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 CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessForceField(struct PlayerInfo *);
107 static void MapGameButtons();
108 static void HandleGameButtons(struct GadgetInfo *);
110 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 static unsigned int getStateCheckSum(int counter)
119 unsigned int mult = 1;
120 unsigned int checksum = 0;
122 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
124 static boolean first_game = TRUE;
126 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
132 lastFeld[x][y] = Feld[x][y];
133 else if (lastFeld[x][y] != Feld[x][y])
134 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
135 x, y, lastFeld[x][y], Feld[x][y]);
139 checksum += mult++ * Ur[x][y];
140 checksum += mult++ * Feld[x][y];
143 checksum += mult++ * MovPos[x][y];
144 checksum += mult++ * MovDir[x][y];
145 checksum += mult++ * MovDelay[x][y];
146 checksum += mult++ * Store[x][y];
147 checksum += mult++ * Store2[x][y];
148 checksum += mult++ * StorePlayer[x][y];
149 checksum += mult++ * Frame[x][y];
150 checksum += mult++ * AmoebaNr[x][y];
151 checksum += mult++ * JustStopped[x][y];
152 checksum += mult++ * Stop[x][y];
156 if (counter == 3 && first_game)
167 void GetPlayerConfig()
169 if (sound_status == SOUND_OFF)
172 if (!sound_loops_allowed)
174 setup.sound_loops = FALSE;
175 setup.sound_music = FALSE;
178 setup.sound_simple = setup.sound;
183 static int getBeltNrFromElement(int element)
185 return (element < EL_BELT2_LEFT ? 0 :
186 element < EL_BELT3_LEFT ? 1 :
187 element < EL_BELT4_LEFT ? 2 : 3);
190 static int getBeltNrFromSwitchElement(int element)
192 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
193 element < EL_BELT3_SWITCH_LEFT ? 1 :
194 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
197 static int getBeltDirNrFromSwitchElement(int element)
199 static int belt_base_element[4] =
201 EL_BELT1_SWITCH_LEFT,
202 EL_BELT2_SWITCH_LEFT,
203 EL_BELT3_SWITCH_LEFT,
207 int belt_nr = getBeltNrFromSwitchElement(element);
208 int belt_dir_nr = element - belt_base_element[belt_nr];
210 return (belt_dir_nr % 3);
213 static int getBeltDirFromSwitchElement(int element)
215 static int belt_move_dir[3] =
222 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
224 return belt_move_dir[belt_dir_nr];
227 static void InitField(int x, int y, boolean init_game)
234 Feld[x][y] = EL_SPIELER1;
242 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
243 int jx = player->jx, jy = player->jy;
245 player->present = TRUE;
247 if (!options.network || player->connected)
249 player->active = TRUE;
251 /* remove potentially duplicate players */
252 if (StorePlayer[jx][jy] == Feld[x][y])
253 StorePlayer[jx][jy] = 0;
255 StorePlayer[x][y] = Feld[x][y];
259 printf("Player %d activated.\n", player->element_nr);
260 printf("[Local player is %d and currently %s.]\n",
261 local_player->element_nr,
262 local_player->active ? "active" : "not active");
266 Feld[x][y] = EL_LEERRAUM;
267 player->jx = player->last_jx = x;
268 player->jy = player->last_jy = y;
273 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
274 Feld[x][y] = EL_BADEWANNE1;
275 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
276 Feld[x][y] = EL_BADEWANNE2;
277 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
278 Feld[x][y] = EL_BADEWANNE3;
279 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
280 Feld[x][y] = EL_BADEWANNE4;
281 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
282 Feld[x][y] = EL_BADEWANNE5;
285 case EL_KAEFER_RIGHT:
290 case EL_FLIEGER_RIGHT:
292 case EL_FLIEGER_LEFT:
293 case EL_FLIEGER_DOWN:
295 case EL_BUTTERFLY_RIGHT:
296 case EL_BUTTERFLY_UP:
297 case EL_BUTTERFLY_LEFT:
298 case EL_BUTTERFLY_DOWN:
300 case EL_FIREFLY_RIGHT:
302 case EL_FIREFLY_LEFT:
303 case EL_FIREFLY_DOWN:
305 case EL_PACMAN_RIGHT:
329 if (y == lev_fieldy - 1)
331 Feld[x][y] = EL_AMOEBING;
332 Store[x][y] = EL_AMOEBE_NASS;
336 case EL_DYNAMITE_ACTIVE:
341 local_player->lights_still_needed++;
344 case EL_SOKOBAN_FELD_LEER:
345 local_player->sokobanfields_still_needed++;
349 local_player->friends_still_needed++;
354 MovDir[x][y] = 1 << RND(4);
358 Feld[x][y] = EL_LEERRAUM;
361 case EL_EM_KEY_1_FILE:
362 Feld[x][y] = EL_EM_KEY_1;
364 case EL_EM_KEY_2_FILE:
365 Feld[x][y] = EL_EM_KEY_2;
367 case EL_EM_KEY_3_FILE:
368 Feld[x][y] = EL_EM_KEY_3;
370 case EL_EM_KEY_4_FILE:
371 Feld[x][y] = EL_EM_KEY_4;
374 case EL_BELT1_SWITCH_LEFT:
375 case EL_BELT1_SWITCH_MIDDLE:
376 case EL_BELT1_SWITCH_RIGHT:
377 case EL_BELT2_SWITCH_LEFT:
378 case EL_BELT2_SWITCH_MIDDLE:
379 case EL_BELT2_SWITCH_RIGHT:
380 case EL_BELT3_SWITCH_LEFT:
381 case EL_BELT3_SWITCH_MIDDLE:
382 case EL_BELT3_SWITCH_RIGHT:
383 case EL_BELT4_SWITCH_LEFT:
384 case EL_BELT4_SWITCH_MIDDLE:
385 case EL_BELT4_SWITCH_RIGHT:
388 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
389 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
390 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
392 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
394 game.belt_dir[belt_nr] = belt_dir;
395 game.belt_dir_nr[belt_nr] = belt_dir_nr;
397 else /* more than one switch -- set it like the first switch */
399 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
404 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
406 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
409 case EL_LIGHT_SWITCH_ON:
411 game.light_time_left = 10 * FRAMES_PER_SECOND;
422 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
423 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
424 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
426 /* don't play tapes over network */
427 network_playing = (options.network && !tape.playing);
429 for (i=0; i<MAX_PLAYERS; i++)
431 struct PlayerInfo *player = &stored_player[i];
433 player->index_nr = i;
434 player->element_nr = EL_SPIELER1 + i;
436 player->present = FALSE;
437 player->active = FALSE;
440 player->effective_action = 0;
441 player->programmed_action = 0;
444 player->gems_still_needed = level.gems_needed;
445 player->sokobanfields_still_needed = 0;
446 player->lights_still_needed = 0;
447 player->friends_still_needed = 0;
450 player->key[j] = FALSE;
452 player->dynamite = 0;
453 player->dynabomb_count = 0;
454 player->dynabomb_size = 1;
455 player->dynabombs_left = 0;
456 player->dynabomb_xl = FALSE;
458 player->MovDir = MV_NO_MOVING;
460 player->Pushing = FALSE;
461 player->Switching = FALSE;
465 player->actual_frame_counter = 0;
467 player->frame_reset_delay = 0;
469 player->push_delay = 0;
470 player->push_delay_value = 5;
472 player->move_delay = 0;
473 player->last_move_dir = MV_NO_MOVING;
475 player->move_delay_value =
476 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
478 player->snapped = FALSE;
480 player->last_jx = player->last_jy = 0;
481 player->jx = player->jy = 0;
483 player->force_field_passive_time_left = 0;
484 player->force_field_active_time_left = 0;
486 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
487 SnapField(player, 0, 0);
489 player->LevelSolved = FALSE;
490 player->GameOver = FALSE;
493 network_player_action_received = FALSE;
496 /* initial null action */
498 SendToServer_MovePlayer(MV_NO_MOVING);
503 game.yam_content_nr = 0;
507 TimeLeft = level.time;
509 ScreenMovDir = MV_NO_MOVING;
513 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
515 AllPlayersGone = FALSE;
516 game.magic_wall_active = FALSE;
517 game.magic_wall_time_left = 0;
518 game.switchgate_pos = 0;
519 game.light_time_left = 0;
522 game.belt_dir[i] = MV_NO_MOVING;
523 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
526 for (i=0; i<MAX_NUM_AMOEBA; i++)
527 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
529 for (x=0; x<lev_fieldx; x++)
531 for (y=0; y<lev_fieldy; y++)
533 Feld[x][y] = Ur[x][y];
534 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
535 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
538 JustStopped[x][y] = 0;
543 for(y=0; y<lev_fieldy; y++)
545 for(x=0; x<lev_fieldx; x++)
547 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
549 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
551 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
554 InitField(x, y, TRUE);
558 /* correct non-moving belts to start moving left */
560 if (game.belt_dir[i] == MV_NO_MOVING)
561 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
563 /* check if any connected player was not found in playfield */
564 for (i=0; i<MAX_PLAYERS; i++)
566 struct PlayerInfo *player = &stored_player[i];
568 if (player->connected && !player->present)
570 for (j=0; j<MAX_PLAYERS; j++)
572 struct PlayerInfo *some_player = &stored_player[j];
573 int jx = some_player->jx, jy = some_player->jy;
575 /* assign first free player found that is present in the playfield */
576 if (some_player->present && !some_player->connected)
578 player->present = TRUE;
579 player->active = TRUE;
580 some_player->present = FALSE;
582 StorePlayer[jx][jy] = player->element_nr;
583 player->jx = player->last_jx = jx;
584 player->jy = player->last_jy = jy;
594 /* when playing a tape, eliminate all players who do not participate */
596 for (i=0; i<MAX_PLAYERS; i++)
598 if (stored_player[i].active && !tape.player_participates[i])
600 struct PlayerInfo *player = &stored_player[i];
601 int jx = player->jx, jy = player->jy;
603 player->active = FALSE;
604 StorePlayer[jx][jy] = 0;
605 Feld[jx][jy] = EL_LEERRAUM;
609 else if (!options.network && !setup.team_mode) /* && !tape.playing */
611 /* when in single player mode, eliminate all but the first active player */
613 for (i=0; i<MAX_PLAYERS; i++)
615 if (stored_player[i].active)
617 for (j=i+1; j<MAX_PLAYERS; j++)
619 if (stored_player[j].active)
621 struct PlayerInfo *player = &stored_player[j];
622 int jx = player->jx, jy = player->jy;
624 player->active = FALSE;
625 StorePlayer[jx][jy] = 0;
626 Feld[jx][jy] = EL_LEERRAUM;
633 /* when recording the game, store which players take part in the game */
636 for (i=0; i<MAX_PLAYERS; i++)
637 if (stored_player[i].active)
638 tape.player_participates[i] = TRUE;
643 for (i=0; i<MAX_PLAYERS; i++)
645 struct PlayerInfo *player = &stored_player[i];
647 printf("Player %d: present == %d, connected == %d, active == %d.\n",
652 if (local_player == player)
653 printf("Player %d is local player.\n", i+1);
657 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
658 emulate_sb ? EMU_SOKOBAN :
659 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
661 if (BorderElement == EL_LEERRAUM)
664 SBX_Right = lev_fieldx - SCR_FIELDX;
666 SBY_Lower = lev_fieldy - SCR_FIELDY;
671 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
673 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
676 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
677 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
679 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
680 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
683 scroll_y = SBY_Upper;
684 if (local_player->jx >= SBX_Left + MIDPOSX)
685 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
686 local_player->jx - MIDPOSX :
688 if (local_player->jy >= SBY_Upper + MIDPOSY)
689 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
690 local_player->jy - MIDPOSY :
693 CloseDoor(DOOR_CLOSE_1);
699 if (setup.soft_scrolling)
700 XCopyArea(display, fieldbuffer, backbuffer, gc,
701 FX, FY, SXSIZE, SYSIZE, SX, SY);
703 redraw_mask |= REDRAW_FROM_BACKBUFFER;
705 /* copy default game door content to main double buffer */
706 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
707 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
710 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
711 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
714 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
715 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
716 XCopyArea(display, drawto, drawto, gc,
717 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
718 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
719 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
722 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
723 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
724 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
725 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
726 DrawText(DX + XX_SCORE, DY + YY_SCORE,
727 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
728 DrawText(DX + XX_TIME, DY + YY_TIME,
729 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
732 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
733 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
734 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
738 /* copy actual game door content to door double buffer for OpenDoor() */
739 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
740 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
742 OpenDoor(DOOR_OPEN_ALL);
744 if (setup.sound_music)
745 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
747 XAutoRepeatOff(display);
752 printf("Player %d %sactive.\n",
753 i + 1, (stored_player[i].active ? "" : "not "));
757 void InitMovDir(int x, int y)
759 int i, element = Feld[x][y];
760 static int xy[4][2] =
767 static int direction[3][4] =
769 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
770 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
771 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
776 case EL_KAEFER_RIGHT:
780 Feld[x][y] = EL_KAEFER;
781 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
784 case EL_FLIEGER_RIGHT:
786 case EL_FLIEGER_LEFT:
787 case EL_FLIEGER_DOWN:
788 Feld[x][y] = EL_FLIEGER;
789 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
792 case EL_BUTTERFLY_RIGHT:
793 case EL_BUTTERFLY_UP:
794 case EL_BUTTERFLY_LEFT:
795 case EL_BUTTERFLY_DOWN:
796 Feld[x][y] = EL_BUTTERFLY;
797 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
800 case EL_FIREFLY_RIGHT:
802 case EL_FIREFLY_LEFT:
803 case EL_FIREFLY_DOWN:
804 Feld[x][y] = EL_FIREFLY;
805 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
808 case EL_PACMAN_RIGHT:
812 Feld[x][y] = EL_PACMAN;
813 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
817 MovDir[x][y] = MV_UP;
821 MovDir[x][y] = MV_LEFT;
828 Feld[x][y] = EL_MOLE;
829 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
833 MovDir[x][y] = 1 << RND(4);
834 if (element != EL_KAEFER &&
835 element != EL_FLIEGER &&
836 element != EL_BUTTERFLY &&
837 element != EL_FIREFLY)
842 int x1 = x + xy[i][0];
843 int y1 = y + xy[i][1];
845 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
847 if (element == EL_KAEFER || element == EL_BUTTERFLY)
849 MovDir[x][y] = direction[0][i];
852 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
853 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
855 MovDir[x][y] = direction[1][i];
864 void InitAmoebaNr(int x, int y)
867 int group_nr = AmoebeNachbarNr(x, y);
871 for (i=1; i<MAX_NUM_AMOEBA; i++)
873 if (AmoebaCnt[i] == 0)
881 AmoebaNr[x][y] = group_nr;
882 AmoebaCnt[group_nr]++;
883 AmoebaCnt2[group_nr]++;
889 int bumplevel = FALSE;
891 if (local_player->MovPos)
894 local_player->LevelSolved = FALSE;
898 if (setup.sound_loops)
899 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
903 if (!setup.sound_loops)
904 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
905 if (TimeLeft > 0 && !(TimeLeft % 10))
906 RaiseScore(level.score[SC_ZEITBONUS]);
907 if (TimeLeft > 100 && !(TimeLeft % 10))
911 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
916 if (setup.sound_loops)
919 else if (level.time == 0) /* level without time limit */
921 if (setup.sound_loops)
922 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
924 while(TimePlayed < 999)
926 if (!setup.sound_loops)
927 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
928 if (TimePlayed < 999 && !(TimePlayed % 10))
929 RaiseScore(level.score[SC_ZEITBONUS]);
930 if (TimePlayed < 900 && !(TimePlayed % 10))
934 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
939 if (setup.sound_loops)
945 /* Hero disappears */
946 DrawLevelField(ExitX, ExitY);
952 CloseDoor(DOOR_CLOSE_1);
957 SaveTape(tape.level_nr); /* Ask to save tape */
960 if ((hi_pos = NewHiScore()) >= 0)
962 game_status = HALLOFFAME;
963 DrawHallOfFame(hi_pos);
964 if (bumplevel && TAPE_IS_EMPTY(tape))
969 game_status = MAINMENU;
970 if (bumplevel && TAPE_IS_EMPTY(tape))
985 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
986 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
989 for (k=0; k<MAX_SCORE_ENTRIES; k++)
991 if (local_player->score > highscore[k].Score)
993 /* player has made it to the hall of fame */
995 if (k < MAX_SCORE_ENTRIES - 1)
997 int m = MAX_SCORE_ENTRIES - 1;
1000 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1001 if (!strcmp(setup.player_name, highscore[l].Name))
1003 if (m == k) /* player's new highscore overwrites his old one */
1009 strcpy(highscore[l].Name, highscore[l - 1].Name);
1010 highscore[l].Score = highscore[l - 1].Score;
1017 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1018 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1019 highscore[k].Score = local_player->score;
1025 else if (!strncmp(setup.player_name, highscore[k].Name,
1026 MAX_PLAYER_NAME_LEN))
1027 break; /* player already there with a higher score */
1033 SaveScore(level_nr);
1038 void InitMovingField(int x, int y, int direction)
1040 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1041 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1043 MovDir[x][y] = direction;
1044 MovDir[newx][newy] = direction;
1045 if (Feld[newx][newy] == EL_LEERRAUM)
1046 Feld[newx][newy] = EL_BLOCKED;
1049 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1051 int direction = MovDir[x][y];
1052 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1053 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1059 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1061 int oldx = x, oldy = y;
1062 int direction = MovDir[x][y];
1064 if (direction == MV_LEFT)
1066 else if (direction == MV_RIGHT)
1068 else if (direction == MV_UP)
1070 else if (direction == MV_DOWN)
1073 *comes_from_x = oldx;
1074 *comes_from_y = oldy;
1077 int MovingOrBlocked2Element(int x, int y)
1079 int element = Feld[x][y];
1081 if (element == EL_BLOCKED)
1085 Blocked2Moving(x, y, &oldx, &oldy);
1086 return Feld[oldx][oldy];
1092 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1094 /* like MovingOrBlocked2Element(), but if element is moving
1095 and (x,y) is the field the moving element is just leaving,
1096 return EL_BLOCKED instead of the element value */
1097 int element = Feld[x][y];
1099 if (IS_MOVING(x, y))
1101 if (element == EL_BLOCKED)
1105 Blocked2Moving(x, y, &oldx, &oldy);
1106 return Feld[oldx][oldy];
1115 static void RemoveField(int x, int y)
1117 Feld[x][y] = EL_LEERRAUM;
1123 void RemoveMovingField(int x, int y)
1125 int oldx = x, oldy = y, newx = x, newy = y;
1127 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1130 if (IS_MOVING(x, y))
1132 Moving2Blocked(x, y, &newx, &newy);
1133 if (Feld[newx][newy] != EL_BLOCKED)
1136 else if (Feld[x][y] == EL_BLOCKED)
1138 Blocked2Moving(x, y, &oldx, &oldy);
1139 if (!IS_MOVING(oldx, oldy))
1143 if (Feld[x][y] == EL_BLOCKED &&
1144 (Store[oldx][oldy] == EL_MORAST_LEER ||
1145 Store[oldx][oldy] == EL_SIEB_LEER ||
1146 Store[oldx][oldy] == EL_SIEB2_LEER ||
1147 Store[oldx][oldy] == EL_AMOEBE_NASS))
1149 Feld[oldx][oldy] = Store[oldx][oldy];
1150 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1153 Feld[oldx][oldy] = EL_LEERRAUM;
1155 Feld[newx][newy] = EL_LEERRAUM;
1156 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1157 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1159 DrawLevelField(oldx, oldy);
1160 DrawLevelField(newx, newy);
1163 void DrawDynamite(int x, int y)
1165 int sx = SCREENX(x), sy = SCREENY(y);
1166 int graphic = el2gfx(Feld[x][y]);
1169 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1173 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1175 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1177 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1182 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1186 if (game.emulation == EMU_SUPAPLEX)
1187 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1188 else if (Store[x][y])
1189 DrawGraphicThruMask(sx, sy, graphic + phase);
1191 DrawGraphic(sx, sy, graphic + phase);
1194 void CheckDynamite(int x, int y)
1196 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1201 if (!(MovDelay[x][y] % 12))
1202 PlaySoundLevel(x, y, SND_ZISCH);
1204 if (IS_ACTIVE_BOMB(Feld[x][y]))
1206 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1208 if (!(MovDelay[x][y] % delay))
1216 StopSound(SND_ZISCH);
1220 void Explode(int ex, int ey, int phase, int mode)
1223 int num_phase = 9, delay = 2;
1224 int last_phase = num_phase * delay;
1225 int half_phase = (num_phase / 2) * delay;
1226 int first_phase_after_start = EX_PHASE_START + 1;
1228 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1230 int center_element = Feld[ex][ey];
1232 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1234 /* put moving element to center field (and let it explode there) */
1235 center_element = MovingOrBlocked2Element(ex, ey);
1236 RemoveMovingField(ex, ey);
1237 Feld[ex][ey] = center_element;
1240 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1244 if (!IN_LEV_FIELD(x, y) ||
1245 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1246 (x != ex || y != ey)))
1249 element = Feld[x][y];
1251 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1253 element = MovingOrBlocked2Element(x, y);
1254 RemoveMovingField(x, y);
1257 if (IS_MASSIVE(element) || element == EL_BURNING)
1260 if (IS_PLAYER(x, y) && FORCE_FIELD_ON(PLAYERINFO(x, y)))
1262 if (IS_ACTIVE_BOMB(element))
1264 /* re-activate things under the bomb like gate or penguin */
1265 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1272 if (element == EL_EXPLODING)
1273 element = Store2[x][y];
1275 if (IS_PLAYER(ex, ey) && !FORCE_FIELD_ON(PLAYERINFO(ex, ey)))
1277 switch(StorePlayer[ex][ey])
1280 Store[x][y] = EL_EDELSTEIN_ROT;
1283 Store[x][y] = EL_EDELSTEIN;
1286 Store[x][y] = EL_EDELSTEIN_LILA;
1290 Store[x][y] = EL_EDELSTEIN_GELB;
1294 if (game.emulation == EMU_SUPAPLEX)
1295 Store[x][y] = EL_LEERRAUM;
1297 else if (center_element == EL_MOLE)
1298 Store[x][y] = EL_EDELSTEIN_ROT;
1299 else if (center_element == EL_PINGUIN)
1300 Store[x][y] = EL_EDELSTEIN_LILA;
1301 else if (center_element == EL_KAEFER)
1302 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1303 else if (center_element == EL_BUTTERFLY)
1304 Store[x][y] = EL_EDELSTEIN_BD;
1305 else if (center_element == EL_SP_ELECTRON)
1306 Store[x][y] = EL_SP_INFOTRON;
1307 else if (center_element == EL_MAMPFER)
1308 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1309 else if (center_element == EL_AMOEBA2DIAM)
1310 Store[x][y] = level.amoeba_content;
1311 else if (element == EL_ERZ_EDEL)
1312 Store[x][y] = EL_EDELSTEIN;
1313 else if (element == EL_ERZ_DIAM)
1314 Store[x][y] = EL_DIAMANT;
1315 else if (element == EL_ERZ_EDEL_BD)
1316 Store[x][y] = EL_EDELSTEIN_BD;
1317 else if (element == EL_ERZ_EDEL_GELB)
1318 Store[x][y] = EL_EDELSTEIN_GELB;
1319 else if (element == EL_ERZ_EDEL_ROT)
1320 Store[x][y] = EL_EDELSTEIN_ROT;
1321 else if (element == EL_ERZ_EDEL_LILA)
1322 Store[x][y] = EL_EDELSTEIN_LILA;
1323 else if (!IS_PFORTE(Store[x][y]))
1324 Store[x][y] = EL_LEERRAUM;
1326 if (x != ex || y != ey ||
1327 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1328 Store2[x][y] = element;
1330 if (AmoebaNr[x][y] &&
1331 (element == EL_AMOEBE_VOLL ||
1332 element == EL_AMOEBE_BD ||
1333 element == EL_AMOEBING))
1335 AmoebaCnt[AmoebaNr[x][y]]--;
1336 AmoebaCnt2[AmoebaNr[x][y]]--;
1339 Feld[x][y] = EL_EXPLODING;
1340 MovDir[x][y] = MovPos[x][y] = 0;
1346 if (center_element == EL_MAMPFER)
1347 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1358 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1360 if (phase == first_phase_after_start)
1362 int element = Store2[x][y];
1364 if (element == EL_BLACK_ORB)
1366 Feld[x][y] = Store2[x][y];
1371 else if (phase == half_phase)
1373 int element = Store2[x][y];
1375 if (IS_PLAYER(x, y))
1376 KillHeroUnlessForceField(PLAYERINFO(x, y));
1377 else if (IS_EXPLOSIVE(element))
1379 Feld[x][y] = Store2[x][y];
1383 else if (element == EL_AMOEBA2DIAM)
1384 AmoebeUmwandeln(x, y);
1387 if (phase == last_phase)
1391 element = Feld[x][y] = Store[x][y];
1392 Store[x][y] = Store2[x][y] = 0;
1393 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1394 InitField(x, y, FALSE);
1395 if (CAN_MOVE(element) || COULD_MOVE(element))
1397 DrawLevelField(x, y);
1399 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1401 int graphic = GFX_EXPLOSION;
1403 if (game.emulation == EMU_SUPAPLEX)
1404 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1405 GFX_SP_EXPLODE_INFOTRON :
1406 GFX_SP_EXPLODE_EMPTY);
1409 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1411 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1415 void DynaExplode(int ex, int ey)
1418 int dynabomb_size = 1;
1419 boolean dynabomb_xl = FALSE;
1420 struct PlayerInfo *player;
1421 static int xy[4][2] =
1429 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1431 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1432 dynabomb_size = player->dynabomb_size;
1433 dynabomb_xl = player->dynabomb_xl;
1434 player->dynabombs_left++;
1437 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1441 for (j=1; j<=dynabomb_size; j++)
1443 int x = ex + j * xy[i % 4][0];
1444 int y = ey + j * xy[i % 4][1];
1447 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1450 element = Feld[x][y];
1452 /* do not restart explosions of fields with active bombs */
1453 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1456 Explode(x, y, EX_PHASE_START, EX_BORDER);
1458 if (element != EL_LEERRAUM &&
1459 element != EL_ERDREICH &&
1460 element != EL_EXPLODING &&
1467 void Bang(int x, int y)
1469 int element = Feld[x][y];
1471 if (game.emulation == EMU_SUPAPLEX)
1472 PlaySoundLevel(x, y, SND_SP_BOOOM);
1474 PlaySoundLevel(x, y, SND_ROAAAR);
1477 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1478 element = EL_LEERRAUM;
1492 RaiseScoreElement(element);
1493 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1495 case EL_DYNABOMB_ACTIVE_1:
1496 case EL_DYNABOMB_ACTIVE_2:
1497 case EL_DYNABOMB_ACTIVE_3:
1498 case EL_DYNABOMB_ACTIVE_4:
1499 case EL_DYNABOMB_NR:
1500 case EL_DYNABOMB_SZ:
1501 case EL_DYNABOMB_XL:
1507 if (IS_PLAYER(x, y))
1508 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1510 Explode(x, y, EX_PHASE_START, EX_CENTER);
1513 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1518 void Blurb(int x, int y)
1520 int element = Feld[x][y];
1522 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1524 PlaySoundLevel(x, y, SND_BLURB);
1525 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1526 (!IN_LEV_FIELD(x-1, y-1) ||
1527 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1529 Feld[x-1][y] = EL_BLURB_LEFT;
1531 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1532 (!IN_LEV_FIELD(x+1, y-1) ||
1533 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1535 Feld[x+1][y] = EL_BLURB_RIGHT;
1540 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1542 if (!MovDelay[x][y]) /* initialize animation counter */
1545 if (MovDelay[x][y]) /* continue animation */
1548 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1549 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1551 if (!MovDelay[x][y])
1553 Feld[x][y] = EL_LEERRAUM;
1554 DrawLevelField(x, y);
1560 static void ToggleBeltSwitch(int x, int y)
1562 static int belt_base_element[4] =
1564 EL_BELT1_SWITCH_LEFT,
1565 EL_BELT2_SWITCH_LEFT,
1566 EL_BELT3_SWITCH_LEFT,
1567 EL_BELT4_SWITCH_LEFT
1569 static int belt_move_dir[4] =
1577 int element = Feld[x][y];
1578 int belt_nr = getBeltNrFromSwitchElement(element);
1579 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1580 int belt_dir = belt_move_dir[belt_dir_nr];
1583 if (!IS_BELT_SWITCH(element))
1586 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1587 game.belt_dir[belt_nr] = belt_dir;
1589 if (belt_dir_nr == 3)
1592 for (yy=0; yy<lev_fieldy; yy++)
1594 for (xx=0; xx<lev_fieldx; xx++)
1596 int element = Feld[xx][yy];
1598 if (IS_BELT_SWITCH(element))
1600 int e_belt_nr = getBeltNrFromSwitchElement(element);
1602 if (e_belt_nr == belt_nr)
1604 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1605 DrawLevelField(xx, yy);
1608 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1610 int e_belt_nr = getBeltNrFromElement(element);
1612 if (e_belt_nr == belt_nr)
1613 DrawLevelField(xx, yy); /* set belt to parking position */
1619 static void ToggleSwitchgateSwitch(int x, int y)
1623 game.switchgate_pos = !game.switchgate_pos;
1625 for (yy=0; yy<lev_fieldy; yy++)
1627 for (xx=0; xx<lev_fieldx; xx++)
1629 int element = Feld[xx][yy];
1631 if (element == EL_SWITCHGATE_SWITCH_1 ||
1632 element == EL_SWITCHGATE_SWITCH_2)
1634 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1635 DrawLevelField(xx, yy);
1637 else if (element == EL_SWITCHGATE_OPEN ||
1638 element == EL_SWITCHGATE_OPENING)
1640 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1641 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1643 else if (element == EL_SWITCHGATE_CLOSED ||
1644 element == EL_SWITCHGATE_CLOSING)
1646 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1647 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1653 static void ToggleLightSwitch(int x, int y)
1655 int element = Feld[x][y];
1658 game.light_time_left =
1659 (element == EL_LIGHT_SWITCH_OFF ? 10 * FRAMES_PER_SECOND : 0);
1661 for (yy=0; yy<lev_fieldy; yy++)
1663 for (xx=0; xx<lev_fieldx; xx++)
1665 int element = Feld[xx][yy];
1667 if (element == EL_LIGHT_SWITCH_OFF &&
1668 game.light_time_left > 0)
1670 Feld[xx][yy] = EL_LIGHT_SWITCH_ON;
1671 DrawLevelField(xx, yy);
1673 else if (element == EL_LIGHT_SWITCH_ON &&
1674 game.light_time_left == 0)
1676 Feld[xx][yy] = EL_LIGHT_SWITCH_OFF;
1677 DrawLevelField(xx, yy);
1680 if (element == EL_INVISIBLE_STEEL ||
1681 element == EL_UNSICHTBAR ||
1682 element == EL_SAND_INVISIBLE)
1683 DrawLevelField(xx, yy);
1688 void Impact(int x, int y)
1690 boolean lastline = (y == lev_fieldy-1);
1691 boolean object_hit = FALSE;
1692 int element = Feld[x][y];
1695 if (!lastline) /* check if element below was hit */
1697 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1700 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1701 MovDir[x][y+1]!=MV_DOWN ||
1702 MovPos[x][y+1]<=TILEY/2));
1704 smashed = MovingOrBlocked2Element(x, y+1);
1707 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1713 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1714 (lastline || object_hit)) /* element is bomb */
1720 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1722 if (object_hit && IS_PLAYER(x, y+1))
1723 KillHeroUnlessForceField(PLAYERINFO(x, y+1));
1724 else if (object_hit && smashed == EL_PINGUIN)
1728 Feld[x][y] = EL_AMOEBING;
1729 Store[x][y] = EL_AMOEBE_NASS;
1734 if (!lastline && object_hit) /* check which object was hit */
1736 if (CAN_CHANGE(element) &&
1737 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1740 int activated_magic_wall =
1741 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1743 /* activate magic wall / mill */
1745 for (y=0; y<lev_fieldy; y++)
1746 for (x=0; x<lev_fieldx; x++)
1747 if (Feld[x][y] == smashed)
1748 Feld[x][y] = activated_magic_wall;
1750 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1751 game.magic_wall_active = TRUE;
1754 if (IS_PLAYER(x, y+1))
1756 KillHeroUnlessForceField(PLAYERINFO(x, y+1));
1759 else if (smashed == EL_PINGUIN)
1764 else if (element == EL_EDELSTEIN_BD)
1766 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1772 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1774 if (IS_ENEMY(smashed) ||
1775 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1776 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1777 smashed == EL_DRACHE || smashed == EL_MOLE)
1782 else if (!IS_MOVING(x, y+1))
1784 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1789 else if (smashed == EL_KOKOSNUSS)
1791 Feld[x][y+1] = EL_CRACKINGNUT;
1792 PlaySoundLevel(x, y, SND_KNACK);
1793 RaiseScoreElement(EL_KOKOSNUSS);
1796 else if (smashed == EL_DIAMANT)
1798 Feld[x][y+1] = EL_LEERRAUM;
1799 PlaySoundLevel(x, y, SND_QUIRK);
1802 else if (IS_BELT_SWITCH(smashed))
1804 ToggleBeltSwitch(x, y+1);
1806 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1807 smashed == EL_SWITCHGATE_SWITCH_2)
1809 ToggleSwitchgateSwitch(x, y+1);
1811 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1812 smashed == EL_LIGHT_SWITCH_ON)
1814 ToggleLightSwitch(x, y+1);
1820 /* play sound of magic wall / mill */
1822 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1824 PlaySoundLevel(x, y, SND_QUIRK);
1828 /* play sound of object that hits the ground */
1829 if (lastline || object_hit)
1836 case EL_EDELSTEIN_BD:
1837 case EL_EDELSTEIN_GELB:
1838 case EL_EDELSTEIN_ROT:
1839 case EL_EDELSTEIN_LILA:
1841 case EL_SP_INFOTRON:
1847 case EL_FELSBROCKEN:
1851 sound = SND_SP_ZONKDOWN;
1854 case EL_SCHLUESSEL1:
1855 case EL_SCHLUESSEL2:
1856 case EL_SCHLUESSEL3:
1857 case EL_SCHLUESSEL4:
1874 PlaySoundLevel(x, y, sound);
1878 void TurnRound(int x, int y)
1890 { 0, 0 }, { 0, 0 }, { 0, 0 },
1895 int left, right, back;
1899 { MV_DOWN, MV_UP, MV_RIGHT },
1900 { MV_UP, MV_DOWN, MV_LEFT },
1902 { MV_LEFT, MV_RIGHT, MV_DOWN },
1903 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1904 { MV_RIGHT, MV_LEFT, MV_UP }
1907 int element = Feld[x][y];
1908 int old_move_dir = MovDir[x][y];
1909 int left_dir = turn[old_move_dir].left;
1910 int right_dir = turn[old_move_dir].right;
1911 int back_dir = turn[old_move_dir].back;
1913 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1914 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1915 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1916 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1918 int left_x = x+left_dx, left_y = y+left_dy;
1919 int right_x = x+right_dx, right_y = y+right_dy;
1920 int move_x = x+move_dx, move_y = y+move_dy;
1922 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1924 TestIfBadThingHitsOtherBadThing(x, y);
1926 if (IN_LEV_FIELD(right_x, right_y) &&
1927 IS_FREE(right_x, right_y))
1928 MovDir[x][y] = right_dir;
1929 else if (!IN_LEV_FIELD(move_x, move_y) ||
1930 !IS_FREE(move_x, move_y))
1931 MovDir[x][y] = left_dir;
1933 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1935 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1938 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1939 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1941 TestIfBadThingHitsOtherBadThing(x, y);
1943 if (IN_LEV_FIELD(left_x, left_y) &&
1944 IS_FREE(left_x, left_y))
1945 MovDir[x][y] = left_dir;
1946 else if (!IN_LEV_FIELD(move_x, move_y) ||
1947 !IS_FREE(move_x, move_y))
1948 MovDir[x][y] = right_dir;
1950 if ((element == EL_FLIEGER ||
1951 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1952 && MovDir[x][y] != old_move_dir)
1954 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1957 else if (element == EL_MAMPFER)
1959 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1961 if (IN_LEV_FIELD(left_x, left_y) &&
1962 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1963 Feld[left_x][left_y] == EL_DIAMANT))
1964 can_turn_left = TRUE;
1965 if (IN_LEV_FIELD(right_x, right_y) &&
1966 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1967 Feld[right_x][right_y] == EL_DIAMANT))
1968 can_turn_right = TRUE;
1970 if (can_turn_left && can_turn_right)
1971 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1972 else if (can_turn_left)
1973 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1974 else if (can_turn_right)
1975 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1977 MovDir[x][y] = back_dir;
1979 MovDelay[x][y] = 16+16*RND(3);
1981 else if (element == EL_MAMPFER2)
1983 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1985 if (IN_LEV_FIELD(left_x, left_y) &&
1986 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1987 IS_MAMPF2(Feld[left_x][left_y])))
1988 can_turn_left = TRUE;
1989 if (IN_LEV_FIELD(right_x, right_y) &&
1990 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1991 IS_MAMPF2(Feld[right_x][right_y])))
1992 can_turn_right = TRUE;
1994 if (can_turn_left && can_turn_right)
1995 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1996 else if (can_turn_left)
1997 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1998 else if (can_turn_right)
1999 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2001 MovDir[x][y] = back_dir;
2003 MovDelay[x][y] = 16+16*RND(3);
2005 else if (element == EL_PACMAN)
2007 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2009 if (IN_LEV_FIELD(left_x, left_y) &&
2010 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2011 IS_AMOEBOID(Feld[left_x][left_y])))
2012 can_turn_left = TRUE;
2013 if (IN_LEV_FIELD(right_x, right_y) &&
2014 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2015 IS_AMOEBOID(Feld[right_x][right_y])))
2016 can_turn_right = TRUE;
2018 if (can_turn_left && can_turn_right)
2019 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2020 else if (can_turn_left)
2021 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2022 else if (can_turn_right)
2023 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2025 MovDir[x][y] = back_dir;
2027 MovDelay[x][y] = 6+RND(40);
2029 else if (element == EL_SCHWEIN)
2031 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2032 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2033 boolean should_move_on = FALSE;
2035 int rnd = RND(rnd_value);
2037 if (IN_LEV_FIELD(left_x, left_y) &&
2038 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2039 can_turn_left = TRUE;
2040 if (IN_LEV_FIELD(right_x, right_y) &&
2041 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2042 can_turn_right = TRUE;
2043 if (IN_LEV_FIELD(move_x, move_y) &&
2044 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2047 if (can_turn_left &&
2049 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2050 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2051 should_turn_left = TRUE;
2052 if (can_turn_right &&
2054 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2055 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2056 should_turn_right = TRUE;
2058 (!can_turn_left || !can_turn_right ||
2059 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2060 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2061 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2062 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2063 should_move_on = TRUE;
2065 if (should_turn_left || should_turn_right || should_move_on)
2067 if (should_turn_left && should_turn_right && should_move_on)
2068 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2069 rnd < 2*rnd_value/3 ? right_dir :
2071 else if (should_turn_left && should_turn_right)
2072 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2073 else if (should_turn_left && should_move_on)
2074 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2075 else if (should_turn_right && should_move_on)
2076 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2077 else if (should_turn_left)
2078 MovDir[x][y] = left_dir;
2079 else if (should_turn_right)
2080 MovDir[x][y] = right_dir;
2081 else if (should_move_on)
2082 MovDir[x][y] = old_move_dir;
2084 else if (can_move_on && rnd > rnd_value/8)
2085 MovDir[x][y] = old_move_dir;
2086 else if (can_turn_left && can_turn_right)
2087 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2088 else if (can_turn_left && rnd > rnd_value/8)
2089 MovDir[x][y] = left_dir;
2090 else if (can_turn_right && rnd > rnd_value/8)
2091 MovDir[x][y] = right_dir;
2093 MovDir[x][y] = back_dir;
2095 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2096 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2097 MovDir[x][y] = old_move_dir;
2101 else if (element == EL_DRACHE)
2103 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2105 int rnd = RND(rnd_value);
2107 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2108 can_turn_left = TRUE;
2109 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2110 can_turn_right = TRUE;
2111 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2114 if (can_move_on && rnd > rnd_value/8)
2115 MovDir[x][y] = old_move_dir;
2116 else if (can_turn_left && can_turn_right)
2117 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2118 else if (can_turn_left && rnd > rnd_value/8)
2119 MovDir[x][y] = left_dir;
2120 else if (can_turn_right && rnd > rnd_value/8)
2121 MovDir[x][y] = right_dir;
2123 MovDir[x][y] = back_dir;
2125 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2126 MovDir[x][y] = old_move_dir;
2130 else if (element == EL_MOLE)
2132 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2134 if (IN_LEV_FIELD(move_x, move_y) &&
2135 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2136 Feld[move_x][move_y] == EL_DEAMOEBING))
2141 if (IN_LEV_FIELD(left_x, left_y) &&
2142 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2143 can_turn_left = TRUE;
2144 if (IN_LEV_FIELD(right_x, right_y) &&
2145 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2146 can_turn_right = TRUE;
2148 if (can_turn_left && can_turn_right)
2149 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2150 else if (can_turn_left)
2151 MovDir[x][y] = left_dir;
2153 MovDir[x][y] = right_dir;
2156 if (MovDir[x][y] != old_move_dir)
2159 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2161 int attr_x = -1, attr_y = -1;
2172 for (i=0; i<MAX_PLAYERS; i++)
2174 struct PlayerInfo *player = &stored_player[i];
2175 int jx = player->jx, jy = player->jy;
2177 if (!player->active)
2180 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2188 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2194 if (element == EL_PINGUIN)
2197 static int xy[4][2] =
2207 int ex = x + xy[i%4][0];
2208 int ey = y + xy[i%4][1];
2210 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2219 MovDir[x][y] = MV_NO_MOVING;
2221 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2223 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2225 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2227 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2229 if (element == EL_ROBOT)
2233 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2234 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2235 Moving2Blocked(x, y, &newx, &newy);
2237 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2238 MovDelay[x][y] = 8+8*!RND(3);
2240 MovDelay[x][y] = 16;
2248 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2250 boolean first_horiz = RND(2);
2251 int new_move_dir = MovDir[x][y];
2254 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2255 Moving2Blocked(x, y, &newx, &newy);
2257 if (IN_LEV_FIELD(newx, newy) &&
2258 (IS_FREE(newx, newy) ||
2259 Feld[newx][newy] == EL_SALZSAEURE ||
2260 (element == EL_PINGUIN &&
2261 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2262 IS_MAMPF3(Feld[newx][newy])))))
2266 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2267 Moving2Blocked(x, y, &newx, &newy);
2269 if (IN_LEV_FIELD(newx, newy) &&
2270 (IS_FREE(newx, newy) ||
2271 Feld[newx][newy] == EL_SALZSAEURE ||
2272 (element == EL_PINGUIN &&
2273 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2274 IS_MAMPF3(Feld[newx][newy])))))
2277 MovDir[x][y] = old_move_dir;
2284 static boolean JustBeingPushed(int x, int y)
2288 for (i=0; i<MAX_PLAYERS; i++)
2290 struct PlayerInfo *player = &stored_player[i];
2292 if (player->active && player->Pushing && player->MovPos)
2294 int next_jx = player->jx + (player->jx - player->last_jx);
2295 int next_jy = player->jy + (player->jy - player->last_jy);
2297 if (x == next_jx && y == next_jy)
2305 void StartMoving(int x, int y)
2307 int element = Feld[x][y];
2312 if (CAN_FALL(element) && y<lev_fieldy-1)
2314 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2315 if (JustBeingPushed(x, y))
2318 if (element == EL_MORAST_VOLL)
2320 if (IS_FREE(x, y+1))
2322 InitMovingField(x, y, MV_DOWN);
2323 Feld[x][y] = EL_FELSBROCKEN;
2324 Store[x][y] = EL_MORAST_LEER;
2326 else if (Feld[x][y+1] == EL_MORAST_LEER)
2328 if (!MovDelay[x][y])
2329 MovDelay[x][y] = TILEY + 1;
2338 Feld[x][y] = EL_MORAST_LEER;
2339 Feld[x][y+1] = EL_MORAST_VOLL;
2342 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2344 InitMovingField(x, y, MV_DOWN);
2345 Store[x][y] = EL_MORAST_VOLL;
2347 else if (element == EL_SIEB_VOLL)
2349 if (IS_FREE(x, y+1))
2351 InitMovingField(x, y, MV_DOWN);
2352 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2353 Store[x][y] = EL_SIEB_LEER;
2355 else if (Feld[x][y+1] == EL_SIEB_LEER)
2357 if (!MovDelay[x][y])
2358 MovDelay[x][y] = TILEY/4 + 1;
2367 Feld[x][y] = EL_SIEB_LEER;
2368 Feld[x][y+1] = EL_SIEB_VOLL;
2369 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2373 else if (element == EL_SIEB2_VOLL)
2375 if (IS_FREE(x, y+1))
2377 InitMovingField(x, y, MV_DOWN);
2378 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2379 Store[x][y] = EL_SIEB2_LEER;
2381 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2383 if (!MovDelay[x][y])
2384 MovDelay[x][y] = TILEY/4 + 1;
2393 Feld[x][y] = EL_SIEB2_LEER;
2394 Feld[x][y+1] = EL_SIEB2_VOLL;
2395 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2399 else if (CAN_CHANGE(element) &&
2400 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2402 InitMovingField(x, y, MV_DOWN);
2404 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2405 Store2[x][y+1] = element;
2407 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2410 InitMovingField(x, y, MV_DOWN);
2411 Store[x][y] = EL_SALZSAEURE;
2413 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2418 else if (IS_FREE(x, y+1))
2420 InitMovingField(x, y, MV_DOWN);
2422 else if (element == EL_TROPFEN)
2424 Feld[x][y] = EL_AMOEBING;
2425 Store[x][y] = EL_AMOEBE_NASS;
2427 #if OLD_GAME_BEHAVIOUR
2428 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2430 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2431 !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
2434 boolean left = (x>0 && IS_FREE(x-1, y) &&
2435 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2436 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2437 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2441 if (left && right && game.emulation != EMU_BOULDERDASH)
2442 left = !(right = RND(2));
2444 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2447 else if (IS_BELT(Feld[x][y+1]))
2449 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2450 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2451 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2452 int belt_dir = game.belt_dir[belt_nr];
2454 if ((belt_dir == MV_LEFT && left_is_free) ||
2455 (belt_dir == MV_RIGHT && right_is_free))
2456 InitMovingField(x, y, belt_dir);
2459 else if (CAN_MOVE(element))
2463 if (element == EL_SONDE && JustBeingPushed(x, y))
2466 if (!MovDelay[x][y]) /* start new movement phase */
2468 /* all objects that can change their move direction after each step */
2469 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2471 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2474 if (MovDelay[x][y] && (element == EL_KAEFER ||
2475 element == EL_FLIEGER ||
2476 element == EL_SP_SNIKSNAK ||
2477 element == EL_SP_ELECTRON ||
2478 element == EL_MOLE))
2479 DrawLevelField(x, y);
2483 if (MovDelay[x][y]) /* wait some time before next movement */
2487 if (element == EL_ROBOT ||
2488 element == EL_MAMPFER || element == EL_MAMPFER2)
2490 int phase = MovDelay[x][y] % 8;
2495 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2496 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2498 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2499 && MovDelay[x][y]%4 == 3)
2500 PlaySoundLevel(x, y, SND_NJAM);
2502 else if (element == EL_SP_ELECTRON)
2503 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2504 else if (element == EL_DRACHE)
2507 int dir = MovDir[x][y];
2508 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2509 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2510 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2511 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2512 dir == MV_UP ? GFX_FLAMMEN_UP :
2513 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2514 int phase = FrameCounter % 2;
2516 for (i=1; i<=3; i++)
2518 int xx = x + i*dx, yy = y + i*dy;
2519 int sx = SCREENX(xx), sy = SCREENY(yy);
2521 if (!IN_LEV_FIELD(xx, yy) ||
2522 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2527 int flamed = MovingOrBlocked2Element(xx, yy);
2529 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2532 RemoveMovingField(xx, yy);
2534 Feld[xx][yy] = EL_BURNING;
2535 if (IN_SCR_FIELD(sx, sy))
2536 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2540 if (Feld[xx][yy] == EL_BURNING)
2541 Feld[xx][yy] = EL_LEERRAUM;
2542 DrawLevelField(xx, yy);
2551 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2553 PlaySoundLevel(x, y, SND_KLAPPER);
2555 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2557 PlaySoundLevel(x, y, SND_ROEHR);
2560 /* now make next step */
2562 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2564 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2565 !FORCE_FIELD_ON(PLAYERINFO(newx, newy)))
2569 TestIfBadThingHitsHero(x, y);
2572 /* enemy got the player */
2574 KillHero(PLAYERINFO(newx, newy));
2579 else if ((element == EL_PINGUIN ||
2580 element == EL_ROBOT || element == EL_SONDE) &&
2581 IN_LEV_FIELD(newx, newy) &&
2582 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2585 Store[x][y] = EL_SALZSAEURE;
2587 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2589 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2591 Feld[x][y] = EL_LEERRAUM;
2592 DrawLevelField(x, y);
2594 PlaySoundLevel(newx, newy, SND_BUING);
2595 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2596 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2598 local_player->friends_still_needed--;
2599 if (!local_player->friends_still_needed &&
2600 !local_player->GameOver && AllPlayersGone)
2601 local_player->LevelSolved = local_player->GameOver = TRUE;
2605 else if (IS_MAMPF3(Feld[newx][newy]))
2607 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2608 DrawLevelField(newx, newy);
2610 MovDir[x][y] = MV_NO_MOVING;
2612 else if (!IS_FREE(newx, newy))
2614 if (IS_PLAYER(x, y))
2615 DrawPlayerField(x, y);
2617 DrawLevelField(x, y);
2621 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2623 if (IS_GEM(Feld[newx][newy]))
2625 if (IS_MOVING(newx, newy))
2626 RemoveMovingField(newx, newy);
2629 Feld[newx][newy] = EL_LEERRAUM;
2630 DrawLevelField(newx, newy);
2633 else if (!IS_FREE(newx, newy))
2635 if (IS_PLAYER(x, y))
2636 DrawPlayerField(x, y);
2638 DrawLevelField(x, y);
2642 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2644 if (!IS_FREE(newx, newy))
2646 if (IS_PLAYER(x, y))
2647 DrawPlayerField(x, y);
2649 DrawLevelField(x, y);
2654 boolean wanna_flame = !RND(10);
2655 int dx = newx - x, dy = newy - y;
2656 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2657 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2658 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2659 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2660 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2661 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2663 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2664 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2665 element1 != EL_BURNING && element2 != EL_BURNING)
2667 if (IS_PLAYER(x, y))
2668 DrawPlayerField(x, y);
2670 DrawLevelField(x, y);
2672 MovDelay[x][y] = 50;
2673 Feld[newx][newy] = EL_BURNING;
2674 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2675 Feld[newx1][newy1] = EL_BURNING;
2676 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2677 Feld[newx2][newy2] = EL_BURNING;
2682 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2683 Feld[newx][newy] == EL_DIAMANT)
2685 if (IS_MOVING(newx, newy))
2686 RemoveMovingField(newx, newy);
2689 Feld[newx][newy] = EL_LEERRAUM;
2690 DrawLevelField(newx, newy);
2693 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2694 IS_MAMPF2(Feld[newx][newy]))
2696 if (AmoebaNr[newx][newy])
2698 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2699 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2700 Feld[newx][newy] == EL_AMOEBE_BD)
2701 AmoebaCnt[AmoebaNr[newx][newy]]--;
2704 if (IS_MOVING(newx, newy))
2705 RemoveMovingField(newx, newy);
2708 Feld[newx][newy] = EL_LEERRAUM;
2709 DrawLevelField(newx, newy);
2712 else if ((element == EL_PACMAN || element == EL_MOLE)
2713 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2715 if (AmoebaNr[newx][newy])
2717 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2718 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2719 Feld[newx][newy] == EL_AMOEBE_BD)
2720 AmoebaCnt[AmoebaNr[newx][newy]]--;
2723 if (element == EL_MOLE)
2725 Feld[newx][newy] = EL_DEAMOEBING;
2726 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2727 return; /* wait for shrinking amoeba */
2729 else /* element == EL_PACMAN */
2731 Feld[newx][newy] = EL_LEERRAUM;
2732 DrawLevelField(newx, newy);
2735 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2736 (Feld[newx][newy] == EL_DEAMOEBING ||
2737 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2739 /* wait for shrinking amoeba to completely disappear */
2742 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2744 /* object was running against a wall */
2748 if (element == EL_KAEFER || element == EL_FLIEGER ||
2749 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2750 DrawLevelField(x, y);
2751 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2752 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2753 else if (element == EL_SONDE)
2754 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2755 else if (element == EL_SP_ELECTRON)
2756 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2761 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2762 PlaySoundLevel(x, y, SND_SCHLURF);
2764 InitMovingField(x, y, MovDir[x][y]);
2768 ContinueMoving(x, y);
2771 void ContinueMoving(int x, int y)
2773 int element = Feld[x][y];
2774 int direction = MovDir[x][y];
2775 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2776 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2777 int horiz_move = (dx!=0);
2778 int newx = x + dx, newy = y + dy;
2779 int step = (horiz_move ? dx : dy) * TILEX / 8;
2781 if (element == EL_TROPFEN)
2783 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2785 else if (CAN_FALL(element) && horiz_move &&
2786 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2789 #if OLD_GAME_BEHAVIOUR
2790 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2794 MovPos[x][y] += step;
2796 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2798 Feld[x][y] = EL_LEERRAUM;
2799 Feld[newx][newy] = element;
2801 if (element == EL_MOLE)
2804 static int xy[4][2] =
2812 Feld[x][y] = EL_ERDREICH;
2813 DrawLevelField(x, y);
2822 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2823 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2827 if (Store[x][y] == EL_MORAST_VOLL)
2830 Feld[newx][newy] = EL_MORAST_VOLL;
2831 element = EL_MORAST_VOLL;
2833 else if (Store[x][y] == EL_MORAST_LEER)
2836 Feld[x][y] = EL_MORAST_LEER;
2838 else if (Store[x][y] == EL_SIEB_VOLL)
2841 element = Feld[newx][newy] =
2842 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2844 else if (Store[x][y] == EL_SIEB_LEER)
2846 Store[x][y] = Store2[x][y] = 0;
2847 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2849 else if (Store[x][y] == EL_SIEB2_VOLL)
2852 element = Feld[newx][newy] =
2853 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2855 else if (Store[x][y] == EL_SIEB2_LEER)
2857 Store[x][y] = Store2[x][y] = 0;
2858 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2860 else if (Store[x][y] == EL_SALZSAEURE)
2863 Feld[newx][newy] = EL_SALZSAEURE;
2864 element = EL_SALZSAEURE;
2866 else if (Store[x][y] == EL_AMOEBE_NASS)
2869 Feld[x][y] = EL_AMOEBE_NASS;
2872 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2873 MovDelay[newx][newy] = 0;
2875 if (!CAN_MOVE(element))
2876 MovDir[newx][newy] = 0;
2878 DrawLevelField(x, y);
2879 DrawLevelField(newx, newy);
2881 Stop[newx][newy] = TRUE;
2882 JustStopped[newx][newy] = 3;
2884 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2886 TestIfBadThingHitsHero(newx, newy);
2887 TestIfBadThingHitsFriend(newx, newy);
2888 TestIfBadThingHitsOtherBadThing(newx, newy);
2890 else if (element == EL_PINGUIN)
2891 TestIfFriendHitsBadThing(newx, newy);
2893 if (CAN_SMASH(element) && direction == MV_DOWN &&
2894 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2897 else /* still moving on */
2898 DrawLevelField(x, y);
2901 int AmoebeNachbarNr(int ax, int ay)
2904 int element = Feld[ax][ay];
2906 static int xy[4][2] =
2916 int x = ax + xy[i][0];
2917 int y = ay + xy[i][1];
2919 if (!IN_LEV_FIELD(x, y))
2922 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2923 group_nr = AmoebaNr[x][y];
2929 void AmoebenVereinigen(int ax, int ay)
2931 int i, x, y, xx, yy;
2932 int new_group_nr = AmoebaNr[ax][ay];
2933 static int xy[4][2] =
2941 if (new_group_nr == 0)
2949 if (!IN_LEV_FIELD(x, y))
2952 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2953 Feld[x][y] == EL_AMOEBE_BD ||
2954 Feld[x][y] == EL_AMOEBE_TOT) &&
2955 AmoebaNr[x][y] != new_group_nr)
2957 int old_group_nr = AmoebaNr[x][y];
2959 if (old_group_nr == 0)
2962 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2963 AmoebaCnt[old_group_nr] = 0;
2964 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2965 AmoebaCnt2[old_group_nr] = 0;
2967 for (yy=0; yy<lev_fieldy; yy++)
2969 for (xx=0; xx<lev_fieldx; xx++)
2971 if (AmoebaNr[xx][yy] == old_group_nr)
2972 AmoebaNr[xx][yy] = new_group_nr;
2979 void AmoebeUmwandeln(int ax, int ay)
2983 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2985 int group_nr = AmoebaNr[ax][ay];
2990 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2991 printf("AmoebeUmwandeln(): This should never happen!\n");
2996 for (y=0; y<lev_fieldy; y++)
2998 for (x=0; x<lev_fieldx; x++)
3000 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3003 Feld[x][y] = EL_AMOEBA2DIAM;
3011 static int xy[4][2] =
3024 if (!IN_LEV_FIELD(x, y))
3027 if (Feld[x][y] == EL_AMOEBA2DIAM)
3033 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3036 int group_nr = AmoebaNr[ax][ay];
3037 boolean done = FALSE;
3042 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3043 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3048 for (y=0; y<lev_fieldy; y++)
3050 for (x=0; x<lev_fieldx; x++)
3052 if (AmoebaNr[x][y] == group_nr &&
3053 (Feld[x][y] == EL_AMOEBE_TOT ||
3054 Feld[x][y] == EL_AMOEBE_BD ||
3055 Feld[x][y] == EL_AMOEBING))
3058 Feld[x][y] = new_element;
3059 InitField(x, y, FALSE);
3060 DrawLevelField(x, y);
3067 PlaySoundLevel(ax, ay,
3068 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
3071 void AmoebeWaechst(int x, int y)
3073 static unsigned long sound_delay = 0;
3074 static unsigned long sound_delay_value = 0;
3076 if (!MovDelay[x][y]) /* start new growing cycle */
3080 if (DelayReached(&sound_delay, sound_delay_value))
3082 PlaySoundLevel(x, y, SND_AMOEBE);
3083 sound_delay_value = 30;
3087 if (MovDelay[x][y]) /* wait some time before growing bigger */
3090 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3091 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3093 if (!MovDelay[x][y])
3095 Feld[x][y] = Store[x][y];
3097 DrawLevelField(x, y);
3102 void AmoebeSchrumpft(int x, int y)
3104 static unsigned long sound_delay = 0;
3105 static unsigned long sound_delay_value = 0;
3107 if (!MovDelay[x][y]) /* start new shrinking cycle */
3111 if (DelayReached(&sound_delay, sound_delay_value))
3113 PlaySoundLevel(x, y, SND_BLURB);
3114 sound_delay_value = 30;
3118 if (MovDelay[x][y]) /* wait some time before shrinking */
3121 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3122 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3124 if (!MovDelay[x][y])
3126 Feld[x][y] = EL_LEERRAUM;
3127 DrawLevelField(x, y);
3129 /* don't let mole enter this field in this cycle;
3130 (give priority to objects falling to this field from above) */
3136 void AmoebeAbleger(int ax, int ay)
3139 int element = Feld[ax][ay];
3140 int newax = ax, neway = ay;
3141 static int xy[4][2] =
3149 if (!level.amoeba_speed)
3151 Feld[ax][ay] = EL_AMOEBE_TOT;
3152 DrawLevelField(ax, ay);
3156 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3157 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3159 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3162 if (MovDelay[ax][ay])
3166 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3169 int x = ax + xy[start][0];
3170 int y = ay + xy[start][1];
3172 if (!IN_LEV_FIELD(x, y))
3175 if (IS_FREE(x, y) ||
3176 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3182 if (newax == ax && neway == ay)
3185 else /* normal or "filled" (BD style) amoeba */
3188 boolean waiting_for_player = FALSE;
3192 int j = (start + i) % 4;
3193 int x = ax + xy[j][0];
3194 int y = ay + xy[j][1];
3196 if (!IN_LEV_FIELD(x, y))
3199 if (IS_FREE(x, y) ||
3200 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3206 else if (IS_PLAYER(x, y))
3207 waiting_for_player = TRUE;
3210 if (newax == ax && neway == ay) /* amoeba cannot grow */
3212 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3214 Feld[ax][ay] = EL_AMOEBE_TOT;
3215 DrawLevelField(ax, ay);
3216 AmoebaCnt[AmoebaNr[ax][ay]]--;
3218 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3220 if (element == EL_AMOEBE_VOLL)
3221 AmoebeUmwandeln(ax, ay);
3222 else if (element == EL_AMOEBE_BD)
3223 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3228 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3230 /* amoeba gets larger by growing in some direction */
3232 int new_group_nr = AmoebaNr[ax][ay];
3235 if (new_group_nr == 0)
3237 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3238 printf("AmoebeAbleger(): This should never happen!\n");
3243 AmoebaNr[newax][neway] = new_group_nr;
3244 AmoebaCnt[new_group_nr]++;
3245 AmoebaCnt2[new_group_nr]++;
3247 /* if amoeba touches other amoeba(s) after growing, unify them */
3248 AmoebenVereinigen(newax, neway);
3250 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3252 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
3258 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3259 (neway == lev_fieldy - 1 && newax != ax))
3261 Feld[newax][neway] = EL_AMOEBING;
3262 Store[newax][neway] = element;
3264 else if (neway == ay)
3265 Feld[newax][neway] = EL_TROPFEN;
3268 InitMovingField(ax, ay, MV_DOWN);
3269 Feld[ax][ay] = EL_TROPFEN;
3270 Store[ax][ay] = EL_AMOEBE_NASS;
3271 ContinueMoving(ax, ay);
3275 DrawLevelField(newax, neway);
3278 void Life(int ax, int ay)
3281 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3283 int element = Feld[ax][ay];
3288 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3289 MovDelay[ax][ay] = life_time;
3291 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3294 if (MovDelay[ax][ay])
3298 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3300 int xx = ax+x1, yy = ay+y1;
3303 if (!IN_LEV_FIELD(xx, yy))
3306 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3308 int x = xx+x2, y = yy+y2;
3310 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3313 if (((Feld[x][y] == element ||
3314 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3316 (IS_FREE(x, y) && Stop[x][y]))
3320 if (xx == ax && yy == ay) /* field in the middle */
3322 if (nachbarn<life[0] || nachbarn>life[1])
3324 Feld[xx][yy] = EL_LEERRAUM;
3326 DrawLevelField(xx, yy);
3327 Stop[xx][yy] = TRUE;
3330 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3331 { /* free border field */
3332 if (nachbarn>=life[2] && nachbarn<=life[3])
3334 Feld[xx][yy] = element;
3335 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3337 DrawLevelField(xx, yy);
3338 Stop[xx][yy] = TRUE;
3344 void Ablenk(int x, int y)
3346 if (!MovDelay[x][y]) /* next animation frame */
3347 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3349 if (MovDelay[x][y]) /* wait some time before next frame */
3354 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3355 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3356 if (!(MovDelay[x][y]%4))
3357 PlaySoundLevel(x, y, SND_MIEP);
3362 Feld[x][y] = EL_ABLENK_AUS;
3363 DrawLevelField(x, y);
3364 if (ZX == x && ZY == y)
3368 void Birne(int x, int y)
3370 if (!MovDelay[x][y]) /* next animation frame */
3371 MovDelay[x][y] = 800;
3373 if (MovDelay[x][y]) /* wait some time before next frame */
3378 if (!(MovDelay[x][y]%5))
3380 if (!(MovDelay[x][y]%10))
3381 Feld[x][y]=EL_ABLENK_EIN;
3383 Feld[x][y]=EL_ABLENK_AUS;
3384 DrawLevelField(x, y);
3385 Feld[x][y]=EL_ABLENK_EIN;
3391 Feld[x][y]=EL_ABLENK_AUS;
3392 DrawLevelField(x, y);
3393 if (ZX == x && ZY == y)
3397 void Blubber(int x, int y)
3399 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3400 DrawLevelField(x, y-1);
3402 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3405 void NussKnacken(int x, int y)
3407 if (!MovDelay[x][y]) /* next animation frame */
3410 if (MovDelay[x][y]) /* wait some time before next frame */
3413 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3414 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
3416 if (!MovDelay[x][y])
3418 Feld[x][y] = EL_EDELSTEIN;
3419 DrawLevelField(x, y);
3424 void SiebAktivieren(int x, int y, int typ)
3426 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3428 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3431 void AusgangstuerPruefen(int x, int y)
3433 if (!local_player->gems_still_needed &&
3434 !local_player->sokobanfields_still_needed &&
3435 !local_player->lights_still_needed)
3437 Feld[x][y] = EL_AUSGANG_ACT;
3439 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3440 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3441 y < LEVELY(BY1) ? LEVELY(BY1) :
3442 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3447 void AusgangstuerOeffnen(int x, int y)
3451 if (!MovDelay[x][y]) /* next animation frame */
3452 MovDelay[x][y] = 5*delay;
3454 if (MovDelay[x][y]) /* wait some time before next frame */
3459 tuer = MovDelay[x][y]/delay;
3460 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3461 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3463 if (!MovDelay[x][y])
3465 Feld[x][y] = EL_AUSGANG_AUF;
3466 DrawLevelField(x, y);
3471 void AusgangstuerBlinken(int x, int y)
3473 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3476 void OpenSwitchgate(int x, int y)
3480 if (!MovDelay[x][y]) /* next animation frame */
3481 MovDelay[x][y] = 5 * delay;
3483 if (MovDelay[x][y]) /* wait some time before next frame */
3488 phase = MovDelay[x][y] / delay;
3489 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3490 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3492 if (!MovDelay[x][y])
3494 Feld[x][y] = EL_SWITCHGATE_OPEN;
3495 DrawLevelField(x, y);
3500 void CloseSwitchgate(int x, int y)
3504 if (!MovDelay[x][y]) /* next animation frame */
3505 MovDelay[x][y] = 5 * delay;
3507 if (MovDelay[x][y]) /* wait some time before next frame */
3512 phase = MovDelay[x][y] / delay;
3513 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3514 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3516 if (!MovDelay[x][y])
3518 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3519 DrawLevelField(x, y);
3524 void EdelsteinFunkeln(int x, int y)
3526 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3529 if (Feld[x][y] == EL_EDELSTEIN_BD)
3530 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3533 if (!MovDelay[x][y]) /* next animation frame */
3534 MovDelay[x][y] = 11 * !SimpleRND(500);
3536 if (MovDelay[x][y]) /* wait some time before next frame */
3540 if (setup.direct_draw && MovDelay[x][y])
3541 SetDrawtoField(DRAW_BUFFERED);
3543 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3547 int phase = (MovDelay[x][y]-1)/2;
3552 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3554 if (setup.direct_draw)
3558 dest_x = FX + SCREENX(x)*TILEX;
3559 dest_y = FY + SCREENY(y)*TILEY;
3561 XCopyArea(display, drawto_field, window, gc,
3562 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3563 SetDrawtoField(DRAW_DIRECT);
3570 void MauerWaechst(int x, int y)
3574 if (!MovDelay[x][y]) /* next animation frame */
3575 MovDelay[x][y] = 3*delay;
3577 if (MovDelay[x][y]) /* wait some time before next frame */
3582 phase = 2-MovDelay[x][y]/delay;
3583 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3584 DrawGraphic(SCREENX(x), SCREENY(y),
3585 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3586 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3587 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3588 GFX_MAUER_DOWN ) + phase);
3590 if (!MovDelay[x][y])
3592 if (MovDir[x][y] == MV_LEFT)
3594 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3595 DrawLevelField(x-1, y);
3597 else if (MovDir[x][y] == MV_RIGHT)
3599 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3600 DrawLevelField(x+1, y);
3602 else if (MovDir[x][y] == MV_UP)
3604 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3605 DrawLevelField(x, y-1);
3609 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3610 DrawLevelField(x, y+1);
3613 Feld[x][y] = Store[x][y];
3615 MovDir[x][y] = MV_NO_MOVING;
3616 DrawLevelField(x, y);
3621 void MauerAbleger(int ax, int ay)
3623 int element = Feld[ax][ay];
3624 boolean oben_frei = FALSE, unten_frei = FALSE;
3625 boolean links_frei = FALSE, rechts_frei = FALSE;
3626 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3627 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3629 if (!MovDelay[ax][ay]) /* start building new wall */
3630 MovDelay[ax][ay] = 6;
3632 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3635 if (MovDelay[ax][ay])
3639 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3641 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3643 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3645 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3648 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3652 Feld[ax][ay-1] = EL_MAUERND;
3653 Store[ax][ay-1] = element;
3654 MovDir[ax][ay-1] = MV_UP;
3655 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3656 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3660 Feld[ax][ay+1] = EL_MAUERND;
3661 Store[ax][ay+1] = element;
3662 MovDir[ax][ay+1] = MV_DOWN;
3663 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3664 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3668 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3669 element == EL_MAUER_LEBT)
3673 Feld[ax-1][ay] = EL_MAUERND;
3674 Store[ax-1][ay] = element;
3675 MovDir[ax-1][ay] = MV_LEFT;
3676 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3677 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3681 Feld[ax+1][ay] = EL_MAUERND;
3682 Store[ax+1][ay] = element;
3683 MovDir[ax+1][ay] = MV_RIGHT;
3684 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3685 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3689 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3690 DrawLevelField(ax, ay);
3692 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3694 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3695 unten_massiv = TRUE;
3696 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3697 links_massiv = TRUE;
3698 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3699 rechts_massiv = TRUE;
3701 if (((oben_massiv && unten_massiv) ||
3702 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3703 ((links_massiv && rechts_massiv) ||
3704 element == EL_MAUER_Y))
3705 Feld[ax][ay] = EL_MAUERWERK;
3708 void CheckForDragon(int x, int y)
3711 boolean dragon_found = FALSE;
3712 static int xy[4][2] =
3724 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3726 if (IN_LEV_FIELD(xx, yy) &&
3727 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3729 if (Feld[xx][yy] == EL_DRACHE)
3730 dragon_found = TRUE;
3743 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3745 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3747 Feld[xx][yy] = EL_LEERRAUM;
3748 DrawLevelField(xx, yy);
3757 static void CheckBuggyBase(int x, int y)
3759 int element = Feld[x][y];
3761 if (element == EL_SP_BUG)
3763 if (!MovDelay[x][y]) /* start activating buggy base */
3764 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3766 if (MovDelay[x][y]) /* wait some time before activating base */
3769 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3770 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3774 Feld[x][y] = EL_SP_BUG_ACTIVE;
3777 else if (element == EL_SP_BUG_ACTIVE)
3779 if (!MovDelay[x][y]) /* start activating buggy base */
3780 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3782 if (MovDelay[x][y]) /* wait some time before activating base */
3788 static int xy[4][2] =
3796 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3797 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3801 int xx = x + xy[i][0], yy = y + xy[i][1];
3803 if (IS_PLAYER(xx, yy))
3805 PlaySoundLevel(x, y, SND_SP_BUG);
3813 Feld[x][y] = EL_SP_BUG;
3814 DrawLevelField(x, y);
3819 static void DrawBeltAnimation(int x, int y, int element)
3821 int belt_nr = getBeltNrFromElement(element);
3822 int belt_dir = game.belt_dir[belt_nr];
3824 if (belt_dir != MV_NO_MOVING)
3827 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
3828 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
3830 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
3834 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3836 static byte stored_player_action[MAX_PLAYERS];
3837 static int num_stored_actions = 0;
3838 static boolean save_tape_entry = FALSE;
3839 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3840 int jx = player->jx, jy = player->jy;
3841 int left = player_action & JOY_LEFT;
3842 int right = player_action & JOY_RIGHT;
3843 int up = player_action & JOY_UP;
3844 int down = player_action & JOY_DOWN;
3845 int button1 = player_action & JOY_BUTTON_1;
3846 int button2 = player_action & JOY_BUTTON_2;
3847 int dx = (left ? -1 : right ? 1 : 0);
3848 int dy = (up ? -1 : down ? 1 : 0);
3850 stored_player_action[player->index_nr] = 0;
3851 num_stored_actions++;
3853 if (!player->active || tape.pausing)
3858 save_tape_entry = TRUE;
3859 player->frame_reset_delay = 0;
3862 snapped = SnapField(player, dx, dy);
3866 bombed = PlaceBomb(player);
3867 moved = MoveFigure(player, dx, dy);
3870 if (tape.recording && (moved || snapped || bombed))
3872 if (bombed && !moved)
3873 player_action &= JOY_BUTTON;
3875 stored_player_action[player->index_nr] = player_action;
3877 else if (tape.playing && snapped)
3878 SnapField(player, 0, 0); /* stop snapping */
3882 /* no actions for this player (no input at player's configured device) */
3884 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3885 SnapField(player, 0, 0);
3886 CheckGravityMovement(player);
3888 if (++player->frame_reset_delay > player->move_delay_value)
3892 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3894 TapeRecordAction(stored_player_action);
3895 num_stored_actions = 0;
3896 save_tape_entry = FALSE;
3899 if (tape.playing && !tape.pausing && !player_action &&
3900 tape.counter < tape.length)
3903 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3905 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3906 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3908 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3910 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3912 int el = Feld[jx+dx][jy];
3913 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3915 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3917 player->MovDir = next_joy;
3918 player->Frame = FrameCounter % 4;
3919 player->Pushing = TRUE;
3928 static unsigned long action_delay = 0;
3929 unsigned long action_delay_value;
3930 int sieb_x = 0, sieb_y = 0;
3931 int i, x, y, element;
3932 byte *recorded_player_action;
3933 byte summarized_player_action = 0;
3935 if (game_status != PLAYING)
3938 action_delay_value =
3939 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3941 /* ---------- main game synchronization point ---------- */
3943 WaitUntilDelayReached(&action_delay, action_delay_value);
3945 if (network_playing && !network_player_action_received)
3949 printf("DEBUG: try to get network player actions in time\n");
3954 /* last chance to get network player actions without main loop delay */
3958 if (game_status != PLAYING)
3961 if (!network_player_action_received)
3965 printf("DEBUG: failed to get network player actions in time\n");
3977 else if (tape.recording)
3980 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3982 for (i=0; i<MAX_PLAYERS; i++)
3984 summarized_player_action |= stored_player[i].action;
3986 if (!network_playing)
3987 stored_player[i].effective_action = stored_player[i].action;
3991 if (network_playing)
3992 SendToServer_MovePlayer(summarized_player_action);
3995 if (!options.network && !setup.team_mode)
3996 local_player->effective_action = summarized_player_action;
3998 for (i=0; i<MAX_PLAYERS; i++)
4000 int actual_player_action = stored_player[i].effective_action;
4002 if (stored_player[i].programmed_action)
4003 actual_player_action = stored_player[i].programmed_action;
4005 if (recorded_player_action)
4006 actual_player_action = recorded_player_action[i];
4008 PlayerActions(&stored_player[i], actual_player_action);
4009 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4012 network_player_action_received = FALSE;
4014 ScrollScreen(NULL, SCROLL_GO_ON);
4020 if (TimeFrames == 0 && local_player->active)
4022 extern unsigned int last_RND();
4024 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4025 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4032 if (GameFrameDelay >= 500)
4033 printf("FrameCounter == %d\n", FrameCounter);
4042 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4045 if (JustStopped[x][y] > 0)
4046 JustStopped[x][y]--;
4049 if (IS_BLOCKED(x, y))
4053 Blocked2Moving(x, y, &oldx, &oldy);
4054 if (!IS_MOVING(oldx, oldy))
4056 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4057 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4058 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4059 printf("GameActions(): This should never happen!\n");
4065 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4067 element = Feld[x][y];
4069 if (IS_INACTIVE(element))
4072 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4076 if (IS_GEM(element))
4077 EdelsteinFunkeln(x, y);
4079 else if (IS_MOVING(x, y))
4080 ContinueMoving(x, y);
4081 else if (IS_ACTIVE_BOMB(element))
4082 CheckDynamite(x, y);
4083 else if (element == EL_EXPLODING)
4084 Explode(x, y, Frame[x][y], EX_NORMAL);
4085 else if (element == EL_AMOEBING)
4086 AmoebeWaechst(x, y);
4087 else if (element == EL_DEAMOEBING)
4088 AmoebeSchrumpft(x, y);
4089 else if (IS_AMOEBALIVE(element))
4090 AmoebeAbleger(x, y);
4091 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4093 else if (element == EL_ABLENK_EIN)
4095 else if (element == EL_SALZSAEURE)
4097 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4099 else if (element == EL_CRACKINGNUT)
4101 else if (element == EL_AUSGANG_ZU)
4102 AusgangstuerPruefen(x, y);
4103 else if (element == EL_AUSGANG_ACT)
4104 AusgangstuerOeffnen(x, y);
4105 else if (element == EL_AUSGANG_AUF)
4106 AusgangstuerBlinken(x, y);
4107 else if (element == EL_MAUERND)
4109 else if (element == EL_MAUER_LEBT ||
4110 element == EL_MAUER_X ||
4111 element == EL_MAUER_Y ||
4112 element == EL_MAUER_XY)
4114 else if (element == EL_BURNING)
4115 CheckForDragon(x, y);
4116 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4117 CheckBuggyBase(x, y);
4118 else if (element == EL_SP_TERMINAL)
4119 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4120 else if (element == EL_SP_TERMINAL_ACTIVE)
4121 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4122 else if (IS_BELT(element))
4123 DrawBeltAnimation(x, y, element);
4124 else if (element == EL_SWITCHGATE_OPENING)
4125 OpenSwitchgate(x, y);
4126 else if (element == EL_SWITCHGATE_CLOSING)
4127 CloseSwitchgate(x, y);
4128 else if (element == EL_EXTRA_TIME)
4129 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4130 else if (element == EL_FORCE_FIELD_PASSIVE)
4131 DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4132 else if (element == EL_FORCE_FIELD_ACTIVE)
4133 DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4135 if (game.magic_wall_active)
4137 boolean sieb = FALSE;
4138 int jx = local_player->jx, jy = local_player->jy;
4140 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
4141 Store[x][y] == EL_SIEB_LEER)
4143 SiebAktivieren(x, y, 1);
4146 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
4147 Store[x][y] == EL_SIEB2_LEER)
4149 SiebAktivieren(x, y, 2);
4153 /* play the element sound at the position nearest to the player */
4154 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4162 if (game.magic_wall_active)
4164 if (!(game.magic_wall_time_left % 4))
4165 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4167 if (game.magic_wall_time_left > 0)
4169 game.magic_wall_time_left--;
4170 if (!game.magic_wall_time_left)
4172 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4174 element = Feld[x][y];
4176 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
4178 Feld[x][y] = EL_SIEB_TOT;
4179 DrawLevelField(x, y);
4181 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
4183 Feld[x][y] = EL_SIEB2_TOT;
4184 DrawLevelField(x, y);
4188 game.magic_wall_active = FALSE;
4193 if (game.light_time_left > 0)
4195 game.light_time_left--;
4197 if (game.light_time_left == 0)
4199 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4201 element = Feld[x][y];
4203 if (element == EL_LIGHT_SWITCH_ON)
4205 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4206 DrawLevelField(x, y);
4208 else if (element == EL_INVISIBLE_STEEL ||
4209 element == EL_UNSICHTBAR ||
4210 element == EL_SAND_INVISIBLE)
4211 DrawLevelField(x, y);
4216 if (TimeFrames >= (1000 / GameFrameDelay))
4221 for (i=0; i<MAX_PLAYERS; i++)
4223 if (FORCE_FIELD_ON(&stored_player[i]))
4225 stored_player[i].force_field_passive_time_left--;
4227 if (stored_player[i].force_field_active_time_left > 0)
4228 stored_player[i].force_field_active_time_left--;
4232 if (tape.recording || tape.playing)
4233 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4240 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4242 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4245 for (i=0; i<MAX_PLAYERS; i++)
4246 KillHero(&stored_player[i]);
4248 else if (level.time == 0) /* level without time limit */
4249 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4255 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4257 int min_x = x, min_y = y, max_x = x, max_y = y;
4260 for (i=0; i<MAX_PLAYERS; i++)
4262 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4264 if (!stored_player[i].active || &stored_player[i] == player)
4267 min_x = MIN(min_x, jx);
4268 min_y = MIN(min_y, jy);
4269 max_x = MAX(max_x, jx);
4270 max_y = MAX(max_y, jy);
4273 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4276 static boolean AllPlayersInVisibleScreen()
4280 for (i=0; i<MAX_PLAYERS; i++)
4282 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4284 if (!stored_player[i].active)
4287 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4294 void ScrollLevel(int dx, int dy)
4296 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4299 XCopyArea(display, drawto_field, drawto_field, gc,
4300 FX + TILEX*(dx == -1) - softscroll_offset,
4301 FY + TILEY*(dy == -1) - softscroll_offset,
4302 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4303 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4304 FX + TILEX*(dx == 1) - softscroll_offset,
4305 FY + TILEY*(dy == 1) - softscroll_offset);
4309 x = (dx == 1 ? BX1 : BX2);
4310 for (y=BY1; y<=BY2; y++)
4311 DrawScreenField(x, y);
4315 y = (dy == 1 ? BY1 : BY2);
4316 for (x=BX1; x<=BX2; x++)
4317 DrawScreenField(x, y);
4320 redraw_mask |= REDRAW_FIELD;
4323 static void CheckGravityMovement(struct PlayerInfo *player)
4325 if (level.gravity && !player->programmed_action)
4327 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4328 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4330 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4331 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4332 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4333 int jx = player->jx, jy = player->jy;
4334 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4335 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4336 int new_jx = jx + dx, new_jy = jy + dy;
4337 boolean field_under_player_is_free =
4338 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4339 boolean player_is_moving_to_valid_field =
4340 (IN_LEV_FIELD(new_jx, new_jy) &&
4341 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4342 Feld[new_jx][new_jy] == EL_ERDREICH));
4344 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4345 player->programmed_action = MV_DOWN;
4349 boolean MoveFigureOneStep(struct PlayerInfo *player,
4350 int dx, int dy, int real_dx, int real_dy)
4352 int jx = player->jx, jy = player->jy;
4353 int new_jx = jx+dx, new_jy = jy+dy;
4357 if (!player->active || (!dx && !dy))
4358 return MF_NO_ACTION;
4360 player->MovDir = (dx < 0 ? MV_LEFT :
4363 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4365 if (!IN_LEV_FIELD(new_jx, new_jy))
4366 return MF_NO_ACTION;
4368 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4369 return MF_NO_ACTION;
4372 element = MovingOrBlocked2Element(new_jx, new_jy);
4374 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4377 if (DONT_GO_TO(element))
4379 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4382 Feld[jx][jy] = EL_SPIELFIGUR;
4383 InitMovingField(jx, jy, MV_DOWN);
4384 Store[jx][jy] = EL_SALZSAEURE;
4385 ContinueMoving(jx, jy);
4391 TestIfBadThingHitsHero(new_jx, new_jy);
4393 if (player->force_field_time_left == 0)
4401 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4402 if (can_move != MF_MOVING)
4405 StorePlayer[jx][jy] = 0;
4406 player->last_jx = jx;
4407 player->last_jy = jy;
4408 jx = player->jx = new_jx;
4409 jy = player->jy = new_jy;
4410 StorePlayer[jx][jy] = player->element_nr;
4413 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4415 ScrollFigure(player, SCROLL_INIT);
4420 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4422 int jx = player->jx, jy = player->jy;
4423 int old_jx = jx, old_jy = jy;
4424 int moved = MF_NO_ACTION;
4426 if (!player->active || (!dx && !dy))
4429 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4433 /* remove the last programmed player action */
4434 player->programmed_action = 0;
4438 /* should only happen if pre-1.2 tape recordings are played */
4439 /* this is only for backward compatibility */
4441 int original_move_delay_value = player->move_delay_value;
4444 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4447 /* scroll remaining steps with finest movement resolution */
4448 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4450 while (player->MovPos)
4452 ScrollFigure(player, SCROLL_GO_ON);
4453 ScrollScreen(NULL, SCROLL_GO_ON);
4459 player->move_delay_value = original_move_delay_value;
4462 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4464 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4465 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4469 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4470 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4476 if (moved & MF_MOVING && !ScreenMovPos &&
4477 (player == local_player || !options.network))
4479 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4480 int offset = (setup.scroll_delay ? 3 : 0);
4482 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4484 /* actual player has left the screen -- scroll in that direction */
4485 if (jx != old_jx) /* player has moved horizontally */
4486 scroll_x += (jx - old_jx);
4487 else /* player has moved vertically */
4488 scroll_y += (jy - old_jy);
4492 if (jx != old_jx) /* player has moved horizontally */
4494 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4495 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4496 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4498 /* don't scroll over playfield boundaries */
4499 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4500 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4502 /* don't scroll more than one field at a time */
4503 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4505 /* don't scroll against the player's moving direction */
4506 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4507 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4508 scroll_x = old_scroll_x;
4510 else /* player has moved vertically */
4512 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4513 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4514 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4516 /* don't scroll over playfield boundaries */
4517 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4518 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4520 /* don't scroll more than one field at a time */
4521 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4523 /* don't scroll against the player's moving direction */
4524 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4525 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4526 scroll_y = old_scroll_y;
4530 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4532 if (!options.network && !AllPlayersInVisibleScreen())
4534 scroll_x = old_scroll_x;
4535 scroll_y = old_scroll_y;
4539 ScrollScreen(player, SCROLL_INIT);
4540 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4545 if (!(moved & MF_MOVING) && !player->Pushing)
4548 player->Frame = (player->Frame + 1) % 4;
4550 if (moved & MF_MOVING)
4552 if (old_jx != jx && old_jy == jy)
4553 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4554 else if (old_jx == jx && old_jy != jy)
4555 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4557 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4559 player->last_move_dir = player->MovDir;
4563 CheckGravityMovement(player);
4565 player->last_move_dir = MV_NO_MOVING;
4568 TestIfHeroHitsBadThing(jx, jy);
4570 if (!player->active)
4576 void ScrollFigure(struct PlayerInfo *player, int mode)
4578 int jx = player->jx, jy = player->jy;
4579 int last_jx = player->last_jx, last_jy = player->last_jy;
4580 int move_stepsize = TILEX / player->move_delay_value;
4582 if (!player->active || !player->MovPos)
4585 if (mode == SCROLL_INIT)
4587 player->actual_frame_counter = FrameCounter;
4588 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4590 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4591 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4596 else if (!FrameReached(&player->actual_frame_counter, 1))
4599 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4600 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4602 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4603 Feld[last_jx][last_jy] = EL_LEERRAUM;
4605 /* before DrawPlayer() to draw correct player graphic for this case */
4606 if (player->MovPos == 0)
4607 CheckGravityMovement(player);
4611 if (player->MovPos == 0)
4613 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4615 /* continue with normal speed after quickly moving through gate */
4616 HALVE_PLAYER_SPEED(player);
4618 /* be able to make the next move without delay */
4619 player->move_delay = 0;
4622 player->last_jx = jx;
4623 player->last_jy = jy;
4625 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4629 if (!local_player->friends_still_needed)
4630 player->LevelSolved = player->GameOver = TRUE;
4635 void ScrollScreen(struct PlayerInfo *player, int mode)
4637 static unsigned long screen_frame_counter = 0;
4639 if (mode == SCROLL_INIT)
4641 /* set scrolling step size according to actual player's moving speed */
4642 ScrollStepSize = TILEX / player->move_delay_value;
4644 screen_frame_counter = FrameCounter;
4645 ScreenMovDir = player->MovDir;
4646 ScreenMovPos = player->MovPos;
4647 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4650 else if (!FrameReached(&screen_frame_counter, 1))
4655 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4656 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4657 redraw_mask |= REDRAW_FIELD;
4660 ScreenMovDir = MV_NO_MOVING;
4663 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4665 int i, killx = goodx, killy = goody;
4666 static int xy[4][2] =
4673 static int harmless[4] =
4685 x = goodx + xy[i][0];
4686 y = goody + xy[i][1];
4687 if (!IN_LEV_FIELD(x, y))
4691 element = Feld[x][y];
4693 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4696 if (DONT_TOUCH(element))
4698 if (MovDir[x][y] == harmless[i])
4707 if (killx != goodx || killy != goody)
4709 if (IS_PLAYER(goodx, goody))
4711 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
4713 if (player->force_field_active_time_left > 0)
4715 else if (player->force_field_passive_time_left == 0)
4723 void TestIfBadThingHitsGoodThing(int badx, int bady)
4725 int i, killx = badx, killy = bady;
4726 static int xy[4][2] =
4733 static int harmless[4] =
4745 x = badx + xy[i][0];
4746 y = bady + xy[i][1];
4747 if (!IN_LEV_FIELD(x, y))
4750 element = Feld[x][y];
4752 if (IS_PLAYER(x, y))
4758 else if (element == EL_PINGUIN)
4760 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4769 if (killx != badx || killy != bady)
4771 if (IS_PLAYER(killx, killy))
4773 struct PlayerInfo *player = PLAYERINFO(killx, killy);
4775 if (player->force_field_active_time_left > 0)
4777 else if (player->force_field_passive_time_left == 0)
4785 void TestIfHeroHitsBadThing(int x, int y)
4787 TestIfGoodThingHitsBadThing(x, y);
4790 void TestIfBadThingHitsHero(int x, int y)
4792 TestIfBadThingHitsGoodThing(x, y);
4795 void TestIfFriendHitsBadThing(int x, int y)
4797 TestIfGoodThingHitsBadThing(x, y);
4800 void TestIfBadThingHitsFriend(int x, int y)
4802 TestIfBadThingHitsGoodThing(x, y);
4805 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4807 int i, killx = badx, killy = bady;
4808 static int xy[4][2] =
4822 if (!IN_LEV_FIELD(x, y))
4825 element = Feld[x][y];
4826 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4827 element == EL_AMOEBING || element == EL_TROPFEN)
4835 if (killx != badx || killy != bady)
4839 void KillHero(struct PlayerInfo *player)
4841 int jx = player->jx, jy = player->jy;
4843 if (!player->active)
4846 if (IS_PFORTE(Feld[jx][jy]))
4847 Feld[jx][jy] = EL_LEERRAUM;
4849 /* deactivate force field (else Bang()/Explode() would not work right) */
4850 player->force_field_passive_time_left = 0;
4851 player->force_field_active_time_left = 0;
4857 static void KillHeroUnlessForceField(struct PlayerInfo *player)
4859 if (!FORCE_FIELD_ON(player))
4863 void BuryHero(struct PlayerInfo *player)
4865 int jx = player->jx, jy = player->jy;
4867 if (!player->active)
4870 PlaySoundLevel(jx, jy, SND_AUTSCH);
4871 PlaySoundLevel(jx, jy, SND_LACHEN);
4873 player->GameOver = TRUE;
4877 void RemoveHero(struct PlayerInfo *player)
4879 int jx = player->jx, jy = player->jy;
4880 int i, found = FALSE;
4882 player->present = FALSE;
4883 player->active = FALSE;
4885 StorePlayer[jx][jy] = 0;
4887 for (i=0; i<MAX_PLAYERS; i++)
4888 if (stored_player[i].active)
4892 AllPlayersGone = TRUE;
4898 int DigField(struct PlayerInfo *player,
4899 int x, int y, int real_dx, int real_dy, int mode)
4901 int jx = player->jx, jy = player->jy;
4902 int dx = x - jx, dy = y - jy;
4903 int move_direction = (dx == -1 ? MV_LEFT :
4904 dx == +1 ? MV_RIGHT :
4906 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4909 if (!player->MovPos)
4910 player->Pushing = FALSE;
4912 if (mode == DF_NO_PUSH)
4914 player->Switching = FALSE;
4915 player->push_delay = 0;
4916 return MF_NO_ACTION;
4919 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4920 return MF_NO_ACTION;
4922 element = Feld[x][y];
4927 PlaySoundLevel(x, y, SND_EMPTY);
4931 case EL_SAND_INVISIBLE:
4932 Feld[x][y] = EL_LEERRAUM;
4933 PlaySoundLevel(x, y, SND_SCHLURF);
4938 Feld[x][y] = EL_LEERRAUM;
4939 PlaySoundLevel(x, y, SND_SP_BASE);
4943 case EL_EDELSTEIN_BD:
4944 case EL_EDELSTEIN_GELB:
4945 case EL_EDELSTEIN_ROT:
4946 case EL_EDELSTEIN_LILA:
4948 case EL_SP_INFOTRON:
4950 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4951 if (local_player->gems_still_needed < 0)
4952 local_player->gems_still_needed = 0;
4953 RaiseScoreElement(element);
4954 DrawText(DX_EMERALDS, DY_EMERALDS,
4955 int2str(local_player->gems_still_needed, 3),
4956 FS_SMALL, FC_YELLOW);
4957 if (element == EL_SP_INFOTRON)
4958 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4960 PlaySoundLevel(x, y, SND_PONG);
4965 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4966 PlaySoundLevel(x, y, SND_PONG);
4970 Feld[x][y] = EL_LEERRAUM;
4971 PlaySoundLevel(x, y, SND_PONG);
4979 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4981 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4984 case EL_FORCE_FIELD_PASSIVE:
4986 player->force_field_passive_time_left += 10;
4987 PlaySoundLevel(x, y, SND_PONG);
4990 case EL_FORCE_FIELD_ACTIVE:
4992 player->force_field_passive_time_left += 10;
4993 player->force_field_active_time_left += 10;
4994 PlaySoundLevel(x, y, SND_PONG);
4997 case EL_DYNAMITE_INACTIVE:
4998 case EL_SP_DISK_RED:
5001 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5002 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5003 int2str(local_player->dynamite, 3),
5004 FS_SMALL, FC_YELLOW);
5005 if (element == EL_SP_DISK_RED)
5006 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5008 PlaySoundLevel(x, y, SND_PONG);
5011 case EL_DYNABOMB_NR:
5013 player->dynabomb_count++;
5014 player->dynabombs_left++;
5015 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5016 PlaySoundLevel(x, y, SND_PONG);
5019 case EL_DYNABOMB_SZ:
5021 player->dynabomb_size++;
5022 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5023 PlaySoundLevel(x, y, SND_PONG);
5026 case EL_DYNABOMB_XL:
5028 player->dynabomb_xl = TRUE;
5029 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5030 PlaySoundLevel(x, y, SND_PONG);
5033 case EL_SCHLUESSEL1:
5034 case EL_SCHLUESSEL2:
5035 case EL_SCHLUESSEL3:
5036 case EL_SCHLUESSEL4:
5038 int key_nr = element - EL_SCHLUESSEL1;
5041 player->key[key_nr] = TRUE;
5042 RaiseScoreElement(EL_SCHLUESSEL);
5043 DrawMiniGraphicExt(drawto, gc,
5044 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5045 GFX_SCHLUESSEL1+key_nr);
5046 DrawMiniGraphicExt(window, gc,
5047 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5048 GFX_SCHLUESSEL1+key_nr);
5049 PlaySoundLevel(x, y, SND_PONG);
5058 int key_nr = element - EL_EM_KEY_1;
5061 player->key[key_nr] = TRUE;
5062 RaiseScoreElement(EL_SCHLUESSEL);
5063 DrawMiniGraphicExt(drawto, gc,
5064 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5065 GFX_SCHLUESSEL1+key_nr);
5066 DrawMiniGraphicExt(window, gc,
5067 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5068 GFX_SCHLUESSEL1+key_nr);
5069 PlaySoundLevel(x, y, SND_PONG);
5074 Feld[x][y] = EL_ABLENK_EIN;
5077 DrawLevelField(x, y);
5081 case EL_SP_TERMINAL:
5085 for (yy=0; yy<lev_fieldy; yy++)
5087 for (xx=0; xx<lev_fieldx; xx++)
5089 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5091 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5092 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5100 case EL_BELT1_SWITCH_LEFT:
5101 case EL_BELT1_SWITCH_MIDDLE:
5102 case EL_BELT1_SWITCH_RIGHT:
5103 case EL_BELT2_SWITCH_LEFT:
5104 case EL_BELT2_SWITCH_MIDDLE:
5105 case EL_BELT2_SWITCH_RIGHT:
5106 case EL_BELT3_SWITCH_LEFT:
5107 case EL_BELT3_SWITCH_MIDDLE:
5108 case EL_BELT3_SWITCH_RIGHT:
5109 case EL_BELT4_SWITCH_LEFT:
5110 case EL_BELT4_SWITCH_MIDDLE:
5111 case EL_BELT4_SWITCH_RIGHT:
5112 if (!player->Switching)
5114 player->Switching = TRUE;
5115 ToggleBeltSwitch(x, y);
5120 case EL_SWITCHGATE_SWITCH_1:
5121 case EL_SWITCHGATE_SWITCH_2:
5122 if (!player->Switching)
5124 player->Switching = TRUE;
5125 ToggleSwitchgateSwitch(x, y);
5130 case EL_LIGHT_SWITCH_OFF:
5131 case EL_LIGHT_SWITCH_ON:
5132 if (!player->Switching)
5134 player->Switching = TRUE;
5135 ToggleLightSwitch(x, y);
5141 if (local_player->gems_still_needed > 0)
5142 return MF_NO_ACTION;
5144 player->LevelSolved = player->GameOver = TRUE;
5145 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5148 case EL_FELSBROCKEN:
5153 case EL_SP_DISK_ORANGE:
5154 if (dy || mode == DF_SNAP)
5155 return MF_NO_ACTION;
5157 player->Pushing = TRUE;
5159 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5160 return MF_NO_ACTION;
5164 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5165 return MF_NO_ACTION;
5168 if (player->push_delay == 0)
5169 player->push_delay = FrameCounter;
5170 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5172 return MF_NO_ACTION;
5175 Feld[x+dx][y+dy] = element;
5177 player->push_delay_value = 2+RND(8);
5179 DrawLevelField(x+dx, y+dy);
5180 if (element == EL_FELSBROCKEN)
5181 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5182 else if (element == EL_KOKOSNUSS)
5183 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5184 else if (IS_SP_ELEMENT(element))
5185 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5187 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
5194 if (!player->key[element - EL_PFORTE1])
5195 return MF_NO_ACTION;
5202 if (!player->key[element - EL_PFORTE1X])
5203 return MF_NO_ACTION;
5210 if (!player->key[element - EL_EM_GATE_1])
5211 return MF_NO_ACTION;
5212 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5213 return MF_NO_ACTION;
5215 /* automatically move to the next field with double speed */
5216 player->programmed_action = move_direction;
5217 DOUBLE_PLAYER_SPEED(player);
5219 PlaySoundLevel(x, y, SND_GATE);
5227 if (!player->key[element - EL_EM_GATE_1X])
5228 return MF_NO_ACTION;
5229 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5230 return MF_NO_ACTION;
5232 /* automatically move to the next field with double speed */
5233 player->programmed_action = move_direction;
5234 DOUBLE_PLAYER_SPEED(player);
5236 PlaySoundLevel(x, y, SND_GATE);
5240 case EL_SWITCHGATE_OPEN:
5241 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5242 return MF_NO_ACTION;
5244 /* automatically move to the next field with double speed */
5245 player->programmed_action = move_direction;
5246 DOUBLE_PLAYER_SPEED(player);
5248 PlaySoundLevel(x, y, SND_GATE);
5252 case EL_SP_PORT1_LEFT:
5253 case EL_SP_PORT2_LEFT:
5254 case EL_SP_PORT1_RIGHT:
5255 case EL_SP_PORT2_RIGHT:
5256 case EL_SP_PORT1_UP:
5257 case EL_SP_PORT2_UP:
5258 case EL_SP_PORT1_DOWN:
5259 case EL_SP_PORT2_DOWN:
5264 element != EL_SP_PORT1_LEFT &&
5265 element != EL_SP_PORT2_LEFT &&
5266 element != EL_SP_PORT_X &&
5267 element != EL_SP_PORT_XY) ||
5269 element != EL_SP_PORT1_RIGHT &&
5270 element != EL_SP_PORT2_RIGHT &&
5271 element != EL_SP_PORT_X &&
5272 element != EL_SP_PORT_XY) ||
5274 element != EL_SP_PORT1_UP &&
5275 element != EL_SP_PORT2_UP &&
5276 element != EL_SP_PORT_Y &&
5277 element != EL_SP_PORT_XY) ||
5279 element != EL_SP_PORT1_DOWN &&
5280 element != EL_SP_PORT2_DOWN &&
5281 element != EL_SP_PORT_Y &&
5282 element != EL_SP_PORT_XY) ||
5283 !IN_LEV_FIELD(x + dx, y + dy) ||
5284 !IS_FREE(x + dx, y + dy))
5285 return MF_NO_ACTION;
5287 /* automatically move to the next field with double speed */
5288 player->programmed_action = move_direction;
5289 DOUBLE_PLAYER_SPEED(player);
5291 PlaySoundLevel(x, y, SND_GATE);
5296 case EL_AUSGANG_ACT:
5297 /* door is not (yet) open */
5298 return MF_NO_ACTION;
5301 case EL_AUSGANG_AUF:
5302 if (mode == DF_SNAP)
5303 return MF_NO_ACTION;
5305 PlaySoundLevel(x, y, SND_BUING);
5310 Feld[x][y] = EL_BIRNE_EIN;
5311 local_player->lights_still_needed--;
5312 DrawLevelField(x, y);
5313 PlaySoundLevel(x, y, SND_DENG);
5318 Feld[x][y] = EL_ZEIT_LEER;
5320 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5321 DrawLevelField(x, y);
5322 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5326 case EL_SOKOBAN_FELD_LEER:
5329 case EL_SOKOBAN_FELD_VOLL:
5330 case EL_SOKOBAN_OBJEKT:
5332 case EL_SP_DISK_YELLOW:
5333 if (mode == DF_SNAP)
5334 return MF_NO_ACTION;
5336 player->Pushing = TRUE;
5338 if (!IN_LEV_FIELD(x+dx, y+dy)
5339 || (!IS_FREE(x+dx, y+dy)
5340 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5341 || !IS_SB_ELEMENT(element))))
5342 return MF_NO_ACTION;
5346 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5347 return MF_NO_ACTION;
5349 else if (dy && real_dx)
5351 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5352 return MF_NO_ACTION;
5355 if (player->push_delay == 0)
5356 player->push_delay = FrameCounter;
5357 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5359 return MF_NO_ACTION;
5361 if (IS_SB_ELEMENT(element))
5363 if (element == EL_SOKOBAN_FELD_VOLL)
5365 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5366 local_player->sokobanfields_still_needed++;
5371 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5373 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5374 local_player->sokobanfields_still_needed--;
5375 if (element == EL_SOKOBAN_OBJEKT)
5376 PlaySoundLevel(x, y, SND_DENG);
5379 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5384 Feld[x+dx][y+dy] = element;
5387 player->push_delay_value = 2;
5389 DrawLevelField(x, y);
5390 DrawLevelField(x+dx, y+dy);
5391 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5393 if (IS_SB_ELEMENT(element) &&
5394 local_player->sokobanfields_still_needed == 0 &&
5395 game.emulation == EMU_SOKOBAN)
5397 player->LevelSolved = player->GameOver = TRUE;
5398 PlaySoundLevel(x, y, SND_BUING);
5409 return MF_NO_ACTION;
5412 player->push_delay = 0;
5417 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5419 int jx = player->jx, jy = player->jy;
5420 int x = jx + dx, y = jy + dy;
5422 if (!player->active || !IN_LEV_FIELD(x, y))
5430 player->snapped = FALSE;
5434 if (player->snapped)
5437 player->MovDir = (dx < 0 ? MV_LEFT :
5440 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5442 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5445 player->snapped = TRUE;
5446 DrawLevelField(x, y);
5452 boolean PlaceBomb(struct PlayerInfo *player)
5454 int jx = player->jx, jy = player->jy;
5457 if (!player->active || player->MovPos)
5460 element = Feld[jx][jy];
5462 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5463 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5466 if (element != EL_LEERRAUM)
5467 Store[jx][jy] = element;
5469 if (player->dynamite)
5471 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5472 MovDelay[jx][jy] = 96;
5474 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5475 FS_SMALL, FC_YELLOW);
5476 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5478 if (game.emulation == EMU_SUPAPLEX)
5479 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5481 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5486 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5487 MovDelay[jx][jy] = 96;
5488 player->dynabombs_left--;
5489 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5490 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5496 void PlaySoundLevel(int x, int y, int sound_nr)
5498 int sx = SCREENX(x), sy = SCREENY(y);
5500 int silence_distance = 8;
5502 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5503 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5506 if (!IN_LEV_FIELD(x, y) ||
5507 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5508 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5511 volume = PSND_MAX_VOLUME;
5514 stereo = (sx - SCR_FIELDX/2) * 12;
5516 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5517 if (stereo > PSND_MAX_RIGHT)
5518 stereo = PSND_MAX_RIGHT;
5519 if (stereo < PSND_MAX_LEFT)
5520 stereo = PSND_MAX_LEFT;
5523 if (!IN_SCR_FIELD(sx, sy))
5525 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5526 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5528 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5531 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5534 void RaiseScore(int value)
5536 local_player->score += value;
5537 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5538 FS_SMALL, FC_YELLOW);
5541 void RaiseScoreElement(int element)
5546 case EL_EDELSTEIN_BD:
5547 case EL_EDELSTEIN_GELB:
5548 case EL_EDELSTEIN_ROT:
5549 case EL_EDELSTEIN_LILA:
5550 RaiseScore(level.score[SC_EDELSTEIN]);
5553 RaiseScore(level.score[SC_DIAMANT]);
5557 RaiseScore(level.score[SC_KAEFER]);
5561 RaiseScore(level.score[SC_FLIEGER]);
5565 RaiseScore(level.score[SC_MAMPFER]);
5568 RaiseScore(level.score[SC_ROBOT]);
5571 RaiseScore(level.score[SC_PACMAN]);
5574 RaiseScore(level.score[SC_KOKOSNUSS]);
5576 case EL_DYNAMITE_INACTIVE:
5577 RaiseScore(level.score[SC_DYNAMIT]);
5580 RaiseScore(level.score[SC_SCHLUESSEL]);
5587 /* ---------- new game button stuff ---------------------------------------- */
5589 /* graphic position values for game buttons */
5590 #define GAME_BUTTON_XSIZE 30
5591 #define GAME_BUTTON_YSIZE 30
5592 #define GAME_BUTTON_XPOS 5
5593 #define GAME_BUTTON_YPOS 215
5594 #define SOUND_BUTTON_XPOS 5
5595 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5597 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5598 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5599 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5600 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5601 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5602 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5609 } gamebutton_info[NUM_GAME_BUTTONS] =
5612 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5617 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5622 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5627 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5628 SOUND_CTRL_ID_MUSIC,
5629 "background music on/off"
5632 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5633 SOUND_CTRL_ID_LOOPS,
5634 "sound loops on/off"
5637 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5638 SOUND_CTRL_ID_SIMPLE,
5639 "normal sounds on/off"
5643 void CreateGameButtons()
5647 for (i=0; i<NUM_GAME_BUTTONS; i++)
5649 Pixmap gd_pixmap = pix[PIX_DOOR];
5650 struct GadgetInfo *gi;
5653 unsigned long event_mask;
5654 int gd_xoffset, gd_yoffset;
5655 int gd_x1, gd_x2, gd_y1, gd_y2;
5658 gd_xoffset = gamebutton_info[i].x;
5659 gd_yoffset = gamebutton_info[i].y;
5660 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5661 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5663 if (id == GAME_CTRL_ID_STOP ||
5664 id == GAME_CTRL_ID_PAUSE ||
5665 id == GAME_CTRL_ID_PLAY)
5667 button_type = GD_TYPE_NORMAL_BUTTON;
5669 event_mask = GD_EVENT_RELEASED;
5670 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5671 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5675 button_type = GD_TYPE_CHECK_BUTTON;
5677 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5678 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5679 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5680 event_mask = GD_EVENT_PRESSED;
5681 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5682 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5685 gi = CreateGadget(GDI_CUSTOM_ID, id,
5686 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5687 GDI_X, DX + gd_xoffset,
5688 GDI_Y, DY + gd_yoffset,
5689 GDI_WIDTH, GAME_BUTTON_XSIZE,
5690 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5691 GDI_TYPE, button_type,
5692 GDI_STATE, GD_BUTTON_UNPRESSED,
5693 GDI_CHECKED, checked,
5694 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5695 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5696 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5697 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5698 GDI_EVENT_MASK, event_mask,
5699 GDI_CALLBACK_ACTION, HandleGameButtons,
5703 Error(ERR_EXIT, "cannot create gadget");
5705 game_gadget[id] = gi;
5709 static void MapGameButtons()
5713 for (i=0; i<NUM_GAME_BUTTONS; i++)
5714 MapGadget(game_gadget[i]);
5717 void UnmapGameButtons()
5721 for (i=0; i<NUM_GAME_BUTTONS; i++)
5722 UnmapGadget(game_gadget[i]);
5725 static void HandleGameButtons(struct GadgetInfo *gi)
5727 int id = gi->custom_id;
5729 if (game_status != PLAYING)
5734 case GAME_CTRL_ID_STOP:
5737 CloseDoor(DOOR_CLOSE_1);
5738 game_status = MAINMENU;
5743 if (level_editor_test_game ||
5744 Request("Do you really want to quit the game ?",
5745 REQ_ASK | REQ_STAY_CLOSED))
5748 if (options.network)
5749 SendToServer_StopPlaying();
5753 game_status = MAINMENU;
5758 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5761 case GAME_CTRL_ID_PAUSE:
5762 if (options.network)
5766 SendToServer_ContinuePlaying();
5768 SendToServer_PausePlaying();
5775 case GAME_CTRL_ID_PLAY:
5779 if (options.network)
5780 SendToServer_ContinuePlaying();
5784 tape.pausing = FALSE;
5785 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5790 case SOUND_CTRL_ID_MUSIC:
5791 if (setup.sound_music)
5793 setup.sound_music = FALSE;
5794 FadeSound(background_loop[level_nr % num_bg_loops]);
5796 else if (sound_loops_allowed)
5798 setup.sound = setup.sound_music = TRUE;
5799 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5803 case SOUND_CTRL_ID_LOOPS:
5804 if (setup.sound_loops)
5805 setup.sound_loops = FALSE;
5806 else if (sound_loops_allowed)
5807 setup.sound = setup.sound_loops = TRUE;
5810 case SOUND_CTRL_ID_SIMPLE:
5811 if (setup.sound_simple)
5812 setup.sound_simple = FALSE;
5813 else if (sound_status==SOUND_AVAILABLE)
5814 setup.sound = setup.sound_simple = TRUE;