1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
25 /* this switch controls how rocks move horizontally */
26 #define OLD_GAME_BEHAVIOUR FALSE
33 /* for MoveFigure() */
34 #define MF_NO_ACTION 0
38 /* for ScrollFigure() */
40 #define SCROLL_GO_ON 1
43 #define EX_PHASE_START 0
48 /* special positions in the game control window (relative to control window) */
51 #define XX_EMERALDS 29
52 #define YY_EMERALDS 54
53 #define XX_DYNAMITE 29
54 #define YY_DYNAMITE 89
62 /* special positions in the game control window (relative to main window) */
63 #define DX_LEVEL (DX + XX_LEVEL)
64 #define DY_LEVEL (DY + YY_LEVEL)
65 #define DX_EMERALDS (DX + XX_EMERALDS)
66 #define DY_EMERALDS (DY + YY_EMERALDS)
67 #define DX_DYNAMITE (DX + XX_DYNAMITE)
68 #define DY_DYNAMITE (DY + YY_DYNAMITE)
69 #define DX_KEYS (DX + XX_KEYS)
70 #define DY_KEYS (DY + YY_KEYS)
71 #define DX_SCORE (DX + XX_SCORE)
72 #define DY_SCORE (DY + YY_SCORE)
73 #define DX_TIME (DX + XX_TIME)
74 #define DY_TIME (DY + YY_TIME)
76 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
77 (s)==SND_NJAM || (s)==SND_MIEP)
78 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
79 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
80 (s)==SND_TYGER || (s)==SND_VOYAGER || \
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 static void MapGameButtons();
108 static void HandleGameButtons(struct GadgetInfo *);
110 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 static unsigned int getStateCheckSum(int counter)
119 unsigned int mult = 1;
120 unsigned int checksum = 0;
122 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
124 static boolean first_game = TRUE;
126 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
132 lastFeld[x][y] = Feld[x][y];
133 else if (lastFeld[x][y] != Feld[x][y])
134 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
135 x, y, lastFeld[x][y], Feld[x][y]);
139 checksum += mult++ * Ur[x][y];
140 checksum += mult++ * Feld[x][y];
143 checksum += mult++ * MovPos[x][y];
144 checksum += mult++ * MovDir[x][y];
145 checksum += mult++ * MovDelay[x][y];
146 checksum += mult++ * Store[x][y];
147 checksum += mult++ * Store2[x][y];
148 checksum += mult++ * StorePlayer[x][y];
149 checksum += mult++ * Frame[x][y];
150 checksum += mult++ * AmoebaNr[x][y];
151 checksum += mult++ * JustStopped[x][y];
152 checksum += mult++ * Stop[x][y];
156 if (counter == 3 && first_game)
167 void GetPlayerConfig()
169 if (!audio.sound_available)
172 if (!audio.loops_available)
174 setup.sound_loops = FALSE;
175 setup.sound_music = FALSE;
178 if (!video.fullscreen_available)
179 setup.fullscreen = FALSE;
181 setup.sound_simple = setup.sound;
183 SetAudioMode(setup.sound);
187 static int getBeltNrFromElement(int element)
189 return (element < EL_BELT2_LEFT ? 0 :
190 element < EL_BELT3_LEFT ? 1 :
191 element < EL_BELT4_LEFT ? 2 : 3);
194 static int getBeltNrFromSwitchElement(int element)
196 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
197 element < EL_BELT3_SWITCH_LEFT ? 1 :
198 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
201 static int getBeltDirNrFromSwitchElement(int element)
203 static int belt_base_element[4] =
205 EL_BELT1_SWITCH_LEFT,
206 EL_BELT2_SWITCH_LEFT,
207 EL_BELT3_SWITCH_LEFT,
211 int belt_nr = getBeltNrFromSwitchElement(element);
212 int belt_dir_nr = element - belt_base_element[belt_nr];
214 return (belt_dir_nr % 3);
217 static int getBeltDirFromSwitchElement(int element)
219 static int belt_move_dir[3] =
226 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
228 return belt_move_dir[belt_dir_nr];
231 static void InitField(int x, int y, boolean init_game)
238 if (stored_player[0].present)
240 Feld[x][y] = EL_SP_MURPHY_CLONE;
247 Feld[x][y] = EL_SPIELER1;
255 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
256 int jx = player->jx, jy = player->jy;
258 player->present = TRUE;
260 if (!options.network || player->connected)
262 player->active = TRUE;
264 /* remove potentially duplicate players */
265 if (StorePlayer[jx][jy] == Feld[x][y])
266 StorePlayer[jx][jy] = 0;
268 StorePlayer[x][y] = Feld[x][y];
272 printf("Player %d activated.\n", player->element_nr);
273 printf("[Local player is %d and currently %s.]\n",
274 local_player->element_nr,
275 local_player->active ? "active" : "not active");
279 Feld[x][y] = EL_LEERRAUM;
280 player->jx = player->last_jx = x;
281 player->jy = player->last_jy = y;
286 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
287 Feld[x][y] = EL_BADEWANNE1;
288 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
289 Feld[x][y] = EL_BADEWANNE2;
290 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
291 Feld[x][y] = EL_BADEWANNE3;
292 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
293 Feld[x][y] = EL_BADEWANNE4;
294 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
295 Feld[x][y] = EL_BADEWANNE5;
298 case EL_KAEFER_RIGHT:
303 case EL_FLIEGER_RIGHT:
305 case EL_FLIEGER_LEFT:
306 case EL_FLIEGER_DOWN:
308 case EL_BUTTERFLY_RIGHT:
309 case EL_BUTTERFLY_UP:
310 case EL_BUTTERFLY_LEFT:
311 case EL_BUTTERFLY_DOWN:
313 case EL_FIREFLY_RIGHT:
315 case EL_FIREFLY_LEFT:
316 case EL_FIREFLY_DOWN:
318 case EL_PACMAN_RIGHT:
342 if (y == lev_fieldy - 1)
344 Feld[x][y] = EL_AMOEBING;
345 Store[x][y] = EL_AMOEBE_NASS;
349 case EL_DYNAMITE_ACTIVE:
354 local_player->lights_still_needed++;
357 case EL_SOKOBAN_FELD_LEER:
358 local_player->sokobanfields_still_needed++;
362 local_player->friends_still_needed++;
367 MovDir[x][y] = 1 << RND(4);
371 Feld[x][y] = EL_LEERRAUM;
374 case EL_EM_KEY_1_FILE:
375 Feld[x][y] = EL_EM_KEY_1;
377 case EL_EM_KEY_2_FILE:
378 Feld[x][y] = EL_EM_KEY_2;
380 case EL_EM_KEY_3_FILE:
381 Feld[x][y] = EL_EM_KEY_3;
383 case EL_EM_KEY_4_FILE:
384 Feld[x][y] = EL_EM_KEY_4;
387 case EL_BELT1_SWITCH_LEFT:
388 case EL_BELT1_SWITCH_MIDDLE:
389 case EL_BELT1_SWITCH_RIGHT:
390 case EL_BELT2_SWITCH_LEFT:
391 case EL_BELT2_SWITCH_MIDDLE:
392 case EL_BELT2_SWITCH_RIGHT:
393 case EL_BELT3_SWITCH_LEFT:
394 case EL_BELT3_SWITCH_MIDDLE:
395 case EL_BELT3_SWITCH_RIGHT:
396 case EL_BELT4_SWITCH_LEFT:
397 case EL_BELT4_SWITCH_MIDDLE:
398 case EL_BELT4_SWITCH_RIGHT:
401 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
402 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
403 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
405 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
407 game.belt_dir[belt_nr] = belt_dir;
408 game.belt_dir_nr[belt_nr] = belt_dir_nr;
410 else /* more than one switch -- set it like the first switch */
412 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
417 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
419 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
422 case EL_LIGHT_SWITCH_ON:
424 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
435 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
436 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
437 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
439 /* don't play tapes over network */
440 network_playing = (options.network && !tape.playing);
442 for (i=0; i<MAX_PLAYERS; i++)
444 struct PlayerInfo *player = &stored_player[i];
446 player->index_nr = i;
447 player->element_nr = EL_SPIELER1 + i;
449 player->present = FALSE;
450 player->active = FALSE;
453 player->effective_action = 0;
454 player->programmed_action = 0;
457 player->gems_still_needed = level.gems_needed;
458 player->sokobanfields_still_needed = 0;
459 player->lights_still_needed = 0;
460 player->friends_still_needed = 0;
463 player->key[j] = FALSE;
465 player->dynamite = 0;
466 player->dynabomb_count = 0;
467 player->dynabomb_size = 1;
468 player->dynabombs_left = 0;
469 player->dynabomb_xl = FALSE;
471 player->MovDir = MV_NO_MOVING;
473 player->Pushing = FALSE;
474 player->Switching = FALSE;
478 player->actual_frame_counter = 0;
480 player->frame_reset_delay = 0;
482 player->push_delay = 0;
483 player->push_delay_value = 5;
485 player->move_delay = 0;
486 player->last_move_dir = MV_NO_MOVING;
488 player->move_delay_value =
489 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
491 player->snapped = FALSE;
493 player->last_jx = player->last_jy = 0;
494 player->jx = player->jy = 0;
496 player->shield_passive_time_left = 0;
497 player->shield_active_time_left = 0;
499 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
500 SnapField(player, 0, 0);
502 player->LevelSolved = FALSE;
503 player->GameOver = FALSE;
506 network_player_action_received = FALSE;
508 #if defined(PLATFORM_UNIX)
509 /* initial null action */
511 SendToServer_MovePlayer(MV_NO_MOVING);
519 TimeLeft = level.time;
521 ScreenMovDir = MV_NO_MOVING;
525 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
527 AllPlayersGone = FALSE;
529 game.yam_content_nr = 0;
530 game.magic_wall_active = FALSE;
531 game.magic_wall_time_left = 0;
532 game.light_time_left = 0;
533 game.timegate_time_left = 0;
534 game.switchgate_pos = 0;
535 game.balloon_dir = MV_NO_MOVING;
539 game.belt_dir[i] = MV_NO_MOVING;
540 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
543 for (i=0; i<MAX_NUM_AMOEBA; i++)
544 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
546 for (x=0; x<lev_fieldx; x++)
548 for (y=0; y<lev_fieldy; y++)
550 Feld[x][y] = Ur[x][y];
551 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
552 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
555 JustStopped[x][y] = 0;
560 for(y=0; y<lev_fieldy; y++)
562 for(x=0; x<lev_fieldx; x++)
564 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
566 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
568 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
571 InitField(x, y, TRUE);
575 /* correct non-moving belts to start moving left */
577 if (game.belt_dir[i] == MV_NO_MOVING)
578 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
580 /* check if any connected player was not found in playfield */
581 for (i=0; i<MAX_PLAYERS; i++)
583 struct PlayerInfo *player = &stored_player[i];
585 if (player->connected && !player->present)
587 for (j=0; j<MAX_PLAYERS; j++)
589 struct PlayerInfo *some_player = &stored_player[j];
590 int jx = some_player->jx, jy = some_player->jy;
592 /* assign first free player found that is present in the playfield */
593 if (some_player->present && !some_player->connected)
595 player->present = TRUE;
596 player->active = TRUE;
597 some_player->present = FALSE;
599 StorePlayer[jx][jy] = player->element_nr;
600 player->jx = player->last_jx = jx;
601 player->jy = player->last_jy = jy;
611 /* when playing a tape, eliminate all players who do not participate */
613 for (i=0; i<MAX_PLAYERS; i++)
615 if (stored_player[i].active && !tape.player_participates[i])
617 struct PlayerInfo *player = &stored_player[i];
618 int jx = player->jx, jy = player->jy;
620 player->active = FALSE;
621 StorePlayer[jx][jy] = 0;
622 Feld[jx][jy] = EL_LEERRAUM;
626 else if (!options.network && !setup.team_mode) /* && !tape.playing */
628 /* when in single player mode, eliminate all but the first active player */
630 for (i=0; i<MAX_PLAYERS; i++)
632 if (stored_player[i].active)
634 for (j=i+1; j<MAX_PLAYERS; j++)
636 if (stored_player[j].active)
638 struct PlayerInfo *player = &stored_player[j];
639 int jx = player->jx, jy = player->jy;
641 player->active = FALSE;
642 StorePlayer[jx][jy] = 0;
643 Feld[jx][jy] = EL_LEERRAUM;
650 /* when recording the game, store which players take part in the game */
653 for (i=0; i<MAX_PLAYERS; i++)
654 if (stored_player[i].active)
655 tape.player_participates[i] = TRUE;
660 for (i=0; i<MAX_PLAYERS; i++)
662 struct PlayerInfo *player = &stored_player[i];
664 printf("Player %d: present == %d, connected == %d, active == %d.\n",
669 if (local_player == player)
670 printf("Player %d is local player.\n", i+1);
674 game.version = (tape.playing ? tape.game_version : level.game_version);
675 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
676 emulate_sb ? EMU_SOKOBAN :
677 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
679 /* dynamically adjust element properties according to game engine version */
681 static int ep_slippery[] =
690 static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
692 for (i=0; i<ep_slippery_num; i++)
694 if (game.version >= GAME_VERSION_2_0)
695 Elementeigenschaften1[ep_slippery[i]] |= EP_BIT_SLIPPERY;
697 Elementeigenschaften1[ep_slippery[i]] &= ~EP_BIT_SLIPPERY;
701 if (BorderElement == EL_LEERRAUM)
704 SBX_Right = lev_fieldx - SCR_FIELDX;
706 SBY_Lower = lev_fieldy - SCR_FIELDY;
711 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
713 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
716 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
717 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
719 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
720 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
723 scroll_y = SBY_Upper;
724 if (local_player->jx >= SBX_Left + MIDPOSX)
725 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
726 local_player->jx - MIDPOSX :
728 if (local_player->jy >= SBY_Upper + MIDPOSY)
729 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
730 local_player->jy - MIDPOSY :
733 CloseDoor(DOOR_CLOSE_1);
739 /* after drawing the level, correct some elements */
740 if (game.timegate_time_left == 0)
741 CloseAllOpenTimegates();
743 if (setup.soft_scrolling)
744 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
746 redraw_mask |= REDRAW_FROM_BACKBUFFER;
748 /* copy default game door content to main double buffer */
749 BlitBitmap(pix[PIX_DOOR], drawto,
750 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
753 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
754 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
757 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
758 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
759 BlitBitmap(drawto, drawto,
760 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
761 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
762 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
765 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
766 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
767 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
768 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
769 DrawText(DX + XX_SCORE, DY + YY_SCORE,
770 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
771 DrawText(DX + XX_TIME, DY + YY_TIME,
772 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
775 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
776 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
777 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
781 /* copy actual game door content to door double buffer for OpenDoor() */
782 BlitBitmap(drawto, pix[PIX_DB_DOOR],
783 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
785 OpenDoor(DOOR_OPEN_ALL);
787 if (setup.sound_music && num_bg_loops)
788 PlayMusic(level_nr % num_bg_loops);
790 KeyboardAutoRepeatOff();
795 printf("Player %d %sactive.\n",
796 i + 1, (stored_player[i].active ? "" : "not "));
800 void InitMovDir(int x, int y)
802 int i, element = Feld[x][y];
803 static int xy[4][2] =
810 static int direction[3][4] =
812 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
813 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
814 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
819 case EL_KAEFER_RIGHT:
823 Feld[x][y] = EL_KAEFER;
824 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
827 case EL_FLIEGER_RIGHT:
829 case EL_FLIEGER_LEFT:
830 case EL_FLIEGER_DOWN:
831 Feld[x][y] = EL_FLIEGER;
832 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
835 case EL_BUTTERFLY_RIGHT:
836 case EL_BUTTERFLY_UP:
837 case EL_BUTTERFLY_LEFT:
838 case EL_BUTTERFLY_DOWN:
839 Feld[x][y] = EL_BUTTERFLY;
840 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
843 case EL_FIREFLY_RIGHT:
845 case EL_FIREFLY_LEFT:
846 case EL_FIREFLY_DOWN:
847 Feld[x][y] = EL_FIREFLY;
848 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
851 case EL_PACMAN_RIGHT:
855 Feld[x][y] = EL_PACMAN;
856 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
860 MovDir[x][y] = MV_UP;
864 MovDir[x][y] = MV_LEFT;
871 Feld[x][y] = EL_MOLE;
872 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
876 MovDir[x][y] = 1 << RND(4);
877 if (element != EL_KAEFER &&
878 element != EL_FLIEGER &&
879 element != EL_BUTTERFLY &&
880 element != EL_FIREFLY)
885 int x1 = x + xy[i][0];
886 int y1 = y + xy[i][1];
888 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
890 if (element == EL_KAEFER || element == EL_BUTTERFLY)
892 MovDir[x][y] = direction[0][i];
895 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
896 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
898 MovDir[x][y] = direction[1][i];
907 void InitAmoebaNr(int x, int y)
910 int group_nr = AmoebeNachbarNr(x, y);
914 for (i=1; i<MAX_NUM_AMOEBA; i++)
916 if (AmoebaCnt[i] == 0)
924 AmoebaNr[x][y] = group_nr;
925 AmoebaCnt[group_nr]++;
926 AmoebaCnt2[group_nr]++;
932 boolean raise_level = FALSE;
934 if (local_player->MovPos)
937 local_player->LevelSolved = FALSE;
941 if (setup.sound_loops)
942 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
946 if (!setup.sound_loops)
947 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
948 if (TimeLeft > 0 && !(TimeLeft % 10))
949 RaiseScore(level.score[SC_ZEITBONUS]);
950 if (TimeLeft > 100 && !(TimeLeft % 10))
954 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
959 if (setup.sound_loops)
962 else if (level.time == 0) /* level without time limit */
964 if (setup.sound_loops)
965 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
967 while(TimePlayed < 999)
969 if (!setup.sound_loops)
970 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
971 if (TimePlayed < 999 && !(TimePlayed % 10))
972 RaiseScore(level.score[SC_ZEITBONUS]);
973 if (TimePlayed < 900 && !(TimePlayed % 10))
977 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
982 if (setup.sound_loops)
990 /* Hero disappears */
991 DrawLevelField(ExitX, ExitY);
997 CloseDoor(DOOR_CLOSE_1);
1002 SaveTape(tape.level_nr); /* Ask to save tape */
1005 if (level_nr == leveldir_current->handicap_level)
1007 leveldir_current->handicap_level++;
1008 SaveLevelSetup_SeriesInfo();
1011 if (level_editor_test_game)
1012 local_player->score = -1; /* no highscore when playing from editor */
1013 else if (level_nr < leveldir_current->last_level)
1014 raise_level = TRUE; /* advance to next level */
1016 if ((hi_pos = NewHiScore()) >= 0)
1018 game_status = HALLOFFAME;
1019 DrawHallOfFame(hi_pos);
1025 game_status = MAINMENU;
1039 LoadScore(level_nr);
1041 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1042 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1045 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1047 if (local_player->score > highscore[k].Score)
1049 /* player has made it to the hall of fame */
1051 if (k < MAX_SCORE_ENTRIES - 1)
1053 int m = MAX_SCORE_ENTRIES - 1;
1056 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1057 if (!strcmp(setup.player_name, highscore[l].Name))
1059 if (m == k) /* player's new highscore overwrites his old one */
1065 strcpy(highscore[l].Name, highscore[l - 1].Name);
1066 highscore[l].Score = highscore[l - 1].Score;
1073 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1074 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1075 highscore[k].Score = local_player->score;
1081 else if (!strncmp(setup.player_name, highscore[k].Name,
1082 MAX_PLAYER_NAME_LEN))
1083 break; /* player already there with a higher score */
1089 SaveScore(level_nr);
1094 void InitMovingField(int x, int y, int direction)
1096 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1097 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1099 MovDir[x][y] = direction;
1100 MovDir[newx][newy] = direction;
1101 if (Feld[newx][newy] == EL_LEERRAUM)
1102 Feld[newx][newy] = EL_BLOCKED;
1105 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1107 int direction = MovDir[x][y];
1108 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1109 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1115 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1117 int oldx = x, oldy = y;
1118 int direction = MovDir[x][y];
1120 if (direction == MV_LEFT)
1122 else if (direction == MV_RIGHT)
1124 else if (direction == MV_UP)
1126 else if (direction == MV_DOWN)
1129 *comes_from_x = oldx;
1130 *comes_from_y = oldy;
1133 int MovingOrBlocked2Element(int x, int y)
1135 int element = Feld[x][y];
1137 if (element == EL_BLOCKED)
1141 Blocked2Moving(x, y, &oldx, &oldy);
1142 return Feld[oldx][oldy];
1148 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1150 /* like MovingOrBlocked2Element(), but if element is moving
1151 and (x,y) is the field the moving element is just leaving,
1152 return EL_BLOCKED instead of the element value */
1153 int element = Feld[x][y];
1155 if (IS_MOVING(x, y))
1157 if (element == EL_BLOCKED)
1161 Blocked2Moving(x, y, &oldx, &oldy);
1162 return Feld[oldx][oldy];
1171 static void RemoveField(int x, int y)
1173 Feld[x][y] = EL_LEERRAUM;
1179 void RemoveMovingField(int x, int y)
1181 int oldx = x, oldy = y, newx = x, newy = y;
1183 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1186 if (IS_MOVING(x, y))
1188 Moving2Blocked(x, y, &newx, &newy);
1189 if (Feld[newx][newy] != EL_BLOCKED)
1192 else if (Feld[x][y] == EL_BLOCKED)
1194 Blocked2Moving(x, y, &oldx, &oldy);
1195 if (!IS_MOVING(oldx, oldy))
1199 if (Feld[x][y] == EL_BLOCKED &&
1200 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1201 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1202 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1203 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1205 Feld[oldx][oldy] = (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ?
1207 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ?
1208 EL_MAGIC_WALL_EMPTY :
1209 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ?
1210 EL_MAGIC_WALL_BD_EMPTY :
1211 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING ?
1212 EL_AMOEBE_NASS : 0);
1213 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1216 Feld[oldx][oldy] = EL_LEERRAUM;
1218 Feld[newx][newy] = EL_LEERRAUM;
1219 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1220 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1222 DrawLevelField(oldx, oldy);
1223 DrawLevelField(newx, newy);
1226 void DrawDynamite(int x, int y)
1228 int sx = SCREENX(x), sy = SCREENY(y);
1229 int graphic = el2gfx(Feld[x][y]);
1232 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1236 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1238 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1240 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1245 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1249 if (game.emulation == EMU_SUPAPLEX)
1250 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1251 else if (Store[x][y])
1252 DrawGraphicThruMask(sx, sy, graphic + phase);
1254 DrawGraphic(sx, sy, graphic + phase);
1257 void CheckDynamite(int x, int y)
1259 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1264 if (!(MovDelay[x][y] % 12))
1265 PlaySoundLevel(x, y, SND_ZISCH);
1267 if (IS_ACTIVE_BOMB(Feld[x][y]))
1269 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1271 if (!(MovDelay[x][y] % delay))
1279 StopSound(SND_ZISCH);
1283 void Explode(int ex, int ey, int phase, int mode)
1286 int num_phase = 9, delay = 2;
1287 int last_phase = num_phase * delay;
1288 int half_phase = (num_phase / 2) * delay;
1289 int first_phase_after_start = EX_PHASE_START + 1;
1291 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1293 int center_element = Feld[ex][ey];
1295 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1297 /* put moving element to center field (and let it explode there) */
1298 center_element = MovingOrBlocked2Element(ex, ey);
1299 RemoveMovingField(ex, ey);
1300 Feld[ex][ey] = center_element;
1303 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1307 if (!IN_LEV_FIELD(x, y) ||
1308 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1309 (x != ex || y != ey)))
1312 element = Feld[x][y];
1314 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1316 element = MovingOrBlocked2Element(x, y);
1317 RemoveMovingField(x, y);
1320 if (IS_MASSIVE(element) || element == EL_BURNING)
1323 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1325 if (IS_ACTIVE_BOMB(element))
1327 /* re-activate things under the bomb like gate or penguin */
1328 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1335 if (element == EL_EXPLODING)
1336 element = Store2[x][y];
1338 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1340 switch(StorePlayer[ex][ey])
1343 Store[x][y] = EL_EDELSTEIN_ROT;
1346 Store[x][y] = EL_EDELSTEIN;
1349 Store[x][y] = EL_EDELSTEIN_LILA;
1353 Store[x][y] = EL_EDELSTEIN_GELB;
1357 if (game.emulation == EMU_SUPAPLEX)
1358 Store[x][y] = EL_LEERRAUM;
1360 else if (center_element == EL_MOLE)
1361 Store[x][y] = EL_EDELSTEIN_ROT;
1362 else if (center_element == EL_PINGUIN)
1363 Store[x][y] = EL_EDELSTEIN_LILA;
1364 else if (center_element == EL_KAEFER)
1365 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1366 else if (center_element == EL_BUTTERFLY)
1367 Store[x][y] = EL_EDELSTEIN_BD;
1368 else if (center_element == EL_SP_ELECTRON)
1369 Store[x][y] = EL_SP_INFOTRON;
1370 else if (center_element == EL_MAMPFER)
1371 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1372 else if (center_element == EL_AMOEBA2DIAM)
1373 Store[x][y] = level.amoeba_content;
1374 else if (element == EL_ERZ_EDEL)
1375 Store[x][y] = EL_EDELSTEIN;
1376 else if (element == EL_ERZ_DIAM)
1377 Store[x][y] = EL_DIAMANT;
1378 else if (element == EL_ERZ_EDEL_BD)
1379 Store[x][y] = EL_EDELSTEIN_BD;
1380 else if (element == EL_ERZ_EDEL_GELB)
1381 Store[x][y] = EL_EDELSTEIN_GELB;
1382 else if (element == EL_ERZ_EDEL_ROT)
1383 Store[x][y] = EL_EDELSTEIN_ROT;
1384 else if (element == EL_ERZ_EDEL_LILA)
1385 Store[x][y] = EL_EDELSTEIN_LILA;
1386 else if (element == EL_WALL_PEARL)
1387 Store[x][y] = EL_PEARL;
1388 else if (element == EL_WALL_CRYSTAL)
1389 Store[x][y] = EL_CRYSTAL;
1390 else if (!IS_PFORTE(Store[x][y]))
1391 Store[x][y] = EL_LEERRAUM;
1393 if (x != ex || y != ey ||
1394 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1395 Store2[x][y] = element;
1397 if (AmoebaNr[x][y] &&
1398 (element == EL_AMOEBE_VOLL ||
1399 element == EL_AMOEBE_BD ||
1400 element == EL_AMOEBING))
1402 AmoebaCnt[AmoebaNr[x][y]]--;
1403 AmoebaCnt2[AmoebaNr[x][y]]--;
1406 Feld[x][y] = EL_EXPLODING;
1407 MovDir[x][y] = MovPos[x][y] = 0;
1413 if (center_element == EL_MAMPFER)
1414 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1425 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1427 if (phase == first_phase_after_start)
1429 int element = Store2[x][y];
1431 if (element == EL_BLACK_ORB)
1433 Feld[x][y] = Store2[x][y];
1438 else if (phase == half_phase)
1440 int element = Store2[x][y];
1442 if (IS_PLAYER(x, y))
1443 KillHeroUnlessProtected(x, y);
1444 else if (IS_EXPLOSIVE(element))
1446 Feld[x][y] = Store2[x][y];
1450 else if (element == EL_AMOEBA2DIAM)
1451 AmoebeUmwandeln(x, y);
1454 if (phase == last_phase)
1458 element = Feld[x][y] = Store[x][y];
1459 Store[x][y] = Store2[x][y] = 0;
1460 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1461 InitField(x, y, FALSE);
1462 if (CAN_MOVE(element) || COULD_MOVE(element))
1464 DrawLevelField(x, y);
1466 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1468 int graphic = GFX_EXPLOSION;
1470 if (game.emulation == EMU_SUPAPLEX)
1471 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1472 GFX_SP_EXPLODE_INFOTRON :
1473 GFX_SP_EXPLODE_EMPTY);
1476 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1478 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1482 void DynaExplode(int ex, int ey)
1485 int dynabomb_size = 1;
1486 boolean dynabomb_xl = FALSE;
1487 struct PlayerInfo *player;
1488 static int xy[4][2] =
1496 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1498 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1499 dynabomb_size = player->dynabomb_size;
1500 dynabomb_xl = player->dynabomb_xl;
1501 player->dynabombs_left++;
1504 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1508 for (j=1; j<=dynabomb_size; j++)
1510 int x = ex + j * xy[i % 4][0];
1511 int y = ey + j * xy[i % 4][1];
1514 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1517 element = Feld[x][y];
1519 /* do not restart explosions of fields with active bombs */
1520 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1523 Explode(x, y, EX_PHASE_START, EX_BORDER);
1525 if (element != EL_LEERRAUM &&
1526 element != EL_ERDREICH &&
1527 element != EL_EXPLODING &&
1534 void Bang(int x, int y)
1536 int element = Feld[x][y];
1538 if (game.emulation == EMU_SUPAPLEX)
1539 PlaySoundLevel(x, y, SND_SP_BOOOM);
1541 PlaySoundLevel(x, y, SND_ROAAAR);
1544 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1545 element = EL_LEERRAUM;
1559 RaiseScoreElement(element);
1560 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1562 case EL_DYNABOMB_ACTIVE_1:
1563 case EL_DYNABOMB_ACTIVE_2:
1564 case EL_DYNABOMB_ACTIVE_3:
1565 case EL_DYNABOMB_ACTIVE_4:
1566 case EL_DYNABOMB_NR:
1567 case EL_DYNABOMB_SZ:
1568 case EL_DYNABOMB_XL:
1574 if (IS_PLAYER(x, y))
1575 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1577 Explode(x, y, EX_PHASE_START, EX_CENTER);
1580 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1585 void Blurb(int x, int y)
1587 int element = Feld[x][y];
1589 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1591 PlaySoundLevel(x, y, SND_BLURB);
1592 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1593 (!IN_LEV_FIELD(x-1, y-1) ||
1594 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1596 Feld[x-1][y] = EL_BLURB_LEFT;
1598 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1599 (!IN_LEV_FIELD(x+1, y-1) ||
1600 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1602 Feld[x+1][y] = EL_BLURB_RIGHT;
1607 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1609 if (!MovDelay[x][y]) /* initialize animation counter */
1612 if (MovDelay[x][y]) /* continue animation */
1615 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1616 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1618 if (!MovDelay[x][y])
1620 Feld[x][y] = EL_LEERRAUM;
1621 DrawLevelField(x, y);
1627 static void ToggleBeltSwitch(int x, int y)
1629 static int belt_base_element[4] =
1631 EL_BELT1_SWITCH_LEFT,
1632 EL_BELT2_SWITCH_LEFT,
1633 EL_BELT3_SWITCH_LEFT,
1634 EL_BELT4_SWITCH_LEFT
1636 static int belt_move_dir[4] =
1644 int element = Feld[x][y];
1645 int belt_nr = getBeltNrFromSwitchElement(element);
1646 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1647 int belt_dir = belt_move_dir[belt_dir_nr];
1650 if (!IS_BELT_SWITCH(element))
1653 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1654 game.belt_dir[belt_nr] = belt_dir;
1656 if (belt_dir_nr == 3)
1659 for (yy=0; yy<lev_fieldy; yy++)
1661 for (xx=0; xx<lev_fieldx; xx++)
1663 int element = Feld[xx][yy];
1665 if (IS_BELT_SWITCH(element))
1667 int e_belt_nr = getBeltNrFromSwitchElement(element);
1669 if (e_belt_nr == belt_nr)
1671 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1672 DrawLevelField(xx, yy);
1675 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1677 int e_belt_nr = getBeltNrFromElement(element);
1679 if (e_belt_nr == belt_nr)
1680 DrawLevelField(xx, yy); /* set belt to parking position */
1686 static void ToggleSwitchgateSwitch(int x, int y)
1690 game.switchgate_pos = !game.switchgate_pos;
1692 for (yy=0; yy<lev_fieldy; yy++)
1694 for (xx=0; xx<lev_fieldx; xx++)
1696 int element = Feld[xx][yy];
1698 if (element == EL_SWITCHGATE_SWITCH_1 ||
1699 element == EL_SWITCHGATE_SWITCH_2)
1701 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1702 DrawLevelField(xx, yy);
1704 else if (element == EL_SWITCHGATE_OPEN ||
1705 element == EL_SWITCHGATE_OPENING)
1707 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1708 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1710 else if (element == EL_SWITCHGATE_CLOSED ||
1711 element == EL_SWITCHGATE_CLOSING)
1713 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1714 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1720 static void RedrawAllLightSwitchesAndInvisibleElements()
1724 for (y=0; y<lev_fieldy; y++)
1726 for (x=0; x<lev_fieldx; x++)
1728 int element = Feld[x][y];
1730 if (element == EL_LIGHT_SWITCH_OFF &&
1731 game.light_time_left > 0)
1733 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1734 DrawLevelField(x, y);
1736 else if (element == EL_LIGHT_SWITCH_ON &&
1737 game.light_time_left == 0)
1739 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1740 DrawLevelField(x, y);
1743 if (element == EL_INVISIBLE_STEEL ||
1744 element == EL_UNSICHTBAR ||
1745 element == EL_SAND_INVISIBLE)
1746 DrawLevelField(x, y);
1751 static void ToggleLightSwitch(int x, int y)
1753 int element = Feld[x][y];
1755 game.light_time_left =
1756 (element == EL_LIGHT_SWITCH_OFF ?
1757 level.time_light * FRAMES_PER_SECOND : 0);
1759 RedrawAllLightSwitchesAndInvisibleElements();
1762 static void ActivateTimegateSwitch(int x, int y)
1766 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1768 for (yy=0; yy<lev_fieldy; yy++)
1770 for (xx=0; xx<lev_fieldx; xx++)
1772 int element = Feld[xx][yy];
1774 if (element == EL_TIMEGATE_CLOSED ||
1775 element == EL_TIMEGATE_CLOSING)
1777 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1778 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1782 else if (element == EL_TIMEGATE_SWITCH_ON)
1784 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1785 DrawLevelField(xx, yy);
1792 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1795 void Impact(int x, int y)
1797 boolean lastline = (y == lev_fieldy-1);
1798 boolean object_hit = FALSE;
1799 int element = Feld[x][y];
1802 if (!lastline) /* check if element below was hit */
1804 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1807 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1808 MovDir[x][y+1]!=MV_DOWN ||
1809 MovPos[x][y+1]<=TILEY/2));
1811 smashed = MovingOrBlocked2Element(x, y+1);
1814 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1820 if ((element == EL_BOMBE ||
1821 element == EL_SP_DISK_ORANGE ||
1822 element == EL_DX_SUPABOMB) &&
1823 (lastline || object_hit)) /* element is bomb */
1828 else if (element == EL_PEARL)
1830 Feld[x][y] = EL_PEARL_BREAKING;
1831 PlaySoundLevel(x, y, SND_KNACK);
1835 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1837 if (object_hit && IS_PLAYER(x, y+1))
1838 KillHeroUnlessProtected(x, y+1);
1839 else if (object_hit && smashed == EL_PINGUIN)
1843 Feld[x][y] = EL_AMOEBING;
1844 Store[x][y] = EL_AMOEBE_NASS;
1849 if (!lastline && object_hit) /* check which object was hit */
1851 if (CAN_CHANGE(element) &&
1852 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1855 int activated_magic_wall =
1856 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1857 EL_MAGIC_WALL_BD_EMPTY);
1859 /* activate magic wall / mill */
1861 for (y=0; y<lev_fieldy; y++)
1862 for (x=0; x<lev_fieldx; x++)
1863 if (Feld[x][y] == smashed)
1864 Feld[x][y] = activated_magic_wall;
1866 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1867 game.magic_wall_active = TRUE;
1870 if (IS_PLAYER(x, y+1))
1872 KillHeroUnlessProtected(x, y+1);
1875 else if (smashed == EL_PINGUIN)
1880 else if (element == EL_EDELSTEIN_BD)
1882 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1888 else if (element == EL_FELSBROCKEN ||
1889 element == EL_SP_ZONK ||
1890 element == EL_BD_ROCK)
1892 if (IS_ENEMY(smashed) ||
1893 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1894 smashed == EL_DX_SUPABOMB ||
1895 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1896 smashed == EL_DRACHE || smashed == EL_MOLE)
1901 else if (!IS_MOVING(x, y+1))
1903 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1908 else if (smashed == EL_KOKOSNUSS)
1910 Feld[x][y+1] = EL_CRACKINGNUT;
1911 PlaySoundLevel(x, y, SND_KNACK);
1912 RaiseScoreElement(EL_KOKOSNUSS);
1915 else if (smashed == EL_PEARL)
1917 Feld[x][y+1] = EL_PEARL_BREAKING;
1918 PlaySoundLevel(x, y, SND_KNACK);
1921 else if (smashed == EL_DIAMANT)
1923 Feld[x][y+1] = EL_LEERRAUM;
1924 PlaySoundLevel(x, y, SND_QUIRK);
1927 else if (IS_BELT_SWITCH(smashed))
1929 ToggleBeltSwitch(x, y+1);
1931 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1932 smashed == EL_SWITCHGATE_SWITCH_2)
1934 ToggleSwitchgateSwitch(x, y+1);
1936 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1937 smashed == EL_LIGHT_SWITCH_ON)
1939 ToggleLightSwitch(x, y+1);
1945 /* play sound of magic wall / mill */
1947 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1948 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1950 PlaySoundLevel(x, y, SND_QUIRK);
1954 /* play sound of object that hits the ground */
1955 if (lastline || object_hit)
1962 case EL_EDELSTEIN_BD:
1963 case EL_EDELSTEIN_GELB:
1964 case EL_EDELSTEIN_ROT:
1965 case EL_EDELSTEIN_LILA:
1967 case EL_SP_INFOTRON:
1973 case EL_FELSBROCKEN:
1978 sound = SND_SP_ZONKDOWN;
1981 case EL_SCHLUESSEL1:
1982 case EL_SCHLUESSEL2:
1983 case EL_SCHLUESSEL3:
1984 case EL_SCHLUESSEL4:
2001 PlaySoundLevel(x, y, sound);
2005 void TurnRound(int x, int y)
2017 { 0, 0 }, { 0, 0 }, { 0, 0 },
2022 int left, right, back;
2026 { MV_DOWN, MV_UP, MV_RIGHT },
2027 { MV_UP, MV_DOWN, MV_LEFT },
2029 { MV_LEFT, MV_RIGHT, MV_DOWN },
2030 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2031 { MV_RIGHT, MV_LEFT, MV_UP }
2034 int element = Feld[x][y];
2035 int old_move_dir = MovDir[x][y];
2036 int left_dir = turn[old_move_dir].left;
2037 int right_dir = turn[old_move_dir].right;
2038 int back_dir = turn[old_move_dir].back;
2040 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2041 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2042 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2043 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2045 int left_x = x+left_dx, left_y = y+left_dy;
2046 int right_x = x+right_dx, right_y = y+right_dy;
2047 int move_x = x+move_dx, move_y = y+move_dy;
2049 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2051 TestIfBadThingHitsOtherBadThing(x, y);
2053 if (IN_LEV_FIELD(right_x, right_y) &&
2054 IS_FREE(right_x, right_y))
2055 MovDir[x][y] = right_dir;
2056 else if (!IN_LEV_FIELD(move_x, move_y) ||
2057 !IS_FREE(move_x, move_y))
2058 MovDir[x][y] = left_dir;
2060 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2062 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2065 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2066 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2068 TestIfBadThingHitsOtherBadThing(x, y);
2070 if (IN_LEV_FIELD(left_x, left_y) &&
2071 IS_FREE(left_x, left_y))
2072 MovDir[x][y] = left_dir;
2073 else if (!IN_LEV_FIELD(move_x, move_y) ||
2074 !IS_FREE(move_x, move_y))
2075 MovDir[x][y] = right_dir;
2077 if ((element == EL_FLIEGER ||
2078 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2079 && MovDir[x][y] != old_move_dir)
2081 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2084 else if (element == EL_MAMPFER)
2086 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2088 if (IN_LEV_FIELD(left_x, left_y) &&
2089 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2090 Feld[left_x][left_y] == EL_DIAMANT))
2091 can_turn_left = TRUE;
2092 if (IN_LEV_FIELD(right_x, right_y) &&
2093 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2094 Feld[right_x][right_y] == EL_DIAMANT))
2095 can_turn_right = TRUE;
2097 if (can_turn_left && can_turn_right)
2098 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2099 else if (can_turn_left)
2100 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2101 else if (can_turn_right)
2102 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2104 MovDir[x][y] = back_dir;
2106 MovDelay[x][y] = 16+16*RND(3);
2108 else if (element == EL_MAMPFER2)
2110 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2112 if (IN_LEV_FIELD(left_x, left_y) &&
2113 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2114 IS_MAMPF2(Feld[left_x][left_y])))
2115 can_turn_left = TRUE;
2116 if (IN_LEV_FIELD(right_x, right_y) &&
2117 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2118 IS_MAMPF2(Feld[right_x][right_y])))
2119 can_turn_right = TRUE;
2121 if (can_turn_left && can_turn_right)
2122 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2123 else if (can_turn_left)
2124 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2125 else if (can_turn_right)
2126 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2128 MovDir[x][y] = back_dir;
2130 MovDelay[x][y] = 16+16*RND(3);
2132 else if (element == EL_PACMAN)
2134 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2136 if (IN_LEV_FIELD(left_x, left_y) &&
2137 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2138 IS_AMOEBOID(Feld[left_x][left_y])))
2139 can_turn_left = TRUE;
2140 if (IN_LEV_FIELD(right_x, right_y) &&
2141 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2142 IS_AMOEBOID(Feld[right_x][right_y])))
2143 can_turn_right = TRUE;
2145 if (can_turn_left && can_turn_right)
2146 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2147 else if (can_turn_left)
2148 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2149 else if (can_turn_right)
2150 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2152 MovDir[x][y] = back_dir;
2154 MovDelay[x][y] = 6+RND(40);
2156 else if (element == EL_SCHWEIN)
2158 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2159 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2160 boolean should_move_on = FALSE;
2162 int rnd = RND(rnd_value);
2164 if (IN_LEV_FIELD(left_x, left_y) &&
2165 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2166 can_turn_left = TRUE;
2167 if (IN_LEV_FIELD(right_x, right_y) &&
2168 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2169 can_turn_right = TRUE;
2170 if (IN_LEV_FIELD(move_x, move_y) &&
2171 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2174 if (can_turn_left &&
2176 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2177 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2178 should_turn_left = TRUE;
2179 if (can_turn_right &&
2181 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2182 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2183 should_turn_right = TRUE;
2185 (!can_turn_left || !can_turn_right ||
2186 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2187 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2188 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2189 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2190 should_move_on = TRUE;
2192 if (should_turn_left || should_turn_right || should_move_on)
2194 if (should_turn_left && should_turn_right && should_move_on)
2195 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2196 rnd < 2*rnd_value/3 ? right_dir :
2198 else if (should_turn_left && should_turn_right)
2199 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2200 else if (should_turn_left && should_move_on)
2201 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2202 else if (should_turn_right && should_move_on)
2203 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2204 else if (should_turn_left)
2205 MovDir[x][y] = left_dir;
2206 else if (should_turn_right)
2207 MovDir[x][y] = right_dir;
2208 else if (should_move_on)
2209 MovDir[x][y] = old_move_dir;
2211 else if (can_move_on && rnd > rnd_value/8)
2212 MovDir[x][y] = old_move_dir;
2213 else if (can_turn_left && can_turn_right)
2214 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2215 else if (can_turn_left && rnd > rnd_value/8)
2216 MovDir[x][y] = left_dir;
2217 else if (can_turn_right && rnd > rnd_value/8)
2218 MovDir[x][y] = right_dir;
2220 MovDir[x][y] = back_dir;
2222 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2223 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2224 MovDir[x][y] = old_move_dir;
2228 else if (element == EL_DRACHE)
2230 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2232 int rnd = RND(rnd_value);
2234 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2235 can_turn_left = TRUE;
2236 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2237 can_turn_right = TRUE;
2238 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2241 if (can_move_on && rnd > rnd_value/8)
2242 MovDir[x][y] = old_move_dir;
2243 else if (can_turn_left && can_turn_right)
2244 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2245 else if (can_turn_left && rnd > rnd_value/8)
2246 MovDir[x][y] = left_dir;
2247 else if (can_turn_right && rnd > rnd_value/8)
2248 MovDir[x][y] = right_dir;
2250 MovDir[x][y] = back_dir;
2252 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2253 MovDir[x][y] = old_move_dir;
2257 else if (element == EL_MOLE)
2259 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2261 if (IN_LEV_FIELD(move_x, move_y) &&
2262 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2263 Feld[move_x][move_y] == EL_DEAMOEBING))
2268 if (IN_LEV_FIELD(left_x, left_y) &&
2269 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2270 can_turn_left = TRUE;
2271 if (IN_LEV_FIELD(right_x, right_y) &&
2272 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2273 can_turn_right = TRUE;
2275 if (can_turn_left && can_turn_right)
2276 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2277 else if (can_turn_left)
2278 MovDir[x][y] = left_dir;
2280 MovDir[x][y] = right_dir;
2283 if (MovDir[x][y] != old_move_dir)
2286 else if (element == EL_BALLOON)
2288 MovDir[x][y] = game.balloon_dir;
2291 else if (element == EL_SPRING_MOVING)
2293 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2294 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2296 Feld[x][y] = EL_SPRING;
2297 MovDir[x][y] = MV_NO_MOVING;
2301 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2303 int attr_x = -1, attr_y = -1;
2314 for (i=0; i<MAX_PLAYERS; i++)
2316 struct PlayerInfo *player = &stored_player[i];
2317 int jx = player->jx, jy = player->jy;
2319 if (!player->active)
2322 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2330 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2336 if (element == EL_PINGUIN)
2339 static int xy[4][2] =
2349 int ex = x + xy[i%4][0];
2350 int ey = y + xy[i%4][1];
2352 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2361 MovDir[x][y] = MV_NO_MOVING;
2363 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2365 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2367 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2369 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2371 if (element == EL_ROBOT)
2375 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2376 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2377 Moving2Blocked(x, y, &newx, &newy);
2379 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2380 MovDelay[x][y] = 8+8*!RND(3);
2382 MovDelay[x][y] = 16;
2390 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2392 boolean first_horiz = RND(2);
2393 int new_move_dir = MovDir[x][y];
2396 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2397 Moving2Blocked(x, y, &newx, &newy);
2399 if (IN_LEV_FIELD(newx, newy) &&
2400 (IS_FREE(newx, newy) ||
2401 Feld[newx][newy] == EL_SALZSAEURE ||
2402 (element == EL_PINGUIN &&
2403 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2404 IS_MAMPF3(Feld[newx][newy])))))
2408 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2409 Moving2Blocked(x, y, &newx, &newy);
2411 if (IN_LEV_FIELD(newx, newy) &&
2412 (IS_FREE(newx, newy) ||
2413 Feld[newx][newy] == EL_SALZSAEURE ||
2414 (element == EL_PINGUIN &&
2415 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2416 IS_MAMPF3(Feld[newx][newy])))))
2419 MovDir[x][y] = old_move_dir;
2426 static boolean JustBeingPushed(int x, int y)
2430 for (i=0; i<MAX_PLAYERS; i++)
2432 struct PlayerInfo *player = &stored_player[i];
2434 if (player->active && player->Pushing && player->MovPos)
2436 int next_jx = player->jx + (player->jx - player->last_jx);
2437 int next_jy = player->jy + (player->jy - player->last_jy);
2439 if (x == next_jx && y == next_jy)
2447 void StartMoving(int x, int y)
2449 int element = Feld[x][y];
2454 if (CAN_FALL(element) && y<lev_fieldy-1)
2456 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2457 if (JustBeingPushed(x, y))
2460 if (element == EL_MORAST_VOLL)
2462 if (IS_FREE(x, y+1))
2464 InitMovingField(x, y, MV_DOWN);
2465 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2466 Store[x][y] = EL_FELSBROCKEN;
2468 else if (Feld[x][y+1] == EL_MORAST_LEER)
2470 if (!MovDelay[x][y])
2471 MovDelay[x][y] = TILEY + 1;
2480 Feld[x][y] = EL_MORAST_LEER;
2481 Feld[x][y+1] = EL_MORAST_VOLL;
2482 Store[x][y+1] = Store[x][y];
2486 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2487 Feld[x][y+1] == EL_MORAST_LEER)
2489 InitMovingField(x, y, MV_DOWN);
2490 Feld[x][y] = EL_QUICKSAND_FILLING;
2491 Store[x][y] = element;
2493 else if (element == EL_MAGIC_WALL_FULL)
2495 if (IS_FREE(x, y+1))
2497 InitMovingField(x, y, MV_DOWN);
2498 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2499 Store[x][y] = EL_CHANGED(Store[x][y]);
2501 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2503 if (!MovDelay[x][y])
2504 MovDelay[x][y] = TILEY/4 + 1;
2513 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2514 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2515 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2519 else if (element == EL_MAGIC_WALL_BD_FULL)
2521 if (IS_FREE(x, y+1))
2523 InitMovingField(x, y, MV_DOWN);
2524 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2525 Store[x][y] = EL_CHANGED2(Store[x][y]);
2527 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2529 if (!MovDelay[x][y])
2530 MovDelay[x][y] = TILEY/4 + 1;
2539 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2540 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2541 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2545 else if (CAN_CHANGE(element) &&
2546 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2547 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2549 InitMovingField(x, y, MV_DOWN);
2551 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2552 EL_MAGIC_WALL_BD_FILLING);
2553 Store[x][y] = element;
2555 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2558 InitMovingField(x, y, MV_DOWN);
2559 Store[x][y] = EL_SALZSAEURE;
2561 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2566 else if (IS_FREE(x, y+1))
2568 InitMovingField(x, y, MV_DOWN);
2570 else if (element == EL_TROPFEN)
2572 Feld[x][y] = EL_AMOEBING;
2573 Store[x][y] = EL_AMOEBE_NASS;
2575 /* Store[x][y+1] must be zero, because:
2576 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2579 #if OLD_GAME_BEHAVIOUR
2580 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2582 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2583 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2584 element != EL_DX_SUPABOMB)
2587 else if (IS_SLIPPERY(Feld[x][y+1]) &&
2588 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2589 element != EL_DX_SUPABOMB)
2592 boolean left = (x>0 && IS_FREE(x-1, y) &&
2593 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2594 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2595 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2599 if (left && right &&
2600 (game.emulation != EMU_BOULDERDASH &&
2601 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2602 left = !(right = RND(2));
2604 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2607 else if (IS_BELT(Feld[x][y+1]))
2609 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2610 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2611 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2612 int belt_dir = game.belt_dir[belt_nr];
2614 if ((belt_dir == MV_LEFT && left_is_free) ||
2615 (belt_dir == MV_RIGHT && right_is_free))
2616 InitMovingField(x, y, belt_dir);
2619 else if (CAN_MOVE(element))
2623 if ((element == EL_SONDE || element == EL_BALLOON ||
2624 element == EL_SPRING_MOVING)
2625 && JustBeingPushed(x, y))
2628 if (!MovDelay[x][y]) /* start new movement phase */
2630 /* all objects that can change their move direction after each step */
2631 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2633 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2636 if (MovDelay[x][y] && (element == EL_KAEFER ||
2637 element == EL_FLIEGER ||
2638 element == EL_SP_SNIKSNAK ||
2639 element == EL_SP_ELECTRON ||
2640 element == EL_MOLE))
2641 DrawLevelField(x, y);
2645 if (MovDelay[x][y]) /* wait some time before next movement */
2649 if (element == EL_ROBOT ||
2650 element == EL_MAMPFER || element == EL_MAMPFER2)
2652 int phase = MovDelay[x][y] % 8;
2657 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2658 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2660 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2661 && MovDelay[x][y]%4 == 3)
2662 PlaySoundLevel(x, y, SND_NJAM);
2664 else if (element == EL_SP_ELECTRON)
2665 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2666 else if (element == EL_DRACHE)
2669 int dir = MovDir[x][y];
2670 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2671 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2672 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2673 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2674 dir == MV_UP ? GFX_FLAMMEN_UP :
2675 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2676 int phase = FrameCounter % 2;
2678 for (i=1; i<=3; i++)
2680 int xx = x + i*dx, yy = y + i*dy;
2681 int sx = SCREENX(xx), sy = SCREENY(yy);
2683 if (!IN_LEV_FIELD(xx, yy) ||
2684 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2689 int flamed = MovingOrBlocked2Element(xx, yy);
2691 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2694 RemoveMovingField(xx, yy);
2696 Feld[xx][yy] = EL_BURNING;
2697 if (IN_SCR_FIELD(sx, sy))
2698 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2702 if (Feld[xx][yy] == EL_BURNING)
2703 Feld[xx][yy] = EL_LEERRAUM;
2704 DrawLevelField(xx, yy);
2713 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2715 PlaySoundLevel(x, y, SND_KLAPPER);
2717 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2719 PlaySoundLevel(x, y, SND_ROEHR);
2722 /* now make next step */
2724 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2726 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2727 !PLAYER_PROTECTED(newx, newy))
2731 TestIfBadThingHitsHero(x, y);
2734 /* enemy got the player */
2736 KillHero(PLAYERINFO(newx, newy));
2741 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2742 element == EL_SONDE || element == EL_BALLOON) &&
2743 IN_LEV_FIELD(newx, newy) &&
2744 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2747 Store[x][y] = EL_SALZSAEURE;
2749 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2751 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2753 Feld[x][y] = EL_LEERRAUM;
2754 DrawLevelField(x, y);
2756 PlaySoundLevel(newx, newy, SND_BUING);
2757 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2758 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2760 local_player->friends_still_needed--;
2761 if (!local_player->friends_still_needed &&
2762 !local_player->GameOver && AllPlayersGone)
2763 local_player->LevelSolved = local_player->GameOver = TRUE;
2767 else if (IS_MAMPF3(Feld[newx][newy]))
2769 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2770 DrawLevelField(newx, newy);
2772 MovDir[x][y] = MV_NO_MOVING;
2774 else if (!IS_FREE(newx, newy))
2776 if (IS_PLAYER(x, y))
2777 DrawPlayerField(x, y);
2779 DrawLevelField(x, y);
2783 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2785 if (IS_GEM(Feld[newx][newy]))
2787 if (IS_MOVING(newx, newy))
2788 RemoveMovingField(newx, newy);
2791 Feld[newx][newy] = EL_LEERRAUM;
2792 DrawLevelField(newx, newy);
2795 else if (!IS_FREE(newx, newy))
2797 if (IS_PLAYER(x, y))
2798 DrawPlayerField(x, y);
2800 DrawLevelField(x, y);
2804 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2806 if (!IS_FREE(newx, newy))
2808 if (IS_PLAYER(x, y))
2809 DrawPlayerField(x, y);
2811 DrawLevelField(x, y);
2816 boolean wanna_flame = !RND(10);
2817 int dx = newx - x, dy = newy - y;
2818 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2819 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2820 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2821 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2822 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2823 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2825 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2826 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2827 element1 != EL_BURNING && element2 != EL_BURNING)
2829 if (IS_PLAYER(x, y))
2830 DrawPlayerField(x, y);
2832 DrawLevelField(x, y);
2834 MovDelay[x][y] = 50;
2835 Feld[newx][newy] = EL_BURNING;
2836 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2837 Feld[newx1][newy1] = EL_BURNING;
2838 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2839 Feld[newx2][newy2] = EL_BURNING;
2844 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2845 Feld[newx][newy] == EL_DIAMANT)
2847 if (IS_MOVING(newx, newy))
2848 RemoveMovingField(newx, newy);
2851 Feld[newx][newy] = EL_LEERRAUM;
2852 DrawLevelField(newx, newy);
2855 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2856 IS_MAMPF2(Feld[newx][newy]))
2858 if (AmoebaNr[newx][newy])
2860 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2861 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2862 Feld[newx][newy] == EL_AMOEBE_BD)
2863 AmoebaCnt[AmoebaNr[newx][newy]]--;
2866 if (IS_MOVING(newx, newy))
2867 RemoveMovingField(newx, newy);
2870 Feld[newx][newy] = EL_LEERRAUM;
2871 DrawLevelField(newx, newy);
2874 else if ((element == EL_PACMAN || element == EL_MOLE)
2875 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2877 if (AmoebaNr[newx][newy])
2879 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2880 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2881 Feld[newx][newy] == EL_AMOEBE_BD)
2882 AmoebaCnt[AmoebaNr[newx][newy]]--;
2885 if (element == EL_MOLE)
2887 Feld[newx][newy] = EL_DEAMOEBING;
2888 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2889 return; /* wait for shrinking amoeba */
2891 else /* element == EL_PACMAN */
2893 Feld[newx][newy] = EL_LEERRAUM;
2894 DrawLevelField(newx, newy);
2897 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2898 (Feld[newx][newy] == EL_DEAMOEBING ||
2899 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2901 /* wait for shrinking amoeba to completely disappear */
2904 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2906 /* object was running against a wall */
2910 if (element == EL_KAEFER || element == EL_FLIEGER ||
2911 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2912 DrawLevelField(x, y);
2913 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2914 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2915 else if (element == EL_SONDE)
2916 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2917 else if (element == EL_SP_ELECTRON)
2918 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2920 if (DONT_TOUCH(element))
2921 TestIfBadThingHitsHero(x, y);
2926 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2927 PlaySoundLevel(x, y, SND_SCHLURF);
2929 InitMovingField(x, y, MovDir[x][y]);
2933 ContinueMoving(x, y);
2936 void ContinueMoving(int x, int y)
2938 int element = Feld[x][y];
2939 int direction = MovDir[x][y];
2940 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2941 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2942 int horiz_move = (dx!=0);
2943 int newx = x + dx, newy = y + dy;
2944 int step = (horiz_move ? dx : dy) * TILEX / 8;
2946 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
2948 else if (element == EL_QUICKSAND_FILLING ||
2949 element == EL_QUICKSAND_EMPTYING)
2951 else if (element == EL_MAGIC_WALL_FILLING ||
2952 element == EL_MAGIC_WALL_BD_FILLING ||
2953 element == EL_MAGIC_WALL_EMPTYING ||
2954 element == EL_MAGIC_WALL_BD_EMPTYING)
2956 else if (CAN_FALL(element) && horiz_move &&
2957 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2959 else if (element == EL_SPRING_MOVING)
2962 #if OLD_GAME_BEHAVIOUR
2963 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2967 MovPos[x][y] += step;
2969 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2971 Feld[x][y] = EL_LEERRAUM;
2972 Feld[newx][newy] = element;
2974 if (element == EL_MOLE)
2977 static int xy[4][2] =
2985 Feld[x][y] = EL_ERDREICH;
2986 DrawLevelField(x, y);
2995 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2996 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3000 if (element == EL_QUICKSAND_FILLING)
3002 element = Feld[newx][newy] = EL_MORAST_VOLL;
3003 Store[newx][newy] = Store[x][y];
3006 else if (element == EL_QUICKSAND_EMPTYING)
3008 Feld[x][y] = EL_MORAST_LEER;
3009 element = Feld[newx][newy] = Store[x][y];
3012 else if (element == EL_MAGIC_WALL_FILLING)
3014 element = Feld[newx][newy] =
3015 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
3016 Store[newx][newy] = Store[x][y];
3019 else if (element == EL_MAGIC_WALL_EMPTYING)
3021 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
3022 EL_MAGIC_WALL_DEAD);
3023 element = Feld[newx][newy] = Store[x][y];
3026 else if (element == EL_MAGIC_WALL_BD_FILLING)
3028 element = Feld[newx][newy] =
3029 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
3030 EL_MAGIC_WALL_BD_DEAD);
3031 Store[newx][newy] = Store[x][y];
3034 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3036 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
3037 EL_MAGIC_WALL_BD_DEAD);
3038 element = Feld[newx][newy] = Store[x][y];
3041 else if (element == EL_AMOEBA_DRIPPING)
3043 Feld[x][y] = EL_AMOEBE_NASS;
3044 element = Feld[newx][newy] = Store[x][y];
3047 else if (Store[x][y] == EL_SALZSAEURE)
3050 Feld[newx][newy] = EL_SALZSAEURE;
3051 element = EL_SALZSAEURE;
3054 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3055 MovDelay[newx][newy] = 0;
3057 if (!CAN_MOVE(element))
3058 MovDir[newx][newy] = 0;
3060 DrawLevelField(x, y);
3061 DrawLevelField(newx, newy);
3063 Stop[newx][newy] = TRUE;
3064 JustStopped[newx][newy] = 3;
3066 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3068 TestIfBadThingHitsHero(newx, newy);
3069 TestIfBadThingHitsFriend(newx, newy);
3070 TestIfBadThingHitsOtherBadThing(newx, newy);
3072 else if (element == EL_PINGUIN)
3073 TestIfFriendHitsBadThing(newx, newy);
3075 if (CAN_SMASH(element) && direction == MV_DOWN &&
3076 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3079 else /* still moving on */
3080 DrawLevelField(x, y);
3083 int AmoebeNachbarNr(int ax, int ay)
3086 int element = Feld[ax][ay];
3088 static int xy[4][2] =
3098 int x = ax + xy[i][0];
3099 int y = ay + xy[i][1];
3101 if (!IN_LEV_FIELD(x, y))
3104 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3105 group_nr = AmoebaNr[x][y];
3111 void AmoebenVereinigen(int ax, int ay)
3113 int i, x, y, xx, yy;
3114 int new_group_nr = AmoebaNr[ax][ay];
3115 static int xy[4][2] =
3123 if (new_group_nr == 0)
3131 if (!IN_LEV_FIELD(x, y))
3134 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3135 Feld[x][y] == EL_AMOEBE_BD ||
3136 Feld[x][y] == EL_AMOEBE_TOT) &&
3137 AmoebaNr[x][y] != new_group_nr)
3139 int old_group_nr = AmoebaNr[x][y];
3141 if (old_group_nr == 0)
3144 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3145 AmoebaCnt[old_group_nr] = 0;
3146 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3147 AmoebaCnt2[old_group_nr] = 0;
3149 for (yy=0; yy<lev_fieldy; yy++)
3151 for (xx=0; xx<lev_fieldx; xx++)
3153 if (AmoebaNr[xx][yy] == old_group_nr)
3154 AmoebaNr[xx][yy] = new_group_nr;
3161 void AmoebeUmwandeln(int ax, int ay)
3165 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3167 int group_nr = AmoebaNr[ax][ay];
3172 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3173 printf("AmoebeUmwandeln(): This should never happen!\n");
3178 for (y=0; y<lev_fieldy; y++)
3180 for (x=0; x<lev_fieldx; x++)
3182 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3185 Feld[x][y] = EL_AMOEBA2DIAM;
3193 static int xy[4][2] =
3206 if (!IN_LEV_FIELD(x, y))
3209 if (Feld[x][y] == EL_AMOEBA2DIAM)
3215 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3218 int group_nr = AmoebaNr[ax][ay];
3219 boolean done = FALSE;
3224 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3225 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3230 for (y=0; y<lev_fieldy; y++)
3232 for (x=0; x<lev_fieldx; x++)
3234 if (AmoebaNr[x][y] == group_nr &&
3235 (Feld[x][y] == EL_AMOEBE_TOT ||
3236 Feld[x][y] == EL_AMOEBE_BD ||
3237 Feld[x][y] == EL_AMOEBING))
3240 Feld[x][y] = new_element;
3241 InitField(x, y, FALSE);
3242 DrawLevelField(x, y);
3249 PlaySoundLevel(ax, ay,
3250 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3253 void AmoebeWaechst(int x, int y)
3255 static unsigned long sound_delay = 0;
3256 static unsigned long sound_delay_value = 0;
3258 if (!MovDelay[x][y]) /* start new growing cycle */
3262 if (DelayReached(&sound_delay, sound_delay_value))
3264 PlaySoundLevel(x, y, SND_AMOEBE);
3265 sound_delay_value = 30;
3269 if (MovDelay[x][y]) /* wait some time before growing bigger */
3272 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3273 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3275 if (!MovDelay[x][y])
3277 Feld[x][y] = Store[x][y];
3279 DrawLevelField(x, y);
3284 void AmoebeSchrumpft(int x, int y)
3286 static unsigned long sound_delay = 0;
3287 static unsigned long sound_delay_value = 0;
3289 if (!MovDelay[x][y]) /* start new shrinking cycle */
3293 if (DelayReached(&sound_delay, sound_delay_value))
3295 PlaySoundLevel(x, y, SND_BLURB);
3296 sound_delay_value = 30;
3300 if (MovDelay[x][y]) /* wait some time before shrinking */
3303 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3304 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3306 if (!MovDelay[x][y])
3308 Feld[x][y] = EL_LEERRAUM;
3309 DrawLevelField(x, y);
3311 /* don't let mole enter this field in this cycle;
3312 (give priority to objects falling to this field from above) */
3318 void AmoebeAbleger(int ax, int ay)
3321 int element = Feld[ax][ay];
3322 int newax = ax, neway = ay;
3323 static int xy[4][2] =
3331 if (!level.amoeba_speed)
3333 Feld[ax][ay] = EL_AMOEBE_TOT;
3334 DrawLevelField(ax, ay);
3338 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3339 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3341 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3344 if (MovDelay[ax][ay])
3348 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3351 int x = ax + xy[start][0];
3352 int y = ay + xy[start][1];
3354 if (!IN_LEV_FIELD(x, y))
3357 if (IS_FREE(x, y) ||
3358 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3364 if (newax == ax && neway == ay)
3367 else /* normal or "filled" (BD style) amoeba */
3370 boolean waiting_for_player = FALSE;
3374 int j = (start + i) % 4;
3375 int x = ax + xy[j][0];
3376 int y = ay + xy[j][1];
3378 if (!IN_LEV_FIELD(x, y))
3381 if (IS_FREE(x, y) ||
3382 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3388 else if (IS_PLAYER(x, y))
3389 waiting_for_player = TRUE;
3392 if (newax == ax && neway == ay) /* amoeba cannot grow */
3394 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3396 Feld[ax][ay] = EL_AMOEBE_TOT;
3397 DrawLevelField(ax, ay);
3398 AmoebaCnt[AmoebaNr[ax][ay]]--;
3400 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3402 if (element == EL_AMOEBE_VOLL)
3403 AmoebeUmwandeln(ax, ay);
3404 else if (element == EL_AMOEBE_BD)
3405 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3410 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3412 /* amoeba gets larger by growing in some direction */
3414 int new_group_nr = AmoebaNr[ax][ay];
3417 if (new_group_nr == 0)
3419 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3420 printf("AmoebeAbleger(): This should never happen!\n");
3425 AmoebaNr[newax][neway] = new_group_nr;
3426 AmoebaCnt[new_group_nr]++;
3427 AmoebaCnt2[new_group_nr]++;
3429 /* if amoeba touches other amoeba(s) after growing, unify them */
3430 AmoebenVereinigen(newax, neway);
3432 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3434 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3440 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3441 (neway == lev_fieldy - 1 && newax != ax))
3443 Feld[newax][neway] = EL_AMOEBING;
3444 Store[newax][neway] = element;
3446 else if (neway == ay)
3447 Feld[newax][neway] = EL_TROPFEN;
3450 InitMovingField(ax, ay, MV_DOWN);
3451 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3452 Store[ax][ay] = EL_TROPFEN;
3453 ContinueMoving(ax, ay);
3457 DrawLevelField(newax, neway);
3460 void Life(int ax, int ay)
3463 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3465 int element = Feld[ax][ay];
3470 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3471 MovDelay[ax][ay] = life_time;
3473 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3476 if (MovDelay[ax][ay])
3480 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3482 int xx = ax+x1, yy = ay+y1;
3485 if (!IN_LEV_FIELD(xx, yy))
3488 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3490 int x = xx+x2, y = yy+y2;
3492 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3495 if (((Feld[x][y] == element ||
3496 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3498 (IS_FREE(x, y) && Stop[x][y]))
3502 if (xx == ax && yy == ay) /* field in the middle */
3504 if (nachbarn<life[0] || nachbarn>life[1])
3506 Feld[xx][yy] = EL_LEERRAUM;
3508 DrawLevelField(xx, yy);
3509 Stop[xx][yy] = TRUE;
3512 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3513 { /* free border field */
3514 if (nachbarn>=life[2] && nachbarn<=life[3])
3516 Feld[xx][yy] = element;
3517 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3519 DrawLevelField(xx, yy);
3520 Stop[xx][yy] = TRUE;
3526 void Ablenk(int x, int y)
3528 if (!MovDelay[x][y]) /* next animation frame */
3529 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3531 if (MovDelay[x][y]) /* wait some time before next frame */
3536 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3537 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3538 if (!(MovDelay[x][y]%4))
3539 PlaySoundLevel(x, y, SND_MIEP);
3544 Feld[x][y] = EL_ABLENK_AUS;
3545 DrawLevelField(x, y);
3546 if (ZX == x && ZY == y)
3550 void TimegateWheel(int x, int y)
3552 if (!MovDelay[x][y]) /* next animation frame */
3553 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3555 if (MovDelay[x][y]) /* wait some time before next frame */
3560 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3561 DrawGraphic(SCREENX(x), SCREENY(y),
3562 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3563 if (!(MovDelay[x][y]%4))
3564 PlaySoundLevel(x, y, SND_MIEP);
3569 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3570 DrawLevelField(x, y);
3571 if (ZX == x && ZY == y)
3575 void Birne(int x, int y)
3577 if (!MovDelay[x][y]) /* next animation frame */
3578 MovDelay[x][y] = 800;
3580 if (MovDelay[x][y]) /* wait some time before next frame */
3585 if (!(MovDelay[x][y]%5))
3587 if (!(MovDelay[x][y]%10))
3588 Feld[x][y]=EL_ABLENK_EIN;
3590 Feld[x][y]=EL_ABLENK_AUS;
3591 DrawLevelField(x, y);
3592 Feld[x][y]=EL_ABLENK_EIN;
3598 Feld[x][y]=EL_ABLENK_AUS;
3599 DrawLevelField(x, y);
3600 if (ZX == x && ZY == y)
3604 void Blubber(int x, int y)
3606 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3607 DrawLevelField(x, y-1);
3609 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3612 void NussKnacken(int x, int y)
3614 if (!MovDelay[x][y]) /* next animation frame */
3617 if (MovDelay[x][y]) /* wait some time before next frame */
3620 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3621 DrawGraphic(SCREENX(x), SCREENY(y),
3622 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3624 if (!MovDelay[x][y])
3626 Feld[x][y] = EL_EDELSTEIN;
3627 DrawLevelField(x, y);
3632 void BreakingPearl(int x, int y)
3634 if (!MovDelay[x][y]) /* next animation frame */
3637 if (MovDelay[x][y]) /* wait some time before next frame */
3640 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3641 DrawGraphic(SCREENX(x), SCREENY(y),
3642 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3644 if (!MovDelay[x][y])
3646 Feld[x][y] = EL_LEERRAUM;
3647 DrawLevelField(x, y);
3652 void SiebAktivieren(int x, int y, int typ)
3654 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3656 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3659 void AusgangstuerPruefen(int x, int y)
3661 if (!local_player->gems_still_needed &&
3662 !local_player->sokobanfields_still_needed &&
3663 !local_player->lights_still_needed)
3665 Feld[x][y] = EL_AUSGANG_ACT;
3667 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3668 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3669 y < LEVELY(BY1) ? LEVELY(BY1) :
3670 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3675 void AusgangstuerOeffnen(int x, int y)
3679 if (!MovDelay[x][y]) /* next animation frame */
3680 MovDelay[x][y] = 5*delay;
3682 if (MovDelay[x][y]) /* wait some time before next frame */
3687 tuer = MovDelay[x][y]/delay;
3688 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3689 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3691 if (!MovDelay[x][y])
3693 Feld[x][y] = EL_AUSGANG_AUF;
3694 DrawLevelField(x, y);
3699 void AusgangstuerBlinken(int x, int y)
3701 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3704 void OpenSwitchgate(int x, int y)
3708 if (!MovDelay[x][y]) /* next animation frame */
3709 MovDelay[x][y] = 5 * delay;
3711 if (MovDelay[x][y]) /* wait some time before next frame */
3716 phase = MovDelay[x][y] / delay;
3717 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3718 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3720 if (!MovDelay[x][y])
3722 Feld[x][y] = EL_SWITCHGATE_OPEN;
3723 DrawLevelField(x, y);
3728 void CloseSwitchgate(int x, int y)
3732 if (!MovDelay[x][y]) /* next animation frame */
3733 MovDelay[x][y] = 5 * delay;
3735 if (MovDelay[x][y]) /* wait some time before next frame */
3740 phase = MovDelay[x][y] / delay;
3741 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3742 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3744 if (!MovDelay[x][y])
3746 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3747 DrawLevelField(x, y);
3752 void OpenTimegate(int x, int y)
3756 if (!MovDelay[x][y]) /* next animation frame */
3757 MovDelay[x][y] = 5 * delay;
3759 if (MovDelay[x][y]) /* wait some time before next frame */
3764 phase = MovDelay[x][y] / delay;
3765 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3766 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3768 if (!MovDelay[x][y])
3770 Feld[x][y] = EL_TIMEGATE_OPEN;
3771 DrawLevelField(x, y);
3776 void CloseTimegate(int x, int y)
3780 if (!MovDelay[x][y]) /* next animation frame */
3781 MovDelay[x][y] = 5 * delay;
3783 if (MovDelay[x][y]) /* wait some time before next frame */
3788 phase = MovDelay[x][y] / delay;
3789 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3790 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3792 if (!MovDelay[x][y])
3794 Feld[x][y] = EL_TIMEGATE_CLOSED;
3795 DrawLevelField(x, y);
3800 static void CloseAllOpenTimegates()
3804 for (y=0; y<lev_fieldy; y++)
3806 for (x=0; x<lev_fieldx; x++)
3808 int element = Feld[x][y];
3810 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3812 Feld[x][y] = EL_TIMEGATE_CLOSING;
3813 PlaySoundLevel(x, y, SND_OEFFNEN);
3819 void EdelsteinFunkeln(int x, int y)
3821 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3824 if (Feld[x][y] == EL_EDELSTEIN_BD)
3825 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3828 if (!MovDelay[x][y]) /* next animation frame */
3829 MovDelay[x][y] = 11 * !SimpleRND(500);
3831 if (MovDelay[x][y]) /* wait some time before next frame */
3835 if (setup.direct_draw && MovDelay[x][y])
3836 SetDrawtoField(DRAW_BUFFERED);
3838 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3842 int phase = (MovDelay[x][y]-1)/2;
3847 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3849 if (setup.direct_draw)
3853 dest_x = FX + SCREENX(x)*TILEX;
3854 dest_y = FY + SCREENY(y)*TILEY;
3856 BlitBitmap(drawto_field, window,
3857 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3858 SetDrawtoField(DRAW_DIRECT);
3865 void MauerWaechst(int x, int y)
3869 if (!MovDelay[x][y]) /* next animation frame */
3870 MovDelay[x][y] = 3*delay;
3872 if (MovDelay[x][y]) /* wait some time before next frame */
3877 phase = 2-MovDelay[x][y]/delay;
3878 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3879 DrawGraphic(SCREENX(x), SCREENY(y),
3880 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3881 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3882 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3883 GFX_MAUER_DOWN ) + phase);
3885 if (!MovDelay[x][y])
3887 if (MovDir[x][y] == MV_LEFT)
3889 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3890 DrawLevelField(x-1, y);
3892 else if (MovDir[x][y] == MV_RIGHT)
3894 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3895 DrawLevelField(x+1, y);
3897 else if (MovDir[x][y] == MV_UP)
3899 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3900 DrawLevelField(x, y-1);
3904 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3905 DrawLevelField(x, y+1);
3908 Feld[x][y] = Store[x][y];
3910 MovDir[x][y] = MV_NO_MOVING;
3911 DrawLevelField(x, y);
3916 void MauerAbleger(int ax, int ay)
3918 int element = Feld[ax][ay];
3919 boolean oben_frei = FALSE, unten_frei = FALSE;
3920 boolean links_frei = FALSE, rechts_frei = FALSE;
3921 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3922 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3924 if (!MovDelay[ax][ay]) /* start building new wall */
3925 MovDelay[ax][ay] = 6;
3927 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3930 if (MovDelay[ax][ay])
3934 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3936 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3938 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3940 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3943 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3947 Feld[ax][ay-1] = EL_MAUERND;
3948 Store[ax][ay-1] = element;
3949 MovDir[ax][ay-1] = MV_UP;
3950 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3951 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3955 Feld[ax][ay+1] = EL_MAUERND;
3956 Store[ax][ay+1] = element;
3957 MovDir[ax][ay+1] = MV_DOWN;
3958 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3959 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3963 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3964 element == EL_MAUER_LEBT)
3968 Feld[ax-1][ay] = EL_MAUERND;
3969 Store[ax-1][ay] = element;
3970 MovDir[ax-1][ay] = MV_LEFT;
3971 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3972 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3976 Feld[ax+1][ay] = EL_MAUERND;
3977 Store[ax+1][ay] = element;
3978 MovDir[ax+1][ay] = MV_RIGHT;
3979 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3980 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3984 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3985 DrawLevelField(ax, ay);
3987 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3989 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3990 unten_massiv = TRUE;
3991 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3992 links_massiv = TRUE;
3993 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3994 rechts_massiv = TRUE;
3996 if (((oben_massiv && unten_massiv) ||
3997 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3998 ((links_massiv && rechts_massiv) ||
3999 element == EL_MAUER_Y))
4000 Feld[ax][ay] = EL_MAUERWERK;
4003 void CheckForDragon(int x, int y)
4006 boolean dragon_found = FALSE;
4007 static int xy[4][2] =
4019 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4021 if (IN_LEV_FIELD(xx, yy) &&
4022 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4024 if (Feld[xx][yy] == EL_DRACHE)
4025 dragon_found = TRUE;
4038 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4040 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4042 Feld[xx][yy] = EL_LEERRAUM;
4043 DrawLevelField(xx, yy);
4052 static void CheckBuggyBase(int x, int y)
4054 int element = Feld[x][y];
4056 if (element == EL_SP_BUG)
4058 if (!MovDelay[x][y]) /* wait some time before activating base */
4059 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4064 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4065 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4069 Feld[x][y] = EL_SP_BUG_ACTIVE;
4072 else if (element == EL_SP_BUG_ACTIVE)
4074 if (!MovDelay[x][y]) /* start activating buggy base */
4075 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4083 static int xy[4][2] =
4091 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4092 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4096 int xx = x + xy[i][0], yy = y + xy[i][1];
4098 if (IS_PLAYER(xx, yy))
4100 PlaySoundLevel(x, y, SND_SP_BUG);
4108 Feld[x][y] = EL_SP_BUG;
4109 DrawLevelField(x, y);
4114 static void CheckTrap(int x, int y)
4116 int element = Feld[x][y];
4118 if (element == EL_TRAP_INACTIVE)
4120 if (!MovDelay[x][y]) /* wait some time before activating trap */
4121 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4129 Feld[x][y] = EL_TRAP_ACTIVE;
4132 else if (element == EL_TRAP_ACTIVE)
4137 if (!MovDelay[x][y]) /* start activating trap */
4138 MovDelay[x][y] = num_frames * delay;
4146 if (!(MovDelay[x][y] % delay))
4148 int phase = MovDelay[x][y]/delay;
4150 if (phase >= num_frames/2)
4151 phase = num_frames - phase;
4153 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4155 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4156 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4163 Feld[x][y] = EL_TRAP_INACTIVE;
4164 DrawLevelField(x, y);
4169 static void DrawBeltAnimation(int x, int y, int element)
4171 int belt_nr = getBeltNrFromElement(element);
4172 int belt_dir = game.belt_dir[belt_nr];
4174 if (belt_dir != MV_NO_MOVING)
4177 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4178 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4180 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4184 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4186 static byte stored_player_action[MAX_PLAYERS];
4187 static int num_stored_actions = 0;
4188 static boolean save_tape_entry = FALSE;
4189 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4190 int jx = player->jx, jy = player->jy;
4191 int left = player_action & JOY_LEFT;
4192 int right = player_action & JOY_RIGHT;
4193 int up = player_action & JOY_UP;
4194 int down = player_action & JOY_DOWN;
4195 int button1 = player_action & JOY_BUTTON_1;
4196 int button2 = player_action & JOY_BUTTON_2;
4197 int dx = (left ? -1 : right ? 1 : 0);
4198 int dy = (up ? -1 : down ? 1 : 0);
4200 stored_player_action[player->index_nr] = 0;
4201 num_stored_actions++;
4203 if (!player->active || tape.pausing)
4208 save_tape_entry = TRUE;
4209 player->frame_reset_delay = 0;
4212 snapped = SnapField(player, dx, dy);
4216 bombed = PlaceBomb(player);
4217 moved = MoveFigure(player, dx, dy);
4220 if (tape.recording && (moved || snapped || bombed))
4222 if (bombed && !moved)
4223 player_action &= JOY_BUTTON;
4225 stored_player_action[player->index_nr] = player_action;
4227 else if (tape.playing && snapped)
4228 SnapField(player, 0, 0); /* stop snapping */
4232 /* no actions for this player (no input at player's configured device) */
4234 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4235 SnapField(player, 0, 0);
4236 CheckGravityMovement(player);
4238 if (++player->frame_reset_delay > player->move_delay_value)
4242 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4244 TapeRecordAction(stored_player_action);
4245 num_stored_actions = 0;
4246 save_tape_entry = FALSE;
4249 if (tape.playing && !tape.pausing && !player_action &&
4250 tape.counter < tape.length)
4253 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4255 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4256 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4258 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4260 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4262 int el = Feld[jx+dx][jy];
4263 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4264 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4266 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4268 player->MovDir = next_joy;
4269 player->Frame = FrameCounter % 4;
4270 player->Pushing = TRUE;
4279 static unsigned long action_delay = 0;
4280 unsigned long action_delay_value;
4281 int sieb_x = 0, sieb_y = 0;
4282 int i, x, y, element;
4283 byte *recorded_player_action;
4284 byte summarized_player_action = 0;
4286 if (game_status != PLAYING)
4289 action_delay_value =
4290 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4292 /* ---------- main game synchronization point ---------- */
4294 WaitUntilDelayReached(&action_delay, action_delay_value);
4296 if (network_playing && !network_player_action_received)
4300 printf("DEBUG: try to get network player actions in time\n");
4304 #if defined(PLATFORM_UNIX)
4305 /* last chance to get network player actions without main loop delay */
4309 if (game_status != PLAYING)
4312 if (!network_player_action_received)
4316 printf("DEBUG: failed to get network player actions in time\n");
4328 else if (tape.recording)
4331 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4333 for (i=0; i<MAX_PLAYERS; i++)
4335 summarized_player_action |= stored_player[i].action;
4337 if (!network_playing)
4338 stored_player[i].effective_action = stored_player[i].action;
4341 #if defined(PLATFORM_UNIX)
4342 if (network_playing)
4343 SendToServer_MovePlayer(summarized_player_action);
4346 if (!options.network && !setup.team_mode)
4347 local_player->effective_action = summarized_player_action;
4349 for (i=0; i<MAX_PLAYERS; i++)
4351 int actual_player_action = stored_player[i].effective_action;
4353 if (stored_player[i].programmed_action)
4354 actual_player_action = stored_player[i].programmed_action;
4356 if (recorded_player_action)
4357 actual_player_action = recorded_player_action[i];
4359 PlayerActions(&stored_player[i], actual_player_action);
4360 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4363 network_player_action_received = FALSE;
4365 ScrollScreen(NULL, SCROLL_GO_ON);
4371 if (TimeFrames == 0 && local_player->active)
4373 extern unsigned int last_RND();
4375 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4376 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4383 if (GameFrameDelay >= 500)
4384 printf("FrameCounter == %d\n", FrameCounter);
4393 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4396 if (JustStopped[x][y] > 0)
4397 JustStopped[x][y]--;
4400 if (IS_BLOCKED(x, y))
4404 Blocked2Moving(x, y, &oldx, &oldy);
4405 if (!IS_MOVING(oldx, oldy))
4407 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4408 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4409 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4410 printf("GameActions(): This should never happen!\n");
4416 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4418 element = Feld[x][y];
4420 if (IS_INACTIVE(element))
4423 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4427 if (IS_GEM(element))
4428 EdelsteinFunkeln(x, y);
4430 else if (IS_MOVING(x, y))
4431 ContinueMoving(x, y);
4432 else if (IS_ACTIVE_BOMB(element))
4433 CheckDynamite(x, y);
4434 else if (element == EL_EXPLODING)
4435 Explode(x, y, Frame[x][y], EX_NORMAL);
4436 else if (element == EL_AMOEBING)
4437 AmoebeWaechst(x, y);
4438 else if (element == EL_DEAMOEBING)
4439 AmoebeSchrumpft(x, y);
4440 else if (IS_AMOEBALIVE(element))
4441 AmoebeAbleger(x, y);
4442 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4444 else if (element == EL_ABLENK_EIN)
4446 else if (element == EL_TIMEGATE_SWITCH_ON)
4447 TimegateWheel(x, y);
4448 else if (element == EL_SALZSAEURE)
4450 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4452 else if (element == EL_CRACKINGNUT)
4454 else if (element == EL_PEARL_BREAKING)
4455 BreakingPearl(x, y);
4456 else if (element == EL_AUSGANG_ZU)
4457 AusgangstuerPruefen(x, y);
4458 else if (element == EL_AUSGANG_ACT)
4459 AusgangstuerOeffnen(x, y);
4460 else if (element == EL_AUSGANG_AUF)
4461 AusgangstuerBlinken(x, y);
4462 else if (element == EL_MAUERND)
4464 else if (element == EL_MAUER_LEBT ||
4465 element == EL_MAUER_X ||
4466 element == EL_MAUER_Y ||
4467 element == EL_MAUER_XY)
4469 else if (element == EL_BURNING)
4470 CheckForDragon(x, y);
4471 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4472 CheckBuggyBase(x, y);
4473 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4475 else if (element == EL_SP_TERMINAL)
4476 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4477 else if (element == EL_SP_TERMINAL_ACTIVE)
4478 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4479 else if (IS_BELT(element))
4480 DrawBeltAnimation(x, y, element);
4481 else if (element == EL_SWITCHGATE_OPENING)
4482 OpenSwitchgate(x, y);
4483 else if (element == EL_SWITCHGATE_CLOSING)
4484 CloseSwitchgate(x, y);
4485 else if (element == EL_TIMEGATE_OPENING)
4487 else if (element == EL_TIMEGATE_CLOSING)
4488 CloseTimegate(x, y);
4489 else if (element == EL_EXTRA_TIME)
4490 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4491 else if (element == EL_SHIELD_PASSIVE)
4492 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4493 else if (element == EL_SHIELD_ACTIVE)
4494 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4496 if (game.magic_wall_active)
4498 boolean sieb = FALSE;
4499 int jx = local_player->jx, jy = local_player->jy;
4501 if (element == EL_MAGIC_WALL_FULL ||
4502 element == EL_MAGIC_WALL_EMPTY ||
4503 element == EL_MAGIC_WALL_EMPTYING)
4505 SiebAktivieren(x, y, 1);
4508 else if (element == EL_MAGIC_WALL_BD_FULL ||
4509 element == EL_MAGIC_WALL_BD_EMPTY ||
4510 element == EL_MAGIC_WALL_BD_EMPTYING)
4512 SiebAktivieren(x, y, 2);
4516 /* play the element sound at the position nearest to the player */
4517 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4525 if (game.magic_wall_active)
4527 if (!(game.magic_wall_time_left % 4))
4528 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4530 if (game.magic_wall_time_left > 0)
4532 game.magic_wall_time_left--;
4533 if (!game.magic_wall_time_left)
4535 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4537 element = Feld[x][y];
4539 if (element == EL_MAGIC_WALL_EMPTY ||
4540 element == EL_MAGIC_WALL_FULL)
4542 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4543 DrawLevelField(x, y);
4545 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4546 element == EL_MAGIC_WALL_BD_FULL)
4548 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4549 DrawLevelField(x, y);
4553 game.magic_wall_active = FALSE;
4558 if (game.light_time_left > 0)
4560 game.light_time_left--;
4562 if (game.light_time_left == 0)
4564 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4566 element = Feld[x][y];
4568 if (element == EL_LIGHT_SWITCH_ON)
4570 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4571 DrawLevelField(x, y);
4573 else if (element == EL_INVISIBLE_STEEL ||
4574 element == EL_UNSICHTBAR ||
4575 element == EL_SAND_INVISIBLE)
4576 DrawLevelField(x, y);
4581 if (game.timegate_time_left > 0)
4583 game.timegate_time_left--;
4585 if (game.timegate_time_left == 0)
4586 CloseAllOpenTimegates();
4589 if (TimeFrames >= (1000 / GameFrameDelay))
4594 for (i=0; i<MAX_PLAYERS; i++)
4596 if (SHIELD_ON(&stored_player[i]))
4598 stored_player[i].shield_passive_time_left--;
4600 if (stored_player[i].shield_active_time_left > 0)
4601 stored_player[i].shield_active_time_left--;
4605 if (tape.recording || tape.playing)
4606 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4612 if (TimeLeft <= 10 && setup.time_limit)
4613 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4615 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4617 if (!TimeLeft && setup.time_limit)
4618 for (i=0; i<MAX_PLAYERS; i++)
4619 KillHero(&stored_player[i]);
4621 else if (level.time == 0) /* level without time limit */
4622 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4627 if (options.debug) /* calculate frames per second */
4629 static unsigned long fps_counter = 0;
4630 static int fps_frames = 0;
4631 unsigned long fps_delay_ms = Counter() - fps_counter;
4635 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4637 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4640 fps_counter = Counter();
4643 redraw_mask |= REDRAW_FPS;
4647 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4649 int min_x = x, min_y = y, max_x = x, max_y = y;
4652 for (i=0; i<MAX_PLAYERS; i++)
4654 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4656 if (!stored_player[i].active || &stored_player[i] == player)
4659 min_x = MIN(min_x, jx);
4660 min_y = MIN(min_y, jy);
4661 max_x = MAX(max_x, jx);
4662 max_y = MAX(max_y, jy);
4665 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4668 static boolean AllPlayersInVisibleScreen()
4672 for (i=0; i<MAX_PLAYERS; i++)
4674 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4676 if (!stored_player[i].active)
4679 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4686 void ScrollLevel(int dx, int dy)
4688 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4691 BlitBitmap(drawto_field, drawto_field,
4692 FX + TILEX*(dx == -1) - softscroll_offset,
4693 FY + TILEY*(dy == -1) - softscroll_offset,
4694 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4695 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4696 FX + TILEX*(dx == 1) - softscroll_offset,
4697 FY + TILEY*(dy == 1) - softscroll_offset);
4701 x = (dx == 1 ? BX1 : BX2);
4702 for (y=BY1; y<=BY2; y++)
4703 DrawScreenField(x, y);
4707 y = (dy == 1 ? BY1 : BY2);
4708 for (x=BX1; x<=BX2; x++)
4709 DrawScreenField(x, y);
4712 redraw_mask |= REDRAW_FIELD;
4715 static void CheckGravityMovement(struct PlayerInfo *player)
4717 if (level.gravity && !player->programmed_action)
4719 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4720 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4722 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4723 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4724 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4725 int jx = player->jx, jy = player->jy;
4726 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4727 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4728 int new_jx = jx + dx, new_jy = jy + dy;
4729 boolean field_under_player_is_free =
4730 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4731 boolean player_is_moving_to_valid_field =
4732 (IN_LEV_FIELD(new_jx, new_jy) &&
4733 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4734 Feld[new_jx][new_jy] == EL_ERDREICH));
4736 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4737 player->programmed_action = MV_DOWN;
4741 boolean MoveFigureOneStep(struct PlayerInfo *player,
4742 int dx, int dy, int real_dx, int real_dy)
4744 int jx = player->jx, jy = player->jy;
4745 int new_jx = jx+dx, new_jy = jy+dy;
4749 if (!player->active || (!dx && !dy))
4750 return MF_NO_ACTION;
4752 player->MovDir = (dx < 0 ? MV_LEFT :
4755 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4757 if (!IN_LEV_FIELD(new_jx, new_jy))
4758 return MF_NO_ACTION;
4760 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4761 return MF_NO_ACTION;
4764 element = MovingOrBlocked2Element(new_jx, new_jy);
4766 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4769 if (DONT_GO_TO(element))
4771 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4774 Feld[jx][jy] = EL_SPIELFIGUR;
4775 InitMovingField(jx, jy, MV_DOWN);
4776 Store[jx][jy] = EL_SALZSAEURE;
4777 ContinueMoving(jx, jy);
4781 TestIfBadThingHitsHero(new_jx, new_jy);
4786 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4787 if (can_move != MF_MOVING)
4790 StorePlayer[jx][jy] = 0;
4791 player->last_jx = jx;
4792 player->last_jy = jy;
4793 jx = player->jx = new_jx;
4794 jy = player->jy = new_jy;
4795 StorePlayer[jx][jy] = player->element_nr;
4798 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4800 ScrollFigure(player, SCROLL_INIT);
4805 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4807 int jx = player->jx, jy = player->jy;
4808 int old_jx = jx, old_jy = jy;
4809 int moved = MF_NO_ACTION;
4811 if (!player->active || (!dx && !dy))
4814 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4818 /* remove the last programmed player action */
4819 player->programmed_action = 0;
4823 /* should only happen if pre-1.2 tape recordings are played */
4824 /* this is only for backward compatibility */
4826 int original_move_delay_value = player->move_delay_value;
4829 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4832 /* scroll remaining steps with finest movement resolution */
4833 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4835 while (player->MovPos)
4837 ScrollFigure(player, SCROLL_GO_ON);
4838 ScrollScreen(NULL, SCROLL_GO_ON);
4844 player->move_delay_value = original_move_delay_value;
4847 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4849 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4850 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4854 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4855 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4861 if (moved & MF_MOVING && !ScreenMovPos &&
4862 (player == local_player || !options.network))
4864 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4865 int offset = (setup.scroll_delay ? 3 : 0);
4867 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4869 /* actual player has left the screen -- scroll in that direction */
4870 if (jx != old_jx) /* player has moved horizontally */
4871 scroll_x += (jx - old_jx);
4872 else /* player has moved vertically */
4873 scroll_y += (jy - old_jy);
4877 if (jx != old_jx) /* player has moved horizontally */
4879 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4880 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4881 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4883 /* don't scroll over playfield boundaries */
4884 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4885 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4887 /* don't scroll more than one field at a time */
4888 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4890 /* don't scroll against the player's moving direction */
4891 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4892 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4893 scroll_x = old_scroll_x;
4895 else /* player has moved vertically */
4897 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4898 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4899 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4901 /* don't scroll over playfield boundaries */
4902 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4903 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4905 /* don't scroll more than one field at a time */
4906 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4908 /* don't scroll against the player's moving direction */
4909 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4910 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4911 scroll_y = old_scroll_y;
4915 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4917 if (!options.network && !AllPlayersInVisibleScreen())
4919 scroll_x = old_scroll_x;
4920 scroll_y = old_scroll_y;
4924 ScrollScreen(player, SCROLL_INIT);
4925 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4930 if (!(moved & MF_MOVING) && !player->Pushing)
4933 player->Frame = (player->Frame + 1) % 4;
4935 if (moved & MF_MOVING)
4937 if (old_jx != jx && old_jy == jy)
4938 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4939 else if (old_jx == jx && old_jy != jy)
4940 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4942 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4944 player->last_move_dir = player->MovDir;
4948 CheckGravityMovement(player);
4950 player->last_move_dir = MV_NO_MOVING;
4953 TestIfHeroHitsBadThing(jx, jy);
4955 if (!player->active)
4961 void ScrollFigure(struct PlayerInfo *player, int mode)
4963 int jx = player->jx, jy = player->jy;
4964 int last_jx = player->last_jx, last_jy = player->last_jy;
4965 int move_stepsize = TILEX / player->move_delay_value;
4967 if (!player->active || !player->MovPos)
4970 if (mode == SCROLL_INIT)
4972 player->actual_frame_counter = FrameCounter;
4973 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4975 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4976 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4981 else if (!FrameReached(&player->actual_frame_counter, 1))
4984 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4985 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4987 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4988 Feld[last_jx][last_jy] = EL_LEERRAUM;
4990 /* before DrawPlayer() to draw correct player graphic for this case */
4991 if (player->MovPos == 0)
4992 CheckGravityMovement(player);
4996 if (player->MovPos == 0)
4998 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5000 /* continue with normal speed after quickly moving through gate */
5001 HALVE_PLAYER_SPEED(player);
5003 /* be able to make the next move without delay */
5004 player->move_delay = 0;
5007 player->last_jx = jx;
5008 player->last_jy = jy;
5010 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5014 if (!local_player->friends_still_needed)
5015 player->LevelSolved = player->GameOver = TRUE;
5020 void ScrollScreen(struct PlayerInfo *player, int mode)
5022 static unsigned long screen_frame_counter = 0;
5024 if (mode == SCROLL_INIT)
5026 /* set scrolling step size according to actual player's moving speed */
5027 ScrollStepSize = TILEX / player->move_delay_value;
5029 screen_frame_counter = FrameCounter;
5030 ScreenMovDir = player->MovDir;
5031 ScreenMovPos = player->MovPos;
5032 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5035 else if (!FrameReached(&screen_frame_counter, 1))
5040 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5041 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5042 redraw_mask |= REDRAW_FIELD;
5045 ScreenMovDir = MV_NO_MOVING;
5048 void TestIfGoodThingHitsBadThing(int goodx, int goody)
5050 int i, killx = goodx, killy = goody;
5051 static int xy[4][2] =
5058 static int harmless[4] =
5070 x = goodx + xy[i][0];
5071 y = goody + xy[i][1];
5072 if (!IN_LEV_FIELD(x, y))
5076 element = Feld[x][y];
5078 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5081 if (DONT_TOUCH(element))
5083 if (MovDir[x][y] == harmless[i])
5092 if (killx != goodx || killy != goody)
5094 if (IS_PLAYER(goodx, goody))
5096 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5098 if (player->shield_active_time_left > 0)
5100 else if (!PLAYER_PROTECTED(goodx, goody))
5108 void TestIfBadThingHitsGoodThing(int badx, int bady)
5110 int i, killx = badx, killy = bady;
5111 static int xy[4][2] =
5118 static int harmless[4] =
5126 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5133 x = badx + xy[i][0];
5134 y = bady + xy[i][1];
5135 if (!IN_LEV_FIELD(x, y))
5138 element = Feld[x][y];
5140 if (IS_PLAYER(x, y))
5146 else if (element == EL_PINGUIN)
5148 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5157 if (killx != badx || killy != bady)
5159 if (IS_PLAYER(killx, killy))
5161 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5163 if (player->shield_active_time_left > 0)
5165 else if (!PLAYER_PROTECTED(killx, killy))
5173 void TestIfHeroHitsBadThing(int x, int y)
5175 TestIfGoodThingHitsBadThing(x, y);
5178 void TestIfBadThingHitsHero(int x, int y)
5180 TestIfBadThingHitsGoodThing(x, y);
5183 void TestIfFriendHitsBadThing(int x, int y)
5185 TestIfGoodThingHitsBadThing(x, y);
5188 void TestIfBadThingHitsFriend(int x, int y)
5190 TestIfBadThingHitsGoodThing(x, y);
5193 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5195 int i, killx = badx, killy = bady;
5196 static int xy[4][2] =
5210 if (!IN_LEV_FIELD(x, y))
5213 element = Feld[x][y];
5214 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5215 element == EL_AMOEBING || element == EL_TROPFEN)
5223 if (killx != badx || killy != bady)
5227 void KillHero(struct PlayerInfo *player)
5229 int jx = player->jx, jy = player->jy;
5231 if (!player->active)
5234 if (IS_PFORTE(Feld[jx][jy]))
5235 Feld[jx][jy] = EL_LEERRAUM;
5237 /* deactivate shield (else Bang()/Explode() would not work right) */
5238 player->shield_passive_time_left = 0;
5239 player->shield_active_time_left = 0;
5245 static void KillHeroUnlessProtected(int x, int y)
5247 if (!PLAYER_PROTECTED(x, y))
5248 KillHero(PLAYERINFO(x, y));
5251 void BuryHero(struct PlayerInfo *player)
5253 int jx = player->jx, jy = player->jy;
5255 if (!player->active)
5258 PlaySoundLevel(jx, jy, SND_AUTSCH);
5259 PlaySoundLevel(jx, jy, SND_LACHEN);
5261 player->GameOver = TRUE;
5265 void RemoveHero(struct PlayerInfo *player)
5267 int jx = player->jx, jy = player->jy;
5268 int i, found = FALSE;
5270 player->present = FALSE;
5271 player->active = FALSE;
5273 StorePlayer[jx][jy] = 0;
5275 for (i=0; i<MAX_PLAYERS; i++)
5276 if (stored_player[i].active)
5280 AllPlayersGone = TRUE;
5286 int DigField(struct PlayerInfo *player,
5287 int x, int y, int real_dx, int real_dy, int mode)
5289 int jx = player->jx, jy = player->jy;
5290 int dx = x - jx, dy = y - jy;
5291 int move_direction = (dx == -1 ? MV_LEFT :
5292 dx == +1 ? MV_RIGHT :
5294 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5297 if (!player->MovPos)
5298 player->Pushing = FALSE;
5300 if (mode == DF_NO_PUSH)
5302 player->Switching = FALSE;
5303 player->push_delay = 0;
5304 return MF_NO_ACTION;
5307 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5308 return MF_NO_ACTION;
5310 if (IS_TUBE(Feld[jx][jy]))
5313 int tube_leave_directions[][2] =
5315 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5316 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5317 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5318 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5319 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5320 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5321 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5322 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5323 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5324 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5325 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5326 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5329 while (tube_leave_directions[i][0] != Feld[jx][jy])
5332 if (tube_leave_directions[i][0] == -1) /* should not happen */
5336 if (!(tube_leave_directions[i][1] & move_direction))
5337 return MF_NO_ACTION; /* tube has no opening in this direction */
5340 element = Feld[x][y];
5345 PlaySoundLevel(x, y, SND_EMPTY);
5349 case EL_SAND_INVISIBLE:
5350 case EL_TRAP_INACTIVE:
5351 Feld[x][y] = EL_LEERRAUM;
5352 PlaySoundLevel(x, y, SND_SCHLURF);
5357 Feld[x][y] = EL_LEERRAUM;
5358 PlaySoundLevel(x, y, SND_SP_BASE);
5362 case EL_EDELSTEIN_BD:
5363 case EL_EDELSTEIN_GELB:
5364 case EL_EDELSTEIN_ROT:
5365 case EL_EDELSTEIN_LILA:
5367 case EL_SP_INFOTRON:
5371 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5372 element == EL_PEARL ? 5 :
5373 element == EL_CRYSTAL ? 8 : 1);
5374 if (local_player->gems_still_needed < 0)
5375 local_player->gems_still_needed = 0;
5376 RaiseScoreElement(element);
5377 DrawText(DX_EMERALDS, DY_EMERALDS,
5378 int2str(local_player->gems_still_needed, 3),
5379 FS_SMALL, FC_YELLOW);
5380 if (element == EL_SP_INFOTRON)
5381 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5383 PlaySoundLevel(x, y, SND_PONG);
5388 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5389 PlaySoundLevel(x, y, SND_PONG);
5393 Feld[x][y] = EL_LEERRAUM;
5394 PlaySoundLevel(x, y, SND_PONG);
5402 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5404 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5407 case EL_SHIELD_PASSIVE:
5409 player->shield_passive_time_left += 10;
5410 PlaySoundLevel(x, y, SND_PONG);
5413 case EL_SHIELD_ACTIVE:
5415 player->shield_passive_time_left += 10;
5416 player->shield_active_time_left += 10;
5417 PlaySoundLevel(x, y, SND_PONG);
5420 case EL_DYNAMITE_INACTIVE:
5421 case EL_SP_DISK_RED:
5424 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5425 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5426 int2str(local_player->dynamite, 3),
5427 FS_SMALL, FC_YELLOW);
5428 if (element == EL_SP_DISK_RED)
5429 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5431 PlaySoundLevel(x, y, SND_PONG);
5434 case EL_DYNABOMB_NR:
5436 player->dynabomb_count++;
5437 player->dynabombs_left++;
5438 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5439 PlaySoundLevel(x, y, SND_PONG);
5442 case EL_DYNABOMB_SZ:
5444 player->dynabomb_size++;
5445 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5446 PlaySoundLevel(x, y, SND_PONG);
5449 case EL_DYNABOMB_XL:
5451 player->dynabomb_xl = TRUE;
5452 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5453 PlaySoundLevel(x, y, SND_PONG);
5456 case EL_SCHLUESSEL1:
5457 case EL_SCHLUESSEL2:
5458 case EL_SCHLUESSEL3:
5459 case EL_SCHLUESSEL4:
5461 int key_nr = element - EL_SCHLUESSEL1;
5464 player->key[key_nr] = TRUE;
5465 RaiseScoreElement(EL_SCHLUESSEL);
5466 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5467 GFX_SCHLUESSEL1 + key_nr);
5468 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5469 GFX_SCHLUESSEL1 + key_nr);
5470 PlaySoundLevel(x, y, SND_PONG);
5479 int key_nr = element - EL_EM_KEY_1;
5482 player->key[key_nr] = TRUE;
5483 RaiseScoreElement(EL_SCHLUESSEL);
5484 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5485 GFX_SCHLUESSEL1 + key_nr);
5486 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5487 GFX_SCHLUESSEL1 + key_nr);
5488 PlaySoundLevel(x, y, SND_PONG);
5493 Feld[x][y] = EL_ABLENK_EIN;
5496 DrawLevelField(x, y);
5500 case EL_SP_TERMINAL:
5504 for (yy=0; yy<lev_fieldy; yy++)
5506 for (xx=0; xx<lev_fieldx; xx++)
5508 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5510 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5511 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5519 case EL_BELT1_SWITCH_LEFT:
5520 case EL_BELT1_SWITCH_MIDDLE:
5521 case EL_BELT1_SWITCH_RIGHT:
5522 case EL_BELT2_SWITCH_LEFT:
5523 case EL_BELT2_SWITCH_MIDDLE:
5524 case EL_BELT2_SWITCH_RIGHT:
5525 case EL_BELT3_SWITCH_LEFT:
5526 case EL_BELT3_SWITCH_MIDDLE:
5527 case EL_BELT3_SWITCH_RIGHT:
5528 case EL_BELT4_SWITCH_LEFT:
5529 case EL_BELT4_SWITCH_MIDDLE:
5530 case EL_BELT4_SWITCH_RIGHT:
5531 if (!player->Switching)
5533 player->Switching = TRUE;
5534 ToggleBeltSwitch(x, y);
5539 case EL_SWITCHGATE_SWITCH_1:
5540 case EL_SWITCHGATE_SWITCH_2:
5541 if (!player->Switching)
5543 player->Switching = TRUE;
5544 ToggleSwitchgateSwitch(x, y);
5549 case EL_LIGHT_SWITCH_OFF:
5550 case EL_LIGHT_SWITCH_ON:
5551 if (!player->Switching)
5553 player->Switching = TRUE;
5554 ToggleLightSwitch(x, y);
5559 case EL_TIMEGATE_SWITCH_OFF:
5560 ActivateTimegateSwitch(x, y);
5565 case EL_BALLOON_SEND_LEFT:
5566 case EL_BALLOON_SEND_RIGHT:
5567 case EL_BALLOON_SEND_UP:
5568 case EL_BALLOON_SEND_DOWN:
5569 case EL_BALLOON_SEND_ANY:
5570 if (element == EL_BALLOON_SEND_ANY)
5571 game.balloon_dir = move_direction;
5573 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5574 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5575 element == EL_BALLOON_SEND_UP ? MV_UP :
5576 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5583 if (local_player->gems_still_needed > 0)
5584 return MF_NO_ACTION;
5586 player->LevelSolved = player->GameOver = TRUE;
5587 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5590 case EL_FELSBROCKEN:
5593 case EL_DX_SUPABOMB:
5597 case EL_SP_DISK_ORANGE:
5599 if (dy || mode == DF_SNAP)
5600 return MF_NO_ACTION;
5602 player->Pushing = TRUE;
5604 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5605 return MF_NO_ACTION;
5609 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5610 return MF_NO_ACTION;
5613 if (player->push_delay == 0)
5614 player->push_delay = FrameCounter;
5615 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5616 !tape.playing && element != EL_SPRING)
5617 return MF_NO_ACTION;
5620 Feld[x+dx][y+dy] = element;
5622 if (element == EL_SPRING)
5624 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5625 MovDir[x+dx][y+dy] = move_direction;
5628 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5630 DrawLevelField(x+dx, y+dy);
5631 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5632 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5633 else if (element == EL_KOKOSNUSS)
5634 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5635 else if (IS_SP_ELEMENT(element))
5636 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5638 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5645 if (!player->key[element - EL_PFORTE1])
5646 return MF_NO_ACTION;
5653 if (!player->key[element - EL_PFORTE1X])
5654 return MF_NO_ACTION;
5661 if (!player->key[element - EL_EM_GATE_1])
5662 return MF_NO_ACTION;
5663 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5664 return MF_NO_ACTION;
5666 /* automatically move to the next field with double speed */
5667 player->programmed_action = move_direction;
5668 DOUBLE_PLAYER_SPEED(player);
5670 PlaySoundLevel(x, y, SND_GATE);
5678 if (!player->key[element - EL_EM_GATE_1X])
5679 return MF_NO_ACTION;
5680 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5681 return MF_NO_ACTION;
5683 /* automatically move to the next field with double speed */
5684 player->programmed_action = move_direction;
5685 DOUBLE_PLAYER_SPEED(player);
5687 PlaySoundLevel(x, y, SND_GATE);
5691 case EL_SWITCHGATE_OPEN:
5692 case EL_TIMEGATE_OPEN:
5693 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5694 return MF_NO_ACTION;
5696 /* automatically move to the next field with double speed */
5697 player->programmed_action = move_direction;
5698 DOUBLE_PLAYER_SPEED(player);
5700 PlaySoundLevel(x, y, SND_GATE);
5704 case EL_SP_PORT1_LEFT:
5705 case EL_SP_PORT2_LEFT:
5706 case EL_SP_PORT1_RIGHT:
5707 case EL_SP_PORT2_RIGHT:
5708 case EL_SP_PORT1_UP:
5709 case EL_SP_PORT2_UP:
5710 case EL_SP_PORT1_DOWN:
5711 case EL_SP_PORT2_DOWN:
5716 element != EL_SP_PORT1_LEFT &&
5717 element != EL_SP_PORT2_LEFT &&
5718 element != EL_SP_PORT_X &&
5719 element != EL_SP_PORT_XY) ||
5721 element != EL_SP_PORT1_RIGHT &&
5722 element != EL_SP_PORT2_RIGHT &&
5723 element != EL_SP_PORT_X &&
5724 element != EL_SP_PORT_XY) ||
5726 element != EL_SP_PORT1_UP &&
5727 element != EL_SP_PORT2_UP &&
5728 element != EL_SP_PORT_Y &&
5729 element != EL_SP_PORT_XY) ||
5731 element != EL_SP_PORT1_DOWN &&
5732 element != EL_SP_PORT2_DOWN &&
5733 element != EL_SP_PORT_Y &&
5734 element != EL_SP_PORT_XY) ||
5735 !IN_LEV_FIELD(x + dx, y + dy) ||
5736 !IS_FREE(x + dx, y + dy))
5737 return MF_NO_ACTION;
5739 /* automatically move to the next field with double speed */
5740 player->programmed_action = move_direction;
5741 DOUBLE_PLAYER_SPEED(player);
5743 PlaySoundLevel(x, y, SND_GATE);
5747 case EL_TUBE_VERTICAL:
5748 case EL_TUBE_HORIZONTAL:
5749 case EL_TUBE_VERT_LEFT:
5750 case EL_TUBE_VERT_RIGHT:
5751 case EL_TUBE_HORIZ_UP:
5752 case EL_TUBE_HORIZ_DOWN:
5753 case EL_TUBE_LEFT_UP:
5754 case EL_TUBE_LEFT_DOWN:
5755 case EL_TUBE_RIGHT_UP:
5756 case EL_TUBE_RIGHT_DOWN:
5759 int tube_enter_directions[][2] =
5761 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5762 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5763 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5764 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5765 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5766 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5767 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5768 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5769 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5770 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5771 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5772 { -1, MV_NO_MOVING }
5775 while (tube_enter_directions[i][0] != element)
5778 if (tube_enter_directions[i][0] == -1) /* should not happen */
5782 if (!(tube_enter_directions[i][1] & move_direction))
5783 return MF_NO_ACTION; /* tube has no opening in this direction */
5788 case EL_AUSGANG_ACT:
5789 /* door is not (yet) open */
5790 return MF_NO_ACTION;
5793 case EL_AUSGANG_AUF:
5794 if (mode == DF_SNAP)
5795 return MF_NO_ACTION;
5797 PlaySoundLevel(x, y, SND_BUING);
5802 Feld[x][y] = EL_BIRNE_EIN;
5803 local_player->lights_still_needed--;
5804 DrawLevelField(x, y);
5805 PlaySoundLevel(x, y, SND_DENG);
5810 Feld[x][y] = EL_ZEIT_LEER;
5812 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5813 DrawLevelField(x, y);
5814 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5818 case EL_SOKOBAN_FELD_LEER:
5821 case EL_SOKOBAN_FELD_VOLL:
5822 case EL_SOKOBAN_OBJEKT:
5824 case EL_SP_DISK_YELLOW:
5826 if (mode == DF_SNAP)
5827 return MF_NO_ACTION;
5829 player->Pushing = TRUE;
5831 if (!IN_LEV_FIELD(x+dx, y+dy)
5832 || (!IS_FREE(x+dx, y+dy)
5833 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5834 || !IS_SB_ELEMENT(element))))
5835 return MF_NO_ACTION;
5839 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5840 return MF_NO_ACTION;
5842 else if (dy && real_dx)
5844 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5845 return MF_NO_ACTION;
5848 if (player->push_delay == 0)
5849 player->push_delay = FrameCounter;
5850 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5851 !tape.playing && element != EL_BALLOON)
5852 return MF_NO_ACTION;
5854 if (IS_SB_ELEMENT(element))
5856 if (element == EL_SOKOBAN_FELD_VOLL)
5858 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5859 local_player->sokobanfields_still_needed++;
5864 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5866 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5867 local_player->sokobanfields_still_needed--;
5868 if (element == EL_SOKOBAN_OBJEKT)
5869 PlaySoundLevel(x, y, SND_DENG);
5872 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5877 Feld[x+dx][y+dy] = element;
5880 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5882 DrawLevelField(x, y);
5883 DrawLevelField(x+dx, y+dy);
5884 if (element == EL_BALLOON)
5885 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5887 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5889 if (IS_SB_ELEMENT(element) &&
5890 local_player->sokobanfields_still_needed == 0 &&
5891 game.emulation == EMU_SOKOBAN)
5893 player->LevelSolved = player->GameOver = TRUE;
5894 PlaySoundLevel(x, y, SND_BUING);
5905 return MF_NO_ACTION;
5908 player->push_delay = 0;
5913 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5915 int jx = player->jx, jy = player->jy;
5916 int x = jx + dx, y = jy + dy;
5918 if (!player->active || !IN_LEV_FIELD(x, y))
5926 player->snapped = FALSE;
5930 if (player->snapped)
5933 player->MovDir = (dx < 0 ? MV_LEFT :
5936 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5938 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5941 player->snapped = TRUE;
5942 DrawLevelField(x, y);
5948 boolean PlaceBomb(struct PlayerInfo *player)
5950 int jx = player->jx, jy = player->jy;
5953 if (!player->active || player->MovPos)
5956 element = Feld[jx][jy];
5958 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5959 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5962 if (element != EL_LEERRAUM)
5963 Store[jx][jy] = element;
5965 if (player->dynamite)
5967 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5968 MovDelay[jx][jy] = 96;
5970 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5971 FS_SMALL, FC_YELLOW);
5972 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5974 if (game.emulation == EMU_SUPAPLEX)
5975 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5977 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5982 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5983 MovDelay[jx][jy] = 96;
5984 player->dynabombs_left--;
5985 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5986 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5992 void PlaySoundLevel(int x, int y, int sound_nr)
5994 int sx = SCREENX(x), sy = SCREENY(y);
5996 int silence_distance = 8;
5998 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5999 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6002 if (!IN_LEV_FIELD(x, y) ||
6003 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6004 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6007 volume = PSND_MAX_VOLUME;
6009 #if !defined(PLATFORM_MSDOS)
6010 stereo = (sx - SCR_FIELDX/2) * 12;
6012 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6013 if (stereo > PSND_MAX_RIGHT)
6014 stereo = PSND_MAX_RIGHT;
6015 if (stereo < PSND_MAX_LEFT)
6016 stereo = PSND_MAX_LEFT;
6019 if (!IN_SCR_FIELD(sx, sy))
6021 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6022 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6024 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6027 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6030 void RaiseScore(int value)
6032 local_player->score += value;
6033 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6034 FS_SMALL, FC_YELLOW);
6037 void RaiseScoreElement(int element)
6042 case EL_EDELSTEIN_BD:
6043 case EL_EDELSTEIN_GELB:
6044 case EL_EDELSTEIN_ROT:
6045 case EL_EDELSTEIN_LILA:
6046 RaiseScore(level.score[SC_EDELSTEIN]);
6049 RaiseScore(level.score[SC_DIAMANT]);
6053 RaiseScore(level.score[SC_KAEFER]);
6057 RaiseScore(level.score[SC_FLIEGER]);
6061 RaiseScore(level.score[SC_MAMPFER]);
6064 RaiseScore(level.score[SC_ROBOT]);
6067 RaiseScore(level.score[SC_PACMAN]);
6070 RaiseScore(level.score[SC_KOKOSNUSS]);
6072 case EL_DYNAMITE_INACTIVE:
6073 RaiseScore(level.score[SC_DYNAMIT]);
6076 RaiseScore(level.score[SC_SCHLUESSEL]);
6083 /* ---------- new game button stuff ---------------------------------------- */
6085 /* graphic position values for game buttons */
6086 #define GAME_BUTTON_XSIZE 30
6087 #define GAME_BUTTON_YSIZE 30
6088 #define GAME_BUTTON_XPOS 5
6089 #define GAME_BUTTON_YPOS 215
6090 #define SOUND_BUTTON_XPOS 5
6091 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6093 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6094 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6095 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6096 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6097 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6098 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6105 } gamebutton_info[NUM_GAME_BUTTONS] =
6108 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6113 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6118 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6123 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6124 SOUND_CTRL_ID_MUSIC,
6125 "background music on/off"
6128 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6129 SOUND_CTRL_ID_LOOPS,
6130 "sound loops on/off"
6133 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6134 SOUND_CTRL_ID_SIMPLE,
6135 "normal sounds on/off"
6139 void CreateGameButtons()
6143 for (i=0; i<NUM_GAME_BUTTONS; i++)
6145 Bitmap *gd_bitmap = pix[PIX_DOOR];
6146 struct GadgetInfo *gi;
6149 unsigned long event_mask;
6150 int gd_xoffset, gd_yoffset;
6151 int gd_x1, gd_x2, gd_y1, gd_y2;
6154 gd_xoffset = gamebutton_info[i].x;
6155 gd_yoffset = gamebutton_info[i].y;
6156 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6157 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6159 if (id == GAME_CTRL_ID_STOP ||
6160 id == GAME_CTRL_ID_PAUSE ||
6161 id == GAME_CTRL_ID_PLAY)
6163 button_type = GD_TYPE_NORMAL_BUTTON;
6165 event_mask = GD_EVENT_RELEASED;
6166 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6167 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6171 button_type = GD_TYPE_CHECK_BUTTON;
6173 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6174 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6175 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6176 event_mask = GD_EVENT_PRESSED;
6177 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6178 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6181 gi = CreateGadget(GDI_CUSTOM_ID, id,
6182 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6183 GDI_X, DX + gd_xoffset,
6184 GDI_Y, DY + gd_yoffset,
6185 GDI_WIDTH, GAME_BUTTON_XSIZE,
6186 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6187 GDI_TYPE, button_type,
6188 GDI_STATE, GD_BUTTON_UNPRESSED,
6189 GDI_CHECKED, checked,
6190 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6191 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6192 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6193 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6194 GDI_EVENT_MASK, event_mask,
6195 GDI_CALLBACK_ACTION, HandleGameButtons,
6199 Error(ERR_EXIT, "cannot create gadget");
6201 game_gadget[id] = gi;
6205 static void MapGameButtons()
6209 for (i=0; i<NUM_GAME_BUTTONS; i++)
6210 MapGadget(game_gadget[i]);
6213 void UnmapGameButtons()
6217 for (i=0; i<NUM_GAME_BUTTONS; i++)
6218 UnmapGadget(game_gadget[i]);
6221 static void HandleGameButtons(struct GadgetInfo *gi)
6223 int id = gi->custom_id;
6225 if (game_status != PLAYING)
6230 case GAME_CTRL_ID_STOP:
6233 CloseDoor(DOOR_CLOSE_1);
6234 game_status = MAINMENU;
6239 if (level_editor_test_game ||
6240 Request("Do you really want to quit the game ?",
6241 REQ_ASK | REQ_STAY_CLOSED))
6243 #if defined(PLATFORM_UNIX)
6244 if (options.network)
6245 SendToServer_StopPlaying();
6249 game_status = MAINMENU;
6254 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6257 case GAME_CTRL_ID_PAUSE:
6258 if (options.network)
6260 #if defined(PLATFORM_UNIX)
6262 SendToServer_ContinuePlaying();
6264 SendToServer_PausePlaying();
6271 case GAME_CTRL_ID_PLAY:
6274 #if defined(PLATFORM_UNIX)
6275 if (options.network)
6276 SendToServer_ContinuePlaying();
6280 tape.pausing = FALSE;
6281 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6286 case SOUND_CTRL_ID_MUSIC:
6287 if (setup.sound_music)
6289 setup.sound_music = FALSE;
6292 else if (audio.loops_available)
6294 setup.sound = setup.sound_music = TRUE;
6296 PlayMusic(level_nr % num_bg_loops);
6300 case SOUND_CTRL_ID_LOOPS:
6301 if (setup.sound_loops)
6302 setup.sound_loops = FALSE;
6303 else if (audio.loops_available)
6304 setup.sound = setup.sound_loops = TRUE;
6307 case SOUND_CTRL_ID_SIMPLE:
6308 if (setup.sound_simple)
6309 setup.sound_simple = FALSE;
6310 else if (audio.sound_available)
6311 setup.sound = setup.sound_simple = TRUE;