1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (sound_status == SOUND_OFF)
173 if (!sound_loops_allowed)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 setup.sound_simple = setup.sound;
184 static int getBeltNrFromElement(int element)
186 return (element < EL_BELT2_LEFT ? 0 :
187 element < EL_BELT3_LEFT ? 1 :
188 element < EL_BELT4_LEFT ? 2 : 3);
191 static int getBeltNrFromSwitchElement(int element)
193 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
194 element < EL_BELT3_SWITCH_LEFT ? 1 :
195 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
198 static int getBeltDirNrFromSwitchElement(int element)
200 static int belt_base_element[4] =
202 EL_BELT1_SWITCH_LEFT,
203 EL_BELT2_SWITCH_LEFT,
204 EL_BELT3_SWITCH_LEFT,
208 int belt_nr = getBeltNrFromSwitchElement(element);
209 int belt_dir_nr = element - belt_base_element[belt_nr];
211 return (belt_dir_nr % 3);
214 static int getBeltDirFromSwitchElement(int element)
216 static int belt_move_dir[3] =
223 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
225 return belt_move_dir[belt_dir_nr];
228 static void InitField(int x, int y, boolean init_game)
235 Feld[x][y] = EL_SPIELER1;
243 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
244 int jx = player->jx, jy = player->jy;
246 player->present = TRUE;
248 if (!options.network || player->connected)
250 player->active = TRUE;
252 /* remove potentially duplicate players */
253 if (StorePlayer[jx][jy] == Feld[x][y])
254 StorePlayer[jx][jy] = 0;
256 StorePlayer[x][y] = Feld[x][y];
260 printf("Player %d activated.\n", player->element_nr);
261 printf("[Local player is %d and currently %s.]\n",
262 local_player->element_nr,
263 local_player->active ? "active" : "not active");
267 Feld[x][y] = EL_LEERRAUM;
268 player->jx = player->last_jx = x;
269 player->jy = player->last_jy = y;
274 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
275 Feld[x][y] = EL_BADEWANNE1;
276 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
277 Feld[x][y] = EL_BADEWANNE2;
278 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
279 Feld[x][y] = EL_BADEWANNE3;
280 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
281 Feld[x][y] = EL_BADEWANNE4;
282 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
283 Feld[x][y] = EL_BADEWANNE5;
286 case EL_KAEFER_RIGHT:
291 case EL_FLIEGER_RIGHT:
293 case EL_FLIEGER_LEFT:
294 case EL_FLIEGER_DOWN:
296 case EL_BUTTERFLY_RIGHT:
297 case EL_BUTTERFLY_UP:
298 case EL_BUTTERFLY_LEFT:
299 case EL_BUTTERFLY_DOWN:
301 case EL_FIREFLY_RIGHT:
303 case EL_FIREFLY_LEFT:
304 case EL_FIREFLY_DOWN:
306 case EL_PACMAN_RIGHT:
330 if (y == lev_fieldy - 1)
332 Feld[x][y] = EL_AMOEBING;
333 Store[x][y] = EL_AMOEBE_NASS;
337 case EL_DYNAMITE_ACTIVE:
342 local_player->lights_still_needed++;
345 case EL_SOKOBAN_FELD_LEER:
346 local_player->sokobanfields_still_needed++;
350 local_player->friends_still_needed++;
355 MovDir[x][y] = 1 << RND(4);
359 Feld[x][y] = EL_LEERRAUM;
362 case EL_EM_KEY_1_FILE:
363 Feld[x][y] = EL_EM_KEY_1;
365 case EL_EM_KEY_2_FILE:
366 Feld[x][y] = EL_EM_KEY_2;
368 case EL_EM_KEY_3_FILE:
369 Feld[x][y] = EL_EM_KEY_3;
371 case EL_EM_KEY_4_FILE:
372 Feld[x][y] = EL_EM_KEY_4;
375 case EL_BELT1_SWITCH_LEFT:
376 case EL_BELT1_SWITCH_MIDDLE:
377 case EL_BELT1_SWITCH_RIGHT:
378 case EL_BELT2_SWITCH_LEFT:
379 case EL_BELT2_SWITCH_MIDDLE:
380 case EL_BELT2_SWITCH_RIGHT:
381 case EL_BELT3_SWITCH_LEFT:
382 case EL_BELT3_SWITCH_MIDDLE:
383 case EL_BELT3_SWITCH_RIGHT:
384 case EL_BELT4_SWITCH_LEFT:
385 case EL_BELT4_SWITCH_MIDDLE:
386 case EL_BELT4_SWITCH_RIGHT:
389 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
390 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
391 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
393 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
395 game.belt_dir[belt_nr] = belt_dir;
396 game.belt_dir_nr[belt_nr] = belt_dir_nr;
398 else /* more than one switch -- set it like the first switch */
400 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
405 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
407 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
410 case EL_LIGHT_SWITCH_ON:
412 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
423 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
424 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
425 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
427 /* don't play tapes over network */
428 network_playing = (options.network && !tape.playing);
430 for (i=0; i<MAX_PLAYERS; i++)
432 struct PlayerInfo *player = &stored_player[i];
434 player->index_nr = i;
435 player->element_nr = EL_SPIELER1 + i;
437 player->present = FALSE;
438 player->active = FALSE;
441 player->effective_action = 0;
442 player->programmed_action = 0;
445 player->gems_still_needed = level.gems_needed;
446 player->sokobanfields_still_needed = 0;
447 player->lights_still_needed = 0;
448 player->friends_still_needed = 0;
451 player->key[j] = FALSE;
453 player->dynamite = 0;
454 player->dynabomb_count = 0;
455 player->dynabomb_size = 1;
456 player->dynabombs_left = 0;
457 player->dynabomb_xl = FALSE;
459 player->MovDir = MV_NO_MOVING;
461 player->Pushing = FALSE;
462 player->Switching = FALSE;
466 player->actual_frame_counter = 0;
468 player->frame_reset_delay = 0;
470 player->push_delay = 0;
471 player->push_delay_value = 5;
473 player->move_delay = 0;
474 player->last_move_dir = MV_NO_MOVING;
476 player->move_delay_value =
477 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
479 player->snapped = FALSE;
481 player->last_jx = player->last_jy = 0;
482 player->jx = player->jy = 0;
484 player->shield_passive_time_left = 0;
485 player->shield_active_time_left = 0;
487 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
488 SnapField(player, 0, 0);
490 player->LevelSolved = FALSE;
491 player->GameOver = FALSE;
494 network_player_action_received = FALSE;
497 /* initial null action */
499 SendToServer_MovePlayer(MV_NO_MOVING);
504 game.yam_content_nr = 0;
508 TimeLeft = level.time;
510 ScreenMovDir = MV_NO_MOVING;
514 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
516 AllPlayersGone = FALSE;
517 game.magic_wall_active = FALSE;
518 game.magic_wall_time_left = 0;
519 game.light_time_left = 0;
520 game.timegate_time_left = 0;
521 game.switchgate_pos = 0;
522 game.balloon_dir = MV_NO_MOVING;
526 game.belt_dir[i] = MV_NO_MOVING;
527 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
530 for (i=0; i<MAX_NUM_AMOEBA; i++)
531 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
533 for (x=0; x<lev_fieldx; x++)
535 for (y=0; y<lev_fieldy; y++)
537 Feld[x][y] = Ur[x][y];
538 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
539 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
542 JustStopped[x][y] = 0;
547 for(y=0; y<lev_fieldy; y++)
549 for(x=0; x<lev_fieldx; x++)
551 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
553 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
555 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
558 InitField(x, y, TRUE);
562 /* correct non-moving belts to start moving left */
564 if (game.belt_dir[i] == MV_NO_MOVING)
565 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
567 /* check if any connected player was not found in playfield */
568 for (i=0; i<MAX_PLAYERS; i++)
570 struct PlayerInfo *player = &stored_player[i];
572 if (player->connected && !player->present)
574 for (j=0; j<MAX_PLAYERS; j++)
576 struct PlayerInfo *some_player = &stored_player[j];
577 int jx = some_player->jx, jy = some_player->jy;
579 /* assign first free player found that is present in the playfield */
580 if (some_player->present && !some_player->connected)
582 player->present = TRUE;
583 player->active = TRUE;
584 some_player->present = FALSE;
586 StorePlayer[jx][jy] = player->element_nr;
587 player->jx = player->last_jx = jx;
588 player->jy = player->last_jy = jy;
598 /* when playing a tape, eliminate all players who do not participate */
600 for (i=0; i<MAX_PLAYERS; i++)
602 if (stored_player[i].active && !tape.player_participates[i])
604 struct PlayerInfo *player = &stored_player[i];
605 int jx = player->jx, jy = player->jy;
607 player->active = FALSE;
608 StorePlayer[jx][jy] = 0;
609 Feld[jx][jy] = EL_LEERRAUM;
613 else if (!options.network && !setup.team_mode) /* && !tape.playing */
615 /* when in single player mode, eliminate all but the first active player */
617 for (i=0; i<MAX_PLAYERS; i++)
619 if (stored_player[i].active)
621 for (j=i+1; j<MAX_PLAYERS; j++)
623 if (stored_player[j].active)
625 struct PlayerInfo *player = &stored_player[j];
626 int jx = player->jx, jy = player->jy;
628 player->active = FALSE;
629 StorePlayer[jx][jy] = 0;
630 Feld[jx][jy] = EL_LEERRAUM;
637 /* when recording the game, store which players take part in the game */
640 for (i=0; i<MAX_PLAYERS; i++)
641 if (stored_player[i].active)
642 tape.player_participates[i] = TRUE;
647 for (i=0; i<MAX_PLAYERS; i++)
649 struct PlayerInfo *player = &stored_player[i];
651 printf("Player %d: present == %d, connected == %d, active == %d.\n",
656 if (local_player == player)
657 printf("Player %d is local player.\n", i+1);
661 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
662 emulate_sb ? EMU_SOKOBAN :
663 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
665 if (BorderElement == EL_LEERRAUM)
668 SBX_Right = lev_fieldx - SCR_FIELDX;
670 SBY_Lower = lev_fieldy - SCR_FIELDY;
675 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
677 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
680 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
681 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
683 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
684 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
687 scroll_y = SBY_Upper;
688 if (local_player->jx >= SBX_Left + MIDPOSX)
689 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
690 local_player->jx - MIDPOSX :
692 if (local_player->jy >= SBY_Upper + MIDPOSY)
693 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
694 local_player->jy - MIDPOSY :
697 CloseDoor(DOOR_CLOSE_1);
703 /* after drawing the level, corect some elements */
705 if (game.timegate_time_left == 0)
706 CloseAllOpenTimegates();
708 if (setup.soft_scrolling)
709 XCopyArea(display, fieldbuffer, backbuffer, gc,
710 FX, FY, SXSIZE, SYSIZE, SX, SY);
712 redraw_mask |= REDRAW_FROM_BACKBUFFER;
714 /* copy default game door content to main double buffer */
715 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
716 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
719 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
720 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
723 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
724 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
725 XCopyArea(display, drawto, drawto, gc,
726 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
727 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
728 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
731 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
732 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
733 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
734 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
735 DrawText(DX + XX_SCORE, DY + YY_SCORE,
736 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
737 DrawText(DX + XX_TIME, DY + YY_TIME,
738 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
741 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
742 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
743 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
747 /* copy actual game door content to door double buffer for OpenDoor() */
748 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
749 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
751 OpenDoor(DOOR_OPEN_ALL);
753 if (setup.sound_music)
754 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
756 XAutoRepeatOff(display);
761 printf("Player %d %sactive.\n",
762 i + 1, (stored_player[i].active ? "" : "not "));
766 void InitMovDir(int x, int y)
768 int i, element = Feld[x][y];
769 static int xy[4][2] =
776 static int direction[3][4] =
778 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
779 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
780 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
785 case EL_KAEFER_RIGHT:
789 Feld[x][y] = EL_KAEFER;
790 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
793 case EL_FLIEGER_RIGHT:
795 case EL_FLIEGER_LEFT:
796 case EL_FLIEGER_DOWN:
797 Feld[x][y] = EL_FLIEGER;
798 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
801 case EL_BUTTERFLY_RIGHT:
802 case EL_BUTTERFLY_UP:
803 case EL_BUTTERFLY_LEFT:
804 case EL_BUTTERFLY_DOWN:
805 Feld[x][y] = EL_BUTTERFLY;
806 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
809 case EL_FIREFLY_RIGHT:
811 case EL_FIREFLY_LEFT:
812 case EL_FIREFLY_DOWN:
813 Feld[x][y] = EL_FIREFLY;
814 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
817 case EL_PACMAN_RIGHT:
821 Feld[x][y] = EL_PACMAN;
822 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
826 MovDir[x][y] = MV_UP;
830 MovDir[x][y] = MV_LEFT;
837 Feld[x][y] = EL_MOLE;
838 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
842 MovDir[x][y] = 1 << RND(4);
843 if (element != EL_KAEFER &&
844 element != EL_FLIEGER &&
845 element != EL_BUTTERFLY &&
846 element != EL_FIREFLY)
851 int x1 = x + xy[i][0];
852 int y1 = y + xy[i][1];
854 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
856 if (element == EL_KAEFER || element == EL_BUTTERFLY)
858 MovDir[x][y] = direction[0][i];
861 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
862 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
864 MovDir[x][y] = direction[1][i];
873 void InitAmoebaNr(int x, int y)
876 int group_nr = AmoebeNachbarNr(x, y);
880 for (i=1; i<MAX_NUM_AMOEBA; i++)
882 if (AmoebaCnt[i] == 0)
890 AmoebaNr[x][y] = group_nr;
891 AmoebaCnt[group_nr]++;
892 AmoebaCnt2[group_nr]++;
898 boolean raise_level = FALSE;
900 if (local_player->MovPos)
903 local_player->LevelSolved = FALSE;
907 if (setup.sound_loops)
908 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
912 if (!setup.sound_loops)
913 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
914 if (TimeLeft > 0 && !(TimeLeft % 10))
915 RaiseScore(level.score[SC_ZEITBONUS]);
916 if (TimeLeft > 100 && !(TimeLeft % 10))
920 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
925 if (setup.sound_loops)
928 else if (level.time == 0) /* level without time limit */
930 if (setup.sound_loops)
931 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
933 while(TimePlayed < 999)
935 if (!setup.sound_loops)
936 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
937 if (TimePlayed < 999 && !(TimePlayed % 10))
938 RaiseScore(level.score[SC_ZEITBONUS]);
939 if (TimePlayed < 900 && !(TimePlayed % 10))
943 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
948 if (setup.sound_loops)
954 /* Hero disappears */
955 DrawLevelField(ExitX, ExitY);
961 CloseDoor(DOOR_CLOSE_1);
966 SaveTape(tape.level_nr); /* Ask to save tape */
969 if (level_nr == leveldir_current->handicap_level)
971 leveldir_current->handicap_level++;
972 SaveLevelSetup_SeriesInfo();
974 if (level_nr < leveldir_current->last_level)
978 if ((hi_pos = NewHiScore()) >= 0)
980 game_status = HALLOFFAME;
981 DrawHallOfFame(hi_pos);
987 game_status = MAINMENU;
1001 LoadScore(level_nr);
1003 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1004 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1007 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1009 if (local_player->score > highscore[k].Score)
1011 /* player has made it to the hall of fame */
1013 if (k < MAX_SCORE_ENTRIES - 1)
1015 int m = MAX_SCORE_ENTRIES - 1;
1018 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1019 if (!strcmp(setup.player_name, highscore[l].Name))
1021 if (m == k) /* player's new highscore overwrites his old one */
1027 strcpy(highscore[l].Name, highscore[l - 1].Name);
1028 highscore[l].Score = highscore[l - 1].Score;
1035 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1036 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1037 highscore[k].Score = local_player->score;
1043 else if (!strncmp(setup.player_name, highscore[k].Name,
1044 MAX_PLAYER_NAME_LEN))
1045 break; /* player already there with a higher score */
1051 SaveScore(level_nr);
1056 void InitMovingField(int x, int y, int direction)
1058 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1059 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1061 MovDir[x][y] = direction;
1062 MovDir[newx][newy] = direction;
1063 if (Feld[newx][newy] == EL_LEERRAUM)
1064 Feld[newx][newy] = EL_BLOCKED;
1067 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1069 int direction = MovDir[x][y];
1070 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1071 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1077 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1079 int oldx = x, oldy = y;
1080 int direction = MovDir[x][y];
1082 if (direction == MV_LEFT)
1084 else if (direction == MV_RIGHT)
1086 else if (direction == MV_UP)
1088 else if (direction == MV_DOWN)
1091 *comes_from_x = oldx;
1092 *comes_from_y = oldy;
1095 int MovingOrBlocked2Element(int x, int y)
1097 int element = Feld[x][y];
1099 if (element == EL_BLOCKED)
1103 Blocked2Moving(x, y, &oldx, &oldy);
1104 return Feld[oldx][oldy];
1110 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1112 /* like MovingOrBlocked2Element(), but if element is moving
1113 and (x,y) is the field the moving element is just leaving,
1114 return EL_BLOCKED instead of the element value */
1115 int element = Feld[x][y];
1117 if (IS_MOVING(x, y))
1119 if (element == EL_BLOCKED)
1123 Blocked2Moving(x, y, &oldx, &oldy);
1124 return Feld[oldx][oldy];
1133 static void RemoveField(int x, int y)
1135 Feld[x][y] = EL_LEERRAUM;
1141 void RemoveMovingField(int x, int y)
1143 int oldx = x, oldy = y, newx = x, newy = y;
1145 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1148 if (IS_MOVING(x, y))
1150 Moving2Blocked(x, y, &newx, &newy);
1151 if (Feld[newx][newy] != EL_BLOCKED)
1154 else if (Feld[x][y] == EL_BLOCKED)
1156 Blocked2Moving(x, y, &oldx, &oldy);
1157 if (!IS_MOVING(oldx, oldy))
1161 if (Feld[x][y] == EL_BLOCKED &&
1162 (Store[oldx][oldy] == EL_MORAST_LEER ||
1163 Store[oldx][oldy] == EL_SIEB_LEER ||
1164 Store[oldx][oldy] == EL_SIEB2_LEER ||
1165 Store[oldx][oldy] == EL_AMOEBE_NASS))
1167 Feld[oldx][oldy] = Store[oldx][oldy];
1168 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1171 Feld[oldx][oldy] = EL_LEERRAUM;
1173 Feld[newx][newy] = EL_LEERRAUM;
1174 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1175 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1177 DrawLevelField(oldx, oldy);
1178 DrawLevelField(newx, newy);
1181 void DrawDynamite(int x, int y)
1183 int sx = SCREENX(x), sy = SCREENY(y);
1184 int graphic = el2gfx(Feld[x][y]);
1187 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1191 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1193 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1195 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1200 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1204 if (game.emulation == EMU_SUPAPLEX)
1205 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1206 else if (Store[x][y])
1207 DrawGraphicThruMask(sx, sy, graphic + phase);
1209 DrawGraphic(sx, sy, graphic + phase);
1212 void CheckDynamite(int x, int y)
1214 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1219 if (!(MovDelay[x][y] % 12))
1220 PlaySoundLevel(x, y, SND_ZISCH);
1222 if (IS_ACTIVE_BOMB(Feld[x][y]))
1224 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1226 if (!(MovDelay[x][y] % delay))
1234 StopSound(SND_ZISCH);
1238 void Explode(int ex, int ey, int phase, int mode)
1241 int num_phase = 9, delay = 2;
1242 int last_phase = num_phase * delay;
1243 int half_phase = (num_phase / 2) * delay;
1244 int first_phase_after_start = EX_PHASE_START + 1;
1246 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1248 int center_element = Feld[ex][ey];
1250 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1252 /* put moving element to center field (and let it explode there) */
1253 center_element = MovingOrBlocked2Element(ex, ey);
1254 RemoveMovingField(ex, ey);
1255 Feld[ex][ey] = center_element;
1258 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1262 if (!IN_LEV_FIELD(x, y) ||
1263 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1264 (x != ex || y != ey)))
1267 element = Feld[x][y];
1269 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1271 element = MovingOrBlocked2Element(x, y);
1272 RemoveMovingField(x, y);
1275 if (IS_MASSIVE(element) || element == EL_BURNING)
1278 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1280 if (IS_ACTIVE_BOMB(element))
1282 /* re-activate things under the bomb like gate or penguin */
1283 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1290 if (element == EL_EXPLODING)
1291 element = Store2[x][y];
1293 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1295 switch(StorePlayer[ex][ey])
1298 Store[x][y] = EL_EDELSTEIN_ROT;
1301 Store[x][y] = EL_EDELSTEIN;
1304 Store[x][y] = EL_EDELSTEIN_LILA;
1308 Store[x][y] = EL_EDELSTEIN_GELB;
1312 if (game.emulation == EMU_SUPAPLEX)
1313 Store[x][y] = EL_LEERRAUM;
1315 else if (center_element == EL_MOLE)
1316 Store[x][y] = EL_EDELSTEIN_ROT;
1317 else if (center_element == EL_PINGUIN)
1318 Store[x][y] = EL_EDELSTEIN_LILA;
1319 else if (center_element == EL_KAEFER)
1320 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1321 else if (center_element == EL_BUTTERFLY)
1322 Store[x][y] = EL_EDELSTEIN_BD;
1323 else if (center_element == EL_SP_ELECTRON)
1324 Store[x][y] = EL_SP_INFOTRON;
1325 else if (center_element == EL_MAMPFER)
1326 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1327 else if (center_element == EL_AMOEBA2DIAM)
1328 Store[x][y] = level.amoeba_content;
1329 else if (element == EL_ERZ_EDEL)
1330 Store[x][y] = EL_EDELSTEIN;
1331 else if (element == EL_ERZ_DIAM)
1332 Store[x][y] = EL_DIAMANT;
1333 else if (element == EL_ERZ_EDEL_BD)
1334 Store[x][y] = EL_EDELSTEIN_BD;
1335 else if (element == EL_ERZ_EDEL_GELB)
1336 Store[x][y] = EL_EDELSTEIN_GELB;
1337 else if (element == EL_ERZ_EDEL_ROT)
1338 Store[x][y] = EL_EDELSTEIN_ROT;
1339 else if (element == EL_ERZ_EDEL_LILA)
1340 Store[x][y] = EL_EDELSTEIN_LILA;
1341 else if (element == EL_WALL_PEARL)
1342 Store[x][y] = EL_PEARL;
1343 else if (element == EL_WALL_CRYSTAL)
1344 Store[x][y] = EL_CRYSTAL;
1345 else if (!IS_PFORTE(Store[x][y]))
1346 Store[x][y] = EL_LEERRAUM;
1348 if (x != ex || y != ey ||
1349 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1350 Store2[x][y] = element;
1352 if (AmoebaNr[x][y] &&
1353 (element == EL_AMOEBE_VOLL ||
1354 element == EL_AMOEBE_BD ||
1355 element == EL_AMOEBING))
1357 AmoebaCnt[AmoebaNr[x][y]]--;
1358 AmoebaCnt2[AmoebaNr[x][y]]--;
1361 Feld[x][y] = EL_EXPLODING;
1362 MovDir[x][y] = MovPos[x][y] = 0;
1368 if (center_element == EL_MAMPFER)
1369 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1380 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1382 if (phase == first_phase_after_start)
1384 int element = Store2[x][y];
1386 if (element == EL_BLACK_ORB)
1388 Feld[x][y] = Store2[x][y];
1393 else if (phase == half_phase)
1395 int element = Store2[x][y];
1397 if (IS_PLAYER(x, y))
1398 KillHeroUnlessProtected(x, y);
1399 else if (IS_EXPLOSIVE(element))
1401 Feld[x][y] = Store2[x][y];
1405 else if (element == EL_AMOEBA2DIAM)
1406 AmoebeUmwandeln(x, y);
1409 if (phase == last_phase)
1413 element = Feld[x][y] = Store[x][y];
1414 Store[x][y] = Store2[x][y] = 0;
1415 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1416 InitField(x, y, FALSE);
1417 if (CAN_MOVE(element) || COULD_MOVE(element))
1419 DrawLevelField(x, y);
1421 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1423 int graphic = GFX_EXPLOSION;
1425 if (game.emulation == EMU_SUPAPLEX)
1426 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1427 GFX_SP_EXPLODE_INFOTRON :
1428 GFX_SP_EXPLODE_EMPTY);
1431 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1433 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1437 void DynaExplode(int ex, int ey)
1440 int dynabomb_size = 1;
1441 boolean dynabomb_xl = FALSE;
1442 struct PlayerInfo *player;
1443 static int xy[4][2] =
1451 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1453 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1454 dynabomb_size = player->dynabomb_size;
1455 dynabomb_xl = player->dynabomb_xl;
1456 player->dynabombs_left++;
1459 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1463 for (j=1; j<=dynabomb_size; j++)
1465 int x = ex + j * xy[i % 4][0];
1466 int y = ey + j * xy[i % 4][1];
1469 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1472 element = Feld[x][y];
1474 /* do not restart explosions of fields with active bombs */
1475 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1478 Explode(x, y, EX_PHASE_START, EX_BORDER);
1480 if (element != EL_LEERRAUM &&
1481 element != EL_ERDREICH &&
1482 element != EL_EXPLODING &&
1489 void Bang(int x, int y)
1491 int element = Feld[x][y];
1493 if (game.emulation == EMU_SUPAPLEX)
1494 PlaySoundLevel(x, y, SND_SP_BOOOM);
1496 PlaySoundLevel(x, y, SND_ROAAAR);
1499 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1500 element = EL_LEERRAUM;
1514 RaiseScoreElement(element);
1515 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1517 case EL_DYNABOMB_ACTIVE_1:
1518 case EL_DYNABOMB_ACTIVE_2:
1519 case EL_DYNABOMB_ACTIVE_3:
1520 case EL_DYNABOMB_ACTIVE_4:
1521 case EL_DYNABOMB_NR:
1522 case EL_DYNABOMB_SZ:
1523 case EL_DYNABOMB_XL:
1529 if (IS_PLAYER(x, y))
1530 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1532 Explode(x, y, EX_PHASE_START, EX_CENTER);
1535 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1540 void Blurb(int x, int y)
1542 int element = Feld[x][y];
1544 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1546 PlaySoundLevel(x, y, SND_BLURB);
1547 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1548 (!IN_LEV_FIELD(x-1, y-1) ||
1549 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1551 Feld[x-1][y] = EL_BLURB_LEFT;
1553 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1554 (!IN_LEV_FIELD(x+1, y-1) ||
1555 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1557 Feld[x+1][y] = EL_BLURB_RIGHT;
1562 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1564 if (!MovDelay[x][y]) /* initialize animation counter */
1567 if (MovDelay[x][y]) /* continue animation */
1570 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1571 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1573 if (!MovDelay[x][y])
1575 Feld[x][y] = EL_LEERRAUM;
1576 DrawLevelField(x, y);
1582 static void ToggleBeltSwitch(int x, int y)
1584 static int belt_base_element[4] =
1586 EL_BELT1_SWITCH_LEFT,
1587 EL_BELT2_SWITCH_LEFT,
1588 EL_BELT3_SWITCH_LEFT,
1589 EL_BELT4_SWITCH_LEFT
1591 static int belt_move_dir[4] =
1599 int element = Feld[x][y];
1600 int belt_nr = getBeltNrFromSwitchElement(element);
1601 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1602 int belt_dir = belt_move_dir[belt_dir_nr];
1605 if (!IS_BELT_SWITCH(element))
1608 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1609 game.belt_dir[belt_nr] = belt_dir;
1611 if (belt_dir_nr == 3)
1614 for (yy=0; yy<lev_fieldy; yy++)
1616 for (xx=0; xx<lev_fieldx; xx++)
1618 int element = Feld[xx][yy];
1620 if (IS_BELT_SWITCH(element))
1622 int e_belt_nr = getBeltNrFromSwitchElement(element);
1624 if (e_belt_nr == belt_nr)
1626 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1627 DrawLevelField(xx, yy);
1630 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1632 int e_belt_nr = getBeltNrFromElement(element);
1634 if (e_belt_nr == belt_nr)
1635 DrawLevelField(xx, yy); /* set belt to parking position */
1641 static void ToggleSwitchgateSwitch(int x, int y)
1645 game.switchgate_pos = !game.switchgate_pos;
1647 for (yy=0; yy<lev_fieldy; yy++)
1649 for (xx=0; xx<lev_fieldx; xx++)
1651 int element = Feld[xx][yy];
1653 if (element == EL_SWITCHGATE_SWITCH_1 ||
1654 element == EL_SWITCHGATE_SWITCH_2)
1656 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1657 DrawLevelField(xx, yy);
1659 else if (element == EL_SWITCHGATE_OPEN ||
1660 element == EL_SWITCHGATE_OPENING)
1662 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1663 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1665 else if (element == EL_SWITCHGATE_CLOSED ||
1666 element == EL_SWITCHGATE_CLOSING)
1668 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1669 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1675 static void RedrawAllLightSwitchesAndInvisibleElements()
1679 for (y=0; y<lev_fieldy; y++)
1681 for (x=0; x<lev_fieldx; x++)
1683 int element = Feld[x][y];
1685 if (element == EL_LIGHT_SWITCH_OFF &&
1686 game.light_time_left > 0)
1688 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1689 DrawLevelField(x, y);
1691 else if (element == EL_LIGHT_SWITCH_ON &&
1692 game.light_time_left == 0)
1694 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1695 DrawLevelField(x, y);
1698 if (element == EL_INVISIBLE_STEEL ||
1699 element == EL_UNSICHTBAR ||
1700 element == EL_SAND_INVISIBLE)
1701 DrawLevelField(x, y);
1706 static void ToggleLightSwitch(int x, int y)
1708 int element = Feld[x][y];
1710 game.light_time_left =
1711 (element == EL_LIGHT_SWITCH_OFF ?
1712 level.time_light * FRAMES_PER_SECOND : 0);
1714 RedrawAllLightSwitchesAndInvisibleElements();
1717 static void ActivateTimegateSwitch(int x, int y)
1721 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1723 for (yy=0; yy<lev_fieldy; yy++)
1725 for (xx=0; xx<lev_fieldx; xx++)
1727 int element = Feld[xx][yy];
1729 if (element == EL_TIMEGATE_CLOSED ||
1730 element == EL_TIMEGATE_CLOSING)
1732 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1733 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1737 else if (element == EL_TIMEGATE_SWITCH_ON)
1739 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1740 DrawLevelField(xx, yy);
1747 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1750 void Impact(int x, int y)
1752 boolean lastline = (y == lev_fieldy-1);
1753 boolean object_hit = FALSE;
1754 int element = Feld[x][y];
1757 if (!lastline) /* check if element below was hit */
1759 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1762 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1763 MovDir[x][y+1]!=MV_DOWN ||
1764 MovPos[x][y+1]<=TILEY/2));
1766 smashed = MovingOrBlocked2Element(x, y+1);
1769 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1775 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1776 (lastline || object_hit)) /* element is bomb */
1781 else if (element == EL_PEARL)
1783 Feld[x][y] = EL_PEARL_BREAKING;
1784 PlaySoundLevel(x, y, SND_KNACK);
1788 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1790 if (object_hit && IS_PLAYER(x, y+1))
1791 KillHeroUnlessProtected(x, y+1);
1792 else if (object_hit && smashed == EL_PINGUIN)
1796 Feld[x][y] = EL_AMOEBING;
1797 Store[x][y] = EL_AMOEBE_NASS;
1802 if (!lastline && object_hit) /* check which object was hit */
1804 if (CAN_CHANGE(element) &&
1805 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1808 int activated_magic_wall =
1809 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1811 /* activate magic wall / mill */
1813 for (y=0; y<lev_fieldy; y++)
1814 for (x=0; x<lev_fieldx; x++)
1815 if (Feld[x][y] == smashed)
1816 Feld[x][y] = activated_magic_wall;
1818 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1819 game.magic_wall_active = TRUE;
1822 if (IS_PLAYER(x, y+1))
1824 KillHeroUnlessProtected(x, y+1);
1827 else if (smashed == EL_PINGUIN)
1832 else if (element == EL_EDELSTEIN_BD)
1834 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1840 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1842 if (IS_ENEMY(smashed) ||
1843 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1844 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1845 smashed == EL_DRACHE || smashed == EL_MOLE)
1850 else if (!IS_MOVING(x, y+1))
1852 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1857 else if (smashed == EL_KOKOSNUSS)
1859 Feld[x][y+1] = EL_CRACKINGNUT;
1860 PlaySoundLevel(x, y, SND_KNACK);
1861 RaiseScoreElement(EL_KOKOSNUSS);
1864 else if (smashed == EL_PEARL)
1866 Feld[x][y+1] = EL_PEARL_BREAKING;
1867 PlaySoundLevel(x, y, SND_KNACK);
1870 else if (smashed == EL_DIAMANT)
1872 Feld[x][y+1] = EL_LEERRAUM;
1873 PlaySoundLevel(x, y, SND_QUIRK);
1876 else if (IS_BELT_SWITCH(smashed))
1878 ToggleBeltSwitch(x, y+1);
1880 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1881 smashed == EL_SWITCHGATE_SWITCH_2)
1883 ToggleSwitchgateSwitch(x, y+1);
1885 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1886 smashed == EL_LIGHT_SWITCH_ON)
1888 ToggleLightSwitch(x, y+1);
1894 /* play sound of magic wall / mill */
1896 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1898 PlaySoundLevel(x, y, SND_QUIRK);
1902 /* play sound of object that hits the ground */
1903 if (lastline || object_hit)
1910 case EL_EDELSTEIN_BD:
1911 case EL_EDELSTEIN_GELB:
1912 case EL_EDELSTEIN_ROT:
1913 case EL_EDELSTEIN_LILA:
1915 case EL_SP_INFOTRON:
1921 case EL_FELSBROCKEN:
1925 sound = SND_SP_ZONKDOWN;
1928 case EL_SCHLUESSEL1:
1929 case EL_SCHLUESSEL2:
1930 case EL_SCHLUESSEL3:
1931 case EL_SCHLUESSEL4:
1948 PlaySoundLevel(x, y, sound);
1952 void TurnRound(int x, int y)
1964 { 0, 0 }, { 0, 0 }, { 0, 0 },
1969 int left, right, back;
1973 { MV_DOWN, MV_UP, MV_RIGHT },
1974 { MV_UP, MV_DOWN, MV_LEFT },
1976 { MV_LEFT, MV_RIGHT, MV_DOWN },
1977 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1978 { MV_RIGHT, MV_LEFT, MV_UP }
1981 int element = Feld[x][y];
1982 int old_move_dir = MovDir[x][y];
1983 int left_dir = turn[old_move_dir].left;
1984 int right_dir = turn[old_move_dir].right;
1985 int back_dir = turn[old_move_dir].back;
1987 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1988 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1989 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1990 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1992 int left_x = x+left_dx, left_y = y+left_dy;
1993 int right_x = x+right_dx, right_y = y+right_dy;
1994 int move_x = x+move_dx, move_y = y+move_dy;
1996 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1998 TestIfBadThingHitsOtherBadThing(x, y);
2000 if (IN_LEV_FIELD(right_x, right_y) &&
2001 IS_FREE(right_x, right_y))
2002 MovDir[x][y] = right_dir;
2003 else if (!IN_LEV_FIELD(move_x, move_y) ||
2004 !IS_FREE(move_x, move_y))
2005 MovDir[x][y] = left_dir;
2007 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2009 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2012 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2013 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2015 TestIfBadThingHitsOtherBadThing(x, y);
2017 if (IN_LEV_FIELD(left_x, left_y) &&
2018 IS_FREE(left_x, left_y))
2019 MovDir[x][y] = left_dir;
2020 else if (!IN_LEV_FIELD(move_x, move_y) ||
2021 !IS_FREE(move_x, move_y))
2022 MovDir[x][y] = right_dir;
2024 if ((element == EL_FLIEGER ||
2025 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2026 && MovDir[x][y] != old_move_dir)
2028 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2031 else if (element == EL_MAMPFER)
2033 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2035 if (IN_LEV_FIELD(left_x, left_y) &&
2036 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2037 Feld[left_x][left_y] == EL_DIAMANT))
2038 can_turn_left = TRUE;
2039 if (IN_LEV_FIELD(right_x, right_y) &&
2040 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2041 Feld[right_x][right_y] == EL_DIAMANT))
2042 can_turn_right = TRUE;
2044 if (can_turn_left && can_turn_right)
2045 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2046 else if (can_turn_left)
2047 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2048 else if (can_turn_right)
2049 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2051 MovDir[x][y] = back_dir;
2053 MovDelay[x][y] = 16+16*RND(3);
2055 else if (element == EL_MAMPFER2)
2057 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2059 if (IN_LEV_FIELD(left_x, left_y) &&
2060 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2061 IS_MAMPF2(Feld[left_x][left_y])))
2062 can_turn_left = TRUE;
2063 if (IN_LEV_FIELD(right_x, right_y) &&
2064 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2065 IS_MAMPF2(Feld[right_x][right_y])))
2066 can_turn_right = TRUE;
2068 if (can_turn_left && can_turn_right)
2069 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2070 else if (can_turn_left)
2071 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2072 else if (can_turn_right)
2073 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2075 MovDir[x][y] = back_dir;
2077 MovDelay[x][y] = 16+16*RND(3);
2079 else if (element == EL_PACMAN)
2081 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2083 if (IN_LEV_FIELD(left_x, left_y) &&
2084 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2085 IS_AMOEBOID(Feld[left_x][left_y])))
2086 can_turn_left = TRUE;
2087 if (IN_LEV_FIELD(right_x, right_y) &&
2088 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2089 IS_AMOEBOID(Feld[right_x][right_y])))
2090 can_turn_right = TRUE;
2092 if (can_turn_left && can_turn_right)
2093 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2094 else if (can_turn_left)
2095 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2096 else if (can_turn_right)
2097 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2099 MovDir[x][y] = back_dir;
2101 MovDelay[x][y] = 6+RND(40);
2103 else if (element == EL_SCHWEIN)
2105 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2106 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2107 boolean should_move_on = FALSE;
2109 int rnd = RND(rnd_value);
2111 if (IN_LEV_FIELD(left_x, left_y) &&
2112 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2113 can_turn_left = TRUE;
2114 if (IN_LEV_FIELD(right_x, right_y) &&
2115 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2116 can_turn_right = TRUE;
2117 if (IN_LEV_FIELD(move_x, move_y) &&
2118 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2121 if (can_turn_left &&
2123 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2124 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2125 should_turn_left = TRUE;
2126 if (can_turn_right &&
2128 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2129 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2130 should_turn_right = TRUE;
2132 (!can_turn_left || !can_turn_right ||
2133 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2134 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2135 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2136 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2137 should_move_on = TRUE;
2139 if (should_turn_left || should_turn_right || should_move_on)
2141 if (should_turn_left && should_turn_right && should_move_on)
2142 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2143 rnd < 2*rnd_value/3 ? right_dir :
2145 else if (should_turn_left && should_turn_right)
2146 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2147 else if (should_turn_left && should_move_on)
2148 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2149 else if (should_turn_right && should_move_on)
2150 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2151 else if (should_turn_left)
2152 MovDir[x][y] = left_dir;
2153 else if (should_turn_right)
2154 MovDir[x][y] = right_dir;
2155 else if (should_move_on)
2156 MovDir[x][y] = old_move_dir;
2158 else if (can_move_on && rnd > rnd_value/8)
2159 MovDir[x][y] = old_move_dir;
2160 else if (can_turn_left && can_turn_right)
2161 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2162 else if (can_turn_left && rnd > rnd_value/8)
2163 MovDir[x][y] = left_dir;
2164 else if (can_turn_right && rnd > rnd_value/8)
2165 MovDir[x][y] = right_dir;
2167 MovDir[x][y] = back_dir;
2169 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2170 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2171 MovDir[x][y] = old_move_dir;
2175 else if (element == EL_DRACHE)
2177 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2179 int rnd = RND(rnd_value);
2181 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2182 can_turn_left = TRUE;
2183 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2184 can_turn_right = TRUE;
2185 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2188 if (can_move_on && rnd > rnd_value/8)
2189 MovDir[x][y] = old_move_dir;
2190 else if (can_turn_left && can_turn_right)
2191 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2192 else if (can_turn_left && rnd > rnd_value/8)
2193 MovDir[x][y] = left_dir;
2194 else if (can_turn_right && rnd > rnd_value/8)
2195 MovDir[x][y] = right_dir;
2197 MovDir[x][y] = back_dir;
2199 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2200 MovDir[x][y] = old_move_dir;
2204 else if (element == EL_MOLE)
2206 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2208 if (IN_LEV_FIELD(move_x, move_y) &&
2209 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2210 Feld[move_x][move_y] == EL_DEAMOEBING))
2215 if (IN_LEV_FIELD(left_x, left_y) &&
2216 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2217 can_turn_left = TRUE;
2218 if (IN_LEV_FIELD(right_x, right_y) &&
2219 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2220 can_turn_right = TRUE;
2222 if (can_turn_left && can_turn_right)
2223 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2224 else if (can_turn_left)
2225 MovDir[x][y] = left_dir;
2227 MovDir[x][y] = right_dir;
2230 if (MovDir[x][y] != old_move_dir)
2233 else if (element == EL_BALLOON)
2235 MovDir[x][y] = game.balloon_dir;
2238 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2240 int attr_x = -1, attr_y = -1;
2251 for (i=0; i<MAX_PLAYERS; i++)
2253 struct PlayerInfo *player = &stored_player[i];
2254 int jx = player->jx, jy = player->jy;
2256 if (!player->active)
2259 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2267 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2273 if (element == EL_PINGUIN)
2276 static int xy[4][2] =
2286 int ex = x + xy[i%4][0];
2287 int ey = y + xy[i%4][1];
2289 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2298 MovDir[x][y] = MV_NO_MOVING;
2300 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2302 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2304 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2306 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2308 if (element == EL_ROBOT)
2312 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2313 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2314 Moving2Blocked(x, y, &newx, &newy);
2316 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2317 MovDelay[x][y] = 8+8*!RND(3);
2319 MovDelay[x][y] = 16;
2327 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2329 boolean first_horiz = RND(2);
2330 int new_move_dir = MovDir[x][y];
2333 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2334 Moving2Blocked(x, y, &newx, &newy);
2336 if (IN_LEV_FIELD(newx, newy) &&
2337 (IS_FREE(newx, newy) ||
2338 Feld[newx][newy] == EL_SALZSAEURE ||
2339 (element == EL_PINGUIN &&
2340 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2341 IS_MAMPF3(Feld[newx][newy])))))
2345 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2346 Moving2Blocked(x, y, &newx, &newy);
2348 if (IN_LEV_FIELD(newx, newy) &&
2349 (IS_FREE(newx, newy) ||
2350 Feld[newx][newy] == EL_SALZSAEURE ||
2351 (element == EL_PINGUIN &&
2352 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2353 IS_MAMPF3(Feld[newx][newy])))))
2356 MovDir[x][y] = old_move_dir;
2363 static boolean JustBeingPushed(int x, int y)
2367 for (i=0; i<MAX_PLAYERS; i++)
2369 struct PlayerInfo *player = &stored_player[i];
2371 if (player->active && player->Pushing && player->MovPos)
2373 int next_jx = player->jx + (player->jx - player->last_jx);
2374 int next_jy = player->jy + (player->jy - player->last_jy);
2376 if (x == next_jx && y == next_jy)
2384 void StartMoving(int x, int y)
2386 int element = Feld[x][y];
2391 if (CAN_FALL(element) && y<lev_fieldy-1)
2393 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2394 if (JustBeingPushed(x, y))
2397 if (element == EL_MORAST_VOLL)
2399 if (IS_FREE(x, y+1))
2401 InitMovingField(x, y, MV_DOWN);
2402 Feld[x][y] = EL_FELSBROCKEN;
2403 Store[x][y] = EL_MORAST_LEER;
2405 else if (Feld[x][y+1] == EL_MORAST_LEER)
2407 if (!MovDelay[x][y])
2408 MovDelay[x][y] = TILEY + 1;
2417 Feld[x][y] = EL_MORAST_LEER;
2418 Feld[x][y+1] = EL_MORAST_VOLL;
2421 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2423 InitMovingField(x, y, MV_DOWN);
2424 Store[x][y] = EL_MORAST_VOLL;
2426 else if (element == EL_SIEB_VOLL)
2428 if (IS_FREE(x, y+1))
2430 InitMovingField(x, y, MV_DOWN);
2431 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2432 Store[x][y] = EL_SIEB_LEER;
2434 else if (Feld[x][y+1] == EL_SIEB_LEER)
2436 if (!MovDelay[x][y])
2437 MovDelay[x][y] = TILEY/4 + 1;
2446 Feld[x][y] = EL_SIEB_LEER;
2447 Feld[x][y+1] = EL_SIEB_VOLL;
2448 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2452 else if (element == EL_SIEB2_VOLL)
2454 if (IS_FREE(x, y+1))
2456 InitMovingField(x, y, MV_DOWN);
2457 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2458 Store[x][y] = EL_SIEB2_LEER;
2460 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2462 if (!MovDelay[x][y])
2463 MovDelay[x][y] = TILEY/4 + 1;
2472 Feld[x][y] = EL_SIEB2_LEER;
2473 Feld[x][y+1] = EL_SIEB2_VOLL;
2474 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2478 else if (CAN_CHANGE(element) &&
2479 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2481 InitMovingField(x, y, MV_DOWN);
2483 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2484 Store2[x][y+1] = element;
2486 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2489 InitMovingField(x, y, MV_DOWN);
2490 Store[x][y] = EL_SALZSAEURE;
2492 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2497 else if (IS_FREE(x, y+1))
2499 InitMovingField(x, y, MV_DOWN);
2501 else if (element == EL_TROPFEN)
2503 Feld[x][y] = EL_AMOEBING;
2504 Store[x][y] = EL_AMOEBE_NASS;
2506 #if OLD_GAME_BEHAVIOUR
2507 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2509 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2510 !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
2513 boolean left = (x>0 && IS_FREE(x-1, y) &&
2514 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2515 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2516 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2520 if (left && right && game.emulation != EMU_BOULDERDASH)
2521 left = !(right = RND(2));
2523 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2526 else if (IS_BELT(Feld[x][y+1]))
2528 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2529 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2530 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2531 int belt_dir = game.belt_dir[belt_nr];
2533 if ((belt_dir == MV_LEFT && left_is_free) ||
2534 (belt_dir == MV_RIGHT && right_is_free))
2535 InitMovingField(x, y, belt_dir);
2538 else if (CAN_MOVE(element))
2542 if ((element == EL_SONDE || element == EL_BALLOON)
2543 && JustBeingPushed(x, y))
2546 if (!MovDelay[x][y]) /* start new movement phase */
2548 /* all objects that can change their move direction after each step */
2549 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2551 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2554 if (MovDelay[x][y] && (element == EL_KAEFER ||
2555 element == EL_FLIEGER ||
2556 element == EL_SP_SNIKSNAK ||
2557 element == EL_SP_ELECTRON ||
2558 element == EL_MOLE))
2559 DrawLevelField(x, y);
2563 if (MovDelay[x][y]) /* wait some time before next movement */
2567 if (element == EL_ROBOT ||
2568 element == EL_MAMPFER || element == EL_MAMPFER2)
2570 int phase = MovDelay[x][y] % 8;
2575 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2576 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2578 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2579 && MovDelay[x][y]%4 == 3)
2580 PlaySoundLevel(x, y, SND_NJAM);
2582 else if (element == EL_SP_ELECTRON)
2583 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2584 else if (element == EL_DRACHE)
2587 int dir = MovDir[x][y];
2588 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2589 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2590 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2591 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2592 dir == MV_UP ? GFX_FLAMMEN_UP :
2593 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2594 int phase = FrameCounter % 2;
2596 for (i=1; i<=3; i++)
2598 int xx = x + i*dx, yy = y + i*dy;
2599 int sx = SCREENX(xx), sy = SCREENY(yy);
2601 if (!IN_LEV_FIELD(xx, yy) ||
2602 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2607 int flamed = MovingOrBlocked2Element(xx, yy);
2609 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2612 RemoveMovingField(xx, yy);
2614 Feld[xx][yy] = EL_BURNING;
2615 if (IN_SCR_FIELD(sx, sy))
2616 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2620 if (Feld[xx][yy] == EL_BURNING)
2621 Feld[xx][yy] = EL_LEERRAUM;
2622 DrawLevelField(xx, yy);
2631 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2633 PlaySoundLevel(x, y, SND_KLAPPER);
2635 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2637 PlaySoundLevel(x, y, SND_ROEHR);
2640 /* now make next step */
2642 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2644 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2645 !PLAYER_PROTECTED(newx, newy))
2649 TestIfBadThingHitsHero(x, y);
2652 /* enemy got the player */
2654 KillHero(PLAYERINFO(newx, newy));
2659 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2660 element == EL_SONDE || element == EL_BALLOON) &&
2661 IN_LEV_FIELD(newx, newy) &&
2662 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2665 Store[x][y] = EL_SALZSAEURE;
2667 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2669 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2671 Feld[x][y] = EL_LEERRAUM;
2672 DrawLevelField(x, y);
2674 PlaySoundLevel(newx, newy, SND_BUING);
2675 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2676 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2678 local_player->friends_still_needed--;
2679 if (!local_player->friends_still_needed &&
2680 !local_player->GameOver && AllPlayersGone)
2681 local_player->LevelSolved = local_player->GameOver = TRUE;
2685 else if (IS_MAMPF3(Feld[newx][newy]))
2687 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2688 DrawLevelField(newx, newy);
2690 MovDir[x][y] = MV_NO_MOVING;
2692 else if (!IS_FREE(newx, newy))
2694 if (IS_PLAYER(x, y))
2695 DrawPlayerField(x, y);
2697 DrawLevelField(x, y);
2701 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2703 if (IS_GEM(Feld[newx][newy]))
2705 if (IS_MOVING(newx, newy))
2706 RemoveMovingField(newx, newy);
2709 Feld[newx][newy] = EL_LEERRAUM;
2710 DrawLevelField(newx, newy);
2713 else if (!IS_FREE(newx, newy))
2715 if (IS_PLAYER(x, y))
2716 DrawPlayerField(x, y);
2718 DrawLevelField(x, y);
2722 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2724 if (!IS_FREE(newx, newy))
2726 if (IS_PLAYER(x, y))
2727 DrawPlayerField(x, y);
2729 DrawLevelField(x, y);
2734 boolean wanna_flame = !RND(10);
2735 int dx = newx - x, dy = newy - y;
2736 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2737 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2738 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2739 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2740 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2741 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2743 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2744 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2745 element1 != EL_BURNING && element2 != EL_BURNING)
2747 if (IS_PLAYER(x, y))
2748 DrawPlayerField(x, y);
2750 DrawLevelField(x, y);
2752 MovDelay[x][y] = 50;
2753 Feld[newx][newy] = EL_BURNING;
2754 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2755 Feld[newx1][newy1] = EL_BURNING;
2756 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2757 Feld[newx2][newy2] = EL_BURNING;
2762 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2763 Feld[newx][newy] == EL_DIAMANT)
2765 if (IS_MOVING(newx, newy))
2766 RemoveMovingField(newx, newy);
2769 Feld[newx][newy] = EL_LEERRAUM;
2770 DrawLevelField(newx, newy);
2773 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2774 IS_MAMPF2(Feld[newx][newy]))
2776 if (AmoebaNr[newx][newy])
2778 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2779 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2780 Feld[newx][newy] == EL_AMOEBE_BD)
2781 AmoebaCnt[AmoebaNr[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 ((element == EL_PACMAN || element == EL_MOLE)
2793 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2795 if (AmoebaNr[newx][newy])
2797 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2798 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2799 Feld[newx][newy] == EL_AMOEBE_BD)
2800 AmoebaCnt[AmoebaNr[newx][newy]]--;
2803 if (element == EL_MOLE)
2805 Feld[newx][newy] = EL_DEAMOEBING;
2806 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2807 return; /* wait for shrinking amoeba */
2809 else /* element == EL_PACMAN */
2811 Feld[newx][newy] = EL_LEERRAUM;
2812 DrawLevelField(newx, newy);
2815 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2816 (Feld[newx][newy] == EL_DEAMOEBING ||
2817 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2819 /* wait for shrinking amoeba to completely disappear */
2822 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2824 /* object was running against a wall */
2828 if (element == EL_KAEFER || element == EL_FLIEGER ||
2829 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2830 DrawLevelField(x, y);
2831 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2832 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2833 else if (element == EL_SONDE)
2834 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2835 else if (element == EL_SP_ELECTRON)
2836 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2838 if (DONT_TOUCH(element))
2839 TestIfBadThingHitsHero(x, y);
2844 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2845 PlaySoundLevel(x, y, SND_SCHLURF);
2847 InitMovingField(x, y, MovDir[x][y]);
2851 ContinueMoving(x, y);
2854 void ContinueMoving(int x, int y)
2856 int element = Feld[x][y];
2857 int direction = MovDir[x][y];
2858 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2859 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2860 int horiz_move = (dx!=0);
2861 int newx = x + dx, newy = y + dy;
2862 int step = (horiz_move ? dx : dy) * TILEX / 8;
2864 if (element == EL_TROPFEN)
2866 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2868 else if (CAN_FALL(element) && horiz_move &&
2869 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2872 #if OLD_GAME_BEHAVIOUR
2873 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2877 MovPos[x][y] += step;
2879 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2881 Feld[x][y] = EL_LEERRAUM;
2882 Feld[newx][newy] = element;
2884 if (element == EL_MOLE)
2887 static int xy[4][2] =
2895 Feld[x][y] = EL_ERDREICH;
2896 DrawLevelField(x, y);
2905 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2906 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2910 if (Store[x][y] == EL_MORAST_VOLL)
2913 Feld[newx][newy] = EL_MORAST_VOLL;
2914 element = EL_MORAST_VOLL;
2916 else if (Store[x][y] == EL_MORAST_LEER)
2919 Feld[x][y] = EL_MORAST_LEER;
2921 else if (Store[x][y] == EL_SIEB_VOLL)
2924 element = Feld[newx][newy] =
2925 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2927 else if (Store[x][y] == EL_SIEB_LEER)
2929 Store[x][y] = Store2[x][y] = 0;
2930 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2932 else if (Store[x][y] == EL_SIEB2_VOLL)
2935 element = Feld[newx][newy] =
2936 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2938 else if (Store[x][y] == EL_SIEB2_LEER)
2940 Store[x][y] = Store2[x][y] = 0;
2941 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2943 else if (Store[x][y] == EL_SALZSAEURE)
2946 Feld[newx][newy] = EL_SALZSAEURE;
2947 element = EL_SALZSAEURE;
2949 else if (Store[x][y] == EL_AMOEBE_NASS)
2952 Feld[x][y] = EL_AMOEBE_NASS;
2955 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2956 MovDelay[newx][newy] = 0;
2958 if (!CAN_MOVE(element))
2959 MovDir[newx][newy] = 0;
2961 DrawLevelField(x, y);
2962 DrawLevelField(newx, newy);
2964 Stop[newx][newy] = TRUE;
2965 JustStopped[newx][newy] = 3;
2967 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2969 TestIfBadThingHitsHero(newx, newy);
2970 TestIfBadThingHitsFriend(newx, newy);
2971 TestIfBadThingHitsOtherBadThing(newx, newy);
2973 else if (element == EL_PINGUIN)
2974 TestIfFriendHitsBadThing(newx, newy);
2976 if (CAN_SMASH(element) && direction == MV_DOWN &&
2977 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2980 else /* still moving on */
2981 DrawLevelField(x, y);
2984 int AmoebeNachbarNr(int ax, int ay)
2987 int element = Feld[ax][ay];
2989 static int xy[4][2] =
2999 int x = ax + xy[i][0];
3000 int y = ay + xy[i][1];
3002 if (!IN_LEV_FIELD(x, y))
3005 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3006 group_nr = AmoebaNr[x][y];
3012 void AmoebenVereinigen(int ax, int ay)
3014 int i, x, y, xx, yy;
3015 int new_group_nr = AmoebaNr[ax][ay];
3016 static int xy[4][2] =
3024 if (new_group_nr == 0)
3032 if (!IN_LEV_FIELD(x, y))
3035 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3036 Feld[x][y] == EL_AMOEBE_BD ||
3037 Feld[x][y] == EL_AMOEBE_TOT) &&
3038 AmoebaNr[x][y] != new_group_nr)
3040 int old_group_nr = AmoebaNr[x][y];
3042 if (old_group_nr == 0)
3045 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3046 AmoebaCnt[old_group_nr] = 0;
3047 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3048 AmoebaCnt2[old_group_nr] = 0;
3050 for (yy=0; yy<lev_fieldy; yy++)
3052 for (xx=0; xx<lev_fieldx; xx++)
3054 if (AmoebaNr[xx][yy] == old_group_nr)
3055 AmoebaNr[xx][yy] = new_group_nr;
3062 void AmoebeUmwandeln(int ax, int ay)
3066 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3068 int group_nr = AmoebaNr[ax][ay];
3073 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3074 printf("AmoebeUmwandeln(): This should never happen!\n");
3079 for (y=0; y<lev_fieldy; y++)
3081 for (x=0; x<lev_fieldx; x++)
3083 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3086 Feld[x][y] = EL_AMOEBA2DIAM;
3094 static int xy[4][2] =
3107 if (!IN_LEV_FIELD(x, y))
3110 if (Feld[x][y] == EL_AMOEBA2DIAM)
3116 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3119 int group_nr = AmoebaNr[ax][ay];
3120 boolean done = FALSE;
3125 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3126 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3131 for (y=0; y<lev_fieldy; y++)
3133 for (x=0; x<lev_fieldx; x++)
3135 if (AmoebaNr[x][y] == group_nr &&
3136 (Feld[x][y] == EL_AMOEBE_TOT ||
3137 Feld[x][y] == EL_AMOEBE_BD ||
3138 Feld[x][y] == EL_AMOEBING))
3141 Feld[x][y] = new_element;
3142 InitField(x, y, FALSE);
3143 DrawLevelField(x, y);
3150 PlaySoundLevel(ax, ay,
3151 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
3154 void AmoebeWaechst(int x, int y)
3156 static unsigned long sound_delay = 0;
3157 static unsigned long sound_delay_value = 0;
3159 if (!MovDelay[x][y]) /* start new growing cycle */
3163 if (DelayReached(&sound_delay, sound_delay_value))
3165 PlaySoundLevel(x, y, SND_AMOEBE);
3166 sound_delay_value = 30;
3170 if (MovDelay[x][y]) /* wait some time before growing bigger */
3173 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3174 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3176 if (!MovDelay[x][y])
3178 Feld[x][y] = Store[x][y];
3180 DrawLevelField(x, y);
3185 void AmoebeSchrumpft(int x, int y)
3187 static unsigned long sound_delay = 0;
3188 static unsigned long sound_delay_value = 0;
3190 if (!MovDelay[x][y]) /* start new shrinking cycle */
3194 if (DelayReached(&sound_delay, sound_delay_value))
3196 PlaySoundLevel(x, y, SND_BLURB);
3197 sound_delay_value = 30;
3201 if (MovDelay[x][y]) /* wait some time before shrinking */
3204 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3205 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3207 if (!MovDelay[x][y])
3209 Feld[x][y] = EL_LEERRAUM;
3210 DrawLevelField(x, y);
3212 /* don't let mole enter this field in this cycle;
3213 (give priority to objects falling to this field from above) */
3219 void AmoebeAbleger(int ax, int ay)
3222 int element = Feld[ax][ay];
3223 int newax = ax, neway = ay;
3224 static int xy[4][2] =
3232 if (!level.amoeba_speed)
3234 Feld[ax][ay] = EL_AMOEBE_TOT;
3235 DrawLevelField(ax, ay);
3239 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3240 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3242 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3245 if (MovDelay[ax][ay])
3249 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3252 int x = ax + xy[start][0];
3253 int y = ay + xy[start][1];
3255 if (!IN_LEV_FIELD(x, y))
3258 if (IS_FREE(x, y) ||
3259 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3265 if (newax == ax && neway == ay)
3268 else /* normal or "filled" (BD style) amoeba */
3271 boolean waiting_for_player = FALSE;
3275 int j = (start + i) % 4;
3276 int x = ax + xy[j][0];
3277 int y = ay + xy[j][1];
3279 if (!IN_LEV_FIELD(x, y))
3282 if (IS_FREE(x, y) ||
3283 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3289 else if (IS_PLAYER(x, y))
3290 waiting_for_player = TRUE;
3293 if (newax == ax && neway == ay) /* amoeba cannot grow */
3295 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3297 Feld[ax][ay] = EL_AMOEBE_TOT;
3298 DrawLevelField(ax, ay);
3299 AmoebaCnt[AmoebaNr[ax][ay]]--;
3301 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3303 if (element == EL_AMOEBE_VOLL)
3304 AmoebeUmwandeln(ax, ay);
3305 else if (element == EL_AMOEBE_BD)
3306 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3311 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3313 /* amoeba gets larger by growing in some direction */
3315 int new_group_nr = AmoebaNr[ax][ay];
3318 if (new_group_nr == 0)
3320 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3321 printf("AmoebeAbleger(): This should never happen!\n");
3326 AmoebaNr[newax][neway] = new_group_nr;
3327 AmoebaCnt[new_group_nr]++;
3328 AmoebaCnt2[new_group_nr]++;
3330 /* if amoeba touches other amoeba(s) after growing, unify them */
3331 AmoebenVereinigen(newax, neway);
3333 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3335 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
3341 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3342 (neway == lev_fieldy - 1 && newax != ax))
3344 Feld[newax][neway] = EL_AMOEBING;
3345 Store[newax][neway] = element;
3347 else if (neway == ay)
3348 Feld[newax][neway] = EL_TROPFEN;
3351 InitMovingField(ax, ay, MV_DOWN);
3352 Feld[ax][ay] = EL_TROPFEN;
3353 Store[ax][ay] = EL_AMOEBE_NASS;
3354 ContinueMoving(ax, ay);
3358 DrawLevelField(newax, neway);
3361 void Life(int ax, int ay)
3364 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3366 int element = Feld[ax][ay];
3371 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3372 MovDelay[ax][ay] = life_time;
3374 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3377 if (MovDelay[ax][ay])
3381 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3383 int xx = ax+x1, yy = ay+y1;
3386 if (!IN_LEV_FIELD(xx, yy))
3389 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3391 int x = xx+x2, y = yy+y2;
3393 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3396 if (((Feld[x][y] == element ||
3397 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3399 (IS_FREE(x, y) && Stop[x][y]))
3403 if (xx == ax && yy == ay) /* field in the middle */
3405 if (nachbarn<life[0] || nachbarn>life[1])
3407 Feld[xx][yy] = EL_LEERRAUM;
3409 DrawLevelField(xx, yy);
3410 Stop[xx][yy] = TRUE;
3413 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3414 { /* free border field */
3415 if (nachbarn>=life[2] && nachbarn<=life[3])
3417 Feld[xx][yy] = element;
3418 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3420 DrawLevelField(xx, yy);
3421 Stop[xx][yy] = TRUE;
3427 void Ablenk(int x, int y)
3429 if (!MovDelay[x][y]) /* next animation frame */
3430 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3432 if (MovDelay[x][y]) /* wait some time before next frame */
3437 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3438 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3439 if (!(MovDelay[x][y]%4))
3440 PlaySoundLevel(x, y, SND_MIEP);
3445 Feld[x][y] = EL_ABLENK_AUS;
3446 DrawLevelField(x, y);
3447 if (ZX == x && ZY == y)
3451 void TimegateWheel(int x, int y)
3453 if (!MovDelay[x][y]) /* next animation frame */
3454 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3456 if (MovDelay[x][y]) /* wait some time before next frame */
3461 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3462 DrawGraphic(SCREENX(x), SCREENY(y),
3463 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3464 if (!(MovDelay[x][y]%4))
3465 PlaySoundLevel(x, y, SND_MIEP);
3470 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3471 DrawLevelField(x, y);
3472 if (ZX == x && ZY == y)
3476 void Birne(int x, int y)
3478 if (!MovDelay[x][y]) /* next animation frame */
3479 MovDelay[x][y] = 800;
3481 if (MovDelay[x][y]) /* wait some time before next frame */
3486 if (!(MovDelay[x][y]%5))
3488 if (!(MovDelay[x][y]%10))
3489 Feld[x][y]=EL_ABLENK_EIN;
3491 Feld[x][y]=EL_ABLENK_AUS;
3492 DrawLevelField(x, y);
3493 Feld[x][y]=EL_ABLENK_EIN;
3499 Feld[x][y]=EL_ABLENK_AUS;
3500 DrawLevelField(x, y);
3501 if (ZX == x && ZY == y)
3505 void Blubber(int x, int y)
3507 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3508 DrawLevelField(x, y-1);
3510 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3513 void NussKnacken(int x, int y)
3515 if (!MovDelay[x][y]) /* next animation frame */
3518 if (MovDelay[x][y]) /* wait some time before next frame */
3521 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3522 DrawGraphic(SCREENX(x), SCREENY(y),
3523 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3525 if (!MovDelay[x][y])
3527 Feld[x][y] = EL_EDELSTEIN;
3528 DrawLevelField(x, y);
3533 void BreakingPearl(int x, int y)
3535 if (!MovDelay[x][y]) /* next animation frame */
3538 if (MovDelay[x][y]) /* wait some time before next frame */
3541 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3542 DrawGraphic(SCREENX(x), SCREENY(y),
3543 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3545 if (!MovDelay[x][y])
3547 Feld[x][y] = EL_LEERRAUM;
3548 DrawLevelField(x, y);
3553 void SiebAktivieren(int x, int y, int typ)
3555 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3557 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3560 void AusgangstuerPruefen(int x, int y)
3562 if (!local_player->gems_still_needed &&
3563 !local_player->sokobanfields_still_needed &&
3564 !local_player->lights_still_needed)
3566 Feld[x][y] = EL_AUSGANG_ACT;
3568 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3569 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3570 y < LEVELY(BY1) ? LEVELY(BY1) :
3571 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3576 void AusgangstuerOeffnen(int x, int y)
3580 if (!MovDelay[x][y]) /* next animation frame */
3581 MovDelay[x][y] = 5*delay;
3583 if (MovDelay[x][y]) /* wait some time before next frame */
3588 tuer = MovDelay[x][y]/delay;
3589 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3590 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3592 if (!MovDelay[x][y])
3594 Feld[x][y] = EL_AUSGANG_AUF;
3595 DrawLevelField(x, y);
3600 void AusgangstuerBlinken(int x, int y)
3602 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3605 void OpenSwitchgate(int x, int y)
3609 if (!MovDelay[x][y]) /* next animation frame */
3610 MovDelay[x][y] = 5 * delay;
3612 if (MovDelay[x][y]) /* wait some time before next frame */
3617 phase = MovDelay[x][y] / delay;
3618 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3619 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3621 if (!MovDelay[x][y])
3623 Feld[x][y] = EL_SWITCHGATE_OPEN;
3624 DrawLevelField(x, y);
3629 void CloseSwitchgate(int x, int y)
3633 if (!MovDelay[x][y]) /* next animation frame */
3634 MovDelay[x][y] = 5 * delay;
3636 if (MovDelay[x][y]) /* wait some time before next frame */
3641 phase = MovDelay[x][y] / delay;
3642 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3643 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3645 if (!MovDelay[x][y])
3647 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3648 DrawLevelField(x, y);
3653 void OpenTimegate(int x, int y)
3657 if (!MovDelay[x][y]) /* next animation frame */
3658 MovDelay[x][y] = 5 * delay;
3660 if (MovDelay[x][y]) /* wait some time before next frame */
3665 phase = MovDelay[x][y] / delay;
3666 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3667 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3669 if (!MovDelay[x][y])
3671 Feld[x][y] = EL_TIMEGATE_OPEN;
3672 DrawLevelField(x, y);
3677 void CloseTimegate(int x, int y)
3681 if (!MovDelay[x][y]) /* next animation frame */
3682 MovDelay[x][y] = 5 * delay;
3684 if (MovDelay[x][y]) /* wait some time before next frame */
3689 phase = MovDelay[x][y] / delay;
3690 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3691 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3693 if (!MovDelay[x][y])
3695 Feld[x][y] = EL_TIMEGATE_CLOSED;
3696 DrawLevelField(x, y);
3701 static void CloseAllOpenTimegates()
3705 for (y=0; y<lev_fieldy; y++)
3707 for (x=0; x<lev_fieldx; x++)
3709 int element = Feld[x][y];
3711 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3713 Feld[x][y] = EL_TIMEGATE_CLOSING;
3714 PlaySoundLevel(x, y, SND_OEFFNEN);
3720 void EdelsteinFunkeln(int x, int y)
3722 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3725 if (Feld[x][y] == EL_EDELSTEIN_BD)
3726 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3729 if (!MovDelay[x][y]) /* next animation frame */
3730 MovDelay[x][y] = 11 * !SimpleRND(500);
3732 if (MovDelay[x][y]) /* wait some time before next frame */
3736 if (setup.direct_draw && MovDelay[x][y])
3737 SetDrawtoField(DRAW_BUFFERED);
3739 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3743 int phase = (MovDelay[x][y]-1)/2;
3748 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3750 if (setup.direct_draw)
3754 dest_x = FX + SCREENX(x)*TILEX;
3755 dest_y = FY + SCREENY(y)*TILEY;
3757 XCopyArea(display, drawto_field, window, gc,
3758 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3759 SetDrawtoField(DRAW_DIRECT);
3766 void MauerWaechst(int x, int y)
3770 if (!MovDelay[x][y]) /* next animation frame */
3771 MovDelay[x][y] = 3*delay;
3773 if (MovDelay[x][y]) /* wait some time before next frame */
3778 phase = 2-MovDelay[x][y]/delay;
3779 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3780 DrawGraphic(SCREENX(x), SCREENY(y),
3781 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3782 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3783 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3784 GFX_MAUER_DOWN ) + phase);
3786 if (!MovDelay[x][y])
3788 if (MovDir[x][y] == MV_LEFT)
3790 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3791 DrawLevelField(x-1, y);
3793 else if (MovDir[x][y] == MV_RIGHT)
3795 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3796 DrawLevelField(x+1, y);
3798 else if (MovDir[x][y] == MV_UP)
3800 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3801 DrawLevelField(x, y-1);
3805 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3806 DrawLevelField(x, y+1);
3809 Feld[x][y] = Store[x][y];
3811 MovDir[x][y] = MV_NO_MOVING;
3812 DrawLevelField(x, y);
3817 void MauerAbleger(int ax, int ay)
3819 int element = Feld[ax][ay];
3820 boolean oben_frei = FALSE, unten_frei = FALSE;
3821 boolean links_frei = FALSE, rechts_frei = FALSE;
3822 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3823 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3825 if (!MovDelay[ax][ay]) /* start building new wall */
3826 MovDelay[ax][ay] = 6;
3828 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3831 if (MovDelay[ax][ay])
3835 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3837 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3839 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3841 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3844 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3848 Feld[ax][ay-1] = EL_MAUERND;
3849 Store[ax][ay-1] = element;
3850 MovDir[ax][ay-1] = MV_UP;
3851 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3852 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3856 Feld[ax][ay+1] = EL_MAUERND;
3857 Store[ax][ay+1] = element;
3858 MovDir[ax][ay+1] = MV_DOWN;
3859 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3860 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3864 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3865 element == EL_MAUER_LEBT)
3869 Feld[ax-1][ay] = EL_MAUERND;
3870 Store[ax-1][ay] = element;
3871 MovDir[ax-1][ay] = MV_LEFT;
3872 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3873 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3877 Feld[ax+1][ay] = EL_MAUERND;
3878 Store[ax+1][ay] = element;
3879 MovDir[ax+1][ay] = MV_RIGHT;
3880 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3881 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3885 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3886 DrawLevelField(ax, ay);
3888 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3890 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3891 unten_massiv = TRUE;
3892 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3893 links_massiv = TRUE;
3894 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3895 rechts_massiv = TRUE;
3897 if (((oben_massiv && unten_massiv) ||
3898 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3899 ((links_massiv && rechts_massiv) ||
3900 element == EL_MAUER_Y))
3901 Feld[ax][ay] = EL_MAUERWERK;
3904 void CheckForDragon(int x, int y)
3907 boolean dragon_found = FALSE;
3908 static int xy[4][2] =
3920 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3922 if (IN_LEV_FIELD(xx, yy) &&
3923 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3925 if (Feld[xx][yy] == EL_DRACHE)
3926 dragon_found = TRUE;
3939 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3941 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3943 Feld[xx][yy] = EL_LEERRAUM;
3944 DrawLevelField(xx, yy);
3953 static void CheckBuggyBase(int x, int y)
3955 int element = Feld[x][y];
3957 if (element == EL_SP_BUG)
3959 if (!MovDelay[x][y]) /* wait some time before activating base */
3960 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3965 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3966 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3970 Feld[x][y] = EL_SP_BUG_ACTIVE;
3973 else if (element == EL_SP_BUG_ACTIVE)
3975 if (!MovDelay[x][y]) /* start activating buggy base */
3976 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3984 static int xy[4][2] =
3992 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3993 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3997 int xx = x + xy[i][0], yy = y + xy[i][1];
3999 if (IS_PLAYER(xx, yy))
4001 PlaySoundLevel(x, y, SND_SP_BUG);
4009 Feld[x][y] = EL_SP_BUG;
4010 DrawLevelField(x, y);
4015 static void CheckTrap(int x, int y)
4017 int element = Feld[x][y];
4019 if (element == EL_TRAP_INACTIVE)
4021 if (!MovDelay[x][y]) /* wait some time before activating trap */
4022 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4030 Feld[x][y] = EL_TRAP_ACTIVE;
4033 else if (element == EL_TRAP_ACTIVE)
4038 if (!MovDelay[x][y]) /* start activating trap */
4039 MovDelay[x][y] = num_frames * delay;
4047 if (!(MovDelay[x][y] % delay))
4049 int phase = MovDelay[x][y]/delay;
4051 if (phase >= num_frames/2)
4052 phase = num_frames - phase;
4054 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4056 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4057 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4064 Feld[x][y] = EL_TRAP_INACTIVE;
4065 DrawLevelField(x, y);
4070 static void DrawBeltAnimation(int x, int y, int element)
4072 int belt_nr = getBeltNrFromElement(element);
4073 int belt_dir = game.belt_dir[belt_nr];
4075 if (belt_dir != MV_NO_MOVING)
4078 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4079 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4081 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4085 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4087 static byte stored_player_action[MAX_PLAYERS];
4088 static int num_stored_actions = 0;
4089 static boolean save_tape_entry = FALSE;
4090 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4091 int jx = player->jx, jy = player->jy;
4092 int left = player_action & JOY_LEFT;
4093 int right = player_action & JOY_RIGHT;
4094 int up = player_action & JOY_UP;
4095 int down = player_action & JOY_DOWN;
4096 int button1 = player_action & JOY_BUTTON_1;
4097 int button2 = player_action & JOY_BUTTON_2;
4098 int dx = (left ? -1 : right ? 1 : 0);
4099 int dy = (up ? -1 : down ? 1 : 0);
4101 stored_player_action[player->index_nr] = 0;
4102 num_stored_actions++;
4104 if (!player->active || tape.pausing)
4109 save_tape_entry = TRUE;
4110 player->frame_reset_delay = 0;
4113 snapped = SnapField(player, dx, dy);
4117 bombed = PlaceBomb(player);
4118 moved = MoveFigure(player, dx, dy);
4121 if (tape.recording && (moved || snapped || bombed))
4123 if (bombed && !moved)
4124 player_action &= JOY_BUTTON;
4126 stored_player_action[player->index_nr] = player_action;
4128 else if (tape.playing && snapped)
4129 SnapField(player, 0, 0); /* stop snapping */
4133 /* no actions for this player (no input at player's configured device) */
4135 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4136 SnapField(player, 0, 0);
4137 CheckGravityMovement(player);
4139 if (++player->frame_reset_delay > player->move_delay_value)
4143 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4145 TapeRecordAction(stored_player_action);
4146 num_stored_actions = 0;
4147 save_tape_entry = FALSE;
4150 if (tape.playing && !tape.pausing && !player_action &&
4151 tape.counter < tape.length)
4154 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4156 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4157 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4159 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4161 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4163 int el = Feld[jx+dx][jy];
4164 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4165 el == EL_BALLOON ? 0 : 10);
4167 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4169 player->MovDir = next_joy;
4170 player->Frame = FrameCounter % 4;
4171 player->Pushing = TRUE;
4180 static unsigned long action_delay = 0;
4181 unsigned long action_delay_value;
4182 int sieb_x = 0, sieb_y = 0;
4183 int i, x, y, element;
4184 byte *recorded_player_action;
4185 byte summarized_player_action = 0;
4187 if (game_status != PLAYING)
4190 action_delay_value =
4191 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4193 /* ---------- main game synchronization point ---------- */
4195 WaitUntilDelayReached(&action_delay, action_delay_value);
4197 if (network_playing && !network_player_action_received)
4201 printf("DEBUG: try to get network player actions in time\n");
4206 /* last chance to get network player actions without main loop delay */
4210 if (game_status != PLAYING)
4213 if (!network_player_action_received)
4217 printf("DEBUG: failed to get network player actions in time\n");
4229 else if (tape.recording)
4232 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4234 for (i=0; i<MAX_PLAYERS; i++)
4236 summarized_player_action |= stored_player[i].action;
4238 if (!network_playing)
4239 stored_player[i].effective_action = stored_player[i].action;
4243 if (network_playing)
4244 SendToServer_MovePlayer(summarized_player_action);
4247 if (!options.network && !setup.team_mode)
4248 local_player->effective_action = summarized_player_action;
4250 for (i=0; i<MAX_PLAYERS; i++)
4252 int actual_player_action = stored_player[i].effective_action;
4254 if (stored_player[i].programmed_action)
4255 actual_player_action = stored_player[i].programmed_action;
4257 if (recorded_player_action)
4258 actual_player_action = recorded_player_action[i];
4260 PlayerActions(&stored_player[i], actual_player_action);
4261 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4264 network_player_action_received = FALSE;
4266 ScrollScreen(NULL, SCROLL_GO_ON);
4272 if (TimeFrames == 0 && local_player->active)
4274 extern unsigned int last_RND();
4276 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4277 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4284 if (GameFrameDelay >= 500)
4285 printf("FrameCounter == %d\n", FrameCounter);
4294 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4297 if (JustStopped[x][y] > 0)
4298 JustStopped[x][y]--;
4301 if (IS_BLOCKED(x, y))
4305 Blocked2Moving(x, y, &oldx, &oldy);
4306 if (!IS_MOVING(oldx, oldy))
4308 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4309 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4310 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4311 printf("GameActions(): This should never happen!\n");
4317 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4319 element = Feld[x][y];
4321 if (IS_INACTIVE(element))
4324 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4328 if (IS_GEM(element))
4329 EdelsteinFunkeln(x, y);
4331 else if (IS_MOVING(x, y))
4332 ContinueMoving(x, y);
4333 else if (IS_ACTIVE_BOMB(element))
4334 CheckDynamite(x, y);
4335 else if (element == EL_EXPLODING)
4336 Explode(x, y, Frame[x][y], EX_NORMAL);
4337 else if (element == EL_AMOEBING)
4338 AmoebeWaechst(x, y);
4339 else if (element == EL_DEAMOEBING)
4340 AmoebeSchrumpft(x, y);
4341 else if (IS_AMOEBALIVE(element))
4342 AmoebeAbleger(x, y);
4343 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4345 else if (element == EL_ABLENK_EIN)
4347 else if (element == EL_TIMEGATE_SWITCH_ON)
4348 TimegateWheel(x, y);
4349 else if (element == EL_SALZSAEURE)
4351 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4353 else if (element == EL_CRACKINGNUT)
4355 else if (element == EL_PEARL_BREAKING)
4356 BreakingPearl(x, y);
4357 else if (element == EL_AUSGANG_ZU)
4358 AusgangstuerPruefen(x, y);
4359 else if (element == EL_AUSGANG_ACT)
4360 AusgangstuerOeffnen(x, y);
4361 else if (element == EL_AUSGANG_AUF)
4362 AusgangstuerBlinken(x, y);
4363 else if (element == EL_MAUERND)
4365 else if (element == EL_MAUER_LEBT ||
4366 element == EL_MAUER_X ||
4367 element == EL_MAUER_Y ||
4368 element == EL_MAUER_XY)
4370 else if (element == EL_BURNING)
4371 CheckForDragon(x, y);
4372 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4373 CheckBuggyBase(x, y);
4374 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4376 else if (element == EL_SP_TERMINAL)
4377 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4378 else if (element == EL_SP_TERMINAL_ACTIVE)
4379 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4380 else if (IS_BELT(element))
4381 DrawBeltAnimation(x, y, element);
4382 else if (element == EL_SWITCHGATE_OPENING)
4383 OpenSwitchgate(x, y);
4384 else if (element == EL_SWITCHGATE_CLOSING)
4385 CloseSwitchgate(x, y);
4386 else if (element == EL_TIMEGATE_OPENING)
4388 else if (element == EL_TIMEGATE_CLOSING)
4389 CloseTimegate(x, y);
4390 else if (element == EL_EXTRA_TIME)
4391 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4392 else if (element == EL_SHIELD_PASSIVE)
4393 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4394 else if (element == EL_SHIELD_ACTIVE)
4395 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4397 if (game.magic_wall_active)
4399 boolean sieb = FALSE;
4400 int jx = local_player->jx, jy = local_player->jy;
4402 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
4403 Store[x][y] == EL_SIEB_LEER)
4405 SiebAktivieren(x, y, 1);
4408 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
4409 Store[x][y] == EL_SIEB2_LEER)
4411 SiebAktivieren(x, y, 2);
4415 /* play the element sound at the position nearest to the player */
4416 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4424 if (game.magic_wall_active)
4426 if (!(game.magic_wall_time_left % 4))
4427 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4429 if (game.magic_wall_time_left > 0)
4431 game.magic_wall_time_left--;
4432 if (!game.magic_wall_time_left)
4434 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4436 element = Feld[x][y];
4438 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
4440 Feld[x][y] = EL_SIEB_TOT;
4441 DrawLevelField(x, y);
4443 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
4445 Feld[x][y] = EL_SIEB2_TOT;
4446 DrawLevelField(x, y);
4450 game.magic_wall_active = FALSE;
4455 if (game.light_time_left > 0)
4457 game.light_time_left--;
4459 if (game.light_time_left == 0)
4461 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4463 element = Feld[x][y];
4465 if (element == EL_LIGHT_SWITCH_ON)
4467 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4468 DrawLevelField(x, y);
4470 else if (element == EL_INVISIBLE_STEEL ||
4471 element == EL_UNSICHTBAR ||
4472 element == EL_SAND_INVISIBLE)
4473 DrawLevelField(x, y);
4478 if (game.timegate_time_left > 0)
4480 game.timegate_time_left--;
4482 if (game.timegate_time_left == 0)
4483 CloseAllOpenTimegates();
4486 if (TimeFrames >= (1000 / GameFrameDelay))
4491 for (i=0; i<MAX_PLAYERS; i++)
4493 if (SHIELD_ON(&stored_player[i]))
4495 stored_player[i].shield_passive_time_left--;
4497 if (stored_player[i].shield_active_time_left > 0)
4498 stored_player[i].shield_active_time_left--;
4502 if (tape.recording || tape.playing)
4503 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4509 if (TimeLeft <= 10 && setup.time_limit)
4510 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4512 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4514 if (!TimeLeft && setup.time_limit)
4515 for (i=0; i<MAX_PLAYERS; i++)
4516 KillHero(&stored_player[i]);
4518 else if (level.time == 0) /* level without time limit */
4519 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4525 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4527 int min_x = x, min_y = y, max_x = x, max_y = y;
4530 for (i=0; i<MAX_PLAYERS; i++)
4532 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4534 if (!stored_player[i].active || &stored_player[i] == player)
4537 min_x = MIN(min_x, jx);
4538 min_y = MIN(min_y, jy);
4539 max_x = MAX(max_x, jx);
4540 max_y = MAX(max_y, jy);
4543 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4546 static boolean AllPlayersInVisibleScreen()
4550 for (i=0; i<MAX_PLAYERS; i++)
4552 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4554 if (!stored_player[i].active)
4557 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4564 void ScrollLevel(int dx, int dy)
4566 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4569 XCopyArea(display, drawto_field, drawto_field, gc,
4570 FX + TILEX*(dx == -1) - softscroll_offset,
4571 FY + TILEY*(dy == -1) - softscroll_offset,
4572 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4573 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4574 FX + TILEX*(dx == 1) - softscroll_offset,
4575 FY + TILEY*(dy == 1) - softscroll_offset);
4579 x = (dx == 1 ? BX1 : BX2);
4580 for (y=BY1; y<=BY2; y++)
4581 DrawScreenField(x, y);
4585 y = (dy == 1 ? BY1 : BY2);
4586 for (x=BX1; x<=BX2; x++)
4587 DrawScreenField(x, y);
4590 redraw_mask |= REDRAW_FIELD;
4593 static void CheckGravityMovement(struct PlayerInfo *player)
4595 if (level.gravity && !player->programmed_action)
4597 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4598 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4600 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4601 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4602 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4603 int jx = player->jx, jy = player->jy;
4604 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4605 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4606 int new_jx = jx + dx, new_jy = jy + dy;
4607 boolean field_under_player_is_free =
4608 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4609 boolean player_is_moving_to_valid_field =
4610 (IN_LEV_FIELD(new_jx, new_jy) &&
4611 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4612 Feld[new_jx][new_jy] == EL_ERDREICH));
4614 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4615 player->programmed_action = MV_DOWN;
4619 boolean MoveFigureOneStep(struct PlayerInfo *player,
4620 int dx, int dy, int real_dx, int real_dy)
4622 int jx = player->jx, jy = player->jy;
4623 int new_jx = jx+dx, new_jy = jy+dy;
4627 if (!player->active || (!dx && !dy))
4628 return MF_NO_ACTION;
4630 player->MovDir = (dx < 0 ? MV_LEFT :
4633 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4635 if (!IN_LEV_FIELD(new_jx, new_jy))
4636 return MF_NO_ACTION;
4638 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4639 return MF_NO_ACTION;
4642 element = MovingOrBlocked2Element(new_jx, new_jy);
4644 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4647 if (DONT_GO_TO(element))
4649 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4652 Feld[jx][jy] = EL_SPIELFIGUR;
4653 InitMovingField(jx, jy, MV_DOWN);
4654 Store[jx][jy] = EL_SALZSAEURE;
4655 ContinueMoving(jx, jy);
4659 TestIfBadThingHitsHero(new_jx, new_jy);
4664 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4665 if (can_move != MF_MOVING)
4668 StorePlayer[jx][jy] = 0;
4669 player->last_jx = jx;
4670 player->last_jy = jy;
4671 jx = player->jx = new_jx;
4672 jy = player->jy = new_jy;
4673 StorePlayer[jx][jy] = player->element_nr;
4676 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4678 ScrollFigure(player, SCROLL_INIT);
4683 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4685 int jx = player->jx, jy = player->jy;
4686 int old_jx = jx, old_jy = jy;
4687 int moved = MF_NO_ACTION;
4689 if (!player->active || (!dx && !dy))
4692 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4696 /* remove the last programmed player action */
4697 player->programmed_action = 0;
4701 /* should only happen if pre-1.2 tape recordings are played */
4702 /* this is only for backward compatibility */
4704 int original_move_delay_value = player->move_delay_value;
4707 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4710 /* scroll remaining steps with finest movement resolution */
4711 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4713 while (player->MovPos)
4715 ScrollFigure(player, SCROLL_GO_ON);
4716 ScrollScreen(NULL, SCROLL_GO_ON);
4722 player->move_delay_value = original_move_delay_value;
4725 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4727 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4728 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4732 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4733 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4739 if (moved & MF_MOVING && !ScreenMovPos &&
4740 (player == local_player || !options.network))
4742 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4743 int offset = (setup.scroll_delay ? 3 : 0);
4745 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4747 /* actual player has left the screen -- scroll in that direction */
4748 if (jx != old_jx) /* player has moved horizontally */
4749 scroll_x += (jx - old_jx);
4750 else /* player has moved vertically */
4751 scroll_y += (jy - old_jy);
4755 if (jx != old_jx) /* player has moved horizontally */
4757 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4758 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4759 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4761 /* don't scroll over playfield boundaries */
4762 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4763 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4765 /* don't scroll more than one field at a time */
4766 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4768 /* don't scroll against the player's moving direction */
4769 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4770 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4771 scroll_x = old_scroll_x;
4773 else /* player has moved vertically */
4775 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4776 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4777 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4779 /* don't scroll over playfield boundaries */
4780 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4781 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4783 /* don't scroll more than one field at a time */
4784 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4786 /* don't scroll against the player's moving direction */
4787 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4788 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4789 scroll_y = old_scroll_y;
4793 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4795 if (!options.network && !AllPlayersInVisibleScreen())
4797 scroll_x = old_scroll_x;
4798 scroll_y = old_scroll_y;
4802 ScrollScreen(player, SCROLL_INIT);
4803 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4808 if (!(moved & MF_MOVING) && !player->Pushing)
4811 player->Frame = (player->Frame + 1) % 4;
4813 if (moved & MF_MOVING)
4815 if (old_jx != jx && old_jy == jy)
4816 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4817 else if (old_jx == jx && old_jy != jy)
4818 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4820 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4822 player->last_move_dir = player->MovDir;
4826 CheckGravityMovement(player);
4828 player->last_move_dir = MV_NO_MOVING;
4831 TestIfHeroHitsBadThing(jx, jy);
4833 if (!player->active)
4839 void ScrollFigure(struct PlayerInfo *player, int mode)
4841 int jx = player->jx, jy = player->jy;
4842 int last_jx = player->last_jx, last_jy = player->last_jy;
4843 int move_stepsize = TILEX / player->move_delay_value;
4845 if (!player->active || !player->MovPos)
4848 if (mode == SCROLL_INIT)
4850 player->actual_frame_counter = FrameCounter;
4851 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4853 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4854 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4859 else if (!FrameReached(&player->actual_frame_counter, 1))
4862 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4863 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4865 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4866 Feld[last_jx][last_jy] = EL_LEERRAUM;
4868 /* before DrawPlayer() to draw correct player graphic for this case */
4869 if (player->MovPos == 0)
4870 CheckGravityMovement(player);
4874 if (player->MovPos == 0)
4876 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4878 /* continue with normal speed after quickly moving through gate */
4879 HALVE_PLAYER_SPEED(player);
4881 /* be able to make the next move without delay */
4882 player->move_delay = 0;
4885 player->last_jx = jx;
4886 player->last_jy = jy;
4888 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4892 if (!local_player->friends_still_needed)
4893 player->LevelSolved = player->GameOver = TRUE;
4898 void ScrollScreen(struct PlayerInfo *player, int mode)
4900 static unsigned long screen_frame_counter = 0;
4902 if (mode == SCROLL_INIT)
4904 /* set scrolling step size according to actual player's moving speed */
4905 ScrollStepSize = TILEX / player->move_delay_value;
4907 screen_frame_counter = FrameCounter;
4908 ScreenMovDir = player->MovDir;
4909 ScreenMovPos = player->MovPos;
4910 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4913 else if (!FrameReached(&screen_frame_counter, 1))
4918 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4919 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4920 redraw_mask |= REDRAW_FIELD;
4923 ScreenMovDir = MV_NO_MOVING;
4926 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4928 int i, killx = goodx, killy = goody;
4929 static int xy[4][2] =
4936 static int harmless[4] =
4948 x = goodx + xy[i][0];
4949 y = goody + xy[i][1];
4950 if (!IN_LEV_FIELD(x, y))
4954 element = Feld[x][y];
4956 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4959 if (DONT_TOUCH(element))
4961 if (MovDir[x][y] == harmless[i])
4970 if (killx != goodx || killy != goody)
4972 if (IS_PLAYER(goodx, goody))
4974 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
4976 if (player->shield_active_time_left > 0)
4978 else if (!PLAYER_PROTECTED(goodx, goody))
4986 void TestIfBadThingHitsGoodThing(int badx, int bady)
4988 int i, killx = badx, killy = bady;
4989 static int xy[4][2] =
4996 static int harmless[4] =
5004 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5011 x = badx + xy[i][0];
5012 y = bady + xy[i][1];
5013 if (!IN_LEV_FIELD(x, y))
5016 element = Feld[x][y];
5018 if (IS_PLAYER(x, y))
5024 else if (element == EL_PINGUIN)
5026 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5035 if (killx != badx || killy != bady)
5037 if (IS_PLAYER(killx, killy))
5039 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5041 if (player->shield_active_time_left > 0)
5043 else if (!PLAYER_PROTECTED(killx, killy))
5051 void TestIfHeroHitsBadThing(int x, int y)
5053 TestIfGoodThingHitsBadThing(x, y);
5056 void TestIfBadThingHitsHero(int x, int y)
5058 TestIfBadThingHitsGoodThing(x, y);
5061 void TestIfFriendHitsBadThing(int x, int y)
5063 TestIfGoodThingHitsBadThing(x, y);
5066 void TestIfBadThingHitsFriend(int x, int y)
5068 TestIfBadThingHitsGoodThing(x, y);
5071 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5073 int i, killx = badx, killy = bady;
5074 static int xy[4][2] =
5088 if (!IN_LEV_FIELD(x, y))
5091 element = Feld[x][y];
5092 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5093 element == EL_AMOEBING || element == EL_TROPFEN)
5101 if (killx != badx || killy != bady)
5105 void KillHero(struct PlayerInfo *player)
5107 int jx = player->jx, jy = player->jy;
5109 if (!player->active)
5112 if (IS_PFORTE(Feld[jx][jy]))
5113 Feld[jx][jy] = EL_LEERRAUM;
5115 /* deactivate shield (else Bang()/Explode() would not work right) */
5116 player->shield_passive_time_left = 0;
5117 player->shield_active_time_left = 0;
5123 static void KillHeroUnlessProtected(int x, int y)
5125 if (!PLAYER_PROTECTED(x, y))
5126 KillHero(PLAYERINFO(x, y));
5129 void BuryHero(struct PlayerInfo *player)
5131 int jx = player->jx, jy = player->jy;
5133 if (!player->active)
5136 PlaySoundLevel(jx, jy, SND_AUTSCH);
5137 PlaySoundLevel(jx, jy, SND_LACHEN);
5139 player->GameOver = TRUE;
5143 void RemoveHero(struct PlayerInfo *player)
5145 int jx = player->jx, jy = player->jy;
5146 int i, found = FALSE;
5148 player->present = FALSE;
5149 player->active = FALSE;
5151 StorePlayer[jx][jy] = 0;
5153 for (i=0; i<MAX_PLAYERS; i++)
5154 if (stored_player[i].active)
5158 AllPlayersGone = TRUE;
5164 int DigField(struct PlayerInfo *player,
5165 int x, int y, int real_dx, int real_dy, int mode)
5167 int jx = player->jx, jy = player->jy;
5168 int dx = x - jx, dy = y - jy;
5169 int move_direction = (dx == -1 ? MV_LEFT :
5170 dx == +1 ? MV_RIGHT :
5172 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5175 if (!player->MovPos)
5176 player->Pushing = FALSE;
5178 if (mode == DF_NO_PUSH)
5180 player->Switching = FALSE;
5181 player->push_delay = 0;
5182 return MF_NO_ACTION;
5185 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5186 return MF_NO_ACTION;
5188 if (IS_TUBE(Feld[jx][jy]))
5191 int tube_leave_directions[][2] =
5193 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5194 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5195 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5196 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5197 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5198 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5199 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5200 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5201 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5202 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5203 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5204 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5207 while (tube_leave_directions[i][0] != Feld[jx][jy])
5210 if (tube_leave_directions[i][0] == -1) /* should not happen */
5214 if (!(tube_leave_directions[i][1] & move_direction))
5215 return MF_NO_ACTION; /* tube has no opening in this direction */
5218 element = Feld[x][y];
5223 PlaySoundLevel(x, y, SND_EMPTY);
5227 case EL_SAND_INVISIBLE:
5228 case EL_TRAP_INACTIVE:
5229 Feld[x][y] = EL_LEERRAUM;
5230 PlaySoundLevel(x, y, SND_SCHLURF);
5235 Feld[x][y] = EL_LEERRAUM;
5236 PlaySoundLevel(x, y, SND_SP_BASE);
5240 case EL_EDELSTEIN_BD:
5241 case EL_EDELSTEIN_GELB:
5242 case EL_EDELSTEIN_ROT:
5243 case EL_EDELSTEIN_LILA:
5245 case EL_SP_INFOTRON:
5249 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5250 element == EL_PEARL ? 5 :
5251 element == EL_CRYSTAL ? 8 : 1);
5252 if (local_player->gems_still_needed < 0)
5253 local_player->gems_still_needed = 0;
5254 RaiseScoreElement(element);
5255 DrawText(DX_EMERALDS, DY_EMERALDS,
5256 int2str(local_player->gems_still_needed, 3),
5257 FS_SMALL, FC_YELLOW);
5258 if (element == EL_SP_INFOTRON)
5259 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5261 PlaySoundLevel(x, y, SND_PONG);
5266 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5267 PlaySoundLevel(x, y, SND_PONG);
5271 Feld[x][y] = EL_LEERRAUM;
5272 PlaySoundLevel(x, y, SND_PONG);
5280 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5282 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5285 case EL_SHIELD_PASSIVE:
5287 player->shield_passive_time_left += 10;
5288 PlaySoundLevel(x, y, SND_PONG);
5291 case EL_SHIELD_ACTIVE:
5293 player->shield_passive_time_left += 10;
5294 player->shield_active_time_left += 10;
5295 PlaySoundLevel(x, y, SND_PONG);
5298 case EL_DYNAMITE_INACTIVE:
5299 case EL_SP_DISK_RED:
5302 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5303 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5304 int2str(local_player->dynamite, 3),
5305 FS_SMALL, FC_YELLOW);
5306 if (element == EL_SP_DISK_RED)
5307 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5309 PlaySoundLevel(x, y, SND_PONG);
5312 case EL_DYNABOMB_NR:
5314 player->dynabomb_count++;
5315 player->dynabombs_left++;
5316 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5317 PlaySoundLevel(x, y, SND_PONG);
5320 case EL_DYNABOMB_SZ:
5322 player->dynabomb_size++;
5323 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5324 PlaySoundLevel(x, y, SND_PONG);
5327 case EL_DYNABOMB_XL:
5329 player->dynabomb_xl = TRUE;
5330 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5331 PlaySoundLevel(x, y, SND_PONG);
5334 case EL_SCHLUESSEL1:
5335 case EL_SCHLUESSEL2:
5336 case EL_SCHLUESSEL3:
5337 case EL_SCHLUESSEL4:
5339 int key_nr = element - EL_SCHLUESSEL1;
5342 player->key[key_nr] = TRUE;
5343 RaiseScoreElement(EL_SCHLUESSEL);
5344 DrawMiniGraphicExt(drawto, gc,
5345 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5346 GFX_SCHLUESSEL1+key_nr);
5347 DrawMiniGraphicExt(window, gc,
5348 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5349 GFX_SCHLUESSEL1+key_nr);
5350 PlaySoundLevel(x, y, SND_PONG);
5359 int key_nr = element - EL_EM_KEY_1;
5362 player->key[key_nr] = TRUE;
5363 RaiseScoreElement(EL_SCHLUESSEL);
5364 DrawMiniGraphicExt(drawto, gc,
5365 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5366 GFX_SCHLUESSEL1+key_nr);
5367 DrawMiniGraphicExt(window, gc,
5368 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5369 GFX_SCHLUESSEL1+key_nr);
5370 PlaySoundLevel(x, y, SND_PONG);
5375 Feld[x][y] = EL_ABLENK_EIN;
5378 DrawLevelField(x, y);
5382 case EL_SP_TERMINAL:
5386 for (yy=0; yy<lev_fieldy; yy++)
5388 for (xx=0; xx<lev_fieldx; xx++)
5390 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5392 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5393 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5401 case EL_BELT1_SWITCH_LEFT:
5402 case EL_BELT1_SWITCH_MIDDLE:
5403 case EL_BELT1_SWITCH_RIGHT:
5404 case EL_BELT2_SWITCH_LEFT:
5405 case EL_BELT2_SWITCH_MIDDLE:
5406 case EL_BELT2_SWITCH_RIGHT:
5407 case EL_BELT3_SWITCH_LEFT:
5408 case EL_BELT3_SWITCH_MIDDLE:
5409 case EL_BELT3_SWITCH_RIGHT:
5410 case EL_BELT4_SWITCH_LEFT:
5411 case EL_BELT4_SWITCH_MIDDLE:
5412 case EL_BELT4_SWITCH_RIGHT:
5413 if (!player->Switching)
5415 player->Switching = TRUE;
5416 ToggleBeltSwitch(x, y);
5421 case EL_SWITCHGATE_SWITCH_1:
5422 case EL_SWITCHGATE_SWITCH_2:
5423 if (!player->Switching)
5425 player->Switching = TRUE;
5426 ToggleSwitchgateSwitch(x, y);
5431 case EL_LIGHT_SWITCH_OFF:
5432 case EL_LIGHT_SWITCH_ON:
5433 if (!player->Switching)
5435 player->Switching = TRUE;
5436 ToggleLightSwitch(x, y);
5441 case EL_TIMEGATE_SWITCH_OFF:
5442 ActivateTimegateSwitch(x, y);
5447 case EL_BALLOON_SEND_LEFT:
5448 case EL_BALLOON_SEND_RIGHT:
5449 case EL_BALLOON_SEND_UP:
5450 case EL_BALLOON_SEND_DOWN:
5451 case EL_BALLOON_SEND_ANY:
5452 if (element == EL_BALLOON_SEND_ANY)
5453 game.balloon_dir = move_direction;
5455 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5456 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5457 element == EL_BALLOON_SEND_UP ? MV_UP :
5458 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5465 if (local_player->gems_still_needed > 0)
5466 return MF_NO_ACTION;
5468 player->LevelSolved = player->GameOver = TRUE;
5469 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5472 case EL_FELSBROCKEN:
5477 case EL_SP_DISK_ORANGE:
5478 if (dy || mode == DF_SNAP)
5479 return MF_NO_ACTION;
5481 player->Pushing = TRUE;
5483 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5484 return MF_NO_ACTION;
5488 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5489 return MF_NO_ACTION;
5492 if (player->push_delay == 0)
5493 player->push_delay = FrameCounter;
5494 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5496 return MF_NO_ACTION;
5499 Feld[x+dx][y+dy] = element;
5501 player->push_delay_value = 2+RND(8);
5503 DrawLevelField(x+dx, y+dy);
5504 if (element == EL_FELSBROCKEN)
5505 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5506 else if (element == EL_KOKOSNUSS)
5507 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5508 else if (IS_SP_ELEMENT(element))
5509 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5511 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5518 if (!player->key[element - EL_PFORTE1])
5519 return MF_NO_ACTION;
5526 if (!player->key[element - EL_PFORTE1X])
5527 return MF_NO_ACTION;
5534 if (!player->key[element - EL_EM_GATE_1])
5535 return MF_NO_ACTION;
5536 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5537 return MF_NO_ACTION;
5539 /* automatically move to the next field with double speed */
5540 player->programmed_action = move_direction;
5541 DOUBLE_PLAYER_SPEED(player);
5543 PlaySoundLevel(x, y, SND_GATE);
5551 if (!player->key[element - EL_EM_GATE_1X])
5552 return MF_NO_ACTION;
5553 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5554 return MF_NO_ACTION;
5556 /* automatically move to the next field with double speed */
5557 player->programmed_action = move_direction;
5558 DOUBLE_PLAYER_SPEED(player);
5560 PlaySoundLevel(x, y, SND_GATE);
5564 case EL_SWITCHGATE_OPEN:
5565 case EL_TIMEGATE_OPEN:
5566 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5567 return MF_NO_ACTION;
5569 /* automatically move to the next field with double speed */
5570 player->programmed_action = move_direction;
5571 DOUBLE_PLAYER_SPEED(player);
5573 PlaySoundLevel(x, y, SND_GATE);
5577 case EL_SP_PORT1_LEFT:
5578 case EL_SP_PORT2_LEFT:
5579 case EL_SP_PORT1_RIGHT:
5580 case EL_SP_PORT2_RIGHT:
5581 case EL_SP_PORT1_UP:
5582 case EL_SP_PORT2_UP:
5583 case EL_SP_PORT1_DOWN:
5584 case EL_SP_PORT2_DOWN:
5589 element != EL_SP_PORT1_LEFT &&
5590 element != EL_SP_PORT2_LEFT &&
5591 element != EL_SP_PORT_X &&
5592 element != EL_SP_PORT_XY) ||
5594 element != EL_SP_PORT1_RIGHT &&
5595 element != EL_SP_PORT2_RIGHT &&
5596 element != EL_SP_PORT_X &&
5597 element != EL_SP_PORT_XY) ||
5599 element != EL_SP_PORT1_UP &&
5600 element != EL_SP_PORT2_UP &&
5601 element != EL_SP_PORT_Y &&
5602 element != EL_SP_PORT_XY) ||
5604 element != EL_SP_PORT1_DOWN &&
5605 element != EL_SP_PORT2_DOWN &&
5606 element != EL_SP_PORT_Y &&
5607 element != EL_SP_PORT_XY) ||
5608 !IN_LEV_FIELD(x + dx, y + dy) ||
5609 !IS_FREE(x + dx, y + dy))
5610 return MF_NO_ACTION;
5612 /* automatically move to the next field with double speed */
5613 player->programmed_action = move_direction;
5614 DOUBLE_PLAYER_SPEED(player);
5616 PlaySoundLevel(x, y, SND_GATE);
5620 case EL_TUBE_VERTICAL:
5621 case EL_TUBE_HORIZONTAL:
5622 case EL_TUBE_VERT_LEFT:
5623 case EL_TUBE_VERT_RIGHT:
5624 case EL_TUBE_HORIZ_UP:
5625 case EL_TUBE_HORIZ_DOWN:
5626 case EL_TUBE_LEFT_UP:
5627 case EL_TUBE_LEFT_DOWN:
5628 case EL_TUBE_RIGHT_UP:
5629 case EL_TUBE_RIGHT_DOWN:
5632 int tube_enter_directions[][2] =
5634 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5635 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5636 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5637 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5638 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5639 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5640 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5641 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5642 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5643 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5644 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5645 { -1, MV_NO_MOVING }
5648 while (tube_enter_directions[i][0] != element)
5651 if (tube_enter_directions[i][0] == -1) /* should not happen */
5655 if (!(tube_enter_directions[i][1] & move_direction))
5656 return MF_NO_ACTION; /* tube has no opening in this direction */
5661 case EL_AUSGANG_ACT:
5662 /* door is not (yet) open */
5663 return MF_NO_ACTION;
5666 case EL_AUSGANG_AUF:
5667 if (mode == DF_SNAP)
5668 return MF_NO_ACTION;
5670 PlaySoundLevel(x, y, SND_BUING);
5675 Feld[x][y] = EL_BIRNE_EIN;
5676 local_player->lights_still_needed--;
5677 DrawLevelField(x, y);
5678 PlaySoundLevel(x, y, SND_DENG);
5683 Feld[x][y] = EL_ZEIT_LEER;
5685 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5686 DrawLevelField(x, y);
5687 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5691 case EL_SOKOBAN_FELD_LEER:
5694 case EL_SOKOBAN_FELD_VOLL:
5695 case EL_SOKOBAN_OBJEKT:
5697 case EL_SP_DISK_YELLOW:
5700 if (mode == DF_SNAP)
5701 return MF_NO_ACTION;
5703 player->Pushing = TRUE;
5705 if (!IN_LEV_FIELD(x+dx, y+dy)
5706 || (!IS_FREE(x+dx, y+dy)
5707 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5708 || !IS_SB_ELEMENT(element))))
5709 return MF_NO_ACTION;
5713 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5714 return MF_NO_ACTION;
5716 else if (dy && real_dx)
5718 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5719 return MF_NO_ACTION;
5722 if (player->push_delay == 0)
5723 player->push_delay = FrameCounter;
5724 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5725 !tape.playing && element != EL_BALLOON)
5726 return MF_NO_ACTION;
5728 if (IS_SB_ELEMENT(element))
5730 if (element == EL_SOKOBAN_FELD_VOLL)
5732 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5733 local_player->sokobanfields_still_needed++;
5738 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5740 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5741 local_player->sokobanfields_still_needed--;
5742 if (element == EL_SOKOBAN_OBJEKT)
5743 PlaySoundLevel(x, y, SND_DENG);
5746 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5751 Feld[x+dx][y+dy] = element;
5754 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5756 DrawLevelField(x, y);
5757 DrawLevelField(x+dx, y+dy);
5758 if (element == EL_BALLOON)
5759 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5761 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5763 if (IS_SB_ELEMENT(element) &&
5764 local_player->sokobanfields_still_needed == 0 &&
5765 game.emulation == EMU_SOKOBAN)
5767 player->LevelSolved = player->GameOver = TRUE;
5768 PlaySoundLevel(x, y, SND_BUING);
5779 return MF_NO_ACTION;
5782 player->push_delay = 0;
5787 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5789 int jx = player->jx, jy = player->jy;
5790 int x = jx + dx, y = jy + dy;
5792 if (!player->active || !IN_LEV_FIELD(x, y))
5800 player->snapped = FALSE;
5804 if (player->snapped)
5807 player->MovDir = (dx < 0 ? MV_LEFT :
5810 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5812 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5815 player->snapped = TRUE;
5816 DrawLevelField(x, y);
5822 boolean PlaceBomb(struct PlayerInfo *player)
5824 int jx = player->jx, jy = player->jy;
5827 if (!player->active || player->MovPos)
5830 element = Feld[jx][jy];
5832 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5833 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5836 if (element != EL_LEERRAUM)
5837 Store[jx][jy] = element;
5839 if (player->dynamite)
5841 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5842 MovDelay[jx][jy] = 96;
5844 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5845 FS_SMALL, FC_YELLOW);
5846 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5848 if (game.emulation == EMU_SUPAPLEX)
5849 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5851 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5856 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5857 MovDelay[jx][jy] = 96;
5858 player->dynabombs_left--;
5859 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5860 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5866 void PlaySoundLevel(int x, int y, int sound_nr)
5868 int sx = SCREENX(x), sy = SCREENY(y);
5870 int silence_distance = 8;
5872 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5873 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5876 if (!IN_LEV_FIELD(x, y) ||
5877 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5878 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5881 volume = PSND_MAX_VOLUME;
5884 stereo = (sx - SCR_FIELDX/2) * 12;
5886 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5887 if (stereo > PSND_MAX_RIGHT)
5888 stereo = PSND_MAX_RIGHT;
5889 if (stereo < PSND_MAX_LEFT)
5890 stereo = PSND_MAX_LEFT;
5893 if (!IN_SCR_FIELD(sx, sy))
5895 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5896 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5898 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5901 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5904 void RaiseScore(int value)
5906 local_player->score += value;
5907 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5908 FS_SMALL, FC_YELLOW);
5911 void RaiseScoreElement(int element)
5916 case EL_EDELSTEIN_BD:
5917 case EL_EDELSTEIN_GELB:
5918 case EL_EDELSTEIN_ROT:
5919 case EL_EDELSTEIN_LILA:
5920 RaiseScore(level.score[SC_EDELSTEIN]);
5923 RaiseScore(level.score[SC_DIAMANT]);
5927 RaiseScore(level.score[SC_KAEFER]);
5931 RaiseScore(level.score[SC_FLIEGER]);
5935 RaiseScore(level.score[SC_MAMPFER]);
5938 RaiseScore(level.score[SC_ROBOT]);
5941 RaiseScore(level.score[SC_PACMAN]);
5944 RaiseScore(level.score[SC_KOKOSNUSS]);
5946 case EL_DYNAMITE_INACTIVE:
5947 RaiseScore(level.score[SC_DYNAMIT]);
5950 RaiseScore(level.score[SC_SCHLUESSEL]);
5957 /* ---------- new game button stuff ---------------------------------------- */
5959 /* graphic position values for game buttons */
5960 #define GAME_BUTTON_XSIZE 30
5961 #define GAME_BUTTON_YSIZE 30
5962 #define GAME_BUTTON_XPOS 5
5963 #define GAME_BUTTON_YPOS 215
5964 #define SOUND_BUTTON_XPOS 5
5965 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5967 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5968 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5969 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5970 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5971 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5972 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5979 } gamebutton_info[NUM_GAME_BUTTONS] =
5982 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5987 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5992 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5997 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5998 SOUND_CTRL_ID_MUSIC,
5999 "background music on/off"
6002 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6003 SOUND_CTRL_ID_LOOPS,
6004 "sound loops on/off"
6007 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6008 SOUND_CTRL_ID_SIMPLE,
6009 "normal sounds on/off"
6013 void CreateGameButtons()
6017 for (i=0; i<NUM_GAME_BUTTONS; i++)
6019 Pixmap gd_pixmap = pix[PIX_DOOR];
6020 struct GadgetInfo *gi;
6023 unsigned long event_mask;
6024 int gd_xoffset, gd_yoffset;
6025 int gd_x1, gd_x2, gd_y1, gd_y2;
6028 gd_xoffset = gamebutton_info[i].x;
6029 gd_yoffset = gamebutton_info[i].y;
6030 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6031 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6033 if (id == GAME_CTRL_ID_STOP ||
6034 id == GAME_CTRL_ID_PAUSE ||
6035 id == GAME_CTRL_ID_PLAY)
6037 button_type = GD_TYPE_NORMAL_BUTTON;
6039 event_mask = GD_EVENT_RELEASED;
6040 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6041 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6045 button_type = GD_TYPE_CHECK_BUTTON;
6047 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6048 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6049 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6050 event_mask = GD_EVENT_PRESSED;
6051 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6052 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6055 gi = CreateGadget(GDI_CUSTOM_ID, id,
6056 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6057 GDI_X, DX + gd_xoffset,
6058 GDI_Y, DY + gd_yoffset,
6059 GDI_WIDTH, GAME_BUTTON_XSIZE,
6060 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6061 GDI_TYPE, button_type,
6062 GDI_STATE, GD_BUTTON_UNPRESSED,
6063 GDI_CHECKED, checked,
6064 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
6065 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
6066 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
6067 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
6068 GDI_EVENT_MASK, event_mask,
6069 GDI_CALLBACK_ACTION, HandleGameButtons,
6073 Error(ERR_EXIT, "cannot create gadget");
6075 game_gadget[id] = gi;
6079 static void MapGameButtons()
6083 for (i=0; i<NUM_GAME_BUTTONS; i++)
6084 MapGadget(game_gadget[i]);
6087 void UnmapGameButtons()
6091 for (i=0; i<NUM_GAME_BUTTONS; i++)
6092 UnmapGadget(game_gadget[i]);
6095 static void HandleGameButtons(struct GadgetInfo *gi)
6097 int id = gi->custom_id;
6099 if (game_status != PLAYING)
6104 case GAME_CTRL_ID_STOP:
6107 CloseDoor(DOOR_CLOSE_1);
6108 game_status = MAINMENU;
6113 if (level_editor_test_game ||
6114 Request("Do you really want to quit the game ?",
6115 REQ_ASK | REQ_STAY_CLOSED))
6118 if (options.network)
6119 SendToServer_StopPlaying();
6123 game_status = MAINMENU;
6128 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6131 case GAME_CTRL_ID_PAUSE:
6132 if (options.network)
6136 SendToServer_ContinuePlaying();
6138 SendToServer_PausePlaying();
6145 case GAME_CTRL_ID_PLAY:
6149 if (options.network)
6150 SendToServer_ContinuePlaying();
6154 tape.pausing = FALSE;
6155 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6160 case SOUND_CTRL_ID_MUSIC:
6161 if (setup.sound_music)
6163 setup.sound_music = FALSE;
6164 FadeSound(background_loop[level_nr % num_bg_loops]);
6166 else if (sound_loops_allowed)
6168 setup.sound = setup.sound_music = TRUE;
6169 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
6173 case SOUND_CTRL_ID_LOOPS:
6174 if (setup.sound_loops)
6175 setup.sound_loops = FALSE;
6176 else if (sound_loops_allowed)
6177 setup.sound = setup.sound_loops = TRUE;
6180 case SOUND_CTRL_ID_SIMPLE:
6181 if (setup.sound_simple)
6182 setup.sound_simple = FALSE;
6183 else if (sound_status==SOUND_AVAILABLE)
6184 setup.sound = setup.sound_simple = TRUE;