1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
25 /* this switch controls how rocks move horizontally */
26 #define OLD_GAME_BEHAVIOUR FALSE
33 /* for MoveFigure() */
34 #define MF_NO_ACTION 0
38 /* for ScrollFigure() */
40 #define SCROLL_GO_ON 1
43 #define EX_PHASE_START 0
48 /* special positions in the game control window (relative to control window) */
51 #define XX_EMERALDS 29
52 #define YY_EMERALDS 54
53 #define XX_DYNAMITE 29
54 #define YY_DYNAMITE 89
62 /* special positions in the game control window (relative to main window) */
63 #define DX_LEVEL (DX + XX_LEVEL)
64 #define DY_LEVEL (DY + YY_LEVEL)
65 #define DX_EMERALDS (DX + XX_EMERALDS)
66 #define DY_EMERALDS (DY + YY_EMERALDS)
67 #define DX_DYNAMITE (DX + XX_DYNAMITE)
68 #define DY_DYNAMITE (DY + YY_DYNAMITE)
69 #define DX_KEYS (DX + XX_KEYS)
70 #define DY_KEYS (DY + YY_KEYS)
71 #define DX_SCORE (DX + XX_SCORE)
72 #define DY_SCORE (DY + YY_SCORE)
73 #define DX_TIME (DX + XX_TIME)
74 #define DY_TIME (DY + YY_TIME)
76 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
77 (s)==SND_NJAM || (s)==SND_MIEP)
78 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
79 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
80 (s)==SND_TYGER || (s)==SND_VOYAGER || \
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 static void MapGameButtons();
108 static void HandleGameButtons(struct GadgetInfo *);
110 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 static unsigned int getStateCheckSum(int counter)
119 unsigned int mult = 1;
120 unsigned int checksum = 0;
122 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
124 static boolean first_game = TRUE;
126 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
132 lastFeld[x][y] = Feld[x][y];
133 else if (lastFeld[x][y] != Feld[x][y])
134 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
135 x, y, lastFeld[x][y], Feld[x][y]);
139 checksum += mult++ * Ur[x][y];
140 checksum += mult++ * Feld[x][y];
143 checksum += mult++ * MovPos[x][y];
144 checksum += mult++ * MovDir[x][y];
145 checksum += mult++ * MovDelay[x][y];
146 checksum += mult++ * Store[x][y];
147 checksum += mult++ * Store2[x][y];
148 checksum += mult++ * StorePlayer[x][y];
149 checksum += mult++ * Frame[x][y];
150 checksum += mult++ * AmoebaNr[x][y];
151 checksum += mult++ * JustStopped[x][y];
152 checksum += mult++ * Stop[x][y];
156 if (counter == 3 && first_game)
167 void GetPlayerConfig()
169 if (!audio.sound_available)
172 if (!audio.loops_available)
174 setup.sound_loops = FALSE;
175 setup.sound_music = FALSE;
178 if (!video.fullscreen_available)
179 setup.fullscreen = FALSE;
181 setup.sound_simple = setup.sound;
183 SetAudioMode(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(PLATFORM_UNIX)
509 /* initial null action */
511 SendToServer_MovePlayer(MV_NO_MOVING);
519 TimeLeft = level.time;
521 ScreenMovDir = MV_NO_MOVING;
525 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
527 AllPlayersGone = FALSE;
529 game.yam_content_nr = 0;
530 game.magic_wall_active = FALSE;
531 game.magic_wall_time_left = 0;
532 game.light_time_left = 0;
533 game.timegate_time_left = 0;
534 game.switchgate_pos = 0;
535 game.balloon_dir = MV_NO_MOVING;
539 game.belt_dir[i] = MV_NO_MOVING;
540 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
543 for (i=0; i<MAX_NUM_AMOEBA; i++)
544 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
546 for (x=0; x<lev_fieldx; x++)
548 for (y=0; y<lev_fieldy; y++)
550 Feld[x][y] = Ur[x][y];
551 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
552 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
555 JustStopped[x][y] = 0;
560 for(y=0; y<lev_fieldy; y++)
562 for(x=0; x<lev_fieldx; x++)
564 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
566 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
568 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
571 InitField(x, y, TRUE);
575 /* correct non-moving belts to start moving left */
577 if (game.belt_dir[i] == MV_NO_MOVING)
578 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
580 /* check if any connected player was not found in playfield */
581 for (i=0; i<MAX_PLAYERS; i++)
583 struct PlayerInfo *player = &stored_player[i];
585 if (player->connected && !player->present)
587 for (j=0; j<MAX_PLAYERS; j++)
589 struct PlayerInfo *some_player = &stored_player[j];
590 int jx = some_player->jx, jy = some_player->jy;
592 /* assign first free player found that is present in the playfield */
593 if (some_player->present && !some_player->connected)
595 player->present = TRUE;
596 player->active = TRUE;
597 some_player->present = FALSE;
599 StorePlayer[jx][jy] = player->element_nr;
600 player->jx = player->last_jx = jx;
601 player->jy = player->last_jy = jy;
611 /* when playing a tape, eliminate all players who do not participate */
613 for (i=0; i<MAX_PLAYERS; i++)
615 if (stored_player[i].active && !tape.player_participates[i])
617 struct PlayerInfo *player = &stored_player[i];
618 int jx = player->jx, jy = player->jy;
620 player->active = FALSE;
621 StorePlayer[jx][jy] = 0;
622 Feld[jx][jy] = EL_LEERRAUM;
626 else if (!options.network && !setup.team_mode) /* && !tape.playing */
628 /* when in single player mode, eliminate all but the first active player */
630 for (i=0; i<MAX_PLAYERS; i++)
632 if (stored_player[i].active)
634 for (j=i+1; j<MAX_PLAYERS; j++)
636 if (stored_player[j].active)
638 struct PlayerInfo *player = &stored_player[j];
639 int jx = player->jx, jy = player->jy;
641 player->active = FALSE;
642 StorePlayer[jx][jy] = 0;
643 Feld[jx][jy] = EL_LEERRAUM;
650 /* when recording the game, store which players take part in the game */
653 for (i=0; i<MAX_PLAYERS; i++)
654 if (stored_player[i].active)
655 tape.player_participates[i] = TRUE;
660 for (i=0; i<MAX_PLAYERS; i++)
662 struct PlayerInfo *player = &stored_player[i];
664 printf("Player %d: present == %d, connected == %d, active == %d.\n",
669 if (local_player == player)
670 printf("Player %d is local player.\n", i+1);
674 game.version = (tape.playing ? tape.game_version : level.game_version);
675 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
676 emulate_sb ? EMU_SOKOBAN :
677 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
679 /* dynamically adjust element properties according to game engine version */
681 static int ep_slippery[] =
690 static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
692 for (i=0; i<ep_slippery_num; i++)
694 if (game.version >= GAME_VERSION_2_0)
695 Elementeigenschaften1[ep_slippery[i]] |= EP_BIT_SLIPPERY;
697 Elementeigenschaften1[ep_slippery[i]] &= ~EP_BIT_SLIPPERY;
701 if (BorderElement == EL_LEERRAUM)
704 SBX_Right = lev_fieldx - SCR_FIELDX;
706 SBY_Lower = lev_fieldy - SCR_FIELDY;
711 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
713 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
716 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
717 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
719 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
720 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
723 scroll_y = SBY_Upper;
724 if (local_player->jx >= SBX_Left + MIDPOSX)
725 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
726 local_player->jx - MIDPOSX :
728 if (local_player->jy >= SBY_Upper + MIDPOSY)
729 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
730 local_player->jy - MIDPOSY :
733 CloseDoor(DOOR_CLOSE_1);
739 /* after drawing the level, correct some elements */
740 if (game.timegate_time_left == 0)
741 CloseAllOpenTimegates();
743 if (setup.soft_scrolling)
744 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
746 redraw_mask |= REDRAW_FROM_BACKBUFFER;
748 /* copy default game door content to main double buffer */
749 BlitBitmap(pix[PIX_DOOR], drawto,
750 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
753 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
754 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
757 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
758 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
759 BlitBitmap(drawto, drawto,
760 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
761 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
762 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
765 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
766 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
767 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
768 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
769 DrawText(DX + XX_SCORE, DY + YY_SCORE,
770 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
771 DrawText(DX + XX_TIME, DY + YY_TIME,
772 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
775 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
776 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
777 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
781 /* copy actual game door content to door double buffer for OpenDoor() */
782 BlitBitmap(drawto, pix[PIX_DB_DOOR],
783 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
785 OpenDoor(DOOR_OPEN_ALL);
787 if (setup.sound_music && num_bg_loops)
788 PlayMusic(level_nr % num_bg_loops);
790 KeyboardAutoRepeatOff();
795 printf("Player %d %sactive.\n",
796 i + 1, (stored_player[i].active ? "" : "not "));
800 void InitMovDir(int x, int y)
802 int i, element = Feld[x][y];
803 static int xy[4][2] =
810 static int direction[3][4] =
812 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
813 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
814 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
819 case EL_KAEFER_RIGHT:
823 Feld[x][y] = EL_KAEFER;
824 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
827 case EL_FLIEGER_RIGHT:
829 case EL_FLIEGER_LEFT:
830 case EL_FLIEGER_DOWN:
831 Feld[x][y] = EL_FLIEGER;
832 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
835 case EL_BUTTERFLY_RIGHT:
836 case EL_BUTTERFLY_UP:
837 case EL_BUTTERFLY_LEFT:
838 case EL_BUTTERFLY_DOWN:
839 Feld[x][y] = EL_BUTTERFLY;
840 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
843 case EL_FIREFLY_RIGHT:
845 case EL_FIREFLY_LEFT:
846 case EL_FIREFLY_DOWN:
847 Feld[x][y] = EL_FIREFLY;
848 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
851 case EL_PACMAN_RIGHT:
855 Feld[x][y] = EL_PACMAN;
856 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
860 MovDir[x][y] = MV_UP;
864 MovDir[x][y] = MV_LEFT;
871 Feld[x][y] = EL_MOLE;
872 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
876 MovDir[x][y] = 1 << RND(4);
877 if (element != EL_KAEFER &&
878 element != EL_FLIEGER &&
879 element != EL_BUTTERFLY &&
880 element != EL_FIREFLY)
885 int x1 = x + xy[i][0];
886 int y1 = y + xy[i][1];
888 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
890 if (element == EL_KAEFER || element == EL_BUTTERFLY)
892 MovDir[x][y] = direction[0][i];
895 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
896 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
898 MovDir[x][y] = direction[1][i];
907 void InitAmoebaNr(int x, int y)
910 int group_nr = AmoebeNachbarNr(x, y);
914 for (i=1; i<MAX_NUM_AMOEBA; i++)
916 if (AmoebaCnt[i] == 0)
924 AmoebaNr[x][y] = group_nr;
925 AmoebaCnt[group_nr]++;
926 AmoebaCnt2[group_nr]++;
932 boolean raise_level = FALSE;
934 if (local_player->MovPos)
937 local_player->LevelSolved = FALSE;
941 if (setup.sound_loops)
942 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
946 if (!setup.sound_loops)
947 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
948 if (TimeLeft > 0 && !(TimeLeft % 10))
949 RaiseScore(level.score[SC_ZEITBONUS]);
950 if (TimeLeft > 100 && !(TimeLeft % 10))
954 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
959 if (setup.sound_loops)
962 else if (level.time == 0) /* level without time limit */
964 if (setup.sound_loops)
965 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
967 while(TimePlayed < 999)
969 if (!setup.sound_loops)
970 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
971 if (TimePlayed < 999 && !(TimePlayed % 10))
972 RaiseScore(level.score[SC_ZEITBONUS]);
973 if (TimePlayed < 900 && !(TimePlayed % 10))
977 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
982 if (setup.sound_loops)
990 /* Hero disappears */
991 DrawLevelField(ExitX, ExitY);
997 CloseDoor(DOOR_CLOSE_1);
1002 SaveTape(tape.level_nr); /* Ask to save tape */
1005 if (level_nr == leveldir_current->handicap_level)
1007 leveldir_current->handicap_level++;
1008 SaveLevelSetup_SeriesInfo();
1011 if (level_editor_test_game)
1012 local_player->score = -1; /* no highscore when playing from editor */
1013 else if (level_nr < leveldir_current->last_level)
1014 raise_level = TRUE; /* advance to next level */
1016 if ((hi_pos = NewHiScore()) >= 0)
1018 game_status = HALLOFFAME;
1019 DrawHallOfFame(hi_pos);
1025 game_status = MAINMENU;
1039 LoadScore(level_nr);
1041 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1042 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1045 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1047 if (local_player->score > highscore[k].Score)
1049 /* player has made it to the hall of fame */
1051 if (k < MAX_SCORE_ENTRIES - 1)
1053 int m = MAX_SCORE_ENTRIES - 1;
1056 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1057 if (!strcmp(setup.player_name, highscore[l].Name))
1059 if (m == k) /* player's new highscore overwrites his old one */
1065 strcpy(highscore[l].Name, highscore[l - 1].Name);
1066 highscore[l].Score = highscore[l - 1].Score;
1073 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1074 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1075 highscore[k].Score = local_player->score;
1081 else if (!strncmp(setup.player_name, highscore[k].Name,
1082 MAX_PLAYER_NAME_LEN))
1083 break; /* player already there with a higher score */
1089 SaveScore(level_nr);
1094 void InitMovingField(int x, int y, int direction)
1096 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1097 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1099 MovDir[x][y] = direction;
1100 MovDir[newx][newy] = direction;
1101 if (Feld[newx][newy] == EL_LEERRAUM)
1102 Feld[newx][newy] = EL_BLOCKED;
1105 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1107 int direction = MovDir[x][y];
1108 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1109 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1115 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1117 int oldx = x, oldy = y;
1118 int direction = MovDir[x][y];
1120 if (direction == MV_LEFT)
1122 else if (direction == MV_RIGHT)
1124 else if (direction == MV_UP)
1126 else if (direction == MV_DOWN)
1129 *comes_from_x = oldx;
1130 *comes_from_y = oldy;
1133 int MovingOrBlocked2Element(int x, int y)
1135 int element = Feld[x][y];
1137 if (element == EL_BLOCKED)
1141 Blocked2Moving(x, y, &oldx, &oldy);
1142 return Feld[oldx][oldy];
1148 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1150 /* like MovingOrBlocked2Element(), but if element is moving
1151 and (x,y) is the field the moving element is just leaving,
1152 return EL_BLOCKED instead of the element value */
1153 int element = Feld[x][y];
1155 if (IS_MOVING(x, y))
1157 if (element == EL_BLOCKED)
1161 Blocked2Moving(x, y, &oldx, &oldy);
1162 return Feld[oldx][oldy];
1171 static void RemoveField(int x, int y)
1173 Feld[x][y] = EL_LEERRAUM;
1179 void RemoveMovingField(int x, int y)
1181 int oldx = x, oldy = y, newx = x, newy = y;
1183 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1186 if (IS_MOVING(x, y))
1188 Moving2Blocked(x, y, &newx, &newy);
1189 if (Feld[newx][newy] != EL_BLOCKED)
1192 else if (Feld[x][y] == EL_BLOCKED)
1194 Blocked2Moving(x, y, &oldx, &oldy);
1195 if (!IS_MOVING(oldx, oldy))
1199 if (Feld[x][y] == EL_BLOCKED &&
1200 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1201 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1202 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING))
1204 Feld[oldx][oldy] = (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ?
1206 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ?
1207 EL_MAGIC_WALL_EMPTY :
1208 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ?
1209 EL_MAGIC_WALL_BD_EMPTY : 0);
1210 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1212 else if (Feld[x][y] == EL_BLOCKED &&
1213 Store[oldx][oldy] == EL_AMOEBE_NASS)
1215 Feld[oldx][oldy] = Store[oldx][oldy];
1216 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1219 Feld[oldx][oldy] = EL_LEERRAUM;
1221 Feld[newx][newy] = EL_LEERRAUM;
1222 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1223 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1225 DrawLevelField(oldx, oldy);
1226 DrawLevelField(newx, newy);
1229 void DrawDynamite(int x, int y)
1231 int sx = SCREENX(x), sy = SCREENY(y);
1232 int graphic = el2gfx(Feld[x][y]);
1235 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1239 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1241 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1243 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1248 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1252 if (game.emulation == EMU_SUPAPLEX)
1253 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1254 else if (Store[x][y])
1255 DrawGraphicThruMask(sx, sy, graphic + phase);
1257 DrawGraphic(sx, sy, graphic + phase);
1260 void CheckDynamite(int x, int y)
1262 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1267 if (!(MovDelay[x][y] % 12))
1268 PlaySoundLevel(x, y, SND_ZISCH);
1270 if (IS_ACTIVE_BOMB(Feld[x][y]))
1272 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1274 if (!(MovDelay[x][y] % delay))
1282 StopSound(SND_ZISCH);
1286 void Explode(int ex, int ey, int phase, int mode)
1289 int num_phase = 9, delay = 2;
1290 int last_phase = num_phase * delay;
1291 int half_phase = (num_phase / 2) * delay;
1292 int first_phase_after_start = EX_PHASE_START + 1;
1294 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1296 int center_element = Feld[ex][ey];
1298 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1300 /* put moving element to center field (and let it explode there) */
1301 center_element = MovingOrBlocked2Element(ex, ey);
1302 RemoveMovingField(ex, ey);
1303 Feld[ex][ey] = center_element;
1306 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1310 if (!IN_LEV_FIELD(x, y) ||
1311 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1312 (x != ex || y != ey)))
1315 element = Feld[x][y];
1317 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1319 element = MovingOrBlocked2Element(x, y);
1320 RemoveMovingField(x, y);
1323 if (IS_MASSIVE(element) || element == EL_BURNING)
1326 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1328 if (IS_ACTIVE_BOMB(element))
1330 /* re-activate things under the bomb like gate or penguin */
1331 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1338 if (element == EL_EXPLODING)
1339 element = Store2[x][y];
1341 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1343 switch(StorePlayer[ex][ey])
1346 Store[x][y] = EL_EDELSTEIN_ROT;
1349 Store[x][y] = EL_EDELSTEIN;
1352 Store[x][y] = EL_EDELSTEIN_LILA;
1356 Store[x][y] = EL_EDELSTEIN_GELB;
1360 if (game.emulation == EMU_SUPAPLEX)
1361 Store[x][y] = EL_LEERRAUM;
1363 else if (center_element == EL_MOLE)
1364 Store[x][y] = EL_EDELSTEIN_ROT;
1365 else if (center_element == EL_PINGUIN)
1366 Store[x][y] = EL_EDELSTEIN_LILA;
1367 else if (center_element == EL_KAEFER)
1368 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1369 else if (center_element == EL_BUTTERFLY)
1370 Store[x][y] = EL_EDELSTEIN_BD;
1371 else if (center_element == EL_SP_ELECTRON)
1372 Store[x][y] = EL_SP_INFOTRON;
1373 else if (center_element == EL_MAMPFER)
1374 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1375 else if (center_element == EL_AMOEBA2DIAM)
1376 Store[x][y] = level.amoeba_content;
1377 else if (element == EL_ERZ_EDEL)
1378 Store[x][y] = EL_EDELSTEIN;
1379 else if (element == EL_ERZ_DIAM)
1380 Store[x][y] = EL_DIAMANT;
1381 else if (element == EL_ERZ_EDEL_BD)
1382 Store[x][y] = EL_EDELSTEIN_BD;
1383 else if (element == EL_ERZ_EDEL_GELB)
1384 Store[x][y] = EL_EDELSTEIN_GELB;
1385 else if (element == EL_ERZ_EDEL_ROT)
1386 Store[x][y] = EL_EDELSTEIN_ROT;
1387 else if (element == EL_ERZ_EDEL_LILA)
1388 Store[x][y] = EL_EDELSTEIN_LILA;
1389 else if (element == EL_WALL_PEARL)
1390 Store[x][y] = EL_PEARL;
1391 else if (element == EL_WALL_CRYSTAL)
1392 Store[x][y] = EL_CRYSTAL;
1393 else if (!IS_PFORTE(Store[x][y]))
1394 Store[x][y] = EL_LEERRAUM;
1396 if (x != ex || y != ey ||
1397 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1398 Store2[x][y] = element;
1400 if (AmoebaNr[x][y] &&
1401 (element == EL_AMOEBE_VOLL ||
1402 element == EL_AMOEBE_BD ||
1403 element == EL_AMOEBING))
1405 AmoebaCnt[AmoebaNr[x][y]]--;
1406 AmoebaCnt2[AmoebaNr[x][y]]--;
1409 Feld[x][y] = EL_EXPLODING;
1410 MovDir[x][y] = MovPos[x][y] = 0;
1416 if (center_element == EL_MAMPFER)
1417 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1428 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1430 if (phase == first_phase_after_start)
1432 int element = Store2[x][y];
1434 if (element == EL_BLACK_ORB)
1436 Feld[x][y] = Store2[x][y];
1441 else if (phase == half_phase)
1443 int element = Store2[x][y];
1445 if (IS_PLAYER(x, y))
1446 KillHeroUnlessProtected(x, y);
1447 else if (IS_EXPLOSIVE(element))
1449 Feld[x][y] = Store2[x][y];
1453 else if (element == EL_AMOEBA2DIAM)
1454 AmoebeUmwandeln(x, y);
1457 if (phase == last_phase)
1461 element = Feld[x][y] = Store[x][y];
1462 Store[x][y] = Store2[x][y] = 0;
1463 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1464 InitField(x, y, FALSE);
1465 if (CAN_MOVE(element) || COULD_MOVE(element))
1467 DrawLevelField(x, y);
1469 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1471 int graphic = GFX_EXPLOSION;
1473 if (game.emulation == EMU_SUPAPLEX)
1474 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1475 GFX_SP_EXPLODE_INFOTRON :
1476 GFX_SP_EXPLODE_EMPTY);
1479 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1481 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1485 void DynaExplode(int ex, int ey)
1488 int dynabomb_size = 1;
1489 boolean dynabomb_xl = FALSE;
1490 struct PlayerInfo *player;
1491 static int xy[4][2] =
1499 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1501 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1502 dynabomb_size = player->dynabomb_size;
1503 dynabomb_xl = player->dynabomb_xl;
1504 player->dynabombs_left++;
1507 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1511 for (j=1; j<=dynabomb_size; j++)
1513 int x = ex + j * xy[i % 4][0];
1514 int y = ey + j * xy[i % 4][1];
1517 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1520 element = Feld[x][y];
1522 /* do not restart explosions of fields with active bombs */
1523 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1526 Explode(x, y, EX_PHASE_START, EX_BORDER);
1528 if (element != EL_LEERRAUM &&
1529 element != EL_ERDREICH &&
1530 element != EL_EXPLODING &&
1537 void Bang(int x, int y)
1539 int element = Feld[x][y];
1541 if (game.emulation == EMU_SUPAPLEX)
1542 PlaySoundLevel(x, y, SND_SP_BOOOM);
1544 PlaySoundLevel(x, y, SND_ROAAAR);
1547 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1548 element = EL_LEERRAUM;
1562 RaiseScoreElement(element);
1563 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1565 case EL_DYNABOMB_ACTIVE_1:
1566 case EL_DYNABOMB_ACTIVE_2:
1567 case EL_DYNABOMB_ACTIVE_3:
1568 case EL_DYNABOMB_ACTIVE_4:
1569 case EL_DYNABOMB_NR:
1570 case EL_DYNABOMB_SZ:
1571 case EL_DYNABOMB_XL:
1577 if (IS_PLAYER(x, y))
1578 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1580 Explode(x, y, EX_PHASE_START, EX_CENTER);
1583 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1588 void Blurb(int x, int y)
1590 int element = Feld[x][y];
1592 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1594 PlaySoundLevel(x, y, SND_BLURB);
1595 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1596 (!IN_LEV_FIELD(x-1, y-1) ||
1597 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1599 Feld[x-1][y] = EL_BLURB_LEFT;
1601 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1602 (!IN_LEV_FIELD(x+1, y-1) ||
1603 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1605 Feld[x+1][y] = EL_BLURB_RIGHT;
1610 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1612 if (!MovDelay[x][y]) /* initialize animation counter */
1615 if (MovDelay[x][y]) /* continue animation */
1618 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1619 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1621 if (!MovDelay[x][y])
1623 Feld[x][y] = EL_LEERRAUM;
1624 DrawLevelField(x, y);
1630 static void ToggleBeltSwitch(int x, int y)
1632 static int belt_base_element[4] =
1634 EL_BELT1_SWITCH_LEFT,
1635 EL_BELT2_SWITCH_LEFT,
1636 EL_BELT3_SWITCH_LEFT,
1637 EL_BELT4_SWITCH_LEFT
1639 static int belt_move_dir[4] =
1647 int element = Feld[x][y];
1648 int belt_nr = getBeltNrFromSwitchElement(element);
1649 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1650 int belt_dir = belt_move_dir[belt_dir_nr];
1653 if (!IS_BELT_SWITCH(element))
1656 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1657 game.belt_dir[belt_nr] = belt_dir;
1659 if (belt_dir_nr == 3)
1662 for (yy=0; yy<lev_fieldy; yy++)
1664 for (xx=0; xx<lev_fieldx; xx++)
1666 int element = Feld[xx][yy];
1668 if (IS_BELT_SWITCH(element))
1670 int e_belt_nr = getBeltNrFromSwitchElement(element);
1672 if (e_belt_nr == belt_nr)
1674 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1675 DrawLevelField(xx, yy);
1678 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1680 int e_belt_nr = getBeltNrFromElement(element);
1682 if (e_belt_nr == belt_nr)
1683 DrawLevelField(xx, yy); /* set belt to parking position */
1689 static void ToggleSwitchgateSwitch(int x, int y)
1693 game.switchgate_pos = !game.switchgate_pos;
1695 for (yy=0; yy<lev_fieldy; yy++)
1697 for (xx=0; xx<lev_fieldx; xx++)
1699 int element = Feld[xx][yy];
1701 if (element == EL_SWITCHGATE_SWITCH_1 ||
1702 element == EL_SWITCHGATE_SWITCH_2)
1704 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1705 DrawLevelField(xx, yy);
1707 else if (element == EL_SWITCHGATE_OPEN ||
1708 element == EL_SWITCHGATE_OPENING)
1710 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1711 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1713 else if (element == EL_SWITCHGATE_CLOSED ||
1714 element == EL_SWITCHGATE_CLOSING)
1716 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1717 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1723 static void RedrawAllLightSwitchesAndInvisibleElements()
1727 for (y=0; y<lev_fieldy; y++)
1729 for (x=0; x<lev_fieldx; x++)
1731 int element = Feld[x][y];
1733 if (element == EL_LIGHT_SWITCH_OFF &&
1734 game.light_time_left > 0)
1736 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1737 DrawLevelField(x, y);
1739 else if (element == EL_LIGHT_SWITCH_ON &&
1740 game.light_time_left == 0)
1742 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1743 DrawLevelField(x, y);
1746 if (element == EL_INVISIBLE_STEEL ||
1747 element == EL_UNSICHTBAR ||
1748 element == EL_SAND_INVISIBLE)
1749 DrawLevelField(x, y);
1754 static void ToggleLightSwitch(int x, int y)
1756 int element = Feld[x][y];
1758 game.light_time_left =
1759 (element == EL_LIGHT_SWITCH_OFF ?
1760 level.time_light * FRAMES_PER_SECOND : 0);
1762 RedrawAllLightSwitchesAndInvisibleElements();
1765 static void ActivateTimegateSwitch(int x, int y)
1769 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1771 for (yy=0; yy<lev_fieldy; yy++)
1773 for (xx=0; xx<lev_fieldx; xx++)
1775 int element = Feld[xx][yy];
1777 if (element == EL_TIMEGATE_CLOSED ||
1778 element == EL_TIMEGATE_CLOSING)
1780 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1781 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1785 else if (element == EL_TIMEGATE_SWITCH_ON)
1787 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1788 DrawLevelField(xx, yy);
1795 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1798 void Impact(int x, int y)
1800 boolean lastline = (y == lev_fieldy-1);
1801 boolean object_hit = FALSE;
1802 int element = Feld[x][y];
1805 if (!lastline) /* check if element below was hit */
1807 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1810 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1811 MovDir[x][y+1]!=MV_DOWN ||
1812 MovPos[x][y+1]<=TILEY/2));
1814 smashed = MovingOrBlocked2Element(x, y+1);
1817 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1823 if ((element == EL_BOMBE ||
1824 element == EL_SP_DISK_ORANGE ||
1825 element == EL_DX_SUPABOMB) &&
1826 (lastline || object_hit)) /* element is bomb */
1831 else if (element == EL_PEARL)
1833 Feld[x][y] = EL_PEARL_BREAKING;
1834 PlaySoundLevel(x, y, SND_KNACK);
1838 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1840 if (object_hit && IS_PLAYER(x, y+1))
1841 KillHeroUnlessProtected(x, y+1);
1842 else if (object_hit && smashed == EL_PINGUIN)
1846 Feld[x][y] = EL_AMOEBING;
1847 Store[x][y] = EL_AMOEBE_NASS;
1852 if (!lastline && object_hit) /* check which object was hit */
1854 if (CAN_CHANGE(element) &&
1855 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1858 int activated_magic_wall =
1859 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1860 EL_MAGIC_WALL_BD_EMPTY);
1862 /* activate magic wall / mill */
1864 for (y=0; y<lev_fieldy; y++)
1865 for (x=0; x<lev_fieldx; x++)
1866 if (Feld[x][y] == smashed)
1867 Feld[x][y] = activated_magic_wall;
1869 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1870 game.magic_wall_active = TRUE;
1873 if (IS_PLAYER(x, y+1))
1875 KillHeroUnlessProtected(x, y+1);
1878 else if (smashed == EL_PINGUIN)
1883 else if (element == EL_EDELSTEIN_BD)
1885 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1891 else if (element == EL_FELSBROCKEN ||
1892 element == EL_SP_ZONK ||
1893 element == EL_BD_ROCK)
1895 if (IS_ENEMY(smashed) ||
1896 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1897 smashed == EL_DX_SUPABOMB ||
1898 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1899 smashed == EL_DRACHE || smashed == EL_MOLE)
1904 else if (!IS_MOVING(x, y+1))
1906 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1911 else if (smashed == EL_KOKOSNUSS)
1913 Feld[x][y+1] = EL_CRACKINGNUT;
1914 PlaySoundLevel(x, y, SND_KNACK);
1915 RaiseScoreElement(EL_KOKOSNUSS);
1918 else if (smashed == EL_PEARL)
1920 Feld[x][y+1] = EL_PEARL_BREAKING;
1921 PlaySoundLevel(x, y, SND_KNACK);
1924 else if (smashed == EL_DIAMANT)
1926 Feld[x][y+1] = EL_LEERRAUM;
1927 PlaySoundLevel(x, y, SND_QUIRK);
1930 else if (IS_BELT_SWITCH(smashed))
1932 ToggleBeltSwitch(x, y+1);
1934 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1935 smashed == EL_SWITCHGATE_SWITCH_2)
1937 ToggleSwitchgateSwitch(x, y+1);
1939 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1940 smashed == EL_LIGHT_SWITCH_ON)
1942 ToggleLightSwitch(x, y+1);
1948 /* play sound of magic wall / mill */
1950 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1951 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1953 PlaySoundLevel(x, y, SND_QUIRK);
1957 /* play sound of object that hits the ground */
1958 if (lastline || object_hit)
1965 case EL_EDELSTEIN_BD:
1966 case EL_EDELSTEIN_GELB:
1967 case EL_EDELSTEIN_ROT:
1968 case EL_EDELSTEIN_LILA:
1970 case EL_SP_INFOTRON:
1976 case EL_FELSBROCKEN:
1981 sound = SND_SP_ZONKDOWN;
1984 case EL_SCHLUESSEL1:
1985 case EL_SCHLUESSEL2:
1986 case EL_SCHLUESSEL3:
1987 case EL_SCHLUESSEL4:
2004 PlaySoundLevel(x, y, sound);
2008 void TurnRound(int x, int y)
2020 { 0, 0 }, { 0, 0 }, { 0, 0 },
2025 int left, right, back;
2029 { MV_DOWN, MV_UP, MV_RIGHT },
2030 { MV_UP, MV_DOWN, MV_LEFT },
2032 { MV_LEFT, MV_RIGHT, MV_DOWN },
2033 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2034 { MV_RIGHT, MV_LEFT, MV_UP }
2037 int element = Feld[x][y];
2038 int old_move_dir = MovDir[x][y];
2039 int left_dir = turn[old_move_dir].left;
2040 int right_dir = turn[old_move_dir].right;
2041 int back_dir = turn[old_move_dir].back;
2043 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2044 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2045 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2046 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2048 int left_x = x+left_dx, left_y = y+left_dy;
2049 int right_x = x+right_dx, right_y = y+right_dy;
2050 int move_x = x+move_dx, move_y = y+move_dy;
2052 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2054 TestIfBadThingHitsOtherBadThing(x, y);
2056 if (IN_LEV_FIELD(right_x, right_y) &&
2057 IS_FREE(right_x, right_y))
2058 MovDir[x][y] = right_dir;
2059 else if (!IN_LEV_FIELD(move_x, move_y) ||
2060 !IS_FREE(move_x, move_y))
2061 MovDir[x][y] = left_dir;
2063 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2065 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2068 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2069 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2071 TestIfBadThingHitsOtherBadThing(x, y);
2073 if (IN_LEV_FIELD(left_x, left_y) &&
2074 IS_FREE(left_x, left_y))
2075 MovDir[x][y] = left_dir;
2076 else if (!IN_LEV_FIELD(move_x, move_y) ||
2077 !IS_FREE(move_x, move_y))
2078 MovDir[x][y] = right_dir;
2080 if ((element == EL_FLIEGER ||
2081 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2082 && MovDir[x][y] != old_move_dir)
2084 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2087 else if (element == EL_MAMPFER)
2089 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2091 if (IN_LEV_FIELD(left_x, left_y) &&
2092 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2093 Feld[left_x][left_y] == EL_DIAMANT))
2094 can_turn_left = TRUE;
2095 if (IN_LEV_FIELD(right_x, right_y) &&
2096 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2097 Feld[right_x][right_y] == EL_DIAMANT))
2098 can_turn_right = TRUE;
2100 if (can_turn_left && can_turn_right)
2101 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2102 else if (can_turn_left)
2103 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2104 else if (can_turn_right)
2105 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2107 MovDir[x][y] = back_dir;
2109 MovDelay[x][y] = 16+16*RND(3);
2111 else if (element == EL_MAMPFER2)
2113 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2115 if (IN_LEV_FIELD(left_x, left_y) &&
2116 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2117 IS_MAMPF2(Feld[left_x][left_y])))
2118 can_turn_left = TRUE;
2119 if (IN_LEV_FIELD(right_x, right_y) &&
2120 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2121 IS_MAMPF2(Feld[right_x][right_y])))
2122 can_turn_right = TRUE;
2124 if (can_turn_left && can_turn_right)
2125 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2126 else if (can_turn_left)
2127 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2128 else if (can_turn_right)
2129 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2131 MovDir[x][y] = back_dir;
2133 MovDelay[x][y] = 16+16*RND(3);
2135 else if (element == EL_PACMAN)
2137 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2139 if (IN_LEV_FIELD(left_x, left_y) &&
2140 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2141 IS_AMOEBOID(Feld[left_x][left_y])))
2142 can_turn_left = TRUE;
2143 if (IN_LEV_FIELD(right_x, right_y) &&
2144 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2145 IS_AMOEBOID(Feld[right_x][right_y])))
2146 can_turn_right = TRUE;
2148 if (can_turn_left && can_turn_right)
2149 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2150 else if (can_turn_left)
2151 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2152 else if (can_turn_right)
2153 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2155 MovDir[x][y] = back_dir;
2157 MovDelay[x][y] = 6+RND(40);
2159 else if (element == EL_SCHWEIN)
2161 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2162 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2163 boolean should_move_on = FALSE;
2165 int rnd = RND(rnd_value);
2167 if (IN_LEV_FIELD(left_x, left_y) &&
2168 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2169 can_turn_left = TRUE;
2170 if (IN_LEV_FIELD(right_x, right_y) &&
2171 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2172 can_turn_right = TRUE;
2173 if (IN_LEV_FIELD(move_x, move_y) &&
2174 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2177 if (can_turn_left &&
2179 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2180 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2181 should_turn_left = TRUE;
2182 if (can_turn_right &&
2184 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2185 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2186 should_turn_right = TRUE;
2188 (!can_turn_left || !can_turn_right ||
2189 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2190 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2191 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2192 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2193 should_move_on = TRUE;
2195 if (should_turn_left || should_turn_right || should_move_on)
2197 if (should_turn_left && should_turn_right && should_move_on)
2198 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2199 rnd < 2*rnd_value/3 ? right_dir :
2201 else if (should_turn_left && should_turn_right)
2202 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2203 else if (should_turn_left && should_move_on)
2204 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2205 else if (should_turn_right && should_move_on)
2206 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2207 else if (should_turn_left)
2208 MovDir[x][y] = left_dir;
2209 else if (should_turn_right)
2210 MovDir[x][y] = right_dir;
2211 else if (should_move_on)
2212 MovDir[x][y] = old_move_dir;
2214 else if (can_move_on && rnd > rnd_value/8)
2215 MovDir[x][y] = old_move_dir;
2216 else if (can_turn_left && can_turn_right)
2217 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2218 else if (can_turn_left && rnd > rnd_value/8)
2219 MovDir[x][y] = left_dir;
2220 else if (can_turn_right && rnd > rnd_value/8)
2221 MovDir[x][y] = right_dir;
2223 MovDir[x][y] = back_dir;
2225 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2226 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2227 MovDir[x][y] = old_move_dir;
2231 else if (element == EL_DRACHE)
2233 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2235 int rnd = RND(rnd_value);
2237 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2238 can_turn_left = TRUE;
2239 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2240 can_turn_right = TRUE;
2241 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2244 if (can_move_on && rnd > rnd_value/8)
2245 MovDir[x][y] = old_move_dir;
2246 else if (can_turn_left && can_turn_right)
2247 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2248 else if (can_turn_left && rnd > rnd_value/8)
2249 MovDir[x][y] = left_dir;
2250 else if (can_turn_right && rnd > rnd_value/8)
2251 MovDir[x][y] = right_dir;
2253 MovDir[x][y] = back_dir;
2255 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2256 MovDir[x][y] = old_move_dir;
2260 else if (element == EL_MOLE)
2262 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2264 if (IN_LEV_FIELD(move_x, move_y) &&
2265 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2266 Feld[move_x][move_y] == EL_DEAMOEBING))
2271 if (IN_LEV_FIELD(left_x, left_y) &&
2272 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2273 can_turn_left = TRUE;
2274 if (IN_LEV_FIELD(right_x, right_y) &&
2275 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2276 can_turn_right = TRUE;
2278 if (can_turn_left && can_turn_right)
2279 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2280 else if (can_turn_left)
2281 MovDir[x][y] = left_dir;
2283 MovDir[x][y] = right_dir;
2286 if (MovDir[x][y] != old_move_dir)
2289 else if (element == EL_BALLOON)
2291 MovDir[x][y] = game.balloon_dir;
2294 else if (element == EL_SPRING_MOVING)
2296 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2297 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2299 Feld[x][y] = EL_SPRING;
2300 MovDir[x][y] = MV_NO_MOVING;
2304 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2306 int attr_x = -1, attr_y = -1;
2317 for (i=0; i<MAX_PLAYERS; i++)
2319 struct PlayerInfo *player = &stored_player[i];
2320 int jx = player->jx, jy = player->jy;
2322 if (!player->active)
2325 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2333 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2339 if (element == EL_PINGUIN)
2342 static int xy[4][2] =
2352 int ex = x + xy[i%4][0];
2353 int ey = y + xy[i%4][1];
2355 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2364 MovDir[x][y] = MV_NO_MOVING;
2366 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2368 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2370 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2372 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2374 if (element == EL_ROBOT)
2378 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2379 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2380 Moving2Blocked(x, y, &newx, &newy);
2382 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2383 MovDelay[x][y] = 8+8*!RND(3);
2385 MovDelay[x][y] = 16;
2393 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2395 boolean first_horiz = RND(2);
2396 int new_move_dir = MovDir[x][y];
2399 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2400 Moving2Blocked(x, y, &newx, &newy);
2402 if (IN_LEV_FIELD(newx, newy) &&
2403 (IS_FREE(newx, newy) ||
2404 Feld[newx][newy] == EL_SALZSAEURE ||
2405 (element == EL_PINGUIN &&
2406 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2407 IS_MAMPF3(Feld[newx][newy])))))
2411 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2412 Moving2Blocked(x, y, &newx, &newy);
2414 if (IN_LEV_FIELD(newx, newy) &&
2415 (IS_FREE(newx, newy) ||
2416 Feld[newx][newy] == EL_SALZSAEURE ||
2417 (element == EL_PINGUIN &&
2418 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2419 IS_MAMPF3(Feld[newx][newy])))))
2422 MovDir[x][y] = old_move_dir;
2429 static boolean JustBeingPushed(int x, int y)
2433 for (i=0; i<MAX_PLAYERS; i++)
2435 struct PlayerInfo *player = &stored_player[i];
2437 if (player->active && player->Pushing && player->MovPos)
2439 int next_jx = player->jx + (player->jx - player->last_jx);
2440 int next_jy = player->jy + (player->jy - player->last_jy);
2442 if (x == next_jx && y == next_jy)
2450 void StartMoving(int x, int y)
2452 int element = Feld[x][y];
2457 if (CAN_FALL(element) && y<lev_fieldy-1)
2459 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2460 if (JustBeingPushed(x, y))
2463 if (element == EL_MORAST_VOLL)
2465 if (IS_FREE(x, y+1))
2467 InitMovingField(x, y, MV_DOWN);
2468 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2469 Store[x][y] = EL_FELSBROCKEN;
2471 else if (Feld[x][y+1] == EL_MORAST_LEER)
2473 if (!MovDelay[x][y])
2474 MovDelay[x][y] = TILEY + 1;
2483 Feld[x][y] = EL_MORAST_LEER;
2484 Feld[x][y+1] = EL_MORAST_VOLL;
2485 Store[x][y+1] = Store[x][y];
2489 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2490 Feld[x][y+1] == EL_MORAST_LEER)
2492 InitMovingField(x, y, MV_DOWN);
2493 Feld[x][y] = EL_QUICKSAND_FILLING;
2494 Store[x][y] = element;
2496 else if (element == EL_MAGIC_WALL_FULL)
2498 if (IS_FREE(x, y+1))
2500 InitMovingField(x, y, MV_DOWN);
2501 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2502 Store[x][y] = EL_CHANGED(Store[x][y]);
2504 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2506 if (!MovDelay[x][y])
2507 MovDelay[x][y] = TILEY/4 + 1;
2516 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2517 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2518 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2522 else if (element == EL_MAGIC_WALL_BD_FULL)
2524 if (IS_FREE(x, y+1))
2526 InitMovingField(x, y, MV_DOWN);
2527 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2528 Store[x][y] = EL_CHANGED2(Store[x][y]);
2530 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2532 if (!MovDelay[x][y])
2533 MovDelay[x][y] = TILEY/4 + 1;
2542 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2543 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2544 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2548 else if (CAN_CHANGE(element) &&
2549 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2550 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2552 InitMovingField(x, y, MV_DOWN);
2554 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2555 EL_MAGIC_WALL_BD_FILLING);
2556 Store[x][y] = element;
2558 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2561 InitMovingField(x, y, MV_DOWN);
2562 Store[x][y] = EL_SALZSAEURE;
2564 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2569 else if (IS_FREE(x, y+1))
2571 InitMovingField(x, y, MV_DOWN);
2573 else if (element == EL_TROPFEN)
2575 Feld[x][y] = EL_AMOEBING;
2576 Store[x][y] = EL_AMOEBE_NASS;
2578 /* Store[x][y+1] must be zero, because:
2579 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2582 #if OLD_GAME_BEHAVIOUR
2583 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2585 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2586 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2587 element != EL_DX_SUPABOMB)
2590 else if (IS_SLIPPERY(Feld[x][y+1]) &&
2591 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2592 element != EL_DX_SUPABOMB)
2595 boolean left = (x>0 && IS_FREE(x-1, y) &&
2596 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2597 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2598 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2602 if (left && right &&
2603 (game.emulation != EMU_BOULDERDASH &&
2604 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2605 left = !(right = RND(2));
2607 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2610 else if (IS_BELT(Feld[x][y+1]))
2612 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2613 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2614 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2615 int belt_dir = game.belt_dir[belt_nr];
2617 if ((belt_dir == MV_LEFT && left_is_free) ||
2618 (belt_dir == MV_RIGHT && right_is_free))
2619 InitMovingField(x, y, belt_dir);
2622 else if (CAN_MOVE(element))
2626 if ((element == EL_SONDE || element == EL_BALLOON ||
2627 element == EL_SPRING_MOVING)
2628 && JustBeingPushed(x, y))
2631 if (!MovDelay[x][y]) /* start new movement phase */
2633 /* all objects that can change their move direction after each step */
2634 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2636 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2639 if (MovDelay[x][y] && (element == EL_KAEFER ||
2640 element == EL_FLIEGER ||
2641 element == EL_SP_SNIKSNAK ||
2642 element == EL_SP_ELECTRON ||
2643 element == EL_MOLE))
2644 DrawLevelField(x, y);
2648 if (MovDelay[x][y]) /* wait some time before next movement */
2652 if (element == EL_ROBOT ||
2653 element == EL_MAMPFER || element == EL_MAMPFER2)
2655 int phase = MovDelay[x][y] % 8;
2660 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2661 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2663 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2664 && MovDelay[x][y]%4 == 3)
2665 PlaySoundLevel(x, y, SND_NJAM);
2667 else if (element == EL_SP_ELECTRON)
2668 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2669 else if (element == EL_DRACHE)
2672 int dir = MovDir[x][y];
2673 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2674 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2675 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2676 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2677 dir == MV_UP ? GFX_FLAMMEN_UP :
2678 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2679 int phase = FrameCounter % 2;
2681 for (i=1; i<=3; i++)
2683 int xx = x + i*dx, yy = y + i*dy;
2684 int sx = SCREENX(xx), sy = SCREENY(yy);
2686 if (!IN_LEV_FIELD(xx, yy) ||
2687 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2692 int flamed = MovingOrBlocked2Element(xx, yy);
2694 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2697 RemoveMovingField(xx, yy);
2699 Feld[xx][yy] = EL_BURNING;
2700 if (IN_SCR_FIELD(sx, sy))
2701 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2705 if (Feld[xx][yy] == EL_BURNING)
2706 Feld[xx][yy] = EL_LEERRAUM;
2707 DrawLevelField(xx, yy);
2716 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2718 PlaySoundLevel(x, y, SND_KLAPPER);
2720 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2722 PlaySoundLevel(x, y, SND_ROEHR);
2725 /* now make next step */
2727 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2729 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2730 !PLAYER_PROTECTED(newx, newy))
2734 TestIfBadThingHitsHero(x, y);
2737 /* enemy got the player */
2739 KillHero(PLAYERINFO(newx, newy));
2744 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2745 element == EL_SONDE || element == EL_BALLOON) &&
2746 IN_LEV_FIELD(newx, newy) &&
2747 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2750 Store[x][y] = EL_SALZSAEURE;
2752 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2754 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2756 Feld[x][y] = EL_LEERRAUM;
2757 DrawLevelField(x, y);
2759 PlaySoundLevel(newx, newy, SND_BUING);
2760 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2761 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2763 local_player->friends_still_needed--;
2764 if (!local_player->friends_still_needed &&
2765 !local_player->GameOver && AllPlayersGone)
2766 local_player->LevelSolved = local_player->GameOver = TRUE;
2770 else if (IS_MAMPF3(Feld[newx][newy]))
2772 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2773 DrawLevelField(newx, newy);
2775 MovDir[x][y] = MV_NO_MOVING;
2777 else if (!IS_FREE(newx, newy))
2779 if (IS_PLAYER(x, y))
2780 DrawPlayerField(x, y);
2782 DrawLevelField(x, y);
2786 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2788 if (IS_GEM(Feld[newx][newy]))
2790 if (IS_MOVING(newx, newy))
2791 RemoveMovingField(newx, newy);
2794 Feld[newx][newy] = EL_LEERRAUM;
2795 DrawLevelField(newx, newy);
2798 else if (!IS_FREE(newx, newy))
2800 if (IS_PLAYER(x, y))
2801 DrawPlayerField(x, y);
2803 DrawLevelField(x, y);
2807 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2809 if (!IS_FREE(newx, newy))
2811 if (IS_PLAYER(x, y))
2812 DrawPlayerField(x, y);
2814 DrawLevelField(x, y);
2819 boolean wanna_flame = !RND(10);
2820 int dx = newx - x, dy = newy - y;
2821 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2822 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2823 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2824 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2825 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2826 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2828 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2829 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2830 element1 != EL_BURNING && element2 != EL_BURNING)
2832 if (IS_PLAYER(x, y))
2833 DrawPlayerField(x, y);
2835 DrawLevelField(x, y);
2837 MovDelay[x][y] = 50;
2838 Feld[newx][newy] = EL_BURNING;
2839 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2840 Feld[newx1][newy1] = EL_BURNING;
2841 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2842 Feld[newx2][newy2] = EL_BURNING;
2847 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2848 Feld[newx][newy] == EL_DIAMANT)
2850 if (IS_MOVING(newx, newy))
2851 RemoveMovingField(newx, newy);
2854 Feld[newx][newy] = EL_LEERRAUM;
2855 DrawLevelField(newx, newy);
2858 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2859 IS_MAMPF2(Feld[newx][newy]))
2861 if (AmoebaNr[newx][newy])
2863 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2864 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2865 Feld[newx][newy] == EL_AMOEBE_BD)
2866 AmoebaCnt[AmoebaNr[newx][newy]]--;
2869 if (IS_MOVING(newx, newy))
2870 RemoveMovingField(newx, newy);
2873 Feld[newx][newy] = EL_LEERRAUM;
2874 DrawLevelField(newx, newy);
2877 else if ((element == EL_PACMAN || element == EL_MOLE)
2878 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2880 if (AmoebaNr[newx][newy])
2882 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2883 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2884 Feld[newx][newy] == EL_AMOEBE_BD)
2885 AmoebaCnt[AmoebaNr[newx][newy]]--;
2888 if (element == EL_MOLE)
2890 Feld[newx][newy] = EL_DEAMOEBING;
2891 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2892 return; /* wait for shrinking amoeba */
2894 else /* element == EL_PACMAN */
2896 Feld[newx][newy] = EL_LEERRAUM;
2897 DrawLevelField(newx, newy);
2900 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2901 (Feld[newx][newy] == EL_DEAMOEBING ||
2902 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2904 /* wait for shrinking amoeba to completely disappear */
2907 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2909 /* object was running against a wall */
2913 if (element == EL_KAEFER || element == EL_FLIEGER ||
2914 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2915 DrawLevelField(x, y);
2916 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2917 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2918 else if (element == EL_SONDE)
2919 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2920 else if (element == EL_SP_ELECTRON)
2921 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2923 if (DONT_TOUCH(element))
2924 TestIfBadThingHitsHero(x, y);
2929 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2930 PlaySoundLevel(x, y, SND_SCHLURF);
2932 InitMovingField(x, y, MovDir[x][y]);
2936 ContinueMoving(x, y);
2939 void ContinueMoving(int x, int y)
2941 int element = Feld[x][y];
2942 int direction = MovDir[x][y];
2943 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2944 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2945 int horiz_move = (dx!=0);
2946 int newx = x + dx, newy = y + dy;
2947 int step = (horiz_move ? dx : dy) * TILEX / 8;
2949 if (element == EL_TROPFEN)
2951 else if (element == EL_QUICKSAND_FILLING ||
2952 element == EL_QUICKSAND_EMPTYING)
2954 else if (element == EL_MAGIC_WALL_FILLING ||
2955 element == EL_MAGIC_WALL_BD_FILLING ||
2956 element == EL_MAGIC_WALL_EMPTYING ||
2957 element == EL_MAGIC_WALL_BD_EMPTYING)
2959 else if (CAN_FALL(element) && horiz_move &&
2960 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2962 else if (element == EL_SPRING_MOVING)
2965 #if OLD_GAME_BEHAVIOUR
2966 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2970 MovPos[x][y] += step;
2972 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2974 Feld[x][y] = EL_LEERRAUM;
2975 Feld[newx][newy] = element;
2977 if (element == EL_MOLE)
2980 static int xy[4][2] =
2988 Feld[x][y] = EL_ERDREICH;
2989 DrawLevelField(x, y);
2998 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2999 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3003 if (element == EL_QUICKSAND_FILLING)
3005 element = Feld[newx][newy] = EL_MORAST_VOLL;
3006 Store[newx][newy] = Store[x][y];
3009 else if (element == EL_QUICKSAND_EMPTYING)
3011 Feld[x][y] = EL_MORAST_LEER;
3012 element = Feld[newx][newy] = Store[x][y];
3015 else if (element == EL_MAGIC_WALL_FILLING)
3017 element = Feld[newx][newy] =
3018 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
3019 Store[newx][newy] = Store[x][y];
3022 else if (element == EL_MAGIC_WALL_EMPTYING)
3024 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
3025 EL_MAGIC_WALL_DEAD);
3026 element = Feld[newx][newy] = Store[x][y];
3029 else if (element == EL_MAGIC_WALL_BD_FILLING)
3031 element = Feld[newx][newy] =
3032 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
3033 EL_MAGIC_WALL_BD_DEAD);
3034 Store[newx][newy] = Store[x][y];
3037 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3039 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
3040 EL_MAGIC_WALL_BD_DEAD);
3041 element = Feld[newx][newy] = Store[x][y];
3044 else if (Store[x][y] == EL_SALZSAEURE)
3047 Feld[newx][newy] = EL_SALZSAEURE;
3048 element = EL_SALZSAEURE;
3050 else if (Store[x][y] == EL_AMOEBE_NASS)
3053 Feld[x][y] = EL_AMOEBE_NASS;
3056 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3057 MovDelay[newx][newy] = 0;
3059 if (!CAN_MOVE(element))
3060 MovDir[newx][newy] = 0;
3062 DrawLevelField(x, y);
3063 DrawLevelField(newx, newy);
3065 Stop[newx][newy] = TRUE;
3066 JustStopped[newx][newy] = 3;
3068 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3070 TestIfBadThingHitsHero(newx, newy);
3071 TestIfBadThingHitsFriend(newx, newy);
3072 TestIfBadThingHitsOtherBadThing(newx, newy);
3074 else if (element == EL_PINGUIN)
3075 TestIfFriendHitsBadThing(newx, newy);
3077 if (CAN_SMASH(element) && direction == MV_DOWN &&
3078 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3081 else /* still moving on */
3082 DrawLevelField(x, y);
3085 int AmoebeNachbarNr(int ax, int ay)
3088 int element = Feld[ax][ay];
3090 static int xy[4][2] =
3100 int x = ax + xy[i][0];
3101 int y = ay + xy[i][1];
3103 if (!IN_LEV_FIELD(x, y))
3106 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3107 group_nr = AmoebaNr[x][y];
3113 void AmoebenVereinigen(int ax, int ay)
3115 int i, x, y, xx, yy;
3116 int new_group_nr = AmoebaNr[ax][ay];
3117 static int xy[4][2] =
3125 if (new_group_nr == 0)
3133 if (!IN_LEV_FIELD(x, y))
3136 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3137 Feld[x][y] == EL_AMOEBE_BD ||
3138 Feld[x][y] == EL_AMOEBE_TOT) &&
3139 AmoebaNr[x][y] != new_group_nr)
3141 int old_group_nr = AmoebaNr[x][y];
3143 if (old_group_nr == 0)
3146 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3147 AmoebaCnt[old_group_nr] = 0;
3148 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3149 AmoebaCnt2[old_group_nr] = 0;
3151 for (yy=0; yy<lev_fieldy; yy++)
3153 for (xx=0; xx<lev_fieldx; xx++)
3155 if (AmoebaNr[xx][yy] == old_group_nr)
3156 AmoebaNr[xx][yy] = new_group_nr;
3163 void AmoebeUmwandeln(int ax, int ay)
3167 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3169 int group_nr = AmoebaNr[ax][ay];
3174 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3175 printf("AmoebeUmwandeln(): This should never happen!\n");
3180 for (y=0; y<lev_fieldy; y++)
3182 for (x=0; x<lev_fieldx; x++)
3184 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3187 Feld[x][y] = EL_AMOEBA2DIAM;
3195 static int xy[4][2] =
3208 if (!IN_LEV_FIELD(x, y))
3211 if (Feld[x][y] == EL_AMOEBA2DIAM)
3217 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3220 int group_nr = AmoebaNr[ax][ay];
3221 boolean done = FALSE;
3226 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3227 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3232 for (y=0; y<lev_fieldy; y++)
3234 for (x=0; x<lev_fieldx; x++)
3236 if (AmoebaNr[x][y] == group_nr &&
3237 (Feld[x][y] == EL_AMOEBE_TOT ||
3238 Feld[x][y] == EL_AMOEBE_BD ||
3239 Feld[x][y] == EL_AMOEBING))
3242 Feld[x][y] = new_element;
3243 InitField(x, y, FALSE);
3244 DrawLevelField(x, y);
3251 PlaySoundLevel(ax, ay,
3252 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3255 void AmoebeWaechst(int x, int y)
3257 static unsigned long sound_delay = 0;
3258 static unsigned long sound_delay_value = 0;
3260 if (!MovDelay[x][y]) /* start new growing cycle */
3264 if (DelayReached(&sound_delay, sound_delay_value))
3266 PlaySoundLevel(x, y, SND_AMOEBE);
3267 sound_delay_value = 30;
3271 if (MovDelay[x][y]) /* wait some time before growing bigger */
3274 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3275 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3277 if (!MovDelay[x][y])
3279 Feld[x][y] = Store[x][y];
3281 DrawLevelField(x, y);
3286 void AmoebeSchrumpft(int x, int y)
3288 static unsigned long sound_delay = 0;
3289 static unsigned long sound_delay_value = 0;
3291 if (!MovDelay[x][y]) /* start new shrinking cycle */
3295 if (DelayReached(&sound_delay, sound_delay_value))
3297 PlaySoundLevel(x, y, SND_BLURB);
3298 sound_delay_value = 30;
3302 if (MovDelay[x][y]) /* wait some time before shrinking */
3305 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3306 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3308 if (!MovDelay[x][y])
3310 Feld[x][y] = EL_LEERRAUM;
3311 DrawLevelField(x, y);
3313 /* don't let mole enter this field in this cycle;
3314 (give priority to objects falling to this field from above) */
3320 void AmoebeAbleger(int ax, int ay)
3323 int element = Feld[ax][ay];
3324 int newax = ax, neway = ay;
3325 static int xy[4][2] =
3333 if (!level.amoeba_speed)
3335 Feld[ax][ay] = EL_AMOEBE_TOT;
3336 DrawLevelField(ax, ay);
3340 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3341 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3343 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3346 if (MovDelay[ax][ay])
3350 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3353 int x = ax + xy[start][0];
3354 int y = ay + xy[start][1];
3356 if (!IN_LEV_FIELD(x, y))
3359 if (IS_FREE(x, y) ||
3360 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3366 if (newax == ax && neway == ay)
3369 else /* normal or "filled" (BD style) amoeba */
3372 boolean waiting_for_player = FALSE;
3376 int j = (start + i) % 4;
3377 int x = ax + xy[j][0];
3378 int y = ay + xy[j][1];
3380 if (!IN_LEV_FIELD(x, y))
3383 if (IS_FREE(x, y) ||
3384 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3390 else if (IS_PLAYER(x, y))
3391 waiting_for_player = TRUE;
3394 if (newax == ax && neway == ay) /* amoeba cannot grow */
3396 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3398 Feld[ax][ay] = EL_AMOEBE_TOT;
3399 DrawLevelField(ax, ay);
3400 AmoebaCnt[AmoebaNr[ax][ay]]--;
3402 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3404 if (element == EL_AMOEBE_VOLL)
3405 AmoebeUmwandeln(ax, ay);
3406 else if (element == EL_AMOEBE_BD)
3407 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3412 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3414 /* amoeba gets larger by growing in some direction */
3416 int new_group_nr = AmoebaNr[ax][ay];
3419 if (new_group_nr == 0)
3421 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3422 printf("AmoebeAbleger(): This should never happen!\n");
3427 AmoebaNr[newax][neway] = new_group_nr;
3428 AmoebaCnt[new_group_nr]++;
3429 AmoebaCnt2[new_group_nr]++;
3431 /* if amoeba touches other amoeba(s) after growing, unify them */
3432 AmoebenVereinigen(newax, neway);
3434 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3436 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3442 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3443 (neway == lev_fieldy - 1 && newax != ax))
3445 Feld[newax][neway] = EL_AMOEBING;
3446 Store[newax][neway] = element;
3448 else if (neway == ay)
3449 Feld[newax][neway] = EL_TROPFEN;
3452 InitMovingField(ax, ay, MV_DOWN);
3453 Feld[ax][ay] = EL_TROPFEN;
3454 Store[ax][ay] = EL_AMOEBE_NASS;
3455 ContinueMoving(ax, ay);
3459 DrawLevelField(newax, neway);
3462 void Life(int ax, int ay)
3465 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3467 int element = Feld[ax][ay];
3472 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3473 MovDelay[ax][ay] = life_time;
3475 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3478 if (MovDelay[ax][ay])
3482 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3484 int xx = ax+x1, yy = ay+y1;
3487 if (!IN_LEV_FIELD(xx, yy))
3490 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3492 int x = xx+x2, y = yy+y2;
3494 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3497 if (((Feld[x][y] == element ||
3498 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3500 (IS_FREE(x, y) && Stop[x][y]))
3504 if (xx == ax && yy == ay) /* field in the middle */
3506 if (nachbarn<life[0] || nachbarn>life[1])
3508 Feld[xx][yy] = EL_LEERRAUM;
3510 DrawLevelField(xx, yy);
3511 Stop[xx][yy] = TRUE;
3514 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3515 { /* free border field */
3516 if (nachbarn>=life[2] && nachbarn<=life[3])
3518 Feld[xx][yy] = element;
3519 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3521 DrawLevelField(xx, yy);
3522 Stop[xx][yy] = TRUE;
3528 void Ablenk(int x, int y)
3530 if (!MovDelay[x][y]) /* next animation frame */
3531 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3533 if (MovDelay[x][y]) /* wait some time before next frame */
3538 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3539 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3540 if (!(MovDelay[x][y]%4))
3541 PlaySoundLevel(x, y, SND_MIEP);
3546 Feld[x][y] = EL_ABLENK_AUS;
3547 DrawLevelField(x, y);
3548 if (ZX == x && ZY == y)
3552 void TimegateWheel(int x, int y)
3554 if (!MovDelay[x][y]) /* next animation frame */
3555 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3557 if (MovDelay[x][y]) /* wait some time before next frame */
3562 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3563 DrawGraphic(SCREENX(x), SCREENY(y),
3564 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3565 if (!(MovDelay[x][y]%4))
3566 PlaySoundLevel(x, y, SND_MIEP);
3571 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3572 DrawLevelField(x, y);
3573 if (ZX == x && ZY == y)
3577 void Birne(int x, int y)
3579 if (!MovDelay[x][y]) /* next animation frame */
3580 MovDelay[x][y] = 800;
3582 if (MovDelay[x][y]) /* wait some time before next frame */
3587 if (!(MovDelay[x][y]%5))
3589 if (!(MovDelay[x][y]%10))
3590 Feld[x][y]=EL_ABLENK_EIN;
3592 Feld[x][y]=EL_ABLENK_AUS;
3593 DrawLevelField(x, y);
3594 Feld[x][y]=EL_ABLENK_EIN;
3600 Feld[x][y]=EL_ABLENK_AUS;
3601 DrawLevelField(x, y);
3602 if (ZX == x && ZY == y)
3606 void Blubber(int x, int y)
3608 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3609 DrawLevelField(x, y-1);
3611 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3614 void NussKnacken(int x, int y)
3616 if (!MovDelay[x][y]) /* next animation frame */
3619 if (MovDelay[x][y]) /* wait some time before next frame */
3622 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3623 DrawGraphic(SCREENX(x), SCREENY(y),
3624 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3626 if (!MovDelay[x][y])
3628 Feld[x][y] = EL_EDELSTEIN;
3629 DrawLevelField(x, y);
3634 void BreakingPearl(int x, int y)
3636 if (!MovDelay[x][y]) /* next animation frame */
3639 if (MovDelay[x][y]) /* wait some time before next frame */
3642 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3643 DrawGraphic(SCREENX(x), SCREENY(y),
3644 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3646 if (!MovDelay[x][y])
3648 Feld[x][y] = EL_LEERRAUM;
3649 DrawLevelField(x, y);
3654 void SiebAktivieren(int x, int y, int typ)
3656 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3658 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3661 void AusgangstuerPruefen(int x, int y)
3663 if (!local_player->gems_still_needed &&
3664 !local_player->sokobanfields_still_needed &&
3665 !local_player->lights_still_needed)
3667 Feld[x][y] = EL_AUSGANG_ACT;
3669 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3670 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3671 y < LEVELY(BY1) ? LEVELY(BY1) :
3672 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3677 void AusgangstuerOeffnen(int x, int y)
3681 if (!MovDelay[x][y]) /* next animation frame */
3682 MovDelay[x][y] = 5*delay;
3684 if (MovDelay[x][y]) /* wait some time before next frame */
3689 tuer = MovDelay[x][y]/delay;
3690 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3691 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3693 if (!MovDelay[x][y])
3695 Feld[x][y] = EL_AUSGANG_AUF;
3696 DrawLevelField(x, y);
3701 void AusgangstuerBlinken(int x, int y)
3703 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3706 void OpenSwitchgate(int x, int y)
3710 if (!MovDelay[x][y]) /* next animation frame */
3711 MovDelay[x][y] = 5 * delay;
3713 if (MovDelay[x][y]) /* wait some time before next frame */
3718 phase = MovDelay[x][y] / delay;
3719 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3720 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3722 if (!MovDelay[x][y])
3724 Feld[x][y] = EL_SWITCHGATE_OPEN;
3725 DrawLevelField(x, y);
3730 void CloseSwitchgate(int x, int y)
3734 if (!MovDelay[x][y]) /* next animation frame */
3735 MovDelay[x][y] = 5 * delay;
3737 if (MovDelay[x][y]) /* wait some time before next frame */
3742 phase = MovDelay[x][y] / delay;
3743 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3744 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3746 if (!MovDelay[x][y])
3748 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3749 DrawLevelField(x, y);
3754 void OpenTimegate(int x, int y)
3758 if (!MovDelay[x][y]) /* next animation frame */
3759 MovDelay[x][y] = 5 * delay;
3761 if (MovDelay[x][y]) /* wait some time before next frame */
3766 phase = MovDelay[x][y] / delay;
3767 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3768 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3770 if (!MovDelay[x][y])
3772 Feld[x][y] = EL_TIMEGATE_OPEN;
3773 DrawLevelField(x, y);
3778 void CloseTimegate(int x, int y)
3782 if (!MovDelay[x][y]) /* next animation frame */
3783 MovDelay[x][y] = 5 * delay;
3785 if (MovDelay[x][y]) /* wait some time before next frame */
3790 phase = MovDelay[x][y] / delay;
3791 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3792 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3794 if (!MovDelay[x][y])
3796 Feld[x][y] = EL_TIMEGATE_CLOSED;
3797 DrawLevelField(x, y);
3802 static void CloseAllOpenTimegates()
3806 for (y=0; y<lev_fieldy; y++)
3808 for (x=0; x<lev_fieldx; x++)
3810 int element = Feld[x][y];
3812 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3814 Feld[x][y] = EL_TIMEGATE_CLOSING;
3815 PlaySoundLevel(x, y, SND_OEFFNEN);
3821 void EdelsteinFunkeln(int x, int y)
3823 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3826 if (Feld[x][y] == EL_EDELSTEIN_BD)
3827 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3830 if (!MovDelay[x][y]) /* next animation frame */
3831 MovDelay[x][y] = 11 * !SimpleRND(500);
3833 if (MovDelay[x][y]) /* wait some time before next frame */
3837 if (setup.direct_draw && MovDelay[x][y])
3838 SetDrawtoField(DRAW_BUFFERED);
3840 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3844 int phase = (MovDelay[x][y]-1)/2;
3849 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3851 if (setup.direct_draw)
3855 dest_x = FX + SCREENX(x)*TILEX;
3856 dest_y = FY + SCREENY(y)*TILEY;
3858 BlitBitmap(drawto_field, window,
3859 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3860 SetDrawtoField(DRAW_DIRECT);
3867 void MauerWaechst(int x, int y)
3871 if (!MovDelay[x][y]) /* next animation frame */
3872 MovDelay[x][y] = 3*delay;
3874 if (MovDelay[x][y]) /* wait some time before next frame */
3879 phase = 2-MovDelay[x][y]/delay;
3880 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3881 DrawGraphic(SCREENX(x), SCREENY(y),
3882 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3883 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3884 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3885 GFX_MAUER_DOWN ) + phase);
3887 if (!MovDelay[x][y])
3889 if (MovDir[x][y] == MV_LEFT)
3891 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3892 DrawLevelField(x-1, y);
3894 else if (MovDir[x][y] == MV_RIGHT)
3896 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3897 DrawLevelField(x+1, y);
3899 else if (MovDir[x][y] == MV_UP)
3901 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3902 DrawLevelField(x, y-1);
3906 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3907 DrawLevelField(x, y+1);
3910 Feld[x][y] = Store[x][y];
3912 MovDir[x][y] = MV_NO_MOVING;
3913 DrawLevelField(x, y);
3918 void MauerAbleger(int ax, int ay)
3920 int element = Feld[ax][ay];
3921 boolean oben_frei = FALSE, unten_frei = FALSE;
3922 boolean links_frei = FALSE, rechts_frei = FALSE;
3923 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3924 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3926 if (!MovDelay[ax][ay]) /* start building new wall */
3927 MovDelay[ax][ay] = 6;
3929 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3932 if (MovDelay[ax][ay])
3936 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3938 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3940 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3942 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3945 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3949 Feld[ax][ay-1] = EL_MAUERND;
3950 Store[ax][ay-1] = element;
3951 MovDir[ax][ay-1] = MV_UP;
3952 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3953 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3957 Feld[ax][ay+1] = EL_MAUERND;
3958 Store[ax][ay+1] = element;
3959 MovDir[ax][ay+1] = MV_DOWN;
3960 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3961 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3965 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3966 element == EL_MAUER_LEBT)
3970 Feld[ax-1][ay] = EL_MAUERND;
3971 Store[ax-1][ay] = element;
3972 MovDir[ax-1][ay] = MV_LEFT;
3973 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3974 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3978 Feld[ax+1][ay] = EL_MAUERND;
3979 Store[ax+1][ay] = element;
3980 MovDir[ax+1][ay] = MV_RIGHT;
3981 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3982 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3986 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3987 DrawLevelField(ax, ay);
3989 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3991 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3992 unten_massiv = TRUE;
3993 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3994 links_massiv = TRUE;
3995 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3996 rechts_massiv = TRUE;
3998 if (((oben_massiv && unten_massiv) ||
3999 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4000 ((links_massiv && rechts_massiv) ||
4001 element == EL_MAUER_Y))
4002 Feld[ax][ay] = EL_MAUERWERK;
4005 void CheckForDragon(int x, int y)
4008 boolean dragon_found = FALSE;
4009 static int xy[4][2] =
4021 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4023 if (IN_LEV_FIELD(xx, yy) &&
4024 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4026 if (Feld[xx][yy] == EL_DRACHE)
4027 dragon_found = TRUE;
4040 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4042 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4044 Feld[xx][yy] = EL_LEERRAUM;
4045 DrawLevelField(xx, yy);
4054 static void CheckBuggyBase(int x, int y)
4056 int element = Feld[x][y];
4058 if (element == EL_SP_BUG)
4060 if (!MovDelay[x][y]) /* wait some time before activating base */
4061 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4066 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4067 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4071 Feld[x][y] = EL_SP_BUG_ACTIVE;
4074 else if (element == EL_SP_BUG_ACTIVE)
4076 if (!MovDelay[x][y]) /* start activating buggy base */
4077 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4085 static int xy[4][2] =
4093 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4094 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4098 int xx = x + xy[i][0], yy = y + xy[i][1];
4100 if (IS_PLAYER(xx, yy))
4102 PlaySoundLevel(x, y, SND_SP_BUG);
4110 Feld[x][y] = EL_SP_BUG;
4111 DrawLevelField(x, y);
4116 static void CheckTrap(int x, int y)
4118 int element = Feld[x][y];
4120 if (element == EL_TRAP_INACTIVE)
4122 if (!MovDelay[x][y]) /* wait some time before activating trap */
4123 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4131 Feld[x][y] = EL_TRAP_ACTIVE;
4134 else if (element == EL_TRAP_ACTIVE)
4139 if (!MovDelay[x][y]) /* start activating trap */
4140 MovDelay[x][y] = num_frames * delay;
4148 if (!(MovDelay[x][y] % delay))
4150 int phase = MovDelay[x][y]/delay;
4152 if (phase >= num_frames/2)
4153 phase = num_frames - phase;
4155 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4157 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4158 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4165 Feld[x][y] = EL_TRAP_INACTIVE;
4166 DrawLevelField(x, y);
4171 static void DrawBeltAnimation(int x, int y, int element)
4173 int belt_nr = getBeltNrFromElement(element);
4174 int belt_dir = game.belt_dir[belt_nr];
4176 if (belt_dir != MV_NO_MOVING)
4179 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4180 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4182 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4186 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4188 static byte stored_player_action[MAX_PLAYERS];
4189 static int num_stored_actions = 0;
4190 static boolean save_tape_entry = FALSE;
4191 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4192 int jx = player->jx, jy = player->jy;
4193 int left = player_action & JOY_LEFT;
4194 int right = player_action & JOY_RIGHT;
4195 int up = player_action & JOY_UP;
4196 int down = player_action & JOY_DOWN;
4197 int button1 = player_action & JOY_BUTTON_1;
4198 int button2 = player_action & JOY_BUTTON_2;
4199 int dx = (left ? -1 : right ? 1 : 0);
4200 int dy = (up ? -1 : down ? 1 : 0);
4202 stored_player_action[player->index_nr] = 0;
4203 num_stored_actions++;
4205 if (!player->active || tape.pausing)
4210 save_tape_entry = TRUE;
4211 player->frame_reset_delay = 0;
4214 snapped = SnapField(player, dx, dy);
4218 bombed = PlaceBomb(player);
4219 moved = MoveFigure(player, dx, dy);
4222 if (tape.recording && (moved || snapped || bombed))
4224 if (bombed && !moved)
4225 player_action &= JOY_BUTTON;
4227 stored_player_action[player->index_nr] = player_action;
4229 else if (tape.playing && snapped)
4230 SnapField(player, 0, 0); /* stop snapping */
4234 /* no actions for this player (no input at player's configured device) */
4236 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4237 SnapField(player, 0, 0);
4238 CheckGravityMovement(player);
4240 if (++player->frame_reset_delay > player->move_delay_value)
4244 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4246 TapeRecordAction(stored_player_action);
4247 num_stored_actions = 0;
4248 save_tape_entry = FALSE;
4251 if (tape.playing && !tape.pausing && !player_action &&
4252 tape.counter < tape.length)
4255 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4257 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4258 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4260 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4262 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4264 int el = Feld[jx+dx][jy];
4265 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4266 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4268 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4270 player->MovDir = next_joy;
4271 player->Frame = FrameCounter % 4;
4272 player->Pushing = TRUE;
4281 static unsigned long action_delay = 0;
4282 unsigned long action_delay_value;
4283 int sieb_x = 0, sieb_y = 0;
4284 int i, x, y, element;
4285 byte *recorded_player_action;
4286 byte summarized_player_action = 0;
4288 if (game_status != PLAYING)
4291 action_delay_value =
4292 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4294 /* ---------- main game synchronization point ---------- */
4296 WaitUntilDelayReached(&action_delay, action_delay_value);
4298 if (network_playing && !network_player_action_received)
4302 printf("DEBUG: try to get network player actions in time\n");
4306 #if defined(PLATFORM_UNIX)
4307 /* last chance to get network player actions without main loop delay */
4311 if (game_status != PLAYING)
4314 if (!network_player_action_received)
4318 printf("DEBUG: failed to get network player actions in time\n");
4330 else if (tape.recording)
4333 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4335 for (i=0; i<MAX_PLAYERS; i++)
4337 summarized_player_action |= stored_player[i].action;
4339 if (!network_playing)
4340 stored_player[i].effective_action = stored_player[i].action;
4343 #if defined(PLATFORM_UNIX)
4344 if (network_playing)
4345 SendToServer_MovePlayer(summarized_player_action);
4348 if (!options.network && !setup.team_mode)
4349 local_player->effective_action = summarized_player_action;
4351 for (i=0; i<MAX_PLAYERS; i++)
4353 int actual_player_action = stored_player[i].effective_action;
4355 if (stored_player[i].programmed_action)
4356 actual_player_action = stored_player[i].programmed_action;
4358 if (recorded_player_action)
4359 actual_player_action = recorded_player_action[i];
4361 PlayerActions(&stored_player[i], actual_player_action);
4362 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4365 network_player_action_received = FALSE;
4367 ScrollScreen(NULL, SCROLL_GO_ON);
4373 if (TimeFrames == 0 && local_player->active)
4375 extern unsigned int last_RND();
4377 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4378 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4385 if (GameFrameDelay >= 500)
4386 printf("FrameCounter == %d\n", FrameCounter);
4395 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4398 if (JustStopped[x][y] > 0)
4399 JustStopped[x][y]--;
4402 if (IS_BLOCKED(x, y))
4406 Blocked2Moving(x, y, &oldx, &oldy);
4407 if (!IS_MOVING(oldx, oldy))
4409 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4410 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4411 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4412 printf("GameActions(): This should never happen!\n");
4418 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4420 element = Feld[x][y];
4422 if (IS_INACTIVE(element))
4425 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4429 if (IS_GEM(element))
4430 EdelsteinFunkeln(x, y);
4432 else if (IS_MOVING(x, y))
4433 ContinueMoving(x, y);
4434 else if (IS_ACTIVE_BOMB(element))
4435 CheckDynamite(x, y);
4436 else if (element == EL_EXPLODING)
4437 Explode(x, y, Frame[x][y], EX_NORMAL);
4438 else if (element == EL_AMOEBING)
4439 AmoebeWaechst(x, y);
4440 else if (element == EL_DEAMOEBING)
4441 AmoebeSchrumpft(x, y);
4442 else if (IS_AMOEBALIVE(element))
4443 AmoebeAbleger(x, y);
4444 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4446 else if (element == EL_ABLENK_EIN)
4448 else if (element == EL_TIMEGATE_SWITCH_ON)
4449 TimegateWheel(x, y);
4450 else if (element == EL_SALZSAEURE)
4452 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4454 else if (element == EL_CRACKINGNUT)
4456 else if (element == EL_PEARL_BREAKING)
4457 BreakingPearl(x, y);
4458 else if (element == EL_AUSGANG_ZU)
4459 AusgangstuerPruefen(x, y);
4460 else if (element == EL_AUSGANG_ACT)
4461 AusgangstuerOeffnen(x, y);
4462 else if (element == EL_AUSGANG_AUF)
4463 AusgangstuerBlinken(x, y);
4464 else if (element == EL_MAUERND)
4466 else if (element == EL_MAUER_LEBT ||
4467 element == EL_MAUER_X ||
4468 element == EL_MAUER_Y ||
4469 element == EL_MAUER_XY)
4471 else if (element == EL_BURNING)
4472 CheckForDragon(x, y);
4473 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4474 CheckBuggyBase(x, y);
4475 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4477 else if (element == EL_SP_TERMINAL)
4478 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4479 else if (element == EL_SP_TERMINAL_ACTIVE)
4480 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4481 else if (IS_BELT(element))
4482 DrawBeltAnimation(x, y, element);
4483 else if (element == EL_SWITCHGATE_OPENING)
4484 OpenSwitchgate(x, y);
4485 else if (element == EL_SWITCHGATE_CLOSING)
4486 CloseSwitchgate(x, y);
4487 else if (element == EL_TIMEGATE_OPENING)
4489 else if (element == EL_TIMEGATE_CLOSING)
4490 CloseTimegate(x, y);
4491 else if (element == EL_EXTRA_TIME)
4492 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4493 else if (element == EL_SHIELD_PASSIVE)
4494 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4495 else if (element == EL_SHIELD_ACTIVE)
4496 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4498 if (game.magic_wall_active)
4500 boolean sieb = FALSE;
4501 int jx = local_player->jx, jy = local_player->jy;
4503 if (element == EL_MAGIC_WALL_FULL ||
4504 element == EL_MAGIC_WALL_EMPTY ||
4505 element == EL_MAGIC_WALL_EMPTYING)
4507 SiebAktivieren(x, y, 1);
4510 else if (element == EL_MAGIC_WALL_BD_FULL ||
4511 element == EL_MAGIC_WALL_BD_EMPTY ||
4512 element == EL_MAGIC_WALL_BD_EMPTYING)
4514 SiebAktivieren(x, y, 2);
4518 /* play the element sound at the position nearest to the player */
4519 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4527 if (game.magic_wall_active)
4529 if (!(game.magic_wall_time_left % 4))
4530 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4532 if (game.magic_wall_time_left > 0)
4534 game.magic_wall_time_left--;
4535 if (!game.magic_wall_time_left)
4537 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4539 element = Feld[x][y];
4541 if (element == EL_MAGIC_WALL_EMPTY ||
4542 element == EL_MAGIC_WALL_FULL)
4544 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4545 DrawLevelField(x, y);
4547 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4548 element == EL_MAGIC_WALL_BD_FULL)
4550 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4551 DrawLevelField(x, y);
4555 game.magic_wall_active = FALSE;
4560 if (game.light_time_left > 0)
4562 game.light_time_left--;
4564 if (game.light_time_left == 0)
4566 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4568 element = Feld[x][y];
4570 if (element == EL_LIGHT_SWITCH_ON)
4572 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4573 DrawLevelField(x, y);
4575 else if (element == EL_INVISIBLE_STEEL ||
4576 element == EL_UNSICHTBAR ||
4577 element == EL_SAND_INVISIBLE)
4578 DrawLevelField(x, y);
4583 if (game.timegate_time_left > 0)
4585 game.timegate_time_left--;
4587 if (game.timegate_time_left == 0)
4588 CloseAllOpenTimegates();
4591 if (TimeFrames >= (1000 / GameFrameDelay))
4596 for (i=0; i<MAX_PLAYERS; i++)
4598 if (SHIELD_ON(&stored_player[i]))
4600 stored_player[i].shield_passive_time_left--;
4602 if (stored_player[i].shield_active_time_left > 0)
4603 stored_player[i].shield_active_time_left--;
4607 if (tape.recording || tape.playing)
4608 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4614 if (TimeLeft <= 10 && setup.time_limit)
4615 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4617 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4619 if (!TimeLeft && setup.time_limit)
4620 for (i=0; i<MAX_PLAYERS; i++)
4621 KillHero(&stored_player[i]);
4623 else if (level.time == 0) /* level without time limit */
4624 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4629 if (options.debug) /* calculate frames per second */
4631 static unsigned long fps_counter = 0;
4632 static int fps_frames = 0;
4633 unsigned long fps_delay_ms = Counter() - fps_counter;
4637 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4639 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4642 fps_counter = Counter();
4645 redraw_mask |= REDRAW_FPS;
4649 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4651 int min_x = x, min_y = y, max_x = x, max_y = y;
4654 for (i=0; i<MAX_PLAYERS; i++)
4656 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4658 if (!stored_player[i].active || &stored_player[i] == player)
4661 min_x = MIN(min_x, jx);
4662 min_y = MIN(min_y, jy);
4663 max_x = MAX(max_x, jx);
4664 max_y = MAX(max_y, jy);
4667 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4670 static boolean AllPlayersInVisibleScreen()
4674 for (i=0; i<MAX_PLAYERS; i++)
4676 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4678 if (!stored_player[i].active)
4681 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4688 void ScrollLevel(int dx, int dy)
4690 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4693 BlitBitmap(drawto_field, drawto_field,
4694 FX + TILEX*(dx == -1) - softscroll_offset,
4695 FY + TILEY*(dy == -1) - softscroll_offset,
4696 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4697 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4698 FX + TILEX*(dx == 1) - softscroll_offset,
4699 FY + TILEY*(dy == 1) - softscroll_offset);
4703 x = (dx == 1 ? BX1 : BX2);
4704 for (y=BY1; y<=BY2; y++)
4705 DrawScreenField(x, y);
4709 y = (dy == 1 ? BY1 : BY2);
4710 for (x=BX1; x<=BX2; x++)
4711 DrawScreenField(x, y);
4714 redraw_mask |= REDRAW_FIELD;
4717 static void CheckGravityMovement(struct PlayerInfo *player)
4719 if (level.gravity && !player->programmed_action)
4721 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4722 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4724 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4725 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4726 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4727 int jx = player->jx, jy = player->jy;
4728 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4729 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4730 int new_jx = jx + dx, new_jy = jy + dy;
4731 boolean field_under_player_is_free =
4732 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4733 boolean player_is_moving_to_valid_field =
4734 (IN_LEV_FIELD(new_jx, new_jy) &&
4735 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4736 Feld[new_jx][new_jy] == EL_ERDREICH));
4738 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4739 player->programmed_action = MV_DOWN;
4743 boolean MoveFigureOneStep(struct PlayerInfo *player,
4744 int dx, int dy, int real_dx, int real_dy)
4746 int jx = player->jx, jy = player->jy;
4747 int new_jx = jx+dx, new_jy = jy+dy;
4751 if (!player->active || (!dx && !dy))
4752 return MF_NO_ACTION;
4754 player->MovDir = (dx < 0 ? MV_LEFT :
4757 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4759 if (!IN_LEV_FIELD(new_jx, new_jy))
4760 return MF_NO_ACTION;
4762 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4763 return MF_NO_ACTION;
4766 element = MovingOrBlocked2Element(new_jx, new_jy);
4768 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4771 if (DONT_GO_TO(element))
4773 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4776 Feld[jx][jy] = EL_SPIELFIGUR;
4777 InitMovingField(jx, jy, MV_DOWN);
4778 Store[jx][jy] = EL_SALZSAEURE;
4779 ContinueMoving(jx, jy);
4783 TestIfBadThingHitsHero(new_jx, new_jy);
4788 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4789 if (can_move != MF_MOVING)
4792 StorePlayer[jx][jy] = 0;
4793 player->last_jx = jx;
4794 player->last_jy = jy;
4795 jx = player->jx = new_jx;
4796 jy = player->jy = new_jy;
4797 StorePlayer[jx][jy] = player->element_nr;
4800 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4802 ScrollFigure(player, SCROLL_INIT);
4807 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4809 int jx = player->jx, jy = player->jy;
4810 int old_jx = jx, old_jy = jy;
4811 int moved = MF_NO_ACTION;
4813 if (!player->active || (!dx && !dy))
4816 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4820 /* remove the last programmed player action */
4821 player->programmed_action = 0;
4825 /* should only happen if pre-1.2 tape recordings are played */
4826 /* this is only for backward compatibility */
4828 int original_move_delay_value = player->move_delay_value;
4831 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4834 /* scroll remaining steps with finest movement resolution */
4835 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4837 while (player->MovPos)
4839 ScrollFigure(player, SCROLL_GO_ON);
4840 ScrollScreen(NULL, SCROLL_GO_ON);
4846 player->move_delay_value = original_move_delay_value;
4849 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4851 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4852 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4856 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4857 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4863 if (moved & MF_MOVING && !ScreenMovPos &&
4864 (player == local_player || !options.network))
4866 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4867 int offset = (setup.scroll_delay ? 3 : 0);
4869 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4871 /* actual player has left the screen -- scroll in that direction */
4872 if (jx != old_jx) /* player has moved horizontally */
4873 scroll_x += (jx - old_jx);
4874 else /* player has moved vertically */
4875 scroll_y += (jy - old_jy);
4879 if (jx != old_jx) /* player has moved horizontally */
4881 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4882 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4883 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4885 /* don't scroll over playfield boundaries */
4886 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4887 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4889 /* don't scroll more than one field at a time */
4890 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4892 /* don't scroll against the player's moving direction */
4893 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4894 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4895 scroll_x = old_scroll_x;
4897 else /* player has moved vertically */
4899 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4900 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4901 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4903 /* don't scroll over playfield boundaries */
4904 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4905 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4907 /* don't scroll more than one field at a time */
4908 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4910 /* don't scroll against the player's moving direction */
4911 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4912 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4913 scroll_y = old_scroll_y;
4917 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4919 if (!options.network && !AllPlayersInVisibleScreen())
4921 scroll_x = old_scroll_x;
4922 scroll_y = old_scroll_y;
4926 ScrollScreen(player, SCROLL_INIT);
4927 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4932 if (!(moved & MF_MOVING) && !player->Pushing)
4935 player->Frame = (player->Frame + 1) % 4;
4937 if (moved & MF_MOVING)
4939 if (old_jx != jx && old_jy == jy)
4940 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4941 else if (old_jx == jx && old_jy != jy)
4942 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4944 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4946 player->last_move_dir = player->MovDir;
4950 CheckGravityMovement(player);
4952 player->last_move_dir = MV_NO_MOVING;
4955 TestIfHeroHitsBadThing(jx, jy);
4957 if (!player->active)
4963 void ScrollFigure(struct PlayerInfo *player, int mode)
4965 int jx = player->jx, jy = player->jy;
4966 int last_jx = player->last_jx, last_jy = player->last_jy;
4967 int move_stepsize = TILEX / player->move_delay_value;
4969 if (!player->active || !player->MovPos)
4972 if (mode == SCROLL_INIT)
4974 player->actual_frame_counter = FrameCounter;
4975 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4977 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4978 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4983 else if (!FrameReached(&player->actual_frame_counter, 1))
4986 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4987 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4989 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4990 Feld[last_jx][last_jy] = EL_LEERRAUM;
4992 /* before DrawPlayer() to draw correct player graphic for this case */
4993 if (player->MovPos == 0)
4994 CheckGravityMovement(player);
4998 if (player->MovPos == 0)
5000 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5002 /* continue with normal speed after quickly moving through gate */
5003 HALVE_PLAYER_SPEED(player);
5005 /* be able to make the next move without delay */
5006 player->move_delay = 0;
5009 player->last_jx = jx;
5010 player->last_jy = jy;
5012 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5016 if (!local_player->friends_still_needed)
5017 player->LevelSolved = player->GameOver = TRUE;
5022 void ScrollScreen(struct PlayerInfo *player, int mode)
5024 static unsigned long screen_frame_counter = 0;
5026 if (mode == SCROLL_INIT)
5028 /* set scrolling step size according to actual player's moving speed */
5029 ScrollStepSize = TILEX / player->move_delay_value;
5031 screen_frame_counter = FrameCounter;
5032 ScreenMovDir = player->MovDir;
5033 ScreenMovPos = player->MovPos;
5034 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5037 else if (!FrameReached(&screen_frame_counter, 1))
5042 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5043 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5044 redraw_mask |= REDRAW_FIELD;
5047 ScreenMovDir = MV_NO_MOVING;
5050 void TestIfGoodThingHitsBadThing(int goodx, int goody)
5052 int i, killx = goodx, killy = goody;
5053 static int xy[4][2] =
5060 static int harmless[4] =
5072 x = goodx + xy[i][0];
5073 y = goody + xy[i][1];
5074 if (!IN_LEV_FIELD(x, y))
5078 element = Feld[x][y];
5080 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5083 if (DONT_TOUCH(element))
5085 if (MovDir[x][y] == harmless[i])
5094 if (killx != goodx || killy != goody)
5096 if (IS_PLAYER(goodx, goody))
5098 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5100 if (player->shield_active_time_left > 0)
5102 else if (!PLAYER_PROTECTED(goodx, goody))
5110 void TestIfBadThingHitsGoodThing(int badx, int bady)
5112 int i, killx = badx, killy = bady;
5113 static int xy[4][2] =
5120 static int harmless[4] =
5128 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5135 x = badx + xy[i][0];
5136 y = bady + xy[i][1];
5137 if (!IN_LEV_FIELD(x, y))
5140 element = Feld[x][y];
5142 if (IS_PLAYER(x, y))
5148 else if (element == EL_PINGUIN)
5150 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5159 if (killx != badx || killy != bady)
5161 if (IS_PLAYER(killx, killy))
5163 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5165 if (player->shield_active_time_left > 0)
5167 else if (!PLAYER_PROTECTED(killx, killy))
5175 void TestIfHeroHitsBadThing(int x, int y)
5177 TestIfGoodThingHitsBadThing(x, y);
5180 void TestIfBadThingHitsHero(int x, int y)
5182 TestIfBadThingHitsGoodThing(x, y);
5185 void TestIfFriendHitsBadThing(int x, int y)
5187 TestIfGoodThingHitsBadThing(x, y);
5190 void TestIfBadThingHitsFriend(int x, int y)
5192 TestIfBadThingHitsGoodThing(x, y);
5195 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5197 int i, killx = badx, killy = bady;
5198 static int xy[4][2] =
5212 if (!IN_LEV_FIELD(x, y))
5215 element = Feld[x][y];
5216 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5217 element == EL_AMOEBING || element == EL_TROPFEN)
5225 if (killx != badx || killy != bady)
5229 void KillHero(struct PlayerInfo *player)
5231 int jx = player->jx, jy = player->jy;
5233 if (!player->active)
5236 if (IS_PFORTE(Feld[jx][jy]))
5237 Feld[jx][jy] = EL_LEERRAUM;
5239 /* deactivate shield (else Bang()/Explode() would not work right) */
5240 player->shield_passive_time_left = 0;
5241 player->shield_active_time_left = 0;
5247 static void KillHeroUnlessProtected(int x, int y)
5249 if (!PLAYER_PROTECTED(x, y))
5250 KillHero(PLAYERINFO(x, y));
5253 void BuryHero(struct PlayerInfo *player)
5255 int jx = player->jx, jy = player->jy;
5257 if (!player->active)
5260 PlaySoundLevel(jx, jy, SND_AUTSCH);
5261 PlaySoundLevel(jx, jy, SND_LACHEN);
5263 player->GameOver = TRUE;
5267 void RemoveHero(struct PlayerInfo *player)
5269 int jx = player->jx, jy = player->jy;
5270 int i, found = FALSE;
5272 player->present = FALSE;
5273 player->active = FALSE;
5275 StorePlayer[jx][jy] = 0;
5277 for (i=0; i<MAX_PLAYERS; i++)
5278 if (stored_player[i].active)
5282 AllPlayersGone = TRUE;
5288 int DigField(struct PlayerInfo *player,
5289 int x, int y, int real_dx, int real_dy, int mode)
5291 int jx = player->jx, jy = player->jy;
5292 int dx = x - jx, dy = y - jy;
5293 int move_direction = (dx == -1 ? MV_LEFT :
5294 dx == +1 ? MV_RIGHT :
5296 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5299 if (!player->MovPos)
5300 player->Pushing = FALSE;
5302 if (mode == DF_NO_PUSH)
5304 player->Switching = FALSE;
5305 player->push_delay = 0;
5306 return MF_NO_ACTION;
5309 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5310 return MF_NO_ACTION;
5312 if (IS_TUBE(Feld[jx][jy]))
5315 int tube_leave_directions[][2] =
5317 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5318 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5319 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5320 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5321 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5322 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5323 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5324 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5325 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5326 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5327 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5328 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5331 while (tube_leave_directions[i][0] != Feld[jx][jy])
5334 if (tube_leave_directions[i][0] == -1) /* should not happen */
5338 if (!(tube_leave_directions[i][1] & move_direction))
5339 return MF_NO_ACTION; /* tube has no opening in this direction */
5342 element = Feld[x][y];
5347 PlaySoundLevel(x, y, SND_EMPTY);
5351 case EL_SAND_INVISIBLE:
5352 case EL_TRAP_INACTIVE:
5353 Feld[x][y] = EL_LEERRAUM;
5354 PlaySoundLevel(x, y, SND_SCHLURF);
5359 Feld[x][y] = EL_LEERRAUM;
5360 PlaySoundLevel(x, y, SND_SP_BASE);
5364 case EL_EDELSTEIN_BD:
5365 case EL_EDELSTEIN_GELB:
5366 case EL_EDELSTEIN_ROT:
5367 case EL_EDELSTEIN_LILA:
5369 case EL_SP_INFOTRON:
5373 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5374 element == EL_PEARL ? 5 :
5375 element == EL_CRYSTAL ? 8 : 1);
5376 if (local_player->gems_still_needed < 0)
5377 local_player->gems_still_needed = 0;
5378 RaiseScoreElement(element);
5379 DrawText(DX_EMERALDS, DY_EMERALDS,
5380 int2str(local_player->gems_still_needed, 3),
5381 FS_SMALL, FC_YELLOW);
5382 if (element == EL_SP_INFOTRON)
5383 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5385 PlaySoundLevel(x, y, SND_PONG);
5390 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5391 PlaySoundLevel(x, y, SND_PONG);
5395 Feld[x][y] = EL_LEERRAUM;
5396 PlaySoundLevel(x, y, SND_PONG);
5404 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5406 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5409 case EL_SHIELD_PASSIVE:
5411 player->shield_passive_time_left += 10;
5412 PlaySoundLevel(x, y, SND_PONG);
5415 case EL_SHIELD_ACTIVE:
5417 player->shield_passive_time_left += 10;
5418 player->shield_active_time_left += 10;
5419 PlaySoundLevel(x, y, SND_PONG);
5422 case EL_DYNAMITE_INACTIVE:
5423 case EL_SP_DISK_RED:
5426 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5427 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5428 int2str(local_player->dynamite, 3),
5429 FS_SMALL, FC_YELLOW);
5430 if (element == EL_SP_DISK_RED)
5431 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5433 PlaySoundLevel(x, y, SND_PONG);
5436 case EL_DYNABOMB_NR:
5438 player->dynabomb_count++;
5439 player->dynabombs_left++;
5440 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5441 PlaySoundLevel(x, y, SND_PONG);
5444 case EL_DYNABOMB_SZ:
5446 player->dynabomb_size++;
5447 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5448 PlaySoundLevel(x, y, SND_PONG);
5451 case EL_DYNABOMB_XL:
5453 player->dynabomb_xl = TRUE;
5454 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5455 PlaySoundLevel(x, y, SND_PONG);
5458 case EL_SCHLUESSEL1:
5459 case EL_SCHLUESSEL2:
5460 case EL_SCHLUESSEL3:
5461 case EL_SCHLUESSEL4:
5463 int key_nr = element - EL_SCHLUESSEL1;
5466 player->key[key_nr] = TRUE;
5467 RaiseScoreElement(EL_SCHLUESSEL);
5468 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5469 GFX_SCHLUESSEL1 + key_nr);
5470 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5471 GFX_SCHLUESSEL1 + key_nr);
5472 PlaySoundLevel(x, y, SND_PONG);
5481 int key_nr = element - EL_EM_KEY_1;
5484 player->key[key_nr] = TRUE;
5485 RaiseScoreElement(EL_SCHLUESSEL);
5486 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5487 GFX_SCHLUESSEL1 + key_nr);
5488 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5489 GFX_SCHLUESSEL1 + key_nr);
5490 PlaySoundLevel(x, y, SND_PONG);
5495 Feld[x][y] = EL_ABLENK_EIN;
5498 DrawLevelField(x, y);
5502 case EL_SP_TERMINAL:
5506 for (yy=0; yy<lev_fieldy; yy++)
5508 for (xx=0; xx<lev_fieldx; xx++)
5510 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5512 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5513 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5521 case EL_BELT1_SWITCH_LEFT:
5522 case EL_BELT1_SWITCH_MIDDLE:
5523 case EL_BELT1_SWITCH_RIGHT:
5524 case EL_BELT2_SWITCH_LEFT:
5525 case EL_BELT2_SWITCH_MIDDLE:
5526 case EL_BELT2_SWITCH_RIGHT:
5527 case EL_BELT3_SWITCH_LEFT:
5528 case EL_BELT3_SWITCH_MIDDLE:
5529 case EL_BELT3_SWITCH_RIGHT:
5530 case EL_BELT4_SWITCH_LEFT:
5531 case EL_BELT4_SWITCH_MIDDLE:
5532 case EL_BELT4_SWITCH_RIGHT:
5533 if (!player->Switching)
5535 player->Switching = TRUE;
5536 ToggleBeltSwitch(x, y);
5541 case EL_SWITCHGATE_SWITCH_1:
5542 case EL_SWITCHGATE_SWITCH_2:
5543 if (!player->Switching)
5545 player->Switching = TRUE;
5546 ToggleSwitchgateSwitch(x, y);
5551 case EL_LIGHT_SWITCH_OFF:
5552 case EL_LIGHT_SWITCH_ON:
5553 if (!player->Switching)
5555 player->Switching = TRUE;
5556 ToggleLightSwitch(x, y);
5561 case EL_TIMEGATE_SWITCH_OFF:
5562 ActivateTimegateSwitch(x, y);
5567 case EL_BALLOON_SEND_LEFT:
5568 case EL_BALLOON_SEND_RIGHT:
5569 case EL_BALLOON_SEND_UP:
5570 case EL_BALLOON_SEND_DOWN:
5571 case EL_BALLOON_SEND_ANY:
5572 if (element == EL_BALLOON_SEND_ANY)
5573 game.balloon_dir = move_direction;
5575 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5576 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5577 element == EL_BALLOON_SEND_UP ? MV_UP :
5578 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5585 if (local_player->gems_still_needed > 0)
5586 return MF_NO_ACTION;
5588 player->LevelSolved = player->GameOver = TRUE;
5589 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5592 case EL_FELSBROCKEN:
5595 case EL_DX_SUPABOMB:
5599 case EL_SP_DISK_ORANGE:
5601 if (dy || mode == DF_SNAP)
5602 return MF_NO_ACTION;
5604 player->Pushing = TRUE;
5606 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5607 return MF_NO_ACTION;
5611 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5612 return MF_NO_ACTION;
5615 if (player->push_delay == 0)
5616 player->push_delay = FrameCounter;
5617 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5618 !tape.playing && element != EL_SPRING)
5619 return MF_NO_ACTION;
5622 Feld[x+dx][y+dy] = element;
5624 if (element == EL_SPRING)
5626 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5627 MovDir[x+dx][y+dy] = move_direction;
5630 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5632 DrawLevelField(x+dx, y+dy);
5633 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5634 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5635 else if (element == EL_KOKOSNUSS)
5636 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5637 else if (IS_SP_ELEMENT(element))
5638 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5640 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5647 if (!player->key[element - EL_PFORTE1])
5648 return MF_NO_ACTION;
5655 if (!player->key[element - EL_PFORTE1X])
5656 return MF_NO_ACTION;
5663 if (!player->key[element - EL_EM_GATE_1])
5664 return MF_NO_ACTION;
5665 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5666 return MF_NO_ACTION;
5668 /* automatically move to the next field with double speed */
5669 player->programmed_action = move_direction;
5670 DOUBLE_PLAYER_SPEED(player);
5672 PlaySoundLevel(x, y, SND_GATE);
5680 if (!player->key[element - EL_EM_GATE_1X])
5681 return MF_NO_ACTION;
5682 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5683 return MF_NO_ACTION;
5685 /* automatically move to the next field with double speed */
5686 player->programmed_action = move_direction;
5687 DOUBLE_PLAYER_SPEED(player);
5689 PlaySoundLevel(x, y, SND_GATE);
5693 case EL_SWITCHGATE_OPEN:
5694 case EL_TIMEGATE_OPEN:
5695 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5696 return MF_NO_ACTION;
5698 /* automatically move to the next field with double speed */
5699 player->programmed_action = move_direction;
5700 DOUBLE_PLAYER_SPEED(player);
5702 PlaySoundLevel(x, y, SND_GATE);
5706 case EL_SP_PORT1_LEFT:
5707 case EL_SP_PORT2_LEFT:
5708 case EL_SP_PORT1_RIGHT:
5709 case EL_SP_PORT2_RIGHT:
5710 case EL_SP_PORT1_UP:
5711 case EL_SP_PORT2_UP:
5712 case EL_SP_PORT1_DOWN:
5713 case EL_SP_PORT2_DOWN:
5718 element != EL_SP_PORT1_LEFT &&
5719 element != EL_SP_PORT2_LEFT &&
5720 element != EL_SP_PORT_X &&
5721 element != EL_SP_PORT_XY) ||
5723 element != EL_SP_PORT1_RIGHT &&
5724 element != EL_SP_PORT2_RIGHT &&
5725 element != EL_SP_PORT_X &&
5726 element != EL_SP_PORT_XY) ||
5728 element != EL_SP_PORT1_UP &&
5729 element != EL_SP_PORT2_UP &&
5730 element != EL_SP_PORT_Y &&
5731 element != EL_SP_PORT_XY) ||
5733 element != EL_SP_PORT1_DOWN &&
5734 element != EL_SP_PORT2_DOWN &&
5735 element != EL_SP_PORT_Y &&
5736 element != EL_SP_PORT_XY) ||
5737 !IN_LEV_FIELD(x + dx, y + dy) ||
5738 !IS_FREE(x + dx, y + dy))
5739 return MF_NO_ACTION;
5741 /* automatically move to the next field with double speed */
5742 player->programmed_action = move_direction;
5743 DOUBLE_PLAYER_SPEED(player);
5745 PlaySoundLevel(x, y, SND_GATE);
5749 case EL_TUBE_VERTICAL:
5750 case EL_TUBE_HORIZONTAL:
5751 case EL_TUBE_VERT_LEFT:
5752 case EL_TUBE_VERT_RIGHT:
5753 case EL_TUBE_HORIZ_UP:
5754 case EL_TUBE_HORIZ_DOWN:
5755 case EL_TUBE_LEFT_UP:
5756 case EL_TUBE_LEFT_DOWN:
5757 case EL_TUBE_RIGHT_UP:
5758 case EL_TUBE_RIGHT_DOWN:
5761 int tube_enter_directions[][2] =
5763 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5764 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5765 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5766 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5767 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5768 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5769 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5770 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5771 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5772 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5773 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5774 { -1, MV_NO_MOVING }
5777 while (tube_enter_directions[i][0] != element)
5780 if (tube_enter_directions[i][0] == -1) /* should not happen */
5784 if (!(tube_enter_directions[i][1] & move_direction))
5785 return MF_NO_ACTION; /* tube has no opening in this direction */
5790 case EL_AUSGANG_ACT:
5791 /* door is not (yet) open */
5792 return MF_NO_ACTION;
5795 case EL_AUSGANG_AUF:
5796 if (mode == DF_SNAP)
5797 return MF_NO_ACTION;
5799 PlaySoundLevel(x, y, SND_BUING);
5804 Feld[x][y] = EL_BIRNE_EIN;
5805 local_player->lights_still_needed--;
5806 DrawLevelField(x, y);
5807 PlaySoundLevel(x, y, SND_DENG);
5812 Feld[x][y] = EL_ZEIT_LEER;
5814 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5815 DrawLevelField(x, y);
5816 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5820 case EL_SOKOBAN_FELD_LEER:
5823 case EL_SOKOBAN_FELD_VOLL:
5824 case EL_SOKOBAN_OBJEKT:
5826 case EL_SP_DISK_YELLOW:
5828 if (mode == DF_SNAP)
5829 return MF_NO_ACTION;
5831 player->Pushing = TRUE;
5833 if (!IN_LEV_FIELD(x+dx, y+dy)
5834 || (!IS_FREE(x+dx, y+dy)
5835 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5836 || !IS_SB_ELEMENT(element))))
5837 return MF_NO_ACTION;
5841 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5842 return MF_NO_ACTION;
5844 else if (dy && real_dx)
5846 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5847 return MF_NO_ACTION;
5850 if (player->push_delay == 0)
5851 player->push_delay = FrameCounter;
5852 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5853 !tape.playing && element != EL_BALLOON)
5854 return MF_NO_ACTION;
5856 if (IS_SB_ELEMENT(element))
5858 if (element == EL_SOKOBAN_FELD_VOLL)
5860 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5861 local_player->sokobanfields_still_needed++;
5866 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5868 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5869 local_player->sokobanfields_still_needed--;
5870 if (element == EL_SOKOBAN_OBJEKT)
5871 PlaySoundLevel(x, y, SND_DENG);
5874 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5879 Feld[x+dx][y+dy] = element;
5882 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5884 DrawLevelField(x, y);
5885 DrawLevelField(x+dx, y+dy);
5886 if (element == EL_BALLOON)
5887 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5889 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5891 if (IS_SB_ELEMENT(element) &&
5892 local_player->sokobanfields_still_needed == 0 &&
5893 game.emulation == EMU_SOKOBAN)
5895 player->LevelSolved = player->GameOver = TRUE;
5896 PlaySoundLevel(x, y, SND_BUING);
5907 return MF_NO_ACTION;
5910 player->push_delay = 0;
5915 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5917 int jx = player->jx, jy = player->jy;
5918 int x = jx + dx, y = jy + dy;
5920 if (!player->active || !IN_LEV_FIELD(x, y))
5928 player->snapped = FALSE;
5932 if (player->snapped)
5935 player->MovDir = (dx < 0 ? MV_LEFT :
5938 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5940 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5943 player->snapped = TRUE;
5944 DrawLevelField(x, y);
5950 boolean PlaceBomb(struct PlayerInfo *player)
5952 int jx = player->jx, jy = player->jy;
5955 if (!player->active || player->MovPos)
5958 element = Feld[jx][jy];
5960 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5961 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5964 if (element != EL_LEERRAUM)
5965 Store[jx][jy] = element;
5967 if (player->dynamite)
5969 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5970 MovDelay[jx][jy] = 96;
5972 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5973 FS_SMALL, FC_YELLOW);
5974 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5976 if (game.emulation == EMU_SUPAPLEX)
5977 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5979 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5984 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5985 MovDelay[jx][jy] = 96;
5986 player->dynabombs_left--;
5987 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5988 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5994 void PlaySoundLevel(int x, int y, int sound_nr)
5996 int sx = SCREENX(x), sy = SCREENY(y);
5998 int silence_distance = 8;
6000 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6001 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6004 if (!IN_LEV_FIELD(x, y) ||
6005 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6006 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6009 volume = PSND_MAX_VOLUME;
6011 #if !defined(PLATFORM_MSDOS)
6012 stereo = (sx - SCR_FIELDX/2) * 12;
6014 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6015 if (stereo > PSND_MAX_RIGHT)
6016 stereo = PSND_MAX_RIGHT;
6017 if (stereo < PSND_MAX_LEFT)
6018 stereo = PSND_MAX_LEFT;
6021 if (!IN_SCR_FIELD(sx, sy))
6023 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6024 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6026 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6029 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6032 void RaiseScore(int value)
6034 local_player->score += value;
6035 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6036 FS_SMALL, FC_YELLOW);
6039 void RaiseScoreElement(int element)
6044 case EL_EDELSTEIN_BD:
6045 case EL_EDELSTEIN_GELB:
6046 case EL_EDELSTEIN_ROT:
6047 case EL_EDELSTEIN_LILA:
6048 RaiseScore(level.score[SC_EDELSTEIN]);
6051 RaiseScore(level.score[SC_DIAMANT]);
6055 RaiseScore(level.score[SC_KAEFER]);
6059 RaiseScore(level.score[SC_FLIEGER]);
6063 RaiseScore(level.score[SC_MAMPFER]);
6066 RaiseScore(level.score[SC_ROBOT]);
6069 RaiseScore(level.score[SC_PACMAN]);
6072 RaiseScore(level.score[SC_KOKOSNUSS]);
6074 case EL_DYNAMITE_INACTIVE:
6075 RaiseScore(level.score[SC_DYNAMIT]);
6078 RaiseScore(level.score[SC_SCHLUESSEL]);
6085 /* ---------- new game button stuff ---------------------------------------- */
6087 /* graphic position values for game buttons */
6088 #define GAME_BUTTON_XSIZE 30
6089 #define GAME_BUTTON_YSIZE 30
6090 #define GAME_BUTTON_XPOS 5
6091 #define GAME_BUTTON_YPOS 215
6092 #define SOUND_BUTTON_XPOS 5
6093 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6095 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6096 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6097 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6098 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6099 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6100 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6107 } gamebutton_info[NUM_GAME_BUTTONS] =
6110 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6115 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6120 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6125 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6126 SOUND_CTRL_ID_MUSIC,
6127 "background music on/off"
6130 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6131 SOUND_CTRL_ID_LOOPS,
6132 "sound loops on/off"
6135 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6136 SOUND_CTRL_ID_SIMPLE,
6137 "normal sounds on/off"
6141 void CreateGameButtons()
6145 for (i=0; i<NUM_GAME_BUTTONS; i++)
6147 Bitmap *gd_bitmap = pix[PIX_DOOR];
6148 struct GadgetInfo *gi;
6151 unsigned long event_mask;
6152 int gd_xoffset, gd_yoffset;
6153 int gd_x1, gd_x2, gd_y1, gd_y2;
6156 gd_xoffset = gamebutton_info[i].x;
6157 gd_yoffset = gamebutton_info[i].y;
6158 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6159 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6161 if (id == GAME_CTRL_ID_STOP ||
6162 id == GAME_CTRL_ID_PAUSE ||
6163 id == GAME_CTRL_ID_PLAY)
6165 button_type = GD_TYPE_NORMAL_BUTTON;
6167 event_mask = GD_EVENT_RELEASED;
6168 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6169 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6173 button_type = GD_TYPE_CHECK_BUTTON;
6175 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6176 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6177 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6178 event_mask = GD_EVENT_PRESSED;
6179 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6180 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6183 gi = CreateGadget(GDI_CUSTOM_ID, id,
6184 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6185 GDI_X, DX + gd_xoffset,
6186 GDI_Y, DY + gd_yoffset,
6187 GDI_WIDTH, GAME_BUTTON_XSIZE,
6188 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6189 GDI_TYPE, button_type,
6190 GDI_STATE, GD_BUTTON_UNPRESSED,
6191 GDI_CHECKED, checked,
6192 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6193 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6194 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6195 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6196 GDI_EVENT_MASK, event_mask,
6197 GDI_CALLBACK_ACTION, HandleGameButtons,
6201 Error(ERR_EXIT, "cannot create gadget");
6203 game_gadget[id] = gi;
6207 static void MapGameButtons()
6211 for (i=0; i<NUM_GAME_BUTTONS; i++)
6212 MapGadget(game_gadget[i]);
6215 void UnmapGameButtons()
6219 for (i=0; i<NUM_GAME_BUTTONS; i++)
6220 UnmapGadget(game_gadget[i]);
6223 static void HandleGameButtons(struct GadgetInfo *gi)
6225 int id = gi->custom_id;
6227 if (game_status != PLAYING)
6232 case GAME_CTRL_ID_STOP:
6235 CloseDoor(DOOR_CLOSE_1);
6236 game_status = MAINMENU;
6241 if (level_editor_test_game ||
6242 Request("Do you really want to quit the game ?",
6243 REQ_ASK | REQ_STAY_CLOSED))
6245 #if defined(PLATFORM_UNIX)
6246 if (options.network)
6247 SendToServer_StopPlaying();
6251 game_status = MAINMENU;
6256 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6259 case GAME_CTRL_ID_PAUSE:
6260 if (options.network)
6262 #if defined(PLATFORM_UNIX)
6264 SendToServer_ContinuePlaying();
6266 SendToServer_PausePlaying();
6273 case GAME_CTRL_ID_PLAY:
6276 #if defined(PLATFORM_UNIX)
6277 if (options.network)
6278 SendToServer_ContinuePlaying();
6282 tape.pausing = FALSE;
6283 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6288 case SOUND_CTRL_ID_MUSIC:
6289 if (setup.sound_music)
6291 setup.sound_music = FALSE;
6294 else if (audio.loops_available)
6296 setup.sound = setup.sound_music = TRUE;
6298 PlayMusic(level_nr % num_bg_loops);
6302 case SOUND_CTRL_ID_LOOPS:
6303 if (setup.sound_loops)
6304 setup.sound_loops = FALSE;
6305 else if (audio.loops_available)
6306 setup.sound = setup.sound_loops = TRUE;
6309 case SOUND_CTRL_ID_SIMPLE:
6310 if (setup.sound_simple)
6311 setup.sound_simple = FALSE;
6312 else if (audio.sound_available)
6313 setup.sound = setup.sound_simple = TRUE;