 x = bad_x + xy[i][0];
5419 y = bad_y + xy[i][1];
5420 if (!IN_LEV_FIELD(x, y))
5423 element = Feld[x][y];
5424 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5425 element == EL_AMOEBING || element == EL_TROPFEN)
5433 if (kill_x != bad_x || kill_y != bad_y)
5437 void KillHero(struct PlayerInfo *player)
5439 int jx = player->jx, jy = player->jy;
5441 if (!player->active)
5444 if (IS_PFORTE(Feld[jx][jy]))
5445 Feld[jx][jy] = EL_LEERRAUM;
5447 /* deactivate shield (else Bang()/Explode() would not work right) */
5448 player->shield_passive_time_left = 0;
5449 player->shield_active_time_left = 0;
5455 static void KillHeroUnlessProtected(int x, int y)
5457 if (!PLAYER_PROTECTED(x, y))
5458 KillHero(PLAYERINFO(x, y));
5461 void BuryHero(struct PlayerInfo *player)
5463 int jx = player->jx, jy = player->jy;
5465 if (!player->active)
5468 PlaySoundLevel(jx, jy, SND_AUTSCH);
5469 PlaySoundLevel(jx, jy, SND_LACHEN);
5471 player->GameOver = TRUE;
5475 void RemoveHero(struct PlayerInfo *player)
5477 int jx = player->jx, jy = player->jy;
5478 int i, found = FALSE;
5480 player->present = FALSE;
5481 player->active = FALSE;
5483 if (!ExplodeField[jx][jy])
5484 StorePlayer[jx][jy] = 0;
5486 for (i=0; i<MAX_PLAYERS; i++)
5487 if (stored_player[i].active)
5491 AllPlayersGone = TRUE;
5497 int DigField(struct PlayerInfo *player,
5498 int x, int y, int real_dx, int real_dy, int mode)
5500 int jx = player->jx, jy = player->jy;
5501 int dx = x - jx, dy = y - jy;
5502 int move_direction = (dx == -1 ? MV_LEFT :
5503 dx == +1 ? MV_RIGHT :
5505 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5508 if (!player->MovPos)
5509 player->Pushing = FALSE;
5511 if (mode == DF_NO_PUSH)
5513 player->Switching = FALSE;
5514 player->push_delay = 0;
5515 return MF_NO_ACTION;
5518 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5519 return MF_NO_ACTION;
5521 if (IS_TUBE(Feld[jx][jy]))
5524 int tube_leave_directions[][2] =
5526 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5527 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5528 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5529 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5530 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5531 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5532 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5533 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5534 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5535 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5536 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5537 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5540 while (tube_leave_directions[i][0] != Feld[jx][jy])
5543 if (tube_leave_directions[i][0] == -1) /* should not happen */
5547 if (!(tube_leave_directions[i][1] & move_direction))
5548 return MF_NO_ACTION; /* tube has no opening in this direction */
5551 element = Feld[x][y];
5556 PlaySoundLevel(x, y, SND_EMPTY);
5560 case EL_SAND_INVISIBLE:
5561 case EL_TRAP_INACTIVE:
5562 Feld[x][y] = EL_LEERRAUM;
5563 PlaySoundLevel(x, y, SND_SCHLURF);
5568 Feld[x][y] = EL_LEERRAUM;
5569 PlaySoundLevel(x, y, SND_SP_BASE);
5573 case EL_EDELSTEIN_BD:
5574 case EL_EDELSTEIN_GELB:
5575 case EL_EDELSTEIN_ROT:
5576 case EL_EDELSTEIN_LILA:
5578 case EL_SP_INFOTRON:
5582 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5583 element == EL_PEARL ? 5 :
5584 element == EL_CRYSTAL ? 8 : 1);
5585 if (local_player->gems_still_needed < 0)
5586 local_player->gems_still_needed = 0;
5587 RaiseScoreElement(element);
5588 DrawText(DX_EMERALDS, DY_EMERALDS,
5589 int2str(local_player->gems_still_needed, 3),
5590 FS_SMALL, FC_YELLOW);
5591 if (element == EL_SP_INFOTRON)
5592 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5594 PlaySoundLevel(x, y, SND_PONG);
5599 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5600 PlaySoundLevel(x, y, SND_PONG);
5604 Feld[x][y] = EL_LEERRAUM;
5605 PlaySoundLevel(x, y, SND_PONG);
5613 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5615 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5618 case EL_SHIELD_PASSIVE:
5620 player->shield_passive_time_left += 10;
5621 PlaySoundLevel(x, y, SND_PONG);
5624 case EL_SHIELD_ACTIVE:
5626 player->shield_passive_time_left += 10;
5627 player->shield_active_time_left += 10;
5628 PlaySoundLevel(x, y, SND_PONG);
5631 case EL_DYNAMITE_INACTIVE:
5632 case EL_SP_DISK_RED:
5635 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5636 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5637 int2str(local_player->dynamite, 3),
5638 FS_SMALL, FC_YELLOW);
5639 if (element == EL_SP_DISK_RED)
5640 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5642 PlaySoundLevel(x, y, SND_PONG);
5645 case EL_DYNABOMB_NR:
5647 player->dynabomb_count++;
5648 player->dynabombs_left++;
5649 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5650 PlaySoundLevel(x, y, SND_PONG);
5653 case EL_DYNABOMB_SZ:
5655 player->dynabomb_size++;
5656 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5657 PlaySoundLevel(x, y, SND_PONG);
5660 case EL_DYNABOMB_XL:
5662 player->dynabomb_xl = TRUE;
5663 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5664 PlaySoundLevel(x, y, SND_PONG);
5667 case EL_SCHLUESSEL1:
5668 case EL_SCHLUESSEL2:
5669 case EL_SCHLUESSEL3:
5670 case EL_SCHLUESSEL4:
5672 int key_nr = element - EL_SCHLUESSEL1;
5675 player->key[key_nr] = TRUE;
5676 RaiseScoreElement(EL_SCHLUESSEL);
5677 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5678 GFX_SCHLUESSEL1 + key_nr);
5679 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5680 GFX_SCHLUESSEL1 + key_nr);
5681 PlaySoundLevel(x, y, SND_PONG);
5690 int key_nr = element - EL_EM_KEY_1;
5693 player->key[key_nr] = TRUE;
5694 RaiseScoreElement(EL_SCHLUESSEL);
5695 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5696 GFX_SCHLUESSEL1 + key_nr);
5697 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5698 GFX_SCHLUESSEL1 + key_nr);
5699 PlaySoundLevel(x, y, SND_PONG);
5704 Feld[x][y] = EL_ABLENK_EIN;
5707 DrawLevelField(x, y);
5711 case EL_SP_TERMINAL:
5715 for (yy=0; yy<lev_fieldy; yy++)
5717 for (xx=0; xx<lev_fieldx; xx++)
5719 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5721 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5722 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5730 case EL_BELT1_SWITCH_LEFT:
5731 case EL_BELT1_SWITCH_MIDDLE:
5732 case EL_BELT1_SWITCH_RIGHT:
5733 case EL_BELT2_SWITCH_LEFT:
5734 case EL_BELT2_SWITCH_MIDDLE:
5735 case EL_BELT2_SWITCH_RIGHT:
5736 case EL_BELT3_SWITCH_LEFT:
5737 case EL_BELT3_SWITCH_MIDDLE:
5738 case EL_BELT3_SWITCH_RIGHT:
5739 case EL_BELT4_SWITCH_LEFT:
5740 case EL_BELT4_SWITCH_MIDDLE:
5741 case EL_BELT4_SWITCH_RIGHT:
5742 if (!player->Switching)
5744 player->Switching = TRUE;
5745 ToggleBeltSwitch(x, y);
5750 case EL_SWITCHGATE_SWITCH_1:
5751 case EL_SWITCHGATE_SWITCH_2:
5752 if (!player->Switching)
5754 player->Switching = TRUE;
5755 ToggleSwitchgateSwitch(x, y);
5760 case EL_LIGHT_SWITCH_OFF:
5761 case EL_LIGHT_SWITCH_ON:
5762 if (!player->Switching)
5764 player->Switching = TRUE;
5765 ToggleLightSwitch(x, y);
5770 case EL_TIMEGATE_SWITCH_OFF:
5771 ActivateTimegateSwitch(x, y);
5776 case EL_BALLOON_SEND_LEFT:
5777 case EL_BALLOON_SEND_RIGHT:
5778 case EL_BALLOON_SEND_UP:
5779 case EL_BALLOON_SEND_DOWN:
5780 case EL_BALLOON_SEND_ANY:
5781 if (element == EL_BALLOON_SEND_ANY)
5782 game.balloon_dir = move_direction;
5784 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5785 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5786 element == EL_BALLOON_SEND_UP ? MV_UP :
5787 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5794 if (local_player->gems_still_needed > 0)
5795 return MF_NO_ACTION;
5797 player->LevelSolved = player->GameOver = TRUE;
5798 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5801 case EL_FELSBROCKEN:
5804 case EL_DX_SUPABOMB:
5808 case EL_SP_DISK_ORANGE:
5810 if (dy || mode == DF_SNAP)
5811 return MF_NO_ACTION;
5813 player->Pushing = TRUE;
5815 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5816 return MF_NO_ACTION;
5820 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5821 return MF_NO_ACTION;
5824 if (player->push_delay == 0)
5825 player->push_delay = FrameCounter;
5827 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5828 !tape.playing && element != EL_SPRING)
5829 return MF_NO_ACTION;
5831 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5832 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
5833 element != EL_SPRING)
5834 return MF_NO_ACTION;
5838 Feld[x+dx][y+dy] = element;
5840 if (element == EL_SPRING)
5842 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5843 MovDir[x+dx][y+dy] = move_direction;
5846 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5848 DrawLevelField(x+dx, y+dy);
5849 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5850 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5851 else if (element == EL_KOKOSNUSS)
5852 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5853 else if (IS_SP_ELEMENT(element))
5854 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5856 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5863 if (!player->key[element - EL_PFORTE1])
5864 return MF_NO_ACTION;
5871 if (!player->key[element - EL_PFORTE1X])
5872 return MF_NO_ACTION;
5879 if (!player->key[element - EL_EM_GATE_1])
5880 return MF_NO_ACTION;
5881 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5882 return MF_NO_ACTION;
5884 /* automatically move to the next field with double speed */
5885 player->programmed_action = move_direction;
5886 DOUBLE_PLAYER_SPEED(player);
5888 PlaySoundLevel(x, y, SND_GATE);
5896 if (!player->key[element - EL_EM_GATE_1X])
5897 return MF_NO_ACTION;
5898 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5899 return MF_NO_ACTION;
5901 /* automatically move to the next field with double speed */
5902 player->programmed_action = move_direction;
5903 DOUBLE_PLAYER_SPEED(player);
5905 PlaySoundLevel(x, y, SND_GATE);
5909 case EL_SWITCHGATE_OPEN:
5910 case EL_TIMEGATE_OPEN:
5911 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5912 return MF_NO_ACTION;
5914 /* automatically move to the next field with double speed */
5915 player->programmed_action = move_direction;
5916 DOUBLE_PLAYER_SPEED(player);
5918 PlaySoundLevel(x, y, SND_GATE);
5922 case EL_SP_PORT1_LEFT:
5923 case EL_SP_PORT2_LEFT:
5924 case EL_SP_PORT1_RIGHT:
5925 case EL_SP_PORT2_RIGHT:
5926 case EL_SP_PORT1_UP:
5927 case EL_SP_PORT2_UP:
5928 case EL_SP_PORT1_DOWN:
5929 case EL_SP_PORT2_DOWN:
5934 element != EL_SP_PORT1_LEFT &&
5935 element != EL_SP_PORT2_LEFT &&
5936 element != EL_SP_PORT_X &&
5937 element != EL_SP_PORT_XY) ||
5939 element != EL_SP_PORT1_RIGHT &&
5940 element != EL_SP_PORT2_RIGHT &&
5941 element != EL_SP_PORT_X &&
5942 element != EL_SP_PORT_XY) ||
5944 element != EL_SP_PORT1_UP &&
5945 element != EL_SP_PORT2_UP &&
5946 element != EL_SP_PORT_Y &&
5947 element != EL_SP_PORT_XY) ||
5949 element != EL_SP_PORT1_DOWN &&
5950 element != EL_SP_PORT2_DOWN &&
5951 element != EL_SP_PORT_Y &&
5952 element != EL_SP_PORT_XY) ||
5953 !IN_LEV_FIELD(x + dx, y + dy) ||
5954 !IS_FREE(x + dx, y + dy))
5955 return MF_NO_ACTION;
5957 /* automatically move to the next field with double speed */
5958 player->programmed_action = move_direction;
5959 DOUBLE_PLAYER_SPEED(player);
5961 PlaySoundLevel(x, y, SND_GATE);
5965 case EL_TUBE_VERTICAL:
5966 case EL_TUBE_HORIZONTAL:
5967 case EL_TUBE_VERT_LEFT:
5968 case EL_TUBE_VERT_RIGHT:
5969 case EL_TUBE_HORIZ_UP:
5970 case EL_TUBE_HORIZ_DOWN:
5971 case EL_TUBE_LEFT_UP:
5972 case EL_TUBE_LEFT_DOWN:
5973 case EL_TUBE_RIGHT_UP:
5974 case EL_TUBE_RIGHT_DOWN:
5977 int tube_enter_directions[][2] =
5979 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5980 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5981 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5982 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5983 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5984 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5985 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5986 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5987 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5988 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5989 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5990 { -1, MV_NO_MOVING }
5993 while (tube_enter_directions[i][0] != element)
5996 if (tube_enter_directions[i][0] == -1) /* should not happen */
6000 if (!(tube_enter_directions[i][1] & move_direction))
6001 return MF_NO_ACTION; /* tube has no opening in this direction */
6006 case EL_AUSGANG_ACT:
6007 /* door is not (yet) open */
6008 return MF_NO_ACTION;
6011 case EL_AUSGANG_AUF:
6012 if (mode == DF_SNAP)
6013 return MF_NO_ACTION;
6015 PlaySoundLevel(x, y, SND_BUING);
6020 Feld[x][y] = EL_BIRNE_EIN;
6021 local_player->lights_still_needed--;
6022 DrawLevelField(x, y);
6023 PlaySoundLevel(x, y, SND_DENG);
6028 Feld[x][y] = EL_ZEIT_LEER;
6030 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6031 DrawLevelField(x, y);
6032 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
6036 case EL_SOKOBAN_FELD_LEER:
6039 case EL_SOKOBAN_FELD_VOLL:
6040 case EL_SOKOBAN_OBJEKT:
6042 case EL_SP_DISK_YELLOW:
6044 if (mode == DF_SNAP)
6045 return MF_NO_ACTION;
6047 player->Pushing = TRUE;
6049 if (!IN_LEV_FIELD(x+dx, y+dy)
6050 || (!IS_FREE(x+dx, y+dy)
6051 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6052 || !IS_SB_ELEMENT(element))))
6053 return MF_NO_ACTION;
6057 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6058 return MF_NO_ACTION;
6060 else if (dy && real_dx)
6062 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6063 return MF_NO_ACTION;
6066 if (player->push_delay == 0)
6067 player->push_delay = FrameCounter;
6069 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6070 !tape.playing && element != EL_BALLOON)
6071 return MF_NO_ACTION;
6073 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6074 !(tape.playing && tape.game_version < GAME_VERSION_2_0) &&
6075 element != EL_BALLOON)
6076 return MF_NO_ACTION;
6079 if (IS_SB_ELEMENT(element))
6081 if (element == EL_SOKOBAN_FELD_VOLL)
6083 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6084 local_player->sokobanfields_still_needed++;
6089 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6091 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6092 local_player->sokobanfields_still_needed--;
6093 if (element == EL_SOKOBAN_OBJEKT)
6094 PlaySoundLevel(x, y, SND_DENG);
6097 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6102 Feld[x+dx][y+dy] = element;
6105 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6107 DrawLevelField(x, y);
6108 DrawLevelField(x+dx, y+dy);
6109 if (element == EL_BALLOON)
6110 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
6112 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
6114 if (IS_SB_ELEMENT(element) &&
6115 local_player->sokobanfields_still_needed == 0 &&
6116 game.emulation == EMU_SOKOBAN)
6118 player->LevelSolved = player->GameOver = TRUE;
6119 PlaySoundLevel(x, y, SND_BUING);
6130 return MF_NO_ACTION;
6133 player->push_delay = 0;
6138 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6140 int jx = player->jx, jy = player->jy;
6141 int x = jx + dx, y = jy + dy;
6143 if (!player->active || !IN_LEV_FIELD(x, y))
6151 player->snapped = FALSE;
6155 if (player->snapped)
6158 player->MovDir = (dx < 0 ? MV_LEFT :
6161 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6163 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6166 player->snapped = TRUE;
6167 DrawLevelField(x, y);
6173 boolean PlaceBomb(struct PlayerInfo *player)
6175 int jx = player->jx, jy = player->jy;
6178 if (!player->active || player->MovPos)
6181 element = Feld[jx][jy];
6183 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6184 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6187 if (element != EL_LEERRAUM)
6188 Store[jx][jy] = element;
6190 if (player->dynamite)
6192 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6193 MovDelay[jx][jy] = 96;
6195 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6196 FS_SMALL, FC_YELLOW);
6197 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6199 if (game.emulation == EMU_SUPAPLEX)
6200 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6202 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6207 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6208 MovDelay[jx][jy] = 96;
6209 player->dynabombs_left--;
6210 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6211 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6217 void PlaySoundLevel(int x, int y, int sound_nr)
6219 int sx = SCREENX(x), sy = SCREENY(y);
6221 int silence_distance = 8;
6223 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6224 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6227 if (!IN_LEV_FIELD(x, y) ||
6228 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6229 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6232 volume = PSND_MAX_VOLUME;
6234 #if !defined(PLATFORM_MSDOS)
6235 stereo = (sx - SCR_FIELDX/2) * 12;
6237 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6238 if (stereo > PSND_MAX_RIGHT)
6239 stereo = PSND_MAX_RIGHT;
6240 if (stereo < PSND_MAX_LEFT)
6241 stereo = PSND_MAX_LEFT;
6244 if (!IN_SCR_FIELD(sx, sy))
6246 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6247 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6249 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6252 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6255 void RaiseScore(int value)
6257 local_player->score += value;
6258 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6259 FS_SMALL, FC_YELLOW);
6262 void RaiseScoreElement(int element)
6267 case EL_EDELSTEIN_BD:
6268 case EL_EDELSTEIN_GELB:
6269 case EL_EDELSTEIN_ROT:
6270 case EL_EDELSTEIN_LILA:
6271 RaiseScore(level.score[SC_EDELSTEIN]);
6274 RaiseScore(level.score[SC_DIAMANT]);
6278 RaiseScore(level.score[SC_KAEFER]);
6282 RaiseScore(level.score[SC_FLIEGER]);
6286 RaiseScore(level.score[SC_MAMPFER]);
6289 RaiseScore(level.score[SC_ROBOT]);
6292 RaiseScore(level.score[SC_PACMAN]);
6295 RaiseScore(level.score[SC_KOKOSNUSS]);
6297 case EL_DYNAMITE_INACTIVE:
6298 RaiseScore(level.score[SC_DYNAMIT]);
6301 RaiseScore(level.score[SC_SCHLUESSEL]);
6308 /* ---------- new game button stuff ---------------------------------------- */
6310 /* graphic position values for game buttons */
6311 #define GAME_BUTTON_XSIZE 30
6312 #define GAME_BUTTON_YSIZE 30
6313 #define GAME_BUTTON_XPOS 5
6314 #define GAME_BUTTON_YPOS 215
6315 #define SOUND_BUTTON_XPOS 5
6316 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6318 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6319 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6320 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6321 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6322 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6323 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6330 } gamebutton_info[NUM_GAME_BUTTONS] =
6333 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6338 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6343 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6348 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6349 SOUND_CTRL_ID_MUSIC,
6350 "background music on/off"
6353 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6354 SOUND_CTRL_ID_LOOPS,
6355 "sound loops on/off"
6358 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6359 SOUND_CTRL_ID_SIMPLE,
6360 "normal sounds on/off"
6364 void CreateGameButtons()
6368 for (i=0; i<NUM_GAME_BUTTONS; i++)
6370 Bitmap *gd_bitmap = pix[PIX_DOOR];
6371 struct GadgetInfo *gi;
6374 unsigned long event_mask;
6375 int gd_xoffset, gd_yoffset;
6376 int gd_x1, gd_x2, gd_y1, gd_y2;
6379 gd_xoffset = gamebutton_info[i].x;
6380 gd_yoffset = gamebutton_info[i].y;
6381 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6382 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6384 if (id == GAME_CTRL_ID_STOP ||
6385 id == GAME_CTRL_ID_PAUSE ||
6386 id == GAME_CTRL_ID_PLAY)
6388 button_type = GD_TYPE_NORMAL_BUTTON;
6390 event_mask = GD_EVENT_RELEASED;
6391 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6392 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6396 button_type = GD_TYPE_CHECK_BUTTON;
6398 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6399 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6400 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6401 event_mask = GD_EVENT_PRESSED;
6402 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6403 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6406 gi = CreateGadget(GDI_CUSTOM_ID, id,
6407 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6408 GDI_X, DX + gd_xoffset,
6409 GDI_Y, DY + gd_yoffset,
6410 GDI_WIDTH, GAME_BUTTON_XSIZE,
6411 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6412 GDI_TYPE, button_type,
6413 GDI_STATE, GD_BUTTON_UNPRESSED,
6414 GDI_CHECKED, checked,
6415 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6416 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6417 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6418 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6419 GDI_EVENT_MASK, event_mask,
6420 GDI_CALLBACK_ACTION, HandleGameButtons,
6424 Error(ERR_EXIT, "cannot create gadget");
6426 game_gadget[id] = gi;
6430 static void MapGameButtons()
6434 for (i=0; i<NUM_GAME_BUTTONS; i++)
6435 MapGadget(game_gadget[i]);
6438 void UnmapGameButtons()
6442 for (i=0; i<NUM_GAME_BUTTONS; i++)
6443 UnmapGadget(game_gadget[i]);
6446 static void HandleGameButtons(struct GadgetInfo *gi)
6448 int id = gi->custom_id;
6450 if (game_status != PLAYING)
6455 case GAME_CTRL_ID_STOP:
6458 CloseDoor(DOOR_CLOSE_1);
6459 game_status = MAINMENU;
6464 if (level_editor_test_game ||
6465 Request("Do you really want to quit the game ?",
6466 REQ_ASK | REQ_STAY_CLOSED))
6468 #if defined(PLATFORM_UNIX)
6469 if (options.network)
6470 SendToServer_StopPlaying();
6474 game_status = MAINMENU;
6479 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6482 case GAME_CTRL_ID_PAUSE:
6483 if (options.network)
6485 #if defined(PLATFORM_UNIX)
6487 SendToServer_ContinuePlaying();
6489 SendToServer_PausePlaying();
6496 case GAME_CTRL_ID_PLAY:
6499 #if defined(PLATFORM_UNIX)
6500 if (options.network)
6501 SendToServer_ContinuePlaying();
6505 tape.pausing = FALSE;
6506 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6511 case SOUND_CTRL_ID_MUSIC:
6512 if (setup.sound_music)
6514 setup.sound_music = FALSE;
6517 else if (audio.music_available)
6519 setup.sound = setup.sound_music = TRUE;
6521 PlayMusic(level_nr % num_bg_loops);
6525 case SOUND_CTRL_ID_LOOPS:
6526 if (setup.sound_loops)
6527 setup.sound_loops = FALSE;
6528 else if (audio.loops_available)
6529 setup.sound = setup.sound_loops = TRUE;
6532 case SOUND_CTRL_ID_SIMPLE:
6533 if (setup.sound_simple)
6534 setup.sound_simple = FALSE;
6535 else if (audio.sound_available)
6536 setup.sound = setup.sound_simple = TRUE;