1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
25 /* this switch controls how rocks move horizontally */
26 #define OLD_GAME_BEHAVIOUR FALSE
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
36 /* for MoveFigure() */
37 #define MF_NO_ACTION 0
41 /* for ScrollFigure() */
43 #define SCROLL_GO_ON 1
46 #define EX_PHASE_START 0
47 #define EX_NO_EXPLOSION 0
52 /* special positions in the game control window (relative to control window) */
55 #define XX_EMERALDS 29
56 #define YY_EMERALDS 54
57 #define XX_DYNAMITE 29
58 #define YY_DYNAMITE 89
66 /* special positions in the game control window (relative to main window) */
67 #define DX_LEVEL (DX + XX_LEVEL)
68 #define DY_LEVEL (DY + YY_LEVEL)
69 #define DX_EMERALDS (DX + XX_EMERALDS)
70 #define DY_EMERALDS (DY + YY_EMERALDS)
71 #define DX_DYNAMITE (DX + XX_DYNAMITE)
72 #define DY_DYNAMITE (DY + YY_DYNAMITE)
73 #define DX_KEYS (DX + XX_KEYS)
74 #define DY_KEYS (DY + YY_KEYS)
75 #define DX_SCORE (DX + XX_SCORE)
76 #define DY_SCORE (DY + YY_SCORE)
77 #define DX_TIME (DX + XX_TIME)
78 #define DY_TIME (DY + YY_TIME)
80 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
81 (s)==SND_NJAM || (s)==SND_MIEP)
82 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
83 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
84 (s)==SND_TYGER || (s)==SND_VOYAGER || \
87 /* values for player movement speed (which is in fact a delay value) */
88 #define MOVE_DELAY_NORMAL_SPEED 8
89 #define MOVE_DELAY_HIGH_SPEED 4
91 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
92 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
93 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
94 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
96 /* game button identifiers */
97 #define GAME_CTRL_ID_STOP 0
98 #define GAME_CTRL_ID_PAUSE 1
99 #define GAME_CTRL_ID_PLAY 2
100 #define SOUND_CTRL_ID_MUSIC 3
101 #define SOUND_CTRL_ID_LOOPS 4
102 #define SOUND_CTRL_ID_SIMPLE 5
104 #define NUM_GAME_BUTTONS 6
106 /* forward declaration for internal use */
107 static void CloseAllOpenTimegates(void);
108 static void CheckGravityMovement(struct PlayerInfo *);
109 static void KillHeroUnlessProtected(int, int);
111 static void MapGameButtons();
112 static void HandleGameButtons(struct GadgetInfo *);
114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
120 static unsigned int getStateCheckSum(int counter)
123 unsigned int mult = 1;
124 unsigned int checksum = 0;
126 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
128 static boolean first_game = TRUE;
130 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
136 lastFeld[x][y] = Feld[x][y];
137 else if (lastFeld[x][y] != Feld[x][y])
138 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
139 x, y, lastFeld[x][y], Feld[x][y]);
143 checksum += mult++ * Ur[x][y];
144 checksum += mult++ * Feld[x][y];
147 checksum += mult++ * MovPos[x][y];
148 checksum += mult++ * MovDir[x][y];
149 checksum += mult++ * MovDelay[x][y];
150 checksum += mult++ * Store[x][y];
151 checksum += mult++ * Store2[x][y];
152 checksum += mult++ * StorePlayer[x][y];
153 checksum += mult++ * Frame[x][y];
154 checksum += mult++ * AmoebaNr[x][y];
155 checksum += mult++ * JustStopped[x][y];
156 checksum += mult++ * Stop[x][y];
160 if (counter == 3 && first_game)
171 void GetPlayerConfig()
173 if (!audio.sound_available)
176 if (!audio.loops_available)
178 setup.sound_loops = FALSE;
179 setup.sound_music = FALSE;
182 if (!video.fullscreen_available)
183 setup.fullscreen = FALSE;
185 setup.sound_simple = setup.sound;
187 SetAudioMode(setup.sound);
191 static int getBeltNrFromElement(int element)
193 return (element < EL_BELT2_LEFT ? 0 :
194 element < EL_BELT3_LEFT ? 1 :
195 element < EL_BELT4_LEFT ? 2 : 3);
198 static int getBeltNrFromSwitchElement(int element)
200 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
201 element < EL_BELT3_SWITCH_LEFT ? 1 :
202 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
205 static int getBeltDirNrFromSwitchElement(int element)
207 static int belt_base_element[4] =
209 EL_BELT1_SWITCH_LEFT,
210 EL_BELT2_SWITCH_LEFT,
211 EL_BELT3_SWITCH_LEFT,
215 int belt_nr = getBeltNrFromSwitchElement(element);
216 int belt_dir_nr = element - belt_base_element[belt_nr];
218 return (belt_dir_nr % 3);
221 static int getBeltDirFromSwitchElement(int element)
223 static int belt_move_dir[3] =
230 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
232 return belt_move_dir[belt_dir_nr];
235 static void InitField(int x, int y, boolean init_game)
242 if (stored_player[0].present)
244 Feld[x][y] = EL_SP_MURPHY_CLONE;
251 Feld[x][y] = EL_SPIELER1;
259 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
260 int jx = player->jx, jy = player->jy;
262 player->present = TRUE;
264 if (!options.network || player->connected)
266 player->active = TRUE;
268 /* remove potentially duplicate players */
269 if (StorePlayer[jx][jy] == Feld[x][y])
270 StorePlayer[jx][jy] = 0;
272 StorePlayer[x][y] = Feld[x][y];
276 printf("Player %d activated.\n", player->element_nr);
277 printf("[Local player is %d and currently %s.]\n",
278 local_player->element_nr,
279 local_player->active ? "active" : "not active");
283 Feld[x][y] = EL_LEERRAUM;
284 player->jx = player->last_jx = x;
285 player->jy = player->last_jy = y;
290 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
291 Feld[x][y] = EL_BADEWANNE1;
292 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
293 Feld[x][y] = EL_BADEWANNE2;
294 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
295 Feld[x][y] = EL_BADEWANNE3;
296 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
297 Feld[x][y] = EL_BADEWANNE4;
298 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
299 Feld[x][y] = EL_BADEWANNE5;
302 case EL_KAEFER_RIGHT:
307 case EL_FLIEGER_RIGHT:
309 case EL_FLIEGER_LEFT:
310 case EL_FLIEGER_DOWN:
312 case EL_BUTTERFLY_RIGHT:
313 case EL_BUTTERFLY_UP:
314 case EL_BUTTERFLY_LEFT:
315 case EL_BUTTERFLY_DOWN:
317 case EL_FIREFLY_RIGHT:
319 case EL_FIREFLY_LEFT:
320 case EL_FIREFLY_DOWN:
322 case EL_PACMAN_RIGHT:
346 if (y == lev_fieldy - 1)
348 Feld[x][y] = EL_AMOEBING;
349 Store[x][y] = EL_AMOEBE_NASS;
353 case EL_DYNAMITE_ACTIVE:
358 local_player->lights_still_needed++;
361 case EL_SOKOBAN_FELD_LEER:
362 local_player->sokobanfields_still_needed++;
366 local_player->friends_still_needed++;
371 MovDir[x][y] = 1 << RND(4);
375 Feld[x][y] = EL_LEERRAUM;
378 case EL_EM_KEY_1_FILE:
379 Feld[x][y] = EL_EM_KEY_1;
381 case EL_EM_KEY_2_FILE:
382 Feld[x][y] = EL_EM_KEY_2;
384 case EL_EM_KEY_3_FILE:
385 Feld[x][y] = EL_EM_KEY_3;
387 case EL_EM_KEY_4_FILE:
388 Feld[x][y] = EL_EM_KEY_4;
391 case EL_BELT1_SWITCH_LEFT:
392 case EL_BELT1_SWITCH_MIDDLE:
393 case EL_BELT1_SWITCH_RIGHT:
394 case EL_BELT2_SWITCH_LEFT:
395 case EL_BELT2_SWITCH_MIDDLE:
396 case EL_BELT2_SWITCH_RIGHT:
397 case EL_BELT3_SWITCH_LEFT:
398 case EL_BELT3_SWITCH_MIDDLE:
399 case EL_BELT3_SWITCH_RIGHT:
400 case EL_BELT4_SWITCH_LEFT:
401 case EL_BELT4_SWITCH_MIDDLE:
402 case EL_BELT4_SWITCH_RIGHT:
405 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
406 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
407 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
409 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
411 game.belt_dir[belt_nr] = belt_dir;
412 game.belt_dir_nr[belt_nr] = belt_dir_nr;
414 else /* more than one switch -- set it like the first switch */
416 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
421 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
423 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
426 case EL_LIGHT_SWITCH_ON:
428 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
439 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
440 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
441 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
444 #if USE_NEW_AMOEBA_CODE
445 printf("Using new amoeba code.\n");
447 printf("Using old amoeba code.\n");
451 /* don't play tapes over network */
452 network_playing = (options.network && !tape.playing);
454 for (i=0; i<MAX_PLAYERS; i++)
456 struct PlayerInfo *player = &stored_player[i];
458 player->index_nr = i;
459 player->element_nr = EL_SPIELER1 + i;
461 player->present = FALSE;
462 player->active = FALSE;
465 player->effective_action = 0;
466 player->programmed_action = 0;
469 player->gems_still_needed = level.gems_needed;
470 player->sokobanfields_still_needed = 0;
471 player->lights_still_needed = 0;
472 player->friends_still_needed = 0;
475 player->key[j] = FALSE;
477 player->dynamite = 0;
478 player->dynabomb_count = 0;
479 player->dynabomb_size = 1;
480 player->dynabombs_left = 0;
481 player->dynabomb_xl = FALSE;
483 player->MovDir = MV_NO_MOVING;
485 player->Pushing = FALSE;
486 player->Switching = FALSE;
490 player->actual_frame_counter = 0;
492 player->frame_reset_delay = 0;
494 player->push_delay = 0;
495 player->push_delay_value = 5;
497 player->move_delay = 0;
498 player->last_move_dir = MV_NO_MOVING;
499 player->is_moving = FALSE;
501 player->move_delay_value =
502 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
504 player->snapped = FALSE;
506 player->last_jx = player->last_jy = 0;
507 player->jx = player->jy = 0;
509 player->shield_passive_time_left = 0;
510 player->shield_active_time_left = 0;
512 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
513 SnapField(player, 0, 0);
515 player->LevelSolved = FALSE;
516 player->GameOver = FALSE;
519 network_player_action_received = FALSE;
521 #if defined(PLATFORM_UNIX)
522 /* initial null action */
524 SendToServer_MovePlayer(MV_NO_MOVING);
532 TimeLeft = level.time;
534 ScreenMovDir = MV_NO_MOVING;
538 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
540 AllPlayersGone = FALSE;
542 game.yam_content_nr = 0;
543 game.magic_wall_active = FALSE;
544 game.magic_wall_time_left = 0;
545 game.light_time_left = 0;
546 game.timegate_time_left = 0;
547 game.switchgate_pos = 0;
548 game.balloon_dir = MV_NO_MOVING;
549 game.explosions_delayed = TRUE;
553 game.belt_dir[i] = MV_NO_MOVING;
554 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
557 for (i=0; i<MAX_NUM_AMOEBA; i++)
558 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
560 for (x=0; x<lev_fieldx; x++)
562 for (y=0; y<lev_fieldy; y++)
564 Feld[x][y] = Ur[x][y];
565 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
566 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
569 JustStopped[x][y] = 0;
571 ExplodeField[x][y] = EX_NO_EXPLOSION;
575 for(y=0; y<lev_fieldy; y++)
577 for(x=0; x<lev_fieldx; x++)
579 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
581 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
583 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
586 InitField(x, y, TRUE);
590 /* correct non-moving belts to start moving left */
592 if (game.belt_dir[i] == MV_NO_MOVING)
593 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
595 /* check if any connected player was not found in playfield */
596 for (i=0; i<MAX_PLAYERS; i++)
598 struct PlayerInfo *player = &stored_player[i];
600 if (player->connected && !player->present)
602 for (j=0; j<MAX_PLAYERS; j++)
604 struct PlayerInfo *some_player = &stored_player[j];
605 int jx = some_player->jx, jy = some_player->jy;
607 /* assign first free player found that is present in the playfield */
608 if (some_player->present && !some_player->connected)
610 player->present = TRUE;
611 player->active = TRUE;
612 some_player->present = FALSE;
614 StorePlayer[jx][jy] = player->element_nr;
615 player->jx = player->last_jx = jx;
616 player->jy = player->last_jy = jy;
626 /* when playing a tape, eliminate all players who do not participate */
628 for (i=0; i<MAX_PLAYERS; i++)
630 if (stored_player[i].active && !tape.player_participates[i])
632 struct PlayerInfo *player = &stored_player[i];
633 int jx = player->jx, jy = player->jy;
635 player->active = FALSE;
636 StorePlayer[jx][jy] = 0;
637 Feld[jx][jy] = EL_LEERRAUM;
641 else if (!options.network && !setup.team_mode) /* && !tape.playing */
643 /* when in single player mode, eliminate all but the first active player */
645 for (i=0; i<MAX_PLAYERS; i++)
647 if (stored_player[i].active)
649 for (j=i+1; j<MAX_PLAYERS; j++)
651 if (stored_player[j].active)
653 struct PlayerInfo *player = &stored_player[j];
654 int jx = player->jx, jy = player->jy;
656 player->active = FALSE;
657 StorePlayer[jx][jy] = 0;
658 Feld[jx][jy] = EL_LEERRAUM;
665 /* when recording the game, store which players take part in the game */
668 for (i=0; i<MAX_PLAYERS; i++)
669 if (stored_player[i].active)
670 tape.player_participates[i] = TRUE;
675 for (i=0; i<MAX_PLAYERS; i++)
677 struct PlayerInfo *player = &stored_player[i];
679 printf("Player %d: present == %d, connected == %d, active == %d.\n",
684 if (local_player == player)
685 printf("Player %d is local player.\n", i+1);
689 game.version = (tape.playing ? tape.game_version : level.game_version);
690 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
691 emulate_sb ? EMU_SOKOBAN :
692 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
694 /* dynamically adjust element properties according to game engine version */
696 static int ep_em_slippery_wall[] =
706 static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall);
708 static int ep_em_slippery_wall_num =
709 sizeof(ep_em_slippery_wall) / sizeof(int);
713 printf("level %d: game.version == %06d\n", level_nr, level.game_version);
714 printf(" file_version == %06d\n", level.file_version);
717 for (i=0; i<ep_em_slippery_wall_num; i++)
720 if (level.em_slippery_gems) /* special EM style gems behaviour */
722 if (game.version >= GAME_VERSION_2_0)
724 Elementeigenschaften2[ep_em_slippery_wall[i]] |=
725 EP_BIT_EM_SLIPPERY_WALL;
727 Elementeigenschaften2[ep_em_slippery_wall[i]] &=
728 ~EP_BIT_EM_SLIPPERY_WALL;
732 if (BorderElement == EL_LEERRAUM)
735 SBX_Right = lev_fieldx - SCR_FIELDX;
737 SBY_Lower = lev_fieldy - SCR_FIELDY;
742 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
744 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
747 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
748 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
750 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
751 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
754 scroll_y = SBY_Upper;
755 if (local_player->jx >= SBX_Left + MIDPOSX)
756 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
757 local_player->jx - MIDPOSX :
759 if (local_player->jy >= SBY_Upper + MIDPOSY)
760 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
761 local_player->jy - MIDPOSY :
764 CloseDoor(DOOR_CLOSE_1);
770 /* after drawing the level, correct some elements */
771 if (game.timegate_time_left == 0)
772 CloseAllOpenTimegates();
774 if (setup.soft_scrolling)
775 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
777 redraw_mask |= REDRAW_FROM_BACKBUFFER;
779 /* copy default game door content to main double buffer */
780 BlitBitmap(pix[PIX_DOOR], drawto,
781 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
784 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
785 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
788 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
789 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
790 BlitBitmap(drawto, drawto,
791 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
792 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
793 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
796 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
797 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
798 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
799 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
800 DrawText(DX + XX_SCORE, DY + YY_SCORE,
801 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
802 DrawText(DX + XX_TIME, DY + YY_TIME,
803 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
806 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
807 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
808 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
812 /* copy actual game door content to door double buffer for OpenDoor() */
813 BlitBitmap(drawto, pix[PIX_DB_DOOR],
814 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
816 OpenDoor(DOOR_OPEN_ALL);
818 if (setup.sound_music && num_bg_loops)
819 PlayMusic(level_nr % num_bg_loops);
821 KeyboardAutoRepeatOff();
826 printf("Player %d %sactive.\n",
827 i + 1, (stored_player[i].active ? "" : "not "));
831 void InitMovDir(int x, int y)
833 int i, element = Feld[x][y];
834 static int xy[4][2] =
841 static int direction[3][4] =
843 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
844 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
845 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
850 case EL_KAEFER_RIGHT:
854 Feld[x][y] = EL_KAEFER;
855 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
858 case EL_FLIEGER_RIGHT:
860 case EL_FLIEGER_LEFT:
861 case EL_FLIEGER_DOWN:
862 Feld[x][y] = EL_FLIEGER;
863 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
866 case EL_BUTTERFLY_RIGHT:
867 case EL_BUTTERFLY_UP:
868 case EL_BUTTERFLY_LEFT:
869 case EL_BUTTERFLY_DOWN:
870 Feld[x][y] = EL_BUTTERFLY;
871 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
874 case EL_FIREFLY_RIGHT:
876 case EL_FIREFLY_LEFT:
877 case EL_FIREFLY_DOWN:
878 Feld[x][y] = EL_FIREFLY;
879 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
882 case EL_PACMAN_RIGHT:
886 Feld[x][y] = EL_PACMAN;
887 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
891 MovDir[x][y] = MV_UP;
895 MovDir[x][y] = MV_LEFT;
902 Feld[x][y] = EL_MOLE;
903 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
907 MovDir[x][y] = 1 << RND(4);
908 if (element != EL_KAEFER &&
909 element != EL_FLIEGER &&
910 element != EL_BUTTERFLY &&
911 element != EL_FIREFLY)
916 int x1 = x + xy[i][0];
917 int y1 = y + xy[i][1];
919 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
921 if (element == EL_KAEFER || element == EL_BUTTERFLY)
923 MovDir[x][y] = direction[0][i];
926 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
927 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
929 MovDir[x][y] = direction[1][i];
938 void InitAmoebaNr(int x, int y)
941 int group_nr = AmoebeNachbarNr(x, y);
945 for (i=1; i<MAX_NUM_AMOEBA; i++)
947 if (AmoebaCnt[i] == 0)
955 AmoebaNr[x][y] = group_nr;
956 AmoebaCnt[group_nr]++;
957 AmoebaCnt2[group_nr]++;
963 boolean raise_level = FALSE;
965 if (local_player->MovPos)
968 local_player->LevelSolved = FALSE;
972 if (!tape.playing && setup.sound_loops)
973 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
977 if (!tape.playing && !setup.sound_loops)
978 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
979 if (TimeLeft > 0 && !(TimeLeft % 10))
980 RaiseScore(level.score[SC_ZEITBONUS]);
981 if (TimeLeft > 100 && !(TimeLeft % 10))
985 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
992 if (!tape.playing && setup.sound_loops)
995 else if (level.time == 0) /* level without time limit */
997 if (!tape.playing && setup.sound_loops)
998 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
1000 while(TimePlayed < 999)
1002 if (!tape.playing && !setup.sound_loops)
1003 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
1004 if (TimePlayed < 999 && !(TimePlayed % 10))
1005 RaiseScore(level.score[SC_ZEITBONUS]);
1006 if (TimePlayed < 900 && !(TimePlayed % 10))
1010 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
1017 if (!tape.playing && setup.sound_loops)
1018 StopSound(SND_SIRR);
1025 /* Hero disappears */
1026 DrawLevelField(ExitX, ExitY);
1032 CloseDoor(DOOR_CLOSE_1);
1037 SaveTape(tape.level_nr); /* Ask to save tape */
1040 if (level_nr == leveldir_current->handicap_level)
1042 leveldir_current->handicap_level++;
1043 SaveLevelSetup_SeriesInfo();
1046 if (level_editor_test_game)
1047 local_player->score = -1; /* no highscore when playing from editor */
1048 else if (level_nr < leveldir_current->last_level)
1049 raise_level = TRUE; /* advance to next level */
1051 if ((hi_pos = NewHiScore()) >= 0)
1053 game_status = HALLOFFAME;
1054 DrawHallOfFame(hi_pos);
1063 game_status = MAINMENU;
1080 LoadScore(level_nr);
1082 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1083 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1086 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1088 if (local_player->score > highscore[k].Score)
1090 /* player has made it to the hall of fame */
1092 if (k < MAX_SCORE_ENTRIES - 1)
1094 int m = MAX_SCORE_ENTRIES - 1;
1097 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1098 if (!strcmp(setup.player_name, highscore[l].Name))
1100 if (m == k) /* player's new highscore overwrites his old one */
1106 strcpy(highscore[l].Name, highscore[l - 1].Name);
1107 highscore[l].Score = highscore[l - 1].Score;
1114 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1115 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1116 highscore[k].Score = local_player->score;
1122 else if (!strncmp(setup.player_name, highscore[k].Name,
1123 MAX_PLAYER_NAME_LEN))
1124 break; /* player already there with a higher score */
1130 SaveScore(level_nr);
1135 void InitMovingField(int x, int y, int direction)
1137 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1138 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1140 MovDir[x][y] = direction;
1141 MovDir[newx][newy] = direction;
1142 if (Feld[newx][newy] == EL_LEERRAUM)
1143 Feld[newx][newy] = EL_BLOCKED;
1146 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1148 int direction = MovDir[x][y];
1149 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1150 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1156 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1158 int oldx = x, oldy = y;
1159 int direction = MovDir[x][y];
1161 if (direction == MV_LEFT)
1163 else if (direction == MV_RIGHT)
1165 else if (direction == MV_UP)
1167 else if (direction == MV_DOWN)
1170 *comes_from_x = oldx;
1171 *comes_from_y = oldy;
1174 int MovingOrBlocked2Element(int x, int y)
1176 int element = Feld[x][y];
1178 if (element == EL_BLOCKED)
1182 Blocked2Moving(x, y, &oldx, &oldy);
1183 return Feld[oldx][oldy];
1189 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1191 /* like MovingOrBlocked2Element(), but if element is moving
1192 and (x,y) is the field the moving element is just leaving,
1193 return EL_BLOCKED instead of the element value */
1194 int element = Feld[x][y];
1196 if (IS_MOVING(x, y))
1198 if (element == EL_BLOCKED)
1202 Blocked2Moving(x, y, &oldx, &oldy);
1203 return Feld[oldx][oldy];
1212 static void RemoveField(int x, int y)
1214 Feld[x][y] = EL_LEERRAUM;
1220 void RemoveMovingField(int x, int y)
1222 int oldx = x, oldy = y, newx = x, newy = y;
1224 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1227 if (IS_MOVING(x, y))
1229 Moving2Blocked(x, y, &newx, &newy);
1230 if (Feld[newx][newy] != EL_BLOCKED)
1233 else if (Feld[x][y] == EL_BLOCKED)
1235 Blocked2Moving(x, y, &oldx, &oldy);
1236 if (!IS_MOVING(oldx, oldy))
1240 if (Feld[x][y] == EL_BLOCKED &&
1241 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1242 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1243 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1244 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1245 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1247 Feld[oldx][oldy] = EL_LEERRAUM;
1249 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1251 Feld[newx][newy] = EL_LEERRAUM;
1252 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1253 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1255 DrawLevelField(oldx, oldy);
1256 DrawLevelField(newx, newy);
1259 void DrawDynamite(int x, int y)
1261 int sx = SCREENX(x), sy = SCREENY(y);
1262 int graphic = el2gfx(Feld[x][y]);
1265 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1269 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1271 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1273 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1278 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1282 if (game.emulation == EMU_SUPAPLEX)
1283 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1284 else if (Store[x][y])
1285 DrawGraphicThruMask(sx, sy, graphic + phase);
1287 DrawGraphic(sx, sy, graphic + phase);
1290 void CheckDynamite(int x, int y)
1292 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1297 if (!(MovDelay[x][y] % 12))
1298 PlaySoundLevel(x, y, SND_ZISCH);
1300 if (IS_ACTIVE_BOMB(Feld[x][y]))
1302 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1304 if (!(MovDelay[x][y] % delay))
1312 StopSound(SND_ZISCH);
1316 void Explode(int ex, int ey, int phase, int mode)
1319 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1320 int last_phase = num_phase * delay;
1321 int half_phase = (num_phase / 2) * delay;
1322 int first_phase_after_start = EX_PHASE_START + 1;
1324 if (game.explosions_delayed)
1326 ExplodeField[ex][ey] = mode;
1330 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1332 int center_element = Feld[ex][ey];
1334 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1336 /* put moving element to center field (and let it explode there) */
1337 center_element = MovingOrBlocked2Element(ex, ey);
1338 RemoveMovingField(ex, ey);
1339 Feld[ex][ey] = center_element;
1342 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1346 if (!IN_LEV_FIELD(x, y) ||
1347 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1348 (x != ex || y != ey)))
1351 element = Feld[x][y];
1353 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1355 element = MovingOrBlocked2Element(x, y);
1356 RemoveMovingField(x, y);
1359 if (IS_MASSIVE(element) || element == EL_BURNING)
1362 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1364 if (IS_ACTIVE_BOMB(element))
1366 /* re-activate things under the bomb like gate or penguin */
1367 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1374 if (element == EL_EXPLODING)
1375 element = Store2[x][y];
1377 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1379 switch(StorePlayer[ex][ey])
1382 Store[x][y] = EL_EDELSTEIN_ROT;
1385 Store[x][y] = EL_EDELSTEIN;
1388 Store[x][y] = EL_EDELSTEIN_LILA;
1392 Store[x][y] = EL_EDELSTEIN_GELB;
1396 if (game.emulation == EMU_SUPAPLEX)
1397 Store[x][y] = EL_LEERRAUM;
1399 else if (center_element == EL_MOLE)
1400 Store[x][y] = EL_EDELSTEIN_ROT;
1401 else if (center_element == EL_PINGUIN)
1402 Store[x][y] = EL_EDELSTEIN_LILA;
1403 else if (center_element == EL_KAEFER)
1404 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1405 else if (center_element == EL_BUTTERFLY)
1406 Store[x][y] = EL_EDELSTEIN_BD;
1407 else if (center_element == EL_SP_ELECTRON)
1408 Store[x][y] = EL_SP_INFOTRON;
1409 else if (center_element == EL_MAMPFER)
1410 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1411 else if (center_element == EL_AMOEBA2DIAM)
1412 Store[x][y] = level.amoeba_content;
1413 else if (element == EL_ERZ_EDEL)
1414 Store[x][y] = EL_EDELSTEIN;
1415 else if (element == EL_ERZ_DIAM)
1416 Store[x][y] = EL_DIAMANT;
1417 else if (element == EL_ERZ_EDEL_BD)
1418 Store[x][y] = EL_EDELSTEIN_BD;
1419 else if (element == EL_ERZ_EDEL_GELB)
1420 Store[x][y] = EL_EDELSTEIN_GELB;
1421 else if (element == EL_ERZ_EDEL_ROT)
1422 Store[x][y] = EL_EDELSTEIN_ROT;
1423 else if (element == EL_ERZ_EDEL_LILA)
1424 Store[x][y] = EL_EDELSTEIN_LILA;
1425 else if (element == EL_WALL_PEARL)
1426 Store[x][y] = EL_PEARL;
1427 else if (element == EL_WALL_CRYSTAL)
1428 Store[x][y] = EL_CRYSTAL;
1429 else if (!IS_PFORTE(Store[x][y]))
1430 Store[x][y] = EL_LEERRAUM;
1432 if (x != ex || y != ey ||
1433 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1434 Store2[x][y] = element;
1436 if (AmoebaNr[x][y] &&
1437 (element == EL_AMOEBE_VOLL ||
1438 element == EL_AMOEBE_BD ||
1439 element == EL_AMOEBING))
1441 AmoebaCnt[AmoebaNr[x][y]]--;
1442 AmoebaCnt2[AmoebaNr[x][y]]--;
1445 Feld[x][y] = EL_EXPLODING;
1446 MovDir[x][y] = MovPos[x][y] = 0;
1452 if (center_element == EL_MAMPFER)
1453 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1464 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1466 if (phase == first_phase_after_start)
1468 int element = Store2[x][y];
1470 if (element == EL_BLACK_ORB)
1472 Feld[x][y] = Store2[x][y];
1477 else if (phase == half_phase)
1479 int element = Store2[x][y];
1481 if (IS_PLAYER(x, y))
1482 KillHeroUnlessProtected(x, y);
1483 else if (IS_EXPLOSIVE(element))
1485 Feld[x][y] = Store2[x][y];
1489 else if (element == EL_AMOEBA2DIAM)
1490 AmoebeUmwandeln(x, y);
1493 if (phase == last_phase)
1497 element = Feld[x][y] = Store[x][y];
1498 Store[x][y] = Store2[x][y] = 0;
1499 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1500 InitField(x, y, FALSE);
1501 if (CAN_MOVE(element) || COULD_MOVE(element))
1503 DrawLevelField(x, y);
1505 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1506 StorePlayer[x][y] = 0;
1508 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1510 int graphic = GFX_EXPLOSION;
1512 if (game.emulation == EMU_SUPAPLEX)
1513 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1514 GFX_SP_EXPLODE_INFOTRON :
1515 GFX_SP_EXPLODE_EMPTY);
1518 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1520 graphic += (phase / delay - 1);
1522 if (IS_PFORTE(Store[x][y]))
1524 DrawLevelElement(x, y, Store[x][y]);
1525 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1528 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1532 void DynaExplode(int ex, int ey)
1535 int dynabomb_size = 1;
1536 boolean dynabomb_xl = FALSE;
1537 struct PlayerInfo *player;
1538 static int xy[4][2] =
1546 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1548 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1549 dynabomb_size = player->dynabomb_size;
1550 dynabomb_xl = player->dynabomb_xl;
1551 player->dynabombs_left++;
1554 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1558 for (j=1; j<=dynabomb_size; j++)
1560 int x = ex + j * xy[i % 4][0];
1561 int y = ey + j * xy[i % 4][1];
1564 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1567 element = Feld[x][y];
1569 /* do not restart explosions of fields with active bombs */
1570 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1573 Explode(x, y, EX_PHASE_START, EX_BORDER);
1575 if (element != EL_LEERRAUM &&
1576 element != EL_ERDREICH &&
1577 element != EL_EXPLODING &&
1584 void Bang(int x, int y)
1586 int element = Feld[x][y];
1588 if (game.emulation == EMU_SUPAPLEX)
1589 PlaySoundLevel(x, y, SND_SP_BOOOM);
1591 PlaySoundLevel(x, y, SND_ROAAAR);
1594 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1595 element = EL_LEERRAUM;
1609 RaiseScoreElement(element);
1610 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1612 case EL_DYNABOMB_ACTIVE_1:
1613 case EL_DYNABOMB_ACTIVE_2:
1614 case EL_DYNABOMB_ACTIVE_3:
1615 case EL_DYNABOMB_ACTIVE_4:
1616 case EL_DYNABOMB_NR:
1617 case EL_DYNABOMB_SZ:
1618 case EL_DYNABOMB_XL:
1624 if (IS_PLAYER(x, y))
1625 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1627 Explode(x, y, EX_PHASE_START, EX_CENTER);
1630 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1635 void Blurb(int x, int y)
1637 int element = Feld[x][y];
1639 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1641 PlaySoundLevel(x, y, SND_BLURB);
1642 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1643 (!IN_LEV_FIELD(x-1, y-1) ||
1644 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1646 Feld[x-1][y] = EL_BLURB_LEFT;
1648 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1649 (!IN_LEV_FIELD(x+1, y-1) ||
1650 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1652 Feld[x+1][y] = EL_BLURB_RIGHT;
1657 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1659 if (!MovDelay[x][y]) /* initialize animation counter */
1662 if (MovDelay[x][y]) /* continue animation */
1665 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1666 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1668 if (!MovDelay[x][y])
1670 Feld[x][y] = EL_LEERRAUM;
1671 DrawLevelField(x, y);
1677 static void ToggleBeltSwitch(int x, int y)
1679 static int belt_base_element[4] =
1681 EL_BELT1_SWITCH_LEFT,
1682 EL_BELT2_SWITCH_LEFT,
1683 EL_BELT3_SWITCH_LEFT,
1684 EL_BELT4_SWITCH_LEFT
1686 static int belt_move_dir[4] =
1694 int element = Feld[x][y];
1695 int belt_nr = getBeltNrFromSwitchElement(element);
1696 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1697 int belt_dir = belt_move_dir[belt_dir_nr];
1700 if (!IS_BELT_SWITCH(element))
1703 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1704 game.belt_dir[belt_nr] = belt_dir;
1706 if (belt_dir_nr == 3)
1709 for (yy=0; yy<lev_fieldy; yy++)
1711 for (xx=0; xx<lev_fieldx; xx++)
1713 int element = Feld[xx][yy];
1715 if (IS_BELT_SWITCH(element))
1717 int e_belt_nr = getBeltNrFromSwitchElement(element);
1719 if (e_belt_nr == belt_nr)
1721 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1722 DrawLevelField(xx, yy);
1725 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1727 int e_belt_nr = getBeltNrFromElement(element);
1729 if (e_belt_nr == belt_nr)
1730 DrawLevelField(xx, yy); /* set belt to parking position */
1736 static void ToggleSwitchgateSwitch(int x, int y)
1740 game.switchgate_pos = !game.switchgate_pos;
1742 for (yy=0; yy<lev_fieldy; yy++)
1744 for (xx=0; xx<lev_fieldx; xx++)
1746 int element = Feld[xx][yy];
1748 if (element == EL_SWITCHGATE_SWITCH_1 ||
1749 element == EL_SWITCHGATE_SWITCH_2)
1751 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1752 DrawLevelField(xx, yy);
1754 else if (element == EL_SWITCHGATE_OPEN ||
1755 element == EL_SWITCHGATE_OPENING)
1757 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1758 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1760 else if (element == EL_SWITCHGATE_CLOSED ||
1761 element == EL_SWITCHGATE_CLOSING)
1763 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1764 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1770 static void RedrawAllLightSwitchesAndInvisibleElements()
1774 for (y=0; y<lev_fieldy; y++)
1776 for (x=0; x<lev_fieldx; x++)
1778 int element = Feld[x][y];
1780 if (element == EL_LIGHT_SWITCH_OFF &&
1781 game.light_time_left > 0)
1783 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1784 DrawLevelField(x, y);
1786 else if (element == EL_LIGHT_SWITCH_ON &&
1787 game.light_time_left == 0)
1789 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1790 DrawLevelField(x, y);
1793 if (element == EL_INVISIBLE_STEEL ||
1794 element == EL_UNSICHTBAR ||
1795 element == EL_SAND_INVISIBLE)
1796 DrawLevelField(x, y);
1801 static void ToggleLightSwitch(int x, int y)
1803 int element = Feld[x][y];
1805 game.light_time_left =
1806 (element == EL_LIGHT_SWITCH_OFF ?
1807 level.time_light * FRAMES_PER_SECOND : 0);
1809 RedrawAllLightSwitchesAndInvisibleElements();
1812 static void ActivateTimegateSwitch(int x, int y)
1816 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1818 for (yy=0; yy<lev_fieldy; yy++)
1820 for (xx=0; xx<lev_fieldx; xx++)
1822 int element = Feld[xx][yy];
1824 if (element == EL_TIMEGATE_CLOSED ||
1825 element == EL_TIMEGATE_CLOSING)
1827 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1828 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1832 else if (element == EL_TIMEGATE_SWITCH_ON)
1834 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1835 DrawLevelField(xx, yy);
1842 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1845 void Impact(int x, int y)
1847 boolean lastline = (y == lev_fieldy-1);
1848 boolean object_hit = FALSE;
1849 int element = Feld[x][y];
1852 if (!lastline) /* check if element below was hit */
1854 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1857 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1858 MovDir[x][y+1]!=MV_DOWN ||
1859 MovPos[x][y+1]<=TILEY/2));
1861 smashed = MovingOrBlocked2Element(x, y+1);
1864 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1870 if ((element == EL_BOMBE ||
1871 element == EL_SP_DISK_ORANGE ||
1872 element == EL_DX_SUPABOMB) &&
1873 (lastline || object_hit)) /* element is bomb */
1878 else if (element == EL_PEARL)
1880 Feld[x][y] = EL_PEARL_BREAKING;
1881 PlaySoundLevel(x, y, SND_KNACK);
1885 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1887 if (object_hit && IS_PLAYER(x, y+1))
1888 KillHeroUnlessProtected(x, y+1);
1889 else if (object_hit && smashed == EL_PINGUIN)
1893 Feld[x][y] = EL_AMOEBING;
1894 Store[x][y] = EL_AMOEBE_NASS;
1899 if (!lastline && object_hit) /* check which object was hit */
1901 if (CAN_CHANGE(element) &&
1902 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1905 int activated_magic_wall =
1906 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1907 EL_MAGIC_WALL_BD_EMPTY);
1909 /* activate magic wall / mill */
1911 for (y=0; y<lev_fieldy; y++)
1912 for (x=0; x<lev_fieldx; x++)
1913 if (Feld[x][y] == smashed)
1914 Feld[x][y] = activated_magic_wall;
1916 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1917 game.magic_wall_active = TRUE;
1920 if (IS_PLAYER(x, y+1))
1922 KillHeroUnlessProtected(x, y+1);
1925 else if (smashed == EL_PINGUIN)
1930 else if (element == EL_EDELSTEIN_BD)
1932 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1938 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1939 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1940 smashed == EL_SP_DISK_ORANGE))
1945 else if (element == EL_FELSBROCKEN ||
1946 element == EL_SP_ZONK ||
1947 element == EL_BD_ROCK)
1949 if (IS_ENEMY(smashed) ||
1950 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1951 smashed == EL_DX_SUPABOMB ||
1952 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1953 smashed == EL_DRACHE || smashed == EL_MOLE)
1958 else if (!IS_MOVING(x, y+1))
1960 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1965 else if (smashed == EL_KOKOSNUSS)
1967 Feld[x][y+1] = EL_CRACKINGNUT;
1968 PlaySoundLevel(x, y, SND_KNACK);
1969 RaiseScoreElement(EL_KOKOSNUSS);
1972 else if (smashed == EL_PEARL)
1974 Feld[x][y+1] = EL_PEARL_BREAKING;
1975 PlaySoundLevel(x, y, SND_KNACK);
1978 else if (smashed == EL_DIAMANT)
1980 Feld[x][y+1] = EL_LEERRAUM;
1981 PlaySoundLevel(x, y, SND_QUIRK);
1984 else if (IS_BELT_SWITCH(smashed))
1986 ToggleBeltSwitch(x, y+1);
1988 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1989 smashed == EL_SWITCHGATE_SWITCH_2)
1991 ToggleSwitchgateSwitch(x, y+1);
1993 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1994 smashed == EL_LIGHT_SWITCH_ON)
1996 ToggleLightSwitch(x, y+1);
2002 /* play sound of magic wall / mill */
2004 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2005 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2007 PlaySoundLevel(x, y, SND_QUIRK);
2011 /* play sound of object that hits the ground */
2012 if (lastline || object_hit)
2019 case EL_EDELSTEIN_BD:
2020 case EL_EDELSTEIN_GELB:
2021 case EL_EDELSTEIN_ROT:
2022 case EL_EDELSTEIN_LILA:
2024 case EL_SP_INFOTRON:
2030 case EL_FELSBROCKEN:
2035 sound = SND_SP_ZONKDOWN;
2038 case EL_SCHLUESSEL1:
2039 case EL_SCHLUESSEL2:
2040 case EL_SCHLUESSEL3:
2041 case EL_SCHLUESSEL4:
2058 PlaySoundLevel(x, y, sound);
2062 void TurnRound(int x, int y)
2074 { 0, 0 }, { 0, 0 }, { 0, 0 },
2079 int left, right, back;
2083 { MV_DOWN, MV_UP, MV_RIGHT },
2084 { MV_UP, MV_DOWN, MV_LEFT },
2086 { MV_LEFT, MV_RIGHT, MV_DOWN },
2087 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2088 { MV_RIGHT, MV_LEFT, MV_UP }
2091 int element = Feld[x][y];
2092 int old_move_dir = MovDir[x][y];
2093 int left_dir = turn[old_move_dir].left;
2094 int right_dir = turn[old_move_dir].right;
2095 int back_dir = turn[old_move_dir].back;
2097 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2098 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2099 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2100 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2102 int left_x = x+left_dx, left_y = y+left_dy;
2103 int right_x = x+right_dx, right_y = y+right_dy;
2104 int move_x = x+move_dx, move_y = y+move_dy;
2106 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2108 TestIfBadThingTouchesOtherBadThing(x, y);
2110 if (IN_LEV_FIELD(right_x, right_y) &&
2111 IS_FREE(right_x, right_y))
2112 MovDir[x][y] = right_dir;
2113 else if (!IN_LEV_FIELD(move_x, move_y) ||
2114 !IS_FREE(move_x, move_y))
2115 MovDir[x][y] = left_dir;
2117 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2119 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2122 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2123 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2125 TestIfBadThingTouchesOtherBadThing(x, y);
2127 if (IN_LEV_FIELD(left_x, left_y) &&
2128 IS_FREE(left_x, left_y))
2129 MovDir[x][y] = left_dir;
2130 else if (!IN_LEV_FIELD(move_x, move_y) ||
2131 !IS_FREE(move_x, move_y))
2132 MovDir[x][y] = right_dir;
2134 if ((element == EL_FLIEGER ||
2135 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2136 && MovDir[x][y] != old_move_dir)
2138 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2141 else if (element == EL_MAMPFER)
2143 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2145 if (IN_LEV_FIELD(left_x, left_y) &&
2146 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2147 Feld[left_x][left_y] == EL_DIAMANT))
2148 can_turn_left = TRUE;
2149 if (IN_LEV_FIELD(right_x, right_y) &&
2150 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2151 Feld[right_x][right_y] == EL_DIAMANT))
2152 can_turn_right = TRUE;
2154 if (can_turn_left && can_turn_right)
2155 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2156 else if (can_turn_left)
2157 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2158 else if (can_turn_right)
2159 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2161 MovDir[x][y] = back_dir;
2163 MovDelay[x][y] = 16+16*RND(3);
2165 else if (element == EL_MAMPFER2)
2167 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2169 if (IN_LEV_FIELD(left_x, left_y) &&
2170 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2171 IS_MAMPF2(Feld[left_x][left_y])))
2172 can_turn_left = TRUE;
2173 if (IN_LEV_FIELD(right_x, right_y) &&
2174 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2175 IS_MAMPF2(Feld[right_x][right_y])))
2176 can_turn_right = TRUE;
2178 if (can_turn_left && can_turn_right)
2179 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2180 else if (can_turn_left)
2181 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2182 else if (can_turn_right)
2183 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2185 MovDir[x][y] = back_dir;
2187 MovDelay[x][y] = 16+16*RND(3);
2189 else if (element == EL_PACMAN)
2191 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2193 if (IN_LEV_FIELD(left_x, left_y) &&
2194 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2195 IS_AMOEBOID(Feld[left_x][left_y])))
2196 can_turn_left = TRUE;
2197 if (IN_LEV_FIELD(right_x, right_y) &&
2198 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2199 IS_AMOEBOID(Feld[right_x][right_y])))
2200 can_turn_right = TRUE;
2202 if (can_turn_left && can_turn_right)
2203 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2204 else if (can_turn_left)
2205 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2206 else if (can_turn_right)
2207 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2209 MovDir[x][y] = back_dir;
2211 MovDelay[x][y] = 6+RND(40);
2213 else if (element == EL_SCHWEIN)
2215 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2216 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2217 boolean should_move_on = FALSE;
2219 int rnd = RND(rnd_value);
2221 if (IN_LEV_FIELD(left_x, left_y) &&
2222 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2223 can_turn_left = TRUE;
2224 if (IN_LEV_FIELD(right_x, right_y) &&
2225 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2226 can_turn_right = TRUE;
2227 if (IN_LEV_FIELD(move_x, move_y) &&
2228 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2231 if (can_turn_left &&
2233 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2234 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2235 should_turn_left = TRUE;
2236 if (can_turn_right &&
2238 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2239 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2240 should_turn_right = TRUE;
2242 (!can_turn_left || !can_turn_right ||
2243 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2244 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2245 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2246 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2247 should_move_on = TRUE;
2249 if (should_turn_left || should_turn_right || should_move_on)
2251 if (should_turn_left && should_turn_right && should_move_on)
2252 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2253 rnd < 2*rnd_value/3 ? right_dir :
2255 else if (should_turn_left && should_turn_right)
2256 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2257 else if (should_turn_left && should_move_on)
2258 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2259 else if (should_turn_right && should_move_on)
2260 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2261 else if (should_turn_left)
2262 MovDir[x][y] = left_dir;
2263 else if (should_turn_right)
2264 MovDir[x][y] = right_dir;
2265 else if (should_move_on)
2266 MovDir[x][y] = old_move_dir;
2268 else if (can_move_on && rnd > rnd_value/8)
2269 MovDir[x][y] = old_move_dir;
2270 else if (can_turn_left && can_turn_right)
2271 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2272 else if (can_turn_left && rnd > rnd_value/8)
2273 MovDir[x][y] = left_dir;
2274 else if (can_turn_right && rnd > rnd_value/8)
2275 MovDir[x][y] = right_dir;
2277 MovDir[x][y] = back_dir;
2279 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2280 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2281 MovDir[x][y] = old_move_dir;
2285 else if (element == EL_DRACHE)
2287 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2289 int rnd = RND(rnd_value);
2291 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2292 can_turn_left = TRUE;
2293 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2294 can_turn_right = TRUE;
2295 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2298 if (can_move_on && rnd > rnd_value/8)
2299 MovDir[x][y] = old_move_dir;
2300 else if (can_turn_left && can_turn_right)
2301 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2302 else if (can_turn_left && rnd > rnd_value/8)
2303 MovDir[x][y] = left_dir;
2304 else if (can_turn_right && rnd > rnd_value/8)
2305 MovDir[x][y] = right_dir;
2307 MovDir[x][y] = back_dir;
2309 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2310 MovDir[x][y] = old_move_dir;
2314 else if (element == EL_MOLE)
2316 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2318 if (IN_LEV_FIELD(move_x, move_y) &&
2319 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2320 Feld[move_x][move_y] == EL_DEAMOEBING))
2325 if (IN_LEV_FIELD(left_x, left_y) &&
2326 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2327 can_turn_left = TRUE;
2328 if (IN_LEV_FIELD(right_x, right_y) &&
2329 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2330 can_turn_right = TRUE;
2332 if (can_turn_left && can_turn_right)
2333 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2334 else if (can_turn_left)
2335 MovDir[x][y] = left_dir;
2337 MovDir[x][y] = right_dir;
2340 if (MovDir[x][y] != old_move_dir)
2343 else if (element == EL_BALLOON)
2345 MovDir[x][y] = game.balloon_dir;
2348 else if (element == EL_SPRING_MOVING)
2350 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2351 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2353 Feld[x][y] = EL_SPRING;
2354 MovDir[x][y] = MV_NO_MOVING;
2358 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2360 int attr_x = -1, attr_y = -1;
2371 for (i=0; i<MAX_PLAYERS; i++)
2373 struct PlayerInfo *player = &stored_player[i];
2374 int jx = player->jx, jy = player->jy;
2376 if (!player->active)
2379 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2387 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2393 if (element == EL_PINGUIN)
2396 static int xy[4][2] =
2406 int ex = x + xy[i%4][0];
2407 int ey = y + xy[i%4][1];
2409 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2418 MovDir[x][y] = MV_NO_MOVING;
2420 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2422 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2424 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2426 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2428 if (element == EL_ROBOT)
2432 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2433 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2434 Moving2Blocked(x, y, &newx, &newy);
2436 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2437 MovDelay[x][y] = 8+8*!RND(3);
2439 MovDelay[x][y] = 16;
2447 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2449 boolean first_horiz = RND(2);
2450 int new_move_dir = MovDir[x][y];
2453 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2454 Moving2Blocked(x, y, &newx, &newy);
2456 if (IN_LEV_FIELD(newx, newy) &&
2457 (IS_FREE(newx, newy) ||
2458 Feld[newx][newy] == EL_SALZSAEURE ||
2459 (element == EL_PINGUIN &&
2460 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2461 IS_MAMPF3(Feld[newx][newy])))))
2465 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2466 Moving2Blocked(x, y, &newx, &newy);
2468 if (IN_LEV_FIELD(newx, newy) &&
2469 (IS_FREE(newx, newy) ||
2470 Feld[newx][newy] == EL_SALZSAEURE ||
2471 (element == EL_PINGUIN &&
2472 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2473 IS_MAMPF3(Feld[newx][newy])))))
2476 MovDir[x][y] = old_move_dir;
2483 static boolean JustBeingPushed(int x, int y)
2487 for (i=0; i<MAX_PLAYERS; i++)
2489 struct PlayerInfo *player = &stored_player[i];
2491 if (player->active && player->Pushing && player->MovPos)
2493 int next_jx = player->jx + (player->jx - player->last_jx);
2494 int next_jy = player->jy + (player->jy - player->last_jy);
2496 if (x == next_jx && y == next_jy)
2504 void StartMoving(int x, int y)
2506 int element = Feld[x][y];
2511 if (CAN_FALL(element) && y<lev_fieldy-1)
2513 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2514 if (JustBeingPushed(x, y))
2517 if (element == EL_MORAST_VOLL)
2519 if (IS_FREE(x, y+1))
2521 InitMovingField(x, y, MV_DOWN);
2522 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2523 Store[x][y] = EL_FELSBROCKEN;
2525 else if (Feld[x][y+1] == EL_MORAST_LEER)
2527 if (!MovDelay[x][y])
2528 MovDelay[x][y] = TILEY + 1;
2537 Feld[x][y] = EL_MORAST_LEER;
2538 Feld[x][y+1] = EL_MORAST_VOLL;
2539 Store[x][y+1] = Store[x][y];
2543 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2544 Feld[x][y+1] == EL_MORAST_LEER)
2546 InitMovingField(x, y, MV_DOWN);
2547 Feld[x][y] = EL_QUICKSAND_FILLING;
2548 Store[x][y] = element;
2550 else if (element == EL_MAGIC_WALL_FULL)
2552 if (IS_FREE(x, y+1))
2554 InitMovingField(x, y, MV_DOWN);
2555 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2556 Store[x][y] = EL_CHANGED(Store[x][y]);
2558 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2560 if (!MovDelay[x][y])
2561 MovDelay[x][y] = TILEY/4 + 1;
2570 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2571 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2572 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2576 else if (element == EL_MAGIC_WALL_BD_FULL)
2578 if (IS_FREE(x, y+1))
2580 InitMovingField(x, y, MV_DOWN);
2581 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2582 Store[x][y] = EL_CHANGED2(Store[x][y]);
2584 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2586 if (!MovDelay[x][y])
2587 MovDelay[x][y] = TILEY/4 + 1;
2596 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2597 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2598 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2602 else if (CAN_CHANGE(element) &&
2603 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2604 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2606 InitMovingField(x, y, MV_DOWN);
2608 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2609 EL_MAGIC_WALL_BD_FILLING);
2610 Store[x][y] = element;
2612 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2615 InitMovingField(x, y, MV_DOWN);
2616 Store[x][y] = EL_SALZSAEURE;
2618 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2623 else if (IS_FREE(x, y+1))
2625 InitMovingField(x, y, MV_DOWN);
2627 else if (element == EL_TROPFEN)
2629 Feld[x][y] = EL_AMOEBING;
2630 Store[x][y] = EL_AMOEBE_NASS;
2632 /* Store[x][y+1] must be zero, because:
2633 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2636 #if OLD_GAME_BEHAVIOUR
2637 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2639 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2640 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2641 element != EL_DX_SUPABOMB)
2644 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2645 (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) &&
2646 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2647 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2650 boolean left = (x>0 && IS_FREE(x-1, y) &&
2651 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2652 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2653 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2657 if (left && right &&
2658 (game.emulation != EMU_BOULDERDASH &&
2659 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2660 left = !(right = RND(2));
2662 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2665 else if (IS_BELT(Feld[x][y+1]))
2667 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2668 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2669 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2670 int belt_dir = game.belt_dir[belt_nr];
2672 if ((belt_dir == MV_LEFT && left_is_free) ||
2673 (belt_dir == MV_RIGHT && right_is_free))
2674 InitMovingField(x, y, belt_dir);
2677 else if (CAN_MOVE(element))
2681 if ((element == EL_SONDE || element == EL_BALLOON ||
2682 element == EL_SPRING_MOVING)
2683 && JustBeingPushed(x, y))
2686 if (!MovDelay[x][y]) /* start new movement phase */
2688 /* all objects that can change their move direction after each step */
2689 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2691 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2694 if (MovDelay[x][y] && (element == EL_KAEFER ||
2695 element == EL_FLIEGER ||
2696 element == EL_SP_SNIKSNAK ||
2697 element == EL_SP_ELECTRON ||
2698 element == EL_MOLE))
2699 DrawLevelField(x, y);
2703 if (MovDelay[x][y]) /* wait some time before next movement */
2707 if (element == EL_ROBOT ||
2708 element == EL_MAMPFER || element == EL_MAMPFER2)
2710 int phase = MovDelay[x][y] % 8;
2715 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2716 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2718 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2719 && MovDelay[x][y]%4 == 3)
2720 PlaySoundLevel(x, y, SND_NJAM);
2722 else if (element == EL_SP_ELECTRON)
2723 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2724 else if (element == EL_DRACHE)
2727 int dir = MovDir[x][y];
2728 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2729 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2730 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2731 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2732 dir == MV_UP ? GFX_FLAMMEN_UP :
2733 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2734 int phase = FrameCounter % 2;
2736 for (i=1; i<=3; i++)
2738 int xx = x + i*dx, yy = y + i*dy;
2739 int sx = SCREENX(xx), sy = SCREENY(yy);
2741 if (!IN_LEV_FIELD(xx, yy) ||
2742 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2747 int flamed = MovingOrBlocked2Element(xx, yy);
2749 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2752 RemoveMovingField(xx, yy);
2754 Feld[xx][yy] = EL_BURNING;
2755 if (IN_SCR_FIELD(sx, sy))
2756 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2760 if (Feld[xx][yy] == EL_BURNING)
2761 Feld[xx][yy] = EL_LEERRAUM;
2762 DrawLevelField(xx, yy);
2771 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2773 PlaySoundLevel(x, y, SND_KLAPPER);
2775 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2777 PlaySoundLevel(x, y, SND_ROEHR);
2780 /* now make next step */
2782 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2784 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2785 !PLAYER_PROTECTED(newx, newy))
2789 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2792 /* enemy got the player */
2794 KillHero(PLAYERINFO(newx, newy));
2799 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2800 element == EL_SONDE || element == EL_BALLOON) &&
2801 IN_LEV_FIELD(newx, newy) &&
2802 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2805 Store[x][y] = EL_SALZSAEURE;
2807 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2809 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2811 Feld[x][y] = EL_LEERRAUM;
2812 DrawLevelField(x, y);
2814 PlaySoundLevel(newx, newy, SND_BUING);
2815 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2816 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2818 local_player->friends_still_needed--;
2819 if (!local_player->friends_still_needed &&
2820 !local_player->GameOver && AllPlayersGone)
2821 local_player->LevelSolved = local_player->GameOver = TRUE;
2825 else if (IS_MAMPF3(Feld[newx][newy]))
2827 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2828 DrawLevelField(newx, newy);
2830 MovDir[x][y] = MV_NO_MOVING;
2832 else if (!IS_FREE(newx, newy))
2834 if (IS_PLAYER(x, y))
2835 DrawPlayerField(x, y);
2837 DrawLevelField(x, y);
2841 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2843 if (IS_GEM(Feld[newx][newy]))
2845 if (IS_MOVING(newx, newy))
2846 RemoveMovingField(newx, newy);
2849 Feld[newx][newy] = EL_LEERRAUM;
2850 DrawLevelField(newx, newy);
2853 else if (!IS_FREE(newx, newy))
2855 if (IS_PLAYER(x, y))
2856 DrawPlayerField(x, y);
2858 DrawLevelField(x, y);
2862 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2864 if (!IS_FREE(newx, newy))
2866 if (IS_PLAYER(x, y))
2867 DrawPlayerField(x, y);
2869 DrawLevelField(x, y);
2874 boolean wanna_flame = !RND(10);
2875 int dx = newx - x, dy = newy - y;
2876 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2877 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2878 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2879 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2880 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2881 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2883 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2884 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2885 element1 != EL_BURNING && element2 != EL_BURNING)
2887 if (IS_PLAYER(x, y))
2888 DrawPlayerField(x, y);
2890 DrawLevelField(x, y);
2892 MovDelay[x][y] = 50;
2893 Feld[newx][newy] = EL_BURNING;
2894 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2895 Feld[newx1][newy1] = EL_BURNING;
2896 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2897 Feld[newx2][newy2] = EL_BURNING;
2902 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2903 Feld[newx][newy] == EL_DIAMANT)
2905 if (IS_MOVING(newx, newy))
2906 RemoveMovingField(newx, newy);
2909 Feld[newx][newy] = EL_LEERRAUM;
2910 DrawLevelField(newx, newy);
2913 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2914 IS_MAMPF2(Feld[newx][newy]))
2916 if (AmoebaNr[newx][newy])
2918 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2919 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2920 Feld[newx][newy] == EL_AMOEBE_BD)
2921 AmoebaCnt[AmoebaNr[newx][newy]]--;
2924 if (IS_MOVING(newx, newy))
2925 RemoveMovingField(newx, newy);
2928 Feld[newx][newy] = EL_LEERRAUM;
2929 DrawLevelField(newx, newy);
2932 else if ((element == EL_PACMAN || element == EL_MOLE)
2933 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2935 if (AmoebaNr[newx][newy])
2937 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2938 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2939 Feld[newx][newy] == EL_AMOEBE_BD)
2940 AmoebaCnt[AmoebaNr[newx][newy]]--;
2943 if (element == EL_MOLE)
2945 Feld[newx][newy] = EL_DEAMOEBING;
2946 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2947 return; /* wait for shrinking amoeba */
2949 else /* element == EL_PACMAN */
2951 Feld[newx][newy] = EL_LEERRAUM;
2952 DrawLevelField(newx, newy);
2955 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2956 (Feld[newx][newy] == EL_DEAMOEBING ||
2957 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2959 /* wait for shrinking amoeba to completely disappear */
2962 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2964 /* object was running against a wall */
2968 if (element == EL_KAEFER || element == EL_FLIEGER ||
2969 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2970 DrawLevelField(x, y);
2971 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2972 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2973 else if (element == EL_SONDE)
2974 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2975 else if (element == EL_SP_ELECTRON)
2976 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2978 if (DONT_TOUCH(element))
2979 TestIfBadThingTouchesHero(x, y);
2984 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2985 PlaySoundLevel(x, y, SND_SCHLURF);
2987 InitMovingField(x, y, MovDir[x][y]);
2991 ContinueMoving(x, y);
2994 void ContinueMoving(int x, int y)
2996 int element = Feld[x][y];
2997 int direction = MovDir[x][y];
2998 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2999 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3000 int horiz_move = (dx!=0);
3001 int newx = x + dx, newy = y + dy;
3002 int step = (horiz_move ? dx : dy) * TILEX / 8;
3004 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
3006 else if (element == EL_QUICKSAND_FILLING ||
3007 element == EL_QUICKSAND_EMPTYING)
3009 else if (element == EL_MAGIC_WALL_FILLING ||
3010 element == EL_MAGIC_WALL_BD_FILLING ||
3011 element == EL_MAGIC_WALL_EMPTYING ||
3012 element == EL_MAGIC_WALL_BD_EMPTYING)
3014 else if (CAN_FALL(element) && horiz_move &&
3015 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
3017 else if (element == EL_SPRING_MOVING)
3020 #if OLD_GAME_BEHAVIOUR
3021 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3025 MovPos[x][y] += step;
3027 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3029 Feld[x][y] = EL_LEERRAUM;
3030 Feld[newx][newy] = element;
3032 if (element == EL_MOLE)
3035 static int xy[4][2] =
3043 Feld[x][y] = EL_ERDREICH;
3044 DrawLevelField(x, y);
3053 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3054 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3058 if (element == EL_QUICKSAND_FILLING)
3060 element = Feld[newx][newy] = get_next_element(element);
3061 Store[newx][newy] = Store[x][y];
3063 else if (element == EL_QUICKSAND_EMPTYING)
3065 Feld[x][y] = get_next_element(element);
3066 element = Feld[newx][newy] = Store[x][y];
3068 else if (element == EL_MAGIC_WALL_FILLING)
3070 element = Feld[newx][newy] = get_next_element(element);
3071 if (!game.magic_wall_active)
3072 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3073 Store[newx][newy] = Store[x][y];
3075 else if (element == EL_MAGIC_WALL_EMPTYING)
3077 Feld[x][y] = get_next_element(element);
3078 if (!game.magic_wall_active)
3079 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3080 element = Feld[newx][newy] = Store[x][y];
3082 else if (element == EL_MAGIC_WALL_BD_FILLING)
3084 element = Feld[newx][newy] = get_next_element(element);
3085 if (!game.magic_wall_active)
3086 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3087 Store[newx][newy] = Store[x][y];
3089 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3091 Feld[x][y] = get_next_element(element);
3092 if (!game.magic_wall_active)
3093 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3094 element = Feld[newx][newy] = Store[x][y];
3096 else if (element == EL_AMOEBA_DRIPPING)
3098 Feld[x][y] = get_next_element(element);
3099 element = Feld[newx][newy] = Store[x][y];
3101 else if (Store[x][y] == EL_SALZSAEURE)
3103 element = Feld[newx][newy] = EL_SALZSAEURE;
3107 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3108 MovDelay[newx][newy] = 0;
3110 if (!CAN_MOVE(element))
3111 MovDir[newx][newy] = 0;
3113 DrawLevelField(x, y);
3114 DrawLevelField(newx, newy);
3116 Stop[newx][newy] = TRUE;
3117 JustStopped[newx][newy] = 3;
3119 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3121 TestIfBadThingTouchesHero(newx, newy);
3122 TestIfBadThingTouchesFriend(newx, newy);
3123 TestIfBadThingTouchesOtherBadThing(newx, newy);
3125 else if (element == EL_PINGUIN)
3126 TestIfFriendTouchesBadThing(newx, newy);
3128 if (CAN_SMASH(element) && direction == MV_DOWN &&
3129 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3132 else /* still moving on */
3133 DrawLevelField(x, y);
3136 int AmoebeNachbarNr(int ax, int ay)
3139 int element = Feld[ax][ay];
3141 static int xy[4][2] =
3151 int x = ax + xy[i][0];
3152 int y = ay + xy[i][1];
3154 if (!IN_LEV_FIELD(x, y))
3157 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3158 group_nr = AmoebaNr[x][y];
3164 void AmoebenVereinigen(int ax, int ay)
3166 int i, x, y, xx, yy;
3167 int new_group_nr = AmoebaNr[ax][ay];
3168 static int xy[4][2] =
3176 if (new_group_nr == 0)
3184 if (!IN_LEV_FIELD(x, y))
3187 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3188 Feld[x][y] == EL_AMOEBE_BD ||
3189 Feld[x][y] == EL_AMOEBE_TOT) &&
3190 AmoebaNr[x][y] != new_group_nr)
3192 int old_group_nr = AmoebaNr[x][y];
3194 if (old_group_nr == 0)
3197 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3198 AmoebaCnt[old_group_nr] = 0;
3199 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3200 AmoebaCnt2[old_group_nr] = 0;
3202 for (yy=0; yy<lev_fieldy; yy++)
3204 for (xx=0; xx<lev_fieldx; xx++)
3206 if (AmoebaNr[xx][yy] == old_group_nr)
3207 AmoebaNr[xx][yy] = new_group_nr;
3214 void AmoebeUmwandeln(int ax, int ay)
3218 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3220 int group_nr = AmoebaNr[ax][ay];
3225 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3226 printf("AmoebeUmwandeln(): This should never happen!\n");
3231 for (y=0; y<lev_fieldy; y++)
3233 for (x=0; x<lev_fieldx; x++)
3235 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3238 Feld[x][y] = EL_AMOEBA2DIAM;
3246 static int xy[4][2] =
3259 if (!IN_LEV_FIELD(x, y))
3262 if (Feld[x][y] == EL_AMOEBA2DIAM)
3268 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3271 int group_nr = AmoebaNr[ax][ay];
3272 boolean done = FALSE;
3277 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3278 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3283 for (y=0; y<lev_fieldy; y++)
3285 for (x=0; x<lev_fieldx; x++)
3287 if (AmoebaNr[x][y] == group_nr &&
3288 (Feld[x][y] == EL_AMOEBE_TOT ||
3289 Feld[x][y] == EL_AMOEBE_BD ||
3290 Feld[x][y] == EL_AMOEBING))
3293 Feld[x][y] = new_element;
3294 InitField(x, y, FALSE);
3295 DrawLevelField(x, y);
3302 PlaySoundLevel(ax, ay,
3303 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3306 void AmoebeWaechst(int x, int y)
3308 static unsigned long sound_delay = 0;
3309 static unsigned long sound_delay_value = 0;
3311 if (!MovDelay[x][y]) /* start new growing cycle */
3315 if (DelayReached(&sound_delay, sound_delay_value))
3317 PlaySoundLevel(x, y, SND_AMOEBE);
3318 sound_delay_value = 30;
3322 if (MovDelay[x][y]) /* wait some time before growing bigger */
3325 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3326 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3328 if (!MovDelay[x][y])
3330 Feld[x][y] = Store[x][y];
3332 DrawLevelField(x, y);
3337 void AmoebeSchrumpft(int x, int y)
3339 static unsigned long sound_delay = 0;
3340 static unsigned long sound_delay_value = 0;
3342 if (!MovDelay[x][y]) /* start new shrinking cycle */
3346 if (DelayReached(&sound_delay, sound_delay_value))
3348 PlaySoundLevel(x, y, SND_BLURB);
3349 sound_delay_value = 30;
3353 if (MovDelay[x][y]) /* wait some time before shrinking */
3356 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3357 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3359 if (!MovDelay[x][y])
3361 Feld[x][y] = EL_LEERRAUM;
3362 DrawLevelField(x, y);
3364 /* don't let mole enter this field in this cycle;
3365 (give priority to objects falling to this field from above) */
3371 void AmoebeAbleger(int ax, int ay)
3374 int element = Feld[ax][ay];
3375 int newax = ax, neway = ay;
3376 static int xy[4][2] =
3384 if (!level.amoeba_speed)
3386 Feld[ax][ay] = EL_AMOEBE_TOT;
3387 DrawLevelField(ax, ay);
3391 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3392 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3394 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3397 if (MovDelay[ax][ay])
3401 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3404 int x = ax + xy[start][0];
3405 int y = ay + xy[start][1];
3407 if (!IN_LEV_FIELD(x, y))
3410 if (IS_FREE(x, y) ||
3411 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3417 if (newax == ax && neway == ay)
3420 else /* normal or "filled" (BD style) amoeba */
3423 boolean waiting_for_player = FALSE;
3427 int j = (start + i) % 4;
3428 int x = ax + xy[j][0];
3429 int y = ay + xy[j][1];
3431 if (!IN_LEV_FIELD(x, y))
3434 if (IS_FREE(x, y) ||
3435 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3441 else if (IS_PLAYER(x, y))
3442 waiting_for_player = TRUE;
3445 if (newax == ax && neway == ay) /* amoeba cannot grow */
3447 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3449 Feld[ax][ay] = EL_AMOEBE_TOT;
3450 DrawLevelField(ax, ay);
3451 AmoebaCnt[AmoebaNr[ax][ay]]--;
3453 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3455 if (element == EL_AMOEBE_VOLL)
3456 AmoebeUmwandeln(ax, ay);
3457 else if (element == EL_AMOEBE_BD)
3458 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3463 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3465 /* amoeba gets larger by growing in some direction */
3467 int new_group_nr = AmoebaNr[ax][ay];
3470 if (new_group_nr == 0)
3472 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3473 printf("AmoebeAbleger(): This should never happen!\n");
3478 AmoebaNr[newax][neway] = new_group_nr;
3479 AmoebaCnt[new_group_nr]++;
3480 AmoebaCnt2[new_group_nr]++;
3482 /* if amoeba touches other amoeba(s) after growing, unify them */
3483 AmoebenVereinigen(newax, neway);
3485 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3487 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3493 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3494 (neway == lev_fieldy - 1 && newax != ax))
3496 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3497 Store[newax][neway] = element;
3499 else if (neway == ay)
3500 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3503 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3504 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3505 Store[ax][ay] = EL_TROPFEN;
3506 ContinueMoving(ax, ay);
3510 DrawLevelField(newax, neway);
3513 void Life(int ax, int ay)
3516 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3518 int element = Feld[ax][ay];
3523 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3524 MovDelay[ax][ay] = life_time;
3526 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3529 if (MovDelay[ax][ay])
3533 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3535 int xx = ax+x1, yy = ay+y1;
3538 if (!IN_LEV_FIELD(xx, yy))
3541 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3543 int x = xx+x2, y = yy+y2;
3545 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3548 if (((Feld[x][y] == element ||
3549 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3551 (IS_FREE(x, y) && Stop[x][y]))
3555 if (xx == ax && yy == ay) /* field in the middle */
3557 if (nachbarn<life[0] || nachbarn>life[1])
3559 Feld[xx][yy] = EL_LEERRAUM;
3561 DrawLevelField(xx, yy);
3562 Stop[xx][yy] = TRUE;
3565 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3566 { /* free border field */
3567 if (nachbarn>=life[2] && nachbarn<=life[3])
3569 Feld[xx][yy] = element;
3570 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3572 DrawLevelField(xx, yy);
3573 Stop[xx][yy] = TRUE;
3579 void Ablenk(int x, int y)
3581 if (!MovDelay[x][y]) /* next animation frame */
3582 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3584 if (MovDelay[x][y]) /* wait some time before next frame */
3589 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3590 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3591 if (!(MovDelay[x][y]%4))
3592 PlaySoundLevel(x, y, SND_MIEP);
3597 Feld[x][y] = EL_ABLENK_AUS;
3598 DrawLevelField(x, y);
3599 if (ZX == x && ZY == y)
3603 void TimegateWheel(int x, int y)
3605 if (!MovDelay[x][y]) /* next animation frame */
3606 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3608 if (MovDelay[x][y]) /* wait some time before next frame */
3613 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3614 DrawGraphic(SCREENX(x), SCREENY(y),
3615 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3616 if (!(MovDelay[x][y]%4))
3617 PlaySoundLevel(x, y, SND_MIEP);
3622 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3623 DrawLevelField(x, y);
3624 if (ZX == x && ZY == y)
3628 void Birne(int x, int y)
3630 if (!MovDelay[x][y]) /* next animation frame */
3631 MovDelay[x][y] = 800;
3633 if (MovDelay[x][y]) /* wait some time before next frame */
3638 if (!(MovDelay[x][y]%5))
3640 if (!(MovDelay[x][y]%10))
3641 Feld[x][y]=EL_ABLENK_EIN;
3643 Feld[x][y]=EL_ABLENK_AUS;
3644 DrawLevelField(x, y);
3645 Feld[x][y]=EL_ABLENK_EIN;
3651 Feld[x][y]=EL_ABLENK_AUS;
3652 DrawLevelField(x, y);
3653 if (ZX == x && ZY == y)
3657 void Blubber(int x, int y)
3659 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3660 DrawLevelField(x, y-1);
3662 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3665 void NussKnacken(int x, int y)
3667 if (!MovDelay[x][y]) /* next animation frame */
3670 if (MovDelay[x][y]) /* wait some time before next frame */
3673 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3674 DrawGraphic(SCREENX(x), SCREENY(y),
3675 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3677 if (!MovDelay[x][y])
3679 Feld[x][y] = EL_EDELSTEIN;
3680 DrawLevelField(x, y);
3685 void BreakingPearl(int x, int y)
3687 if (!MovDelay[x][y]) /* next animation frame */
3690 if (MovDelay[x][y]) /* wait some time before next frame */
3693 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3694 DrawGraphic(SCREENX(x), SCREENY(y),
3695 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3697 if (!MovDelay[x][y])
3699 Feld[x][y] = EL_LEERRAUM;
3700 DrawLevelField(x, y);
3705 void SiebAktivieren(int x, int y, int typ)
3707 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3709 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3712 void AusgangstuerPruefen(int x, int y)
3714 if (!local_player->gems_still_needed &&
3715 !local_player->sokobanfields_still_needed &&
3716 !local_player->lights_still_needed)
3718 Feld[x][y] = EL_AUSGANG_ACT;
3720 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3721 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3722 y < LEVELY(BY1) ? LEVELY(BY1) :
3723 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3728 void AusgangstuerOeffnen(int x, int y)
3732 if (!MovDelay[x][y]) /* next animation frame */
3733 MovDelay[x][y] = 5*delay;
3735 if (MovDelay[x][y]) /* wait some time before next frame */
3740 tuer = MovDelay[x][y]/delay;
3741 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3742 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3744 if (!MovDelay[x][y])
3746 Feld[x][y] = EL_AUSGANG_AUF;
3747 DrawLevelField(x, y);
3752 void AusgangstuerBlinken(int x, int y)
3754 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3757 void OpenSwitchgate(int x, int y)
3761 if (!MovDelay[x][y]) /* next animation frame */
3762 MovDelay[x][y] = 5 * delay;
3764 if (MovDelay[x][y]) /* wait some time before next frame */
3769 phase = MovDelay[x][y] / delay;
3770 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3771 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3773 if (!MovDelay[x][y])
3775 Feld[x][y] = EL_SWITCHGATE_OPEN;
3776 DrawLevelField(x, y);
3781 void CloseSwitchgate(int x, int y)
3785 if (!MovDelay[x][y]) /* next animation frame */
3786 MovDelay[x][y] = 5 * delay;
3788 if (MovDelay[x][y]) /* wait some time before next frame */
3793 phase = MovDelay[x][y] / delay;
3794 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3795 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3797 if (!MovDelay[x][y])
3799 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3800 DrawLevelField(x, y);
3805 void OpenTimegate(int x, int y)
3809 if (!MovDelay[x][y]) /* next animation frame */
3810 MovDelay[x][y] = 5 * delay;
3812 if (MovDelay[x][y]) /* wait some time before next frame */
3817 phase = MovDelay[x][y] / delay;
3818 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3819 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3821 if (!MovDelay[x][y])
3823 Feld[x][y] = EL_TIMEGATE_OPEN;
3824 DrawLevelField(x, y);
3829 void CloseTimegate(int x, int y)
3833 if (!MovDelay[x][y]) /* next animation frame */
3834 MovDelay[x][y] = 5 * delay;
3836 if (MovDelay[x][y]) /* wait some time before next frame */
3841 phase = MovDelay[x][y] / delay;
3842 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3843 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3845 if (!MovDelay[x][y])
3847 Feld[x][y] = EL_TIMEGATE_CLOSED;
3848 DrawLevelField(x, y);
3853 static void CloseAllOpenTimegates()
3857 for (y=0; y<lev_fieldy; y++)
3859 for (x=0; x<lev_fieldx; x++)
3861 int element = Feld[x][y];
3863 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3865 Feld[x][y] = EL_TIMEGATE_CLOSING;
3866 PlaySoundLevel(x, y, SND_OEFFNEN);
3872 void EdelsteinFunkeln(int x, int y)
3874 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3877 if (Feld[x][y] == EL_EDELSTEIN_BD)
3878 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3881 if (!MovDelay[x][y]) /* next animation frame */
3882 MovDelay[x][y] = 11 * !SimpleRND(500);
3884 if (MovDelay[x][y]) /* wait some time before next frame */
3888 if (setup.direct_draw && MovDelay[x][y])
3889 SetDrawtoField(DRAW_BUFFERED);
3891 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3895 int phase = (MovDelay[x][y]-1)/2;
3900 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3902 if (setup.direct_draw)
3906 dest_x = FX + SCREENX(x)*TILEX;
3907 dest_y = FY + SCREENY(y)*TILEY;
3909 BlitBitmap(drawto_field, window,
3910 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3911 SetDrawtoField(DRAW_DIRECT);
3918 void MauerWaechst(int x, int y)
3922 if (!MovDelay[x][y]) /* next animation frame */
3923 MovDelay[x][y] = 3*delay;
3925 if (MovDelay[x][y]) /* wait some time before next frame */
3930 phase = 2-MovDelay[x][y]/delay;
3931 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3932 DrawGraphic(SCREENX(x), SCREENY(y),
3933 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3934 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3935 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3936 GFX_MAUER_DOWN ) + phase);
3938 if (!MovDelay[x][y])
3940 if (MovDir[x][y] == MV_LEFT)
3942 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3943 DrawLevelField(x-1, y);
3945 else if (MovDir[x][y] == MV_RIGHT)
3947 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3948 DrawLevelField(x+1, y);
3950 else if (MovDir[x][y] == MV_UP)
3952 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3953 DrawLevelField(x, y-1);
3957 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3958 DrawLevelField(x, y+1);
3961 Feld[x][y] = Store[x][y];
3963 MovDir[x][y] = MV_NO_MOVING;
3964 DrawLevelField(x, y);
3969 void MauerAbleger(int ax, int ay)
3971 int element = Feld[ax][ay];
3972 boolean oben_frei = FALSE, unten_frei = FALSE;
3973 boolean links_frei = FALSE, rechts_frei = FALSE;
3974 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3975 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3977 if (!MovDelay[ax][ay]) /* start building new wall */
3978 MovDelay[ax][ay] = 6;
3980 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3983 if (MovDelay[ax][ay])
3987 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3989 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3991 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3993 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3996 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
4000 Feld[ax][ay-1] = EL_MAUERND;
4001 Store[ax][ay-1] = element;
4002 MovDir[ax][ay-1] = MV_UP;
4003 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4004 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
4008 Feld[ax][ay+1] = EL_MAUERND;
4009 Store[ax][ay+1] = element;
4010 MovDir[ax][ay+1] = MV_DOWN;
4011 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4012 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
4016 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
4017 element == EL_MAUER_LEBT)
4021 Feld[ax-1][ay] = EL_MAUERND;
4022 Store[ax-1][ay] = element;
4023 MovDir[ax-1][ay] = MV_LEFT;
4024 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4025 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4029 Feld[ax+1][ay] = EL_MAUERND;
4030 Store[ax+1][ay] = element;
4031 MovDir[ax+1][ay] = MV_RIGHT;
4032 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4033 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4037 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4038 DrawLevelField(ax, ay);
4040 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4042 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4043 unten_massiv = TRUE;
4044 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4045 links_massiv = TRUE;
4046 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4047 rechts_massiv = TRUE;
4049 if (((oben_massiv && unten_massiv) ||
4050 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4051 ((links_massiv && rechts_massiv) ||
4052 element == EL_MAUER_Y))
4053 Feld[ax][ay] = EL_MAUERWERK;
4056 void CheckForDragon(int x, int y)
4059 boolean dragon_found = FALSE;
4060 static int xy[4][2] =
4072 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4074 if (IN_LEV_FIELD(xx, yy) &&
4075 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4077 if (Feld[xx][yy] == EL_DRACHE)
4078 dragon_found = TRUE;
4091 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4093 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4095 Feld[xx][yy] = EL_LEERRAUM;
4096 DrawLevelField(xx, yy);
4105 static void CheckBuggyBase(int x, int y)
4107 int element = Feld[x][y];
4109 if (element == EL_SP_BUG)
4111 if (!MovDelay[x][y]) /* wait some time before activating base */
4112 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4117 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4118 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4122 Feld[x][y] = EL_SP_BUG_ACTIVE;
4125 else if (element == EL_SP_BUG_ACTIVE)
4127 if (!MovDelay[x][y]) /* start activating buggy base */
4128 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4136 static int xy[4][2] =
4144 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4145 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4149 int xx = x + xy[i][0], yy = y + xy[i][1];
4151 if (IS_PLAYER(xx, yy))
4153 PlaySoundLevel(x, y, SND_SP_BUG);
4161 Feld[x][y] = EL_SP_BUG;
4162 DrawLevelField(x, y);
4167 static void CheckTrap(int x, int y)
4169 int element = Feld[x][y];
4171 if (element == EL_TRAP_INACTIVE)
4173 if (!MovDelay[x][y]) /* wait some time before activating trap */
4174 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4182 Feld[x][y] = EL_TRAP_ACTIVE;
4185 else if (element == EL_TRAP_ACTIVE)
4190 if (!MovDelay[x][y]) /* start activating trap */
4191 MovDelay[x][y] = num_frames * delay;
4199 if (!(MovDelay[x][y] % delay))
4201 int phase = MovDelay[x][y]/delay;
4203 if (phase >= num_frames/2)
4204 phase = num_frames - phase;
4206 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4208 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4209 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4216 Feld[x][y] = EL_TRAP_INACTIVE;
4217 DrawLevelField(x, y);
4222 static void DrawBeltAnimation(int x, int y, int element)
4224 int belt_nr = getBeltNrFromElement(element);
4225 int belt_dir = game.belt_dir[belt_nr];
4227 if (belt_dir != MV_NO_MOVING)
4230 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4231 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4233 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4237 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4239 static byte stored_player_action[MAX_PLAYERS];
4240 static int num_stored_actions = 0;
4242 static boolean save_tape_entry = FALSE;
4244 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4245 int left = player_action & JOY_LEFT;
4246 int right = player_action & JOY_RIGHT;
4247 int up = player_action & JOY_UP;
4248 int down = player_action & JOY_DOWN;
4249 int button1 = player_action & JOY_BUTTON_1;
4250 int button2 = player_action & JOY_BUTTON_2;
4251 int dx = (left ? -1 : right ? 1 : 0);
4252 int dy = (up ? -1 : down ? 1 : 0);
4254 stored_player_action[player->index_nr] = 0;
4255 num_stored_actions++;
4257 if (!player->active || tape.pausing)
4263 save_tape_entry = TRUE;
4265 player->frame_reset_delay = 0;
4268 snapped = SnapField(player, dx, dy);
4272 bombed = PlaceBomb(player);
4273 moved = MoveFigure(player, dx, dy);
4277 if (tape.recording && (moved || snapped || bombed))
4279 if (bombed && !moved)
4280 player_action &= JOY_BUTTON;
4282 stored_player_action[player->index_nr] = player_action;
4283 save_tape_entry = TRUE;
4285 else if (tape.playing && snapped)
4286 SnapField(player, 0, 0); /* stop snapping */
4288 stored_player_action[player->index_nr] = player_action;
4293 /* no actions for this player (no input at player's configured device) */
4295 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4296 SnapField(player, 0, 0);
4297 CheckGravityMovement(player);
4300 if (player->MovPos == 0) /* needed for tape.playing */
4301 player->is_moving = FALSE;
4304 if (player->MovPos == 0) /* needed for tape.playing */
4305 player->last_move_dir = MV_NO_MOVING;
4307 /* !!! CHECK THIS AGAIN !!!
4308 (Seems to be needed for some EL_ROBOT stuff, but breaks
4309 tapes when walking through pipes!)
4312 /* it seems that "player->last_move_dir" is misused as some sort of
4313 "player->is_just_moving_in_this_moment", which is needed for the
4314 robot stuff (robots don't kill players when they are moving)
4318 if (++player->frame_reset_delay > player->move_delay_value)
4323 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4325 TapeRecordAction(stored_player_action);
4326 num_stored_actions = 0;
4327 save_tape_entry = FALSE;
4330 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4332 TapeRecordAction(stored_player_action);
4333 num_stored_actions = 0;
4338 if (tape.playing && !tape.pausing && !player_action &&
4339 tape.counter < tape.length)
4341 int jx = player->jx, jy = player->jy;
4343 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4345 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4346 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4348 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4350 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4352 int el = Feld[jx+dx][jy];
4353 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4354 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4356 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4358 player->MovDir = next_joy;
4359 player->Frame = FrameCounter % 4;
4360 player->Pushing = TRUE;
4370 static unsigned long action_delay = 0;
4371 unsigned long action_delay_value;
4372 int sieb_x = 0, sieb_y = 0;
4373 int i, x, y, element;
4374 byte *recorded_player_action;
4375 byte summarized_player_action = 0;
4377 if (game_status != PLAYING)
4380 action_delay_value =
4381 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4383 /* ---------- main game synchronization point ---------- */
4385 WaitUntilDelayReached(&action_delay, action_delay_value);
4387 if (network_playing && !network_player_action_received)
4391 printf("DEBUG: try to get network player actions in time\n");
4395 #if defined(PLATFORM_UNIX)
4396 /* last chance to get network player actions without main loop delay */
4400 if (game_status != PLAYING)
4403 if (!network_player_action_received)
4407 printf("DEBUG: failed to get network player actions in time\n");
4419 else if (tape.recording)
4422 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4424 for (i=0; i<MAX_PLAYERS; i++)
4426 summarized_player_action |= stored_player[i].action;
4428 if (!network_playing)
4429 stored_player[i].effective_action = stored_player[i].action;
4432 #if defined(PLATFORM_UNIX)
4433 if (network_playing)
4434 SendToServer_MovePlayer(summarized_player_action);
4437 if (!options.network && !setup.team_mode)
4438 local_player->effective_action = summarized_player_action;
4440 for (i=0; i<MAX_PLAYERS; i++)
4442 int actual_player_action = stored_player[i].effective_action;
4444 if (stored_player[i].programmed_action)
4445 actual_player_action = stored_player[i].programmed_action;
4447 if (recorded_player_action)
4448 actual_player_action = recorded_player_action[i];
4450 PlayerActions(&stored_player[i], actual_player_action);
4451 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4454 network_player_action_received = FALSE;
4456 ScrollScreen(NULL, SCROLL_GO_ON);
4462 if (TimeFrames == 0 && local_player->active)
4464 extern unsigned int last_RND();
4466 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4467 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4474 if (GameFrameDelay >= 500)
4475 printf("FrameCounter == %d\n", FrameCounter);
4484 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4487 if (JustStopped[x][y] > 0)
4488 JustStopped[x][y]--;
4491 if (IS_BLOCKED(x, y))
4495 Blocked2Moving(x, y, &oldx, &oldy);
4496 if (!IS_MOVING(oldx, oldy))
4498 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4499 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4500 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4501 printf("GameActions(): This should never happen!\n");
4507 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4509 element = Feld[x][y];
4511 if (IS_INACTIVE(element))
4514 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4518 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4519 EdelsteinFunkeln(x, y);
4521 else if (IS_MOVING(x, y))
4522 ContinueMoving(x, y);
4523 else if (IS_ACTIVE_BOMB(element))
4524 CheckDynamite(x, y);
4526 else if (element == EL_EXPLODING && !game.explosions_delayed)
4527 Explode(x, y, Frame[x][y], EX_NORMAL);
4529 else if (element == EL_AMOEBING)
4530 AmoebeWaechst(x, y);
4531 else if (element == EL_DEAMOEBING)
4532 AmoebeSchrumpft(x, y);
4534 #if !USE_NEW_AMOEBA_CODE
4535 else if (IS_AMOEBALIVE(element))
4536 AmoebeAbleger(x, y);
4539 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4541 else if (element == EL_ABLENK_EIN)
4543 else if (element == EL_TIMEGATE_SWITCH_ON)
4544 TimegateWheel(x, y);
4545 else if (element == EL_SALZSAEURE)
4547 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4549 else if (element == EL_CRACKINGNUT)
4551 else if (element == EL_PEARL_BREAKING)
4552 BreakingPearl(x, y);
4553 else if (element == EL_AUSGANG_ZU)
4554 AusgangstuerPruefen(x, y);
4555 else if (element == EL_AUSGANG_ACT)
4556 AusgangstuerOeffnen(x, y);
4557 else if (element == EL_AUSGANG_AUF)
4558 AusgangstuerBlinken(x, y);
4559 else if (element == EL_MAUERND)
4561 else if (element == EL_MAUER_LEBT ||
4562 element == EL_MAUER_X ||
4563 element == EL_MAUER_Y ||
4564 element == EL_MAUER_XY)
4566 else if (element == EL_BURNING)
4567 CheckForDragon(x, y);
4568 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4569 CheckBuggyBase(x, y);
4570 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4572 else if (element == EL_SP_TERMINAL)
4573 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4574 else if (element == EL_SP_TERMINAL_ACTIVE)
4575 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4576 else if (IS_BELT(element))
4577 DrawBeltAnimation(x, y, element);
4578 else if (element == EL_SWITCHGATE_OPENING)
4579 OpenSwitchgate(x, y);
4580 else if (element == EL_SWITCHGATE_CLOSING)
4581 CloseSwitchgate(x, y);
4582 else if (element == EL_TIMEGATE_OPENING)
4584 else if (element == EL_TIMEGATE_CLOSING)
4585 CloseTimegate(x, y);
4586 else if (element == EL_EXTRA_TIME)
4587 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4588 else if (element == EL_SHIELD_PASSIVE)
4589 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4590 else if (element == EL_SHIELD_ACTIVE)
4591 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4593 if (game.magic_wall_active)
4595 boolean sieb = FALSE;
4596 int jx = local_player->jx, jy = local_player->jy;
4598 if (element == EL_MAGIC_WALL_FULL ||
4599 element == EL_MAGIC_WALL_EMPTY ||
4600 element == EL_MAGIC_WALL_EMPTYING)
4602 SiebAktivieren(x, y, 1);
4605 else if (element == EL_MAGIC_WALL_BD_FULL ||
4606 element == EL_MAGIC_WALL_BD_EMPTY ||
4607 element == EL_MAGIC_WALL_BD_EMPTYING)
4609 SiebAktivieren(x, y, 2);
4613 /* play the element sound at the position nearest to the player */
4614 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4622 #if USE_NEW_AMOEBA_CODE
4623 /* new experimental amoeba growth stuff */
4625 if (!(FrameCounter % 8))
4628 static unsigned long random = 1684108901;
4630 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4633 x = (random >> 10) % lev_fieldx;
4634 y = (random >> 20) % lev_fieldy;
4636 x = RND(lev_fieldx);
4637 y = RND(lev_fieldy);
4639 element = Feld[x][y];
4641 if (!IS_PLAYER(x,y) &&
4642 (element == EL_LEERRAUM ||
4643 element == EL_ERDREICH ||
4644 element == EL_MORAST_LEER ||
4645 element == EL_BLURB_LEFT ||
4646 element == EL_BLURB_RIGHT))
4648 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4649 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4650 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4651 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4652 Feld[x][y] = EL_TROPFEN;
4655 random = random * 129 + 1;
4661 if (game.explosions_delayed)
4664 game.explosions_delayed = FALSE;
4666 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4668 element = Feld[x][y];
4670 if (ExplodeField[x][y])
4671 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4672 else if (element == EL_EXPLODING)
4673 Explode(x, y, Frame[x][y], EX_NORMAL);
4675 ExplodeField[x][y] = EX_NO_EXPLOSION;
4678 game.explosions_delayed = TRUE;
4681 if (game.magic_wall_active)
4683 if (!(game.magic_wall_time_left % 4))
4684 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4686 if (game.magic_wall_time_left > 0)
4688 game.magic_wall_time_left--;
4689 if (!game.magic_wall_time_left)
4691 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4693 element = Feld[x][y];
4695 if (element == EL_MAGIC_WALL_EMPTY ||
4696 element == EL_MAGIC_WALL_FULL)
4698 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4699 DrawLevelField(x, y);
4701 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4702 element == EL_MAGIC_WALL_BD_FULL)
4704 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4705 DrawLevelField(x, y);
4709 game.magic_wall_active = FALSE;
4714 if (game.light_time_left > 0)
4716 game.light_time_left--;
4718 if (game.light_time_left == 0)
4720 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4722 element = Feld[x][y];
4724 if (element == EL_LIGHT_SWITCH_ON)
4726 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4727 DrawLevelField(x, y);
4729 else if (element == EL_INVISIBLE_STEEL ||
4730 element == EL_UNSICHTBAR ||
4731 element == EL_SAND_INVISIBLE)
4732 DrawLevelField(x, y);
4737 if (game.timegate_time_left > 0)
4739 game.timegate_time_left--;
4741 if (game.timegate_time_left == 0)
4742 CloseAllOpenTimegates();
4745 if (TimeFrames >= (1000 / GameFrameDelay))
4750 for (i=0; i<MAX_PLAYERS; i++)
4752 if (SHIELD_ON(&stored_player[i]))
4754 stored_player[i].shield_passive_time_left--;
4756 if (stored_player[i].shield_active_time_left > 0)
4757 stored_player[i].shield_active_time_left--;
4761 if (tape.recording || tape.playing)
4762 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4768 if (TimeLeft <= 10 && setup.time_limit)
4769 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4771 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4773 if (!TimeLeft && setup.time_limit)
4774 for (i=0; i<MAX_PLAYERS; i++)
4775 KillHero(&stored_player[i]);
4777 else if (level.time == 0) /* level without time limit */
4778 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4783 if (options.debug) /* calculate frames per second */
4785 static unsigned long fps_counter = 0;
4786 static int fps_frames = 0;
4787 unsigned long fps_delay_ms = Counter() - fps_counter;
4791 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4793 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4796 fps_counter = Counter();
4799 redraw_mask |= REDRAW_FPS;
4803 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4805 int min_x = x, min_y = y, max_x = x, max_y = y;
4808 for (i=0; i<MAX_PLAYERS; i++)
4810 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4812 if (!stored_player[i].active || &stored_player[i] == player)
4815 min_x = MIN(min_x, jx);
4816 min_y = MIN(min_y, jy);
4817 max_x = MAX(max_x, jx);
4818 max_y = MAX(max_y, jy);
4821 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4824 static boolean AllPlayersInVisibleScreen()
4828 for (i=0; i<MAX_PLAYERS; i++)
4830 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4832 if (!stored_player[i].active)
4835 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4842 void ScrollLevel(int dx, int dy)
4844 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4847 BlitBitmap(drawto_field, drawto_field,
4848 FX + TILEX*(dx == -1) - softscroll_offset,
4849 FY + TILEY*(dy == -1) - softscroll_offset,
4850 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4851 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4852 FX + TILEX*(dx == 1) - softscroll_offset,
4853 FY + TILEY*(dy == 1) - softscroll_offset);
4857 x = (dx == 1 ? BX1 : BX2);
4858 for (y=BY1; y<=BY2; y++)
4859 DrawScreenField(x, y);
4863 y = (dy == 1 ? BY1 : BY2);
4864 for (x=BX1; x<=BX2; x++)
4865 DrawScreenField(x, y);
4868 redraw_mask |= REDRAW_FIELD;
4871 static void CheckGravityMovement(struct PlayerInfo *player)
4873 if (level.gravity && !player->programmed_action)
4875 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4876 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4878 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4879 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4880 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4881 int jx = player->jx, jy = player->jy;
4882 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4883 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4884 int new_jx = jx + dx, new_jy = jy + dy;
4885 boolean field_under_player_is_free =
4886 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4887 boolean player_is_moving_to_valid_field =
4888 (IN_LEV_FIELD(new_jx, new_jy) &&
4889 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4890 Feld[new_jx][new_jy] == EL_ERDREICH));
4892 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4893 player->programmed_action = MV_DOWN;
4897 boolean MoveFigureOneStep(struct PlayerInfo *player,
4898 int dx, int dy, int real_dx, int real_dy)
4900 int jx = player->jx, jy = player->jy;
4901 int new_jx = jx+dx, new_jy = jy+dy;
4905 if (!player->active || (!dx && !dy))
4906 return MF_NO_ACTION;
4908 player->MovDir = (dx < 0 ? MV_LEFT :
4911 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4913 if (!IN_LEV_FIELD(new_jx, new_jy))
4914 return MF_NO_ACTION;
4916 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4917 return MF_NO_ACTION;
4920 element = MovingOrBlocked2Element(new_jx, new_jy);
4922 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4925 if (DONT_GO_TO(element))
4927 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4930 Feld[jx][jy] = EL_SPIELFIGUR;
4931 InitMovingField(jx, jy, MV_DOWN);
4932 Store[jx][jy] = EL_SALZSAEURE;
4933 ContinueMoving(jx, jy);
4937 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
4942 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4943 if (can_move != MF_MOVING)
4946 StorePlayer[jx][jy] = 0;
4947 player->last_jx = jx;
4948 player->last_jy = jy;
4949 jx = player->jx = new_jx;
4950 jy = player->jy = new_jy;
4951 StorePlayer[jx][jy] = player->element_nr;
4954 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4956 ScrollFigure(player, SCROLL_INIT);
4961 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4963 int jx = player->jx, jy = player->jy;
4964 int old_jx = jx, old_jy = jy;
4965 int moved = MF_NO_ACTION;
4967 if (!player->active || (!dx && !dy))
4971 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4975 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4976 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
4980 /* remove the last programmed player action */
4981 player->programmed_action = 0;
4985 /* should only happen if pre-1.2 tape recordings are played */
4986 /* this is only for backward compatibility */
4988 int original_move_delay_value = player->move_delay_value;
4991 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4994 /* scroll remaining steps with finest movement resolution */
4995 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4997 while (player->MovPos)
4999 ScrollFigure(player, SCROLL_GO_ON);
5000 ScrollScreen(NULL, SCROLL_GO_ON);
5006 player->move_delay_value = original_move_delay_value;
5009 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5011 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5012 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5016 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5017 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5023 if (moved & MF_MOVING && !ScreenMovPos &&
5024 (player == local_player || !options.network))
5026 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5027 int offset = (setup.scroll_delay ? 3 : 0);
5029 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5031 /* actual player has left the screen -- scroll in that direction */
5032 if (jx != old_jx) /* player has moved horizontally */
5033 scroll_x += (jx - old_jx);
5034 else /* player has moved vertically */
5035 scroll_y += (jy - old_jy);
5039 if (jx != old_jx) /* player has moved horizontally */
5041 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5042 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5043 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5045 /* don't scroll over playfield boundaries */
5046 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5047 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5049 /* don't scroll more than one field at a time */
5050 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5052 /* don't scroll against the player's moving direction */
5053 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5054 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5055 scroll_x = old_scroll_x;
5057 else /* player has moved vertically */
5059 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5060 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5061 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5063 /* don't scroll over playfield boundaries */
5064 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5065 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5067 /* don't scroll more than one field at a time */
5068 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5070 /* don't scroll against the player's moving direction */
5071 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5072 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5073 scroll_y = old_scroll_y;
5077 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5079 if (!options.network && !AllPlayersInVisibleScreen())
5081 scroll_x = old_scroll_x;
5082 scroll_y = old_scroll_y;
5086 ScrollScreen(player, SCROLL_INIT);
5087 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5092 if (!(moved & MF_MOVING) && !player->Pushing)
5095 player->Frame = (player->Frame + 1) % 4;
5097 if (moved & MF_MOVING)
5099 if (old_jx != jx && old_jy == jy)
5100 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5101 else if (old_jx == jx && old_jy != jy)
5102 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5104 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5106 player->last_move_dir = player->MovDir;
5107 player->is_moving = TRUE;
5111 CheckGravityMovement(player);
5114 player->last_move_dir = MV_NO_MOVING;
5116 player->is_moving = FALSE;
5119 TestIfHeroTouchesBadThing(jx, jy);
5121 if (!player->active)
5127 void ScrollFigure(struct PlayerInfo *player, int mode)
5129 int jx = player->jx, jy = player->jy;
5130 int last_jx = player->last_jx, last_jy = player->last_jy;
5131 int move_stepsize = TILEX / player->move_delay_value;
5133 if (!player->active || !player->MovPos)
5136 if (mode == SCROLL_INIT)
5138 player->actual_frame_counter = FrameCounter;
5139 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5141 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5142 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5147 else if (!FrameReached(&player->actual_frame_counter, 1))
5150 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5151 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5153 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5154 Feld[last_jx][last_jy] = EL_LEERRAUM;
5156 /* before DrawPlayer() to draw correct player graphic for this case */
5157 if (player->MovPos == 0)
5158 CheckGravityMovement(player);
5162 if (player->MovPos == 0)
5164 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5166 /* continue with normal speed after quickly moving through gate */
5167 HALVE_PLAYER_SPEED(player);
5169 /* be able to make the next move without delay */
5170 player->move_delay = 0;
5173 player->last_jx = jx;
5174 player->last_jy = jy;
5176 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5180 if (!local_player->friends_still_needed)
5181 player->LevelSolved = player->GameOver = TRUE;
5186 void ScrollScreen(struct PlayerInfo *player, int mode)
5188 static unsigned long screen_frame_counter = 0;
5190 if (mode == SCROLL_INIT)
5192 /* set scrolling step size according to actual player's moving speed */
5193 ScrollStepSize = TILEX / player->move_delay_value;
5195 screen_frame_counter = FrameCounter;
5196 ScreenMovDir = player->MovDir;
5197 ScreenMovPos = player->MovPos;
5198 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5201 else if (!FrameReached(&screen_frame_counter, 1))
5206 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5207 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5208 redraw_mask |= REDRAW_FIELD;
5211 ScreenMovDir = MV_NO_MOVING;
5214 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5216 int i, kill_x = -1, kill_y = -1;
5217 static int test_xy[4][2] =
5224 static int test_dir[4] =
5234 int test_x, test_y, test_move_dir, test_element;
5236 test_x = good_x + test_xy[i][0];
5237 test_y = good_y + test_xy[i][1];
5238 if (!IN_LEV_FIELD(test_x, test_y))
5242 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5245 test_element = Feld[test_x][test_y];
5247 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5250 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5251 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5253 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5254 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5262 if (kill_x != -1 || kill_y != -1)
5264 if (IS_PLAYER(good_x, good_y))
5266 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5268 if (player->shield_active_time_left > 0)
5269 Bang(kill_x, kill_y);
5270 else if (!PLAYER_PROTECTED(good_x, good_y))
5274 Bang(good_x, good_y);
5278 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5280 int i, kill_x = -1, kill_y = -1;
5281 int bad_element = Feld[bad_x][bad_y];
5282 static int test_xy[4][2] =
5289 static int test_dir[4] =
5297 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5302 int test_x, test_y, test_move_dir, test_element;
5304 test_x = bad_x + test_xy[i][0];
5305 test_y = bad_y + test_xy[i][1];
5306 if (!IN_LEV_FIELD(test_x, test_y))
5310 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5312 test_element = Feld[test_x][test_y];
5314 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5315 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5317 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5318 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5320 /* good thing is player or penguin that does not move away */
5321 if (IS_PLAYER(test_x, test_y))
5323 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5325 if (bad_element == EL_ROBOT && player->is_moving)
5326 continue; /* robot does not kill player if he is moving */
5332 else if (test_element == EL_PINGUIN)
5341 if (kill_x != -1 || kill_y != -1)
5343 if (IS_PLAYER(kill_x, kill_y))
5345 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5348 int dir = player->MovDir;
5349 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5350 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5352 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5353 newx != bad_x && newy != bad_y)
5354 ; /* robot does not kill player if he is moving */
5356 printf("-> %d\n", player->MovDir);
5358 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5359 newx != bad_x && newy != bad_y)
5360 ; /* robot does not kill player if he is moving */
5365 if (player->shield_active_time_left > 0)
5367 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5371 Bang(kill_x, kill_y);
5375 void TestIfHeroTouchesBadThing(int x, int y)
5377 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5380 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5382 TestIfGoodThingHitsBadThing(x, y, move_dir);
5385 void TestIfBadThingTouchesHero(int x, int y)
5387 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5390 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5392 TestIfBadThingHitsGoodThing(x, y, move_dir);
5395 void TestIfFriendTouchesBadThing(int x, int y)
5397 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5400 void TestIfBadThingTouchesFriend(int x, int y)
5402 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5405 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5407 int i, kill_x = bad_x, kill_y = bad_y;
5408 static int xy[4][2] =
5420 x = bad_x + xy[i][0];
5421 y = bad_y + xy[i][1];
5422 if (!IN_LEV_FIELD(x, y))
5425 element = Feld[x][y];
5426 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5427 element == EL_AMOEBING || element == EL_TROPFEN)
5435 if (kill_x != bad_x || kill_y != bad_y)
5439 void KillHero(struct PlayerInfo *player)
5441 int jx = player->jx, jy = player->jy;
5443 if (!player->active)
5446 if (IS_PFORTE(Feld[jx][jy]))
5447 Feld[jx][jy] = EL_LEERRAUM;
5449 /* deactivate shield (else Bang()/Explode() would not work right) */
5450 player->shield_passive_time_left = 0;
5451 player->shield_active_time_left = 0;
5457 static void KillHeroUnlessProtected(int x, int y)
5459 if (!PLAYER_PROTECTED(x, y))
5460 KillHero(PLAYERINFO(x, y));
5463 void BuryHero(struct PlayerInfo *player)
5465 int jx = player->jx, jy = player->jy;
5467 if (!player->active)
5470 PlaySoundLevel(jx, jy, SND_AUTSCH);
5471 PlaySoundLevel(jx, jy, SND_LACHEN);
5473 player->GameOver = TRUE;
5477 void RemoveHero(struct PlayerInfo *player)
5479 int jx = player->jx, jy = player->jy;
5480 int i, found = FALSE;
5482 player->present = FALSE;
5483 player->active = FALSE;
5485 if (!ExplodeField[jx][jy])
5486 StorePlayer[jx][jy] = 0;
5488 for (i=0; i<MAX_PLAYERS; i++)
5489 if (stored_player[i].active)
5493 AllPlayersGone = TRUE;
5499 int DigField(struct PlayerInfo *player,
5500 int x, int y, int real_dx, int real_dy, int mode)
5502 int jx = player->jx, jy = player->jy;
5503 int dx = x - jx, dy = y - jy;
5504 int move_direction = (dx == -1 ? MV_LEFT :
5505 dx == +1 ? MV_RIGHT :
5507 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5510 if (!player->MovPos)
5511 player->Pushing = FALSE;
5513 if (mode == DF_NO_PUSH)
5515 player->Switching = FALSE;
5516 player->push_delay = 0;
5517 return MF_NO_ACTION;
5520 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5521 return MF_NO_ACTION;
5523 if (IS_TUBE(Feld[jx][jy]))
5526 int tube_leave_directions[][2] =
5528 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5529 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5530 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5531 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5532 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5533 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5534 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5535 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5536 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5537 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5538 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5539 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5542 while (tube_leave_directions[i][0] != Feld[jx][jy])
5545 if (tube_leave_directions[i][0] == -1) /* should not happen */
5549 if (!(tube_leave_directions[i][1] & move_direction))
5550 return MF_NO_ACTION; /* tube has no opening in this direction */
5553 element = Feld[x][y];
5558 PlaySoundLevel(x, y, SND_EMPTY);
5562 case EL_SAND_INVISIBLE:
5563 case EL_TRAP_INACTIVE:
5564 Feld[x][y] = EL_LEERRAUM;
5565 PlaySoundLevel(x, y, SND_SCHLURF);
5570 Feld[x][y] = EL_LEERRAUM;
5571 PlaySoundLevel(x, y, SND_SP_BASE);
5575 case EL_EDELSTEIN_BD:
5576 case EL_EDELSTEIN_GELB:
5577 case EL_EDELSTEIN_ROT:
5578 case EL_EDELSTEIN_LILA:
5580 case EL_SP_INFOTRON:
5584 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5585 element == EL_PEARL ? 5 :
5586 element == EL_CRYSTAL ? 8 : 1);
5587 if (local_player->gems_still_needed < 0)
5588 local_player->gems_still_needed = 0;
5589 RaiseScoreElement(element);
5590 DrawText(DX_EMERALDS, DY_EMERALDS,
5591 int2str(local_player->gems_still_needed, 3),
5592 FS_SMALL, FC_YELLOW);
5593 if (element == EL_SP_INFOTRON)
5594 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5596 PlaySoundLevel(x, y, SND_PONG);
5601 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5602 PlaySoundLevel(x, y, SND_PONG);
5606 Feld[x][y] = EL_LEERRAUM;
5607 PlaySoundLevel(x, y, SND_PONG);
5615 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5617 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5620 case EL_SHIELD_PASSIVE:
5622 player->shield_passive_time_left += 10;
5623 PlaySoundLevel(x, y, SND_PONG);
5626 case EL_SHIELD_ACTIVE:
5628 player->shield_passive_time_left += 10;
5629 player->shield_active_time_left += 10;
5630 PlaySoundLevel(x, y, SND_PONG);
5633 case EL_DYNAMITE_INACTIVE:
5634 case EL_SP_DISK_RED:
5637 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5638 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5639 int2str(local_player->dynamite, 3),
5640 FS_SMALL, FC_YELLOW);
5641 if (element == EL_SP_DISK_RED)
5642 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5644 PlaySoundLevel(x, y, SND_PONG);
5647 case EL_DYNABOMB_NR:
5649 player->dynabomb_count++;
5650 player->dynabombs_left++;
5651 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5652 PlaySoundLevel(x, y, SND_PONG);
5655 case EL_DYNABOMB_SZ:
5657 player->dynabomb_size++;
5658 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5659 PlaySoundLevel(x, y, SND_PONG);
5662 case EL_DYNABOMB_XL:
5664 player->dynabomb_xl = TRUE;
5665 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5666 PlaySoundLevel(x, y, SND_PONG);
5669 case EL_SCHLUESSEL1:
5670 case EL_SCHLUESSEL2:
5671 case EL_SCHLUESSEL3:
5672 case EL_SCHLUESSEL4:
5674 int key_nr = element - EL_SCHLUESSEL1;
5677 player->key[key_nr] = TRUE;
5678 RaiseScoreElement(EL_SCHLUESSEL);
5679 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5680 GFX_SCHLUESSEL1 + key_nr);
5681 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5682 GFX_SCHLUESSEL1 + key_nr);
5683 PlaySoundLevel(x, y, SND_PONG);
5692 int key_nr = element - EL_EM_KEY_1;
5695 player->key[key_nr] = TRUE;
5696 RaiseScoreElement(EL_SCHLUESSEL);
5697 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5698 GFX_SCHLUESSEL1 + key_nr);
5699 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5700 GFX_SCHLUESSEL1 + key_nr);
5701 PlaySoundLevel(x, y, SND_PONG);
5706 Feld[x][y] = EL_ABLENK_EIN;
5709 DrawLevelField(x, y);
5713 case EL_SP_TERMINAL:
5717 for (yy=0; yy<lev_fieldy; yy++)
5719 for (xx=0; xx<lev_fieldx; xx++)
5721 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5723 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5724 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5732 case EL_BELT1_SWITCH_LEFT:
5733 case EL_BELT1_SWITCH_MIDDLE:
5734 case EL_BELT1_SWITCH_RIGHT:
5735 case EL_BELT2_SWITCH_LEFT:
5736 case EL_BELT2_SWITCH_MIDDLE:
5737 case EL_BELT2_SWITCH_RIGHT:
5738 case EL_BELT3_SWITCH_LEFT:
5739 case EL_BELT3_SWITCH_MIDDLE:
5740 case EL_BELT3_SWITCH_RIGHT:
5741 case EL_BELT4_SWITCH_LEFT:
5742 case EL_BELT4_SWITCH_MIDDLE:
5743 case EL_BELT4_SWITCH_RIGHT:
5744 if (!player->Switching)
5746 player->Switching = TRUE;
5747 ToggleBeltSwitch(x, y);
5752 case EL_SWITCHGATE_SWITCH_1:
5753 case EL_SWITCHGATE_SWITCH_2:
5754 if (!player->Switching)
5756 player->Switching = TRUE;
5757 ToggleSwitchgateSwitch(x, y);
5762 case EL_LIGHT_SWITCH_OFF:
5763 case EL_LIGHT_SWITCH_ON:
5764 if (!player->Switching)
5766 player->Switching = TRUE;
5767 ToggleLightSwitch(x, y);
5772 case EL_TIMEGATE_SWITCH_OFF:
5773 ActivateTimegateSwitch(x, y);
5778 case EL_BALLOON_SEND_LEFT:
5779 case EL_BALLOON_SEND_RIGHT:
5780 case EL_BALLOON_SEND_UP:
5781 case EL_BALLOON_SEND_DOWN:
5782 case EL_BALLOON_SEND_ANY:
5783 if (element == EL_BALLOON_SEND_ANY)
5784 game.balloon_dir = move_direction;
5786 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5787 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5788 element == EL_BALLOON_SEND_UP ? MV_UP :
5789 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5796 if (local_player->gems_still_needed > 0)
5797 return MF_NO_ACTION;
5799 player->LevelSolved = player->GameOver = TRUE;
5800 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5803 case EL_FELSBROCKEN:
5806 case EL_DX_SUPABOMB:
5810 case EL_SP_DISK_ORANGE:
5812 if (dy || mode == DF_SNAP)
5813 return MF_NO_ACTION;
5815 player->Pushing = TRUE;
5817 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5818 return MF_NO_ACTION;
5822 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5823 return MF_NO_ACTION;
5826 if (player->push_delay == 0)
5827 player->push_delay = FrameCounter;
5829 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5830 !tape.playing && element != EL_SPRING)
5831 return MF_NO_ACTION;
5833 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5834 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5835 element != EL_SPRING)
5836 return MF_NO_ACTION;
5840 Feld[x+dx][y+dy] = element;
5842 if (element == EL_SPRING)
5844 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5845 MovDir[x+dx][y+dy] = move_direction;
5848 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5850 DrawLevelField(x+dx, y+dy);
5851 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5852 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5853 else if (element == EL_KOKOSNUSS)
5854 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5855 else if (IS_SP_ELEMENT(element))
5856 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5858 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5865 if (!player->key[element - EL_PFORTE1])
5866 return MF_NO_ACTION;
5873 if (!player->key[element - EL_PFORTE1X])
5874 return MF_NO_ACTION;
5881 if (!player->key[element - EL_EM_GATE_1])
5882 return MF_NO_ACTION;
5883 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5884 return MF_NO_ACTION;
5886 /* automatically move to the next field with double speed */
5887 player->programmed_action = move_direction;
5888 DOUBLE_PLAYER_SPEED(player);
5890 PlaySoundLevel(x, y, SND_GATE);
5898 if (!player->key[element - EL_EM_GATE_1X])
5899 return MF_NO_ACTION;
5900 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5901 return MF_NO_ACTION;
5903 /* automatically move to the next field with double speed */
5904 player->programmed_action = move_direction;
5905 DOUBLE_PLAYER_SPEED(player);
5907 PlaySoundLevel(x, y, SND_GATE);
5911 case EL_SWITCHGATE_OPEN:
5912 case EL_TIMEGATE_OPEN:
5913 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5914 return MF_NO_ACTION;
5916 /* automatically move to the next field with double speed */
5917 player->programmed_action = move_direction;
5918 DOUBLE_PLAYER_SPEED(player);
5920 PlaySoundLevel(x, y, SND_GATE);
5924 case EL_SP_PORT1_LEFT:
5925 case EL_SP_PORT2_LEFT:
5926 case EL_SP_PORT1_RIGHT:
5927 case EL_SP_PORT2_RIGHT:
5928 case EL_SP_PORT1_UP:
5929 case EL_SP_PORT2_UP:
5930 case EL_SP_PORT1_DOWN:
5931 case EL_SP_PORT2_DOWN:
5936 element != EL_SP_PORT1_LEFT &&
5937 element != EL_SP_PORT2_LEFT &&
5938 element != EL_SP_PORT_X &&
5939 element != EL_SP_PORT_XY) ||
5941 element != EL_SP_PORT1_RIGHT &&
5942 element != EL_SP_PORT2_RIGHT &&
5943 element != EL_SP_PORT_X &&
5944 element != EL_SP_PORT_XY) ||
5946 element != EL_SP_PORT1_UP &&
5947 element != EL_SP_PORT2_UP &&
5948 element != EL_SP_PORT_Y &&
5949 element != EL_SP_PORT_XY) ||
5951 element != EL_SP_PORT1_DOWN &&
5952 element != EL_SP_PORT2_DOWN &&
5953 element != EL_SP_PORT_Y &&
5954 element != EL_SP_PORT_XY) ||
5955 !IN_LEV_FIELD(x + dx, y + dy) ||
5956 !IS_FREE(x + dx, y + dy))
5957 return MF_NO_ACTION;
5959 /* automatically move to the next field with double speed */
5960 player->programmed_action = move_direction;
5961 DOUBLE_PLAYER_SPEED(player);
5963 PlaySoundLevel(x, y, SND_GATE);
5967 case EL_TUBE_VERTICAL:
5968 case EL_TUBE_HORIZONTAL:
5969 case EL_TUBE_VERT_LEFT:
5970 case EL_TUBE_VERT_RIGHT:
5971 case EL_TUBE_HORIZ_UP:
5972 case EL_TUBE_HORIZ_DOWN:
5973 case EL_TUBE_LEFT_UP:
5974 case EL_TUBE_LEFT_DOWN:
5975 case EL_TUBE_RIGHT_UP:
5976 case EL_TUBE_RIGHT_DOWN:
5979 int tube_enter_directions[][2] =
5981 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5982 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5983 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5984 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5985 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5986 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5987 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5988 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5989 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5990 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5991 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5992 { -1, MV_NO_MOVING }
5995 while (tube_enter_directions[i][0] != element)
5998 if (tube_enter_directions[i][0] == -1) /* should not happen */
6002 if (!(tube_enter_directions[i][1] & move_direction))
6003 return MF_NO_ACTION; /* tube has no opening in this direction */
6008 case EL_AUSGANG_ACT:
6009 /* door is not (yet) open */
6010 return MF_NO_ACTION;
6013 case EL_AUSGANG_AUF:
6014 if (mode == DF_SNAP)
6015 return MF_NO_ACTION;
6017 PlaySoundLevel(x, y, SND_BUING);
6022 Feld[x][y] = EL_BIRNE_EIN;
6023 local_player->lights_still_needed--;
6024 DrawLevelField(x, y);
6025 PlaySoundLevel(x, y, SND_DENG);
6030 Feld[x][y] = EL_ZEIT_LEER;
6032 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6033 DrawLevelField(x, y);
6034 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
6038 case EL_SOKOBAN_FELD_LEER:
6041 case EL_SOKOBAN_FELD_VOLL:
6042 case EL_SOKOBAN_OBJEKT:
6044 case EL_SP_DISK_YELLOW:
6046 if (mode == DF_SNAP)
6047 return MF_NO_ACTION;
6049 player->Pushing = TRUE;
6051 if (!IN_LEV_FIELD(x+dx, y+dy)
6052 || (!IS_FREE(x+dx, y+dy)
6053 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6054 || !IS_SB_ELEMENT(element))))
6055 return MF_NO_ACTION;
6059 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6060 return MF_NO_ACTION;
6062 else if (dy && real_dx)
6064 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6065 return MF_NO_ACTION;
6068 if (player->push_delay == 0)
6069 player->push_delay = FrameCounter;
6071 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6072 !tape.playing && element != EL_BALLOON)
6073 return MF_NO_ACTION;
6075 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6076 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6077 element != EL_BALLOON)
6078 return MF_NO_ACTION;
6081 if (IS_SB_ELEMENT(element))
6083 if (element == EL_SOKOBAN_FELD_VOLL)
6085 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6086 local_player->sokobanfields_still_needed++;
6091 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6093 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6094 local_player->sokobanfields_still_needed--;
6095 if (element == EL_SOKOBAN_OBJEKT)
6096 PlaySoundLevel(x, y, SND_DENG);
6099 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6104 Feld[x+dx][y+dy] = element;
6107 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6109 DrawLevelField(x, y);
6110 DrawLevelField(x+dx, y+dy);
6111 if (element == EL_BALLOON)
6112 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
6114 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
6116 if (IS_SB_ELEMENT(element) &&
6117 local_player->sokobanfields_still_needed == 0 &&
6118 game.emulation == EMU_SOKOBAN)
6120 player->LevelSolved = player->GameOver = TRUE;
6121 PlaySoundLevel(x, y, SND_BUING);
6132 return MF_NO_ACTION;
6135 player->push_delay = 0;
6140 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6142 int jx = player->jx, jy = player->jy;
6143 int x = jx + dx, y = jy + dy;
6145 if (!player->active || !IN_LEV_FIELD(x, y))
6153 player->snapped = FALSE;
6157 if (player->snapped)
6160 player->MovDir = (dx < 0 ? MV_LEFT :
6163 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6165 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6168 player->snapped = TRUE;
6169 DrawLevelField(x, y);
6175 boolean PlaceBomb(struct PlayerInfo *player)
6177 int jx = player->jx, jy = player->jy;
6180 if (!player->active || player->MovPos)
6183 element = Feld[jx][jy];
6185 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6186 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6189 if (element != EL_LEERRAUM)
6190 Store[jx][jy] = element;
6192 if (player->dynamite)
6194 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6195 MovDelay[jx][jy] = 96;
6197 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6198 FS_SMALL, FC_YELLOW);
6199 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6201 if (game.emulation == EMU_SUPAPLEX)
6202 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6204 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6209 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6210 MovDelay[jx][jy] = 96;
6211 player->dynabombs_left--;
6212 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6213 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6219 void PlaySoundLevel(int x, int y, int sound_nr)
6221 int sx = SCREENX(x), sy = SCREENY(y);
6223 int silence_distance = 8;
6225 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6226 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6229 if (!IN_LEV_FIELD(x, y) ||
6230 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6231 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6234 volume = PSND_MAX_VOLUME;
6236 #if !defined(PLATFORM_MSDOS)
6237 stereo = (sx - SCR_FIELDX/2) * 12;
6239 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6240 if (stereo > PSND_MAX_RIGHT)
6241 stereo = PSND_MAX_RIGHT;
6242 if (stereo < PSND_MAX_LEFT)
6243 stereo = PSND_MAX_LEFT;
6246 if (!IN_SCR_FIELD(sx, sy))
6248 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6249 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6251 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6254 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6257 void RaiseScore(int value)
6259 local_player->score += value;
6260 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6261 FS_SMALL, FC_YELLOW);
6264 void RaiseScoreElement(int element)
6269 case EL_EDELSTEIN_BD:
6270 case EL_EDELSTEIN_GELB:
6271 case EL_EDELSTEIN_ROT:
6272 case EL_EDELSTEIN_LILA:
6273 RaiseScore(level.score[SC_EDELSTEIN]);
6276 RaiseScore(level.score[SC_DIAMANT]);
6280 RaiseScore(level.score[SC_KAEFER]);
6284 RaiseScore(level.score[SC_FLIEGER]);
6288 RaiseScore(level.score[SC_MAMPFER]);
6291 RaiseScore(level.score[SC_ROBOT]);
6294 RaiseScore(level.score[SC_PACMAN]);
6297 RaiseScore(level.score[SC_KOKOSNUSS]);
6299 case EL_DYNAMITE_INACTIVE:
6300 RaiseScore(level.score[SC_DYNAMIT]);
6303 RaiseScore(level.score[SC_SCHLUESSEL]);
6310 /* ---------- new game button stuff ---------------------------------------- */
6312 /* graphic position values for game buttons */
6313 #define GAME_BUTTON_XSIZE 30
6314 #define GAME_BUTTON_YSIZE 30
6315 #define GAME_BUTTON_XPOS 5
6316 #define GAME_BUTTON_YPOS 215
6317 #define SOUND_BUTTON_XPOS 5
6318 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6320 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6321 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6322 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6323 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6324 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6325 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6332 } gamebutton_info[NUM_GAME_BUTTONS] =
6335 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6340 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6345 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6350 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6351 SOUND_CTRL_ID_MUSIC,
6352 "background music on/off"
6355 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6356 SOUND_CTRL_ID_LOOPS,
6357 "sound loops on/off"
6360 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6361 SOUND_CTRL_ID_SIMPLE,
6362 "normal sounds on/off"
6366 void CreateGameButtons()
6370 for (i=0; i<NUM_GAME_BUTTONS; i++)
6372 Bitmap *gd_bitmap = pix[PIX_DOOR];
6373 struct GadgetInfo *gi;
6376 unsigned long event_mask;
6377 int gd_xoffset, gd_yoffset;
6378 int gd_x1, gd_x2, gd_y1, gd_y2;
6381 gd_xoffset = gamebutton_info[i].x;
6382 gd_yoffset = gamebutton_info[i].y;
6383 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6384 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6386 if (id == GAME_CTRL_ID_STOP ||
6387 id == GAME_CTRL_ID_PAUSE ||
6388 id == GAME_CTRL_ID_PLAY)
6390 button_type = GD_TYPE_NORMAL_BUTTON;
6392 event_mask = GD_EVENT_RELEASED;
6393 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6394 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6398 button_type = GD_TYPE_CHECK_BUTTON;
6400 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6401 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6402 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6403 event_mask = GD_EVENT_PRESSED;
6404 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6405 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6408 gi = CreateGadget(GDI_CUSTOM_ID, id,
6409 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6410 GDI_X, DX + gd_xoffset,
6411 GDI_Y, DY + gd_yoffset,
6412 GDI_WIDTH, GAME_BUTTON_XSIZE,
6413 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6414 GDI_TYPE, button_type,
6415 GDI_STATE, GD_BUTTON_UNPRESSED,
6416 GDI_CHECKED, checked,
6417 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6418 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6419 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6420 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6421 GDI_EVENT_MASK, event_mask,
6422 GDI_CALLBACK_ACTION, HandleGameButtons,
6426 Error(ERR_EXIT, "cannot create gadget");
6428 game_gadget[id] = gi;
6432 static void MapGameButtons()
6436 for (i=0; i<NUM_GAME_BUTTONS; i++)
6437 MapGadget(game_gadget[i]);
6440 void UnmapGameButtons()
6444 for (i=0; i<NUM_GAME_BUTTONS; i++)
6445 UnmapGadget(game_gadget[i]);
6448 static void HandleGameButtons(struct GadgetInfo *gi)
6450 int id = gi->custom_id;
6452 if (game_status != PLAYING)
6457 case GAME_CTRL_ID_STOP:
6460 CloseDoor(DOOR_CLOSE_1);
6461 game_status = MAINMENU;
6466 if (level_editor_test_game ||
6467 Request("Do you really want to quit the game ?",
6468 REQ_ASK | REQ_STAY_CLOSED))
6470 #if defined(PLATFORM_UNIX)
6471 if (options.network)
6472 SendToServer_StopPlaying();
6476 game_status = MAINMENU;
6481 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6484 case GAME_CTRL_ID_PAUSE:
6485 if (options.network)
6487 #if defined(PLATFORM_UNIX)
6489 SendToServer_ContinuePlaying();
6491 SendToServer_PausePlaying();
6498 case GAME_CTRL_ID_PLAY:
6501 #if defined(PLATFORM_UNIX)
6502 if (options.network)
6503 SendToServer_ContinuePlaying();
6507 tape.pausing = FALSE;
6508 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6513 case SOUND_CTRL_ID_MUSIC:
6514 if (setup.sound_music)
6516 setup.sound_music = FALSE;
6519 else if (audio.loops_available)
6521 setup.sound = setup.sound_music = TRUE;
6523 PlayMusic(level_nr % num_bg_loops);
6527 case SOUND_CTRL_ID_LOOPS:
6528 if (setup.sound_loops)
6529 setup.sound_loops = FALSE;
6530 else if (audio.loops_available)
6531 setup.sound = setup.sound_loops = TRUE;
6534 case SOUND_CTRL_ID_SIMPLE:
6535 if (setup.sound_simple)
6536 setup.sound_simple = FALSE;
6537 else if (audio.sound_available)
6538 setup.sound = setup.sound_simple = TRUE;