1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
25 /* this switch controls how rocks move horizontally */
26 #define OLD_GAME_BEHAVIOUR FALSE
33 /* for MoveFigure() */
34 #define MF_NO_ACTION 0
38 /* for ScrollFigure() */
40 #define SCROLL_GO_ON 1
43 #define EX_PHASE_START 0
44 #define EX_NO_EXPLOSION 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (!audio.sound_available)
173 if (!audio.loops_available)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 if (!video.fullscreen_available)
180 setup.fullscreen = FALSE;
182 setup.sound_simple = setup.sound;
184 SetAudioMode(setup.sound);
188 static int getBeltNrFromElement(int element)
190 return (element < EL_BELT2_LEFT ? 0 :
191 element < EL_BELT3_LEFT ? 1 :
192 element < EL_BELT4_LEFT ? 2 : 3);
195 static int getBeltNrFromSwitchElement(int element)
197 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
198 element < EL_BELT3_SWITCH_LEFT ? 1 :
199 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
202 static int getBeltDirNrFromSwitchElement(int element)
204 static int belt_base_element[4] =
206 EL_BELT1_SWITCH_LEFT,
207 EL_BELT2_SWITCH_LEFT,
208 EL_BELT3_SWITCH_LEFT,
212 int belt_nr = getBeltNrFromSwitchElement(element);
213 int belt_dir_nr = element - belt_base_element[belt_nr];
215 return (belt_dir_nr % 3);
218 static int getBeltDirFromSwitchElement(int element)
220 static int belt_move_dir[3] =
227 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
229 return belt_move_dir[belt_dir_nr];
232 static void InitField(int x, int y, boolean init_game)
239 if (stored_player[0].present)
241 Feld[x][y] = EL_SP_MURPHY_CLONE;
248 Feld[x][y] = EL_SPIELER1;
256 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
257 int jx = player->jx, jy = player->jy;
259 player->present = TRUE;
261 if (!options.network || player->connected)
263 player->active = TRUE;
265 /* remove potentially duplicate players */
266 if (StorePlayer[jx][jy] == Feld[x][y])
267 StorePlayer[jx][jy] = 0;
269 StorePlayer[x][y] = Feld[x][y];
273 printf("Player %d activated.\n", player->element_nr);
274 printf("[Local player is %d and currently %s.]\n",
275 local_player->element_nr,
276 local_player->active ? "active" : "not active");
280 Feld[x][y] = EL_LEERRAUM;
281 player->jx = player->last_jx = x;
282 player->jy = player->last_jy = y;
287 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
288 Feld[x][y] = EL_BADEWANNE1;
289 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
290 Feld[x][y] = EL_BADEWANNE2;
291 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
292 Feld[x][y] = EL_BADEWANNE3;
293 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
294 Feld[x][y] = EL_BADEWANNE4;
295 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
296 Feld[x][y] = EL_BADEWANNE5;
299 case EL_KAEFER_RIGHT:
304 case EL_FLIEGER_RIGHT:
306 case EL_FLIEGER_LEFT:
307 case EL_FLIEGER_DOWN:
309 case EL_BUTTERFLY_RIGHT:
310 case EL_BUTTERFLY_UP:
311 case EL_BUTTERFLY_LEFT:
312 case EL_BUTTERFLY_DOWN:
314 case EL_FIREFLY_RIGHT:
316 case EL_FIREFLY_LEFT:
317 case EL_FIREFLY_DOWN:
319 case EL_PACMAN_RIGHT:
343 if (y == lev_fieldy - 1)
345 Feld[x][y] = EL_AMOEBING;
346 Store[x][y] = EL_AMOEBE_NASS;
350 case EL_DYNAMITE_ACTIVE:
355 local_player->lights_still_needed++;
358 case EL_SOKOBAN_FELD_LEER:
359 local_player->sokobanfields_still_needed++;
363 local_player->friends_still_needed++;
368 MovDir[x][y] = 1 << RND(4);
372 Feld[x][y] = EL_LEERRAUM;
375 case EL_EM_KEY_1_FILE:
376 Feld[x][y] = EL_EM_KEY_1;
378 case EL_EM_KEY_2_FILE:
379 Feld[x][y] = EL_EM_KEY_2;
381 case EL_EM_KEY_3_FILE:
382 Feld[x][y] = EL_EM_KEY_3;
384 case EL_EM_KEY_4_FILE:
385 Feld[x][y] = EL_EM_KEY_4;
388 case EL_BELT1_SWITCH_LEFT:
389 case EL_BELT1_SWITCH_MIDDLE:
390 case EL_BELT1_SWITCH_RIGHT:
391 case EL_BELT2_SWITCH_LEFT:
392 case EL_BELT2_SWITCH_MIDDLE:
393 case EL_BELT2_SWITCH_RIGHT:
394 case EL_BELT3_SWITCH_LEFT:
395 case EL_BELT3_SWITCH_MIDDLE:
396 case EL_BELT3_SWITCH_RIGHT:
397 case EL_BELT4_SWITCH_LEFT:
398 case EL_BELT4_SWITCH_MIDDLE:
399 case EL_BELT4_SWITCH_RIGHT:
402 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
403 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
404 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
406 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
408 game.belt_dir[belt_nr] = belt_dir;
409 game.belt_dir_nr[belt_nr] = belt_dir_nr;
411 else /* more than one switch -- set it like the first switch */
413 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
418 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
420 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
423 case EL_LIGHT_SWITCH_ON:
425 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
436 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
437 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
438 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
440 /* don't play tapes over network */
441 network_playing = (options.network && !tape.playing);
443 for (i=0; i<MAX_PLAYERS; i++)
445 struct PlayerInfo *player = &stored_player[i];
447 player->index_nr = i;
448 player->element_nr = EL_SPIELER1 + i;
450 player->present = FALSE;
451 player->active = FALSE;
454 player->effective_action = 0;
455 player->programmed_action = 0;
458 player->gems_still_needed = level.gems_needed;
459 player->sokobanfields_still_needed = 0;
460 player->lights_still_needed = 0;
461 player->friends_still_needed = 0;
464 player->key[j] = FALSE;
466 player->dynamite = 0;
467 player->dynabomb_count = 0;
468 player->dynabomb_size = 1;
469 player->dynabombs_left = 0;
470 player->dynabomb_xl = FALSE;
472 player->MovDir = MV_NO_MOVING;
474 player->Pushing = FALSE;
475 player->Switching = FALSE;
479 player->actual_frame_counter = 0;
481 player->frame_reset_delay = 0;
483 player->push_delay = 0;
484 player->push_delay_value = 5;
486 player->move_delay = 0;
487 player->last_move_dir = MV_NO_MOVING;
489 player->move_delay_value =
490 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
492 player->snapped = FALSE;
494 player->last_jx = player->last_jy = 0;
495 player->jx = player->jy = 0;
497 player->shield_passive_time_left = 0;
498 player->shield_active_time_left = 0;
500 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
501 SnapField(player, 0, 0);
503 player->LevelSolved = FALSE;
504 player->GameOver = FALSE;
507 network_player_action_received = FALSE;
509 #if defined(PLATFORM_UNIX)
510 /* initial null action */
512 SendToServer_MovePlayer(MV_NO_MOVING);
520 TimeLeft = level.time;
522 ScreenMovDir = MV_NO_MOVING;
526 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
528 AllPlayersGone = FALSE;
530 game.yam_content_nr = 0;
531 game.magic_wall_active = FALSE;
532 game.magic_wall_time_left = 0;
533 game.light_time_left = 0;
534 game.timegate_time_left = 0;
535 game.switchgate_pos = 0;
536 game.balloon_dir = MV_NO_MOVING;
537 game.explosions_delayed = TRUE;
541 game.belt_dir[i] = MV_NO_MOVING;
542 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
545 for (i=0; i<MAX_NUM_AMOEBA; i++)
546 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
548 for (x=0; x<lev_fieldx; x++)
550 for (y=0; y<lev_fieldy; y++)
552 Feld[x][y] = Ur[x][y];
553 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
554 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
557 JustStopped[x][y] = 0;
559 ExplodeField[x][y] = EX_NO_EXPLOSION;
563 for(y=0; y<lev_fieldy; y++)
565 for(x=0; x<lev_fieldx; x++)
567 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
569 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
571 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
574 InitField(x, y, TRUE);
578 /* correct non-moving belts to start moving left */
580 if (game.belt_dir[i] == MV_NO_MOVING)
581 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
583 /* check if any connected player was not found in playfield */
584 for (i=0; i<MAX_PLAYERS; i++)
586 struct PlayerInfo *player = &stored_player[i];
588 if (player->connected && !player->present)
590 for (j=0; j<MAX_PLAYERS; j++)
592 struct PlayerInfo *some_player = &stored_player[j];
593 int jx = some_player->jx, jy = some_player->jy;
595 /* assign first free player found that is present in the playfield */
596 if (some_player->present && !some_player->connected)
598 player->present = TRUE;
599 player->active = TRUE;
600 some_player->present = FALSE;
602 StorePlayer[jx][jy] = player->element_nr;
603 player->jx = player->last_jx = jx;
604 player->jy = player->last_jy = jy;
614 /* when playing a tape, eliminate all players who do not participate */
616 for (i=0; i<MAX_PLAYERS; i++)
618 if (stored_player[i].active && !tape.player_participates[i])
620 struct PlayerInfo *player = &stored_player[i];
621 int jx = player->jx, jy = player->jy;
623 player->active = FALSE;
624 StorePlayer[jx][jy] = 0;
625 Feld[jx][jy] = EL_LEERRAUM;
629 else if (!options.network && !setup.team_mode) /* && !tape.playing */
631 /* when in single player mode, eliminate all but the first active player */
633 for (i=0; i<MAX_PLAYERS; i++)
635 if (stored_player[i].active)
637 for (j=i+1; j<MAX_PLAYERS; j++)
639 if (stored_player[j].active)
641 struct PlayerInfo *player = &stored_player[j];
642 int jx = player->jx, jy = player->jy;
644 player->active = FALSE;
645 StorePlayer[jx][jy] = 0;
646 Feld[jx][jy] = EL_LEERRAUM;
653 /* when recording the game, store which players take part in the game */
656 for (i=0; i<MAX_PLAYERS; i++)
657 if (stored_player[i].active)
658 tape.player_participates[i] = TRUE;
663 for (i=0; i<MAX_PLAYERS; i++)
665 struct PlayerInfo *player = &stored_player[i];
667 printf("Player %d: present == %d, connected == %d, active == %d.\n",
672 if (local_player == player)
673 printf("Player %d is local player.\n", i+1);
677 game.version = (tape.playing ? tape.game_version : level.game_version);
678 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
679 emulate_sb ? EMU_SOKOBAN :
680 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
682 /* dynamically adjust element properties according to game engine version */
684 static int ep_slippery[] =
693 static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
695 for (i=0; i<ep_slippery_num; i++)
697 if (game.version >= GAME_VERSION_2_0)
698 Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS;
700 Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS;
704 if (BorderElement == EL_LEERRAUM)
707 SBX_Right = lev_fieldx - SCR_FIELDX;
709 SBY_Lower = lev_fieldy - SCR_FIELDY;
714 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
716 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
719 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
720 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
722 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
723 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
726 scroll_y = SBY_Upper;
727 if (local_player->jx >= SBX_Left + MIDPOSX)
728 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
729 local_player->jx - MIDPOSX :
731 if (local_player->jy >= SBY_Upper + MIDPOSY)
732 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
733 local_player->jy - MIDPOSY :
736 CloseDoor(DOOR_CLOSE_1);
742 /* after drawing the level, correct some elements */
743 if (game.timegate_time_left == 0)
744 CloseAllOpenTimegates();
746 if (setup.soft_scrolling)
747 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
749 redraw_mask |= REDRAW_FROM_BACKBUFFER;
751 /* copy default game door content to main double buffer */
752 BlitBitmap(pix[PIX_DOOR], drawto,
753 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
756 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
757 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
760 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
761 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
762 BlitBitmap(drawto, drawto,
763 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
764 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
765 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
768 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
769 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
770 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
771 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
772 DrawText(DX + XX_SCORE, DY + YY_SCORE,
773 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
774 DrawText(DX + XX_TIME, DY + YY_TIME,
775 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
778 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
779 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
780 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
784 /* copy actual game door content to door double buffer for OpenDoor() */
785 BlitBitmap(drawto, pix[PIX_DB_DOOR],
786 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
788 OpenDoor(DOOR_OPEN_ALL);
790 if (setup.sound_music && num_bg_loops)
791 PlayMusic(level_nr % num_bg_loops);
793 KeyboardAutoRepeatOff();
798 printf("Player %d %sactive.\n",
799 i + 1, (stored_player[i].active ? "" : "not "));
803 void InitMovDir(int x, int y)
805 int i, element = Feld[x][y];
806 static int xy[4][2] =
813 static int direction[3][4] =
815 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
816 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
817 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
822 case EL_KAEFER_RIGHT:
826 Feld[x][y] = EL_KAEFER;
827 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
830 case EL_FLIEGER_RIGHT:
832 case EL_FLIEGER_LEFT:
833 case EL_FLIEGER_DOWN:
834 Feld[x][y] = EL_FLIEGER;
835 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
838 case EL_BUTTERFLY_RIGHT:
839 case EL_BUTTERFLY_UP:
840 case EL_BUTTERFLY_LEFT:
841 case EL_BUTTERFLY_DOWN:
842 Feld[x][y] = EL_BUTTERFLY;
843 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
846 case EL_FIREFLY_RIGHT:
848 case EL_FIREFLY_LEFT:
849 case EL_FIREFLY_DOWN:
850 Feld[x][y] = EL_FIREFLY;
851 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
854 case EL_PACMAN_RIGHT:
858 Feld[x][y] = EL_PACMAN;
859 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
863 MovDir[x][y] = MV_UP;
867 MovDir[x][y] = MV_LEFT;
874 Feld[x][y] = EL_MOLE;
875 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
879 MovDir[x][y] = 1 << RND(4);
880 if (element != EL_KAEFER &&
881 element != EL_FLIEGER &&
882 element != EL_BUTTERFLY &&
883 element != EL_FIREFLY)
888 int x1 = x + xy[i][0];
889 int y1 = y + xy[i][1];
891 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
893 if (element == EL_KAEFER || element == EL_BUTTERFLY)
895 MovDir[x][y] = direction[0][i];
898 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
899 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
901 MovDir[x][y] = direction[1][i];
910 void InitAmoebaNr(int x, int y)
913 int group_nr = AmoebeNachbarNr(x, y);
917 for (i=1; i<MAX_NUM_AMOEBA; i++)
919 if (AmoebaCnt[i] == 0)
927 AmoebaNr[x][y] = group_nr;
928 AmoebaCnt[group_nr]++;
929 AmoebaCnt2[group_nr]++;
935 boolean raise_level = FALSE;
937 if (local_player->MovPos)
940 local_player->LevelSolved = FALSE;
944 if (setup.sound_loops)
945 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
949 if (!setup.sound_loops)
950 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
951 if (TimeLeft > 0 && !(TimeLeft % 10))
952 RaiseScore(level.score[SC_ZEITBONUS]);
953 if (TimeLeft > 100 && !(TimeLeft % 10))
957 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
962 if (setup.sound_loops)
965 else if (level.time == 0) /* level without time limit */
967 if (setup.sound_loops)
968 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
970 while(TimePlayed < 999)
972 if (!setup.sound_loops)
973 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
974 if (TimePlayed < 999 && !(TimePlayed % 10))
975 RaiseScore(level.score[SC_ZEITBONUS]);
976 if (TimePlayed < 900 && !(TimePlayed % 10))
980 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
985 if (setup.sound_loops)
993 /* Hero disappears */
994 DrawLevelField(ExitX, ExitY);
1000 CloseDoor(DOOR_CLOSE_1);
1005 SaveTape(tape.level_nr); /* Ask to save tape */
1008 if (level_nr == leveldir_current->handicap_level)
1010 leveldir_current->handicap_level++;
1011 SaveLevelSetup_SeriesInfo();
1014 if (level_editor_test_game)
1015 local_player->score = -1; /* no highscore when playing from editor */
1016 else if (level_nr < leveldir_current->last_level)
1017 raise_level = TRUE; /* advance to next level */
1019 if ((hi_pos = NewHiScore()) >= 0)
1021 game_status = HALLOFFAME;
1022 DrawHallOfFame(hi_pos);
1028 game_status = MAINMENU;
1042 LoadScore(level_nr);
1044 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1045 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1048 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1050 if (local_player->score > highscore[k].Score)
1052 /* player has made it to the hall of fame */
1054 if (k < MAX_SCORE_ENTRIES - 1)
1056 int m = MAX_SCORE_ENTRIES - 1;
1059 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1060 if (!strcmp(setup.player_name, highscore[l].Name))
1062 if (m == k) /* player's new highscore overwrites his old one */
1068 strcpy(highscore[l].Name, highscore[l - 1].Name);
1069 highscore[l].Score = highscore[l - 1].Score;
1076 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1077 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1078 highscore[k].Score = local_player->score;
1084 else if (!strncmp(setup.player_name, highscore[k].Name,
1085 MAX_PLAYER_NAME_LEN))
1086 break; /* player already there with a higher score */
1092 SaveScore(level_nr);
1097 void InitMovingField(int x, int y, int direction)
1099 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1100 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1102 MovDir[x][y] = direction;
1103 MovDir[newx][newy] = direction;
1104 if (Feld[newx][newy] == EL_LEERRAUM)
1105 Feld[newx][newy] = EL_BLOCKED;
1108 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1110 int direction = MovDir[x][y];
1111 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1112 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1118 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1120 int oldx = x, oldy = y;
1121 int direction = MovDir[x][y];
1123 if (direction == MV_LEFT)
1125 else if (direction == MV_RIGHT)
1127 else if (direction == MV_UP)
1129 else if (direction == MV_DOWN)
1132 *comes_from_x = oldx;
1133 *comes_from_y = oldy;
1136 int MovingOrBlocked2Element(int x, int y)
1138 int element = Feld[x][y];
1140 if (element == EL_BLOCKED)
1144 Blocked2Moving(x, y, &oldx, &oldy);
1145 return Feld[oldx][oldy];
1151 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1153 /* like MovingOrBlocked2Element(), but if element is moving
1154 and (x,y) is the field the moving element is just leaving,
1155 return EL_BLOCKED instead of the element value */
1156 int element = Feld[x][y];
1158 if (IS_MOVING(x, y))
1160 if (element == EL_BLOCKED)
1164 Blocked2Moving(x, y, &oldx, &oldy);
1165 return Feld[oldx][oldy];
1174 static void RemoveField(int x, int y)
1176 Feld[x][y] = EL_LEERRAUM;
1182 void RemoveMovingField(int x, int y)
1184 int oldx = x, oldy = y, newx = x, newy = y;
1186 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1189 if (IS_MOVING(x, y))
1191 Moving2Blocked(x, y, &newx, &newy);
1192 if (Feld[newx][newy] != EL_BLOCKED)
1195 else if (Feld[x][y] == EL_BLOCKED)
1197 Blocked2Moving(x, y, &oldx, &oldy);
1198 if (!IS_MOVING(oldx, oldy))
1202 if (Feld[x][y] == EL_BLOCKED &&
1203 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1204 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1205 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1206 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1207 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1209 Feld[oldx][oldy] = EL_LEERRAUM;
1211 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1213 Feld[newx][newy] = EL_LEERRAUM;
1214 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1215 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1217 DrawLevelField(oldx, oldy);
1218 DrawLevelField(newx, newy);
1221 void DrawDynamite(int x, int y)
1223 int sx = SCREENX(x), sy = SCREENY(y);
1224 int graphic = el2gfx(Feld[x][y]);
1227 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1231 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1233 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1235 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1240 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1244 if (game.emulation == EMU_SUPAPLEX)
1245 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1246 else if (Store[x][y])
1247 DrawGraphicThruMask(sx, sy, graphic + phase);
1249 DrawGraphic(sx, sy, graphic + phase);
1252 void CheckDynamite(int x, int y)
1254 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1259 if (!(MovDelay[x][y] % 12))
1260 PlaySoundLevel(x, y, SND_ZISCH);
1262 if (IS_ACTIVE_BOMB(Feld[x][y]))
1264 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1266 if (!(MovDelay[x][y] % delay))
1274 StopSound(SND_ZISCH);
1278 void Explode(int ex, int ey, int phase, int mode)
1281 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1282 int last_phase = num_phase * delay;
1283 int half_phase = (num_phase / 2) * delay;
1284 int first_phase_after_start = EX_PHASE_START + 1;
1286 if (game.explosions_delayed)
1288 ExplodeField[ex][ey] = mode;
1292 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1294 int center_element = Feld[ex][ey];
1296 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1298 /* put moving element to center field (and let it explode there) */
1299 center_element = MovingOrBlocked2Element(ex, ey);
1300 RemoveMovingField(ex, ey);
1301 Feld[ex][ey] = center_element;
1304 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1308 if (!IN_LEV_FIELD(x, y) ||
1309 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1310 (x != ex || y != ey)))
1313 element = Feld[x][y];
1315 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1317 element = MovingOrBlocked2Element(x, y);
1318 RemoveMovingField(x, y);
1321 if (IS_MASSIVE(element) || element == EL_BURNING)
1324 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1326 if (IS_ACTIVE_BOMB(element))
1328 /* re-activate things under the bomb like gate or penguin */
1329 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1336 if (element == EL_EXPLODING)
1337 element = Store2[x][y];
1339 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1341 switch(StorePlayer[ex][ey])
1344 Store[x][y] = EL_EDELSTEIN_ROT;
1347 Store[x][y] = EL_EDELSTEIN;
1350 Store[x][y] = EL_EDELSTEIN_LILA;
1354 Store[x][y] = EL_EDELSTEIN_GELB;
1358 if (game.emulation == EMU_SUPAPLEX)
1359 Store[x][y] = EL_LEERRAUM;
1361 else if (center_element == EL_MOLE)
1362 Store[x][y] = EL_EDELSTEIN_ROT;
1363 else if (center_element == EL_PINGUIN)
1364 Store[x][y] = EL_EDELSTEIN_LILA;
1365 else if (center_element == EL_KAEFER)
1366 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1367 else if (center_element == EL_BUTTERFLY)
1368 Store[x][y] = EL_EDELSTEIN_BD;
1369 else if (center_element == EL_SP_ELECTRON)
1370 Store[x][y] = EL_SP_INFOTRON;
1371 else if (center_element == EL_MAMPFER)
1372 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1373 else if (center_element == EL_AMOEBA2DIAM)
1374 Store[x][y] = level.amoeba_content;
1375 else if (element == EL_ERZ_EDEL)
1376 Store[x][y] = EL_EDELSTEIN;
1377 else if (element == EL_ERZ_DIAM)
1378 Store[x][y] = EL_DIAMANT;
1379 else if (element == EL_ERZ_EDEL_BD)
1380 Store[x][y] = EL_EDELSTEIN_BD;
1381 else if (element == EL_ERZ_EDEL_GELB)
1382 Store[x][y] = EL_EDELSTEIN_GELB;
1383 else if (element == EL_ERZ_EDEL_ROT)
1384 Store[x][y] = EL_EDELSTEIN_ROT;
1385 else if (element == EL_ERZ_EDEL_LILA)
1386 Store[x][y] = EL_EDELSTEIN_LILA;
1387 else if (element == EL_WALL_PEARL)
1388 Store[x][y] = EL_PEARL;
1389 else if (element == EL_WALL_CRYSTAL)
1390 Store[x][y] = EL_CRYSTAL;
1391 else if (!IS_PFORTE(Store[x][y]))
1392 Store[x][y] = EL_LEERRAUM;
1394 if (x != ex || y != ey ||
1395 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1396 Store2[x][y] = element;
1398 if (AmoebaNr[x][y] &&
1399 (element == EL_AMOEBE_VOLL ||
1400 element == EL_AMOEBE_BD ||
1401 element == EL_AMOEBING))
1403 AmoebaCnt[AmoebaNr[x][y]]--;
1404 AmoebaCnt2[AmoebaNr[x][y]]--;
1407 Feld[x][y] = EL_EXPLODING;
1408 MovDir[x][y] = MovPos[x][y] = 0;
1414 if (center_element == EL_MAMPFER)
1415 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1426 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1428 if (phase == first_phase_after_start)
1430 int element = Store2[x][y];
1432 if (element == EL_BLACK_ORB)
1434 Feld[x][y] = Store2[x][y];
1439 else if (phase == half_phase)
1441 int element = Store2[x][y];
1443 if (IS_PLAYER(x, y))
1444 KillHeroUnlessProtected(x, y);
1445 else if (IS_EXPLOSIVE(element))
1447 Feld[x][y] = Store2[x][y];
1451 else if (element == EL_AMOEBA2DIAM)
1452 AmoebeUmwandeln(x, y);
1455 if (phase == last_phase)
1459 element = Feld[x][y] = Store[x][y];
1460 Store[x][y] = Store2[x][y] = 0;
1461 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1462 InitField(x, y, FALSE);
1463 if (CAN_MOVE(element) || COULD_MOVE(element))
1465 DrawLevelField(x, y);
1467 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1469 int graphic = GFX_EXPLOSION;
1471 if (game.emulation == EMU_SUPAPLEX)
1472 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1473 GFX_SP_EXPLODE_INFOTRON :
1474 GFX_SP_EXPLODE_EMPTY);
1477 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1479 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1483 void DynaExplode(int ex, int ey)
1486 int dynabomb_size = 1;
1487 boolean dynabomb_xl = FALSE;
1488 struct PlayerInfo *player;
1489 static int xy[4][2] =
1497 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1499 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1500 dynabomb_size = player->dynabomb_size;
1501 dynabomb_xl = player->dynabomb_xl;
1502 player->dynabombs_left++;
1505 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1509 for (j=1; j<=dynabomb_size; j++)
1511 int x = ex + j * xy[i % 4][0];
1512 int y = ey + j * xy[i % 4][1];
1515 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1518 element = Feld[x][y];
1520 /* do not restart explosions of fields with active bombs */
1521 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1524 Explode(x, y, EX_PHASE_START, EX_BORDER);
1526 if (element != EL_LEERRAUM &&
1527 element != EL_ERDREICH &&
1528 element != EL_EXPLODING &&
1535 void Bang(int x, int y)
1537 int element = Feld[x][y];
1539 if (game.emulation == EMU_SUPAPLEX)
1540 PlaySoundLevel(x, y, SND_SP_BOOOM);
1542 PlaySoundLevel(x, y, SND_ROAAAR);
1545 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1546 element = EL_LEERRAUM;
1560 RaiseScoreElement(element);
1561 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1563 case EL_DYNABOMB_ACTIVE_1:
1564 case EL_DYNABOMB_ACTIVE_2:
1565 case EL_DYNABOMB_ACTIVE_3:
1566 case EL_DYNABOMB_ACTIVE_4:
1567 case EL_DYNABOMB_NR:
1568 case EL_DYNABOMB_SZ:
1569 case EL_DYNABOMB_XL:
1575 if (IS_PLAYER(x, y))
1576 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1578 Explode(x, y, EX_PHASE_START, EX_CENTER);
1581 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1586 void Blurb(int x, int y)
1588 int element = Feld[x][y];
1590 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1592 PlaySoundLevel(x, y, SND_BLURB);
1593 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1594 (!IN_LEV_FIELD(x-1, y-1) ||
1595 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1597 Feld[x-1][y] = EL_BLURB_LEFT;
1599 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1600 (!IN_LEV_FIELD(x+1, y-1) ||
1601 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1603 Feld[x+1][y] = EL_BLURB_RIGHT;
1608 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1610 if (!MovDelay[x][y]) /* initialize animation counter */
1613 if (MovDelay[x][y]) /* continue animation */
1616 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1617 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1619 if (!MovDelay[x][y])
1621 Feld[x][y] = EL_LEERRAUM;
1622 DrawLevelField(x, y);
1628 static void ToggleBeltSwitch(int x, int y)
1630 static int belt_base_element[4] =
1632 EL_BELT1_SWITCH_LEFT,
1633 EL_BELT2_SWITCH_LEFT,
1634 EL_BELT3_SWITCH_LEFT,
1635 EL_BELT4_SWITCH_LEFT
1637 static int belt_move_dir[4] =
1645 int element = Feld[x][y];
1646 int belt_nr = getBeltNrFromSwitchElement(element);
1647 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1648 int belt_dir = belt_move_dir[belt_dir_nr];
1651 if (!IS_BELT_SWITCH(element))
1654 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1655 game.belt_dir[belt_nr] = belt_dir;
1657 if (belt_dir_nr == 3)
1660 for (yy=0; yy<lev_fieldy; yy++)
1662 for (xx=0; xx<lev_fieldx; xx++)
1664 int element = Feld[xx][yy];
1666 if (IS_BELT_SWITCH(element))
1668 int e_belt_nr = getBeltNrFromSwitchElement(element);
1670 if (e_belt_nr == belt_nr)
1672 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1673 DrawLevelField(xx, yy);
1676 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1678 int e_belt_nr = getBeltNrFromElement(element);
1680 if (e_belt_nr == belt_nr)
1681 DrawLevelField(xx, yy); /* set belt to parking position */
1687 static void ToggleSwitchgateSwitch(int x, int y)
1691 game.switchgate_pos = !game.switchgate_pos;
1693 for (yy=0; yy<lev_fieldy; yy++)
1695 for (xx=0; xx<lev_fieldx; xx++)
1697 int element = Feld[xx][yy];
1699 if (element == EL_SWITCHGATE_SWITCH_1 ||
1700 element == EL_SWITCHGATE_SWITCH_2)
1702 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1703 DrawLevelField(xx, yy);
1705 else if (element == EL_SWITCHGATE_OPEN ||
1706 element == EL_SWITCHGATE_OPENING)
1708 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1709 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1711 else if (element == EL_SWITCHGATE_CLOSED ||
1712 element == EL_SWITCHGATE_CLOSING)
1714 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1715 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1721 static void RedrawAllLightSwitchesAndInvisibleElements()
1725 for (y=0; y<lev_fieldy; y++)
1727 for (x=0; x<lev_fieldx; x++)
1729 int element = Feld[x][y];
1731 if (element == EL_LIGHT_SWITCH_OFF &&
1732 game.light_time_left > 0)
1734 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1735 DrawLevelField(x, y);
1737 else if (element == EL_LIGHT_SWITCH_ON &&
1738 game.light_time_left == 0)
1740 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1741 DrawLevelField(x, y);
1744 if (element == EL_INVISIBLE_STEEL ||
1745 element == EL_UNSICHTBAR ||
1746 element == EL_SAND_INVISIBLE)
1747 DrawLevelField(x, y);
1752 static void ToggleLightSwitch(int x, int y)
1754 int element = Feld[x][y];
1756 game.light_time_left =
1757 (element == EL_LIGHT_SWITCH_OFF ?
1758 level.time_light * FRAMES_PER_SECOND : 0);
1760 RedrawAllLightSwitchesAndInvisibleElements();
1763 static void ActivateTimegateSwitch(int x, int y)
1767 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1769 for (yy=0; yy<lev_fieldy; yy++)
1771 for (xx=0; xx<lev_fieldx; xx++)
1773 int element = Feld[xx][yy];
1775 if (element == EL_TIMEGATE_CLOSED ||
1776 element == EL_TIMEGATE_CLOSING)
1778 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1779 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1783 else if (element == EL_TIMEGATE_SWITCH_ON)
1785 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1786 DrawLevelField(xx, yy);
1793 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1796 void Impact(int x, int y)
1798 boolean lastline = (y == lev_fieldy-1);
1799 boolean object_hit = FALSE;
1800 int element = Feld[x][y];
1803 if (!lastline) /* check if element below was hit */
1805 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1808 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1809 MovDir[x][y+1]!=MV_DOWN ||
1810 MovPos[x][y+1]<=TILEY/2));
1812 smashed = MovingOrBlocked2Element(x, y+1);
1815 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1821 if ((element == EL_BOMBE ||
1822 element == EL_SP_DISK_ORANGE ||
1823 element == EL_DX_SUPABOMB) &&
1824 (lastline || object_hit)) /* element is bomb */
1829 else if (element == EL_PEARL)
1831 Feld[x][y] = EL_PEARL_BREAKING;
1832 PlaySoundLevel(x, y, SND_KNACK);
1836 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1838 if (object_hit && IS_PLAYER(x, y+1))
1839 KillHeroUnlessProtected(x, y+1);
1840 else if (object_hit && smashed == EL_PINGUIN)
1844 Feld[x][y] = EL_AMOEBING;
1845 Store[x][y] = EL_AMOEBE_NASS;
1850 if (!lastline && object_hit) /* check which object was hit */
1852 if (CAN_CHANGE(element) &&
1853 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1856 int activated_magic_wall =
1857 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1858 EL_MAGIC_WALL_BD_EMPTY);
1860 /* activate magic wall / mill */
1862 for (y=0; y<lev_fieldy; y++)
1863 for (x=0; x<lev_fieldx; x++)
1864 if (Feld[x][y] == smashed)
1865 Feld[x][y] = activated_magic_wall;
1867 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1868 game.magic_wall_active = TRUE;
1871 if (IS_PLAYER(x, y+1))
1873 KillHeroUnlessProtected(x, y+1);
1876 else if (smashed == EL_PINGUIN)
1881 else if (element == EL_EDELSTEIN_BD)
1883 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1889 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1890 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1891 smashed == EL_SP_DISK_ORANGE))
1896 else if (element == EL_FELSBROCKEN ||
1897 element == EL_SP_ZONK ||
1898 element == EL_BD_ROCK)
1900 if (IS_ENEMY(smashed) ||
1901 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1902 smashed == EL_DX_SUPABOMB ||
1903 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1904 smashed == EL_DRACHE || smashed == EL_MOLE)
1909 else if (!IS_MOVING(x, y+1))
1911 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1916 else if (smashed == EL_KOKOSNUSS)
1918 Feld[x][y+1] = EL_CRACKINGNUT;
1919 PlaySoundLevel(x, y, SND_KNACK);
1920 RaiseScoreElement(EL_KOKOSNUSS);
1923 else if (smashed == EL_PEARL)
1925 Feld[x][y+1] = EL_PEARL_BREAKING;
1926 PlaySoundLevel(x, y, SND_KNACK);
1929 else if (smashed == EL_DIAMANT)
1931 Feld[x][y+1] = EL_LEERRAUM;
1932 PlaySoundLevel(x, y, SND_QUIRK);
1935 else if (IS_BELT_SWITCH(smashed))
1937 ToggleBeltSwitch(x, y+1);
1939 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1940 smashed == EL_SWITCHGATE_SWITCH_2)
1942 ToggleSwitchgateSwitch(x, y+1);
1944 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1945 smashed == EL_LIGHT_SWITCH_ON)
1947 ToggleLightSwitch(x, y+1);
1953 /* play sound of magic wall / mill */
1955 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1956 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1958 PlaySoundLevel(x, y, SND_QUIRK);
1962 /* play sound of object that hits the ground */
1963 if (lastline || object_hit)
1970 case EL_EDELSTEIN_BD:
1971 case EL_EDELSTEIN_GELB:
1972 case EL_EDELSTEIN_ROT:
1973 case EL_EDELSTEIN_LILA:
1975 case EL_SP_INFOTRON:
1981 case EL_FELSBROCKEN:
1986 sound = SND_SP_ZONKDOWN;
1989 case EL_SCHLUESSEL1:
1990 case EL_SCHLUESSEL2:
1991 case EL_SCHLUESSEL3:
1992 case EL_SCHLUESSEL4:
2009 PlaySoundLevel(x, y, sound);
2013 void TurnRound(int x, int y)
2025 { 0, 0 }, { 0, 0 }, { 0, 0 },
2030 int left, right, back;
2034 { MV_DOWN, MV_UP, MV_RIGHT },
2035 { MV_UP, MV_DOWN, MV_LEFT },
2037 { MV_LEFT, MV_RIGHT, MV_DOWN },
2038 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2039 { MV_RIGHT, MV_LEFT, MV_UP }
2042 int element = Feld[x][y];
2043 int old_move_dir = MovDir[x][y];
2044 int left_dir = turn[old_move_dir].left;
2045 int right_dir = turn[old_move_dir].right;
2046 int back_dir = turn[old_move_dir].back;
2048 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2049 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2050 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2051 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2053 int left_x = x+left_dx, left_y = y+left_dy;
2054 int right_x = x+right_dx, right_y = y+right_dy;
2055 int move_x = x+move_dx, move_y = y+move_dy;
2057 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2059 TestIfBadThingHitsOtherBadThing(x, y);
2061 if (IN_LEV_FIELD(right_x, right_y) &&
2062 IS_FREE(right_x, right_y))
2063 MovDir[x][y] = right_dir;
2064 else if (!IN_LEV_FIELD(move_x, move_y) ||
2065 !IS_FREE(move_x, move_y))
2066 MovDir[x][y] = left_dir;
2068 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2070 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2073 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2074 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2076 TestIfBadThingHitsOtherBadThing(x, y);
2078 if (IN_LEV_FIELD(left_x, left_y) &&
2079 IS_FREE(left_x, left_y))
2080 MovDir[x][y] = left_dir;
2081 else if (!IN_LEV_FIELD(move_x, move_y) ||
2082 !IS_FREE(move_x, move_y))
2083 MovDir[x][y] = right_dir;
2085 if ((element == EL_FLIEGER ||
2086 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2087 && MovDir[x][y] != old_move_dir)
2089 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2092 else if (element == EL_MAMPFER)
2094 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2096 if (IN_LEV_FIELD(left_x, left_y) &&
2097 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2098 Feld[left_x][left_y] == EL_DIAMANT))
2099 can_turn_left = TRUE;
2100 if (IN_LEV_FIELD(right_x, right_y) &&
2101 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2102 Feld[right_x][right_y] == EL_DIAMANT))
2103 can_turn_right = TRUE;
2105 if (can_turn_left && can_turn_right)
2106 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2107 else if (can_turn_left)
2108 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2109 else if (can_turn_right)
2110 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2112 MovDir[x][y] = back_dir;
2114 MovDelay[x][y] = 16+16*RND(3);
2116 else if (element == EL_MAMPFER2)
2118 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2120 if (IN_LEV_FIELD(left_x, left_y) &&
2121 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2122 IS_MAMPF2(Feld[left_x][left_y])))
2123 can_turn_left = TRUE;
2124 if (IN_LEV_FIELD(right_x, right_y) &&
2125 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2126 IS_MAMPF2(Feld[right_x][right_y])))
2127 can_turn_right = TRUE;
2129 if (can_turn_left && can_turn_right)
2130 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2131 else if (can_turn_left)
2132 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2133 else if (can_turn_right)
2134 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2136 MovDir[x][y] = back_dir;
2138 MovDelay[x][y] = 16+16*RND(3);
2140 else if (element == EL_PACMAN)
2142 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2144 if (IN_LEV_FIELD(left_x, left_y) &&
2145 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2146 IS_AMOEBOID(Feld[left_x][left_y])))
2147 can_turn_left = TRUE;
2148 if (IN_LEV_FIELD(right_x, right_y) &&
2149 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2150 IS_AMOEBOID(Feld[right_x][right_y])))
2151 can_turn_right = TRUE;
2153 if (can_turn_left && can_turn_right)
2154 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2155 else if (can_turn_left)
2156 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2157 else if (can_turn_right)
2158 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2160 MovDir[x][y] = back_dir;
2162 MovDelay[x][y] = 6+RND(40);
2164 else if (element == EL_SCHWEIN)
2166 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2167 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2168 boolean should_move_on = FALSE;
2170 int rnd = RND(rnd_value);
2172 if (IN_LEV_FIELD(left_x, left_y) &&
2173 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2174 can_turn_left = TRUE;
2175 if (IN_LEV_FIELD(right_x, right_y) &&
2176 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2177 can_turn_right = TRUE;
2178 if (IN_LEV_FIELD(move_x, move_y) &&
2179 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2182 if (can_turn_left &&
2184 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2185 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2186 should_turn_left = TRUE;
2187 if (can_turn_right &&
2189 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2190 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2191 should_turn_right = TRUE;
2193 (!can_turn_left || !can_turn_right ||
2194 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2195 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2196 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2197 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2198 should_move_on = TRUE;
2200 if (should_turn_left || should_turn_right || should_move_on)
2202 if (should_turn_left && should_turn_right && should_move_on)
2203 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2204 rnd < 2*rnd_value/3 ? right_dir :
2206 else if (should_turn_left && should_turn_right)
2207 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2208 else if (should_turn_left && should_move_on)
2209 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2210 else if (should_turn_right && should_move_on)
2211 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2212 else if (should_turn_left)
2213 MovDir[x][y] = left_dir;
2214 else if (should_turn_right)
2215 MovDir[x][y] = right_dir;
2216 else if (should_move_on)
2217 MovDir[x][y] = old_move_dir;
2219 else if (can_move_on && rnd > rnd_value/8)
2220 MovDir[x][y] = old_move_dir;
2221 else if (can_turn_left && can_turn_right)
2222 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2223 else if (can_turn_left && rnd > rnd_value/8)
2224 MovDir[x][y] = left_dir;
2225 else if (can_turn_right && rnd > rnd_value/8)
2226 MovDir[x][y] = right_dir;
2228 MovDir[x][y] = back_dir;
2230 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2231 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2232 MovDir[x][y] = old_move_dir;
2236 else if (element == EL_DRACHE)
2238 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2240 int rnd = RND(rnd_value);
2242 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2243 can_turn_left = TRUE;
2244 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2245 can_turn_right = TRUE;
2246 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2249 if (can_move_on && rnd > rnd_value/8)
2250 MovDir[x][y] = old_move_dir;
2251 else if (can_turn_left && can_turn_right)
2252 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2253 else if (can_turn_left && rnd > rnd_value/8)
2254 MovDir[x][y] = left_dir;
2255 else if (can_turn_right && rnd > rnd_value/8)
2256 MovDir[x][y] = right_dir;
2258 MovDir[x][y] = back_dir;
2260 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2261 MovDir[x][y] = old_move_dir;
2265 else if (element == EL_MOLE)
2267 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2269 if (IN_LEV_FIELD(move_x, move_y) &&
2270 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2271 Feld[move_x][move_y] == EL_DEAMOEBING))
2276 if (IN_LEV_FIELD(left_x, left_y) &&
2277 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2278 can_turn_left = TRUE;
2279 if (IN_LEV_FIELD(right_x, right_y) &&
2280 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2281 can_turn_right = TRUE;
2283 if (can_turn_left && can_turn_right)
2284 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2285 else if (can_turn_left)
2286 MovDir[x][y] = left_dir;
2288 MovDir[x][y] = right_dir;
2291 if (MovDir[x][y] != old_move_dir)
2294 else if (element == EL_BALLOON)
2296 MovDir[x][y] = game.balloon_dir;
2299 else if (element == EL_SPRING_MOVING)
2301 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2302 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2304 Feld[x][y] = EL_SPRING;
2305 MovDir[x][y] = MV_NO_MOVING;
2309 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2311 int attr_x = -1, attr_y = -1;
2322 for (i=0; i<MAX_PLAYERS; i++)
2324 struct PlayerInfo *player = &stored_player[i];
2325 int jx = player->jx, jy = player->jy;
2327 if (!player->active)
2330 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2338 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2344 if (element == EL_PINGUIN)
2347 static int xy[4][2] =
2357 int ex = x + xy[i%4][0];
2358 int ey = y + xy[i%4][1];
2360 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2369 MovDir[x][y] = MV_NO_MOVING;
2371 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2373 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2375 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2377 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2379 if (element == EL_ROBOT)
2383 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2384 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2385 Moving2Blocked(x, y, &newx, &newy);
2387 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2388 MovDelay[x][y] = 8+8*!RND(3);
2390 MovDelay[x][y] = 16;
2398 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2400 boolean first_horiz = RND(2);
2401 int new_move_dir = MovDir[x][y];
2404 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2405 Moving2Blocked(x, y, &newx, &newy);
2407 if (IN_LEV_FIELD(newx, newy) &&
2408 (IS_FREE(newx, newy) ||
2409 Feld[newx][newy] == EL_SALZSAEURE ||
2410 (element == EL_PINGUIN &&
2411 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2412 IS_MAMPF3(Feld[newx][newy])))))
2416 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2417 Moving2Blocked(x, y, &newx, &newy);
2419 if (IN_LEV_FIELD(newx, newy) &&
2420 (IS_FREE(newx, newy) ||
2421 Feld[newx][newy] == EL_SALZSAEURE ||
2422 (element == EL_PINGUIN &&
2423 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2424 IS_MAMPF3(Feld[newx][newy])))))
2427 MovDir[x][y] = old_move_dir;
2434 static boolean JustBeingPushed(int x, int y)
2438 for (i=0; i<MAX_PLAYERS; i++)
2440 struct PlayerInfo *player = &stored_player[i];
2442 if (player->active && player->Pushing && player->MovPos)
2444 int next_jx = player->jx + (player->jx - player->last_jx);
2445 int next_jy = player->jy + (player->jy - player->last_jy);
2447 if (x == next_jx && y == next_jy)
2455 void StartMoving(int x, int y)
2457 int element = Feld[x][y];
2462 if (CAN_FALL(element) && y<lev_fieldy-1)
2464 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2465 if (JustBeingPushed(x, y))
2468 if (element == EL_MORAST_VOLL)
2470 if (IS_FREE(x, y+1))
2472 InitMovingField(x, y, MV_DOWN);
2473 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2474 Store[x][y] = EL_FELSBROCKEN;
2476 else if (Feld[x][y+1] == EL_MORAST_LEER)
2478 if (!MovDelay[x][y])
2479 MovDelay[x][y] = TILEY + 1;
2488 Feld[x][y] = EL_MORAST_LEER;
2489 Feld[x][y+1] = EL_MORAST_VOLL;
2490 Store[x][y+1] = Store[x][y];
2494 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2495 Feld[x][y+1] == EL_MORAST_LEER)
2497 InitMovingField(x, y, MV_DOWN);
2498 Feld[x][y] = EL_QUICKSAND_FILLING;
2499 Store[x][y] = element;
2501 else if (element == EL_MAGIC_WALL_FULL)
2503 if (IS_FREE(x, y+1))
2505 InitMovingField(x, y, MV_DOWN);
2506 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2507 Store[x][y] = EL_CHANGED(Store[x][y]);
2509 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2511 if (!MovDelay[x][y])
2512 MovDelay[x][y] = TILEY/4 + 1;
2521 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2522 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2523 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2527 else if (element == EL_MAGIC_WALL_BD_FULL)
2529 if (IS_FREE(x, y+1))
2531 InitMovingField(x, y, MV_DOWN);
2532 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2533 Store[x][y] = EL_CHANGED2(Store[x][y]);
2535 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2537 if (!MovDelay[x][y])
2538 MovDelay[x][y] = TILEY/4 + 1;
2547 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2548 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2549 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2553 else if (CAN_CHANGE(element) &&
2554 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2555 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2557 InitMovingField(x, y, MV_DOWN);
2559 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2560 EL_MAGIC_WALL_BD_FILLING);
2561 Store[x][y] = element;
2563 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2566 InitMovingField(x, y, MV_DOWN);
2567 Store[x][y] = EL_SALZSAEURE;
2569 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2574 else if (IS_FREE(x, y+1))
2576 InitMovingField(x, y, MV_DOWN);
2578 else if (element == EL_TROPFEN)
2580 Feld[x][y] = EL_AMOEBING;
2581 Store[x][y] = EL_AMOEBE_NASS;
2583 /* Store[x][y+1] must be zero, because:
2584 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2587 #if OLD_GAME_BEHAVIOUR
2588 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2590 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2591 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2592 element != EL_DX_SUPABOMB)
2595 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2596 (IS_SLIPPERY_GEMS(Feld[x][y+1]) && IS_GEM(element))) &&
2597 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2598 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2601 boolean left = (x>0 && IS_FREE(x-1, y) &&
2602 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2603 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2604 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2608 if (left && right &&
2609 (game.emulation != EMU_BOULDERDASH &&
2610 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2611 left = !(right = RND(2));
2613 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2616 else if (IS_BELT(Feld[x][y+1]))
2618 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2619 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2620 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2621 int belt_dir = game.belt_dir[belt_nr];
2623 if ((belt_dir == MV_LEFT && left_is_free) ||
2624 (belt_dir == MV_RIGHT && right_is_free))
2625 InitMovingField(x, y, belt_dir);
2628 else if (CAN_MOVE(element))
2632 if ((element == EL_SONDE || element == EL_BALLOON ||
2633 element == EL_SPRING_MOVING)
2634 && JustBeingPushed(x, y))
2637 if (!MovDelay[x][y]) /* start new movement phase */
2639 /* all objects that can change their move direction after each step */
2640 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2642 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2645 if (MovDelay[x][y] && (element == EL_KAEFER ||
2646 element == EL_FLIEGER ||
2647 element == EL_SP_SNIKSNAK ||
2648 element == EL_SP_ELECTRON ||
2649 element == EL_MOLE))
2650 DrawLevelField(x, y);
2654 if (MovDelay[x][y]) /* wait some time before next movement */
2658 if (element == EL_ROBOT ||
2659 element == EL_MAMPFER || element == EL_MAMPFER2)
2661 int phase = MovDelay[x][y] % 8;
2666 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2667 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2669 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2670 && MovDelay[x][y]%4 == 3)
2671 PlaySoundLevel(x, y, SND_NJAM);
2673 else if (element == EL_SP_ELECTRON)
2674 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2675 else if (element == EL_DRACHE)
2678 int dir = MovDir[x][y];
2679 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2680 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2681 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2682 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2683 dir == MV_UP ? GFX_FLAMMEN_UP :
2684 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2685 int phase = FrameCounter % 2;
2687 for (i=1; i<=3; i++)
2689 int xx = x + i*dx, yy = y + i*dy;
2690 int sx = SCREENX(xx), sy = SCREENY(yy);
2692 if (!IN_LEV_FIELD(xx, yy) ||
2693 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2698 int flamed = MovingOrBlocked2Element(xx, yy);
2700 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2703 RemoveMovingField(xx, yy);
2705 Feld[xx][yy] = EL_BURNING;
2706 if (IN_SCR_FIELD(sx, sy))
2707 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2711 if (Feld[xx][yy] == EL_BURNING)
2712 Feld[xx][yy] = EL_LEERRAUM;
2713 DrawLevelField(xx, yy);
2722 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2724 PlaySoundLevel(x, y, SND_KLAPPER);
2726 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2728 PlaySoundLevel(x, y, SND_ROEHR);
2731 /* now make next step */
2733 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2735 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2736 !PLAYER_PROTECTED(newx, newy))
2740 TestIfBadThingHitsHero(x, y);
2743 /* enemy got the player */
2745 KillHero(PLAYERINFO(newx, newy));
2750 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2751 element == EL_SONDE || element == EL_BALLOON) &&
2752 IN_LEV_FIELD(newx, newy) &&
2753 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2756 Store[x][y] = EL_SALZSAEURE;
2758 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2760 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2762 Feld[x][y] = EL_LEERRAUM;
2763 DrawLevelField(x, y);
2765 PlaySoundLevel(newx, newy, SND_BUING);
2766 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2767 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2769 local_player->friends_still_needed--;
2770 if (!local_player->friends_still_needed &&
2771 !local_player->GameOver && AllPlayersGone)
2772 local_player->LevelSolved = local_player->GameOver = TRUE;
2776 else if (IS_MAMPF3(Feld[newx][newy]))
2778 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2779 DrawLevelField(newx, newy);
2781 MovDir[x][y] = MV_NO_MOVING;
2783 else if (!IS_FREE(newx, newy))
2785 if (IS_PLAYER(x, y))
2786 DrawPlayerField(x, y);
2788 DrawLevelField(x, y);
2792 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2794 if (IS_GEM(Feld[newx][newy]))
2796 if (IS_MOVING(newx, newy))
2797 RemoveMovingField(newx, newy);
2800 Feld[newx][newy] = EL_LEERRAUM;
2801 DrawLevelField(newx, newy);
2804 else if (!IS_FREE(newx, newy))
2806 if (IS_PLAYER(x, y))
2807 DrawPlayerField(x, y);
2809 DrawLevelField(x, y);
2813 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2815 if (!IS_FREE(newx, newy))
2817 if (IS_PLAYER(x, y))
2818 DrawPlayerField(x, y);
2820 DrawLevelField(x, y);
2825 boolean wanna_flame = !RND(10);
2826 int dx = newx - x, dy = newy - y;
2827 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2828 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2829 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2830 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2831 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2832 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2834 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2835 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2836 element1 != EL_BURNING && element2 != EL_BURNING)
2838 if (IS_PLAYER(x, y))
2839 DrawPlayerField(x, y);
2841 DrawLevelField(x, y);
2843 MovDelay[x][y] = 50;
2844 Feld[newx][newy] = EL_BURNING;
2845 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2846 Feld[newx1][newy1] = EL_BURNING;
2847 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2848 Feld[newx2][newy2] = EL_BURNING;
2853 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2854 Feld[newx][newy] == EL_DIAMANT)
2856 if (IS_MOVING(newx, newy))
2857 RemoveMovingField(newx, newy);
2860 Feld[newx][newy] = EL_LEERRAUM;
2861 DrawLevelField(newx, newy);
2864 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2865 IS_MAMPF2(Feld[newx][newy]))
2867 if (AmoebaNr[newx][newy])
2869 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2870 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2871 Feld[newx][newy] == EL_AMOEBE_BD)
2872 AmoebaCnt[AmoebaNr[newx][newy]]--;
2875 if (IS_MOVING(newx, newy))
2876 RemoveMovingField(newx, newy);
2879 Feld[newx][newy] = EL_LEERRAUM;
2880 DrawLevelField(newx, newy);
2883 else if ((element == EL_PACMAN || element == EL_MOLE)
2884 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2886 if (AmoebaNr[newx][newy])
2888 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2889 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2890 Feld[newx][newy] == EL_AMOEBE_BD)
2891 AmoebaCnt[AmoebaNr[newx][newy]]--;
2894 if (element == EL_MOLE)
2896 Feld[newx][newy] = EL_DEAMOEBING;
2897 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2898 return; /* wait for shrinking amoeba */
2900 else /* element == EL_PACMAN */
2902 Feld[newx][newy] = EL_LEERRAUM;
2903 DrawLevelField(newx, newy);
2906 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2907 (Feld[newx][newy] == EL_DEAMOEBING ||
2908 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2910 /* wait for shrinking amoeba to completely disappear */
2913 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2915 /* object was running against a wall */
2919 if (element == EL_KAEFER || element == EL_FLIEGER ||
2920 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2921 DrawLevelField(x, y);
2922 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2923 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2924 else if (element == EL_SONDE)
2925 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2926 else if (element == EL_SP_ELECTRON)
2927 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2929 if (DONT_TOUCH(element))
2930 TestIfBadThingHitsHero(x, y);
2935 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2936 PlaySoundLevel(x, y, SND_SCHLURF);
2938 InitMovingField(x, y, MovDir[x][y]);
2942 ContinueMoving(x, y);
2945 void ContinueMoving(int x, int y)
2947 int element = Feld[x][y];
2948 int direction = MovDir[x][y];
2949 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2950 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2951 int horiz_move = (dx!=0);
2952 int newx = x + dx, newy = y + dy;
2953 int step = (horiz_move ? dx : dy) * TILEX / 8;
2955 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
2957 else if (element == EL_QUICKSAND_FILLING ||
2958 element == EL_QUICKSAND_EMPTYING)
2960 else if (element == EL_MAGIC_WALL_FILLING ||
2961 element == EL_MAGIC_WALL_BD_FILLING ||
2962 element == EL_MAGIC_WALL_EMPTYING ||
2963 element == EL_MAGIC_WALL_BD_EMPTYING)
2965 else if (CAN_FALL(element) && horiz_move &&
2966 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2968 else if (element == EL_SPRING_MOVING)
2971 #if OLD_GAME_BEHAVIOUR
2972 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2976 MovPos[x][y] += step;
2978 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2980 Feld[x][y] = EL_LEERRAUM;
2981 Feld[newx][newy] = element;
2983 if (element == EL_MOLE)
2986 static int xy[4][2] =
2994 Feld[x][y] = EL_ERDREICH;
2995 DrawLevelField(x, y);
3004 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3005 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3009 if (element == EL_QUICKSAND_FILLING)
3011 element = Feld[newx][newy] = get_next_element(element);
3012 Store[newx][newy] = Store[x][y];
3014 else if (element == EL_QUICKSAND_EMPTYING)
3016 Feld[x][y] = get_next_element(element);
3017 element = Feld[newx][newy] = Store[x][y];
3019 else if (element == EL_MAGIC_WALL_FILLING)
3021 element = Feld[newx][newy] = get_next_element(element);
3022 if (!game.magic_wall_active)
3023 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3024 Store[newx][newy] = Store[x][y];
3026 else if (element == EL_MAGIC_WALL_EMPTYING)
3028 Feld[x][y] = get_next_element(element);
3029 if (!game.magic_wall_active)
3030 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3031 element = Feld[newx][newy] = Store[x][y];
3033 else if (element == EL_MAGIC_WALL_BD_FILLING)
3035 element = Feld[newx][newy] = get_next_element(element);
3036 if (!game.magic_wall_active)
3037 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3038 Store[newx][newy] = Store[x][y];
3040 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3042 Feld[x][y] = get_next_element(element);
3043 if (!game.magic_wall_active)
3044 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3045 element = Feld[newx][newy] = Store[x][y];
3047 else if (element == EL_AMOEBA_DRIPPING)
3049 Feld[x][y] = get_next_element(element);
3050 element = Feld[newx][newy] = Store[x][y];
3052 else if (Store[x][y] == EL_SALZSAEURE)
3054 element = Feld[newx][newy] = EL_SALZSAEURE;
3058 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3059 MovDelay[newx][newy] = 0;
3061 if (!CAN_MOVE(element))
3062 MovDir[newx][newy] = 0;
3064 DrawLevelField(x, y);
3065 DrawLevelField(newx, newy);
3067 Stop[newx][newy] = TRUE;
3068 JustStopped[newx][newy] = 3;
3070 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3072 TestIfBadThingHitsHero(newx, newy);
3073 TestIfBadThingHitsFriend(newx, newy);
3074 TestIfBadThingHitsOtherBadThing(newx, newy);
3076 else if (element == EL_PINGUIN)
3077 TestIfFriendHitsBadThing(newx, newy);
3079 if (CAN_SMASH(element) && direction == MV_DOWN &&
3080 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3083 else /* still moving on */
3084 DrawLevelField(x, y);
3087 int AmoebeNachbarNr(int ax, int ay)
3090 int element = Feld[ax][ay];
3092 static int xy[4][2] =
3102 int x = ax + xy[i][0];
3103 int y = ay + xy[i][1];
3105 if (!IN_LEV_FIELD(x, y))
3108 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3109 group_nr = AmoebaNr[x][y];
3115 void AmoebenVereinigen(int ax, int ay)
3117 int i, x, y, xx, yy;
3118 int new_group_nr = AmoebaNr[ax][ay];
3119 static int xy[4][2] =
3127 if (new_group_nr == 0)
3135 if (!IN_LEV_FIELD(x, y))
3138 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3139 Feld[x][y] == EL_AMOEBE_BD ||
3140 Feld[x][y] == EL_AMOEBE_TOT) &&
3141 AmoebaNr[x][y] != new_group_nr)
3143 int old_group_nr = AmoebaNr[x][y];
3145 if (old_group_nr == 0)
3148 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3149 AmoebaCnt[old_group_nr] = 0;
3150 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3151 AmoebaCnt2[old_group_nr] = 0;
3153 for (yy=0; yy<lev_fieldy; yy++)
3155 for (xx=0; xx<lev_fieldx; xx++)
3157 if (AmoebaNr[xx][yy] == old_group_nr)
3158 AmoebaNr[xx][yy] = new_group_nr;
3165 void AmoebeUmwandeln(int ax, int ay)
3169 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3171 int group_nr = AmoebaNr[ax][ay];
3176 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3177 printf("AmoebeUmwandeln(): This should never happen!\n");
3182 for (y=0; y<lev_fieldy; y++)
3184 for (x=0; x<lev_fieldx; x++)
3186 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3189 Feld[x][y] = EL_AMOEBA2DIAM;
3197 static int xy[4][2] =
3210 if (!IN_LEV_FIELD(x, y))
3213 if (Feld[x][y] == EL_AMOEBA2DIAM)
3219 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3222 int group_nr = AmoebaNr[ax][ay];
3223 boolean done = FALSE;
3228 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3229 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3234 for (y=0; y<lev_fieldy; y++)
3236 for (x=0; x<lev_fieldx; x++)
3238 if (AmoebaNr[x][y] == group_nr &&
3239 (Feld[x][y] == EL_AMOEBE_TOT ||
3240 Feld[x][y] == EL_AMOEBE_BD ||
3241 Feld[x][y] == EL_AMOEBING))
3244 Feld[x][y] = new_element;
3245 InitField(x, y, FALSE);
3246 DrawLevelField(x, y);
3253 PlaySoundLevel(ax, ay,
3254 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3257 void AmoebeWaechst(int x, int y)
3259 static unsigned long sound_delay = 0;
3260 static unsigned long sound_delay_value = 0;
3262 if (!MovDelay[x][y]) /* start new growing cycle */
3266 if (DelayReached(&sound_delay, sound_delay_value))
3268 PlaySoundLevel(x, y, SND_AMOEBE);
3269 sound_delay_value = 30;
3273 if (MovDelay[x][y]) /* wait some time before growing bigger */
3276 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3277 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3279 if (!MovDelay[x][y])
3281 Feld[x][y] = Store[x][y];
3283 DrawLevelField(x, y);
3288 void AmoebeSchrumpft(int x, int y)
3290 static unsigned long sound_delay = 0;
3291 static unsigned long sound_delay_value = 0;
3293 if (!MovDelay[x][y]) /* start new shrinking cycle */
3297 if (DelayReached(&sound_delay, sound_delay_value))
3299 PlaySoundLevel(x, y, SND_BLURB);
3300 sound_delay_value = 30;
3304 if (MovDelay[x][y]) /* wait some time before shrinking */
3307 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3308 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3310 if (!MovDelay[x][y])
3312 Feld[x][y] = EL_LEERRAUM;
3313 DrawLevelField(x, y);
3315 /* don't let mole enter this field in this cycle;
3316 (give priority to objects falling to this field from above) */
3322 void AmoebeAbleger(int ax, int ay)
3325 int element = Feld[ax][ay];
3326 int newax = ax, neway = ay;
3327 static int xy[4][2] =
3335 if (!level.amoeba_speed)
3337 Feld[ax][ay] = EL_AMOEBE_TOT;
3338 DrawLevelField(ax, ay);
3342 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3343 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3345 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3348 if (MovDelay[ax][ay])
3352 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3355 int x = ax + xy[start][0];
3356 int y = ay + xy[start][1];
3358 if (!IN_LEV_FIELD(x, y))
3361 if (IS_FREE(x, y) ||
3362 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3368 if (newax == ax && neway == ay)
3371 else /* normal or "filled" (BD style) amoeba */
3374 boolean waiting_for_player = FALSE;
3378 int j = (start + i) % 4;
3379 int x = ax + xy[j][0];
3380 int y = ay + xy[j][1];
3382 if (!IN_LEV_FIELD(x, y))
3385 if (IS_FREE(x, y) ||
3386 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3392 else if (IS_PLAYER(x, y))
3393 waiting_for_player = TRUE;
3396 if (newax == ax && neway == ay) /* amoeba cannot grow */
3398 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3400 Feld[ax][ay] = EL_AMOEBE_TOT;
3401 DrawLevelField(ax, ay);
3402 AmoebaCnt[AmoebaNr[ax][ay]]--;
3404 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3406 if (element == EL_AMOEBE_VOLL)
3407 AmoebeUmwandeln(ax, ay);
3408 else if (element == EL_AMOEBE_BD)
3409 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3414 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3416 /* amoeba gets larger by growing in some direction */
3418 int new_group_nr = AmoebaNr[ax][ay];
3421 if (new_group_nr == 0)
3423 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3424 printf("AmoebeAbleger(): This should never happen!\n");
3429 AmoebaNr[newax][neway] = new_group_nr;
3430 AmoebaCnt[new_group_nr]++;
3431 AmoebaCnt2[new_group_nr]++;
3433 /* if amoeba touches other amoeba(s) after growing, unify them */
3434 AmoebenVereinigen(newax, neway);
3436 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3438 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3444 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3445 (neway == lev_fieldy - 1 && newax != ax))
3447 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3448 Store[newax][neway] = element;
3450 else if (neway == ay)
3451 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3454 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3455 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3456 Store[ax][ay] = EL_TROPFEN;
3457 ContinueMoving(ax, ay);
3461 DrawLevelField(newax, neway);
3464 void Life(int ax, int ay)
3467 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3469 int element = Feld[ax][ay];
3474 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3475 MovDelay[ax][ay] = life_time;
3477 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3480 if (MovDelay[ax][ay])
3484 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3486 int xx = ax+x1, yy = ay+y1;
3489 if (!IN_LEV_FIELD(xx, yy))
3492 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3494 int x = xx+x2, y = yy+y2;
3496 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3499 if (((Feld[x][y] == element ||
3500 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3502 (IS_FREE(x, y) && Stop[x][y]))
3506 if (xx == ax && yy == ay) /* field in the middle */
3508 if (nachbarn<life[0] || nachbarn>life[1])
3510 Feld[xx][yy] = EL_LEERRAUM;
3512 DrawLevelField(xx, yy);
3513 Stop[xx][yy] = TRUE;
3516 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3517 { /* free border field */
3518 if (nachbarn>=life[2] && nachbarn<=life[3])
3520 Feld[xx][yy] = element;
3521 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3523 DrawLevelField(xx, yy);
3524 Stop[xx][yy] = TRUE;
3530 void Ablenk(int x, int y)
3532 if (!MovDelay[x][y]) /* next animation frame */
3533 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3535 if (MovDelay[x][y]) /* wait some time before next frame */
3540 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3541 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3542 if (!(MovDelay[x][y]%4))
3543 PlaySoundLevel(x, y, SND_MIEP);
3548 Feld[x][y] = EL_ABLENK_AUS;
3549 DrawLevelField(x, y);
3550 if (ZX == x && ZY == y)
3554 void TimegateWheel(int x, int y)
3556 if (!MovDelay[x][y]) /* next animation frame */
3557 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3559 if (MovDelay[x][y]) /* wait some time before next frame */
3564 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3565 DrawGraphic(SCREENX(x), SCREENY(y),
3566 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3567 if (!(MovDelay[x][y]%4))
3568 PlaySoundLevel(x, y, SND_MIEP);
3573 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3574 DrawLevelField(x, y);
3575 if (ZX == x && ZY == y)
3579 void Birne(int x, int y)
3581 if (!MovDelay[x][y]) /* next animation frame */
3582 MovDelay[x][y] = 800;
3584 if (MovDelay[x][y]) /* wait some time before next frame */
3589 if (!(MovDelay[x][y]%5))
3591 if (!(MovDelay[x][y]%10))
3592 Feld[x][y]=EL_ABLENK_EIN;
3594 Feld[x][y]=EL_ABLENK_AUS;
3595 DrawLevelField(x, y);
3596 Feld[x][y]=EL_ABLENK_EIN;
3602 Feld[x][y]=EL_ABLENK_AUS;
3603 DrawLevelField(x, y);
3604 if (ZX == x && ZY == y)
3608 void Blubber(int x, int y)
3610 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3611 DrawLevelField(x, y-1);
3613 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3616 void NussKnacken(int x, int y)
3618 if (!MovDelay[x][y]) /* next animation frame */
3621 if (MovDelay[x][y]) /* wait some time before next frame */
3624 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3625 DrawGraphic(SCREENX(x), SCREENY(y),
3626 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3628 if (!MovDelay[x][y])
3630 Feld[x][y] = EL_EDELSTEIN;
3631 DrawLevelField(x, y);
3636 void BreakingPearl(int x, int y)
3638 if (!MovDelay[x][y]) /* next animation frame */
3641 if (MovDelay[x][y]) /* wait some time before next frame */
3644 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3645 DrawGraphic(SCREENX(x), SCREENY(y),
3646 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3648 if (!MovDelay[x][y])
3650 Feld[x][y] = EL_LEERRAUM;
3651 DrawLevelField(x, y);
3656 void SiebAktivieren(int x, int y, int typ)
3658 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3660 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3663 void AusgangstuerPruefen(int x, int y)
3665 if (!local_player->gems_still_needed &&
3666 !local_player->sokobanfields_still_needed &&
3667 !local_player->lights_still_needed)
3669 Feld[x][y] = EL_AUSGANG_ACT;
3671 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3672 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3673 y < LEVELY(BY1) ? LEVELY(BY1) :
3674 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3679 void AusgangstuerOeffnen(int x, int y)
3683 if (!MovDelay[x][y]) /* next animation frame */
3684 MovDelay[x][y] = 5*delay;
3686 if (MovDelay[x][y]) /* wait some time before next frame */
3691 tuer = MovDelay[x][y]/delay;
3692 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3693 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3695 if (!MovDelay[x][y])
3697 Feld[x][y] = EL_AUSGANG_AUF;
3698 DrawLevelField(x, y);
3703 void AusgangstuerBlinken(int x, int y)
3705 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3708 void OpenSwitchgate(int x, int y)
3712 if (!MovDelay[x][y]) /* next animation frame */
3713 MovDelay[x][y] = 5 * delay;
3715 if (MovDelay[x][y]) /* wait some time before next frame */
3720 phase = MovDelay[x][y] / delay;
3721 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3722 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3724 if (!MovDelay[x][y])
3726 Feld[x][y] = EL_SWITCHGATE_OPEN;
3727 DrawLevelField(x, y);
3732 void CloseSwitchgate(int x, int y)
3736 if (!MovDelay[x][y]) /* next animation frame */
3737 MovDelay[x][y] = 5 * delay;
3739 if (MovDelay[x][y]) /* wait some time before next frame */
3744 phase = MovDelay[x][y] / delay;
3745 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3746 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3748 if (!MovDelay[x][y])
3750 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3751 DrawLevelField(x, y);
3756 void OpenTimegate(int x, int y)
3760 if (!MovDelay[x][y]) /* next animation frame */
3761 MovDelay[x][y] = 5 * delay;
3763 if (MovDelay[x][y]) /* wait some time before next frame */
3768 phase = MovDelay[x][y] / delay;
3769 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3770 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3772 if (!MovDelay[x][y])
3774 Feld[x][y] = EL_TIMEGATE_OPEN;
3775 DrawLevelField(x, y);
3780 void CloseTimegate(int x, int y)
3784 if (!MovDelay[x][y]) /* next animation frame */
3785 MovDelay[x][y] = 5 * delay;
3787 if (MovDelay[x][y]) /* wait some time before next frame */
3792 phase = MovDelay[x][y] / delay;
3793 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3794 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3796 if (!MovDelay[x][y])
3798 Feld[x][y] = EL_TIMEGATE_CLOSED;
3799 DrawLevelField(x, y);
3804 static void CloseAllOpenTimegates()
3808 for (y=0; y<lev_fieldy; y++)
3810 for (x=0; x<lev_fieldx; x++)
3812 int element = Feld[x][y];
3814 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3816 Feld[x][y] = EL_TIMEGATE_CLOSING;
3817 PlaySoundLevel(x, y, SND_OEFFNEN);
3823 void EdelsteinFunkeln(int x, int y)
3825 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3828 if (Feld[x][y] == EL_EDELSTEIN_BD)
3829 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3832 if (!MovDelay[x][y]) /* next animation frame */
3833 MovDelay[x][y] = 11 * !SimpleRND(500);
3835 if (MovDelay[x][y]) /* wait some time before next frame */
3839 if (setup.direct_draw && MovDelay[x][y])
3840 SetDrawtoField(DRAW_BUFFERED);
3842 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3846 int phase = (MovDelay[x][y]-1)/2;
3851 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3853 if (setup.direct_draw)
3857 dest_x = FX + SCREENX(x)*TILEX;
3858 dest_y = FY + SCREENY(y)*TILEY;
3860 BlitBitmap(drawto_field, window,
3861 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3862 SetDrawtoField(DRAW_DIRECT);
3869 void MauerWaechst(int x, int y)
3873 if (!MovDelay[x][y]) /* next animation frame */
3874 MovDelay[x][y] = 3*delay;
3876 if (MovDelay[x][y]) /* wait some time before next frame */
3881 phase = 2-MovDelay[x][y]/delay;
3882 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3883 DrawGraphic(SCREENX(x), SCREENY(y),
3884 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3885 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3886 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3887 GFX_MAUER_DOWN ) + phase);
3889 if (!MovDelay[x][y])
3891 if (MovDir[x][y] == MV_LEFT)
3893 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3894 DrawLevelField(x-1, y);
3896 else if (MovDir[x][y] == MV_RIGHT)
3898 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3899 DrawLevelField(x+1, y);
3901 else if (MovDir[x][y] == MV_UP)
3903 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3904 DrawLevelField(x, y-1);
3908 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3909 DrawLevelField(x, y+1);
3912 Feld[x][y] = Store[x][y];
3914 MovDir[x][y] = MV_NO_MOVING;
3915 DrawLevelField(x, y);
3920 void MauerAbleger(int ax, int ay)
3922 int element = Feld[ax][ay];
3923 boolean oben_frei = FALSE, unten_frei = FALSE;
3924 boolean links_frei = FALSE, rechts_frei = FALSE;
3925 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3926 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3928 if (!MovDelay[ax][ay]) /* start building new wall */
3929 MovDelay[ax][ay] = 6;
3931 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3934 if (MovDelay[ax][ay])
3938 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3940 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3942 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3944 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3947 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3951 Feld[ax][ay-1] = EL_MAUERND;
3952 Store[ax][ay-1] = element;
3953 MovDir[ax][ay-1] = MV_UP;
3954 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3955 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3959 Feld[ax][ay+1] = EL_MAUERND;
3960 Store[ax][ay+1] = element;
3961 MovDir[ax][ay+1] = MV_DOWN;
3962 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3963 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3967 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3968 element == EL_MAUER_LEBT)
3972 Feld[ax-1][ay] = EL_MAUERND;
3973 Store[ax-1][ay] = element;
3974 MovDir[ax-1][ay] = MV_LEFT;
3975 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3976 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3980 Feld[ax+1][ay] = EL_MAUERND;
3981 Store[ax+1][ay] = element;
3982 MovDir[ax+1][ay] = MV_RIGHT;
3983 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3984 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3988 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3989 DrawLevelField(ax, ay);
3991 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3993 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3994 unten_massiv = TRUE;
3995 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3996 links_massiv = TRUE;
3997 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3998 rechts_massiv = TRUE;
4000 if (((oben_massiv && unten_massiv) ||
4001 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4002 ((links_massiv && rechts_massiv) ||
4003 element == EL_MAUER_Y))
4004 Feld[ax][ay] = EL_MAUERWERK;
4007 void CheckForDragon(int x, int y)
4010 boolean dragon_found = FALSE;
4011 static int xy[4][2] =
4023 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4025 if (IN_LEV_FIELD(xx, yy) &&
4026 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4028 if (Feld[xx][yy] == EL_DRACHE)
4029 dragon_found = TRUE;
4042 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4044 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4046 Feld[xx][yy] = EL_LEERRAUM;
4047 DrawLevelField(xx, yy);
4056 static void CheckBuggyBase(int x, int y)
4058 int element = Feld[x][y];
4060 if (element == EL_SP_BUG)
4062 if (!MovDelay[x][y]) /* wait some time before activating base */
4063 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4068 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4069 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4073 Feld[x][y] = EL_SP_BUG_ACTIVE;
4076 else if (element == EL_SP_BUG_ACTIVE)
4078 if (!MovDelay[x][y]) /* start activating buggy base */
4079 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4087 static int xy[4][2] =
4095 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4096 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4100 int xx = x + xy[i][0], yy = y + xy[i][1];
4102 if (IS_PLAYER(xx, yy))
4104 PlaySoundLevel(x, y, SND_SP_BUG);
4112 Feld[x][y] = EL_SP_BUG;
4113 DrawLevelField(x, y);
4118 static void CheckTrap(int x, int y)
4120 int element = Feld[x][y];
4122 if (element == EL_TRAP_INACTIVE)
4124 if (!MovDelay[x][y]) /* wait some time before activating trap */
4125 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4133 Feld[x][y] = EL_TRAP_ACTIVE;
4136 else if (element == EL_TRAP_ACTIVE)
4141 if (!MovDelay[x][y]) /* start activating trap */
4142 MovDelay[x][y] = num_frames * delay;
4150 if (!(MovDelay[x][y] % delay))
4152 int phase = MovDelay[x][y]/delay;
4154 if (phase >= num_frames/2)
4155 phase = num_frames - phase;
4157 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4159 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4160 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4167 Feld[x][y] = EL_TRAP_INACTIVE;
4168 DrawLevelField(x, y);
4173 static void DrawBeltAnimation(int x, int y, int element)
4175 int belt_nr = getBeltNrFromElement(element);
4176 int belt_dir = game.belt_dir[belt_nr];
4178 if (belt_dir != MV_NO_MOVING)
4181 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4182 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4184 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4188 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4190 static byte stored_player_action[MAX_PLAYERS];
4191 static int num_stored_actions = 0;
4192 static boolean save_tape_entry = FALSE;
4193 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4194 int jx = player->jx, jy = player->jy;
4195 int left = player_action & JOY_LEFT;
4196 int right = player_action & JOY_RIGHT;
4197 int up = player_action & JOY_UP;
4198 int down = player_action & JOY_DOWN;
4199 int button1 = player_action & JOY_BUTTON_1;
4200 int button2 = player_action & JOY_BUTTON_2;
4201 int dx = (left ? -1 : right ? 1 : 0);
4202 int dy = (up ? -1 : down ? 1 : 0);
4204 stored_player_action[player->index_nr] = 0;
4205 num_stored_actions++;
4207 if (!player->active || tape.pausing)
4212 save_tape_entry = TRUE;
4213 player->frame_reset_delay = 0;
4216 snapped = SnapField(player, dx, dy);
4220 bombed = PlaceBomb(player);
4221 moved = MoveFigure(player, dx, dy);
4224 if (tape.recording && (moved || snapped || bombed))
4226 if (bombed && !moved)
4227 player_action &= JOY_BUTTON;
4229 stored_player_action[player->index_nr] = player_action;
4231 else if (tape.playing && snapped)
4232 SnapField(player, 0, 0); /* stop snapping */
4236 /* no actions for this player (no input at player's configured device) */
4238 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4239 SnapField(player, 0, 0);
4240 CheckGravityMovement(player);
4242 if (++player->frame_reset_delay > player->move_delay_value)
4246 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4248 TapeRecordAction(stored_player_action);
4249 num_stored_actions = 0;
4250 save_tape_entry = FALSE;
4253 if (tape.playing && !tape.pausing && !player_action &&
4254 tape.counter < tape.length)
4257 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4259 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4260 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4262 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4264 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4266 int el = Feld[jx+dx][jy];
4267 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4268 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4270 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4272 player->MovDir = next_joy;
4273 player->Frame = FrameCounter % 4;
4274 player->Pushing = TRUE;
4283 static unsigned long action_delay = 0;
4284 unsigned long action_delay_value;
4285 int sieb_x = 0, sieb_y = 0;
4286 int i, x, y, element;
4287 byte *recorded_player_action;
4288 byte summarized_player_action = 0;
4290 if (game_status != PLAYING)
4293 action_delay_value =
4294 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4296 /* ---------- main game synchronization point ---------- */
4298 WaitUntilDelayReached(&action_delay, action_delay_value);
4300 if (network_playing && !network_player_action_received)
4304 printf("DEBUG: try to get network player actions in time\n");
4308 #if defined(PLATFORM_UNIX)
4309 /* last chance to get network player actions without main loop delay */
4313 if (game_status != PLAYING)
4316 if (!network_player_action_received)
4320 printf("DEBUG: failed to get network player actions in time\n");
4332 else if (tape.recording)
4335 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4337 for (i=0; i<MAX_PLAYERS; i++)
4339 summarized_player_action |= stored_player[i].action;
4341 if (!network_playing)
4342 stored_player[i].effective_action = stored_player[i].action;
4345 #if defined(PLATFORM_UNIX)
4346 if (network_playing)
4347 SendToServer_MovePlayer(summarized_player_action);
4350 if (!options.network && !setup.team_mode)
4351 local_player->effective_action = summarized_player_action;
4353 for (i=0; i<MAX_PLAYERS; i++)
4355 int actual_player_action = stored_player[i].effective_action;
4357 if (stored_player[i].programmed_action)
4358 actual_player_action = stored_player[i].programmed_action;
4360 if (recorded_player_action)
4361 actual_player_action = recorded_player_action[i];
4363 PlayerActions(&stored_player[i], actual_player_action);
4364 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4367 network_player_action_received = FALSE;
4369 ScrollScreen(NULL, SCROLL_GO_ON);
4375 if (TimeFrames == 0 && local_player->active)
4377 extern unsigned int last_RND();
4379 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4380 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4387 if (GameFrameDelay >= 500)
4388 printf("FrameCounter == %d\n", FrameCounter);
4397 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4400 if (JustStopped[x][y] > 0)
4401 JustStopped[x][y]--;
4404 if (IS_BLOCKED(x, y))
4408 Blocked2Moving(x, y, &oldx, &oldy);
4409 if (!IS_MOVING(oldx, oldy))
4411 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4412 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4413 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4414 printf("GameActions(): This should never happen!\n");
4420 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4422 element = Feld[x][y];
4424 if (IS_INACTIVE(element))
4427 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4431 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4432 EdelsteinFunkeln(x, y);
4434 else if (IS_MOVING(x, y))
4435 ContinueMoving(x, y);
4436 else if (IS_ACTIVE_BOMB(element))
4437 CheckDynamite(x, y);
4439 else if (element == EL_EXPLODING && !game.explosions_delayed)
4440 Explode(x, y, Frame[x][y], EX_NORMAL);
4442 else if (element == EL_AMOEBING)
4443 AmoebeWaechst(x, y);
4444 else if (element == EL_DEAMOEBING)
4445 AmoebeSchrumpft(x, y);
4447 else if (IS_AMOEBALIVE(element))
4448 AmoebeAbleger(x, y);
4450 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4452 else if (element == EL_ABLENK_EIN)
4454 else if (element == EL_TIMEGATE_SWITCH_ON)
4455 TimegateWheel(x, y);
4456 else if (element == EL_SALZSAEURE)
4458 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4460 else if (element == EL_CRACKINGNUT)
4462 else if (element == EL_PEARL_BREAKING)
4463 BreakingPearl(x, y);
4464 else if (element == EL_AUSGANG_ZU)
4465 AusgangstuerPruefen(x, y);
4466 else if (element == EL_AUSGANG_ACT)
4467 AusgangstuerOeffnen(x, y);
4468 else if (element == EL_AUSGANG_AUF)
4469 AusgangstuerBlinken(x, y);
4470 else if (element == EL_MAUERND)
4472 else if (element == EL_MAUER_LEBT ||
4473 element == EL_MAUER_X ||
4474 element == EL_MAUER_Y ||
4475 element == EL_MAUER_XY)
4477 else if (element == EL_BURNING)
4478 CheckForDragon(x, y);
4479 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4480 CheckBuggyBase(x, y);
4481 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4483 else if (element == EL_SP_TERMINAL)
4484 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4485 else if (element == EL_SP_TERMINAL_ACTIVE)
4486 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4487 else if (IS_BELT(element))
4488 DrawBeltAnimation(x, y, element);
4489 else if (element == EL_SWITCHGATE_OPENING)
4490 OpenSwitchgate(x, y);
4491 else if (element == EL_SWITCHGATE_CLOSING)
4492 CloseSwitchgate(x, y);
4493 else if (element == EL_TIMEGATE_OPENING)
4495 else if (element == EL_TIMEGATE_CLOSING)
4496 CloseTimegate(x, y);
4497 else if (element == EL_EXTRA_TIME)
4498 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4499 else if (element == EL_SHIELD_PASSIVE)
4500 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4501 else if (element == EL_SHIELD_ACTIVE)
4502 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4504 if (game.magic_wall_active)
4506 boolean sieb = FALSE;
4507 int jx = local_player->jx, jy = local_player->jy;
4509 if (element == EL_MAGIC_WALL_FULL ||
4510 element == EL_MAGIC_WALL_EMPTY ||
4511 element == EL_MAGIC_WALL_EMPTYING)
4513 SiebAktivieren(x, y, 1);
4516 else if (element == EL_MAGIC_WALL_BD_FULL ||
4517 element == EL_MAGIC_WALL_BD_EMPTY ||
4518 element == EL_MAGIC_WALL_BD_EMPTYING)
4520 SiebAktivieren(x, y, 2);
4524 /* play the element sound at the position nearest to the player */
4525 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4534 /* new experimental amoeba growth stuff*/
4536 if (!(FrameCounter % 8))
4539 static unsigned long random = 1684108901;
4541 for (i = 0; i < level.amoeba_speed * 4; i++)
4544 x = (random >> 10) % lev_fieldx;
4545 y = (random >> 20) % lev_fieldy;
4547 x = RND(lev_fieldx);
4548 y = RND(lev_fieldy);
4550 element = Feld[x][y];
4552 if (!IS_PLAYER(x,y) &&
4553 (element == EL_LEERRAUM ||
4554 element == EL_ERDREICH ||
4555 element == EL_MORAST_LEER ||
4556 element == EL_BLURB_LEFT ||
4557 element == EL_BLURB_RIGHT))
4559 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4560 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4561 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4562 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4563 Feld[x][y] = EL_TROPFEN;
4566 random = random * 129 + 1;
4572 if (game.explosions_delayed)
4575 game.explosions_delayed = FALSE;
4577 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4579 element = Feld[x][y];
4581 if (ExplodeField[x][y])
4582 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4583 else if (element == EL_EXPLODING)
4584 Explode(x, y, Frame[x][y], EX_NORMAL);
4586 ExplodeField[x][y] = EX_NO_EXPLOSION;
4589 game.explosions_delayed = TRUE;
4592 if (game.magic_wall_active)
4594 if (!(game.magic_wall_time_left % 4))
4595 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4597 if (game.magic_wall_time_left > 0)
4599 game.magic_wall_time_left--;
4600 if (!game.magic_wall_time_left)
4602 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4604 element = Feld[x][y];
4606 if (element == EL_MAGIC_WALL_EMPTY ||
4607 element == EL_MAGIC_WALL_FULL)
4609 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4610 DrawLevelField(x, y);
4612 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4613 element == EL_MAGIC_WALL_BD_FULL)
4615 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4616 DrawLevelField(x, y);
4620 game.magic_wall_active = FALSE;
4625 if (game.light_time_left > 0)
4627 game.light_time_left--;
4629 if (game.light_time_left == 0)
4631 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4633 element = Feld[x][y];
4635 if (element == EL_LIGHT_SWITCH_ON)
4637 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4638 DrawLevelField(x, y);
4640 else if (element == EL_INVISIBLE_STEEL ||
4641 element == EL_UNSICHTBAR ||
4642 element == EL_SAND_INVISIBLE)
4643 DrawLevelField(x, y);
4648 if (game.timegate_time_left > 0)
4650 game.timegate_time_left--;
4652 if (game.timegate_time_left == 0)
4653 CloseAllOpenTimegates();
4656 if (TimeFrames >= (1000 / GameFrameDelay))
4661 for (i=0; i<MAX_PLAYERS; i++)
4663 if (SHIELD_ON(&stored_player[i]))
4665 stored_player[i].shield_passive_time_left--;
4667 if (stored_player[i].shield_active_time_left > 0)
4668 stored_player[i].shield_active_time_left--;
4672 if (tape.recording || tape.playing)
4673 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4679 if (TimeLeft <= 10 && setup.time_limit)
4680 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4682 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4684 if (!TimeLeft && setup.time_limit)
4685 for (i=0; i<MAX_PLAYERS; i++)
4686 KillHero(&stored_player[i]);
4688 else if (level.time == 0) /* level without time limit */
4689 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4694 if (options.debug) /* calculate frames per second */
4696 static unsigned long fps_counter = 0;
4697 static int fps_frames = 0;
4698 unsigned long fps_delay_ms = Counter() - fps_counter;
4702 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4704 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4707 fps_counter = Counter();
4710 redraw_mask |= REDRAW_FPS;
4714 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4716 int min_x = x, min_y = y, max_x = x, max_y = y;
4719 for (i=0; i<MAX_PLAYERS; i++)
4721 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4723 if (!stored_player[i].active || &stored_player[i] == player)
4726 min_x = MIN(min_x, jx);
4727 min_y = MIN(min_y, jy);
4728 max_x = MAX(max_x, jx);
4729 max_y = MAX(max_y, jy);
4732 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4735 static boolean AllPlayersInVisibleScreen()
4739 for (i=0; i<MAX_PLAYERS; i++)
4741 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4743 if (!stored_player[i].active)
4746 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4753 void ScrollLevel(int dx, int dy)
4755 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4758 BlitBitmap(drawto_field, drawto_field,
4759 FX + TILEX*(dx == -1) - softscroll_offset,
4760 FY + TILEY*(dy == -1) - softscroll_offset,
4761 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4762 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4763 FX + TILEX*(dx == 1) - softscroll_offset,
4764 FY + TILEY*(dy == 1) - softscroll_offset);
4768 x = (dx == 1 ? BX1 : BX2);
4769 for (y=BY1; y<=BY2; y++)
4770 DrawScreenField(x, y);
4774 y = (dy == 1 ? BY1 : BY2);
4775 for (x=BX1; x<=BX2; x++)
4776 DrawScreenField(x, y);
4779 redraw_mask |= REDRAW_FIELD;
4782 static void CheckGravityMovement(struct PlayerInfo *player)
4784 if (level.gravity && !player->programmed_action)
4786 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4787 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4789 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4790 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4791 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4792 int jx = player->jx, jy = player->jy;
4793 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4794 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4795 int new_jx = jx + dx, new_jy = jy + dy;
4796 boolean field_under_player_is_free =
4797 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4798 boolean player_is_moving_to_valid_field =
4799 (IN_LEV_FIELD(new_jx, new_jy) &&
4800 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4801 Feld[new_jx][new_jy] == EL_ERDREICH));
4803 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4804 player->programmed_action = MV_DOWN;
4808 boolean MoveFigureOneStep(struct PlayerInfo *player,
4809 int dx, int dy, int real_dx, int real_dy)
4811 int jx = player->jx, jy = player->jy;
4812 int new_jx = jx+dx, new_jy = jy+dy;
4816 if (!player->active || (!dx && !dy))
4817 return MF_NO_ACTION;
4819 player->MovDir = (dx < 0 ? MV_LEFT :
4822 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4824 if (!IN_LEV_FIELD(new_jx, new_jy))
4825 return MF_NO_ACTION;
4827 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4828 return MF_NO_ACTION;
4831 element = MovingOrBlocked2Element(new_jx, new_jy);
4833 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4836 if (DONT_GO_TO(element))
4838 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4841 Feld[jx][jy] = EL_SPIELFIGUR;
4842 InitMovingField(jx, jy, MV_DOWN);
4843 Store[jx][jy] = EL_SALZSAEURE;
4844 ContinueMoving(jx, jy);
4848 TestIfBadThingHitsHero(new_jx, new_jy);
4853 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4854 if (can_move != MF_MOVING)
4857 StorePlayer[jx][jy] = 0;
4858 player->last_jx = jx;
4859 player->last_jy = jy;
4860 jx = player->jx = new_jx;
4861 jy = player->jy = new_jy;
4862 StorePlayer[jx][jy] = player->element_nr;
4865 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4867 ScrollFigure(player, SCROLL_INIT);
4872 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4874 int jx = player->jx, jy = player->jy;
4875 int old_jx = jx, old_jy = jy;
4876 int moved = MF_NO_ACTION;
4878 if (!player->active || (!dx && !dy))
4881 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4885 /* remove the last programmed player action */
4886 player->programmed_action = 0;
4890 /* should only happen if pre-1.2 tape recordings are played */
4891 /* this is only for backward compatibility */
4893 int original_move_delay_value = player->move_delay_value;
4896 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4899 /* scroll remaining steps with finest movement resolution */
4900 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4902 while (player->MovPos)
4904 ScrollFigure(player, SCROLL_GO_ON);
4905 ScrollScreen(NULL, SCROLL_GO_ON);
4911 player->move_delay_value = original_move_delay_value;
4914 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4916 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4917 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4921 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4922 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4928 if (moved & MF_MOVING && !ScreenMovPos &&
4929 (player == local_player || !options.network))
4931 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4932 int offset = (setup.scroll_delay ? 3 : 0);
4934 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4936 /* actual player has left the screen -- scroll in that direction */
4937 if (jx != old_jx) /* player has moved horizontally */
4938 scroll_x += (jx - old_jx);
4939 else /* player has moved vertically */
4940 scroll_y += (jy - old_jy);
4944 if (jx != old_jx) /* player has moved horizontally */
4946 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4947 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4948 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4950 /* don't scroll over playfield boundaries */
4951 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4952 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4954 /* don't scroll more than one field at a time */
4955 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4957 /* don't scroll against the player's moving direction */
4958 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4959 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4960 scroll_x = old_scroll_x;
4962 else /* player has moved vertically */
4964 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4965 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4966 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4968 /* don't scroll over playfield boundaries */
4969 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4970 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4972 /* don't scroll more than one field at a time */
4973 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4975 /* don't scroll against the player's moving direction */
4976 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4977 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4978 scroll_y = old_scroll_y;
4982 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4984 if (!options.network && !AllPlayersInVisibleScreen())
4986 scroll_x = old_scroll_x;
4987 scroll_y = old_scroll_y;
4991 ScrollScreen(player, SCROLL_INIT);
4992 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4997 if (!(moved & MF_MOVING) && !player->Pushing)
5000 player->Frame = (player->Frame + 1) % 4;
5002 if (moved & MF_MOVING)
5004 if (old_jx != jx && old_jy == jy)
5005 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5006 else if (old_jx == jx && old_jy != jy)
5007 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5009 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5011 player->last_move_dir = player->MovDir;
5015 CheckGravityMovement(player);
5017 player->last_move_dir = MV_NO_MOVING;
5020 TestIfHeroHitsBadThing(jx, jy);
5022 if (!player->active)
5028 void ScrollFigure(struct PlayerInfo *player, int mode)
5030 int jx = player->jx, jy = player->jy;
5031 int last_jx = player->last_jx, last_jy = player->last_jy;
5032 int move_stepsize = TILEX / player->move_delay_value;
5034 if (!player->active || !player->MovPos)
5037 if (mode == SCROLL_INIT)
5039 player->actual_frame_counter = FrameCounter;
5040 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5042 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5043 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5048 else if (!FrameReached(&player->actual_frame_counter, 1))
5051 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5052 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5054 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5055 Feld[last_jx][last_jy] = EL_LEERRAUM;
5057 /* before DrawPlayer() to draw correct player graphic for this case */
5058 if (player->MovPos == 0)
5059 CheckGravityMovement(player);
5063 if (player->MovPos == 0)
5065 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5067 /* continue with normal speed after quickly moving through gate */
5068 HALVE_PLAYER_SPEED(player);
5070 /* be able to make the next move without delay */
5071 player->move_delay = 0;
5074 player->last_jx = jx;
5075 player->last_jy = jy;
5077 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5081 if (!local_player->friends_still_needed)
5082 player->LevelSolved = player->GameOver = TRUE;
5087 void ScrollScreen(struct PlayerInfo *player, int mode)
5089 static unsigned long screen_frame_counter = 0;
5091 if (mode == SCROLL_INIT)
5093 /* set scrolling step size according to actual player's moving speed */
5094 ScrollStepSize = TILEX / player->move_delay_value;
5096 screen_frame_counter = FrameCounter;
5097 ScreenMovDir = player->MovDir;
5098 ScreenMovPos = player->MovPos;
5099 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5102 else if (!FrameReached(&screen_frame_counter, 1))
5107 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5108 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5109 redraw_mask |= REDRAW_FIELD;
5112 ScreenMovDir = MV_NO_MOVING;
5115 void TestIfGoodThingHitsBadThing(int goodx, int goody)
5117 int i, killx = goodx, killy = goody;
5118 static int xy[4][2] =
5125 static int harmless[4] =
5137 x = goodx + xy[i][0];
5138 y = goody + xy[i][1];
5139 if (!IN_LEV_FIELD(x, y))
5143 element = Feld[x][y];
5145 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5148 if (DONT_TOUCH(element))
5150 if (MovDir[x][y] == harmless[i])
5159 if (killx != goodx || killy != goody)
5161 if (IS_PLAYER(goodx, goody))
5163 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5165 if (player->shield_active_time_left > 0)
5167 else if (!PLAYER_PROTECTED(goodx, goody))
5175 void TestIfBadThingHitsGoodThing(int badx, int bady)
5177 int i, killx = badx, killy = bady;
5178 static int xy[4][2] =
5185 static int harmless[4] =
5193 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5200 x = badx + xy[i][0];
5201 y = bady + xy[i][1];
5202 if (!IN_LEV_FIELD(x, y))
5205 element = Feld[x][y];
5207 if (IS_PLAYER(x, y))
5213 else if (element == EL_PINGUIN)
5215 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5224 if (killx != badx || killy != bady)
5226 if (IS_PLAYER(killx, killy))
5228 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5230 if (player->shield_active_time_left > 0)
5232 else if (!PLAYER_PROTECTED(killx, killy))
5240 void TestIfHeroHitsBadThing(int x, int y)
5242 TestIfGoodThingHitsBadThing(x, y);
5245 void TestIfBadThingHitsHero(int x, int y)
5247 TestIfBadThingHitsGoodThing(x, y);
5250 void TestIfFriendHitsBadThing(int x, int y)
5252 TestIfGoodThingHitsBadThing(x, y);
5255 void TestIfBadThingHitsFriend(int x, int y)
5257 TestIfBadThingHitsGoodThing(x, y);
5260 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5262 int i, killx = badx, killy = bady;
5263 static int xy[4][2] =
5277 if (!IN_LEV_FIELD(x, y))
5280 element = Feld[x][y];
5281 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5282 element == EL_AMOEBING || element == EL_TROPFEN)
5290 if (killx != badx || killy != bady)
5294 void KillHero(struct PlayerInfo *player)
5296 int jx = player->jx, jy = player->jy;
5298 if (!player->active)
5301 if (IS_PFORTE(Feld[jx][jy]))
5302 Feld[jx][jy] = EL_LEERRAUM;
5304 /* deactivate shield (else Bang()/Explode() would not work right) */
5305 player->shield_passive_time_left = 0;
5306 player->shield_active_time_left = 0;
5312 static void KillHeroUnlessProtected(int x, int y)
5314 if (!PLAYER_PROTECTED(x, y))
5315 KillHero(PLAYERINFO(x, y));
5318 void BuryHero(struct PlayerInfo *player)
5320 int jx = player->jx, jy = player->jy;
5322 if (!player->active)
5325 PlaySoundLevel(jx, jy, SND_AUTSCH);
5326 PlaySoundLevel(jx, jy, SND_LACHEN);
5328 player->GameOver = TRUE;
5332 void RemoveHero(struct PlayerInfo *player)
5334 int jx = player->jx, jy = player->jy;
5335 int i, found = FALSE;
5337 player->present = FALSE;
5338 player->active = FALSE;
5340 StorePlayer[jx][jy] = 0;
5342 for (i=0; i<MAX_PLAYERS; i++)
5343 if (stored_player[i].active)
5347 AllPlayersGone = TRUE;
5353 int DigField(struct PlayerInfo *player,
5354 int x, int y, int real_dx, int real_dy, int mode)
5356 int jx = player->jx, jy = player->jy;
5357 int dx = x - jx, dy = y - jy;
5358 int move_direction = (dx == -1 ? MV_LEFT :
5359 dx == +1 ? MV_RIGHT :
5361 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5364 if (!player->MovPos)
5365 player->Pushing = FALSE;
5367 if (mode == DF_NO_PUSH)
5369 player->Switching = FALSE;
5370 player->push_delay = 0;
5371 return MF_NO_ACTION;
5374 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5375 return MF_NO_ACTION;
5377 if (IS_TUBE(Feld[jx][jy]))
5380 int tube_leave_directions[][2] =
5382 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5383 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5384 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5385 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5386 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5387 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5388 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5389 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5390 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5391 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5392 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5393 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5396 while (tube_leave_directions[i][0] != Feld[jx][jy])
5399 if (tube_leave_directions[i][0] == -1) /* should not happen */
5403 if (!(tube_leave_directions[i][1] & move_direction))
5404 return MF_NO_ACTION; /* tube has no opening in this direction */
5407 element = Feld[x][y];
5412 PlaySoundLevel(x, y, SND_EMPTY);
5416 case EL_SAND_INVISIBLE:
5417 case EL_TRAP_INACTIVE:
5418 Feld[x][y] = EL_LEERRAUM;
5419 PlaySoundLevel(x, y, SND_SCHLURF);
5424 Feld[x][y] = EL_LEERRAUM;
5425 PlaySoundLevel(x, y, SND_SP_BASE);
5429 case EL_EDELSTEIN_BD:
5430 case EL_EDELSTEIN_GELB:
5431 case EL_EDELSTEIN_ROT:
5432 case EL_EDELSTEIN_LILA:
5434 case EL_SP_INFOTRON:
5438 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5439 element == EL_PEARL ? 5 :
5440 element == EL_CRYSTAL ? 8 : 1);
5441 if (local_player->gems_still_needed < 0)
5442 local_player->gems_still_needed = 0;
5443 RaiseScoreElement(element);
5444 DrawText(DX_EMERALDS, DY_EMERALDS,
5445 int2str(local_player->gems_still_needed, 3),
5446 FS_SMALL, FC_YELLOW);
5447 if (element == EL_SP_INFOTRON)
5448 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5450 PlaySoundLevel(x, y, SND_PONG);
5455 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5456 PlaySoundLevel(x, y, SND_PONG);
5460 Feld[x][y] = EL_LEERRAUM;
5461 PlaySoundLevel(x, y, SND_PONG);
5469 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5471 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5474 case EL_SHIELD_PASSIVE:
5476 player->shield_passive_time_left += 10;
5477 PlaySoundLevel(x, y, SND_PONG);
5480 case EL_SHIELD_ACTIVE:
5482 player->shield_passive_time_left += 10;
5483 player->shield_active_time_left += 10;
5484 PlaySoundLevel(x, y, SND_PONG);
5487 case EL_DYNAMITE_INACTIVE:
5488 case EL_SP_DISK_RED:
5491 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5492 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5493 int2str(local_player->dynamite, 3),
5494 FS_SMALL, FC_YELLOW);
5495 if (element == EL_SP_DISK_RED)
5496 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5498 PlaySoundLevel(x, y, SND_PONG);
5501 case EL_DYNABOMB_NR:
5503 player->dynabomb_count++;
5504 player->dynabombs_left++;
5505 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5506 PlaySoundLevel(x, y, SND_PONG);
5509 case EL_DYNABOMB_SZ:
5511 player->dynabomb_size++;
5512 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5513 PlaySoundLevel(x, y, SND_PONG);
5516 case EL_DYNABOMB_XL:
5518 player->dynabomb_xl = TRUE;
5519 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5520 PlaySoundLevel(x, y, SND_PONG);
5523 case EL_SCHLUESSEL1:
5524 case EL_SCHLUESSEL2:
5525 case EL_SCHLUESSEL3:
5526 case EL_SCHLUESSEL4:
5528 int key_nr = element - EL_SCHLUESSEL1;
5531 player->key[key_nr] = TRUE;
5532 RaiseScoreElement(EL_SCHLUESSEL);
5533 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5534 GFX_SCHLUESSEL1 + key_nr);
5535 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5536 GFX_SCHLUESSEL1 + key_nr);
5537 PlaySoundLevel(x, y, SND_PONG);
5546 int key_nr = element - EL_EM_KEY_1;
5549 player->key[key_nr] = TRUE;
5550 RaiseScoreElement(EL_SCHLUESSEL);
5551 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5552 GFX_SCHLUESSEL1 + key_nr);
5553 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5554 GFX_SCHLUESSEL1 + key_nr);
5555 PlaySoundLevel(x, y, SND_PONG);
5560 Feld[x][y] = EL_ABLENK_EIN;
5563 DrawLevelField(x, y);
5567 case EL_SP_TERMINAL:
5571 for (yy=0; yy<lev_fieldy; yy++)
5573 for (xx=0; xx<lev_fieldx; xx++)
5575 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5577 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5578 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5586 case EL_BELT1_SWITCH_LEFT:
5587 case EL_BELT1_SWITCH_MIDDLE:
5588 case EL_BELT1_SWITCH_RIGHT:
5589 case EL_BELT2_SWITCH_LEFT:
5590 case EL_BELT2_SWITCH_MIDDLE:
5591 case EL_BELT2_SWITCH_RIGHT:
5592 case EL_BELT3_SWITCH_LEFT:
5593 case EL_BELT3_SWITCH_MIDDLE:
5594 case EL_BELT3_SWITCH_RIGHT:
5595 case EL_BELT4_SWITCH_LEFT:
5596 case EL_BELT4_SWITCH_MIDDLE:
5597 case EL_BELT4_SWITCH_RIGHT:
5598 if (!player->Switching)
5600 player->Switching = TRUE;
5601 ToggleBeltSwitch(x, y);
5606 case EL_SWITCHGATE_SWITCH_1:
5607 case EL_SWITCHGATE_SWITCH_2:
5608 if (!player->Switching)
5610 player->Switching = TRUE;
5611 ToggleSwitchgateSwitch(x, y);
5616 case EL_LIGHT_SWITCH_OFF:
5617 case EL_LIGHT_SWITCH_ON:
5618 if (!player->Switching)
5620 player->Switching = TRUE;
5621 ToggleLightSwitch(x, y);
5626 case EL_TIMEGATE_SWITCH_OFF:
5627 ActivateTimegateSwitch(x, y);
5632 case EL_BALLOON_SEND_LEFT:
5633 case EL_BALLOON_SEND_RIGHT:
5634 case EL_BALLOON_SEND_UP:
5635 case EL_BALLOON_SEND_DOWN:
5636 case EL_BALLOON_SEND_ANY:
5637 if (element == EL_BALLOON_SEND_ANY)
5638 game.balloon_dir = move_direction;
5640 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5641 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5642 element == EL_BALLOON_SEND_UP ? MV_UP :
5643 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5650 if (local_player->gems_still_needed > 0)
5651 return MF_NO_ACTION;
5653 player->LevelSolved = player->GameOver = TRUE;
5654 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5657 case EL_FELSBROCKEN:
5660 case EL_DX_SUPABOMB:
5664 case EL_SP_DISK_ORANGE:
5666 if (dy || mode == DF_SNAP)
5667 return MF_NO_ACTION;
5669 player->Pushing = TRUE;
5671 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5672 return MF_NO_ACTION;
5676 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5677 return MF_NO_ACTION;
5680 if (player->push_delay == 0)
5681 player->push_delay = FrameCounter;
5682 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5683 !tape.playing && element != EL_SPRING)
5684 return MF_NO_ACTION;
5687 Feld[x+dx][y+dy] = element;
5689 if (element == EL_SPRING)
5691 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5692 MovDir[x+dx][y+dy] = move_direction;
5695 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5697 DrawLevelField(x+dx, y+dy);
5698 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5699 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5700 else if (element == EL_KOKOSNUSS)
5701 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5702 else if (IS_SP_ELEMENT(element))
5703 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5705 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5712 if (!player->key[element - EL_PFORTE1])
5713 return MF_NO_ACTION;
5720 if (!player->key[element - EL_PFORTE1X])
5721 return MF_NO_ACTION;
5728 if (!player->key[element - EL_EM_GATE_1])
5729 return MF_NO_ACTION;
5730 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5731 return MF_NO_ACTION;
5733 /* automatically move to the next field with double speed */
5734 player->programmed_action = move_direction;
5735 DOUBLE_PLAYER_SPEED(player);
5737 PlaySoundLevel(x, y, SND_GATE);
5745 if (!player->key[element - EL_EM_GATE_1X])
5746 return MF_NO_ACTION;
5747 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5748 return MF_NO_ACTION;
5750 /* automatically move to the next field with double speed */
5751 player->programmed_action = move_direction;
5752 DOUBLE_PLAYER_SPEED(player);
5754 PlaySoundLevel(x, y, SND_GATE);
5758 case EL_SWITCHGATE_OPEN:
5759 case EL_TIMEGATE_OPEN:
5760 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5761 return MF_NO_ACTION;
5763 /* automatically move to the next field with double speed */
5764 player->programmed_action = move_direction;
5765 DOUBLE_PLAYER_SPEED(player);
5767 PlaySoundLevel(x, y, SND_GATE);
5771 case EL_SP_PORT1_LEFT:
5772 case EL_SP_PORT2_LEFT:
5773 case EL_SP_PORT1_RIGHT:
5774 case EL_SP_PORT2_RIGHT:
5775 case EL_SP_PORT1_UP:
5776 case EL_SP_PORT2_UP:
5777 case EL_SP_PORT1_DOWN:
5778 case EL_SP_PORT2_DOWN:
5783 element != EL_SP_PORT1_LEFT &&
5784 element != EL_SP_PORT2_LEFT &&
5785 element != EL_SP_PORT_X &&
5786 element != EL_SP_PORT_XY) ||
5788 element != EL_SP_PORT1_RIGHT &&
5789 element != EL_SP_PORT2_RIGHT &&
5790 element != EL_SP_PORT_X &&
5791 element != EL_SP_PORT_XY) ||
5793 element != EL_SP_PORT1_UP &&
5794 element != EL_SP_PORT2_UP &&
5795 element != EL_SP_PORT_Y &&
5796 element != EL_SP_PORT_XY) ||
5798 element != EL_SP_PORT1_DOWN &&
5799 element != EL_SP_PORT2_DOWN &&
5800 element != EL_SP_PORT_Y &&
5801 element != EL_SP_PORT_XY) ||
5802 !IN_LEV_FIELD(x + dx, y + dy) ||
5803 !IS_FREE(x + dx, y + dy))
5804 return MF_NO_ACTION;
5806 /* automatically move to the next field with double speed */
5807 player->programmed_action = move_direction;
5808 DOUBLE_PLAYER_SPEED(player);
5810 PlaySoundLevel(x, y, SND_GATE);
5814 case EL_TUBE_VERTICAL:
5815 case EL_TUBE_HORIZONTAL:
5816 case EL_TUBE_VERT_LEFT:
5817 case EL_TUBE_VERT_RIGHT:
5818 case EL_TUBE_HORIZ_UP:
5819 case EL_TUBE_HORIZ_DOWN:
5820 case EL_TUBE_LEFT_UP:
5821 case EL_TUBE_LEFT_DOWN:
5822 case EL_TUBE_RIGHT_UP:
5823 case EL_TUBE_RIGHT_DOWN:
5826 int tube_enter_directions[][2] =
5828 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5829 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5830 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5831 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5832 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5833 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5834 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5835 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5836 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5837 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5838 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5839 { -1, MV_NO_MOVING }
5842 while (tube_enter_directions[i][0] != element)
5845 if (tube_enter_directions[i][0] == -1) /* should not happen */
5849 if (!(tube_enter_directions[i][1] & move_direction))
5850 return MF_NO_ACTION; /* tube has no opening in this direction */
5855 case EL_AUSGANG_ACT:
5856 /* door is not (yet) open */
5857 return MF_NO_ACTION;
5860 case EL_AUSGANG_AUF:
5861 if (mode == DF_SNAP)
5862 return MF_NO_ACTION;
5864 PlaySoundLevel(x, y, SND_BUING);
5869 Feld[x][y] = EL_BIRNE_EIN;
5870 local_player->lights_still_needed--;
5871 DrawLevelField(x, y);
5872 PlaySoundLevel(x, y, SND_DENG);
5877 Feld[x][y] = EL_ZEIT_LEER;
5879 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5880 DrawLevelField(x, y);
5881 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5885 case EL_SOKOBAN_FELD_LEER:
5888 case EL_SOKOBAN_FELD_VOLL:
5889 case EL_SOKOBAN_OBJEKT:
5891 case EL_SP_DISK_YELLOW:
5893 if (mode == DF_SNAP)
5894 return MF_NO_ACTION;
5896 player->Pushing = TRUE;
5898 if (!IN_LEV_FIELD(x+dx, y+dy)
5899 || (!IS_FREE(x+dx, y+dy)
5900 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5901 || !IS_SB_ELEMENT(element))))
5902 return MF_NO_ACTION;
5906 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5907 return MF_NO_ACTION;
5909 else if (dy && real_dx)
5911 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5912 return MF_NO_ACTION;
5915 if (player->push_delay == 0)
5916 player->push_delay = FrameCounter;
5917 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5918 !tape.playing && element != EL_BALLOON)
5919 return MF_NO_ACTION;
5921 if (IS_SB_ELEMENT(element))
5923 if (element == EL_SOKOBAN_FELD_VOLL)
5925 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5926 local_player->sokobanfields_still_needed++;
5931 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5933 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5934 local_player->sokobanfields_still_needed--;
5935 if (element == EL_SOKOBAN_OBJEKT)
5936 PlaySoundLevel(x, y, SND_DENG);
5939 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5944 Feld[x+dx][y+dy] = element;
5947 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5949 DrawLevelField(x, y);
5950 DrawLevelField(x+dx, y+dy);
5951 if (element == EL_BALLOON)
5952 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5954 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5956 if (IS_SB_ELEMENT(element) &&
5957 local_player->sokobanfields_still_needed == 0 &&
5958 game.emulation == EMU_SOKOBAN)
5960 player->LevelSolved = player->GameOver = TRUE;
5961 PlaySoundLevel(x, y, SND_BUING);
5972 return MF_NO_ACTION;
5975 player->push_delay = 0;
5980 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5982 int jx = player->jx, jy = player->jy;
5983 int x = jx + dx, y = jy + dy;
5985 if (!player->active || !IN_LEV_FIELD(x, y))
5993 player->snapped = FALSE;
5997 if (player->snapped)
6000 player->MovDir = (dx < 0 ? MV_LEFT :
6003 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6005 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6008 player->snapped = TRUE;
6009 DrawLevelField(x, y);
6015 boolean PlaceBomb(struct PlayerInfo *player)
6017 int jx = player->jx, jy = player->jy;
6020 if (!player->active || player->MovPos)
6023 element = Feld[jx][jy];
6025 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6026 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6029 if (element != EL_LEERRAUM)
6030 Store[jx][jy] = element;
6032 if (player->dynamite)
6034 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6035 MovDelay[jx][jy] = 96;
6037 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6038 FS_SMALL, FC_YELLOW);
6039 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6041 if (game.emulation == EMU_SUPAPLEX)
6042 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6044 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6049 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6050 MovDelay[jx][jy] = 96;
6051 player->dynabombs_left--;
6052 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6053 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6059 void PlaySoundLevel(int x, int y, int sound_nr)
6061 int sx = SCREENX(x), sy = SCREENY(y);
6063 int silence_distance = 8;
6065 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6066 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6069 if (!IN_LEV_FIELD(x, y) ||
6070 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6071 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6074 volume = PSND_MAX_VOLUME;
6076 #if !defined(PLATFORM_MSDOS)
6077 stereo = (sx - SCR_FIELDX/2) * 12;
6079 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6080 if (stereo > PSND_MAX_RIGHT)
6081 stereo = PSND_MAX_RIGHT;
6082 if (stereo < PSND_MAX_LEFT)
6083 stereo = PSND_MAX_LEFT;
6086 if (!IN_SCR_FIELD(sx, sy))
6088 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6089 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6091 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6094 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6097 void RaiseScore(int value)
6099 local_player->score += value;
6100 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6101 FS_SMALL, FC_YELLOW);
6104 void RaiseScoreElement(int element)
6109 case EL_EDELSTEIN_BD:
6110 case EL_EDELSTEIN_GELB:
6111 case EL_EDELSTEIN_ROT:
6112 case EL_EDELSTEIN_LILA:
6113 RaiseScore(level.score[SC_EDELSTEIN]);
6116 RaiseScore(level.score[SC_DIAMANT]);
6120 RaiseScore(level.score[SC_KAEFER]);
6124 RaiseScore(level.score[SC_FLIEGER]);
6128 RaiseScore(level.score[SC_MAMPFER]);
6131 RaiseScore(level.score[SC_ROBOT]);
6134 RaiseScore(level.score[SC_PACMAN]);
6137 RaiseScore(level.score[SC_KOKOSNUSS]);
6139 case EL_DYNAMITE_INACTIVE:
6140 RaiseScore(level.score[SC_DYNAMIT]);
6143 RaiseScore(level.score[SC_SCHLUESSEL]);
6150 /* ---------- new game button stuff ---------------------------------------- */
6152 /* graphic position values for game buttons */
6153 #define GAME_BUTTON_XSIZE 30
6154 #define GAME_BUTTON_YSIZE 30
6155 #define GAME_BUTTON_XPOS 5
6156 #define GAME_BUTTON_YPOS 215
6157 #define SOUND_BUTTON_XPOS 5
6158 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6160 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6161 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6162 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6163 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6164 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6165 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6172 } gamebutton_info[NUM_GAME_BUTTONS] =
6175 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6180 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6185 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6190 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6191 SOUND_CTRL_ID_MUSIC,
6192 "background music on/off"
6195 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6196 SOUND_CTRL_ID_LOOPS,
6197 "sound loops on/off"
6200 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6201 SOUND_CTRL_ID_SIMPLE,
6202 "normal sounds on/off"
6206 void CreateGameButtons()
6210 for (i=0; i<NUM_GAME_BUTTONS; i++)
6212 Bitmap *gd_bitmap = pix[PIX_DOOR];
6213 struct GadgetInfo *gi;
6216 unsigned long event_mask;
6217 int gd_xoffset, gd_yoffset;
6218 int gd_x1, gd_x2, gd_y1, gd_y2;
6221 gd_xoffset = gamebutton_info[i].x;
6222 gd_yoffset = gamebutton_info[i].y;
6223 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6224 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6226 if (id == GAME_CTRL_ID_STOP ||
6227 id == GAME_CTRL_ID_PAUSE ||
6228 id == GAME_CTRL_ID_PLAY)
6230 button_type = GD_TYPE_NORMAL_BUTTON;
6232 event_mask = GD_EVENT_RELEASED;
6233 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6234 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6238 button_type = GD_TYPE_CHECK_BUTTON;
6240 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6241 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6242 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6243 event_mask = GD_EVENT_PRESSED;
6244 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6245 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6248 gi = CreateGadget(GDI_CUSTOM_ID, id,
6249 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6250 GDI_X, DX + gd_xoffset,
6251 GDI_Y, DY + gd_yoffset,
6252 GDI_WIDTH, GAME_BUTTON_XSIZE,
6253 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6254 GDI_TYPE, button_type,
6255 GDI_STATE, GD_BUTTON_UNPRESSED,
6256 GDI_CHECKED, checked,
6257 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6258 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6259 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6260 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6261 GDI_EVENT_MASK, event_mask,
6262 GDI_CALLBACK_ACTION, HandleGameButtons,
6266 Error(ERR_EXIT, "cannot create gadget");
6268 game_gadget[id] = gi;
6272 static void MapGameButtons()
6276 for (i=0; i<NUM_GAME_BUTTONS; i++)
6277 MapGadget(game_gadget[i]);
6280 void UnmapGameButtons()
6284 for (i=0; i<NUM_GAME_BUTTONS; i++)
6285 UnmapGadget(game_gadget[i]);
6288 static void HandleGameButtons(struct GadgetInfo *gi)
6290 int id = gi->custom_id;
6292 if (game_status != PLAYING)
6297 case GAME_CTRL_ID_STOP:
6300 CloseDoor(DOOR_CLOSE_1);
6301 game_status = MAINMENU;
6306 if (level_editor_test_game ||
6307 Request("Do you really want to quit the game ?",
6308 REQ_ASK | REQ_STAY_CLOSED))
6310 #if defined(PLATFORM_UNIX)
6311 if (options.network)
6312 SendToServer_StopPlaying();
6316 game_status = MAINMENU;
6321 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6324 case GAME_CTRL_ID_PAUSE:
6325 if (options.network)
6327 #if defined(PLATFORM_UNIX)
6329 SendToServer_ContinuePlaying();
6331 SendToServer_PausePlaying();
6338 case GAME_CTRL_ID_PLAY:
6341 #if defined(PLATFORM_UNIX)
6342 if (options.network)
6343 SendToServer_ContinuePlaying();
6347 tape.pausing = FALSE;
6348 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6353 case SOUND_CTRL_ID_MUSIC:
6354 if (setup.sound_music)
6356 setup.sound_music = FALSE;
6359 else if (audio.loops_available)
6361 setup.sound = setup.sound_music = TRUE;
6363 PlayMusic(level_nr % num_bg_loops);
6367 case SOUND_CTRL_ID_LOOPS:
6368 if (setup.sound_loops)
6369 setup.sound_loops = FALSE;
6370 else if (audio.loops_available)
6371 setup.sound = setup.sound_loops = TRUE;
6374 case SOUND_CTRL_ID_SIMPLE:
6375 if (setup.sound_simple)
6376 setup.sound_simple = FALSE;
6377 else if (audio.sound_available)
6378 setup.sound = setup.sound_simple = TRUE;