1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (sound_status == SOUND_OFF)
173 if (!sound_loops_allowed)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 if (!fullscreen_available)
180 setup.fullscreen = FALSE;
182 setup.sound_simple = setup.sound;
187 static int getBeltNrFromElement(int element)
189 return (element < EL_BELT2_LEFT ? 0 :
190 element < EL_BELT3_LEFT ? 1 :
191 element < EL_BELT4_LEFT ? 2 : 3);
194 static int getBeltNrFromSwitchElement(int element)
196 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
197 element < EL_BELT3_SWITCH_LEFT ? 1 :
198 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
201 static int getBeltDirNrFromSwitchElement(int element)
203 static int belt_base_element[4] =
205 EL_BELT1_SWITCH_LEFT,
206 EL_BELT2_SWITCH_LEFT,
207 EL_BELT3_SWITCH_LEFT,
211 int belt_nr = getBeltNrFromSwitchElement(element);
212 int belt_dir_nr = element - belt_base_element[belt_nr];
214 return (belt_dir_nr % 3);
217 static int getBeltDirFromSwitchElement(int element)
219 static int belt_move_dir[3] =
226 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
228 return belt_move_dir[belt_dir_nr];
231 static void InitField(int x, int y, boolean init_game)
238 if (stored_player[0].present)
240 Feld[x][y] = EL_SP_MURPHY_CLONE;
247 Feld[x][y] = EL_SPIELER1;
255 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
256 int jx = player->jx, jy = player->jy;
258 player->present = TRUE;
260 if (!options.network || player->connected)
262 player->active = TRUE;
264 /* remove potentially duplicate players */
265 if (StorePlayer[jx][jy] == Feld[x][y])
266 StorePlayer[jx][jy] = 0;
268 StorePlayer[x][y] = Feld[x][y];
272 printf("Player %d activated.\n", player->element_nr);
273 printf("[Local player is %d and currently %s.]\n",
274 local_player->element_nr,
275 local_player->active ? "active" : "not active");
279 Feld[x][y] = EL_LEERRAUM;
280 player->jx = player->last_jx = x;
281 player->jy = player->last_jy = y;
286 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
287 Feld[x][y] = EL_BADEWANNE1;
288 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
289 Feld[x][y] = EL_BADEWANNE2;
290 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
291 Feld[x][y] = EL_BADEWANNE3;
292 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
293 Feld[x][y] = EL_BADEWANNE4;
294 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
295 Feld[x][y] = EL_BADEWANNE5;
298 case EL_KAEFER_RIGHT:
303 case EL_FLIEGER_RIGHT:
305 case EL_FLIEGER_LEFT:
306 case EL_FLIEGER_DOWN:
308 case EL_BUTTERFLY_RIGHT:
309 case EL_BUTTERFLY_UP:
310 case EL_BUTTERFLY_LEFT:
311 case EL_BUTTERFLY_DOWN:
313 case EL_FIREFLY_RIGHT:
315 case EL_FIREFLY_LEFT:
316 case EL_FIREFLY_DOWN:
318 case EL_PACMAN_RIGHT:
342 if (y == lev_fieldy - 1)
344 Feld[x][y] = EL_AMOEBING;
345 Store[x][y] = EL_AMOEBE_NASS;
349 case EL_DYNAMITE_ACTIVE:
354 local_player->lights_still_needed++;
357 case EL_SOKOBAN_FELD_LEER:
358 local_player->sokobanfields_still_needed++;
362 local_player->friends_still_needed++;
367 MovDir[x][y] = 1 << RND(4);
371 Feld[x][y] = EL_LEERRAUM;
374 case EL_EM_KEY_1_FILE:
375 Feld[x][y] = EL_EM_KEY_1;
377 case EL_EM_KEY_2_FILE:
378 Feld[x][y] = EL_EM_KEY_2;
380 case EL_EM_KEY_3_FILE:
381 Feld[x][y] = EL_EM_KEY_3;
383 case EL_EM_KEY_4_FILE:
384 Feld[x][y] = EL_EM_KEY_4;
387 case EL_BELT1_SWITCH_LEFT:
388 case EL_BELT1_SWITCH_MIDDLE:
389 case EL_BELT1_SWITCH_RIGHT:
390 case EL_BELT2_SWITCH_LEFT:
391 case EL_BELT2_SWITCH_MIDDLE:
392 case EL_BELT2_SWITCH_RIGHT:
393 case EL_BELT3_SWITCH_LEFT:
394 case EL_BELT3_SWITCH_MIDDLE:
395 case EL_BELT3_SWITCH_RIGHT:
396 case EL_BELT4_SWITCH_LEFT:
397 case EL_BELT4_SWITCH_MIDDLE:
398 case EL_BELT4_SWITCH_RIGHT:
401 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
402 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
403 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
405 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
407 game.belt_dir[belt_nr] = belt_dir;
408 game.belt_dir_nr[belt_nr] = belt_dir_nr;
410 else /* more than one switch -- set it like the first switch */
412 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
417 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
419 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
422 case EL_LIGHT_SWITCH_ON:
424 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
435 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
436 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
437 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
439 /* don't play tapes over network */
440 network_playing = (options.network && !tape.playing);
442 for (i=0; i<MAX_PLAYERS; i++)
444 struct PlayerInfo *player = &stored_player[i];
446 player->index_nr = i;
447 player->element_nr = EL_SPIELER1 + i;
449 player->present = FALSE;
450 player->active = FALSE;
453 player->effective_action = 0;
454 player->programmed_action = 0;
457 player->gems_still_needed = level.gems_needed;
458 player->sokobanfields_still_needed = 0;
459 player->lights_still_needed = 0;
460 player->friends_still_needed = 0;
463 player->key[j] = FALSE;
465 player->dynamite = 0;
466 player->dynabomb_count = 0;
467 player->dynabomb_size = 1;
468 player->dynabombs_left = 0;
469 player->dynabomb_xl = FALSE;
471 player->MovDir = MV_NO_MOVING;
473 player->Pushing = FALSE;
474 player->Switching = FALSE;
478 player->actual_frame_counter = 0;
480 player->frame_reset_delay = 0;
482 player->push_delay = 0;
483 player->push_delay_value = 5;
485 player->move_delay = 0;
486 player->last_move_dir = MV_NO_MOVING;
488 player->move_delay_value =
489 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
491 player->snapped = FALSE;
493 player->last_jx = player->last_jy = 0;
494 player->jx = player->jy = 0;
496 player->shield_passive_time_left = 0;
497 player->shield_active_time_left = 0;
499 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
500 SnapField(player, 0, 0);
502 player->LevelSolved = FALSE;
503 player->GameOver = FALSE;
506 network_player_action_received = FALSE;
508 #if !defined(MSDOS) && !defined(WIN32)
509 /* initial null action */
511 SendToServer_MovePlayer(MV_NO_MOVING);
516 game.yam_content_nr = 0;
520 TimeLeft = level.time;
522 ScreenMovDir = MV_NO_MOVING;
526 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
528 AllPlayersGone = FALSE;
529 game.magic_wall_active = FALSE;
530 game.magic_wall_time_left = 0;
531 game.light_time_left = 0;
532 game.timegate_time_left = 0;
533 game.switchgate_pos = 0;
534 game.balloon_dir = MV_NO_MOVING;
538 game.belt_dir[i] = MV_NO_MOVING;
539 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
542 for (i=0; i<MAX_NUM_AMOEBA; i++)
543 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
545 for (x=0; x<lev_fieldx; x++)
547 for (y=0; y<lev_fieldy; y++)
549 Feld[x][y] = Ur[x][y];
550 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
551 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
554 JustStopped[x][y] = 0;
559 for(y=0; y<lev_fieldy; y++)
561 for(x=0; x<lev_fieldx; x++)
563 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
565 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
567 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
570 InitField(x, y, TRUE);
574 /* correct non-moving belts to start moving left */
576 if (game.belt_dir[i] == MV_NO_MOVING)
577 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
579 /* check if any connected player was not found in playfield */
580 for (i=0; i<MAX_PLAYERS; i++)
582 struct PlayerInfo *player = &stored_player[i];
584 if (player->connected && !player->present)
586 for (j=0; j<MAX_PLAYERS; j++)
588 struct PlayerInfo *some_player = &stored_player[j];
589 int jx = some_player->jx, jy = some_player->jy;
591 /* assign first free player found that is present in the playfield */
592 if (some_player->present && !some_player->connected)
594 player->present = TRUE;
595 player->active = TRUE;
596 some_player->present = FALSE;
598 StorePlayer[jx][jy] = player->element_nr;
599 player->jx = player->last_jx = jx;
600 player->jy = player->last_jy = jy;
610 /* when playing a tape, eliminate all players who do not participate */
612 for (i=0; i<MAX_PLAYERS; i++)
614 if (stored_player[i].active && !tape.player_participates[i])
616 struct PlayerInfo *player = &stored_player[i];
617 int jx = player->jx, jy = player->jy;
619 player->active = FALSE;
620 StorePlayer[jx][jy] = 0;
621 Feld[jx][jy] = EL_LEERRAUM;
625 else if (!options.network && !setup.team_mode) /* && !tape.playing */
627 /* when in single player mode, eliminate all but the first active player */
629 for (i=0; i<MAX_PLAYERS; i++)
631 if (stored_player[i].active)
633 for (j=i+1; j<MAX_PLAYERS; j++)
635 if (stored_player[j].active)
637 struct PlayerInfo *player = &stored_player[j];
638 int jx = player->jx, jy = player->jy;
640 player->active = FALSE;
641 StorePlayer[jx][jy] = 0;
642 Feld[jx][jy] = EL_LEERRAUM;
649 /* when recording the game, store which players take part in the game */
652 for (i=0; i<MAX_PLAYERS; i++)
653 if (stored_player[i].active)
654 tape.player_participates[i] = TRUE;
659 for (i=0; i<MAX_PLAYERS; i++)
661 struct PlayerInfo *player = &stored_player[i];
663 printf("Player %d: present == %d, connected == %d, active == %d.\n",
668 if (local_player == player)
669 printf("Player %d is local player.\n", i+1);
673 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
674 emulate_sb ? EMU_SOKOBAN :
675 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
677 if (BorderElement == EL_LEERRAUM)
680 SBX_Right = lev_fieldx - SCR_FIELDX;
682 SBY_Lower = lev_fieldy - SCR_FIELDY;
687 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
689 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
692 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
693 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
695 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
696 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
699 scroll_y = SBY_Upper;
700 if (local_player->jx >= SBX_Left + MIDPOSX)
701 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
702 local_player->jx - MIDPOSX :
704 if (local_player->jy >= SBY_Upper + MIDPOSY)
705 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
706 local_player->jy - MIDPOSY :
709 CloseDoor(DOOR_CLOSE_1);
715 /* after drawing the level, corect some elements */
717 if (game.timegate_time_left == 0)
718 CloseAllOpenTimegates();
720 if (setup.soft_scrolling)
721 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
723 redraw_mask |= REDRAW_FROM_BACKBUFFER;
725 /* copy default game door content to main double buffer */
726 BlitBitmap(pix[PIX_DOOR], drawto,
727 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
730 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
731 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
734 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
735 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
736 BlitBitmap(drawto, drawto,
737 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
738 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
739 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
742 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
743 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
744 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
745 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
746 DrawText(DX + XX_SCORE, DY + YY_SCORE,
747 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
748 DrawText(DX + XX_TIME, DY + YY_TIME,
749 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
752 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
753 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
754 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
758 /* copy actual game door content to door double buffer for OpenDoor() */
759 BlitBitmap(drawto, pix[PIX_DB_DOOR],
760 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
762 OpenDoor(DOOR_OPEN_ALL);
764 if (setup.sound_music)
765 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
767 KeyboardAutoRepeatOff();
772 printf("Player %d %sactive.\n",
773 i + 1, (stored_player[i].active ? "" : "not "));
777 void InitMovDir(int x, int y)
779 int i, element = Feld[x][y];
780 static int xy[4][2] =
787 static int direction[3][4] =
789 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
790 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
791 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
796 case EL_KAEFER_RIGHT:
800 Feld[x][y] = EL_KAEFER;
801 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
804 case EL_FLIEGER_RIGHT:
806 case EL_FLIEGER_LEFT:
807 case EL_FLIEGER_DOWN:
808 Feld[x][y] = EL_FLIEGER;
809 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
812 case EL_BUTTERFLY_RIGHT:
813 case EL_BUTTERFLY_UP:
814 case EL_BUTTERFLY_LEFT:
815 case EL_BUTTERFLY_DOWN:
816 Feld[x][y] = EL_BUTTERFLY;
817 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
820 case EL_FIREFLY_RIGHT:
822 case EL_FIREFLY_LEFT:
823 case EL_FIREFLY_DOWN:
824 Feld[x][y] = EL_FIREFLY;
825 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
828 case EL_PACMAN_RIGHT:
832 Feld[x][y] = EL_PACMAN;
833 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
837 MovDir[x][y] = MV_UP;
841 MovDir[x][y] = MV_LEFT;
848 Feld[x][y] = EL_MOLE;
849 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
853 MovDir[x][y] = 1 << RND(4);
854 if (element != EL_KAEFER &&
855 element != EL_FLIEGER &&
856 element != EL_BUTTERFLY &&
857 element != EL_FIREFLY)
862 int x1 = x + xy[i][0];
863 int y1 = y + xy[i][1];
865 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
867 if (element == EL_KAEFER || element == EL_BUTTERFLY)
869 MovDir[x][y] = direction[0][i];
872 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
873 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
875 MovDir[x][y] = direction[1][i];
884 void InitAmoebaNr(int x, int y)
887 int group_nr = AmoebeNachbarNr(x, y);
891 for (i=1; i<MAX_NUM_AMOEBA; i++)
893 if (AmoebaCnt[i] == 0)
901 AmoebaNr[x][y] = group_nr;
902 AmoebaCnt[group_nr]++;
903 AmoebaCnt2[group_nr]++;
909 boolean raise_level = FALSE;
911 if (local_player->MovPos)
914 local_player->LevelSolved = FALSE;
918 if (setup.sound_loops)
919 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
923 if (!setup.sound_loops)
924 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
925 if (TimeLeft > 0 && !(TimeLeft % 10))
926 RaiseScore(level.score[SC_ZEITBONUS]);
927 if (TimeLeft > 100 && !(TimeLeft % 10))
931 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
936 if (setup.sound_loops)
939 else if (level.time == 0) /* level without time limit */
941 if (setup.sound_loops)
942 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
944 while(TimePlayed < 999)
946 if (!setup.sound_loops)
947 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
948 if (TimePlayed < 999 && !(TimePlayed % 10))
949 RaiseScore(level.score[SC_ZEITBONUS]);
950 if (TimePlayed < 900 && !(TimePlayed % 10))
954 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
959 if (setup.sound_loops)
965 /* Hero disappears */
966 DrawLevelField(ExitX, ExitY);
972 CloseDoor(DOOR_CLOSE_1);
977 SaveTape(tape.level_nr); /* Ask to save tape */
980 if (level_nr == leveldir_current->handicap_level)
982 leveldir_current->handicap_level++;
983 SaveLevelSetup_SeriesInfo();
985 if (level_nr < leveldir_current->last_level)
989 if ((hi_pos = NewHiScore()) >= 0)
991 game_status = HALLOFFAME;
992 DrawHallOfFame(hi_pos);
998 game_status = MAINMENU;
1012 LoadScore(level_nr);
1014 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1015 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1018 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1020 if (local_player->score > highscore[k].Score)
1022 /* player has made it to the hall of fame */
1024 if (k < MAX_SCORE_ENTRIES - 1)
1026 int m = MAX_SCORE_ENTRIES - 1;
1029 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1030 if (!strcmp(setup.player_name, highscore[l].Name))
1032 if (m == k) /* player's new highscore overwrites his old one */
1038 strcpy(highscore[l].Name, highscore[l - 1].Name);
1039 highscore[l].Score = highscore[l - 1].Score;
1046 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1047 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1048 highscore[k].Score = local_player->score;
1054 else if (!strncmp(setup.player_name, highscore[k].Name,
1055 MAX_PLAYER_NAME_LEN))
1056 break; /* player already there with a higher score */
1062 SaveScore(level_nr);
1067 void InitMovingField(int x, int y, int direction)
1069 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1070 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1072 MovDir[x][y] = direction;
1073 MovDir[newx][newy] = direction;
1074 if (Feld[newx][newy] == EL_LEERRAUM)
1075 Feld[newx][newy] = EL_BLOCKED;
1078 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1080 int direction = MovDir[x][y];
1081 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1082 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1088 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1090 int oldx = x, oldy = y;
1091 int direction = MovDir[x][y];
1093 if (direction == MV_LEFT)
1095 else if (direction == MV_RIGHT)
1097 else if (direction == MV_UP)
1099 else if (direction == MV_DOWN)
1102 *comes_from_x = oldx;
1103 *comes_from_y = oldy;
1106 int MovingOrBlocked2Element(int x, int y)
1108 int element = Feld[x][y];
1110 if (element == EL_BLOCKED)
1114 Blocked2Moving(x, y, &oldx, &oldy);
1115 return Feld[oldx][oldy];
1121 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1123 /* like MovingOrBlocked2Element(), but if element is moving
1124 and (x,y) is the field the moving element is just leaving,
1125 return EL_BLOCKED instead of the element value */
1126 int element = Feld[x][y];
1128 if (IS_MOVING(x, y))
1130 if (element == EL_BLOCKED)
1134 Blocked2Moving(x, y, &oldx, &oldy);
1135 return Feld[oldx][oldy];
1144 static void RemoveField(int x, int y)
1146 Feld[x][y] = EL_LEERRAUM;
1152 void RemoveMovingField(int x, int y)
1154 int oldx = x, oldy = y, newx = x, newy = y;
1156 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1159 if (IS_MOVING(x, y))
1161 Moving2Blocked(x, y, &newx, &newy);
1162 if (Feld[newx][newy] != EL_BLOCKED)
1165 else if (Feld[x][y] == EL_BLOCKED)
1167 Blocked2Moving(x, y, &oldx, &oldy);
1168 if (!IS_MOVING(oldx, oldy))
1172 if (Feld[x][y] == EL_BLOCKED &&
1173 (Store[oldx][oldy] == EL_MORAST_LEER ||
1174 Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
1175 Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
1176 Store[oldx][oldy] == EL_AMOEBE_NASS))
1178 Feld[oldx][oldy] = Store[oldx][oldy];
1179 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1182 Feld[oldx][oldy] = EL_LEERRAUM;
1184 Feld[newx][newy] = EL_LEERRAUM;
1185 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1186 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1188 DrawLevelField(oldx, oldy);
1189 DrawLevelField(newx, newy);
1192 void DrawDynamite(int x, int y)
1194 int sx = SCREENX(x), sy = SCREENY(y);
1195 int graphic = el2gfx(Feld[x][y]);
1198 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1202 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1204 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1206 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1211 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1215 if (game.emulation == EMU_SUPAPLEX)
1216 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1217 else if (Store[x][y])
1218 DrawGraphicThruMask(sx, sy, graphic + phase);
1220 DrawGraphic(sx, sy, graphic + phase);
1223 void CheckDynamite(int x, int y)
1225 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1230 if (!(MovDelay[x][y] % 12))
1231 PlaySoundLevel(x, y, SND_ZISCH);
1233 if (IS_ACTIVE_BOMB(Feld[x][y]))
1235 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1237 if (!(MovDelay[x][y] % delay))
1245 StopSound(SND_ZISCH);
1249 void Explode(int ex, int ey, int phase, int mode)
1252 int num_phase = 9, delay = 2;
1253 int last_phase = num_phase * delay;
1254 int half_phase = (num_phase / 2) * delay;
1255 int first_phase_after_start = EX_PHASE_START + 1;
1257 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1259 int center_element = Feld[ex][ey];
1261 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1263 /* put moving element to center field (and let it explode there) */
1264 center_element = MovingOrBlocked2Element(ex, ey);
1265 RemoveMovingField(ex, ey);
1266 Feld[ex][ey] = center_element;
1269 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1273 if (!IN_LEV_FIELD(x, y) ||
1274 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1275 (x != ex || y != ey)))
1278 element = Feld[x][y];
1280 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1282 element = MovingOrBlocked2Element(x, y);
1283 RemoveMovingField(x, y);
1286 if (IS_MASSIVE(element) || element == EL_BURNING)
1289 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1291 if (IS_ACTIVE_BOMB(element))
1293 /* re-activate things under the bomb like gate or penguin */
1294 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1301 if (element == EL_EXPLODING)
1302 element = Store2[x][y];
1304 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1306 switch(StorePlayer[ex][ey])
1309 Store[x][y] = EL_EDELSTEIN_ROT;
1312 Store[x][y] = EL_EDELSTEIN;
1315 Store[x][y] = EL_EDELSTEIN_LILA;
1319 Store[x][y] = EL_EDELSTEIN_GELB;
1323 if (game.emulation == EMU_SUPAPLEX)
1324 Store[x][y] = EL_LEERRAUM;
1326 else if (center_element == EL_MOLE)
1327 Store[x][y] = EL_EDELSTEIN_ROT;
1328 else if (center_element == EL_PINGUIN)
1329 Store[x][y] = EL_EDELSTEIN_LILA;
1330 else if (center_element == EL_KAEFER)
1331 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1332 else if (center_element == EL_BUTTERFLY)
1333 Store[x][y] = EL_EDELSTEIN_BD;
1334 else if (center_element == EL_SP_ELECTRON)
1335 Store[x][y] = EL_SP_INFOTRON;
1336 else if (center_element == EL_MAMPFER)
1337 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1338 else if (center_element == EL_AMOEBA2DIAM)
1339 Store[x][y] = level.amoeba_content;
1340 else if (element == EL_ERZ_EDEL)
1341 Store[x][y] = EL_EDELSTEIN;
1342 else if (element == EL_ERZ_DIAM)
1343 Store[x][y] = EL_DIAMANT;
1344 else if (element == EL_ERZ_EDEL_BD)
1345 Store[x][y] = EL_EDELSTEIN_BD;
1346 else if (element == EL_ERZ_EDEL_GELB)
1347 Store[x][y] = EL_EDELSTEIN_GELB;
1348 else if (element == EL_ERZ_EDEL_ROT)
1349 Store[x][y] = EL_EDELSTEIN_ROT;
1350 else if (element == EL_ERZ_EDEL_LILA)
1351 Store[x][y] = EL_EDELSTEIN_LILA;
1352 else if (element == EL_WALL_PEARL)
1353 Store[x][y] = EL_PEARL;
1354 else if (element == EL_WALL_CRYSTAL)
1355 Store[x][y] = EL_CRYSTAL;
1356 else if (!IS_PFORTE(Store[x][y]))
1357 Store[x][y] = EL_LEERRAUM;
1359 if (x != ex || y != ey ||
1360 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1361 Store2[x][y] = element;
1363 if (AmoebaNr[x][y] &&
1364 (element == EL_AMOEBE_VOLL ||
1365 element == EL_AMOEBE_BD ||
1366 element == EL_AMOEBING))
1368 AmoebaCnt[AmoebaNr[x][y]]--;
1369 AmoebaCnt2[AmoebaNr[x][y]]--;
1372 Feld[x][y] = EL_EXPLODING;
1373 MovDir[x][y] = MovPos[x][y] = 0;
1379 if (center_element == EL_MAMPFER)
1380 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1391 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1393 if (phase == first_phase_after_start)
1395 int element = Store2[x][y];
1397 if (element == EL_BLACK_ORB)
1399 Feld[x][y] = Store2[x][y];
1404 else if (phase == half_phase)
1406 int element = Store2[x][y];
1408 if (IS_PLAYER(x, y))
1409 KillHeroUnlessProtected(x, y);
1410 else if (IS_EXPLOSIVE(element))
1412 Feld[x][y] = Store2[x][y];
1416 else if (element == EL_AMOEBA2DIAM)
1417 AmoebeUmwandeln(x, y);
1420 if (phase == last_phase)
1424 element = Feld[x][y] = Store[x][y];
1425 Store[x][y] = Store2[x][y] = 0;
1426 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1427 InitField(x, y, FALSE);
1428 if (CAN_MOVE(element) || COULD_MOVE(element))
1430 DrawLevelField(x, y);
1432 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1434 int graphic = GFX_EXPLOSION;
1436 if (game.emulation == EMU_SUPAPLEX)
1437 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1438 GFX_SP_EXPLODE_INFOTRON :
1439 GFX_SP_EXPLODE_EMPTY);
1442 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1444 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1448 void DynaExplode(int ex, int ey)
1451 int dynabomb_size = 1;
1452 boolean dynabomb_xl = FALSE;
1453 struct PlayerInfo *player;
1454 static int xy[4][2] =
1462 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1464 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1465 dynabomb_size = player->dynabomb_size;
1466 dynabomb_xl = player->dynabomb_xl;
1467 player->dynabombs_left++;
1470 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1474 for (j=1; j<=dynabomb_size; j++)
1476 int x = ex + j * xy[i % 4][0];
1477 int y = ey + j * xy[i % 4][1];
1480 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1483 element = Feld[x][y];
1485 /* do not restart explosions of fields with active bombs */
1486 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1489 Explode(x, y, EX_PHASE_START, EX_BORDER);
1491 if (element != EL_LEERRAUM &&
1492 element != EL_ERDREICH &&
1493 element != EL_EXPLODING &&
1500 void Bang(int x, int y)
1502 int element = Feld[x][y];
1504 if (game.emulation == EMU_SUPAPLEX)
1505 PlaySoundLevel(x, y, SND_SP_BOOOM);
1507 PlaySoundLevel(x, y, SND_ROAAAR);
1510 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1511 element = EL_LEERRAUM;
1525 RaiseScoreElement(element);
1526 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1528 case EL_DYNABOMB_ACTIVE_1:
1529 case EL_DYNABOMB_ACTIVE_2:
1530 case EL_DYNABOMB_ACTIVE_3:
1531 case EL_DYNABOMB_ACTIVE_4:
1532 case EL_DYNABOMB_NR:
1533 case EL_DYNABOMB_SZ:
1534 case EL_DYNABOMB_XL:
1540 if (IS_PLAYER(x, y))
1541 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1543 Explode(x, y, EX_PHASE_START, EX_CENTER);
1546 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1551 void Blurb(int x, int y)
1553 int element = Feld[x][y];
1555 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1557 PlaySoundLevel(x, y, SND_BLURB);
1558 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1559 (!IN_LEV_FIELD(x-1, y-1) ||
1560 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1562 Feld[x-1][y] = EL_BLURB_LEFT;
1564 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1565 (!IN_LEV_FIELD(x+1, y-1) ||
1566 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1568 Feld[x+1][y] = EL_BLURB_RIGHT;
1573 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1575 if (!MovDelay[x][y]) /* initialize animation counter */
1578 if (MovDelay[x][y]) /* continue animation */
1581 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1582 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1584 if (!MovDelay[x][y])
1586 Feld[x][y] = EL_LEERRAUM;
1587 DrawLevelField(x, y);
1593 static void ToggleBeltSwitch(int x, int y)
1595 static int belt_base_element[4] =
1597 EL_BELT1_SWITCH_LEFT,
1598 EL_BELT2_SWITCH_LEFT,
1599 EL_BELT3_SWITCH_LEFT,
1600 EL_BELT4_SWITCH_LEFT
1602 static int belt_move_dir[4] =
1610 int element = Feld[x][y];
1611 int belt_nr = getBeltNrFromSwitchElement(element);
1612 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1613 int belt_dir = belt_move_dir[belt_dir_nr];
1616 if (!IS_BELT_SWITCH(element))
1619 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1620 game.belt_dir[belt_nr] = belt_dir;
1622 if (belt_dir_nr == 3)
1625 for (yy=0; yy<lev_fieldy; yy++)
1627 for (xx=0; xx<lev_fieldx; xx++)
1629 int element = Feld[xx][yy];
1631 if (IS_BELT_SWITCH(element))
1633 int e_belt_nr = getBeltNrFromSwitchElement(element);
1635 if (e_belt_nr == belt_nr)
1637 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1638 DrawLevelField(xx, yy);
1641 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1643 int e_belt_nr = getBeltNrFromElement(element);
1645 if (e_belt_nr == belt_nr)
1646 DrawLevelField(xx, yy); /* set belt to parking position */
1652 static void ToggleSwitchgateSwitch(int x, int y)
1656 game.switchgate_pos = !game.switchgate_pos;
1658 for (yy=0; yy<lev_fieldy; yy++)
1660 for (xx=0; xx<lev_fieldx; xx++)
1662 int element = Feld[xx][yy];
1664 if (element == EL_SWITCHGATE_SWITCH_1 ||
1665 element == EL_SWITCHGATE_SWITCH_2)
1667 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1668 DrawLevelField(xx, yy);
1670 else if (element == EL_SWITCHGATE_OPEN ||
1671 element == EL_SWITCHGATE_OPENING)
1673 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1674 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1676 else if (element == EL_SWITCHGATE_CLOSED ||
1677 element == EL_SWITCHGATE_CLOSING)
1679 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1680 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1686 static void RedrawAllLightSwitchesAndInvisibleElements()
1690 for (y=0; y<lev_fieldy; y++)
1692 for (x=0; x<lev_fieldx; x++)
1694 int element = Feld[x][y];
1696 if (element == EL_LIGHT_SWITCH_OFF &&
1697 game.light_time_left > 0)
1699 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1700 DrawLevelField(x, y);
1702 else if (element == EL_LIGHT_SWITCH_ON &&
1703 game.light_time_left == 0)
1705 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1706 DrawLevelField(x, y);
1709 if (element == EL_INVISIBLE_STEEL ||
1710 element == EL_UNSICHTBAR ||
1711 element == EL_SAND_INVISIBLE)
1712 DrawLevelField(x, y);
1717 static void ToggleLightSwitch(int x, int y)
1719 int element = Feld[x][y];
1721 game.light_time_left =
1722 (element == EL_LIGHT_SWITCH_OFF ?
1723 level.time_light * FRAMES_PER_SECOND : 0);
1725 RedrawAllLightSwitchesAndInvisibleElements();
1728 static void ActivateTimegateSwitch(int x, int y)
1732 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1734 for (yy=0; yy<lev_fieldy; yy++)
1736 for (xx=0; xx<lev_fieldx; xx++)
1738 int element = Feld[xx][yy];
1740 if (element == EL_TIMEGATE_CLOSED ||
1741 element == EL_TIMEGATE_CLOSING)
1743 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1744 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1748 else if (element == EL_TIMEGATE_SWITCH_ON)
1750 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1751 DrawLevelField(xx, yy);
1758 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1761 void Impact(int x, int y)
1763 boolean lastline = (y == lev_fieldy-1);
1764 boolean object_hit = FALSE;
1765 int element = Feld[x][y];
1768 if (!lastline) /* check if element below was hit */
1770 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1773 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1774 MovDir[x][y+1]!=MV_DOWN ||
1775 MovPos[x][y+1]<=TILEY/2));
1777 smashed = MovingOrBlocked2Element(x, y+1);
1780 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1786 if ((element == EL_BOMBE ||
1787 element == EL_SP_DISK_ORANGE ||
1788 element == EL_DX_SUPABOMB) &&
1789 (lastline || object_hit)) /* element is bomb */
1794 else if (element == EL_PEARL)
1796 Feld[x][y] = EL_PEARL_BREAKING;
1797 PlaySoundLevel(x, y, SND_KNACK);
1801 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1803 if (object_hit && IS_PLAYER(x, y+1))
1804 KillHeroUnlessProtected(x, y+1);
1805 else if (object_hit && smashed == EL_PINGUIN)
1809 Feld[x][y] = EL_AMOEBING;
1810 Store[x][y] = EL_AMOEBE_NASS;
1815 if (!lastline && object_hit) /* check which object was hit */
1817 if (CAN_CHANGE(element) &&
1818 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1821 int activated_magic_wall =
1822 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1823 EL_MAGIC_WALL_BD_EMPTY);
1825 /* activate magic wall / mill */
1827 for (y=0; y<lev_fieldy; y++)
1828 for (x=0; x<lev_fieldx; x++)
1829 if (Feld[x][y] == smashed)
1830 Feld[x][y] = activated_magic_wall;
1832 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1833 game.magic_wall_active = TRUE;
1836 if (IS_PLAYER(x, y+1))
1838 KillHeroUnlessProtected(x, y+1);
1841 else if (smashed == EL_PINGUIN)
1846 else if (element == EL_EDELSTEIN_BD)
1848 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1854 else if (element == EL_FELSBROCKEN ||
1855 element == EL_SP_ZONK ||
1856 element == EL_BD_ROCK)
1858 if (IS_ENEMY(smashed) ||
1859 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1860 smashed == EL_DX_SUPABOMB ||
1861 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1862 smashed == EL_DRACHE || smashed == EL_MOLE)
1867 else if (!IS_MOVING(x, y+1))
1869 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1874 else if (smashed == EL_KOKOSNUSS)
1876 Feld[x][y+1] = EL_CRACKINGNUT;
1877 PlaySoundLevel(x, y, SND_KNACK);
1878 RaiseScoreElement(EL_KOKOSNUSS);
1881 else if (smashed == EL_PEARL)
1883 Feld[x][y+1] = EL_PEARL_BREAKING;
1884 PlaySoundLevel(x, y, SND_KNACK);
1887 else if (smashed == EL_DIAMANT)
1889 Feld[x][y+1] = EL_LEERRAUM;
1890 PlaySoundLevel(x, y, SND_QUIRK);
1893 else if (IS_BELT_SWITCH(smashed))
1895 ToggleBeltSwitch(x, y+1);
1897 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1898 smashed == EL_SWITCHGATE_SWITCH_2)
1900 ToggleSwitchgateSwitch(x, y+1);
1902 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1903 smashed == EL_LIGHT_SWITCH_ON)
1905 ToggleLightSwitch(x, y+1);
1911 /* play sound of magic wall / mill */
1913 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1914 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1916 PlaySoundLevel(x, y, SND_QUIRK);
1920 /* play sound of object that hits the ground */
1921 if (lastline || object_hit)
1928 case EL_EDELSTEIN_BD:
1929 case EL_EDELSTEIN_GELB:
1930 case EL_EDELSTEIN_ROT:
1931 case EL_EDELSTEIN_LILA:
1933 case EL_SP_INFOTRON:
1939 case EL_FELSBROCKEN:
1944 sound = SND_SP_ZONKDOWN;
1947 case EL_SCHLUESSEL1:
1948 case EL_SCHLUESSEL2:
1949 case EL_SCHLUESSEL3:
1950 case EL_SCHLUESSEL4:
1967 PlaySoundLevel(x, y, sound);
1971 void TurnRound(int x, int y)
1983 { 0, 0 }, { 0, 0 }, { 0, 0 },
1988 int left, right, back;
1992 { MV_DOWN, MV_UP, MV_RIGHT },
1993 { MV_UP, MV_DOWN, MV_LEFT },
1995 { MV_LEFT, MV_RIGHT, MV_DOWN },
1996 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1997 { MV_RIGHT, MV_LEFT, MV_UP }
2000 int element = Feld[x][y];
2001 int old_move_dir = MovDir[x][y];
2002 int left_dir = turn[old_move_dir].left;
2003 int right_dir = turn[old_move_dir].right;
2004 int back_dir = turn[old_move_dir].back;
2006 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2007 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2008 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2009 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2011 int left_x = x+left_dx, left_y = y+left_dy;
2012 int right_x = x+right_dx, right_y = y+right_dy;
2013 int move_x = x+move_dx, move_y = y+move_dy;
2015 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2017 TestIfBadThingHitsOtherBadThing(x, y);
2019 if (IN_LEV_FIELD(right_x, right_y) &&
2020 IS_FREE(right_x, right_y))
2021 MovDir[x][y] = right_dir;
2022 else if (!IN_LEV_FIELD(move_x, move_y) ||
2023 !IS_FREE(move_x, move_y))
2024 MovDir[x][y] = left_dir;
2026 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2028 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2031 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2032 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2034 TestIfBadThingHitsOtherBadThing(x, y);
2036 if (IN_LEV_FIELD(left_x, left_y) &&
2037 IS_FREE(left_x, left_y))
2038 MovDir[x][y] = left_dir;
2039 else if (!IN_LEV_FIELD(move_x, move_y) ||
2040 !IS_FREE(move_x, move_y))
2041 MovDir[x][y] = right_dir;
2043 if ((element == EL_FLIEGER ||
2044 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2045 && MovDir[x][y] != old_move_dir)
2047 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2050 else if (element == EL_MAMPFER)
2052 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2054 if (IN_LEV_FIELD(left_x, left_y) &&
2055 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2056 Feld[left_x][left_y] == EL_DIAMANT))
2057 can_turn_left = TRUE;
2058 if (IN_LEV_FIELD(right_x, right_y) &&
2059 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2060 Feld[right_x][right_y] == EL_DIAMANT))
2061 can_turn_right = TRUE;
2063 if (can_turn_left && can_turn_right)
2064 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2065 else if (can_turn_left)
2066 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2067 else if (can_turn_right)
2068 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2070 MovDir[x][y] = back_dir;
2072 MovDelay[x][y] = 16+16*RND(3);
2074 else if (element == EL_MAMPFER2)
2076 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2078 if (IN_LEV_FIELD(left_x, left_y) &&
2079 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2080 IS_MAMPF2(Feld[left_x][left_y])))
2081 can_turn_left = TRUE;
2082 if (IN_LEV_FIELD(right_x, right_y) &&
2083 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2084 IS_MAMPF2(Feld[right_x][right_y])))
2085 can_turn_right = TRUE;
2087 if (can_turn_left && can_turn_right)
2088 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2089 else if (can_turn_left)
2090 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2091 else if (can_turn_right)
2092 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2094 MovDir[x][y] = back_dir;
2096 MovDelay[x][y] = 16+16*RND(3);
2098 else if (element == EL_PACMAN)
2100 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2102 if (IN_LEV_FIELD(left_x, left_y) &&
2103 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2104 IS_AMOEBOID(Feld[left_x][left_y])))
2105 can_turn_left = TRUE;
2106 if (IN_LEV_FIELD(right_x, right_y) &&
2107 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2108 IS_AMOEBOID(Feld[right_x][right_y])))
2109 can_turn_right = TRUE;
2111 if (can_turn_left && can_turn_right)
2112 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2113 else if (can_turn_left)
2114 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2115 else if (can_turn_right)
2116 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2118 MovDir[x][y] = back_dir;
2120 MovDelay[x][y] = 6+RND(40);
2122 else if (element == EL_SCHWEIN)
2124 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2125 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2126 boolean should_move_on = FALSE;
2128 int rnd = RND(rnd_value);
2130 if (IN_LEV_FIELD(left_x, left_y) &&
2131 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2132 can_turn_left = TRUE;
2133 if (IN_LEV_FIELD(right_x, right_y) &&
2134 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2135 can_turn_right = TRUE;
2136 if (IN_LEV_FIELD(move_x, move_y) &&
2137 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2140 if (can_turn_left &&
2142 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2143 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2144 should_turn_left = TRUE;
2145 if (can_turn_right &&
2147 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2148 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2149 should_turn_right = TRUE;
2151 (!can_turn_left || !can_turn_right ||
2152 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2153 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2154 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2155 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2156 should_move_on = TRUE;
2158 if (should_turn_left || should_turn_right || should_move_on)
2160 if (should_turn_left && should_turn_right && should_move_on)
2161 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2162 rnd < 2*rnd_value/3 ? right_dir :
2164 else if (should_turn_left && should_turn_right)
2165 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2166 else if (should_turn_left && should_move_on)
2167 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2168 else if (should_turn_right && should_move_on)
2169 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2170 else if (should_turn_left)
2171 MovDir[x][y] = left_dir;
2172 else if (should_turn_right)
2173 MovDir[x][y] = right_dir;
2174 else if (should_move_on)
2175 MovDir[x][y] = old_move_dir;
2177 else if (can_move_on && rnd > rnd_value/8)
2178 MovDir[x][y] = old_move_dir;
2179 else if (can_turn_left && can_turn_right)
2180 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2181 else if (can_turn_left && rnd > rnd_value/8)
2182 MovDir[x][y] = left_dir;
2183 else if (can_turn_right && rnd > rnd_value/8)
2184 MovDir[x][y] = right_dir;
2186 MovDir[x][y] = back_dir;
2188 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2189 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2190 MovDir[x][y] = old_move_dir;
2194 else if (element == EL_DRACHE)
2196 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2198 int rnd = RND(rnd_value);
2200 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2201 can_turn_left = TRUE;
2202 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2203 can_turn_right = TRUE;
2204 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2207 if (can_move_on && rnd > rnd_value/8)
2208 MovDir[x][y] = old_move_dir;
2209 else if (can_turn_left && can_turn_right)
2210 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2211 else if (can_turn_left && rnd > rnd_value/8)
2212 MovDir[x][y] = left_dir;
2213 else if (can_turn_right && rnd > rnd_value/8)
2214 MovDir[x][y] = right_dir;
2216 MovDir[x][y] = back_dir;
2218 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2219 MovDir[x][y] = old_move_dir;
2223 else if (element == EL_MOLE)
2225 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2227 if (IN_LEV_FIELD(move_x, move_y) &&
2228 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2229 Feld[move_x][move_y] == EL_DEAMOEBING))
2234 if (IN_LEV_FIELD(left_x, left_y) &&
2235 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2236 can_turn_left = TRUE;
2237 if (IN_LEV_FIELD(right_x, right_y) &&
2238 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2239 can_turn_right = TRUE;
2241 if (can_turn_left && can_turn_right)
2242 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2243 else if (can_turn_left)
2244 MovDir[x][y] = left_dir;
2246 MovDir[x][y] = right_dir;
2249 if (MovDir[x][y] != old_move_dir)
2252 else if (element == EL_BALLOON)
2254 MovDir[x][y] = game.balloon_dir;
2257 else if (element == EL_SPRING_MOVING)
2259 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2260 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2262 Feld[x][y] = EL_SPRING;
2263 MovDir[x][y] = MV_NO_MOVING;
2267 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2269 int attr_x = -1, attr_y = -1;
2280 for (i=0; i<MAX_PLAYERS; i++)
2282 struct PlayerInfo *player = &stored_player[i];
2283 int jx = player->jx, jy = player->jy;
2285 if (!player->active)
2288 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2296 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2302 if (element == EL_PINGUIN)
2305 static int xy[4][2] =
2315 int ex = x + xy[i%4][0];
2316 int ey = y + xy[i%4][1];
2318 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2327 MovDir[x][y] = MV_NO_MOVING;
2329 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2331 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2333 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2335 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2337 if (element == EL_ROBOT)
2341 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2342 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2343 Moving2Blocked(x, y, &newx, &newy);
2345 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2346 MovDelay[x][y] = 8+8*!RND(3);
2348 MovDelay[x][y] = 16;
2356 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2358 boolean first_horiz = RND(2);
2359 int new_move_dir = MovDir[x][y];
2362 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2363 Moving2Blocked(x, y, &newx, &newy);
2365 if (IN_LEV_FIELD(newx, newy) &&
2366 (IS_FREE(newx, newy) ||
2367 Feld[newx][newy] == EL_SALZSAEURE ||
2368 (element == EL_PINGUIN &&
2369 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2370 IS_MAMPF3(Feld[newx][newy])))))
2374 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2375 Moving2Blocked(x, y, &newx, &newy);
2377 if (IN_LEV_FIELD(newx, newy) &&
2378 (IS_FREE(newx, newy) ||
2379 Feld[newx][newy] == EL_SALZSAEURE ||
2380 (element == EL_PINGUIN &&
2381 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2382 IS_MAMPF3(Feld[newx][newy])))))
2385 MovDir[x][y] = old_move_dir;
2392 static boolean JustBeingPushed(int x, int y)
2396 for (i=0; i<MAX_PLAYERS; i++)
2398 struct PlayerInfo *player = &stored_player[i];
2400 if (player->active && player->Pushing && player->MovPos)
2402 int next_jx = player->jx + (player->jx - player->last_jx);
2403 int next_jy = player->jy + (player->jy - player->last_jy);
2405 if (x == next_jx && y == next_jy)
2413 void StartMoving(int x, int y)
2415 int element = Feld[x][y];
2420 if (CAN_FALL(element) && y<lev_fieldy-1)
2422 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2423 if (JustBeingPushed(x, y))
2426 if (element == EL_MORAST_VOLL)
2428 if (IS_FREE(x, y+1))
2430 InitMovingField(x, y, MV_DOWN);
2431 Feld[x][y] = EL_FELSBROCKEN;
2432 Store[x][y] = EL_MORAST_LEER;
2434 else if (Feld[x][y+1] == EL_MORAST_LEER)
2436 if (!MovDelay[x][y])
2437 MovDelay[x][y] = TILEY + 1;
2446 Feld[x][y] = EL_MORAST_LEER;
2447 Feld[x][y+1] = EL_MORAST_VOLL;
2450 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2451 Feld[x][y+1] == EL_MORAST_LEER)
2453 InitMovingField(x, y, MV_DOWN);
2454 Store[x][y] = EL_MORAST_VOLL;
2456 else if (element == EL_MAGIC_WALL_FULL)
2458 if (IS_FREE(x, y+1))
2460 InitMovingField(x, y, MV_DOWN);
2461 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2462 Store[x][y] = EL_MAGIC_WALL_EMPTY;
2464 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2466 if (!MovDelay[x][y])
2467 MovDelay[x][y] = TILEY/4 + 1;
2476 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2477 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2478 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2482 else if (element == EL_MAGIC_WALL_BD_FULL)
2484 if (IS_FREE(x, y+1))
2486 InitMovingField(x, y, MV_DOWN);
2487 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2488 Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2490 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2492 if (!MovDelay[x][y])
2493 MovDelay[x][y] = TILEY/4 + 1;
2502 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2503 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2504 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2508 else if (CAN_CHANGE(element) &&
2509 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2510 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2512 InitMovingField(x, y, MV_DOWN);
2514 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
2515 EL_MAGIC_WALL_BD_FULL);
2516 Store2[x][y+1] = element;
2518 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2521 InitMovingField(x, y, MV_DOWN);
2522 Store[x][y] = EL_SALZSAEURE;
2524 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2529 else if (IS_FREE(x, y+1))
2531 InitMovingField(x, y, MV_DOWN);
2533 else if (element == EL_TROPFEN)
2535 Feld[x][y] = EL_AMOEBING;
2536 Store[x][y] = EL_AMOEBE_NASS;
2538 #if OLD_GAME_BEHAVIOUR
2539 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2541 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2542 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2543 element != EL_DX_SUPABOMB)
2546 boolean left = (x>0 && IS_FREE(x-1, y) &&
2547 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2548 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2549 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2553 if (left && right &&
2554 (game.emulation != EMU_BOULDERDASH &&
2555 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2556 left = !(right = RND(2));
2558 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2561 else if (IS_BELT(Feld[x][y+1]))
2563 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2564 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2565 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2566 int belt_dir = game.belt_dir[belt_nr];
2568 if ((belt_dir == MV_LEFT && left_is_free) ||
2569 (belt_dir == MV_RIGHT && right_is_free))
2570 InitMovingField(x, y, belt_dir);
2573 else if (CAN_MOVE(element))
2577 if ((element == EL_SONDE || element == EL_BALLOON ||
2578 element == EL_SPRING_MOVING)
2579 && JustBeingPushed(x, y))
2582 if (!MovDelay[x][y]) /* start new movement phase */
2584 /* all objects that can change their move direction after each step */
2585 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2587 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2590 if (MovDelay[x][y] && (element == EL_KAEFER ||
2591 element == EL_FLIEGER ||
2592 element == EL_SP_SNIKSNAK ||
2593 element == EL_SP_ELECTRON ||
2594 element == EL_MOLE))
2595 DrawLevelField(x, y);
2599 if (MovDelay[x][y]) /* wait some time before next movement */
2603 if (element == EL_ROBOT ||
2604 element == EL_MAMPFER || element == EL_MAMPFER2)
2606 int phase = MovDelay[x][y] % 8;
2611 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2612 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2614 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2615 && MovDelay[x][y]%4 == 3)
2616 PlaySoundLevel(x, y, SND_NJAM);
2618 else if (element == EL_SP_ELECTRON)
2619 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2620 else if (element == EL_DRACHE)
2623 int dir = MovDir[x][y];
2624 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2625 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2626 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2627 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2628 dir == MV_UP ? GFX_FLAMMEN_UP :
2629 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2630 int phase = FrameCounter % 2;
2632 for (i=1; i<=3; i++)
2634 int xx = x + i*dx, yy = y + i*dy;
2635 int sx = SCREENX(xx), sy = SCREENY(yy);
2637 if (!IN_LEV_FIELD(xx, yy) ||
2638 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2643 int flamed = MovingOrBlocked2Element(xx, yy);
2645 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2648 RemoveMovingField(xx, yy);
2650 Feld[xx][yy] = EL_BURNING;
2651 if (IN_SCR_FIELD(sx, sy))
2652 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2656 if (Feld[xx][yy] == EL_BURNING)
2657 Feld[xx][yy] = EL_LEERRAUM;
2658 DrawLevelField(xx, yy);
2667 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2669 PlaySoundLevel(x, y, SND_KLAPPER);
2671 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2673 PlaySoundLevel(x, y, SND_ROEHR);
2676 /* now make next step */
2678 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2680 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2681 !PLAYER_PROTECTED(newx, newy))
2685 TestIfBadThingHitsHero(x, y);
2688 /* enemy got the player */
2690 KillHero(PLAYERINFO(newx, newy));
2695 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2696 element == EL_SONDE || element == EL_BALLOON) &&
2697 IN_LEV_FIELD(newx, newy) &&
2698 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2701 Store[x][y] = EL_SALZSAEURE;
2703 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2705 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2707 Feld[x][y] = EL_LEERRAUM;
2708 DrawLevelField(x, y);
2710 PlaySoundLevel(newx, newy, SND_BUING);
2711 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2712 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2714 local_player->friends_still_needed--;
2715 if (!local_player->friends_still_needed &&
2716 !local_player->GameOver && AllPlayersGone)
2717 local_player->LevelSolved = local_player->GameOver = TRUE;
2721 else if (IS_MAMPF3(Feld[newx][newy]))
2723 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2724 DrawLevelField(newx, newy);
2726 MovDir[x][y] = MV_NO_MOVING;
2728 else if (!IS_FREE(newx, newy))
2730 if (IS_PLAYER(x, y))
2731 DrawPlayerField(x, y);
2733 DrawLevelField(x, y);
2737 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2739 if (IS_GEM(Feld[newx][newy]))
2741 if (IS_MOVING(newx, newy))
2742 RemoveMovingField(newx, newy);
2745 Feld[newx][newy] = EL_LEERRAUM;
2746 DrawLevelField(newx, newy);
2749 else if (!IS_FREE(newx, newy))
2751 if (IS_PLAYER(x, y))
2752 DrawPlayerField(x, y);
2754 DrawLevelField(x, y);
2758 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2760 if (!IS_FREE(newx, newy))
2762 if (IS_PLAYER(x, y))
2763 DrawPlayerField(x, y);
2765 DrawLevelField(x, y);
2770 boolean wanna_flame = !RND(10);
2771 int dx = newx - x, dy = newy - y;
2772 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2773 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2774 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2775 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2776 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2777 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2779 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2780 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2781 element1 != EL_BURNING && element2 != EL_BURNING)
2783 if (IS_PLAYER(x, y))
2784 DrawPlayerField(x, y);
2786 DrawLevelField(x, y);
2788 MovDelay[x][y] = 50;
2789 Feld[newx][newy] = EL_BURNING;
2790 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2791 Feld[newx1][newy1] = EL_BURNING;
2792 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2793 Feld[newx2][newy2] = EL_BURNING;
2798 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2799 Feld[newx][newy] == EL_DIAMANT)
2801 if (IS_MOVING(newx, newy))
2802 RemoveMovingField(newx, newy);
2805 Feld[newx][newy] = EL_LEERRAUM;
2806 DrawLevelField(newx, newy);
2809 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2810 IS_MAMPF2(Feld[newx][newy]))
2812 if (AmoebaNr[newx][newy])
2814 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2815 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2816 Feld[newx][newy] == EL_AMOEBE_BD)
2817 AmoebaCnt[AmoebaNr[newx][newy]]--;
2820 if (IS_MOVING(newx, newy))
2821 RemoveMovingField(newx, newy);
2824 Feld[newx][newy] = EL_LEERRAUM;
2825 DrawLevelField(newx, newy);
2828 else if ((element == EL_PACMAN || element == EL_MOLE)
2829 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2831 if (AmoebaNr[newx][newy])
2833 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2834 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2835 Feld[newx][newy] == EL_AMOEBE_BD)
2836 AmoebaCnt[AmoebaNr[newx][newy]]--;
2839 if (element == EL_MOLE)
2841 Feld[newx][newy] = EL_DEAMOEBING;
2842 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2843 return; /* wait for shrinking amoeba */
2845 else /* element == EL_PACMAN */
2847 Feld[newx][newy] = EL_LEERRAUM;
2848 DrawLevelField(newx, newy);
2851 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2852 (Feld[newx][newy] == EL_DEAMOEBING ||
2853 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2855 /* wait for shrinking amoeba to completely disappear */
2858 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2860 /* object was running against a wall */
2864 if (element == EL_KAEFER || element == EL_FLIEGER ||
2865 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2866 DrawLevelField(x, y);
2867 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2868 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2869 else if (element == EL_SONDE)
2870 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2871 else if (element == EL_SP_ELECTRON)
2872 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2874 if (DONT_TOUCH(element))
2875 TestIfBadThingHitsHero(x, y);
2880 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2881 PlaySoundLevel(x, y, SND_SCHLURF);
2883 InitMovingField(x, y, MovDir[x][y]);
2887 ContinueMoving(x, y);
2890 void ContinueMoving(int x, int y)
2892 int element = Feld[x][y];
2893 int direction = MovDir[x][y];
2894 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2895 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2896 int horiz_move = (dx!=0);
2897 int newx = x + dx, newy = y + dy;
2898 int step = (horiz_move ? dx : dy) * TILEX / 8;
2900 if (element == EL_TROPFEN)
2902 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2904 else if (CAN_FALL(element) && horiz_move &&
2905 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2907 else if (element == EL_SPRING_MOVING)
2910 #if OLD_GAME_BEHAVIOUR
2911 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2915 MovPos[x][y] += step;
2917 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2919 Feld[x][y] = EL_LEERRAUM;
2920 Feld[newx][newy] = element;
2922 if (element == EL_MOLE)
2925 static int xy[4][2] =
2933 Feld[x][y] = EL_ERDREICH;
2934 DrawLevelField(x, y);
2943 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2944 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2948 if (Store[x][y] == EL_MORAST_VOLL)
2951 Feld[newx][newy] = EL_MORAST_VOLL;
2952 element = EL_MORAST_VOLL;
2954 else if (Store[x][y] == EL_MORAST_LEER)
2957 Feld[x][y] = EL_MORAST_LEER;
2959 else if (Store[x][y] == EL_MAGIC_WALL_FULL)
2962 element = Feld[newx][newy] =
2963 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
2965 else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
2967 Store[x][y] = Store2[x][y] = 0;
2968 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
2969 EL_MAGIC_WALL_DEAD);
2971 else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
2974 element = Feld[newx][newy] =
2975 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
2976 EL_MAGIC_WALL_BD_DEAD);
2978 else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
2980 Store[x][y] = Store2[x][y] = 0;
2981 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
2982 EL_MAGIC_WALL_BD_DEAD);
2984 else if (Store[x][y] == EL_SALZSAEURE)
2987 Feld[newx][newy] = EL_SALZSAEURE;
2988 element = EL_SALZSAEURE;
2990 else if (Store[x][y] == EL_AMOEBE_NASS)
2993 Feld[x][y] = EL_AMOEBE_NASS;
2996 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2997 MovDelay[newx][newy] = 0;
2999 if (!CAN_MOVE(element))
3000 MovDir[newx][newy] = 0;
3002 DrawLevelField(x, y);
3003 DrawLevelField(newx, newy);
3005 Stop[newx][newy] = TRUE;
3006 JustStopped[newx][newy] = 3;
3008 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3010 TestIfBadThingHitsHero(newx, newy);
3011 TestIfBadThingHitsFriend(newx, newy);
3012 TestIfBadThingHitsOtherBadThing(newx, newy);
3014 else if (element == EL_PINGUIN)
3015 TestIfFriendHitsBadThing(newx, newy);
3017 if (CAN_SMASH(element) && direction == MV_DOWN &&
3018 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3021 else /* still moving on */
3022 DrawLevelField(x, y);
3025 int AmoebeNachbarNr(int ax, int ay)
3028 int element = Feld[ax][ay];
3030 static int xy[4][2] =
3040 int x = ax + xy[i][0];
3041 int y = ay + xy[i][1];
3043 if (!IN_LEV_FIELD(x, y))
3046 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3047 group_nr = AmoebaNr[x][y];
3053 void AmoebenVereinigen(int ax, int ay)
3055 int i, x, y, xx, yy;
3056 int new_group_nr = AmoebaNr[ax][ay];
3057 static int xy[4][2] =
3065 if (new_group_nr == 0)
3073 if (!IN_LEV_FIELD(x, y))
3076 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3077 Feld[x][y] == EL_AMOEBE_BD ||
3078 Feld[x][y] == EL_AMOEBE_TOT) &&
3079 AmoebaNr[x][y] != new_group_nr)
3081 int old_group_nr = AmoebaNr[x][y];
3083 if (old_group_nr == 0)
3086 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3087 AmoebaCnt[old_group_nr] = 0;
3088 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3089 AmoebaCnt2[old_group_nr] = 0;
3091 for (yy=0; yy<lev_fieldy; yy++)
3093 for (xx=0; xx<lev_fieldx; xx++)
3095 if (AmoebaNr[xx][yy] == old_group_nr)
3096 AmoebaNr[xx][yy] = new_group_nr;
3103 void AmoebeUmwandeln(int ax, int ay)
3107 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3109 int group_nr = AmoebaNr[ax][ay];
3114 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3115 printf("AmoebeUmwandeln(): This should never happen!\n");
3120 for (y=0; y<lev_fieldy; y++)
3122 for (x=0; x<lev_fieldx; x++)
3124 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3127 Feld[x][y] = EL_AMOEBA2DIAM;
3135 static int xy[4][2] =
3148 if (!IN_LEV_FIELD(x, y))
3151 if (Feld[x][y] == EL_AMOEBA2DIAM)
3157 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3160 int group_nr = AmoebaNr[ax][ay];
3161 boolean done = FALSE;
3166 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3167 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3172 for (y=0; y<lev_fieldy; y++)
3174 for (x=0; x<lev_fieldx; x++)
3176 if (AmoebaNr[x][y] == group_nr &&
3177 (Feld[x][y] == EL_AMOEBE_TOT ||
3178 Feld[x][y] == EL_AMOEBE_BD ||
3179 Feld[x][y] == EL_AMOEBING))
3182 Feld[x][y] = new_element;
3183 InitField(x, y, FALSE);
3184 DrawLevelField(x, y);
3191 PlaySoundLevel(ax, ay,
3192 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3195 void AmoebeWaechst(int x, int y)
3197 static unsigned long sound_delay = 0;
3198 static unsigned long sound_delay_value = 0;
3200 if (!MovDelay[x][y]) /* start new growing cycle */
3204 if (DelayReached(&sound_delay, sound_delay_value))
3206 PlaySoundLevel(x, y, SND_AMOEBE);
3207 sound_delay_value = 30;
3211 if (MovDelay[x][y]) /* wait some time before growing bigger */
3214 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3215 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3217 if (!MovDelay[x][y])
3219 Feld[x][y] = Store[x][y];
3221 DrawLevelField(x, y);
3226 void AmoebeSchrumpft(int x, int y)
3228 static unsigned long sound_delay = 0;
3229 static unsigned long sound_delay_value = 0;
3231 if (!MovDelay[x][y]) /* start new shrinking cycle */
3235 if (DelayReached(&sound_delay, sound_delay_value))
3237 PlaySoundLevel(x, y, SND_BLURB);
3238 sound_delay_value = 30;
3242 if (MovDelay[x][y]) /* wait some time before shrinking */
3245 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3246 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3248 if (!MovDelay[x][y])
3250 Feld[x][y] = EL_LEERRAUM;
3251 DrawLevelField(x, y);
3253 /* don't let mole enter this field in this cycle;
3254 (give priority to objects falling to this field from above) */
3260 void AmoebeAbleger(int ax, int ay)
3263 int element = Feld[ax][ay];
3264 int newax = ax, neway = ay;
3265 static int xy[4][2] =
3273 if (!level.amoeba_speed)
3275 Feld[ax][ay] = EL_AMOEBE_TOT;
3276 DrawLevelField(ax, ay);
3280 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3281 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3283 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3286 if (MovDelay[ax][ay])
3290 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3293 int x = ax + xy[start][0];
3294 int y = ay + xy[start][1];
3296 if (!IN_LEV_FIELD(x, y))
3299 if (IS_FREE(x, y) ||
3300 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3306 if (newax == ax && neway == ay)
3309 else /* normal or "filled" (BD style) amoeba */
3312 boolean waiting_for_player = FALSE;
3316 int j = (start + i) % 4;
3317 int x = ax + xy[j][0];
3318 int y = ay + xy[j][1];
3320 if (!IN_LEV_FIELD(x, y))
3323 if (IS_FREE(x, y) ||
3324 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3330 else if (IS_PLAYER(x, y))
3331 waiting_for_player = TRUE;
3334 if (newax == ax && neway == ay) /* amoeba cannot grow */
3336 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3338 Feld[ax][ay] = EL_AMOEBE_TOT;
3339 DrawLevelField(ax, ay);
3340 AmoebaCnt[AmoebaNr[ax][ay]]--;
3342 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3344 if (element == EL_AMOEBE_VOLL)
3345 AmoebeUmwandeln(ax, ay);
3346 else if (element == EL_AMOEBE_BD)
3347 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3352 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3354 /* amoeba gets larger by growing in some direction */
3356 int new_group_nr = AmoebaNr[ax][ay];
3359 if (new_group_nr == 0)
3361 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3362 printf("AmoebeAbleger(): This should never happen!\n");
3367 AmoebaNr[newax][neway] = new_group_nr;
3368 AmoebaCnt[new_group_nr]++;
3369 AmoebaCnt2[new_group_nr]++;
3371 /* if amoeba touches other amoeba(s) after growing, unify them */
3372 AmoebenVereinigen(newax, neway);
3374 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3376 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3382 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3383 (neway == lev_fieldy - 1 && newax != ax))
3385 Feld[newax][neway] = EL_AMOEBING;
3386 Store[newax][neway] = element;
3388 else if (neway == ay)
3389 Feld[newax][neway] = EL_TROPFEN;
3392 InitMovingField(ax, ay, MV_DOWN);
3393 Feld[ax][ay] = EL_TROPFEN;
3394 Store[ax][ay] = EL_AMOEBE_NASS;
3395 ContinueMoving(ax, ay);
3399 DrawLevelField(newax, neway);
3402 void Life(int ax, int ay)
3405 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3407 int element = Feld[ax][ay];
3412 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3413 MovDelay[ax][ay] = life_time;
3415 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3418 if (MovDelay[ax][ay])
3422 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3424 int xx = ax+x1, yy = ay+y1;
3427 if (!IN_LEV_FIELD(xx, yy))
3430 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3432 int x = xx+x2, y = yy+y2;
3434 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3437 if (((Feld[x][y] == element ||
3438 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3440 (IS_FREE(x, y) && Stop[x][y]))
3444 if (xx == ax && yy == ay) /* field in the middle */
3446 if (nachbarn<life[0] || nachbarn>life[1])
3448 Feld[xx][yy] = EL_LEERRAUM;
3450 DrawLevelField(xx, yy);
3451 Stop[xx][yy] = TRUE;
3454 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3455 { /* free border field */
3456 if (nachbarn>=life[2] && nachbarn<=life[3])
3458 Feld[xx][yy] = element;
3459 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3461 DrawLevelField(xx, yy);
3462 Stop[xx][yy] = TRUE;
3468 void Ablenk(int x, int y)
3470 if (!MovDelay[x][y]) /* next animation frame */
3471 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3473 if (MovDelay[x][y]) /* wait some time before next frame */
3478 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3479 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3480 if (!(MovDelay[x][y]%4))
3481 PlaySoundLevel(x, y, SND_MIEP);
3486 Feld[x][y] = EL_ABLENK_AUS;
3487 DrawLevelField(x, y);
3488 if (ZX == x && ZY == y)
3492 void TimegateWheel(int x, int y)
3494 if (!MovDelay[x][y]) /* next animation frame */
3495 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3497 if (MovDelay[x][y]) /* wait some time before next frame */
3502 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3503 DrawGraphic(SCREENX(x), SCREENY(y),
3504 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3505 if (!(MovDelay[x][y]%4))
3506 PlaySoundLevel(x, y, SND_MIEP);
3511 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3512 DrawLevelField(x, y);
3513 if (ZX == x && ZY == y)
3517 void Birne(int x, int y)
3519 if (!MovDelay[x][y]) /* next animation frame */
3520 MovDelay[x][y] = 800;
3522 if (MovDelay[x][y]) /* wait some time before next frame */
3527 if (!(MovDelay[x][y]%5))
3529 if (!(MovDelay[x][y]%10))
3530 Feld[x][y]=EL_ABLENK_EIN;
3532 Feld[x][y]=EL_ABLENK_AUS;
3533 DrawLevelField(x, y);
3534 Feld[x][y]=EL_ABLENK_EIN;
3540 Feld[x][y]=EL_ABLENK_AUS;
3541 DrawLevelField(x, y);
3542 if (ZX == x && ZY == y)
3546 void Blubber(int x, int y)
3548 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3549 DrawLevelField(x, y-1);
3551 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3554 void NussKnacken(int x, int y)
3556 if (!MovDelay[x][y]) /* next animation frame */
3559 if (MovDelay[x][y]) /* wait some time before next frame */
3562 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3563 DrawGraphic(SCREENX(x), SCREENY(y),
3564 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3566 if (!MovDelay[x][y])
3568 Feld[x][y] = EL_EDELSTEIN;
3569 DrawLevelField(x, y);
3574 void BreakingPearl(int x, int y)
3576 if (!MovDelay[x][y]) /* next animation frame */
3579 if (MovDelay[x][y]) /* wait some time before next frame */
3582 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3583 DrawGraphic(SCREENX(x), SCREENY(y),
3584 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3586 if (!MovDelay[x][y])
3588 Feld[x][y] = EL_LEERRAUM;
3589 DrawLevelField(x, y);
3594 void SiebAktivieren(int x, int y, int typ)
3596 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3598 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3601 void AusgangstuerPruefen(int x, int y)
3603 if (!local_player->gems_still_needed &&
3604 !local_player->sokobanfields_still_needed &&
3605 !local_player->lights_still_needed)
3607 Feld[x][y] = EL_AUSGANG_ACT;
3609 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3610 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3611 y < LEVELY(BY1) ? LEVELY(BY1) :
3612 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3617 void AusgangstuerOeffnen(int x, int y)
3621 if (!MovDelay[x][y]) /* next animation frame */
3622 MovDelay[x][y] = 5*delay;
3624 if (MovDelay[x][y]) /* wait some time before next frame */
3629 tuer = MovDelay[x][y]/delay;
3630 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3631 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3633 if (!MovDelay[x][y])
3635 Feld[x][y] = EL_AUSGANG_AUF;
3636 DrawLevelField(x, y);
3641 void AusgangstuerBlinken(int x, int y)
3643 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3646 void OpenSwitchgate(int x, int y)
3650 if (!MovDelay[x][y]) /* next animation frame */
3651 MovDelay[x][y] = 5 * delay;
3653 if (MovDelay[x][y]) /* wait some time before next frame */
3658 phase = MovDelay[x][y] / delay;
3659 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3660 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3662 if (!MovDelay[x][y])
3664 Feld[x][y] = EL_SWITCHGATE_OPEN;
3665 DrawLevelField(x, y);
3670 void CloseSwitchgate(int x, int y)
3674 if (!MovDelay[x][y]) /* next animation frame */
3675 MovDelay[x][y] = 5 * delay;
3677 if (MovDelay[x][y]) /* wait some time before next frame */
3682 phase = MovDelay[x][y] / delay;
3683 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3684 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3686 if (!MovDelay[x][y])
3688 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3689 DrawLevelField(x, y);
3694 void OpenTimegate(int x, int y)
3698 if (!MovDelay[x][y]) /* next animation frame */
3699 MovDelay[x][y] = 5 * delay;
3701 if (MovDelay[x][y]) /* wait some time before next frame */
3706 phase = MovDelay[x][y] / delay;
3707 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3708 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3710 if (!MovDelay[x][y])
3712 Feld[x][y] = EL_TIMEGATE_OPEN;
3713 DrawLevelField(x, y);
3718 void CloseTimegate(int x, int y)
3722 if (!MovDelay[x][y]) /* next animation frame */
3723 MovDelay[x][y] = 5 * delay;
3725 if (MovDelay[x][y]) /* wait some time before next frame */
3730 phase = MovDelay[x][y] / delay;
3731 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3732 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3734 if (!MovDelay[x][y])
3736 Feld[x][y] = EL_TIMEGATE_CLOSED;
3737 DrawLevelField(x, y);
3742 static void CloseAllOpenTimegates()
3746 for (y=0; y<lev_fieldy; y++)
3748 for (x=0; x<lev_fieldx; x++)
3750 int element = Feld[x][y];
3752 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3754 Feld[x][y] = EL_TIMEGATE_CLOSING;
3755 PlaySoundLevel(x, y, SND_OEFFNEN);
3761 void EdelsteinFunkeln(int x, int y)
3763 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3766 if (Feld[x][y] == EL_EDELSTEIN_BD)
3767 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3770 if (!MovDelay[x][y]) /* next animation frame */
3771 MovDelay[x][y] = 11 * !SimpleRND(500);
3773 if (MovDelay[x][y]) /* wait some time before next frame */
3777 if (setup.direct_draw && MovDelay[x][y])
3778 SetDrawtoField(DRAW_BUFFERED);
3780 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3784 int phase = (MovDelay[x][y]-1)/2;
3789 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3791 if (setup.direct_draw)
3795 dest_x = FX + SCREENX(x)*TILEX;
3796 dest_y = FY + SCREENY(y)*TILEY;
3798 BlitBitmap(drawto_field, window,
3799 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3800 SetDrawtoField(DRAW_DIRECT);
3807 void MauerWaechst(int x, int y)
3811 if (!MovDelay[x][y]) /* next animation frame */
3812 MovDelay[x][y] = 3*delay;
3814 if (MovDelay[x][y]) /* wait some time before next frame */
3819 phase = 2-MovDelay[x][y]/delay;
3820 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3821 DrawGraphic(SCREENX(x), SCREENY(y),
3822 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3823 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3824 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3825 GFX_MAUER_DOWN ) + phase);
3827 if (!MovDelay[x][y])
3829 if (MovDir[x][y] == MV_LEFT)
3831 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3832 DrawLevelField(x-1, y);
3834 else if (MovDir[x][y] == MV_RIGHT)
3836 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3837 DrawLevelField(x+1, y);
3839 else if (MovDir[x][y] == MV_UP)
3841 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3842 DrawLevelField(x, y-1);
3846 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3847 DrawLevelField(x, y+1);
3850 Feld[x][y] = Store[x][y];
3852 MovDir[x][y] = MV_NO_MOVING;
3853 DrawLevelField(x, y);
3858 void MauerAbleger(int ax, int ay)
3860 int element = Feld[ax][ay];
3861 boolean oben_frei = FALSE, unten_frei = FALSE;
3862 boolean links_frei = FALSE, rechts_frei = FALSE;
3863 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3864 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3866 if (!MovDelay[ax][ay]) /* start building new wall */
3867 MovDelay[ax][ay] = 6;
3869 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3872 if (MovDelay[ax][ay])
3876 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3878 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3880 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3882 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3885 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3889 Feld[ax][ay-1] = EL_MAUERND;
3890 Store[ax][ay-1] = element;
3891 MovDir[ax][ay-1] = MV_UP;
3892 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3893 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3897 Feld[ax][ay+1] = EL_MAUERND;
3898 Store[ax][ay+1] = element;
3899 MovDir[ax][ay+1] = MV_DOWN;
3900 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3901 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3905 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3906 element == EL_MAUER_LEBT)
3910 Feld[ax-1][ay] = EL_MAUERND;
3911 Store[ax-1][ay] = element;
3912 MovDir[ax-1][ay] = MV_LEFT;
3913 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3914 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3918 Feld[ax+1][ay] = EL_MAUERND;
3919 Store[ax+1][ay] = element;
3920 MovDir[ax+1][ay] = MV_RIGHT;
3921 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3922 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3926 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3927 DrawLevelField(ax, ay);
3929 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3931 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3932 unten_massiv = TRUE;
3933 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3934 links_massiv = TRUE;
3935 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3936 rechts_massiv = TRUE;
3938 if (((oben_massiv && unten_massiv) ||
3939 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3940 ((links_massiv && rechts_massiv) ||
3941 element == EL_MAUER_Y))
3942 Feld[ax][ay] = EL_MAUERWERK;
3945 void CheckForDragon(int x, int y)
3948 boolean dragon_found = FALSE;
3949 static int xy[4][2] =
3961 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3963 if (IN_LEV_FIELD(xx, yy) &&
3964 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3966 if (Feld[xx][yy] == EL_DRACHE)
3967 dragon_found = TRUE;
3980 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3982 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3984 Feld[xx][yy] = EL_LEERRAUM;
3985 DrawLevelField(xx, yy);
3994 static void CheckBuggyBase(int x, int y)
3996 int element = Feld[x][y];
3998 if (element == EL_SP_BUG)
4000 if (!MovDelay[x][y]) /* wait some time before activating base */
4001 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4006 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4007 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4011 Feld[x][y] = EL_SP_BUG_ACTIVE;
4014 else if (element == EL_SP_BUG_ACTIVE)
4016 if (!MovDelay[x][y]) /* start activating buggy base */
4017 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4025 static int xy[4][2] =
4033 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4034 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4038 int xx = x + xy[i][0], yy = y + xy[i][1];
4040 if (IS_PLAYER(xx, yy))
4042 PlaySoundLevel(x, y, SND_SP_BUG);
4050 Feld[x][y] = EL_SP_BUG;
4051 DrawLevelField(x, y);
4056 static void CheckTrap(int x, int y)
4058 int element = Feld[x][y];
4060 if (element == EL_TRAP_INACTIVE)
4062 if (!MovDelay[x][y]) /* wait some time before activating trap */
4063 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4071 Feld[x][y] = EL_TRAP_ACTIVE;
4074 else if (element == EL_TRAP_ACTIVE)
4079 if (!MovDelay[x][y]) /* start activating trap */
4080 MovDelay[x][y] = num_frames * delay;
4088 if (!(MovDelay[x][y] % delay))
4090 int phase = MovDelay[x][y]/delay;
4092 if (phase >= num_frames/2)
4093 phase = num_frames - phase;
4095 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4097 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4098 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4105 Feld[x][y] = EL_TRAP_INACTIVE;
4106 DrawLevelField(x, y);
4111 static void DrawBeltAnimation(int x, int y, int element)
4113 int belt_nr = getBeltNrFromElement(element);
4114 int belt_dir = game.belt_dir[belt_nr];
4116 if (belt_dir != MV_NO_MOVING)
4119 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4120 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4122 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4126 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4128 static byte stored_player_action[MAX_PLAYERS];
4129 static int num_stored_actions = 0;
4130 static boolean save_tape_entry = FALSE;
4131 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4132 int jx = player->jx, jy = player->jy;
4133 int left = player_action & JOY_LEFT;
4134 int right = player_action & JOY_RIGHT;
4135 int up = player_action & JOY_UP;
4136 int down = player_action & JOY_DOWN;
4137 int button1 = player_action & JOY_BUTTON_1;
4138 int button2 = player_action & JOY_BUTTON_2;
4139 int dx = (left ? -1 : right ? 1 : 0);
4140 int dy = (up ? -1 : down ? 1 : 0);
4142 stored_player_action[player->index_nr] = 0;
4143 num_stored_actions++;
4145 if (!player->active || tape.pausing)
4150 save_tape_entry = TRUE;
4151 player->frame_reset_delay = 0;
4154 snapped = SnapField(player, dx, dy);
4158 bombed = PlaceBomb(player);
4159 moved = MoveFigure(player, dx, dy);
4162 if (tape.recording && (moved || snapped || bombed))
4164 if (bombed && !moved)
4165 player_action &= JOY_BUTTON;
4167 stored_player_action[player->index_nr] = player_action;
4169 else if (tape.playing && snapped)
4170 SnapField(player, 0, 0); /* stop snapping */
4174 /* no actions for this player (no input at player's configured device) */
4176 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4177 SnapField(player, 0, 0);
4178 CheckGravityMovement(player);
4180 if (++player->frame_reset_delay > player->move_delay_value)
4184 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4186 TapeRecordAction(stored_player_action);
4187 num_stored_actions = 0;
4188 save_tape_entry = FALSE;
4191 if (tape.playing && !tape.pausing && !player_action &&
4192 tape.counter < tape.length)
4195 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4197 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4198 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4200 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4202 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4204 int el = Feld[jx+dx][jy];
4205 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4206 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4208 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4210 player->MovDir = next_joy;
4211 player->Frame = FrameCounter % 4;
4212 player->Pushing = TRUE;
4221 static unsigned long action_delay = 0;
4222 unsigned long action_delay_value;
4223 int sieb_x = 0, sieb_y = 0;
4224 int i, x, y, element;
4225 byte *recorded_player_action;
4226 byte summarized_player_action = 0;
4228 if (game_status != PLAYING)
4231 action_delay_value =
4232 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4234 /* ---------- main game synchronization point ---------- */
4236 WaitUntilDelayReached(&action_delay, action_delay_value);
4238 if (network_playing && !network_player_action_received)
4242 printf("DEBUG: try to get network player actions in time\n");
4246 #if !defined(MSDOS) && !defined(WIN32)
4247 /* last chance to get network player actions without main loop delay */
4251 if (game_status != PLAYING)
4254 if (!network_player_action_received)
4258 printf("DEBUG: failed to get network player actions in time\n");
4270 else if (tape.recording)
4273 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4275 for (i=0; i<MAX_PLAYERS; i++)
4277 summarized_player_action |= stored_player[i].action;
4279 if (!network_playing)
4280 stored_player[i].effective_action = stored_player[i].action;
4283 #if !defined(MSDOS) && !defined(WIN32)
4284 if (network_playing)
4285 SendToServer_MovePlayer(summarized_player_action);
4288 if (!options.network && !setup.team_mode)
4289 local_player->effective_action = summarized_player_action;
4291 for (i=0; i<MAX_PLAYERS; i++)
4293 int actual_player_action = stored_player[i].effective_action;
4295 if (stored_player[i].programmed_action)
4296 actual_player_action = stored_player[i].programmed_action;
4298 if (recorded_player_action)
4299 actual_player_action = recorded_player_action[i];
4301 PlayerActions(&stored_player[i], actual_player_action);
4302 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4305 network_player_action_received = FALSE;
4307 ScrollScreen(NULL, SCROLL_GO_ON);
4313 if (TimeFrames == 0 && local_player->active)
4315 extern unsigned int last_RND();
4317 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4318 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4325 if (GameFrameDelay >= 500)
4326 printf("FrameCounter == %d\n", FrameCounter);
4335 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4338 if (JustStopped[x][y] > 0)
4339 JustStopped[x][y]--;
4342 if (IS_BLOCKED(x, y))
4346 Blocked2Moving(x, y, &oldx, &oldy);
4347 if (!IS_MOVING(oldx, oldy))
4349 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4350 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4351 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4352 printf("GameActions(): This should never happen!\n");
4358 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4360 element = Feld[x][y];
4362 if (IS_INACTIVE(element))
4365 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4369 if (IS_GEM(element))
4370 EdelsteinFunkeln(x, y);
4372 else if (IS_MOVING(x, y))
4373 ContinueMoving(x, y);
4374 else if (IS_ACTIVE_BOMB(element))
4375 CheckDynamite(x, y);
4376 else if (element == EL_EXPLODING)
4377 Explode(x, y, Frame[x][y], EX_NORMAL);
4378 else if (element == EL_AMOEBING)
4379 AmoebeWaechst(x, y);
4380 else if (element == EL_DEAMOEBING)
4381 AmoebeSchrumpft(x, y);
4382 else if (IS_AMOEBALIVE(element))
4383 AmoebeAbleger(x, y);
4384 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4386 else if (element == EL_ABLENK_EIN)
4388 else if (element == EL_TIMEGATE_SWITCH_ON)
4389 TimegateWheel(x, y);
4390 else if (element == EL_SALZSAEURE)
4392 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4394 else if (element == EL_CRACKINGNUT)
4396 else if (element == EL_PEARL_BREAKING)
4397 BreakingPearl(x, y);
4398 else if (element == EL_AUSGANG_ZU)
4399 AusgangstuerPruefen(x, y);
4400 else if (element == EL_AUSGANG_ACT)
4401 AusgangstuerOeffnen(x, y);
4402 else if (element == EL_AUSGANG_AUF)
4403 AusgangstuerBlinken(x, y);
4404 else if (element == EL_MAUERND)
4406 else if (element == EL_MAUER_LEBT ||
4407 element == EL_MAUER_X ||
4408 element == EL_MAUER_Y ||
4409 element == EL_MAUER_XY)
4411 else if (element == EL_BURNING)
4412 CheckForDragon(x, y);
4413 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4414 CheckBuggyBase(x, y);
4415 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4417 else if (element == EL_SP_TERMINAL)
4418 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4419 else if (element == EL_SP_TERMINAL_ACTIVE)
4420 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4421 else if (IS_BELT(element))
4422 DrawBeltAnimation(x, y, element);
4423 else if (element == EL_SWITCHGATE_OPENING)
4424 OpenSwitchgate(x, y);
4425 else if (element == EL_SWITCHGATE_CLOSING)
4426 CloseSwitchgate(x, y);
4427 else if (element == EL_TIMEGATE_OPENING)
4429 else if (element == EL_TIMEGATE_CLOSING)
4430 CloseTimegate(x, y);
4431 else if (element == EL_EXTRA_TIME)
4432 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4433 else if (element == EL_SHIELD_PASSIVE)
4434 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4435 else if (element == EL_SHIELD_ACTIVE)
4436 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4438 if (game.magic_wall_active)
4440 boolean sieb = FALSE;
4441 int jx = local_player->jx, jy = local_player->jy;
4443 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
4444 Store[x][y] == EL_MAGIC_WALL_EMPTY)
4446 SiebAktivieren(x, y, 1);
4449 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4450 element == EL_MAGIC_WALL_BD_FULL ||
4451 Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
4453 SiebAktivieren(x, y, 2);
4457 /* play the element sound at the position nearest to the player */
4458 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4466 if (game.magic_wall_active)
4468 if (!(game.magic_wall_time_left % 4))
4469 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4471 if (game.magic_wall_time_left > 0)
4473 game.magic_wall_time_left--;
4474 if (!game.magic_wall_time_left)
4476 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4478 element = Feld[x][y];
4480 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
4482 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4483 DrawLevelField(x, y);
4485 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4486 element == EL_MAGIC_WALL_BD_FULL)
4488 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4489 DrawLevelField(x, y);
4493 game.magic_wall_active = FALSE;
4498 if (game.light_time_left > 0)
4500 game.light_time_left--;
4502 if (game.light_time_left == 0)
4504 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4506 element = Feld[x][y];
4508 if (element == EL_LIGHT_SWITCH_ON)
4510 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4511 DrawLevelField(x, y);
4513 else if (element == EL_INVISIBLE_STEEL ||
4514 element == EL_UNSICHTBAR ||
4515 element == EL_SAND_INVISIBLE)
4516 DrawLevelField(x, y);
4521 if (game.timegate_time_left > 0)
4523 game.timegate_time_left--;
4525 if (game.timegate_time_left == 0)
4526 CloseAllOpenTimegates();
4529 if (TimeFrames >= (1000 / GameFrameDelay))
4534 for (i=0; i<MAX_PLAYERS; i++)
4536 if (SHIELD_ON(&stored_player[i]))
4538 stored_player[i].shield_passive_time_left--;
4540 if (stored_player[i].shield_active_time_left > 0)
4541 stored_player[i].shield_active_time_left--;
4545 if (tape.recording || tape.playing)
4546 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4552 if (TimeLeft <= 10 && setup.time_limit)
4553 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4555 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4557 if (!TimeLeft && setup.time_limit)
4558 for (i=0; i<MAX_PLAYERS; i++)
4559 KillHero(&stored_player[i]);
4561 else if (level.time == 0) /* level without time limit */
4562 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4567 if (options.debug) /* calculate frames per second */
4569 static unsigned long fps_counter = 0;
4570 static int fps_frames = 0;
4571 unsigned long fps_delay_ms = Counter() - fps_counter;
4575 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4577 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4580 fps_counter = Counter();
4583 redraw_mask |= REDRAW_FPS;
4587 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4589 int min_x = x, min_y = y, max_x = x, max_y = y;
4592 for (i=0; i<MAX_PLAYERS; i++)
4594 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4596 if (!stored_player[i].active || &stored_player[i] == player)
4599 min_x = MIN(min_x, jx);
4600 min_y = MIN(min_y, jy);
4601 max_x = MAX(max_x, jx);
4602 max_y = MAX(max_y, jy);
4605 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4608 static boolean AllPlayersInVisibleScreen()
4612 for (i=0; i<MAX_PLAYERS; i++)
4614 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4616 if (!stored_player[i].active)
4619 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4626 void ScrollLevel(int dx, int dy)
4628 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4631 BlitBitmap(drawto_field, drawto_field,
4632 FX + TILEX*(dx == -1) - softscroll_offset,
4633 FY + TILEY*(dy == -1) - softscroll_offset,
4634 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4635 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4636 FX + TILEX*(dx == 1) - softscroll_offset,
4637 FY + TILEY*(dy == 1) - softscroll_offset);
4641 x = (dx == 1 ? BX1 : BX2);
4642 for (y=BY1; y<=BY2; y++)
4643 DrawScreenField(x, y);
4647 y = (dy == 1 ? BY1 : BY2);
4648 for (x=BX1; x<=BX2; x++)
4649 DrawScreenField(x, y);
4652 redraw_mask |= REDRAW_FIELD;
4655 static void CheckGravityMovement(struct PlayerInfo *player)
4657 if (level.gravity && !player->programmed_action)
4659 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4660 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4662 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4663 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4664 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4665 int jx = player->jx, jy = player->jy;
4666 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4667 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4668 int new_jx = jx + dx, new_jy = jy + dy;
4669 boolean field_under_player_is_free =
4670 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4671 boolean player_is_moving_to_valid_field =
4672 (IN_LEV_FIELD(new_jx, new_jy) &&
4673 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4674 Feld[new_jx][new_jy] == EL_ERDREICH));
4676 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4677 player->programmed_action = MV_DOWN;
4681 boolean MoveFigureOneStep(struct PlayerInfo *player,
4682 int dx, int dy, int real_dx, int real_dy)
4684 int jx = player->jx, jy = player->jy;
4685 int new_jx = jx+dx, new_jy = jy+dy;
4689 if (!player->active || (!dx && !dy))
4690 return MF_NO_ACTION;
4692 player->MovDir = (dx < 0 ? MV_LEFT :
4695 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4697 if (!IN_LEV_FIELD(new_jx, new_jy))
4698 return MF_NO_ACTION;
4700 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4701 return MF_NO_ACTION;
4704 element = MovingOrBlocked2Element(new_jx, new_jy);
4706 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4709 if (DONT_GO_TO(element))
4711 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4714 Feld[jx][jy] = EL_SPIELFIGUR;
4715 InitMovingField(jx, jy, MV_DOWN);
4716 Store[jx][jy] = EL_SALZSAEURE;
4717 ContinueMoving(jx, jy);
4721 TestIfBadThingHitsHero(new_jx, new_jy);
4726 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4727 if (can_move != MF_MOVING)
4730 StorePlayer[jx][jy] = 0;
4731 player->last_jx = jx;
4732 player->last_jy = jy;
4733 jx = player->jx = new_jx;
4734 jy = player->jy = new_jy;
4735 StorePlayer[jx][jy] = player->element_nr;
4738 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4740 ScrollFigure(player, SCROLL_INIT);
4745 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4747 int jx = player->jx, jy = player->jy;
4748 int old_jx = jx, old_jy = jy;
4749 int moved = MF_NO_ACTION;
4751 if (!player->active || (!dx && !dy))
4754 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4758 /* remove the last programmed player action */
4759 player->programmed_action = 0;
4763 /* should only happen if pre-1.2 tape recordings are played */
4764 /* this is only for backward compatibility */
4766 int original_move_delay_value = player->move_delay_value;
4769 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4772 /* scroll remaining steps with finest movement resolution */
4773 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4775 while (player->MovPos)
4777 ScrollFigure(player, SCROLL_GO_ON);
4778 ScrollScreen(NULL, SCROLL_GO_ON);
4784 player->move_delay_value = original_move_delay_value;
4787 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4789 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4790 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4794 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4795 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4801 if (moved & MF_MOVING && !ScreenMovPos &&
4802 (player == local_player || !options.network))
4804 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4805 int offset = (setup.scroll_delay ? 3 : 0);
4807 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4809 /* actual player has left the screen -- scroll in that direction */
4810 if (jx != old_jx) /* player has moved horizontally */
4811 scroll_x += (jx - old_jx);
4812 else /* player has moved vertically */
4813 scroll_y += (jy - old_jy);
4817 if (jx != old_jx) /* player has moved horizontally */
4819 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4820 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4821 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4823 /* don't scroll over playfield boundaries */
4824 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4825 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4827 /* don't scroll more than one field at a time */
4828 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4830 /* don't scroll against the player's moving direction */
4831 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4832 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4833 scroll_x = old_scroll_x;
4835 else /* player has moved vertically */
4837 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4838 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4839 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4841 /* don't scroll over playfield boundaries */
4842 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4843 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4845 /* don't scroll more than one field at a time */
4846 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4848 /* don't scroll against the player's moving direction */
4849 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4850 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4851 scroll_y = old_scroll_y;
4855 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4857 if (!options.network && !AllPlayersInVisibleScreen())
4859 scroll_x = old_scroll_x;
4860 scroll_y = old_scroll_y;
4864 ScrollScreen(player, SCROLL_INIT);
4865 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4870 if (!(moved & MF_MOVING) && !player->Pushing)
4873 player->Frame = (player->Frame + 1) % 4;
4875 if (moved & MF_MOVING)
4877 if (old_jx != jx && old_jy == jy)
4878 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4879 else if (old_jx == jx && old_jy != jy)
4880 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4882 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4884 player->last_move_dir = player->MovDir;
4888 CheckGravityMovement(player);
4890 player->last_move_dir = MV_NO_MOVING;
4893 TestIfHeroHitsBadThing(jx, jy);
4895 if (!player->active)
4901 void ScrollFigure(struct PlayerInfo *player, int mode)
4903 int jx = player->jx, jy = player->jy;
4904 int last_jx = player->last_jx, last_jy = player->last_jy;
4905 int move_stepsize = TILEX / player->move_delay_value;
4907 if (!player->active || !player->MovPos)
4910 if (mode == SCROLL_INIT)
4912 player->actual_frame_counter = FrameCounter;
4913 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4915 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4916 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4921 else if (!FrameReached(&player->actual_frame_counter, 1))
4924 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4925 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4927 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4928 Feld[last_jx][last_jy] = EL_LEERRAUM;
4930 /* before DrawPlayer() to draw correct player graphic for this case */
4931 if (player->MovPos == 0)
4932 CheckGravityMovement(player);
4936 if (player->MovPos == 0)
4938 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4940 /* continue with normal speed after quickly moving through gate */
4941 HALVE_PLAYER_SPEED(player);
4943 /* be able to make the next move without delay */
4944 player->move_delay = 0;
4947 player->last_jx = jx;
4948 player->last_jy = jy;
4950 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4954 if (!local_player->friends_still_needed)
4955 player->LevelSolved = player->GameOver = TRUE;
4960 void ScrollScreen(struct PlayerInfo *player, int mode)
4962 static unsigned long screen_frame_counter = 0;
4964 if (mode == SCROLL_INIT)
4966 /* set scrolling step size according to actual player's moving speed */
4967 ScrollStepSize = TILEX / player->move_delay_value;
4969 screen_frame_counter = FrameCounter;
4970 ScreenMovDir = player->MovDir;
4971 ScreenMovPos = player->MovPos;
4972 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4975 else if (!FrameReached(&screen_frame_counter, 1))
4980 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4981 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4982 redraw_mask |= REDRAW_FIELD;
4985 ScreenMovDir = MV_NO_MOVING;
4988 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4990 int i, killx = goodx, killy = goody;
4991 static int xy[4][2] =
4998 static int harmless[4] =
5010 x = goodx + xy[i][0];
5011 y = goody + xy[i][1];
5012 if (!IN_LEV_FIELD(x, y))
5016 element = Feld[x][y];
5018 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5021 if (DONT_TOUCH(element))
5023 if (MovDir[x][y] == harmless[i])
5032 if (killx != goodx || killy != goody)
5034 if (IS_PLAYER(goodx, goody))
5036 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5038 if (player->shield_active_time_left > 0)
5040 else if (!PLAYER_PROTECTED(goodx, goody))
5048 void TestIfBadThingHitsGoodThing(int badx, int bady)
5050 int i, killx = badx, killy = bady;
5051 static int xy[4][2] =
5058 static int harmless[4] =
5066 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5073 x = badx + xy[i][0];
5074 y = bady + xy[i][1];
5075 if (!IN_LEV_FIELD(x, y))
5078 element = Feld[x][y];
5080 if (IS_PLAYER(x, y))
5086 else if (element == EL_PINGUIN)
5088 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5097 if (killx != badx || killy != bady)
5099 if (IS_PLAYER(killx, killy))
5101 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5103 if (player->shield_active_time_left > 0)
5105 else if (!PLAYER_PROTECTED(killx, killy))
5113 void TestIfHeroHitsBadThing(int x, int y)
5115 TestIfGoodThingHitsBadThing(x, y);
5118 void TestIfBadThingHitsHero(int x, int y)
5120 TestIfBadThingHitsGoodThing(x, y);
5123 void TestIfFriendHitsBadThing(int x, int y)
5125 TestIfGoodThingHitsBadThing(x, y);
5128 void TestIfBadThingHitsFriend(int x, int y)
5130 TestIfBadThingHitsGoodThing(x, y);
5133 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5135 int i, killx = badx, killy = bady;
5136 static int xy[4][2] =
5150 if (!IN_LEV_FIELD(x, y))
5153 element = Feld[x][y];
5154 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5155 element == EL_AMOEBING || element == EL_TROPFEN)
5163 if (killx != badx || killy != bady)
5167 void KillHero(struct PlayerInfo *player)
5169 int jx = player->jx, jy = player->jy;
5171 if (!player->active)
5174 if (IS_PFORTE(Feld[jx][jy]))
5175 Feld[jx][jy] = EL_LEERRAUM;
5177 /* deactivate shield (else Bang()/Explode() would not work right) */
5178 player->shield_passive_time_left = 0;
5179 player->shield_active_time_left = 0;
5185 static void KillHeroUnlessProtected(int x, int y)
5187 if (!PLAYER_PROTECTED(x, y))
5188 KillHero(PLAYERINFO(x, y));
5191 void BuryHero(struct PlayerInfo *player)
5193 int jx = player->jx, jy = player->jy;
5195 if (!player->active)
5198 PlaySoundLevel(jx, jy, SND_AUTSCH);
5199 PlaySoundLevel(jx, jy, SND_LACHEN);
5201 player->GameOver = TRUE;
5205 void RemoveHero(struct PlayerInfo *player)
5207 int jx = player->jx, jy = player->jy;
5208 int i, found = FALSE;
5210 player->present = FALSE;
5211 player->active = FALSE;
5213 StorePlayer[jx][jy] = 0;
5215 for (i=0; i<MAX_PLAYERS; i++)
5216 if (stored_player[i].active)
5220 AllPlayersGone = TRUE;
5226 int DigField(struct PlayerInfo *player,
5227 int x, int y, int real_dx, int real_dy, int mode)
5229 int jx = player->jx, jy = player->jy;
5230 int dx = x - jx, dy = y - jy;
5231 int move_direction = (dx == -1 ? MV_LEFT :
5232 dx == +1 ? MV_RIGHT :
5234 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5237 if (!player->MovPos)
5238 player->Pushing = FALSE;
5240 if (mode == DF_NO_PUSH)
5242 player->Switching = FALSE;
5243 player->push_delay = 0;
5244 return MF_NO_ACTION;
5247 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5248 return MF_NO_ACTION;
5250 if (IS_TUBE(Feld[jx][jy]))
5253 int tube_leave_directions[][2] =
5255 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5256 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5257 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5258 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5259 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5260 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5261 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5262 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5263 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5264 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5265 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5266 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5269 while (tube_leave_directions[i][0] != Feld[jx][jy])
5272 if (tube_leave_directions[i][0] == -1) /* should not happen */
5276 if (!(tube_leave_directions[i][1] & move_direction))
5277 return MF_NO_ACTION; /* tube has no opening in this direction */
5280 element = Feld[x][y];
5285 PlaySoundLevel(x, y, SND_EMPTY);
5289 case EL_SAND_INVISIBLE:
5290 case EL_TRAP_INACTIVE:
5291 Feld[x][y] = EL_LEERRAUM;
5292 PlaySoundLevel(x, y, SND_SCHLURF);
5297 Feld[x][y] = EL_LEERRAUM;
5298 PlaySoundLevel(x, y, SND_SP_BASE);
5302 case EL_EDELSTEIN_BD:
5303 case EL_EDELSTEIN_GELB:
5304 case EL_EDELSTEIN_ROT:
5305 case EL_EDELSTEIN_LILA:
5307 case EL_SP_INFOTRON:
5311 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5312 element == EL_PEARL ? 5 :
5313 element == EL_CRYSTAL ? 8 : 1);
5314 if (local_player->gems_still_needed < 0)
5315 local_player->gems_still_needed = 0;
5316 RaiseScoreElement(element);
5317 DrawText(DX_EMERALDS, DY_EMERALDS,
5318 int2str(local_player->gems_still_needed, 3),
5319 FS_SMALL, FC_YELLOW);
5320 if (element == EL_SP_INFOTRON)
5321 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5323 PlaySoundLevel(x, y, SND_PONG);
5328 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5329 PlaySoundLevel(x, y, SND_PONG);
5333 Feld[x][y] = EL_LEERRAUM;
5334 PlaySoundLevel(x, y, SND_PONG);
5342 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5344 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5347 case EL_SHIELD_PASSIVE:
5349 player->shield_passive_time_left += 10;
5350 PlaySoundLevel(x, y, SND_PONG);
5353 case EL_SHIELD_ACTIVE:
5355 player->shield_passive_time_left += 10;
5356 player->shield_active_time_left += 10;
5357 PlaySoundLevel(x, y, SND_PONG);
5360 case EL_DYNAMITE_INACTIVE:
5361 case EL_SP_DISK_RED:
5364 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5365 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5366 int2str(local_player->dynamite, 3),
5367 FS_SMALL, FC_YELLOW);
5368 if (element == EL_SP_DISK_RED)
5369 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5371 PlaySoundLevel(x, y, SND_PONG);
5374 case EL_DYNABOMB_NR:
5376 player->dynabomb_count++;
5377 player->dynabombs_left++;
5378 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5379 PlaySoundLevel(x, y, SND_PONG);
5382 case EL_DYNABOMB_SZ:
5384 player->dynabomb_size++;
5385 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5386 PlaySoundLevel(x, y, SND_PONG);
5389 case EL_DYNABOMB_XL:
5391 player->dynabomb_xl = TRUE;
5392 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5393 PlaySoundLevel(x, y, SND_PONG);
5396 case EL_SCHLUESSEL1:
5397 case EL_SCHLUESSEL2:
5398 case EL_SCHLUESSEL3:
5399 case EL_SCHLUESSEL4:
5401 int key_nr = element - EL_SCHLUESSEL1;
5404 player->key[key_nr] = TRUE;
5405 RaiseScoreElement(EL_SCHLUESSEL);
5406 DrawMiniGraphicExt(drawto, gc,
5407 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5408 GFX_SCHLUESSEL1+key_nr);
5409 DrawMiniGraphicExt(window, gc,
5410 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5411 GFX_SCHLUESSEL1+key_nr);
5412 PlaySoundLevel(x, y, SND_PONG);
5421 int key_nr = element - EL_EM_KEY_1;
5424 player->key[key_nr] = TRUE;
5425 RaiseScoreElement(EL_SCHLUESSEL);
5426 DrawMiniGraphicExt(drawto, gc,
5427 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5428 GFX_SCHLUESSEL1+key_nr);
5429 DrawMiniGraphicExt(window, gc,
5430 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5431 GFX_SCHLUESSEL1+key_nr);
5432 PlaySoundLevel(x, y, SND_PONG);
5437 Feld[x][y] = EL_ABLENK_EIN;
5440 DrawLevelField(x, y);
5444 case EL_SP_TERMINAL:
5448 for (yy=0; yy<lev_fieldy; yy++)
5450 for (xx=0; xx<lev_fieldx; xx++)
5452 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5454 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5455 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5463 case EL_BELT1_SWITCH_LEFT:
5464 case EL_BELT1_SWITCH_MIDDLE:
5465 case EL_BELT1_SWITCH_RIGHT:
5466 case EL_BELT2_SWITCH_LEFT:
5467 case EL_BELT2_SWITCH_MIDDLE:
5468 case EL_BELT2_SWITCH_RIGHT:
5469 case EL_BELT3_SWITCH_LEFT:
5470 case EL_BELT3_SWITCH_MIDDLE:
5471 case EL_BELT3_SWITCH_RIGHT:
5472 case EL_BELT4_SWITCH_LEFT:
5473 case EL_BELT4_SWITCH_MIDDLE:
5474 case EL_BELT4_SWITCH_RIGHT:
5475 if (!player->Switching)
5477 player->Switching = TRUE;
5478 ToggleBeltSwitch(x, y);
5483 case EL_SWITCHGATE_SWITCH_1:
5484 case EL_SWITCHGATE_SWITCH_2:
5485 if (!player->Switching)
5487 player->Switching = TRUE;
5488 ToggleSwitchgateSwitch(x, y);
5493 case EL_LIGHT_SWITCH_OFF:
5494 case EL_LIGHT_SWITCH_ON:
5495 if (!player->Switching)
5497 player->Switching = TRUE;
5498 ToggleLightSwitch(x, y);
5503 case EL_TIMEGATE_SWITCH_OFF:
5504 ActivateTimegateSwitch(x, y);
5509 case EL_BALLOON_SEND_LEFT:
5510 case EL_BALLOON_SEND_RIGHT:
5511 case EL_BALLOON_SEND_UP:
5512 case EL_BALLOON_SEND_DOWN:
5513 case EL_BALLOON_SEND_ANY:
5514 if (element == EL_BALLOON_SEND_ANY)
5515 game.balloon_dir = move_direction;
5517 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5518 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5519 element == EL_BALLOON_SEND_UP ? MV_UP :
5520 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5527 if (local_player->gems_still_needed > 0)
5528 return MF_NO_ACTION;
5530 player->LevelSolved = player->GameOver = TRUE;
5531 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5534 case EL_FELSBROCKEN:
5537 case EL_DX_SUPABOMB:
5541 case EL_SP_DISK_ORANGE:
5543 if (dy || mode == DF_SNAP)
5544 return MF_NO_ACTION;
5546 player->Pushing = TRUE;
5548 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5549 return MF_NO_ACTION;
5553 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5554 return MF_NO_ACTION;
5557 if (player->push_delay == 0)
5558 player->push_delay = FrameCounter;
5559 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5560 !tape.playing && element != EL_SPRING)
5561 return MF_NO_ACTION;
5564 Feld[x+dx][y+dy] = element;
5566 if (element == EL_SPRING)
5568 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5569 MovDir[x+dx][y+dy] = move_direction;
5572 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5574 DrawLevelField(x+dx, y+dy);
5575 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5576 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5577 else if (element == EL_KOKOSNUSS)
5578 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5579 else if (IS_SP_ELEMENT(element))
5580 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5582 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5589 if (!player->key[element - EL_PFORTE1])
5590 return MF_NO_ACTION;
5597 if (!player->key[element - EL_PFORTE1X])
5598 return MF_NO_ACTION;
5605 if (!player->key[element - EL_EM_GATE_1])
5606 return MF_NO_ACTION;
5607 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5608 return MF_NO_ACTION;
5610 /* automatically move to the next field with double speed */
5611 player->programmed_action = move_direction;
5612 DOUBLE_PLAYER_SPEED(player);
5614 PlaySoundLevel(x, y, SND_GATE);
5622 if (!player->key[element - EL_EM_GATE_1X])
5623 return MF_NO_ACTION;
5624 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5625 return MF_NO_ACTION;
5627 /* automatically move to the next field with double speed */
5628 player->programmed_action = move_direction;
5629 DOUBLE_PLAYER_SPEED(player);
5631 PlaySoundLevel(x, y, SND_GATE);
5635 case EL_SWITCHGATE_OPEN:
5636 case EL_TIMEGATE_OPEN:
5637 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5638 return MF_NO_ACTION;
5640 /* automatically move to the next field with double speed */
5641 player->programmed_action = move_direction;
5642 DOUBLE_PLAYER_SPEED(player);
5644 PlaySoundLevel(x, y, SND_GATE);
5648 case EL_SP_PORT1_LEFT:
5649 case EL_SP_PORT2_LEFT:
5650 case EL_SP_PORT1_RIGHT:
5651 case EL_SP_PORT2_RIGHT:
5652 case EL_SP_PORT1_UP:
5653 case EL_SP_PORT2_UP:
5654 case EL_SP_PORT1_DOWN:
5655 case EL_SP_PORT2_DOWN:
5660 element != EL_SP_PORT1_LEFT &&
5661 element != EL_SP_PORT2_LEFT &&
5662 element != EL_SP_PORT_X &&
5663 element != EL_SP_PORT_XY) ||
5665 element != EL_SP_PORT1_RIGHT &&
5666 element != EL_SP_PORT2_RIGHT &&
5667 element != EL_SP_PORT_X &&
5668 element != EL_SP_PORT_XY) ||
5670 element != EL_SP_PORT1_UP &&
5671 element != EL_SP_PORT2_UP &&
5672 element != EL_SP_PORT_Y &&
5673 element != EL_SP_PORT_XY) ||
5675 element != EL_SP_PORT1_DOWN &&
5676 element != EL_SP_PORT2_DOWN &&
5677 element != EL_SP_PORT_Y &&
5678 element != EL_SP_PORT_XY) ||
5679 !IN_LEV_FIELD(x + dx, y + dy) ||
5680 !IS_FREE(x + dx, y + dy))
5681 return MF_NO_ACTION;
5683 /* automatically move to the next field with double speed */
5684 player->programmed_action = move_direction;
5685 DOUBLE_PLAYER_SPEED(player);
5687 PlaySoundLevel(x, y, SND_GATE);
5691 case EL_TUBE_VERTICAL:
5692 case EL_TUBE_HORIZONTAL:
5693 case EL_TUBE_VERT_LEFT:
5694 case EL_TUBE_VERT_RIGHT:
5695 case EL_TUBE_HORIZ_UP:
5696 case EL_TUBE_HORIZ_DOWN:
5697 case EL_TUBE_LEFT_UP:
5698 case EL_TUBE_LEFT_DOWN:
5699 case EL_TUBE_RIGHT_UP:
5700 case EL_TUBE_RIGHT_DOWN:
5703 int tube_enter_directions[][2] =
5705 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5706 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5707 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5708 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5709 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5710 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5711 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5712 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5713 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5714 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5715 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5716 { -1, MV_NO_MOVING }
5719 while (tube_enter_directions[i][0] != element)
5722 if (tube_enter_directions[i][0] == -1) /* should not happen */
5726 if (!(tube_enter_directions[i][1] & move_direction))
5727 return MF_NO_ACTION; /* tube has no opening in this direction */
5732 case EL_AUSGANG_ACT:
5733 /* door is not (yet) open */
5734 return MF_NO_ACTION;
5737 case EL_AUSGANG_AUF:
5738 if (mode == DF_SNAP)
5739 return MF_NO_ACTION;
5741 PlaySoundLevel(x, y, SND_BUING);
5746 Feld[x][y] = EL_BIRNE_EIN;
5747 local_player->lights_still_needed--;
5748 DrawLevelField(x, y);
5749 PlaySoundLevel(x, y, SND_DENG);
5754 Feld[x][y] = EL_ZEIT_LEER;
5756 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5757 DrawLevelField(x, y);
5758 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5762 case EL_SOKOBAN_FELD_LEER:
5765 case EL_SOKOBAN_FELD_VOLL:
5766 case EL_SOKOBAN_OBJEKT:
5768 case EL_SP_DISK_YELLOW:
5770 if (mode == DF_SNAP)
5771 return MF_NO_ACTION;
5773 player->Pushing = TRUE;
5775 if (!IN_LEV_FIELD(x+dx, y+dy)
5776 || (!IS_FREE(x+dx, y+dy)
5777 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5778 || !IS_SB_ELEMENT(element))))
5779 return MF_NO_ACTION;
5783 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5784 return MF_NO_ACTION;
5786 else if (dy && real_dx)
5788 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5789 return MF_NO_ACTION;
5792 if (player->push_delay == 0)
5793 player->push_delay = FrameCounter;
5794 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5795 !tape.playing && element != EL_BALLOON)
5796 return MF_NO_ACTION;
5798 if (IS_SB_ELEMENT(element))
5800 if (element == EL_SOKOBAN_FELD_VOLL)
5802 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5803 local_player->sokobanfields_still_needed++;
5808 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5810 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5811 local_player->sokobanfields_still_needed--;
5812 if (element == EL_SOKOBAN_OBJEKT)
5813 PlaySoundLevel(x, y, SND_DENG);
5816 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5821 Feld[x+dx][y+dy] = element;
5824 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5826 DrawLevelField(x, y);
5827 DrawLevelField(x+dx, y+dy);
5828 if (element == EL_BALLOON)
5829 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5831 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5833 if (IS_SB_ELEMENT(element) &&
5834 local_player->sokobanfields_still_needed == 0 &&
5835 game.emulation == EMU_SOKOBAN)
5837 player->LevelSolved = player->GameOver = TRUE;
5838 PlaySoundLevel(x, y, SND_BUING);
5849 return MF_NO_ACTION;
5852 player->push_delay = 0;
5857 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5859 int jx = player->jx, jy = player->jy;
5860 int x = jx + dx, y = jy + dy;
5862 if (!player->active || !IN_LEV_FIELD(x, y))
5870 player->snapped = FALSE;
5874 if (player->snapped)
5877 player->MovDir = (dx < 0 ? MV_LEFT :
5880 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5882 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5885 player->snapped = TRUE;
5886 DrawLevelField(x, y);
5892 boolean PlaceBomb(struct PlayerInfo *player)
5894 int jx = player->jx, jy = player->jy;
5897 if (!player->active || player->MovPos)
5900 element = Feld[jx][jy];
5902 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5903 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5906 if (element != EL_LEERRAUM)
5907 Store[jx][jy] = element;
5909 if (player->dynamite)
5911 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5912 MovDelay[jx][jy] = 96;
5914 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5915 FS_SMALL, FC_YELLOW);
5916 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5918 if (game.emulation == EMU_SUPAPLEX)
5919 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5921 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5926 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5927 MovDelay[jx][jy] = 96;
5928 player->dynabombs_left--;
5929 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5930 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5936 void PlaySoundLevel(int x, int y, int sound_nr)
5938 int sx = SCREENX(x), sy = SCREENY(y);
5940 int silence_distance = 8;
5942 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5943 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5946 if (!IN_LEV_FIELD(x, y) ||
5947 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5948 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5951 volume = PSND_MAX_VOLUME;
5954 stereo = (sx - SCR_FIELDX/2) * 12;
5956 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5957 if (stereo > PSND_MAX_RIGHT)
5958 stereo = PSND_MAX_RIGHT;
5959 if (stereo < PSND_MAX_LEFT)
5960 stereo = PSND_MAX_LEFT;
5963 if (!IN_SCR_FIELD(sx, sy))
5965 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5966 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5968 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5971 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5974 void RaiseScore(int value)
5976 local_player->score += value;
5977 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5978 FS_SMALL, FC_YELLOW);
5981 void RaiseScoreElement(int element)
5986 case EL_EDELSTEIN_BD:
5987 case EL_EDELSTEIN_GELB:
5988 case EL_EDELSTEIN_ROT:
5989 case EL_EDELSTEIN_LILA:
5990 RaiseScore(level.score[SC_EDELSTEIN]);
5993 RaiseScore(level.score[SC_DIAMANT]);
5997 RaiseScore(level.score[SC_KAEFER]);
6001 RaiseScore(level.score[SC_FLIEGER]);
6005 RaiseScore(level.score[SC_MAMPFER]);
6008 RaiseScore(level.score[SC_ROBOT]);
6011 RaiseScore(level.score[SC_PACMAN]);
6014 RaiseScore(level.score[SC_KOKOSNUSS]);
6016 case EL_DYNAMITE_INACTIVE:
6017 RaiseScore(level.score[SC_DYNAMIT]);
6020 RaiseScore(level.score[SC_SCHLUESSEL]);
6027 /* ---------- new game button stuff ---------------------------------------- */
6029 /* graphic position values for game buttons */
6030 #define GAME_BUTTON_XSIZE 30
6031 #define GAME_BUTTON_YSIZE 30
6032 #define GAME_BUTTON_XPOS 5
6033 #define GAME_BUTTON_YPOS 215
6034 #define SOUND_BUTTON_XPOS 5
6035 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6037 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6038 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6039 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6040 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6041 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6042 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6049 } gamebutton_info[NUM_GAME_BUTTONS] =
6052 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6057 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6062 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6067 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6068 SOUND_CTRL_ID_MUSIC,
6069 "background music on/off"
6072 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6073 SOUND_CTRL_ID_LOOPS,
6074 "sound loops on/off"
6077 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6078 SOUND_CTRL_ID_SIMPLE,
6079 "normal sounds on/off"
6083 void CreateGameButtons()
6087 for (i=0; i<NUM_GAME_BUTTONS; i++)
6089 Bitmap gd_bitmap = pix[PIX_DOOR];
6090 struct GadgetInfo *gi;
6093 unsigned long event_mask;
6094 int gd_xoffset, gd_yoffset;
6095 int gd_x1, gd_x2, gd_y1, gd_y2;
6098 gd_xoffset = gamebutton_info[i].x;
6099 gd_yoffset = gamebutton_info[i].y;
6100 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6101 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6103 if (id == GAME_CTRL_ID_STOP ||
6104 id == GAME_CTRL_ID_PAUSE ||
6105 id == GAME_CTRL_ID_PLAY)
6107 button_type = GD_TYPE_NORMAL_BUTTON;
6109 event_mask = GD_EVENT_RELEASED;
6110 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6111 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6115 button_type = GD_TYPE_CHECK_BUTTON;
6117 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6118 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6119 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6120 event_mask = GD_EVENT_PRESSED;
6121 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6122 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6125 gi = CreateGadget(GDI_CUSTOM_ID, id,
6126 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6127 GDI_X, DX + gd_xoffset,
6128 GDI_Y, DY + gd_yoffset,
6129 GDI_WIDTH, GAME_BUTTON_XSIZE,
6130 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6131 GDI_TYPE, button_type,
6132 GDI_STATE, GD_BUTTON_UNPRESSED,
6133 GDI_CHECKED, checked,
6134 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6135 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6136 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6137 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6138 GDI_EVENT_MASK, event_mask,
6139 GDI_CALLBACK_ACTION, HandleGameButtons,
6143 Error(ERR_EXIT, "cannot create gadget");
6145 game_gadget[id] = gi;
6149 static void MapGameButtons()
6153 for (i=0; i<NUM_GAME_BUTTONS; i++)
6154 MapGadget(game_gadget[i]);
6157 void UnmapGameButtons()
6161 for (i=0; i<NUM_GAME_BUTTONS; i++)
6162 UnmapGadget(game_gadget[i]);
6165 static void HandleGameButtons(struct GadgetInfo *gi)
6167 int id = gi->custom_id;
6169 if (game_status != PLAYING)
6174 case GAME_CTRL_ID_STOP:
6177 CloseDoor(DOOR_CLOSE_1);
6178 game_status = MAINMENU;
6183 if (level_editor_test_game ||
6184 Request("Do you really want to quit the game ?",
6185 REQ_ASK | REQ_STAY_CLOSED))
6187 #if !defined(MSDOS) && !defined(WIN32)
6188 if (options.network)
6189 SendToServer_StopPlaying();
6193 game_status = MAINMENU;
6198 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6201 case GAME_CTRL_ID_PAUSE:
6202 if (options.network)
6204 #if !defined(MSDOS) && !defined(WIN32)
6206 SendToServer_ContinuePlaying();
6208 SendToServer_PausePlaying();
6215 case GAME_CTRL_ID_PLAY:
6218 #if !defined(MSDOS) && !defined(WIN32)
6219 if (options.network)
6220 SendToServer_ContinuePlaying();
6224 tape.pausing = FALSE;
6225 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6230 case SOUND_CTRL_ID_MUSIC:
6231 if (setup.sound_music)
6233 setup.sound_music = FALSE;
6234 FadeSound(background_loop[level_nr % num_bg_loops]);
6236 else if (sound_loops_allowed)
6238 setup.sound = setup.sound_music = TRUE;
6239 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
6243 case SOUND_CTRL_ID_LOOPS:
6244 if (setup.sound_loops)
6245 setup.sound_loops = FALSE;
6246 else if (sound_loops_allowed)
6247 setup.sound = setup.sound_loops = TRUE;
6250 case SOUND_CTRL_ID_SIMPLE:
6251 if (setup.sound_simple)
6252 setup.sound_simple = FALSE;
6253 else if (sound_status==SOUND_AVAILABLE)
6254 setup.sound = setup.sound_simple = TRUE;