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))
1204 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1206 Feld[oldx][oldy] = EL_LEERRAUM;
1208 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1210 Feld[newx][newy] = EL_LEERRAUM;
1211 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1212 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1214 DrawLevelField(oldx, oldy);
1215 DrawLevelField(newx, newy);
1218 void DrawDynamite(int x, int y)
1220 int sx = SCREENX(x), sy = SCREENY(y);
1221 int graphic = el2gfx(Feld[x][y]);
1224 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1228 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1230 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1232 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1237 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1241 if (game.emulation == EMU_SUPAPLEX)
1242 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1243 else if (Store[x][y])
1244 DrawGraphicThruMask(sx, sy, graphic + phase);
1246 DrawGraphic(sx, sy, graphic + phase);
1249 void CheckDynamite(int x, int y)
1251 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1256 if (!(MovDelay[x][y] % 12))
1257 PlaySoundLevel(x, y, SND_ZISCH);
1259 if (IS_ACTIVE_BOMB(Feld[x][y]))
1261 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1263 if (!(MovDelay[x][y] % delay))
1271 StopSound(SND_ZISCH);
1275 void Explode(int ex, int ey, int phase, int mode)
1278 int num_phase = 9, delay = 2;
1279 int last_phase = num_phase * delay;
1280 int half_phase = (num_phase / 2) * delay;
1281 int first_phase_after_start = EX_PHASE_START + 1;
1283 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1285 int center_element = Feld[ex][ey];
1287 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1289 /* put moving element to center field (and let it explode there) */
1290 center_element = MovingOrBlocked2Element(ex, ey);
1291 RemoveMovingField(ex, ey);
1292 Feld[ex][ey] = center_element;
1295 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1299 if (!IN_LEV_FIELD(x, y) ||
1300 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1301 (x != ex || y != ey)))
1304 element = Feld[x][y];
1306 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1308 element = MovingOrBlocked2Element(x, y);
1309 RemoveMovingField(x, y);
1312 if (IS_MASSIVE(element) || element == EL_BURNING)
1315 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1317 if (IS_ACTIVE_BOMB(element))
1319 /* re-activate things under the bomb like gate or penguin */
1320 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1327 if (element == EL_EXPLODING)
1328 element = Store2[x][y];
1330 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1332 switch(StorePlayer[ex][ey])
1335 Store[x][y] = EL_EDELSTEIN_ROT;
1338 Store[x][y] = EL_EDELSTEIN;
1341 Store[x][y] = EL_EDELSTEIN_LILA;
1345 Store[x][y] = EL_EDELSTEIN_GELB;
1349 if (game.emulation == EMU_SUPAPLEX)
1350 Store[x][y] = EL_LEERRAUM;
1352 else if (center_element == EL_MOLE)
1353 Store[x][y] = EL_EDELSTEIN_ROT;
1354 else if (center_element == EL_PINGUIN)
1355 Store[x][y] = EL_EDELSTEIN_LILA;
1356 else if (center_element == EL_KAEFER)
1357 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1358 else if (center_element == EL_BUTTERFLY)
1359 Store[x][y] = EL_EDELSTEIN_BD;
1360 else if (center_element == EL_SP_ELECTRON)
1361 Store[x][y] = EL_SP_INFOTRON;
1362 else if (center_element == EL_MAMPFER)
1363 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1364 else if (center_element == EL_AMOEBA2DIAM)
1365 Store[x][y] = level.amoeba_content;
1366 else if (element == EL_ERZ_EDEL)
1367 Store[x][y] = EL_EDELSTEIN;
1368 else if (element == EL_ERZ_DIAM)
1369 Store[x][y] = EL_DIAMANT;
1370 else if (element == EL_ERZ_EDEL_BD)
1371 Store[x][y] = EL_EDELSTEIN_BD;
1372 else if (element == EL_ERZ_EDEL_GELB)
1373 Store[x][y] = EL_EDELSTEIN_GELB;
1374 else if (element == EL_ERZ_EDEL_ROT)
1375 Store[x][y] = EL_EDELSTEIN_ROT;
1376 else if (element == EL_ERZ_EDEL_LILA)
1377 Store[x][y] = EL_EDELSTEIN_LILA;
1378 else if (element == EL_WALL_PEARL)
1379 Store[x][y] = EL_PEARL;
1380 else if (element == EL_WALL_CRYSTAL)
1381 Store[x][y] = EL_CRYSTAL;
1382 else if (!IS_PFORTE(Store[x][y]))
1383 Store[x][y] = EL_LEERRAUM;
1385 if (x != ex || y != ey ||
1386 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1387 Store2[x][y] = element;
1389 if (AmoebaNr[x][y] &&
1390 (element == EL_AMOEBE_VOLL ||
1391 element == EL_AMOEBE_BD ||
1392 element == EL_AMOEBING))
1394 AmoebaCnt[AmoebaNr[x][y]]--;
1395 AmoebaCnt2[AmoebaNr[x][y]]--;
1398 Feld[x][y] = EL_EXPLODING;
1399 MovDir[x][y] = MovPos[x][y] = 0;
1405 if (center_element == EL_MAMPFER)
1406 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1417 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1419 if (phase == first_phase_after_start)
1421 int element = Store2[x][y];
1423 if (element == EL_BLACK_ORB)
1425 Feld[x][y] = Store2[x][y];
1430 else if (phase == half_phase)
1432 int element = Store2[x][y];
1434 if (IS_PLAYER(x, y))
1435 KillHeroUnlessProtected(x, y);
1436 else if (IS_EXPLOSIVE(element))
1438 Feld[x][y] = Store2[x][y];
1442 else if (element == EL_AMOEBA2DIAM)
1443 AmoebeUmwandeln(x, y);
1446 if (phase == last_phase)
1450 element = Feld[x][y] = Store[x][y];
1451 Store[x][y] = Store2[x][y] = 0;
1452 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1453 InitField(x, y, FALSE);
1454 if (CAN_MOVE(element) || COULD_MOVE(element))
1456 DrawLevelField(x, y);
1458 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1460 int graphic = GFX_EXPLOSION;
1462 if (game.emulation == EMU_SUPAPLEX)
1463 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1464 GFX_SP_EXPLODE_INFOTRON :
1465 GFX_SP_EXPLODE_EMPTY);
1468 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1470 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1474 void DynaExplode(int ex, int ey)
1477 int dynabomb_size = 1;
1478 boolean dynabomb_xl = FALSE;
1479 struct PlayerInfo *player;
1480 static int xy[4][2] =
1488 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1490 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1491 dynabomb_size = player->dynabomb_size;
1492 dynabomb_xl = player->dynabomb_xl;
1493 player->dynabombs_left++;
1496 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1500 for (j=1; j<=dynabomb_size; j++)
1502 int x = ex + j * xy[i % 4][0];
1503 int y = ey + j * xy[i % 4][1];
1506 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1509 element = Feld[x][y];
1511 /* do not restart explosions of fields with active bombs */
1512 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1515 Explode(x, y, EX_PHASE_START, EX_BORDER);
1517 if (element != EL_LEERRAUM &&
1518 element != EL_ERDREICH &&
1519 element != EL_EXPLODING &&
1526 void Bang(int x, int y)
1528 int element = Feld[x][y];
1530 if (game.emulation == EMU_SUPAPLEX)
1531 PlaySoundLevel(x, y, SND_SP_BOOOM);
1533 PlaySoundLevel(x, y, SND_ROAAAR);
1536 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1537 element = EL_LEERRAUM;
1551 RaiseScoreElement(element);
1552 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1554 case EL_DYNABOMB_ACTIVE_1:
1555 case EL_DYNABOMB_ACTIVE_2:
1556 case EL_DYNABOMB_ACTIVE_3:
1557 case EL_DYNABOMB_ACTIVE_4:
1558 case EL_DYNABOMB_NR:
1559 case EL_DYNABOMB_SZ:
1560 case EL_DYNABOMB_XL:
1566 if (IS_PLAYER(x, y))
1567 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1569 Explode(x, y, EX_PHASE_START, EX_CENTER);
1572 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1577 void Blurb(int x, int y)
1579 int element = Feld[x][y];
1581 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1583 PlaySoundLevel(x, y, SND_BLURB);
1584 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1585 (!IN_LEV_FIELD(x-1, y-1) ||
1586 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1588 Feld[x-1][y] = EL_BLURB_LEFT;
1590 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1591 (!IN_LEV_FIELD(x+1, y-1) ||
1592 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1594 Feld[x+1][y] = EL_BLURB_RIGHT;
1599 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1601 if (!MovDelay[x][y]) /* initialize animation counter */
1604 if (MovDelay[x][y]) /* continue animation */
1607 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1608 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1610 if (!MovDelay[x][y])
1612 Feld[x][y] = EL_LEERRAUM;
1613 DrawLevelField(x, y);
1619 static void ToggleBeltSwitch(int x, int y)
1621 static int belt_base_element[4] =
1623 EL_BELT1_SWITCH_LEFT,
1624 EL_BELT2_SWITCH_LEFT,
1625 EL_BELT3_SWITCH_LEFT,
1626 EL_BELT4_SWITCH_LEFT
1628 static int belt_move_dir[4] =
1636 int element = Feld[x][y];
1637 int belt_nr = getBeltNrFromSwitchElement(element);
1638 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1639 int belt_dir = belt_move_dir[belt_dir_nr];
1642 if (!IS_BELT_SWITCH(element))
1645 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1646 game.belt_dir[belt_nr] = belt_dir;
1648 if (belt_dir_nr == 3)
1651 for (yy=0; yy<lev_fieldy; yy++)
1653 for (xx=0; xx<lev_fieldx; xx++)
1655 int element = Feld[xx][yy];
1657 if (IS_BELT_SWITCH(element))
1659 int e_belt_nr = getBeltNrFromSwitchElement(element);
1661 if (e_belt_nr == belt_nr)
1663 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1664 DrawLevelField(xx, yy);
1667 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1669 int e_belt_nr = getBeltNrFromElement(element);
1671 if (e_belt_nr == belt_nr)
1672 DrawLevelField(xx, yy); /* set belt to parking position */
1678 static void ToggleSwitchgateSwitch(int x, int y)
1682 game.switchgate_pos = !game.switchgate_pos;
1684 for (yy=0; yy<lev_fieldy; yy++)
1686 for (xx=0; xx<lev_fieldx; xx++)
1688 int element = Feld[xx][yy];
1690 if (element == EL_SWITCHGATE_SWITCH_1 ||
1691 element == EL_SWITCHGATE_SWITCH_2)
1693 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1694 DrawLevelField(xx, yy);
1696 else if (element == EL_SWITCHGATE_OPEN ||
1697 element == EL_SWITCHGATE_OPENING)
1699 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1700 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1702 else if (element == EL_SWITCHGATE_CLOSED ||
1703 element == EL_SWITCHGATE_CLOSING)
1705 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1706 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1712 static void RedrawAllLightSwitchesAndInvisibleElements()
1716 for (y=0; y<lev_fieldy; y++)
1718 for (x=0; x<lev_fieldx; x++)
1720 int element = Feld[x][y];
1722 if (element == EL_LIGHT_SWITCH_OFF &&
1723 game.light_time_left > 0)
1725 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1726 DrawLevelField(x, y);
1728 else if (element == EL_LIGHT_SWITCH_ON &&
1729 game.light_time_left == 0)
1731 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1732 DrawLevelField(x, y);
1735 if (element == EL_INVISIBLE_STEEL ||
1736 element == EL_UNSICHTBAR ||
1737 element == EL_SAND_INVISIBLE)
1738 DrawLevelField(x, y);
1743 static void ToggleLightSwitch(int x, int y)
1745 int element = Feld[x][y];
1747 game.light_time_left =
1748 (element == EL_LIGHT_SWITCH_OFF ?
1749 level.time_light * FRAMES_PER_SECOND : 0);
1751 RedrawAllLightSwitchesAndInvisibleElements();
1754 static void ActivateTimegateSwitch(int x, int y)
1758 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1760 for (yy=0; yy<lev_fieldy; yy++)
1762 for (xx=0; xx<lev_fieldx; xx++)
1764 int element = Feld[xx][yy];
1766 if (element == EL_TIMEGATE_CLOSED ||
1767 element == EL_TIMEGATE_CLOSING)
1769 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1770 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1774 else if (element == EL_TIMEGATE_SWITCH_ON)
1776 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1777 DrawLevelField(xx, yy);
1784 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1787 void Impact(int x, int y)
1789 boolean lastline = (y == lev_fieldy-1);
1790 boolean object_hit = FALSE;
1791 int element = Feld[x][y];
1794 if (!lastline) /* check if element below was hit */
1796 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1799 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1800 MovDir[x][y+1]!=MV_DOWN ||
1801 MovPos[x][y+1]<=TILEY/2));
1803 smashed = MovingOrBlocked2Element(x, y+1);
1806 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1812 if ((element == EL_BOMBE ||
1813 element == EL_SP_DISK_ORANGE ||
1814 element == EL_DX_SUPABOMB) &&
1815 (lastline || object_hit)) /* element is bomb */
1820 else if (element == EL_PEARL)
1822 Feld[x][y] = EL_PEARL_BREAKING;
1823 PlaySoundLevel(x, y, SND_KNACK);
1827 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1829 if (object_hit && IS_PLAYER(x, y+1))
1830 KillHeroUnlessProtected(x, y+1);
1831 else if (object_hit && smashed == EL_PINGUIN)
1835 Feld[x][y] = EL_AMOEBING;
1836 Store[x][y] = EL_AMOEBE_NASS;
1841 if (!lastline && object_hit) /* check which object was hit */
1843 if (CAN_CHANGE(element) &&
1844 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1847 int activated_magic_wall =
1848 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1849 EL_MAGIC_WALL_BD_EMPTY);
1851 /* activate magic wall / mill */
1853 for (y=0; y<lev_fieldy; y++)
1854 for (x=0; x<lev_fieldx; x++)
1855 if (Feld[x][y] == smashed)
1856 Feld[x][y] = activated_magic_wall;
1858 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1859 game.magic_wall_active = TRUE;
1862 if (IS_PLAYER(x, y+1))
1864 KillHeroUnlessProtected(x, y+1);
1867 else if (smashed == EL_PINGUIN)
1872 else if (element == EL_EDELSTEIN_BD)
1874 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1880 else if (element == EL_FELSBROCKEN ||
1881 element == EL_SP_ZONK ||
1882 element == EL_BD_ROCK)
1884 if (IS_ENEMY(smashed) ||
1885 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1886 smashed == EL_DX_SUPABOMB ||
1887 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1888 smashed == EL_DRACHE || smashed == EL_MOLE)
1893 else if (!IS_MOVING(x, y+1))
1895 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1900 else if (smashed == EL_KOKOSNUSS)
1902 Feld[x][y+1] = EL_CRACKINGNUT;
1903 PlaySoundLevel(x, y, SND_KNACK);
1904 RaiseScoreElement(EL_KOKOSNUSS);
1907 else if (smashed == EL_PEARL)
1909 Feld[x][y+1] = EL_PEARL_BREAKING;
1910 PlaySoundLevel(x, y, SND_KNACK);
1913 else if (smashed == EL_DIAMANT)
1915 Feld[x][y+1] = EL_LEERRAUM;
1916 PlaySoundLevel(x, y, SND_QUIRK);
1919 else if (IS_BELT_SWITCH(smashed))
1921 ToggleBeltSwitch(x, y+1);
1923 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1924 smashed == EL_SWITCHGATE_SWITCH_2)
1926 ToggleSwitchgateSwitch(x, y+1);
1928 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1929 smashed == EL_LIGHT_SWITCH_ON)
1931 ToggleLightSwitch(x, y+1);
1937 /* play sound of magic wall / mill */
1939 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1940 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1942 PlaySoundLevel(x, y, SND_QUIRK);
1946 /* play sound of object that hits the ground */
1947 if (lastline || object_hit)
1954 case EL_EDELSTEIN_BD:
1955 case EL_EDELSTEIN_GELB:
1956 case EL_EDELSTEIN_ROT:
1957 case EL_EDELSTEIN_LILA:
1959 case EL_SP_INFOTRON:
1965 case EL_FELSBROCKEN:
1970 sound = SND_SP_ZONKDOWN;
1973 case EL_SCHLUESSEL1:
1974 case EL_SCHLUESSEL2:
1975 case EL_SCHLUESSEL3:
1976 case EL_SCHLUESSEL4:
1993 PlaySoundLevel(x, y, sound);
1997 void TurnRound(int x, int y)
2009 { 0, 0 }, { 0, 0 }, { 0, 0 },
2014 int left, right, back;
2018 { MV_DOWN, MV_UP, MV_RIGHT },
2019 { MV_UP, MV_DOWN, MV_LEFT },
2021 { MV_LEFT, MV_RIGHT, MV_DOWN },
2022 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2023 { MV_RIGHT, MV_LEFT, MV_UP }
2026 int element = Feld[x][y];
2027 int old_move_dir = MovDir[x][y];
2028 int left_dir = turn[old_move_dir].left;
2029 int right_dir = turn[old_move_dir].right;
2030 int back_dir = turn[old_move_dir].back;
2032 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2033 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2034 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2035 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2037 int left_x = x+left_dx, left_y = y+left_dy;
2038 int right_x = x+right_dx, right_y = y+right_dy;
2039 int move_x = x+move_dx, move_y = y+move_dy;
2041 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2043 TestIfBadThingHitsOtherBadThing(x, y);
2045 if (IN_LEV_FIELD(right_x, right_y) &&
2046 IS_FREE(right_x, right_y))
2047 MovDir[x][y] = right_dir;
2048 else if (!IN_LEV_FIELD(move_x, move_y) ||
2049 !IS_FREE(move_x, move_y))
2050 MovDir[x][y] = left_dir;
2052 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2054 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2057 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2058 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2060 TestIfBadThingHitsOtherBadThing(x, y);
2062 if (IN_LEV_FIELD(left_x, left_y) &&
2063 IS_FREE(left_x, left_y))
2064 MovDir[x][y] = left_dir;
2065 else if (!IN_LEV_FIELD(move_x, move_y) ||
2066 !IS_FREE(move_x, move_y))
2067 MovDir[x][y] = right_dir;
2069 if ((element == EL_FLIEGER ||
2070 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2071 && MovDir[x][y] != old_move_dir)
2073 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2076 else if (element == EL_MAMPFER)
2078 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2080 if (IN_LEV_FIELD(left_x, left_y) &&
2081 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2082 Feld[left_x][left_y] == EL_DIAMANT))
2083 can_turn_left = TRUE;
2084 if (IN_LEV_FIELD(right_x, right_y) &&
2085 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2086 Feld[right_x][right_y] == EL_DIAMANT))
2087 can_turn_right = TRUE;
2089 if (can_turn_left && can_turn_right)
2090 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2091 else if (can_turn_left)
2092 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2093 else if (can_turn_right)
2094 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2096 MovDir[x][y] = back_dir;
2098 MovDelay[x][y] = 16+16*RND(3);
2100 else if (element == EL_MAMPFER2)
2102 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2104 if (IN_LEV_FIELD(left_x, left_y) &&
2105 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2106 IS_MAMPF2(Feld[left_x][left_y])))
2107 can_turn_left = TRUE;
2108 if (IN_LEV_FIELD(right_x, right_y) &&
2109 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2110 IS_MAMPF2(Feld[right_x][right_y])))
2111 can_turn_right = TRUE;
2113 if (can_turn_left && can_turn_right)
2114 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2115 else if (can_turn_left)
2116 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2117 else if (can_turn_right)
2118 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2120 MovDir[x][y] = back_dir;
2122 MovDelay[x][y] = 16+16*RND(3);
2124 else if (element == EL_PACMAN)
2126 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2128 if (IN_LEV_FIELD(left_x, left_y) &&
2129 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2130 IS_AMOEBOID(Feld[left_x][left_y])))
2131 can_turn_left = TRUE;
2132 if (IN_LEV_FIELD(right_x, right_y) &&
2133 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2134 IS_AMOEBOID(Feld[right_x][right_y])))
2135 can_turn_right = TRUE;
2137 if (can_turn_left && can_turn_right)
2138 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2139 else if (can_turn_left)
2140 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2141 else if (can_turn_right)
2142 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2144 MovDir[x][y] = back_dir;
2146 MovDelay[x][y] = 6+RND(40);
2148 else if (element == EL_SCHWEIN)
2150 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2151 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2152 boolean should_move_on = FALSE;
2154 int rnd = RND(rnd_value);
2156 if (IN_LEV_FIELD(left_x, left_y) &&
2157 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2158 can_turn_left = TRUE;
2159 if (IN_LEV_FIELD(right_x, right_y) &&
2160 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2161 can_turn_right = TRUE;
2162 if (IN_LEV_FIELD(move_x, move_y) &&
2163 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2166 if (can_turn_left &&
2168 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2169 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2170 should_turn_left = TRUE;
2171 if (can_turn_right &&
2173 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2174 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2175 should_turn_right = TRUE;
2177 (!can_turn_left || !can_turn_right ||
2178 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2179 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2180 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2181 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2182 should_move_on = TRUE;
2184 if (should_turn_left || should_turn_right || should_move_on)
2186 if (should_turn_left && should_turn_right && should_move_on)
2187 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2188 rnd < 2*rnd_value/3 ? right_dir :
2190 else if (should_turn_left && should_turn_right)
2191 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2192 else if (should_turn_left && should_move_on)
2193 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2194 else if (should_turn_right && should_move_on)
2195 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2196 else if (should_turn_left)
2197 MovDir[x][y] = left_dir;
2198 else if (should_turn_right)
2199 MovDir[x][y] = right_dir;
2200 else if (should_move_on)
2201 MovDir[x][y] = old_move_dir;
2203 else if (can_move_on && rnd > rnd_value/8)
2204 MovDir[x][y] = old_move_dir;
2205 else if (can_turn_left && can_turn_right)
2206 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2207 else if (can_turn_left && rnd > rnd_value/8)
2208 MovDir[x][y] = left_dir;
2209 else if (can_turn_right && rnd > rnd_value/8)
2210 MovDir[x][y] = right_dir;
2212 MovDir[x][y] = back_dir;
2214 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2215 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2216 MovDir[x][y] = old_move_dir;
2220 else if (element == EL_DRACHE)
2222 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2224 int rnd = RND(rnd_value);
2226 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2227 can_turn_left = TRUE;
2228 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2229 can_turn_right = TRUE;
2230 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2233 if (can_move_on && rnd > rnd_value/8)
2234 MovDir[x][y] = old_move_dir;
2235 else if (can_turn_left && can_turn_right)
2236 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2237 else if (can_turn_left && rnd > rnd_value/8)
2238 MovDir[x][y] = left_dir;
2239 else if (can_turn_right && rnd > rnd_value/8)
2240 MovDir[x][y] = right_dir;
2242 MovDir[x][y] = back_dir;
2244 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2245 MovDir[x][y] = old_move_dir;
2249 else if (element == EL_MOLE)
2251 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2253 if (IN_LEV_FIELD(move_x, move_y) &&
2254 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2255 Feld[move_x][move_y] == EL_DEAMOEBING))
2260 if (IN_LEV_FIELD(left_x, left_y) &&
2261 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2262 can_turn_left = TRUE;
2263 if (IN_LEV_FIELD(right_x, right_y) &&
2264 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2265 can_turn_right = TRUE;
2267 if (can_turn_left && can_turn_right)
2268 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2269 else if (can_turn_left)
2270 MovDir[x][y] = left_dir;
2272 MovDir[x][y] = right_dir;
2275 if (MovDir[x][y] != old_move_dir)
2278 else if (element == EL_BALLOON)
2280 MovDir[x][y] = game.balloon_dir;
2283 else if (element == EL_SPRING_MOVING)
2285 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2286 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2288 Feld[x][y] = EL_SPRING;
2289 MovDir[x][y] = MV_NO_MOVING;
2293 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2295 int attr_x = -1, attr_y = -1;
2306 for (i=0; i<MAX_PLAYERS; i++)
2308 struct PlayerInfo *player = &stored_player[i];
2309 int jx = player->jx, jy = player->jy;
2311 if (!player->active)
2314 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2322 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2328 if (element == EL_PINGUIN)
2331 static int xy[4][2] =
2341 int ex = x + xy[i%4][0];
2342 int ey = y + xy[i%4][1];
2344 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2353 MovDir[x][y] = MV_NO_MOVING;
2355 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2357 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2359 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2361 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2363 if (element == EL_ROBOT)
2367 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2368 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2369 Moving2Blocked(x, y, &newx, &newy);
2371 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2372 MovDelay[x][y] = 8+8*!RND(3);
2374 MovDelay[x][y] = 16;
2382 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2384 boolean first_horiz = RND(2);
2385 int new_move_dir = MovDir[x][y];
2388 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2389 Moving2Blocked(x, y, &newx, &newy);
2391 if (IN_LEV_FIELD(newx, newy) &&
2392 (IS_FREE(newx, newy) ||
2393 Feld[newx][newy] == EL_SALZSAEURE ||
2394 (element == EL_PINGUIN &&
2395 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2396 IS_MAMPF3(Feld[newx][newy])))))
2400 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2401 Moving2Blocked(x, y, &newx, &newy);
2403 if (IN_LEV_FIELD(newx, newy) &&
2404 (IS_FREE(newx, newy) ||
2405 Feld[newx][newy] == EL_SALZSAEURE ||
2406 (element == EL_PINGUIN &&
2407 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2408 IS_MAMPF3(Feld[newx][newy])))))
2411 MovDir[x][y] = old_move_dir;
2418 static boolean JustBeingPushed(int x, int y)
2422 for (i=0; i<MAX_PLAYERS; i++)
2424 struct PlayerInfo *player = &stored_player[i];
2426 if (player->active && player->Pushing && player->MovPos)
2428 int next_jx = player->jx + (player->jx - player->last_jx);
2429 int next_jy = player->jy + (player->jy - player->last_jy);
2431 if (x == next_jx && y == next_jy)
2439 void StartMoving(int x, int y)
2441 int element = Feld[x][y];
2446 if (CAN_FALL(element) && y<lev_fieldy-1)
2448 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2449 if (JustBeingPushed(x, y))
2452 if (element == EL_MORAST_VOLL)
2454 if (IS_FREE(x, y+1))
2456 InitMovingField(x, y, MV_DOWN);
2457 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2458 Store[x][y] = EL_FELSBROCKEN;
2460 else if (Feld[x][y+1] == EL_MORAST_LEER)
2462 if (!MovDelay[x][y])
2463 MovDelay[x][y] = TILEY + 1;
2472 Feld[x][y] = EL_MORAST_LEER;
2473 Feld[x][y+1] = EL_MORAST_VOLL;
2474 Store[x][y+1] = Store[x][y];
2478 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2479 Feld[x][y+1] == EL_MORAST_LEER)
2481 InitMovingField(x, y, MV_DOWN);
2482 Feld[x][y] = EL_QUICKSAND_FILLING;
2483 Store[x][y] = element;
2485 else if (element == EL_MAGIC_WALL_FULL)
2487 if (IS_FREE(x, y+1))
2489 InitMovingField(x, y, MV_DOWN);
2490 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2491 Store[x][y] = EL_CHANGED(Store[x][y]);
2493 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2495 if (!MovDelay[x][y])
2496 MovDelay[x][y] = TILEY/4 + 1;
2505 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2506 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2507 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2511 else if (element == EL_MAGIC_WALL_BD_FULL)
2513 if (IS_FREE(x, y+1))
2515 InitMovingField(x, y, MV_DOWN);
2516 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2517 Store[x][y] = EL_CHANGED2(Store[x][y]);
2519 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2521 if (!MovDelay[x][y])
2522 MovDelay[x][y] = TILEY/4 + 1;
2531 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2532 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2533 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2537 else if (CAN_CHANGE(element) &&
2538 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2539 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2541 InitMovingField(x, y, MV_DOWN);
2543 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2544 EL_MAGIC_WALL_BD_FILLING);
2545 Store[x][y] = element;
2547 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2550 InitMovingField(x, y, MV_DOWN);
2551 Store[x][y] = EL_SALZSAEURE;
2553 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2558 else if (IS_FREE(x, y+1))
2560 InitMovingField(x, y, MV_DOWN);
2562 else if (element == EL_TROPFEN)
2564 Feld[x][y] = EL_AMOEBING;
2565 Store[x][y] = EL_AMOEBE_NASS;
2567 /* Store[x][y+1] must be zero, because:
2568 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2571 #if OLD_GAME_BEHAVIOUR
2572 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2574 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2575 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2576 element != EL_DX_SUPABOMB)
2579 else if (IS_SLIPPERY(Feld[x][y+1]) &&
2580 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2581 element != EL_DX_SUPABOMB)
2584 boolean left = (x>0 && IS_FREE(x-1, y) &&
2585 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2586 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2587 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2591 if (left && right &&
2592 (game.emulation != EMU_BOULDERDASH &&
2593 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2594 left = !(right = RND(2));
2596 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2599 else if (IS_BELT(Feld[x][y+1]))
2601 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2602 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2603 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2604 int belt_dir = game.belt_dir[belt_nr];
2606 if ((belt_dir == MV_LEFT && left_is_free) ||
2607 (belt_dir == MV_RIGHT && right_is_free))
2608 InitMovingField(x, y, belt_dir);
2611 else if (CAN_MOVE(element))
2615 if ((element == EL_SONDE || element == EL_BALLOON ||
2616 element == EL_SPRING_MOVING)
2617 && JustBeingPushed(x, y))
2620 if (!MovDelay[x][y]) /* start new movement phase */
2622 /* all objects that can change their move direction after each step */
2623 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2625 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2628 if (MovDelay[x][y] && (element == EL_KAEFER ||
2629 element == EL_FLIEGER ||
2630 element == EL_SP_SNIKSNAK ||
2631 element == EL_SP_ELECTRON ||
2632 element == EL_MOLE))
2633 DrawLevelField(x, y);
2637 if (MovDelay[x][y]) /* wait some time before next movement */
2641 if (element == EL_ROBOT ||
2642 element == EL_MAMPFER || element == EL_MAMPFER2)
2644 int phase = MovDelay[x][y] % 8;
2649 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2650 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2652 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2653 && MovDelay[x][y]%4 == 3)
2654 PlaySoundLevel(x, y, SND_NJAM);
2656 else if (element == EL_SP_ELECTRON)
2657 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2658 else if (element == EL_DRACHE)
2661 int dir = MovDir[x][y];
2662 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2663 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2664 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2665 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2666 dir == MV_UP ? GFX_FLAMMEN_UP :
2667 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2668 int phase = FrameCounter % 2;
2670 for (i=1; i<=3; i++)
2672 int xx = x + i*dx, yy = y + i*dy;
2673 int sx = SCREENX(xx), sy = SCREENY(yy);
2675 if (!IN_LEV_FIELD(xx, yy) ||
2676 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2681 int flamed = MovingOrBlocked2Element(xx, yy);
2683 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2686 RemoveMovingField(xx, yy);
2688 Feld[xx][yy] = EL_BURNING;
2689 if (IN_SCR_FIELD(sx, sy))
2690 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2694 if (Feld[xx][yy] == EL_BURNING)
2695 Feld[xx][yy] = EL_LEERRAUM;
2696 DrawLevelField(xx, yy);
2705 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2707 PlaySoundLevel(x, y, SND_KLAPPER);
2709 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2711 PlaySoundLevel(x, y, SND_ROEHR);
2714 /* now make next step */
2716 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2718 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2719 !PLAYER_PROTECTED(newx, newy))
2723 TestIfBadThingHitsHero(x, y);
2726 /* enemy got the player */
2728 KillHero(PLAYERINFO(newx, newy));
2733 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2734 element == EL_SONDE || element == EL_BALLOON) &&
2735 IN_LEV_FIELD(newx, newy) &&
2736 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2739 Store[x][y] = EL_SALZSAEURE;
2741 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2743 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2745 Feld[x][y] = EL_LEERRAUM;
2746 DrawLevelField(x, y);
2748 PlaySoundLevel(newx, newy, SND_BUING);
2749 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2750 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2752 local_player->friends_still_needed--;
2753 if (!local_player->friends_still_needed &&
2754 !local_player->GameOver && AllPlayersGone)
2755 local_player->LevelSolved = local_player->GameOver = TRUE;
2759 else if (IS_MAMPF3(Feld[newx][newy]))
2761 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2762 DrawLevelField(newx, newy);
2764 MovDir[x][y] = MV_NO_MOVING;
2766 else if (!IS_FREE(newx, newy))
2768 if (IS_PLAYER(x, y))
2769 DrawPlayerField(x, y);
2771 DrawLevelField(x, y);
2775 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2777 if (IS_GEM(Feld[newx][newy]))
2779 if (IS_MOVING(newx, newy))
2780 RemoveMovingField(newx, newy);
2783 Feld[newx][newy] = EL_LEERRAUM;
2784 DrawLevelField(newx, newy);
2787 else if (!IS_FREE(newx, newy))
2789 if (IS_PLAYER(x, y))
2790 DrawPlayerField(x, y);
2792 DrawLevelField(x, y);
2796 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2798 if (!IS_FREE(newx, newy))
2800 if (IS_PLAYER(x, y))
2801 DrawPlayerField(x, y);
2803 DrawLevelField(x, y);
2808 boolean wanna_flame = !RND(10);
2809 int dx = newx - x, dy = newy - y;
2810 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2811 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2812 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2813 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2814 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2815 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2817 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2818 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2819 element1 != EL_BURNING && element2 != EL_BURNING)
2821 if (IS_PLAYER(x, y))
2822 DrawPlayerField(x, y);
2824 DrawLevelField(x, y);
2826 MovDelay[x][y] = 50;
2827 Feld[newx][newy] = EL_BURNING;
2828 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2829 Feld[newx1][newy1] = EL_BURNING;
2830 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2831 Feld[newx2][newy2] = EL_BURNING;
2836 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2837 Feld[newx][newy] == EL_DIAMANT)
2839 if (IS_MOVING(newx, newy))
2840 RemoveMovingField(newx, newy);
2843 Feld[newx][newy] = EL_LEERRAUM;
2844 DrawLevelField(newx, newy);
2847 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2848 IS_MAMPF2(Feld[newx][newy]))
2850 if (AmoebaNr[newx][newy])
2852 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2853 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2854 Feld[newx][newy] == EL_AMOEBE_BD)
2855 AmoebaCnt[AmoebaNr[newx][newy]]--;
2858 if (IS_MOVING(newx, newy))
2859 RemoveMovingField(newx, newy);
2862 Feld[newx][newy] = EL_LEERRAUM;
2863 DrawLevelField(newx, newy);
2866 else if ((element == EL_PACMAN || element == EL_MOLE)
2867 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2869 if (AmoebaNr[newx][newy])
2871 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2872 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2873 Feld[newx][newy] == EL_AMOEBE_BD)
2874 AmoebaCnt[AmoebaNr[newx][newy]]--;
2877 if (element == EL_MOLE)
2879 Feld[newx][newy] = EL_DEAMOEBING;
2880 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2881 return; /* wait for shrinking amoeba */
2883 else /* element == EL_PACMAN */
2885 Feld[newx][newy] = EL_LEERRAUM;
2886 DrawLevelField(newx, newy);
2889 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2890 (Feld[newx][newy] == EL_DEAMOEBING ||
2891 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2893 /* wait for shrinking amoeba to completely disappear */
2896 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2898 /* object was running against a wall */
2902 if (element == EL_KAEFER || element == EL_FLIEGER ||
2903 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2904 DrawLevelField(x, y);
2905 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2906 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2907 else if (element == EL_SONDE)
2908 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2909 else if (element == EL_SP_ELECTRON)
2910 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2912 if (DONT_TOUCH(element))
2913 TestIfBadThingHitsHero(x, y);
2918 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2919 PlaySoundLevel(x, y, SND_SCHLURF);
2921 InitMovingField(x, y, MovDir[x][y]);
2925 ContinueMoving(x, y);
2928 void ContinueMoving(int x, int y)
2930 int element = Feld[x][y];
2931 int direction = MovDir[x][y];
2932 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2933 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2934 int horiz_move = (dx!=0);
2935 int newx = x + dx, newy = y + dy;
2936 int step = (horiz_move ? dx : dy) * TILEX / 8;
2938 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
2940 else if (element == EL_QUICKSAND_FILLING ||
2941 element == EL_QUICKSAND_EMPTYING)
2943 else if (element == EL_MAGIC_WALL_FILLING ||
2944 element == EL_MAGIC_WALL_BD_FILLING ||
2945 element == EL_MAGIC_WALL_EMPTYING ||
2946 element == EL_MAGIC_WALL_BD_EMPTYING)
2948 else if (CAN_FALL(element) && horiz_move &&
2949 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2951 else if (element == EL_SPRING_MOVING)
2954 #if OLD_GAME_BEHAVIOUR
2955 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2959 MovPos[x][y] += step;
2961 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2963 Feld[x][y] = EL_LEERRAUM;
2964 Feld[newx][newy] = element;
2966 if (element == EL_MOLE)
2969 static int xy[4][2] =
2977 Feld[x][y] = EL_ERDREICH;
2978 DrawLevelField(x, y);
2987 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2988 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2992 if (element == EL_QUICKSAND_FILLING)
2994 element = Feld[newx][newy] = get_next_element(element);
2995 Store[newx][newy] = Store[x][y];
2997 else if (element == EL_QUICKSAND_EMPTYING)
2999 Feld[x][y] = get_next_element(element);
3000 element = Feld[newx][newy] = Store[x][y];
3002 else if (element == EL_MAGIC_WALL_FILLING)
3004 element = Feld[newx][newy] = get_next_element(element);
3005 if (!game.magic_wall_active)
3006 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3007 Store[newx][newy] = Store[x][y];
3009 else if (element == EL_MAGIC_WALL_EMPTYING)
3011 Feld[x][y] = get_next_element(element);
3012 if (!game.magic_wall_active)
3013 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3014 element = Feld[newx][newy] = Store[x][y];
3016 else if (element == EL_MAGIC_WALL_BD_FILLING)
3018 element = Feld[newx][newy] = get_next_element(element);
3019 if (!game.magic_wall_active)
3020 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3021 Store[newx][newy] = Store[x][y];
3023 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3025 Feld[x][y] = get_next_element(element);
3026 if (!game.magic_wall_active)
3027 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3028 element = Feld[newx][newy] = Store[x][y];
3030 else if (element == EL_AMOEBA_DRIPPING)
3032 Feld[x][y] = get_next_element(element);
3033 element = Feld[newx][newy] = Store[x][y];
3035 else if (Store[x][y] == EL_SALZSAEURE)
3037 element = Feld[newx][newy] = EL_SALZSAEURE;
3041 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3042 MovDelay[newx][newy] = 0;
3044 if (!CAN_MOVE(element))
3045 MovDir[newx][newy] = 0;
3047 DrawLevelField(x, y);
3048 DrawLevelField(newx, newy);
3050 Stop[newx][newy] = TRUE;
3051 JustStopped[newx][newy] = 3;
3053 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3055 TestIfBadThingHitsHero(newx, newy);
3056 TestIfBadThingHitsFriend(newx, newy);
3057 TestIfBadThingHitsOtherBadThing(newx, newy);
3059 else if (element == EL_PINGUIN)
3060 TestIfFriendHitsBadThing(newx, newy);
3062 if (CAN_SMASH(element) && direction == MV_DOWN &&
3063 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3066 else /* still moving on */
3067 DrawLevelField(x, y);
3070 int AmoebeNachbarNr(int ax, int ay)
3073 int element = Feld[ax][ay];
3075 static int xy[4][2] =
3085 int x = ax + xy[i][0];
3086 int y = ay + xy[i][1];
3088 if (!IN_LEV_FIELD(x, y))
3091 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3092 group_nr = AmoebaNr[x][y];
3098 void AmoebenVereinigen(int ax, int ay)
3100 int i, x, y, xx, yy;
3101 int new_group_nr = AmoebaNr[ax][ay];
3102 static int xy[4][2] =
3110 if (new_group_nr == 0)
3118 if (!IN_LEV_FIELD(x, y))
3121 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3122 Feld[x][y] == EL_AMOEBE_BD ||
3123 Feld[x][y] == EL_AMOEBE_TOT) &&
3124 AmoebaNr[x][y] != new_group_nr)
3126 int old_group_nr = AmoebaNr[x][y];
3128 if (old_group_nr == 0)
3131 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3132 AmoebaCnt[old_group_nr] = 0;
3133 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3134 AmoebaCnt2[old_group_nr] = 0;
3136 for (yy=0; yy<lev_fieldy; yy++)
3138 for (xx=0; xx<lev_fieldx; xx++)
3140 if (AmoebaNr[xx][yy] == old_group_nr)
3141 AmoebaNr[xx][yy] = new_group_nr;
3148 void AmoebeUmwandeln(int ax, int ay)
3152 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3154 int group_nr = AmoebaNr[ax][ay];
3159 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3160 printf("AmoebeUmwandeln(): This should never happen!\n");
3165 for (y=0; y<lev_fieldy; y++)
3167 for (x=0; x<lev_fieldx; x++)
3169 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3172 Feld[x][y] = EL_AMOEBA2DIAM;
3180 static int xy[4][2] =
3193 if (!IN_LEV_FIELD(x, y))
3196 if (Feld[x][y] == EL_AMOEBA2DIAM)
3202 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3205 int group_nr = AmoebaNr[ax][ay];
3206 boolean done = FALSE;
3211 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3212 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3217 for (y=0; y<lev_fieldy; y++)
3219 for (x=0; x<lev_fieldx; x++)
3221 if (AmoebaNr[x][y] == group_nr &&
3222 (Feld[x][y] == EL_AMOEBE_TOT ||
3223 Feld[x][y] == EL_AMOEBE_BD ||
3224 Feld[x][y] == EL_AMOEBING))
3227 Feld[x][y] = new_element;
3228 InitField(x, y, FALSE);
3229 DrawLevelField(x, y);
3236 PlaySoundLevel(ax, ay,
3237 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3240 void AmoebeWaechst(int x, int y)
3242 static unsigned long sound_delay = 0;
3243 static unsigned long sound_delay_value = 0;
3245 if (!MovDelay[x][y]) /* start new growing cycle */
3249 if (DelayReached(&sound_delay, sound_delay_value))
3251 PlaySoundLevel(x, y, SND_AMOEBE);
3252 sound_delay_value = 30;
3256 if (MovDelay[x][y]) /* wait some time before growing bigger */
3259 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3260 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3262 if (!MovDelay[x][y])
3264 Feld[x][y] = Store[x][y];
3266 DrawLevelField(x, y);
3271 void AmoebeSchrumpft(int x, int y)
3273 static unsigned long sound_delay = 0;
3274 static unsigned long sound_delay_value = 0;
3276 if (!MovDelay[x][y]) /* start new shrinking cycle */
3280 if (DelayReached(&sound_delay, sound_delay_value))
3282 PlaySoundLevel(x, y, SND_BLURB);
3283 sound_delay_value = 30;
3287 if (MovDelay[x][y]) /* wait some time before shrinking */
3290 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3291 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3293 if (!MovDelay[x][y])
3295 Feld[x][y] = EL_LEERRAUM;
3296 DrawLevelField(x, y);
3298 /* don't let mole enter this field in this cycle;
3299 (give priority to objects falling to this field from above) */
3305 void AmoebeAbleger(int ax, int ay)
3308 int element = Feld[ax][ay];
3309 int newax = ax, neway = ay;
3310 static int xy[4][2] =
3318 if (!level.amoeba_speed)
3320 Feld[ax][ay] = EL_AMOEBE_TOT;
3321 DrawLevelField(ax, ay);
3325 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3326 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3328 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3331 if (MovDelay[ax][ay])
3335 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3338 int x = ax + xy[start][0];
3339 int y = ay + xy[start][1];
3341 if (!IN_LEV_FIELD(x, y))
3344 if (IS_FREE(x, y) ||
3345 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3351 if (newax == ax && neway == ay)
3354 else /* normal or "filled" (BD style) amoeba */
3357 boolean waiting_for_player = FALSE;
3361 int j = (start + i) % 4;
3362 int x = ax + xy[j][0];
3363 int y = ay + xy[j][1];
3365 if (!IN_LEV_FIELD(x, y))
3368 if (IS_FREE(x, y) ||
3369 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3375 else if (IS_PLAYER(x, y))
3376 waiting_for_player = TRUE;
3379 if (newax == ax && neway == ay) /* amoeba cannot grow */
3381 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3383 Feld[ax][ay] = EL_AMOEBE_TOT;
3384 DrawLevelField(ax, ay);
3385 AmoebaCnt[AmoebaNr[ax][ay]]--;
3387 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3389 if (element == EL_AMOEBE_VOLL)
3390 AmoebeUmwandeln(ax, ay);
3391 else if (element == EL_AMOEBE_BD)
3392 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3397 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3399 /* amoeba gets larger by growing in some direction */
3401 int new_group_nr = AmoebaNr[ax][ay];
3404 if (new_group_nr == 0)
3406 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3407 printf("AmoebeAbleger(): This should never happen!\n");
3412 AmoebaNr[newax][neway] = new_group_nr;
3413 AmoebaCnt[new_group_nr]++;
3414 AmoebaCnt2[new_group_nr]++;
3416 /* if amoeba touches other amoeba(s) after growing, unify them */
3417 AmoebenVereinigen(newax, neway);
3419 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3421 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3427 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3428 (neway == lev_fieldy - 1 && newax != ax))
3430 Feld[newax][neway] = EL_AMOEBING;
3431 Store[newax][neway] = element;
3433 else if (neway == ay)
3434 Feld[newax][neway] = EL_TROPFEN;
3437 InitMovingField(ax, ay, MV_DOWN);
3438 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3439 Store[ax][ay] = EL_TROPFEN;
3440 ContinueMoving(ax, ay);
3444 DrawLevelField(newax, neway);
3447 void Life(int ax, int ay)
3450 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3452 int element = Feld[ax][ay];
3457 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3458 MovDelay[ax][ay] = life_time;
3460 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3463 if (MovDelay[ax][ay])
3467 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3469 int xx = ax+x1, yy = ay+y1;
3472 if (!IN_LEV_FIELD(xx, yy))
3475 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3477 int x = xx+x2, y = yy+y2;
3479 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3482 if (((Feld[x][y] == element ||
3483 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3485 (IS_FREE(x, y) && Stop[x][y]))
3489 if (xx == ax && yy == ay) /* field in the middle */
3491 if (nachbarn<life[0] || nachbarn>life[1])
3493 Feld[xx][yy] = EL_LEERRAUM;
3495 DrawLevelField(xx, yy);
3496 Stop[xx][yy] = TRUE;
3499 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3500 { /* free border field */
3501 if (nachbarn>=life[2] && nachbarn<=life[3])
3503 Feld[xx][yy] = element;
3504 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3506 DrawLevelField(xx, yy);
3507 Stop[xx][yy] = TRUE;
3513 void Ablenk(int x, int y)
3515 if (!MovDelay[x][y]) /* next animation frame */
3516 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3518 if (MovDelay[x][y]) /* wait some time before next frame */
3523 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3524 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3525 if (!(MovDelay[x][y]%4))
3526 PlaySoundLevel(x, y, SND_MIEP);
3531 Feld[x][y] = EL_ABLENK_AUS;
3532 DrawLevelField(x, y);
3533 if (ZX == x && ZY == y)
3537 void TimegateWheel(int x, int y)
3539 if (!MovDelay[x][y]) /* next animation frame */
3540 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3542 if (MovDelay[x][y]) /* wait some time before next frame */
3547 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3548 DrawGraphic(SCREENX(x), SCREENY(y),
3549 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3550 if (!(MovDelay[x][y]%4))
3551 PlaySoundLevel(x, y, SND_MIEP);
3556 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3557 DrawLevelField(x, y);
3558 if (ZX == x && ZY == y)
3562 void Birne(int x, int y)
3564 if (!MovDelay[x][y]) /* next animation frame */
3565 MovDelay[x][y] = 800;
3567 if (MovDelay[x][y]) /* wait some time before next frame */
3572 if (!(MovDelay[x][y]%5))
3574 if (!(MovDelay[x][y]%10))
3575 Feld[x][y]=EL_ABLENK_EIN;
3577 Feld[x][y]=EL_ABLENK_AUS;
3578 DrawLevelField(x, y);
3579 Feld[x][y]=EL_ABLENK_EIN;
3585 Feld[x][y]=EL_ABLENK_AUS;
3586 DrawLevelField(x, y);
3587 if (ZX == x && ZY == y)
3591 void Blubber(int x, int y)
3593 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3594 DrawLevelField(x, y-1);
3596 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3599 void NussKnacken(int x, int y)
3601 if (!MovDelay[x][y]) /* next animation frame */
3604 if (MovDelay[x][y]) /* wait some time before next frame */
3607 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3608 DrawGraphic(SCREENX(x), SCREENY(y),
3609 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3611 if (!MovDelay[x][y])
3613 Feld[x][y] = EL_EDELSTEIN;
3614 DrawLevelField(x, y);
3619 void BreakingPearl(int x, int y)
3621 if (!MovDelay[x][y]) /* next animation frame */
3624 if (MovDelay[x][y]) /* wait some time before next frame */
3627 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3628 DrawGraphic(SCREENX(x), SCREENY(y),
3629 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3631 if (!MovDelay[x][y])
3633 Feld[x][y] = EL_LEERRAUM;
3634 DrawLevelField(x, y);
3639 void SiebAktivieren(int x, int y, int typ)
3641 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3643 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3646 void AusgangstuerPruefen(int x, int y)
3648 if (!local_player->gems_still_needed &&
3649 !local_player->sokobanfields_still_needed &&
3650 !local_player->lights_still_needed)
3652 Feld[x][y] = EL_AUSGANG_ACT;
3654 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3655 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3656 y < LEVELY(BY1) ? LEVELY(BY1) :
3657 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3662 void AusgangstuerOeffnen(int x, int y)
3666 if (!MovDelay[x][y]) /* next animation frame */
3667 MovDelay[x][y] = 5*delay;
3669 if (MovDelay[x][y]) /* wait some time before next frame */
3674 tuer = MovDelay[x][y]/delay;
3675 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3676 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3678 if (!MovDelay[x][y])
3680 Feld[x][y] = EL_AUSGANG_AUF;
3681 DrawLevelField(x, y);
3686 void AusgangstuerBlinken(int x, int y)
3688 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3691 void OpenSwitchgate(int x, int y)
3695 if (!MovDelay[x][y]) /* next animation frame */
3696 MovDelay[x][y] = 5 * delay;
3698 if (MovDelay[x][y]) /* wait some time before next frame */
3703 phase = MovDelay[x][y] / delay;
3704 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3705 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3707 if (!MovDelay[x][y])
3709 Feld[x][y] = EL_SWITCHGATE_OPEN;
3710 DrawLevelField(x, y);
3715 void CloseSwitchgate(int x, int y)
3719 if (!MovDelay[x][y]) /* next animation frame */
3720 MovDelay[x][y] = 5 * delay;
3722 if (MovDelay[x][y]) /* wait some time before next frame */
3727 phase = MovDelay[x][y] / delay;
3728 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3729 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3731 if (!MovDelay[x][y])
3733 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3734 DrawLevelField(x, y);
3739 void OpenTimegate(int x, int y)
3743 if (!MovDelay[x][y]) /* next animation frame */
3744 MovDelay[x][y] = 5 * delay;
3746 if (MovDelay[x][y]) /* wait some time before next frame */
3751 phase = MovDelay[x][y] / delay;
3752 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3753 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3755 if (!MovDelay[x][y])
3757 Feld[x][y] = EL_TIMEGATE_OPEN;
3758 DrawLevelField(x, y);
3763 void CloseTimegate(int x, int y)
3767 if (!MovDelay[x][y]) /* next animation frame */
3768 MovDelay[x][y] = 5 * delay;
3770 if (MovDelay[x][y]) /* wait some time before next frame */
3775 phase = MovDelay[x][y] / delay;
3776 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3777 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3779 if (!MovDelay[x][y])
3781 Feld[x][y] = EL_TIMEGATE_CLOSED;
3782 DrawLevelField(x, y);
3787 static void CloseAllOpenTimegates()
3791 for (y=0; y<lev_fieldy; y++)
3793 for (x=0; x<lev_fieldx; x++)
3795 int element = Feld[x][y];
3797 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3799 Feld[x][y] = EL_TIMEGATE_CLOSING;
3800 PlaySoundLevel(x, y, SND_OEFFNEN);
3806 void EdelsteinFunkeln(int x, int y)
3808 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3811 if (Feld[x][y] == EL_EDELSTEIN_BD)
3812 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3815 if (!MovDelay[x][y]) /* next animation frame */
3816 MovDelay[x][y] = 11 * !SimpleRND(500);
3818 if (MovDelay[x][y]) /* wait some time before next frame */
3822 if (setup.direct_draw && MovDelay[x][y])
3823 SetDrawtoField(DRAW_BUFFERED);
3825 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3829 int phase = (MovDelay[x][y]-1)/2;
3834 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3836 if (setup.direct_draw)
3840 dest_x = FX + SCREENX(x)*TILEX;
3841 dest_y = FY + SCREENY(y)*TILEY;
3843 BlitBitmap(drawto_field, window,
3844 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3845 SetDrawtoField(DRAW_DIRECT);
3852 void MauerWaechst(int x, int y)
3856 if (!MovDelay[x][y]) /* next animation frame */
3857 MovDelay[x][y] = 3*delay;
3859 if (MovDelay[x][y]) /* wait some time before next frame */
3864 phase = 2-MovDelay[x][y]/delay;
3865 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3866 DrawGraphic(SCREENX(x), SCREENY(y),
3867 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3868 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3869 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3870 GFX_MAUER_DOWN ) + phase);
3872 if (!MovDelay[x][y])
3874 if (MovDir[x][y] == MV_LEFT)
3876 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3877 DrawLevelField(x-1, y);
3879 else if (MovDir[x][y] == MV_RIGHT)
3881 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3882 DrawLevelField(x+1, y);
3884 else if (MovDir[x][y] == MV_UP)
3886 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3887 DrawLevelField(x, y-1);
3891 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3892 DrawLevelField(x, y+1);
3895 Feld[x][y] = Store[x][y];
3897 MovDir[x][y] = MV_NO_MOVING;
3898 DrawLevelField(x, y);
3903 void MauerAbleger(int ax, int ay)
3905 int element = Feld[ax][ay];
3906 boolean oben_frei = FALSE, unten_frei = FALSE;
3907 boolean links_frei = FALSE, rechts_frei = FALSE;
3908 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3909 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3911 if (!MovDelay[ax][ay]) /* start building new wall */
3912 MovDelay[ax][ay] = 6;
3914 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3917 if (MovDelay[ax][ay])
3921 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3923 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3925 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3927 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3930 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3934 Feld[ax][ay-1] = EL_MAUERND;
3935 Store[ax][ay-1] = element;
3936 MovDir[ax][ay-1] = MV_UP;
3937 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3938 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3942 Feld[ax][ay+1] = EL_MAUERND;
3943 Store[ax][ay+1] = element;
3944 MovDir[ax][ay+1] = MV_DOWN;
3945 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3946 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3950 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3951 element == EL_MAUER_LEBT)
3955 Feld[ax-1][ay] = EL_MAUERND;
3956 Store[ax-1][ay] = element;
3957 MovDir[ax-1][ay] = MV_LEFT;
3958 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3959 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3963 Feld[ax+1][ay] = EL_MAUERND;
3964 Store[ax+1][ay] = element;
3965 MovDir[ax+1][ay] = MV_RIGHT;
3966 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3967 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3971 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3972 DrawLevelField(ax, ay);
3974 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3976 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3977 unten_massiv = TRUE;
3978 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3979 links_massiv = TRUE;
3980 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3981 rechts_massiv = TRUE;
3983 if (((oben_massiv && unten_massiv) ||
3984 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3985 ((links_massiv && rechts_massiv) ||
3986 element == EL_MAUER_Y))
3987 Feld[ax][ay] = EL_MAUERWERK;
3990 void CheckForDragon(int x, int y)
3993 boolean dragon_found = FALSE;
3994 static int xy[4][2] =
4006 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4008 if (IN_LEV_FIELD(xx, yy) &&
4009 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4011 if (Feld[xx][yy] == EL_DRACHE)
4012 dragon_found = TRUE;
4025 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4027 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4029 Feld[xx][yy] = EL_LEERRAUM;
4030 DrawLevelField(xx, yy);
4039 static void CheckBuggyBase(int x, int y)
4041 int element = Feld[x][y];
4043 if (element == EL_SP_BUG)
4045 if (!MovDelay[x][y]) /* wait some time before activating base */
4046 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4051 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4052 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4056 Feld[x][y] = EL_SP_BUG_ACTIVE;
4059 else if (element == EL_SP_BUG_ACTIVE)
4061 if (!MovDelay[x][y]) /* start activating buggy base */
4062 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4070 static int xy[4][2] =
4078 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4079 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4083 int xx = x + xy[i][0], yy = y + xy[i][1];
4085 if (IS_PLAYER(xx, yy))
4087 PlaySoundLevel(x, y, SND_SP_BUG);
4095 Feld[x][y] = EL_SP_BUG;
4096 DrawLevelField(x, y);
4101 static void CheckTrap(int x, int y)
4103 int element = Feld[x][y];
4105 if (element == EL_TRAP_INACTIVE)
4107 if (!MovDelay[x][y]) /* wait some time before activating trap */
4108 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4116 Feld[x][y] = EL_TRAP_ACTIVE;
4119 else if (element == EL_TRAP_ACTIVE)
4124 if (!MovDelay[x][y]) /* start activating trap */
4125 MovDelay[x][y] = num_frames * delay;
4133 if (!(MovDelay[x][y] % delay))
4135 int phase = MovDelay[x][y]/delay;
4137 if (phase >= num_frames/2)
4138 phase = num_frames - phase;
4140 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4142 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4143 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4150 Feld[x][y] = EL_TRAP_INACTIVE;
4151 DrawLevelField(x, y);
4156 static void DrawBeltAnimation(int x, int y, int element)
4158 int belt_nr = getBeltNrFromElement(element);
4159 int belt_dir = game.belt_dir[belt_nr];
4161 if (belt_dir != MV_NO_MOVING)
4164 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4165 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4167 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4171 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4173 static byte stored_player_action[MAX_PLAYERS];
4174 static int num_stored_actions = 0;
4175 static boolean save_tape_entry = FALSE;
4176 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4177 int jx = player->jx, jy = player->jy;
4178 int left = player_action & JOY_LEFT;
4179 int right = player_action & JOY_RIGHT;
4180 int up = player_action & JOY_UP;
4181 int down = player_action & JOY_DOWN;
4182 int button1 = player_action & JOY_BUTTON_1;
4183 int button2 = player_action & JOY_BUTTON_2;
4184 int dx = (left ? -1 : right ? 1 : 0);
4185 int dy = (up ? -1 : down ? 1 : 0);
4187 stored_player_action[player->index_nr] = 0;
4188 num_stored_actions++;
4190 if (!player->active || tape.pausing)
4195 save_tape_entry = TRUE;
4196 player->frame_reset_delay = 0;
4199 snapped = SnapField(player, dx, dy);
4203 bombed = PlaceBomb(player);
4204 moved = MoveFigure(player, dx, dy);
4207 if (tape.recording && (moved || snapped || bombed))
4209 if (bombed && !moved)
4210 player_action &= JOY_BUTTON;
4212 stored_player_action[player->index_nr] = player_action;
4214 else if (tape.playing && snapped)
4215 SnapField(player, 0, 0); /* stop snapping */
4219 /* no actions for this player (no input at player's configured device) */
4221 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4222 SnapField(player, 0, 0);
4223 CheckGravityMovement(player);
4225 if (++player->frame_reset_delay > player->move_delay_value)
4229 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4231 TapeRecordAction(stored_player_action);
4232 num_stored_actions = 0;
4233 save_tape_entry = FALSE;
4236 if (tape.playing && !tape.pausing && !player_action &&
4237 tape.counter < tape.length)
4240 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4242 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4243 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4245 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4247 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4249 int el = Feld[jx+dx][jy];
4250 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4251 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4253 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4255 player->MovDir = next_joy;
4256 player->Frame = FrameCounter % 4;
4257 player->Pushing = TRUE;
4266 static unsigned long action_delay = 0;
4267 unsigned long action_delay_value;
4268 int sieb_x = 0, sieb_y = 0;
4269 int i, x, y, element;
4270 byte *recorded_player_action;
4271 byte summarized_player_action = 0;
4273 if (game_status != PLAYING)
4276 action_delay_value =
4277 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4279 /* ---------- main game synchronization point ---------- */
4281 WaitUntilDelayReached(&action_delay, action_delay_value);
4283 if (network_playing && !network_player_action_received)
4287 printf("DEBUG: try to get network player actions in time\n");
4291 #if defined(PLATFORM_UNIX)
4292 /* last chance to get network player actions without main loop delay */
4296 if (game_status != PLAYING)
4299 if (!network_player_action_received)
4303 printf("DEBUG: failed to get network player actions in time\n");
4315 else if (tape.recording)
4318 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4320 for (i=0; i<MAX_PLAYERS; i++)
4322 summarized_player_action |= stored_player[i].action;
4324 if (!network_playing)
4325 stored_player[i].effective_action = stored_player[i].action;
4328 #if defined(PLATFORM_UNIX)
4329 if (network_playing)
4330 SendToServer_MovePlayer(summarized_player_action);
4333 if (!options.network && !setup.team_mode)
4334 local_player->effective_action = summarized_player_action;
4336 for (i=0; i<MAX_PLAYERS; i++)
4338 int actual_player_action = stored_player[i].effective_action;
4340 if (stored_player[i].programmed_action)
4341 actual_player_action = stored_player[i].programmed_action;
4343 if (recorded_player_action)
4344 actual_player_action = recorded_player_action[i];
4346 PlayerActions(&stored_player[i], actual_player_action);
4347 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4350 network_player_action_received = FALSE;
4352 ScrollScreen(NULL, SCROLL_GO_ON);
4358 if (TimeFrames == 0 && local_player->active)
4360 extern unsigned int last_RND();
4362 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4363 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4370 if (GameFrameDelay >= 500)
4371 printf("FrameCounter == %d\n", FrameCounter);
4380 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4383 if (JustStopped[x][y] > 0)
4384 JustStopped[x][y]--;
4387 if (IS_BLOCKED(x, y))
4391 Blocked2Moving(x, y, &oldx, &oldy);
4392 if (!IS_MOVING(oldx, oldy))
4394 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4395 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4396 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4397 printf("GameActions(): This should never happen!\n");
4403 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4405 element = Feld[x][y];
4407 if (IS_INACTIVE(element))
4410 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4414 if (IS_GEM(element))
4415 EdelsteinFunkeln(x, y);
4417 else if (IS_MOVING(x, y))
4418 ContinueMoving(x, y);
4419 else if (IS_ACTIVE_BOMB(element))
4420 CheckDynamite(x, y);
4421 else if (element == EL_EXPLODING)
4422 Explode(x, y, Frame[x][y], EX_NORMAL);
4423 else if (element == EL_AMOEBING)
4424 AmoebeWaechst(x, y);
4425 else if (element == EL_DEAMOEBING)
4426 AmoebeSchrumpft(x, y);
4427 else if (IS_AMOEBALIVE(element))
4428 AmoebeAbleger(x, y);
4429 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4431 else if (element == EL_ABLENK_EIN)
4433 else if (element == EL_TIMEGATE_SWITCH_ON)
4434 TimegateWheel(x, y);
4435 else if (element == EL_SALZSAEURE)
4437 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4439 else if (element == EL_CRACKINGNUT)
4441 else if (element == EL_PEARL_BREAKING)
4442 BreakingPearl(x, y);
4443 else if (element == EL_AUSGANG_ZU)
4444 AusgangstuerPruefen(x, y);
4445 else if (element == EL_AUSGANG_ACT)
4446 AusgangstuerOeffnen(x, y);
4447 else if (element == EL_AUSGANG_AUF)
4448 AusgangstuerBlinken(x, y);
4449 else if (element == EL_MAUERND)
4451 else if (element == EL_MAUER_LEBT ||
4452 element == EL_MAUER_X ||
4453 element == EL_MAUER_Y ||
4454 element == EL_MAUER_XY)
4456 else if (element == EL_BURNING)
4457 CheckForDragon(x, y);
4458 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4459 CheckBuggyBase(x, y);
4460 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4462 else if (element == EL_SP_TERMINAL)
4463 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4464 else if (element == EL_SP_TERMINAL_ACTIVE)
4465 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4466 else if (IS_BELT(element))
4467 DrawBeltAnimation(x, y, element);
4468 else if (element == EL_SWITCHGATE_OPENING)
4469 OpenSwitchgate(x, y);
4470 else if (element == EL_SWITCHGATE_CLOSING)
4471 CloseSwitchgate(x, y);
4472 else if (element == EL_TIMEGATE_OPENING)
4474 else if (element == EL_TIMEGATE_CLOSING)
4475 CloseTimegate(x, y);
4476 else if (element == EL_EXTRA_TIME)
4477 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4478 else if (element == EL_SHIELD_PASSIVE)
4479 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4480 else if (element == EL_SHIELD_ACTIVE)
4481 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4483 if (game.magic_wall_active)
4485 boolean sieb = FALSE;
4486 int jx = local_player->jx, jy = local_player->jy;
4488 if (element == EL_MAGIC_WALL_FULL ||
4489 element == EL_MAGIC_WALL_EMPTY ||
4490 element == EL_MAGIC_WALL_EMPTYING)
4492 SiebAktivieren(x, y, 1);
4495 else if (element == EL_MAGIC_WALL_BD_FULL ||
4496 element == EL_MAGIC_WALL_BD_EMPTY ||
4497 element == EL_MAGIC_WALL_BD_EMPTYING)
4499 SiebAktivieren(x, y, 2);
4503 /* play the element sound at the position nearest to the player */
4504 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4512 if (game.magic_wall_active)
4514 if (!(game.magic_wall_time_left % 4))
4515 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4517 if (game.magic_wall_time_left > 0)
4519 game.magic_wall_time_left--;
4520 if (!game.magic_wall_time_left)
4522 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4524 element = Feld[x][y];
4526 if (element == EL_MAGIC_WALL_EMPTY ||
4527 element == EL_MAGIC_WALL_FULL)
4529 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4530 DrawLevelField(x, y);
4532 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4533 element == EL_MAGIC_WALL_BD_FULL)
4535 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4536 DrawLevelField(x, y);
4540 game.magic_wall_active = FALSE;
4545 if (game.light_time_left > 0)
4547 game.light_time_left--;
4549 if (game.light_time_left == 0)
4551 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4553 element = Feld[x][y];
4555 if (element == EL_LIGHT_SWITCH_ON)
4557 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4558 DrawLevelField(x, y);
4560 else if (element == EL_INVISIBLE_STEEL ||
4561 element == EL_UNSICHTBAR ||
4562 element == EL_SAND_INVISIBLE)
4563 DrawLevelField(x, y);
4568 if (game.timegate_time_left > 0)
4570 game.timegate_time_left--;
4572 if (game.timegate_time_left == 0)
4573 CloseAllOpenTimegates();
4576 if (TimeFrames >= (1000 / GameFrameDelay))
4581 for (i=0; i<MAX_PLAYERS; i++)
4583 if (SHIELD_ON(&stored_player[i]))
4585 stored_player[i].shield_passive_time_left--;
4587 if (stored_player[i].shield_active_time_left > 0)
4588 stored_player[i].shield_active_time_left--;
4592 if (tape.recording || tape.playing)
4593 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4599 if (TimeLeft <= 10 && setup.time_limit)
4600 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4602 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4604 if (!TimeLeft && setup.time_limit)
4605 for (i=0; i<MAX_PLAYERS; i++)
4606 KillHero(&stored_player[i]);
4608 else if (level.time == 0) /* level without time limit */
4609 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4614 if (options.debug) /* calculate frames per second */
4616 static unsigned long fps_counter = 0;
4617 static int fps_frames = 0;
4618 unsigned long fps_delay_ms = Counter() - fps_counter;
4622 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4624 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4627 fps_counter = Counter();
4630 redraw_mask |= REDRAW_FPS;
4634 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4636 int min_x = x, min_y = y, max_x = x, max_y = y;
4639 for (i=0; i<MAX_PLAYERS; i++)
4641 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4643 if (!stored_player[i].active || &stored_player[i] == player)
4646 min_x = MIN(min_x, jx);
4647 min_y = MIN(min_y, jy);
4648 max_x = MAX(max_x, jx);
4649 max_y = MAX(max_y, jy);
4652 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4655 static boolean AllPlayersInVisibleScreen()
4659 for (i=0; i<MAX_PLAYERS; i++)
4661 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4663 if (!stored_player[i].active)
4666 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4673 void ScrollLevel(int dx, int dy)
4675 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4678 BlitBitmap(drawto_field, drawto_field,
4679 FX + TILEX*(dx == -1) - softscroll_offset,
4680 FY + TILEY*(dy == -1) - softscroll_offset,
4681 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4682 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4683 FX + TILEX*(dx == 1) - softscroll_offset,
4684 FY + TILEY*(dy == 1) - softscroll_offset);
4688 x = (dx == 1 ? BX1 : BX2);
4689 for (y=BY1; y<=BY2; y++)
4690 DrawScreenField(x, y);
4694 y = (dy == 1 ? BY1 : BY2);
4695 for (x=BX1; x<=BX2; x++)
4696 DrawScreenField(x, y);
4699 redraw_mask |= REDRAW_FIELD;
4702 static void CheckGravityMovement(struct PlayerInfo *player)
4704 if (level.gravity && !player->programmed_action)
4706 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4707 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4709 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4710 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4711 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4712 int jx = player->jx, jy = player->jy;
4713 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4714 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4715 int new_jx = jx + dx, new_jy = jy + dy;
4716 boolean field_under_player_is_free =
4717 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4718 boolean player_is_moving_to_valid_field =
4719 (IN_LEV_FIELD(new_jx, new_jy) &&
4720 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4721 Feld[new_jx][new_jy] == EL_ERDREICH));
4723 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4724 player->programmed_action = MV_DOWN;
4728 boolean MoveFigureOneStep(struct PlayerInfo *player,
4729 int dx, int dy, int real_dx, int real_dy)
4731 int jx = player->jx, jy = player->jy;
4732 int new_jx = jx+dx, new_jy = jy+dy;
4736 if (!player->active || (!dx && !dy))
4737 return MF_NO_ACTION;
4739 player->MovDir = (dx < 0 ? MV_LEFT :
4742 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4744 if (!IN_LEV_FIELD(new_jx, new_jy))
4745 return MF_NO_ACTION;
4747 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4748 return MF_NO_ACTION;
4751 element = MovingOrBlocked2Element(new_jx, new_jy);
4753 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4756 if (DONT_GO_TO(element))
4758 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4761 Feld[jx][jy] = EL_SPIELFIGUR;
4762 InitMovingField(jx, jy, MV_DOWN);
4763 Store[jx][jy] = EL_SALZSAEURE;
4764 ContinueMoving(jx, jy);
4768 TestIfBadThingHitsHero(new_jx, new_jy);
4773 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4774 if (can_move != MF_MOVING)
4777 StorePlayer[jx][jy] = 0;
4778 player->last_jx = jx;
4779 player->last_jy = jy;
4780 jx = player->jx = new_jx;
4781 jy = player->jy = new_jy;
4782 StorePlayer[jx][jy] = player->element_nr;
4785 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4787 ScrollFigure(player, SCROLL_INIT);
4792 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4794 int jx = player->jx, jy = player->jy;
4795 int old_jx = jx, old_jy = jy;
4796 int moved = MF_NO_ACTION;
4798 if (!player->active || (!dx && !dy))
4801 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4805 /* remove the last programmed player action */
4806 player->programmed_action = 0;
4810 /* should only happen if pre-1.2 tape recordings are played */
4811 /* this is only for backward compatibility */
4813 int original_move_delay_value = player->move_delay_value;
4816 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4819 /* scroll remaining steps with finest movement resolution */
4820 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4822 while (player->MovPos)
4824 ScrollFigure(player, SCROLL_GO_ON);
4825 ScrollScreen(NULL, SCROLL_GO_ON);
4831 player->move_delay_value = original_move_delay_value;
4834 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4836 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4837 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4841 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4842 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4848 if (moved & MF_MOVING && !ScreenMovPos &&
4849 (player == local_player || !options.network))
4851 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4852 int offset = (setup.scroll_delay ? 3 : 0);
4854 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4856 /* actual player has left the screen -- scroll in that direction */
4857 if (jx != old_jx) /* player has moved horizontally */
4858 scroll_x += (jx - old_jx);
4859 else /* player has moved vertically */
4860 scroll_y += (jy - old_jy);
4864 if (jx != old_jx) /* player has moved horizontally */
4866 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4867 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4868 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4870 /* don't scroll over playfield boundaries */
4871 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4872 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4874 /* don't scroll more than one field at a time */
4875 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4877 /* don't scroll against the player's moving direction */
4878 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4879 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4880 scroll_x = old_scroll_x;
4882 else /* player has moved vertically */
4884 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4885 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4886 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4888 /* don't scroll over playfield boundaries */
4889 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4890 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4892 /* don't scroll more than one field at a time */
4893 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4895 /* don't scroll against the player's moving direction */
4896 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4897 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4898 scroll_y = old_scroll_y;
4902 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4904 if (!options.network && !AllPlayersInVisibleScreen())
4906 scroll_x = old_scroll_x;
4907 scroll_y = old_scroll_y;
4911 ScrollScreen(player, SCROLL_INIT);
4912 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4917 if (!(moved & MF_MOVING) && !player->Pushing)
4920 player->Frame = (player->Frame + 1) % 4;
4922 if (moved & MF_MOVING)
4924 if (old_jx != jx && old_jy == jy)
4925 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4926 else if (old_jx == jx && old_jy != jy)
4927 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4929 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4931 player->last_move_dir = player->MovDir;
4935 CheckGravityMovement(player);
4937 player->last_move_dir = MV_NO_MOVING;
4940 TestIfHeroHitsBadThing(jx, jy);
4942 if (!player->active)
4948 void ScrollFigure(struct PlayerInfo *player, int mode)
4950 int jx = player->jx, jy = player->jy;
4951 int last_jx = player->last_jx, last_jy = player->last_jy;
4952 int move_stepsize = TILEX / player->move_delay_value;
4954 if (!player->active || !player->MovPos)
4957 if (mode == SCROLL_INIT)
4959 player->actual_frame_counter = FrameCounter;
4960 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4962 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4963 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4968 else if (!FrameReached(&player->actual_frame_counter, 1))
4971 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4972 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4974 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4975 Feld[last_jx][last_jy] = EL_LEERRAUM;
4977 /* before DrawPlayer() to draw correct player graphic for this case */
4978 if (player->MovPos == 0)
4979 CheckGravityMovement(player);
4983 if (player->MovPos == 0)
4985 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4987 /* continue with normal speed after quickly moving through gate */
4988 HALVE_PLAYER_SPEED(player);
4990 /* be able to make the next move without delay */
4991 player->move_delay = 0;
4994 player->last_jx = jx;
4995 player->last_jy = jy;
4997 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5001 if (!local_player->friends_still_needed)
5002 player->LevelSolved = player->GameOver = TRUE;
5007 void ScrollScreen(struct PlayerInfo *player, int mode)
5009 static unsigned long screen_frame_counter = 0;
5011 if (mode == SCROLL_INIT)
5013 /* set scrolling step size according to actual player's moving speed */
5014 ScrollStepSize = TILEX / player->move_delay_value;
5016 screen_frame_counter = FrameCounter;
5017 ScreenMovDir = player->MovDir;
5018 ScreenMovPos = player->MovPos;
5019 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5022 else if (!FrameReached(&screen_frame_counter, 1))
5027 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5028 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5029 redraw_mask |= REDRAW_FIELD;
5032 ScreenMovDir = MV_NO_MOVING;
5035 void TestIfGoodThingHitsBadThing(int goodx, int goody)
5037 int i, killx = goodx, killy = goody;
5038 static int xy[4][2] =
5045 static int harmless[4] =
5057 x = goodx + xy[i][0];
5058 y = goody + xy[i][1];
5059 if (!IN_LEV_FIELD(x, y))
5063 element = Feld[x][y];
5065 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5068 if (DONT_TOUCH(element))
5070 if (MovDir[x][y] == harmless[i])
5079 if (killx != goodx || killy != goody)
5081 if (IS_PLAYER(goodx, goody))
5083 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5085 if (player->shield_active_time_left > 0)
5087 else if (!PLAYER_PROTECTED(goodx, goody))
5095 void TestIfBadThingHitsGoodThing(int badx, int bady)
5097 int i, killx = badx, killy = bady;
5098 static int xy[4][2] =
5105 static int harmless[4] =
5113 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5120 x = badx + xy[i][0];
5121 y = bady + xy[i][1];
5122 if (!IN_LEV_FIELD(x, y))
5125 element = Feld[x][y];
5127 if (IS_PLAYER(x, y))
5133 else if (element == EL_PINGUIN)
5135 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5144 if (killx != badx || killy != bady)
5146 if (IS_PLAYER(killx, killy))
5148 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5150 if (player->shield_active_time_left > 0)
5152 else if (!PLAYER_PROTECTED(killx, killy))
5160 void TestIfHeroHitsBadThing(int x, int y)
5162 TestIfGoodThingHitsBadThing(x, y);
5165 void TestIfBadThingHitsHero(int x, int y)
5167 TestIfBadThingHitsGoodThing(x, y);
5170 void TestIfFriendHitsBadThing(int x, int y)
5172 TestIfGoodThingHitsBadThing(x, y);
5175 void TestIfBadThingHitsFriend(int x, int y)
5177 TestIfBadThingHitsGoodThing(x, y);
5180 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5182 int i, killx = badx, killy = bady;
5183 static int xy[4][2] =
5197 if (!IN_LEV_FIELD(x, y))
5200 element = Feld[x][y];
5201 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5202 element == EL_AMOEBING || element == EL_TROPFEN)
5210 if (killx != badx || killy != bady)
5214 void KillHero(struct PlayerInfo *player)
5216 int jx = player->jx, jy = player->jy;
5218 if (!player->active)
5221 if (IS_PFORTE(Feld[jx][jy]))
5222 Feld[jx][jy] = EL_LEERRAUM;
5224 /* deactivate shield (else Bang()/Explode() would not work right) */
5225 player->shield_passive_time_left = 0;
5226 player->shield_active_time_left = 0;
5232 static void KillHeroUnlessProtected(int x, int y)
5234 if (!PLAYER_PROTECTED(x, y))
5235 KillHero(PLAYERINFO(x, y));
5238 void BuryHero(struct PlayerInfo *player)
5240 int jx = player->jx, jy = player->jy;
5242 if (!player->active)
5245 PlaySoundLevel(jx, jy, SND_AUTSCH);
5246 PlaySoundLevel(jx, jy, SND_LACHEN);
5248 player->GameOver = TRUE;
5252 void RemoveHero(struct PlayerInfo *player)
5254 int jx = player->jx, jy = player->jy;
5255 int i, found = FALSE;
5257 player->present = FALSE;
5258 player->active = FALSE;
5260 StorePlayer[jx][jy] = 0;
5262 for (i=0; i<MAX_PLAYERS; i++)
5263 if (stored_player[i].active)
5267 AllPlayersGone = TRUE;
5273 int DigField(struct PlayerInfo *player,
5274 int x, int y, int real_dx, int real_dy, int mode)
5276 int jx = player->jx, jy = player->jy;
5277 int dx = x - jx, dy = y - jy;
5278 int move_direction = (dx == -1 ? MV_LEFT :
5279 dx == +1 ? MV_RIGHT :
5281 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5284 if (!player->MovPos)
5285 player->Pushing = FALSE;
5287 if (mode == DF_NO_PUSH)
5289 player->Switching = FALSE;
5290 player->push_delay = 0;
5291 return MF_NO_ACTION;
5294 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5295 return MF_NO_ACTION;
5297 if (IS_TUBE(Feld[jx][jy]))
5300 int tube_leave_directions[][2] =
5302 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5303 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5304 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5305 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5306 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5307 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5308 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5309 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5310 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5311 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5312 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5313 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5316 while (tube_leave_directions[i][0] != Feld[jx][jy])
5319 if (tube_leave_directions[i][0] == -1) /* should not happen */
5323 if (!(tube_leave_directions[i][1] & move_direction))
5324 return MF_NO_ACTION; /* tube has no opening in this direction */
5327 element = Feld[x][y];
5332 PlaySoundLevel(x, y, SND_EMPTY);
5336 case EL_SAND_INVISIBLE:
5337 case EL_TRAP_INACTIVE:
5338 Feld[x][y] = EL_LEERRAUM;
5339 PlaySoundLevel(x, y, SND_SCHLURF);
5344 Feld[x][y] = EL_LEERRAUM;
5345 PlaySoundLevel(x, y, SND_SP_BASE);
5349 case EL_EDELSTEIN_BD:
5350 case EL_EDELSTEIN_GELB:
5351 case EL_EDELSTEIN_ROT:
5352 case EL_EDELSTEIN_LILA:
5354 case EL_SP_INFOTRON:
5358 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5359 element == EL_PEARL ? 5 :
5360 element == EL_CRYSTAL ? 8 : 1);
5361 if (local_player->gems_still_needed < 0)
5362 local_player->gems_still_needed = 0;
5363 RaiseScoreElement(element);
5364 DrawText(DX_EMERALDS, DY_EMERALDS,
5365 int2str(local_player->gems_still_needed, 3),
5366 FS_SMALL, FC_YELLOW);
5367 if (element == EL_SP_INFOTRON)
5368 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5370 PlaySoundLevel(x, y, SND_PONG);
5375 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5376 PlaySoundLevel(x, y, SND_PONG);
5380 Feld[x][y] = EL_LEERRAUM;
5381 PlaySoundLevel(x, y, SND_PONG);
5389 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5391 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5394 case EL_SHIELD_PASSIVE:
5396 player->shield_passive_time_left += 10;
5397 PlaySoundLevel(x, y, SND_PONG);
5400 case EL_SHIELD_ACTIVE:
5402 player->shield_passive_time_left += 10;
5403 player->shield_active_time_left += 10;
5404 PlaySoundLevel(x, y, SND_PONG);
5407 case EL_DYNAMITE_INACTIVE:
5408 case EL_SP_DISK_RED:
5411 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5412 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5413 int2str(local_player->dynamite, 3),
5414 FS_SMALL, FC_YELLOW);
5415 if (element == EL_SP_DISK_RED)
5416 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5418 PlaySoundLevel(x, y, SND_PONG);
5421 case EL_DYNABOMB_NR:
5423 player->dynabomb_count++;
5424 player->dynabombs_left++;
5425 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5426 PlaySoundLevel(x, y, SND_PONG);
5429 case EL_DYNABOMB_SZ:
5431 player->dynabomb_size++;
5432 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5433 PlaySoundLevel(x, y, SND_PONG);
5436 case EL_DYNABOMB_XL:
5438 player->dynabomb_xl = TRUE;
5439 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5440 PlaySoundLevel(x, y, SND_PONG);
5443 case EL_SCHLUESSEL1:
5444 case EL_SCHLUESSEL2:
5445 case EL_SCHLUESSEL3:
5446 case EL_SCHLUESSEL4:
5448 int key_nr = element - EL_SCHLUESSEL1;
5451 player->key[key_nr] = TRUE;
5452 RaiseScoreElement(EL_SCHLUESSEL);
5453 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5454 GFX_SCHLUESSEL1 + key_nr);
5455 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5456 GFX_SCHLUESSEL1 + key_nr);
5457 PlaySoundLevel(x, y, SND_PONG);
5466 int key_nr = element - EL_EM_KEY_1;
5469 player->key[key_nr] = TRUE;
5470 RaiseScoreElement(EL_SCHLUESSEL);
5471 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5472 GFX_SCHLUESSEL1 + key_nr);
5473 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5474 GFX_SCHLUESSEL1 + key_nr);
5475 PlaySoundLevel(x, y, SND_PONG);
5480 Feld[x][y] = EL_ABLENK_EIN;
5483 DrawLevelField(x, y);
5487 case EL_SP_TERMINAL:
5491 for (yy=0; yy<lev_fieldy; yy++)
5493 for (xx=0; xx<lev_fieldx; xx++)
5495 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5497 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5498 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5506 case EL_BELT1_SWITCH_LEFT:
5507 case EL_BELT1_SWITCH_MIDDLE:
5508 case EL_BELT1_SWITCH_RIGHT:
5509 case EL_BELT2_SWITCH_LEFT:
5510 case EL_BELT2_SWITCH_MIDDLE:
5511 case EL_BELT2_SWITCH_RIGHT:
5512 case EL_BELT3_SWITCH_LEFT:
5513 case EL_BELT3_SWITCH_MIDDLE:
5514 case EL_BELT3_SWITCH_RIGHT:
5515 case EL_BELT4_SWITCH_LEFT:
5516 case EL_BELT4_SWITCH_MIDDLE:
5517 case EL_BELT4_SWITCH_RIGHT:
5518 if (!player->Switching)
5520 player->Switching = TRUE;
5521 ToggleBeltSwitch(x, y);
5526 case EL_SWITCHGATE_SWITCH_1:
5527 case EL_SWITCHGATE_SWITCH_2:
5528 if (!player->Switching)
5530 player->Switching = TRUE;
5531 ToggleSwitchgateSwitch(x, y);
5536 case EL_LIGHT_SWITCH_OFF:
5537 case EL_LIGHT_SWITCH_ON:
5538 if (!player->Switching)
5540 player->Switching = TRUE;
5541 ToggleLightSwitch(x, y);
5546 case EL_TIMEGATE_SWITCH_OFF:
5547 ActivateTimegateSwitch(x, y);
5552 case EL_BALLOON_SEND_LEFT:
5553 case EL_BALLOON_SEND_RIGHT:
5554 case EL_BALLOON_SEND_UP:
5555 case EL_BALLOON_SEND_DOWN:
5556 case EL_BALLOON_SEND_ANY:
5557 if (element == EL_BALLOON_SEND_ANY)
5558 game.balloon_dir = move_direction;
5560 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5561 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5562 element == EL_BALLOON_SEND_UP ? MV_UP :
5563 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5570 if (local_player->gems_still_needed > 0)
5571 return MF_NO_ACTION;
5573 player->LevelSolved = player->GameOver = TRUE;
5574 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5577 case EL_FELSBROCKEN:
5580 case EL_DX_SUPABOMB:
5584 case EL_SP_DISK_ORANGE:
5586 if (dy || mode == DF_SNAP)
5587 return MF_NO_ACTION;
5589 player->Pushing = TRUE;
5591 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5592 return MF_NO_ACTION;
5596 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5597 return MF_NO_ACTION;
5600 if (player->push_delay == 0)
5601 player->push_delay = FrameCounter;
5602 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5603 !tape.playing && element != EL_SPRING)
5604 return MF_NO_ACTION;
5607 Feld[x+dx][y+dy] = element;
5609 if (element == EL_SPRING)
5611 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5612 MovDir[x+dx][y+dy] = move_direction;
5615 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5617 DrawLevelField(x+dx, y+dy);
5618 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5619 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5620 else if (element == EL_KOKOSNUSS)
5621 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5622 else if (IS_SP_ELEMENT(element))
5623 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5625 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5632 if (!player->key[element - EL_PFORTE1])
5633 return MF_NO_ACTION;
5640 if (!player->key[element - EL_PFORTE1X])
5641 return MF_NO_ACTION;
5648 if (!player->key[element - EL_EM_GATE_1])
5649 return MF_NO_ACTION;
5650 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5651 return MF_NO_ACTION;
5653 /* automatically move to the next field with double speed */
5654 player->programmed_action = move_direction;
5655 DOUBLE_PLAYER_SPEED(player);
5657 PlaySoundLevel(x, y, SND_GATE);
5665 if (!player->key[element - EL_EM_GATE_1X])
5666 return MF_NO_ACTION;
5667 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5668 return MF_NO_ACTION;
5670 /* automatically move to the next field with double speed */
5671 player->programmed_action = move_direction;
5672 DOUBLE_PLAYER_SPEED(player);
5674 PlaySoundLevel(x, y, SND_GATE);
5678 case EL_SWITCHGATE_OPEN:
5679 case EL_TIMEGATE_OPEN:
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_SP_PORT1_LEFT:
5692 case EL_SP_PORT2_LEFT:
5693 case EL_SP_PORT1_RIGHT:
5694 case EL_SP_PORT2_RIGHT:
5695 case EL_SP_PORT1_UP:
5696 case EL_SP_PORT2_UP:
5697 case EL_SP_PORT1_DOWN:
5698 case EL_SP_PORT2_DOWN:
5703 element != EL_SP_PORT1_LEFT &&
5704 element != EL_SP_PORT2_LEFT &&
5705 element != EL_SP_PORT_X &&
5706 element != EL_SP_PORT_XY) ||
5708 element != EL_SP_PORT1_RIGHT &&
5709 element != EL_SP_PORT2_RIGHT &&
5710 element != EL_SP_PORT_X &&
5711 element != EL_SP_PORT_XY) ||
5713 element != EL_SP_PORT1_UP &&
5714 element != EL_SP_PORT2_UP &&
5715 element != EL_SP_PORT_Y &&
5716 element != EL_SP_PORT_XY) ||
5718 element != EL_SP_PORT1_DOWN &&
5719 element != EL_SP_PORT2_DOWN &&
5720 element != EL_SP_PORT_Y &&
5721 element != EL_SP_PORT_XY) ||
5722 !IN_LEV_FIELD(x + dx, y + dy) ||
5723 !IS_FREE(x + dx, y + dy))
5724 return MF_NO_ACTION;
5726 /* automatically move to the next field with double speed */
5727 player->programmed_action = move_direction;
5728 DOUBLE_PLAYER_SPEED(player);
5730 PlaySoundLevel(x, y, SND_GATE);
5734 case EL_TUBE_VERTICAL:
5735 case EL_TUBE_HORIZONTAL:
5736 case EL_TUBE_VERT_LEFT:
5737 case EL_TUBE_VERT_RIGHT:
5738 case EL_TUBE_HORIZ_UP:
5739 case EL_TUBE_HORIZ_DOWN:
5740 case EL_TUBE_LEFT_UP:
5741 case EL_TUBE_LEFT_DOWN:
5742 case EL_TUBE_RIGHT_UP:
5743 case EL_TUBE_RIGHT_DOWN:
5746 int tube_enter_directions[][2] =
5748 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5749 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5750 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5751 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5752 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5753 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5754 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5755 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5756 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5757 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5758 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5759 { -1, MV_NO_MOVING }
5762 while (tube_enter_directions[i][0] != element)
5765 if (tube_enter_directions[i][0] == -1) /* should not happen */
5769 if (!(tube_enter_directions[i][1] & move_direction))
5770 return MF_NO_ACTION; /* tube has no opening in this direction */
5775 case EL_AUSGANG_ACT:
5776 /* door is not (yet) open */
5777 return MF_NO_ACTION;
5780 case EL_AUSGANG_AUF:
5781 if (mode == DF_SNAP)
5782 return MF_NO_ACTION;
5784 PlaySoundLevel(x, y, SND_BUING);
5789 Feld[x][y] = EL_BIRNE_EIN;
5790 local_player->lights_still_needed--;
5791 DrawLevelField(x, y);
5792 PlaySoundLevel(x, y, SND_DENG);
5797 Feld[x][y] = EL_ZEIT_LEER;
5799 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5800 DrawLevelField(x, y);
5801 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5805 case EL_SOKOBAN_FELD_LEER:
5808 case EL_SOKOBAN_FELD_VOLL:
5809 case EL_SOKOBAN_OBJEKT:
5811 case EL_SP_DISK_YELLOW:
5813 if (mode == DF_SNAP)
5814 return MF_NO_ACTION;
5816 player->Pushing = TRUE;
5818 if (!IN_LEV_FIELD(x+dx, y+dy)
5819 || (!IS_FREE(x+dx, y+dy)
5820 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5821 || !IS_SB_ELEMENT(element))))
5822 return MF_NO_ACTION;
5826 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5827 return MF_NO_ACTION;
5829 else if (dy && real_dx)
5831 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5832 return MF_NO_ACTION;
5835 if (player->push_delay == 0)
5836 player->push_delay = FrameCounter;
5837 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5838 !tape.playing && element != EL_BALLOON)
5839 return MF_NO_ACTION;
5841 if (IS_SB_ELEMENT(element))
5843 if (element == EL_SOKOBAN_FELD_VOLL)
5845 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5846 local_player->sokobanfields_still_needed++;
5851 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5853 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5854 local_player->sokobanfields_still_needed--;
5855 if (element == EL_SOKOBAN_OBJEKT)
5856 PlaySoundLevel(x, y, SND_DENG);
5859 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5864 Feld[x+dx][y+dy] = element;
5867 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5869 DrawLevelField(x, y);
5870 DrawLevelField(x+dx, y+dy);
5871 if (element == EL_BALLOON)
5872 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5874 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5876 if (IS_SB_ELEMENT(element) &&
5877 local_player->sokobanfields_still_needed == 0 &&
5878 game.emulation == EMU_SOKOBAN)
5880 player->LevelSolved = player->GameOver = TRUE;
5881 PlaySoundLevel(x, y, SND_BUING);
5892 return MF_NO_ACTION;
5895 player->push_delay = 0;
5900 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5902 int jx = player->jx, jy = player->jy;
5903 int x = jx + dx, y = jy + dy;
5905 if (!player->active || !IN_LEV_FIELD(x, y))
5913 player->snapped = FALSE;
5917 if (player->snapped)
5920 player->MovDir = (dx < 0 ? MV_LEFT :
5923 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5925 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5928 player->snapped = TRUE;
5929 DrawLevelField(x, y);
5935 boolean PlaceBomb(struct PlayerInfo *player)
5937 int jx = player->jx, jy = player->jy;
5940 if (!player->active || player->MovPos)
5943 element = Feld[jx][jy];
5945 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5946 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5949 if (element != EL_LEERRAUM)
5950 Store[jx][jy] = element;
5952 if (player->dynamite)
5954 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5955 MovDelay[jx][jy] = 96;
5957 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5958 FS_SMALL, FC_YELLOW);
5959 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5961 if (game.emulation == EMU_SUPAPLEX)
5962 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5964 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5969 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5970 MovDelay[jx][jy] = 96;
5971 player->dynabombs_left--;
5972 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5973 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5979 void PlaySoundLevel(int x, int y, int sound_nr)
5981 int sx = SCREENX(x), sy = SCREENY(y);
5983 int silence_distance = 8;
5985 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5986 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5989 if (!IN_LEV_FIELD(x, y) ||
5990 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5991 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5994 volume = PSND_MAX_VOLUME;
5996 #if !defined(PLATFORM_MSDOS)
5997 stereo = (sx - SCR_FIELDX/2) * 12;
5999 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6000 if (stereo > PSND_MAX_RIGHT)
6001 stereo = PSND_MAX_RIGHT;
6002 if (stereo < PSND_MAX_LEFT)
6003 stereo = PSND_MAX_LEFT;
6006 if (!IN_SCR_FIELD(sx, sy))
6008 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6009 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6011 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6014 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6017 void RaiseScore(int value)
6019 local_player->score += value;
6020 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6021 FS_SMALL, FC_YELLOW);
6024 void RaiseScoreElement(int element)
6029 case EL_EDELSTEIN_BD:
6030 case EL_EDELSTEIN_GELB:
6031 case EL_EDELSTEIN_ROT:
6032 case EL_EDELSTEIN_LILA:
6033 RaiseScore(level.score[SC_EDELSTEIN]);
6036 RaiseScore(level.score[SC_DIAMANT]);
6040 RaiseScore(level.score[SC_KAEFER]);
6044 RaiseScore(level.score[SC_FLIEGER]);
6048 RaiseScore(level.score[SC_MAMPFER]);
6051 RaiseScore(level.score[SC_ROBOT]);
6054 RaiseScore(level.score[SC_PACMAN]);
6057 RaiseScore(level.score[SC_KOKOSNUSS]);
6059 case EL_DYNAMITE_INACTIVE:
6060 RaiseScore(level.score[SC_DYNAMIT]);
6063 RaiseScore(level.score[SC_SCHLUESSEL]);
6070 /* ---------- new game button stuff ---------------------------------------- */
6072 /* graphic position values for game buttons */
6073 #define GAME_BUTTON_XSIZE 30
6074 #define GAME_BUTTON_YSIZE 30
6075 #define GAME_BUTTON_XPOS 5
6076 #define GAME_BUTTON_YPOS 215
6077 #define SOUND_BUTTON_XPOS 5
6078 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6080 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6081 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6082 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6083 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6084 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6085 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6092 } gamebutton_info[NUM_GAME_BUTTONS] =
6095 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6100 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6105 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6110 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6111 SOUND_CTRL_ID_MUSIC,
6112 "background music on/off"
6115 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6116 SOUND_CTRL_ID_LOOPS,
6117 "sound loops on/off"
6120 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6121 SOUND_CTRL_ID_SIMPLE,
6122 "normal sounds on/off"
6126 void CreateGameButtons()
6130 for (i=0; i<NUM_GAME_BUTTONS; i++)
6132 Bitmap *gd_bitmap = pix[PIX_DOOR];
6133 struct GadgetInfo *gi;
6136 unsigned long event_mask;
6137 int gd_xoffset, gd_yoffset;
6138 int gd_x1, gd_x2, gd_y1, gd_y2;
6141 gd_xoffset = gamebutton_info[i].x;
6142 gd_yoffset = gamebutton_info[i].y;
6143 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6144 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6146 if (id == GAME_CTRL_ID_STOP ||
6147 id == GAME_CTRL_ID_PAUSE ||
6148 id == GAME_CTRL_ID_PLAY)
6150 button_type = GD_TYPE_NORMAL_BUTTON;
6152 event_mask = GD_EVENT_RELEASED;
6153 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6154 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6158 button_type = GD_TYPE_CHECK_BUTTON;
6160 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6161 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6162 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6163 event_mask = GD_EVENT_PRESSED;
6164 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6165 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6168 gi = CreateGadget(GDI_CUSTOM_ID, id,
6169 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6170 GDI_X, DX + gd_xoffset,
6171 GDI_Y, DY + gd_yoffset,
6172 GDI_WIDTH, GAME_BUTTON_XSIZE,
6173 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6174 GDI_TYPE, button_type,
6175 GDI_STATE, GD_BUTTON_UNPRESSED,
6176 GDI_CHECKED, checked,
6177 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6178 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6179 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6180 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6181 GDI_EVENT_MASK, event_mask,
6182 GDI_CALLBACK_ACTION, HandleGameButtons,
6186 Error(ERR_EXIT, "cannot create gadget");
6188 game_gadget[id] = gi;
6192 static void MapGameButtons()
6196 for (i=0; i<NUM_GAME_BUTTONS; i++)
6197 MapGadget(game_gadget[i]);
6200 void UnmapGameButtons()
6204 for (i=0; i<NUM_GAME_BUTTONS; i++)
6205 UnmapGadget(game_gadget[i]);
6208 static void HandleGameButtons(struct GadgetInfo *gi)
6210 int id = gi->custom_id;
6212 if (game_status != PLAYING)
6217 case GAME_CTRL_ID_STOP:
6220 CloseDoor(DOOR_CLOSE_1);
6221 game_status = MAINMENU;
6226 if (level_editor_test_game ||
6227 Request("Do you really want to quit the game ?",
6228 REQ_ASK | REQ_STAY_CLOSED))
6230 #if defined(PLATFORM_UNIX)
6231 if (options.network)
6232 SendToServer_StopPlaying();
6236 game_status = MAINMENU;
6241 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6244 case GAME_CTRL_ID_PAUSE:
6245 if (options.network)
6247 #if defined(PLATFORM_UNIX)
6249 SendToServer_ContinuePlaying();
6251 SendToServer_PausePlaying();
6258 case GAME_CTRL_ID_PLAY:
6261 #if defined(PLATFORM_UNIX)
6262 if (options.network)
6263 SendToServer_ContinuePlaying();
6267 tape.pausing = FALSE;
6268 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6273 case SOUND_CTRL_ID_MUSIC:
6274 if (setup.sound_music)
6276 setup.sound_music = FALSE;
6279 else if (audio.loops_available)
6281 setup.sound = setup.sound_music = TRUE;
6283 PlayMusic(level_nr % num_bg_loops);
6287 case SOUND_CTRL_ID_LOOPS:
6288 if (setup.sound_loops)
6289 setup.sound_loops = FALSE;
6290 else if (audio.loops_available)
6291 setup.sound = setup.sound_loops = TRUE;
6294 case SOUND_CTRL_ID_SIMPLE:
6295 if (setup.sound_simple)
6296 setup.sound_simple = FALSE;
6297 else if (audio.sound_available)
6298 setup.sound = setup.sound_simple = TRUE;