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
33 /* for MoveFigure() */
34 #define MF_NO_ACTION 0
38 /* for ScrollFigure() */
40 #define SCROLL_GO_ON 1
43 #define EX_PHASE_START 0
44 #define EX_NO_EXPLOSION 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (!audio.sound_available)
173 if (!audio.loops_available)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 if (!video.fullscreen_available)
180 setup.fullscreen = FALSE;
182 setup.sound_simple = setup.sound;
184 SetAudioMode(setup.sound);
188 static int getBeltNrFromElement(int element)
190 return (element < EL_BELT2_LEFT ? 0 :
191 element < EL_BELT3_LEFT ? 1 :
192 element < EL_BELT4_LEFT ? 2 : 3);
195 static int getBeltNrFromSwitchElement(int element)
197 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
198 element < EL_BELT3_SWITCH_LEFT ? 1 :
199 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
202 static int getBeltDirNrFromSwitchElement(int element)
204 static int belt_base_element[4] =
206 EL_BELT1_SWITCH_LEFT,
207 EL_BELT2_SWITCH_LEFT,
208 EL_BELT3_SWITCH_LEFT,
212 int belt_nr = getBeltNrFromSwitchElement(element);
213 int belt_dir_nr = element - belt_base_element[belt_nr];
215 return (belt_dir_nr % 3);
218 static int getBeltDirFromSwitchElement(int element)
220 static int belt_move_dir[3] =
227 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
229 return belt_move_dir[belt_dir_nr];
232 static void InitField(int x, int y, boolean init_game)
239 if (stored_player[0].present)
241 Feld[x][y] = EL_SP_MURPHY_CLONE;
248 Feld[x][y] = EL_SPIELER1;
256 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
257 int jx = player->jx, jy = player->jy;
259 player->present = TRUE;
261 if (!options.network || player->connected)
263 player->active = TRUE;
265 /* remove potentially duplicate players */
266 if (StorePlayer[jx][jy] == Feld[x][y])
267 StorePlayer[jx][jy] = 0;
269 StorePlayer[x][y] = Feld[x][y];
273 printf("Player %d activated.\n", player->element_nr);
274 printf("[Local player is %d and currently %s.]\n",
275 local_player->element_nr,
276 local_player->active ? "active" : "not active");
280 Feld[x][y] = EL_LEERRAUM;
281 player->jx = player->last_jx = x;
282 player->jy = player->last_jy = y;
287 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
288 Feld[x][y] = EL_BADEWANNE1;
289 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
290 Feld[x][y] = EL_BADEWANNE2;
291 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
292 Feld[x][y] = EL_BADEWANNE3;
293 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
294 Feld[x][y] = EL_BADEWANNE4;
295 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
296 Feld[x][y] = EL_BADEWANNE5;
299 case EL_KAEFER_RIGHT:
304 case EL_FLIEGER_RIGHT:
306 case EL_FLIEGER_LEFT:
307 case EL_FLIEGER_DOWN:
309 case EL_BUTTERFLY_RIGHT:
310 case EL_BUTTERFLY_UP:
311 case EL_BUTTERFLY_LEFT:
312 case EL_BUTTERFLY_DOWN:
314 case EL_FIREFLY_RIGHT:
316 case EL_FIREFLY_LEFT:
317 case EL_FIREFLY_DOWN:
319 case EL_PACMAN_RIGHT:
343 if (y == lev_fieldy - 1)
345 Feld[x][y] = EL_AMOEBING;
346 Store[x][y] = EL_AMOEBE_NASS;
350 case EL_DYNAMITE_ACTIVE:
355 local_player->lights_still_needed++;
358 case EL_SOKOBAN_FELD_LEER:
359 local_player->sokobanfields_still_needed++;
363 local_player->friends_still_needed++;
368 MovDir[x][y] = 1 << RND(4);
372 Feld[x][y] = EL_LEERRAUM;
375 case EL_EM_KEY_1_FILE:
376 Feld[x][y] = EL_EM_KEY_1;
378 case EL_EM_KEY_2_FILE:
379 Feld[x][y] = EL_EM_KEY_2;
381 case EL_EM_KEY_3_FILE:
382 Feld[x][y] = EL_EM_KEY_3;
384 case EL_EM_KEY_4_FILE:
385 Feld[x][y] = EL_EM_KEY_4;
388 case EL_BELT1_SWITCH_LEFT:
389 case EL_BELT1_SWITCH_MIDDLE:
390 case EL_BELT1_SWITCH_RIGHT:
391 case EL_BELT2_SWITCH_LEFT:
392 case EL_BELT2_SWITCH_MIDDLE:
393 case EL_BELT2_SWITCH_RIGHT:
394 case EL_BELT3_SWITCH_LEFT:
395 case EL_BELT3_SWITCH_MIDDLE:
396 case EL_BELT3_SWITCH_RIGHT:
397 case EL_BELT4_SWITCH_LEFT:
398 case EL_BELT4_SWITCH_MIDDLE:
399 case EL_BELT4_SWITCH_RIGHT:
402 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
403 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
404 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
406 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
408 game.belt_dir[belt_nr] = belt_dir;
409 game.belt_dir_nr[belt_nr] = belt_dir_nr;
411 else /* more than one switch -- set it like the first switch */
413 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
418 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
420 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
423 case EL_LIGHT_SWITCH_ON:
425 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
436 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
437 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
438 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
440 /* don't play tapes over network */
441 network_playing = (options.network && !tape.playing);
443 for (i=0; i<MAX_PLAYERS; i++)
445 struct PlayerInfo *player = &stored_player[i];
447 player->index_nr = i;
448 player->element_nr = EL_SPIELER1 + i;
450 player->present = FALSE;
451 player->active = FALSE;
454 player->effective_action = 0;
455 player->programmed_action = 0;
458 player->gems_still_needed = level.gems_needed;
459 player->sokobanfields_still_needed = 0;
460 player->lights_still_needed = 0;
461 player->friends_still_needed = 0;
464 player->key[j] = FALSE;
466 player->dynamite = 0;
467 player->dynabomb_count = 0;
468 player->dynabomb_size = 1;
469 player->dynabombs_left = 0;
470 player->dynabomb_xl = FALSE;
472 player->MovDir = MV_NO_MOVING;
474 player->Pushing = FALSE;
475 player->Switching = FALSE;
479 player->actual_frame_counter = 0;
481 player->frame_reset_delay = 0;
483 player->push_delay = 0;
484 player->push_delay_value = 5;
486 player->move_delay = 0;
487 player->last_move_dir = MV_NO_MOVING;
488 player->is_moving = FALSE;
490 player->move_delay_value =
491 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
493 player->snapped = FALSE;
495 player->last_jx = player->last_jy = 0;
496 player->jx = player->jy = 0;
498 player->shield_passive_time_left = 0;
499 player->shield_active_time_left = 0;
501 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
502 SnapField(player, 0, 0);
504 player->LevelSolved = FALSE;
505 player->GameOver = FALSE;
508 network_player_action_received = FALSE;
510 #if defined(PLATFORM_UNIX)
511 /* initial null action */
513 SendToServer_MovePlayer(MV_NO_MOVING);
521 TimeLeft = level.time;
523 ScreenMovDir = MV_NO_MOVING;
527 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
529 AllPlayersGone = FALSE;
531 game.yam_content_nr = 0;
532 game.magic_wall_active = FALSE;
533 game.magic_wall_time_left = 0;
534 game.light_time_left = 0;
535 game.timegate_time_left = 0;
536 game.switchgate_pos = 0;
537 game.balloon_dir = MV_NO_MOVING;
538 game.explosions_delayed = TRUE;
542 game.belt_dir[i] = MV_NO_MOVING;
543 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
546 for (i=0; i<MAX_NUM_AMOEBA; i++)
547 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
549 for (x=0; x<lev_fieldx; x++)
551 for (y=0; y<lev_fieldy; y++)
553 Feld[x][y] = Ur[x][y];
554 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
555 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
558 JustStopped[x][y] = 0;
560 ExplodeField[x][y] = EX_NO_EXPLOSION;
564 for(y=0; y<lev_fieldy; y++)
566 for(x=0; x<lev_fieldx; x++)
568 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
570 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
572 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
575 InitField(x, y, TRUE);
579 /* correct non-moving belts to start moving left */
581 if (game.belt_dir[i] == MV_NO_MOVING)
582 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
584 /* check if any connected player was not found in playfield */
585 for (i=0; i<MAX_PLAYERS; i++)
587 struct PlayerInfo *player = &stored_player[i];
589 if (player->connected && !player->present)
591 for (j=0; j<MAX_PLAYERS; j++)
593 struct PlayerInfo *some_player = &stored_player[j];
594 int jx = some_player->jx, jy = some_player->jy;
596 /* assign first free player found that is present in the playfield */
597 if (some_player->present && !some_player->connected)
599 player->present = TRUE;
600 player->active = TRUE;
601 some_player->present = FALSE;
603 StorePlayer[jx][jy] = player->element_nr;
604 player->jx = player->last_jx = jx;
605 player->jy = player->last_jy = jy;
615 /* when playing a tape, eliminate all players who do not participate */
617 for (i=0; i<MAX_PLAYERS; i++)
619 if (stored_player[i].active && !tape.player_participates[i])
621 struct PlayerInfo *player = &stored_player[i];
622 int jx = player->jx, jy = player->jy;
624 player->active = FALSE;
625 StorePlayer[jx][jy] = 0;
626 Feld[jx][jy] = EL_LEERRAUM;
630 else if (!options.network && !setup.team_mode) /* && !tape.playing */
632 /* when in single player mode, eliminate all but the first active player */
634 for (i=0; i<MAX_PLAYERS; i++)
636 if (stored_player[i].active)
638 for (j=i+1; j<MAX_PLAYERS; j++)
640 if (stored_player[j].active)
642 struct PlayerInfo *player = &stored_player[j];
643 int jx = player->jx, jy = player->jy;
645 player->active = FALSE;
646 StorePlayer[jx][jy] = 0;
647 Feld[jx][jy] = EL_LEERRAUM;
654 /* when recording the game, store which players take part in the game */
657 for (i=0; i<MAX_PLAYERS; i++)
658 if (stored_player[i].active)
659 tape.player_participates[i] = TRUE;
664 for (i=0; i<MAX_PLAYERS; i++)
666 struct PlayerInfo *player = &stored_player[i];
668 printf("Player %d: present == %d, connected == %d, active == %d.\n",
673 if (local_player == player)
674 printf("Player %d is local player.\n", i+1);
678 game.version = (tape.playing ? tape.game_version : level.game_version);
679 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
680 emulate_sb ? EMU_SOKOBAN :
681 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
683 /* dynamically adjust element properties according to game engine version */
685 static int ep_slippery[] =
694 static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
696 for (i=0; i<ep_slippery_num; i++)
698 if (game.version >= GAME_VERSION_2_0)
699 Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS;
701 Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS;
705 if (BorderElement == EL_LEERRAUM)
708 SBX_Right = lev_fieldx - SCR_FIELDX;
710 SBY_Lower = lev_fieldy - SCR_FIELDY;
715 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
717 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
720 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
721 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
723 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
724 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
727 scroll_y = SBY_Upper;
728 if (local_player->jx >= SBX_Left + MIDPOSX)
729 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
730 local_player->jx - MIDPOSX :
732 if (local_player->jy >= SBY_Upper + MIDPOSY)
733 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
734 local_player->jy - MIDPOSY :
737 CloseDoor(DOOR_CLOSE_1);
743 /* after drawing the level, correct some elements */
744 if (game.timegate_time_left == 0)
745 CloseAllOpenTimegates();
747 if (setup.soft_scrolling)
748 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
750 redraw_mask |= REDRAW_FROM_BACKBUFFER;
752 /* copy default game door content to main double buffer */
753 BlitBitmap(pix[PIX_DOOR], drawto,
754 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
757 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
758 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
761 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
762 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
763 BlitBitmap(drawto, drawto,
764 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
765 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
766 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
769 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
770 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
771 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
772 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
773 DrawText(DX + XX_SCORE, DY + YY_SCORE,
774 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
775 DrawText(DX + XX_TIME, DY + YY_TIME,
776 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
779 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
780 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
781 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
785 /* copy actual game door content to door double buffer for OpenDoor() */
786 BlitBitmap(drawto, pix[PIX_DB_DOOR],
787 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
789 OpenDoor(DOOR_OPEN_ALL);
791 if (setup.sound_music && num_bg_loops)
792 PlayMusic(level_nr % num_bg_loops);
794 KeyboardAutoRepeatOff();
799 printf("Player %d %sactive.\n",
800 i + 1, (stored_player[i].active ? "" : "not "));
804 void InitMovDir(int x, int y)
806 int i, element = Feld[x][y];
807 static int xy[4][2] =
814 static int direction[3][4] =
816 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
817 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
818 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
823 case EL_KAEFER_RIGHT:
827 Feld[x][y] = EL_KAEFER;
828 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
831 case EL_FLIEGER_RIGHT:
833 case EL_FLIEGER_LEFT:
834 case EL_FLIEGER_DOWN:
835 Feld[x][y] = EL_FLIEGER;
836 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
839 case EL_BUTTERFLY_RIGHT:
840 case EL_BUTTERFLY_UP:
841 case EL_BUTTERFLY_LEFT:
842 case EL_BUTTERFLY_DOWN:
843 Feld[x][y] = EL_BUTTERFLY;
844 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
847 case EL_FIREFLY_RIGHT:
849 case EL_FIREFLY_LEFT:
850 case EL_FIREFLY_DOWN:
851 Feld[x][y] = EL_FIREFLY;
852 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
855 case EL_PACMAN_RIGHT:
859 Feld[x][y] = EL_PACMAN;
860 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
864 MovDir[x][y] = MV_UP;
868 MovDir[x][y] = MV_LEFT;
875 Feld[x][y] = EL_MOLE;
876 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
880 MovDir[x][y] = 1 << RND(4);
881 if (element != EL_KAEFER &&
882 element != EL_FLIEGER &&
883 element != EL_BUTTERFLY &&
884 element != EL_FIREFLY)
889 int x1 = x + xy[i][0];
890 int y1 = y + xy[i][1];
892 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
894 if (element == EL_KAEFER || element == EL_BUTTERFLY)
896 MovDir[x][y] = direction[0][i];
899 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
900 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
902 MovDir[x][y] = direction[1][i];
911 void InitAmoebaNr(int x, int y)
914 int group_nr = AmoebeNachbarNr(x, y);
918 for (i=1; i<MAX_NUM_AMOEBA; i++)
920 if (AmoebaCnt[i] == 0)
928 AmoebaNr[x][y] = group_nr;
929 AmoebaCnt[group_nr]++;
930 AmoebaCnt2[group_nr]++;
936 boolean raise_level = FALSE;
938 if (local_player->MovPos)
941 local_player->LevelSolved = FALSE;
945 if (!tape.playing && setup.sound_loops)
946 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
950 if (!tape.playing && !setup.sound_loops)
951 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
952 if (TimeLeft > 0 && !(TimeLeft % 10))
953 RaiseScore(level.score[SC_ZEITBONUS]);
954 if (TimeLeft > 100 && !(TimeLeft % 10))
958 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
965 if (!tape.playing && setup.sound_loops)
968 else if (level.time == 0) /* level without time limit */
970 if (!tape.playing && setup.sound_loops)
971 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
973 while(TimePlayed < 999)
975 if (!tape.playing && !setup.sound_loops)
976 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
977 if (TimePlayed < 999 && !(TimePlayed % 10))
978 RaiseScore(level.score[SC_ZEITBONUS]);
979 if (TimePlayed < 900 && !(TimePlayed % 10))
983 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
990 if (!tape.playing && setup.sound_loops)
998 /* Hero disappears */
999 DrawLevelField(ExitX, ExitY);
1005 CloseDoor(DOOR_CLOSE_1);
1010 SaveTape(tape.level_nr); /* Ask to save tape */
1013 if (level_nr == leveldir_current->handicap_level)
1015 leveldir_current->handicap_level++;
1016 SaveLevelSetup_SeriesInfo();
1019 if (level_editor_test_game)
1020 local_player->score = -1; /* no highscore when playing from editor */
1021 else if (level_nr < leveldir_current->last_level)
1022 raise_level = TRUE; /* advance to next level */
1024 if ((hi_pos = NewHiScore()) >= 0)
1026 game_status = HALLOFFAME;
1027 DrawHallOfFame(hi_pos);
1036 game_status = MAINMENU;
1053 LoadScore(level_nr);
1055 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1056 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1059 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1061 if (local_player->score > highscore[k].Score)
1063 /* player has made it to the hall of fame */
1065 if (k < MAX_SCORE_ENTRIES - 1)
1067 int m = MAX_SCORE_ENTRIES - 1;
1070 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1071 if (!strcmp(setup.player_name, highscore[l].Name))
1073 if (m == k) /* player's new highscore overwrites his old one */
1079 strcpy(highscore[l].Name, highscore[l - 1].Name);
1080 highscore[l].Score = highscore[l - 1].Score;
1087 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1088 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1089 highscore[k].Score = local_player->score;
1095 else if (!strncmp(setup.player_name, highscore[k].Name,
1096 MAX_PLAYER_NAME_LEN))
1097 break; /* player already there with a higher score */
1103 SaveScore(level_nr);
1108 void InitMovingField(int x, int y, int direction)
1110 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1111 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1113 MovDir[x][y] = direction;
1114 MovDir[newx][newy] = direction;
1115 if (Feld[newx][newy] == EL_LEERRAUM)
1116 Feld[newx][newy] = EL_BLOCKED;
1119 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1121 int direction = MovDir[x][y];
1122 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1123 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1129 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1131 int oldx = x, oldy = y;
1132 int direction = MovDir[x][y];
1134 if (direction == MV_LEFT)
1136 else if (direction == MV_RIGHT)
1138 else if (direction == MV_UP)
1140 else if (direction == MV_DOWN)
1143 *comes_from_x = oldx;
1144 *comes_from_y = oldy;
1147 int MovingOrBlocked2Element(int x, int y)
1149 int element = Feld[x][y];
1151 if (element == EL_BLOCKED)
1155 Blocked2Moving(x, y, &oldx, &oldy);
1156 return Feld[oldx][oldy];
1162 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1164 /* like MovingOrBlocked2Element(), but if element is moving
1165 and (x,y) is the field the moving element is just leaving,
1166 return EL_BLOCKED instead of the element value */
1167 int element = Feld[x][y];
1169 if (IS_MOVING(x, y))
1171 if (element == EL_BLOCKED)
1175 Blocked2Moving(x, y, &oldx, &oldy);
1176 return Feld[oldx][oldy];
1185 static void RemoveField(int x, int y)
1187 Feld[x][y] = EL_LEERRAUM;
1193 void RemoveMovingField(int x, int y)
1195 int oldx = x, oldy = y, newx = x, newy = y;
1197 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1200 if (IS_MOVING(x, y))
1202 Moving2Blocked(x, y, &newx, &newy);
1203 if (Feld[newx][newy] != EL_BLOCKED)
1206 else if (Feld[x][y] == EL_BLOCKED)
1208 Blocked2Moving(x, y, &oldx, &oldy);
1209 if (!IS_MOVING(oldx, oldy))
1213 if (Feld[x][y] == EL_BLOCKED &&
1214 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1215 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1216 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1217 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1218 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1220 Feld[oldx][oldy] = EL_LEERRAUM;
1222 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1224 Feld[newx][newy] = EL_LEERRAUM;
1225 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1226 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1228 DrawLevelField(oldx, oldy);
1229 DrawLevelField(newx, newy);
1232 void DrawDynamite(int x, int y)
1234 int sx = SCREENX(x), sy = SCREENY(y);
1235 int graphic = el2gfx(Feld[x][y]);
1238 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1242 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1244 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1246 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1251 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1255 if (game.emulation == EMU_SUPAPLEX)
1256 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1257 else if (Store[x][y])
1258 DrawGraphicThruMask(sx, sy, graphic + phase);
1260 DrawGraphic(sx, sy, graphic + phase);
1263 void CheckDynamite(int x, int y)
1265 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1270 if (!(MovDelay[x][y] % 12))
1271 PlaySoundLevel(x, y, SND_ZISCH);
1273 if (IS_ACTIVE_BOMB(Feld[x][y]))
1275 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1277 if (!(MovDelay[x][y] % delay))
1285 StopSound(SND_ZISCH);
1289 void Explode(int ex, int ey, int phase, int mode)
1292 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1293 int last_phase = num_phase * delay;
1294 int half_phase = (num_phase / 2) * delay;
1295 int first_phase_after_start = EX_PHASE_START + 1;
1297 if (game.explosions_delayed)
1299 ExplodeField[ex][ey] = mode;
1303 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1305 int center_element = Feld[ex][ey];
1307 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1309 /* put moving element to center field (and let it explode there) */
1310 center_element = MovingOrBlocked2Element(ex, ey);
1311 RemoveMovingField(ex, ey);
1312 Feld[ex][ey] = center_element;
1315 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1319 if (!IN_LEV_FIELD(x, y) ||
1320 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1321 (x != ex || y != ey)))
1324 element = Feld[x][y];
1326 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1328 element = MovingOrBlocked2Element(x, y);
1329 RemoveMovingField(x, y);
1332 if (IS_MASSIVE(element) || element == EL_BURNING)
1335 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1337 if (IS_ACTIVE_BOMB(element))
1339 /* re-activate things under the bomb like gate or penguin */
1340 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1347 if (element == EL_EXPLODING)
1348 element = Store2[x][y];
1350 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1352 switch(StorePlayer[ex][ey])
1355 Store[x][y] = EL_EDELSTEIN_ROT;
1358 Store[x][y] = EL_EDELSTEIN;
1361 Store[x][y] = EL_EDELSTEIN_LILA;
1365 Store[x][y] = EL_EDELSTEIN_GELB;
1369 if (game.emulation == EMU_SUPAPLEX)
1370 Store[x][y] = EL_LEERRAUM;
1372 else if (center_element == EL_MOLE)
1373 Store[x][y] = EL_EDELSTEIN_ROT;
1374 else if (center_element == EL_PINGUIN)
1375 Store[x][y] = EL_EDELSTEIN_LILA;
1376 else if (center_element == EL_KAEFER)
1377 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1378 else if (center_element == EL_BUTTERFLY)
1379 Store[x][y] = EL_EDELSTEIN_BD;
1380 else if (center_element == EL_SP_ELECTRON)
1381 Store[x][y] = EL_SP_INFOTRON;
1382 else if (center_element == EL_MAMPFER)
1383 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1384 else if (center_element == EL_AMOEBA2DIAM)
1385 Store[x][y] = level.amoeba_content;
1386 else if (element == EL_ERZ_EDEL)
1387 Store[x][y] = EL_EDELSTEIN;
1388 else if (element == EL_ERZ_DIAM)
1389 Store[x][y] = EL_DIAMANT;
1390 else if (element == EL_ERZ_EDEL_BD)
1391 Store[x][y] = EL_EDELSTEIN_BD;
1392 else if (element == EL_ERZ_EDEL_GELB)
1393 Store[x][y] = EL_EDELSTEIN_GELB;
1394 else if (element == EL_ERZ_EDEL_ROT)
1395 Store[x][y] = EL_EDELSTEIN_ROT;
1396 else if (element == EL_ERZ_EDEL_LILA)
1397 Store[x][y] = EL_EDELSTEIN_LILA;
1398 else if (element == EL_WALL_PEARL)
1399 Store[x][y] = EL_PEARL;
1400 else if (element == EL_WALL_CRYSTAL)
1401 Store[x][y] = EL_CRYSTAL;
1402 else if (!IS_PFORTE(Store[x][y]))
1403 Store[x][y] = EL_LEERRAUM;
1405 if (x != ex || y != ey ||
1406 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1407 Store2[x][y] = element;
1409 if (AmoebaNr[x][y] &&
1410 (element == EL_AMOEBE_VOLL ||
1411 element == EL_AMOEBE_BD ||
1412 element == EL_AMOEBING))
1414 AmoebaCnt[AmoebaNr[x][y]]--;
1415 AmoebaCnt2[AmoebaNr[x][y]]--;
1418 Feld[x][y] = EL_EXPLODING;
1419 MovDir[x][y] = MovPos[x][y] = 0;
1425 if (center_element == EL_MAMPFER)
1426 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1437 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1439 if (phase == first_phase_after_start)
1441 int element = Store2[x][y];
1443 if (element == EL_BLACK_ORB)
1445 Feld[x][y] = Store2[x][y];
1450 else if (phase == half_phase)
1452 int element = Store2[x][y];
1454 if (IS_PLAYER(x, y))
1455 KillHeroUnlessProtected(x, y);
1456 else if (IS_EXPLOSIVE(element))
1458 Feld[x][y] = Store2[x][y];
1462 else if (element == EL_AMOEBA2DIAM)
1463 AmoebeUmwandeln(x, y);
1466 if (phase == last_phase)
1470 element = Feld[x][y] = Store[x][y];
1471 Store[x][y] = Store2[x][y] = 0;
1472 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1473 InitField(x, y, FALSE);
1474 if (CAN_MOVE(element) || COULD_MOVE(element))
1476 DrawLevelField(x, y);
1478 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1479 StorePlayer[x][y] = 0;
1481 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1483 int graphic = GFX_EXPLOSION;
1485 if (game.emulation == EMU_SUPAPLEX)
1486 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1487 GFX_SP_EXPLODE_INFOTRON :
1488 GFX_SP_EXPLODE_EMPTY);
1491 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1493 graphic += (phase / delay - 1);
1495 if (IS_PFORTE(Store[x][y]))
1497 DrawLevelElement(x, y, Store[x][y]);
1498 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1501 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1505 void DynaExplode(int ex, int ey)
1508 int dynabomb_size = 1;
1509 boolean dynabomb_xl = FALSE;
1510 struct PlayerInfo *player;
1511 static int xy[4][2] =
1519 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1521 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1522 dynabomb_size = player->dynabomb_size;
1523 dynabomb_xl = player->dynabomb_xl;
1524 player->dynabombs_left++;
1527 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1531 for (j=1; j<=dynabomb_size; j++)
1533 int x = ex + j * xy[i % 4][0];
1534 int y = ey + j * xy[i % 4][1];
1537 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1540 element = Feld[x][y];
1542 /* do not restart explosions of fields with active bombs */
1543 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1546 Explode(x, y, EX_PHASE_START, EX_BORDER);
1548 if (element != EL_LEERRAUM &&
1549 element != EL_ERDREICH &&
1550 element != EL_EXPLODING &&
1557 void Bang(int x, int y)
1559 int element = Feld[x][y];
1561 if (game.emulation == EMU_SUPAPLEX)
1562 PlaySoundLevel(x, y, SND_SP_BOOOM);
1564 PlaySoundLevel(x, y, SND_ROAAAR);
1567 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1568 element = EL_LEERRAUM;
1582 RaiseScoreElement(element);
1583 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1585 case EL_DYNABOMB_ACTIVE_1:
1586 case EL_DYNABOMB_ACTIVE_2:
1587 case EL_DYNABOMB_ACTIVE_3:
1588 case EL_DYNABOMB_ACTIVE_4:
1589 case EL_DYNABOMB_NR:
1590 case EL_DYNABOMB_SZ:
1591 case EL_DYNABOMB_XL:
1597 if (IS_PLAYER(x, y))
1598 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1600 Explode(x, y, EX_PHASE_START, EX_CENTER);
1603 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1608 void Blurb(int x, int y)
1610 int element = Feld[x][y];
1612 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1614 PlaySoundLevel(x, y, SND_BLURB);
1615 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1616 (!IN_LEV_FIELD(x-1, y-1) ||
1617 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1619 Feld[x-1][y] = EL_BLURB_LEFT;
1621 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1622 (!IN_LEV_FIELD(x+1, y-1) ||
1623 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1625 Feld[x+1][y] = EL_BLURB_RIGHT;
1630 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1632 if (!MovDelay[x][y]) /* initialize animation counter */
1635 if (MovDelay[x][y]) /* continue animation */
1638 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1639 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1641 if (!MovDelay[x][y])
1643 Feld[x][y] = EL_LEERRAUM;
1644 DrawLevelField(x, y);
1650 static void ToggleBeltSwitch(int x, int y)
1652 static int belt_base_element[4] =
1654 EL_BELT1_SWITCH_LEFT,
1655 EL_BELT2_SWITCH_LEFT,
1656 EL_BELT3_SWITCH_LEFT,
1657 EL_BELT4_SWITCH_LEFT
1659 static int belt_move_dir[4] =
1667 int element = Feld[x][y];
1668 int belt_nr = getBeltNrFromSwitchElement(element);
1669 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1670 int belt_dir = belt_move_dir[belt_dir_nr];
1673 if (!IS_BELT_SWITCH(element))
1676 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1677 game.belt_dir[belt_nr] = belt_dir;
1679 if (belt_dir_nr == 3)
1682 for (yy=0; yy<lev_fieldy; yy++)
1684 for (xx=0; xx<lev_fieldx; xx++)
1686 int element = Feld[xx][yy];
1688 if (IS_BELT_SWITCH(element))
1690 int e_belt_nr = getBeltNrFromSwitchElement(element);
1692 if (e_belt_nr == belt_nr)
1694 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1695 DrawLevelField(xx, yy);
1698 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1700 int e_belt_nr = getBeltNrFromElement(element);
1702 if (e_belt_nr == belt_nr)
1703 DrawLevelField(xx, yy); /* set belt to parking position */
1709 static void ToggleSwitchgateSwitch(int x, int y)
1713 game.switchgate_pos = !game.switchgate_pos;
1715 for (yy=0; yy<lev_fieldy; yy++)
1717 for (xx=0; xx<lev_fieldx; xx++)
1719 int element = Feld[xx][yy];
1721 if (element == EL_SWITCHGATE_SWITCH_1 ||
1722 element == EL_SWITCHGATE_SWITCH_2)
1724 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1725 DrawLevelField(xx, yy);
1727 else if (element == EL_SWITCHGATE_OPEN ||
1728 element == EL_SWITCHGATE_OPENING)
1730 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1731 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1733 else if (element == EL_SWITCHGATE_CLOSED ||
1734 element == EL_SWITCHGATE_CLOSING)
1736 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1737 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1743 static void RedrawAllLightSwitchesAndInvisibleElements()
1747 for (y=0; y<lev_fieldy; y++)
1749 for (x=0; x<lev_fieldx; x++)
1751 int element = Feld[x][y];
1753 if (element == EL_LIGHT_SWITCH_OFF &&
1754 game.light_time_left > 0)
1756 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1757 DrawLevelField(x, y);
1759 else if (element == EL_LIGHT_SWITCH_ON &&
1760 game.light_time_left == 0)
1762 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1763 DrawLevelField(x, y);
1766 if (element == EL_INVISIBLE_STEEL ||
1767 element == EL_UNSICHTBAR ||
1768 element == EL_SAND_INVISIBLE)
1769 DrawLevelField(x, y);
1774 static void ToggleLightSwitch(int x, int y)
1776 int element = Feld[x][y];
1778 game.light_time_left =
1779 (element == EL_LIGHT_SWITCH_OFF ?
1780 level.time_light * FRAMES_PER_SECOND : 0);
1782 RedrawAllLightSwitchesAndInvisibleElements();
1785 static void ActivateTimegateSwitch(int x, int y)
1789 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1791 for (yy=0; yy<lev_fieldy; yy++)
1793 for (xx=0; xx<lev_fieldx; xx++)
1795 int element = Feld[xx][yy];
1797 if (element == EL_TIMEGATE_CLOSED ||
1798 element == EL_TIMEGATE_CLOSING)
1800 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1801 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1805 else if (element == EL_TIMEGATE_SWITCH_ON)
1807 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1808 DrawLevelField(xx, yy);
1815 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1818 void Impact(int x, int y)
1820 boolean lastline = (y == lev_fieldy-1);
1821 boolean object_hit = FALSE;
1822 int element = Feld[x][y];
1825 if (!lastline) /* check if element below was hit */
1827 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1830 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1831 MovDir[x][y+1]!=MV_DOWN ||
1832 MovPos[x][y+1]<=TILEY/2));
1834 smashed = MovingOrBlocked2Element(x, y+1);
1837 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1843 if ((element == EL_BOMBE ||
1844 element == EL_SP_DISK_ORANGE ||
1845 element == EL_DX_SUPABOMB) &&
1846 (lastline || object_hit)) /* element is bomb */
1851 else if (element == EL_PEARL)
1853 Feld[x][y] = EL_PEARL_BREAKING;
1854 PlaySoundLevel(x, y, SND_KNACK);
1858 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1860 if (object_hit && IS_PLAYER(x, y+1))
1861 KillHeroUnlessProtected(x, y+1);
1862 else if (object_hit && smashed == EL_PINGUIN)
1866 Feld[x][y] = EL_AMOEBING;
1867 Store[x][y] = EL_AMOEBE_NASS;
1872 if (!lastline && object_hit) /* check which object was hit */
1874 if (CAN_CHANGE(element) &&
1875 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1878 int activated_magic_wall =
1879 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1880 EL_MAGIC_WALL_BD_EMPTY);
1882 /* activate magic wall / mill */
1884 for (y=0; y<lev_fieldy; y++)
1885 for (x=0; x<lev_fieldx; x++)
1886 if (Feld[x][y] == smashed)
1887 Feld[x][y] = activated_magic_wall;
1889 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1890 game.magic_wall_active = TRUE;
1893 if (IS_PLAYER(x, y+1))
1895 KillHeroUnlessProtected(x, y+1);
1898 else if (smashed == EL_PINGUIN)
1903 else if (element == EL_EDELSTEIN_BD)
1905 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1911 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1912 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1913 smashed == EL_SP_DISK_ORANGE))
1918 else if (element == EL_FELSBROCKEN ||
1919 element == EL_SP_ZONK ||
1920 element == EL_BD_ROCK)
1922 if (IS_ENEMY(smashed) ||
1923 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1924 smashed == EL_DX_SUPABOMB ||
1925 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1926 smashed == EL_DRACHE || smashed == EL_MOLE)
1931 else if (!IS_MOVING(x, y+1))
1933 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1938 else if (smashed == EL_KOKOSNUSS)
1940 Feld[x][y+1] = EL_CRACKINGNUT;
1941 PlaySoundLevel(x, y, SND_KNACK);
1942 RaiseScoreElement(EL_KOKOSNUSS);
1945 else if (smashed == EL_PEARL)
1947 Feld[x][y+1] = EL_PEARL_BREAKING;
1948 PlaySoundLevel(x, y, SND_KNACK);
1951 else if (smashed == EL_DIAMANT)
1953 Feld[x][y+1] = EL_LEERRAUM;
1954 PlaySoundLevel(x, y, SND_QUIRK);
1957 else if (IS_BELT_SWITCH(smashed))
1959 ToggleBeltSwitch(x, y+1);
1961 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1962 smashed == EL_SWITCHGATE_SWITCH_2)
1964 ToggleSwitchgateSwitch(x, y+1);
1966 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1967 smashed == EL_LIGHT_SWITCH_ON)
1969 ToggleLightSwitch(x, y+1);
1975 /* play sound of magic wall / mill */
1977 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1978 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1980 PlaySoundLevel(x, y, SND_QUIRK);
1984 /* play sound of object that hits the ground */
1985 if (lastline || object_hit)
1992 case EL_EDELSTEIN_BD:
1993 case EL_EDELSTEIN_GELB:
1994 case EL_EDELSTEIN_ROT:
1995 case EL_EDELSTEIN_LILA:
1997 case EL_SP_INFOTRON:
2003 case EL_FELSBROCKEN:
2008 sound = SND_SP_ZONKDOWN;
2011 case EL_SCHLUESSEL1:
2012 case EL_SCHLUESSEL2:
2013 case EL_SCHLUESSEL3:
2014 case EL_SCHLUESSEL4:
2031 PlaySoundLevel(x, y, sound);
2035 void TurnRound(int x, int y)
2047 { 0, 0 }, { 0, 0 }, { 0, 0 },
2052 int left, right, back;
2056 { MV_DOWN, MV_UP, MV_RIGHT },
2057 { MV_UP, MV_DOWN, MV_LEFT },
2059 { MV_LEFT, MV_RIGHT, MV_DOWN },
2060 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2061 { MV_RIGHT, MV_LEFT, MV_UP }
2064 int element = Feld[x][y];
2065 int old_move_dir = MovDir[x][y];
2066 int left_dir = turn[old_move_dir].left;
2067 int right_dir = turn[old_move_dir].right;
2068 int back_dir = turn[old_move_dir].back;
2070 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2071 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2072 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2073 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2075 int left_x = x+left_dx, left_y = y+left_dy;
2076 int right_x = x+right_dx, right_y = y+right_dy;
2077 int move_x = x+move_dx, move_y = y+move_dy;
2079 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2081 TestIfBadThingTouchesOtherBadThing(x, y);
2083 if (IN_LEV_FIELD(right_x, right_y) &&
2084 IS_FREE(right_x, right_y))
2085 MovDir[x][y] = right_dir;
2086 else if (!IN_LEV_FIELD(move_x, move_y) ||
2087 !IS_FREE(move_x, move_y))
2088 MovDir[x][y] = left_dir;
2090 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2092 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2095 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2096 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2098 TestIfBadThingTouchesOtherBadThing(x, y);
2100 if (IN_LEV_FIELD(left_x, left_y) &&
2101 IS_FREE(left_x, left_y))
2102 MovDir[x][y] = left_dir;
2103 else if (!IN_LEV_FIELD(move_x, move_y) ||
2104 !IS_FREE(move_x, move_y))
2105 MovDir[x][y] = right_dir;
2107 if ((element == EL_FLIEGER ||
2108 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2109 && MovDir[x][y] != old_move_dir)
2111 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2114 else if (element == EL_MAMPFER)
2116 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2118 if (IN_LEV_FIELD(left_x, left_y) &&
2119 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2120 Feld[left_x][left_y] == EL_DIAMANT))
2121 can_turn_left = TRUE;
2122 if (IN_LEV_FIELD(right_x, right_y) &&
2123 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2124 Feld[right_x][right_y] == EL_DIAMANT))
2125 can_turn_right = TRUE;
2127 if (can_turn_left && can_turn_right)
2128 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2129 else if (can_turn_left)
2130 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2131 else if (can_turn_right)
2132 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2134 MovDir[x][y] = back_dir;
2136 MovDelay[x][y] = 16+16*RND(3);
2138 else if (element == EL_MAMPFER2)
2140 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2142 if (IN_LEV_FIELD(left_x, left_y) &&
2143 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2144 IS_MAMPF2(Feld[left_x][left_y])))
2145 can_turn_left = TRUE;
2146 if (IN_LEV_FIELD(right_x, right_y) &&
2147 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2148 IS_MAMPF2(Feld[right_x][right_y])))
2149 can_turn_right = TRUE;
2151 if (can_turn_left && can_turn_right)
2152 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2153 else if (can_turn_left)
2154 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2155 else if (can_turn_right)
2156 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2158 MovDir[x][y] = back_dir;
2160 MovDelay[x][y] = 16+16*RND(3);
2162 else if (element == EL_PACMAN)
2164 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2166 if (IN_LEV_FIELD(left_x, left_y) &&
2167 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2168 IS_AMOEBOID(Feld[left_x][left_y])))
2169 can_turn_left = TRUE;
2170 if (IN_LEV_FIELD(right_x, right_y) &&
2171 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2172 IS_AMOEBOID(Feld[right_x][right_y])))
2173 can_turn_right = TRUE;
2175 if (can_turn_left && can_turn_right)
2176 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2177 else if (can_turn_left)
2178 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2179 else if (can_turn_right)
2180 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2182 MovDir[x][y] = back_dir;
2184 MovDelay[x][y] = 6+RND(40);
2186 else if (element == EL_SCHWEIN)
2188 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2189 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2190 boolean should_move_on = FALSE;
2192 int rnd = RND(rnd_value);
2194 if (IN_LEV_FIELD(left_x, left_y) &&
2195 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2196 can_turn_left = TRUE;
2197 if (IN_LEV_FIELD(right_x, right_y) &&
2198 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2199 can_turn_right = TRUE;
2200 if (IN_LEV_FIELD(move_x, move_y) &&
2201 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2204 if (can_turn_left &&
2206 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2207 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2208 should_turn_left = TRUE;
2209 if (can_turn_right &&
2211 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2212 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2213 should_turn_right = TRUE;
2215 (!can_turn_left || !can_turn_right ||
2216 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2217 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2218 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2219 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2220 should_move_on = TRUE;
2222 if (should_turn_left || should_turn_right || should_move_on)
2224 if (should_turn_left && should_turn_right && should_move_on)
2225 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2226 rnd < 2*rnd_value/3 ? right_dir :
2228 else if (should_turn_left && should_turn_right)
2229 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2230 else if (should_turn_left && should_move_on)
2231 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2232 else if (should_turn_right && should_move_on)
2233 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2234 else if (should_turn_left)
2235 MovDir[x][y] = left_dir;
2236 else if (should_turn_right)
2237 MovDir[x][y] = right_dir;
2238 else if (should_move_on)
2239 MovDir[x][y] = old_move_dir;
2241 else if (can_move_on && rnd > rnd_value/8)
2242 MovDir[x][y] = old_move_dir;
2243 else if (can_turn_left && can_turn_right)
2244 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2245 else if (can_turn_left && rnd > rnd_value/8)
2246 MovDir[x][y] = left_dir;
2247 else if (can_turn_right && rnd > rnd_value/8)
2248 MovDir[x][y] = right_dir;
2250 MovDir[x][y] = back_dir;
2252 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2253 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2254 MovDir[x][y] = old_move_dir;
2258 else if (element == EL_DRACHE)
2260 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2262 int rnd = RND(rnd_value);
2264 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2265 can_turn_left = TRUE;
2266 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2267 can_turn_right = TRUE;
2268 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2271 if (can_move_on && rnd > rnd_value/8)
2272 MovDir[x][y] = old_move_dir;
2273 else if (can_turn_left && can_turn_right)
2274 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2275 else if (can_turn_left && rnd > rnd_value/8)
2276 MovDir[x][y] = left_dir;
2277 else if (can_turn_right && rnd > rnd_value/8)
2278 MovDir[x][y] = right_dir;
2280 MovDir[x][y] = back_dir;
2282 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2283 MovDir[x][y] = old_move_dir;
2287 else if (element == EL_MOLE)
2289 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2291 if (IN_LEV_FIELD(move_x, move_y) &&
2292 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2293 Feld[move_x][move_y] == EL_DEAMOEBING))
2298 if (IN_LEV_FIELD(left_x, left_y) &&
2299 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2300 can_turn_left = TRUE;
2301 if (IN_LEV_FIELD(right_x, right_y) &&
2302 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2303 can_turn_right = TRUE;
2305 if (can_turn_left && can_turn_right)
2306 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2307 else if (can_turn_left)
2308 MovDir[x][y] = left_dir;
2310 MovDir[x][y] = right_dir;
2313 if (MovDir[x][y] != old_move_dir)
2316 else if (element == EL_BALLOON)
2318 MovDir[x][y] = game.balloon_dir;
2321 else if (element == EL_SPRING_MOVING)
2323 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2324 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2326 Feld[x][y] = EL_SPRING;
2327 MovDir[x][y] = MV_NO_MOVING;
2331 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2333 int attr_x = -1, attr_y = -1;
2344 for (i=0; i<MAX_PLAYERS; i++)
2346 struct PlayerInfo *player = &stored_player[i];
2347 int jx = player->jx, jy = player->jy;
2349 if (!player->active)
2352 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2360 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2366 if (element == EL_PINGUIN)
2369 static int xy[4][2] =
2379 int ex = x + xy[i%4][0];
2380 int ey = y + xy[i%4][1];
2382 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2391 MovDir[x][y] = MV_NO_MOVING;
2393 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2395 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2397 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2399 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2401 if (element == EL_ROBOT)
2405 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2406 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2407 Moving2Blocked(x, y, &newx, &newy);
2409 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2410 MovDelay[x][y] = 8+8*!RND(3);
2412 MovDelay[x][y] = 16;
2420 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2422 boolean first_horiz = RND(2);
2423 int new_move_dir = MovDir[x][y];
2426 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2427 Moving2Blocked(x, y, &newx, &newy);
2429 if (IN_LEV_FIELD(newx, newy) &&
2430 (IS_FREE(newx, newy) ||
2431 Feld[newx][newy] == EL_SALZSAEURE ||
2432 (element == EL_PINGUIN &&
2433 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2434 IS_MAMPF3(Feld[newx][newy])))))
2438 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2439 Moving2Blocked(x, y, &newx, &newy);
2441 if (IN_LEV_FIELD(newx, newy) &&
2442 (IS_FREE(newx, newy) ||
2443 Feld[newx][newy] == EL_SALZSAEURE ||
2444 (element == EL_PINGUIN &&
2445 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2446 IS_MAMPF3(Feld[newx][newy])))))
2449 MovDir[x][y] = old_move_dir;
2456 static boolean JustBeingPushed(int x, int y)
2460 for (i=0; i<MAX_PLAYERS; i++)
2462 struct PlayerInfo *player = &stored_player[i];
2464 if (player->active && player->Pushing && player->MovPos)
2466 int next_jx = player->jx + (player->jx - player->last_jx);
2467 int next_jy = player->jy + (player->jy - player->last_jy);
2469 if (x == next_jx && y == next_jy)
2477 void StartMoving(int x, int y)
2479 int element = Feld[x][y];
2484 if (CAN_FALL(element) && y<lev_fieldy-1)
2486 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2487 if (JustBeingPushed(x, y))
2490 if (element == EL_MORAST_VOLL)
2492 if (IS_FREE(x, y+1))
2494 InitMovingField(x, y, MV_DOWN);
2495 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2496 Store[x][y] = EL_FELSBROCKEN;
2498 else if (Feld[x][y+1] == EL_MORAST_LEER)
2500 if (!MovDelay[x][y])
2501 MovDelay[x][y] = TILEY + 1;
2510 Feld[x][y] = EL_MORAST_LEER;
2511 Feld[x][y+1] = EL_MORAST_VOLL;
2512 Store[x][y+1] = Store[x][y];
2516 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2517 Feld[x][y+1] == EL_MORAST_LEER)
2519 InitMovingField(x, y, MV_DOWN);
2520 Feld[x][y] = EL_QUICKSAND_FILLING;
2521 Store[x][y] = element;
2523 else if (element == EL_MAGIC_WALL_FULL)
2525 if (IS_FREE(x, y+1))
2527 InitMovingField(x, y, MV_DOWN);
2528 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2529 Store[x][y] = EL_CHANGED(Store[x][y]);
2531 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2533 if (!MovDelay[x][y])
2534 MovDelay[x][y] = TILEY/4 + 1;
2543 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2544 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2545 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2549 else if (element == EL_MAGIC_WALL_BD_FULL)
2551 if (IS_FREE(x, y+1))
2553 InitMovingField(x, y, MV_DOWN);
2554 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2555 Store[x][y] = EL_CHANGED2(Store[x][y]);
2557 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2559 if (!MovDelay[x][y])
2560 MovDelay[x][y] = TILEY/4 + 1;
2569 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2570 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2571 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2575 else if (CAN_CHANGE(element) &&
2576 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2577 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2579 InitMovingField(x, y, MV_DOWN);
2581 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2582 EL_MAGIC_WALL_BD_FILLING);
2583 Store[x][y] = element;
2585 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2588 InitMovingField(x, y, MV_DOWN);
2589 Store[x][y] = EL_SALZSAEURE;
2591 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2596 else if (IS_FREE(x, y+1))
2598 InitMovingField(x, y, MV_DOWN);
2600 else if (element == EL_TROPFEN)
2602 Feld[x][y] = EL_AMOEBING;
2603 Store[x][y] = EL_AMOEBE_NASS;
2605 /* Store[x][y+1] must be zero, because:
2606 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2609 #if OLD_GAME_BEHAVIOUR
2610 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2612 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2613 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2614 element != EL_DX_SUPABOMB)
2617 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2618 (IS_SLIPPERY_GEMS(Feld[x][y+1]) && IS_GEM(element))) &&
2619 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2620 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2623 boolean left = (x>0 && IS_FREE(x-1, y) &&
2624 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2625 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2626 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2630 if (left && right &&
2631 (game.emulation != EMU_BOULDERDASH &&
2632 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2633 left = !(right = RND(2));
2635 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2638 else if (IS_BELT(Feld[x][y+1]))
2640 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2641 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2642 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2643 int belt_dir = game.belt_dir[belt_nr];
2645 if ((belt_dir == MV_LEFT && left_is_free) ||
2646 (belt_dir == MV_RIGHT && right_is_free))
2647 InitMovingField(x, y, belt_dir);
2650 else if (CAN_MOVE(element))
2654 if ((element == EL_SONDE || element == EL_BALLOON ||
2655 element == EL_SPRING_MOVING)
2656 && JustBeingPushed(x, y))
2659 if (!MovDelay[x][y]) /* start new movement phase */
2661 /* all objects that can change their move direction after each step */
2662 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2664 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2667 if (MovDelay[x][y] && (element == EL_KAEFER ||
2668 element == EL_FLIEGER ||
2669 element == EL_SP_SNIKSNAK ||
2670 element == EL_SP_ELECTRON ||
2671 element == EL_MOLE))
2672 DrawLevelField(x, y);
2676 if (MovDelay[x][y]) /* wait some time before next movement */
2680 if (element == EL_ROBOT ||
2681 element == EL_MAMPFER || element == EL_MAMPFER2)
2683 int phase = MovDelay[x][y] % 8;
2688 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2689 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2691 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2692 && MovDelay[x][y]%4 == 3)
2693 PlaySoundLevel(x, y, SND_NJAM);
2695 else if (element == EL_SP_ELECTRON)
2696 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2697 else if (element == EL_DRACHE)
2700 int dir = MovDir[x][y];
2701 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2702 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2703 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2704 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2705 dir == MV_UP ? GFX_FLAMMEN_UP :
2706 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2707 int phase = FrameCounter % 2;
2709 for (i=1; i<=3; i++)
2711 int xx = x + i*dx, yy = y + i*dy;
2712 int sx = SCREENX(xx), sy = SCREENY(yy);
2714 if (!IN_LEV_FIELD(xx, yy) ||
2715 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2720 int flamed = MovingOrBlocked2Element(xx, yy);
2722 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2725 RemoveMovingField(xx, yy);
2727 Feld[xx][yy] = EL_BURNING;
2728 if (IN_SCR_FIELD(sx, sy))
2729 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2733 if (Feld[xx][yy] == EL_BURNING)
2734 Feld[xx][yy] = EL_LEERRAUM;
2735 DrawLevelField(xx, yy);
2744 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2746 PlaySoundLevel(x, y, SND_KLAPPER);
2748 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2750 PlaySoundLevel(x, y, SND_ROEHR);
2753 /* now make next step */
2755 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2757 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2758 !PLAYER_PROTECTED(newx, newy))
2762 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2765 /* enemy got the player */
2767 KillHero(PLAYERINFO(newx, newy));
2772 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2773 element == EL_SONDE || element == EL_BALLOON) &&
2774 IN_LEV_FIELD(newx, newy) &&
2775 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2778 Store[x][y] = EL_SALZSAEURE;
2780 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2782 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2784 Feld[x][y] = EL_LEERRAUM;
2785 DrawLevelField(x, y);
2787 PlaySoundLevel(newx, newy, SND_BUING);
2788 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2789 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2791 local_player->friends_still_needed--;
2792 if (!local_player->friends_still_needed &&
2793 !local_player->GameOver && AllPlayersGone)
2794 local_player->LevelSolved = local_player->GameOver = TRUE;
2798 else if (IS_MAMPF3(Feld[newx][newy]))
2800 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2801 DrawLevelField(newx, newy);
2803 MovDir[x][y] = MV_NO_MOVING;
2805 else if (!IS_FREE(newx, newy))
2807 if (IS_PLAYER(x, y))
2808 DrawPlayerField(x, y);
2810 DrawLevelField(x, y);
2814 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2816 if (IS_GEM(Feld[newx][newy]))
2818 if (IS_MOVING(newx, newy))
2819 RemoveMovingField(newx, newy);
2822 Feld[newx][newy] = EL_LEERRAUM;
2823 DrawLevelField(newx, newy);
2826 else if (!IS_FREE(newx, newy))
2828 if (IS_PLAYER(x, y))
2829 DrawPlayerField(x, y);
2831 DrawLevelField(x, y);
2835 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2837 if (!IS_FREE(newx, newy))
2839 if (IS_PLAYER(x, y))
2840 DrawPlayerField(x, y);
2842 DrawLevelField(x, y);
2847 boolean wanna_flame = !RND(10);
2848 int dx = newx - x, dy = newy - y;
2849 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2850 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2851 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2852 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2853 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2854 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2856 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2857 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2858 element1 != EL_BURNING && element2 != EL_BURNING)
2860 if (IS_PLAYER(x, y))
2861 DrawPlayerField(x, y);
2863 DrawLevelField(x, y);
2865 MovDelay[x][y] = 50;
2866 Feld[newx][newy] = EL_BURNING;
2867 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2868 Feld[newx1][newy1] = EL_BURNING;
2869 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2870 Feld[newx2][newy2] = EL_BURNING;
2875 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2876 Feld[newx][newy] == EL_DIAMANT)
2878 if (IS_MOVING(newx, newy))
2879 RemoveMovingField(newx, newy);
2882 Feld[newx][newy] = EL_LEERRAUM;
2883 DrawLevelField(newx, newy);
2886 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2887 IS_MAMPF2(Feld[newx][newy]))
2889 if (AmoebaNr[newx][newy])
2891 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2892 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2893 Feld[newx][newy] == EL_AMOEBE_BD)
2894 AmoebaCnt[AmoebaNr[newx][newy]]--;
2897 if (IS_MOVING(newx, newy))
2898 RemoveMovingField(newx, newy);
2901 Feld[newx][newy] = EL_LEERRAUM;
2902 DrawLevelField(newx, newy);
2905 else if ((element == EL_PACMAN || element == EL_MOLE)
2906 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2908 if (AmoebaNr[newx][newy])
2910 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2911 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2912 Feld[newx][newy] == EL_AMOEBE_BD)
2913 AmoebaCnt[AmoebaNr[newx][newy]]--;
2916 if (element == EL_MOLE)
2918 Feld[newx][newy] = EL_DEAMOEBING;
2919 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2920 return; /* wait for shrinking amoeba */
2922 else /* element == EL_PACMAN */
2924 Feld[newx][newy] = EL_LEERRAUM;
2925 DrawLevelField(newx, newy);
2928 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2929 (Feld[newx][newy] == EL_DEAMOEBING ||
2930 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2932 /* wait for shrinking amoeba to completely disappear */
2935 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2937 /* object was running against a wall */
2941 if (element == EL_KAEFER || element == EL_FLIEGER ||
2942 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2943 DrawLevelField(x, y);
2944 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2945 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2946 else if (element == EL_SONDE)
2947 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2948 else if (element == EL_SP_ELECTRON)
2949 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2951 if (DONT_TOUCH(element))
2952 TestIfBadThingTouchesHero(x, y);
2957 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2958 PlaySoundLevel(x, y, SND_SCHLURF);
2960 InitMovingField(x, y, MovDir[x][y]);
2964 ContinueMoving(x, y);
2967 void ContinueMoving(int x, int y)
2969 int element = Feld[x][y];
2970 int direction = MovDir[x][y];
2971 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2972 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2973 int horiz_move = (dx!=0);
2974 int newx = x + dx, newy = y + dy;
2975 int step = (horiz_move ? dx : dy) * TILEX / 8;
2977 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
2979 else if (element == EL_QUICKSAND_FILLING ||
2980 element == EL_QUICKSAND_EMPTYING)
2982 else if (element == EL_MAGIC_WALL_FILLING ||
2983 element == EL_MAGIC_WALL_BD_FILLING ||
2984 element == EL_MAGIC_WALL_EMPTYING ||
2985 element == EL_MAGIC_WALL_BD_EMPTYING)
2987 else if (CAN_FALL(element) && horiz_move &&
2988 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2990 else if (element == EL_SPRING_MOVING)
2993 #if OLD_GAME_BEHAVIOUR
2994 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2998 MovPos[x][y] += step;
3000 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
3002 Feld[x][y] = EL_LEERRAUM;
3003 Feld[newx][newy] = element;
3005 if (element == EL_MOLE)
3008 static int xy[4][2] =
3016 Feld[x][y] = EL_ERDREICH;
3017 DrawLevelField(x, y);
3026 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3027 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3031 if (element == EL_QUICKSAND_FILLING)
3033 element = Feld[newx][newy] = get_next_element(element);
3034 Store[newx][newy] = Store[x][y];
3036 else if (element == EL_QUICKSAND_EMPTYING)
3038 Feld[x][y] = get_next_element(element);
3039 element = Feld[newx][newy] = Store[x][y];
3041 else if (element == EL_MAGIC_WALL_FILLING)
3043 element = Feld[newx][newy] = get_next_element(element);
3044 if (!game.magic_wall_active)
3045 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3046 Store[newx][newy] = Store[x][y];
3048 else if (element == EL_MAGIC_WALL_EMPTYING)
3050 Feld[x][y] = get_next_element(element);
3051 if (!game.magic_wall_active)
3052 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3053 element = Feld[newx][newy] = Store[x][y];
3055 else if (element == EL_MAGIC_WALL_BD_FILLING)
3057 element = Feld[newx][newy] = get_next_element(element);
3058 if (!game.magic_wall_active)
3059 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3060 Store[newx][newy] = Store[x][y];
3062 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3064 Feld[x][y] = get_next_element(element);
3065 if (!game.magic_wall_active)
3066 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3067 element = Feld[newx][newy] = Store[x][y];
3069 else if (element == EL_AMOEBA_DRIPPING)
3071 Feld[x][y] = get_next_element(element);
3072 element = Feld[newx][newy] = Store[x][y];
3074 else if (Store[x][y] == EL_SALZSAEURE)
3076 element = Feld[newx][newy] = EL_SALZSAEURE;
3080 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3081 MovDelay[newx][newy] = 0;
3083 if (!CAN_MOVE(element))
3084 MovDir[newx][newy] = 0;
3086 DrawLevelField(x, y);
3087 DrawLevelField(newx, newy);
3089 Stop[newx][newy] = TRUE;
3090 JustStopped[newx][newy] = 3;
3092 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3094 TestIfBadThingTouchesHero(newx, newy);
3095 TestIfBadThingTouchesFriend(newx, newy);
3096 TestIfBadThingTouchesOtherBadThing(newx, newy);
3098 else if (element == EL_PINGUIN)
3099 TestIfFriendTouchesBadThing(newx, newy);
3101 if (CAN_SMASH(element) && direction == MV_DOWN &&
3102 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3105 else /* still moving on */
3106 DrawLevelField(x, y);
3109 int AmoebeNachbarNr(int ax, int ay)
3112 int element = Feld[ax][ay];
3114 static int xy[4][2] =
3124 int x = ax + xy[i][0];
3125 int y = ay + xy[i][1];
3127 if (!IN_LEV_FIELD(x, y))
3130 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3131 group_nr = AmoebaNr[x][y];
3137 void AmoebenVereinigen(int ax, int ay)
3139 int i, x, y, xx, yy;
3140 int new_group_nr = AmoebaNr[ax][ay];
3141 static int xy[4][2] =
3149 if (new_group_nr == 0)
3157 if (!IN_LEV_FIELD(x, y))
3160 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3161 Feld[x][y] == EL_AMOEBE_BD ||
3162 Feld[x][y] == EL_AMOEBE_TOT) &&
3163 AmoebaNr[x][y] != new_group_nr)
3165 int old_group_nr = AmoebaNr[x][y];
3167 if (old_group_nr == 0)
3170 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3171 AmoebaCnt[old_group_nr] = 0;
3172 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3173 AmoebaCnt2[old_group_nr] = 0;
3175 for (yy=0; yy<lev_fieldy; yy++)
3177 for (xx=0; xx<lev_fieldx; xx++)
3179 if (AmoebaNr[xx][yy] == old_group_nr)
3180 AmoebaNr[xx][yy] = new_group_nr;
3187 void AmoebeUmwandeln(int ax, int ay)
3191 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3193 int group_nr = AmoebaNr[ax][ay];
3198 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3199 printf("AmoebeUmwandeln(): This should never happen!\n");
3204 for (y=0; y<lev_fieldy; y++)
3206 for (x=0; x<lev_fieldx; x++)
3208 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3211 Feld[x][y] = EL_AMOEBA2DIAM;
3219 static int xy[4][2] =
3232 if (!IN_LEV_FIELD(x, y))
3235 if (Feld[x][y] == EL_AMOEBA2DIAM)
3241 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3244 int group_nr = AmoebaNr[ax][ay];
3245 boolean done = FALSE;
3250 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3251 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3256 for (y=0; y<lev_fieldy; y++)
3258 for (x=0; x<lev_fieldx; x++)
3260 if (AmoebaNr[x][y] == group_nr &&
3261 (Feld[x][y] == EL_AMOEBE_TOT ||
3262 Feld[x][y] == EL_AMOEBE_BD ||
3263 Feld[x][y] == EL_AMOEBING))
3266 Feld[x][y] = new_element;
3267 InitField(x, y, FALSE);
3268 DrawLevelField(x, y);
3275 PlaySoundLevel(ax, ay,
3276 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3279 void AmoebeWaechst(int x, int y)
3281 static unsigned long sound_delay = 0;
3282 static unsigned long sound_delay_value = 0;
3284 if (!MovDelay[x][y]) /* start new growing cycle */
3288 if (DelayReached(&sound_delay, sound_delay_value))
3290 PlaySoundLevel(x, y, SND_AMOEBE);
3291 sound_delay_value = 30;
3295 if (MovDelay[x][y]) /* wait some time before growing bigger */
3298 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3299 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3301 if (!MovDelay[x][y])
3303 Feld[x][y] = Store[x][y];
3305 DrawLevelField(x, y);
3310 void AmoebeSchrumpft(int x, int y)
3312 static unsigned long sound_delay = 0;
3313 static unsigned long sound_delay_value = 0;
3315 if (!MovDelay[x][y]) /* start new shrinking cycle */
3319 if (DelayReached(&sound_delay, sound_delay_value))
3321 PlaySoundLevel(x, y, SND_BLURB);
3322 sound_delay_value = 30;
3326 if (MovDelay[x][y]) /* wait some time before shrinking */
3329 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3330 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3332 if (!MovDelay[x][y])
3334 Feld[x][y] = EL_LEERRAUM;
3335 DrawLevelField(x, y);
3337 /* don't let mole enter this field in this cycle;
3338 (give priority to objects falling to this field from above) */
3344 void AmoebeAbleger(int ax, int ay)
3347 int element = Feld[ax][ay];
3348 int newax = ax, neway = ay;
3349 static int xy[4][2] =
3357 if (!level.amoeba_speed)
3359 Feld[ax][ay] = EL_AMOEBE_TOT;
3360 DrawLevelField(ax, ay);
3364 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3365 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3367 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3370 if (MovDelay[ax][ay])
3374 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3377 int x = ax + xy[start][0];
3378 int y = ay + xy[start][1];
3380 if (!IN_LEV_FIELD(x, y))
3383 if (IS_FREE(x, y) ||
3384 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3390 if (newax == ax && neway == ay)
3393 else /* normal or "filled" (BD style) amoeba */
3396 boolean waiting_for_player = FALSE;
3400 int j = (start + i) % 4;
3401 int x = ax + xy[j][0];
3402 int y = ay + xy[j][1];
3404 if (!IN_LEV_FIELD(x, y))
3407 if (IS_FREE(x, y) ||
3408 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3414 else if (IS_PLAYER(x, y))
3415 waiting_for_player = TRUE;
3418 if (newax == ax && neway == ay) /* amoeba cannot grow */
3420 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3422 Feld[ax][ay] = EL_AMOEBE_TOT;
3423 DrawLevelField(ax, ay);
3424 AmoebaCnt[AmoebaNr[ax][ay]]--;
3426 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3428 if (element == EL_AMOEBE_VOLL)
3429 AmoebeUmwandeln(ax, ay);
3430 else if (element == EL_AMOEBE_BD)
3431 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3436 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3438 /* amoeba gets larger by growing in some direction */
3440 int new_group_nr = AmoebaNr[ax][ay];
3443 if (new_group_nr == 0)
3445 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3446 printf("AmoebeAbleger(): This should never happen!\n");
3451 AmoebaNr[newax][neway] = new_group_nr;
3452 AmoebaCnt[new_group_nr]++;
3453 AmoebaCnt2[new_group_nr]++;
3455 /* if amoeba touches other amoeba(s) after growing, unify them */
3456 AmoebenVereinigen(newax, neway);
3458 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3460 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3466 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3467 (neway == lev_fieldy - 1 && newax != ax))
3469 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3470 Store[newax][neway] = element;
3472 else if (neway == ay)
3473 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3476 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3477 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3478 Store[ax][ay] = EL_TROPFEN;
3479 ContinueMoving(ax, ay);
3483 DrawLevelField(newax, neway);
3486 void Life(int ax, int ay)
3489 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3491 int element = Feld[ax][ay];
3496 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3497 MovDelay[ax][ay] = life_time;
3499 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3502 if (MovDelay[ax][ay])
3506 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3508 int xx = ax+x1, yy = ay+y1;
3511 if (!IN_LEV_FIELD(xx, yy))
3514 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3516 int x = xx+x2, y = yy+y2;
3518 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3521 if (((Feld[x][y] == element ||
3522 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3524 (IS_FREE(x, y) && Stop[x][y]))
3528 if (xx == ax && yy == ay) /* field in the middle */
3530 if (nachbarn<life[0] || nachbarn>life[1])
3532 Feld[xx][yy] = EL_LEERRAUM;
3534 DrawLevelField(xx, yy);
3535 Stop[xx][yy] = TRUE;
3538 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3539 { /* free border field */
3540 if (nachbarn>=life[2] && nachbarn<=life[3])
3542 Feld[xx][yy] = element;
3543 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3545 DrawLevelField(xx, yy);
3546 Stop[xx][yy] = TRUE;
3552 void Ablenk(int x, int y)
3554 if (!MovDelay[x][y]) /* next animation frame */
3555 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3557 if (MovDelay[x][y]) /* wait some time before next frame */
3562 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3563 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3564 if (!(MovDelay[x][y]%4))
3565 PlaySoundLevel(x, y, SND_MIEP);
3570 Feld[x][y] = EL_ABLENK_AUS;
3571 DrawLevelField(x, y);
3572 if (ZX == x && ZY == y)
3576 void TimegateWheel(int x, int y)
3578 if (!MovDelay[x][y]) /* next animation frame */
3579 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3581 if (MovDelay[x][y]) /* wait some time before next frame */
3586 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3587 DrawGraphic(SCREENX(x), SCREENY(y),
3588 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3589 if (!(MovDelay[x][y]%4))
3590 PlaySoundLevel(x, y, SND_MIEP);
3595 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3596 DrawLevelField(x, y);
3597 if (ZX == x && ZY == y)
3601 void Birne(int x, int y)
3603 if (!MovDelay[x][y]) /* next animation frame */
3604 MovDelay[x][y] = 800;
3606 if (MovDelay[x][y]) /* wait some time before next frame */
3611 if (!(MovDelay[x][y]%5))
3613 if (!(MovDelay[x][y]%10))
3614 Feld[x][y]=EL_ABLENK_EIN;
3616 Feld[x][y]=EL_ABLENK_AUS;
3617 DrawLevelField(x, y);
3618 Feld[x][y]=EL_ABLENK_EIN;
3624 Feld[x][y]=EL_ABLENK_AUS;
3625 DrawLevelField(x, y);
3626 if (ZX == x && ZY == y)
3630 void Blubber(int x, int y)
3632 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3633 DrawLevelField(x, y-1);
3635 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3638 void NussKnacken(int x, int y)
3640 if (!MovDelay[x][y]) /* next animation frame */
3643 if (MovDelay[x][y]) /* wait some time before next frame */
3646 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3647 DrawGraphic(SCREENX(x), SCREENY(y),
3648 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3650 if (!MovDelay[x][y])
3652 Feld[x][y] = EL_EDELSTEIN;
3653 DrawLevelField(x, y);
3658 void BreakingPearl(int x, int y)
3660 if (!MovDelay[x][y]) /* next animation frame */
3663 if (MovDelay[x][y]) /* wait some time before next frame */
3666 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3667 DrawGraphic(SCREENX(x), SCREENY(y),
3668 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3670 if (!MovDelay[x][y])
3672 Feld[x][y] = EL_LEERRAUM;
3673 DrawLevelField(x, y);
3678 void SiebAktivieren(int x, int y, int typ)
3680 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3682 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3685 void AusgangstuerPruefen(int x, int y)
3687 if (!local_player->gems_still_needed &&
3688 !local_player->sokobanfields_still_needed &&
3689 !local_player->lights_still_needed)
3691 Feld[x][y] = EL_AUSGANG_ACT;
3693 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3694 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3695 y < LEVELY(BY1) ? LEVELY(BY1) :
3696 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3701 void AusgangstuerOeffnen(int x, int y)
3705 if (!MovDelay[x][y]) /* next animation frame */
3706 MovDelay[x][y] = 5*delay;
3708 if (MovDelay[x][y]) /* wait some time before next frame */
3713 tuer = MovDelay[x][y]/delay;
3714 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3715 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3717 if (!MovDelay[x][y])
3719 Feld[x][y] = EL_AUSGANG_AUF;
3720 DrawLevelField(x, y);
3725 void AusgangstuerBlinken(int x, int y)
3727 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3730 void OpenSwitchgate(int x, int y)
3734 if (!MovDelay[x][y]) /* next animation frame */
3735 MovDelay[x][y] = 5 * delay;
3737 if (MovDelay[x][y]) /* wait some time before next frame */
3742 phase = MovDelay[x][y] / delay;
3743 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3744 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3746 if (!MovDelay[x][y])
3748 Feld[x][y] = EL_SWITCHGATE_OPEN;
3749 DrawLevelField(x, y);
3754 void CloseSwitchgate(int x, int y)
3758 if (!MovDelay[x][y]) /* next animation frame */
3759 MovDelay[x][y] = 5 * delay;
3761 if (MovDelay[x][y]) /* wait some time before next frame */
3766 phase = MovDelay[x][y] / delay;
3767 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3768 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3770 if (!MovDelay[x][y])
3772 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3773 DrawLevelField(x, y);
3778 void OpenTimegate(int x, int y)
3782 if (!MovDelay[x][y]) /* next animation frame */
3783 MovDelay[x][y] = 5 * delay;
3785 if (MovDelay[x][y]) /* wait some time before next frame */
3790 phase = MovDelay[x][y] / delay;
3791 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3792 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3794 if (!MovDelay[x][y])
3796 Feld[x][y] = EL_TIMEGATE_OPEN;
3797 DrawLevelField(x, y);
3802 void CloseTimegate(int x, int y)
3806 if (!MovDelay[x][y]) /* next animation frame */
3807 MovDelay[x][y] = 5 * delay;
3809 if (MovDelay[x][y]) /* wait some time before next frame */
3814 phase = MovDelay[x][y] / delay;
3815 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3816 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3818 if (!MovDelay[x][y])
3820 Feld[x][y] = EL_TIMEGATE_CLOSED;
3821 DrawLevelField(x, y);
3826 static void CloseAllOpenTimegates()
3830 for (y=0; y<lev_fieldy; y++)
3832 for (x=0; x<lev_fieldx; x++)
3834 int element = Feld[x][y];
3836 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3838 Feld[x][y] = EL_TIMEGATE_CLOSING;
3839 PlaySoundLevel(x, y, SND_OEFFNEN);
3845 void EdelsteinFunkeln(int x, int y)
3847 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3850 if (Feld[x][y] == EL_EDELSTEIN_BD)
3851 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3854 if (!MovDelay[x][y]) /* next animation frame */
3855 MovDelay[x][y] = 11 * !SimpleRND(500);
3857 if (MovDelay[x][y]) /* wait some time before next frame */
3861 if (setup.direct_draw && MovDelay[x][y])
3862 SetDrawtoField(DRAW_BUFFERED);
3864 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3868 int phase = (MovDelay[x][y]-1)/2;
3873 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3875 if (setup.direct_draw)
3879 dest_x = FX + SCREENX(x)*TILEX;
3880 dest_y = FY + SCREENY(y)*TILEY;
3882 BlitBitmap(drawto_field, window,
3883 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3884 SetDrawtoField(DRAW_DIRECT);
3891 void MauerWaechst(int x, int y)
3895 if (!MovDelay[x][y]) /* next animation frame */
3896 MovDelay[x][y] = 3*delay;
3898 if (MovDelay[x][y]) /* wait some time before next frame */
3903 phase = 2-MovDelay[x][y]/delay;
3904 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3905 DrawGraphic(SCREENX(x), SCREENY(y),
3906 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3907 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3908 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3909 GFX_MAUER_DOWN ) + phase);
3911 if (!MovDelay[x][y])
3913 if (MovDir[x][y] == MV_LEFT)
3915 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3916 DrawLevelField(x-1, y);
3918 else if (MovDir[x][y] == MV_RIGHT)
3920 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3921 DrawLevelField(x+1, y);
3923 else if (MovDir[x][y] == MV_UP)
3925 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3926 DrawLevelField(x, y-1);
3930 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3931 DrawLevelField(x, y+1);
3934 Feld[x][y] = Store[x][y];
3936 MovDir[x][y] = MV_NO_MOVING;
3937 DrawLevelField(x, y);
3942 void MauerAbleger(int ax, int ay)
3944 int element = Feld[ax][ay];
3945 boolean oben_frei = FALSE, unten_frei = FALSE;
3946 boolean links_frei = FALSE, rechts_frei = FALSE;
3947 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3948 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3950 if (!MovDelay[ax][ay]) /* start building new wall */
3951 MovDelay[ax][ay] = 6;
3953 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3956 if (MovDelay[ax][ay])
3960 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3962 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3964 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3966 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3969 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3973 Feld[ax][ay-1] = EL_MAUERND;
3974 Store[ax][ay-1] = element;
3975 MovDir[ax][ay-1] = MV_UP;
3976 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3977 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3981 Feld[ax][ay+1] = EL_MAUERND;
3982 Store[ax][ay+1] = element;
3983 MovDir[ax][ay+1] = MV_DOWN;
3984 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3985 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3989 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3990 element == EL_MAUER_LEBT)
3994 Feld[ax-1][ay] = EL_MAUERND;
3995 Store[ax-1][ay] = element;
3996 MovDir[ax-1][ay] = MV_LEFT;
3997 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3998 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
4002 Feld[ax+1][ay] = EL_MAUERND;
4003 Store[ax+1][ay] = element;
4004 MovDir[ax+1][ay] = MV_RIGHT;
4005 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4006 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4010 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4011 DrawLevelField(ax, ay);
4013 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4015 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4016 unten_massiv = TRUE;
4017 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4018 links_massiv = TRUE;
4019 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4020 rechts_massiv = TRUE;
4022 if (((oben_massiv && unten_massiv) ||
4023 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4024 ((links_massiv && rechts_massiv) ||
4025 element == EL_MAUER_Y))
4026 Feld[ax][ay] = EL_MAUERWERK;
4029 void CheckForDragon(int x, int y)
4032 boolean dragon_found = FALSE;
4033 static int xy[4][2] =
4045 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4047 if (IN_LEV_FIELD(xx, yy) &&
4048 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4050 if (Feld[xx][yy] == EL_DRACHE)
4051 dragon_found = TRUE;
4064 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4066 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4068 Feld[xx][yy] = EL_LEERRAUM;
4069 DrawLevelField(xx, yy);
4078 static void CheckBuggyBase(int x, int y)
4080 int element = Feld[x][y];
4082 if (element == EL_SP_BUG)
4084 if (!MovDelay[x][y]) /* wait some time before activating base */
4085 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4090 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4091 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4095 Feld[x][y] = EL_SP_BUG_ACTIVE;
4098 else if (element == EL_SP_BUG_ACTIVE)
4100 if (!MovDelay[x][y]) /* start activating buggy base */
4101 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4109 static int xy[4][2] =
4117 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4118 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4122 int xx = x + xy[i][0], yy = y + xy[i][1];
4124 if (IS_PLAYER(xx, yy))
4126 PlaySoundLevel(x, y, SND_SP_BUG);
4134 Feld[x][y] = EL_SP_BUG;
4135 DrawLevelField(x, y);
4140 static void CheckTrap(int x, int y)
4142 int element = Feld[x][y];
4144 if (element == EL_TRAP_INACTIVE)
4146 if (!MovDelay[x][y]) /* wait some time before activating trap */
4147 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4155 Feld[x][y] = EL_TRAP_ACTIVE;
4158 else if (element == EL_TRAP_ACTIVE)
4163 if (!MovDelay[x][y]) /* start activating trap */
4164 MovDelay[x][y] = num_frames * delay;
4172 if (!(MovDelay[x][y] % delay))
4174 int phase = MovDelay[x][y]/delay;
4176 if (phase >= num_frames/2)
4177 phase = num_frames - phase;
4179 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4181 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4182 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4189 Feld[x][y] = EL_TRAP_INACTIVE;
4190 DrawLevelField(x, y);
4195 static void DrawBeltAnimation(int x, int y, int element)
4197 int belt_nr = getBeltNrFromElement(element);
4198 int belt_dir = game.belt_dir[belt_nr];
4200 if (belt_dir != MV_NO_MOVING)
4203 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4204 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4206 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4210 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4212 static byte stored_player_action[MAX_PLAYERS];
4213 static int num_stored_actions = 0;
4215 static boolean save_tape_entry = FALSE;
4217 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4218 int left = player_action & JOY_LEFT;
4219 int right = player_action & JOY_RIGHT;
4220 int up = player_action & JOY_UP;
4221 int down = player_action & JOY_DOWN;
4222 int button1 = player_action & JOY_BUTTON_1;
4223 int button2 = player_action & JOY_BUTTON_2;
4224 int dx = (left ? -1 : right ? 1 : 0);
4225 int dy = (up ? -1 : down ? 1 : 0);
4227 stored_player_action[player->index_nr] = 0;
4228 num_stored_actions++;
4230 if (!player->active || tape.pausing)
4236 save_tape_entry = TRUE;
4238 player->frame_reset_delay = 0;
4241 snapped = SnapField(player, dx, dy);
4245 bombed = PlaceBomb(player);
4246 moved = MoveFigure(player, dx, dy);
4250 if (tape.recording && (moved || snapped || bombed))
4252 if (bombed && !moved)
4253 player_action &= JOY_BUTTON;
4255 stored_player_action[player->index_nr] = player_action;
4256 save_tape_entry = TRUE;
4258 else if (tape.playing && snapped)
4259 SnapField(player, 0, 0); /* stop snapping */
4261 stored_player_action[player->index_nr] = player_action;
4266 /* no actions for this player (no input at player's configured device) */
4268 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4269 SnapField(player, 0, 0);
4270 CheckGravityMovement(player);
4273 if (player->MovPos == 0) /* needed for tape.playing */
4274 player->is_moving = FALSE;
4277 if (player->MovPos == 0) /* needed for tape.playing */
4278 player->last_move_dir = MV_NO_MOVING;
4280 /* !!! CHECK THIS AGAIN !!!
4281 (Seems to be needed for some EL_ROBOT stuff, but breaks
4282 tapes when walking through pipes!)
4285 /* it seems that "player->last_move_dir" is misused as some sort of
4286 "player->is_just_moving_in_this_moment", which is needed for the
4287 robot stuff (robots don't kill players when they are moving)
4291 if (++player->frame_reset_delay > player->move_delay_value)
4296 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4298 TapeRecordAction(stored_player_action);
4299 num_stored_actions = 0;
4300 save_tape_entry = FALSE;
4303 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4305 TapeRecordAction(stored_player_action);
4306 num_stored_actions = 0;
4311 if (tape.playing && !tape.pausing && !player_action &&
4312 tape.counter < tape.length)
4314 int jx = player->jx, jy = player->jy;
4316 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4318 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4319 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4321 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4323 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4325 int el = Feld[jx+dx][jy];
4326 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4327 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4329 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4331 player->MovDir = next_joy;
4332 player->Frame = FrameCounter % 4;
4333 player->Pushing = TRUE;
4343 static unsigned long action_delay = 0;
4344 unsigned long action_delay_value;
4345 int sieb_x = 0, sieb_y = 0;
4346 int i, x, y, element;
4347 byte *recorded_player_action;
4348 byte summarized_player_action = 0;
4350 if (game_status != PLAYING)
4353 action_delay_value =
4354 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4356 /* ---------- main game synchronization point ---------- */
4358 WaitUntilDelayReached(&action_delay, action_delay_value);
4360 if (network_playing && !network_player_action_received)
4364 printf("DEBUG: try to get network player actions in time\n");
4368 #if defined(PLATFORM_UNIX)
4369 /* last chance to get network player actions without main loop delay */
4373 if (game_status != PLAYING)
4376 if (!network_player_action_received)
4380 printf("DEBUG: failed to get network player actions in time\n");
4392 else if (tape.recording)
4395 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4397 for (i=0; i<MAX_PLAYERS; i++)
4399 summarized_player_action |= stored_player[i].action;
4401 if (!network_playing)
4402 stored_player[i].effective_action = stored_player[i].action;
4405 #if defined(PLATFORM_UNIX)
4406 if (network_playing)
4407 SendToServer_MovePlayer(summarized_player_action);
4410 if (!options.network && !setup.team_mode)
4411 local_player->effective_action = summarized_player_action;
4413 for (i=0; i<MAX_PLAYERS; i++)
4415 int actual_player_action = stored_player[i].effective_action;
4417 if (stored_player[i].programmed_action)
4418 actual_player_action = stored_player[i].programmed_action;
4420 if (recorded_player_action)
4421 actual_player_action = recorded_player_action[i];
4423 PlayerActions(&stored_player[i], actual_player_action);
4424 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4427 network_player_action_received = FALSE;
4429 ScrollScreen(NULL, SCROLL_GO_ON);
4435 if (TimeFrames == 0 && local_player->active)
4437 extern unsigned int last_RND();
4439 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4440 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4447 if (GameFrameDelay >= 500)
4448 printf("FrameCounter == %d\n", FrameCounter);
4457 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4460 if (JustStopped[x][y] > 0)
4461 JustStopped[x][y]--;
4464 if (IS_BLOCKED(x, y))
4468 Blocked2Moving(x, y, &oldx, &oldy);
4469 if (!IS_MOVING(oldx, oldy))
4471 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4472 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4473 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4474 printf("GameActions(): This should never happen!\n");
4480 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4482 element = Feld[x][y];
4484 if (IS_INACTIVE(element))
4487 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4491 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4492 EdelsteinFunkeln(x, y);
4494 else if (IS_MOVING(x, y))
4495 ContinueMoving(x, y);
4496 else if (IS_ACTIVE_BOMB(element))
4497 CheckDynamite(x, y);
4499 else if (element == EL_EXPLODING && !game.explosions_delayed)
4500 Explode(x, y, Frame[x][y], EX_NORMAL);
4502 else if (element == EL_AMOEBING)
4503 AmoebeWaechst(x, y);
4504 else if (element == EL_DEAMOEBING)
4505 AmoebeSchrumpft(x, y);
4507 else if (IS_AMOEBALIVE(element))
4508 AmoebeAbleger(x, y);
4510 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4512 else if (element == EL_ABLENK_EIN)
4514 else if (element == EL_TIMEGATE_SWITCH_ON)
4515 TimegateWheel(x, y);
4516 else if (element == EL_SALZSAEURE)
4518 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4520 else if (element == EL_CRACKINGNUT)
4522 else if (element == EL_PEARL_BREAKING)
4523 BreakingPearl(x, y);
4524 else if (element == EL_AUSGANG_ZU)
4525 AusgangstuerPruefen(x, y);
4526 else if (element == EL_AUSGANG_ACT)
4527 AusgangstuerOeffnen(x, y);
4528 else if (element == EL_AUSGANG_AUF)
4529 AusgangstuerBlinken(x, y);
4530 else if (element == EL_MAUERND)
4532 else if (element == EL_MAUER_LEBT ||
4533 element == EL_MAUER_X ||
4534 element == EL_MAUER_Y ||
4535 element == EL_MAUER_XY)
4537 else if (element == EL_BURNING)
4538 CheckForDragon(x, y);
4539 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4540 CheckBuggyBase(x, y);
4541 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4543 else if (element == EL_SP_TERMINAL)
4544 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4545 else if (element == EL_SP_TERMINAL_ACTIVE)
4546 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4547 else if (IS_BELT(element))
4548 DrawBeltAnimation(x, y, element);
4549 else if (element == EL_SWITCHGATE_OPENING)
4550 OpenSwitchgate(x, y);
4551 else if (element == EL_SWITCHGATE_CLOSING)
4552 CloseSwitchgate(x, y);
4553 else if (element == EL_TIMEGATE_OPENING)
4555 else if (element == EL_TIMEGATE_CLOSING)
4556 CloseTimegate(x, y);
4557 else if (element == EL_EXTRA_TIME)
4558 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4559 else if (element == EL_SHIELD_PASSIVE)
4560 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4561 else if (element == EL_SHIELD_ACTIVE)
4562 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4564 if (game.magic_wall_active)
4566 boolean sieb = FALSE;
4567 int jx = local_player->jx, jy = local_player->jy;
4569 if (element == EL_MAGIC_WALL_FULL ||
4570 element == EL_MAGIC_WALL_EMPTY ||
4571 element == EL_MAGIC_WALL_EMPTYING)
4573 SiebAktivieren(x, y, 1);
4576 else if (element == EL_MAGIC_WALL_BD_FULL ||
4577 element == EL_MAGIC_WALL_BD_EMPTY ||
4578 element == EL_MAGIC_WALL_BD_EMPTYING)
4580 SiebAktivieren(x, y, 2);
4584 /* play the element sound at the position nearest to the player */
4585 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4594 /* new experimental amoeba growth stuff*/
4596 if (!(FrameCounter % 8))
4599 static unsigned long random = 1684108901;
4601 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4604 x = (random >> 10) % lev_fieldx;
4605 y = (random >> 20) % lev_fieldy;
4607 x = RND(lev_fieldx);
4608 y = RND(lev_fieldy);
4610 element = Feld[x][y];
4612 if (!IS_PLAYER(x,y) &&
4613 (element == EL_LEERRAUM ||
4614 element == EL_ERDREICH ||
4615 element == EL_MORAST_LEER ||
4616 element == EL_BLURB_LEFT ||
4617 element == EL_BLURB_RIGHT))
4619 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4620 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4621 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4622 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4623 Feld[x][y] = EL_TROPFEN;
4626 random = random * 129 + 1;
4632 if (game.explosions_delayed)
4635 game.explosions_delayed = FALSE;
4637 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4639 element = Feld[x][y];
4641 if (ExplodeField[x][y])
4642 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4643 else if (element == EL_EXPLODING)
4644 Explode(x, y, Frame[x][y], EX_NORMAL);
4646 ExplodeField[x][y] = EX_NO_EXPLOSION;
4649 game.explosions_delayed = TRUE;
4652 if (game.magic_wall_active)
4654 if (!(game.magic_wall_time_left % 4))
4655 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4657 if (game.magic_wall_time_left > 0)
4659 game.magic_wall_time_left--;
4660 if (!game.magic_wall_time_left)
4662 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4664 element = Feld[x][y];
4666 if (element == EL_MAGIC_WALL_EMPTY ||
4667 element == EL_MAGIC_WALL_FULL)
4669 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4670 DrawLevelField(x, y);
4672 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4673 element == EL_MAGIC_WALL_BD_FULL)
4675 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4676 DrawLevelField(x, y);
4680 game.magic_wall_active = FALSE;
4685 if (game.light_time_left > 0)
4687 game.light_time_left--;
4689 if (game.light_time_left == 0)
4691 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4693 element = Feld[x][y];
4695 if (element == EL_LIGHT_SWITCH_ON)
4697 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4698 DrawLevelField(x, y);
4700 else if (element == EL_INVISIBLE_STEEL ||
4701 element == EL_UNSICHTBAR ||
4702 element == EL_SAND_INVISIBLE)
4703 DrawLevelField(x, y);
4708 if (game.timegate_time_left > 0)
4710 game.timegate_time_left--;
4712 if (game.timegate_time_left == 0)
4713 CloseAllOpenTimegates();
4716 if (TimeFrames >= (1000 / GameFrameDelay))
4721 for (i=0; i<MAX_PLAYERS; i++)
4723 if (SHIELD_ON(&stored_player[i]))
4725 stored_player[i].shield_passive_time_left--;
4727 if (stored_player[i].shield_active_time_left > 0)
4728 stored_player[i].shield_active_time_left--;
4732 if (tape.recording || tape.playing)
4733 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4739 if (TimeLeft <= 10 && setup.time_limit)
4740 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4742 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4744 if (!TimeLeft && setup.time_limit)
4745 for (i=0; i<MAX_PLAYERS; i++)
4746 KillHero(&stored_player[i]);
4748 else if (level.time == 0) /* level without time limit */
4749 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4754 if (options.debug) /* calculate frames per second */
4756 static unsigned long fps_counter = 0;
4757 static int fps_frames = 0;
4758 unsigned long fps_delay_ms = Counter() - fps_counter;
4762 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4764 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4767 fps_counter = Counter();
4770 redraw_mask |= REDRAW_FPS;
4774 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4776 int min_x = x, min_y = y, max_x = x, max_y = y;
4779 for (i=0; i<MAX_PLAYERS; i++)
4781 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4783 if (!stored_player[i].active || &stored_player[i] == player)
4786 min_x = MIN(min_x, jx);
4787 min_y = MIN(min_y, jy);
4788 max_x = MAX(max_x, jx);
4789 max_y = MAX(max_y, jy);
4792 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4795 static boolean AllPlayersInVisibleScreen()
4799 for (i=0; i<MAX_PLAYERS; i++)
4801 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4803 if (!stored_player[i].active)
4806 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4813 void ScrollLevel(int dx, int dy)
4815 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4818 BlitBitmap(drawto_field, drawto_field,
4819 FX + TILEX*(dx == -1) - softscroll_offset,
4820 FY + TILEY*(dy == -1) - softscroll_offset,
4821 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4822 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4823 FX + TILEX*(dx == 1) - softscroll_offset,
4824 FY + TILEY*(dy == 1) - softscroll_offset);
4828 x = (dx == 1 ? BX1 : BX2);
4829 for (y=BY1; y<=BY2; y++)
4830 DrawScreenField(x, y);
4834 y = (dy == 1 ? BY1 : BY2);
4835 for (x=BX1; x<=BX2; x++)
4836 DrawScreenField(x, y);
4839 redraw_mask |= REDRAW_FIELD;
4842 static void CheckGravityMovement(struct PlayerInfo *player)
4844 if (level.gravity && !player->programmed_action)
4846 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4847 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4849 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4850 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4851 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4852 int jx = player->jx, jy = player->jy;
4853 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4854 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4855 int new_jx = jx + dx, new_jy = jy + dy;
4856 boolean field_under_player_is_free =
4857 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4858 boolean player_is_moving_to_valid_field =
4859 (IN_LEV_FIELD(new_jx, new_jy) &&
4860 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4861 Feld[new_jx][new_jy] == EL_ERDREICH));
4863 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4864 player->programmed_action = MV_DOWN;
4868 boolean MoveFigureOneStep(struct PlayerInfo *player,
4869 int dx, int dy, int real_dx, int real_dy)
4871 int jx = player->jx, jy = player->jy;
4872 int new_jx = jx+dx, new_jy = jy+dy;
4876 if (!player->active || (!dx && !dy))
4877 return MF_NO_ACTION;
4879 player->MovDir = (dx < 0 ? MV_LEFT :
4882 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4884 if (!IN_LEV_FIELD(new_jx, new_jy))
4885 return MF_NO_ACTION;
4887 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4888 return MF_NO_ACTION;
4891 element = MovingOrBlocked2Element(new_jx, new_jy);
4893 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4896 if (DONT_GO_TO(element))
4898 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4901 Feld[jx][jy] = EL_SPIELFIGUR;
4902 InitMovingField(jx, jy, MV_DOWN);
4903 Store[jx][jy] = EL_SALZSAEURE;
4904 ContinueMoving(jx, jy);
4908 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
4913 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4914 if (can_move != MF_MOVING)
4917 StorePlayer[jx][jy] = 0;
4918 player->last_jx = jx;
4919 player->last_jy = jy;
4920 jx = player->jx = new_jx;
4921 jy = player->jy = new_jy;
4922 StorePlayer[jx][jy] = player->element_nr;
4925 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4927 ScrollFigure(player, SCROLL_INIT);
4932 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4934 int jx = player->jx, jy = player->jy;
4935 int old_jx = jx, old_jy = jy;
4936 int moved = MF_NO_ACTION;
4938 if (!player->active || (!dx && !dy))
4942 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4946 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4947 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
4951 /* remove the last programmed player action */
4952 player->programmed_action = 0;
4956 /* should only happen if pre-1.2 tape recordings are played */
4957 /* this is only for backward compatibility */
4959 int original_move_delay_value = player->move_delay_value;
4962 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4965 /* scroll remaining steps with finest movement resolution */
4966 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4968 while (player->MovPos)
4970 ScrollFigure(player, SCROLL_GO_ON);
4971 ScrollScreen(NULL, SCROLL_GO_ON);
4977 player->move_delay_value = original_move_delay_value;
4980 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4982 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4983 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4987 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4988 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4994 if (moved & MF_MOVING && !ScreenMovPos &&
4995 (player == local_player || !options.network))
4997 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4998 int offset = (setup.scroll_delay ? 3 : 0);
5000 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5002 /* actual player has left the screen -- scroll in that direction */
5003 if (jx != old_jx) /* player has moved horizontally */
5004 scroll_x += (jx - old_jx);
5005 else /* player has moved vertically */
5006 scroll_y += (jy - old_jy);
5010 if (jx != old_jx) /* player has moved horizontally */
5012 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5013 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5014 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5016 /* don't scroll over playfield boundaries */
5017 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5018 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5020 /* don't scroll more than one field at a time */
5021 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5023 /* don't scroll against the player's moving direction */
5024 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5025 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5026 scroll_x = old_scroll_x;
5028 else /* player has moved vertically */
5030 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5031 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5032 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5034 /* don't scroll over playfield boundaries */
5035 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5036 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5038 /* don't scroll more than one field at a time */
5039 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5041 /* don't scroll against the player's moving direction */
5042 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5043 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5044 scroll_y = old_scroll_y;
5048 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5050 if (!options.network && !AllPlayersInVisibleScreen())
5052 scroll_x = old_scroll_x;
5053 scroll_y = old_scroll_y;
5057 ScrollScreen(player, SCROLL_INIT);
5058 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5063 if (!(moved & MF_MOVING) && !player->Pushing)
5066 player->Frame = (player->Frame + 1) % 4;
5068 if (moved & MF_MOVING)
5070 if (old_jx != jx && old_jy == jy)
5071 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5072 else if (old_jx == jx && old_jy != jy)
5073 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5075 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5077 player->last_move_dir = player->MovDir;
5078 player->is_moving = TRUE;
5082 CheckGravityMovement(player);
5085 player->last_move_dir = MV_NO_MOVING;
5087 player->is_moving = FALSE;
5090 TestIfHeroTouchesBadThing(jx, jy);
5092 if (!player->active)
5098 void ScrollFigure(struct PlayerInfo *player, int mode)
5100 int jx = player->jx, jy = player->jy;
5101 int last_jx = player->last_jx, last_jy = player->last_jy;
5102 int move_stepsize = TILEX / player->move_delay_value;
5104 if (!player->active || !player->MovPos)
5107 if (mode == SCROLL_INIT)
5109 player->actual_frame_counter = FrameCounter;
5110 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5112 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5113 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5118 else if (!FrameReached(&player->actual_frame_counter, 1))
5121 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5122 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5124 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5125 Feld[last_jx][last_jy] = EL_LEERRAUM;
5127 /* before DrawPlayer() to draw correct player graphic for this case */
5128 if (player->MovPos == 0)
5129 CheckGravityMovement(player);
5133 if (player->MovPos == 0)
5135 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5137 /* continue with normal speed after quickly moving through gate */
5138 HALVE_PLAYER_SPEED(player);
5140 /* be able to make the next move without delay */
5141 player->move_delay = 0;
5144 player->last_jx = jx;
5145 player->last_jy = jy;
5147 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5151 if (!local_player->friends_still_needed)
5152 player->LevelSolved = player->GameOver = TRUE;
5157 void ScrollScreen(struct PlayerInfo *player, int mode)
5159 static unsigned long screen_frame_counter = 0;
5161 if (mode == SCROLL_INIT)
5163 /* set scrolling step size according to actual player's moving speed */
5164 ScrollStepSize = TILEX / player->move_delay_value;
5166 screen_frame_counter = FrameCounter;
5167 ScreenMovDir = player->MovDir;
5168 ScreenMovPos = player->MovPos;
5169 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5172 else if (!FrameReached(&screen_frame_counter, 1))
5177 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5178 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5179 redraw_mask |= REDRAW_FIELD;
5182 ScreenMovDir = MV_NO_MOVING;
5185 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5187 int i, kill_x = -1, kill_y = -1;
5188 static int test_xy[4][2] =
5195 static int test_dir[4] =
5205 int test_x, test_y, test_move_dir, test_element;
5207 test_x = good_x + test_xy[i][0];
5208 test_y = good_y + test_xy[i][1];
5209 if (!IN_LEV_FIELD(test_x, test_y))
5213 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5216 test_element = Feld[test_x][test_y];
5218 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5221 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5222 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5224 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5225 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5233 if (kill_x != -1 || kill_y != -1)
5235 if (IS_PLAYER(good_x, good_y))
5237 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5239 if (player->shield_active_time_left > 0)
5240 Bang(kill_x, kill_y);
5241 else if (!PLAYER_PROTECTED(good_x, good_y))
5245 Bang(good_x, good_y);
5249 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5251 int i, kill_x = -1, kill_y = -1;
5252 int bad_element = Feld[bad_x][bad_y];
5253 static int test_xy[4][2] =
5260 static int test_dir[4] =
5268 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5273 int test_x, test_y, test_move_dir, test_element;
5275 test_x = bad_x + test_xy[i][0];
5276 test_y = bad_y + test_xy[i][1];
5277 if (!IN_LEV_FIELD(test_x, test_y))
5281 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5283 test_element = Feld[test_x][test_y];
5285 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5286 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5288 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5289 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5291 /* good thing is player or penguin that does not move away */
5292 if (IS_PLAYER(test_x, test_y))
5294 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5296 if (bad_element == EL_ROBOT && player->is_moving)
5297 continue; /* robot does not kill player if he is moving */
5303 else if (test_element == EL_PINGUIN)
5312 if (kill_x != -1 || kill_y != -1)
5314 if (IS_PLAYER(kill_x, kill_y))
5316 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5319 int dir = player->MovDir;
5320 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5321 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5323 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5324 newx != bad_x && newy != bad_y)
5325 ; /* robot does not kill player if he is moving */
5327 printf("-> %d\n", player->MovDir);
5329 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5330 newx != bad_x && newy != bad_y)
5331 ; /* robot does not kill player if he is moving */
5336 if (player->shield_active_time_left > 0)
5338 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5342 Bang(kill_x, kill_y);
5346 void TestIfHeroTouchesBadThing(int x, int y)
5348 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5351 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5353 TestIfGoodThingHitsBadThing(x, y, move_dir);
5356 void TestIfBadThingTouchesHero(int x, int y)
5358 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5361 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5363 TestIfBadThingHitsGoodThing(x, y, move_dir);
5366 void TestIfFriendTouchesBadThing(int x, int y)
5368 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5371 void TestIfBadThingTouchesFriend(int x, int y)
5373 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5376 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5378 int i, kill_x = bad_x, kill_y = bad_y;
5379 static int xy[4][2] =
5391 x = bad_x + xy[i][0];
5392 y = bad_y + xy[i][1];
5393 if (!IN_LEV_FIELD(x, y))
5396 element = Feld[x][y];
5397 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5398 element == EL_AMOEBING || element == EL_TROPFEN)
5406 if (kill_x != bad_x || kill_y != bad_y)
5410 void KillHero(struct PlayerInfo *player)
5412 int jx = player->jx, jy = player->jy;
5414 if (!player->active)
5417 if (IS_PFORTE(Feld[jx][jy]))
5418 Feld[jx][jy] = EL_LEERRAUM;
5420 /* deactivate shield (else Bang()/Explode() would not work right) */
5421 player->shield_passive_time_left = 0;
5422 player->shield_active_time_left = 0;
5428 static void KillHeroUnlessProtected(int x, int y)
5430 if (!PLAYER_PROTECTED(x, y))
5431 KillHero(PLAYERINFO(x, y));
5434 void BuryHero(struct PlayerInfo *player)
5436 int jx = player->jx, jy = player->jy;
5438 if (!player->active)
5441 PlaySoundLevel(jx, jy, SND_AUTSCH);
5442 PlaySoundLevel(jx, jy, SND_LACHEN);
5444 player->GameOver = TRUE;
5448 void RemoveHero(struct PlayerInfo *player)
5450 int jx = player->jx, jy = player->jy;
5451 int i, found = FALSE;
5453 player->present = FALSE;
5454 player->active = FALSE;
5456 if (!ExplodeField[jx][jy])
5457 StorePlayer[jx][jy] = 0;
5459 for (i=0; i<MAX_PLAYERS; i++)
5460 if (stored_player[i].active)
5464 AllPlayersGone = TRUE;
5470 int DigField(struct PlayerInfo *player,
5471 int x, int y, int real_dx, int real_dy, int mode)
5473 int jx = player->jx, jy = player->jy;
5474 int dx = x - jx, dy = y - jy;
5475 int move_direction = (dx == -1 ? MV_LEFT :
5476 dx == +1 ? MV_RIGHT :
5478 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5481 if (!player->MovPos)
5482 player->Pushing = FALSE;
5484 if (mode == DF_NO_PUSH)
5486 player->Switching = FALSE;
5487 player->push_delay = 0;
5488 return MF_NO_ACTION;
5491 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5492 return MF_NO_ACTION;
5494 if (IS_TUBE(Feld[jx][jy]))
5497 int tube_leave_directions[][2] =
5499 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5500 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5501 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5502 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5503 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5504 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5505 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5506 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5507 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5508 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5509 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5510 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5513 while (tube_leave_directions[i][0] != Feld[jx][jy])
5516 if (tube_leave_directions[i][0] == -1) /* should not happen */
5520 if (!(tube_leave_directions[i][1] & move_direction))
5521 return MF_NO_ACTION; /* tube has no opening in this direction */
5524 element = Feld[x][y];
5529 PlaySoundLevel(x, y, SND_EMPTY);
5533 case EL_SAND_INVISIBLE:
5534 case EL_TRAP_INACTIVE:
5535 Feld[x][y] = EL_LEERRAUM;
5536 PlaySoundLevel(x, y, SND_SCHLURF);
5541 Feld[x][y] = EL_LEERRAUM;
5542 PlaySoundLevel(x, y, SND_SP_BASE);
5546 case EL_EDELSTEIN_BD:
5547 case EL_EDELSTEIN_GELB:
5548 case EL_EDELSTEIN_ROT:
5549 case EL_EDELSTEIN_LILA:
5551 case EL_SP_INFOTRON:
5555 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5556 element == EL_PEARL ? 5 :
5557 element == EL_CRYSTAL ? 8 : 1);
5558 if (local_player->gems_still_needed < 0)
5559 local_player->gems_still_needed = 0;
5560 RaiseScoreElement(element);
5561 DrawText(DX_EMERALDS, DY_EMERALDS,
5562 int2str(local_player->gems_still_needed, 3),
5563 FS_SMALL, FC_YELLOW);
5564 if (element == EL_SP_INFOTRON)
5565 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5567 PlaySoundLevel(x, y, SND_PONG);
5572 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5573 PlaySoundLevel(x, y, SND_PONG);
5577 Feld[x][y] = EL_LEERRAUM;
5578 PlaySoundLevel(x, y, SND_PONG);
5586 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5588 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5591 case EL_SHIELD_PASSIVE:
5593 player->shield_passive_time_left += 10;
5594 PlaySoundLevel(x, y, SND_PONG);
5597 case EL_SHIELD_ACTIVE:
5599 player->shield_passive_time_left += 10;
5600 player->shield_active_time_left += 10;
5601 PlaySoundLevel(x, y, SND_PONG);
5604 case EL_DYNAMITE_INACTIVE:
5605 case EL_SP_DISK_RED:
5608 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5609 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5610 int2str(local_player->dynamite, 3),
5611 FS_SMALL, FC_YELLOW);
5612 if (element == EL_SP_DISK_RED)
5613 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5615 PlaySoundLevel(x, y, SND_PONG);
5618 case EL_DYNABOMB_NR:
5620 player->dynabomb_count++;
5621 player->dynabombs_left++;
5622 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5623 PlaySoundLevel(x, y, SND_PONG);
5626 case EL_DYNABOMB_SZ:
5628 player->dynabomb_size++;
5629 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5630 PlaySoundLevel(x, y, SND_PONG);
5633 case EL_DYNABOMB_XL:
5635 player->dynabomb_xl = TRUE;
5636 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5637 PlaySoundLevel(x, y, SND_PONG);
5640 case EL_SCHLUESSEL1:
5641 case EL_SCHLUESSEL2:
5642 case EL_SCHLUESSEL3:
5643 case EL_SCHLUESSEL4:
5645 int key_nr = element - EL_SCHLUESSEL1;
5648 player->key[key_nr] = TRUE;
5649 RaiseScoreElement(EL_SCHLUESSEL);
5650 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5651 GFX_SCHLUESSEL1 + key_nr);
5652 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5653 GFX_SCHLUESSEL1 + key_nr);
5654 PlaySoundLevel(x, y, SND_PONG);
5663 int key_nr = element - EL_EM_KEY_1;
5666 player->key[key_nr] = TRUE;
5667 RaiseScoreElement(EL_SCHLUESSEL);
5668 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5669 GFX_SCHLUESSEL1 + key_nr);
5670 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5671 GFX_SCHLUESSEL1 + key_nr);
5672 PlaySoundLevel(x, y, SND_PONG);
5677 Feld[x][y] = EL_ABLENK_EIN;
5680 DrawLevelField(x, y);
5684 case EL_SP_TERMINAL:
5688 for (yy=0; yy<lev_fieldy; yy++)
5690 for (xx=0; xx<lev_fieldx; xx++)
5692 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5694 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5695 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5703 case EL_BELT1_SWITCH_LEFT:
5704 case EL_BELT1_SWITCH_MIDDLE:
5705 case EL_BELT1_SWITCH_RIGHT:
5706 case EL_BELT2_SWITCH_LEFT:
5707 case EL_BELT2_SWITCH_MIDDLE:
5708 case EL_BELT2_SWITCH_RIGHT:
5709 case EL_BELT3_SWITCH_LEFT:
5710 case EL_BELT3_SWITCH_MIDDLE:
5711 case EL_BELT3_SWITCH_RIGHT:
5712 case EL_BELT4_SWITCH_LEFT:
5713 case EL_BELT4_SWITCH_MIDDLE:
5714 case EL_BELT4_SWITCH_RIGHT:
5715 if (!player->Switching)
5717 player->Switching = TRUE;
5718 ToggleBeltSwitch(x, y);
5723 case EL_SWITCHGATE_SWITCH_1:
5724 case EL_SWITCHGATE_SWITCH_2:
5725 if (!player->Switching)
5727 player->Switching = TRUE;
5728 ToggleSwitchgateSwitch(x, y);
5733 case EL_LIGHT_SWITCH_OFF:
5734 case EL_LIGHT_SWITCH_ON:
5735 if (!player->Switching)
5737 player->Switching = TRUE;
5738 ToggleLightSwitch(x, y);
5743 case EL_TIMEGATE_SWITCH_OFF:
5744 ActivateTimegateSwitch(x, y);
5749 case EL_BALLOON_SEND_LEFT:
5750 case EL_BALLOON_SEND_RIGHT:
5751 case EL_BALLOON_SEND_UP:
5752 case EL_BALLOON_SEND_DOWN:
5753 case EL_BALLOON_SEND_ANY:
5754 if (element == EL_BALLOON_SEND_ANY)
5755 game.balloon_dir = move_direction;
5757 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5758 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5759 element == EL_BALLOON_SEND_UP ? MV_UP :
5760 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5767 if (local_player->gems_still_needed > 0)
5768 return MF_NO_ACTION;
5770 player->LevelSolved = player->GameOver = TRUE;
5771 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5774 case EL_FELSBROCKEN:
5777 case EL_DX_SUPABOMB:
5781 case EL_SP_DISK_ORANGE:
5783 if (dy || mode == DF_SNAP)
5784 return MF_NO_ACTION;
5786 player->Pushing = TRUE;
5788 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5789 return MF_NO_ACTION;
5793 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5794 return MF_NO_ACTION;
5797 if (player->push_delay == 0)
5798 player->push_delay = FrameCounter;
5800 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5801 !tape.playing && element != EL_SPRING)
5802 return MF_NO_ACTION;
5804 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5805 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5806 element != EL_SPRING)
5807 return MF_NO_ACTION;
5811 Feld[x+dx][y+dy] = element;
5813 if (element == EL_SPRING)
5815 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5816 MovDir[x+dx][y+dy] = move_direction;
5819 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5821 DrawLevelField(x+dx, y+dy);
5822 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5823 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5824 else if (element == EL_KOKOSNUSS)
5825 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5826 else if (IS_SP_ELEMENT(element))
5827 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5829 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5836 if (!player->key[element - EL_PFORTE1])
5837 return MF_NO_ACTION;
5844 if (!player->key[element - EL_PFORTE1X])
5845 return MF_NO_ACTION;
5852 if (!player->key[element - EL_EM_GATE_1])
5853 return MF_NO_ACTION;
5854 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5855 return MF_NO_ACTION;
5857 /* automatically move to the next field with double speed */
5858 player->programmed_action = move_direction;
5859 DOUBLE_PLAYER_SPEED(player);
5861 PlaySoundLevel(x, y, SND_GATE);
5869 if (!player->key[element - EL_EM_GATE_1X])
5870 return MF_NO_ACTION;
5871 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5872 return MF_NO_ACTION;
5874 /* automatically move to the next field with double speed */
5875 player->programmed_action = move_direction;
5876 DOUBLE_PLAYER_SPEED(player);
5878 PlaySoundLevel(x, y, SND_GATE);
5882 case EL_SWITCHGATE_OPEN:
5883 case EL_TIMEGATE_OPEN:
5884 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5885 return MF_NO_ACTION;
5887 /* automatically move to the next field with double speed */
5888 player->programmed_action = move_direction;
5889 DOUBLE_PLAYER_SPEED(player);
5891 PlaySoundLevel(x, y, SND_GATE);
5895 case EL_SP_PORT1_LEFT:
5896 case EL_SP_PORT2_LEFT:
5897 case EL_SP_PORT1_RIGHT:
5898 case EL_SP_PORT2_RIGHT:
5899 case EL_SP_PORT1_UP:
5900 case EL_SP_PORT2_UP:
5901 case EL_SP_PORT1_DOWN:
5902 case EL_SP_PORT2_DOWN:
5907 element != EL_SP_PORT1_LEFT &&
5908 element != EL_SP_PORT2_LEFT &&
5909 element != EL_SP_PORT_X &&
5910 element != EL_SP_PORT_XY) ||
5912 element != EL_SP_PORT1_RIGHT &&
5913 element != EL_SP_PORT2_RIGHT &&
5914 element != EL_SP_PORT_X &&
5915 element != EL_SP_PORT_XY) ||
5917 element != EL_SP_PORT1_UP &&
5918 element != EL_SP_PORT2_UP &&
5919 element != EL_SP_PORT_Y &&
5920 element != EL_SP_PORT_XY) ||
5922 element != EL_SP_PORT1_DOWN &&
5923 element != EL_SP_PORT2_DOWN &&
5924 element != EL_SP_PORT_Y &&
5925 element != EL_SP_PORT_XY) ||
5926 !IN_LEV_FIELD(x + dx, y + dy) ||
5927 !IS_FREE(x + dx, y + dy))
5928 return MF_NO_ACTION;
5930 /* automatically move to the next field with double speed */
5931 player->programmed_action = move_direction;
5932 DOUBLE_PLAYER_SPEED(player);
5934 PlaySoundLevel(x, y, SND_GATE);
5938 case EL_TUBE_VERTICAL:
5939 case EL_TUBE_HORIZONTAL:
5940 case EL_TUBE_VERT_LEFT:
5941 case EL_TUBE_VERT_RIGHT:
5942 case EL_TUBE_HORIZ_UP:
5943 case EL_TUBE_HORIZ_DOWN:
5944 case EL_TUBE_LEFT_UP:
5945 case EL_TUBE_LEFT_DOWN:
5946 case EL_TUBE_RIGHT_UP:
5947 case EL_TUBE_RIGHT_DOWN:
5950 int tube_enter_directions[][2] =
5952 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5953 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5954 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5955 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5956 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5957 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5958 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5959 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5960 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5961 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5962 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5963 { -1, MV_NO_MOVING }
5966 while (tube_enter_directions[i][0] != element)
5969 if (tube_enter_directions[i][0] == -1) /* should not happen */
5973 if (!(tube_enter_directions[i][1] & move_direction))
5974 return MF_NO_ACTION; /* tube has no opening in this direction */
5979 case EL_AUSGANG_ACT:
5980 /* door is not (yet) open */
5981 return MF_NO_ACTION;
5984 case EL_AUSGANG_AUF:
5985 if (mode == DF_SNAP)
5986 return MF_NO_ACTION;
5988 PlaySoundLevel(x, y, SND_BUING);
5993 Feld[x][y] = EL_BIRNE_EIN;
5994 local_player->lights_still_needed--;
5995 DrawLevelField(x, y);
5996 PlaySoundLevel(x, y, SND_DENG);
6001 Feld[x][y] = EL_ZEIT_LEER;
6003 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6004 DrawLevelField(x, y);
6005 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
6009 case EL_SOKOBAN_FELD_LEER:
6012 case EL_SOKOBAN_FELD_VOLL:
6013 case EL_SOKOBAN_OBJEKT:
6015 case EL_SP_DISK_YELLOW:
6017 if (mode == DF_SNAP)
6018 return MF_NO_ACTION;
6020 player->Pushing = TRUE;
6022 if (!IN_LEV_FIELD(x+dx, y+dy)
6023 || (!IS_FREE(x+dx, y+dy)
6024 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6025 || !IS_SB_ELEMENT(element))))
6026 return MF_NO_ACTION;
6030 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6031 return MF_NO_ACTION;
6033 else if (dy && real_dx)
6035 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6036 return MF_NO_ACTION;
6039 if (player->push_delay == 0)
6040 player->push_delay = FrameCounter;
6042 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6043 !tape.playing && element != EL_BALLOON)
6044 return MF_NO_ACTION;
6046 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6047 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6048 element != EL_BALLOON)
6049 return MF_NO_ACTION;
6052 if (IS_SB_ELEMENT(element))
6054 if (element == EL_SOKOBAN_FELD_VOLL)
6056 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6057 local_player->sokobanfields_still_needed++;
6062 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6064 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6065 local_player->sokobanfields_still_needed--;
6066 if (element == EL_SOKOBAN_OBJEKT)
6067 PlaySoundLevel(x, y, SND_DENG);
6070 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6075 Feld[x+dx][y+dy] = element;
6078 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6080 DrawLevelField(x, y);
6081 DrawLevelField(x+dx, y+dy);
6082 if (element == EL_BALLOON)
6083 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
6085 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
6087 if (IS_SB_ELEMENT(element) &&
6088 local_player->sokobanfields_still_needed == 0 &&
6089 game.emulation == EMU_SOKOBAN)
6091 player->LevelSolved = player->GameOver = TRUE;
6092 PlaySoundLevel(x, y, SND_BUING);
6103 return MF_NO_ACTION;
6106 player->push_delay = 0;
6111 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6113 int jx = player->jx, jy = player->jy;
6114 int x = jx + dx, y = jy + dy;
6116 if (!player->active || !IN_LEV_FIELD(x, y))
6124 player->snapped = FALSE;
6128 if (player->snapped)
6131 player->MovDir = (dx < 0 ? MV_LEFT :
6134 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6136 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6139 player->snapped = TRUE;
6140 DrawLevelField(x, y);
6146 boolean PlaceBomb(struct PlayerInfo *player)
6148 int jx = player->jx, jy = player->jy;
6151 if (!player->active || player->MovPos)
6154 element = Feld[jx][jy];
6156 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6157 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6160 if (element != EL_LEERRAUM)
6161 Store[jx][jy] = element;
6163 if (player->dynamite)
6165 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6166 MovDelay[jx][jy] = 96;
6168 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6169 FS_SMALL, FC_YELLOW);
6170 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6172 if (game.emulation == EMU_SUPAPLEX)
6173 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6175 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6180 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6181 MovDelay[jx][jy] = 96;
6182 player->dynabombs_left--;
6183 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6184 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6190 void PlaySoundLevel(int x, int y, int sound_nr)
6192 int sx = SCREENX(x), sy = SCREENY(y);
6194 int silence_distance = 8;
6196 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6197 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6200 if (!IN_LEV_FIELD(x, y) ||
6201 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6202 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6205 volume = PSND_MAX_VOLUME;
6207 #if !defined(PLATFORM_MSDOS)
6208 stereo = (sx - SCR_FIELDX/2) * 12;
6210 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6211 if (stereo > PSND_MAX_RIGHT)
6212 stereo = PSND_MAX_RIGHT;
6213 if (stereo < PSND_MAX_LEFT)
6214 stereo = PSND_MAX_LEFT;
6217 if (!IN_SCR_FIELD(sx, sy))
6219 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6220 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6222 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6225 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6228 void RaiseScore(int value)
6230 local_player->score += value;
6231 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6232 FS_SMALL, FC_YELLOW);
6235 void RaiseScoreElement(int element)
6240 case EL_EDELSTEIN_BD:
6241 case EL_EDELSTEIN_GELB:
6242 case EL_EDELSTEIN_ROT:
6243 case EL_EDELSTEIN_LILA:
6244 RaiseScore(level.score[SC_EDELSTEIN]);
6247 RaiseScore(level.score[SC_DIAMANT]);
6251 RaiseScore(level.score[SC_KAEFER]);
6255 RaiseScore(level.score[SC_FLIEGER]);
6259 RaiseScore(level.score[SC_MAMPFER]);
6262 RaiseScore(level.score[SC_ROBOT]);
6265 RaiseScore(level.score[SC_PACMAN]);
6268 RaiseScore(level.score[SC_KOKOSNUSS]);
6270 case EL_DYNAMITE_INACTIVE:
6271 RaiseScore(level.score[SC_DYNAMIT]);
6274 RaiseScore(level.score[SC_SCHLUESSEL]);
6281 /* ---------- new game button stuff ---------------------------------------- */
6283 /* graphic position values for game buttons */
6284 #define GAME_BUTTON_XSIZE 30
6285 #define GAME_BUTTON_YSIZE 30
6286 #define GAME_BUTTON_XPOS 5
6287 #define GAME_BUTTON_YPOS 215
6288 #define SOUND_BUTTON_XPOS 5
6289 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6291 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6292 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6293 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6294 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6295 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6296 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6303 } gamebutton_info[NUM_GAME_BUTTONS] =
6306 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6311 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6316 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6321 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6322 SOUND_CTRL_ID_MUSIC,
6323 "background music on/off"
6326 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6327 SOUND_CTRL_ID_LOOPS,
6328 "sound loops on/off"
6331 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6332 SOUND_CTRL_ID_SIMPLE,
6333 "normal sounds on/off"
6337 void CreateGameButtons()
6341 for (i=0; i<NUM_GAME_BUTTONS; i++)
6343 Bitmap *gd_bitmap = pix[PIX_DOOR];
6344 struct GadgetInfo *gi;
6347 unsigned long event_mask;
6348 int gd_xoffset, gd_yoffset;
6349 int gd_x1, gd_x2, gd_y1, gd_y2;
6352 gd_xoffset = gamebutton_info[i].x;
6353 gd_yoffset = gamebutton_info[i].y;
6354 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6355 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6357 if (id == GAME_CTRL_ID_STOP ||
6358 id == GAME_CTRL_ID_PAUSE ||
6359 id == GAME_CTRL_ID_PLAY)
6361 button_type = GD_TYPE_NORMAL_BUTTON;
6363 event_mask = GD_EVENT_RELEASED;
6364 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6365 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6369 button_type = GD_TYPE_CHECK_BUTTON;
6371 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6372 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6373 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6374 event_mask = GD_EVENT_PRESSED;
6375 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6376 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6379 gi = CreateGadget(GDI_CUSTOM_ID, id,
6380 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6381 GDI_X, DX + gd_xoffset,
6382 GDI_Y, DY + gd_yoffset,
6383 GDI_WIDTH, GAME_BUTTON_XSIZE,
6384 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6385 GDI_TYPE, button_type,
6386 GDI_STATE, GD_BUTTON_UNPRESSED,
6387 GDI_CHECKED, checked,
6388 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6389 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6390 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6391 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6392 GDI_EVENT_MASK, event_mask,
6393 GDI_CALLBACK_ACTION, HandleGameButtons,
6397 Error(ERR_EXIT, "cannot create gadget");
6399 game_gadget[id] = gi;
6403 static void MapGameButtons()
6407 for (i=0; i<NUM_GAME_BUTTONS; i++)
6408 MapGadget(game_gadget[i]);
6411 void UnmapGameButtons()
6415 for (i=0; i<NUM_GAME_BUTTONS; i++)
6416 UnmapGadget(game_gadget[i]);
6419 static void HandleGameButtons(struct GadgetInfo *gi)
6421 int id = gi->custom_id;
6423 if (game_status != PLAYING)
6428 case GAME_CTRL_ID_STOP:
6431 CloseDoor(DOOR_CLOSE_1);
6432 game_status = MAINMENU;
6437 if (level_editor_test_game ||
6438 Request("Do you really want to quit the game ?",
6439 REQ_ASK | REQ_STAY_CLOSED))
6441 #if defined(PLATFORM_UNIX)
6442 if (options.network)
6443 SendToServer_StopPlaying();
6447 game_status = MAINMENU;
6452 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6455 case GAME_CTRL_ID_PAUSE:
6456 if (options.network)
6458 #if defined(PLATFORM_UNIX)
6460 SendToServer_ContinuePlaying();
6462 SendToServer_PausePlaying();
6469 case GAME_CTRL_ID_PLAY:
6472 #if defined(PLATFORM_UNIX)
6473 if (options.network)
6474 SendToServer_ContinuePlaying();
6478 tape.pausing = FALSE;
6479 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6484 case SOUND_CTRL_ID_MUSIC:
6485 if (setup.sound_music)
6487 setup.sound_music = FALSE;
6490 else if (audio.loops_available)
6492 setup.sound = setup.sound_music = TRUE;
6494 PlayMusic(level_nr % num_bg_loops);
6498 case SOUND_CTRL_ID_LOOPS:
6499 if (setup.sound_loops)
6500 setup.sound_loops = FALSE;
6501 else if (audio.loops_available)
6502 setup.sound = setup.sound_loops = TRUE;
6505 case SOUND_CTRL_ID_SIMPLE:
6506 if (setup.sound_simple)
6507 setup.sound_simple = FALSE;
6508 else if (audio.sound_available)
6509 setup.sound = setup.sound_simple = TRUE;