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;
489 player->move_delay_value =
490 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
492 player->snapped = FALSE;
494 player->last_jx = player->last_jy = 0;
495 player->jx = player->jy = 0;
497 player->shield_passive_time_left = 0;
498 player->shield_active_time_left = 0;
500 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
501 SnapField(player, 0, 0);
503 player->LevelSolved = FALSE;
504 player->GameOver = FALSE;
507 network_player_action_received = FALSE;
509 #if defined(PLATFORM_UNIX)
510 /* initial null action */
512 SendToServer_MovePlayer(MV_NO_MOVING);
520 TimeLeft = level.time;
522 ScreenMovDir = MV_NO_MOVING;
526 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
528 AllPlayersGone = FALSE;
530 game.yam_content_nr = 0;
531 game.magic_wall_active = FALSE;
532 game.magic_wall_time_left = 0;
533 game.light_time_left = 0;
534 game.timegate_time_left = 0;
535 game.switchgate_pos = 0;
536 game.balloon_dir = MV_NO_MOVING;
537 game.explosions_delayed = TRUE;
541 game.belt_dir[i] = MV_NO_MOVING;
542 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
545 for (i=0; i<MAX_NUM_AMOEBA; i++)
546 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
548 for (x=0; x<lev_fieldx; x++)
550 for (y=0; y<lev_fieldy; y++)
552 Feld[x][y] = Ur[x][y];
553 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
554 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
557 JustStopped[x][y] = 0;
559 ExplodeField[x][y] = EX_NO_EXPLOSION;
563 for(y=0; y<lev_fieldy; y++)
565 for(x=0; x<lev_fieldx; x++)
567 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
569 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
571 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
574 InitField(x, y, TRUE);
578 /* correct non-moving belts to start moving left */
580 if (game.belt_dir[i] == MV_NO_MOVING)
581 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
583 /* check if any connected player was not found in playfield */
584 for (i=0; i<MAX_PLAYERS; i++)
586 struct PlayerInfo *player = &stored_player[i];
588 if (player->connected && !player->present)
590 for (j=0; j<MAX_PLAYERS; j++)
592 struct PlayerInfo *some_player = &stored_player[j];
593 int jx = some_player->jx, jy = some_player->jy;
595 /* assign first free player found that is present in the playfield */
596 if (some_player->present && !some_player->connected)
598 player->present = TRUE;
599 player->active = TRUE;
600 some_player->present = FALSE;
602 StorePlayer[jx][jy] = player->element_nr;
603 player->jx = player->last_jx = jx;
604 player->jy = player->last_jy = jy;
614 /* when playing a tape, eliminate all players who do not participate */
616 for (i=0; i<MAX_PLAYERS; i++)
618 if (stored_player[i].active && !tape.player_participates[i])
620 struct PlayerInfo *player = &stored_player[i];
621 int jx = player->jx, jy = player->jy;
623 player->active = FALSE;
624 StorePlayer[jx][jy] = 0;
625 Feld[jx][jy] = EL_LEERRAUM;
629 else if (!options.network && !setup.team_mode) /* && !tape.playing */
631 /* when in single player mode, eliminate all but the first active player */
633 for (i=0; i<MAX_PLAYERS; i++)
635 if (stored_player[i].active)
637 for (j=i+1; j<MAX_PLAYERS; j++)
639 if (stored_player[j].active)
641 struct PlayerInfo *player = &stored_player[j];
642 int jx = player->jx, jy = player->jy;
644 player->active = FALSE;
645 StorePlayer[jx][jy] = 0;
646 Feld[jx][jy] = EL_LEERRAUM;
653 /* when recording the game, store which players take part in the game */
656 for (i=0; i<MAX_PLAYERS; i++)
657 if (stored_player[i].active)
658 tape.player_participates[i] = TRUE;
663 for (i=0; i<MAX_PLAYERS; i++)
665 struct PlayerInfo *player = &stored_player[i];
667 printf("Player %d: present == %d, connected == %d, active == %d.\n",
672 if (local_player == player)
673 printf("Player %d is local player.\n", i+1);
677 game.version = (tape.playing ? tape.game_version : level.game_version);
678 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
679 emulate_sb ? EMU_SOKOBAN :
680 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
682 /* dynamically adjust element properties according to game engine version */
684 static int ep_slippery[] =
693 static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
695 for (i=0; i<ep_slippery_num; i++)
697 if (game.version >= GAME_VERSION_2_0)
698 Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS;
700 Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS;
704 if (BorderElement == EL_LEERRAUM)
707 SBX_Right = lev_fieldx - SCR_FIELDX;
709 SBY_Lower = lev_fieldy - SCR_FIELDY;
714 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
716 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
719 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
720 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
722 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
723 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
726 scroll_y = SBY_Upper;
727 if (local_player->jx >= SBX_Left + MIDPOSX)
728 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
729 local_player->jx - MIDPOSX :
731 if (local_player->jy >= SBY_Upper + MIDPOSY)
732 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
733 local_player->jy - MIDPOSY :
736 CloseDoor(DOOR_CLOSE_1);
742 /* after drawing the level, correct some elements */
743 if (game.timegate_time_left == 0)
744 CloseAllOpenTimegates();
746 if (setup.soft_scrolling)
747 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
749 redraw_mask |= REDRAW_FROM_BACKBUFFER;
751 /* copy default game door content to main double buffer */
752 BlitBitmap(pix[PIX_DOOR], drawto,
753 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
756 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
757 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
760 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
761 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
762 BlitBitmap(drawto, drawto,
763 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
764 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
765 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
768 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
769 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
770 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
771 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
772 DrawText(DX + XX_SCORE, DY + YY_SCORE,
773 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
774 DrawText(DX + XX_TIME, DY + YY_TIME,
775 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
778 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
779 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
780 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
784 /* copy actual game door content to door double buffer for OpenDoor() */
785 BlitBitmap(drawto, pix[PIX_DB_DOOR],
786 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
788 OpenDoor(DOOR_OPEN_ALL);
790 if (setup.sound_music && num_bg_loops)
791 PlayMusic(level_nr % num_bg_loops);
793 KeyboardAutoRepeatOff();
798 printf("Player %d %sactive.\n",
799 i + 1, (stored_player[i].active ? "" : "not "));
803 void InitMovDir(int x, int y)
805 int i, element = Feld[x][y];
806 static int xy[4][2] =
813 static int direction[3][4] =
815 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
816 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
817 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
822 case EL_KAEFER_RIGHT:
826 Feld[x][y] = EL_KAEFER;
827 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
830 case EL_FLIEGER_RIGHT:
832 case EL_FLIEGER_LEFT:
833 case EL_FLIEGER_DOWN:
834 Feld[x][y] = EL_FLIEGER;
835 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
838 case EL_BUTTERFLY_RIGHT:
839 case EL_BUTTERFLY_UP:
840 case EL_BUTTERFLY_LEFT:
841 case EL_BUTTERFLY_DOWN:
842 Feld[x][y] = EL_BUTTERFLY;
843 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
846 case EL_FIREFLY_RIGHT:
848 case EL_FIREFLY_LEFT:
849 case EL_FIREFLY_DOWN:
850 Feld[x][y] = EL_FIREFLY;
851 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
854 case EL_PACMAN_RIGHT:
858 Feld[x][y] = EL_PACMAN;
859 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
863 MovDir[x][y] = MV_UP;
867 MovDir[x][y] = MV_LEFT;
874 Feld[x][y] = EL_MOLE;
875 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
879 MovDir[x][y] = 1 << RND(4);
880 if (element != EL_KAEFER &&
881 element != EL_FLIEGER &&
882 element != EL_BUTTERFLY &&
883 element != EL_FIREFLY)
888 int x1 = x + xy[i][0];
889 int y1 = y + xy[i][1];
891 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
893 if (element == EL_KAEFER || element == EL_BUTTERFLY)
895 MovDir[x][y] = direction[0][i];
898 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
899 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
901 MovDir[x][y] = direction[1][i];
910 void InitAmoebaNr(int x, int y)
913 int group_nr = AmoebeNachbarNr(x, y);
917 for (i=1; i<MAX_NUM_AMOEBA; i++)
919 if (AmoebaCnt[i] == 0)
927 AmoebaNr[x][y] = group_nr;
928 AmoebaCnt[group_nr]++;
929 AmoebaCnt2[group_nr]++;
935 boolean raise_level = FALSE;
937 if (local_player->MovPos)
940 local_player->LevelSolved = FALSE;
944 if (setup.sound_loops)
945 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
949 if (!setup.sound_loops)
950 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
951 if (TimeLeft > 0 && !(TimeLeft % 10))
952 RaiseScore(level.score[SC_ZEITBONUS]);
953 if (TimeLeft > 100 && !(TimeLeft % 10))
957 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
962 if (setup.sound_loops)
965 else if (level.time == 0) /* level without time limit */
967 if (setup.sound_loops)
968 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
970 while(TimePlayed < 999)
972 if (!setup.sound_loops)
973 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
974 if (TimePlayed < 999 && !(TimePlayed % 10))
975 RaiseScore(level.score[SC_ZEITBONUS]);
976 if (TimePlayed < 900 && !(TimePlayed % 10))
980 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
985 if (setup.sound_loops)
993 /* Hero disappears */
994 DrawLevelField(ExitX, ExitY);
1000 CloseDoor(DOOR_CLOSE_1);
1005 SaveTape(tape.level_nr); /* Ask to save tape */
1008 if (level_nr == leveldir_current->handicap_level)
1010 leveldir_current->handicap_level++;
1011 SaveLevelSetup_SeriesInfo();
1014 if (level_editor_test_game)
1015 local_player->score = -1; /* no highscore when playing from editor */
1016 else if (level_nr < leveldir_current->last_level)
1017 raise_level = TRUE; /* advance to next level */
1019 if ((hi_pos = NewHiScore()) >= 0)
1021 game_status = HALLOFFAME;
1022 DrawHallOfFame(hi_pos);
1028 game_status = MAINMENU;
1042 LoadScore(level_nr);
1044 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1045 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1048 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1050 if (local_player->score > highscore[k].Score)
1052 /* player has made it to the hall of fame */
1054 if (k < MAX_SCORE_ENTRIES - 1)
1056 int m = MAX_SCORE_ENTRIES - 1;
1059 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1060 if (!strcmp(setup.player_name, highscore[l].Name))
1062 if (m == k) /* player's new highscore overwrites his old one */
1068 strcpy(highscore[l].Name, highscore[l - 1].Name);
1069 highscore[l].Score = highscore[l - 1].Score;
1076 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1077 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1078 highscore[k].Score = local_player->score;
1084 else if (!strncmp(setup.player_name, highscore[k].Name,
1085 MAX_PLAYER_NAME_LEN))
1086 break; /* player already there with a higher score */
1092 SaveScore(level_nr);
1097 void InitMovingField(int x, int y, int direction)
1099 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1100 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1102 MovDir[x][y] = direction;
1103 MovDir[newx][newy] = direction;
1104 if (Feld[newx][newy] == EL_LEERRAUM)
1105 Feld[newx][newy] = EL_BLOCKED;
1108 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1110 int direction = MovDir[x][y];
1111 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1112 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1118 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1120 int oldx = x, oldy = y;
1121 int direction = MovDir[x][y];
1123 if (direction == MV_LEFT)
1125 else if (direction == MV_RIGHT)
1127 else if (direction == MV_UP)
1129 else if (direction == MV_DOWN)
1132 *comes_from_x = oldx;
1133 *comes_from_y = oldy;
1136 int MovingOrBlocked2Element(int x, int y)
1138 int element = Feld[x][y];
1140 if (element == EL_BLOCKED)
1144 Blocked2Moving(x, y, &oldx, &oldy);
1145 return Feld[oldx][oldy];
1151 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1153 /* like MovingOrBlocked2Element(), but if element is moving
1154 and (x,y) is the field the moving element is just leaving,
1155 return EL_BLOCKED instead of the element value */
1156 int element = Feld[x][y];
1158 if (IS_MOVING(x, y))
1160 if (element == EL_BLOCKED)
1164 Blocked2Moving(x, y, &oldx, &oldy);
1165 return Feld[oldx][oldy];
1174 static void RemoveField(int x, int y)
1176 Feld[x][y] = EL_LEERRAUM;
1182 void RemoveMovingField(int x, int y)
1184 int oldx = x, oldy = y, newx = x, newy = y;
1186 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1189 if (IS_MOVING(x, y))
1191 Moving2Blocked(x, y, &newx, &newy);
1192 if (Feld[newx][newy] != EL_BLOCKED)
1195 else if (Feld[x][y] == EL_BLOCKED)
1197 Blocked2Moving(x, y, &oldx, &oldy);
1198 if (!IS_MOVING(oldx, oldy))
1202 if (Feld[x][y] == EL_BLOCKED &&
1203 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1204 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1205 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1206 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1207 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1209 Feld[oldx][oldy] = EL_LEERRAUM;
1211 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1213 Feld[newx][newy] = EL_LEERRAUM;
1214 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1215 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1217 DrawLevelField(oldx, oldy);
1218 DrawLevelField(newx, newy);
1221 void DrawDynamite(int x, int y)
1223 int sx = SCREENX(x), sy = SCREENY(y);
1224 int graphic = el2gfx(Feld[x][y]);
1227 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1231 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1233 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1235 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1240 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1244 if (game.emulation == EMU_SUPAPLEX)
1245 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1246 else if (Store[x][y])
1247 DrawGraphicThruMask(sx, sy, graphic + phase);
1249 DrawGraphic(sx, sy, graphic + phase);
1252 void CheckDynamite(int x, int y)
1254 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1259 if (!(MovDelay[x][y] % 12))
1260 PlaySoundLevel(x, y, SND_ZISCH);
1262 if (IS_ACTIVE_BOMB(Feld[x][y]))
1264 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1266 if (!(MovDelay[x][y] % delay))
1274 StopSound(SND_ZISCH);
1278 void Explode(int ex, int ey, int phase, int mode)
1281 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1282 int last_phase = num_phase * delay;
1283 int half_phase = (num_phase / 2) * delay;
1284 int first_phase_after_start = EX_PHASE_START + 1;
1286 if (game.explosions_delayed)
1288 ExplodeField[ex][ey] = mode;
1292 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1294 int center_element = Feld[ex][ey];
1296 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1298 /* put moving element to center field (and let it explode there) */
1299 center_element = MovingOrBlocked2Element(ex, ey);
1300 RemoveMovingField(ex, ey);
1301 Feld[ex][ey] = center_element;
1304 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1308 if (!IN_LEV_FIELD(x, y) ||
1309 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1310 (x != ex || y != ey)))
1313 element = Feld[x][y];
1315 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1317 element = MovingOrBlocked2Element(x, y);
1318 RemoveMovingField(x, y);
1321 if (IS_MASSIVE(element) || element == EL_BURNING)
1324 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1326 if (IS_ACTIVE_BOMB(element))
1328 /* re-activate things under the bomb like gate or penguin */
1329 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1336 if (element == EL_EXPLODING)
1337 element = Store2[x][y];
1339 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1341 switch(StorePlayer[ex][ey])
1344 Store[x][y] = EL_EDELSTEIN_ROT;
1347 Store[x][y] = EL_EDELSTEIN;
1350 Store[x][y] = EL_EDELSTEIN_LILA;
1354 Store[x][y] = EL_EDELSTEIN_GELB;
1358 if (game.emulation == EMU_SUPAPLEX)
1359 Store[x][y] = EL_LEERRAUM;
1361 else if (center_element == EL_MOLE)
1362 Store[x][y] = EL_EDELSTEIN_ROT;
1363 else if (center_element == EL_PINGUIN)
1364 Store[x][y] = EL_EDELSTEIN_LILA;
1365 else if (center_element == EL_KAEFER)
1366 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1367 else if (center_element == EL_BUTTERFLY)
1368 Store[x][y] = EL_EDELSTEIN_BD;
1369 else if (center_element == EL_SP_ELECTRON)
1370 Store[x][y] = EL_SP_INFOTRON;
1371 else if (center_element == EL_MAMPFER)
1372 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1373 else if (center_element == EL_AMOEBA2DIAM)
1374 Store[x][y] = level.amoeba_content;
1375 else if (element == EL_ERZ_EDEL)
1376 Store[x][y] = EL_EDELSTEIN;
1377 else if (element == EL_ERZ_DIAM)
1378 Store[x][y] = EL_DIAMANT;
1379 else if (element == EL_ERZ_EDEL_BD)
1380 Store[x][y] = EL_EDELSTEIN_BD;
1381 else if (element == EL_ERZ_EDEL_GELB)
1382 Store[x][y] = EL_EDELSTEIN_GELB;
1383 else if (element == EL_ERZ_EDEL_ROT)
1384 Store[x][y] = EL_EDELSTEIN_ROT;
1385 else if (element == EL_ERZ_EDEL_LILA)
1386 Store[x][y] = EL_EDELSTEIN_LILA;
1387 else if (element == EL_WALL_PEARL)
1388 Store[x][y] = EL_PEARL;
1389 else if (element == EL_WALL_CRYSTAL)
1390 Store[x][y] = EL_CRYSTAL;
1391 else if (!IS_PFORTE(Store[x][y]))
1392 Store[x][y] = EL_LEERRAUM;
1394 if (x != ex || y != ey ||
1395 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1396 Store2[x][y] = element;
1398 if (AmoebaNr[x][y] &&
1399 (element == EL_AMOEBE_VOLL ||
1400 element == EL_AMOEBE_BD ||
1401 element == EL_AMOEBING))
1403 AmoebaCnt[AmoebaNr[x][y]]--;
1404 AmoebaCnt2[AmoebaNr[x][y]]--;
1407 Feld[x][y] = EL_EXPLODING;
1408 MovDir[x][y] = MovPos[x][y] = 0;
1414 if (center_element == EL_MAMPFER)
1415 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1426 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1428 if (phase == first_phase_after_start)
1430 int element = Store2[x][y];
1432 if (element == EL_BLACK_ORB)
1434 Feld[x][y] = Store2[x][y];
1439 else if (phase == half_phase)
1441 int element = Store2[x][y];
1443 if (IS_PLAYER(x, y))
1444 KillHeroUnlessProtected(x, y);
1445 else if (IS_EXPLOSIVE(element))
1447 Feld[x][y] = Store2[x][y];
1451 else if (element == EL_AMOEBA2DIAM)
1452 AmoebeUmwandeln(x, y);
1455 if (phase == last_phase)
1459 element = Feld[x][y] = Store[x][y];
1460 Store[x][y] = Store2[x][y] = 0;
1461 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1462 InitField(x, y, FALSE);
1463 if (CAN_MOVE(element) || COULD_MOVE(element))
1465 DrawLevelField(x, y);
1467 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1468 StorePlayer[x][y] = 0;
1470 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1472 int graphic = GFX_EXPLOSION;
1474 if (game.emulation == EMU_SUPAPLEX)
1475 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1476 GFX_SP_EXPLODE_INFOTRON :
1477 GFX_SP_EXPLODE_EMPTY);
1480 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1482 graphic += (phase / delay - 1);
1484 if (IS_PFORTE(Store[x][y]))
1486 DrawLevelElement(x, y, Store[x][y]);
1487 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1490 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1494 void DynaExplode(int ex, int ey)
1497 int dynabomb_size = 1;
1498 boolean dynabomb_xl = FALSE;
1499 struct PlayerInfo *player;
1500 static int xy[4][2] =
1508 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1510 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1511 dynabomb_size = player->dynabomb_size;
1512 dynabomb_xl = player->dynabomb_xl;
1513 player->dynabombs_left++;
1516 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1520 for (j=1; j<=dynabomb_size; j++)
1522 int x = ex + j * xy[i % 4][0];
1523 int y = ey + j * xy[i % 4][1];
1526 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1529 element = Feld[x][y];
1531 /* do not restart explosions of fields with active bombs */
1532 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1535 Explode(x, y, EX_PHASE_START, EX_BORDER);
1537 if (element != EL_LEERRAUM &&
1538 element != EL_ERDREICH &&
1539 element != EL_EXPLODING &&
1546 void Bang(int x, int y)
1548 int element = Feld[x][y];
1550 if (game.emulation == EMU_SUPAPLEX)
1551 PlaySoundLevel(x, y, SND_SP_BOOOM);
1553 PlaySoundLevel(x, y, SND_ROAAAR);
1556 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1557 element = EL_LEERRAUM;
1571 RaiseScoreElement(element);
1572 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1574 case EL_DYNABOMB_ACTIVE_1:
1575 case EL_DYNABOMB_ACTIVE_2:
1576 case EL_DYNABOMB_ACTIVE_3:
1577 case EL_DYNABOMB_ACTIVE_4:
1578 case EL_DYNABOMB_NR:
1579 case EL_DYNABOMB_SZ:
1580 case EL_DYNABOMB_XL:
1586 if (IS_PLAYER(x, y))
1587 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1589 Explode(x, y, EX_PHASE_START, EX_CENTER);
1592 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1597 void Blurb(int x, int y)
1599 int element = Feld[x][y];
1601 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1603 PlaySoundLevel(x, y, SND_BLURB);
1604 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1605 (!IN_LEV_FIELD(x-1, y-1) ||
1606 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1608 Feld[x-1][y] = EL_BLURB_LEFT;
1610 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1611 (!IN_LEV_FIELD(x+1, y-1) ||
1612 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1614 Feld[x+1][y] = EL_BLURB_RIGHT;
1619 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1621 if (!MovDelay[x][y]) /* initialize animation counter */
1624 if (MovDelay[x][y]) /* continue animation */
1627 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1628 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1630 if (!MovDelay[x][y])
1632 Feld[x][y] = EL_LEERRAUM;
1633 DrawLevelField(x, y);
1639 static void ToggleBeltSwitch(int x, int y)
1641 static int belt_base_element[4] =
1643 EL_BELT1_SWITCH_LEFT,
1644 EL_BELT2_SWITCH_LEFT,
1645 EL_BELT3_SWITCH_LEFT,
1646 EL_BELT4_SWITCH_LEFT
1648 static int belt_move_dir[4] =
1656 int element = Feld[x][y];
1657 int belt_nr = getBeltNrFromSwitchElement(element);
1658 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1659 int belt_dir = belt_move_dir[belt_dir_nr];
1662 if (!IS_BELT_SWITCH(element))
1665 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1666 game.belt_dir[belt_nr] = belt_dir;
1668 if (belt_dir_nr == 3)
1671 for (yy=0; yy<lev_fieldy; yy++)
1673 for (xx=0; xx<lev_fieldx; xx++)
1675 int element = Feld[xx][yy];
1677 if (IS_BELT_SWITCH(element))
1679 int e_belt_nr = getBeltNrFromSwitchElement(element);
1681 if (e_belt_nr == belt_nr)
1683 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1684 DrawLevelField(xx, yy);
1687 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1689 int e_belt_nr = getBeltNrFromElement(element);
1691 if (e_belt_nr == belt_nr)
1692 DrawLevelField(xx, yy); /* set belt to parking position */
1698 static void ToggleSwitchgateSwitch(int x, int y)
1702 game.switchgate_pos = !game.switchgate_pos;
1704 for (yy=0; yy<lev_fieldy; yy++)
1706 for (xx=0; xx<lev_fieldx; xx++)
1708 int element = Feld[xx][yy];
1710 if (element == EL_SWITCHGATE_SWITCH_1 ||
1711 element == EL_SWITCHGATE_SWITCH_2)
1713 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1714 DrawLevelField(xx, yy);
1716 else if (element == EL_SWITCHGATE_OPEN ||
1717 element == EL_SWITCHGATE_OPENING)
1719 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1720 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1722 else if (element == EL_SWITCHGATE_CLOSED ||
1723 element == EL_SWITCHGATE_CLOSING)
1725 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1726 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1732 static void RedrawAllLightSwitchesAndInvisibleElements()
1736 for (y=0; y<lev_fieldy; y++)
1738 for (x=0; x<lev_fieldx; x++)
1740 int element = Feld[x][y];
1742 if (element == EL_LIGHT_SWITCH_OFF &&
1743 game.light_time_left > 0)
1745 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1746 DrawLevelField(x, y);
1748 else if (element == EL_LIGHT_SWITCH_ON &&
1749 game.light_time_left == 0)
1751 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1752 DrawLevelField(x, y);
1755 if (element == EL_INVISIBLE_STEEL ||
1756 element == EL_UNSICHTBAR ||
1757 element == EL_SAND_INVISIBLE)
1758 DrawLevelField(x, y);
1763 static void ToggleLightSwitch(int x, int y)
1765 int element = Feld[x][y];
1767 game.light_time_left =
1768 (element == EL_LIGHT_SWITCH_OFF ?
1769 level.time_light * FRAMES_PER_SECOND : 0);
1771 RedrawAllLightSwitchesAndInvisibleElements();
1774 static void ActivateTimegateSwitch(int x, int y)
1778 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1780 for (yy=0; yy<lev_fieldy; yy++)
1782 for (xx=0; xx<lev_fieldx; xx++)
1784 int element = Feld[xx][yy];
1786 if (element == EL_TIMEGATE_CLOSED ||
1787 element == EL_TIMEGATE_CLOSING)
1789 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1790 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1794 else if (element == EL_TIMEGATE_SWITCH_ON)
1796 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1797 DrawLevelField(xx, yy);
1804 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1807 void Impact(int x, int y)
1809 boolean lastline = (y == lev_fieldy-1);
1810 boolean object_hit = FALSE;
1811 int element = Feld[x][y];
1814 if (!lastline) /* check if element below was hit */
1816 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1819 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1820 MovDir[x][y+1]!=MV_DOWN ||
1821 MovPos[x][y+1]<=TILEY/2));
1823 smashed = MovingOrBlocked2Element(x, y+1);
1826 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1832 if ((element == EL_BOMBE ||
1833 element == EL_SP_DISK_ORANGE ||
1834 element == EL_DX_SUPABOMB) &&
1835 (lastline || object_hit)) /* element is bomb */
1840 else if (element == EL_PEARL)
1842 Feld[x][y] = EL_PEARL_BREAKING;
1843 PlaySoundLevel(x, y, SND_KNACK);
1847 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1849 if (object_hit && IS_PLAYER(x, y+1))
1850 KillHeroUnlessProtected(x, y+1);
1851 else if (object_hit && smashed == EL_PINGUIN)
1855 Feld[x][y] = EL_AMOEBING;
1856 Store[x][y] = EL_AMOEBE_NASS;
1861 if (!lastline && object_hit) /* check which object was hit */
1863 if (CAN_CHANGE(element) &&
1864 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1867 int activated_magic_wall =
1868 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1869 EL_MAGIC_WALL_BD_EMPTY);
1871 /* activate magic wall / mill */
1873 for (y=0; y<lev_fieldy; y++)
1874 for (x=0; x<lev_fieldx; x++)
1875 if (Feld[x][y] == smashed)
1876 Feld[x][y] = activated_magic_wall;
1878 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1879 game.magic_wall_active = TRUE;
1882 if (IS_PLAYER(x, y+1))
1884 KillHeroUnlessProtected(x, y+1);
1887 else if (smashed == EL_PINGUIN)
1892 else if (element == EL_EDELSTEIN_BD)
1894 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1900 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1901 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1902 smashed == EL_SP_DISK_ORANGE))
1907 else if (element == EL_FELSBROCKEN ||
1908 element == EL_SP_ZONK ||
1909 element == EL_BD_ROCK)
1911 if (IS_ENEMY(smashed) ||
1912 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1913 smashed == EL_DX_SUPABOMB ||
1914 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1915 smashed == EL_DRACHE || smashed == EL_MOLE)
1920 else if (!IS_MOVING(x, y+1))
1922 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1927 else if (smashed == EL_KOKOSNUSS)
1929 Feld[x][y+1] = EL_CRACKINGNUT;
1930 PlaySoundLevel(x, y, SND_KNACK);
1931 RaiseScoreElement(EL_KOKOSNUSS);
1934 else if (smashed == EL_PEARL)
1936 Feld[x][y+1] = EL_PEARL_BREAKING;
1937 PlaySoundLevel(x, y, SND_KNACK);
1940 else if (smashed == EL_DIAMANT)
1942 Feld[x][y+1] = EL_LEERRAUM;
1943 PlaySoundLevel(x, y, SND_QUIRK);
1946 else if (IS_BELT_SWITCH(smashed))
1948 ToggleBeltSwitch(x, y+1);
1950 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1951 smashed == EL_SWITCHGATE_SWITCH_2)
1953 ToggleSwitchgateSwitch(x, y+1);
1955 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1956 smashed == EL_LIGHT_SWITCH_ON)
1958 ToggleLightSwitch(x, y+1);
1964 /* play sound of magic wall / mill */
1966 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1967 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1969 PlaySoundLevel(x, y, SND_QUIRK);
1973 /* play sound of object that hits the ground */
1974 if (lastline || object_hit)
1981 case EL_EDELSTEIN_BD:
1982 case EL_EDELSTEIN_GELB:
1983 case EL_EDELSTEIN_ROT:
1984 case EL_EDELSTEIN_LILA:
1986 case EL_SP_INFOTRON:
1992 case EL_FELSBROCKEN:
1997 sound = SND_SP_ZONKDOWN;
2000 case EL_SCHLUESSEL1:
2001 case EL_SCHLUESSEL2:
2002 case EL_SCHLUESSEL3:
2003 case EL_SCHLUESSEL4:
2020 PlaySoundLevel(x, y, sound);
2024 void TurnRound(int x, int y)
2036 { 0, 0 }, { 0, 0 }, { 0, 0 },
2041 int left, right, back;
2045 { MV_DOWN, MV_UP, MV_RIGHT },
2046 { MV_UP, MV_DOWN, MV_LEFT },
2048 { MV_LEFT, MV_RIGHT, MV_DOWN },
2049 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2050 { MV_RIGHT, MV_LEFT, MV_UP }
2053 int element = Feld[x][y];
2054 int old_move_dir = MovDir[x][y];
2055 int left_dir = turn[old_move_dir].left;
2056 int right_dir = turn[old_move_dir].right;
2057 int back_dir = turn[old_move_dir].back;
2059 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2060 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2061 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2062 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2064 int left_x = x+left_dx, left_y = y+left_dy;
2065 int right_x = x+right_dx, right_y = y+right_dy;
2066 int move_x = x+move_dx, move_y = y+move_dy;
2068 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2070 TestIfBadThingTouchesOtherBadThing(x, y);
2072 if (IN_LEV_FIELD(right_x, right_y) &&
2073 IS_FREE(right_x, right_y))
2074 MovDir[x][y] = right_dir;
2075 else if (!IN_LEV_FIELD(move_x, move_y) ||
2076 !IS_FREE(move_x, move_y))
2077 MovDir[x][y] = left_dir;
2079 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2081 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2084 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2085 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2087 TestIfBadThingTouchesOtherBadThing(x, y);
2089 if (IN_LEV_FIELD(left_x, left_y) &&
2090 IS_FREE(left_x, left_y))
2091 MovDir[x][y] = left_dir;
2092 else if (!IN_LEV_FIELD(move_x, move_y) ||
2093 !IS_FREE(move_x, move_y))
2094 MovDir[x][y] = right_dir;
2096 if ((element == EL_FLIEGER ||
2097 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2098 && MovDir[x][y] != old_move_dir)
2100 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2103 else if (element == EL_MAMPFER)
2105 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2107 if (IN_LEV_FIELD(left_x, left_y) &&
2108 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2109 Feld[left_x][left_y] == EL_DIAMANT))
2110 can_turn_left = TRUE;
2111 if (IN_LEV_FIELD(right_x, right_y) &&
2112 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2113 Feld[right_x][right_y] == EL_DIAMANT))
2114 can_turn_right = TRUE;
2116 if (can_turn_left && can_turn_right)
2117 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2118 else if (can_turn_left)
2119 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2120 else if (can_turn_right)
2121 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2123 MovDir[x][y] = back_dir;
2125 MovDelay[x][y] = 16+16*RND(3);
2127 else if (element == EL_MAMPFER2)
2129 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2131 if (IN_LEV_FIELD(left_x, left_y) &&
2132 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2133 IS_MAMPF2(Feld[left_x][left_y])))
2134 can_turn_left = TRUE;
2135 if (IN_LEV_FIELD(right_x, right_y) &&
2136 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2137 IS_MAMPF2(Feld[right_x][right_y])))
2138 can_turn_right = TRUE;
2140 if (can_turn_left && can_turn_right)
2141 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2142 else if (can_turn_left)
2143 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2144 else if (can_turn_right)
2145 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2147 MovDir[x][y] = back_dir;
2149 MovDelay[x][y] = 16+16*RND(3);
2151 else if (element == EL_PACMAN)
2153 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2155 if (IN_LEV_FIELD(left_x, left_y) &&
2156 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2157 IS_AMOEBOID(Feld[left_x][left_y])))
2158 can_turn_left = TRUE;
2159 if (IN_LEV_FIELD(right_x, right_y) &&
2160 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2161 IS_AMOEBOID(Feld[right_x][right_y])))
2162 can_turn_right = TRUE;
2164 if (can_turn_left && can_turn_right)
2165 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2166 else if (can_turn_left)
2167 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2168 else if (can_turn_right)
2169 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2171 MovDir[x][y] = back_dir;
2173 MovDelay[x][y] = 6+RND(40);
2175 else if (element == EL_SCHWEIN)
2177 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2178 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2179 boolean should_move_on = FALSE;
2181 int rnd = RND(rnd_value);
2183 if (IN_LEV_FIELD(left_x, left_y) &&
2184 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2185 can_turn_left = TRUE;
2186 if (IN_LEV_FIELD(right_x, right_y) &&
2187 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2188 can_turn_right = TRUE;
2189 if (IN_LEV_FIELD(move_x, move_y) &&
2190 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2193 if (can_turn_left &&
2195 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2196 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2197 should_turn_left = TRUE;
2198 if (can_turn_right &&
2200 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2201 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2202 should_turn_right = TRUE;
2204 (!can_turn_left || !can_turn_right ||
2205 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2206 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2207 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2208 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2209 should_move_on = TRUE;
2211 if (should_turn_left || should_turn_right || should_move_on)
2213 if (should_turn_left && should_turn_right && should_move_on)
2214 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2215 rnd < 2*rnd_value/3 ? right_dir :
2217 else if (should_turn_left && should_turn_right)
2218 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2219 else if (should_turn_left && should_move_on)
2220 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2221 else if (should_turn_right && should_move_on)
2222 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2223 else if (should_turn_left)
2224 MovDir[x][y] = left_dir;
2225 else if (should_turn_right)
2226 MovDir[x][y] = right_dir;
2227 else if (should_move_on)
2228 MovDir[x][y] = old_move_dir;
2230 else if (can_move_on && rnd > rnd_value/8)
2231 MovDir[x][y] = old_move_dir;
2232 else if (can_turn_left && can_turn_right)
2233 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2234 else if (can_turn_left && rnd > rnd_value/8)
2235 MovDir[x][y] = left_dir;
2236 else if (can_turn_right && rnd > rnd_value/8)
2237 MovDir[x][y] = right_dir;
2239 MovDir[x][y] = back_dir;
2241 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2242 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2243 MovDir[x][y] = old_move_dir;
2247 else if (element == EL_DRACHE)
2249 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2251 int rnd = RND(rnd_value);
2253 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2254 can_turn_left = TRUE;
2255 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2256 can_turn_right = TRUE;
2257 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2260 if (can_move_on && rnd > rnd_value/8)
2261 MovDir[x][y] = old_move_dir;
2262 else if (can_turn_left && can_turn_right)
2263 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2264 else if (can_turn_left && rnd > rnd_value/8)
2265 MovDir[x][y] = left_dir;
2266 else if (can_turn_right && rnd > rnd_value/8)
2267 MovDir[x][y] = right_dir;
2269 MovDir[x][y] = back_dir;
2271 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2272 MovDir[x][y] = old_move_dir;
2276 else if (element == EL_MOLE)
2278 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2280 if (IN_LEV_FIELD(move_x, move_y) &&
2281 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2282 Feld[move_x][move_y] == EL_DEAMOEBING))
2287 if (IN_LEV_FIELD(left_x, left_y) &&
2288 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2289 can_turn_left = TRUE;
2290 if (IN_LEV_FIELD(right_x, right_y) &&
2291 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2292 can_turn_right = TRUE;
2294 if (can_turn_left && can_turn_right)
2295 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2296 else if (can_turn_left)
2297 MovDir[x][y] = left_dir;
2299 MovDir[x][y] = right_dir;
2302 if (MovDir[x][y] != old_move_dir)
2305 else if (element == EL_BALLOON)
2307 MovDir[x][y] = game.balloon_dir;
2310 else if (element == EL_SPRING_MOVING)
2312 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2313 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2315 Feld[x][y] = EL_SPRING;
2316 MovDir[x][y] = MV_NO_MOVING;
2320 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2322 int attr_x = -1, attr_y = -1;
2333 for (i=0; i<MAX_PLAYERS; i++)
2335 struct PlayerInfo *player = &stored_player[i];
2336 int jx = player->jx, jy = player->jy;
2338 if (!player->active)
2341 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2349 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2355 if (element == EL_PINGUIN)
2358 static int xy[4][2] =
2368 int ex = x + xy[i%4][0];
2369 int ey = y + xy[i%4][1];
2371 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2380 MovDir[x][y] = MV_NO_MOVING;
2382 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2384 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2386 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2388 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2390 if (element == EL_ROBOT)
2394 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2395 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2396 Moving2Blocked(x, y, &newx, &newy);
2398 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2399 MovDelay[x][y] = 8+8*!RND(3);
2401 MovDelay[x][y] = 16;
2409 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2411 boolean first_horiz = RND(2);
2412 int new_move_dir = MovDir[x][y];
2415 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2416 Moving2Blocked(x, y, &newx, &newy);
2418 if (IN_LEV_FIELD(newx, newy) &&
2419 (IS_FREE(newx, newy) ||
2420 Feld[newx][newy] == EL_SALZSAEURE ||
2421 (element == EL_PINGUIN &&
2422 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2423 IS_MAMPF3(Feld[newx][newy])))))
2427 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2428 Moving2Blocked(x, y, &newx, &newy);
2430 if (IN_LEV_FIELD(newx, newy) &&
2431 (IS_FREE(newx, newy) ||
2432 Feld[newx][newy] == EL_SALZSAEURE ||
2433 (element == EL_PINGUIN &&
2434 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2435 IS_MAMPF3(Feld[newx][newy])))))
2438 MovDir[x][y] = old_move_dir;
2445 static boolean JustBeingPushed(int x, int y)
2449 for (i=0; i<MAX_PLAYERS; i++)
2451 struct PlayerInfo *player = &stored_player[i];
2453 if (player->active && player->Pushing && player->MovPos)
2455 int next_jx = player->jx + (player->jx - player->last_jx);
2456 int next_jy = player->jy + (player->jy - player->last_jy);
2458 if (x == next_jx && y == next_jy)
2466 void StartMoving(int x, int y)
2468 int element = Feld[x][y];
2473 if (CAN_FALL(element) && y<lev_fieldy-1)
2475 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2476 if (JustBeingPushed(x, y))
2479 if (element == EL_MORAST_VOLL)
2481 if (IS_FREE(x, y+1))
2483 InitMovingField(x, y, MV_DOWN);
2484 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2485 Store[x][y] = EL_FELSBROCKEN;
2487 else if (Feld[x][y+1] == EL_MORAST_LEER)
2489 if (!MovDelay[x][y])
2490 MovDelay[x][y] = TILEY + 1;
2499 Feld[x][y] = EL_MORAST_LEER;
2500 Feld[x][y+1] = EL_MORAST_VOLL;
2501 Store[x][y+1] = Store[x][y];
2505 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2506 Feld[x][y+1] == EL_MORAST_LEER)
2508 InitMovingField(x, y, MV_DOWN);
2509 Feld[x][y] = EL_QUICKSAND_FILLING;
2510 Store[x][y] = element;
2512 else if (element == EL_MAGIC_WALL_FULL)
2514 if (IS_FREE(x, y+1))
2516 InitMovingField(x, y, MV_DOWN);
2517 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2518 Store[x][y] = EL_CHANGED(Store[x][y]);
2520 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2522 if (!MovDelay[x][y])
2523 MovDelay[x][y] = TILEY/4 + 1;
2532 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2533 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2534 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2538 else if (element == EL_MAGIC_WALL_BD_FULL)
2540 if (IS_FREE(x, y+1))
2542 InitMovingField(x, y, MV_DOWN);
2543 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2544 Store[x][y] = EL_CHANGED2(Store[x][y]);
2546 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2548 if (!MovDelay[x][y])
2549 MovDelay[x][y] = TILEY/4 + 1;
2558 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2559 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2560 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2564 else if (CAN_CHANGE(element) &&
2565 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2566 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2568 InitMovingField(x, y, MV_DOWN);
2570 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2571 EL_MAGIC_WALL_BD_FILLING);
2572 Store[x][y] = element;
2574 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2577 InitMovingField(x, y, MV_DOWN);
2578 Store[x][y] = EL_SALZSAEURE;
2580 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2585 else if (IS_FREE(x, y+1))
2587 InitMovingField(x, y, MV_DOWN);
2589 else if (element == EL_TROPFEN)
2591 Feld[x][y] = EL_AMOEBING;
2592 Store[x][y] = EL_AMOEBE_NASS;
2594 /* Store[x][y+1] must be zero, because:
2595 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2598 #if OLD_GAME_BEHAVIOUR
2599 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2601 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2602 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2603 element != EL_DX_SUPABOMB)
2606 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2607 (IS_SLIPPERY_GEMS(Feld[x][y+1]) && IS_GEM(element))) &&
2608 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2609 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2612 boolean left = (x>0 && IS_FREE(x-1, y) &&
2613 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2614 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2615 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2619 if (left && right &&
2620 (game.emulation != EMU_BOULDERDASH &&
2621 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2622 left = !(right = RND(2));
2624 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2627 else if (IS_BELT(Feld[x][y+1]))
2629 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2630 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2631 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2632 int belt_dir = game.belt_dir[belt_nr];
2634 if ((belt_dir == MV_LEFT && left_is_free) ||
2635 (belt_dir == MV_RIGHT && right_is_free))
2636 InitMovingField(x, y, belt_dir);
2639 else if (CAN_MOVE(element))
2643 if ((element == EL_SONDE || element == EL_BALLOON ||
2644 element == EL_SPRING_MOVING)
2645 && JustBeingPushed(x, y))
2648 if (!MovDelay[x][y]) /* start new movement phase */
2650 /* all objects that can change their move direction after each step */
2651 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2653 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2656 if (MovDelay[x][y] && (element == EL_KAEFER ||
2657 element == EL_FLIEGER ||
2658 element == EL_SP_SNIKSNAK ||
2659 element == EL_SP_ELECTRON ||
2660 element == EL_MOLE))
2661 DrawLevelField(x, y);
2665 if (MovDelay[x][y]) /* wait some time before next movement */
2669 if (element == EL_ROBOT ||
2670 element == EL_MAMPFER || element == EL_MAMPFER2)
2672 int phase = MovDelay[x][y] % 8;
2677 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2678 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2680 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2681 && MovDelay[x][y]%4 == 3)
2682 PlaySoundLevel(x, y, SND_NJAM);
2684 else if (element == EL_SP_ELECTRON)
2685 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2686 else if (element == EL_DRACHE)
2689 int dir = MovDir[x][y];
2690 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2691 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2692 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2693 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2694 dir == MV_UP ? GFX_FLAMMEN_UP :
2695 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2696 int phase = FrameCounter % 2;
2698 for (i=1; i<=3; i++)
2700 int xx = x + i*dx, yy = y + i*dy;
2701 int sx = SCREENX(xx), sy = SCREENY(yy);
2703 if (!IN_LEV_FIELD(xx, yy) ||
2704 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2709 int flamed = MovingOrBlocked2Element(xx, yy);
2711 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2714 RemoveMovingField(xx, yy);
2716 Feld[xx][yy] = EL_BURNING;
2717 if (IN_SCR_FIELD(sx, sy))
2718 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2722 if (Feld[xx][yy] == EL_BURNING)
2723 Feld[xx][yy] = EL_LEERRAUM;
2724 DrawLevelField(xx, yy);
2733 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2735 PlaySoundLevel(x, y, SND_KLAPPER);
2737 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2739 PlaySoundLevel(x, y, SND_ROEHR);
2742 /* now make next step */
2744 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2746 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2747 !PLAYER_PROTECTED(newx, newy))
2751 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2754 /* enemy got the player */
2756 KillHero(PLAYERINFO(newx, newy));
2761 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2762 element == EL_SONDE || element == EL_BALLOON) &&
2763 IN_LEV_FIELD(newx, newy) &&
2764 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2767 Store[x][y] = EL_SALZSAEURE;
2769 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2771 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2773 Feld[x][y] = EL_LEERRAUM;
2774 DrawLevelField(x, y);
2776 PlaySoundLevel(newx, newy, SND_BUING);
2777 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2778 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2780 local_player->friends_still_needed--;
2781 if (!local_player->friends_still_needed &&
2782 !local_player->GameOver && AllPlayersGone)
2783 local_player->LevelSolved = local_player->GameOver = TRUE;
2787 else if (IS_MAMPF3(Feld[newx][newy]))
2789 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2790 DrawLevelField(newx, newy);
2792 MovDir[x][y] = MV_NO_MOVING;
2794 else if (!IS_FREE(newx, newy))
2796 if (IS_PLAYER(x, y))
2797 DrawPlayerField(x, y);
2799 DrawLevelField(x, y);
2803 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2805 if (IS_GEM(Feld[newx][newy]))
2807 if (IS_MOVING(newx, newy))
2808 RemoveMovingField(newx, newy);
2811 Feld[newx][newy] = EL_LEERRAUM;
2812 DrawLevelField(newx, newy);
2815 else if (!IS_FREE(newx, newy))
2817 if (IS_PLAYER(x, y))
2818 DrawPlayerField(x, y);
2820 DrawLevelField(x, y);
2824 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2826 if (!IS_FREE(newx, newy))
2828 if (IS_PLAYER(x, y))
2829 DrawPlayerField(x, y);
2831 DrawLevelField(x, y);
2836 boolean wanna_flame = !RND(10);
2837 int dx = newx - x, dy = newy - y;
2838 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2839 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2840 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2841 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2842 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2843 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2845 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2846 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2847 element1 != EL_BURNING && element2 != EL_BURNING)
2849 if (IS_PLAYER(x, y))
2850 DrawPlayerField(x, y);
2852 DrawLevelField(x, y);
2854 MovDelay[x][y] = 50;
2855 Feld[newx][newy] = EL_BURNING;
2856 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2857 Feld[newx1][newy1] = EL_BURNING;
2858 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2859 Feld[newx2][newy2] = EL_BURNING;
2864 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2865 Feld[newx][newy] == EL_DIAMANT)
2867 if (IS_MOVING(newx, newy))
2868 RemoveMovingField(newx, newy);
2871 Feld[newx][newy] = EL_LEERRAUM;
2872 DrawLevelField(newx, newy);
2875 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2876 IS_MAMPF2(Feld[newx][newy]))
2878 if (AmoebaNr[newx][newy])
2880 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2881 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2882 Feld[newx][newy] == EL_AMOEBE_BD)
2883 AmoebaCnt[AmoebaNr[newx][newy]]--;
2886 if (IS_MOVING(newx, newy))
2887 RemoveMovingField(newx, newy);
2890 Feld[newx][newy] = EL_LEERRAUM;
2891 DrawLevelField(newx, newy);
2894 else if ((element == EL_PACMAN || element == EL_MOLE)
2895 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2897 if (AmoebaNr[newx][newy])
2899 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2900 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2901 Feld[newx][newy] == EL_AMOEBE_BD)
2902 AmoebaCnt[AmoebaNr[newx][newy]]--;
2905 if (element == EL_MOLE)
2907 Feld[newx][newy] = EL_DEAMOEBING;
2908 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2909 return; /* wait for shrinking amoeba */
2911 else /* element == EL_PACMAN */
2913 Feld[newx][newy] = EL_LEERRAUM;
2914 DrawLevelField(newx, newy);
2917 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2918 (Feld[newx][newy] == EL_DEAMOEBING ||
2919 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2921 /* wait for shrinking amoeba to completely disappear */
2924 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2926 /* object was running against a wall */
2930 if (element == EL_KAEFER || element == EL_FLIEGER ||
2931 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2932 DrawLevelField(x, y);
2933 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2934 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2935 else if (element == EL_SONDE)
2936 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2937 else if (element == EL_SP_ELECTRON)
2938 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2940 if (DONT_TOUCH(element))
2941 TestIfBadThingTouchesHero(x, y);
2946 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2947 PlaySoundLevel(x, y, SND_SCHLURF);
2949 InitMovingField(x, y, MovDir[x][y]);
2953 ContinueMoving(x, y);
2956 void ContinueMoving(int x, int y)
2958 int element = Feld[x][y];
2959 int direction = MovDir[x][y];
2960 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2961 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2962 int horiz_move = (dx!=0);
2963 int newx = x + dx, newy = y + dy;
2964 int step = (horiz_move ? dx : dy) * TILEX / 8;
2966 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
2968 else if (element == EL_QUICKSAND_FILLING ||
2969 element == EL_QUICKSAND_EMPTYING)
2971 else if (element == EL_MAGIC_WALL_FILLING ||
2972 element == EL_MAGIC_WALL_BD_FILLING ||
2973 element == EL_MAGIC_WALL_EMPTYING ||
2974 element == EL_MAGIC_WALL_BD_EMPTYING)
2976 else if (CAN_FALL(element) && horiz_move &&
2977 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2979 else if (element == EL_SPRING_MOVING)
2982 #if OLD_GAME_BEHAVIOUR
2983 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2987 MovPos[x][y] += step;
2989 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2991 Feld[x][y] = EL_LEERRAUM;
2992 Feld[newx][newy] = element;
2994 if (element == EL_MOLE)
2997 static int xy[4][2] =
3005 Feld[x][y] = EL_ERDREICH;
3006 DrawLevelField(x, y);
3015 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3016 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3020 if (element == EL_QUICKSAND_FILLING)
3022 element = Feld[newx][newy] = get_next_element(element);
3023 Store[newx][newy] = Store[x][y];
3025 else if (element == EL_QUICKSAND_EMPTYING)
3027 Feld[x][y] = get_next_element(element);
3028 element = Feld[newx][newy] = Store[x][y];
3030 else if (element == EL_MAGIC_WALL_FILLING)
3032 element = Feld[newx][newy] = get_next_element(element);
3033 if (!game.magic_wall_active)
3034 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3035 Store[newx][newy] = Store[x][y];
3037 else if (element == EL_MAGIC_WALL_EMPTYING)
3039 Feld[x][y] = get_next_element(element);
3040 if (!game.magic_wall_active)
3041 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3042 element = Feld[newx][newy] = Store[x][y];
3044 else if (element == EL_MAGIC_WALL_BD_FILLING)
3046 element = Feld[newx][newy] = get_next_element(element);
3047 if (!game.magic_wall_active)
3048 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3049 Store[newx][newy] = Store[x][y];
3051 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3053 Feld[x][y] = get_next_element(element);
3054 if (!game.magic_wall_active)
3055 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3056 element = Feld[newx][newy] = Store[x][y];
3058 else if (element == EL_AMOEBA_DRIPPING)
3060 Feld[x][y] = get_next_element(element);
3061 element = Feld[newx][newy] = Store[x][y];
3063 else if (Store[x][y] == EL_SALZSAEURE)
3065 element = Feld[newx][newy] = EL_SALZSAEURE;
3069 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3070 MovDelay[newx][newy] = 0;
3072 if (!CAN_MOVE(element))
3073 MovDir[newx][newy] = 0;
3075 DrawLevelField(x, y);
3076 DrawLevelField(newx, newy);
3078 Stop[newx][newy] = TRUE;
3079 JustStopped[newx][newy] = 3;
3081 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3083 TestIfBadThingTouchesHero(newx, newy);
3084 TestIfBadThingTouchesFriend(newx, newy);
3085 TestIfBadThingTouchesOtherBadThing(newx, newy);
3087 else if (element == EL_PINGUIN)
3088 TestIfFriendTouchesBadThing(newx, newy);
3090 if (CAN_SMASH(element) && direction == MV_DOWN &&
3091 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3094 else /* still moving on */
3095 DrawLevelField(x, y);
3098 int AmoebeNachbarNr(int ax, int ay)
3101 int element = Feld[ax][ay];
3103 static int xy[4][2] =
3113 int x = ax + xy[i][0];
3114 int y = ay + xy[i][1];
3116 if (!IN_LEV_FIELD(x, y))
3119 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3120 group_nr = AmoebaNr[x][y];
3126 void AmoebenVereinigen(int ax, int ay)
3128 int i, x, y, xx, yy;
3129 int new_group_nr = AmoebaNr[ax][ay];
3130 static int xy[4][2] =
3138 if (new_group_nr == 0)
3146 if (!IN_LEV_FIELD(x, y))
3149 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3150 Feld[x][y] == EL_AMOEBE_BD ||
3151 Feld[x][y] == EL_AMOEBE_TOT) &&
3152 AmoebaNr[x][y] != new_group_nr)
3154 int old_group_nr = AmoebaNr[x][y];
3156 if (old_group_nr == 0)
3159 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3160 AmoebaCnt[old_group_nr] = 0;
3161 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3162 AmoebaCnt2[old_group_nr] = 0;
3164 for (yy=0; yy<lev_fieldy; yy++)
3166 for (xx=0; xx<lev_fieldx; xx++)
3168 if (AmoebaNr[xx][yy] == old_group_nr)
3169 AmoebaNr[xx][yy] = new_group_nr;
3176 void AmoebeUmwandeln(int ax, int ay)
3180 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3182 int group_nr = AmoebaNr[ax][ay];
3187 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3188 printf("AmoebeUmwandeln(): This should never happen!\n");
3193 for (y=0; y<lev_fieldy; y++)
3195 for (x=0; x<lev_fieldx; x++)
3197 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3200 Feld[x][y] = EL_AMOEBA2DIAM;
3208 static int xy[4][2] =
3221 if (!IN_LEV_FIELD(x, y))
3224 if (Feld[x][y] == EL_AMOEBA2DIAM)
3230 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3233 int group_nr = AmoebaNr[ax][ay];
3234 boolean done = FALSE;
3239 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3240 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3245 for (y=0; y<lev_fieldy; y++)
3247 for (x=0; x<lev_fieldx; x++)
3249 if (AmoebaNr[x][y] == group_nr &&
3250 (Feld[x][y] == EL_AMOEBE_TOT ||
3251 Feld[x][y] == EL_AMOEBE_BD ||
3252 Feld[x][y] == EL_AMOEBING))
3255 Feld[x][y] = new_element;
3256 InitField(x, y, FALSE);
3257 DrawLevelField(x, y);
3264 PlaySoundLevel(ax, ay,
3265 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3268 void AmoebeWaechst(int x, int y)
3270 static unsigned long sound_delay = 0;
3271 static unsigned long sound_delay_value = 0;
3273 if (!MovDelay[x][y]) /* start new growing cycle */
3277 if (DelayReached(&sound_delay, sound_delay_value))
3279 PlaySoundLevel(x, y, SND_AMOEBE);
3280 sound_delay_value = 30;
3284 if (MovDelay[x][y]) /* wait some time before growing bigger */
3287 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3288 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3290 if (!MovDelay[x][y])
3292 Feld[x][y] = Store[x][y];
3294 DrawLevelField(x, y);
3299 void AmoebeSchrumpft(int x, int y)
3301 static unsigned long sound_delay = 0;
3302 static unsigned long sound_delay_value = 0;
3304 if (!MovDelay[x][y]) /* start new shrinking cycle */
3308 if (DelayReached(&sound_delay, sound_delay_value))
3310 PlaySoundLevel(x, y, SND_BLURB);
3311 sound_delay_value = 30;
3315 if (MovDelay[x][y]) /* wait some time before shrinking */
3318 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3319 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3321 if (!MovDelay[x][y])
3323 Feld[x][y] = EL_LEERRAUM;
3324 DrawLevelField(x, y);
3326 /* don't let mole enter this field in this cycle;
3327 (give priority to objects falling to this field from above) */
3333 void AmoebeAbleger(int ax, int ay)
3336 int element = Feld[ax][ay];
3337 int newax = ax, neway = ay;
3338 static int xy[4][2] =
3346 if (!level.amoeba_speed)
3348 Feld[ax][ay] = EL_AMOEBE_TOT;
3349 DrawLevelField(ax, ay);
3353 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3354 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3356 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3359 if (MovDelay[ax][ay])
3363 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3366 int x = ax + xy[start][0];
3367 int y = ay + xy[start][1];
3369 if (!IN_LEV_FIELD(x, y))
3372 if (IS_FREE(x, y) ||
3373 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3379 if (newax == ax && neway == ay)
3382 else /* normal or "filled" (BD style) amoeba */
3385 boolean waiting_for_player = FALSE;
3389 int j = (start + i) % 4;
3390 int x = ax + xy[j][0];
3391 int y = ay + xy[j][1];
3393 if (!IN_LEV_FIELD(x, y))
3396 if (IS_FREE(x, y) ||
3397 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3403 else if (IS_PLAYER(x, y))
3404 waiting_for_player = TRUE;
3407 if (newax == ax && neway == ay) /* amoeba cannot grow */
3409 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3411 Feld[ax][ay] = EL_AMOEBE_TOT;
3412 DrawLevelField(ax, ay);
3413 AmoebaCnt[AmoebaNr[ax][ay]]--;
3415 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3417 if (element == EL_AMOEBE_VOLL)
3418 AmoebeUmwandeln(ax, ay);
3419 else if (element == EL_AMOEBE_BD)
3420 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3425 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3427 /* amoeba gets larger by growing in some direction */
3429 int new_group_nr = AmoebaNr[ax][ay];
3432 if (new_group_nr == 0)
3434 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3435 printf("AmoebeAbleger(): This should never happen!\n");
3440 AmoebaNr[newax][neway] = new_group_nr;
3441 AmoebaCnt[new_group_nr]++;
3442 AmoebaCnt2[new_group_nr]++;
3444 /* if amoeba touches other amoeba(s) after growing, unify them */
3445 AmoebenVereinigen(newax, neway);
3447 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3449 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3455 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3456 (neway == lev_fieldy - 1 && newax != ax))
3458 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3459 Store[newax][neway] = element;
3461 else if (neway == ay)
3462 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3465 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3466 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3467 Store[ax][ay] = EL_TROPFEN;
3468 ContinueMoving(ax, ay);
3472 DrawLevelField(newax, neway);
3475 void Life(int ax, int ay)
3478 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3480 int element = Feld[ax][ay];
3485 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3486 MovDelay[ax][ay] = life_time;
3488 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3491 if (MovDelay[ax][ay])
3495 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3497 int xx = ax+x1, yy = ay+y1;
3500 if (!IN_LEV_FIELD(xx, yy))
3503 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3505 int x = xx+x2, y = yy+y2;
3507 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3510 if (((Feld[x][y] == element ||
3511 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3513 (IS_FREE(x, y) && Stop[x][y]))
3517 if (xx == ax && yy == ay) /* field in the middle */
3519 if (nachbarn<life[0] || nachbarn>life[1])
3521 Feld[xx][yy] = EL_LEERRAUM;
3523 DrawLevelField(xx, yy);
3524 Stop[xx][yy] = TRUE;
3527 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3528 { /* free border field */
3529 if (nachbarn>=life[2] && nachbarn<=life[3])
3531 Feld[xx][yy] = element;
3532 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3534 DrawLevelField(xx, yy);
3535 Stop[xx][yy] = TRUE;
3541 void Ablenk(int x, int y)
3543 if (!MovDelay[x][y]) /* next animation frame */
3544 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3546 if (MovDelay[x][y]) /* wait some time before next frame */
3551 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3552 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3553 if (!(MovDelay[x][y]%4))
3554 PlaySoundLevel(x, y, SND_MIEP);
3559 Feld[x][y] = EL_ABLENK_AUS;
3560 DrawLevelField(x, y);
3561 if (ZX == x && ZY == y)
3565 void TimegateWheel(int x, int y)
3567 if (!MovDelay[x][y]) /* next animation frame */
3568 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3570 if (MovDelay[x][y]) /* wait some time before next frame */
3575 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3576 DrawGraphic(SCREENX(x), SCREENY(y),
3577 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3578 if (!(MovDelay[x][y]%4))
3579 PlaySoundLevel(x, y, SND_MIEP);
3584 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3585 DrawLevelField(x, y);
3586 if (ZX == x && ZY == y)
3590 void Birne(int x, int y)
3592 if (!MovDelay[x][y]) /* next animation frame */
3593 MovDelay[x][y] = 800;
3595 if (MovDelay[x][y]) /* wait some time before next frame */
3600 if (!(MovDelay[x][y]%5))
3602 if (!(MovDelay[x][y]%10))
3603 Feld[x][y]=EL_ABLENK_EIN;
3605 Feld[x][y]=EL_ABLENK_AUS;
3606 DrawLevelField(x, y);
3607 Feld[x][y]=EL_ABLENK_EIN;
3613 Feld[x][y]=EL_ABLENK_AUS;
3614 DrawLevelField(x, y);
3615 if (ZX == x && ZY == y)
3619 void Blubber(int x, int y)
3621 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3622 DrawLevelField(x, y-1);
3624 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3627 void NussKnacken(int x, int y)
3629 if (!MovDelay[x][y]) /* next animation frame */
3632 if (MovDelay[x][y]) /* wait some time before next frame */
3635 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3636 DrawGraphic(SCREENX(x), SCREENY(y),
3637 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3639 if (!MovDelay[x][y])
3641 Feld[x][y] = EL_EDELSTEIN;
3642 DrawLevelField(x, y);
3647 void BreakingPearl(int x, int y)
3649 if (!MovDelay[x][y]) /* next animation frame */
3652 if (MovDelay[x][y]) /* wait some time before next frame */
3655 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3656 DrawGraphic(SCREENX(x), SCREENY(y),
3657 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3659 if (!MovDelay[x][y])
3661 Feld[x][y] = EL_LEERRAUM;
3662 DrawLevelField(x, y);
3667 void SiebAktivieren(int x, int y, int typ)
3669 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3671 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3674 void AusgangstuerPruefen(int x, int y)
3676 if (!local_player->gems_still_needed &&
3677 !local_player->sokobanfields_still_needed &&
3678 !local_player->lights_still_needed)
3680 Feld[x][y] = EL_AUSGANG_ACT;
3682 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3683 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3684 y < LEVELY(BY1) ? LEVELY(BY1) :
3685 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3690 void AusgangstuerOeffnen(int x, int y)
3694 if (!MovDelay[x][y]) /* next animation frame */
3695 MovDelay[x][y] = 5*delay;
3697 if (MovDelay[x][y]) /* wait some time before next frame */
3702 tuer = MovDelay[x][y]/delay;
3703 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3704 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3706 if (!MovDelay[x][y])
3708 Feld[x][y] = EL_AUSGANG_AUF;
3709 DrawLevelField(x, y);
3714 void AusgangstuerBlinken(int x, int y)
3716 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3719 void OpenSwitchgate(int x, int y)
3723 if (!MovDelay[x][y]) /* next animation frame */
3724 MovDelay[x][y] = 5 * delay;
3726 if (MovDelay[x][y]) /* wait some time before next frame */
3731 phase = MovDelay[x][y] / delay;
3732 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3733 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3735 if (!MovDelay[x][y])
3737 Feld[x][y] = EL_SWITCHGATE_OPEN;
3738 DrawLevelField(x, y);
3743 void CloseSwitchgate(int x, int y)
3747 if (!MovDelay[x][y]) /* next animation frame */
3748 MovDelay[x][y] = 5 * delay;
3750 if (MovDelay[x][y]) /* wait some time before next frame */
3755 phase = MovDelay[x][y] / delay;
3756 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3757 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3759 if (!MovDelay[x][y])
3761 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3762 DrawLevelField(x, y);
3767 void OpenTimegate(int x, int y)
3771 if (!MovDelay[x][y]) /* next animation frame */
3772 MovDelay[x][y] = 5 * delay;
3774 if (MovDelay[x][y]) /* wait some time before next frame */
3779 phase = MovDelay[x][y] / delay;
3780 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3781 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3783 if (!MovDelay[x][y])
3785 Feld[x][y] = EL_TIMEGATE_OPEN;
3786 DrawLevelField(x, y);
3791 void CloseTimegate(int x, int y)
3795 if (!MovDelay[x][y]) /* next animation frame */
3796 MovDelay[x][y] = 5 * delay;
3798 if (MovDelay[x][y]) /* wait some time before next frame */
3803 phase = MovDelay[x][y] / delay;
3804 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3805 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3807 if (!MovDelay[x][y])
3809 Feld[x][y] = EL_TIMEGATE_CLOSED;
3810 DrawLevelField(x, y);
3815 static void CloseAllOpenTimegates()
3819 for (y=0; y<lev_fieldy; y++)
3821 for (x=0; x<lev_fieldx; x++)
3823 int element = Feld[x][y];
3825 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3827 Feld[x][y] = EL_TIMEGATE_CLOSING;
3828 PlaySoundLevel(x, y, SND_OEFFNEN);
3834 void EdelsteinFunkeln(int x, int y)
3836 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3839 if (Feld[x][y] == EL_EDELSTEIN_BD)
3840 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3843 if (!MovDelay[x][y]) /* next animation frame */
3844 MovDelay[x][y] = 11 * !SimpleRND(500);
3846 if (MovDelay[x][y]) /* wait some time before next frame */
3850 if (setup.direct_draw && MovDelay[x][y])
3851 SetDrawtoField(DRAW_BUFFERED);
3853 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3857 int phase = (MovDelay[x][y]-1)/2;
3862 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3864 if (setup.direct_draw)
3868 dest_x = FX + SCREENX(x)*TILEX;
3869 dest_y = FY + SCREENY(y)*TILEY;
3871 BlitBitmap(drawto_field, window,
3872 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3873 SetDrawtoField(DRAW_DIRECT);
3880 void MauerWaechst(int x, int y)
3884 if (!MovDelay[x][y]) /* next animation frame */
3885 MovDelay[x][y] = 3*delay;
3887 if (MovDelay[x][y]) /* wait some time before next frame */
3892 phase = 2-MovDelay[x][y]/delay;
3893 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3894 DrawGraphic(SCREENX(x), SCREENY(y),
3895 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3896 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3897 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3898 GFX_MAUER_DOWN ) + phase);
3900 if (!MovDelay[x][y])
3902 if (MovDir[x][y] == MV_LEFT)
3904 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3905 DrawLevelField(x-1, y);
3907 else if (MovDir[x][y] == MV_RIGHT)
3909 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3910 DrawLevelField(x+1, y);
3912 else if (MovDir[x][y] == MV_UP)
3914 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3915 DrawLevelField(x, y-1);
3919 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3920 DrawLevelField(x, y+1);
3923 Feld[x][y] = Store[x][y];
3925 MovDir[x][y] = MV_NO_MOVING;
3926 DrawLevelField(x, y);
3931 void MauerAbleger(int ax, int ay)
3933 int element = Feld[ax][ay];
3934 boolean oben_frei = FALSE, unten_frei = FALSE;
3935 boolean links_frei = FALSE, rechts_frei = FALSE;
3936 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3937 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3939 if (!MovDelay[ax][ay]) /* start building new wall */
3940 MovDelay[ax][ay] = 6;
3942 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3945 if (MovDelay[ax][ay])
3949 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3951 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3953 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3955 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3958 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3962 Feld[ax][ay-1] = EL_MAUERND;
3963 Store[ax][ay-1] = element;
3964 MovDir[ax][ay-1] = MV_UP;
3965 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3966 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3970 Feld[ax][ay+1] = EL_MAUERND;
3971 Store[ax][ay+1] = element;
3972 MovDir[ax][ay+1] = MV_DOWN;
3973 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3974 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3978 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3979 element == EL_MAUER_LEBT)
3983 Feld[ax-1][ay] = EL_MAUERND;
3984 Store[ax-1][ay] = element;
3985 MovDir[ax-1][ay] = MV_LEFT;
3986 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3987 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3991 Feld[ax+1][ay] = EL_MAUERND;
3992 Store[ax+1][ay] = element;
3993 MovDir[ax+1][ay] = MV_RIGHT;
3994 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3995 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3999 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4000 DrawLevelField(ax, ay);
4002 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4004 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4005 unten_massiv = TRUE;
4006 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4007 links_massiv = TRUE;
4008 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4009 rechts_massiv = TRUE;
4011 if (((oben_massiv && unten_massiv) ||
4012 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4013 ((links_massiv && rechts_massiv) ||
4014 element == EL_MAUER_Y))
4015 Feld[ax][ay] = EL_MAUERWERK;
4018 void CheckForDragon(int x, int y)
4021 boolean dragon_found = FALSE;
4022 static int xy[4][2] =
4034 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4036 if (IN_LEV_FIELD(xx, yy) &&
4037 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4039 if (Feld[xx][yy] == EL_DRACHE)
4040 dragon_found = TRUE;
4053 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4055 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4057 Feld[xx][yy] = EL_LEERRAUM;
4058 DrawLevelField(xx, yy);
4067 static void CheckBuggyBase(int x, int y)
4069 int element = Feld[x][y];
4071 if (element == EL_SP_BUG)
4073 if (!MovDelay[x][y]) /* wait some time before activating base */
4074 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4079 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4080 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4084 Feld[x][y] = EL_SP_BUG_ACTIVE;
4087 else if (element == EL_SP_BUG_ACTIVE)
4089 if (!MovDelay[x][y]) /* start activating buggy base */
4090 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4098 static int xy[4][2] =
4106 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4107 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4111 int xx = x + xy[i][0], yy = y + xy[i][1];
4113 if (IS_PLAYER(xx, yy))
4115 PlaySoundLevel(x, y, SND_SP_BUG);
4123 Feld[x][y] = EL_SP_BUG;
4124 DrawLevelField(x, y);
4129 static void CheckTrap(int x, int y)
4131 int element = Feld[x][y];
4133 if (element == EL_TRAP_INACTIVE)
4135 if (!MovDelay[x][y]) /* wait some time before activating trap */
4136 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4144 Feld[x][y] = EL_TRAP_ACTIVE;
4147 else if (element == EL_TRAP_ACTIVE)
4152 if (!MovDelay[x][y]) /* start activating trap */
4153 MovDelay[x][y] = num_frames * delay;
4161 if (!(MovDelay[x][y] % delay))
4163 int phase = MovDelay[x][y]/delay;
4165 if (phase >= num_frames/2)
4166 phase = num_frames - phase;
4168 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4170 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4171 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4178 Feld[x][y] = EL_TRAP_INACTIVE;
4179 DrawLevelField(x, y);
4184 static void DrawBeltAnimation(int x, int y, int element)
4186 int belt_nr = getBeltNrFromElement(element);
4187 int belt_dir = game.belt_dir[belt_nr];
4189 if (belt_dir != MV_NO_MOVING)
4192 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4193 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4195 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4199 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4201 static byte stored_player_action[MAX_PLAYERS];
4202 static int num_stored_actions = 0;
4203 static boolean save_tape_entry = FALSE;
4204 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4205 int jx = player->jx, jy = player->jy;
4206 int left = player_action & JOY_LEFT;
4207 int right = player_action & JOY_RIGHT;
4208 int up = player_action & JOY_UP;
4209 int down = player_action & JOY_DOWN;
4210 int button1 = player_action & JOY_BUTTON_1;
4211 int button2 = player_action & JOY_BUTTON_2;
4212 int dx = (left ? -1 : right ? 1 : 0);
4213 int dy = (up ? -1 : down ? 1 : 0);
4215 stored_player_action[player->index_nr] = 0;
4216 num_stored_actions++;
4218 if (!player->active || tape.pausing)
4223 save_tape_entry = TRUE;
4224 player->frame_reset_delay = 0;
4227 snapped = SnapField(player, dx, dy);
4231 bombed = PlaceBomb(player);
4232 moved = MoveFigure(player, dx, dy);
4235 if (tape.recording && (moved || snapped || bombed))
4237 if (bombed && !moved)
4238 player_action &= JOY_BUTTON;
4240 stored_player_action[player->index_nr] = player_action;
4242 else if (tape.playing && snapped)
4243 SnapField(player, 0, 0); /* stop snapping */
4247 /* no actions for this player (no input at player's configured device) */
4249 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4250 SnapField(player, 0, 0);
4251 CheckGravityMovement(player);
4253 if (player->MovPos == 0) /* needed for tape.playing */
4254 player->last_move_dir = MV_NO_MOVING;
4256 if (++player->frame_reset_delay > player->move_delay_value)
4260 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4262 TapeRecordAction(stored_player_action);
4263 num_stored_actions = 0;
4264 save_tape_entry = FALSE;
4267 if (tape.playing && !tape.pausing && !player_action &&
4268 tape.counter < tape.length)
4271 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4273 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4274 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4276 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4278 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4280 int el = Feld[jx+dx][jy];
4281 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4282 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4284 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4286 player->MovDir = next_joy;
4287 player->Frame = FrameCounter % 4;
4288 player->Pushing = TRUE;
4297 static unsigned long action_delay = 0;
4298 unsigned long action_delay_value;
4299 int sieb_x = 0, sieb_y = 0;
4300 int i, x, y, element;
4301 byte *recorded_player_action;
4302 byte summarized_player_action = 0;
4304 if (game_status != PLAYING)
4307 action_delay_value =
4308 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4310 /* ---------- main game synchronization point ---------- */
4312 WaitUntilDelayReached(&action_delay, action_delay_value);
4314 if (network_playing && !network_player_action_received)
4318 printf("DEBUG: try to get network player actions in time\n");
4322 #if defined(PLATFORM_UNIX)
4323 /* last chance to get network player actions without main loop delay */
4327 if (game_status != PLAYING)
4330 if (!network_player_action_received)
4334 printf("DEBUG: failed to get network player actions in time\n");
4346 else if (tape.recording)
4349 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4351 for (i=0; i<MAX_PLAYERS; i++)
4353 summarized_player_action |= stored_player[i].action;
4355 if (!network_playing)
4356 stored_player[i].effective_action = stored_player[i].action;
4359 #if defined(PLATFORM_UNIX)
4360 if (network_playing)
4361 SendToServer_MovePlayer(summarized_player_action);
4364 if (!options.network && !setup.team_mode)
4365 local_player->effective_action = summarized_player_action;
4367 for (i=0; i<MAX_PLAYERS; i++)
4369 int actual_player_action = stored_player[i].effective_action;
4371 if (stored_player[i].programmed_action)
4372 actual_player_action = stored_player[i].programmed_action;
4374 if (recorded_player_action)
4375 actual_player_action = recorded_player_action[i];
4377 PlayerActions(&stored_player[i], actual_player_action);
4378 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4381 network_player_action_received = FALSE;
4383 ScrollScreen(NULL, SCROLL_GO_ON);
4389 if (TimeFrames == 0 && local_player->active)
4391 extern unsigned int last_RND();
4393 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4394 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4401 if (GameFrameDelay >= 500)
4402 printf("FrameCounter == %d\n", FrameCounter);
4411 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4414 if (JustStopped[x][y] > 0)
4415 JustStopped[x][y]--;
4418 if (IS_BLOCKED(x, y))
4422 Blocked2Moving(x, y, &oldx, &oldy);
4423 if (!IS_MOVING(oldx, oldy))
4425 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4426 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4427 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4428 printf("GameActions(): This should never happen!\n");
4434 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4436 element = Feld[x][y];
4438 if (IS_INACTIVE(element))
4441 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4445 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4446 EdelsteinFunkeln(x, y);
4448 else if (IS_MOVING(x, y))
4449 ContinueMoving(x, y);
4450 else if (IS_ACTIVE_BOMB(element))
4451 CheckDynamite(x, y);
4453 else if (element == EL_EXPLODING && !game.explosions_delayed)
4454 Explode(x, y, Frame[x][y], EX_NORMAL);
4456 else if (element == EL_AMOEBING)
4457 AmoebeWaechst(x, y);
4458 else if (element == EL_DEAMOEBING)
4459 AmoebeSchrumpft(x, y);
4461 else if (IS_AMOEBALIVE(element))
4462 AmoebeAbleger(x, y);
4464 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4466 else if (element == EL_ABLENK_EIN)
4468 else if (element == EL_TIMEGATE_SWITCH_ON)
4469 TimegateWheel(x, y);
4470 else if (element == EL_SALZSAEURE)
4472 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4474 else if (element == EL_CRACKINGNUT)
4476 else if (element == EL_PEARL_BREAKING)
4477 BreakingPearl(x, y);
4478 else if (element == EL_AUSGANG_ZU)
4479 AusgangstuerPruefen(x, y);
4480 else if (element == EL_AUSGANG_ACT)
4481 AusgangstuerOeffnen(x, y);
4482 else if (element == EL_AUSGANG_AUF)
4483 AusgangstuerBlinken(x, y);
4484 else if (element == EL_MAUERND)
4486 else if (element == EL_MAUER_LEBT ||
4487 element == EL_MAUER_X ||
4488 element == EL_MAUER_Y ||
4489 element == EL_MAUER_XY)
4491 else if (element == EL_BURNING)
4492 CheckForDragon(x, y);
4493 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4494 CheckBuggyBase(x, y);
4495 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4497 else if (element == EL_SP_TERMINAL)
4498 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4499 else if (element == EL_SP_TERMINAL_ACTIVE)
4500 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4501 else if (IS_BELT(element))
4502 DrawBeltAnimation(x, y, element);
4503 else if (element == EL_SWITCHGATE_OPENING)
4504 OpenSwitchgate(x, y);
4505 else if (element == EL_SWITCHGATE_CLOSING)
4506 CloseSwitchgate(x, y);
4507 else if (element == EL_TIMEGATE_OPENING)
4509 else if (element == EL_TIMEGATE_CLOSING)
4510 CloseTimegate(x, y);
4511 else if (element == EL_EXTRA_TIME)
4512 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4513 else if (element == EL_SHIELD_PASSIVE)
4514 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4515 else if (element == EL_SHIELD_ACTIVE)
4516 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4518 if (game.magic_wall_active)
4520 boolean sieb = FALSE;
4521 int jx = local_player->jx, jy = local_player->jy;
4523 if (element == EL_MAGIC_WALL_FULL ||
4524 element == EL_MAGIC_WALL_EMPTY ||
4525 element == EL_MAGIC_WALL_EMPTYING)
4527 SiebAktivieren(x, y, 1);
4530 else if (element == EL_MAGIC_WALL_BD_FULL ||
4531 element == EL_MAGIC_WALL_BD_EMPTY ||
4532 element == EL_MAGIC_WALL_BD_EMPTYING)
4534 SiebAktivieren(x, y, 2);
4538 /* play the element sound at the position nearest to the player */
4539 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4548 /* new experimental amoeba growth stuff*/
4550 if (!(FrameCounter % 8))
4553 static unsigned long random = 1684108901;
4555 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4558 x = (random >> 10) % lev_fieldx;
4559 y = (random >> 20) % lev_fieldy;
4561 x = RND(lev_fieldx);
4562 y = RND(lev_fieldy);
4564 element = Feld[x][y];
4566 if (!IS_PLAYER(x,y) &&
4567 (element == EL_LEERRAUM ||
4568 element == EL_ERDREICH ||
4569 element == EL_MORAST_LEER ||
4570 element == EL_BLURB_LEFT ||
4571 element == EL_BLURB_RIGHT))
4573 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4574 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4575 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4576 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4577 Feld[x][y] = EL_TROPFEN;
4580 random = random * 129 + 1;
4586 if (game.explosions_delayed)
4589 game.explosions_delayed = FALSE;
4591 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4593 element = Feld[x][y];
4595 if (ExplodeField[x][y])
4596 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4597 else if (element == EL_EXPLODING)
4598 Explode(x, y, Frame[x][y], EX_NORMAL);
4600 ExplodeField[x][y] = EX_NO_EXPLOSION;
4603 game.explosions_delayed = TRUE;
4606 if (game.magic_wall_active)
4608 if (!(game.magic_wall_time_left % 4))
4609 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4611 if (game.magic_wall_time_left > 0)
4613 game.magic_wall_time_left--;
4614 if (!game.magic_wall_time_left)
4616 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4618 element = Feld[x][y];
4620 if (element == EL_MAGIC_WALL_EMPTY ||
4621 element == EL_MAGIC_WALL_FULL)
4623 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4624 DrawLevelField(x, y);
4626 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4627 element == EL_MAGIC_WALL_BD_FULL)
4629 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4630 DrawLevelField(x, y);
4634 game.magic_wall_active = FALSE;
4639 if (game.light_time_left > 0)
4641 game.light_time_left--;
4643 if (game.light_time_left == 0)
4645 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4647 element = Feld[x][y];
4649 if (element == EL_LIGHT_SWITCH_ON)
4651 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4652 DrawLevelField(x, y);
4654 else if (element == EL_INVISIBLE_STEEL ||
4655 element == EL_UNSICHTBAR ||
4656 element == EL_SAND_INVISIBLE)
4657 DrawLevelField(x, y);
4662 if (game.timegate_time_left > 0)
4664 game.timegate_time_left--;
4666 if (game.timegate_time_left == 0)
4667 CloseAllOpenTimegates();
4670 if (TimeFrames >= (1000 / GameFrameDelay))
4675 for (i=0; i<MAX_PLAYERS; i++)
4677 if (SHIELD_ON(&stored_player[i]))
4679 stored_player[i].shield_passive_time_left--;
4681 if (stored_player[i].shield_active_time_left > 0)
4682 stored_player[i].shield_active_time_left--;
4686 if (tape.recording || tape.playing)
4687 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4693 if (TimeLeft <= 10 && setup.time_limit)
4694 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4696 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4698 if (!TimeLeft && setup.time_limit)
4699 for (i=0; i<MAX_PLAYERS; i++)
4700 KillHero(&stored_player[i]);
4702 else if (level.time == 0) /* level without time limit */
4703 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4708 if (options.debug) /* calculate frames per second */
4710 static unsigned long fps_counter = 0;
4711 static int fps_frames = 0;
4712 unsigned long fps_delay_ms = Counter() - fps_counter;
4716 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4718 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4721 fps_counter = Counter();
4724 redraw_mask |= REDRAW_FPS;
4728 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4730 int min_x = x, min_y = y, max_x = x, max_y = y;
4733 for (i=0; i<MAX_PLAYERS; i++)
4735 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4737 if (!stored_player[i].active || &stored_player[i] == player)
4740 min_x = MIN(min_x, jx);
4741 min_y = MIN(min_y, jy);
4742 max_x = MAX(max_x, jx);
4743 max_y = MAX(max_y, jy);
4746 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4749 static boolean AllPlayersInVisibleScreen()
4753 for (i=0; i<MAX_PLAYERS; i++)
4755 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4757 if (!stored_player[i].active)
4760 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4767 void ScrollLevel(int dx, int dy)
4769 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4772 BlitBitmap(drawto_field, drawto_field,
4773 FX + TILEX*(dx == -1) - softscroll_offset,
4774 FY + TILEY*(dy == -1) - softscroll_offset,
4775 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4776 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4777 FX + TILEX*(dx == 1) - softscroll_offset,
4778 FY + TILEY*(dy == 1) - softscroll_offset);
4782 x = (dx == 1 ? BX1 : BX2);
4783 for (y=BY1; y<=BY2; y++)
4784 DrawScreenField(x, y);
4788 y = (dy == 1 ? BY1 : BY2);
4789 for (x=BX1; x<=BX2; x++)
4790 DrawScreenField(x, y);
4793 redraw_mask |= REDRAW_FIELD;
4796 static void CheckGravityMovement(struct PlayerInfo *player)
4798 if (level.gravity && !player->programmed_action)
4800 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4801 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4803 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4804 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4805 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4806 int jx = player->jx, jy = player->jy;
4807 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4808 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4809 int new_jx = jx + dx, new_jy = jy + dy;
4810 boolean field_under_player_is_free =
4811 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4812 boolean player_is_moving_to_valid_field =
4813 (IN_LEV_FIELD(new_jx, new_jy) &&
4814 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4815 Feld[new_jx][new_jy] == EL_ERDREICH));
4817 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4818 player->programmed_action = MV_DOWN;
4822 boolean MoveFigureOneStep(struct PlayerInfo *player,
4823 int dx, int dy, int real_dx, int real_dy)
4825 int jx = player->jx, jy = player->jy;
4826 int new_jx = jx+dx, new_jy = jy+dy;
4830 if (!player->active || (!dx && !dy))
4831 return MF_NO_ACTION;
4833 player->MovDir = (dx < 0 ? MV_LEFT :
4836 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4838 if (!IN_LEV_FIELD(new_jx, new_jy))
4839 return MF_NO_ACTION;
4841 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4842 return MF_NO_ACTION;
4845 element = MovingOrBlocked2Element(new_jx, new_jy);
4847 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4850 if (DONT_GO_TO(element))
4852 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4855 Feld[jx][jy] = EL_SPIELFIGUR;
4856 InitMovingField(jx, jy, MV_DOWN);
4857 Store[jx][jy] = EL_SALZSAEURE;
4858 ContinueMoving(jx, jy);
4862 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
4867 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4868 if (can_move != MF_MOVING)
4871 StorePlayer[jx][jy] = 0;
4872 player->last_jx = jx;
4873 player->last_jy = jy;
4874 jx = player->jx = new_jx;
4875 jy = player->jy = new_jy;
4876 StorePlayer[jx][jy] = player->element_nr;
4879 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4881 ScrollFigure(player, SCROLL_INIT);
4886 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4888 int jx = player->jx, jy = player->jy;
4889 int old_jx = jx, old_jy = jy;
4890 int moved = MF_NO_ACTION;
4892 if (!player->active || (!dx && !dy))
4895 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4899 /* remove the last programmed player action */
4900 player->programmed_action = 0;
4904 /* should only happen if pre-1.2 tape recordings are played */
4905 /* this is only for backward compatibility */
4907 int original_move_delay_value = player->move_delay_value;
4910 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4913 /* scroll remaining steps with finest movement resolution */
4914 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4916 while (player->MovPos)
4918 ScrollFigure(player, SCROLL_GO_ON);
4919 ScrollScreen(NULL, SCROLL_GO_ON);
4925 player->move_delay_value = original_move_delay_value;
4928 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4930 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4931 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4935 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4936 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4942 if (moved & MF_MOVING && !ScreenMovPos &&
4943 (player == local_player || !options.network))
4945 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4946 int offset = (setup.scroll_delay ? 3 : 0);
4948 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4950 /* actual player has left the screen -- scroll in that direction */
4951 if (jx != old_jx) /* player has moved horizontally */
4952 scroll_x += (jx - old_jx);
4953 else /* player has moved vertically */
4954 scroll_y += (jy - old_jy);
4958 if (jx != old_jx) /* player has moved horizontally */
4960 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4961 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4962 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4964 /* don't scroll over playfield boundaries */
4965 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4966 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4968 /* don't scroll more than one field at a time */
4969 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4971 /* don't scroll against the player's moving direction */
4972 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4973 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4974 scroll_x = old_scroll_x;
4976 else /* player has moved vertically */
4978 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4979 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4980 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4982 /* don't scroll over playfield boundaries */
4983 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4984 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4986 /* don't scroll more than one field at a time */
4987 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4989 /* don't scroll against the player's moving direction */
4990 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4991 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4992 scroll_y = old_scroll_y;
4996 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4998 if (!options.network && !AllPlayersInVisibleScreen())
5000 scroll_x = old_scroll_x;
5001 scroll_y = old_scroll_y;
5005 ScrollScreen(player, SCROLL_INIT);
5006 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5011 if (!(moved & MF_MOVING) && !player->Pushing)
5014 player->Frame = (player->Frame + 1) % 4;
5016 if (moved & MF_MOVING)
5018 if (old_jx != jx && old_jy == jy)
5019 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5020 else if (old_jx == jx && old_jy != jy)
5021 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5023 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5025 player->last_move_dir = player->MovDir;
5029 CheckGravityMovement(player);
5031 player->last_move_dir = MV_NO_MOVING;
5034 TestIfHeroTouchesBadThing(jx, jy);
5036 if (!player->active)
5042 void ScrollFigure(struct PlayerInfo *player, int mode)
5044 int jx = player->jx, jy = player->jy;
5045 int last_jx = player->last_jx, last_jy = player->last_jy;
5046 int move_stepsize = TILEX / player->move_delay_value;
5048 if (!player->active || !player->MovPos)
5051 if (mode == SCROLL_INIT)
5053 player->actual_frame_counter = FrameCounter;
5054 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5056 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5057 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5062 else if (!FrameReached(&player->actual_frame_counter, 1))
5065 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5066 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5068 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5069 Feld[last_jx][last_jy] = EL_LEERRAUM;
5071 /* before DrawPlayer() to draw correct player graphic for this case */
5072 if (player->MovPos == 0)
5073 CheckGravityMovement(player);
5077 if (player->MovPos == 0)
5079 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5081 /* continue with normal speed after quickly moving through gate */
5082 HALVE_PLAYER_SPEED(player);
5084 /* be able to make the next move without delay */
5085 player->move_delay = 0;
5088 player->last_jx = jx;
5089 player->last_jy = jy;
5091 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5095 if (!local_player->friends_still_needed)
5096 player->LevelSolved = player->GameOver = TRUE;
5101 void ScrollScreen(struct PlayerInfo *player, int mode)
5103 static unsigned long screen_frame_counter = 0;
5105 if (mode == SCROLL_INIT)
5107 /* set scrolling step size according to actual player's moving speed */
5108 ScrollStepSize = TILEX / player->move_delay_value;
5110 screen_frame_counter = FrameCounter;
5111 ScreenMovDir = player->MovDir;
5112 ScreenMovPos = player->MovPos;
5113 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5116 else if (!FrameReached(&screen_frame_counter, 1))
5121 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5122 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5123 redraw_mask |= REDRAW_FIELD;
5126 ScreenMovDir = MV_NO_MOVING;
5129 void TestIfGoodThingHitsBadThing(int goodx, int goody, int move_dir)
5131 int i, killx = goodx, killy = goody;
5132 static int xy[4][2] =
5139 static int xy_dir[4] =
5151 x = goodx + xy[i][0];
5152 y = goody + xy[i][1];
5153 if (!IN_LEV_FIELD(x, y))
5157 element = Feld[x][y];
5159 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5162 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5163 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5165 if ((DONT_GO_TO(element) && move_dir == xy_dir[i]) ||
5166 (DONT_TOUCH(element) && MovDir[x][y] != xy_dir[i]))
5174 if (killx != goodx || killy != goody)
5176 if (IS_PLAYER(goodx, goody))
5178 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5180 if (player->shield_active_time_left > 0)
5182 else if (!PLAYER_PROTECTED(goodx, goody))
5190 void TestIfBadThingHitsGoodThing(int badx, int bady, int move_dir)
5192 int i, killx = badx, killy = bady;
5193 int bad_element = Feld[badx][bady];
5194 static int xy[4][2] =
5201 static int xy_dir[4] =
5209 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5216 x = badx + xy[i][0];
5217 y = bady + xy[i][1];
5218 if (!IN_LEV_FIELD(x, y))
5221 element = Feld[x][y];
5223 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5224 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5226 if ((DONT_GO_TO(bad_element) && move_dir == xy_dir[i]) ||
5227 (DONT_TOUCH(bad_element) && MovDir[x][y] != xy_dir[i]))
5229 /* good thing is player or penguin that does not move away */
5230 if (IS_PLAYER(x, y))
5232 struct PlayerInfo *player = PLAYERINFO(x, y);
5234 if (bad_element == EL_ROBOT && player->last_move_dir)
5235 continue; /* robot does not kill player if he moves */
5241 else if (element == EL_PINGUIN &&
5242 (MovDir[x][y] != xy_dir[i] || !IS_MOVING(x, y)))
5251 if (killx != badx || killy != bady)
5253 if (IS_PLAYER(killx, killy))
5255 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5258 int dir = player->MovDir;
5259 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5260 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5262 if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir &&
5263 newx != badx && newy != bady)
5264 ; /* robot does not kill player if he moves */
5266 printf("-> %d\n", player->MovDir);
5268 if (Feld[badx][bady] == EL_ROBOT && player->last_move_dir &&
5269 newx != badx && newy != bady)
5270 ; /* robot does not kill player if he moves */
5275 if (player->shield_active_time_left > 0)
5277 else if (!PLAYER_PROTECTED(killx, killy))
5285 void TestIfHeroTouchesBadThing(int x, int y)
5287 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5290 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5292 TestIfGoodThingHitsBadThing(x, y, move_dir);
5295 void TestIfBadThingTouchesHero(int x, int y)
5297 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5300 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5302 TestIfBadThingHitsGoodThing(x, y, move_dir);
5305 void TestIfFriendTouchesBadThing(int x, int y)
5307 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5310 void TestIfBadThingTouchesFriend(int x, int y)
5312 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5315 void TestIfBadThingTouchesOtherBadThing(int badx, int bady)
5317 int i, killx = badx, killy = bady;
5318 static int xy[4][2] =
5332 if (!IN_LEV_FIELD(x, y))
5335 element = Feld[x][y];
5336 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5337 element == EL_AMOEBING || element == EL_TROPFEN)
5345 if (killx != badx || killy != bady)
5349 void KillHero(struct PlayerInfo *player)
5351 int jx = player->jx, jy = player->jy;
5353 if (!player->active)
5356 if (IS_PFORTE(Feld[jx][jy]))
5357 Feld[jx][jy] = EL_LEERRAUM;
5359 /* deactivate shield (else Bang()/Explode() would not work right) */
5360 player->shield_passive_time_left = 0;
5361 player->shield_active_time_left = 0;
5367 static void KillHeroUnlessProtected(int x, int y)
5369 if (!PLAYER_PROTECTED(x, y))
5370 KillHero(PLAYERINFO(x, y));
5373 void BuryHero(struct PlayerInfo *player)
5375 int jx = player->jx, jy = player->jy;
5377 if (!player->active)
5380 PlaySoundLevel(jx, jy, SND_AUTSCH);
5381 PlaySoundLevel(jx, jy, SND_LACHEN);
5383 player->GameOver = TRUE;
5387 void RemoveHero(struct PlayerInfo *player)
5389 int jx = player->jx, jy = player->jy;
5390 int i, found = FALSE;
5392 player->present = FALSE;
5393 player->active = FALSE;
5395 if (!ExplodeField[jx][jy])
5396 StorePlayer[jx][jy] = 0;
5398 for (i=0; i<MAX_PLAYERS; i++)
5399 if (stored_player[i].active)
5403 AllPlayersGone = TRUE;
5409 int DigField(struct PlayerInfo *player,
5410 int x, int y, int real_dx, int real_dy, int mode)
5412 int jx = player->jx, jy = player->jy;
5413 int dx = x - jx, dy = y - jy;
5414 int move_direction = (dx == -1 ? MV_LEFT :
5415 dx == +1 ? MV_RIGHT :
5417 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5420 if (!player->MovPos)
5421 player->Pushing = FALSE;
5423 if (mode == DF_NO_PUSH)
5425 player->Switching = FALSE;
5426 player->push_delay = 0;
5427 return MF_NO_ACTION;
5430 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5431 return MF_NO_ACTION;
5433 if (IS_TUBE(Feld[jx][jy]))
5436 int tube_leave_directions[][2] =
5438 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5439 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5440 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5441 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5442 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5443 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5444 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5445 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5446 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5447 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5448 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5449 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5452 while (tube_leave_directions[i][0] != Feld[jx][jy])
5455 if (tube_leave_directions[i][0] == -1) /* should not happen */
5459 if (!(tube_leave_directions[i][1] & move_direction))
5460 return MF_NO_ACTION; /* tube has no opening in this direction */
5463 element = Feld[x][y];
5468 PlaySoundLevel(x, y, SND_EMPTY);
5472 case EL_SAND_INVISIBLE:
5473 case EL_TRAP_INACTIVE:
5474 Feld[x][y] = EL_LEERRAUM;
5475 PlaySoundLevel(x, y, SND_SCHLURF);
5480 Feld[x][y] = EL_LEERRAUM;
5481 PlaySoundLevel(x, y, SND_SP_BASE);
5485 case EL_EDELSTEIN_BD:
5486 case EL_EDELSTEIN_GELB:
5487 case EL_EDELSTEIN_ROT:
5488 case EL_EDELSTEIN_LILA:
5490 case EL_SP_INFOTRON:
5494 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5495 element == EL_PEARL ? 5 :
5496 element == EL_CRYSTAL ? 8 : 1);
5497 if (local_player->gems_still_needed < 0)
5498 local_player->gems_still_needed = 0;
5499 RaiseScoreElement(element);
5500 DrawText(DX_EMERALDS, DY_EMERALDS,
5501 int2str(local_player->gems_still_needed, 3),
5502 FS_SMALL, FC_YELLOW);
5503 if (element == EL_SP_INFOTRON)
5504 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5506 PlaySoundLevel(x, y, SND_PONG);
5511 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5512 PlaySoundLevel(x, y, SND_PONG);
5516 Feld[x][y] = EL_LEERRAUM;
5517 PlaySoundLevel(x, y, SND_PONG);
5525 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5527 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5530 case EL_SHIELD_PASSIVE:
5532 player->shield_passive_time_left += 10;
5533 PlaySoundLevel(x, y, SND_PONG);
5536 case EL_SHIELD_ACTIVE:
5538 player->shield_passive_time_left += 10;
5539 player->shield_active_time_left += 10;
5540 PlaySoundLevel(x, y, SND_PONG);
5543 case EL_DYNAMITE_INACTIVE:
5544 case EL_SP_DISK_RED:
5547 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5548 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5549 int2str(local_player->dynamite, 3),
5550 FS_SMALL, FC_YELLOW);
5551 if (element == EL_SP_DISK_RED)
5552 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5554 PlaySoundLevel(x, y, SND_PONG);
5557 case EL_DYNABOMB_NR:
5559 player->dynabomb_count++;
5560 player->dynabombs_left++;
5561 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5562 PlaySoundLevel(x, y, SND_PONG);
5565 case EL_DYNABOMB_SZ:
5567 player->dynabomb_size++;
5568 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5569 PlaySoundLevel(x, y, SND_PONG);
5572 case EL_DYNABOMB_XL:
5574 player->dynabomb_xl = TRUE;
5575 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5576 PlaySoundLevel(x, y, SND_PONG);
5579 case EL_SCHLUESSEL1:
5580 case EL_SCHLUESSEL2:
5581 case EL_SCHLUESSEL3:
5582 case EL_SCHLUESSEL4:
5584 int key_nr = element - EL_SCHLUESSEL1;
5587 player->key[key_nr] = TRUE;
5588 RaiseScoreElement(EL_SCHLUESSEL);
5589 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5590 GFX_SCHLUESSEL1 + key_nr);
5591 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5592 GFX_SCHLUESSEL1 + key_nr);
5593 PlaySoundLevel(x, y, SND_PONG);
5602 int key_nr = element - EL_EM_KEY_1;
5605 player->key[key_nr] = TRUE;
5606 RaiseScoreElement(EL_SCHLUESSEL);
5607 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5608 GFX_SCHLUESSEL1 + key_nr);
5609 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5610 GFX_SCHLUESSEL1 + key_nr);
5611 PlaySoundLevel(x, y, SND_PONG);
5616 Feld[x][y] = EL_ABLENK_EIN;
5619 DrawLevelField(x, y);
5623 case EL_SP_TERMINAL:
5627 for (yy=0; yy<lev_fieldy; yy++)
5629 for (xx=0; xx<lev_fieldx; xx++)
5631 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5633 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5634 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5642 case EL_BELT1_SWITCH_LEFT:
5643 case EL_BELT1_SWITCH_MIDDLE:
5644 case EL_BELT1_SWITCH_RIGHT:
5645 case EL_BELT2_SWITCH_LEFT:
5646 case EL_BELT2_SWITCH_MIDDLE:
5647 case EL_BELT2_SWITCH_RIGHT:
5648 case EL_BELT3_SWITCH_LEFT:
5649 case EL_BELT3_SWITCH_MIDDLE:
5650 case EL_BELT3_SWITCH_RIGHT:
5651 case EL_BELT4_SWITCH_LEFT:
5652 case EL_BELT4_SWITCH_MIDDLE:
5653 case EL_BELT4_SWITCH_RIGHT:
5654 if (!player->Switching)
5656 player->Switching = TRUE;
5657 ToggleBeltSwitch(x, y);
5662 case EL_SWITCHGATE_SWITCH_1:
5663 case EL_SWITCHGATE_SWITCH_2:
5664 if (!player->Switching)
5666 player->Switching = TRUE;
5667 ToggleSwitchgateSwitch(x, y);
5672 case EL_LIGHT_SWITCH_OFF:
5673 case EL_LIGHT_SWITCH_ON:
5674 if (!player->Switching)
5676 player->Switching = TRUE;
5677 ToggleLightSwitch(x, y);
5682 case EL_TIMEGATE_SWITCH_OFF:
5683 ActivateTimegateSwitch(x, y);
5688 case EL_BALLOON_SEND_LEFT:
5689 case EL_BALLOON_SEND_RIGHT:
5690 case EL_BALLOON_SEND_UP:
5691 case EL_BALLOON_SEND_DOWN:
5692 case EL_BALLOON_SEND_ANY:
5693 if (element == EL_BALLOON_SEND_ANY)
5694 game.balloon_dir = move_direction;
5696 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5697 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5698 element == EL_BALLOON_SEND_UP ? MV_UP :
5699 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5706 if (local_player->gems_still_needed > 0)
5707 return MF_NO_ACTION;
5709 player->LevelSolved = player->GameOver = TRUE;
5710 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5713 case EL_FELSBROCKEN:
5716 case EL_DX_SUPABOMB:
5720 case EL_SP_DISK_ORANGE:
5722 if (dy || mode == DF_SNAP)
5723 return MF_NO_ACTION;
5725 player->Pushing = TRUE;
5727 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5728 return MF_NO_ACTION;
5732 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5733 return MF_NO_ACTION;
5736 if (player->push_delay == 0)
5737 player->push_delay = FrameCounter;
5738 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5739 !tape.playing && element != EL_SPRING)
5740 return MF_NO_ACTION;
5743 Feld[x+dx][y+dy] = element;
5745 if (element == EL_SPRING)
5747 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5748 MovDir[x+dx][y+dy] = move_direction;
5751 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5753 DrawLevelField(x+dx, y+dy);
5754 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5755 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5756 else if (element == EL_KOKOSNUSS)
5757 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5758 else if (IS_SP_ELEMENT(element))
5759 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5761 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5768 if (!player->key[element - EL_PFORTE1])
5769 return MF_NO_ACTION;
5776 if (!player->key[element - EL_PFORTE1X])
5777 return MF_NO_ACTION;
5784 if (!player->key[element - EL_EM_GATE_1])
5785 return MF_NO_ACTION;
5786 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5787 return MF_NO_ACTION;
5789 /* automatically move to the next field with double speed */
5790 player->programmed_action = move_direction;
5791 DOUBLE_PLAYER_SPEED(player);
5793 PlaySoundLevel(x, y, SND_GATE);
5801 if (!player->key[element - EL_EM_GATE_1X])
5802 return MF_NO_ACTION;
5803 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5804 return MF_NO_ACTION;
5806 /* automatically move to the next field with double speed */
5807 player->programmed_action = move_direction;
5808 DOUBLE_PLAYER_SPEED(player);
5810 PlaySoundLevel(x, y, SND_GATE);
5814 case EL_SWITCHGATE_OPEN:
5815 case EL_TIMEGATE_OPEN:
5816 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5817 return MF_NO_ACTION;
5819 /* automatically move to the next field with double speed */
5820 player->programmed_action = move_direction;
5821 DOUBLE_PLAYER_SPEED(player);
5823 PlaySoundLevel(x, y, SND_GATE);
5827 case EL_SP_PORT1_LEFT:
5828 case EL_SP_PORT2_LEFT:
5829 case EL_SP_PORT1_RIGHT:
5830 case EL_SP_PORT2_RIGHT:
5831 case EL_SP_PORT1_UP:
5832 case EL_SP_PORT2_UP:
5833 case EL_SP_PORT1_DOWN:
5834 case EL_SP_PORT2_DOWN:
5839 element != EL_SP_PORT1_LEFT &&
5840 element != EL_SP_PORT2_LEFT &&
5841 element != EL_SP_PORT_X &&
5842 element != EL_SP_PORT_XY) ||
5844 element != EL_SP_PORT1_RIGHT &&
5845 element != EL_SP_PORT2_RIGHT &&
5846 element != EL_SP_PORT_X &&
5847 element != EL_SP_PORT_XY) ||
5849 element != EL_SP_PORT1_UP &&
5850 element != EL_SP_PORT2_UP &&
5851 element != EL_SP_PORT_Y &&
5852 element != EL_SP_PORT_XY) ||
5854 element != EL_SP_PORT1_DOWN &&
5855 element != EL_SP_PORT2_DOWN &&
5856 element != EL_SP_PORT_Y &&
5857 element != EL_SP_PORT_XY) ||
5858 !IN_LEV_FIELD(x + dx, y + dy) ||
5859 !IS_FREE(x + dx, y + dy))
5860 return MF_NO_ACTION;
5862 /* automatically move to the next field with double speed */
5863 player->programmed_action = move_direction;
5864 DOUBLE_PLAYER_SPEED(player);
5866 PlaySoundLevel(x, y, SND_GATE);
5870 case EL_TUBE_VERTICAL:
5871 case EL_TUBE_HORIZONTAL:
5872 case EL_TUBE_VERT_LEFT:
5873 case EL_TUBE_VERT_RIGHT:
5874 case EL_TUBE_HORIZ_UP:
5875 case EL_TUBE_HORIZ_DOWN:
5876 case EL_TUBE_LEFT_UP:
5877 case EL_TUBE_LEFT_DOWN:
5878 case EL_TUBE_RIGHT_UP:
5879 case EL_TUBE_RIGHT_DOWN:
5882 int tube_enter_directions[][2] =
5884 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5885 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5886 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5887 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5888 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5889 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5890 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5891 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5892 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5893 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5894 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5895 { -1, MV_NO_MOVING }
5898 while (tube_enter_directions[i][0] != element)
5901 if (tube_enter_directions[i][0] == -1) /* should not happen */
5905 if (!(tube_enter_directions[i][1] & move_direction))
5906 return MF_NO_ACTION; /* tube has no opening in this direction */
5911 case EL_AUSGANG_ACT:
5912 /* door is not (yet) open */
5913 return MF_NO_ACTION;
5916 case EL_AUSGANG_AUF:
5917 if (mode == DF_SNAP)
5918 return MF_NO_ACTION;
5920 PlaySoundLevel(x, y, SND_BUING);
5925 Feld[x][y] = EL_BIRNE_EIN;
5926 local_player->lights_still_needed--;
5927 DrawLevelField(x, y);
5928 PlaySoundLevel(x, y, SND_DENG);
5933 Feld[x][y] = EL_ZEIT_LEER;
5935 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5936 DrawLevelField(x, y);
5937 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5941 case EL_SOKOBAN_FELD_LEER:
5944 case EL_SOKOBAN_FELD_VOLL:
5945 case EL_SOKOBAN_OBJEKT:
5947 case EL_SP_DISK_YELLOW:
5949 if (mode == DF_SNAP)
5950 return MF_NO_ACTION;
5952 player->Pushing = TRUE;
5954 if (!IN_LEV_FIELD(x+dx, y+dy)
5955 || (!IS_FREE(x+dx, y+dy)
5956 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5957 || !IS_SB_ELEMENT(element))))
5958 return MF_NO_ACTION;
5962 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5963 return MF_NO_ACTION;
5965 else if (dy && real_dx)
5967 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5968 return MF_NO_ACTION;
5971 if (player->push_delay == 0)
5972 player->push_delay = FrameCounter;
5973 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5974 !tape.playing && element != EL_BALLOON)
5975 return MF_NO_ACTION;
5977 if (IS_SB_ELEMENT(element))
5979 if (element == EL_SOKOBAN_FELD_VOLL)
5981 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5982 local_player->sokobanfields_still_needed++;
5987 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5989 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5990 local_player->sokobanfields_still_needed--;
5991 if (element == EL_SOKOBAN_OBJEKT)
5992 PlaySoundLevel(x, y, SND_DENG);
5995 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6000 Feld[x+dx][y+dy] = element;
6003 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6005 DrawLevelField(x, y);
6006 DrawLevelField(x+dx, y+dy);
6007 if (element == EL_BALLOON)
6008 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
6010 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
6012 if (IS_SB_ELEMENT(element) &&
6013 local_player->sokobanfields_still_needed == 0 &&
6014 game.emulation == EMU_SOKOBAN)
6016 player->LevelSolved = player->GameOver = TRUE;
6017 PlaySoundLevel(x, y, SND_BUING);
6028 return MF_NO_ACTION;
6031 player->push_delay = 0;
6036 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6038 int jx = player->jx, jy = player->jy;
6039 int x = jx + dx, y = jy + dy;
6041 if (!player->active || !IN_LEV_FIELD(x, y))
6049 player->snapped = FALSE;
6053 if (player->snapped)
6056 player->MovDir = (dx < 0 ? MV_LEFT :
6059 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6061 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6064 player->snapped = TRUE;
6065 DrawLevelField(x, y);
6071 boolean PlaceBomb(struct PlayerInfo *player)
6073 int jx = player->jx, jy = player->jy;
6076 if (!player->active || player->MovPos)
6079 element = Feld[jx][jy];
6081 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6082 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6085 if (element != EL_LEERRAUM)
6086 Store[jx][jy] = element;
6088 if (player->dynamite)
6090 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6091 MovDelay[jx][jy] = 96;
6093 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6094 FS_SMALL, FC_YELLOW);
6095 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6097 if (game.emulation == EMU_SUPAPLEX)
6098 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6100 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6105 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6106 MovDelay[jx][jy] = 96;
6107 player->dynabombs_left--;
6108 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6109 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6115 void PlaySoundLevel(int x, int y, int sound_nr)
6117 int sx = SCREENX(x), sy = SCREENY(y);
6119 int silence_distance = 8;
6121 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6122 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6125 if (!IN_LEV_FIELD(x, y) ||
6126 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6127 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6130 volume = PSND_MAX_VOLUME;
6132 #if !defined(PLATFORM_MSDOS)
6133 stereo = (sx - SCR_FIELDX/2) * 12;
6135 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6136 if (stereo > PSND_MAX_RIGHT)
6137 stereo = PSND_MAX_RIGHT;
6138 if (stereo < PSND_MAX_LEFT)
6139 stereo = PSND_MAX_LEFT;
6142 if (!IN_SCR_FIELD(sx, sy))
6144 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6145 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6147 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6150 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6153 void RaiseScore(int value)
6155 local_player->score += value;
6156 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6157 FS_SMALL, FC_YELLOW);
6160 void RaiseScoreElement(int element)
6165 case EL_EDELSTEIN_BD:
6166 case EL_EDELSTEIN_GELB:
6167 case EL_EDELSTEIN_ROT:
6168 case EL_EDELSTEIN_LILA:
6169 RaiseScore(level.score[SC_EDELSTEIN]);
6172 RaiseScore(level.score[SC_DIAMANT]);
6176 RaiseScore(level.score[SC_KAEFER]);
6180 RaiseScore(level.score[SC_FLIEGER]);
6184 RaiseScore(level.score[SC_MAMPFER]);
6187 RaiseScore(level.score[SC_ROBOT]);
6190 RaiseScore(level.score[SC_PACMAN]);
6193 RaiseScore(level.score[SC_KOKOSNUSS]);
6195 case EL_DYNAMITE_INACTIVE:
6196 RaiseScore(level.score[SC_DYNAMIT]);
6199 RaiseScore(level.score[SC_SCHLUESSEL]);
6206 /* ---------- new game button stuff ---------------------------------------- */
6208 /* graphic position values for game buttons */
6209 #define GAME_BUTTON_XSIZE 30
6210 #define GAME_BUTTON_YSIZE 30
6211 #define GAME_BUTTON_XPOS 5
6212 #define GAME_BUTTON_YPOS 215
6213 #define SOUND_BUTTON_XPOS 5
6214 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6216 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6217 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6218 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6219 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6220 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6221 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6228 } gamebutton_info[NUM_GAME_BUTTONS] =
6231 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6236 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6241 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6246 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6247 SOUND_CTRL_ID_MUSIC,
6248 "background music on/off"
6251 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6252 SOUND_CTRL_ID_LOOPS,
6253 "sound loops on/off"
6256 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6257 SOUND_CTRL_ID_SIMPLE,
6258 "normal sounds on/off"
6262 void CreateGameButtons()
6266 for (i=0; i<NUM_GAME_BUTTONS; i++)
6268 Bitmap *gd_bitmap = pix[PIX_DOOR];
6269 struct GadgetInfo *gi;
6272 unsigned long event_mask;
6273 int gd_xoffset, gd_yoffset;
6274 int gd_x1, gd_x2, gd_y1, gd_y2;
6277 gd_xoffset = gamebutton_info[i].x;
6278 gd_yoffset = gamebutton_info[i].y;
6279 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6280 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6282 if (id == GAME_CTRL_ID_STOP ||
6283 id == GAME_CTRL_ID_PAUSE ||
6284 id == GAME_CTRL_ID_PLAY)
6286 button_type = GD_TYPE_NORMAL_BUTTON;
6288 event_mask = GD_EVENT_RELEASED;
6289 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6290 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6294 button_type = GD_TYPE_CHECK_BUTTON;
6296 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6297 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6298 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6299 event_mask = GD_EVENT_PRESSED;
6300 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6301 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6304 gi = CreateGadget(GDI_CUSTOM_ID, id,
6305 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6306 GDI_X, DX + gd_xoffset,
6307 GDI_Y, DY + gd_yoffset,
6308 GDI_WIDTH, GAME_BUTTON_XSIZE,
6309 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6310 GDI_TYPE, button_type,
6311 GDI_STATE, GD_BUTTON_UNPRESSED,
6312 GDI_CHECKED, checked,
6313 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6314 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6315 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6316 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6317 GDI_EVENT_MASK, event_mask,
6318 GDI_CALLBACK_ACTION, HandleGameButtons,
6322 Error(ERR_EXIT, "cannot create gadget");
6324 game_gadget[id] = gi;
6328 static void MapGameButtons()
6332 for (i=0; i<NUM_GAME_BUTTONS; i++)
6333 MapGadget(game_gadget[i]);
6336 void UnmapGameButtons()
6340 for (i=0; i<NUM_GAME_BUTTONS; i++)
6341 UnmapGadget(game_gadget[i]);
6344 static void HandleGameButtons(struct GadgetInfo *gi)
6346 int id = gi->custom_id;
6348 if (game_status != PLAYING)
6353 case GAME_CTRL_ID_STOP:
6356 CloseDoor(DOOR_CLOSE_1);
6357 game_status = MAINMENU;
6362 if (level_editor_test_game ||
6363 Request("Do you really want to quit the game ?",
6364 REQ_ASK | REQ_STAY_CLOSED))
6366 #if defined(PLATFORM_UNIX)
6367 if (options.network)
6368 SendToServer_StopPlaying();
6372 game_status = MAINMENU;
6377 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6380 case GAME_CTRL_ID_PAUSE:
6381 if (options.network)
6383 #if defined(PLATFORM_UNIX)
6385 SendToServer_ContinuePlaying();
6387 SendToServer_PausePlaying();
6394 case GAME_CTRL_ID_PLAY:
6397 #if defined(PLATFORM_UNIX)
6398 if (options.network)
6399 SendToServer_ContinuePlaying();
6403 tape.pausing = FALSE;
6404 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6409 case SOUND_CTRL_ID_MUSIC:
6410 if (setup.sound_music)
6412 setup.sound_music = FALSE;
6415 else if (audio.loops_available)
6417 setup.sound = setup.sound_music = TRUE;
6419 PlayMusic(level_nr % num_bg_loops);
6423 case SOUND_CTRL_ID_LOOPS:
6424 if (setup.sound_loops)
6425 setup.sound_loops = FALSE;
6426 else if (audio.loops_available)
6427 setup.sound = setup.sound_loops = TRUE;
6430 case SOUND_CTRL_ID_SIMPLE:
6431 if (setup.sound_simple)
6432 setup.sound_simple = FALSE;
6433 else if (audio.sound_available)
6434 setup.sound = setup.sound_simple = TRUE;