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 && Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING)
1201 Feld[oldx][oldy] = EL_MORAST_LEER;
1202 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1204 else if (Feld[x][y] == EL_BLOCKED &&
1205 (Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
1206 Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
1207 Store[oldx][oldy] == EL_AMOEBE_NASS))
1209 Feld[oldx][oldy] = Store[oldx][oldy];
1210 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1213 Feld[oldx][oldy] = EL_LEERRAUM;
1215 Feld[newx][newy] = EL_LEERRAUM;
1216 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1217 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1219 DrawLevelField(oldx, oldy);
1220 DrawLevelField(newx, newy);
1223 void DrawDynamite(int x, int y)
1225 int sx = SCREENX(x), sy = SCREENY(y);
1226 int graphic = el2gfx(Feld[x][y]);
1229 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1233 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1235 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1237 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1242 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1246 if (game.emulation == EMU_SUPAPLEX)
1247 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1248 else if (Store[x][y])
1249 DrawGraphicThruMask(sx, sy, graphic + phase);
1251 DrawGraphic(sx, sy, graphic + phase);
1254 void CheckDynamite(int x, int y)
1256 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1261 if (!(MovDelay[x][y] % 12))
1262 PlaySoundLevel(x, y, SND_ZISCH);
1264 if (IS_ACTIVE_BOMB(Feld[x][y]))
1266 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1268 if (!(MovDelay[x][y] % delay))
1276 StopSound(SND_ZISCH);
1280 void Explode(int ex, int ey, int phase, int mode)
1283 int num_phase = 9, delay = 2;
1284 int last_phase = num_phase * delay;
1285 int half_phase = (num_phase / 2) * delay;
1286 int first_phase_after_start = EX_PHASE_START + 1;
1288 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1290 int center_element = Feld[ex][ey];
1292 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1294 /* put moving element to center field (and let it explode there) */
1295 center_element = MovingOrBlocked2Element(ex, ey);
1296 RemoveMovingField(ex, ey);
1297 Feld[ex][ey] = center_element;
1300 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1304 if (!IN_LEV_FIELD(x, y) ||
1305 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1306 (x != ex || y != ey)))
1309 element = Feld[x][y];
1311 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1313 element = MovingOrBlocked2Element(x, y);
1314 RemoveMovingField(x, y);
1317 if (IS_MASSIVE(element) || element == EL_BURNING)
1320 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1322 if (IS_ACTIVE_BOMB(element))
1324 /* re-activate things under the bomb like gate or penguin */
1325 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1332 if (element == EL_EXPLODING)
1333 element = Store2[x][y];
1335 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1337 switch(StorePlayer[ex][ey])
1340 Store[x][y] = EL_EDELSTEIN_ROT;
1343 Store[x][y] = EL_EDELSTEIN;
1346 Store[x][y] = EL_EDELSTEIN_LILA;
1350 Store[x][y] = EL_EDELSTEIN_GELB;
1354 if (game.emulation == EMU_SUPAPLEX)
1355 Store[x][y] = EL_LEERRAUM;
1357 else if (center_element == EL_MOLE)
1358 Store[x][y] = EL_EDELSTEIN_ROT;
1359 else if (center_element == EL_PINGUIN)
1360 Store[x][y] = EL_EDELSTEIN_LILA;
1361 else if (center_element == EL_KAEFER)
1362 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1363 else if (center_element == EL_BUTTERFLY)
1364 Store[x][y] = EL_EDELSTEIN_BD;
1365 else if (center_element == EL_SP_ELECTRON)
1366 Store[x][y] = EL_SP_INFOTRON;
1367 else if (center_element == EL_MAMPFER)
1368 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1369 else if (center_element == EL_AMOEBA2DIAM)
1370 Store[x][y] = level.amoeba_content;
1371 else if (element == EL_ERZ_EDEL)
1372 Store[x][y] = EL_EDELSTEIN;
1373 else if (element == EL_ERZ_DIAM)
1374 Store[x][y] = EL_DIAMANT;
1375 else if (element == EL_ERZ_EDEL_BD)
1376 Store[x][y] = EL_EDELSTEIN_BD;
1377 else if (element == EL_ERZ_EDEL_GELB)
1378 Store[x][y] = EL_EDELSTEIN_GELB;
1379 else if (element == EL_ERZ_EDEL_ROT)
1380 Store[x][y] = EL_EDELSTEIN_ROT;
1381 else if (element == EL_ERZ_EDEL_LILA)
1382 Store[x][y] = EL_EDELSTEIN_LILA;
1383 else if (element == EL_WALL_PEARL)
1384 Store[x][y] = EL_PEARL;
1385 else if (element == EL_WALL_CRYSTAL)
1386 Store[x][y] = EL_CRYSTAL;
1387 else if (!IS_PFORTE(Store[x][y]))
1388 Store[x][y] = EL_LEERRAUM;
1390 if (x != ex || y != ey ||
1391 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1392 Store2[x][y] = element;
1394 if (AmoebaNr[x][y] &&
1395 (element == EL_AMOEBE_VOLL ||
1396 element == EL_AMOEBE_BD ||
1397 element == EL_AMOEBING))
1399 AmoebaCnt[AmoebaNr[x][y]]--;
1400 AmoebaCnt2[AmoebaNr[x][y]]--;
1403 Feld[x][y] = EL_EXPLODING;
1404 MovDir[x][y] = MovPos[x][y] = 0;
1410 if (center_element == EL_MAMPFER)
1411 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1422 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1424 if (phase == first_phase_after_start)
1426 int element = Store2[x][y];
1428 if (element == EL_BLACK_ORB)
1430 Feld[x][y] = Store2[x][y];
1435 else if (phase == half_phase)
1437 int element = Store2[x][y];
1439 if (IS_PLAYER(x, y))
1440 KillHeroUnlessProtected(x, y);
1441 else if (IS_EXPLOSIVE(element))
1443 Feld[x][y] = Store2[x][y];
1447 else if (element == EL_AMOEBA2DIAM)
1448 AmoebeUmwandeln(x, y);
1451 if (phase == last_phase)
1455 element = Feld[x][y] = Store[x][y];
1456 Store[x][y] = Store2[x][y] = 0;
1457 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1458 InitField(x, y, FALSE);
1459 if (CAN_MOVE(element) || COULD_MOVE(element))
1461 DrawLevelField(x, y);
1463 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1465 int graphic = GFX_EXPLOSION;
1467 if (game.emulation == EMU_SUPAPLEX)
1468 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1469 GFX_SP_EXPLODE_INFOTRON :
1470 GFX_SP_EXPLODE_EMPTY);
1473 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1475 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1479 void DynaExplode(int ex, int ey)
1482 int dynabomb_size = 1;
1483 boolean dynabomb_xl = FALSE;
1484 struct PlayerInfo *player;
1485 static int xy[4][2] =
1493 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1495 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1496 dynabomb_size = player->dynabomb_size;
1497 dynabomb_xl = player->dynabomb_xl;
1498 player->dynabombs_left++;
1501 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1505 for (j=1; j<=dynabomb_size; j++)
1507 int x = ex + j * xy[i % 4][0];
1508 int y = ey + j * xy[i % 4][1];
1511 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1514 element = Feld[x][y];
1516 /* do not restart explosions of fields with active bombs */
1517 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1520 Explode(x, y, EX_PHASE_START, EX_BORDER);
1522 if (element != EL_LEERRAUM &&
1523 element != EL_ERDREICH &&
1524 element != EL_EXPLODING &&
1531 void Bang(int x, int y)
1533 int element = Feld[x][y];
1535 if (game.emulation == EMU_SUPAPLEX)
1536 PlaySoundLevel(x, y, SND_SP_BOOOM);
1538 PlaySoundLevel(x, y, SND_ROAAAR);
1541 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1542 element = EL_LEERRAUM;
1556 RaiseScoreElement(element);
1557 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1559 case EL_DYNABOMB_ACTIVE_1:
1560 case EL_DYNABOMB_ACTIVE_2:
1561 case EL_DYNABOMB_ACTIVE_3:
1562 case EL_DYNABOMB_ACTIVE_4:
1563 case EL_DYNABOMB_NR:
1564 case EL_DYNABOMB_SZ:
1565 case EL_DYNABOMB_XL:
1571 if (IS_PLAYER(x, y))
1572 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1574 Explode(x, y, EX_PHASE_START, EX_CENTER);
1577 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1582 void Blurb(int x, int y)
1584 int element = Feld[x][y];
1586 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1588 PlaySoundLevel(x, y, SND_BLURB);
1589 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1590 (!IN_LEV_FIELD(x-1, y-1) ||
1591 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1593 Feld[x-1][y] = EL_BLURB_LEFT;
1595 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1596 (!IN_LEV_FIELD(x+1, y-1) ||
1597 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1599 Feld[x+1][y] = EL_BLURB_RIGHT;
1604 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1606 if (!MovDelay[x][y]) /* initialize animation counter */
1609 if (MovDelay[x][y]) /* continue animation */
1612 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1613 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1615 if (!MovDelay[x][y])
1617 Feld[x][y] = EL_LEERRAUM;
1618 DrawLevelField(x, y);
1624 static void ToggleBeltSwitch(int x, int y)
1626 static int belt_base_element[4] =
1628 EL_BELT1_SWITCH_LEFT,
1629 EL_BELT2_SWITCH_LEFT,
1630 EL_BELT3_SWITCH_LEFT,
1631 EL_BELT4_SWITCH_LEFT
1633 static int belt_move_dir[4] =
1641 int element = Feld[x][y];
1642 int belt_nr = getBeltNrFromSwitchElement(element);
1643 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1644 int belt_dir = belt_move_dir[belt_dir_nr];
1647 if (!IS_BELT_SWITCH(element))
1650 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1651 game.belt_dir[belt_nr] = belt_dir;
1653 if (belt_dir_nr == 3)
1656 for (yy=0; yy<lev_fieldy; yy++)
1658 for (xx=0; xx<lev_fieldx; xx++)
1660 int element = Feld[xx][yy];
1662 if (IS_BELT_SWITCH(element))
1664 int e_belt_nr = getBeltNrFromSwitchElement(element);
1666 if (e_belt_nr == belt_nr)
1668 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1669 DrawLevelField(xx, yy);
1672 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1674 int e_belt_nr = getBeltNrFromElement(element);
1676 if (e_belt_nr == belt_nr)
1677 DrawLevelField(xx, yy); /* set belt to parking position */
1683 static void ToggleSwitchgateSwitch(int x, int y)
1687 game.switchgate_pos = !game.switchgate_pos;
1689 for (yy=0; yy<lev_fieldy; yy++)
1691 for (xx=0; xx<lev_fieldx; xx++)
1693 int element = Feld[xx][yy];
1695 if (element == EL_SWITCHGATE_SWITCH_1 ||
1696 element == EL_SWITCHGATE_SWITCH_2)
1698 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1699 DrawLevelField(xx, yy);
1701 else if (element == EL_SWITCHGATE_OPEN ||
1702 element == EL_SWITCHGATE_OPENING)
1704 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1705 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1707 else if (element == EL_SWITCHGATE_CLOSED ||
1708 element == EL_SWITCHGATE_CLOSING)
1710 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1711 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1717 static void RedrawAllLightSwitchesAndInvisibleElements()
1721 for (y=0; y<lev_fieldy; y++)
1723 for (x=0; x<lev_fieldx; x++)
1725 int element = Feld[x][y];
1727 if (element == EL_LIGHT_SWITCH_OFF &&
1728 game.light_time_left > 0)
1730 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1731 DrawLevelField(x, y);
1733 else if (element == EL_LIGHT_SWITCH_ON &&
1734 game.light_time_left == 0)
1736 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1737 DrawLevelField(x, y);
1740 if (element == EL_INVISIBLE_STEEL ||
1741 element == EL_UNSICHTBAR ||
1742 element == EL_SAND_INVISIBLE)
1743 DrawLevelField(x, y);
1748 static void ToggleLightSwitch(int x, int y)
1750 int element = Feld[x][y];
1752 game.light_time_left =
1753 (element == EL_LIGHT_SWITCH_OFF ?
1754 level.time_light * FRAMES_PER_SECOND : 0);
1756 RedrawAllLightSwitchesAndInvisibleElements();
1759 static void ActivateTimegateSwitch(int x, int y)
1763 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1765 for (yy=0; yy<lev_fieldy; yy++)
1767 for (xx=0; xx<lev_fieldx; xx++)
1769 int element = Feld[xx][yy];
1771 if (element == EL_TIMEGATE_CLOSED ||
1772 element == EL_TIMEGATE_CLOSING)
1774 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1775 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1779 else if (element == EL_TIMEGATE_SWITCH_ON)
1781 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1782 DrawLevelField(xx, yy);
1789 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1792 void Impact(int x, int y)
1794 boolean lastline = (y == lev_fieldy-1);
1795 boolean object_hit = FALSE;
1796 int element = Feld[x][y];
1799 if (!lastline) /* check if element below was hit */
1801 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1804 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1805 MovDir[x][y+1]!=MV_DOWN ||
1806 MovPos[x][y+1]<=TILEY/2));
1808 smashed = MovingOrBlocked2Element(x, y+1);
1811 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1817 if ((element == EL_BOMBE ||
1818 element == EL_SP_DISK_ORANGE ||
1819 element == EL_DX_SUPABOMB) &&
1820 (lastline || object_hit)) /* element is bomb */
1825 else if (element == EL_PEARL)
1827 Feld[x][y] = EL_PEARL_BREAKING;
1828 PlaySoundLevel(x, y, SND_KNACK);
1832 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1834 if (object_hit && IS_PLAYER(x, y+1))
1835 KillHeroUnlessProtected(x, y+1);
1836 else if (object_hit && smashed == EL_PINGUIN)
1840 Feld[x][y] = EL_AMOEBING;
1841 Store[x][y] = EL_AMOEBE_NASS;
1846 if (!lastline && object_hit) /* check which object was hit */
1848 if (CAN_CHANGE(element) &&
1849 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1852 int activated_magic_wall =
1853 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1854 EL_MAGIC_WALL_BD_EMPTY);
1856 /* activate magic wall / mill */
1858 for (y=0; y<lev_fieldy; y++)
1859 for (x=0; x<lev_fieldx; x++)
1860 if (Feld[x][y] == smashed)
1861 Feld[x][y] = activated_magic_wall;
1863 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1864 game.magic_wall_active = TRUE;
1867 if (IS_PLAYER(x, y+1))
1869 KillHeroUnlessProtected(x, y+1);
1872 else if (smashed == EL_PINGUIN)
1877 else if (element == EL_EDELSTEIN_BD)
1879 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1885 else if (element == EL_FELSBROCKEN ||
1886 element == EL_SP_ZONK ||
1887 element == EL_BD_ROCK)
1889 if (IS_ENEMY(smashed) ||
1890 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1891 smashed == EL_DX_SUPABOMB ||
1892 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1893 smashed == EL_DRACHE || smashed == EL_MOLE)
1898 else if (!IS_MOVING(x, y+1))
1900 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1905 else if (smashed == EL_KOKOSNUSS)
1907 Feld[x][y+1] = EL_CRACKINGNUT;
1908 PlaySoundLevel(x, y, SND_KNACK);
1909 RaiseScoreElement(EL_KOKOSNUSS);
1912 else if (smashed == EL_PEARL)
1914 Feld[x][y+1] = EL_PEARL_BREAKING;
1915 PlaySoundLevel(x, y, SND_KNACK);
1918 else if (smashed == EL_DIAMANT)
1920 Feld[x][y+1] = EL_LEERRAUM;
1921 PlaySoundLevel(x, y, SND_QUIRK);
1924 else if (IS_BELT_SWITCH(smashed))
1926 ToggleBeltSwitch(x, y+1);
1928 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1929 smashed == EL_SWITCHGATE_SWITCH_2)
1931 ToggleSwitchgateSwitch(x, y+1);
1933 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1934 smashed == EL_LIGHT_SWITCH_ON)
1936 ToggleLightSwitch(x, y+1);
1942 /* play sound of magic wall / mill */
1944 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1945 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1947 PlaySoundLevel(x, y, SND_QUIRK);
1951 /* play sound of object that hits the ground */
1952 if (lastline || object_hit)
1959 case EL_EDELSTEIN_BD:
1960 case EL_EDELSTEIN_GELB:
1961 case EL_EDELSTEIN_ROT:
1962 case EL_EDELSTEIN_LILA:
1964 case EL_SP_INFOTRON:
1970 case EL_FELSBROCKEN:
1975 sound = SND_SP_ZONKDOWN;
1978 case EL_SCHLUESSEL1:
1979 case EL_SCHLUESSEL2:
1980 case EL_SCHLUESSEL3:
1981 case EL_SCHLUESSEL4:
1998 PlaySoundLevel(x, y, sound);
2002 void TurnRound(int x, int y)
2014 { 0, 0 }, { 0, 0 }, { 0, 0 },
2019 int left, right, back;
2023 { MV_DOWN, MV_UP, MV_RIGHT },
2024 { MV_UP, MV_DOWN, MV_LEFT },
2026 { MV_LEFT, MV_RIGHT, MV_DOWN },
2027 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2028 { MV_RIGHT, MV_LEFT, MV_UP }
2031 int element = Feld[x][y];
2032 int old_move_dir = MovDir[x][y];
2033 int left_dir = turn[old_move_dir].left;
2034 int right_dir = turn[old_move_dir].right;
2035 int back_dir = turn[old_move_dir].back;
2037 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2038 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2039 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2040 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2042 int left_x = x+left_dx, left_y = y+left_dy;
2043 int right_x = x+right_dx, right_y = y+right_dy;
2044 int move_x = x+move_dx, move_y = y+move_dy;
2046 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2048 TestIfBadThingHitsOtherBadThing(x, y);
2050 if (IN_LEV_FIELD(right_x, right_y) &&
2051 IS_FREE(right_x, right_y))
2052 MovDir[x][y] = right_dir;
2053 else if (!IN_LEV_FIELD(move_x, move_y) ||
2054 !IS_FREE(move_x, move_y))
2055 MovDir[x][y] = left_dir;
2057 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2059 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2062 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2063 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2065 TestIfBadThingHitsOtherBadThing(x, y);
2067 if (IN_LEV_FIELD(left_x, left_y) &&
2068 IS_FREE(left_x, left_y))
2069 MovDir[x][y] = left_dir;
2070 else if (!IN_LEV_FIELD(move_x, move_y) ||
2071 !IS_FREE(move_x, move_y))
2072 MovDir[x][y] = right_dir;
2074 if ((element == EL_FLIEGER ||
2075 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2076 && MovDir[x][y] != old_move_dir)
2078 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2081 else if (element == EL_MAMPFER)
2083 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2085 if (IN_LEV_FIELD(left_x, left_y) &&
2086 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2087 Feld[left_x][left_y] == EL_DIAMANT))
2088 can_turn_left = TRUE;
2089 if (IN_LEV_FIELD(right_x, right_y) &&
2090 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2091 Feld[right_x][right_y] == EL_DIAMANT))
2092 can_turn_right = TRUE;
2094 if (can_turn_left && can_turn_right)
2095 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2096 else if (can_turn_left)
2097 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2098 else if (can_turn_right)
2099 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2101 MovDir[x][y] = back_dir;
2103 MovDelay[x][y] = 16+16*RND(3);
2105 else if (element == EL_MAMPFER2)
2107 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2109 if (IN_LEV_FIELD(left_x, left_y) &&
2110 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2111 IS_MAMPF2(Feld[left_x][left_y])))
2112 can_turn_left = TRUE;
2113 if (IN_LEV_FIELD(right_x, right_y) &&
2114 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2115 IS_MAMPF2(Feld[right_x][right_y])))
2116 can_turn_right = TRUE;
2118 if (can_turn_left && can_turn_right)
2119 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2120 else if (can_turn_left)
2121 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2122 else if (can_turn_right)
2123 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2125 MovDir[x][y] = back_dir;
2127 MovDelay[x][y] = 16+16*RND(3);
2129 else if (element == EL_PACMAN)
2131 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2133 if (IN_LEV_FIELD(left_x, left_y) &&
2134 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2135 IS_AMOEBOID(Feld[left_x][left_y])))
2136 can_turn_left = TRUE;
2137 if (IN_LEV_FIELD(right_x, right_y) &&
2138 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2139 IS_AMOEBOID(Feld[right_x][right_y])))
2140 can_turn_right = TRUE;
2142 if (can_turn_left && can_turn_right)
2143 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2144 else if (can_turn_left)
2145 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2146 else if (can_turn_right)
2147 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2149 MovDir[x][y] = back_dir;
2151 MovDelay[x][y] = 6+RND(40);
2153 else if (element == EL_SCHWEIN)
2155 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2156 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2157 boolean should_move_on = FALSE;
2159 int rnd = RND(rnd_value);
2161 if (IN_LEV_FIELD(left_x, left_y) &&
2162 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2163 can_turn_left = TRUE;
2164 if (IN_LEV_FIELD(right_x, right_y) &&
2165 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2166 can_turn_right = TRUE;
2167 if (IN_LEV_FIELD(move_x, move_y) &&
2168 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2171 if (can_turn_left &&
2173 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2174 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2175 should_turn_left = TRUE;
2176 if (can_turn_right &&
2178 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2179 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2180 should_turn_right = TRUE;
2182 (!can_turn_left || !can_turn_right ||
2183 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2184 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2185 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2186 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2187 should_move_on = TRUE;
2189 if (should_turn_left || should_turn_right || should_move_on)
2191 if (should_turn_left && should_turn_right && should_move_on)
2192 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2193 rnd < 2*rnd_value/3 ? right_dir :
2195 else if (should_turn_left && should_turn_right)
2196 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2197 else if (should_turn_left && should_move_on)
2198 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2199 else if (should_turn_right && should_move_on)
2200 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2201 else if (should_turn_left)
2202 MovDir[x][y] = left_dir;
2203 else if (should_turn_right)
2204 MovDir[x][y] = right_dir;
2205 else if (should_move_on)
2206 MovDir[x][y] = old_move_dir;
2208 else if (can_move_on && rnd > rnd_value/8)
2209 MovDir[x][y] = old_move_dir;
2210 else if (can_turn_left && can_turn_right)
2211 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2212 else if (can_turn_left && rnd > rnd_value/8)
2213 MovDir[x][y] = left_dir;
2214 else if (can_turn_right && rnd > rnd_value/8)
2215 MovDir[x][y] = right_dir;
2217 MovDir[x][y] = back_dir;
2219 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2220 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2221 MovDir[x][y] = old_move_dir;
2225 else if (element == EL_DRACHE)
2227 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2229 int rnd = RND(rnd_value);
2231 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2232 can_turn_left = TRUE;
2233 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2234 can_turn_right = TRUE;
2235 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2238 if (can_move_on && rnd > rnd_value/8)
2239 MovDir[x][y] = old_move_dir;
2240 else if (can_turn_left && can_turn_right)
2241 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2242 else if (can_turn_left && rnd > rnd_value/8)
2243 MovDir[x][y] = left_dir;
2244 else if (can_turn_right && rnd > rnd_value/8)
2245 MovDir[x][y] = right_dir;
2247 MovDir[x][y] = back_dir;
2249 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2250 MovDir[x][y] = old_move_dir;
2254 else if (element == EL_MOLE)
2256 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2258 if (IN_LEV_FIELD(move_x, move_y) &&
2259 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2260 Feld[move_x][move_y] == EL_DEAMOEBING))
2265 if (IN_LEV_FIELD(left_x, left_y) &&
2266 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2267 can_turn_left = TRUE;
2268 if (IN_LEV_FIELD(right_x, right_y) &&
2269 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2270 can_turn_right = TRUE;
2272 if (can_turn_left && can_turn_right)
2273 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2274 else if (can_turn_left)
2275 MovDir[x][y] = left_dir;
2277 MovDir[x][y] = right_dir;
2280 if (MovDir[x][y] != old_move_dir)
2283 else if (element == EL_BALLOON)
2285 MovDir[x][y] = game.balloon_dir;
2288 else if (element == EL_SPRING_MOVING)
2290 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2291 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2293 Feld[x][y] = EL_SPRING;
2294 MovDir[x][y] = MV_NO_MOVING;
2298 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2300 int attr_x = -1, attr_y = -1;
2311 for (i=0; i<MAX_PLAYERS; i++)
2313 struct PlayerInfo *player = &stored_player[i];
2314 int jx = player->jx, jy = player->jy;
2316 if (!player->active)
2319 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2327 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2333 if (element == EL_PINGUIN)
2336 static int xy[4][2] =
2346 int ex = x + xy[i%4][0];
2347 int ey = y + xy[i%4][1];
2349 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2358 MovDir[x][y] = MV_NO_MOVING;
2360 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2362 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2364 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2366 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2368 if (element == EL_ROBOT)
2372 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2373 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2374 Moving2Blocked(x, y, &newx, &newy);
2376 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2377 MovDelay[x][y] = 8+8*!RND(3);
2379 MovDelay[x][y] = 16;
2387 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2389 boolean first_horiz = RND(2);
2390 int new_move_dir = MovDir[x][y];
2393 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2394 Moving2Blocked(x, y, &newx, &newy);
2396 if (IN_LEV_FIELD(newx, newy) &&
2397 (IS_FREE(newx, newy) ||
2398 Feld[newx][newy] == EL_SALZSAEURE ||
2399 (element == EL_PINGUIN &&
2400 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2401 IS_MAMPF3(Feld[newx][newy])))))
2405 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2406 Moving2Blocked(x, y, &newx, &newy);
2408 if (IN_LEV_FIELD(newx, newy) &&
2409 (IS_FREE(newx, newy) ||
2410 Feld[newx][newy] == EL_SALZSAEURE ||
2411 (element == EL_PINGUIN &&
2412 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2413 IS_MAMPF3(Feld[newx][newy])))))
2416 MovDir[x][y] = old_move_dir;
2423 static boolean JustBeingPushed(int x, int y)
2427 for (i=0; i<MAX_PLAYERS; i++)
2429 struct PlayerInfo *player = &stored_player[i];
2431 if (player->active && player->Pushing && player->MovPos)
2433 int next_jx = player->jx + (player->jx - player->last_jx);
2434 int next_jy = player->jy + (player->jy - player->last_jy);
2436 if (x == next_jx && y == next_jy)
2444 void StartMoving(int x, int y)
2446 int element = Feld[x][y];
2451 if (CAN_FALL(element) && y<lev_fieldy-1)
2453 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2454 if (JustBeingPushed(x, y))
2457 if (element == EL_MORAST_VOLL)
2459 if (IS_FREE(x, y+1))
2461 InitMovingField(x, y, MV_DOWN);
2462 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2463 Store[x][y] = EL_FELSBROCKEN;
2465 else if (Feld[x][y+1] == EL_MORAST_LEER)
2467 if (!MovDelay[x][y])
2468 MovDelay[x][y] = TILEY + 1;
2477 Feld[x][y] = EL_MORAST_LEER;
2478 Feld[x][y+1] = EL_MORAST_VOLL;
2479 Store[x][y+1] = Store[x][y];
2483 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2484 Feld[x][y+1] == EL_MORAST_LEER)
2486 InitMovingField(x, y, MV_DOWN);
2487 Feld[x][y] = EL_QUICKSAND_FILLING;
2488 Store[x][y] = element;
2490 else if (element == EL_MAGIC_WALL_FULL)
2492 if (IS_FREE(x, y+1))
2494 InitMovingField(x, y, MV_DOWN);
2495 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2496 Store[x][y] = EL_MAGIC_WALL_EMPTY;
2498 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2500 if (!MovDelay[x][y])
2501 MovDelay[x][y] = TILEY/4 + 1;
2510 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2511 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2512 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2516 else if (element == EL_MAGIC_WALL_BD_FULL)
2518 if (IS_FREE(x, y+1))
2520 InitMovingField(x, y, MV_DOWN);
2521 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2522 Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2524 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2526 if (!MovDelay[x][y])
2527 MovDelay[x][y] = TILEY/4 + 1;
2536 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2537 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2538 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2542 else if (CAN_CHANGE(element) &&
2543 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2544 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2546 InitMovingField(x, y, MV_DOWN);
2548 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
2549 EL_MAGIC_WALL_BD_FULL);
2550 Store2[x][y+1] = element;
2552 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2555 InitMovingField(x, y, MV_DOWN);
2556 Store[x][y] = EL_SALZSAEURE;
2558 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2563 else if (IS_FREE(x, y+1))
2565 InitMovingField(x, y, MV_DOWN);
2567 else if (element == EL_TROPFEN)
2569 Feld[x][y] = EL_AMOEBING;
2570 Store[x][y] = EL_AMOEBE_NASS;
2572 /* Store[x][y+1] must be zero, because:
2573 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2576 #if OLD_GAME_BEHAVIOUR
2577 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2579 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2580 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2581 element != EL_DX_SUPABOMB)
2584 else if (IS_SLIPPERY(Feld[x][y+1]) &&
2585 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2586 element != EL_DX_SUPABOMB)
2589 boolean left = (x>0 && IS_FREE(x-1, y) &&
2590 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2591 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2592 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2596 if (left && right &&
2597 (game.emulation != EMU_BOULDERDASH &&
2598 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2599 left = !(right = RND(2));
2601 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2604 else if (IS_BELT(Feld[x][y+1]))
2606 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2607 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2608 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2609 int belt_dir = game.belt_dir[belt_nr];
2611 if ((belt_dir == MV_LEFT && left_is_free) ||
2612 (belt_dir == MV_RIGHT && right_is_free))
2613 InitMovingField(x, y, belt_dir);
2616 else if (CAN_MOVE(element))
2620 if ((element == EL_SONDE || element == EL_BALLOON ||
2621 element == EL_SPRING_MOVING)
2622 && JustBeingPushed(x, y))
2625 if (!MovDelay[x][y]) /* start new movement phase */
2627 /* all objects that can change their move direction after each step */
2628 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2630 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2633 if (MovDelay[x][y] && (element == EL_KAEFER ||
2634 element == EL_FLIEGER ||
2635 element == EL_SP_SNIKSNAK ||
2636 element == EL_SP_ELECTRON ||
2637 element == EL_MOLE))
2638 DrawLevelField(x, y);
2642 if (MovDelay[x][y]) /* wait some time before next movement */
2646 if (element == EL_ROBOT ||
2647 element == EL_MAMPFER || element == EL_MAMPFER2)
2649 int phase = MovDelay[x][y] % 8;
2654 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2655 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2657 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2658 && MovDelay[x][y]%4 == 3)
2659 PlaySoundLevel(x, y, SND_NJAM);
2661 else if (element == EL_SP_ELECTRON)
2662 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2663 else if (element == EL_DRACHE)
2666 int dir = MovDir[x][y];
2667 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2668 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2669 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2670 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2671 dir == MV_UP ? GFX_FLAMMEN_UP :
2672 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2673 int phase = FrameCounter % 2;
2675 for (i=1; i<=3; i++)
2677 int xx = x + i*dx, yy = y + i*dy;
2678 int sx = SCREENX(xx), sy = SCREENY(yy);
2680 if (!IN_LEV_FIELD(xx, yy) ||
2681 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2686 int flamed = MovingOrBlocked2Element(xx, yy);
2688 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2691 RemoveMovingField(xx, yy);
2693 Feld[xx][yy] = EL_BURNING;
2694 if (IN_SCR_FIELD(sx, sy))
2695 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2699 if (Feld[xx][yy] == EL_BURNING)
2700 Feld[xx][yy] = EL_LEERRAUM;
2701 DrawLevelField(xx, yy);
2710 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2712 PlaySoundLevel(x, y, SND_KLAPPER);
2714 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2716 PlaySoundLevel(x, y, SND_ROEHR);
2719 /* now make next step */
2721 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2723 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2724 !PLAYER_PROTECTED(newx, newy))
2728 TestIfBadThingHitsHero(x, y);
2731 /* enemy got the player */
2733 KillHero(PLAYERINFO(newx, newy));
2738 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2739 element == EL_SONDE || element == EL_BALLOON) &&
2740 IN_LEV_FIELD(newx, newy) &&
2741 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2744 Store[x][y] = EL_SALZSAEURE;
2746 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2748 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2750 Feld[x][y] = EL_LEERRAUM;
2751 DrawLevelField(x, y);
2753 PlaySoundLevel(newx, newy, SND_BUING);
2754 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2755 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2757 local_player->friends_still_needed--;
2758 if (!local_player->friends_still_needed &&
2759 !local_player->GameOver && AllPlayersGone)
2760 local_player->LevelSolved = local_player->GameOver = TRUE;
2764 else if (IS_MAMPF3(Feld[newx][newy]))
2766 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2767 DrawLevelField(newx, newy);
2769 MovDir[x][y] = MV_NO_MOVING;
2771 else if (!IS_FREE(newx, newy))
2773 if (IS_PLAYER(x, y))
2774 DrawPlayerField(x, y);
2776 DrawLevelField(x, y);
2780 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2782 if (IS_GEM(Feld[newx][newy]))
2784 if (IS_MOVING(newx, newy))
2785 RemoveMovingField(newx, newy);
2788 Feld[newx][newy] = EL_LEERRAUM;
2789 DrawLevelField(newx, newy);
2792 else if (!IS_FREE(newx, newy))
2794 if (IS_PLAYER(x, y))
2795 DrawPlayerField(x, y);
2797 DrawLevelField(x, y);
2801 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2803 if (!IS_FREE(newx, newy))
2805 if (IS_PLAYER(x, y))
2806 DrawPlayerField(x, y);
2808 DrawLevelField(x, y);
2813 boolean wanna_flame = !RND(10);
2814 int dx = newx - x, dy = newy - y;
2815 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2816 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2817 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2818 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2819 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2820 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2822 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2823 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2824 element1 != EL_BURNING && element2 != EL_BURNING)
2826 if (IS_PLAYER(x, y))
2827 DrawPlayerField(x, y);
2829 DrawLevelField(x, y);
2831 MovDelay[x][y] = 50;
2832 Feld[newx][newy] = EL_BURNING;
2833 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2834 Feld[newx1][newy1] = EL_BURNING;
2835 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2836 Feld[newx2][newy2] = EL_BURNING;
2841 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2842 Feld[newx][newy] == EL_DIAMANT)
2844 if (IS_MOVING(newx, newy))
2845 RemoveMovingField(newx, newy);
2848 Feld[newx][newy] = EL_LEERRAUM;
2849 DrawLevelField(newx, newy);
2852 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2853 IS_MAMPF2(Feld[newx][newy]))
2855 if (AmoebaNr[newx][newy])
2857 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2858 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2859 Feld[newx][newy] == EL_AMOEBE_BD)
2860 AmoebaCnt[AmoebaNr[newx][newy]]--;
2863 if (IS_MOVING(newx, newy))
2864 RemoveMovingField(newx, newy);
2867 Feld[newx][newy] = EL_LEERRAUM;
2868 DrawLevelField(newx, newy);
2871 else if ((element == EL_PACMAN || element == EL_MOLE)
2872 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2874 if (AmoebaNr[newx][newy])
2876 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2877 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2878 Feld[newx][newy] == EL_AMOEBE_BD)
2879 AmoebaCnt[AmoebaNr[newx][newy]]--;
2882 if (element == EL_MOLE)
2884 Feld[newx][newy] = EL_DEAMOEBING;
2885 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2886 return; /* wait for shrinking amoeba */
2888 else /* element == EL_PACMAN */
2890 Feld[newx][newy] = EL_LEERRAUM;
2891 DrawLevelField(newx, newy);
2894 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2895 (Feld[newx][newy] == EL_DEAMOEBING ||
2896 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2898 /* wait for shrinking amoeba to completely disappear */
2901 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2903 /* object was running against a wall */
2907 if (element == EL_KAEFER || element == EL_FLIEGER ||
2908 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2909 DrawLevelField(x, y);
2910 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2911 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2912 else if (element == EL_SONDE)
2913 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2914 else if (element == EL_SP_ELECTRON)
2915 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2917 if (DONT_TOUCH(element))
2918 TestIfBadThingHitsHero(x, y);
2923 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2924 PlaySoundLevel(x, y, SND_SCHLURF);
2926 InitMovingField(x, y, MovDir[x][y]);
2930 ContinueMoving(x, y);
2933 void ContinueMoving(int x, int y)
2935 int element = Feld[x][y];
2936 int direction = MovDir[x][y];
2937 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2938 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2939 int horiz_move = (dx!=0);
2940 int newx = x + dx, newy = y + dy;
2941 int step = (horiz_move ? dx : dy) * TILEX / 8;
2943 if (element == EL_TROPFEN)
2945 else if (element == EL_QUICKSAND_FILLING || element == EL_QUICKSAND_EMPTYING)
2947 else if (CAN_FALL(element) && horiz_move &&
2948 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2950 else if (element == EL_SPRING_MOVING)
2953 #if OLD_GAME_BEHAVIOUR
2954 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2958 MovPos[x][y] += step;
2960 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2962 Feld[x][y] = EL_LEERRAUM;
2963 Feld[newx][newy] = element;
2965 if (element == EL_MOLE)
2968 static int xy[4][2] =
2976 Feld[x][y] = EL_ERDREICH;
2977 DrawLevelField(x, y);
2986 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2987 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2991 if (element == EL_QUICKSAND_FILLING)
2993 element = Feld[newx][newy] = EL_MORAST_VOLL;
2994 Store[newx][newy] = Store[x][y];
2997 else if (element == EL_QUICKSAND_EMPTYING)
2999 Feld[x][y] = EL_MORAST_LEER;
3000 element = Feld[newx][newy] = Store[x][y];
3003 else if (Store[x][y] == EL_MAGIC_WALL_FULL)
3006 element = Feld[newx][newy] =
3007 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
3009 else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
3011 Store[x][y] = Store2[x][y] = 0;
3012 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
3013 EL_MAGIC_WALL_DEAD);
3015 else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
3018 element = Feld[newx][newy] =
3019 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
3020 EL_MAGIC_WALL_BD_DEAD);
3022 else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
3024 Store[x][y] = Store2[x][y] = 0;
3025 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
3026 EL_MAGIC_WALL_BD_DEAD);
3028 else if (Store[x][y] == EL_SALZSAEURE)
3031 Feld[newx][newy] = EL_SALZSAEURE;
3032 element = EL_SALZSAEURE;
3034 else if (Store[x][y] == EL_AMOEBE_NASS)
3037 Feld[x][y] = EL_AMOEBE_NASS;
3040 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3041 MovDelay[newx][newy] = 0;
3043 if (!CAN_MOVE(element))
3044 MovDir[newx][newy] = 0;
3046 DrawLevelField(x, y);
3047 DrawLevelField(newx, newy);
3049 Stop[newx][newy] = TRUE;
3050 JustStopped[newx][newy] = 3;
3052 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3054 TestIfBadThingHitsHero(newx, newy);
3055 TestIfBadThingHitsFriend(newx, newy);
3056 TestIfBadThingHitsOtherBadThing(newx, newy);
3058 else if (element == EL_PINGUIN)
3059 TestIfFriendHitsBadThing(newx, newy);
3061 if (CAN_SMASH(element) && direction == MV_DOWN &&
3062 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3065 else /* still moving on */
3066 DrawLevelField(x, y);
3069 int AmoebeNachbarNr(int ax, int ay)
3072 int element = Feld[ax][ay];
3074 static int xy[4][2] =
3084 int x = ax + xy[i][0];
3085 int y = ay + xy[i][1];
3087 if (!IN_LEV_FIELD(x, y))
3090 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3091 group_nr = AmoebaNr[x][y];
3097 void AmoebenVereinigen(int ax, int ay)
3099 int i, x, y, xx, yy;
3100 int new_group_nr = AmoebaNr[ax][ay];
3101 static int xy[4][2] =
3109 if (new_group_nr == 0)
3117 if (!IN_LEV_FIELD(x, y))
3120 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3121 Feld[x][y] == EL_AMOEBE_BD ||
3122 Feld[x][y] == EL_AMOEBE_TOT) &&
3123 AmoebaNr[x][y] != new_group_nr)
3125 int old_group_nr = AmoebaNr[x][y];
3127 if (old_group_nr == 0)
3130 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3131 AmoebaCnt[old_group_nr] = 0;
3132 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3133 AmoebaCnt2[old_group_nr] = 0;
3135 for (yy=0; yy<lev_fieldy; yy++)
3137 for (xx=0; xx<lev_fieldx; xx++)
3139 if (AmoebaNr[xx][yy] == old_group_nr)
3140 AmoebaNr[xx][yy] = new_group_nr;
3147 void AmoebeUmwandeln(int ax, int ay)
3151 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3153 int group_nr = AmoebaNr[ax][ay];
3158 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3159 printf("AmoebeUmwandeln(): This should never happen!\n");
3164 for (y=0; y<lev_fieldy; y++)
3166 for (x=0; x<lev_fieldx; x++)
3168 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3171 Feld[x][y] = EL_AMOEBA2DIAM;
3179 static int xy[4][2] =
3192 if (!IN_LEV_FIELD(x, y))
3195 if (Feld[x][y] == EL_AMOEBA2DIAM)
3201 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3204 int group_nr = AmoebaNr[ax][ay];
3205 boolean done = FALSE;
3210 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3211 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3216 for (y=0; y<lev_fieldy; y++)
3218 for (x=0; x<lev_fieldx; x++)
3220 if (AmoebaNr[x][y] == group_nr &&
3221 (Feld[x][y] == EL_AMOEBE_TOT ||
3222 Feld[x][y] == EL_AMOEBE_BD ||
3223 Feld[x][y] == EL_AMOEBING))
3226 Feld[x][y] = new_element;
3227 InitField(x, y, FALSE);
3228 DrawLevelField(x, y);
3235 PlaySoundLevel(ax, ay,
3236 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3239 void AmoebeWaechst(int x, int y)
3241 static unsigned long sound_delay = 0;
3242 static unsigned long sound_delay_value = 0;
3244 if (!MovDelay[x][y]) /* start new growing cycle */
3248 if (DelayReached(&sound_delay, sound_delay_value))
3250 PlaySoundLevel(x, y, SND_AMOEBE);
3251 sound_delay_value = 30;
3255 if (MovDelay[x][y]) /* wait some time before growing bigger */
3258 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3259 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3261 if (!MovDelay[x][y])
3263 Feld[x][y] = Store[x][y];
3265 DrawLevelField(x, y);
3270 void AmoebeSchrumpft(int x, int y)
3272 static unsigned long sound_delay = 0;
3273 static unsigned long sound_delay_value = 0;
3275 if (!MovDelay[x][y]) /* start new shrinking cycle */
3279 if (DelayReached(&sound_delay, sound_delay_value))
3281 PlaySoundLevel(x, y, SND_BLURB);
3282 sound_delay_value = 30;
3286 if (MovDelay[x][y]) /* wait some time before shrinking */
3289 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3290 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3292 if (!MovDelay[x][y])
3294 Feld[x][y] = EL_LEERRAUM;
3295 DrawLevelField(x, y);
3297 /* don't let mole enter this field in this cycle;
3298 (give priority to objects falling to this field from above) */
3304 void AmoebeAbleger(int ax, int ay)
3307 int element = Feld[ax][ay];
3308 int newax = ax, neway = ay;
3309 static int xy[4][2] =
3317 if (!level.amoeba_speed)
3319 Feld[ax][ay] = EL_AMOEBE_TOT;
3320 DrawLevelField(ax, ay);
3324 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3325 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3327 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3330 if (MovDelay[ax][ay])
3334 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3337 int x = ax + xy[start][0];
3338 int y = ay + xy[start][1];
3340 if (!IN_LEV_FIELD(x, y))
3343 if (IS_FREE(x, y) ||
3344 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3350 if (newax == ax && neway == ay)
3353 else /* normal or "filled" (BD style) amoeba */
3356 boolean waiting_for_player = FALSE;
3360 int j = (start + i) % 4;
3361 int x = ax + xy[j][0];
3362 int y = ay + xy[j][1];
3364 if (!IN_LEV_FIELD(x, y))
3367 if (IS_FREE(x, y) ||
3368 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3374 else if (IS_PLAYER(x, y))
3375 waiting_for_player = TRUE;
3378 if (newax == ax && neway == ay) /* amoeba cannot grow */
3380 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3382 Feld[ax][ay] = EL_AMOEBE_TOT;
3383 DrawLevelField(ax, ay);
3384 AmoebaCnt[AmoebaNr[ax][ay]]--;
3386 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3388 if (element == EL_AMOEBE_VOLL)
3389 AmoebeUmwandeln(ax, ay);
3390 else if (element == EL_AMOEBE_BD)
3391 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3396 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3398 /* amoeba gets larger by growing in some direction */
3400 int new_group_nr = AmoebaNr[ax][ay];
3403 if (new_group_nr == 0)
3405 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3406 printf("AmoebeAbleger(): This should never happen!\n");
3411 AmoebaNr[newax][neway] = new_group_nr;
3412 AmoebaCnt[new_group_nr]++;
3413 AmoebaCnt2[new_group_nr]++;
3415 /* if amoeba touches other amoeba(s) after growing, unify them */
3416 AmoebenVereinigen(newax, neway);
3418 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3420 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3426 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3427 (neway == lev_fieldy - 1 && newax != ax))
3429 Feld[newax][neway] = EL_AMOEBING;
3430 Store[newax][neway] = element;
3432 else if (neway == ay)
3433 Feld[newax][neway] = EL_TROPFEN;
3436 InitMovingField(ax, ay, MV_DOWN);
3437 Feld[ax][ay] = EL_TROPFEN;
3438 Store[ax][ay] = EL_AMOEBE_NASS;
3439 ContinueMoving(ax, ay);
3443 DrawLevelField(newax, neway);
3446 void Life(int ax, int ay)
3449 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3451 int element = Feld[ax][ay];
3456 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3457 MovDelay[ax][ay] = life_time;
3459 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3462 if (MovDelay[ax][ay])
3466 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3468 int xx = ax+x1, yy = ay+y1;
3471 if (!IN_LEV_FIELD(xx, yy))
3474 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3476 int x = xx+x2, y = yy+y2;
3478 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3481 if (((Feld[x][y] == element ||
3482 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3484 (IS_FREE(x, y) && Stop[x][y]))
3488 if (xx == ax && yy == ay) /* field in the middle */
3490 if (nachbarn<life[0] || nachbarn>life[1])
3492 Feld[xx][yy] = EL_LEERRAUM;
3494 DrawLevelField(xx, yy);
3495 Stop[xx][yy] = TRUE;
3498 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3499 { /* free border field */
3500 if (nachbarn>=life[2] && nachbarn<=life[3])
3502 Feld[xx][yy] = element;
3503 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3505 DrawLevelField(xx, yy);
3506 Stop[xx][yy] = TRUE;
3512 void Ablenk(int x, int y)
3514 if (!MovDelay[x][y]) /* next animation frame */
3515 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3517 if (MovDelay[x][y]) /* wait some time before next frame */
3522 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3523 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3524 if (!(MovDelay[x][y]%4))
3525 PlaySoundLevel(x, y, SND_MIEP);
3530 Feld[x][y] = EL_ABLENK_AUS;
3531 DrawLevelField(x, y);
3532 if (ZX == x && ZY == y)
3536 void TimegateWheel(int x, int y)
3538 if (!MovDelay[x][y]) /* next animation frame */
3539 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3541 if (MovDelay[x][y]) /* wait some time before next frame */
3546 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3547 DrawGraphic(SCREENX(x), SCREENY(y),
3548 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3549 if (!(MovDelay[x][y]%4))
3550 PlaySoundLevel(x, y, SND_MIEP);
3555 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3556 DrawLevelField(x, y);
3557 if (ZX == x && ZY == y)
3561 void Birne(int x, int y)
3563 if (!MovDelay[x][y]) /* next animation frame */
3564 MovDelay[x][y] = 800;
3566 if (MovDelay[x][y]) /* wait some time before next frame */
3571 if (!(MovDelay[x][y]%5))
3573 if (!(MovDelay[x][y]%10))
3574 Feld[x][y]=EL_ABLENK_EIN;
3576 Feld[x][y]=EL_ABLENK_AUS;
3577 DrawLevelField(x, y);
3578 Feld[x][y]=EL_ABLENK_EIN;
3584 Feld[x][y]=EL_ABLENK_AUS;
3585 DrawLevelField(x, y);
3586 if (ZX == x && ZY == y)
3590 void Blubber(int x, int y)
3592 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3593 DrawLevelField(x, y-1);
3595 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3598 void NussKnacken(int x, int y)
3600 if (!MovDelay[x][y]) /* next animation frame */
3603 if (MovDelay[x][y]) /* wait some time before next frame */
3606 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3607 DrawGraphic(SCREENX(x), SCREENY(y),
3608 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3610 if (!MovDelay[x][y])
3612 Feld[x][y] = EL_EDELSTEIN;
3613 DrawLevelField(x, y);
3618 void BreakingPearl(int x, int y)
3620 if (!MovDelay[x][y]) /* next animation frame */
3623 if (MovDelay[x][y]) /* wait some time before next frame */
3626 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3627 DrawGraphic(SCREENX(x), SCREENY(y),
3628 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3630 if (!MovDelay[x][y])
3632 Feld[x][y] = EL_LEERRAUM;
3633 DrawLevelField(x, y);
3638 void SiebAktivieren(int x, int y, int typ)
3640 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3642 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3645 void AusgangstuerPruefen(int x, int y)
3647 if (!local_player->gems_still_needed &&
3648 !local_player->sokobanfields_still_needed &&
3649 !local_player->lights_still_needed)
3651 Feld[x][y] = EL_AUSGANG_ACT;
3653 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3654 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3655 y < LEVELY(BY1) ? LEVELY(BY1) :
3656 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3661 void AusgangstuerOeffnen(int x, int y)
3665 if (!MovDelay[x][y]) /* next animation frame */
3666 MovDelay[x][y] = 5*delay;
3668 if (MovDelay[x][y]) /* wait some time before next frame */
3673 tuer = MovDelay[x][y]/delay;
3674 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3675 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3677 if (!MovDelay[x][y])
3679 Feld[x][y] = EL_AUSGANG_AUF;
3680 DrawLevelField(x, y);
3685 void AusgangstuerBlinken(int x, int y)
3687 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3690 void OpenSwitchgate(int x, int y)
3694 if (!MovDelay[x][y]) /* next animation frame */
3695 MovDelay[x][y] = 5 * delay;
3697 if (MovDelay[x][y]) /* wait some time before next frame */
3702 phase = MovDelay[x][y] / delay;
3703 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3704 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3706 if (!MovDelay[x][y])
3708 Feld[x][y] = EL_SWITCHGATE_OPEN;
3709 DrawLevelField(x, y);
3714 void CloseSwitchgate(int x, int y)
3718 if (!MovDelay[x][y]) /* next animation frame */
3719 MovDelay[x][y] = 5 * delay;
3721 if (MovDelay[x][y]) /* wait some time before next frame */
3726 phase = MovDelay[x][y] / delay;
3727 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3728 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3730 if (!MovDelay[x][y])
3732 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3733 DrawLevelField(x, y);
3738 void OpenTimegate(int x, int y)
3742 if (!MovDelay[x][y]) /* next animation frame */
3743 MovDelay[x][y] = 5 * delay;
3745 if (MovDelay[x][y]) /* wait some time before next frame */
3750 phase = MovDelay[x][y] / delay;
3751 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3752 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3754 if (!MovDelay[x][y])
3756 Feld[x][y] = EL_TIMEGATE_OPEN;
3757 DrawLevelField(x, y);
3762 void CloseTimegate(int x, int y)
3766 if (!MovDelay[x][y]) /* next animation frame */
3767 MovDelay[x][y] = 5 * delay;
3769 if (MovDelay[x][y]) /* wait some time before next frame */
3774 phase = MovDelay[x][y] / delay;
3775 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3776 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3778 if (!MovDelay[x][y])
3780 Feld[x][y] = EL_TIMEGATE_CLOSED;
3781 DrawLevelField(x, y);
3786 static void CloseAllOpenTimegates()
3790 for (y=0; y<lev_fieldy; y++)
3792 for (x=0; x<lev_fieldx; x++)
3794 int element = Feld[x][y];
3796 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3798 Feld[x][y] = EL_TIMEGATE_CLOSING;
3799 PlaySoundLevel(x, y, SND_OEFFNEN);
3805 void EdelsteinFunkeln(int x, int y)
3807 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3810 if (Feld[x][y] == EL_EDELSTEIN_BD)
3811 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3814 if (!MovDelay[x][y]) /* next animation frame */
3815 MovDelay[x][y] = 11 * !SimpleRND(500);
3817 if (MovDelay[x][y]) /* wait some time before next frame */
3821 if (setup.direct_draw && MovDelay[x][y])
3822 SetDrawtoField(DRAW_BUFFERED);
3824 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3828 int phase = (MovDelay[x][y]-1)/2;
3833 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3835 if (setup.direct_draw)
3839 dest_x = FX + SCREENX(x)*TILEX;
3840 dest_y = FY + SCREENY(y)*TILEY;
3842 BlitBitmap(drawto_field, window,
3843 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3844 SetDrawtoField(DRAW_DIRECT);
3851 void MauerWaechst(int x, int y)
3855 if (!MovDelay[x][y]) /* next animation frame */
3856 MovDelay[x][y] = 3*delay;
3858 if (MovDelay[x][y]) /* wait some time before next frame */
3863 phase = 2-MovDelay[x][y]/delay;
3864 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3865 DrawGraphic(SCREENX(x), SCREENY(y),
3866 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3867 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3868 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3869 GFX_MAUER_DOWN ) + phase);
3871 if (!MovDelay[x][y])
3873 if (MovDir[x][y] == MV_LEFT)
3875 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3876 DrawLevelField(x-1, y);
3878 else if (MovDir[x][y] == MV_RIGHT)
3880 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3881 DrawLevelField(x+1, y);
3883 else if (MovDir[x][y] == MV_UP)
3885 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3886 DrawLevelField(x, y-1);
3890 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3891 DrawLevelField(x, y+1);
3894 Feld[x][y] = Store[x][y];
3896 MovDir[x][y] = MV_NO_MOVING;
3897 DrawLevelField(x, y);
3902 void MauerAbleger(int ax, int ay)
3904 int element = Feld[ax][ay];
3905 boolean oben_frei = FALSE, unten_frei = FALSE;
3906 boolean links_frei = FALSE, rechts_frei = FALSE;
3907 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3908 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3910 if (!MovDelay[ax][ay]) /* start building new wall */
3911 MovDelay[ax][ay] = 6;
3913 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3916 if (MovDelay[ax][ay])
3920 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3922 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3924 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3926 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3929 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3933 Feld[ax][ay-1] = EL_MAUERND;
3934 Store[ax][ay-1] = element;
3935 MovDir[ax][ay-1] = MV_UP;
3936 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3937 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3941 Feld[ax][ay+1] = EL_MAUERND;
3942 Store[ax][ay+1] = element;
3943 MovDir[ax][ay+1] = MV_DOWN;
3944 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3945 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3949 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3950 element == EL_MAUER_LEBT)
3954 Feld[ax-1][ay] = EL_MAUERND;
3955 Store[ax-1][ay] = element;
3956 MovDir[ax-1][ay] = MV_LEFT;
3957 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3958 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3962 Feld[ax+1][ay] = EL_MAUERND;
3963 Store[ax+1][ay] = element;
3964 MovDir[ax+1][ay] = MV_RIGHT;
3965 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3966 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3970 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3971 DrawLevelField(ax, ay);
3973 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3975 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3976 unten_massiv = TRUE;
3977 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3978 links_massiv = TRUE;
3979 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3980 rechts_massiv = TRUE;
3982 if (((oben_massiv && unten_massiv) ||
3983 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3984 ((links_massiv && rechts_massiv) ||
3985 element == EL_MAUER_Y))
3986 Feld[ax][ay] = EL_MAUERWERK;
3989 void CheckForDragon(int x, int y)
3992 boolean dragon_found = FALSE;
3993 static int xy[4][2] =
4005 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4007 if (IN_LEV_FIELD(xx, yy) &&
4008 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4010 if (Feld[xx][yy] == EL_DRACHE)
4011 dragon_found = TRUE;
4024 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4026 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4028 Feld[xx][yy] = EL_LEERRAUM;
4029 DrawLevelField(xx, yy);
4038 static void CheckBuggyBase(int x, int y)
4040 int element = Feld[x][y];
4042 if (element == EL_SP_BUG)
4044 if (!MovDelay[x][y]) /* wait some time before activating base */
4045 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4050 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4051 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4055 Feld[x][y] = EL_SP_BUG_ACTIVE;
4058 else if (element == EL_SP_BUG_ACTIVE)
4060 if (!MovDelay[x][y]) /* start activating buggy base */
4061 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4069 static int xy[4][2] =
4077 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4078 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4082 int xx = x + xy[i][0], yy = y + xy[i][1];
4084 if (IS_PLAYER(xx, yy))
4086 PlaySoundLevel(x, y, SND_SP_BUG);
4094 Feld[x][y] = EL_SP_BUG;
4095 DrawLevelField(x, y);
4100 static void CheckTrap(int x, int y)
4102 int element = Feld[x][y];
4104 if (element == EL_TRAP_INACTIVE)
4106 if (!MovDelay[x][y]) /* wait some time before activating trap */
4107 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4115 Feld[x][y] = EL_TRAP_ACTIVE;
4118 else if (element == EL_TRAP_ACTIVE)
4123 if (!MovDelay[x][y]) /* start activating trap */
4124 MovDelay[x][y] = num_frames * delay;
4132 if (!(MovDelay[x][y] % delay))
4134 int phase = MovDelay[x][y]/delay;
4136 if (phase >= num_frames/2)
4137 phase = num_frames - phase;
4139 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4141 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4142 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4149 Feld[x][y] = EL_TRAP_INACTIVE;
4150 DrawLevelField(x, y);
4155 static void DrawBeltAnimation(int x, int y, int element)
4157 int belt_nr = getBeltNrFromElement(element);
4158 int belt_dir = game.belt_dir[belt_nr];
4160 if (belt_dir != MV_NO_MOVING)
4163 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4164 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4166 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4170 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4172 static byte stored_player_action[MAX_PLAYERS];
4173 static int num_stored_actions = 0;
4174 static boolean save_tape_entry = FALSE;
4175 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4176 int jx = player->jx, jy = player->jy;
4177 int left = player_action & JOY_LEFT;
4178 int right = player_action & JOY_RIGHT;
4179 int up = player_action & JOY_UP;
4180 int down = player_action & JOY_DOWN;
4181 int button1 = player_action & JOY_BUTTON_1;
4182 int button2 = player_action & JOY_BUTTON_2;
4183 int dx = (left ? -1 : right ? 1 : 0);
4184 int dy = (up ? -1 : down ? 1 : 0);
4186 stored_player_action[player->index_nr] = 0;
4187 num_stored_actions++;
4189 if (!player->active || tape.pausing)
4194 save_tape_entry = TRUE;
4195 player->frame_reset_delay = 0;
4198 snapped = SnapField(player, dx, dy);
4202 bombed = PlaceBomb(player);
4203 moved = MoveFigure(player, dx, dy);
4206 if (tape.recording && (moved || snapped || bombed))
4208 if (bombed && !moved)
4209 player_action &= JOY_BUTTON;
4211 stored_player_action[player->index_nr] = player_action;
4213 else if (tape.playing && snapped)
4214 SnapField(player, 0, 0); /* stop snapping */
4218 /* no actions for this player (no input at player's configured device) */
4220 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4221 SnapField(player, 0, 0);
4222 CheckGravityMovement(player);
4224 if (++player->frame_reset_delay > player->move_delay_value)
4228 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4230 TapeRecordAction(stored_player_action);
4231 num_stored_actions = 0;
4232 save_tape_entry = FALSE;
4235 if (tape.playing && !tape.pausing && !player_action &&
4236 tape.counter < tape.length)
4239 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4241 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4242 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4244 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4246 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4248 int el = Feld[jx+dx][jy];
4249 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4250 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4252 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4254 player->MovDir = next_joy;
4255 player->Frame = FrameCounter % 4;
4256 player->Pushing = TRUE;
4265 static unsigned long action_delay = 0;
4266 unsigned long action_delay_value;
4267 int sieb_x = 0, sieb_y = 0;
4268 int i, x, y, element;
4269 byte *recorded_player_action;
4270 byte summarized_player_action = 0;
4272 if (game_status != PLAYING)
4275 action_delay_value =
4276 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4278 /* ---------- main game synchronization point ---------- */
4280 WaitUntilDelayReached(&action_delay, action_delay_value);
4282 if (network_playing && !network_player_action_received)
4286 printf("DEBUG: try to get network player actions in time\n");
4290 #if defined(PLATFORM_UNIX)
4291 /* last chance to get network player actions without main loop delay */
4295 if (game_status != PLAYING)
4298 if (!network_player_action_received)
4302 printf("DEBUG: failed to get network player actions in time\n");
4314 else if (tape.recording)
4317 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4319 for (i=0; i<MAX_PLAYERS; i++)
4321 summarized_player_action |= stored_player[i].action;
4323 if (!network_playing)
4324 stored_player[i].effective_action = stored_player[i].action;
4327 #if defined(PLATFORM_UNIX)
4328 if (network_playing)
4329 SendToServer_MovePlayer(summarized_player_action);
4332 if (!options.network && !setup.team_mode)
4333 local_player->effective_action = summarized_player_action;
4335 for (i=0; i<MAX_PLAYERS; i++)
4337 int actual_player_action = stored_player[i].effective_action;
4339 if (stored_player[i].programmed_action)
4340 actual_player_action = stored_player[i].programmed_action;
4342 if (recorded_player_action)
4343 actual_player_action = recorded_player_action[i];
4345 PlayerActions(&stored_player[i], actual_player_action);
4346 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4349 network_player_action_received = FALSE;
4351 ScrollScreen(NULL, SCROLL_GO_ON);
4357 if (TimeFrames == 0 && local_player->active)
4359 extern unsigned int last_RND();
4361 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4362 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4369 if (GameFrameDelay >= 500)
4370 printf("FrameCounter == %d\n", FrameCounter);
4379 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4382 if (JustStopped[x][y] > 0)
4383 JustStopped[x][y]--;
4386 if (IS_BLOCKED(x, y))
4390 Blocked2Moving(x, y, &oldx, &oldy);
4391 if (!IS_MOVING(oldx, oldy))
4393 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4394 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4395 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4396 printf("GameActions(): This should never happen!\n");
4402 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4404 element = Feld[x][y];
4406 if (IS_INACTIVE(element))
4409 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4413 if (IS_GEM(element))
4414 EdelsteinFunkeln(x, y);
4416 else if (IS_MOVING(x, y))
4417 ContinueMoving(x, y);
4418 else if (IS_ACTIVE_BOMB(element))
4419 CheckDynamite(x, y);
4420 else if (element == EL_EXPLODING)
4421 Explode(x, y, Frame[x][y], EX_NORMAL);
4422 else if (element == EL_AMOEBING)
4423 AmoebeWaechst(x, y);
4424 else if (element == EL_DEAMOEBING)
4425 AmoebeSchrumpft(x, y);
4426 else if (IS_AMOEBALIVE(element))
4427 AmoebeAbleger(x, y);
4428 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4430 else if (element == EL_ABLENK_EIN)
4432 else if (element == EL_TIMEGATE_SWITCH_ON)
4433 TimegateWheel(x, y);
4434 else if (element == EL_SALZSAEURE)
4436 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4438 else if (element == EL_CRACKINGNUT)
4440 else if (element == EL_PEARL_BREAKING)
4441 BreakingPearl(x, y);
4442 else if (element == EL_AUSGANG_ZU)
4443 AusgangstuerPruefen(x, y);
4444 else if (element == EL_AUSGANG_ACT)
4445 AusgangstuerOeffnen(x, y);
4446 else if (element == EL_AUSGANG_AUF)
4447 AusgangstuerBlinken(x, y);
4448 else if (element == EL_MAUERND)
4450 else if (element == EL_MAUER_LEBT ||
4451 element == EL_MAUER_X ||
4452 element == EL_MAUER_Y ||
4453 element == EL_MAUER_XY)
4455 else if (element == EL_BURNING)
4456 CheckForDragon(x, y);
4457 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4458 CheckBuggyBase(x, y);
4459 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4461 else if (element == EL_SP_TERMINAL)
4462 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4463 else if (element == EL_SP_TERMINAL_ACTIVE)
4464 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4465 else if (IS_BELT(element))
4466 DrawBeltAnimation(x, y, element);
4467 else if (element == EL_SWITCHGATE_OPENING)
4468 OpenSwitchgate(x, y);
4469 else if (element == EL_SWITCHGATE_CLOSING)
4470 CloseSwitchgate(x, y);
4471 else if (element == EL_TIMEGATE_OPENING)
4473 else if (element == EL_TIMEGATE_CLOSING)
4474 CloseTimegate(x, y);
4475 else if (element == EL_EXTRA_TIME)
4476 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4477 else if (element == EL_SHIELD_PASSIVE)
4478 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4479 else if (element == EL_SHIELD_ACTIVE)
4480 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4482 if (game.magic_wall_active)
4484 boolean sieb = FALSE;
4485 int jx = local_player->jx, jy = local_player->jy;
4487 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
4488 Store[x][y] == EL_MAGIC_WALL_EMPTY)
4490 SiebAktivieren(x, y, 1);
4493 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4494 element == EL_MAGIC_WALL_BD_FULL ||
4495 Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
4497 SiebAktivieren(x, y, 2);
4501 /* play the element sound at the position nearest to the player */
4502 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4510 if (game.magic_wall_active)
4512 if (!(game.magic_wall_time_left % 4))
4513 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4515 if (game.magic_wall_time_left > 0)
4517 game.magic_wall_time_left--;
4518 if (!game.magic_wall_time_left)
4520 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4522 element = Feld[x][y];
4524 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
4526 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4527 DrawLevelField(x, y);
4529 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4530 element == EL_MAGIC_WALL_BD_FULL)
4532 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4533 DrawLevelField(x, y);
4537 game.magic_wall_active = FALSE;
4542 if (game.light_time_left > 0)
4544 game.light_time_left--;
4546 if (game.light_time_left == 0)
4548 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4550 element = Feld[x][y];
4552 if (element == EL_LIGHT_SWITCH_ON)
4554 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4555 DrawLevelField(x, y);
4557 else if (element == EL_INVISIBLE_STEEL ||
4558 element == EL_UNSICHTBAR ||
4559 element == EL_SAND_INVISIBLE)
4560 DrawLevelField(x, y);
4565 if (game.timegate_time_left > 0)
4567 game.timegate_time_left--;
4569 if (game.timegate_time_left == 0)
4570 CloseAllOpenTimegates();
4573 if (TimeFrames >= (1000 / GameFrameDelay))
4578 for (i=0; i<MAX_PLAYERS; i++)
4580 if (SHIELD_ON(&stored_player[i]))
4582 stored_player[i].shield_passive_time_left--;
4584 if (stored_player[i].shield_active_time_left > 0)
4585 stored_player[i].shield_active_time_left--;
4589 if (tape.recording || tape.playing)
4590 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4596 if (TimeLeft <= 10 && setup.time_limit)
4597 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4599 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4601 if (!TimeLeft && setup.time_limit)
4602 for (i=0; i<MAX_PLAYERS; i++)
4603 KillHero(&stored_player[i]);
4605 else if (level.time == 0) /* level without time limit */
4606 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4611 if (options.debug) /* calculate frames per second */
4613 static unsigned long fps_counter = 0;
4614 static int fps_frames = 0;
4615 unsigned long fps_delay_ms = Counter() - fps_counter;
4619 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4621 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4624 fps_counter = Counter();
4627 redraw_mask |= REDRAW_FPS;
4631 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4633 int min_x = x, min_y = y, max_x = x, max_y = y;
4636 for (i=0; i<MAX_PLAYERS; i++)
4638 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4640 if (!stored_player[i].active || &stored_player[i] == player)
4643 min_x = MIN(min_x, jx);
4644 min_y = MIN(min_y, jy);
4645 max_x = MAX(max_x, jx);
4646 max_y = MAX(max_y, jy);
4649 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4652 static boolean AllPlayersInVisibleScreen()
4656 for (i=0; i<MAX_PLAYERS; i++)
4658 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4660 if (!stored_player[i].active)
4663 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4670 void ScrollLevel(int dx, int dy)
4672 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4675 BlitBitmap(drawto_field, drawto_field,
4676 FX + TILEX*(dx == -1) - softscroll_offset,
4677 FY + TILEY*(dy == -1) - softscroll_offset,
4678 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4679 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4680 FX + TILEX*(dx == 1) - softscroll_offset,
4681 FY + TILEY*(dy == 1) - softscroll_offset);
4685 x = (dx == 1 ? BX1 : BX2);
4686 for (y=BY1; y<=BY2; y++)
4687 DrawScreenField(x, y);
4691 y = (dy == 1 ? BY1 : BY2);
4692 for (x=BX1; x<=BX2; x++)
4693 DrawScreenField(x, y);
4696 redraw_mask |= REDRAW_FIELD;
4699 static void CheckGravityMovement(struct PlayerInfo *player)
4701 if (level.gravity && !player->programmed_action)
4703 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4704 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4706 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4707 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4708 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4709 int jx = player->jx, jy = player->jy;
4710 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4711 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4712 int new_jx = jx + dx, new_jy = jy + dy;
4713 boolean field_under_player_is_free =
4714 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4715 boolean player_is_moving_to_valid_field =
4716 (IN_LEV_FIELD(new_jx, new_jy) &&
4717 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4718 Feld[new_jx][new_jy] == EL_ERDREICH));
4720 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4721 player->programmed_action = MV_DOWN;
4725 boolean MoveFigureOneStep(struct PlayerInfo *player,
4726 int dx, int dy, int real_dx, int real_dy)
4728 int jx = player->jx, jy = player->jy;
4729 int new_jx = jx+dx, new_jy = jy+dy;
4733 if (!player->active || (!dx && !dy))
4734 return MF_NO_ACTION;
4736 player->MovDir = (dx < 0 ? MV_LEFT :
4739 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4741 if (!IN_LEV_FIELD(new_jx, new_jy))
4742 return MF_NO_ACTION;
4744 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4745 return MF_NO_ACTION;
4748 element = MovingOrBlocked2Element(new_jx, new_jy);
4750 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4753 if (DONT_GO_TO(element))
4755 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4758 Feld[jx][jy] = EL_SPIELFIGUR;
4759 InitMovingField(jx, jy, MV_DOWN);
4760 Store[jx][jy] = EL_SALZSAEURE;
4761 ContinueMoving(jx, jy);
4765 TestIfBadThingHitsHero(new_jx, new_jy);
4770 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4771 if (can_move != MF_MOVING)
4774 StorePlayer[jx][jy] = 0;
4775 player->last_jx = jx;
4776 player->last_jy = jy;
4777 jx = player->jx = new_jx;
4778 jy = player->jy = new_jy;
4779 StorePlayer[jx][jy] = player->element_nr;
4782 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4784 ScrollFigure(player, SCROLL_INIT);
4789 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4791 int jx = player->jx, jy = player->jy;
4792 int old_jx = jx, old_jy = jy;
4793 int moved = MF_NO_ACTION;
4795 if (!player->active || (!dx && !dy))
4798 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4802 /* remove the last programmed player action */
4803 player->programmed_action = 0;
4807 /* should only happen if pre-1.2 tape recordings are played */
4808 /* this is only for backward compatibility */
4810 int original_move_delay_value = player->move_delay_value;
4813 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4816 /* scroll remaining steps with finest movement resolution */
4817 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4819 while (player->MovPos)
4821 ScrollFigure(player, SCROLL_GO_ON);
4822 ScrollScreen(NULL, SCROLL_GO_ON);
4828 player->move_delay_value = original_move_delay_value;
4831 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4833 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4834 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4838 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4839 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4845 if (moved & MF_MOVING && !ScreenMovPos &&
4846 (player == local_player || !options.network))
4848 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4849 int offset = (setup.scroll_delay ? 3 : 0);
4851 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4853 /* actual player has left the screen -- scroll in that direction */
4854 if (jx != old_jx) /* player has moved horizontally */
4855 scroll_x += (jx - old_jx);
4856 else /* player has moved vertically */
4857 scroll_y += (jy - old_jy);
4861 if (jx != old_jx) /* player has moved horizontally */
4863 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4864 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4865 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4867 /* don't scroll over playfield boundaries */
4868 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4869 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4871 /* don't scroll more than one field at a time */
4872 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4874 /* don't scroll against the player's moving direction */
4875 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4876 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4877 scroll_x = old_scroll_x;
4879 else /* player has moved vertically */
4881 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4882 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4883 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4885 /* don't scroll over playfield boundaries */
4886 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4887 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4889 /* don't scroll more than one field at a time */
4890 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4892 /* don't scroll against the player's moving direction */
4893 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4894 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4895 scroll_y = old_scroll_y;
4899 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4901 if (!options.network && !AllPlayersInVisibleScreen())
4903 scroll_x = old_scroll_x;
4904 scroll_y = old_scroll_y;
4908 ScrollScreen(player, SCROLL_INIT);
4909 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4914 if (!(moved & MF_MOVING) && !player->Pushing)
4917 player->Frame = (player->Frame + 1) % 4;
4919 if (moved & MF_MOVING)
4921 if (old_jx != jx && old_jy == jy)
4922 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4923 else if (old_jx == jx && old_jy != jy)
4924 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4926 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4928 player->last_move_dir = player->MovDir;
4932 CheckGravityMovement(player);
4934 player->last_move_dir = MV_NO_MOVING;
4937 TestIfHeroHitsBadThing(jx, jy);
4939 if (!player->active)
4945 void ScrollFigure(struct PlayerInfo *player, int mode)
4947 int jx = player->jx, jy = player->jy;
4948 int last_jx = player->last_jx, last_jy = player->last_jy;
4949 int move_stepsize = TILEX / player->move_delay_value;
4951 if (!player->active || !player->MovPos)
4954 if (mode == SCROLL_INIT)
4956 player->actual_frame_counter = FrameCounter;
4957 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4959 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4960 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4965 else if (!FrameReached(&player->actual_frame_counter, 1))
4968 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4969 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4971 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4972 Feld[last_jx][last_jy] = EL_LEERRAUM;
4974 /* before DrawPlayer() to draw correct player graphic for this case */
4975 if (player->MovPos == 0)
4976 CheckGravityMovement(player);
4980 if (player->MovPos == 0)
4982 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4984 /* continue with normal speed after quickly moving through gate */
4985 HALVE_PLAYER_SPEED(player);
4987 /* be able to make the next move without delay */
4988 player->move_delay = 0;
4991 player->last_jx = jx;
4992 player->last_jy = jy;
4994 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4998 if (!local_player->friends_still_needed)
4999 player->LevelSolved = player->GameOver = TRUE;
5004 void ScrollScreen(struct PlayerInfo *player, int mode)
5006 static unsigned long screen_frame_counter = 0;
5008 if (mode == SCROLL_INIT)
5010 /* set scrolling step size according to actual player's moving speed */
5011 ScrollStepSize = TILEX / player->move_delay_value;
5013 screen_frame_counter = FrameCounter;
5014 ScreenMovDir = player->MovDir;
5015 ScreenMovPos = player->MovPos;
5016 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5019 else if (!FrameReached(&screen_frame_counter, 1))
5024 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5025 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5026 redraw_mask |= REDRAW_FIELD;
5029 ScreenMovDir = MV_NO_MOVING;
5032 void TestIfGoodThingHitsBadThing(int goodx, int goody)
5034 int i, killx = goodx, killy = goody;
5035 static int xy[4][2] =
5042 static int harmless[4] =
5054 x = goodx + xy[i][0];
5055 y = goody + xy[i][1];
5056 if (!IN_LEV_FIELD(x, y))
5060 element = Feld[x][y];
5062 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5065 if (DONT_TOUCH(element))
5067 if (MovDir[x][y] == harmless[i])
5076 if (killx != goodx || killy != goody)
5078 if (IS_PLAYER(goodx, goody))
5080 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5082 if (player->shield_active_time_left > 0)
5084 else if (!PLAYER_PROTECTED(goodx, goody))
5092 void TestIfBadThingHitsGoodThing(int badx, int bady)
5094 int i, killx = badx, killy = bady;
5095 static int xy[4][2] =
5102 static int harmless[4] =
5110 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5117 x = badx + xy[i][0];
5118 y = bady + xy[i][1];
5119 if (!IN_LEV_FIELD(x, y))
5122 element = Feld[x][y];
5124 if (IS_PLAYER(x, y))
5130 else if (element == EL_PINGUIN)
5132 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5141 if (killx != badx || killy != bady)
5143 if (IS_PLAYER(killx, killy))
5145 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5147 if (player->shield_active_time_left > 0)
5149 else if (!PLAYER_PROTECTED(killx, killy))
5157 void TestIfHeroHitsBadThing(int x, int y)
5159 TestIfGoodThingHitsBadThing(x, y);
5162 void TestIfBadThingHitsHero(int x, int y)
5164 TestIfBadThingHitsGoodThing(x, y);
5167 void TestIfFriendHitsBadThing(int x, int y)
5169 TestIfGoodThingHitsBadThing(x, y);
5172 void TestIfBadThingHitsFriend(int x, int y)
5174 TestIfBadThingHitsGoodThing(x, y);
5177 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5179 int i, killx = badx, killy = bady;
5180 static int xy[4][2] =
5194 if (!IN_LEV_FIELD(x, y))
5197 element = Feld[x][y];
5198 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5199 element == EL_AMOEBING || element == EL_TROPFEN)
5207 if (killx != badx || killy != bady)
5211 void KillHero(struct PlayerInfo *player)
5213 int jx = player->jx, jy = player->jy;
5215 if (!player->active)
5218 if (IS_PFORTE(Feld[jx][jy]))
5219 Feld[jx][jy] = EL_LEERRAUM;
5221 /* deactivate shield (else Bang()/Explode() would not work right) */
5222 player->shield_passive_time_left = 0;
5223 player->shield_active_time_left = 0;
5229 static void KillHeroUnlessProtected(int x, int y)
5231 if (!PLAYER_PROTECTED(x, y))
5232 KillHero(PLAYERINFO(x, y));
5235 void BuryHero(struct PlayerInfo *player)
5237 int jx = player->jx, jy = player->jy;
5239 if (!player->active)
5242 PlaySoundLevel(jx, jy, SND_AUTSCH);
5243 PlaySoundLevel(jx, jy, SND_LACHEN);
5245 player->GameOver = TRUE;
5249 void RemoveHero(struct PlayerInfo *player)
5251 int jx = player->jx, jy = player->jy;
5252 int i, found = FALSE;
5254 player->present = FALSE;
5255 player->active = FALSE;
5257 StorePlayer[jx][jy] = 0;
5259 for (i=0; i<MAX_PLAYERS; i++)
5260 if (stored_player[i].active)
5264 AllPlayersGone = TRUE;
5270 int DigField(struct PlayerInfo *player,
5271 int x, int y, int real_dx, int real_dy, int mode)
5273 int jx = player->jx, jy = player->jy;
5274 int dx = x - jx, dy = y - jy;
5275 int move_direction = (dx == -1 ? MV_LEFT :
5276 dx == +1 ? MV_RIGHT :
5278 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5281 if (!player->MovPos)
5282 player->Pushing = FALSE;
5284 if (mode == DF_NO_PUSH)
5286 player->Switching = FALSE;
5287 player->push_delay = 0;
5288 return MF_NO_ACTION;
5291 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5292 return MF_NO_ACTION;
5294 if (IS_TUBE(Feld[jx][jy]))
5297 int tube_leave_directions[][2] =
5299 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5300 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5301 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5302 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5303 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5304 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5305 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5306 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5307 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5308 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5309 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5310 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5313 while (tube_leave_directions[i][0] != Feld[jx][jy])
5316 if (tube_leave_directions[i][0] == -1) /* should not happen */
5320 if (!(tube_leave_directions[i][1] & move_direction))
5321 return MF_NO_ACTION; /* tube has no opening in this direction */
5324 element = Feld[x][y];
5329 PlaySoundLevel(x, y, SND_EMPTY);
5333 case EL_SAND_INVISIBLE:
5334 case EL_TRAP_INACTIVE:
5335 Feld[x][y] = EL_LEERRAUM;
5336 PlaySoundLevel(x, y, SND_SCHLURF);
5341 Feld[x][y] = EL_LEERRAUM;
5342 PlaySoundLevel(x, y, SND_SP_BASE);
5346 case EL_EDELSTEIN_BD:
5347 case EL_EDELSTEIN_GELB:
5348 case EL_EDELSTEIN_ROT:
5349 case EL_EDELSTEIN_LILA:
5351 case EL_SP_INFOTRON:
5355 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5356 element == EL_PEARL ? 5 :
5357 element == EL_CRYSTAL ? 8 : 1);
5358 if (local_player->gems_still_needed < 0)
5359 local_player->gems_still_needed = 0;
5360 RaiseScoreElement(element);
5361 DrawText(DX_EMERALDS, DY_EMERALDS,
5362 int2str(local_player->gems_still_needed, 3),
5363 FS_SMALL, FC_YELLOW);
5364 if (element == EL_SP_INFOTRON)
5365 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5367 PlaySoundLevel(x, y, SND_PONG);
5372 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5373 PlaySoundLevel(x, y, SND_PONG);
5377 Feld[x][y] = EL_LEERRAUM;
5378 PlaySoundLevel(x, y, SND_PONG);
5386 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5388 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5391 case EL_SHIELD_PASSIVE:
5393 player->shield_passive_time_left += 10;
5394 PlaySoundLevel(x, y, SND_PONG);
5397 case EL_SHIELD_ACTIVE:
5399 player->shield_passive_time_left += 10;
5400 player->shield_active_time_left += 10;
5401 PlaySoundLevel(x, y, SND_PONG);
5404 case EL_DYNAMITE_INACTIVE:
5405 case EL_SP_DISK_RED:
5408 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5409 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5410 int2str(local_player->dynamite, 3),
5411 FS_SMALL, FC_YELLOW);
5412 if (element == EL_SP_DISK_RED)
5413 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5415 PlaySoundLevel(x, y, SND_PONG);
5418 case EL_DYNABOMB_NR:
5420 player->dynabomb_count++;
5421 player->dynabombs_left++;
5422 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5423 PlaySoundLevel(x, y, SND_PONG);
5426 case EL_DYNABOMB_SZ:
5428 player->dynabomb_size++;
5429 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5430 PlaySoundLevel(x, y, SND_PONG);
5433 case EL_DYNABOMB_XL:
5435 player->dynabomb_xl = TRUE;
5436 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5437 PlaySoundLevel(x, y, SND_PONG);
5440 case EL_SCHLUESSEL1:
5441 case EL_SCHLUESSEL2:
5442 case EL_SCHLUESSEL3:
5443 case EL_SCHLUESSEL4:
5445 int key_nr = element - EL_SCHLUESSEL1;
5448 player->key[key_nr] = TRUE;
5449 RaiseScoreElement(EL_SCHLUESSEL);
5450 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5451 GFX_SCHLUESSEL1 + key_nr);
5452 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5453 GFX_SCHLUESSEL1 + key_nr);
5454 PlaySoundLevel(x, y, SND_PONG);
5463 int key_nr = element - EL_EM_KEY_1;
5466 player->key[key_nr] = TRUE;
5467 RaiseScoreElement(EL_SCHLUESSEL);
5468 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5469 GFX_SCHLUESSEL1 + key_nr);
5470 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5471 GFX_SCHLUESSEL1 + key_nr);
5472 PlaySoundLevel(x, y, SND_PONG);
5477 Feld[x][y] = EL_ABLENK_EIN;
5480 DrawLevelField(x, y);
5484 case EL_SP_TERMINAL:
5488 for (yy=0; yy<lev_fieldy; yy++)
5490 for (xx=0; xx<lev_fieldx; xx++)
5492 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5494 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5495 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5503 case EL_BELT1_SWITCH_LEFT:
5504 case EL_BELT1_SWITCH_MIDDLE:
5505 case EL_BELT1_SWITCH_RIGHT:
5506 case EL_BELT2_SWITCH_LEFT:
5507 case EL_BELT2_SWITCH_MIDDLE:
5508 case EL_BELT2_SWITCH_RIGHT:
5509 case EL_BELT3_SWITCH_LEFT:
5510 case EL_BELT3_SWITCH_MIDDLE:
5511 case EL_BELT3_SWITCH_RIGHT:
5512 case EL_BELT4_SWITCH_LEFT:
5513 case EL_BELT4_SWITCH_MIDDLE:
5514 case EL_BELT4_SWITCH_RIGHT:
5515 if (!player->Switching)
5517 player->Switching = TRUE;
5518 ToggleBeltSwitch(x, y);
5523 case EL_SWITCHGATE_SWITCH_1:
5524 case EL_SWITCHGATE_SWITCH_2:
5525 if (!player->Switching)
5527 player->Switching = TRUE;
5528 ToggleSwitchgateSwitch(x, y);
5533 case EL_LIGHT_SWITCH_OFF:
5534 case EL_LIGHT_SWITCH_ON:
5535 if (!player->Switching)
5537 player->Switching = TRUE;
5538 ToggleLightSwitch(x, y);
5543 case EL_TIMEGATE_SWITCH_OFF:
5544 ActivateTimegateSwitch(x, y);
5549 case EL_BALLOON_SEND_LEFT:
5550 case EL_BALLOON_SEND_RIGHT:
5551 case EL_BALLOON_SEND_UP:
5552 case EL_BALLOON_SEND_DOWN:
5553 case EL_BALLOON_SEND_ANY:
5554 if (element == EL_BALLOON_SEND_ANY)
5555 game.balloon_dir = move_direction;
5557 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5558 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5559 element == EL_BALLOON_SEND_UP ? MV_UP :
5560 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5567 if (local_player->gems_still_needed > 0)
5568 return MF_NO_ACTION;
5570 player->LevelSolved = player->GameOver = TRUE;
5571 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5574 case EL_FELSBROCKEN:
5577 case EL_DX_SUPABOMB:
5581 case EL_SP_DISK_ORANGE:
5583 if (dy || mode == DF_SNAP)
5584 return MF_NO_ACTION;
5586 player->Pushing = TRUE;
5588 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5589 return MF_NO_ACTION;
5593 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5594 return MF_NO_ACTION;
5597 if (player->push_delay == 0)
5598 player->push_delay = FrameCounter;
5599 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5600 !tape.playing && element != EL_SPRING)
5601 return MF_NO_ACTION;
5604 Feld[x+dx][y+dy] = element;
5606 if (element == EL_SPRING)
5608 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5609 MovDir[x+dx][y+dy] = move_direction;
5612 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5614 DrawLevelField(x+dx, y+dy);
5615 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5616 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5617 else if (element == EL_KOKOSNUSS)
5618 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5619 else if (IS_SP_ELEMENT(element))
5620 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5622 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5629 if (!player->key[element - EL_PFORTE1])
5630 return MF_NO_ACTION;
5637 if (!player->key[element - EL_PFORTE1X])
5638 return MF_NO_ACTION;
5645 if (!player->key[element - EL_EM_GATE_1])
5646 return MF_NO_ACTION;
5647 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5648 return MF_NO_ACTION;
5650 /* automatically move to the next field with double speed */
5651 player->programmed_action = move_direction;
5652 DOUBLE_PLAYER_SPEED(player);
5654 PlaySoundLevel(x, y, SND_GATE);
5662 if (!player->key[element - EL_EM_GATE_1X])
5663 return MF_NO_ACTION;
5664 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5665 return MF_NO_ACTION;
5667 /* automatically move to the next field with double speed */
5668 player->programmed_action = move_direction;
5669 DOUBLE_PLAYER_SPEED(player);
5671 PlaySoundLevel(x, y, SND_GATE);
5675 case EL_SWITCHGATE_OPEN:
5676 case EL_TIMEGATE_OPEN:
5677 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5678 return MF_NO_ACTION;
5680 /* automatically move to the next field with double speed */
5681 player->programmed_action = move_direction;
5682 DOUBLE_PLAYER_SPEED(player);
5684 PlaySoundLevel(x, y, SND_GATE);
5688 case EL_SP_PORT1_LEFT:
5689 case EL_SP_PORT2_LEFT:
5690 case EL_SP_PORT1_RIGHT:
5691 case EL_SP_PORT2_RIGHT:
5692 case EL_SP_PORT1_UP:
5693 case EL_SP_PORT2_UP:
5694 case EL_SP_PORT1_DOWN:
5695 case EL_SP_PORT2_DOWN:
5700 element != EL_SP_PORT1_LEFT &&
5701 element != EL_SP_PORT2_LEFT &&
5702 element != EL_SP_PORT_X &&
5703 element != EL_SP_PORT_XY) ||
5705 element != EL_SP_PORT1_RIGHT &&
5706 element != EL_SP_PORT2_RIGHT &&
5707 element != EL_SP_PORT_X &&
5708 element != EL_SP_PORT_XY) ||
5710 element != EL_SP_PORT1_UP &&
5711 element != EL_SP_PORT2_UP &&
5712 element != EL_SP_PORT_Y &&
5713 element != EL_SP_PORT_XY) ||
5715 element != EL_SP_PORT1_DOWN &&
5716 element != EL_SP_PORT2_DOWN &&
5717 element != EL_SP_PORT_Y &&
5718 element != EL_SP_PORT_XY) ||
5719 !IN_LEV_FIELD(x + dx, y + dy) ||
5720 !IS_FREE(x + dx, y + dy))
5721 return MF_NO_ACTION;
5723 /* automatically move to the next field with double speed */
5724 player->programmed_action = move_direction;
5725 DOUBLE_PLAYER_SPEED(player);
5727 PlaySoundLevel(x, y, SND_GATE);
5731 case EL_TUBE_VERTICAL:
5732 case EL_TUBE_HORIZONTAL:
5733 case EL_TUBE_VERT_LEFT:
5734 case EL_TUBE_VERT_RIGHT:
5735 case EL_TUBE_HORIZ_UP:
5736 case EL_TUBE_HORIZ_DOWN:
5737 case EL_TUBE_LEFT_UP:
5738 case EL_TUBE_LEFT_DOWN:
5739 case EL_TUBE_RIGHT_UP:
5740 case EL_TUBE_RIGHT_DOWN:
5743 int tube_enter_directions[][2] =
5745 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5746 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5747 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5748 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5749 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5750 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5751 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5752 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5753 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5754 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5755 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5756 { -1, MV_NO_MOVING }
5759 while (tube_enter_directions[i][0] != element)
5762 if (tube_enter_directions[i][0] == -1) /* should not happen */
5766 if (!(tube_enter_directions[i][1] & move_direction))
5767 return MF_NO_ACTION; /* tube has no opening in this direction */
5772 case EL_AUSGANG_ACT:
5773 /* door is not (yet) open */
5774 return MF_NO_ACTION;
5777 case EL_AUSGANG_AUF:
5778 if (mode == DF_SNAP)
5779 return MF_NO_ACTION;
5781 PlaySoundLevel(x, y, SND_BUING);
5786 Feld[x][y] = EL_BIRNE_EIN;
5787 local_player->lights_still_needed--;
5788 DrawLevelField(x, y);
5789 PlaySoundLevel(x, y, SND_DENG);
5794 Feld[x][y] = EL_ZEIT_LEER;
5796 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5797 DrawLevelField(x, y);
5798 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5802 case EL_SOKOBAN_FELD_LEER:
5805 case EL_SOKOBAN_FELD_VOLL:
5806 case EL_SOKOBAN_OBJEKT:
5808 case EL_SP_DISK_YELLOW:
5810 if (mode == DF_SNAP)
5811 return MF_NO_ACTION;
5813 player->Pushing = TRUE;
5815 if (!IN_LEV_FIELD(x+dx, y+dy)
5816 || (!IS_FREE(x+dx, y+dy)
5817 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5818 || !IS_SB_ELEMENT(element))))
5819 return MF_NO_ACTION;
5823 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5824 return MF_NO_ACTION;
5826 else if (dy && real_dx)
5828 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5829 return MF_NO_ACTION;
5832 if (player->push_delay == 0)
5833 player->push_delay = FrameCounter;
5834 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5835 !tape.playing && element != EL_BALLOON)
5836 return MF_NO_ACTION;
5838 if (IS_SB_ELEMENT(element))
5840 if (element == EL_SOKOBAN_FELD_VOLL)
5842 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5843 local_player->sokobanfields_still_needed++;
5848 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5850 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5851 local_player->sokobanfields_still_needed--;
5852 if (element == EL_SOKOBAN_OBJEKT)
5853 PlaySoundLevel(x, y, SND_DENG);
5856 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5861 Feld[x+dx][y+dy] = element;
5864 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5866 DrawLevelField(x, y);
5867 DrawLevelField(x+dx, y+dy);
5868 if (element == EL_BALLOON)
5869 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5871 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5873 if (IS_SB_ELEMENT(element) &&
5874 local_player->sokobanfields_still_needed == 0 &&
5875 game.emulation == EMU_SOKOBAN)
5877 player->LevelSolved = player->GameOver = TRUE;
5878 PlaySoundLevel(x, y, SND_BUING);
5889 return MF_NO_ACTION;
5892 player->push_delay = 0;
5897 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5899 int jx = player->jx, jy = player->jy;
5900 int x = jx + dx, y = jy + dy;
5902 if (!player->active || !IN_LEV_FIELD(x, y))
5910 player->snapped = FALSE;
5914 if (player->snapped)
5917 player->MovDir = (dx < 0 ? MV_LEFT :
5920 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5922 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5925 player->snapped = TRUE;
5926 DrawLevelField(x, y);
5932 boolean PlaceBomb(struct PlayerInfo *player)
5934 int jx = player->jx, jy = player->jy;
5937 if (!player->active || player->MovPos)
5940 element = Feld[jx][jy];
5942 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5943 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5946 if (element != EL_LEERRAUM)
5947 Store[jx][jy] = element;
5949 if (player->dynamite)
5951 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5952 MovDelay[jx][jy] = 96;
5954 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5955 FS_SMALL, FC_YELLOW);
5956 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5958 if (game.emulation == EMU_SUPAPLEX)
5959 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5961 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5966 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5967 MovDelay[jx][jy] = 96;
5968 player->dynabombs_left--;
5969 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5970 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5976 void PlaySoundLevel(int x, int y, int sound_nr)
5978 int sx = SCREENX(x), sy = SCREENY(y);
5980 int silence_distance = 8;
5982 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5983 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5986 if (!IN_LEV_FIELD(x, y) ||
5987 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5988 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5991 volume = PSND_MAX_VOLUME;
5993 #if !defined(PLATFORM_MSDOS)
5994 stereo = (sx - SCR_FIELDX/2) * 12;
5996 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5997 if (stereo > PSND_MAX_RIGHT)
5998 stereo = PSND_MAX_RIGHT;
5999 if (stereo < PSND_MAX_LEFT)
6000 stereo = PSND_MAX_LEFT;
6003 if (!IN_SCR_FIELD(sx, sy))
6005 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6006 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6008 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6011 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6014 void RaiseScore(int value)
6016 local_player->score += value;
6017 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6018 FS_SMALL, FC_YELLOW);
6021 void RaiseScoreElement(int element)
6026 case EL_EDELSTEIN_BD:
6027 case EL_EDELSTEIN_GELB:
6028 case EL_EDELSTEIN_ROT:
6029 case EL_EDELSTEIN_LILA:
6030 RaiseScore(level.score[SC_EDELSTEIN]);
6033 RaiseScore(level.score[SC_DIAMANT]);
6037 RaiseScore(level.score[SC_KAEFER]);
6041 RaiseScore(level.score[SC_FLIEGER]);
6045 RaiseScore(level.score[SC_MAMPFER]);
6048 RaiseScore(level.score[SC_ROBOT]);
6051 RaiseScore(level.score[SC_PACMAN]);
6054 RaiseScore(level.score[SC_KOKOSNUSS]);
6056 case EL_DYNAMITE_INACTIVE:
6057 RaiseScore(level.score[SC_DYNAMIT]);
6060 RaiseScore(level.score[SC_SCHLUESSEL]);
6067 /* ---------- new game button stuff ---------------------------------------- */
6069 /* graphic position values for game buttons */
6070 #define GAME_BUTTON_XSIZE 30
6071 #define GAME_BUTTON_YSIZE 30
6072 #define GAME_BUTTON_XPOS 5
6073 #define GAME_BUTTON_YPOS 215
6074 #define SOUND_BUTTON_XPOS 5
6075 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6077 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6078 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6079 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6080 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6081 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6082 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6089 } gamebutton_info[NUM_GAME_BUTTONS] =
6092 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6097 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6102 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6107 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6108 SOUND_CTRL_ID_MUSIC,
6109 "background music on/off"
6112 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6113 SOUND_CTRL_ID_LOOPS,
6114 "sound loops on/off"
6117 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6118 SOUND_CTRL_ID_SIMPLE,
6119 "normal sounds on/off"
6123 void CreateGameButtons()
6127 for (i=0; i<NUM_GAME_BUTTONS; i++)
6129 Bitmap *gd_bitmap = pix[PIX_DOOR];
6130 struct GadgetInfo *gi;
6133 unsigned long event_mask;
6134 int gd_xoffset, gd_yoffset;
6135 int gd_x1, gd_x2, gd_y1, gd_y2;
6138 gd_xoffset = gamebutton_info[i].x;
6139 gd_yoffset = gamebutton_info[i].y;
6140 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6141 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6143 if (id == GAME_CTRL_ID_STOP ||
6144 id == GAME_CTRL_ID_PAUSE ||
6145 id == GAME_CTRL_ID_PLAY)
6147 button_type = GD_TYPE_NORMAL_BUTTON;
6149 event_mask = GD_EVENT_RELEASED;
6150 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6151 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6155 button_type = GD_TYPE_CHECK_BUTTON;
6157 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6158 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6159 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6160 event_mask = GD_EVENT_PRESSED;
6161 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6162 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6165 gi = CreateGadget(GDI_CUSTOM_ID, id,
6166 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6167 GDI_X, DX + gd_xoffset,
6168 GDI_Y, DY + gd_yoffset,
6169 GDI_WIDTH, GAME_BUTTON_XSIZE,
6170 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6171 GDI_TYPE, button_type,
6172 GDI_STATE, GD_BUTTON_UNPRESSED,
6173 GDI_CHECKED, checked,
6174 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6175 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6176 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6177 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6178 GDI_EVENT_MASK, event_mask,
6179 GDI_CALLBACK_ACTION, HandleGameButtons,
6183 Error(ERR_EXIT, "cannot create gadget");
6185 game_gadget[id] = gi;
6189 static void MapGameButtons()
6193 for (i=0; i<NUM_GAME_BUTTONS; i++)
6194 MapGadget(game_gadget[i]);
6197 void UnmapGameButtons()
6201 for (i=0; i<NUM_GAME_BUTTONS; i++)
6202 UnmapGadget(game_gadget[i]);
6205 static void HandleGameButtons(struct GadgetInfo *gi)
6207 int id = gi->custom_id;
6209 if (game_status != PLAYING)
6214 case GAME_CTRL_ID_STOP:
6217 CloseDoor(DOOR_CLOSE_1);
6218 game_status = MAINMENU;
6223 if (level_editor_test_game ||
6224 Request("Do you really want to quit the game ?",
6225 REQ_ASK | REQ_STAY_CLOSED))
6227 #if defined(PLATFORM_UNIX)
6228 if (options.network)
6229 SendToServer_StopPlaying();
6233 game_status = MAINMENU;
6238 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6241 case GAME_CTRL_ID_PAUSE:
6242 if (options.network)
6244 #if defined(PLATFORM_UNIX)
6246 SendToServer_ContinuePlaying();
6248 SendToServer_PausePlaying();
6255 case GAME_CTRL_ID_PLAY:
6258 #if defined(PLATFORM_UNIX)
6259 if (options.network)
6260 SendToServer_ContinuePlaying();
6264 tape.pausing = FALSE;
6265 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6270 case SOUND_CTRL_ID_MUSIC:
6271 if (setup.sound_music)
6273 setup.sound_music = FALSE;
6276 else if (audio.loops_available)
6278 setup.sound = setup.sound_music = TRUE;
6280 PlayMusic(level_nr % num_bg_loops);
6284 case SOUND_CTRL_ID_LOOPS:
6285 if (setup.sound_loops)
6286 setup.sound_loops = FALSE;
6287 else if (audio.loops_available)
6288 setup.sound = setup.sound_loops = TRUE;
6291 case SOUND_CTRL_ID_SIMPLE:
6292 if (setup.sound_simple)
6293 setup.sound_simple = FALSE;
6294 else if (audio.sound_available)
6295 setup.sound = setup.sound_simple = TRUE;