1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (sound_status == SOUND_OFF)
173 if (!sound_loops_allowed)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 setup.sound_simple = setup.sound;
184 static int getBeltNrFromElement(int element)
186 return (element < EL_BELT2_LEFT ? 0 :
187 element < EL_BELT3_LEFT ? 1 :
188 element < EL_BELT4_LEFT ? 2 : 3);
191 static int getBeltNrFromSwitchElement(int element)
193 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
194 element < EL_BELT3_SWITCH_LEFT ? 1 :
195 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
198 static int getBeltDirNrFromSwitchElement(int element)
200 static int belt_base_element[4] =
202 EL_BELT1_SWITCH_LEFT,
203 EL_BELT2_SWITCH_LEFT,
204 EL_BELT3_SWITCH_LEFT,
208 int belt_nr = getBeltNrFromSwitchElement(element);
209 int belt_dir_nr = element - belt_base_element[belt_nr];
211 return (belt_dir_nr % 3);
214 static int getBeltDirFromSwitchElement(int element)
216 static int belt_move_dir[3] =
223 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
225 return belt_move_dir[belt_dir_nr];
228 static void InitField(int x, int y, boolean init_game)
235 if (stored_player[0].present)
237 Feld[x][y] = EL_SP_MURPHY_CLONE;
244 Feld[x][y] = EL_SPIELER1;
252 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
253 int jx = player->jx, jy = player->jy;
255 player->present = TRUE;
257 if (!options.network || player->connected)
259 player->active = TRUE;
261 /* remove potentially duplicate players */
262 if (StorePlayer[jx][jy] == Feld[x][y])
263 StorePlayer[jx][jy] = 0;
265 StorePlayer[x][y] = Feld[x][y];
269 printf("Player %d activated.\n", player->element_nr);
270 printf("[Local player is %d and currently %s.]\n",
271 local_player->element_nr,
272 local_player->active ? "active" : "not active");
276 Feld[x][y] = EL_LEERRAUM;
277 player->jx = player->last_jx = x;
278 player->jy = player->last_jy = y;
283 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
284 Feld[x][y] = EL_BADEWANNE1;
285 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
286 Feld[x][y] = EL_BADEWANNE2;
287 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
288 Feld[x][y] = EL_BADEWANNE3;
289 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
290 Feld[x][y] = EL_BADEWANNE4;
291 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
292 Feld[x][y] = EL_BADEWANNE5;
295 case EL_KAEFER_RIGHT:
300 case EL_FLIEGER_RIGHT:
302 case EL_FLIEGER_LEFT:
303 case EL_FLIEGER_DOWN:
305 case EL_BUTTERFLY_RIGHT:
306 case EL_BUTTERFLY_UP:
307 case EL_BUTTERFLY_LEFT:
308 case EL_BUTTERFLY_DOWN:
310 case EL_FIREFLY_RIGHT:
312 case EL_FIREFLY_LEFT:
313 case EL_FIREFLY_DOWN:
315 case EL_PACMAN_RIGHT:
339 if (y == lev_fieldy - 1)
341 Feld[x][y] = EL_AMOEBING;
342 Store[x][y] = EL_AMOEBE_NASS;
346 case EL_DYNAMITE_ACTIVE:
351 local_player->lights_still_needed++;
354 case EL_SOKOBAN_FELD_LEER:
355 local_player->sokobanfields_still_needed++;
359 local_player->friends_still_needed++;
364 MovDir[x][y] = 1 << RND(4);
368 Feld[x][y] = EL_LEERRAUM;
371 case EL_EM_KEY_1_FILE:
372 Feld[x][y] = EL_EM_KEY_1;
374 case EL_EM_KEY_2_FILE:
375 Feld[x][y] = EL_EM_KEY_2;
377 case EL_EM_KEY_3_FILE:
378 Feld[x][y] = EL_EM_KEY_3;
380 case EL_EM_KEY_4_FILE:
381 Feld[x][y] = EL_EM_KEY_4;
384 case EL_BELT1_SWITCH_LEFT:
385 case EL_BELT1_SWITCH_MIDDLE:
386 case EL_BELT1_SWITCH_RIGHT:
387 case EL_BELT2_SWITCH_LEFT:
388 case EL_BELT2_SWITCH_MIDDLE:
389 case EL_BELT2_SWITCH_RIGHT:
390 case EL_BELT3_SWITCH_LEFT:
391 case EL_BELT3_SWITCH_MIDDLE:
392 case EL_BELT3_SWITCH_RIGHT:
393 case EL_BELT4_SWITCH_LEFT:
394 case EL_BELT4_SWITCH_MIDDLE:
395 case EL_BELT4_SWITCH_RIGHT:
398 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
399 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
400 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
402 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
404 game.belt_dir[belt_nr] = belt_dir;
405 game.belt_dir_nr[belt_nr] = belt_dir_nr;
407 else /* more than one switch -- set it like the first switch */
409 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
414 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
416 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
419 case EL_LIGHT_SWITCH_ON:
421 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
432 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
433 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
434 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
436 /* don't play tapes over network */
437 network_playing = (options.network && !tape.playing);
439 for (i=0; i<MAX_PLAYERS; i++)
441 struct PlayerInfo *player = &stored_player[i];
443 player->index_nr = i;
444 player->element_nr = EL_SPIELER1 + i;
446 player->present = FALSE;
447 player->active = FALSE;
450 player->effective_action = 0;
451 player->programmed_action = 0;
454 player->gems_still_needed = level.gems_needed;
455 player->sokobanfields_still_needed = 0;
456 player->lights_still_needed = 0;
457 player->friends_still_needed = 0;
460 player->key[j] = FALSE;
462 player->dynamite = 0;
463 player->dynabomb_count = 0;
464 player->dynabomb_size = 1;
465 player->dynabombs_left = 0;
466 player->dynabomb_xl = FALSE;
468 player->MovDir = MV_NO_MOVING;
470 player->Pushing = FALSE;
471 player->Switching = FALSE;
475 player->actual_frame_counter = 0;
477 player->frame_reset_delay = 0;
479 player->push_delay = 0;
480 player->push_delay_value = 5;
482 player->move_delay = 0;
483 player->last_move_dir = MV_NO_MOVING;
485 player->move_delay_value =
486 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
488 player->snapped = FALSE;
490 player->last_jx = player->last_jy = 0;
491 player->jx = player->jy = 0;
493 player->shield_passive_time_left = 0;
494 player->shield_active_time_left = 0;
496 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
497 SnapField(player, 0, 0);
499 player->LevelSolved = FALSE;
500 player->GameOver = FALSE;
503 network_player_action_received = FALSE;
506 /* initial null action */
508 SendToServer_MovePlayer(MV_NO_MOVING);
513 game.yam_content_nr = 0;
517 TimeLeft = level.time;
519 ScreenMovDir = MV_NO_MOVING;
523 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
525 AllPlayersGone = FALSE;
526 game.magic_wall_active = FALSE;
527 game.magic_wall_time_left = 0;
528 game.light_time_left = 0;
529 game.timegate_time_left = 0;
530 game.switchgate_pos = 0;
531 game.balloon_dir = MV_NO_MOVING;
535 game.belt_dir[i] = MV_NO_MOVING;
536 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
539 for (i=0; i<MAX_NUM_AMOEBA; i++)
540 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
542 for (x=0; x<lev_fieldx; x++)
544 for (y=0; y<lev_fieldy; y++)
546 Feld[x][y] = Ur[x][y];
547 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
548 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
551 JustStopped[x][y] = 0;
556 for(y=0; y<lev_fieldy; y++)
558 for(x=0; x<lev_fieldx; x++)
560 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
562 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
564 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
567 InitField(x, y, TRUE);
571 /* correct non-moving belts to start moving left */
573 if (game.belt_dir[i] == MV_NO_MOVING)
574 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
576 /* check if any connected player was not found in playfield */
577 for (i=0; i<MAX_PLAYERS; i++)
579 struct PlayerInfo *player = &stored_player[i];
581 if (player->connected && !player->present)
583 for (j=0; j<MAX_PLAYERS; j++)
585 struct PlayerInfo *some_player = &stored_player[j];
586 int jx = some_player->jx, jy = some_player->jy;
588 /* assign first free player found that is present in the playfield */
589 if (some_player->present && !some_player->connected)
591 player->present = TRUE;
592 player->active = TRUE;
593 some_player->present = FALSE;
595 StorePlayer[jx][jy] = player->element_nr;
596 player->jx = player->last_jx = jx;
597 player->jy = player->last_jy = jy;
607 /* when playing a tape, eliminate all players who do not participate */
609 for (i=0; i<MAX_PLAYERS; i++)
611 if (stored_player[i].active && !tape.player_participates[i])
613 struct PlayerInfo *player = &stored_player[i];
614 int jx = player->jx, jy = player->jy;
616 player->active = FALSE;
617 StorePlayer[jx][jy] = 0;
618 Feld[jx][jy] = EL_LEERRAUM;
622 else if (!options.network && !setup.team_mode) /* && !tape.playing */
624 /* when in single player mode, eliminate all but the first active player */
626 for (i=0; i<MAX_PLAYERS; i++)
628 if (stored_player[i].active)
630 for (j=i+1; j<MAX_PLAYERS; j++)
632 if (stored_player[j].active)
634 struct PlayerInfo *player = &stored_player[j];
635 int jx = player->jx, jy = player->jy;
637 player->active = FALSE;
638 StorePlayer[jx][jy] = 0;
639 Feld[jx][jy] = EL_LEERRAUM;
646 /* when recording the game, store which players take part in the game */
649 for (i=0; i<MAX_PLAYERS; i++)
650 if (stored_player[i].active)
651 tape.player_participates[i] = TRUE;
656 for (i=0; i<MAX_PLAYERS; i++)
658 struct PlayerInfo *player = &stored_player[i];
660 printf("Player %d: present == %d, connected == %d, active == %d.\n",
665 if (local_player == player)
666 printf("Player %d is local player.\n", i+1);
670 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
671 emulate_sb ? EMU_SOKOBAN :
672 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
674 if (BorderElement == EL_LEERRAUM)
677 SBX_Right = lev_fieldx - SCR_FIELDX;
679 SBY_Lower = lev_fieldy - SCR_FIELDY;
684 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
686 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
689 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
690 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
692 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
693 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
696 scroll_y = SBY_Upper;
697 if (local_player->jx >= SBX_Left + MIDPOSX)
698 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
699 local_player->jx - MIDPOSX :
701 if (local_player->jy >= SBY_Upper + MIDPOSY)
702 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
703 local_player->jy - MIDPOSY :
706 CloseDoor(DOOR_CLOSE_1);
712 /* after drawing the level, corect some elements */
714 if (game.timegate_time_left == 0)
715 CloseAllOpenTimegates();
717 if (setup.soft_scrolling)
718 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
720 redraw_mask |= REDRAW_FROM_BACKBUFFER;
722 /* copy default game door content to main double buffer */
723 BlitBitmap(pix[PIX_DOOR], drawto,
724 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
727 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
728 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
731 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
732 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
733 BlitBitmap(drawto, drawto,
734 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
735 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
736 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
739 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
740 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
741 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
742 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
743 DrawText(DX + XX_SCORE, DY + YY_SCORE,
744 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
745 DrawText(DX + XX_TIME, DY + YY_TIME,
746 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
749 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
750 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
751 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
755 /* copy actual game door content to door double buffer for OpenDoor() */
756 BlitBitmap(drawto, pix[PIX_DB_DOOR],
757 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
759 OpenDoor(DOOR_OPEN_ALL);
761 if (setup.sound_music)
762 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
764 KeyboardAutoRepeatOff();
769 printf("Player %d %sactive.\n",
770 i + 1, (stored_player[i].active ? "" : "not "));
774 void InitMovDir(int x, int y)
776 int i, element = Feld[x][y];
777 static int xy[4][2] =
784 static int direction[3][4] =
786 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
787 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
788 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
793 case EL_KAEFER_RIGHT:
797 Feld[x][y] = EL_KAEFER;
798 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
801 case EL_FLIEGER_RIGHT:
803 case EL_FLIEGER_LEFT:
804 case EL_FLIEGER_DOWN:
805 Feld[x][y] = EL_FLIEGER;
806 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
809 case EL_BUTTERFLY_RIGHT:
810 case EL_BUTTERFLY_UP:
811 case EL_BUTTERFLY_LEFT:
812 case EL_BUTTERFLY_DOWN:
813 Feld[x][y] = EL_BUTTERFLY;
814 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
817 case EL_FIREFLY_RIGHT:
819 case EL_FIREFLY_LEFT:
820 case EL_FIREFLY_DOWN:
821 Feld[x][y] = EL_FIREFLY;
822 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
825 case EL_PACMAN_RIGHT:
829 Feld[x][y] = EL_PACMAN;
830 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
834 MovDir[x][y] = MV_UP;
838 MovDir[x][y] = MV_LEFT;
845 Feld[x][y] = EL_MOLE;
846 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
850 MovDir[x][y] = 1 << RND(4);
851 if (element != EL_KAEFER &&
852 element != EL_FLIEGER &&
853 element != EL_BUTTERFLY &&
854 element != EL_FIREFLY)
859 int x1 = x + xy[i][0];
860 int y1 = y + xy[i][1];
862 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
864 if (element == EL_KAEFER || element == EL_BUTTERFLY)
866 MovDir[x][y] = direction[0][i];
869 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
870 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
872 MovDir[x][y] = direction[1][i];
881 void InitAmoebaNr(int x, int y)
884 int group_nr = AmoebeNachbarNr(x, y);
888 for (i=1; i<MAX_NUM_AMOEBA; i++)
890 if (AmoebaCnt[i] == 0)
898 AmoebaNr[x][y] = group_nr;
899 AmoebaCnt[group_nr]++;
900 AmoebaCnt2[group_nr]++;
906 boolean raise_level = FALSE;
908 if (local_player->MovPos)
911 local_player->LevelSolved = FALSE;
915 if (setup.sound_loops)
916 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
920 if (!setup.sound_loops)
921 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
922 if (TimeLeft > 0 && !(TimeLeft % 10))
923 RaiseScore(level.score[SC_ZEITBONUS]);
924 if (TimeLeft > 100 && !(TimeLeft % 10))
928 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
933 if (setup.sound_loops)
936 else if (level.time == 0) /* level without time limit */
938 if (setup.sound_loops)
939 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
941 while(TimePlayed < 999)
943 if (!setup.sound_loops)
944 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
945 if (TimePlayed < 999 && !(TimePlayed % 10))
946 RaiseScore(level.score[SC_ZEITBONUS]);
947 if (TimePlayed < 900 && !(TimePlayed % 10))
951 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
956 if (setup.sound_loops)
962 /* Hero disappears */
963 DrawLevelField(ExitX, ExitY);
969 CloseDoor(DOOR_CLOSE_1);
974 SaveTape(tape.level_nr); /* Ask to save tape */
977 if (level_nr == leveldir_current->handicap_level)
979 leveldir_current->handicap_level++;
980 SaveLevelSetup_SeriesInfo();
982 if (level_nr < leveldir_current->last_level)
986 if ((hi_pos = NewHiScore()) >= 0)
988 game_status = HALLOFFAME;
989 DrawHallOfFame(hi_pos);
995 game_status = MAINMENU;
1009 LoadScore(level_nr);
1011 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1012 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1015 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1017 if (local_player->score > highscore[k].Score)
1019 /* player has made it to the hall of fame */
1021 if (k < MAX_SCORE_ENTRIES - 1)
1023 int m = MAX_SCORE_ENTRIES - 1;
1026 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1027 if (!strcmp(setup.player_name, highscore[l].Name))
1029 if (m == k) /* player's new highscore overwrites his old one */
1035 strcpy(highscore[l].Name, highscore[l - 1].Name);
1036 highscore[l].Score = highscore[l - 1].Score;
1043 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1044 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1045 highscore[k].Score = local_player->score;
1051 else if (!strncmp(setup.player_name, highscore[k].Name,
1052 MAX_PLAYER_NAME_LEN))
1053 break; /* player already there with a higher score */
1059 SaveScore(level_nr);
1064 void InitMovingField(int x, int y, int direction)
1066 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1067 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1069 MovDir[x][y] = direction;
1070 MovDir[newx][newy] = direction;
1071 if (Feld[newx][newy] == EL_LEERRAUM)
1072 Feld[newx][newy] = EL_BLOCKED;
1075 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1077 int direction = MovDir[x][y];
1078 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1079 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1085 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1087 int oldx = x, oldy = y;
1088 int direction = MovDir[x][y];
1090 if (direction == MV_LEFT)
1092 else if (direction == MV_RIGHT)
1094 else if (direction == MV_UP)
1096 else if (direction == MV_DOWN)
1099 *comes_from_x = oldx;
1100 *comes_from_y = oldy;
1103 int MovingOrBlocked2Element(int x, int y)
1105 int element = Feld[x][y];
1107 if (element == EL_BLOCKED)
1111 Blocked2Moving(x, y, &oldx, &oldy);
1112 return Feld[oldx][oldy];
1118 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1120 /* like MovingOrBlocked2Element(), but if element is moving
1121 and (x,y) is the field the moving element is just leaving,
1122 return EL_BLOCKED instead of the element value */
1123 int element = Feld[x][y];
1125 if (IS_MOVING(x, y))
1127 if (element == EL_BLOCKED)
1131 Blocked2Moving(x, y, &oldx, &oldy);
1132 return Feld[oldx][oldy];
1141 static void RemoveField(int x, int y)
1143 Feld[x][y] = EL_LEERRAUM;
1149 void RemoveMovingField(int x, int y)
1151 int oldx = x, oldy = y, newx = x, newy = y;
1153 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1156 if (IS_MOVING(x, y))
1158 Moving2Blocked(x, y, &newx, &newy);
1159 if (Feld[newx][newy] != EL_BLOCKED)
1162 else if (Feld[x][y] == EL_BLOCKED)
1164 Blocked2Moving(x, y, &oldx, &oldy);
1165 if (!IS_MOVING(oldx, oldy))
1169 if (Feld[x][y] == EL_BLOCKED &&
1170 (Store[oldx][oldy] == EL_MORAST_LEER ||
1171 Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
1172 Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
1173 Store[oldx][oldy] == EL_AMOEBE_NASS))
1175 Feld[oldx][oldy] = Store[oldx][oldy];
1176 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1179 Feld[oldx][oldy] = EL_LEERRAUM;
1181 Feld[newx][newy] = EL_LEERRAUM;
1182 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1183 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1185 DrawLevelField(oldx, oldy);
1186 DrawLevelField(newx, newy);
1189 void DrawDynamite(int x, int y)
1191 int sx = SCREENX(x), sy = SCREENY(y);
1192 int graphic = el2gfx(Feld[x][y]);
1195 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1199 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1201 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1203 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1208 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1212 if (game.emulation == EMU_SUPAPLEX)
1213 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1214 else if (Store[x][y])
1215 DrawGraphicThruMask(sx, sy, graphic + phase);
1217 DrawGraphic(sx, sy, graphic + phase);
1220 void CheckDynamite(int x, int y)
1222 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1227 if (!(MovDelay[x][y] % 12))
1228 PlaySoundLevel(x, y, SND_ZISCH);
1230 if (IS_ACTIVE_BOMB(Feld[x][y]))
1232 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1234 if (!(MovDelay[x][y] % delay))
1242 StopSound(SND_ZISCH);
1246 void Explode(int ex, int ey, int phase, int mode)
1249 int num_phase = 9, delay = 2;
1250 int last_phase = num_phase * delay;
1251 int half_phase = (num_phase / 2) * delay;
1252 int first_phase_after_start = EX_PHASE_START + 1;
1254 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1256 int center_element = Feld[ex][ey];
1258 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1260 /* put moving element to center field (and let it explode there) */
1261 center_element = MovingOrBlocked2Element(ex, ey);
1262 RemoveMovingField(ex, ey);
1263 Feld[ex][ey] = center_element;
1266 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1270 if (!IN_LEV_FIELD(x, y) ||
1271 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1272 (x != ex || y != ey)))
1275 element = Feld[x][y];
1277 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1279 element = MovingOrBlocked2Element(x, y);
1280 RemoveMovingField(x, y);
1283 if (IS_MASSIVE(element) || element == EL_BURNING)
1286 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1288 if (IS_ACTIVE_BOMB(element))
1290 /* re-activate things under the bomb like gate or penguin */
1291 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1298 if (element == EL_EXPLODING)
1299 element = Store2[x][y];
1301 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1303 switch(StorePlayer[ex][ey])
1306 Store[x][y] = EL_EDELSTEIN_ROT;
1309 Store[x][y] = EL_EDELSTEIN;
1312 Store[x][y] = EL_EDELSTEIN_LILA;
1316 Store[x][y] = EL_EDELSTEIN_GELB;
1320 if (game.emulation == EMU_SUPAPLEX)
1321 Store[x][y] = EL_LEERRAUM;
1323 else if (center_element == EL_MOLE)
1324 Store[x][y] = EL_EDELSTEIN_ROT;
1325 else if (center_element == EL_PINGUIN)
1326 Store[x][y] = EL_EDELSTEIN_LILA;
1327 else if (center_element == EL_KAEFER)
1328 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1329 else if (center_element == EL_BUTTERFLY)
1330 Store[x][y] = EL_EDELSTEIN_BD;
1331 else if (center_element == EL_SP_ELECTRON)
1332 Store[x][y] = EL_SP_INFOTRON;
1333 else if (center_element == EL_MAMPFER)
1334 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1335 else if (center_element == EL_AMOEBA2DIAM)
1336 Store[x][y] = level.amoeba_content;
1337 else if (element == EL_ERZ_EDEL)
1338 Store[x][y] = EL_EDELSTEIN;
1339 else if (element == EL_ERZ_DIAM)
1340 Store[x][y] = EL_DIAMANT;
1341 else if (element == EL_ERZ_EDEL_BD)
1342 Store[x][y] = EL_EDELSTEIN_BD;
1343 else if (element == EL_ERZ_EDEL_GELB)
1344 Store[x][y] = EL_EDELSTEIN_GELB;
1345 else if (element == EL_ERZ_EDEL_ROT)
1346 Store[x][y] = EL_EDELSTEIN_ROT;
1347 else if (element == EL_ERZ_EDEL_LILA)
1348 Store[x][y] = EL_EDELSTEIN_LILA;
1349 else if (element == EL_WALL_PEARL)
1350 Store[x][y] = EL_PEARL;
1351 else if (element == EL_WALL_CRYSTAL)
1352 Store[x][y] = EL_CRYSTAL;
1353 else if (!IS_PFORTE(Store[x][y]))
1354 Store[x][y] = EL_LEERRAUM;
1356 if (x != ex || y != ey ||
1357 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1358 Store2[x][y] = element;
1360 if (AmoebaNr[x][y] &&
1361 (element == EL_AMOEBE_VOLL ||
1362 element == EL_AMOEBE_BD ||
1363 element == EL_AMOEBING))
1365 AmoebaCnt[AmoebaNr[x][y]]--;
1366 AmoebaCnt2[AmoebaNr[x][y]]--;
1369 Feld[x][y] = EL_EXPLODING;
1370 MovDir[x][y] = MovPos[x][y] = 0;
1376 if (center_element == EL_MAMPFER)
1377 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1388 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1390 if (phase == first_phase_after_start)
1392 int element = Store2[x][y];
1394 if (element == EL_BLACK_ORB)
1396 Feld[x][y] = Store2[x][y];
1401 else if (phase == half_phase)
1403 int element = Store2[x][y];
1405 if (IS_PLAYER(x, y))
1406 KillHeroUnlessProtected(x, y);
1407 else if (IS_EXPLOSIVE(element))
1409 Feld[x][y] = Store2[x][y];
1413 else if (element == EL_AMOEBA2DIAM)
1414 AmoebeUmwandeln(x, y);
1417 if (phase == last_phase)
1421 element = Feld[x][y] = Store[x][y];
1422 Store[x][y] = Store2[x][y] = 0;
1423 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1424 InitField(x, y, FALSE);
1425 if (CAN_MOVE(element) || COULD_MOVE(element))
1427 DrawLevelField(x, y);
1429 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1431 int graphic = GFX_EXPLOSION;
1433 if (game.emulation == EMU_SUPAPLEX)
1434 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1435 GFX_SP_EXPLODE_INFOTRON :
1436 GFX_SP_EXPLODE_EMPTY);
1439 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1441 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1445 void DynaExplode(int ex, int ey)
1448 int dynabomb_size = 1;
1449 boolean dynabomb_xl = FALSE;
1450 struct PlayerInfo *player;
1451 static int xy[4][2] =
1459 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1461 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1462 dynabomb_size = player->dynabomb_size;
1463 dynabomb_xl = player->dynabomb_xl;
1464 player->dynabombs_left++;
1467 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1471 for (j=1; j<=dynabomb_size; j++)
1473 int x = ex + j * xy[i % 4][0];
1474 int y = ey + j * xy[i % 4][1];
1477 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1480 element = Feld[x][y];
1482 /* do not restart explosions of fields with active bombs */
1483 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1486 Explode(x, y, EX_PHASE_START, EX_BORDER);
1488 if (element != EL_LEERRAUM &&
1489 element != EL_ERDREICH &&
1490 element != EL_EXPLODING &&
1497 void Bang(int x, int y)
1499 int element = Feld[x][y];
1501 if (game.emulation == EMU_SUPAPLEX)
1502 PlaySoundLevel(x, y, SND_SP_BOOOM);
1504 PlaySoundLevel(x, y, SND_ROAAAR);
1507 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1508 element = EL_LEERRAUM;
1522 RaiseScoreElement(element);
1523 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1525 case EL_DYNABOMB_ACTIVE_1:
1526 case EL_DYNABOMB_ACTIVE_2:
1527 case EL_DYNABOMB_ACTIVE_3:
1528 case EL_DYNABOMB_ACTIVE_4:
1529 case EL_DYNABOMB_NR:
1530 case EL_DYNABOMB_SZ:
1531 case EL_DYNABOMB_XL:
1537 if (IS_PLAYER(x, y))
1538 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1540 Explode(x, y, EX_PHASE_START, EX_CENTER);
1543 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1548 void Blurb(int x, int y)
1550 int element = Feld[x][y];
1552 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1554 PlaySoundLevel(x, y, SND_BLURB);
1555 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1556 (!IN_LEV_FIELD(x-1, y-1) ||
1557 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1559 Feld[x-1][y] = EL_BLURB_LEFT;
1561 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1562 (!IN_LEV_FIELD(x+1, y-1) ||
1563 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1565 Feld[x+1][y] = EL_BLURB_RIGHT;
1570 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1572 if (!MovDelay[x][y]) /* initialize animation counter */
1575 if (MovDelay[x][y]) /* continue animation */
1578 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1579 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1581 if (!MovDelay[x][y])
1583 Feld[x][y] = EL_LEERRAUM;
1584 DrawLevelField(x, y);
1590 static void ToggleBeltSwitch(int x, int y)
1592 static int belt_base_element[4] =
1594 EL_BELT1_SWITCH_LEFT,
1595 EL_BELT2_SWITCH_LEFT,
1596 EL_BELT3_SWITCH_LEFT,
1597 EL_BELT4_SWITCH_LEFT
1599 static int belt_move_dir[4] =
1607 int element = Feld[x][y];
1608 int belt_nr = getBeltNrFromSwitchElement(element);
1609 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1610 int belt_dir = belt_move_dir[belt_dir_nr];
1613 if (!IS_BELT_SWITCH(element))
1616 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1617 game.belt_dir[belt_nr] = belt_dir;
1619 if (belt_dir_nr == 3)
1622 for (yy=0; yy<lev_fieldy; yy++)
1624 for (xx=0; xx<lev_fieldx; xx++)
1626 int element = Feld[xx][yy];
1628 if (IS_BELT_SWITCH(element))
1630 int e_belt_nr = getBeltNrFromSwitchElement(element);
1632 if (e_belt_nr == belt_nr)
1634 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1635 DrawLevelField(xx, yy);
1638 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1640 int e_belt_nr = getBeltNrFromElement(element);
1642 if (e_belt_nr == belt_nr)
1643 DrawLevelField(xx, yy); /* set belt to parking position */
1649 static void ToggleSwitchgateSwitch(int x, int y)
1653 game.switchgate_pos = !game.switchgate_pos;
1655 for (yy=0; yy<lev_fieldy; yy++)
1657 for (xx=0; xx<lev_fieldx; xx++)
1659 int element = Feld[xx][yy];
1661 if (element == EL_SWITCHGATE_SWITCH_1 ||
1662 element == EL_SWITCHGATE_SWITCH_2)
1664 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1665 DrawLevelField(xx, yy);
1667 else if (element == EL_SWITCHGATE_OPEN ||
1668 element == EL_SWITCHGATE_OPENING)
1670 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1671 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1673 else if (element == EL_SWITCHGATE_CLOSED ||
1674 element == EL_SWITCHGATE_CLOSING)
1676 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1677 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1683 static void RedrawAllLightSwitchesAndInvisibleElements()
1687 for (y=0; y<lev_fieldy; y++)
1689 for (x=0; x<lev_fieldx; x++)
1691 int element = Feld[x][y];
1693 if (element == EL_LIGHT_SWITCH_OFF &&
1694 game.light_time_left > 0)
1696 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1697 DrawLevelField(x, y);
1699 else if (element == EL_LIGHT_SWITCH_ON &&
1700 game.light_time_left == 0)
1702 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1703 DrawLevelField(x, y);
1706 if (element == EL_INVISIBLE_STEEL ||
1707 element == EL_UNSICHTBAR ||
1708 element == EL_SAND_INVISIBLE)
1709 DrawLevelField(x, y);
1714 static void ToggleLightSwitch(int x, int y)
1716 int element = Feld[x][y];
1718 game.light_time_left =
1719 (element == EL_LIGHT_SWITCH_OFF ?
1720 level.time_light * FRAMES_PER_SECOND : 0);
1722 RedrawAllLightSwitchesAndInvisibleElements();
1725 static void ActivateTimegateSwitch(int x, int y)
1729 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1731 for (yy=0; yy<lev_fieldy; yy++)
1733 for (xx=0; xx<lev_fieldx; xx++)
1735 int element = Feld[xx][yy];
1737 if (element == EL_TIMEGATE_CLOSED ||
1738 element == EL_TIMEGATE_CLOSING)
1740 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1741 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1745 else if (element == EL_TIMEGATE_SWITCH_ON)
1747 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1748 DrawLevelField(xx, yy);
1755 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1758 void Impact(int x, int y)
1760 boolean lastline = (y == lev_fieldy-1);
1761 boolean object_hit = FALSE;
1762 int element = Feld[x][y];
1765 if (!lastline) /* check if element below was hit */
1767 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1770 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1771 MovDir[x][y+1]!=MV_DOWN ||
1772 MovPos[x][y+1]<=TILEY/2));
1774 smashed = MovingOrBlocked2Element(x, y+1);
1777 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1783 if ((element == EL_BOMBE ||
1784 element == EL_SP_DISK_ORANGE ||
1785 element == EL_DX_SUPABOMB) &&
1786 (lastline || object_hit)) /* element is bomb */
1791 else if (element == EL_PEARL)
1793 Feld[x][y] = EL_PEARL_BREAKING;
1794 PlaySoundLevel(x, y, SND_KNACK);
1798 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1800 if (object_hit && IS_PLAYER(x, y+1))
1801 KillHeroUnlessProtected(x, y+1);
1802 else if (object_hit && smashed == EL_PINGUIN)
1806 Feld[x][y] = EL_AMOEBING;
1807 Store[x][y] = EL_AMOEBE_NASS;
1812 if (!lastline && object_hit) /* check which object was hit */
1814 if (CAN_CHANGE(element) &&
1815 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1818 int activated_magic_wall =
1819 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1820 EL_MAGIC_WALL_BD_EMPTY);
1822 /* activate magic wall / mill */
1824 for (y=0; y<lev_fieldy; y++)
1825 for (x=0; x<lev_fieldx; x++)
1826 if (Feld[x][y] == smashed)
1827 Feld[x][y] = activated_magic_wall;
1829 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1830 game.magic_wall_active = TRUE;
1833 if (IS_PLAYER(x, y+1))
1835 KillHeroUnlessProtected(x, y+1);
1838 else if (smashed == EL_PINGUIN)
1843 else if (element == EL_EDELSTEIN_BD)
1845 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1851 else if (element == EL_FELSBROCKEN ||
1852 element == EL_SP_ZONK ||
1853 element == EL_BD_ROCK)
1855 if (IS_ENEMY(smashed) ||
1856 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1857 smashed == EL_DX_SUPABOMB ||
1858 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1859 smashed == EL_DRACHE || smashed == EL_MOLE)
1864 else if (!IS_MOVING(x, y+1))
1866 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1871 else if (smashed == EL_KOKOSNUSS)
1873 Feld[x][y+1] = EL_CRACKINGNUT;
1874 PlaySoundLevel(x, y, SND_KNACK);
1875 RaiseScoreElement(EL_KOKOSNUSS);
1878 else if (smashed == EL_PEARL)
1880 Feld[x][y+1] = EL_PEARL_BREAKING;
1881 PlaySoundLevel(x, y, SND_KNACK);
1884 else if (smashed == EL_DIAMANT)
1886 Feld[x][y+1] = EL_LEERRAUM;
1887 PlaySoundLevel(x, y, SND_QUIRK);
1890 else if (IS_BELT_SWITCH(smashed))
1892 ToggleBeltSwitch(x, y+1);
1894 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1895 smashed == EL_SWITCHGATE_SWITCH_2)
1897 ToggleSwitchgateSwitch(x, y+1);
1899 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1900 smashed == EL_LIGHT_SWITCH_ON)
1902 ToggleLightSwitch(x, y+1);
1908 /* play sound of magic wall / mill */
1910 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1911 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1913 PlaySoundLevel(x, y, SND_QUIRK);
1917 /* play sound of object that hits the ground */
1918 if (lastline || object_hit)
1925 case EL_EDELSTEIN_BD:
1926 case EL_EDELSTEIN_GELB:
1927 case EL_EDELSTEIN_ROT:
1928 case EL_EDELSTEIN_LILA:
1930 case EL_SP_INFOTRON:
1936 case EL_FELSBROCKEN:
1941 sound = SND_SP_ZONKDOWN;
1944 case EL_SCHLUESSEL1:
1945 case EL_SCHLUESSEL2:
1946 case EL_SCHLUESSEL3:
1947 case EL_SCHLUESSEL4:
1964 PlaySoundLevel(x, y, sound);
1968 void TurnRound(int x, int y)
1980 { 0, 0 }, { 0, 0 }, { 0, 0 },
1985 int left, right, back;
1989 { MV_DOWN, MV_UP, MV_RIGHT },
1990 { MV_UP, MV_DOWN, MV_LEFT },
1992 { MV_LEFT, MV_RIGHT, MV_DOWN },
1993 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1994 { MV_RIGHT, MV_LEFT, MV_UP }
1997 int element = Feld[x][y];
1998 int old_move_dir = MovDir[x][y];
1999 int left_dir = turn[old_move_dir].left;
2000 int right_dir = turn[old_move_dir].right;
2001 int back_dir = turn[old_move_dir].back;
2003 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2004 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2005 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2006 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2008 int left_x = x+left_dx, left_y = y+left_dy;
2009 int right_x = x+right_dx, right_y = y+right_dy;
2010 int move_x = x+move_dx, move_y = y+move_dy;
2012 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2014 TestIfBadThingHitsOtherBadThing(x, y);
2016 if (IN_LEV_FIELD(right_x, right_y) &&
2017 IS_FREE(right_x, right_y))
2018 MovDir[x][y] = right_dir;
2019 else if (!IN_LEV_FIELD(move_x, move_y) ||
2020 !IS_FREE(move_x, move_y))
2021 MovDir[x][y] = left_dir;
2023 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2025 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2028 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2029 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2031 TestIfBadThingHitsOtherBadThing(x, y);
2033 if (IN_LEV_FIELD(left_x, left_y) &&
2034 IS_FREE(left_x, left_y))
2035 MovDir[x][y] = left_dir;
2036 else if (!IN_LEV_FIELD(move_x, move_y) ||
2037 !IS_FREE(move_x, move_y))
2038 MovDir[x][y] = right_dir;
2040 if ((element == EL_FLIEGER ||
2041 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2042 && MovDir[x][y] != old_move_dir)
2044 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2047 else if (element == EL_MAMPFER)
2049 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2051 if (IN_LEV_FIELD(left_x, left_y) &&
2052 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2053 Feld[left_x][left_y] == EL_DIAMANT))
2054 can_turn_left = TRUE;
2055 if (IN_LEV_FIELD(right_x, right_y) &&
2056 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2057 Feld[right_x][right_y] == EL_DIAMANT))
2058 can_turn_right = TRUE;
2060 if (can_turn_left && can_turn_right)
2061 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2062 else if (can_turn_left)
2063 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2064 else if (can_turn_right)
2065 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2067 MovDir[x][y] = back_dir;
2069 MovDelay[x][y] = 16+16*RND(3);
2071 else if (element == EL_MAMPFER2)
2073 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2075 if (IN_LEV_FIELD(left_x, left_y) &&
2076 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2077 IS_MAMPF2(Feld[left_x][left_y])))
2078 can_turn_left = TRUE;
2079 if (IN_LEV_FIELD(right_x, right_y) &&
2080 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2081 IS_MAMPF2(Feld[right_x][right_y])))
2082 can_turn_right = TRUE;
2084 if (can_turn_left && can_turn_right)
2085 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2086 else if (can_turn_left)
2087 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2088 else if (can_turn_right)
2089 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2091 MovDir[x][y] = back_dir;
2093 MovDelay[x][y] = 16+16*RND(3);
2095 else if (element == EL_PACMAN)
2097 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2099 if (IN_LEV_FIELD(left_x, left_y) &&
2100 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2101 IS_AMOEBOID(Feld[left_x][left_y])))
2102 can_turn_left = TRUE;
2103 if (IN_LEV_FIELD(right_x, right_y) &&
2104 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2105 IS_AMOEBOID(Feld[right_x][right_y])))
2106 can_turn_right = TRUE;
2108 if (can_turn_left && can_turn_right)
2109 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2110 else if (can_turn_left)
2111 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2112 else if (can_turn_right)
2113 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2115 MovDir[x][y] = back_dir;
2117 MovDelay[x][y] = 6+RND(40);
2119 else if (element == EL_SCHWEIN)
2121 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2122 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2123 boolean should_move_on = FALSE;
2125 int rnd = RND(rnd_value);
2127 if (IN_LEV_FIELD(left_x, left_y) &&
2128 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2129 can_turn_left = TRUE;
2130 if (IN_LEV_FIELD(right_x, right_y) &&
2131 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2132 can_turn_right = TRUE;
2133 if (IN_LEV_FIELD(move_x, move_y) &&
2134 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2137 if (can_turn_left &&
2139 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2140 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2141 should_turn_left = TRUE;
2142 if (can_turn_right &&
2144 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2145 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2146 should_turn_right = TRUE;
2148 (!can_turn_left || !can_turn_right ||
2149 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2150 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2151 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2152 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2153 should_move_on = TRUE;
2155 if (should_turn_left || should_turn_right || should_move_on)
2157 if (should_turn_left && should_turn_right && should_move_on)
2158 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2159 rnd < 2*rnd_value/3 ? right_dir :
2161 else if (should_turn_left && should_turn_right)
2162 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2163 else if (should_turn_left && should_move_on)
2164 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2165 else if (should_turn_right && should_move_on)
2166 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2167 else if (should_turn_left)
2168 MovDir[x][y] = left_dir;
2169 else if (should_turn_right)
2170 MovDir[x][y] = right_dir;
2171 else if (should_move_on)
2172 MovDir[x][y] = old_move_dir;
2174 else if (can_move_on && rnd > rnd_value/8)
2175 MovDir[x][y] = old_move_dir;
2176 else if (can_turn_left && can_turn_right)
2177 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2178 else if (can_turn_left && rnd > rnd_value/8)
2179 MovDir[x][y] = left_dir;
2180 else if (can_turn_right && rnd > rnd_value/8)
2181 MovDir[x][y] = right_dir;
2183 MovDir[x][y] = back_dir;
2185 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2186 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2187 MovDir[x][y] = old_move_dir;
2191 else if (element == EL_DRACHE)
2193 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2195 int rnd = RND(rnd_value);
2197 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2198 can_turn_left = TRUE;
2199 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2200 can_turn_right = TRUE;
2201 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2204 if (can_move_on && rnd > rnd_value/8)
2205 MovDir[x][y] = old_move_dir;
2206 else if (can_turn_left && can_turn_right)
2207 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2208 else if (can_turn_left && rnd > rnd_value/8)
2209 MovDir[x][y] = left_dir;
2210 else if (can_turn_right && rnd > rnd_value/8)
2211 MovDir[x][y] = right_dir;
2213 MovDir[x][y] = back_dir;
2215 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2216 MovDir[x][y] = old_move_dir;
2220 else if (element == EL_MOLE)
2222 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2224 if (IN_LEV_FIELD(move_x, move_y) &&
2225 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2226 Feld[move_x][move_y] == EL_DEAMOEBING))
2231 if (IN_LEV_FIELD(left_x, left_y) &&
2232 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2233 can_turn_left = TRUE;
2234 if (IN_LEV_FIELD(right_x, right_y) &&
2235 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2236 can_turn_right = TRUE;
2238 if (can_turn_left && can_turn_right)
2239 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2240 else if (can_turn_left)
2241 MovDir[x][y] = left_dir;
2243 MovDir[x][y] = right_dir;
2246 if (MovDir[x][y] != old_move_dir)
2249 else if (element == EL_BALLOON)
2251 MovDir[x][y] = game.balloon_dir;
2254 else if (element == EL_SPRING_MOVING)
2256 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2257 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2259 Feld[x][y] = EL_SPRING;
2260 MovDir[x][y] = MV_NO_MOVING;
2264 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2266 int attr_x = -1, attr_y = -1;
2277 for (i=0; i<MAX_PLAYERS; i++)
2279 struct PlayerInfo *player = &stored_player[i];
2280 int jx = player->jx, jy = player->jy;
2282 if (!player->active)
2285 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2293 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2299 if (element == EL_PINGUIN)
2302 static int xy[4][2] =
2312 int ex = x + xy[i%4][0];
2313 int ey = y + xy[i%4][1];
2315 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2324 MovDir[x][y] = MV_NO_MOVING;
2326 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2328 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2330 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2332 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2334 if (element == EL_ROBOT)
2338 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2339 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2340 Moving2Blocked(x, y, &newx, &newy);
2342 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2343 MovDelay[x][y] = 8+8*!RND(3);
2345 MovDelay[x][y] = 16;
2353 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2355 boolean first_horiz = RND(2);
2356 int new_move_dir = MovDir[x][y];
2359 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2360 Moving2Blocked(x, y, &newx, &newy);
2362 if (IN_LEV_FIELD(newx, newy) &&
2363 (IS_FREE(newx, newy) ||
2364 Feld[newx][newy] == EL_SALZSAEURE ||
2365 (element == EL_PINGUIN &&
2366 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2367 IS_MAMPF3(Feld[newx][newy])))))
2371 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2372 Moving2Blocked(x, y, &newx, &newy);
2374 if (IN_LEV_FIELD(newx, newy) &&
2375 (IS_FREE(newx, newy) ||
2376 Feld[newx][newy] == EL_SALZSAEURE ||
2377 (element == EL_PINGUIN &&
2378 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2379 IS_MAMPF3(Feld[newx][newy])))))
2382 MovDir[x][y] = old_move_dir;
2389 static boolean JustBeingPushed(int x, int y)
2393 for (i=0; i<MAX_PLAYERS; i++)
2395 struct PlayerInfo *player = &stored_player[i];
2397 if (player->active && player->Pushing && player->MovPos)
2399 int next_jx = player->jx + (player->jx - player->last_jx);
2400 int next_jy = player->jy + (player->jy - player->last_jy);
2402 if (x == next_jx && y == next_jy)
2410 void StartMoving(int x, int y)
2412 int element = Feld[x][y];
2417 if (CAN_FALL(element) && y<lev_fieldy-1)
2419 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2420 if (JustBeingPushed(x, y))
2423 if (element == EL_MORAST_VOLL)
2425 if (IS_FREE(x, y+1))
2427 InitMovingField(x, y, MV_DOWN);
2428 Feld[x][y] = EL_FELSBROCKEN;
2429 Store[x][y] = EL_MORAST_LEER;
2431 else if (Feld[x][y+1] == EL_MORAST_LEER)
2433 if (!MovDelay[x][y])
2434 MovDelay[x][y] = TILEY + 1;
2443 Feld[x][y] = EL_MORAST_LEER;
2444 Feld[x][y+1] = EL_MORAST_VOLL;
2447 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2448 Feld[x][y+1] == EL_MORAST_LEER)
2450 InitMovingField(x, y, MV_DOWN);
2451 Store[x][y] = EL_MORAST_VOLL;
2453 else if (element == EL_MAGIC_WALL_FULL)
2455 if (IS_FREE(x, y+1))
2457 InitMovingField(x, y, MV_DOWN);
2458 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2459 Store[x][y] = EL_MAGIC_WALL_EMPTY;
2461 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2463 if (!MovDelay[x][y])
2464 MovDelay[x][y] = TILEY/4 + 1;
2473 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2474 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2475 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2479 else if (element == EL_MAGIC_WALL_BD_FULL)
2481 if (IS_FREE(x, y+1))
2483 InitMovingField(x, y, MV_DOWN);
2484 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2485 Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2487 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2489 if (!MovDelay[x][y])
2490 MovDelay[x][y] = TILEY/4 + 1;
2499 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2500 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2501 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2505 else if (CAN_CHANGE(element) &&
2506 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2507 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2509 InitMovingField(x, y, MV_DOWN);
2511 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
2512 EL_MAGIC_WALL_BD_FULL);
2513 Store2[x][y+1] = element;
2515 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2518 InitMovingField(x, y, MV_DOWN);
2519 Store[x][y] = EL_SALZSAEURE;
2521 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2526 else if (IS_FREE(x, y+1))
2528 InitMovingField(x, y, MV_DOWN);
2530 else if (element == EL_TROPFEN)
2532 Feld[x][y] = EL_AMOEBING;
2533 Store[x][y] = EL_AMOEBE_NASS;
2535 #if OLD_GAME_BEHAVIOUR
2536 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2538 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2539 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2540 element != EL_DX_SUPABOMB)
2543 boolean left = (x>0 && IS_FREE(x-1, y) &&
2544 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2545 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2546 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2550 if (left && right &&
2551 (game.emulation != EMU_BOULDERDASH &&
2552 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2553 left = !(right = RND(2));
2555 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2558 else if (IS_BELT(Feld[x][y+1]))
2560 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2561 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2562 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2563 int belt_dir = game.belt_dir[belt_nr];
2565 if ((belt_dir == MV_LEFT && left_is_free) ||
2566 (belt_dir == MV_RIGHT && right_is_free))
2567 InitMovingField(x, y, belt_dir);
2570 else if (CAN_MOVE(element))
2574 if ((element == EL_SONDE || element == EL_BALLOON ||
2575 element == EL_SPRING_MOVING)
2576 && JustBeingPushed(x, y))
2579 if (!MovDelay[x][y]) /* start new movement phase */
2581 /* all objects that can change their move direction after each step */
2582 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2584 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2587 if (MovDelay[x][y] && (element == EL_KAEFER ||
2588 element == EL_FLIEGER ||
2589 element == EL_SP_SNIKSNAK ||
2590 element == EL_SP_ELECTRON ||
2591 element == EL_MOLE))
2592 DrawLevelField(x, y);
2596 if (MovDelay[x][y]) /* wait some time before next movement */
2600 if (element == EL_ROBOT ||
2601 element == EL_MAMPFER || element == EL_MAMPFER2)
2603 int phase = MovDelay[x][y] % 8;
2608 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2609 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2611 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2612 && MovDelay[x][y]%4 == 3)
2613 PlaySoundLevel(x, y, SND_NJAM);
2615 else if (element == EL_SP_ELECTRON)
2616 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2617 else if (element == EL_DRACHE)
2620 int dir = MovDir[x][y];
2621 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2622 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2623 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2624 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2625 dir == MV_UP ? GFX_FLAMMEN_UP :
2626 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2627 int phase = FrameCounter % 2;
2629 for (i=1; i<=3; i++)
2631 int xx = x + i*dx, yy = y + i*dy;
2632 int sx = SCREENX(xx), sy = SCREENY(yy);
2634 if (!IN_LEV_FIELD(xx, yy) ||
2635 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2640 int flamed = MovingOrBlocked2Element(xx, yy);
2642 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2645 RemoveMovingField(xx, yy);
2647 Feld[xx][yy] = EL_BURNING;
2648 if (IN_SCR_FIELD(sx, sy))
2649 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2653 if (Feld[xx][yy] == EL_BURNING)
2654 Feld[xx][yy] = EL_LEERRAUM;
2655 DrawLevelField(xx, yy);
2664 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2666 PlaySoundLevel(x, y, SND_KLAPPER);
2668 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2670 PlaySoundLevel(x, y, SND_ROEHR);
2673 /* now make next step */
2675 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2677 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2678 !PLAYER_PROTECTED(newx, newy))
2682 TestIfBadThingHitsHero(x, y);
2685 /* enemy got the player */
2687 KillHero(PLAYERINFO(newx, newy));
2692 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2693 element == EL_SONDE || element == EL_BALLOON) &&
2694 IN_LEV_FIELD(newx, newy) &&
2695 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2698 Store[x][y] = EL_SALZSAEURE;
2700 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2702 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2704 Feld[x][y] = EL_LEERRAUM;
2705 DrawLevelField(x, y);
2707 PlaySoundLevel(newx, newy, SND_BUING);
2708 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2709 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2711 local_player->friends_still_needed--;
2712 if (!local_player->friends_still_needed &&
2713 !local_player->GameOver && AllPlayersGone)
2714 local_player->LevelSolved = local_player->GameOver = TRUE;
2718 else if (IS_MAMPF3(Feld[newx][newy]))
2720 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2721 DrawLevelField(newx, newy);
2723 MovDir[x][y] = MV_NO_MOVING;
2725 else if (!IS_FREE(newx, newy))
2727 if (IS_PLAYER(x, y))
2728 DrawPlayerField(x, y);
2730 DrawLevelField(x, y);
2734 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2736 if (IS_GEM(Feld[newx][newy]))
2738 if (IS_MOVING(newx, newy))
2739 RemoveMovingField(newx, newy);
2742 Feld[newx][newy] = EL_LEERRAUM;
2743 DrawLevelField(newx, newy);
2746 else if (!IS_FREE(newx, newy))
2748 if (IS_PLAYER(x, y))
2749 DrawPlayerField(x, y);
2751 DrawLevelField(x, y);
2755 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2757 if (!IS_FREE(newx, newy))
2759 if (IS_PLAYER(x, y))
2760 DrawPlayerField(x, y);
2762 DrawLevelField(x, y);
2767 boolean wanna_flame = !RND(10);
2768 int dx = newx - x, dy = newy - y;
2769 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2770 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2771 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2772 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2773 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2774 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2776 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2777 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2778 element1 != EL_BURNING && element2 != EL_BURNING)
2780 if (IS_PLAYER(x, y))
2781 DrawPlayerField(x, y);
2783 DrawLevelField(x, y);
2785 MovDelay[x][y] = 50;
2786 Feld[newx][newy] = EL_BURNING;
2787 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2788 Feld[newx1][newy1] = EL_BURNING;
2789 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2790 Feld[newx2][newy2] = EL_BURNING;
2795 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2796 Feld[newx][newy] == EL_DIAMANT)
2798 if (IS_MOVING(newx, newy))
2799 RemoveMovingField(newx, newy);
2802 Feld[newx][newy] = EL_LEERRAUM;
2803 DrawLevelField(newx, newy);
2806 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2807 IS_MAMPF2(Feld[newx][newy]))
2809 if (AmoebaNr[newx][newy])
2811 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2812 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2813 Feld[newx][newy] == EL_AMOEBE_BD)
2814 AmoebaCnt[AmoebaNr[newx][newy]]--;
2817 if (IS_MOVING(newx, newy))
2818 RemoveMovingField(newx, newy);
2821 Feld[newx][newy] = EL_LEERRAUM;
2822 DrawLevelField(newx, newy);
2825 else if ((element == EL_PACMAN || element == EL_MOLE)
2826 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2828 if (AmoebaNr[newx][newy])
2830 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2831 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2832 Feld[newx][newy] == EL_AMOEBE_BD)
2833 AmoebaCnt[AmoebaNr[newx][newy]]--;
2836 if (element == EL_MOLE)
2838 Feld[newx][newy] = EL_DEAMOEBING;
2839 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2840 return; /* wait for shrinking amoeba */
2842 else /* element == EL_PACMAN */
2844 Feld[newx][newy] = EL_LEERRAUM;
2845 DrawLevelField(newx, newy);
2848 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2849 (Feld[newx][newy] == EL_DEAMOEBING ||
2850 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2852 /* wait for shrinking amoeba to completely disappear */
2855 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2857 /* object was running against a wall */
2861 if (element == EL_KAEFER || element == EL_FLIEGER ||
2862 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2863 DrawLevelField(x, y);
2864 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2865 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2866 else if (element == EL_SONDE)
2867 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2868 else if (element == EL_SP_ELECTRON)
2869 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2871 if (DONT_TOUCH(element))
2872 TestIfBadThingHitsHero(x, y);
2877 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2878 PlaySoundLevel(x, y, SND_SCHLURF);
2880 InitMovingField(x, y, MovDir[x][y]);
2884 ContinueMoving(x, y);
2887 void ContinueMoving(int x, int y)
2889 int element = Feld[x][y];
2890 int direction = MovDir[x][y];
2891 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2892 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2893 int horiz_move = (dx!=0);
2894 int newx = x + dx, newy = y + dy;
2895 int step = (horiz_move ? dx : dy) * TILEX / 8;
2897 if (element == EL_TROPFEN)
2899 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2901 else if (CAN_FALL(element) && horiz_move &&
2902 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2904 else if (element == EL_SPRING_MOVING)
2907 #if OLD_GAME_BEHAVIOUR
2908 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2912 MovPos[x][y] += step;
2914 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2916 Feld[x][y] = EL_LEERRAUM;
2917 Feld[newx][newy] = element;
2919 if (element == EL_MOLE)
2922 static int xy[4][2] =
2930 Feld[x][y] = EL_ERDREICH;
2931 DrawLevelField(x, y);
2940 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2941 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2945 if (Store[x][y] == EL_MORAST_VOLL)
2948 Feld[newx][newy] = EL_MORAST_VOLL;
2949 element = EL_MORAST_VOLL;
2951 else if (Store[x][y] == EL_MORAST_LEER)
2954 Feld[x][y] = EL_MORAST_LEER;
2956 else if (Store[x][y] == EL_MAGIC_WALL_FULL)
2959 element = Feld[newx][newy] =
2960 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
2962 else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
2964 Store[x][y] = Store2[x][y] = 0;
2965 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
2966 EL_MAGIC_WALL_DEAD);
2968 else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
2971 element = Feld[newx][newy] =
2972 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
2973 EL_MAGIC_WALL_BD_DEAD);
2975 else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
2977 Store[x][y] = Store2[x][y] = 0;
2978 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
2979 EL_MAGIC_WALL_BD_DEAD);
2981 else if (Store[x][y] == EL_SALZSAEURE)
2984 Feld[newx][newy] = EL_SALZSAEURE;
2985 element = EL_SALZSAEURE;
2987 else if (Store[x][y] == EL_AMOEBE_NASS)
2990 Feld[x][y] = EL_AMOEBE_NASS;
2993 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2994 MovDelay[newx][newy] = 0;
2996 if (!CAN_MOVE(element))
2997 MovDir[newx][newy] = 0;
2999 DrawLevelField(x, y);
3000 DrawLevelField(newx, newy);
3002 Stop[newx][newy] = TRUE;
3003 JustStopped[newx][newy] = 3;
3005 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3007 TestIfBadThingHitsHero(newx, newy);
3008 TestIfBadThingHitsFriend(newx, newy);
3009 TestIfBadThingHitsOtherBadThing(newx, newy);
3011 else if (element == EL_PINGUIN)
3012 TestIfFriendHitsBadThing(newx, newy);
3014 if (CAN_SMASH(element) && direction == MV_DOWN &&
3015 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3018 else /* still moving on */
3019 DrawLevelField(x, y);
3022 int AmoebeNachbarNr(int ax, int ay)
3025 int element = Feld[ax][ay];
3027 static int xy[4][2] =
3037 int x = ax + xy[i][0];
3038 int y = ay + xy[i][1];
3040 if (!IN_LEV_FIELD(x, y))
3043 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3044 group_nr = AmoebaNr[x][y];
3050 void AmoebenVereinigen(int ax, int ay)
3052 int i, x, y, xx, yy;
3053 int new_group_nr = AmoebaNr[ax][ay];
3054 static int xy[4][2] =
3062 if (new_group_nr == 0)
3070 if (!IN_LEV_FIELD(x, y))
3073 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3074 Feld[x][y] == EL_AMOEBE_BD ||
3075 Feld[x][y] == EL_AMOEBE_TOT) &&
3076 AmoebaNr[x][y] != new_group_nr)
3078 int old_group_nr = AmoebaNr[x][y];
3080 if (old_group_nr == 0)
3083 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3084 AmoebaCnt[old_group_nr] = 0;
3085 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3086 AmoebaCnt2[old_group_nr] = 0;
3088 for (yy=0; yy<lev_fieldy; yy++)
3090 for (xx=0; xx<lev_fieldx; xx++)
3092 if (AmoebaNr[xx][yy] == old_group_nr)
3093 AmoebaNr[xx][yy] = new_group_nr;
3100 void AmoebeUmwandeln(int ax, int ay)
3104 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3106 int group_nr = AmoebaNr[ax][ay];
3111 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3112 printf("AmoebeUmwandeln(): This should never happen!\n");
3117 for (y=0; y<lev_fieldy; y++)
3119 for (x=0; x<lev_fieldx; x++)
3121 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3124 Feld[x][y] = EL_AMOEBA2DIAM;
3132 static int xy[4][2] =
3145 if (!IN_LEV_FIELD(x, y))
3148 if (Feld[x][y] == EL_AMOEBA2DIAM)
3154 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3157 int group_nr = AmoebaNr[ax][ay];
3158 boolean done = FALSE;
3163 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3164 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3169 for (y=0; y<lev_fieldy; y++)
3171 for (x=0; x<lev_fieldx; x++)
3173 if (AmoebaNr[x][y] == group_nr &&
3174 (Feld[x][y] == EL_AMOEBE_TOT ||
3175 Feld[x][y] == EL_AMOEBE_BD ||
3176 Feld[x][y] == EL_AMOEBING))
3179 Feld[x][y] = new_element;
3180 InitField(x, y, FALSE);
3181 DrawLevelField(x, y);
3188 PlaySoundLevel(ax, ay,
3189 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3192 void AmoebeWaechst(int x, int y)
3194 static unsigned long sound_delay = 0;
3195 static unsigned long sound_delay_value = 0;
3197 if (!MovDelay[x][y]) /* start new growing cycle */
3201 if (DelayReached(&sound_delay, sound_delay_value))
3203 PlaySoundLevel(x, y, SND_AMOEBE);
3204 sound_delay_value = 30;
3208 if (MovDelay[x][y]) /* wait some time before growing bigger */
3211 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3212 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3214 if (!MovDelay[x][y])
3216 Feld[x][y] = Store[x][y];
3218 DrawLevelField(x, y);
3223 void AmoebeSchrumpft(int x, int y)
3225 static unsigned long sound_delay = 0;
3226 static unsigned long sound_delay_value = 0;
3228 if (!MovDelay[x][y]) /* start new shrinking cycle */
3232 if (DelayReached(&sound_delay, sound_delay_value))
3234 PlaySoundLevel(x, y, SND_BLURB);
3235 sound_delay_value = 30;
3239 if (MovDelay[x][y]) /* wait some time before shrinking */
3242 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3243 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3245 if (!MovDelay[x][y])
3247 Feld[x][y] = EL_LEERRAUM;
3248 DrawLevelField(x, y);
3250 /* don't let mole enter this field in this cycle;
3251 (give priority to objects falling to this field from above) */
3257 void AmoebeAbleger(int ax, int ay)
3260 int element = Feld[ax][ay];
3261 int newax = ax, neway = ay;
3262 static int xy[4][2] =
3270 if (!level.amoeba_speed)
3272 Feld[ax][ay] = EL_AMOEBE_TOT;
3273 DrawLevelField(ax, ay);
3277 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3278 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3280 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3283 if (MovDelay[ax][ay])
3287 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3290 int x = ax + xy[start][0];
3291 int y = ay + xy[start][1];
3293 if (!IN_LEV_FIELD(x, y))
3296 if (IS_FREE(x, y) ||
3297 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3303 if (newax == ax && neway == ay)
3306 else /* normal or "filled" (BD style) amoeba */
3309 boolean waiting_for_player = FALSE;
3313 int j = (start + i) % 4;
3314 int x = ax + xy[j][0];
3315 int y = ay + xy[j][1];
3317 if (!IN_LEV_FIELD(x, y))
3320 if (IS_FREE(x, y) ||
3321 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3327 else if (IS_PLAYER(x, y))
3328 waiting_for_player = TRUE;
3331 if (newax == ax && neway == ay) /* amoeba cannot grow */
3333 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3335 Feld[ax][ay] = EL_AMOEBE_TOT;
3336 DrawLevelField(ax, ay);
3337 AmoebaCnt[AmoebaNr[ax][ay]]--;
3339 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3341 if (element == EL_AMOEBE_VOLL)
3342 AmoebeUmwandeln(ax, ay);
3343 else if (element == EL_AMOEBE_BD)
3344 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3349 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3351 /* amoeba gets larger by growing in some direction */
3353 int new_group_nr = AmoebaNr[ax][ay];
3356 if (new_group_nr == 0)
3358 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3359 printf("AmoebeAbleger(): This should never happen!\n");
3364 AmoebaNr[newax][neway] = new_group_nr;
3365 AmoebaCnt[new_group_nr]++;
3366 AmoebaCnt2[new_group_nr]++;
3368 /* if amoeba touches other amoeba(s) after growing, unify them */
3369 AmoebenVereinigen(newax, neway);
3371 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3373 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3379 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3380 (neway == lev_fieldy - 1 && newax != ax))
3382 Feld[newax][neway] = EL_AMOEBING;
3383 Store[newax][neway] = element;
3385 else if (neway == ay)
3386 Feld[newax][neway] = EL_TROPFEN;
3389 InitMovingField(ax, ay, MV_DOWN);
3390 Feld[ax][ay] = EL_TROPFEN;
3391 Store[ax][ay] = EL_AMOEBE_NASS;
3392 ContinueMoving(ax, ay);
3396 DrawLevelField(newax, neway);
3399 void Life(int ax, int ay)
3402 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3404 int element = Feld[ax][ay];
3409 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3410 MovDelay[ax][ay] = life_time;
3412 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3415 if (MovDelay[ax][ay])
3419 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3421 int xx = ax+x1, yy = ay+y1;
3424 if (!IN_LEV_FIELD(xx, yy))
3427 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3429 int x = xx+x2, y = yy+y2;
3431 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3434 if (((Feld[x][y] == element ||
3435 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3437 (IS_FREE(x, y) && Stop[x][y]))
3441 if (xx == ax && yy == ay) /* field in the middle */
3443 if (nachbarn<life[0] || nachbarn>life[1])
3445 Feld[xx][yy] = EL_LEERRAUM;
3447 DrawLevelField(xx, yy);
3448 Stop[xx][yy] = TRUE;
3451 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3452 { /* free border field */
3453 if (nachbarn>=life[2] && nachbarn<=life[3])
3455 Feld[xx][yy] = element;
3456 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3458 DrawLevelField(xx, yy);
3459 Stop[xx][yy] = TRUE;
3465 void Ablenk(int x, int y)
3467 if (!MovDelay[x][y]) /* next animation frame */
3468 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3470 if (MovDelay[x][y]) /* wait some time before next frame */
3475 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3476 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3477 if (!(MovDelay[x][y]%4))
3478 PlaySoundLevel(x, y, SND_MIEP);
3483 Feld[x][y] = EL_ABLENK_AUS;
3484 DrawLevelField(x, y);
3485 if (ZX == x && ZY == y)
3489 void TimegateWheel(int x, int y)
3491 if (!MovDelay[x][y]) /* next animation frame */
3492 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3494 if (MovDelay[x][y]) /* wait some time before next frame */
3499 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3500 DrawGraphic(SCREENX(x), SCREENY(y),
3501 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3502 if (!(MovDelay[x][y]%4))
3503 PlaySoundLevel(x, y, SND_MIEP);
3508 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3509 DrawLevelField(x, y);
3510 if (ZX == x && ZY == y)
3514 void Birne(int x, int y)
3516 if (!MovDelay[x][y]) /* next animation frame */
3517 MovDelay[x][y] = 800;
3519 if (MovDelay[x][y]) /* wait some time before next frame */
3524 if (!(MovDelay[x][y]%5))
3526 if (!(MovDelay[x][y]%10))
3527 Feld[x][y]=EL_ABLENK_EIN;
3529 Feld[x][y]=EL_ABLENK_AUS;
3530 DrawLevelField(x, y);
3531 Feld[x][y]=EL_ABLENK_EIN;
3537 Feld[x][y]=EL_ABLENK_AUS;
3538 DrawLevelField(x, y);
3539 if (ZX == x && ZY == y)
3543 void Blubber(int x, int y)
3545 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3546 DrawLevelField(x, y-1);
3548 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3551 void NussKnacken(int x, int y)
3553 if (!MovDelay[x][y]) /* next animation frame */
3556 if (MovDelay[x][y]) /* wait some time before next frame */
3559 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3560 DrawGraphic(SCREENX(x), SCREENY(y),
3561 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3563 if (!MovDelay[x][y])
3565 Feld[x][y] = EL_EDELSTEIN;
3566 DrawLevelField(x, y);
3571 void BreakingPearl(int x, int y)
3573 if (!MovDelay[x][y]) /* next animation frame */
3576 if (MovDelay[x][y]) /* wait some time before next frame */
3579 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3580 DrawGraphic(SCREENX(x), SCREENY(y),
3581 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3583 if (!MovDelay[x][y])
3585 Feld[x][y] = EL_LEERRAUM;
3586 DrawLevelField(x, y);
3591 void SiebAktivieren(int x, int y, int typ)
3593 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3595 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3598 void AusgangstuerPruefen(int x, int y)
3600 if (!local_player->gems_still_needed &&
3601 !local_player->sokobanfields_still_needed &&
3602 !local_player->lights_still_needed)
3604 Feld[x][y] = EL_AUSGANG_ACT;
3606 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3607 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3608 y < LEVELY(BY1) ? LEVELY(BY1) :
3609 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3614 void AusgangstuerOeffnen(int x, int y)
3618 if (!MovDelay[x][y]) /* next animation frame */
3619 MovDelay[x][y] = 5*delay;
3621 if (MovDelay[x][y]) /* wait some time before next frame */
3626 tuer = MovDelay[x][y]/delay;
3627 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3628 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3630 if (!MovDelay[x][y])
3632 Feld[x][y] = EL_AUSGANG_AUF;
3633 DrawLevelField(x, y);
3638 void AusgangstuerBlinken(int x, int y)
3640 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3643 void OpenSwitchgate(int x, int y)
3647 if (!MovDelay[x][y]) /* next animation frame */
3648 MovDelay[x][y] = 5 * delay;
3650 if (MovDelay[x][y]) /* wait some time before next frame */
3655 phase = MovDelay[x][y] / delay;
3656 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3657 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3659 if (!MovDelay[x][y])
3661 Feld[x][y] = EL_SWITCHGATE_OPEN;
3662 DrawLevelField(x, y);
3667 void CloseSwitchgate(int x, int y)
3671 if (!MovDelay[x][y]) /* next animation frame */
3672 MovDelay[x][y] = 5 * delay;
3674 if (MovDelay[x][y]) /* wait some time before next frame */
3679 phase = MovDelay[x][y] / delay;
3680 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3681 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3683 if (!MovDelay[x][y])
3685 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3686 DrawLevelField(x, y);
3691 void OpenTimegate(int x, int y)
3695 if (!MovDelay[x][y]) /* next animation frame */
3696 MovDelay[x][y] = 5 * delay;
3698 if (MovDelay[x][y]) /* wait some time before next frame */
3703 phase = MovDelay[x][y] / delay;
3704 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3705 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3707 if (!MovDelay[x][y])
3709 Feld[x][y] = EL_TIMEGATE_OPEN;
3710 DrawLevelField(x, y);
3715 void CloseTimegate(int x, int y)
3719 if (!MovDelay[x][y]) /* next animation frame */
3720 MovDelay[x][y] = 5 * delay;
3722 if (MovDelay[x][y]) /* wait some time before next frame */
3727 phase = MovDelay[x][y] / delay;
3728 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3729 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3731 if (!MovDelay[x][y])
3733 Feld[x][y] = EL_TIMEGATE_CLOSED;
3734 DrawLevelField(x, y);
3739 static void CloseAllOpenTimegates()
3743 for (y=0; y<lev_fieldy; y++)
3745 for (x=0; x<lev_fieldx; x++)
3747 int element = Feld[x][y];
3749 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3751 Feld[x][y] = EL_TIMEGATE_CLOSING;
3752 PlaySoundLevel(x, y, SND_OEFFNEN);
3758 void EdelsteinFunkeln(int x, int y)
3760 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3763 if (Feld[x][y] == EL_EDELSTEIN_BD)
3764 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3767 if (!MovDelay[x][y]) /* next animation frame */
3768 MovDelay[x][y] = 11 * !SimpleRND(500);
3770 if (MovDelay[x][y]) /* wait some time before next frame */
3774 if (setup.direct_draw && MovDelay[x][y])
3775 SetDrawtoField(DRAW_BUFFERED);
3777 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3781 int phase = (MovDelay[x][y]-1)/2;
3786 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3788 if (setup.direct_draw)
3792 dest_x = FX + SCREENX(x)*TILEX;
3793 dest_y = FY + SCREENY(y)*TILEY;
3795 BlitBitmap(drawto_field, window,
3796 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3797 SetDrawtoField(DRAW_DIRECT);
3804 void MauerWaechst(int x, int y)
3808 if (!MovDelay[x][y]) /* next animation frame */
3809 MovDelay[x][y] = 3*delay;
3811 if (MovDelay[x][y]) /* wait some time before next frame */
3816 phase = 2-MovDelay[x][y]/delay;
3817 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3818 DrawGraphic(SCREENX(x), SCREENY(y),
3819 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3820 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3821 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3822 GFX_MAUER_DOWN ) + phase);
3824 if (!MovDelay[x][y])
3826 if (MovDir[x][y] == MV_LEFT)
3828 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3829 DrawLevelField(x-1, y);
3831 else if (MovDir[x][y] == MV_RIGHT)
3833 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3834 DrawLevelField(x+1, y);
3836 else if (MovDir[x][y] == MV_UP)
3838 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3839 DrawLevelField(x, y-1);
3843 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3844 DrawLevelField(x, y+1);
3847 Feld[x][y] = Store[x][y];
3849 MovDir[x][y] = MV_NO_MOVING;
3850 DrawLevelField(x, y);
3855 void MauerAbleger(int ax, int ay)
3857 int element = Feld[ax][ay];
3858 boolean oben_frei = FALSE, unten_frei = FALSE;
3859 boolean links_frei = FALSE, rechts_frei = FALSE;
3860 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3861 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3863 if (!MovDelay[ax][ay]) /* start building new wall */
3864 MovDelay[ax][ay] = 6;
3866 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3869 if (MovDelay[ax][ay])
3873 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3875 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3877 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3879 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3882 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3886 Feld[ax][ay-1] = EL_MAUERND;
3887 Store[ax][ay-1] = element;
3888 MovDir[ax][ay-1] = MV_UP;
3889 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3890 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3894 Feld[ax][ay+1] = EL_MAUERND;
3895 Store[ax][ay+1] = element;
3896 MovDir[ax][ay+1] = MV_DOWN;
3897 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3898 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3902 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3903 element == EL_MAUER_LEBT)
3907 Feld[ax-1][ay] = EL_MAUERND;
3908 Store[ax-1][ay] = element;
3909 MovDir[ax-1][ay] = MV_LEFT;
3910 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3911 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3915 Feld[ax+1][ay] = EL_MAUERND;
3916 Store[ax+1][ay] = element;
3917 MovDir[ax+1][ay] = MV_RIGHT;
3918 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3919 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3923 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3924 DrawLevelField(ax, ay);
3926 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3928 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3929 unten_massiv = TRUE;
3930 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3931 links_massiv = TRUE;
3932 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3933 rechts_massiv = TRUE;
3935 if (((oben_massiv && unten_massiv) ||
3936 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3937 ((links_massiv && rechts_massiv) ||
3938 element == EL_MAUER_Y))
3939 Feld[ax][ay] = EL_MAUERWERK;
3942 void CheckForDragon(int x, int y)
3945 boolean dragon_found = FALSE;
3946 static int xy[4][2] =
3958 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3960 if (IN_LEV_FIELD(xx, yy) &&
3961 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3963 if (Feld[xx][yy] == EL_DRACHE)
3964 dragon_found = TRUE;
3977 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3979 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3981 Feld[xx][yy] = EL_LEERRAUM;
3982 DrawLevelField(xx, yy);
3991 static void CheckBuggyBase(int x, int y)
3993 int element = Feld[x][y];
3995 if (element == EL_SP_BUG)
3997 if (!MovDelay[x][y]) /* wait some time before activating base */
3998 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4003 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4004 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4008 Feld[x][y] = EL_SP_BUG_ACTIVE;
4011 else if (element == EL_SP_BUG_ACTIVE)
4013 if (!MovDelay[x][y]) /* start activating buggy base */
4014 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4022 static int xy[4][2] =
4030 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4031 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4035 int xx = x + xy[i][0], yy = y + xy[i][1];
4037 if (IS_PLAYER(xx, yy))
4039 PlaySoundLevel(x, y, SND_SP_BUG);
4047 Feld[x][y] = EL_SP_BUG;
4048 DrawLevelField(x, y);
4053 static void CheckTrap(int x, int y)
4055 int element = Feld[x][y];
4057 if (element == EL_TRAP_INACTIVE)
4059 if (!MovDelay[x][y]) /* wait some time before activating trap */
4060 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4068 Feld[x][y] = EL_TRAP_ACTIVE;
4071 else if (element == EL_TRAP_ACTIVE)
4076 if (!MovDelay[x][y]) /* start activating trap */
4077 MovDelay[x][y] = num_frames * delay;
4085 if (!(MovDelay[x][y] % delay))
4087 int phase = MovDelay[x][y]/delay;
4089 if (phase >= num_frames/2)
4090 phase = num_frames - phase;
4092 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4094 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4095 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4102 Feld[x][y] = EL_TRAP_INACTIVE;
4103 DrawLevelField(x, y);
4108 static void DrawBeltAnimation(int x, int y, int element)
4110 int belt_nr = getBeltNrFromElement(element);
4111 int belt_dir = game.belt_dir[belt_nr];
4113 if (belt_dir != MV_NO_MOVING)
4116 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4117 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4119 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4123 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4125 static byte stored_player_action[MAX_PLAYERS];
4126 static int num_stored_actions = 0;
4127 static boolean save_tape_entry = FALSE;
4128 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4129 int jx = player->jx, jy = player->jy;
4130 int left = player_action & JOY_LEFT;
4131 int right = player_action & JOY_RIGHT;
4132 int up = player_action & JOY_UP;
4133 int down = player_action & JOY_DOWN;
4134 int button1 = player_action & JOY_BUTTON_1;
4135 int button2 = player_action & JOY_BUTTON_2;
4136 int dx = (left ? -1 : right ? 1 : 0);
4137 int dy = (up ? -1 : down ? 1 : 0);
4139 stored_player_action[player->index_nr] = 0;
4140 num_stored_actions++;
4142 if (!player->active || tape.pausing)
4147 save_tape_entry = TRUE;
4148 player->frame_reset_delay = 0;
4151 snapped = SnapField(player, dx, dy);
4155 bombed = PlaceBomb(player);
4156 moved = MoveFigure(player, dx, dy);
4159 if (tape.recording && (moved || snapped || bombed))
4161 if (bombed && !moved)
4162 player_action &= JOY_BUTTON;
4164 stored_player_action[player->index_nr] = player_action;
4166 else if (tape.playing && snapped)
4167 SnapField(player, 0, 0); /* stop snapping */
4171 /* no actions for this player (no input at player's configured device) */
4173 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4174 SnapField(player, 0, 0);
4175 CheckGravityMovement(player);
4177 if (++player->frame_reset_delay > player->move_delay_value)
4181 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4183 TapeRecordAction(stored_player_action);
4184 num_stored_actions = 0;
4185 save_tape_entry = FALSE;
4188 if (tape.playing && !tape.pausing && !player_action &&
4189 tape.counter < tape.length)
4192 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4194 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4195 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4197 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4199 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4201 int el = Feld[jx+dx][jy];
4202 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4203 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4205 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4207 player->MovDir = next_joy;
4208 player->Frame = FrameCounter % 4;
4209 player->Pushing = TRUE;
4218 static unsigned long action_delay = 0;
4219 unsigned long action_delay_value;
4220 int sieb_x = 0, sieb_y = 0;
4221 int i, x, y, element;
4222 byte *recorded_player_action;
4223 byte summarized_player_action = 0;
4225 if (game_status != PLAYING)
4228 action_delay_value =
4229 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4231 /* ---------- main game synchronization point ---------- */
4233 WaitUntilDelayReached(&action_delay, action_delay_value);
4235 if (network_playing && !network_player_action_received)
4239 printf("DEBUG: try to get network player actions in time\n");
4244 /* last chance to get network player actions without main loop delay */
4248 if (game_status != PLAYING)
4251 if (!network_player_action_received)
4255 printf("DEBUG: failed to get network player actions in time\n");
4267 else if (tape.recording)
4270 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4272 for (i=0; i<MAX_PLAYERS; i++)
4274 summarized_player_action |= stored_player[i].action;
4276 if (!network_playing)
4277 stored_player[i].effective_action = stored_player[i].action;
4281 if (network_playing)
4282 SendToServer_MovePlayer(summarized_player_action);
4285 if (!options.network && !setup.team_mode)
4286 local_player->effective_action = summarized_player_action;
4288 for (i=0; i<MAX_PLAYERS; i++)
4290 int actual_player_action = stored_player[i].effective_action;
4292 if (stored_player[i].programmed_action)
4293 actual_player_action = stored_player[i].programmed_action;
4295 if (recorded_player_action)
4296 actual_player_action = recorded_player_action[i];
4298 PlayerActions(&stored_player[i], actual_player_action);
4299 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4302 network_player_action_received = FALSE;
4304 ScrollScreen(NULL, SCROLL_GO_ON);
4310 if (TimeFrames == 0 && local_player->active)
4312 extern unsigned int last_RND();
4314 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4315 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4322 if (GameFrameDelay >= 500)
4323 printf("FrameCounter == %d\n", FrameCounter);
4332 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4335 if (JustStopped[x][y] > 0)
4336 JustStopped[x][y]--;
4339 if (IS_BLOCKED(x, y))
4343 Blocked2Moving(x, y, &oldx, &oldy);
4344 if (!IS_MOVING(oldx, oldy))
4346 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4347 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4348 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4349 printf("GameActions(): This should never happen!\n");
4355 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4357 element = Feld[x][y];
4359 if (IS_INACTIVE(element))
4362 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4366 if (IS_GEM(element))
4367 EdelsteinFunkeln(x, y);
4369 else if (IS_MOVING(x, y))
4370 ContinueMoving(x, y);
4371 else if (IS_ACTIVE_BOMB(element))
4372 CheckDynamite(x, y);
4373 else if (element == EL_EXPLODING)
4374 Explode(x, y, Frame[x][y], EX_NORMAL);
4375 else if (element == EL_AMOEBING)
4376 AmoebeWaechst(x, y);
4377 else if (element == EL_DEAMOEBING)
4378 AmoebeSchrumpft(x, y);
4379 else if (IS_AMOEBALIVE(element))
4380 AmoebeAbleger(x, y);
4381 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4383 else if (element == EL_ABLENK_EIN)
4385 else if (element == EL_TIMEGATE_SWITCH_ON)
4386 TimegateWheel(x, y);
4387 else if (element == EL_SALZSAEURE)
4389 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4391 else if (element == EL_CRACKINGNUT)
4393 else if (element == EL_PEARL_BREAKING)
4394 BreakingPearl(x, y);
4395 else if (element == EL_AUSGANG_ZU)
4396 AusgangstuerPruefen(x, y);
4397 else if (element == EL_AUSGANG_ACT)
4398 AusgangstuerOeffnen(x, y);
4399 else if (element == EL_AUSGANG_AUF)
4400 AusgangstuerBlinken(x, y);
4401 else if (element == EL_MAUERND)
4403 else if (element == EL_MAUER_LEBT ||
4404 element == EL_MAUER_X ||
4405 element == EL_MAUER_Y ||
4406 element == EL_MAUER_XY)
4408 else if (element == EL_BURNING)
4409 CheckForDragon(x, y);
4410 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4411 CheckBuggyBase(x, y);
4412 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4414 else if (element == EL_SP_TERMINAL)
4415 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4416 else if (element == EL_SP_TERMINAL_ACTIVE)
4417 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4418 else if (IS_BELT(element))
4419 DrawBeltAnimation(x, y, element);
4420 else if (element == EL_SWITCHGATE_OPENING)
4421 OpenSwitchgate(x, y);
4422 else if (element == EL_SWITCHGATE_CLOSING)
4423 CloseSwitchgate(x, y);
4424 else if (element == EL_TIMEGATE_OPENING)
4426 else if (element == EL_TIMEGATE_CLOSING)
4427 CloseTimegate(x, y);
4428 else if (element == EL_EXTRA_TIME)
4429 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4430 else if (element == EL_SHIELD_PASSIVE)
4431 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4432 else if (element == EL_SHIELD_ACTIVE)
4433 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4435 if (game.magic_wall_active)
4437 boolean sieb = FALSE;
4438 int jx = local_player->jx, jy = local_player->jy;
4440 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
4441 Store[x][y] == EL_MAGIC_WALL_EMPTY)
4443 SiebAktivieren(x, y, 1);
4446 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4447 element == EL_MAGIC_WALL_BD_FULL ||
4448 Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
4450 SiebAktivieren(x, y, 2);
4454 /* play the element sound at the position nearest to the player */
4455 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4463 if (game.magic_wall_active)
4465 if (!(game.magic_wall_time_left % 4))
4466 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4468 if (game.magic_wall_time_left > 0)
4470 game.magic_wall_time_left--;
4471 if (!game.magic_wall_time_left)
4473 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4475 element = Feld[x][y];
4477 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
4479 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4480 DrawLevelField(x, y);
4482 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4483 element == EL_MAGIC_WALL_BD_FULL)
4485 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4486 DrawLevelField(x, y);
4490 game.magic_wall_active = FALSE;
4495 if (game.light_time_left > 0)
4497 game.light_time_left--;
4499 if (game.light_time_left == 0)
4501 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4503 element = Feld[x][y];
4505 if (element == EL_LIGHT_SWITCH_ON)
4507 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4508 DrawLevelField(x, y);
4510 else if (element == EL_INVISIBLE_STEEL ||
4511 element == EL_UNSICHTBAR ||
4512 element == EL_SAND_INVISIBLE)
4513 DrawLevelField(x, y);
4518 if (game.timegate_time_left > 0)
4520 game.timegate_time_left--;
4522 if (game.timegate_time_left == 0)
4523 CloseAllOpenTimegates();
4526 if (TimeFrames >= (1000 / GameFrameDelay))
4531 for (i=0; i<MAX_PLAYERS; i++)
4533 if (SHIELD_ON(&stored_player[i]))
4535 stored_player[i].shield_passive_time_left--;
4537 if (stored_player[i].shield_active_time_left > 0)
4538 stored_player[i].shield_active_time_left--;
4542 if (tape.recording || tape.playing)
4543 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4549 if (TimeLeft <= 10 && setup.time_limit)
4550 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4552 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4554 if (!TimeLeft && setup.time_limit)
4555 for (i=0; i<MAX_PLAYERS; i++)
4556 KillHero(&stored_player[i]);
4558 else if (level.time == 0) /* level without time limit */
4559 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4565 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4567 int min_x = x, min_y = y, max_x = x, max_y = y;
4570 for (i=0; i<MAX_PLAYERS; i++)
4572 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4574 if (!stored_player[i].active || &stored_player[i] == player)
4577 min_x = MIN(min_x, jx);
4578 min_y = MIN(min_y, jy);
4579 max_x = MAX(max_x, jx);
4580 max_y = MAX(max_y, jy);
4583 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4586 static boolean AllPlayersInVisibleScreen()
4590 for (i=0; i<MAX_PLAYERS; i++)
4592 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4594 if (!stored_player[i].active)
4597 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4604 void ScrollLevel(int dx, int dy)
4606 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4609 BlitBitmap(drawto_field, drawto_field,
4610 FX + TILEX*(dx == -1) - softscroll_offset,
4611 FY + TILEY*(dy == -1) - softscroll_offset,
4612 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4613 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4614 FX + TILEX*(dx == 1) - softscroll_offset,
4615 FY + TILEY*(dy == 1) - softscroll_offset);
4619 x = (dx == 1 ? BX1 : BX2);
4620 for (y=BY1; y<=BY2; y++)
4621 DrawScreenField(x, y);
4625 y = (dy == 1 ? BY1 : BY2);
4626 for (x=BX1; x<=BX2; x++)
4627 DrawScreenField(x, y);
4630 redraw_mask |= REDRAW_FIELD;
4633 static void CheckGravityMovement(struct PlayerInfo *player)
4635 if (level.gravity && !player->programmed_action)
4637 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4638 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4640 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4641 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4642 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4643 int jx = player->jx, jy = player->jy;
4644 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4645 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4646 int new_jx = jx + dx, new_jy = jy + dy;
4647 boolean field_under_player_is_free =
4648 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4649 boolean player_is_moving_to_valid_field =
4650 (IN_LEV_FIELD(new_jx, new_jy) &&
4651 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4652 Feld[new_jx][new_jy] == EL_ERDREICH));
4654 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4655 player->programmed_action = MV_DOWN;
4659 boolean MoveFigureOneStep(struct PlayerInfo *player,
4660 int dx, int dy, int real_dx, int real_dy)
4662 int jx = player->jx, jy = player->jy;
4663 int new_jx = jx+dx, new_jy = jy+dy;
4667 if (!player->active || (!dx && !dy))
4668 return MF_NO_ACTION;
4670 player->MovDir = (dx < 0 ? MV_LEFT :
4673 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4675 if (!IN_LEV_FIELD(new_jx, new_jy))
4676 return MF_NO_ACTION;
4678 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4679 return MF_NO_ACTION;
4682 element = MovingOrBlocked2Element(new_jx, new_jy);
4684 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4687 if (DONT_GO_TO(element))
4689 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4692 Feld[jx][jy] = EL_SPIELFIGUR;
4693 InitMovingField(jx, jy, MV_DOWN);
4694 Store[jx][jy] = EL_SALZSAEURE;
4695 ContinueMoving(jx, jy);
4699 TestIfBadThingHitsHero(new_jx, new_jy);
4704 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4705 if (can_move != MF_MOVING)
4708 StorePlayer[jx][jy] = 0;
4709 player->last_jx = jx;
4710 player->last_jy = jy;
4711 jx = player->jx = new_jx;
4712 jy = player->jy = new_jy;
4713 StorePlayer[jx][jy] = player->element_nr;
4716 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4718 ScrollFigure(player, SCROLL_INIT);
4723 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4725 int jx = player->jx, jy = player->jy;
4726 int old_jx = jx, old_jy = jy;
4727 int moved = MF_NO_ACTION;
4729 if (!player->active || (!dx && !dy))
4732 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4736 /* remove the last programmed player action */
4737 player->programmed_action = 0;
4741 /* should only happen if pre-1.2 tape recordings are played */
4742 /* this is only for backward compatibility */
4744 int original_move_delay_value = player->move_delay_value;
4747 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4750 /* scroll remaining steps with finest movement resolution */
4751 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4753 while (player->MovPos)
4755 ScrollFigure(player, SCROLL_GO_ON);
4756 ScrollScreen(NULL, SCROLL_GO_ON);
4762 player->move_delay_value = original_move_delay_value;
4765 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4767 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4768 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4772 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4773 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4779 if (moved & MF_MOVING && !ScreenMovPos &&
4780 (player == local_player || !options.network))
4782 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4783 int offset = (setup.scroll_delay ? 3 : 0);
4785 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4787 /* actual player has left the screen -- scroll in that direction */
4788 if (jx != old_jx) /* player has moved horizontally */
4789 scroll_x += (jx - old_jx);
4790 else /* player has moved vertically */
4791 scroll_y += (jy - old_jy);
4795 if (jx != old_jx) /* player has moved horizontally */
4797 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4798 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4799 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4801 /* don't scroll over playfield boundaries */
4802 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4803 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4805 /* don't scroll more than one field at a time */
4806 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4808 /* don't scroll against the player's moving direction */
4809 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4810 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4811 scroll_x = old_scroll_x;
4813 else /* player has moved vertically */
4815 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4816 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4817 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4819 /* don't scroll over playfield boundaries */
4820 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4821 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4823 /* don't scroll more than one field at a time */
4824 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4826 /* don't scroll against the player's moving direction */
4827 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4828 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4829 scroll_y = old_scroll_y;
4833 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4835 if (!options.network && !AllPlayersInVisibleScreen())
4837 scroll_x = old_scroll_x;
4838 scroll_y = old_scroll_y;
4842 ScrollScreen(player, SCROLL_INIT);
4843 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4848 if (!(moved & MF_MOVING) && !player->Pushing)
4851 player->Frame = (player->Frame + 1) % 4;
4853 if (moved & MF_MOVING)
4855 if (old_jx != jx && old_jy == jy)
4856 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4857 else if (old_jx == jx && old_jy != jy)
4858 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4860 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4862 player->last_move_dir = player->MovDir;
4866 CheckGravityMovement(player);
4868 player->last_move_dir = MV_NO_MOVING;
4871 TestIfHeroHitsBadThing(jx, jy);
4873 if (!player->active)
4879 void ScrollFigure(struct PlayerInfo *player, int mode)
4881 int jx = player->jx, jy = player->jy;
4882 int last_jx = player->last_jx, last_jy = player->last_jy;
4883 int move_stepsize = TILEX / player->move_delay_value;
4885 if (!player->active || !player->MovPos)
4888 if (mode == SCROLL_INIT)
4890 player->actual_frame_counter = FrameCounter;
4891 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4893 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4894 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4899 else if (!FrameReached(&player->actual_frame_counter, 1))
4902 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4903 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4905 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4906 Feld[last_jx][last_jy] = EL_LEERRAUM;
4908 /* before DrawPlayer() to draw correct player graphic for this case */
4909 if (player->MovPos == 0)
4910 CheckGravityMovement(player);
4914 if (player->MovPos == 0)
4916 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4918 /* continue with normal speed after quickly moving through gate */
4919 HALVE_PLAYER_SPEED(player);
4921 /* be able to make the next move without delay */
4922 player->move_delay = 0;
4925 player->last_jx = jx;
4926 player->last_jy = jy;
4928 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4932 if (!local_player->friends_still_needed)
4933 player->LevelSolved = player->GameOver = TRUE;
4938 void ScrollScreen(struct PlayerInfo *player, int mode)
4940 static unsigned long screen_frame_counter = 0;
4942 if (mode == SCROLL_INIT)
4944 /* set scrolling step size according to actual player's moving speed */
4945 ScrollStepSize = TILEX / player->move_delay_value;
4947 screen_frame_counter = FrameCounter;
4948 ScreenMovDir = player->MovDir;
4949 ScreenMovPos = player->MovPos;
4950 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4953 else if (!FrameReached(&screen_frame_counter, 1))
4958 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4959 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4960 redraw_mask |= REDRAW_FIELD;
4963 ScreenMovDir = MV_NO_MOVING;
4966 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4968 int i, killx = goodx, killy = goody;
4969 static int xy[4][2] =
4976 static int harmless[4] =
4988 x = goodx + xy[i][0];
4989 y = goody + xy[i][1];
4990 if (!IN_LEV_FIELD(x, y))
4994 element = Feld[x][y];
4996 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4999 if (DONT_TOUCH(element))
5001 if (MovDir[x][y] == harmless[i])
5010 if (killx != goodx || killy != goody)
5012 if (IS_PLAYER(goodx, goody))
5014 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5016 if (player->shield_active_time_left > 0)
5018 else if (!PLAYER_PROTECTED(goodx, goody))
5026 void TestIfBadThingHitsGoodThing(int badx, int bady)
5028 int i, killx = badx, killy = bady;
5029 static int xy[4][2] =
5036 static int harmless[4] =
5044 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5051 x = badx + xy[i][0];
5052 y = bady + xy[i][1];
5053 if (!IN_LEV_FIELD(x, y))
5056 element = Feld[x][y];
5058 if (IS_PLAYER(x, y))
5064 else if (element == EL_PINGUIN)
5066 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5075 if (killx != badx || killy != bady)
5077 if (IS_PLAYER(killx, killy))
5079 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5081 if (player->shield_active_time_left > 0)
5083 else if (!PLAYER_PROTECTED(killx, killy))
5091 void TestIfHeroHitsBadThing(int x, int y)
5093 TestIfGoodThingHitsBadThing(x, y);
5096 void TestIfBadThingHitsHero(int x, int y)
5098 TestIfBadThingHitsGoodThing(x, y);
5101 void TestIfFriendHitsBadThing(int x, int y)
5103 TestIfGoodThingHitsBadThing(x, y);
5106 void TestIfBadThingHitsFriend(int x, int y)
5108 TestIfBadThingHitsGoodThing(x, y);
5111 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5113 int i, killx = badx, killy = bady;
5114 static int xy[4][2] =
5128 if (!IN_LEV_FIELD(x, y))
5131 element = Feld[x][y];
5132 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5133 element == EL_AMOEBING || element == EL_TROPFEN)
5141 if (killx != badx || killy != bady)
5145 void KillHero(struct PlayerInfo *player)
5147 int jx = player->jx, jy = player->jy;
5149 if (!player->active)
5152 if (IS_PFORTE(Feld[jx][jy]))
5153 Feld[jx][jy] = EL_LEERRAUM;
5155 /* deactivate shield (else Bang()/Explode() would not work right) */
5156 player->shield_passive_time_left = 0;
5157 player->shield_active_time_left = 0;
5163 static void KillHeroUnlessProtected(int x, int y)
5165 if (!PLAYER_PROTECTED(x, y))
5166 KillHero(PLAYERINFO(x, y));
5169 void BuryHero(struct PlayerInfo *player)
5171 int jx = player->jx, jy = player->jy;
5173 if (!player->active)
5176 PlaySoundLevel(jx, jy, SND_AUTSCH);
5177 PlaySoundLevel(jx, jy, SND_LACHEN);
5179 player->GameOver = TRUE;
5183 void RemoveHero(struct PlayerInfo *player)
5185 int jx = player->jx, jy = player->jy;
5186 int i, found = FALSE;
5188 player->present = FALSE;
5189 player->active = FALSE;
5191 StorePlayer[jx][jy] = 0;
5193 for (i=0; i<MAX_PLAYERS; i++)
5194 if (stored_player[i].active)
5198 AllPlayersGone = TRUE;
5204 int DigField(struct PlayerInfo *player,
5205 int x, int y, int real_dx, int real_dy, int mode)
5207 int jx = player->jx, jy = player->jy;
5208 int dx = x - jx, dy = y - jy;
5209 int move_direction = (dx == -1 ? MV_LEFT :
5210 dx == +1 ? MV_RIGHT :
5212 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5215 if (!player->MovPos)
5216 player->Pushing = FALSE;
5218 if (mode == DF_NO_PUSH)
5220 player->Switching = FALSE;
5221 player->push_delay = 0;
5222 return MF_NO_ACTION;
5225 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5226 return MF_NO_ACTION;
5228 if (IS_TUBE(Feld[jx][jy]))
5231 int tube_leave_directions[][2] =
5233 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5234 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5235 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5236 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5237 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5238 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5239 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5240 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5241 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5242 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5243 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5244 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5247 while (tube_leave_directions[i][0] != Feld[jx][jy])
5250 if (tube_leave_directions[i][0] == -1) /* should not happen */
5254 if (!(tube_leave_directions[i][1] & move_direction))
5255 return MF_NO_ACTION; /* tube has no opening in this direction */
5258 element = Feld[x][y];
5263 PlaySoundLevel(x, y, SND_EMPTY);
5267 case EL_SAND_INVISIBLE:
5268 case EL_TRAP_INACTIVE:
5269 Feld[x][y] = EL_LEERRAUM;
5270 PlaySoundLevel(x, y, SND_SCHLURF);
5275 Feld[x][y] = EL_LEERRAUM;
5276 PlaySoundLevel(x, y, SND_SP_BASE);
5280 case EL_EDELSTEIN_BD:
5281 case EL_EDELSTEIN_GELB:
5282 case EL_EDELSTEIN_ROT:
5283 case EL_EDELSTEIN_LILA:
5285 case EL_SP_INFOTRON:
5289 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5290 element == EL_PEARL ? 5 :
5291 element == EL_CRYSTAL ? 8 : 1);
5292 if (local_player->gems_still_needed < 0)
5293 local_player->gems_still_needed = 0;
5294 RaiseScoreElement(element);
5295 DrawText(DX_EMERALDS, DY_EMERALDS,
5296 int2str(local_player->gems_still_needed, 3),
5297 FS_SMALL, FC_YELLOW);
5298 if (element == EL_SP_INFOTRON)
5299 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5301 PlaySoundLevel(x, y, SND_PONG);
5306 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5307 PlaySoundLevel(x, y, SND_PONG);
5311 Feld[x][y] = EL_LEERRAUM;
5312 PlaySoundLevel(x, y, SND_PONG);
5320 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5322 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5325 case EL_SHIELD_PASSIVE:
5327 player->shield_passive_time_left += 10;
5328 PlaySoundLevel(x, y, SND_PONG);
5331 case EL_SHIELD_ACTIVE:
5333 player->shield_passive_time_left += 10;
5334 player->shield_active_time_left += 10;
5335 PlaySoundLevel(x, y, SND_PONG);
5338 case EL_DYNAMITE_INACTIVE:
5339 case EL_SP_DISK_RED:
5342 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5343 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5344 int2str(local_player->dynamite, 3),
5345 FS_SMALL, FC_YELLOW);
5346 if (element == EL_SP_DISK_RED)
5347 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5349 PlaySoundLevel(x, y, SND_PONG);
5352 case EL_DYNABOMB_NR:
5354 player->dynabomb_count++;
5355 player->dynabombs_left++;
5356 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5357 PlaySoundLevel(x, y, SND_PONG);
5360 case EL_DYNABOMB_SZ:
5362 player->dynabomb_size++;
5363 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5364 PlaySoundLevel(x, y, SND_PONG);
5367 case EL_DYNABOMB_XL:
5369 player->dynabomb_xl = TRUE;
5370 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5371 PlaySoundLevel(x, y, SND_PONG);
5374 case EL_SCHLUESSEL1:
5375 case EL_SCHLUESSEL2:
5376 case EL_SCHLUESSEL3:
5377 case EL_SCHLUESSEL4:
5379 int key_nr = element - EL_SCHLUESSEL1;
5382 player->key[key_nr] = TRUE;
5383 RaiseScoreElement(EL_SCHLUESSEL);
5384 DrawMiniGraphicExt(drawto, gc,
5385 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5386 GFX_SCHLUESSEL1+key_nr);
5387 DrawMiniGraphicExt(window, gc,
5388 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5389 GFX_SCHLUESSEL1+key_nr);
5390 PlaySoundLevel(x, y, SND_PONG);
5399 int key_nr = element - EL_EM_KEY_1;
5402 player->key[key_nr] = TRUE;
5403 RaiseScoreElement(EL_SCHLUESSEL);
5404 DrawMiniGraphicExt(drawto, gc,
5405 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5406 GFX_SCHLUESSEL1+key_nr);
5407 DrawMiniGraphicExt(window, gc,
5408 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5409 GFX_SCHLUESSEL1+key_nr);
5410 PlaySoundLevel(x, y, SND_PONG);
5415 Feld[x][y] = EL_ABLENK_EIN;
5418 DrawLevelField(x, y);
5422 case EL_SP_TERMINAL:
5426 for (yy=0; yy<lev_fieldy; yy++)
5428 for (xx=0; xx<lev_fieldx; xx++)
5430 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5432 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5433 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5441 case EL_BELT1_SWITCH_LEFT:
5442 case EL_BELT1_SWITCH_MIDDLE:
5443 case EL_BELT1_SWITCH_RIGHT:
5444 case EL_BELT2_SWITCH_LEFT:
5445 case EL_BELT2_SWITCH_MIDDLE:
5446 case EL_BELT2_SWITCH_RIGHT:
5447 case EL_BELT3_SWITCH_LEFT:
5448 case EL_BELT3_SWITCH_MIDDLE:
5449 case EL_BELT3_SWITCH_RIGHT:
5450 case EL_BELT4_SWITCH_LEFT:
5451 case EL_BELT4_SWITCH_MIDDLE:
5452 case EL_BELT4_SWITCH_RIGHT:
5453 if (!player->Switching)
5455 player->Switching = TRUE;
5456 ToggleBeltSwitch(x, y);
5461 case EL_SWITCHGATE_SWITCH_1:
5462 case EL_SWITCHGATE_SWITCH_2:
5463 if (!player->Switching)
5465 player->Switching = TRUE;
5466 ToggleSwitchgateSwitch(x, y);
5471 case EL_LIGHT_SWITCH_OFF:
5472 case EL_LIGHT_SWITCH_ON:
5473 if (!player->Switching)
5475 player->Switching = TRUE;
5476 ToggleLightSwitch(x, y);
5481 case EL_TIMEGATE_SWITCH_OFF:
5482 ActivateTimegateSwitch(x, y);
5487 case EL_BALLOON_SEND_LEFT:
5488 case EL_BALLOON_SEND_RIGHT:
5489 case EL_BALLOON_SEND_UP:
5490 case EL_BALLOON_SEND_DOWN:
5491 case EL_BALLOON_SEND_ANY:
5492 if (element == EL_BALLOON_SEND_ANY)
5493 game.balloon_dir = move_direction;
5495 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5496 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5497 element == EL_BALLOON_SEND_UP ? MV_UP :
5498 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5505 if (local_player->gems_still_needed > 0)
5506 return MF_NO_ACTION;
5508 player->LevelSolved = player->GameOver = TRUE;
5509 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5512 case EL_FELSBROCKEN:
5515 case EL_DX_SUPABOMB:
5519 case EL_SP_DISK_ORANGE:
5521 if (dy || mode == DF_SNAP)
5522 return MF_NO_ACTION;
5524 player->Pushing = TRUE;
5526 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5527 return MF_NO_ACTION;
5531 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5532 return MF_NO_ACTION;
5535 if (player->push_delay == 0)
5536 player->push_delay = FrameCounter;
5537 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5538 !tape.playing && element != EL_SPRING)
5539 return MF_NO_ACTION;
5542 Feld[x+dx][y+dy] = element;
5544 if (element == EL_SPRING)
5546 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5547 MovDir[x+dx][y+dy] = move_direction;
5550 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5552 DrawLevelField(x+dx, y+dy);
5553 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5554 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5555 else if (element == EL_KOKOSNUSS)
5556 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5557 else if (IS_SP_ELEMENT(element))
5558 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5560 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5567 if (!player->key[element - EL_PFORTE1])
5568 return MF_NO_ACTION;
5575 if (!player->key[element - EL_PFORTE1X])
5576 return MF_NO_ACTION;
5583 if (!player->key[element - EL_EM_GATE_1])
5584 return MF_NO_ACTION;
5585 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5586 return MF_NO_ACTION;
5588 /* automatically move to the next field with double speed */
5589 player->programmed_action = move_direction;
5590 DOUBLE_PLAYER_SPEED(player);
5592 PlaySoundLevel(x, y, SND_GATE);
5600 if (!player->key[element - EL_EM_GATE_1X])
5601 return MF_NO_ACTION;
5602 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5603 return MF_NO_ACTION;
5605 /* automatically move to the next field with double speed */
5606 player->programmed_action = move_direction;
5607 DOUBLE_PLAYER_SPEED(player);
5609 PlaySoundLevel(x, y, SND_GATE);
5613 case EL_SWITCHGATE_OPEN:
5614 case EL_TIMEGATE_OPEN:
5615 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5616 return MF_NO_ACTION;
5618 /* automatically move to the next field with double speed */
5619 player->programmed_action = move_direction;
5620 DOUBLE_PLAYER_SPEED(player);
5622 PlaySoundLevel(x, y, SND_GATE);
5626 case EL_SP_PORT1_LEFT:
5627 case EL_SP_PORT2_LEFT:
5628 case EL_SP_PORT1_RIGHT:
5629 case EL_SP_PORT2_RIGHT:
5630 case EL_SP_PORT1_UP:
5631 case EL_SP_PORT2_UP:
5632 case EL_SP_PORT1_DOWN:
5633 case EL_SP_PORT2_DOWN:
5638 element != EL_SP_PORT1_LEFT &&
5639 element != EL_SP_PORT2_LEFT &&
5640 element != EL_SP_PORT_X &&
5641 element != EL_SP_PORT_XY) ||
5643 element != EL_SP_PORT1_RIGHT &&
5644 element != EL_SP_PORT2_RIGHT &&
5645 element != EL_SP_PORT_X &&
5646 element != EL_SP_PORT_XY) ||
5648 element != EL_SP_PORT1_UP &&
5649 element != EL_SP_PORT2_UP &&
5650 element != EL_SP_PORT_Y &&
5651 element != EL_SP_PORT_XY) ||
5653 element != EL_SP_PORT1_DOWN &&
5654 element != EL_SP_PORT2_DOWN &&
5655 element != EL_SP_PORT_Y &&
5656 element != EL_SP_PORT_XY) ||
5657 !IN_LEV_FIELD(x + dx, y + dy) ||
5658 !IS_FREE(x + dx, y + dy))
5659 return MF_NO_ACTION;
5661 /* automatically move to the next field with double speed */
5662 player->programmed_action = move_direction;
5663 DOUBLE_PLAYER_SPEED(player);
5665 PlaySoundLevel(x, y, SND_GATE);
5669 case EL_TUBE_VERTICAL:
5670 case EL_TUBE_HORIZONTAL:
5671 case EL_TUBE_VERT_LEFT:
5672 case EL_TUBE_VERT_RIGHT:
5673 case EL_TUBE_HORIZ_UP:
5674 case EL_TUBE_HORIZ_DOWN:
5675 case EL_TUBE_LEFT_UP:
5676 case EL_TUBE_LEFT_DOWN:
5677 case EL_TUBE_RIGHT_UP:
5678 case EL_TUBE_RIGHT_DOWN:
5681 int tube_enter_directions[][2] =
5683 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5684 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5685 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5686 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5687 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5688 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5689 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5690 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5691 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5692 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5693 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5694 { -1, MV_NO_MOVING }
5697 while (tube_enter_directions[i][0] != element)
5700 if (tube_enter_directions[i][0] == -1) /* should not happen */
5704 if (!(tube_enter_directions[i][1] & move_direction))
5705 return MF_NO_ACTION; /* tube has no opening in this direction */
5710 case EL_AUSGANG_ACT:
5711 /* door is not (yet) open */
5712 return MF_NO_ACTION;
5715 case EL_AUSGANG_AUF:
5716 if (mode == DF_SNAP)
5717 return MF_NO_ACTION;
5719 PlaySoundLevel(x, y, SND_BUING);
5724 Feld[x][y] = EL_BIRNE_EIN;
5725 local_player->lights_still_needed--;
5726 DrawLevelField(x, y);
5727 PlaySoundLevel(x, y, SND_DENG);
5732 Feld[x][y] = EL_ZEIT_LEER;
5734 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5735 DrawLevelField(x, y);
5736 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5740 case EL_SOKOBAN_FELD_LEER:
5743 case EL_SOKOBAN_FELD_VOLL:
5744 case EL_SOKOBAN_OBJEKT:
5746 case EL_SP_DISK_YELLOW:
5748 if (mode == DF_SNAP)
5749 return MF_NO_ACTION;
5751 player->Pushing = TRUE;
5753 if (!IN_LEV_FIELD(x+dx, y+dy)
5754 || (!IS_FREE(x+dx, y+dy)
5755 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5756 || !IS_SB_ELEMENT(element))))
5757 return MF_NO_ACTION;
5761 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5762 return MF_NO_ACTION;
5764 else if (dy && real_dx)
5766 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5767 return MF_NO_ACTION;
5770 if (player->push_delay == 0)
5771 player->push_delay = FrameCounter;
5772 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5773 !tape.playing && element != EL_BALLOON)
5774 return MF_NO_ACTION;
5776 if (IS_SB_ELEMENT(element))
5778 if (element == EL_SOKOBAN_FELD_VOLL)
5780 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5781 local_player->sokobanfields_still_needed++;
5786 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5788 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5789 local_player->sokobanfields_still_needed--;
5790 if (element == EL_SOKOBAN_OBJEKT)
5791 PlaySoundLevel(x, y, SND_DENG);
5794 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5799 Feld[x+dx][y+dy] = element;
5802 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5804 DrawLevelField(x, y);
5805 DrawLevelField(x+dx, y+dy);
5806 if (element == EL_BALLOON)
5807 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5809 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5811 if (IS_SB_ELEMENT(element) &&
5812 local_player->sokobanfields_still_needed == 0 &&
5813 game.emulation == EMU_SOKOBAN)
5815 player->LevelSolved = player->GameOver = TRUE;
5816 PlaySoundLevel(x, y, SND_BUING);
5827 return MF_NO_ACTION;
5830 player->push_delay = 0;
5835 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5837 int jx = player->jx, jy = player->jy;
5838 int x = jx + dx, y = jy + dy;
5840 if (!player->active || !IN_LEV_FIELD(x, y))
5848 player->snapped = FALSE;
5852 if (player->snapped)
5855 player->MovDir = (dx < 0 ? MV_LEFT :
5858 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5860 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5863 player->snapped = TRUE;
5864 DrawLevelField(x, y);
5870 boolean PlaceBomb(struct PlayerInfo *player)
5872 int jx = player->jx, jy = player->jy;
5875 if (!player->active || player->MovPos)
5878 element = Feld[jx][jy];
5880 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5881 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5884 if (element != EL_LEERRAUM)
5885 Store[jx][jy] = element;
5887 if (player->dynamite)
5889 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5890 MovDelay[jx][jy] = 96;
5892 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5893 FS_SMALL, FC_YELLOW);
5894 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5896 if (game.emulation == EMU_SUPAPLEX)
5897 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5899 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5904 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5905 MovDelay[jx][jy] = 96;
5906 player->dynabombs_left--;
5907 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5908 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5914 void PlaySoundLevel(int x, int y, int sound_nr)
5916 int sx = SCREENX(x), sy = SCREENY(y);
5918 int silence_distance = 8;
5920 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5921 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5924 if (!IN_LEV_FIELD(x, y) ||
5925 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5926 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5929 volume = PSND_MAX_VOLUME;
5932 stereo = (sx - SCR_FIELDX/2) * 12;
5934 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5935 if (stereo > PSND_MAX_RIGHT)
5936 stereo = PSND_MAX_RIGHT;
5937 if (stereo < PSND_MAX_LEFT)
5938 stereo = PSND_MAX_LEFT;
5941 if (!IN_SCR_FIELD(sx, sy))
5943 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5944 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5946 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5949 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5952 void RaiseScore(int value)
5954 local_player->score += value;
5955 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5956 FS_SMALL, FC_YELLOW);
5959 void RaiseScoreElement(int element)
5964 case EL_EDELSTEIN_BD:
5965 case EL_EDELSTEIN_GELB:
5966 case EL_EDELSTEIN_ROT:
5967 case EL_EDELSTEIN_LILA:
5968 RaiseScore(level.score[SC_EDELSTEIN]);
5971 RaiseScore(level.score[SC_DIAMANT]);
5975 RaiseScore(level.score[SC_KAEFER]);
5979 RaiseScore(level.score[SC_FLIEGER]);
5983 RaiseScore(level.score[SC_MAMPFER]);
5986 RaiseScore(level.score[SC_ROBOT]);
5989 RaiseScore(level.score[SC_PACMAN]);
5992 RaiseScore(level.score[SC_KOKOSNUSS]);
5994 case EL_DYNAMITE_INACTIVE:
5995 RaiseScore(level.score[SC_DYNAMIT]);
5998 RaiseScore(level.score[SC_SCHLUESSEL]);
6005 /* ---------- new game button stuff ---------------------------------------- */
6007 /* graphic position values for game buttons */
6008 #define GAME_BUTTON_XSIZE 30
6009 #define GAME_BUTTON_YSIZE 30
6010 #define GAME_BUTTON_XPOS 5
6011 #define GAME_BUTTON_YPOS 215
6012 #define SOUND_BUTTON_XPOS 5
6013 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6015 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6016 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6017 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6018 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6019 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6020 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6027 } gamebutton_info[NUM_GAME_BUTTONS] =
6030 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6035 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6040 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6045 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6046 SOUND_CTRL_ID_MUSIC,
6047 "background music on/off"
6050 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6051 SOUND_CTRL_ID_LOOPS,
6052 "sound loops on/off"
6055 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6056 SOUND_CTRL_ID_SIMPLE,
6057 "normal sounds on/off"
6061 void CreateGameButtons()
6065 for (i=0; i<NUM_GAME_BUTTONS; i++)
6067 Bitmap gd_bitmap = pix[PIX_DOOR];
6068 struct GadgetInfo *gi;
6071 unsigned long event_mask;
6072 int gd_xoffset, gd_yoffset;
6073 int gd_x1, gd_x2, gd_y1, gd_y2;
6076 gd_xoffset = gamebutton_info[i].x;
6077 gd_yoffset = gamebutton_info[i].y;
6078 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6079 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6081 if (id == GAME_CTRL_ID_STOP ||
6082 id == GAME_CTRL_ID_PAUSE ||
6083 id == GAME_CTRL_ID_PLAY)
6085 button_type = GD_TYPE_NORMAL_BUTTON;
6087 event_mask = GD_EVENT_RELEASED;
6088 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6089 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6093 button_type = GD_TYPE_CHECK_BUTTON;
6095 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6096 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6097 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6098 event_mask = GD_EVENT_PRESSED;
6099 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6100 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6103 gi = CreateGadget(GDI_CUSTOM_ID, id,
6104 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6105 GDI_X, DX + gd_xoffset,
6106 GDI_Y, DY + gd_yoffset,
6107 GDI_WIDTH, GAME_BUTTON_XSIZE,
6108 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6109 GDI_TYPE, button_type,
6110 GDI_STATE, GD_BUTTON_UNPRESSED,
6111 GDI_CHECKED, checked,
6112 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6113 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6114 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6115 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6116 GDI_EVENT_MASK, event_mask,
6117 GDI_CALLBACK_ACTION, HandleGameButtons,
6121 Error(ERR_EXIT, "cannot create gadget");
6123 game_gadget[id] = gi;
6127 static void MapGameButtons()
6131 for (i=0; i<NUM_GAME_BUTTONS; i++)
6132 MapGadget(game_gadget[i]);
6135 void UnmapGameButtons()
6139 for (i=0; i<NUM_GAME_BUTTONS; i++)
6140 UnmapGadget(game_gadget[i]);
6143 static void HandleGameButtons(struct GadgetInfo *gi)
6145 int id = gi->custom_id;
6147 if (game_status != PLAYING)
6152 case GAME_CTRL_ID_STOP:
6155 CloseDoor(DOOR_CLOSE_1);
6156 game_status = MAINMENU;
6161 if (level_editor_test_game ||
6162 Request("Do you really want to quit the game ?",
6163 REQ_ASK | REQ_STAY_CLOSED))
6166 if (options.network)
6167 SendToServer_StopPlaying();
6171 game_status = MAINMENU;
6176 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6179 case GAME_CTRL_ID_PAUSE:
6180 if (options.network)
6184 SendToServer_ContinuePlaying();
6186 SendToServer_PausePlaying();
6193 case GAME_CTRL_ID_PLAY:
6197 if (options.network)
6198 SendToServer_ContinuePlaying();
6202 tape.pausing = FALSE;
6203 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6208 case SOUND_CTRL_ID_MUSIC:
6209 if (setup.sound_music)
6211 setup.sound_music = FALSE;
6212 FadeSound(background_loop[level_nr % num_bg_loops]);
6214 else if (sound_loops_allowed)
6216 setup.sound = setup.sound_music = TRUE;
6217 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
6221 case SOUND_CTRL_ID_LOOPS:
6222 if (setup.sound_loops)
6223 setup.sound_loops = FALSE;
6224 else if (sound_loops_allowed)
6225 setup.sound = setup.sound_loops = TRUE;
6228 case SOUND_CTRL_ID_SIMPLE:
6229 if (setup.sound_simple)
6230 setup.sound_simple = FALSE;
6231 else if (sound_status==SOUND_AVAILABLE)
6232 setup.sound = setup.sound_simple = TRUE;