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 ||
1776 element == EL_SP_DISK_ORANGE ||
1777 element == EL_DX_SUPABOMB) &&
1778 (lastline || object_hit)) /* element is bomb */
1783 else if (element == EL_PEARL)
1785 Feld[x][y] = EL_PEARL_BREAKING;
1786 PlaySoundLevel(x, y, SND_KNACK);
1790 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1792 if (object_hit && IS_PLAYER(x, y+1))
1793 KillHeroUnlessProtected(x, y+1);
1794 else if (object_hit && smashed == EL_PINGUIN)
1798 Feld[x][y] = EL_AMOEBING;
1799 Store[x][y] = EL_AMOEBE_NASS;
1804 if (!lastline && object_hit) /* check which object was hit */
1806 if (CAN_CHANGE(element) &&
1807 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1810 int activated_magic_wall =
1811 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1813 /* activate magic wall / mill */
1815 for (y=0; y<lev_fieldy; y++)
1816 for (x=0; x<lev_fieldx; x++)
1817 if (Feld[x][y] == smashed)
1818 Feld[x][y] = activated_magic_wall;
1820 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1821 game.magic_wall_active = TRUE;
1824 if (IS_PLAYER(x, y+1))
1826 KillHeroUnlessProtected(x, y+1);
1829 else if (smashed == EL_PINGUIN)
1834 else if (element == EL_EDELSTEIN_BD)
1836 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1842 else if (element == EL_FELSBROCKEN ||
1843 element == EL_SP_ZONK ||
1844 element == EL_BD_ROCK)
1846 if (IS_ENEMY(smashed) ||
1847 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1848 smashed == EL_DX_SUPABOMB ||
1849 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1850 smashed == EL_DRACHE || smashed == EL_MOLE)
1855 else if (!IS_MOVING(x, y+1))
1857 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1862 else if (smashed == EL_KOKOSNUSS)
1864 Feld[x][y+1] = EL_CRACKINGNUT;
1865 PlaySoundLevel(x, y, SND_KNACK);
1866 RaiseScoreElement(EL_KOKOSNUSS);
1869 else if (smashed == EL_PEARL)
1871 Feld[x][y+1] = EL_PEARL_BREAKING;
1872 PlaySoundLevel(x, y, SND_KNACK);
1875 else if (smashed == EL_DIAMANT)
1877 Feld[x][y+1] = EL_LEERRAUM;
1878 PlaySoundLevel(x, y, SND_QUIRK);
1881 else if (IS_BELT_SWITCH(smashed))
1883 ToggleBeltSwitch(x, y+1);
1885 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1886 smashed == EL_SWITCHGATE_SWITCH_2)
1888 ToggleSwitchgateSwitch(x, y+1);
1890 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1891 smashed == EL_LIGHT_SWITCH_ON)
1893 ToggleLightSwitch(x, y+1);
1899 /* play sound of magic wall / mill */
1901 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1903 PlaySoundLevel(x, y, SND_QUIRK);
1907 /* play sound of object that hits the ground */
1908 if (lastline || object_hit)
1915 case EL_EDELSTEIN_BD:
1916 case EL_EDELSTEIN_GELB:
1917 case EL_EDELSTEIN_ROT:
1918 case EL_EDELSTEIN_LILA:
1920 case EL_SP_INFOTRON:
1926 case EL_FELSBROCKEN:
1931 sound = SND_SP_ZONKDOWN;
1934 case EL_SCHLUESSEL1:
1935 case EL_SCHLUESSEL2:
1936 case EL_SCHLUESSEL3:
1937 case EL_SCHLUESSEL4:
1954 PlaySoundLevel(x, y, sound);
1958 void TurnRound(int x, int y)
1970 { 0, 0 }, { 0, 0 }, { 0, 0 },
1975 int left, right, back;
1979 { MV_DOWN, MV_UP, MV_RIGHT },
1980 { MV_UP, MV_DOWN, MV_LEFT },
1982 { MV_LEFT, MV_RIGHT, MV_DOWN },
1983 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1984 { MV_RIGHT, MV_LEFT, MV_UP }
1987 int element = Feld[x][y];
1988 int old_move_dir = MovDir[x][y];
1989 int left_dir = turn[old_move_dir].left;
1990 int right_dir = turn[old_move_dir].right;
1991 int back_dir = turn[old_move_dir].back;
1993 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1994 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1995 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1996 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1998 int left_x = x+left_dx, left_y = y+left_dy;
1999 int right_x = x+right_dx, right_y = y+right_dy;
2000 int move_x = x+move_dx, move_y = y+move_dy;
2002 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2004 TestIfBadThingHitsOtherBadThing(x, y);
2006 if (IN_LEV_FIELD(right_x, right_y) &&
2007 IS_FREE(right_x, right_y))
2008 MovDir[x][y] = right_dir;
2009 else if (!IN_LEV_FIELD(move_x, move_y) ||
2010 !IS_FREE(move_x, move_y))
2011 MovDir[x][y] = left_dir;
2013 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2015 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2018 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2019 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2021 TestIfBadThingHitsOtherBadThing(x, y);
2023 if (IN_LEV_FIELD(left_x, left_y) &&
2024 IS_FREE(left_x, left_y))
2025 MovDir[x][y] = left_dir;
2026 else if (!IN_LEV_FIELD(move_x, move_y) ||
2027 !IS_FREE(move_x, move_y))
2028 MovDir[x][y] = right_dir;
2030 if ((element == EL_FLIEGER ||
2031 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2032 && MovDir[x][y] != old_move_dir)
2034 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2037 else if (element == EL_MAMPFER)
2039 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2041 if (IN_LEV_FIELD(left_x, left_y) &&
2042 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2043 Feld[left_x][left_y] == EL_DIAMANT))
2044 can_turn_left = TRUE;
2045 if (IN_LEV_FIELD(right_x, right_y) &&
2046 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2047 Feld[right_x][right_y] == EL_DIAMANT))
2048 can_turn_right = TRUE;
2050 if (can_turn_left && can_turn_right)
2051 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2052 else if (can_turn_left)
2053 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2054 else if (can_turn_right)
2055 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2057 MovDir[x][y] = back_dir;
2059 MovDelay[x][y] = 16+16*RND(3);
2061 else if (element == EL_MAMPFER2)
2063 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2065 if (IN_LEV_FIELD(left_x, left_y) &&
2066 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2067 IS_MAMPF2(Feld[left_x][left_y])))
2068 can_turn_left = TRUE;
2069 if (IN_LEV_FIELD(right_x, right_y) &&
2070 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2071 IS_MAMPF2(Feld[right_x][right_y])))
2072 can_turn_right = TRUE;
2074 if (can_turn_left && can_turn_right)
2075 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2076 else if (can_turn_left)
2077 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2078 else if (can_turn_right)
2079 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2081 MovDir[x][y] = back_dir;
2083 MovDelay[x][y] = 16+16*RND(3);
2085 else if (element == EL_PACMAN)
2087 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2089 if (IN_LEV_FIELD(left_x, left_y) &&
2090 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2091 IS_AMOEBOID(Feld[left_x][left_y])))
2092 can_turn_left = TRUE;
2093 if (IN_LEV_FIELD(right_x, right_y) &&
2094 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2095 IS_AMOEBOID(Feld[right_x][right_y])))
2096 can_turn_right = TRUE;
2098 if (can_turn_left && can_turn_right)
2099 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2100 else if (can_turn_left)
2101 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2102 else if (can_turn_right)
2103 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2105 MovDir[x][y] = back_dir;
2107 MovDelay[x][y] = 6+RND(40);
2109 else if (element == EL_SCHWEIN)
2111 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2112 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2113 boolean should_move_on = FALSE;
2115 int rnd = RND(rnd_value);
2117 if (IN_LEV_FIELD(left_x, left_y) &&
2118 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2119 can_turn_left = TRUE;
2120 if (IN_LEV_FIELD(right_x, right_y) &&
2121 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2122 can_turn_right = TRUE;
2123 if (IN_LEV_FIELD(move_x, move_y) &&
2124 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2127 if (can_turn_left &&
2129 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2130 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2131 should_turn_left = TRUE;
2132 if (can_turn_right &&
2134 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2135 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2136 should_turn_right = TRUE;
2138 (!can_turn_left || !can_turn_right ||
2139 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2140 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2141 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2142 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2143 should_move_on = TRUE;
2145 if (should_turn_left || should_turn_right || should_move_on)
2147 if (should_turn_left && should_turn_right && should_move_on)
2148 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2149 rnd < 2*rnd_value/3 ? right_dir :
2151 else if (should_turn_left && should_turn_right)
2152 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2153 else if (should_turn_left && should_move_on)
2154 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2155 else if (should_turn_right && should_move_on)
2156 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2157 else if (should_turn_left)
2158 MovDir[x][y] = left_dir;
2159 else if (should_turn_right)
2160 MovDir[x][y] = right_dir;
2161 else if (should_move_on)
2162 MovDir[x][y] = old_move_dir;
2164 else if (can_move_on && rnd > rnd_value/8)
2165 MovDir[x][y] = old_move_dir;
2166 else if (can_turn_left && can_turn_right)
2167 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2168 else if (can_turn_left && rnd > rnd_value/8)
2169 MovDir[x][y] = left_dir;
2170 else if (can_turn_right && rnd > rnd_value/8)
2171 MovDir[x][y] = right_dir;
2173 MovDir[x][y] = back_dir;
2175 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2176 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2177 MovDir[x][y] = old_move_dir;
2181 else if (element == EL_DRACHE)
2183 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2185 int rnd = RND(rnd_value);
2187 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2188 can_turn_left = TRUE;
2189 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2190 can_turn_right = TRUE;
2191 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2194 if (can_move_on && rnd > rnd_value/8)
2195 MovDir[x][y] = old_move_dir;
2196 else if (can_turn_left && can_turn_right)
2197 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2198 else if (can_turn_left && rnd > rnd_value/8)
2199 MovDir[x][y] = left_dir;
2200 else if (can_turn_right && rnd > rnd_value/8)
2201 MovDir[x][y] = right_dir;
2203 MovDir[x][y] = back_dir;
2205 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2206 MovDir[x][y] = old_move_dir;
2210 else if (element == EL_MOLE)
2212 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2214 if (IN_LEV_FIELD(move_x, move_y) &&
2215 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2216 Feld[move_x][move_y] == EL_DEAMOEBING))
2221 if (IN_LEV_FIELD(left_x, left_y) &&
2222 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2223 can_turn_left = TRUE;
2224 if (IN_LEV_FIELD(right_x, right_y) &&
2225 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2226 can_turn_right = TRUE;
2228 if (can_turn_left && can_turn_right)
2229 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2230 else if (can_turn_left)
2231 MovDir[x][y] = left_dir;
2233 MovDir[x][y] = right_dir;
2236 if (MovDir[x][y] != old_move_dir)
2239 else if (element == EL_BALLOON)
2241 MovDir[x][y] = game.balloon_dir;
2244 else if (element == EL_SPRING_MOVING)
2246 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2247 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2249 Feld[x][y] = EL_SPRING;
2250 MovDir[x][y] = MV_NO_MOVING;
2254 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2256 int attr_x = -1, attr_y = -1;
2267 for (i=0; i<MAX_PLAYERS; i++)
2269 struct PlayerInfo *player = &stored_player[i];
2270 int jx = player->jx, jy = player->jy;
2272 if (!player->active)
2275 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2283 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2289 if (element == EL_PINGUIN)
2292 static int xy[4][2] =
2302 int ex = x + xy[i%4][0];
2303 int ey = y + xy[i%4][1];
2305 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2314 MovDir[x][y] = MV_NO_MOVING;
2316 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2318 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2320 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2322 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2324 if (element == EL_ROBOT)
2328 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2329 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2330 Moving2Blocked(x, y, &newx, &newy);
2332 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2333 MovDelay[x][y] = 8+8*!RND(3);
2335 MovDelay[x][y] = 16;
2343 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2345 boolean first_horiz = RND(2);
2346 int new_move_dir = MovDir[x][y];
2349 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2350 Moving2Blocked(x, y, &newx, &newy);
2352 if (IN_LEV_FIELD(newx, newy) &&
2353 (IS_FREE(newx, newy) ||
2354 Feld[newx][newy] == EL_SALZSAEURE ||
2355 (element == EL_PINGUIN &&
2356 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2357 IS_MAMPF3(Feld[newx][newy])))))
2361 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2362 Moving2Blocked(x, y, &newx, &newy);
2364 if (IN_LEV_FIELD(newx, newy) &&
2365 (IS_FREE(newx, newy) ||
2366 Feld[newx][newy] == EL_SALZSAEURE ||
2367 (element == EL_PINGUIN &&
2368 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2369 IS_MAMPF3(Feld[newx][newy])))))
2372 MovDir[x][y] = old_move_dir;
2379 static boolean JustBeingPushed(int x, int y)
2383 for (i=0; i<MAX_PLAYERS; i++)
2385 struct PlayerInfo *player = &stored_player[i];
2387 if (player->active && player->Pushing && player->MovPos)
2389 int next_jx = player->jx + (player->jx - player->last_jx);
2390 int next_jy = player->jy + (player->jy - player->last_jy);
2392 if (x == next_jx && y == next_jy)
2400 void StartMoving(int x, int y)
2402 int element = Feld[x][y];
2407 if (CAN_FALL(element) && y<lev_fieldy-1)
2409 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2410 if (JustBeingPushed(x, y))
2413 if (element == EL_MORAST_VOLL)
2415 if (IS_FREE(x, y+1))
2417 InitMovingField(x, y, MV_DOWN);
2418 Feld[x][y] = EL_FELSBROCKEN;
2419 Store[x][y] = EL_MORAST_LEER;
2421 else if (Feld[x][y+1] == EL_MORAST_LEER)
2423 if (!MovDelay[x][y])
2424 MovDelay[x][y] = TILEY + 1;
2433 Feld[x][y] = EL_MORAST_LEER;
2434 Feld[x][y+1] = EL_MORAST_VOLL;
2437 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2438 Feld[x][y+1] == EL_MORAST_LEER)
2440 InitMovingField(x, y, MV_DOWN);
2441 Store[x][y] = EL_MORAST_VOLL;
2443 else if (element == EL_SIEB_VOLL)
2445 if (IS_FREE(x, y+1))
2447 InitMovingField(x, y, MV_DOWN);
2448 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2449 Store[x][y] = EL_SIEB_LEER;
2451 else if (Feld[x][y+1] == EL_SIEB_LEER)
2453 if (!MovDelay[x][y])
2454 MovDelay[x][y] = TILEY/4 + 1;
2463 Feld[x][y] = EL_SIEB_LEER;
2464 Feld[x][y+1] = EL_SIEB_VOLL;
2465 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2469 else if (element == EL_SIEB2_VOLL)
2471 if (IS_FREE(x, y+1))
2473 InitMovingField(x, y, MV_DOWN);
2474 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2475 Store[x][y] = EL_SIEB2_LEER;
2477 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2479 if (!MovDelay[x][y])
2480 MovDelay[x][y] = TILEY/4 + 1;
2489 Feld[x][y] = EL_SIEB2_LEER;
2490 Feld[x][y+1] = EL_SIEB2_VOLL;
2491 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2495 else if (CAN_CHANGE(element) &&
2496 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2498 InitMovingField(x, y, MV_DOWN);
2500 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2501 Store2[x][y+1] = element;
2503 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2506 InitMovingField(x, y, MV_DOWN);
2507 Store[x][y] = EL_SALZSAEURE;
2509 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2514 else if (IS_FREE(x, y+1))
2516 InitMovingField(x, y, MV_DOWN);
2518 else if (element == EL_TROPFEN)
2520 Feld[x][y] = EL_AMOEBING;
2521 Store[x][y] = EL_AMOEBE_NASS;
2523 #if OLD_GAME_BEHAVIOUR
2524 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2526 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2527 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2528 element != EL_DX_SUPABOMB)
2531 boolean left = (x>0 && IS_FREE(x-1, y) &&
2532 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2533 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2534 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2538 if (left && right &&
2539 (game.emulation != EMU_BOULDERDASH &&
2540 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2541 left = !(right = RND(2));
2543 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2546 else if (IS_BELT(Feld[x][y+1]))
2548 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2549 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2550 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2551 int belt_dir = game.belt_dir[belt_nr];
2553 if ((belt_dir == MV_LEFT && left_is_free) ||
2554 (belt_dir == MV_RIGHT && right_is_free))
2555 InitMovingField(x, y, belt_dir);
2558 else if (CAN_MOVE(element))
2562 if ((element == EL_SONDE || element == EL_BALLOON ||
2563 element == EL_SPRING_MOVING)
2564 && JustBeingPushed(x, y))
2567 if (!MovDelay[x][y]) /* start new movement phase */
2569 /* all objects that can change their move direction after each step */
2570 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2572 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2575 if (MovDelay[x][y] && (element == EL_KAEFER ||
2576 element == EL_FLIEGER ||
2577 element == EL_SP_SNIKSNAK ||
2578 element == EL_SP_ELECTRON ||
2579 element == EL_MOLE))
2580 DrawLevelField(x, y);
2584 if (MovDelay[x][y]) /* wait some time before next movement */
2588 if (element == EL_ROBOT ||
2589 element == EL_MAMPFER || element == EL_MAMPFER2)
2591 int phase = MovDelay[x][y] % 8;
2596 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2597 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2599 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2600 && MovDelay[x][y]%4 == 3)
2601 PlaySoundLevel(x, y, SND_NJAM);
2603 else if (element == EL_SP_ELECTRON)
2604 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2605 else if (element == EL_DRACHE)
2608 int dir = MovDir[x][y];
2609 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2610 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2611 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2612 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2613 dir == MV_UP ? GFX_FLAMMEN_UP :
2614 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2615 int phase = FrameCounter % 2;
2617 for (i=1; i<=3; i++)
2619 int xx = x + i*dx, yy = y + i*dy;
2620 int sx = SCREENX(xx), sy = SCREENY(yy);
2622 if (!IN_LEV_FIELD(xx, yy) ||
2623 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2628 int flamed = MovingOrBlocked2Element(xx, yy);
2630 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2633 RemoveMovingField(xx, yy);
2635 Feld[xx][yy] = EL_BURNING;
2636 if (IN_SCR_FIELD(sx, sy))
2637 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2641 if (Feld[xx][yy] == EL_BURNING)
2642 Feld[xx][yy] = EL_LEERRAUM;
2643 DrawLevelField(xx, yy);
2652 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2654 PlaySoundLevel(x, y, SND_KLAPPER);
2656 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2658 PlaySoundLevel(x, y, SND_ROEHR);
2661 /* now make next step */
2663 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2665 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2666 !PLAYER_PROTECTED(newx, newy))
2670 TestIfBadThingHitsHero(x, y);
2673 /* enemy got the player */
2675 KillHero(PLAYERINFO(newx, newy));
2680 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2681 element == EL_SONDE || element == EL_BALLOON) &&
2682 IN_LEV_FIELD(newx, newy) &&
2683 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2686 Store[x][y] = EL_SALZSAEURE;
2688 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2690 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2692 Feld[x][y] = EL_LEERRAUM;
2693 DrawLevelField(x, y);
2695 PlaySoundLevel(newx, newy, SND_BUING);
2696 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2697 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2699 local_player->friends_still_needed--;
2700 if (!local_player->friends_still_needed &&
2701 !local_player->GameOver && AllPlayersGone)
2702 local_player->LevelSolved = local_player->GameOver = TRUE;
2706 else if (IS_MAMPF3(Feld[newx][newy]))
2708 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2709 DrawLevelField(newx, newy);
2711 MovDir[x][y] = MV_NO_MOVING;
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_SCHWEIN && IN_LEV_FIELD(newx, newy))
2724 if (IS_GEM(Feld[newx][newy]))
2726 if (IS_MOVING(newx, newy))
2727 RemoveMovingField(newx, newy);
2730 Feld[newx][newy] = EL_LEERRAUM;
2731 DrawLevelField(newx, newy);
2734 else if (!IS_FREE(newx, newy))
2736 if (IS_PLAYER(x, y))
2737 DrawPlayerField(x, y);
2739 DrawLevelField(x, y);
2743 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2745 if (!IS_FREE(newx, newy))
2747 if (IS_PLAYER(x, y))
2748 DrawPlayerField(x, y);
2750 DrawLevelField(x, y);
2755 boolean wanna_flame = !RND(10);
2756 int dx = newx - x, dy = newy - y;
2757 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2758 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2759 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2760 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2761 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2762 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2764 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2765 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2766 element1 != EL_BURNING && element2 != EL_BURNING)
2768 if (IS_PLAYER(x, y))
2769 DrawPlayerField(x, y);
2771 DrawLevelField(x, y);
2773 MovDelay[x][y] = 50;
2774 Feld[newx][newy] = EL_BURNING;
2775 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2776 Feld[newx1][newy1] = EL_BURNING;
2777 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2778 Feld[newx2][newy2] = EL_BURNING;
2783 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2784 Feld[newx][newy] == EL_DIAMANT)
2786 if (IS_MOVING(newx, newy))
2787 RemoveMovingField(newx, newy);
2790 Feld[newx][newy] = EL_LEERRAUM;
2791 DrawLevelField(newx, newy);
2794 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2795 IS_MAMPF2(Feld[newx][newy]))
2797 if (AmoebaNr[newx][newy])
2799 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2800 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2801 Feld[newx][newy] == EL_AMOEBE_BD)
2802 AmoebaCnt[AmoebaNr[newx][newy]]--;
2805 if (IS_MOVING(newx, newy))
2806 RemoveMovingField(newx, newy);
2809 Feld[newx][newy] = EL_LEERRAUM;
2810 DrawLevelField(newx, newy);
2813 else if ((element == EL_PACMAN || element == EL_MOLE)
2814 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2816 if (AmoebaNr[newx][newy])
2818 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2819 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2820 Feld[newx][newy] == EL_AMOEBE_BD)
2821 AmoebaCnt[AmoebaNr[newx][newy]]--;
2824 if (element == EL_MOLE)
2826 Feld[newx][newy] = EL_DEAMOEBING;
2827 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2828 return; /* wait for shrinking amoeba */
2830 else /* element == EL_PACMAN */
2832 Feld[newx][newy] = EL_LEERRAUM;
2833 DrawLevelField(newx, newy);
2836 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2837 (Feld[newx][newy] == EL_DEAMOEBING ||
2838 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2840 /* wait for shrinking amoeba to completely disappear */
2843 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2845 /* object was running against a wall */
2849 if (element == EL_KAEFER || element == EL_FLIEGER ||
2850 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2851 DrawLevelField(x, y);
2852 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2853 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2854 else if (element == EL_SONDE)
2855 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2856 else if (element == EL_SP_ELECTRON)
2857 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2859 if (DONT_TOUCH(element))
2860 TestIfBadThingHitsHero(x, y);
2865 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2866 PlaySoundLevel(x, y, SND_SCHLURF);
2868 InitMovingField(x, y, MovDir[x][y]);
2872 ContinueMoving(x, y);
2875 void ContinueMoving(int x, int y)
2877 int element = Feld[x][y];
2878 int direction = MovDir[x][y];
2879 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2880 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2881 int horiz_move = (dx!=0);
2882 int newx = x + dx, newy = y + dy;
2883 int step = (horiz_move ? dx : dy) * TILEX / 8;
2885 if (element == EL_TROPFEN)
2887 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2889 else if (CAN_FALL(element) && horiz_move &&
2890 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2892 else if (element == EL_SPRING_MOVING)
2895 #if OLD_GAME_BEHAVIOUR
2896 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2900 MovPos[x][y] += step;
2902 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2904 Feld[x][y] = EL_LEERRAUM;
2905 Feld[newx][newy] = element;
2907 if (element == EL_MOLE)
2910 static int xy[4][2] =
2918 Feld[x][y] = EL_ERDREICH;
2919 DrawLevelField(x, y);
2928 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2929 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2933 if (Store[x][y] == EL_MORAST_VOLL)
2936 Feld[newx][newy] = EL_MORAST_VOLL;
2937 element = EL_MORAST_VOLL;
2939 else if (Store[x][y] == EL_MORAST_LEER)
2942 Feld[x][y] = EL_MORAST_LEER;
2944 else if (Store[x][y] == EL_SIEB_VOLL)
2947 element = Feld[newx][newy] =
2948 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2950 else if (Store[x][y] == EL_SIEB_LEER)
2952 Store[x][y] = Store2[x][y] = 0;
2953 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2955 else if (Store[x][y] == EL_SIEB2_VOLL)
2958 element = Feld[newx][newy] =
2959 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2961 else if (Store[x][y] == EL_SIEB2_LEER)
2963 Store[x][y] = Store2[x][y] = 0;
2964 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2966 else if (Store[x][y] == EL_SALZSAEURE)
2969 Feld[newx][newy] = EL_SALZSAEURE;
2970 element = EL_SALZSAEURE;
2972 else if (Store[x][y] == EL_AMOEBE_NASS)
2975 Feld[x][y] = EL_AMOEBE_NASS;
2978 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2979 MovDelay[newx][newy] = 0;
2981 if (!CAN_MOVE(element))
2982 MovDir[newx][newy] = 0;
2984 DrawLevelField(x, y);
2985 DrawLevelField(newx, newy);
2987 Stop[newx][newy] = TRUE;
2988 JustStopped[newx][newy] = 3;
2990 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2992 TestIfBadThingHitsHero(newx, newy);
2993 TestIfBadThingHitsFriend(newx, newy);
2994 TestIfBadThingHitsOtherBadThing(newx, newy);
2996 else if (element == EL_PINGUIN)
2997 TestIfFriendHitsBadThing(newx, newy);
2999 if (CAN_SMASH(element) && direction == MV_DOWN &&
3000 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3003 else /* still moving on */
3004 DrawLevelField(x, y);
3007 int AmoebeNachbarNr(int ax, int ay)
3010 int element = Feld[ax][ay];
3012 static int xy[4][2] =
3022 int x = ax + xy[i][0];
3023 int y = ay + xy[i][1];
3025 if (!IN_LEV_FIELD(x, y))
3028 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3029 group_nr = AmoebaNr[x][y];
3035 void AmoebenVereinigen(int ax, int ay)
3037 int i, x, y, xx, yy;
3038 int new_group_nr = AmoebaNr[ax][ay];
3039 static int xy[4][2] =
3047 if (new_group_nr == 0)
3055 if (!IN_LEV_FIELD(x, y))
3058 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3059 Feld[x][y] == EL_AMOEBE_BD ||
3060 Feld[x][y] == EL_AMOEBE_TOT) &&
3061 AmoebaNr[x][y] != new_group_nr)
3063 int old_group_nr = AmoebaNr[x][y];
3065 if (old_group_nr == 0)
3068 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3069 AmoebaCnt[old_group_nr] = 0;
3070 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3071 AmoebaCnt2[old_group_nr] = 0;
3073 for (yy=0; yy<lev_fieldy; yy++)
3075 for (xx=0; xx<lev_fieldx; xx++)
3077 if (AmoebaNr[xx][yy] == old_group_nr)
3078 AmoebaNr[xx][yy] = new_group_nr;
3085 void AmoebeUmwandeln(int ax, int ay)
3089 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3091 int group_nr = AmoebaNr[ax][ay];
3096 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3097 printf("AmoebeUmwandeln(): This should never happen!\n");
3102 for (y=0; y<lev_fieldy; y++)
3104 for (x=0; x<lev_fieldx; x++)
3106 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3109 Feld[x][y] = EL_AMOEBA2DIAM;
3117 static int xy[4][2] =
3130 if (!IN_LEV_FIELD(x, y))
3133 if (Feld[x][y] == EL_AMOEBA2DIAM)
3139 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3142 int group_nr = AmoebaNr[ax][ay];
3143 boolean done = FALSE;
3148 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3149 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3154 for (y=0; y<lev_fieldy; y++)
3156 for (x=0; x<lev_fieldx; x++)
3158 if (AmoebaNr[x][y] == group_nr &&
3159 (Feld[x][y] == EL_AMOEBE_TOT ||
3160 Feld[x][y] == EL_AMOEBE_BD ||
3161 Feld[x][y] == EL_AMOEBING))
3164 Feld[x][y] = new_element;
3165 InitField(x, y, FALSE);
3166 DrawLevelField(x, y);
3173 PlaySoundLevel(ax, ay,
3174 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3177 void AmoebeWaechst(int x, int y)
3179 static unsigned long sound_delay = 0;
3180 static unsigned long sound_delay_value = 0;
3182 if (!MovDelay[x][y]) /* start new growing cycle */
3186 if (DelayReached(&sound_delay, sound_delay_value))
3188 PlaySoundLevel(x, y, SND_AMOEBE);
3189 sound_delay_value = 30;
3193 if (MovDelay[x][y]) /* wait some time before growing bigger */
3196 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3197 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3199 if (!MovDelay[x][y])
3201 Feld[x][y] = Store[x][y];
3203 DrawLevelField(x, y);
3208 void AmoebeSchrumpft(int x, int y)
3210 static unsigned long sound_delay = 0;
3211 static unsigned long sound_delay_value = 0;
3213 if (!MovDelay[x][y]) /* start new shrinking cycle */
3217 if (DelayReached(&sound_delay, sound_delay_value))
3219 PlaySoundLevel(x, y, SND_BLURB);
3220 sound_delay_value = 30;
3224 if (MovDelay[x][y]) /* wait some time before shrinking */
3227 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3228 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3230 if (!MovDelay[x][y])
3232 Feld[x][y] = EL_LEERRAUM;
3233 DrawLevelField(x, y);
3235 /* don't let mole enter this field in this cycle;
3236 (give priority to objects falling to this field from above) */
3242 void AmoebeAbleger(int ax, int ay)
3245 int element = Feld[ax][ay];
3246 int newax = ax, neway = ay;
3247 static int xy[4][2] =
3255 if (!level.amoeba_speed)
3257 Feld[ax][ay] = EL_AMOEBE_TOT;
3258 DrawLevelField(ax, ay);
3262 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3263 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3265 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3268 if (MovDelay[ax][ay])
3272 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3275 int x = ax + xy[start][0];
3276 int y = ay + xy[start][1];
3278 if (!IN_LEV_FIELD(x, y))
3281 if (IS_FREE(x, y) ||
3282 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3288 if (newax == ax && neway == ay)
3291 else /* normal or "filled" (BD style) amoeba */
3294 boolean waiting_for_player = FALSE;
3298 int j = (start + i) % 4;
3299 int x = ax + xy[j][0];
3300 int y = ay + xy[j][1];
3302 if (!IN_LEV_FIELD(x, y))
3305 if (IS_FREE(x, y) ||
3306 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3312 else if (IS_PLAYER(x, y))
3313 waiting_for_player = TRUE;
3316 if (newax == ax && neway == ay) /* amoeba cannot grow */
3318 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3320 Feld[ax][ay] = EL_AMOEBE_TOT;
3321 DrawLevelField(ax, ay);
3322 AmoebaCnt[AmoebaNr[ax][ay]]--;
3324 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3326 if (element == EL_AMOEBE_VOLL)
3327 AmoebeUmwandeln(ax, ay);
3328 else if (element == EL_AMOEBE_BD)
3329 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3334 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3336 /* amoeba gets larger by growing in some direction */
3338 int new_group_nr = AmoebaNr[ax][ay];
3341 if (new_group_nr == 0)
3343 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3344 printf("AmoebeAbleger(): This should never happen!\n");
3349 AmoebaNr[newax][neway] = new_group_nr;
3350 AmoebaCnt[new_group_nr]++;
3351 AmoebaCnt2[new_group_nr]++;
3353 /* if amoeba touches other amoeba(s) after growing, unify them */
3354 AmoebenVereinigen(newax, neway);
3356 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3358 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3364 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3365 (neway == lev_fieldy - 1 && newax != ax))
3367 Feld[newax][neway] = EL_AMOEBING;
3368 Store[newax][neway] = element;
3370 else if (neway == ay)
3371 Feld[newax][neway] = EL_TROPFEN;
3374 InitMovingField(ax, ay, MV_DOWN);
3375 Feld[ax][ay] = EL_TROPFEN;
3376 Store[ax][ay] = EL_AMOEBE_NASS;
3377 ContinueMoving(ax, ay);
3381 DrawLevelField(newax, neway);
3384 void Life(int ax, int ay)
3387 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3389 int element = Feld[ax][ay];
3394 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3395 MovDelay[ax][ay] = life_time;
3397 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3400 if (MovDelay[ax][ay])
3404 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3406 int xx = ax+x1, yy = ay+y1;
3409 if (!IN_LEV_FIELD(xx, yy))
3412 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3414 int x = xx+x2, y = yy+y2;
3416 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3419 if (((Feld[x][y] == element ||
3420 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3422 (IS_FREE(x, y) && Stop[x][y]))
3426 if (xx == ax && yy == ay) /* field in the middle */
3428 if (nachbarn<life[0] || nachbarn>life[1])
3430 Feld[xx][yy] = EL_LEERRAUM;
3432 DrawLevelField(xx, yy);
3433 Stop[xx][yy] = TRUE;
3436 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3437 { /* free border field */
3438 if (nachbarn>=life[2] && nachbarn<=life[3])
3440 Feld[xx][yy] = element;
3441 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3443 DrawLevelField(xx, yy);
3444 Stop[xx][yy] = TRUE;
3450 void Ablenk(int x, int y)
3452 if (!MovDelay[x][y]) /* next animation frame */
3453 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3455 if (MovDelay[x][y]) /* wait some time before next frame */
3460 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3461 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3462 if (!(MovDelay[x][y]%4))
3463 PlaySoundLevel(x, y, SND_MIEP);
3468 Feld[x][y] = EL_ABLENK_AUS;
3469 DrawLevelField(x, y);
3470 if (ZX == x && ZY == y)
3474 void TimegateWheel(int x, int y)
3476 if (!MovDelay[x][y]) /* next animation frame */
3477 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3479 if (MovDelay[x][y]) /* wait some time before next frame */
3484 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3485 DrawGraphic(SCREENX(x), SCREENY(y),
3486 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3487 if (!(MovDelay[x][y]%4))
3488 PlaySoundLevel(x, y, SND_MIEP);
3493 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3494 DrawLevelField(x, y);
3495 if (ZX == x && ZY == y)
3499 void Birne(int x, int y)
3501 if (!MovDelay[x][y]) /* next animation frame */
3502 MovDelay[x][y] = 800;
3504 if (MovDelay[x][y]) /* wait some time before next frame */
3509 if (!(MovDelay[x][y]%5))
3511 if (!(MovDelay[x][y]%10))
3512 Feld[x][y]=EL_ABLENK_EIN;
3514 Feld[x][y]=EL_ABLENK_AUS;
3515 DrawLevelField(x, y);
3516 Feld[x][y]=EL_ABLENK_EIN;
3522 Feld[x][y]=EL_ABLENK_AUS;
3523 DrawLevelField(x, y);
3524 if (ZX == x && ZY == y)
3528 void Blubber(int x, int y)
3530 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3531 DrawLevelField(x, y-1);
3533 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3536 void NussKnacken(int x, int y)
3538 if (!MovDelay[x][y]) /* next animation frame */
3541 if (MovDelay[x][y]) /* wait some time before next frame */
3544 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3545 DrawGraphic(SCREENX(x), SCREENY(y),
3546 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3548 if (!MovDelay[x][y])
3550 Feld[x][y] = EL_EDELSTEIN;
3551 DrawLevelField(x, y);
3556 void BreakingPearl(int x, int y)
3558 if (!MovDelay[x][y]) /* next animation frame */
3561 if (MovDelay[x][y]) /* wait some time before next frame */
3564 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3565 DrawGraphic(SCREENX(x), SCREENY(y),
3566 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3568 if (!MovDelay[x][y])
3570 Feld[x][y] = EL_LEERRAUM;
3571 DrawLevelField(x, y);
3576 void SiebAktivieren(int x, int y, int typ)
3578 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3580 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3583 void AusgangstuerPruefen(int x, int y)
3585 if (!local_player->gems_still_needed &&
3586 !local_player->sokobanfields_still_needed &&
3587 !local_player->lights_still_needed)
3589 Feld[x][y] = EL_AUSGANG_ACT;
3591 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3592 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3593 y < LEVELY(BY1) ? LEVELY(BY1) :
3594 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3599 void AusgangstuerOeffnen(int x, int y)
3603 if (!MovDelay[x][y]) /* next animation frame */
3604 MovDelay[x][y] = 5*delay;
3606 if (MovDelay[x][y]) /* wait some time before next frame */
3611 tuer = MovDelay[x][y]/delay;
3612 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3613 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3615 if (!MovDelay[x][y])
3617 Feld[x][y] = EL_AUSGANG_AUF;
3618 DrawLevelField(x, y);
3623 void AusgangstuerBlinken(int x, int y)
3625 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3628 void OpenSwitchgate(int x, int y)
3632 if (!MovDelay[x][y]) /* next animation frame */
3633 MovDelay[x][y] = 5 * delay;
3635 if (MovDelay[x][y]) /* wait some time before next frame */
3640 phase = MovDelay[x][y] / delay;
3641 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3642 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3644 if (!MovDelay[x][y])
3646 Feld[x][y] = EL_SWITCHGATE_OPEN;
3647 DrawLevelField(x, y);
3652 void CloseSwitchgate(int x, int y)
3656 if (!MovDelay[x][y]) /* next animation frame */
3657 MovDelay[x][y] = 5 * delay;
3659 if (MovDelay[x][y]) /* wait some time before next frame */
3664 phase = MovDelay[x][y] / delay;
3665 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3666 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3668 if (!MovDelay[x][y])
3670 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3671 DrawLevelField(x, y);
3676 void OpenTimegate(int x, int y)
3680 if (!MovDelay[x][y]) /* next animation frame */
3681 MovDelay[x][y] = 5 * delay;
3683 if (MovDelay[x][y]) /* wait some time before next frame */
3688 phase = MovDelay[x][y] / delay;
3689 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3690 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3692 if (!MovDelay[x][y])
3694 Feld[x][y] = EL_TIMEGATE_OPEN;
3695 DrawLevelField(x, y);
3700 void CloseTimegate(int x, int y)
3704 if (!MovDelay[x][y]) /* next animation frame */
3705 MovDelay[x][y] = 5 * delay;
3707 if (MovDelay[x][y]) /* wait some time before next frame */
3712 phase = MovDelay[x][y] / delay;
3713 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3714 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3716 if (!MovDelay[x][y])
3718 Feld[x][y] = EL_TIMEGATE_CLOSED;
3719 DrawLevelField(x, y);
3724 static void CloseAllOpenTimegates()
3728 for (y=0; y<lev_fieldy; y++)
3730 for (x=0; x<lev_fieldx; x++)
3732 int element = Feld[x][y];
3734 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3736 Feld[x][y] = EL_TIMEGATE_CLOSING;
3737 PlaySoundLevel(x, y, SND_OEFFNEN);
3743 void EdelsteinFunkeln(int x, int y)
3745 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3748 if (Feld[x][y] == EL_EDELSTEIN_BD)
3749 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3752 if (!MovDelay[x][y]) /* next animation frame */
3753 MovDelay[x][y] = 11 * !SimpleRND(500);
3755 if (MovDelay[x][y]) /* wait some time before next frame */
3759 if (setup.direct_draw && MovDelay[x][y])
3760 SetDrawtoField(DRAW_BUFFERED);
3762 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3766 int phase = (MovDelay[x][y]-1)/2;
3771 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3773 if (setup.direct_draw)
3777 dest_x = FX + SCREENX(x)*TILEX;
3778 dest_y = FY + SCREENY(y)*TILEY;
3780 XCopyArea(display, drawto_field, window, gc,
3781 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3782 SetDrawtoField(DRAW_DIRECT);
3789 void MauerWaechst(int x, int y)
3793 if (!MovDelay[x][y]) /* next animation frame */
3794 MovDelay[x][y] = 3*delay;
3796 if (MovDelay[x][y]) /* wait some time before next frame */
3801 phase = 2-MovDelay[x][y]/delay;
3802 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3803 DrawGraphic(SCREENX(x), SCREENY(y),
3804 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3805 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3806 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3807 GFX_MAUER_DOWN ) + phase);
3809 if (!MovDelay[x][y])
3811 if (MovDir[x][y] == MV_LEFT)
3813 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3814 DrawLevelField(x-1, y);
3816 else if (MovDir[x][y] == MV_RIGHT)
3818 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3819 DrawLevelField(x+1, y);
3821 else if (MovDir[x][y] == MV_UP)
3823 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3824 DrawLevelField(x, y-1);
3828 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3829 DrawLevelField(x, y+1);
3832 Feld[x][y] = Store[x][y];
3834 MovDir[x][y] = MV_NO_MOVING;
3835 DrawLevelField(x, y);
3840 void MauerAbleger(int ax, int ay)
3842 int element = Feld[ax][ay];
3843 boolean oben_frei = FALSE, unten_frei = FALSE;
3844 boolean links_frei = FALSE, rechts_frei = FALSE;
3845 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3846 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3848 if (!MovDelay[ax][ay]) /* start building new wall */
3849 MovDelay[ax][ay] = 6;
3851 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3854 if (MovDelay[ax][ay])
3858 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3860 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3862 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3864 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3867 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3871 Feld[ax][ay-1] = EL_MAUERND;
3872 Store[ax][ay-1] = element;
3873 MovDir[ax][ay-1] = MV_UP;
3874 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3875 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3879 Feld[ax][ay+1] = EL_MAUERND;
3880 Store[ax][ay+1] = element;
3881 MovDir[ax][ay+1] = MV_DOWN;
3882 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3883 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3887 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3888 element == EL_MAUER_LEBT)
3892 Feld[ax-1][ay] = EL_MAUERND;
3893 Store[ax-1][ay] = element;
3894 MovDir[ax-1][ay] = MV_LEFT;
3895 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3896 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3900 Feld[ax+1][ay] = EL_MAUERND;
3901 Store[ax+1][ay] = element;
3902 MovDir[ax+1][ay] = MV_RIGHT;
3903 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3904 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3908 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3909 DrawLevelField(ax, ay);
3911 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3913 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3914 unten_massiv = TRUE;
3915 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3916 links_massiv = TRUE;
3917 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3918 rechts_massiv = TRUE;
3920 if (((oben_massiv && unten_massiv) ||
3921 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3922 ((links_massiv && rechts_massiv) ||
3923 element == EL_MAUER_Y))
3924 Feld[ax][ay] = EL_MAUERWERK;
3927 void CheckForDragon(int x, int y)
3930 boolean dragon_found = FALSE;
3931 static int xy[4][2] =
3943 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3945 if (IN_LEV_FIELD(xx, yy) &&
3946 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3948 if (Feld[xx][yy] == EL_DRACHE)
3949 dragon_found = TRUE;
3962 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3964 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3966 Feld[xx][yy] = EL_LEERRAUM;
3967 DrawLevelField(xx, yy);
3976 static void CheckBuggyBase(int x, int y)
3978 int element = Feld[x][y];
3980 if (element == EL_SP_BUG)
3982 if (!MovDelay[x][y]) /* wait some time before activating base */
3983 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3988 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3989 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3993 Feld[x][y] = EL_SP_BUG_ACTIVE;
3996 else if (element == EL_SP_BUG_ACTIVE)
3998 if (!MovDelay[x][y]) /* start activating buggy base */
3999 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4007 static int xy[4][2] =
4015 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4016 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4020 int xx = x + xy[i][0], yy = y + xy[i][1];
4022 if (IS_PLAYER(xx, yy))
4024 PlaySoundLevel(x, y, SND_SP_BUG);
4032 Feld[x][y] = EL_SP_BUG;
4033 DrawLevelField(x, y);
4038 static void CheckTrap(int x, int y)
4040 int element = Feld[x][y];
4042 if (element == EL_TRAP_INACTIVE)
4044 if (!MovDelay[x][y]) /* wait some time before activating trap */
4045 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4053 Feld[x][y] = EL_TRAP_ACTIVE;
4056 else if (element == EL_TRAP_ACTIVE)
4061 if (!MovDelay[x][y]) /* start activating trap */
4062 MovDelay[x][y] = num_frames * delay;
4070 if (!(MovDelay[x][y] % delay))
4072 int phase = MovDelay[x][y]/delay;
4074 if (phase >= num_frames/2)
4075 phase = num_frames - phase;
4077 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4079 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4080 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4087 Feld[x][y] = EL_TRAP_INACTIVE;
4088 DrawLevelField(x, y);
4093 static void DrawBeltAnimation(int x, int y, int element)
4095 int belt_nr = getBeltNrFromElement(element);
4096 int belt_dir = game.belt_dir[belt_nr];
4098 if (belt_dir != MV_NO_MOVING)
4101 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4102 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4104 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4108 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4110 static byte stored_player_action[MAX_PLAYERS];
4111 static int num_stored_actions = 0;
4112 static boolean save_tape_entry = FALSE;
4113 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4114 int jx = player->jx, jy = player->jy;
4115 int left = player_action & JOY_LEFT;
4116 int right = player_action & JOY_RIGHT;
4117 int up = player_action & JOY_UP;
4118 int down = player_action & JOY_DOWN;
4119 int button1 = player_action & JOY_BUTTON_1;
4120 int button2 = player_action & JOY_BUTTON_2;
4121 int dx = (left ? -1 : right ? 1 : 0);
4122 int dy = (up ? -1 : down ? 1 : 0);
4124 stored_player_action[player->index_nr] = 0;
4125 num_stored_actions++;
4127 if (!player->active || tape.pausing)
4132 save_tape_entry = TRUE;
4133 player->frame_reset_delay = 0;
4136 snapped = SnapField(player, dx, dy);
4140 bombed = PlaceBomb(player);
4141 moved = MoveFigure(player, dx, dy);
4144 if (tape.recording && (moved || snapped || bombed))
4146 if (bombed && !moved)
4147 player_action &= JOY_BUTTON;
4149 stored_player_action[player->index_nr] = player_action;
4151 else if (tape.playing && snapped)
4152 SnapField(player, 0, 0); /* stop snapping */
4156 /* no actions for this player (no input at player's configured device) */
4158 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4159 SnapField(player, 0, 0);
4160 CheckGravityMovement(player);
4162 if (++player->frame_reset_delay > player->move_delay_value)
4166 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4168 TapeRecordAction(stored_player_action);
4169 num_stored_actions = 0;
4170 save_tape_entry = FALSE;
4173 if (tape.playing && !tape.pausing && !player_action &&
4174 tape.counter < tape.length)
4177 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4179 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4180 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4182 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4184 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4186 int el = Feld[jx+dx][jy];
4187 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4188 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4190 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4192 player->MovDir = next_joy;
4193 player->Frame = FrameCounter % 4;
4194 player->Pushing = TRUE;
4203 static unsigned long action_delay = 0;
4204 unsigned long action_delay_value;
4205 int sieb_x = 0, sieb_y = 0;
4206 int i, x, y, element;
4207 byte *recorded_player_action;
4208 byte summarized_player_action = 0;
4210 if (game_status != PLAYING)
4213 action_delay_value =
4214 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4216 /* ---------- main game synchronization point ---------- */
4218 WaitUntilDelayReached(&action_delay, action_delay_value);
4220 if (network_playing && !network_player_action_received)
4224 printf("DEBUG: try to get network player actions in time\n");
4229 /* last chance to get network player actions without main loop delay */
4233 if (game_status != PLAYING)
4236 if (!network_player_action_received)
4240 printf("DEBUG: failed to get network player actions in time\n");
4252 else if (tape.recording)
4255 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4257 for (i=0; i<MAX_PLAYERS; i++)
4259 summarized_player_action |= stored_player[i].action;
4261 if (!network_playing)
4262 stored_player[i].effective_action = stored_player[i].action;
4266 if (network_playing)
4267 SendToServer_MovePlayer(summarized_player_action);
4270 if (!options.network && !setup.team_mode)
4271 local_player->effective_action = summarized_player_action;
4273 for (i=0; i<MAX_PLAYERS; i++)
4275 int actual_player_action = stored_player[i].effective_action;
4277 if (stored_player[i].programmed_action)
4278 actual_player_action = stored_player[i].programmed_action;
4280 if (recorded_player_action)
4281 actual_player_action = recorded_player_action[i];
4283 PlayerActions(&stored_player[i], actual_player_action);
4284 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4287 network_player_action_received = FALSE;
4289 ScrollScreen(NULL, SCROLL_GO_ON);
4295 if (TimeFrames == 0 && local_player->active)
4297 extern unsigned int last_RND();
4299 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4300 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4307 if (GameFrameDelay >= 500)
4308 printf("FrameCounter == %d\n", FrameCounter);
4317 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4320 if (JustStopped[x][y] > 0)
4321 JustStopped[x][y]--;
4324 if (IS_BLOCKED(x, y))
4328 Blocked2Moving(x, y, &oldx, &oldy);
4329 if (!IS_MOVING(oldx, oldy))
4331 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4332 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4333 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4334 printf("GameActions(): This should never happen!\n");
4340 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4342 element = Feld[x][y];
4344 if (IS_INACTIVE(element))
4347 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4351 if (IS_GEM(element))
4352 EdelsteinFunkeln(x, y);
4354 else if (IS_MOVING(x, y))
4355 ContinueMoving(x, y);
4356 else if (IS_ACTIVE_BOMB(element))
4357 CheckDynamite(x, y);
4358 else if (element == EL_EXPLODING)
4359 Explode(x, y, Frame[x][y], EX_NORMAL);
4360 else if (element == EL_AMOEBING)
4361 AmoebeWaechst(x, y);
4362 else if (element == EL_DEAMOEBING)
4363 AmoebeSchrumpft(x, y);
4364 else if (IS_AMOEBALIVE(element))
4365 AmoebeAbleger(x, y);
4366 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4368 else if (element == EL_ABLENK_EIN)
4370 else if (element == EL_TIMEGATE_SWITCH_ON)
4371 TimegateWheel(x, y);
4372 else if (element == EL_SALZSAEURE)
4374 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4376 else if (element == EL_CRACKINGNUT)
4378 else if (element == EL_PEARL_BREAKING)
4379 BreakingPearl(x, y);
4380 else if (element == EL_AUSGANG_ZU)
4381 AusgangstuerPruefen(x, y);
4382 else if (element == EL_AUSGANG_ACT)
4383 AusgangstuerOeffnen(x, y);
4384 else if (element == EL_AUSGANG_AUF)
4385 AusgangstuerBlinken(x, y);
4386 else if (element == EL_MAUERND)
4388 else if (element == EL_MAUER_LEBT ||
4389 element == EL_MAUER_X ||
4390 element == EL_MAUER_Y ||
4391 element == EL_MAUER_XY)
4393 else if (element == EL_BURNING)
4394 CheckForDragon(x, y);
4395 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4396 CheckBuggyBase(x, y);
4397 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4399 else if (element == EL_SP_TERMINAL)
4400 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4401 else if (element == EL_SP_TERMINAL_ACTIVE)
4402 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4403 else if (IS_BELT(element))
4404 DrawBeltAnimation(x, y, element);
4405 else if (element == EL_SWITCHGATE_OPENING)
4406 OpenSwitchgate(x, y);
4407 else if (element == EL_SWITCHGATE_CLOSING)
4408 CloseSwitchgate(x, y);
4409 else if (element == EL_TIMEGATE_OPENING)
4411 else if (element == EL_TIMEGATE_CLOSING)
4412 CloseTimegate(x, y);
4413 else if (element == EL_EXTRA_TIME)
4414 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4415 else if (element == EL_SHIELD_PASSIVE)
4416 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4417 else if (element == EL_SHIELD_ACTIVE)
4418 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4420 if (game.magic_wall_active)
4422 boolean sieb = FALSE;
4423 int jx = local_player->jx, jy = local_player->jy;
4425 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
4426 Store[x][y] == EL_SIEB_LEER)
4428 SiebAktivieren(x, y, 1);
4431 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
4432 Store[x][y] == EL_SIEB2_LEER)
4434 SiebAktivieren(x, y, 2);
4438 /* play the element sound at the position nearest to the player */
4439 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4447 if (game.magic_wall_active)
4449 if (!(game.magic_wall_time_left % 4))
4450 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4452 if (game.magic_wall_time_left > 0)
4454 game.magic_wall_time_left--;
4455 if (!game.magic_wall_time_left)
4457 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4459 element = Feld[x][y];
4461 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
4463 Feld[x][y] = EL_SIEB_TOT;
4464 DrawLevelField(x, y);
4466 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
4468 Feld[x][y] = EL_SIEB2_TOT;
4469 DrawLevelField(x, y);
4473 game.magic_wall_active = FALSE;
4478 if (game.light_time_left > 0)
4480 game.light_time_left--;
4482 if (game.light_time_left == 0)
4484 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4486 element = Feld[x][y];
4488 if (element == EL_LIGHT_SWITCH_ON)
4490 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4491 DrawLevelField(x, y);
4493 else if (element == EL_INVISIBLE_STEEL ||
4494 element == EL_UNSICHTBAR ||
4495 element == EL_SAND_INVISIBLE)
4496 DrawLevelField(x, y);
4501 if (game.timegate_time_left > 0)
4503 game.timegate_time_left--;
4505 if (game.timegate_time_left == 0)
4506 CloseAllOpenTimegates();
4509 if (TimeFrames >= (1000 / GameFrameDelay))
4514 for (i=0; i<MAX_PLAYERS; i++)
4516 if (SHIELD_ON(&stored_player[i]))
4518 stored_player[i].shield_passive_time_left--;
4520 if (stored_player[i].shield_active_time_left > 0)
4521 stored_player[i].shield_active_time_left--;
4525 if (tape.recording || tape.playing)
4526 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4532 if (TimeLeft <= 10 && setup.time_limit)
4533 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4535 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4537 if (!TimeLeft && setup.time_limit)
4538 for (i=0; i<MAX_PLAYERS; i++)
4539 KillHero(&stored_player[i]);
4541 else if (level.time == 0) /* level without time limit */
4542 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4548 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4550 int min_x = x, min_y = y, max_x = x, max_y = y;
4553 for (i=0; i<MAX_PLAYERS; i++)
4555 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4557 if (!stored_player[i].active || &stored_player[i] == player)
4560 min_x = MIN(min_x, jx);
4561 min_y = MIN(min_y, jy);
4562 max_x = MAX(max_x, jx);
4563 max_y = MAX(max_y, jy);
4566 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4569 static boolean AllPlayersInVisibleScreen()
4573 for (i=0; i<MAX_PLAYERS; i++)
4575 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4577 if (!stored_player[i].active)
4580 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4587 void ScrollLevel(int dx, int dy)
4589 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4592 XCopyArea(display, drawto_field, drawto_field, gc,
4593 FX + TILEX*(dx == -1) - softscroll_offset,
4594 FY + TILEY*(dy == -1) - softscroll_offset,
4595 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4596 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4597 FX + TILEX*(dx == 1) - softscroll_offset,
4598 FY + TILEY*(dy == 1) - softscroll_offset);
4602 x = (dx == 1 ? BX1 : BX2);
4603 for (y=BY1; y<=BY2; y++)
4604 DrawScreenField(x, y);
4608 y = (dy == 1 ? BY1 : BY2);
4609 for (x=BX1; x<=BX2; x++)
4610 DrawScreenField(x, y);
4613 redraw_mask |= REDRAW_FIELD;
4616 static void CheckGravityMovement(struct PlayerInfo *player)
4618 if (level.gravity && !player->programmed_action)
4620 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4621 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4623 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4624 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4625 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4626 int jx = player->jx, jy = player->jy;
4627 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4628 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4629 int new_jx = jx + dx, new_jy = jy + dy;
4630 boolean field_under_player_is_free =
4631 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4632 boolean player_is_moving_to_valid_field =
4633 (IN_LEV_FIELD(new_jx, new_jy) &&
4634 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4635 Feld[new_jx][new_jy] == EL_ERDREICH));
4637 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4638 player->programmed_action = MV_DOWN;
4642 boolean MoveFigureOneStep(struct PlayerInfo *player,
4643 int dx, int dy, int real_dx, int real_dy)
4645 int jx = player->jx, jy = player->jy;
4646 int new_jx = jx+dx, new_jy = jy+dy;
4650 if (!player->active || (!dx && !dy))
4651 return MF_NO_ACTION;
4653 player->MovDir = (dx < 0 ? MV_LEFT :
4656 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4658 if (!IN_LEV_FIELD(new_jx, new_jy))
4659 return MF_NO_ACTION;
4661 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4662 return MF_NO_ACTION;
4665 element = MovingOrBlocked2Element(new_jx, new_jy);
4667 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4670 if (DONT_GO_TO(element))
4672 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4675 Feld[jx][jy] = EL_SPIELFIGUR;
4676 InitMovingField(jx, jy, MV_DOWN);
4677 Store[jx][jy] = EL_SALZSAEURE;
4678 ContinueMoving(jx, jy);
4682 TestIfBadThingHitsHero(new_jx, new_jy);
4687 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4688 if (can_move != MF_MOVING)
4691 StorePlayer[jx][jy] = 0;
4692 player->last_jx = jx;
4693 player->last_jy = jy;
4694 jx = player->jx = new_jx;
4695 jy = player->jy = new_jy;
4696 StorePlayer[jx][jy] = player->element_nr;
4699 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4701 ScrollFigure(player, SCROLL_INIT);
4706 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4708 int jx = player->jx, jy = player->jy;
4709 int old_jx = jx, old_jy = jy;
4710 int moved = MF_NO_ACTION;
4712 if (!player->active || (!dx && !dy))
4715 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4719 /* remove the last programmed player action */
4720 player->programmed_action = 0;
4724 /* should only happen if pre-1.2 tape recordings are played */
4725 /* this is only for backward compatibility */
4727 int original_move_delay_value = player->move_delay_value;
4730 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4733 /* scroll remaining steps with finest movement resolution */
4734 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4736 while (player->MovPos)
4738 ScrollFigure(player, SCROLL_GO_ON);
4739 ScrollScreen(NULL, SCROLL_GO_ON);
4745 player->move_delay_value = original_move_delay_value;
4748 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4750 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4751 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4755 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4756 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4762 if (moved & MF_MOVING && !ScreenMovPos &&
4763 (player == local_player || !options.network))
4765 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4766 int offset = (setup.scroll_delay ? 3 : 0);
4768 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4770 /* actual player has left the screen -- scroll in that direction */
4771 if (jx != old_jx) /* player has moved horizontally */
4772 scroll_x += (jx - old_jx);
4773 else /* player has moved vertically */
4774 scroll_y += (jy - old_jy);
4778 if (jx != old_jx) /* player has moved horizontally */
4780 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4781 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4782 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4784 /* don't scroll over playfield boundaries */
4785 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4786 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4788 /* don't scroll more than one field at a time */
4789 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4791 /* don't scroll against the player's moving direction */
4792 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4793 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4794 scroll_x = old_scroll_x;
4796 else /* player has moved vertically */
4798 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4799 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4800 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4802 /* don't scroll over playfield boundaries */
4803 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4804 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4806 /* don't scroll more than one field at a time */
4807 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4809 /* don't scroll against the player's moving direction */
4810 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4811 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4812 scroll_y = old_scroll_y;
4816 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4818 if (!options.network && !AllPlayersInVisibleScreen())
4820 scroll_x = old_scroll_x;
4821 scroll_y = old_scroll_y;
4825 ScrollScreen(player, SCROLL_INIT);
4826 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4831 if (!(moved & MF_MOVING) && !player->Pushing)
4834 player->Frame = (player->Frame + 1) % 4;
4836 if (moved & MF_MOVING)
4838 if (old_jx != jx && old_jy == jy)
4839 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4840 else if (old_jx == jx && old_jy != jy)
4841 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4843 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4845 player->last_move_dir = player->MovDir;
4849 CheckGravityMovement(player);
4851 player->last_move_dir = MV_NO_MOVING;
4854 TestIfHeroHitsBadThing(jx, jy);
4856 if (!player->active)
4862 void ScrollFigure(struct PlayerInfo *player, int mode)
4864 int jx = player->jx, jy = player->jy;
4865 int last_jx = player->last_jx, last_jy = player->last_jy;
4866 int move_stepsize = TILEX / player->move_delay_value;
4868 if (!player->active || !player->MovPos)
4871 if (mode == SCROLL_INIT)
4873 player->actual_frame_counter = FrameCounter;
4874 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4876 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4877 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4882 else if (!FrameReached(&player->actual_frame_counter, 1))
4885 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4886 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4888 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4889 Feld[last_jx][last_jy] = EL_LEERRAUM;
4891 /* before DrawPlayer() to draw correct player graphic for this case */
4892 if (player->MovPos == 0)
4893 CheckGravityMovement(player);
4897 if (player->MovPos == 0)
4899 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4901 /* continue with normal speed after quickly moving through gate */
4902 HALVE_PLAYER_SPEED(player);
4904 /* be able to make the next move without delay */
4905 player->move_delay = 0;
4908 player->last_jx = jx;
4909 player->last_jy = jy;
4911 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4915 if (!local_player->friends_still_needed)
4916 player->LevelSolved = player->GameOver = TRUE;
4921 void ScrollScreen(struct PlayerInfo *player, int mode)
4923 static unsigned long screen_frame_counter = 0;
4925 if (mode == SCROLL_INIT)
4927 /* set scrolling step size according to actual player's moving speed */
4928 ScrollStepSize = TILEX / player->move_delay_value;
4930 screen_frame_counter = FrameCounter;
4931 ScreenMovDir = player->MovDir;
4932 ScreenMovPos = player->MovPos;
4933 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4936 else if (!FrameReached(&screen_frame_counter, 1))
4941 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4942 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4943 redraw_mask |= REDRAW_FIELD;
4946 ScreenMovDir = MV_NO_MOVING;
4949 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4951 int i, killx = goodx, killy = goody;
4952 static int xy[4][2] =
4959 static int harmless[4] =
4971 x = goodx + xy[i][0];
4972 y = goody + xy[i][1];
4973 if (!IN_LEV_FIELD(x, y))
4977 element = Feld[x][y];
4979 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4982 if (DONT_TOUCH(element))
4984 if (MovDir[x][y] == harmless[i])
4993 if (killx != goodx || killy != goody)
4995 if (IS_PLAYER(goodx, goody))
4997 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
4999 if (player->shield_active_time_left > 0)
5001 else if (!PLAYER_PROTECTED(goodx, goody))
5009 void TestIfBadThingHitsGoodThing(int badx, int bady)
5011 int i, killx = badx, killy = bady;
5012 static int xy[4][2] =
5019 static int harmless[4] =
5027 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5034 x = badx + xy[i][0];
5035 y = bady + xy[i][1];
5036 if (!IN_LEV_FIELD(x, y))
5039 element = Feld[x][y];
5041 if (IS_PLAYER(x, y))
5047 else if (element == EL_PINGUIN)
5049 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5058 if (killx != badx || killy != bady)
5060 if (IS_PLAYER(killx, killy))
5062 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5064 if (player->shield_active_time_left > 0)
5066 else if (!PLAYER_PROTECTED(killx, killy))
5074 void TestIfHeroHitsBadThing(int x, int y)
5076 TestIfGoodThingHitsBadThing(x, y);
5079 void TestIfBadThingHitsHero(int x, int y)
5081 TestIfBadThingHitsGoodThing(x, y);
5084 void TestIfFriendHitsBadThing(int x, int y)
5086 TestIfGoodThingHitsBadThing(x, y);
5089 void TestIfBadThingHitsFriend(int x, int y)
5091 TestIfBadThingHitsGoodThing(x, y);
5094 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5096 int i, killx = badx, killy = bady;
5097 static int xy[4][2] =
5111 if (!IN_LEV_FIELD(x, y))
5114 element = Feld[x][y];
5115 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5116 element == EL_AMOEBING || element == EL_TROPFEN)
5124 if (killx != badx || killy != bady)
5128 void KillHero(struct PlayerInfo *player)
5130 int jx = player->jx, jy = player->jy;
5132 if (!player->active)
5135 if (IS_PFORTE(Feld[jx][jy]))
5136 Feld[jx][jy] = EL_LEERRAUM;
5138 /* deactivate shield (else Bang()/Explode() would not work right) */
5139 player->shield_passive_time_left = 0;
5140 player->shield_active_time_left = 0;
5146 static void KillHeroUnlessProtected(int x, int y)
5148 if (!PLAYER_PROTECTED(x, y))
5149 KillHero(PLAYERINFO(x, y));
5152 void BuryHero(struct PlayerInfo *player)
5154 int jx = player->jx, jy = player->jy;
5156 if (!player->active)
5159 PlaySoundLevel(jx, jy, SND_AUTSCH);
5160 PlaySoundLevel(jx, jy, SND_LACHEN);
5162 player->GameOver = TRUE;
5166 void RemoveHero(struct PlayerInfo *player)
5168 int jx = player->jx, jy = player->jy;
5169 int i, found = FALSE;
5171 player->present = FALSE;
5172 player->active = FALSE;
5174 StorePlayer[jx][jy] = 0;
5176 for (i=0; i<MAX_PLAYERS; i++)
5177 if (stored_player[i].active)
5181 AllPlayersGone = TRUE;
5187 int DigField(struct PlayerInfo *player,
5188 int x, int y, int real_dx, int real_dy, int mode)
5190 int jx = player->jx, jy = player->jy;
5191 int dx = x - jx, dy = y - jy;
5192 int move_direction = (dx == -1 ? MV_LEFT :
5193 dx == +1 ? MV_RIGHT :
5195 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5198 if (!player->MovPos)
5199 player->Pushing = FALSE;
5201 if (mode == DF_NO_PUSH)
5203 player->Switching = FALSE;
5204 player->push_delay = 0;
5205 return MF_NO_ACTION;
5208 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5209 return MF_NO_ACTION;
5211 if (IS_TUBE(Feld[jx][jy]))
5214 int tube_leave_directions[][2] =
5216 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5217 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5218 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5219 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5220 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5221 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5222 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5223 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5224 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5225 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5226 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5227 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5230 while (tube_leave_directions[i][0] != Feld[jx][jy])
5233 if (tube_leave_directions[i][0] == -1) /* should not happen */
5237 if (!(tube_leave_directions[i][1] & move_direction))
5238 return MF_NO_ACTION; /* tube has no opening in this direction */
5241 element = Feld[x][y];
5246 PlaySoundLevel(x, y, SND_EMPTY);
5250 case EL_SAND_INVISIBLE:
5251 case EL_TRAP_INACTIVE:
5252 Feld[x][y] = EL_LEERRAUM;
5253 PlaySoundLevel(x, y, SND_SCHLURF);
5258 Feld[x][y] = EL_LEERRAUM;
5259 PlaySoundLevel(x, y, SND_SP_BASE);
5263 case EL_EDELSTEIN_BD:
5264 case EL_EDELSTEIN_GELB:
5265 case EL_EDELSTEIN_ROT:
5266 case EL_EDELSTEIN_LILA:
5268 case EL_SP_INFOTRON:
5272 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5273 element == EL_PEARL ? 5 :
5274 element == EL_CRYSTAL ? 8 : 1);
5275 if (local_player->gems_still_needed < 0)
5276 local_player->gems_still_needed = 0;
5277 RaiseScoreElement(element);
5278 DrawText(DX_EMERALDS, DY_EMERALDS,
5279 int2str(local_player->gems_still_needed, 3),
5280 FS_SMALL, FC_YELLOW);
5281 if (element == EL_SP_INFOTRON)
5282 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5284 PlaySoundLevel(x, y, SND_PONG);
5289 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5290 PlaySoundLevel(x, y, SND_PONG);
5294 Feld[x][y] = EL_LEERRAUM;
5295 PlaySoundLevel(x, y, SND_PONG);
5303 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5305 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5308 case EL_SHIELD_PASSIVE:
5310 player->shield_passive_time_left += 10;
5311 PlaySoundLevel(x, y, SND_PONG);
5314 case EL_SHIELD_ACTIVE:
5316 player->shield_passive_time_left += 10;
5317 player->shield_active_time_left += 10;
5318 PlaySoundLevel(x, y, SND_PONG);
5321 case EL_DYNAMITE_INACTIVE:
5322 case EL_SP_DISK_RED:
5325 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5326 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5327 int2str(local_player->dynamite, 3),
5328 FS_SMALL, FC_YELLOW);
5329 if (element == EL_SP_DISK_RED)
5330 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5332 PlaySoundLevel(x, y, SND_PONG);
5335 case EL_DYNABOMB_NR:
5337 player->dynabomb_count++;
5338 player->dynabombs_left++;
5339 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5340 PlaySoundLevel(x, y, SND_PONG);
5343 case EL_DYNABOMB_SZ:
5345 player->dynabomb_size++;
5346 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5347 PlaySoundLevel(x, y, SND_PONG);
5350 case EL_DYNABOMB_XL:
5352 player->dynabomb_xl = TRUE;
5353 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5354 PlaySoundLevel(x, y, SND_PONG);
5357 case EL_SCHLUESSEL1:
5358 case EL_SCHLUESSEL2:
5359 case EL_SCHLUESSEL3:
5360 case EL_SCHLUESSEL4:
5362 int key_nr = element - EL_SCHLUESSEL1;
5365 player->key[key_nr] = TRUE;
5366 RaiseScoreElement(EL_SCHLUESSEL);
5367 DrawMiniGraphicExt(drawto, gc,
5368 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5369 GFX_SCHLUESSEL1+key_nr);
5370 DrawMiniGraphicExt(window, gc,
5371 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5372 GFX_SCHLUESSEL1+key_nr);
5373 PlaySoundLevel(x, y, SND_PONG);
5382 int key_nr = element - EL_EM_KEY_1;
5385 player->key[key_nr] = TRUE;
5386 RaiseScoreElement(EL_SCHLUESSEL);
5387 DrawMiniGraphicExt(drawto, gc,
5388 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5389 GFX_SCHLUESSEL1+key_nr);
5390 DrawMiniGraphicExt(window, gc,
5391 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5392 GFX_SCHLUESSEL1+key_nr);
5393 PlaySoundLevel(x, y, SND_PONG);
5398 Feld[x][y] = EL_ABLENK_EIN;
5401 DrawLevelField(x, y);
5405 case EL_SP_TERMINAL:
5409 for (yy=0; yy<lev_fieldy; yy++)
5411 for (xx=0; xx<lev_fieldx; xx++)
5413 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5415 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5416 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5424 case EL_BELT1_SWITCH_LEFT:
5425 case EL_BELT1_SWITCH_MIDDLE:
5426 case EL_BELT1_SWITCH_RIGHT:
5427 case EL_BELT2_SWITCH_LEFT:
5428 case EL_BELT2_SWITCH_MIDDLE:
5429 case EL_BELT2_SWITCH_RIGHT:
5430 case EL_BELT3_SWITCH_LEFT:
5431 case EL_BELT3_SWITCH_MIDDLE:
5432 case EL_BELT3_SWITCH_RIGHT:
5433 case EL_BELT4_SWITCH_LEFT:
5434 case EL_BELT4_SWITCH_MIDDLE:
5435 case EL_BELT4_SWITCH_RIGHT:
5436 if (!player->Switching)
5438 player->Switching = TRUE;
5439 ToggleBeltSwitch(x, y);
5444 case EL_SWITCHGATE_SWITCH_1:
5445 case EL_SWITCHGATE_SWITCH_2:
5446 if (!player->Switching)
5448 player->Switching = TRUE;
5449 ToggleSwitchgateSwitch(x, y);
5454 case EL_LIGHT_SWITCH_OFF:
5455 case EL_LIGHT_SWITCH_ON:
5456 if (!player->Switching)
5458 player->Switching = TRUE;
5459 ToggleLightSwitch(x, y);
5464 case EL_TIMEGATE_SWITCH_OFF:
5465 ActivateTimegateSwitch(x, y);
5470 case EL_BALLOON_SEND_LEFT:
5471 case EL_BALLOON_SEND_RIGHT:
5472 case EL_BALLOON_SEND_UP:
5473 case EL_BALLOON_SEND_DOWN:
5474 case EL_BALLOON_SEND_ANY:
5475 if (element == EL_BALLOON_SEND_ANY)
5476 game.balloon_dir = move_direction;
5478 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5479 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5480 element == EL_BALLOON_SEND_UP ? MV_UP :
5481 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5488 if (local_player->gems_still_needed > 0)
5489 return MF_NO_ACTION;
5491 player->LevelSolved = player->GameOver = TRUE;
5492 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5495 case EL_FELSBROCKEN:
5498 case EL_DX_SUPABOMB:
5502 case EL_SP_DISK_ORANGE:
5504 if (dy || mode == DF_SNAP)
5505 return MF_NO_ACTION;
5507 player->Pushing = TRUE;
5509 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5510 return MF_NO_ACTION;
5514 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5515 return MF_NO_ACTION;
5518 if (player->push_delay == 0)
5519 player->push_delay = FrameCounter;
5520 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5521 !tape.playing && element != EL_SPRING)
5522 return MF_NO_ACTION;
5525 Feld[x+dx][y+dy] = element;
5527 if (element == EL_SPRING)
5529 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5530 MovDir[x+dx][y+dy] = move_direction;
5533 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5535 DrawLevelField(x+dx, y+dy);
5536 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5537 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5538 else if (element == EL_KOKOSNUSS)
5539 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5540 else if (IS_SP_ELEMENT(element))
5541 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5543 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5550 if (!player->key[element - EL_PFORTE1])
5551 return MF_NO_ACTION;
5558 if (!player->key[element - EL_PFORTE1X])
5559 return MF_NO_ACTION;
5566 if (!player->key[element - EL_EM_GATE_1])
5567 return MF_NO_ACTION;
5568 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5569 return MF_NO_ACTION;
5571 /* automatically move to the next field with double speed */
5572 player->programmed_action = move_direction;
5573 DOUBLE_PLAYER_SPEED(player);
5575 PlaySoundLevel(x, y, SND_GATE);
5583 if (!player->key[element - EL_EM_GATE_1X])
5584 return MF_NO_ACTION;
5585 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5586 return MF_NO_ACTION;
5588 /* automatically move to the next field with double speed */
5589 player->programmed_action = move_direction;
5590 DOUBLE_PLAYER_SPEED(player);
5592 PlaySoundLevel(x, y, SND_GATE);
5596 case EL_SWITCHGATE_OPEN:
5597 case EL_TIMEGATE_OPEN:
5598 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5599 return MF_NO_ACTION;
5601 /* automatically move to the next field with double speed */
5602 player->programmed_action = move_direction;
5603 DOUBLE_PLAYER_SPEED(player);
5605 PlaySoundLevel(x, y, SND_GATE);
5609 case EL_SP_PORT1_LEFT:
5610 case EL_SP_PORT2_LEFT:
5611 case EL_SP_PORT1_RIGHT:
5612 case EL_SP_PORT2_RIGHT:
5613 case EL_SP_PORT1_UP:
5614 case EL_SP_PORT2_UP:
5615 case EL_SP_PORT1_DOWN:
5616 case EL_SP_PORT2_DOWN:
5621 element != EL_SP_PORT1_LEFT &&
5622 element != EL_SP_PORT2_LEFT &&
5623 element != EL_SP_PORT_X &&
5624 element != EL_SP_PORT_XY) ||
5626 element != EL_SP_PORT1_RIGHT &&
5627 element != EL_SP_PORT2_RIGHT &&
5628 element != EL_SP_PORT_X &&
5629 element != EL_SP_PORT_XY) ||
5631 element != EL_SP_PORT1_UP &&
5632 element != EL_SP_PORT2_UP &&
5633 element != EL_SP_PORT_Y &&
5634 element != EL_SP_PORT_XY) ||
5636 element != EL_SP_PORT1_DOWN &&
5637 element != EL_SP_PORT2_DOWN &&
5638 element != EL_SP_PORT_Y &&
5639 element != EL_SP_PORT_XY) ||
5640 !IN_LEV_FIELD(x + dx, y + dy) ||
5641 !IS_FREE(x + dx, y + dy))
5642 return MF_NO_ACTION;
5644 /* automatically move to the next field with double speed */
5645 player->programmed_action = move_direction;
5646 DOUBLE_PLAYER_SPEED(player);
5648 PlaySoundLevel(x, y, SND_GATE);
5652 case EL_TUBE_VERTICAL:
5653 case EL_TUBE_HORIZONTAL:
5654 case EL_TUBE_VERT_LEFT:
5655 case EL_TUBE_VERT_RIGHT:
5656 case EL_TUBE_HORIZ_UP:
5657 case EL_TUBE_HORIZ_DOWN:
5658 case EL_TUBE_LEFT_UP:
5659 case EL_TUBE_LEFT_DOWN:
5660 case EL_TUBE_RIGHT_UP:
5661 case EL_TUBE_RIGHT_DOWN:
5664 int tube_enter_directions[][2] =
5666 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5667 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5668 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5669 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5670 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5671 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5672 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5673 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5674 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5675 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5676 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5677 { -1, MV_NO_MOVING }
5680 while (tube_enter_directions[i][0] != element)
5683 if (tube_enter_directions[i][0] == -1) /* should not happen */
5687 if (!(tube_enter_directions[i][1] & move_direction))
5688 return MF_NO_ACTION; /* tube has no opening in this direction */
5693 case EL_AUSGANG_ACT:
5694 /* door is not (yet) open */
5695 return MF_NO_ACTION;
5698 case EL_AUSGANG_AUF:
5699 if (mode == DF_SNAP)
5700 return MF_NO_ACTION;
5702 PlaySoundLevel(x, y, SND_BUING);
5707 Feld[x][y] = EL_BIRNE_EIN;
5708 local_player->lights_still_needed--;
5709 DrawLevelField(x, y);
5710 PlaySoundLevel(x, y, SND_DENG);
5715 Feld[x][y] = EL_ZEIT_LEER;
5717 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5718 DrawLevelField(x, y);
5719 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5723 case EL_SOKOBAN_FELD_LEER:
5726 case EL_SOKOBAN_FELD_VOLL:
5727 case EL_SOKOBAN_OBJEKT:
5729 case EL_SP_DISK_YELLOW:
5731 if (mode == DF_SNAP)
5732 return MF_NO_ACTION;
5734 player->Pushing = TRUE;
5736 if (!IN_LEV_FIELD(x+dx, y+dy)
5737 || (!IS_FREE(x+dx, y+dy)
5738 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5739 || !IS_SB_ELEMENT(element))))
5740 return MF_NO_ACTION;
5744 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5745 return MF_NO_ACTION;
5747 else if (dy && real_dx)
5749 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5750 return MF_NO_ACTION;
5753 if (player->push_delay == 0)
5754 player->push_delay = FrameCounter;
5755 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5756 !tape.playing && element != EL_BALLOON)
5757 return MF_NO_ACTION;
5759 if (IS_SB_ELEMENT(element))
5761 if (element == EL_SOKOBAN_FELD_VOLL)
5763 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5764 local_player->sokobanfields_still_needed++;
5769 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5771 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5772 local_player->sokobanfields_still_needed--;
5773 if (element == EL_SOKOBAN_OBJEKT)
5774 PlaySoundLevel(x, y, SND_DENG);
5777 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5782 Feld[x+dx][y+dy] = element;
5785 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5787 DrawLevelField(x, y);
5788 DrawLevelField(x+dx, y+dy);
5789 if (element == EL_BALLOON)
5790 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5792 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5794 if (IS_SB_ELEMENT(element) &&
5795 local_player->sokobanfields_still_needed == 0 &&
5796 game.emulation == EMU_SOKOBAN)
5798 player->LevelSolved = player->GameOver = TRUE;
5799 PlaySoundLevel(x, y, SND_BUING);
5810 return MF_NO_ACTION;
5813 player->push_delay = 0;
5818 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5820 int jx = player->jx, jy = player->jy;
5821 int x = jx + dx, y = jy + dy;
5823 if (!player->active || !IN_LEV_FIELD(x, y))
5831 player->snapped = FALSE;
5835 if (player->snapped)
5838 player->MovDir = (dx < 0 ? MV_LEFT :
5841 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5843 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5846 player->snapped = TRUE;
5847 DrawLevelField(x, y);
5853 boolean PlaceBomb(struct PlayerInfo *player)
5855 int jx = player->jx, jy = player->jy;
5858 if (!player->active || player->MovPos)
5861 element = Feld[jx][jy];
5863 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5864 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5867 if (element != EL_LEERRAUM)
5868 Store[jx][jy] = element;
5870 if (player->dynamite)
5872 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5873 MovDelay[jx][jy] = 96;
5875 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5876 FS_SMALL, FC_YELLOW);
5877 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5879 if (game.emulation == EMU_SUPAPLEX)
5880 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5882 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5887 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5888 MovDelay[jx][jy] = 96;
5889 player->dynabombs_left--;
5890 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5891 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5897 void PlaySoundLevel(int x, int y, int sound_nr)
5899 int sx = SCREENX(x), sy = SCREENY(y);
5901 int silence_distance = 8;
5903 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5904 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5907 if (!IN_LEV_FIELD(x, y) ||
5908 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5909 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5912 volume = PSND_MAX_VOLUME;
5915 stereo = (sx - SCR_FIELDX/2) * 12;
5917 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5918 if (stereo > PSND_MAX_RIGHT)
5919 stereo = PSND_MAX_RIGHT;
5920 if (stereo < PSND_MAX_LEFT)
5921 stereo = PSND_MAX_LEFT;
5924 if (!IN_SCR_FIELD(sx, sy))
5926 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5927 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5929 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5932 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5935 void RaiseScore(int value)
5937 local_player->score += value;
5938 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5939 FS_SMALL, FC_YELLOW);
5942 void RaiseScoreElement(int element)
5947 case EL_EDELSTEIN_BD:
5948 case EL_EDELSTEIN_GELB:
5949 case EL_EDELSTEIN_ROT:
5950 case EL_EDELSTEIN_LILA:
5951 RaiseScore(level.score[SC_EDELSTEIN]);
5954 RaiseScore(level.score[SC_DIAMANT]);
5958 RaiseScore(level.score[SC_KAEFER]);
5962 RaiseScore(level.score[SC_FLIEGER]);
5966 RaiseScore(level.score[SC_MAMPFER]);
5969 RaiseScore(level.score[SC_ROBOT]);
5972 RaiseScore(level.score[SC_PACMAN]);
5975 RaiseScore(level.score[SC_KOKOSNUSS]);
5977 case EL_DYNAMITE_INACTIVE:
5978 RaiseScore(level.score[SC_DYNAMIT]);
5981 RaiseScore(level.score[SC_SCHLUESSEL]);
5988 /* ---------- new game button stuff ---------------------------------------- */
5990 /* graphic position values for game buttons */
5991 #define GAME_BUTTON_XSIZE 30
5992 #define GAME_BUTTON_YSIZE 30
5993 #define GAME_BUTTON_XPOS 5
5994 #define GAME_BUTTON_YPOS 215
5995 #define SOUND_BUTTON_XPOS 5
5996 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5998 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5999 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6000 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6001 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6002 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6003 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6010 } gamebutton_info[NUM_GAME_BUTTONS] =
6013 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6018 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6023 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6028 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6029 SOUND_CTRL_ID_MUSIC,
6030 "background music on/off"
6033 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6034 SOUND_CTRL_ID_LOOPS,
6035 "sound loops on/off"
6038 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6039 SOUND_CTRL_ID_SIMPLE,
6040 "normal sounds on/off"
6044 void CreateGameButtons()
6048 for (i=0; i<NUM_GAME_BUTTONS; i++)
6050 Pixmap gd_pixmap = pix[PIX_DOOR];
6051 struct GadgetInfo *gi;
6054 unsigned long event_mask;
6055 int gd_xoffset, gd_yoffset;
6056 int gd_x1, gd_x2, gd_y1, gd_y2;
6059 gd_xoffset = gamebutton_info[i].x;
6060 gd_yoffset = gamebutton_info[i].y;
6061 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6062 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6064 if (id == GAME_CTRL_ID_STOP ||
6065 id == GAME_CTRL_ID_PAUSE ||
6066 id == GAME_CTRL_ID_PLAY)
6068 button_type = GD_TYPE_NORMAL_BUTTON;
6070 event_mask = GD_EVENT_RELEASED;
6071 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6072 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6076 button_type = GD_TYPE_CHECK_BUTTON;
6078 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6079 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6080 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6081 event_mask = GD_EVENT_PRESSED;
6082 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6083 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6086 gi = CreateGadget(GDI_CUSTOM_ID, id,
6087 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6088 GDI_X, DX + gd_xoffset,
6089 GDI_Y, DY + gd_yoffset,
6090 GDI_WIDTH, GAME_BUTTON_XSIZE,
6091 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6092 GDI_TYPE, button_type,
6093 GDI_STATE, GD_BUTTON_UNPRESSED,
6094 GDI_CHECKED, checked,
6095 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
6096 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
6097 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
6098 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
6099 GDI_EVENT_MASK, event_mask,
6100 GDI_CALLBACK_ACTION, HandleGameButtons,
6104 Error(ERR_EXIT, "cannot create gadget");
6106 game_gadget[id] = gi;
6110 static void MapGameButtons()
6114 for (i=0; i<NUM_GAME_BUTTONS; i++)
6115 MapGadget(game_gadget[i]);
6118 void UnmapGameButtons()
6122 for (i=0; i<NUM_GAME_BUTTONS; i++)
6123 UnmapGadget(game_gadget[i]);
6126 static void HandleGameButtons(struct GadgetInfo *gi)
6128 int id = gi->custom_id;
6130 if (game_status != PLAYING)
6135 case GAME_CTRL_ID_STOP:
6138 CloseDoor(DOOR_CLOSE_1);
6139 game_status = MAINMENU;
6144 if (level_editor_test_game ||
6145 Request("Do you really want to quit the game ?",
6146 REQ_ASK | REQ_STAY_CLOSED))
6149 if (options.network)
6150 SendToServer_StopPlaying();
6154 game_status = MAINMENU;
6159 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6162 case GAME_CTRL_ID_PAUSE:
6163 if (options.network)
6167 SendToServer_ContinuePlaying();
6169 SendToServer_PausePlaying();
6176 case GAME_CTRL_ID_PLAY:
6180 if (options.network)
6181 SendToServer_ContinuePlaying();
6185 tape.pausing = FALSE;
6186 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6191 case SOUND_CTRL_ID_MUSIC:
6192 if (setup.sound_music)
6194 setup.sound_music = FALSE;
6195 FadeSound(background_loop[level_nr % num_bg_loops]);
6197 else if (sound_loops_allowed)
6199 setup.sound = setup.sound_music = TRUE;
6200 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
6204 case SOUND_CTRL_ID_LOOPS:
6205 if (setup.sound_loops)
6206 setup.sound_loops = FALSE;
6207 else if (sound_loops_allowed)
6208 setup.sound = setup.sound_loops = TRUE;
6211 case SOUND_CTRL_ID_SIMPLE:
6212 if (setup.sound_simple)
6213 setup.sound_simple = FALSE;
6214 else if (sound_status==SOUND_AVAILABLE)
6215 setup.sound = setup.sound_simple = TRUE;