1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (sound_status == SOUND_OFF)
173 if (!sound_loops_allowed)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 setup.sound_simple = setup.sound;
184 static int getBeltNrFromElement(int element)
186 return (element < EL_BELT2_LEFT ? 0 :
187 element < EL_BELT3_LEFT ? 1 :
188 element < EL_BELT4_LEFT ? 2 : 3);
191 static int getBeltNrFromSwitchElement(int element)
193 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
194 element < EL_BELT3_SWITCH_LEFT ? 1 :
195 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
198 static int getBeltDirNrFromSwitchElement(int element)
200 static int belt_base_element[4] =
202 EL_BELT1_SWITCH_LEFT,
203 EL_BELT2_SWITCH_LEFT,
204 EL_BELT3_SWITCH_LEFT,
208 int belt_nr = getBeltNrFromSwitchElement(element);
209 int belt_dir_nr = element - belt_base_element[belt_nr];
211 return (belt_dir_nr % 3);
214 static int getBeltDirFromSwitchElement(int element)
216 static int belt_move_dir[3] =
223 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
225 return belt_move_dir[belt_dir_nr];
228 static void InitField(int x, int y, boolean init_game)
235 if (stored_player[0].present)
237 Feld[x][y] = EL_SP_MURPHY_CLONE;
244 Feld[x][y] = EL_SPIELER1;
252 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
253 int jx = player->jx, jy = player->jy;
255 player->present = TRUE;
257 if (!options.network || player->connected)
259 player->active = TRUE;
261 /* remove potentially duplicate players */
262 if (StorePlayer[jx][jy] == Feld[x][y])
263 StorePlayer[jx][jy] = 0;
265 StorePlayer[x][y] = Feld[x][y];
269 printf("Player %d activated.\n", player->element_nr);
270 printf("[Local player is %d and currently %s.]\n",
271 local_player->element_nr,
272 local_player->active ? "active" : "not active");
276 Feld[x][y] = EL_LEERRAUM;
277 player->jx = player->last_jx = x;
278 player->jy = player->last_jy = y;
283 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
284 Feld[x][y] = EL_BADEWANNE1;
285 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
286 Feld[x][y] = EL_BADEWANNE2;
287 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
288 Feld[x][y] = EL_BADEWANNE3;
289 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
290 Feld[x][y] = EL_BADEWANNE4;
291 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
292 Feld[x][y] = EL_BADEWANNE5;
295 case EL_KAEFER_RIGHT:
300 case EL_FLIEGER_RIGHT:
302 case EL_FLIEGER_LEFT:
303 case EL_FLIEGER_DOWN:
305 case EL_BUTTERFLY_RIGHT:
306 case EL_BUTTERFLY_UP:
307 case EL_BUTTERFLY_LEFT:
308 case EL_BUTTERFLY_DOWN:
310 case EL_FIREFLY_RIGHT:
312 case EL_FIREFLY_LEFT:
313 case EL_FIREFLY_DOWN:
315 case EL_PACMAN_RIGHT:
339 if (y == lev_fieldy - 1)
341 Feld[x][y] = EL_AMOEBING;
342 Store[x][y] = EL_AMOEBE_NASS;
346 case EL_DYNAMITE_ACTIVE:
351 local_player->lights_still_needed++;
354 case EL_SOKOBAN_FELD_LEER:
355 local_player->sokobanfields_still_needed++;
359 local_player->friends_still_needed++;
364 MovDir[x][y] = 1 << RND(4);
368 Feld[x][y] = EL_LEERRAUM;
371 case EL_EM_KEY_1_FILE:
372 Feld[x][y] = EL_EM_KEY_1;
374 case EL_EM_KEY_2_FILE:
375 Feld[x][y] = EL_EM_KEY_2;
377 case EL_EM_KEY_3_FILE:
378 Feld[x][y] = EL_EM_KEY_3;
380 case EL_EM_KEY_4_FILE:
381 Feld[x][y] = EL_EM_KEY_4;
384 case EL_BELT1_SWITCH_LEFT:
385 case EL_BELT1_SWITCH_MIDDLE:
386 case EL_BELT1_SWITCH_RIGHT:
387 case EL_BELT2_SWITCH_LEFT:
388 case EL_BELT2_SWITCH_MIDDLE:
389 case EL_BELT2_SWITCH_RIGHT:
390 case EL_BELT3_SWITCH_LEFT:
391 case EL_BELT3_SWITCH_MIDDLE:
392 case EL_BELT3_SWITCH_RIGHT:
393 case EL_BELT4_SWITCH_LEFT:
394 case EL_BELT4_SWITCH_MIDDLE:
395 case EL_BELT4_SWITCH_RIGHT:
398 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
399 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
400 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
402 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
404 game.belt_dir[belt_nr] = belt_dir;
405 game.belt_dir_nr[belt_nr] = belt_dir_nr;
407 else /* more than one switch -- set it like the first switch */
409 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
414 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
416 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
419 case EL_LIGHT_SWITCH_ON:
421 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
432 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
433 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
434 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
436 /* don't play tapes over network */
437 network_playing = (options.network && !tape.playing);
439 for (i=0; i<MAX_PLAYERS; i++)
441 struct PlayerInfo *player = &stored_player[i];
443 player->index_nr = i;
444 player->element_nr = EL_SPIELER1 + i;
446 player->present = FALSE;
447 player->active = FALSE;
450 player->effective_action = 0;
451 player->programmed_action = 0;
454 player->gems_still_needed = level.gems_needed;
455 player->sokobanfields_still_needed = 0;
456 player->lights_still_needed = 0;
457 player->friends_still_needed = 0;
460 player->key[j] = FALSE;
462 player->dynamite = 0;
463 player->dynabomb_count = 0;
464 player->dynabomb_size = 1;
465 player->dynabombs_left = 0;
466 player->dynabomb_xl = FALSE;
468 player->MovDir = MV_NO_MOVING;
470 player->Pushing = FALSE;
471 player->Switching = FALSE;
475 player->actual_frame_counter = 0;
477 player->frame_reset_delay = 0;
479 player->push_delay = 0;
480 player->push_delay_value = 5;
482 player->move_delay = 0;
483 player->last_move_dir = MV_NO_MOVING;
485 player->move_delay_value =
486 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
488 player->snapped = FALSE;
490 player->last_jx = player->last_jy = 0;
491 player->jx = player->jy = 0;
493 player->shield_passive_time_left = 0;
494 player->shield_active_time_left = 0;
496 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
497 SnapField(player, 0, 0);
499 player->LevelSolved = FALSE;
500 player->GameOver = FALSE;
503 network_player_action_received = FALSE;
506 /* initial null action */
508 SendToServer_MovePlayer(MV_NO_MOVING);
513 game.yam_content_nr = 0;
517 TimeLeft = level.time;
519 ScreenMovDir = MV_NO_MOVING;
523 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
525 AllPlayersGone = FALSE;
526 game.magic_wall_active = FALSE;
527 game.magic_wall_time_left = 0;
528 game.light_time_left = 0;
529 game.timegate_time_left = 0;
530 game.switchgate_pos = 0;
531 game.balloon_dir = MV_NO_MOVING;
535 game.belt_dir[i] = MV_NO_MOVING;
536 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
539 for (i=0; i<MAX_NUM_AMOEBA; i++)
540 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
542 for (x=0; x<lev_fieldx; x++)
544 for (y=0; y<lev_fieldy; y++)
546 Feld[x][y] = Ur[x][y];
547 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
548 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
551 JustStopped[x][y] = 0;
556 for(y=0; y<lev_fieldy; y++)
558 for(x=0; x<lev_fieldx; x++)
560 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
562 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
564 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
567 InitField(x, y, TRUE);
571 /* correct non-moving belts to start moving left */
573 if (game.belt_dir[i] == MV_NO_MOVING)
574 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
576 /* check if any connected player was not found in playfield */
577 for (i=0; i<MAX_PLAYERS; i++)
579 struct PlayerInfo *player = &stored_player[i];
581 if (player->connected && !player->present)
583 for (j=0; j<MAX_PLAYERS; j++)
585 struct PlayerInfo *some_player = &stored_player[j];
586 int jx = some_player->jx, jy = some_player->jy;
588 /* assign first free player found that is present in the playfield */
589 if (some_player->present && !some_player->connected)
591 player->present = TRUE;
592 player->active = TRUE;
593 some_player->present = FALSE;
595 StorePlayer[jx][jy] = player->element_nr;
596 player->jx = player->last_jx = jx;
597 player->jy = player->last_jy = jy;
607 /* when playing a tape, eliminate all players who do not participate */
609 for (i=0; i<MAX_PLAYERS; i++)
611 if (stored_player[i].active && !tape.player_participates[i])
613 struct PlayerInfo *player = &stored_player[i];
614 int jx = player->jx, jy = player->jy;
616 player->active = FALSE;
617 StorePlayer[jx][jy] = 0;
618 Feld[jx][jy] = EL_LEERRAUM;
622 else if (!options.network && !setup.team_mode) /* && !tape.playing */
624 /* when in single player mode, eliminate all but the first active player */
626 for (i=0; i<MAX_PLAYERS; i++)
628 if (stored_player[i].active)
630 for (j=i+1; j<MAX_PLAYERS; j++)
632 if (stored_player[j].active)
634 struct PlayerInfo *player = &stored_player[j];
635 int jx = player->jx, jy = player->jy;
637 player->active = FALSE;
638 StorePlayer[jx][jy] = 0;
639 Feld[jx][jy] = EL_LEERRAUM;
646 /* when recording the game, store which players take part in the game */
649 for (i=0; i<MAX_PLAYERS; i++)
650 if (stored_player[i].active)
651 tape.player_participates[i] = TRUE;
656 for (i=0; i<MAX_PLAYERS; i++)
658 struct PlayerInfo *player = &stored_player[i];
660 printf("Player %d: present == %d, connected == %d, active == %d.\n",
665 if (local_player == player)
666 printf("Player %d is local player.\n", i+1);
670 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
671 emulate_sb ? EMU_SOKOBAN :
672 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
674 if (BorderElement == EL_LEERRAUM)
677 SBX_Right = lev_fieldx - SCR_FIELDX;
679 SBY_Lower = lev_fieldy - SCR_FIELDY;
684 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
686 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
689 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
690 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
692 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
693 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
696 scroll_y = SBY_Upper;
697 if (local_player->jx >= SBX_Left + MIDPOSX)
698 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
699 local_player->jx - MIDPOSX :
701 if (local_player->jy >= SBY_Upper + MIDPOSY)
702 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
703 local_player->jy - MIDPOSY :
706 CloseDoor(DOOR_CLOSE_1);
712 /* after drawing the level, corect some elements */
714 if (game.timegate_time_left == 0)
715 CloseAllOpenTimegates();
717 if (setup.soft_scrolling)
718 XCopyArea(display, fieldbuffer, backbuffer, gc,
719 FX, FY, SXSIZE, SYSIZE, SX, SY);
721 redraw_mask |= REDRAW_FROM_BACKBUFFER;
723 /* copy default game door content to main double buffer */
724 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
725 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
728 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
729 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
732 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
733 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
734 XCopyArea(display, drawto, drawto, gc,
735 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
736 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
737 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
740 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
741 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
742 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
743 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
744 DrawText(DX + XX_SCORE, DY + YY_SCORE,
745 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
746 DrawText(DX + XX_TIME, DY + YY_TIME,
747 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
750 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
751 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
752 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
756 /* copy actual game door content to door double buffer for OpenDoor() */
757 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
758 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
760 OpenDoor(DOOR_OPEN_ALL);
762 if (setup.sound_music)
763 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
765 XAutoRepeatOff(display);
770 printf("Player %d %sactive.\n",
771 i + 1, (stored_player[i].active ? "" : "not "));
775 void InitMovDir(int x, int y)
777 int i, element = Feld[x][y];
778 static int xy[4][2] =
785 static int direction[3][4] =
787 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
788 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
789 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
794 case EL_KAEFER_RIGHT:
798 Feld[x][y] = EL_KAEFER;
799 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
802 case EL_FLIEGER_RIGHT:
804 case EL_FLIEGER_LEFT:
805 case EL_FLIEGER_DOWN:
806 Feld[x][y] = EL_FLIEGER;
807 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
810 case EL_BUTTERFLY_RIGHT:
811 case EL_BUTTERFLY_UP:
812 case EL_BUTTERFLY_LEFT:
813 case EL_BUTTERFLY_DOWN:
814 Feld[x][y] = EL_BUTTERFLY;
815 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
818 case EL_FIREFLY_RIGHT:
820 case EL_FIREFLY_LEFT:
821 case EL_FIREFLY_DOWN:
822 Feld[x][y] = EL_FIREFLY;
823 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
826 case EL_PACMAN_RIGHT:
830 Feld[x][y] = EL_PACMAN;
831 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
835 MovDir[x][y] = MV_UP;
839 MovDir[x][y] = MV_LEFT;
846 Feld[x][y] = EL_MOLE;
847 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
851 MovDir[x][y] = 1 << RND(4);
852 if (element != EL_KAEFER &&
853 element != EL_FLIEGER &&
854 element != EL_BUTTERFLY &&
855 element != EL_FIREFLY)
860 int x1 = x + xy[i][0];
861 int y1 = y + xy[i][1];
863 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
865 if (element == EL_KAEFER || element == EL_BUTTERFLY)
867 MovDir[x][y] = direction[0][i];
870 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
871 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
873 MovDir[x][y] = direction[1][i];
882 void InitAmoebaNr(int x, int y)
885 int group_nr = AmoebeNachbarNr(x, y);
889 for (i=1; i<MAX_NUM_AMOEBA; i++)
891 if (AmoebaCnt[i] == 0)
899 AmoebaNr[x][y] = group_nr;
900 AmoebaCnt[group_nr]++;
901 AmoebaCnt2[group_nr]++;
907 boolean raise_level = FALSE;
909 if (local_player->MovPos)
912 local_player->LevelSolved = FALSE;
916 if (setup.sound_loops)
917 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
921 if (!setup.sound_loops)
922 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
923 if (TimeLeft > 0 && !(TimeLeft % 10))
924 RaiseScore(level.score[SC_ZEITBONUS]);
925 if (TimeLeft > 100 && !(TimeLeft % 10))
929 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
934 if (setup.sound_loops)
937 else if (level.time == 0) /* level without time limit */
939 if (setup.sound_loops)
940 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
942 while(TimePlayed < 999)
944 if (!setup.sound_loops)
945 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
946 if (TimePlayed < 999 && !(TimePlayed % 10))
947 RaiseScore(level.score[SC_ZEITBONUS]);
948 if (TimePlayed < 900 && !(TimePlayed % 10))
952 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
957 if (setup.sound_loops)
963 /* Hero disappears */
964 DrawLevelField(ExitX, ExitY);
970 CloseDoor(DOOR_CLOSE_1);
975 SaveTape(tape.level_nr); /* Ask to save tape */
978 if (level_nr == leveldir_current->handicap_level)
980 leveldir_current->handicap_level++;
981 SaveLevelSetup_SeriesInfo();
983 if (level_nr < leveldir_current->last_level)
987 if ((hi_pos = NewHiScore()) >= 0)
989 game_status = HALLOFFAME;
990 DrawHallOfFame(hi_pos);
996 game_status = MAINMENU;
1010 LoadScore(level_nr);
1012 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1013 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1016 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1018 if (local_player->score > highscore[k].Score)
1020 /* player has made it to the hall of fame */
1022 if (k < MAX_SCORE_ENTRIES - 1)
1024 int m = MAX_SCORE_ENTRIES - 1;
1027 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1028 if (!strcmp(setup.player_name, highscore[l].Name))
1030 if (m == k) /* player's new highscore overwrites his old one */
1036 strcpy(highscore[l].Name, highscore[l - 1].Name);
1037 highscore[l].Score = highscore[l - 1].Score;
1044 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1045 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1046 highscore[k].Score = local_player->score;
1052 else if (!strncmp(setup.player_name, highscore[k].Name,
1053 MAX_PLAYER_NAME_LEN))
1054 break; /* player already there with a higher score */
1060 SaveScore(level_nr);
1065 void InitMovingField(int x, int y, int direction)
1067 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1068 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1070 MovDir[x][y] = direction;
1071 MovDir[newx][newy] = direction;
1072 if (Feld[newx][newy] == EL_LEERRAUM)
1073 Feld[newx][newy] = EL_BLOCKED;
1076 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1078 int direction = MovDir[x][y];
1079 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1080 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1086 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1088 int oldx = x, oldy = y;
1089 int direction = MovDir[x][y];
1091 if (direction == MV_LEFT)
1093 else if (direction == MV_RIGHT)
1095 else if (direction == MV_UP)
1097 else if (direction == MV_DOWN)
1100 *comes_from_x = oldx;
1101 *comes_from_y = oldy;
1104 int MovingOrBlocked2Element(int x, int y)
1106 int element = Feld[x][y];
1108 if (element == EL_BLOCKED)
1112 Blocked2Moving(x, y, &oldx, &oldy);
1113 return Feld[oldx][oldy];
1119 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1121 /* like MovingOrBlocked2Element(), but if element is moving
1122 and (x,y) is the field the moving element is just leaving,
1123 return EL_BLOCKED instead of the element value */
1124 int element = Feld[x][y];
1126 if (IS_MOVING(x, y))
1128 if (element == EL_BLOCKED)
1132 Blocked2Moving(x, y, &oldx, &oldy);
1133 return Feld[oldx][oldy];
1142 static void RemoveField(int x, int y)
1144 Feld[x][y] = EL_LEERRAUM;
1150 void RemoveMovingField(int x, int y)
1152 int oldx = x, oldy = y, newx = x, newy = y;
1154 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1157 if (IS_MOVING(x, y))
1159 Moving2Blocked(x, y, &newx, &newy);
1160 if (Feld[newx][newy] != EL_BLOCKED)
1163 else if (Feld[x][y] == EL_BLOCKED)
1165 Blocked2Moving(x, y, &oldx, &oldy);
1166 if (!IS_MOVING(oldx, oldy))
1170 if (Feld[x][y] == EL_BLOCKED &&
1171 (Store[oldx][oldy] == EL_MORAST_LEER ||
1172 Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
1173 Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
1174 Store[oldx][oldy] == EL_AMOEBE_NASS))
1176 Feld[oldx][oldy] = Store[oldx][oldy];
1177 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1180 Feld[oldx][oldy] = EL_LEERRAUM;
1182 Feld[newx][newy] = EL_LEERRAUM;
1183 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1184 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1186 DrawLevelField(oldx, oldy);
1187 DrawLevelField(newx, newy);
1190 void DrawDynamite(int x, int y)
1192 int sx = SCREENX(x), sy = SCREENY(y);
1193 int graphic = el2gfx(Feld[x][y]);
1196 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1200 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1202 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1204 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1209 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1213 if (game.emulation == EMU_SUPAPLEX)
1214 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1215 else if (Store[x][y])
1216 DrawGraphicThruMask(sx, sy, graphic + phase);
1218 DrawGraphic(sx, sy, graphic + phase);
1221 void CheckDynamite(int x, int y)
1223 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1228 if (!(MovDelay[x][y] % 12))
1229 PlaySoundLevel(x, y, SND_ZISCH);
1231 if (IS_ACTIVE_BOMB(Feld[x][y]))
1233 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1235 if (!(MovDelay[x][y] % delay))
1243 StopSound(SND_ZISCH);
1247 void Explode(int ex, int ey, int phase, int mode)
1250 int num_phase = 9, delay = 2;
1251 int last_phase = num_phase * delay;
1252 int half_phase = (num_phase / 2) * delay;
1253 int first_phase_after_start = EX_PHASE_START + 1;
1255 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1257 int center_element = Feld[ex][ey];
1259 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1261 /* put moving element to center field (and let it explode there) */
1262 center_element = MovingOrBlocked2Element(ex, ey);
1263 RemoveMovingField(ex, ey);
1264 Feld[ex][ey] = center_element;
1267 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1271 if (!IN_LEV_FIELD(x, y) ||
1272 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1273 (x != ex || y != ey)))
1276 element = Feld[x][y];
1278 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1280 element = MovingOrBlocked2Element(x, y);
1281 RemoveMovingField(x, y);
1284 if (IS_MASSIVE(element) || element == EL_BURNING)
1287 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1289 if (IS_ACTIVE_BOMB(element))
1291 /* re-activate things under the bomb like gate or penguin */
1292 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1299 if (element == EL_EXPLODING)
1300 element = Store2[x][y];
1302 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1304 switch(StorePlayer[ex][ey])
1307 Store[x][y] = EL_EDELSTEIN_ROT;
1310 Store[x][y] = EL_EDELSTEIN;
1313 Store[x][y] = EL_EDELSTEIN_LILA;
1317 Store[x][y] = EL_EDELSTEIN_GELB;
1321 if (game.emulation == EMU_SUPAPLEX)
1322 Store[x][y] = EL_LEERRAUM;
1324 else if (center_element == EL_MOLE)
1325 Store[x][y] = EL_EDELSTEIN_ROT;
1326 else if (center_element == EL_PINGUIN)
1327 Store[x][y] = EL_EDELSTEIN_LILA;
1328 else if (center_element == EL_KAEFER)
1329 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1330 else if (center_element == EL_BUTTERFLY)
1331 Store[x][y] = EL_EDELSTEIN_BD;
1332 else if (center_element == EL_SP_ELECTRON)
1333 Store[x][y] = EL_SP_INFOTRON;
1334 else if (center_element == EL_MAMPFER)
1335 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1336 else if (center_element == EL_AMOEBA2DIAM)
1337 Store[x][y] = level.amoeba_content;
1338 else if (element == EL_ERZ_EDEL)
1339 Store[x][y] = EL_EDELSTEIN;
1340 else if (element == EL_ERZ_DIAM)
1341 Store[x][y] = EL_DIAMANT;
1342 else if (element == EL_ERZ_EDEL_BD)
1343 Store[x][y] = EL_EDELSTEIN_BD;
1344 else if (element == EL_ERZ_EDEL_GELB)
1345 Store[x][y] = EL_EDELSTEIN_GELB;
1346 else if (element == EL_ERZ_EDEL_ROT)
1347 Store[x][y] = EL_EDELSTEIN_ROT;
1348 else if (element == EL_ERZ_EDEL_LILA)
1349 Store[x][y] = EL_EDELSTEIN_LILA;
1350 else if (element == EL_WALL_PEARL)
1351 Store[x][y] = EL_PEARL;
1352 else if (element == EL_WALL_CRYSTAL)
1353 Store[x][y] = EL_CRYSTAL;
1354 else if (!IS_PFORTE(Store[x][y]))
1355 Store[x][y] = EL_LEERRAUM;
1357 if (x != ex || y != ey ||
1358 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1359 Store2[x][y] = element;
1361 if (AmoebaNr[x][y] &&
1362 (element == EL_AMOEBE_VOLL ||
1363 element == EL_AMOEBE_BD ||
1364 element == EL_AMOEBING))
1366 AmoebaCnt[AmoebaNr[x][y]]--;
1367 AmoebaCnt2[AmoebaNr[x][y]]--;
1370 Feld[x][y] = EL_EXPLODING;
1371 MovDir[x][y] = MovPos[x][y] = 0;
1377 if (center_element == EL_MAMPFER)
1378 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1389 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1391 if (phase == first_phase_after_start)
1393 int element = Store2[x][y];
1395 if (element == EL_BLACK_ORB)
1397 Feld[x][y] = Store2[x][y];
1402 else if (phase == half_phase)
1404 int element = Store2[x][y];
1406 if (IS_PLAYER(x, y))
1407 KillHeroUnlessProtected(x, y);
1408 else if (IS_EXPLOSIVE(element))
1410 Feld[x][y] = Store2[x][y];
1414 else if (element == EL_AMOEBA2DIAM)
1415 AmoebeUmwandeln(x, y);
1418 if (phase == last_phase)
1422 element = Feld[x][y] = Store[x][y];
1423 Store[x][y] = Store2[x][y] = 0;
1424 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1425 InitField(x, y, FALSE);
1426 if (CAN_MOVE(element) || COULD_MOVE(element))
1428 DrawLevelField(x, y);
1430 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1432 int graphic = GFX_EXPLOSION;
1434 if (game.emulation == EMU_SUPAPLEX)
1435 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1436 GFX_SP_EXPLODE_INFOTRON :
1437 GFX_SP_EXPLODE_EMPTY);
1440 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1442 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1446 void DynaExplode(int ex, int ey)
1449 int dynabomb_size = 1;
1450 boolean dynabomb_xl = FALSE;
1451 struct PlayerInfo *player;
1452 static int xy[4][2] =
1460 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1462 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1463 dynabomb_size = player->dynabomb_size;
1464 dynabomb_xl = player->dynabomb_xl;
1465 player->dynabombs_left++;
1468 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1472 for (j=1; j<=dynabomb_size; j++)
1474 int x = ex + j * xy[i % 4][0];
1475 int y = ey + j * xy[i % 4][1];
1478 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1481 element = Feld[x][y];
1483 /* do not restart explosions of fields with active bombs */
1484 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1487 Explode(x, y, EX_PHASE_START, EX_BORDER);
1489 if (element != EL_LEERRAUM &&
1490 element != EL_ERDREICH &&
1491 element != EL_EXPLODING &&
1498 void Bang(int x, int y)
1500 int element = Feld[x][y];
1502 if (game.emulation == EMU_SUPAPLEX)
1503 PlaySoundLevel(x, y, SND_SP_BOOOM);
1505 PlaySoundLevel(x, y, SND_ROAAAR);
1508 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1509 element = EL_LEERRAUM;
1523 RaiseScoreElement(element);
1524 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1526 case EL_DYNABOMB_ACTIVE_1:
1527 case EL_DYNABOMB_ACTIVE_2:
1528 case EL_DYNABOMB_ACTIVE_3:
1529 case EL_DYNABOMB_ACTIVE_4:
1530 case EL_DYNABOMB_NR:
1531 case EL_DYNABOMB_SZ:
1532 case EL_DYNABOMB_XL:
1538 if (IS_PLAYER(x, y))
1539 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1541 Explode(x, y, EX_PHASE_START, EX_CENTER);
1544 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1549 void Blurb(int x, int y)
1551 int element = Feld[x][y];
1553 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1555 PlaySoundLevel(x, y, SND_BLURB);
1556 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1557 (!IN_LEV_FIELD(x-1, y-1) ||
1558 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1560 Feld[x-1][y] = EL_BLURB_LEFT;
1562 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1563 (!IN_LEV_FIELD(x+1, y-1) ||
1564 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1566 Feld[x+1][y] = EL_BLURB_RIGHT;
1571 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1573 if (!MovDelay[x][y]) /* initialize animation counter */
1576 if (MovDelay[x][y]) /* continue animation */
1579 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1580 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1582 if (!MovDelay[x][y])
1584 Feld[x][y] = EL_LEERRAUM;
1585 DrawLevelField(x, y);
1591 static void ToggleBeltSwitch(int x, int y)
1593 static int belt_base_element[4] =
1595 EL_BELT1_SWITCH_LEFT,
1596 EL_BELT2_SWITCH_LEFT,
1597 EL_BELT3_SWITCH_LEFT,
1598 EL_BELT4_SWITCH_LEFT
1600 static int belt_move_dir[4] =
1608 int element = Feld[x][y];
1609 int belt_nr = getBeltNrFromSwitchElement(element);
1610 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1611 int belt_dir = belt_move_dir[belt_dir_nr];
1614 if (!IS_BELT_SWITCH(element))
1617 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1618 game.belt_dir[belt_nr] = belt_dir;
1620 if (belt_dir_nr == 3)
1623 for (yy=0; yy<lev_fieldy; yy++)
1625 for (xx=0; xx<lev_fieldx; xx++)
1627 int element = Feld[xx][yy];
1629 if (IS_BELT_SWITCH(element))
1631 int e_belt_nr = getBeltNrFromSwitchElement(element);
1633 if (e_belt_nr == belt_nr)
1635 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1636 DrawLevelField(xx, yy);
1639 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1641 int e_belt_nr = getBeltNrFromElement(element);
1643 if (e_belt_nr == belt_nr)
1644 DrawLevelField(xx, yy); /* set belt to parking position */
1650 static void ToggleSwitchgateSwitch(int x, int y)
1654 game.switchgate_pos = !game.switchgate_pos;
1656 for (yy=0; yy<lev_fieldy; yy++)
1658 for (xx=0; xx<lev_fieldx; xx++)
1660 int element = Feld[xx][yy];
1662 if (element == EL_SWITCHGATE_SWITCH_1 ||
1663 element == EL_SWITCHGATE_SWITCH_2)
1665 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1666 DrawLevelField(xx, yy);
1668 else if (element == EL_SWITCHGATE_OPEN ||
1669 element == EL_SWITCHGATE_OPENING)
1671 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1672 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1674 else if (element == EL_SWITCHGATE_CLOSED ||
1675 element == EL_SWITCHGATE_CLOSING)
1677 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1678 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1684 static void RedrawAllLightSwitchesAndInvisibleElements()
1688 for (y=0; y<lev_fieldy; y++)
1690 for (x=0; x<lev_fieldx; x++)
1692 int element = Feld[x][y];
1694 if (element == EL_LIGHT_SWITCH_OFF &&
1695 game.light_time_left > 0)
1697 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1698 DrawLevelField(x, y);
1700 else if (element == EL_LIGHT_SWITCH_ON &&
1701 game.light_time_left == 0)
1703 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1704 DrawLevelField(x, y);
1707 if (element == EL_INVISIBLE_STEEL ||
1708 element == EL_UNSICHTBAR ||
1709 element == EL_SAND_INVISIBLE)
1710 DrawLevelField(x, y);
1715 static void ToggleLightSwitch(int x, int y)
1717 int element = Feld[x][y];
1719 game.light_time_left =
1720 (element == EL_LIGHT_SWITCH_OFF ?
1721 level.time_light * FRAMES_PER_SECOND : 0);
1723 RedrawAllLightSwitchesAndInvisibleElements();
1726 static void ActivateTimegateSwitch(int x, int y)
1730 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1732 for (yy=0; yy<lev_fieldy; yy++)
1734 for (xx=0; xx<lev_fieldx; xx++)
1736 int element = Feld[xx][yy];
1738 if (element == EL_TIMEGATE_CLOSED ||
1739 element == EL_TIMEGATE_CLOSING)
1741 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1742 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1746 else if (element == EL_TIMEGATE_SWITCH_ON)
1748 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1749 DrawLevelField(xx, yy);
1756 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1759 void Impact(int x, int y)
1761 boolean lastline = (y == lev_fieldy-1);
1762 boolean object_hit = FALSE;
1763 int element = Feld[x][y];
1766 if (!lastline) /* check if element below was hit */
1768 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1771 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1772 MovDir[x][y+1]!=MV_DOWN ||
1773 MovPos[x][y+1]<=TILEY/2));
1775 smashed = MovingOrBlocked2Element(x, y+1);
1778 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1784 if ((element == EL_BOMBE ||
1785 element == EL_SP_DISK_ORANGE ||
1786 element == EL_DX_SUPABOMB) &&
1787 (lastline || object_hit)) /* element is bomb */
1792 else if (element == EL_PEARL)
1794 Feld[x][y] = EL_PEARL_BREAKING;
1795 PlaySoundLevel(x, y, SND_KNACK);
1799 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1801 if (object_hit && IS_PLAYER(x, y+1))
1802 KillHeroUnlessProtected(x, y+1);
1803 else if (object_hit && smashed == EL_PINGUIN)
1807 Feld[x][y] = EL_AMOEBING;
1808 Store[x][y] = EL_AMOEBE_NASS;
1813 if (!lastline && object_hit) /* check which object was hit */
1815 if (CAN_CHANGE(element) &&
1816 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1819 int activated_magic_wall =
1820 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1821 EL_MAGIC_WALL_BD_EMPTY);
1823 /* activate magic wall / mill */
1825 for (y=0; y<lev_fieldy; y++)
1826 for (x=0; x<lev_fieldx; x++)
1827 if (Feld[x][y] == smashed)
1828 Feld[x][y] = activated_magic_wall;
1830 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1831 game.magic_wall_active = TRUE;
1834 if (IS_PLAYER(x, y+1))
1836 KillHeroUnlessProtected(x, y+1);
1839 else if (smashed == EL_PINGUIN)
1844 else if (element == EL_EDELSTEIN_BD)
1846 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1852 else if (element == EL_FELSBROCKEN ||
1853 element == EL_SP_ZONK ||
1854 element == EL_BD_ROCK)
1856 if (IS_ENEMY(smashed) ||
1857 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1858 smashed == EL_DX_SUPABOMB ||
1859 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1860 smashed == EL_DRACHE || smashed == EL_MOLE)
1865 else if (!IS_MOVING(x, y+1))
1867 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1872 else if (smashed == EL_KOKOSNUSS)
1874 Feld[x][y+1] = EL_CRACKINGNUT;
1875 PlaySoundLevel(x, y, SND_KNACK);
1876 RaiseScoreElement(EL_KOKOSNUSS);
1879 else if (smashed == EL_PEARL)
1881 Feld[x][y+1] = EL_PEARL_BREAKING;
1882 PlaySoundLevel(x, y, SND_KNACK);
1885 else if (smashed == EL_DIAMANT)
1887 Feld[x][y+1] = EL_LEERRAUM;
1888 PlaySoundLevel(x, y, SND_QUIRK);
1891 else if (IS_BELT_SWITCH(smashed))
1893 ToggleBeltSwitch(x, y+1);
1895 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1896 smashed == EL_SWITCHGATE_SWITCH_2)
1898 ToggleSwitchgateSwitch(x, y+1);
1900 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1901 smashed == EL_LIGHT_SWITCH_ON)
1903 ToggleLightSwitch(x, y+1);
1909 /* play sound of magic wall / mill */
1911 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1912 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1914 PlaySoundLevel(x, y, SND_QUIRK);
1918 /* play sound of object that hits the ground */
1919 if (lastline || object_hit)
1926 case EL_EDELSTEIN_BD:
1927 case EL_EDELSTEIN_GELB:
1928 case EL_EDELSTEIN_ROT:
1929 case EL_EDELSTEIN_LILA:
1931 case EL_SP_INFOTRON:
1937 case EL_FELSBROCKEN:
1942 sound = SND_SP_ZONKDOWN;
1945 case EL_SCHLUESSEL1:
1946 case EL_SCHLUESSEL2:
1947 case EL_SCHLUESSEL3:
1948 case EL_SCHLUESSEL4:
1965 PlaySoundLevel(x, y, sound);
1969 void TurnRound(int x, int y)
1981 { 0, 0 }, { 0, 0 }, { 0, 0 },
1986 int left, right, back;
1990 { MV_DOWN, MV_UP, MV_RIGHT },
1991 { MV_UP, MV_DOWN, MV_LEFT },
1993 { MV_LEFT, MV_RIGHT, MV_DOWN },
1994 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1995 { MV_RIGHT, MV_LEFT, MV_UP }
1998 int element = Feld[x][y];
1999 int old_move_dir = MovDir[x][y];
2000 int left_dir = turn[old_move_dir].left;
2001 int right_dir = turn[old_move_dir].right;
2002 int back_dir = turn[old_move_dir].back;
2004 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2005 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2006 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2007 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2009 int left_x = x+left_dx, left_y = y+left_dy;
2010 int right_x = x+right_dx, right_y = y+right_dy;
2011 int move_x = x+move_dx, move_y = y+move_dy;
2013 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2015 TestIfBadThingHitsOtherBadThing(x, y);
2017 if (IN_LEV_FIELD(right_x, right_y) &&
2018 IS_FREE(right_x, right_y))
2019 MovDir[x][y] = right_dir;
2020 else if (!IN_LEV_FIELD(move_x, move_y) ||
2021 !IS_FREE(move_x, move_y))
2022 MovDir[x][y] = left_dir;
2024 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2026 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2029 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2030 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2032 TestIfBadThingHitsOtherBadThing(x, y);
2034 if (IN_LEV_FIELD(left_x, left_y) &&
2035 IS_FREE(left_x, left_y))
2036 MovDir[x][y] = left_dir;
2037 else if (!IN_LEV_FIELD(move_x, move_y) ||
2038 !IS_FREE(move_x, move_y))
2039 MovDir[x][y] = right_dir;
2041 if ((element == EL_FLIEGER ||
2042 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2043 && MovDir[x][y] != old_move_dir)
2045 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2048 else if (element == EL_MAMPFER)
2050 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2052 if (IN_LEV_FIELD(left_x, left_y) &&
2053 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2054 Feld[left_x][left_y] == EL_DIAMANT))
2055 can_turn_left = TRUE;
2056 if (IN_LEV_FIELD(right_x, right_y) &&
2057 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2058 Feld[right_x][right_y] == EL_DIAMANT))
2059 can_turn_right = TRUE;
2061 if (can_turn_left && can_turn_right)
2062 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2063 else if (can_turn_left)
2064 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2065 else if (can_turn_right)
2066 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2068 MovDir[x][y] = back_dir;
2070 MovDelay[x][y] = 16+16*RND(3);
2072 else if (element == EL_MAMPFER2)
2074 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2076 if (IN_LEV_FIELD(left_x, left_y) &&
2077 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2078 IS_MAMPF2(Feld[left_x][left_y])))
2079 can_turn_left = TRUE;
2080 if (IN_LEV_FIELD(right_x, right_y) &&
2081 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2082 IS_MAMPF2(Feld[right_x][right_y])))
2083 can_turn_right = TRUE;
2085 if (can_turn_left && can_turn_right)
2086 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2087 else if (can_turn_left)
2088 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2089 else if (can_turn_right)
2090 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2092 MovDir[x][y] = back_dir;
2094 MovDelay[x][y] = 16+16*RND(3);
2096 else if (element == EL_PACMAN)
2098 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2100 if (IN_LEV_FIELD(left_x, left_y) &&
2101 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2102 IS_AMOEBOID(Feld[left_x][left_y])))
2103 can_turn_left = TRUE;
2104 if (IN_LEV_FIELD(right_x, right_y) &&
2105 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2106 IS_AMOEBOID(Feld[right_x][right_y])))
2107 can_turn_right = TRUE;
2109 if (can_turn_left && can_turn_right)
2110 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2111 else if (can_turn_left)
2112 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2113 else if (can_turn_right)
2114 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2116 MovDir[x][y] = back_dir;
2118 MovDelay[x][y] = 6+RND(40);
2120 else if (element == EL_SCHWEIN)
2122 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2123 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2124 boolean should_move_on = FALSE;
2126 int rnd = RND(rnd_value);
2128 if (IN_LEV_FIELD(left_x, left_y) &&
2129 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2130 can_turn_left = TRUE;
2131 if (IN_LEV_FIELD(right_x, right_y) &&
2132 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2133 can_turn_right = TRUE;
2134 if (IN_LEV_FIELD(move_x, move_y) &&
2135 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2138 if (can_turn_left &&
2140 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2141 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2142 should_turn_left = TRUE;
2143 if (can_turn_right &&
2145 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2146 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2147 should_turn_right = TRUE;
2149 (!can_turn_left || !can_turn_right ||
2150 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2151 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2152 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2153 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2154 should_move_on = TRUE;
2156 if (should_turn_left || should_turn_right || should_move_on)
2158 if (should_turn_left && should_turn_right && should_move_on)
2159 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2160 rnd < 2*rnd_value/3 ? right_dir :
2162 else if (should_turn_left && should_turn_right)
2163 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2164 else if (should_turn_left && should_move_on)
2165 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2166 else if (should_turn_right && should_move_on)
2167 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2168 else if (should_turn_left)
2169 MovDir[x][y] = left_dir;
2170 else if (should_turn_right)
2171 MovDir[x][y] = right_dir;
2172 else if (should_move_on)
2173 MovDir[x][y] = old_move_dir;
2175 else if (can_move_on && rnd > rnd_value/8)
2176 MovDir[x][y] = old_move_dir;
2177 else if (can_turn_left && can_turn_right)
2178 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2179 else if (can_turn_left && rnd > rnd_value/8)
2180 MovDir[x][y] = left_dir;
2181 else if (can_turn_right && rnd > rnd_value/8)
2182 MovDir[x][y] = right_dir;
2184 MovDir[x][y] = back_dir;
2186 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2187 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2188 MovDir[x][y] = old_move_dir;
2192 else if (element == EL_DRACHE)
2194 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2196 int rnd = RND(rnd_value);
2198 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2199 can_turn_left = TRUE;
2200 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2201 can_turn_right = TRUE;
2202 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2205 if (can_move_on && rnd > rnd_value/8)
2206 MovDir[x][y] = old_move_dir;
2207 else if (can_turn_left && can_turn_right)
2208 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2209 else if (can_turn_left && rnd > rnd_value/8)
2210 MovDir[x][y] = left_dir;
2211 else if (can_turn_right && rnd > rnd_value/8)
2212 MovDir[x][y] = right_dir;
2214 MovDir[x][y] = back_dir;
2216 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2217 MovDir[x][y] = old_move_dir;
2221 else if (element == EL_MOLE)
2223 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2225 if (IN_LEV_FIELD(move_x, move_y) &&
2226 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2227 Feld[move_x][move_y] == EL_DEAMOEBING))
2232 if (IN_LEV_FIELD(left_x, left_y) &&
2233 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2234 can_turn_left = TRUE;
2235 if (IN_LEV_FIELD(right_x, right_y) &&
2236 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2237 can_turn_right = TRUE;
2239 if (can_turn_left && can_turn_right)
2240 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2241 else if (can_turn_left)
2242 MovDir[x][y] = left_dir;
2244 MovDir[x][y] = right_dir;
2247 if (MovDir[x][y] != old_move_dir)
2250 else if (element == EL_BALLOON)
2252 MovDir[x][y] = game.balloon_dir;
2255 else if (element == EL_SPRING_MOVING)
2257 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2258 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2260 Feld[x][y] = EL_SPRING;
2261 MovDir[x][y] = MV_NO_MOVING;
2265 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2267 int attr_x = -1, attr_y = -1;
2278 for (i=0; i<MAX_PLAYERS; i++)
2280 struct PlayerInfo *player = &stored_player[i];
2281 int jx = player->jx, jy = player->jy;
2283 if (!player->active)
2286 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2294 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2300 if (element == EL_PINGUIN)
2303 static int xy[4][2] =
2313 int ex = x + xy[i%4][0];
2314 int ey = y + xy[i%4][1];
2316 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2325 MovDir[x][y] = MV_NO_MOVING;
2327 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2329 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2331 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2333 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2335 if (element == EL_ROBOT)
2339 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2340 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2341 Moving2Blocked(x, y, &newx, &newy);
2343 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2344 MovDelay[x][y] = 8+8*!RND(3);
2346 MovDelay[x][y] = 16;
2354 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2356 boolean first_horiz = RND(2);
2357 int new_move_dir = MovDir[x][y];
2360 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2361 Moving2Blocked(x, y, &newx, &newy);
2363 if (IN_LEV_FIELD(newx, newy) &&
2364 (IS_FREE(newx, newy) ||
2365 Feld[newx][newy] == EL_SALZSAEURE ||
2366 (element == EL_PINGUIN &&
2367 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2368 IS_MAMPF3(Feld[newx][newy])))))
2372 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2373 Moving2Blocked(x, y, &newx, &newy);
2375 if (IN_LEV_FIELD(newx, newy) &&
2376 (IS_FREE(newx, newy) ||
2377 Feld[newx][newy] == EL_SALZSAEURE ||
2378 (element == EL_PINGUIN &&
2379 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2380 IS_MAMPF3(Feld[newx][newy])))))
2383 MovDir[x][y] = old_move_dir;
2390 static boolean JustBeingPushed(int x, int y)
2394 for (i=0; i<MAX_PLAYERS; i++)
2396 struct PlayerInfo *player = &stored_player[i];
2398 if (player->active && player->Pushing && player->MovPos)
2400 int next_jx = player->jx + (player->jx - player->last_jx);
2401 int next_jy = player->jy + (player->jy - player->last_jy);
2403 if (x == next_jx && y == next_jy)
2411 void StartMoving(int x, int y)
2413 int element = Feld[x][y];
2418 if (CAN_FALL(element) && y<lev_fieldy-1)
2420 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2421 if (JustBeingPushed(x, y))
2424 if (element == EL_MORAST_VOLL)
2426 if (IS_FREE(x, y+1))
2428 InitMovingField(x, y, MV_DOWN);
2429 Feld[x][y] = EL_FELSBROCKEN;
2430 Store[x][y] = EL_MORAST_LEER;
2432 else if (Feld[x][y+1] == EL_MORAST_LEER)
2434 if (!MovDelay[x][y])
2435 MovDelay[x][y] = TILEY + 1;
2444 Feld[x][y] = EL_MORAST_LEER;
2445 Feld[x][y+1] = EL_MORAST_VOLL;
2448 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2449 Feld[x][y+1] == EL_MORAST_LEER)
2451 InitMovingField(x, y, MV_DOWN);
2452 Store[x][y] = EL_MORAST_VOLL;
2454 else if (element == EL_MAGIC_WALL_FULL)
2456 if (IS_FREE(x, y+1))
2458 InitMovingField(x, y, MV_DOWN);
2459 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2460 Store[x][y] = EL_MAGIC_WALL_EMPTY;
2462 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2464 if (!MovDelay[x][y])
2465 MovDelay[x][y] = TILEY/4 + 1;
2474 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2475 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2476 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2480 else if (element == EL_MAGIC_WALL_BD_FULL)
2482 if (IS_FREE(x, y+1))
2484 InitMovingField(x, y, MV_DOWN);
2485 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2486 Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2488 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2490 if (!MovDelay[x][y])
2491 MovDelay[x][y] = TILEY/4 + 1;
2500 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2501 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2502 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2506 else if (CAN_CHANGE(element) &&
2507 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2508 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2510 InitMovingField(x, y, MV_DOWN);
2512 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
2513 EL_MAGIC_WALL_BD_FULL);
2514 Store2[x][y+1] = element;
2516 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2519 InitMovingField(x, y, MV_DOWN);
2520 Store[x][y] = EL_SALZSAEURE;
2522 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2527 else if (IS_FREE(x, y+1))
2529 InitMovingField(x, y, MV_DOWN);
2531 else if (element == EL_TROPFEN)
2533 Feld[x][y] = EL_AMOEBING;
2534 Store[x][y] = EL_AMOEBE_NASS;
2536 #if OLD_GAME_BEHAVIOUR
2537 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2539 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2540 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2541 element != EL_DX_SUPABOMB)
2544 boolean left = (x>0 && IS_FREE(x-1, y) &&
2545 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2546 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2547 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2551 if (left && right &&
2552 (game.emulation != EMU_BOULDERDASH &&
2553 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2554 left = !(right = RND(2));
2556 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2559 else if (IS_BELT(Feld[x][y+1]))
2561 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2562 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2563 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2564 int belt_dir = game.belt_dir[belt_nr];
2566 if ((belt_dir == MV_LEFT && left_is_free) ||
2567 (belt_dir == MV_RIGHT && right_is_free))
2568 InitMovingField(x, y, belt_dir);
2571 else if (CAN_MOVE(element))
2575 if ((element == EL_SONDE || element == EL_BALLOON ||
2576 element == EL_SPRING_MOVING)
2577 && JustBeingPushed(x, y))
2580 if (!MovDelay[x][y]) /* start new movement phase */
2582 /* all objects that can change their move direction after each step */
2583 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2585 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2588 if (MovDelay[x][y] && (element == EL_KAEFER ||
2589 element == EL_FLIEGER ||
2590 element == EL_SP_SNIKSNAK ||
2591 element == EL_SP_ELECTRON ||
2592 element == EL_MOLE))
2593 DrawLevelField(x, y);
2597 if (MovDelay[x][y]) /* wait some time before next movement */
2601 if (element == EL_ROBOT ||
2602 element == EL_MAMPFER || element == EL_MAMPFER2)
2604 int phase = MovDelay[x][y] % 8;
2609 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2610 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2612 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2613 && MovDelay[x][y]%4 == 3)
2614 PlaySoundLevel(x, y, SND_NJAM);
2616 else if (element == EL_SP_ELECTRON)
2617 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2618 else if (element == EL_DRACHE)
2621 int dir = MovDir[x][y];
2622 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2623 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2624 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2625 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2626 dir == MV_UP ? GFX_FLAMMEN_UP :
2627 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2628 int phase = FrameCounter % 2;
2630 for (i=1; i<=3; i++)
2632 int xx = x + i*dx, yy = y + i*dy;
2633 int sx = SCREENX(xx), sy = SCREENY(yy);
2635 if (!IN_LEV_FIELD(xx, yy) ||
2636 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2641 int flamed = MovingOrBlocked2Element(xx, yy);
2643 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2646 RemoveMovingField(xx, yy);
2648 Feld[xx][yy] = EL_BURNING;
2649 if (IN_SCR_FIELD(sx, sy))
2650 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2654 if (Feld[xx][yy] == EL_BURNING)
2655 Feld[xx][yy] = EL_LEERRAUM;
2656 DrawLevelField(xx, yy);
2665 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2667 PlaySoundLevel(x, y, SND_KLAPPER);
2669 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2671 PlaySoundLevel(x, y, SND_ROEHR);
2674 /* now make next step */
2676 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2678 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2679 !PLAYER_PROTECTED(newx, newy))
2683 TestIfBadThingHitsHero(x, y);
2686 /* enemy got the player */
2688 KillHero(PLAYERINFO(newx, newy));
2693 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2694 element == EL_SONDE || element == EL_BALLOON) &&
2695 IN_LEV_FIELD(newx, newy) &&
2696 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2699 Store[x][y] = EL_SALZSAEURE;
2701 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2703 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2705 Feld[x][y] = EL_LEERRAUM;
2706 DrawLevelField(x, y);
2708 PlaySoundLevel(newx, newy, SND_BUING);
2709 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2710 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2712 local_player->friends_still_needed--;
2713 if (!local_player->friends_still_needed &&
2714 !local_player->GameOver && AllPlayersGone)
2715 local_player->LevelSolved = local_player->GameOver = TRUE;
2719 else if (IS_MAMPF3(Feld[newx][newy]))
2721 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2722 DrawLevelField(newx, newy);
2724 MovDir[x][y] = MV_NO_MOVING;
2726 else if (!IS_FREE(newx, newy))
2728 if (IS_PLAYER(x, y))
2729 DrawPlayerField(x, y);
2731 DrawLevelField(x, y);
2735 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2737 if (IS_GEM(Feld[newx][newy]))
2739 if (IS_MOVING(newx, newy))
2740 RemoveMovingField(newx, newy);
2743 Feld[newx][newy] = EL_LEERRAUM;
2744 DrawLevelField(newx, newy);
2747 else if (!IS_FREE(newx, newy))
2749 if (IS_PLAYER(x, y))
2750 DrawPlayerField(x, y);
2752 DrawLevelField(x, y);
2756 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2758 if (!IS_FREE(newx, newy))
2760 if (IS_PLAYER(x, y))
2761 DrawPlayerField(x, y);
2763 DrawLevelField(x, y);
2768 boolean wanna_flame = !RND(10);
2769 int dx = newx - x, dy = newy - y;
2770 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2771 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2772 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2773 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2774 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2775 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2777 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2778 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2779 element1 != EL_BURNING && element2 != EL_BURNING)
2781 if (IS_PLAYER(x, y))
2782 DrawPlayerField(x, y);
2784 DrawLevelField(x, y);
2786 MovDelay[x][y] = 50;
2787 Feld[newx][newy] = EL_BURNING;
2788 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2789 Feld[newx1][newy1] = EL_BURNING;
2790 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2791 Feld[newx2][newy2] = EL_BURNING;
2796 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2797 Feld[newx][newy] == EL_DIAMANT)
2799 if (IS_MOVING(newx, newy))
2800 RemoveMovingField(newx, newy);
2803 Feld[newx][newy] = EL_LEERRAUM;
2804 DrawLevelField(newx, newy);
2807 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2808 IS_MAMPF2(Feld[newx][newy]))
2810 if (AmoebaNr[newx][newy])
2812 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2813 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2814 Feld[newx][newy] == EL_AMOEBE_BD)
2815 AmoebaCnt[AmoebaNr[newx][newy]]--;
2818 if (IS_MOVING(newx, newy))
2819 RemoveMovingField(newx, newy);
2822 Feld[newx][newy] = EL_LEERRAUM;
2823 DrawLevelField(newx, newy);
2826 else if ((element == EL_PACMAN || element == EL_MOLE)
2827 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2829 if (AmoebaNr[newx][newy])
2831 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2832 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2833 Feld[newx][newy] == EL_AMOEBE_BD)
2834 AmoebaCnt[AmoebaNr[newx][newy]]--;
2837 if (element == EL_MOLE)
2839 Feld[newx][newy] = EL_DEAMOEBING;
2840 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2841 return; /* wait for shrinking amoeba */
2843 else /* element == EL_PACMAN */
2845 Feld[newx][newy] = EL_LEERRAUM;
2846 DrawLevelField(newx, newy);
2849 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2850 (Feld[newx][newy] == EL_DEAMOEBING ||
2851 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2853 /* wait for shrinking amoeba to completely disappear */
2856 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2858 /* object was running against a wall */
2862 if (element == EL_KAEFER || element == EL_FLIEGER ||
2863 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2864 DrawLevelField(x, y);
2865 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2866 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2867 else if (element == EL_SONDE)
2868 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2869 else if (element == EL_SP_ELECTRON)
2870 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2872 if (DONT_TOUCH(element))
2873 TestIfBadThingHitsHero(x, y);
2878 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2879 PlaySoundLevel(x, y, SND_SCHLURF);
2881 InitMovingField(x, y, MovDir[x][y]);
2885 ContinueMoving(x, y);
2888 void ContinueMoving(int x, int y)
2890 int element = Feld[x][y];
2891 int direction = MovDir[x][y];
2892 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2893 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2894 int horiz_move = (dx!=0);
2895 int newx = x + dx, newy = y + dy;
2896 int step = (horiz_move ? dx : dy) * TILEX / 8;
2898 if (element == EL_TROPFEN)
2900 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2902 else if (CAN_FALL(element) && horiz_move &&
2903 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2905 else if (element == EL_SPRING_MOVING)
2908 #if OLD_GAME_BEHAVIOUR
2909 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2913 MovPos[x][y] += step;
2915 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2917 Feld[x][y] = EL_LEERRAUM;
2918 Feld[newx][newy] = element;
2920 if (element == EL_MOLE)
2923 static int xy[4][2] =
2931 Feld[x][y] = EL_ERDREICH;
2932 DrawLevelField(x, y);
2941 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2942 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2946 if (Store[x][y] == EL_MORAST_VOLL)
2949 Feld[newx][newy] = EL_MORAST_VOLL;
2950 element = EL_MORAST_VOLL;
2952 else if (Store[x][y] == EL_MORAST_LEER)
2955 Feld[x][y] = EL_MORAST_LEER;
2957 else if (Store[x][y] == EL_MAGIC_WALL_FULL)
2960 element = Feld[newx][newy] =
2961 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
2963 else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
2965 Store[x][y] = Store2[x][y] = 0;
2966 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
2967 EL_MAGIC_WALL_DEAD);
2969 else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
2972 element = Feld[newx][newy] =
2973 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
2974 EL_MAGIC_WALL_BD_DEAD);
2976 else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
2978 Store[x][y] = Store2[x][y] = 0;
2979 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
2980 EL_MAGIC_WALL_BD_DEAD);
2982 else if (Store[x][y] == EL_SALZSAEURE)
2985 Feld[newx][newy] = EL_SALZSAEURE;
2986 element = EL_SALZSAEURE;
2988 else if (Store[x][y] == EL_AMOEBE_NASS)
2991 Feld[x][y] = EL_AMOEBE_NASS;
2994 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2995 MovDelay[newx][newy] = 0;
2997 if (!CAN_MOVE(element))
2998 MovDir[newx][newy] = 0;
3000 DrawLevelField(x, y);
3001 DrawLevelField(newx, newy);
3003 Stop[newx][newy] = TRUE;
3004 JustStopped[newx][newy] = 3;
3006 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3008 TestIfBadThingHitsHero(newx, newy);
3009 TestIfBadThingHitsFriend(newx, newy);
3010 TestIfBadThingHitsOtherBadThing(newx, newy);
3012 else if (element == EL_PINGUIN)
3013 TestIfFriendHitsBadThing(newx, newy);
3015 if (CAN_SMASH(element) && direction == MV_DOWN &&
3016 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3019 else /* still moving on */
3020 DrawLevelField(x, y);
3023 int AmoebeNachbarNr(int ax, int ay)
3026 int element = Feld[ax][ay];
3028 static int xy[4][2] =
3038 int x = ax + xy[i][0];
3039 int y = ay + xy[i][1];
3041 if (!IN_LEV_FIELD(x, y))
3044 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3045 group_nr = AmoebaNr[x][y];
3051 void AmoebenVereinigen(int ax, int ay)
3053 int i, x, y, xx, yy;
3054 int new_group_nr = AmoebaNr[ax][ay];
3055 static int xy[4][2] =
3063 if (new_group_nr == 0)
3071 if (!IN_LEV_FIELD(x, y))
3074 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3075 Feld[x][y] == EL_AMOEBE_BD ||
3076 Feld[x][y] == EL_AMOEBE_TOT) &&
3077 AmoebaNr[x][y] != new_group_nr)
3079 int old_group_nr = AmoebaNr[x][y];
3081 if (old_group_nr == 0)
3084 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3085 AmoebaCnt[old_group_nr] = 0;
3086 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3087 AmoebaCnt2[old_group_nr] = 0;
3089 for (yy=0; yy<lev_fieldy; yy++)
3091 for (xx=0; xx<lev_fieldx; xx++)
3093 if (AmoebaNr[xx][yy] == old_group_nr)
3094 AmoebaNr[xx][yy] = new_group_nr;
3101 void AmoebeUmwandeln(int ax, int ay)
3105 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3107 int group_nr = AmoebaNr[ax][ay];
3112 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3113 printf("AmoebeUmwandeln(): This should never happen!\n");
3118 for (y=0; y<lev_fieldy; y++)
3120 for (x=0; x<lev_fieldx; x++)
3122 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3125 Feld[x][y] = EL_AMOEBA2DIAM;
3133 static int xy[4][2] =
3146 if (!IN_LEV_FIELD(x, y))
3149 if (Feld[x][y] == EL_AMOEBA2DIAM)
3155 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3158 int group_nr = AmoebaNr[ax][ay];
3159 boolean done = FALSE;
3164 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3165 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3170 for (y=0; y<lev_fieldy; y++)
3172 for (x=0; x<lev_fieldx; x++)
3174 if (AmoebaNr[x][y] == group_nr &&
3175 (Feld[x][y] == EL_AMOEBE_TOT ||
3176 Feld[x][y] == EL_AMOEBE_BD ||
3177 Feld[x][y] == EL_AMOEBING))
3180 Feld[x][y] = new_element;
3181 InitField(x, y, FALSE);
3182 DrawLevelField(x, y);
3189 PlaySoundLevel(ax, ay,
3190 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3193 void AmoebeWaechst(int x, int y)
3195 static unsigned long sound_delay = 0;
3196 static unsigned long sound_delay_value = 0;
3198 if (!MovDelay[x][y]) /* start new growing cycle */
3202 if (DelayReached(&sound_delay, sound_delay_value))
3204 PlaySoundLevel(x, y, SND_AMOEBE);
3205 sound_delay_value = 30;
3209 if (MovDelay[x][y]) /* wait some time before growing bigger */
3212 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3213 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3215 if (!MovDelay[x][y])
3217 Feld[x][y] = Store[x][y];
3219 DrawLevelField(x, y);
3224 void AmoebeSchrumpft(int x, int y)
3226 static unsigned long sound_delay = 0;
3227 static unsigned long sound_delay_value = 0;
3229 if (!MovDelay[x][y]) /* start new shrinking cycle */
3233 if (DelayReached(&sound_delay, sound_delay_value))
3235 PlaySoundLevel(x, y, SND_BLURB);
3236 sound_delay_value = 30;
3240 if (MovDelay[x][y]) /* wait some time before shrinking */
3243 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3244 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3246 if (!MovDelay[x][y])
3248 Feld[x][y] = EL_LEERRAUM;
3249 DrawLevelField(x, y);
3251 /* don't let mole enter this field in this cycle;
3252 (give priority to objects falling to this field from above) */
3258 void AmoebeAbleger(int ax, int ay)
3261 int element = Feld[ax][ay];
3262 int newax = ax, neway = ay;
3263 static int xy[4][2] =
3271 if (!level.amoeba_speed)
3273 Feld[ax][ay] = EL_AMOEBE_TOT;
3274 DrawLevelField(ax, ay);
3278 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3279 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3281 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3284 if (MovDelay[ax][ay])
3288 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3291 int x = ax + xy[start][0];
3292 int y = ay + xy[start][1];
3294 if (!IN_LEV_FIELD(x, y))
3297 if (IS_FREE(x, y) ||
3298 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3304 if (newax == ax && neway == ay)
3307 else /* normal or "filled" (BD style) amoeba */
3310 boolean waiting_for_player = FALSE;
3314 int j = (start + i) % 4;
3315 int x = ax + xy[j][0];
3316 int y = ay + xy[j][1];
3318 if (!IN_LEV_FIELD(x, y))
3321 if (IS_FREE(x, y) ||
3322 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3328 else if (IS_PLAYER(x, y))
3329 waiting_for_player = TRUE;
3332 if (newax == ax && neway == ay) /* amoeba cannot grow */
3334 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3336 Feld[ax][ay] = EL_AMOEBE_TOT;
3337 DrawLevelField(ax, ay);
3338 AmoebaCnt[AmoebaNr[ax][ay]]--;
3340 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3342 if (element == EL_AMOEBE_VOLL)
3343 AmoebeUmwandeln(ax, ay);
3344 else if (element == EL_AMOEBE_BD)
3345 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3350 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3352 /* amoeba gets larger by growing in some direction */
3354 int new_group_nr = AmoebaNr[ax][ay];
3357 if (new_group_nr == 0)
3359 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3360 printf("AmoebeAbleger(): This should never happen!\n");
3365 AmoebaNr[newax][neway] = new_group_nr;
3366 AmoebaCnt[new_group_nr]++;
3367 AmoebaCnt2[new_group_nr]++;
3369 /* if amoeba touches other amoeba(s) after growing, unify them */
3370 AmoebenVereinigen(newax, neway);
3372 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3374 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3380 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3381 (neway == lev_fieldy - 1 && newax != ax))
3383 Feld[newax][neway] = EL_AMOEBING;
3384 Store[newax][neway] = element;
3386 else if (neway == ay)
3387 Feld[newax][neway] = EL_TROPFEN;
3390 InitMovingField(ax, ay, MV_DOWN);
3391 Feld[ax][ay] = EL_TROPFEN;
3392 Store[ax][ay] = EL_AMOEBE_NASS;
3393 ContinueMoving(ax, ay);
3397 DrawLevelField(newax, neway);
3400 void Life(int ax, int ay)
3403 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3405 int element = Feld[ax][ay];
3410 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3411 MovDelay[ax][ay] = life_time;
3413 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3416 if (MovDelay[ax][ay])
3420 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3422 int xx = ax+x1, yy = ay+y1;
3425 if (!IN_LEV_FIELD(xx, yy))
3428 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3430 int x = xx+x2, y = yy+y2;
3432 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3435 if (((Feld[x][y] == element ||
3436 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3438 (IS_FREE(x, y) && Stop[x][y]))
3442 if (xx == ax && yy == ay) /* field in the middle */
3444 if (nachbarn<life[0] || nachbarn>life[1])
3446 Feld[xx][yy] = EL_LEERRAUM;
3448 DrawLevelField(xx, yy);
3449 Stop[xx][yy] = TRUE;
3452 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3453 { /* free border field */
3454 if (nachbarn>=life[2] && nachbarn<=life[3])
3456 Feld[xx][yy] = element;
3457 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3459 DrawLevelField(xx, yy);
3460 Stop[xx][yy] = TRUE;
3466 void Ablenk(int x, int y)
3468 if (!MovDelay[x][y]) /* next animation frame */
3469 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3471 if (MovDelay[x][y]) /* wait some time before next frame */
3476 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3477 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3478 if (!(MovDelay[x][y]%4))
3479 PlaySoundLevel(x, y, SND_MIEP);
3484 Feld[x][y] = EL_ABLENK_AUS;
3485 DrawLevelField(x, y);
3486 if (ZX == x && ZY == y)
3490 void TimegateWheel(int x, int y)
3492 if (!MovDelay[x][y]) /* next animation frame */
3493 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3495 if (MovDelay[x][y]) /* wait some time before next frame */
3500 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3501 DrawGraphic(SCREENX(x), SCREENY(y),
3502 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3503 if (!(MovDelay[x][y]%4))
3504 PlaySoundLevel(x, y, SND_MIEP);
3509 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3510 DrawLevelField(x, y);
3511 if (ZX == x && ZY == y)
3515 void Birne(int x, int y)
3517 if (!MovDelay[x][y]) /* next animation frame */
3518 MovDelay[x][y] = 800;
3520 if (MovDelay[x][y]) /* wait some time before next frame */
3525 if (!(MovDelay[x][y]%5))
3527 if (!(MovDelay[x][y]%10))
3528 Feld[x][y]=EL_ABLENK_EIN;
3530 Feld[x][y]=EL_ABLENK_AUS;
3531 DrawLevelField(x, y);
3532 Feld[x][y]=EL_ABLENK_EIN;
3538 Feld[x][y]=EL_ABLENK_AUS;
3539 DrawLevelField(x, y);
3540 if (ZX == x && ZY == y)
3544 void Blubber(int x, int y)
3546 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3547 DrawLevelField(x, y-1);
3549 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3552 void NussKnacken(int x, int y)
3554 if (!MovDelay[x][y]) /* next animation frame */
3557 if (MovDelay[x][y]) /* wait some time before next frame */
3560 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3561 DrawGraphic(SCREENX(x), SCREENY(y),
3562 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3564 if (!MovDelay[x][y])
3566 Feld[x][y] = EL_EDELSTEIN;
3567 DrawLevelField(x, y);
3572 void BreakingPearl(int x, int y)
3574 if (!MovDelay[x][y]) /* next animation frame */
3577 if (MovDelay[x][y]) /* wait some time before next frame */
3580 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3581 DrawGraphic(SCREENX(x), SCREENY(y),
3582 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3584 if (!MovDelay[x][y])
3586 Feld[x][y] = EL_LEERRAUM;
3587 DrawLevelField(x, y);
3592 void SiebAktivieren(int x, int y, int typ)
3594 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3596 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3599 void AusgangstuerPruefen(int x, int y)
3601 if (!local_player->gems_still_needed &&
3602 !local_player->sokobanfields_still_needed &&
3603 !local_player->lights_still_needed)
3605 Feld[x][y] = EL_AUSGANG_ACT;
3607 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3608 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3609 y < LEVELY(BY1) ? LEVELY(BY1) :
3610 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3615 void AusgangstuerOeffnen(int x, int y)
3619 if (!MovDelay[x][y]) /* next animation frame */
3620 MovDelay[x][y] = 5*delay;
3622 if (MovDelay[x][y]) /* wait some time before next frame */
3627 tuer = MovDelay[x][y]/delay;
3628 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3629 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3631 if (!MovDelay[x][y])
3633 Feld[x][y] = EL_AUSGANG_AUF;
3634 DrawLevelField(x, y);
3639 void AusgangstuerBlinken(int x, int y)
3641 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3644 void OpenSwitchgate(int x, int y)
3648 if (!MovDelay[x][y]) /* next animation frame */
3649 MovDelay[x][y] = 5 * delay;
3651 if (MovDelay[x][y]) /* wait some time before next frame */
3656 phase = MovDelay[x][y] / delay;
3657 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3658 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3660 if (!MovDelay[x][y])
3662 Feld[x][y] = EL_SWITCHGATE_OPEN;
3663 DrawLevelField(x, y);
3668 void CloseSwitchgate(int x, int y)
3672 if (!MovDelay[x][y]) /* next animation frame */
3673 MovDelay[x][y] = 5 * delay;
3675 if (MovDelay[x][y]) /* wait some time before next frame */
3680 phase = MovDelay[x][y] / delay;
3681 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3682 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3684 if (!MovDelay[x][y])
3686 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3687 DrawLevelField(x, y);
3692 void OpenTimegate(int x, int y)
3696 if (!MovDelay[x][y]) /* next animation frame */
3697 MovDelay[x][y] = 5 * delay;
3699 if (MovDelay[x][y]) /* wait some time before next frame */
3704 phase = MovDelay[x][y] / delay;
3705 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3706 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3708 if (!MovDelay[x][y])
3710 Feld[x][y] = EL_TIMEGATE_OPEN;
3711 DrawLevelField(x, y);
3716 void CloseTimegate(int x, int y)
3720 if (!MovDelay[x][y]) /* next animation frame */
3721 MovDelay[x][y] = 5 * delay;
3723 if (MovDelay[x][y]) /* wait some time before next frame */
3728 phase = MovDelay[x][y] / delay;
3729 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3730 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3732 if (!MovDelay[x][y])
3734 Feld[x][y] = EL_TIMEGATE_CLOSED;
3735 DrawLevelField(x, y);
3740 static void CloseAllOpenTimegates()
3744 for (y=0; y<lev_fieldy; y++)
3746 for (x=0; x<lev_fieldx; x++)
3748 int element = Feld[x][y];
3750 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3752 Feld[x][y] = EL_TIMEGATE_CLOSING;
3753 PlaySoundLevel(x, y, SND_OEFFNEN);
3759 void EdelsteinFunkeln(int x, int y)
3761 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3764 if (Feld[x][y] == EL_EDELSTEIN_BD)
3765 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3768 if (!MovDelay[x][y]) /* next animation frame */
3769 MovDelay[x][y] = 11 * !SimpleRND(500);
3771 if (MovDelay[x][y]) /* wait some time before next frame */
3775 if (setup.direct_draw && MovDelay[x][y])
3776 SetDrawtoField(DRAW_BUFFERED);
3778 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3782 int phase = (MovDelay[x][y]-1)/2;
3787 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3789 if (setup.direct_draw)
3793 dest_x = FX + SCREENX(x)*TILEX;
3794 dest_y = FY + SCREENY(y)*TILEY;
3796 XCopyArea(display, drawto_field, window, gc,
3797 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3798 SetDrawtoField(DRAW_DIRECT);
3805 void MauerWaechst(int x, int y)
3809 if (!MovDelay[x][y]) /* next animation frame */
3810 MovDelay[x][y] = 3*delay;
3812 if (MovDelay[x][y]) /* wait some time before next frame */
3817 phase = 2-MovDelay[x][y]/delay;
3818 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3819 DrawGraphic(SCREENX(x), SCREENY(y),
3820 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3821 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3822 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3823 GFX_MAUER_DOWN ) + phase);
3825 if (!MovDelay[x][y])
3827 if (MovDir[x][y] == MV_LEFT)
3829 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3830 DrawLevelField(x-1, y);
3832 else if (MovDir[x][y] == MV_RIGHT)
3834 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3835 DrawLevelField(x+1, y);
3837 else if (MovDir[x][y] == MV_UP)
3839 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3840 DrawLevelField(x, y-1);
3844 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3845 DrawLevelField(x, y+1);
3848 Feld[x][y] = Store[x][y];
3850 MovDir[x][y] = MV_NO_MOVING;
3851 DrawLevelField(x, y);
3856 void MauerAbleger(int ax, int ay)
3858 int element = Feld[ax][ay];
3859 boolean oben_frei = FALSE, unten_frei = FALSE;
3860 boolean links_frei = FALSE, rechts_frei = FALSE;
3861 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3862 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3864 if (!MovDelay[ax][ay]) /* start building new wall */
3865 MovDelay[ax][ay] = 6;
3867 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3870 if (MovDelay[ax][ay])
3874 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3876 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3878 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3880 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3883 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3887 Feld[ax][ay-1] = EL_MAUERND;
3888 Store[ax][ay-1] = element;
3889 MovDir[ax][ay-1] = MV_UP;
3890 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3891 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3895 Feld[ax][ay+1] = EL_MAUERND;
3896 Store[ax][ay+1] = element;
3897 MovDir[ax][ay+1] = MV_DOWN;
3898 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3899 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3903 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3904 element == EL_MAUER_LEBT)
3908 Feld[ax-1][ay] = EL_MAUERND;
3909 Store[ax-1][ay] = element;
3910 MovDir[ax-1][ay] = MV_LEFT;
3911 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3912 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3916 Feld[ax+1][ay] = EL_MAUERND;
3917 Store[ax+1][ay] = element;
3918 MovDir[ax+1][ay] = MV_RIGHT;
3919 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3920 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3924 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3925 DrawLevelField(ax, ay);
3927 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3929 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3930 unten_massiv = TRUE;
3931 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3932 links_massiv = TRUE;
3933 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3934 rechts_massiv = TRUE;
3936 if (((oben_massiv && unten_massiv) ||
3937 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3938 ((links_massiv && rechts_massiv) ||
3939 element == EL_MAUER_Y))
3940 Feld[ax][ay] = EL_MAUERWERK;
3943 void CheckForDragon(int x, int y)
3946 boolean dragon_found = FALSE;
3947 static int xy[4][2] =
3959 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3961 if (IN_LEV_FIELD(xx, yy) &&
3962 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3964 if (Feld[xx][yy] == EL_DRACHE)
3965 dragon_found = TRUE;
3978 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3980 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3982 Feld[xx][yy] = EL_LEERRAUM;
3983 DrawLevelField(xx, yy);
3992 static void CheckBuggyBase(int x, int y)
3994 int element = Feld[x][y];
3996 if (element == EL_SP_BUG)
3998 if (!MovDelay[x][y]) /* wait some time before activating base */
3999 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4004 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4005 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4009 Feld[x][y] = EL_SP_BUG_ACTIVE;
4012 else if (element == EL_SP_BUG_ACTIVE)
4014 if (!MovDelay[x][y]) /* start activating buggy base */
4015 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4023 static int xy[4][2] =
4031 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4032 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4036 int xx = x + xy[i][0], yy = y + xy[i][1];
4038 if (IS_PLAYER(xx, yy))
4040 PlaySoundLevel(x, y, SND_SP_BUG);
4048 Feld[x][y] = EL_SP_BUG;
4049 DrawLevelField(x, y);
4054 static void CheckTrap(int x, int y)
4056 int element = Feld[x][y];
4058 if (element == EL_TRAP_INACTIVE)
4060 if (!MovDelay[x][y]) /* wait some time before activating trap */
4061 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4069 Feld[x][y] = EL_TRAP_ACTIVE;
4072 else if (element == EL_TRAP_ACTIVE)
4077 if (!MovDelay[x][y]) /* start activating trap */
4078 MovDelay[x][y] = num_frames * delay;
4086 if (!(MovDelay[x][y] % delay))
4088 int phase = MovDelay[x][y]/delay;
4090 if (phase >= num_frames/2)
4091 phase = num_frames - phase;
4093 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4095 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4096 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4103 Feld[x][y] = EL_TRAP_INACTIVE;
4104 DrawLevelField(x, y);
4109 static void DrawBeltAnimation(int x, int y, int element)
4111 int belt_nr = getBeltNrFromElement(element);
4112 int belt_dir = game.belt_dir[belt_nr];
4114 if (belt_dir != MV_NO_MOVING)
4117 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4118 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4120 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4124 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4126 static byte stored_player_action[MAX_PLAYERS];
4127 static int num_stored_actions = 0;
4128 static boolean save_tape_entry = FALSE;
4129 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4130 int jx = player->jx, jy = player->jy;
4131 int left = player_action & JOY_LEFT;
4132 int right = player_action & JOY_RIGHT;
4133 int up = player_action & JOY_UP;
4134 int down = player_action & JOY_DOWN;
4135 int button1 = player_action & JOY_BUTTON_1;
4136 int button2 = player_action & JOY_BUTTON_2;
4137 int dx = (left ? -1 : right ? 1 : 0);
4138 int dy = (up ? -1 : down ? 1 : 0);
4140 stored_player_action[player->index_nr] = 0;
4141 num_stored_actions++;
4143 if (!player->active || tape.pausing)
4148 save_tape_entry = TRUE;
4149 player->frame_reset_delay = 0;
4152 snapped = SnapField(player, dx, dy);
4156 bombed = PlaceBomb(player);
4157 moved = MoveFigure(player, dx, dy);
4160 if (tape.recording && (moved || snapped || bombed))
4162 if (bombed && !moved)
4163 player_action &= JOY_BUTTON;
4165 stored_player_action[player->index_nr] = player_action;
4167 else if (tape.playing && snapped)
4168 SnapField(player, 0, 0); /* stop snapping */
4172 /* no actions for this player (no input at player's configured device) */
4174 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4175 SnapField(player, 0, 0);
4176 CheckGravityMovement(player);
4178 if (++player->frame_reset_delay > player->move_delay_value)
4182 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4184 TapeRecordAction(stored_player_action);
4185 num_stored_actions = 0;
4186 save_tape_entry = FALSE;
4189 if (tape.playing && !tape.pausing && !player_action &&
4190 tape.counter < tape.length)
4193 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4195 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4196 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4198 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4200 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4202 int el = Feld[jx+dx][jy];
4203 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4204 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4206 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4208 player->MovDir = next_joy;
4209 player->Frame = FrameCounter % 4;
4210 player->Pushing = TRUE;
4219 static unsigned long action_delay = 0;
4220 unsigned long action_delay_value;
4221 int sieb_x = 0, sieb_y = 0;
4222 int i, x, y, element;
4223 byte *recorded_player_action;
4224 byte summarized_player_action = 0;
4226 if (game_status != PLAYING)
4229 action_delay_value =
4230 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4232 /* ---------- main game synchronization point ---------- */
4234 WaitUntilDelayReached(&action_delay, action_delay_value);
4236 if (network_playing && !network_player_action_received)
4240 printf("DEBUG: try to get network player actions in time\n");
4245 /* last chance to get network player actions without main loop delay */
4249 if (game_status != PLAYING)
4252 if (!network_player_action_received)
4256 printf("DEBUG: failed to get network player actions in time\n");
4268 else if (tape.recording)
4271 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4273 for (i=0; i<MAX_PLAYERS; i++)
4275 summarized_player_action |= stored_player[i].action;
4277 if (!network_playing)
4278 stored_player[i].effective_action = stored_player[i].action;
4282 if (network_playing)
4283 SendToServer_MovePlayer(summarized_player_action);
4286 if (!options.network && !setup.team_mode)
4287 local_player->effective_action = summarized_player_action;
4289 for (i=0; i<MAX_PLAYERS; i++)
4291 int actual_player_action = stored_player[i].effective_action;
4293 if (stored_player[i].programmed_action)
4294 actual_player_action = stored_player[i].programmed_action;
4296 if (recorded_player_action)
4297 actual_player_action = recorded_player_action[i];
4299 PlayerActions(&stored_player[i], actual_player_action);
4300 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4303 network_player_action_received = FALSE;
4305 ScrollScreen(NULL, SCROLL_GO_ON);
4311 if (TimeFrames == 0 && local_player->active)
4313 extern unsigned int last_RND();
4315 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4316 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4323 if (GameFrameDelay >= 500)
4324 printf("FrameCounter == %d\n", FrameCounter);
4333 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4336 if (JustStopped[x][y] > 0)
4337 JustStopped[x][y]--;
4340 if (IS_BLOCKED(x, y))
4344 Blocked2Moving(x, y, &oldx, &oldy);
4345 if (!IS_MOVING(oldx, oldy))
4347 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4348 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4349 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4350 printf("GameActions(): This should never happen!\n");
4356 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4358 element = Feld[x][y];
4360 if (IS_INACTIVE(element))
4363 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4367 if (IS_GEM(element))
4368 EdelsteinFunkeln(x, y);
4370 else if (IS_MOVING(x, y))
4371 ContinueMoving(x, y);
4372 else if (IS_ACTIVE_BOMB(element))
4373 CheckDynamite(x, y);
4374 else if (element == EL_EXPLODING)
4375 Explode(x, y, Frame[x][y], EX_NORMAL);
4376 else if (element == EL_AMOEBING)
4377 AmoebeWaechst(x, y);
4378 else if (element == EL_DEAMOEBING)
4379 AmoebeSchrumpft(x, y);
4380 else if (IS_AMOEBALIVE(element))
4381 AmoebeAbleger(x, y);
4382 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4384 else if (element == EL_ABLENK_EIN)
4386 else if (element == EL_TIMEGATE_SWITCH_ON)
4387 TimegateWheel(x, y);
4388 else if (element == EL_SALZSAEURE)
4390 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4392 else if (element == EL_CRACKINGNUT)
4394 else if (element == EL_PEARL_BREAKING)
4395 BreakingPearl(x, y);
4396 else if (element == EL_AUSGANG_ZU)
4397 AusgangstuerPruefen(x, y);
4398 else if (element == EL_AUSGANG_ACT)
4399 AusgangstuerOeffnen(x, y);
4400 else if (element == EL_AUSGANG_AUF)
4401 AusgangstuerBlinken(x, y);
4402 else if (element == EL_MAUERND)
4404 else if (element == EL_MAUER_LEBT ||
4405 element == EL_MAUER_X ||
4406 element == EL_MAUER_Y ||
4407 element == EL_MAUER_XY)
4409 else if (element == EL_BURNING)
4410 CheckForDragon(x, y);
4411 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4412 CheckBuggyBase(x, y);
4413 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4415 else if (element == EL_SP_TERMINAL)
4416 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4417 else if (element == EL_SP_TERMINAL_ACTIVE)
4418 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4419 else if (IS_BELT(element))
4420 DrawBeltAnimation(x, y, element);
4421 else if (element == EL_SWITCHGATE_OPENING)
4422 OpenSwitchgate(x, y);
4423 else if (element == EL_SWITCHGATE_CLOSING)
4424 CloseSwitchgate(x, y);
4425 else if (element == EL_TIMEGATE_OPENING)
4427 else if (element == EL_TIMEGATE_CLOSING)
4428 CloseTimegate(x, y);
4429 else if (element == EL_EXTRA_TIME)
4430 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4431 else if (element == EL_SHIELD_PASSIVE)
4432 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4433 else if (element == EL_SHIELD_ACTIVE)
4434 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4436 if (game.magic_wall_active)
4438 boolean sieb = FALSE;
4439 int jx = local_player->jx, jy = local_player->jy;
4441 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
4442 Store[x][y] == EL_MAGIC_WALL_EMPTY)
4444 SiebAktivieren(x, y, 1);
4447 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4448 element == EL_MAGIC_WALL_BD_FULL ||
4449 Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
4451 SiebAktivieren(x, y, 2);
4455 /* play the element sound at the position nearest to the player */
4456 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4464 if (game.magic_wall_active)
4466 if (!(game.magic_wall_time_left % 4))
4467 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4469 if (game.magic_wall_time_left > 0)
4471 game.magic_wall_time_left--;
4472 if (!game.magic_wall_time_left)
4474 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4476 element = Feld[x][y];
4478 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
4480 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4481 DrawLevelField(x, y);
4483 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4484 element == EL_MAGIC_WALL_BD_FULL)
4486 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4487 DrawLevelField(x, y);
4491 game.magic_wall_active = FALSE;
4496 if (game.light_time_left > 0)
4498 game.light_time_left--;
4500 if (game.light_time_left == 0)
4502 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4504 element = Feld[x][y];
4506 if (element == EL_LIGHT_SWITCH_ON)
4508 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4509 DrawLevelField(x, y);
4511 else if (element == EL_INVISIBLE_STEEL ||
4512 element == EL_UNSICHTBAR ||
4513 element == EL_SAND_INVISIBLE)
4514 DrawLevelField(x, y);
4519 if (game.timegate_time_left > 0)
4521 game.timegate_time_left--;
4523 if (game.timegate_time_left == 0)
4524 CloseAllOpenTimegates();
4527 if (TimeFrames >= (1000 / GameFrameDelay))
4532 for (i=0; i<MAX_PLAYERS; i++)
4534 if (SHIELD_ON(&stored_player[i]))
4536 stored_player[i].shield_passive_time_left--;
4538 if (stored_player[i].shield_active_time_left > 0)
4539 stored_player[i].shield_active_time_left--;
4543 if (tape.recording || tape.playing)
4544 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4550 if (TimeLeft <= 10 && setup.time_limit)
4551 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4553 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4555 if (!TimeLeft && setup.time_limit)
4556 for (i=0; i<MAX_PLAYERS; i++)
4557 KillHero(&stored_player[i]);
4559 else if (level.time == 0) /* level without time limit */
4560 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4566 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4568 int min_x = x, min_y = y, max_x = x, max_y = y;
4571 for (i=0; i<MAX_PLAYERS; i++)
4573 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4575 if (!stored_player[i].active || &stored_player[i] == player)
4578 min_x = MIN(min_x, jx);
4579 min_y = MIN(min_y, jy);
4580 max_x = MAX(max_x, jx);
4581 max_y = MAX(max_y, jy);
4584 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4587 static boolean AllPlayersInVisibleScreen()
4591 for (i=0; i<MAX_PLAYERS; i++)
4593 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4595 if (!stored_player[i].active)
4598 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4605 void ScrollLevel(int dx, int dy)
4607 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4610 XCopyArea(display, drawto_field, drawto_field, gc,
4611 FX + TILEX*(dx == -1) - softscroll_offset,
4612 FY + TILEY*(dy == -1) - softscroll_offset,
4613 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4614 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4615 FX + TILEX*(dx == 1) - softscroll_offset,
4616 FY + TILEY*(dy == 1) - softscroll_offset);
4620 x = (dx == 1 ? BX1 : BX2);
4621 for (y=BY1; y<=BY2; y++)
4622 DrawScreenField(x, y);
4626 y = (dy == 1 ? BY1 : BY2);
4627 for (x=BX1; x<=BX2; x++)
4628 DrawScreenField(x, y);
4631 redraw_mask |= REDRAW_FIELD;
4634 static void CheckGravityMovement(struct PlayerInfo *player)
4636 if (level.gravity && !player->programmed_action)
4638 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4639 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4641 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4642 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4643 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4644 int jx = player->jx, jy = player->jy;
4645 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4646 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4647 int new_jx = jx + dx, new_jy = jy + dy;
4648 boolean field_under_player_is_free =
4649 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4650 boolean player_is_moving_to_valid_field =
4651 (IN_LEV_FIELD(new_jx, new_jy) &&
4652 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4653 Feld[new_jx][new_jy] == EL_ERDREICH));
4655 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4656 player->programmed_action = MV_DOWN;
4660 boolean MoveFigureOneStep(struct PlayerInfo *player,
4661 int dx, int dy, int real_dx, int real_dy)
4663 int jx = player->jx, jy = player->jy;
4664 int new_jx = jx+dx, new_jy = jy+dy;
4668 if (!player->active || (!dx && !dy))
4669 return MF_NO_ACTION;
4671 player->MovDir = (dx < 0 ? MV_LEFT :
4674 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4676 if (!IN_LEV_FIELD(new_jx, new_jy))
4677 return MF_NO_ACTION;
4679 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4680 return MF_NO_ACTION;
4683 element = MovingOrBlocked2Element(new_jx, new_jy);
4685 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4688 if (DONT_GO_TO(element))
4690 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4693 Feld[jx][jy] = EL_SPIELFIGUR;
4694 InitMovingField(jx, jy, MV_DOWN);
4695 Store[jx][jy] = EL_SALZSAEURE;
4696 ContinueMoving(jx, jy);
4700 TestIfBadThingHitsHero(new_jx, new_jy);
4705 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4706 if (can_move != MF_MOVING)
4709 StorePlayer[jx][jy] = 0;
4710 player->last_jx = jx;
4711 player->last_jy = jy;
4712 jx = player->jx = new_jx;
4713 jy = player->jy = new_jy;
4714 StorePlayer[jx][jy] = player->element_nr;
4717 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4719 ScrollFigure(player, SCROLL_INIT);
4724 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4726 int jx = player->jx, jy = player->jy;
4727 int old_jx = jx, old_jy = jy;
4728 int moved = MF_NO_ACTION;
4730 if (!player->active || (!dx && !dy))
4733 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4737 /* remove the last programmed player action */
4738 player->programmed_action = 0;
4742 /* should only happen if pre-1.2 tape recordings are played */
4743 /* this is only for backward compatibility */
4745 int original_move_delay_value = player->move_delay_value;
4748 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4751 /* scroll remaining steps with finest movement resolution */
4752 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4754 while (player->MovPos)
4756 ScrollFigure(player, SCROLL_GO_ON);
4757 ScrollScreen(NULL, SCROLL_GO_ON);
4763 player->move_delay_value = original_move_delay_value;
4766 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4768 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4769 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4773 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4774 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4780 if (moved & MF_MOVING && !ScreenMovPos &&
4781 (player == local_player || !options.network))
4783 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4784 int offset = (setup.scroll_delay ? 3 : 0);
4786 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4788 /* actual player has left the screen -- scroll in that direction */
4789 if (jx != old_jx) /* player has moved horizontally */
4790 scroll_x += (jx - old_jx);
4791 else /* player has moved vertically */
4792 scroll_y += (jy - old_jy);
4796 if (jx != old_jx) /* player has moved horizontally */
4798 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4799 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4800 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4802 /* don't scroll over playfield boundaries */
4803 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4804 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4806 /* don't scroll more than one field at a time */
4807 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4809 /* don't scroll against the player's moving direction */
4810 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4811 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4812 scroll_x = old_scroll_x;
4814 else /* player has moved vertically */
4816 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4817 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4818 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4820 /* don't scroll over playfield boundaries */
4821 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4822 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4824 /* don't scroll more than one field at a time */
4825 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4827 /* don't scroll against the player's moving direction */
4828 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4829 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4830 scroll_y = old_scroll_y;
4834 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4836 if (!options.network && !AllPlayersInVisibleScreen())
4838 scroll_x = old_scroll_x;
4839 scroll_y = old_scroll_y;
4843 ScrollScreen(player, SCROLL_INIT);
4844 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4849 if (!(moved & MF_MOVING) && !player->Pushing)
4852 player->Frame = (player->Frame + 1) % 4;
4854 if (moved & MF_MOVING)
4856 if (old_jx != jx && old_jy == jy)
4857 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4858 else if (old_jx == jx && old_jy != jy)
4859 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4861 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4863 player->last_move_dir = player->MovDir;
4867 CheckGravityMovement(player);
4869 player->last_move_dir = MV_NO_MOVING;
4872 TestIfHeroHitsBadThing(jx, jy);
4874 if (!player->active)
4880 void ScrollFigure(struct PlayerInfo *player, int mode)
4882 int jx = player->jx, jy = player->jy;
4883 int last_jx = player->last_jx, last_jy = player->last_jy;
4884 int move_stepsize = TILEX / player->move_delay_value;
4886 if (!player->active || !player->MovPos)
4889 if (mode == SCROLL_INIT)
4891 player->actual_frame_counter = FrameCounter;
4892 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4894 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4895 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4900 else if (!FrameReached(&player->actual_frame_counter, 1))
4903 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4904 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4906 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4907 Feld[last_jx][last_jy] = EL_LEERRAUM;
4909 /* before DrawPlayer() to draw correct player graphic for this case */
4910 if (player->MovPos == 0)
4911 CheckGravityMovement(player);
4915 if (player->MovPos == 0)
4917 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4919 /* continue with normal speed after quickly moving through gate */
4920 HALVE_PLAYER_SPEED(player);
4922 /* be able to make the next move without delay */
4923 player->move_delay = 0;
4926 player->last_jx = jx;
4927 player->last_jy = jy;
4929 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4933 if (!local_player->friends_still_needed)
4934 player->LevelSolved = player->GameOver = TRUE;
4939 void ScrollScreen(struct PlayerInfo *player, int mode)
4941 static unsigned long screen_frame_counter = 0;
4943 if (mode == SCROLL_INIT)
4945 /* set scrolling step size according to actual player's moving speed */
4946 ScrollStepSize = TILEX / player->move_delay_value;
4948 screen_frame_counter = FrameCounter;
4949 ScreenMovDir = player->MovDir;
4950 ScreenMovPos = player->MovPos;
4951 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4954 else if (!FrameReached(&screen_frame_counter, 1))
4959 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4960 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4961 redraw_mask |= REDRAW_FIELD;
4964 ScreenMovDir = MV_NO_MOVING;
4967 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4969 int i, killx = goodx, killy = goody;
4970 static int xy[4][2] =
4977 static int harmless[4] =
4989 x = goodx + xy[i][0];
4990 y = goody + xy[i][1];
4991 if (!IN_LEV_FIELD(x, y))
4995 element = Feld[x][y];
4997 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5000 if (DONT_TOUCH(element))
5002 if (MovDir[x][y] == harmless[i])
5011 if (killx != goodx || killy != goody)
5013 if (IS_PLAYER(goodx, goody))
5015 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5017 if (player->shield_active_time_left > 0)
5019 else if (!PLAYER_PROTECTED(goodx, goody))
5027 void TestIfBadThingHitsGoodThing(int badx, int bady)
5029 int i, killx = badx, killy = bady;
5030 static int xy[4][2] =
5037 static int harmless[4] =
5045 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5052 x = badx + xy[i][0];
5053 y = bady + xy[i][1];
5054 if (!IN_LEV_FIELD(x, y))
5057 element = Feld[x][y];
5059 if (IS_PLAYER(x, y))
5065 else if (element == EL_PINGUIN)
5067 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5076 if (killx != badx || killy != bady)
5078 if (IS_PLAYER(killx, killy))
5080 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5082 if (player->shield_active_time_left > 0)
5084 else if (!PLAYER_PROTECTED(killx, killy))
5092 void TestIfHeroHitsBadThing(int x, int y)
5094 TestIfGoodThingHitsBadThing(x, y);
5097 void TestIfBadThingHitsHero(int x, int y)
5099 TestIfBadThingHitsGoodThing(x, y);
5102 void TestIfFriendHitsBadThing(int x, int y)
5104 TestIfGoodThingHitsBadThing(x, y);
5107 void TestIfBadThingHitsFriend(int x, int y)
5109 TestIfBadThingHitsGoodThing(x, y);
5112 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5114 int i, killx = badx, killy = bady;
5115 static int xy[4][2] =
5129 if (!IN_LEV_FIELD(x, y))
5132 element = Feld[x][y];
5133 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5134 element == EL_AMOEBING || element == EL_TROPFEN)
5142 if (killx != badx || killy != bady)
5146 void KillHero(struct PlayerInfo *player)
5148 int jx = player->jx, jy = player->jy;
5150 if (!player->active)
5153 if (IS_PFORTE(Feld[jx][jy]))
5154 Feld[jx][jy] = EL_LEERRAUM;
5156 /* deactivate shield (else Bang()/Explode() would not work right) */
5157 player->shield_passive_time_left = 0;
5158 player->shield_active_time_left = 0;
5164 static void KillHeroUnlessProtected(int x, int y)
5166 if (!PLAYER_PROTECTED(x, y))
5167 KillHero(PLAYERINFO(x, y));
5170 void BuryHero(struct PlayerInfo *player)
5172 int jx = player->jx, jy = player->jy;
5174 if (!player->active)
5177 PlaySoundLevel(jx, jy, SND_AUTSCH);
5178 PlaySoundLevel(jx, jy, SND_LACHEN);
5180 player->GameOver = TRUE;
5184 void RemoveHero(struct PlayerInfo *player)
5186 int jx = player->jx, jy = player->jy;
5187 int i, found = FALSE;
5189 player->present = FALSE;
5190 player->active = FALSE;
5192 StorePlayer[jx][jy] = 0;
5194 for (i=0; i<MAX_PLAYERS; i++)
5195 if (stored_player[i].active)
5199 AllPlayersGone = TRUE;
5205 int DigField(struct PlayerInfo *player,
5206 int x, int y, int real_dx, int real_dy, int mode)
5208 int jx = player->jx, jy = player->jy;
5209 int dx = x - jx, dy = y - jy;
5210 int move_direction = (dx == -1 ? MV_LEFT :
5211 dx == +1 ? MV_RIGHT :
5213 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5216 if (!player->MovPos)
5217 player->Pushing = FALSE;
5219 if (mode == DF_NO_PUSH)
5221 player->Switching = FALSE;
5222 player->push_delay = 0;
5223 return MF_NO_ACTION;
5226 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5227 return MF_NO_ACTION;
5229 if (IS_TUBE(Feld[jx][jy]))
5232 int tube_leave_directions[][2] =
5234 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5235 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5236 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5237 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5238 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5239 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5240 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5241 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5242 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5243 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5244 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5245 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5248 while (tube_leave_directions[i][0] != Feld[jx][jy])
5251 if (tube_leave_directions[i][0] == -1) /* should not happen */
5255 if (!(tube_leave_directions[i][1] & move_direction))
5256 return MF_NO_ACTION; /* tube has no opening in this direction */
5259 element = Feld[x][y];
5264 PlaySoundLevel(x, y, SND_EMPTY);
5268 case EL_SAND_INVISIBLE:
5269 case EL_TRAP_INACTIVE:
5270 Feld[x][y] = EL_LEERRAUM;
5271 PlaySoundLevel(x, y, SND_SCHLURF);
5276 Feld[x][y] = EL_LEERRAUM;
5277 PlaySoundLevel(x, y, SND_SP_BASE);
5281 case EL_EDELSTEIN_BD:
5282 case EL_EDELSTEIN_GELB:
5283 case EL_EDELSTEIN_ROT:
5284 case EL_EDELSTEIN_LILA:
5286 case EL_SP_INFOTRON:
5290 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5291 element == EL_PEARL ? 5 :
5292 element == EL_CRYSTAL ? 8 : 1);
5293 if (local_player->gems_still_needed < 0)
5294 local_player->gems_still_needed = 0;
5295 RaiseScoreElement(element);
5296 DrawText(DX_EMERALDS, DY_EMERALDS,
5297 int2str(local_player->gems_still_needed, 3),
5298 FS_SMALL, FC_YELLOW);
5299 if (element == EL_SP_INFOTRON)
5300 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5302 PlaySoundLevel(x, y, SND_PONG);
5307 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5308 PlaySoundLevel(x, y, SND_PONG);
5312 Feld[x][y] = EL_LEERRAUM;
5313 PlaySoundLevel(x, y, SND_PONG);
5321 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5323 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5326 case EL_SHIELD_PASSIVE:
5328 player->shield_passive_time_left += 10;
5329 PlaySoundLevel(x, y, SND_PONG);
5332 case EL_SHIELD_ACTIVE:
5334 player->shield_passive_time_left += 10;
5335 player->shield_active_time_left += 10;
5336 PlaySoundLevel(x, y, SND_PONG);
5339 case EL_DYNAMITE_INACTIVE:
5340 case EL_SP_DISK_RED:
5343 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5344 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5345 int2str(local_player->dynamite, 3),
5346 FS_SMALL, FC_YELLOW);
5347 if (element == EL_SP_DISK_RED)
5348 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5350 PlaySoundLevel(x, y, SND_PONG);
5353 case EL_DYNABOMB_NR:
5355 player->dynabomb_count++;
5356 player->dynabombs_left++;
5357 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5358 PlaySoundLevel(x, y, SND_PONG);
5361 case EL_DYNABOMB_SZ:
5363 player->dynabomb_size++;
5364 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5365 PlaySoundLevel(x, y, SND_PONG);
5368 case EL_DYNABOMB_XL:
5370 player->dynabomb_xl = TRUE;
5371 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5372 PlaySoundLevel(x, y, SND_PONG);
5375 case EL_SCHLUESSEL1:
5376 case EL_SCHLUESSEL2:
5377 case EL_SCHLUESSEL3:
5378 case EL_SCHLUESSEL4:
5380 int key_nr = element - EL_SCHLUESSEL1;
5383 player->key[key_nr] = TRUE;
5384 RaiseScoreElement(EL_SCHLUESSEL);
5385 DrawMiniGraphicExt(drawto, gc,
5386 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5387 GFX_SCHLUESSEL1+key_nr);
5388 DrawMiniGraphicExt(window, gc,
5389 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5390 GFX_SCHLUESSEL1+key_nr);
5391 PlaySoundLevel(x, y, SND_PONG);
5400 int key_nr = element - EL_EM_KEY_1;
5403 player->key[key_nr] = TRUE;
5404 RaiseScoreElement(EL_SCHLUESSEL);
5405 DrawMiniGraphicExt(drawto, gc,
5406 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5407 GFX_SCHLUESSEL1+key_nr);
5408 DrawMiniGraphicExt(window, gc,
5409 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5410 GFX_SCHLUESSEL1+key_nr);
5411 PlaySoundLevel(x, y, SND_PONG);
5416 Feld[x][y] = EL_ABLENK_EIN;
5419 DrawLevelField(x, y);
5423 case EL_SP_TERMINAL:
5427 for (yy=0; yy<lev_fieldy; yy++)
5429 for (xx=0; xx<lev_fieldx; xx++)
5431 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5433 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5434 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5442 case EL_BELT1_SWITCH_LEFT:
5443 case EL_BELT1_SWITCH_MIDDLE:
5444 case EL_BELT1_SWITCH_RIGHT:
5445 case EL_BELT2_SWITCH_LEFT:
5446 case EL_BELT2_SWITCH_MIDDLE:
5447 case EL_BELT2_SWITCH_RIGHT:
5448 case EL_BELT3_SWITCH_LEFT:
5449 case EL_BELT3_SWITCH_MIDDLE:
5450 case EL_BELT3_SWITCH_RIGHT:
5451 case EL_BELT4_SWITCH_LEFT:
5452 case EL_BELT4_SWITCH_MIDDLE:
5453 case EL_BELT4_SWITCH_RIGHT:
5454 if (!player->Switching)
5456 player->Switching = TRUE;
5457 ToggleBeltSwitch(x, y);
5462 case EL_SWITCHGATE_SWITCH_1:
5463 case EL_SWITCHGATE_SWITCH_2:
5464 if (!player->Switching)
5466 player->Switching = TRUE;
5467 ToggleSwitchgateSwitch(x, y);
5472 case EL_LIGHT_SWITCH_OFF:
5473 case EL_LIGHT_SWITCH_ON:
5474 if (!player->Switching)
5476 player->Switching = TRUE;
5477 ToggleLightSwitch(x, y);
5482 case EL_TIMEGATE_SWITCH_OFF:
5483 ActivateTimegateSwitch(x, y);
5488 case EL_BALLOON_SEND_LEFT:
5489 case EL_BALLOON_SEND_RIGHT:
5490 case EL_BALLOON_SEND_UP:
5491 case EL_BALLOON_SEND_DOWN:
5492 case EL_BALLOON_SEND_ANY:
5493 if (element == EL_BALLOON_SEND_ANY)
5494 game.balloon_dir = move_direction;
5496 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5497 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5498 element == EL_BALLOON_SEND_UP ? MV_UP :
5499 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5506 if (local_player->gems_still_needed > 0)
5507 return MF_NO_ACTION;
5509 player->LevelSolved = player->GameOver = TRUE;
5510 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5513 case EL_FELSBROCKEN:
5516 case EL_DX_SUPABOMB:
5520 case EL_SP_DISK_ORANGE:
5522 if (dy || mode == DF_SNAP)
5523 return MF_NO_ACTION;
5525 player->Pushing = TRUE;
5527 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5528 return MF_NO_ACTION;
5532 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5533 return MF_NO_ACTION;
5536 if (player->push_delay == 0)
5537 player->push_delay = FrameCounter;
5538 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5539 !tape.playing && element != EL_SPRING)
5540 return MF_NO_ACTION;
5543 Feld[x+dx][y+dy] = element;
5545 if (element == EL_SPRING)
5547 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5548 MovDir[x+dx][y+dy] = move_direction;
5551 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5553 DrawLevelField(x+dx, y+dy);
5554 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5555 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5556 else if (element == EL_KOKOSNUSS)
5557 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5558 else if (IS_SP_ELEMENT(element))
5559 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5561 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5568 if (!player->key[element - EL_PFORTE1])
5569 return MF_NO_ACTION;
5576 if (!player->key[element - EL_PFORTE1X])
5577 return MF_NO_ACTION;
5584 if (!player->key[element - EL_EM_GATE_1])
5585 return MF_NO_ACTION;
5586 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5587 return MF_NO_ACTION;
5589 /* automatically move to the next field with double speed */
5590 player->programmed_action = move_direction;
5591 DOUBLE_PLAYER_SPEED(player);
5593 PlaySoundLevel(x, y, SND_GATE);
5601 if (!player->key[element - EL_EM_GATE_1X])
5602 return MF_NO_ACTION;
5603 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5604 return MF_NO_ACTION;
5606 /* automatically move to the next field with double speed */
5607 player->programmed_action = move_direction;
5608 DOUBLE_PLAYER_SPEED(player);
5610 PlaySoundLevel(x, y, SND_GATE);
5614 case EL_SWITCHGATE_OPEN:
5615 case EL_TIMEGATE_OPEN:
5616 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5617 return MF_NO_ACTION;
5619 /* automatically move to the next field with double speed */
5620 player->programmed_action = move_direction;
5621 DOUBLE_PLAYER_SPEED(player);
5623 PlaySoundLevel(x, y, SND_GATE);
5627 case EL_SP_PORT1_LEFT:
5628 case EL_SP_PORT2_LEFT:
5629 case EL_SP_PORT1_RIGHT:
5630 case EL_SP_PORT2_RIGHT:
5631 case EL_SP_PORT1_UP:
5632 case EL_SP_PORT2_UP:
5633 case EL_SP_PORT1_DOWN:
5634 case EL_SP_PORT2_DOWN:
5639 element != EL_SP_PORT1_LEFT &&
5640 element != EL_SP_PORT2_LEFT &&
5641 element != EL_SP_PORT_X &&
5642 element != EL_SP_PORT_XY) ||
5644 element != EL_SP_PORT1_RIGHT &&
5645 element != EL_SP_PORT2_RIGHT &&
5646 element != EL_SP_PORT_X &&
5647 element != EL_SP_PORT_XY) ||
5649 element != EL_SP_PORT1_UP &&
5650 element != EL_SP_PORT2_UP &&
5651 element != EL_SP_PORT_Y &&
5652 element != EL_SP_PORT_XY) ||
5654 element != EL_SP_PORT1_DOWN &&
5655 element != EL_SP_PORT2_DOWN &&
5656 element != EL_SP_PORT_Y &&
5657 element != EL_SP_PORT_XY) ||
5658 !IN_LEV_FIELD(x + dx, y + dy) ||
5659 !IS_FREE(x + dx, y + dy))
5660 return MF_NO_ACTION;
5662 /* automatically move to the next field with double speed */
5663 player->programmed_action = move_direction;
5664 DOUBLE_PLAYER_SPEED(player);
5666 PlaySoundLevel(x, y, SND_GATE);
5670 case EL_TUBE_VERTICAL:
5671 case EL_TUBE_HORIZONTAL:
5672 case EL_TUBE_VERT_LEFT:
5673 case EL_TUBE_VERT_RIGHT:
5674 case EL_TUBE_HORIZ_UP:
5675 case EL_TUBE_HORIZ_DOWN:
5676 case EL_TUBE_LEFT_UP:
5677 case EL_TUBE_LEFT_DOWN:
5678 case EL_TUBE_RIGHT_UP:
5679 case EL_TUBE_RIGHT_DOWN:
5682 int tube_enter_directions[][2] =
5684 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5685 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5686 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5687 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5688 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5689 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5690 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5691 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5692 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5693 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5694 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5695 { -1, MV_NO_MOVING }
5698 while (tube_enter_directions[i][0] != element)
5701 if (tube_enter_directions[i][0] == -1) /* should not happen */
5705 if (!(tube_enter_directions[i][1] & move_direction))
5706 return MF_NO_ACTION; /* tube has no opening in this direction */
5711 case EL_AUSGANG_ACT:
5712 /* door is not (yet) open */
5713 return MF_NO_ACTION;
5716 case EL_AUSGANG_AUF:
5717 if (mode == DF_SNAP)
5718 return MF_NO_ACTION;
5720 PlaySoundLevel(x, y, SND_BUING);
5725 Feld[x][y] = EL_BIRNE_EIN;
5726 local_player->lights_still_needed--;
5727 DrawLevelField(x, y);
5728 PlaySoundLevel(x, y, SND_DENG);
5733 Feld[x][y] = EL_ZEIT_LEER;
5735 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5736 DrawLevelField(x, y);
5737 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5741 case EL_SOKOBAN_FELD_LEER:
5744 case EL_SOKOBAN_FELD_VOLL:
5745 case EL_SOKOBAN_OBJEKT:
5747 case EL_SP_DISK_YELLOW:
5749 if (mode == DF_SNAP)
5750 return MF_NO_ACTION;
5752 player->Pushing = TRUE;
5754 if (!IN_LEV_FIELD(x+dx, y+dy)
5755 || (!IS_FREE(x+dx, y+dy)
5756 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5757 || !IS_SB_ELEMENT(element))))
5758 return MF_NO_ACTION;
5762 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5763 return MF_NO_ACTION;
5765 else if (dy && real_dx)
5767 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5768 return MF_NO_ACTION;
5771 if (player->push_delay == 0)
5772 player->push_delay = FrameCounter;
5773 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5774 !tape.playing && element != EL_BALLOON)
5775 return MF_NO_ACTION;
5777 if (IS_SB_ELEMENT(element))
5779 if (element == EL_SOKOBAN_FELD_VOLL)
5781 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5782 local_player->sokobanfields_still_needed++;
5787 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5789 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5790 local_player->sokobanfields_still_needed--;
5791 if (element == EL_SOKOBAN_OBJEKT)
5792 PlaySoundLevel(x, y, SND_DENG);
5795 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5800 Feld[x+dx][y+dy] = element;
5803 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5805 DrawLevelField(x, y);
5806 DrawLevelField(x+dx, y+dy);
5807 if (element == EL_BALLOON)
5808 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5810 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5812 if (IS_SB_ELEMENT(element) &&
5813 local_player->sokobanfields_still_needed == 0 &&
5814 game.emulation == EMU_SOKOBAN)
5816 player->LevelSolved = player->GameOver = TRUE;
5817 PlaySoundLevel(x, y, SND_BUING);
5828 return MF_NO_ACTION;
5831 player->push_delay = 0;
5836 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5838 int jx = player->jx, jy = player->jy;
5839 int x = jx + dx, y = jy + dy;
5841 if (!player->active || !IN_LEV_FIELD(x, y))
5849 player->snapped = FALSE;
5853 if (player->snapped)
5856 player->MovDir = (dx < 0 ? MV_LEFT :
5859 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5861 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5864 player->snapped = TRUE;
5865 DrawLevelField(x, y);
5871 boolean PlaceBomb(struct PlayerInfo *player)
5873 int jx = player->jx, jy = player->jy;
5876 if (!player->active || player->MovPos)
5879 element = Feld[jx][jy];
5881 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5882 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5885 if (element != EL_LEERRAUM)
5886 Store[jx][jy] = element;
5888 if (player->dynamite)
5890 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5891 MovDelay[jx][jy] = 96;
5893 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5894 FS_SMALL, FC_YELLOW);
5895 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5897 if (game.emulation == EMU_SUPAPLEX)
5898 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5900 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5905 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5906 MovDelay[jx][jy] = 96;
5907 player->dynabombs_left--;
5908 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5909 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5915 void PlaySoundLevel(int x, int y, int sound_nr)
5917 int sx = SCREENX(x), sy = SCREENY(y);
5919 int silence_distance = 8;
5921 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5922 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5925 if (!IN_LEV_FIELD(x, y) ||
5926 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5927 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5930 volume = PSND_MAX_VOLUME;
5933 stereo = (sx - SCR_FIELDX/2) * 12;
5935 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5936 if (stereo > PSND_MAX_RIGHT)
5937 stereo = PSND_MAX_RIGHT;
5938 if (stereo < PSND_MAX_LEFT)
5939 stereo = PSND_MAX_LEFT;
5942 if (!IN_SCR_FIELD(sx, sy))
5944 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5945 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5947 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5950 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5953 void RaiseScore(int value)
5955 local_player->score += value;
5956 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5957 FS_SMALL, FC_YELLOW);
5960 void RaiseScoreElement(int element)
5965 case EL_EDELSTEIN_BD:
5966 case EL_EDELSTEIN_GELB:
5967 case EL_EDELSTEIN_ROT:
5968 case EL_EDELSTEIN_LILA:
5969 RaiseScore(level.score[SC_EDELSTEIN]);
5972 RaiseScore(level.score[SC_DIAMANT]);
5976 RaiseScore(level.score[SC_KAEFER]);
5980 RaiseScore(level.score[SC_FLIEGER]);
5984 RaiseScore(level.score[SC_MAMPFER]);
5987 RaiseScore(level.score[SC_ROBOT]);
5990 RaiseScore(level.score[SC_PACMAN]);
5993 RaiseScore(level.score[SC_KOKOSNUSS]);
5995 case EL_DYNAMITE_INACTIVE:
5996 RaiseScore(level.score[SC_DYNAMIT]);
5999 RaiseScore(level.score[SC_SCHLUESSEL]);
6006 /* ---------- new game button stuff ---------------------------------------- */
6008 /* graphic position values for game buttons */
6009 #define GAME_BUTTON_XSIZE 30
6010 #define GAME_BUTTON_YSIZE 30
6011 #define GAME_BUTTON_XPOS 5
6012 #define GAME_BUTTON_YPOS 215
6013 #define SOUND_BUTTON_XPOS 5
6014 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6016 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6017 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6018 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6019 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6020 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6021 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6028 } gamebutton_info[NUM_GAME_BUTTONS] =
6031 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6036 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6041 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6046 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6047 SOUND_CTRL_ID_MUSIC,
6048 "background music on/off"
6051 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6052 SOUND_CTRL_ID_LOOPS,
6053 "sound loops on/off"
6056 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6057 SOUND_CTRL_ID_SIMPLE,
6058 "normal sounds on/off"
6062 void CreateGameButtons()
6066 for (i=0; i<NUM_GAME_BUTTONS; i++)
6068 Pixmap gd_pixmap = pix[PIX_DOOR];
6069 struct GadgetInfo *gi;
6072 unsigned long event_mask;
6073 int gd_xoffset, gd_yoffset;
6074 int gd_x1, gd_x2, gd_y1, gd_y2;
6077 gd_xoffset = gamebutton_info[i].x;
6078 gd_yoffset = gamebutton_info[i].y;
6079 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6080 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6082 if (id == GAME_CTRL_ID_STOP ||
6083 id == GAME_CTRL_ID_PAUSE ||
6084 id == GAME_CTRL_ID_PLAY)
6086 button_type = GD_TYPE_NORMAL_BUTTON;
6088 event_mask = GD_EVENT_RELEASED;
6089 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6090 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6094 button_type = GD_TYPE_CHECK_BUTTON;
6096 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6097 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6098 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6099 event_mask = GD_EVENT_PRESSED;
6100 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6101 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6104 gi = CreateGadget(GDI_CUSTOM_ID, id,
6105 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6106 GDI_X, DX + gd_xoffset,
6107 GDI_Y, DY + gd_yoffset,
6108 GDI_WIDTH, GAME_BUTTON_XSIZE,
6109 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6110 GDI_TYPE, button_type,
6111 GDI_STATE, GD_BUTTON_UNPRESSED,
6112 GDI_CHECKED, checked,
6113 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
6114 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
6115 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
6116 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
6117 GDI_EVENT_MASK, event_mask,
6118 GDI_CALLBACK_ACTION, HandleGameButtons,
6122 Error(ERR_EXIT, "cannot create gadget");
6124 game_gadget[id] = gi;
6128 static void MapGameButtons()
6132 for (i=0; i<NUM_GAME_BUTTONS; i++)
6133 MapGadget(game_gadget[i]);
6136 void UnmapGameButtons()
6140 for (i=0; i<NUM_GAME_BUTTONS; i++)
6141 UnmapGadget(game_gadget[i]);
6144 static void HandleGameButtons(struct GadgetInfo *gi)
6146 int id = gi->custom_id;
6148 if (game_status != PLAYING)
6153 case GAME_CTRL_ID_STOP:
6156 CloseDoor(DOOR_CLOSE_1);
6157 game_status = MAINMENU;
6162 if (level_editor_test_game ||
6163 Request("Do you really want to quit the game ?",
6164 REQ_ASK | REQ_STAY_CLOSED))
6167 if (options.network)
6168 SendToServer_StopPlaying();
6172 game_status = MAINMENU;
6177 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6180 case GAME_CTRL_ID_PAUSE:
6181 if (options.network)
6185 SendToServer_ContinuePlaying();
6187 SendToServer_PausePlaying();
6194 case GAME_CTRL_ID_PLAY:
6198 if (options.network)
6199 SendToServer_ContinuePlaying();
6203 tape.pausing = FALSE;
6204 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6209 case SOUND_CTRL_ID_MUSIC:
6210 if (setup.sound_music)
6212 setup.sound_music = FALSE;
6213 FadeSound(background_loop[level_nr % num_bg_loops]);
6215 else if (sound_loops_allowed)
6217 setup.sound = setup.sound_music = TRUE;
6218 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
6222 case SOUND_CTRL_ID_LOOPS:
6223 if (setup.sound_loops)
6224 setup.sound_loops = FALSE;
6225 else if (sound_loops_allowed)
6226 setup.sound = setup.sound_loops = TRUE;
6229 case SOUND_CTRL_ID_SIMPLE:
6230 if (setup.sound_simple)
6231 setup.sound_simple = FALSE;
6232 else if (sound_status==SOUND_AVAILABLE)
6233 setup.sound = setup.sound_simple = TRUE;