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;
488 player->is_moving = FALSE;
490 player->move_delay_value =
491 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
493 player->snapped = FALSE;
495 player->last_jx = player->last_jy = 0;
496 player->jx = player->jy = 0;
498 player->shield_passive_time_left = 0;
499 player->shield_active_time_left = 0;
501 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
502 SnapField(player, 0, 0);
504 player->LevelSolved = FALSE;
505 player->GameOver = FALSE;
508 network_player_action_received = FALSE;
510 #if defined(PLATFORM_UNIX)
511 /* initial null action */
513 SendToServer_MovePlayer(MV_NO_MOVING);
521 TimeLeft = level.time;
523 ScreenMovDir = MV_NO_MOVING;
527 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
529 AllPlayersGone = FALSE;
531 game.yam_content_nr = 0;
532 game.magic_wall_active = FALSE;
533 game.magic_wall_time_left = 0;
534 game.light_time_left = 0;
535 game.timegate_time_left = 0;
536 game.switchgate_pos = 0;
537 game.balloon_dir = MV_NO_MOVING;
538 game.explosions_delayed = TRUE;
542 game.belt_dir[i] = MV_NO_MOVING;
543 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
546 for (i=0; i<MAX_NUM_AMOEBA; i++)
547 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
549 for (x=0; x<lev_fieldx; x++)
551 for (y=0; y<lev_fieldy; y++)
553 Feld[x][y] = Ur[x][y];
554 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
555 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
558 JustStopped[x][y] = 0;
560 ExplodeField[x][y] = EX_NO_EXPLOSION;
564 for(y=0; y<lev_fieldy; y++)
566 for(x=0; x<lev_fieldx; x++)
568 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
570 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
572 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
575 InitField(x, y, TRUE);
579 /* correct non-moving belts to start moving left */
581 if (game.belt_dir[i] == MV_NO_MOVING)
582 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
584 /* check if any connected player was not found in playfield */
585 for (i=0; i<MAX_PLAYERS; i++)
587 struct PlayerInfo *player = &stored_player[i];
589 if (player->connected && !player->present)
591 for (j=0; j<MAX_PLAYERS; j++)
593 struct PlayerInfo *some_player = &stored_player[j];
594 int jx = some_player->jx, jy = some_player->jy;
596 /* assign first free player found that is present in the playfield */
597 if (some_player->present && !some_player->connected)
599 player->present = TRUE;
600 player->active = TRUE;
601 some_player->present = FALSE;
603 StorePlayer[jx][jy] = player->element_nr;
604 player->jx = player->last_jx = jx;
605 player->jy = player->last_jy = jy;
615 /* when playing a tape, eliminate all players who do not participate */
617 for (i=0; i<MAX_PLAYERS; i++)
619 if (stored_player[i].active && !tape.player_participates[i])
621 struct PlayerInfo *player = &stored_player[i];
622 int jx = player->jx, jy = player->jy;
624 player->active = FALSE;
625 StorePlayer[jx][jy] = 0;
626 Feld[jx][jy] = EL_LEERRAUM;
630 else if (!options.network && !setup.team_mode) /* && !tape.playing */
632 /* when in single player mode, eliminate all but the first active player */
634 for (i=0; i<MAX_PLAYERS; i++)
636 if (stored_player[i].active)
638 for (j=i+1; j<MAX_PLAYERS; j++)
640 if (stored_player[j].active)
642 struct PlayerInfo *player = &stored_player[j];
643 int jx = player->jx, jy = player->jy;
645 player->active = FALSE;
646 StorePlayer[jx][jy] = 0;
647 Feld[jx][jy] = EL_LEERRAUM;
654 /* when recording the game, store which players take part in the game */
657 for (i=0; i<MAX_PLAYERS; i++)
658 if (stored_player[i].active)
659 tape.player_participates[i] = TRUE;
664 for (i=0; i<MAX_PLAYERS; i++)
666 struct PlayerInfo *player = &stored_player[i];
668 printf("Player %d: present == %d, connected == %d, active == %d.\n",
673 if (local_player == player)
674 printf("Player %d is local player.\n", i+1);
678 game.version = (tape.playing ? tape.game_version : level.game_version);
679 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
680 emulate_sb ? EMU_SOKOBAN :
681 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
683 /* dynamically adjust element properties according to game engine version */
685 static int ep_slippery[] =
694 static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
696 for (i=0; i<ep_slippery_num; i++)
698 if (game.version >= GAME_VERSION_2_0)
699 Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS;
701 Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS;
705 if (BorderElement == EL_LEERRAUM)
708 SBX_Right = lev_fieldx - SCR_FIELDX;
710 SBY_Lower = lev_fieldy - SCR_FIELDY;
715 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
717 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
720 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
721 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
723 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
724 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
727 scroll_y = SBY_Upper;
728 if (local_player->jx >= SBX_Left + MIDPOSX)
729 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
730 local_player->jx - MIDPOSX :
732 if (local_player->jy >= SBY_Upper + MIDPOSY)
733 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
734 local_player->jy - MIDPOSY :
737 CloseDoor(DOOR_CLOSE_1);
743 /* after drawing the level, correct some elements */
744 if (game.timegate_time_left == 0)
745 CloseAllOpenTimegates();
747 if (setup.soft_scrolling)
748 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
750 redraw_mask |= REDRAW_FROM_BACKBUFFER;
752 /* copy default game door content to main double buffer */
753 BlitBitmap(pix[PIX_DOOR], drawto,
754 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
757 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
758 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
761 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
762 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
763 BlitBitmap(drawto, drawto,
764 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
765 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
766 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
769 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
770 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
771 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
772 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
773 DrawText(DX + XX_SCORE, DY + YY_SCORE,
774 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
775 DrawText(DX + XX_TIME, DY + YY_TIME,
776 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
779 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
780 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
781 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
785 /* copy actual game door content to door double buffer for OpenDoor() */
786 BlitBitmap(drawto, pix[PIX_DB_DOOR],
787 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
789 OpenDoor(DOOR_OPEN_ALL);
791 if (setup.sound_music && num_bg_loops)
792 PlayMusic(level_nr % num_bg_loops);
794 KeyboardAutoRepeatOff();
799 printf("Player %d %sactive.\n",
800 i + 1, (stored_player[i].active ? "" : "not "));
804 void InitMovDir(int x, int y)
806 int i, element = Feld[x][y];
807 static int xy[4][2] =
814 static int direction[3][4] =
816 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
817 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
818 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
823 case EL_KAEFER_RIGHT:
827 Feld[x][y] = EL_KAEFER;
828 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
831 case EL_FLIEGER_RIGHT:
833 case EL_FLIEGER_LEFT:
834 case EL_FLIEGER_DOWN:
835 Feld[x][y] = EL_FLIEGER;
836 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
839 case EL_BUTTERFLY_RIGHT:
840 case EL_BUTTERFLY_UP:
841 case EL_BUTTERFLY_LEFT:
842 case EL_BUTTERFLY_DOWN:
843 Feld[x][y] = EL_BUTTERFLY;
844 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
847 case EL_FIREFLY_RIGHT:
849 case EL_FIREFLY_LEFT:
850 case EL_FIREFLY_DOWN:
851 Feld[x][y] = EL_FIREFLY;
852 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
855 case EL_PACMAN_RIGHT:
859 Feld[x][y] = EL_PACMAN;
860 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
864 MovDir[x][y] = MV_UP;
868 MovDir[x][y] = MV_LEFT;
875 Feld[x][y] = EL_MOLE;
876 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
880 MovDir[x][y] = 1 << RND(4);
881 if (element != EL_KAEFER &&
882 element != EL_FLIEGER &&
883 element != EL_BUTTERFLY &&
884 element != EL_FIREFLY)
889 int x1 = x + xy[i][0];
890 int y1 = y + xy[i][1];
892 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
894 if (element == EL_KAEFER || element == EL_BUTTERFLY)
896 MovDir[x][y] = direction[0][i];
899 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
900 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
902 MovDir[x][y] = direction[1][i];
911 void InitAmoebaNr(int x, int y)
914 int group_nr = AmoebeNachbarNr(x, y);
918 for (i=1; i<MAX_NUM_AMOEBA; i++)
920 if (AmoebaCnt[i] == 0)
928 AmoebaNr[x][y] = group_nr;
929 AmoebaCnt[group_nr]++;
930 AmoebaCnt2[group_nr]++;
936 boolean raise_level = FALSE;
938 if (local_player->MovPos)
941 local_player->LevelSolved = FALSE;
945 if (setup.sound_loops)
946 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
950 if (!setup.sound_loops)
951 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
952 if (TimeLeft > 0 && !(TimeLeft % 10))
953 RaiseScore(level.score[SC_ZEITBONUS]);
954 if (TimeLeft > 100 && !(TimeLeft % 10))
958 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
963 if (setup.sound_loops)
966 else if (level.time == 0) /* level without time limit */
968 if (setup.sound_loops)
969 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
971 while(TimePlayed < 999)
973 if (!setup.sound_loops)
974 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
975 if (TimePlayed < 999 && !(TimePlayed % 10))
976 RaiseScore(level.score[SC_ZEITBONUS]);
977 if (TimePlayed < 900 && !(TimePlayed % 10))
981 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
986 if (setup.sound_loops)
994 /* Hero disappears */
995 DrawLevelField(ExitX, ExitY);
1001 CloseDoor(DOOR_CLOSE_1);
1006 SaveTape(tape.level_nr); /* Ask to save tape */
1009 if (level_nr == leveldir_current->handicap_level)
1011 leveldir_current->handicap_level++;
1012 SaveLevelSetup_SeriesInfo();
1015 if (level_editor_test_game)
1016 local_player->score = -1; /* no highscore when playing from editor */
1017 else if (level_nr < leveldir_current->last_level)
1018 raise_level = TRUE; /* advance to next level */
1020 if ((hi_pos = NewHiScore()) >= 0)
1022 game_status = HALLOFFAME;
1023 DrawHallOfFame(hi_pos);
1029 game_status = MAINMENU;
1043 LoadScore(level_nr);
1045 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1046 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1049 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1051 if (local_player->score > highscore[k].Score)
1053 /* player has made it to the hall of fame */
1055 if (k < MAX_SCORE_ENTRIES - 1)
1057 int m = MAX_SCORE_ENTRIES - 1;
1060 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1061 if (!strcmp(setup.player_name, highscore[l].Name))
1063 if (m == k) /* player's new highscore overwrites his old one */
1069 strcpy(highscore[l].Name, highscore[l - 1].Name);
1070 highscore[l].Score = highscore[l - 1].Score;
1077 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1078 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1079 highscore[k].Score = local_player->score;
1085 else if (!strncmp(setup.player_name, highscore[k].Name,
1086 MAX_PLAYER_NAME_LEN))
1087 break; /* player already there with a higher score */
1093 SaveScore(level_nr);
1098 void InitMovingField(int x, int y, int direction)
1100 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1101 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1103 MovDir[x][y] = direction;
1104 MovDir[newx][newy] = direction;
1105 if (Feld[newx][newy] == EL_LEERRAUM)
1106 Feld[newx][newy] = EL_BLOCKED;
1109 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1111 int direction = MovDir[x][y];
1112 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1113 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1119 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1121 int oldx = x, oldy = y;
1122 int direction = MovDir[x][y];
1124 if (direction == MV_LEFT)
1126 else if (direction == MV_RIGHT)
1128 else if (direction == MV_UP)
1130 else if (direction == MV_DOWN)
1133 *comes_from_x = oldx;
1134 *comes_from_y = oldy;
1137 int MovingOrBlocked2Element(int x, int y)
1139 int element = Feld[x][y];
1141 if (element == EL_BLOCKED)
1145 Blocked2Moving(x, y, &oldx, &oldy);
1146 return Feld[oldx][oldy];
1152 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1154 /* like MovingOrBlocked2Element(), but if element is moving
1155 and (x,y) is the field the moving element is just leaving,
1156 return EL_BLOCKED instead of the element value */
1157 int element = Feld[x][y];
1159 if (IS_MOVING(x, y))
1161 if (element == EL_BLOCKED)
1165 Blocked2Moving(x, y, &oldx, &oldy);
1166 return Feld[oldx][oldy];
1175 static void RemoveField(int x, int y)
1177 Feld[x][y] = EL_LEERRAUM;
1183 void RemoveMovingField(int x, int y)
1185 int oldx = x, oldy = y, newx = x, newy = y;
1187 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1190 if (IS_MOVING(x, y))
1192 Moving2Blocked(x, y, &newx, &newy);
1193 if (Feld[newx][newy] != EL_BLOCKED)
1196 else if (Feld[x][y] == EL_BLOCKED)
1198 Blocked2Moving(x, y, &oldx, &oldy);
1199 if (!IS_MOVING(oldx, oldy))
1203 if (Feld[x][y] == EL_BLOCKED &&
1204 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1205 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1206 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1207 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1208 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1210 Feld[oldx][oldy] = EL_LEERRAUM;
1212 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1214 Feld[newx][newy] = EL_LEERRAUM;
1215 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1216 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1218 DrawLevelField(oldx, oldy);
1219 DrawLevelField(newx, newy);
1222 void DrawDynamite(int x, int y)
1224 int sx = SCREENX(x), sy = SCREENY(y);
1225 int graphic = el2gfx(Feld[x][y]);
1228 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1232 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1234 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1236 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1241 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1245 if (game.emulation == EMU_SUPAPLEX)
1246 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1247 else if (Store[x][y])
1248 DrawGraphicThruMask(sx, sy, graphic + phase);
1250 DrawGraphic(sx, sy, graphic + phase);
1253 void CheckDynamite(int x, int y)
1255 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1260 if (!(MovDelay[x][y] % 12))
1261 PlaySoundLevel(x, y, SND_ZISCH);
1263 if (IS_ACTIVE_BOMB(Feld[x][y]))
1265 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1267 if (!(MovDelay[x][y] % delay))
1275 StopSound(SND_ZISCH);
1279 void Explode(int ex, int ey, int phase, int mode)
1282 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1283 int last_phase = num_phase * delay;
1284 int half_phase = (num_phase / 2) * delay;
1285 int first_phase_after_start = EX_PHASE_START + 1;
1287 if (game.explosions_delayed)
1289 ExplodeField[ex][ey] = mode;
1293 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1295 int center_element = Feld[ex][ey];
1297 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1299 /* put moving element to center field (and let it explode there) */
1300 center_element = MovingOrBlocked2Element(ex, ey);
1301 RemoveMovingField(ex, ey);
1302 Feld[ex][ey] = center_element;
1305 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1309 if (!IN_LEV_FIELD(x, y) ||
1310 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1311 (x != ex || y != ey)))
1314 element = Feld[x][y];
1316 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1318 element = MovingOrBlocked2Element(x, y);
1319 RemoveMovingField(x, y);
1322 if (IS_MASSIVE(element) || element == EL_BURNING)
1325 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1327 if (IS_ACTIVE_BOMB(element))
1329 /* re-activate things under the bomb like gate or penguin */
1330 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1337 if (element == EL_EXPLODING)
1338 element = Store2[x][y];
1340 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1342 switch(StorePlayer[ex][ey])
1345 Store[x][y] = EL_EDELSTEIN_ROT;
1348 Store[x][y] = EL_EDELSTEIN;
1351 Store[x][y] = EL_EDELSTEIN_LILA;
1355 Store[x][y] = EL_EDELSTEIN_GELB;
1359 if (game.emulation == EMU_SUPAPLEX)
1360 Store[x][y] = EL_LEERRAUM;
1362 else if (center_element == EL_MOLE)
1363 Store[x][y] = EL_EDELSTEIN_ROT;
1364 else if (center_element == EL_PINGUIN)
1365 Store[x][y] = EL_EDELSTEIN_LILA;
1366 else if (center_element == EL_KAEFER)
1367 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1368 else if (center_element == EL_BUTTERFLY)
1369 Store[x][y] = EL_EDELSTEIN_BD;
1370 else if (center_element == EL_SP_ELECTRON)
1371 Store[x][y] = EL_SP_INFOTRON;
1372 else if (center_element == EL_MAMPFER)
1373 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1374 else if (center_element == EL_AMOEBA2DIAM)
1375 Store[x][y] = level.amoeba_content;
1376 else if (element == EL_ERZ_EDEL)
1377 Store[x][y] = EL_EDELSTEIN;
1378 else if (element == EL_ERZ_DIAM)
1379 Store[x][y] = EL_DIAMANT;
1380 else if (element == EL_ERZ_EDEL_BD)
1381 Store[x][y] = EL_EDELSTEIN_BD;
1382 else if (element == EL_ERZ_EDEL_GELB)
1383 Store[x][y] = EL_EDELSTEIN_GELB;
1384 else if (element == EL_ERZ_EDEL_ROT)
1385 Store[x][y] = EL_EDELSTEIN_ROT;
1386 else if (element == EL_ERZ_EDEL_LILA)
1387 Store[x][y] = EL_EDELSTEIN_LILA;
1388 else if (element == EL_WALL_PEARL)
1389 Store[x][y] = EL_PEARL;
1390 else if (element == EL_WALL_CRYSTAL)
1391 Store[x][y] = EL_CRYSTAL;
1392 else if (!IS_PFORTE(Store[x][y]))
1393 Store[x][y] = EL_LEERRAUM;
1395 if (x != ex || y != ey ||
1396 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1397 Store2[x][y] = element;
1399 if (AmoebaNr[x][y] &&
1400 (element == EL_AMOEBE_VOLL ||
1401 element == EL_AMOEBE_BD ||
1402 element == EL_AMOEBING))
1404 AmoebaCnt[AmoebaNr[x][y]]--;
1405 AmoebaCnt2[AmoebaNr[x][y]]--;
1408 Feld[x][y] = EL_EXPLODING;
1409 MovDir[x][y] = MovPos[x][y] = 0;
1415 if (center_element == EL_MAMPFER)
1416 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1427 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1429 if (phase == first_phase_after_start)
1431 int element = Store2[x][y];
1433 if (element == EL_BLACK_ORB)
1435 Feld[x][y] = Store2[x][y];
1440 else if (phase == half_phase)
1442 int element = Store2[x][y];
1444 if (IS_PLAYER(x, y))
1445 KillHeroUnlessProtected(x, y);
1446 else if (IS_EXPLOSIVE(element))
1448 Feld[x][y] = Store2[x][y];
1452 else if (element == EL_AMOEBA2DIAM)
1453 AmoebeUmwandeln(x, y);
1456 if (phase == last_phase)
1460 element = Feld[x][y] = Store[x][y];
1461 Store[x][y] = Store2[x][y] = 0;
1462 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1463 InitField(x, y, FALSE);
1464 if (CAN_MOVE(element) || COULD_MOVE(element))
1466 DrawLevelField(x, y);
1468 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1469 StorePlayer[x][y] = 0;
1471 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1473 int graphic = GFX_EXPLOSION;
1475 if (game.emulation == EMU_SUPAPLEX)
1476 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1477 GFX_SP_EXPLODE_INFOTRON :
1478 GFX_SP_EXPLODE_EMPTY);
1481 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1483 graphic += (phase / delay - 1);
1485 if (IS_PFORTE(Store[x][y]))
1487 DrawLevelElement(x, y, Store[x][y]);
1488 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1491 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1495 void DynaExplode(int ex, int ey)
1498 int dynabomb_size = 1;
1499 boolean dynabomb_xl = FALSE;
1500 struct PlayerInfo *player;
1501 static int xy[4][2] =
1509 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1511 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1512 dynabomb_size = player->dynabomb_size;
1513 dynabomb_xl = player->dynabomb_xl;
1514 player->dynabombs_left++;
1517 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1521 for (j=1; j<=dynabomb_size; j++)
1523 int x = ex + j * xy[i % 4][0];
1524 int y = ey + j * xy[i % 4][1];
1527 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1530 element = Feld[x][y];
1532 /* do not restart explosions of fields with active bombs */
1533 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1536 Explode(x, y, EX_PHASE_START, EX_BORDER);
1538 if (element != EL_LEERRAUM &&
1539 element != EL_ERDREICH &&
1540 element != EL_EXPLODING &&
1547 void Bang(int x, int y)
1549 int element = Feld[x][y];
1551 if (game.emulation == EMU_SUPAPLEX)
1552 PlaySoundLevel(x, y, SND_SP_BOOOM);
1554 PlaySoundLevel(x, y, SND_ROAAAR);
1557 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1558 element = EL_LEERRAUM;
1572 RaiseScoreElement(element);
1573 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1575 case EL_DYNABOMB_ACTIVE_1:
1576 case EL_DYNABOMB_ACTIVE_2:
1577 case EL_DYNABOMB_ACTIVE_3:
1578 case EL_DYNABOMB_ACTIVE_4:
1579 case EL_DYNABOMB_NR:
1580 case EL_DYNABOMB_SZ:
1581 case EL_DYNABOMB_XL:
1587 if (IS_PLAYER(x, y))
1588 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1590 Explode(x, y, EX_PHASE_START, EX_CENTER);
1593 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1598 void Blurb(int x, int y)
1600 int element = Feld[x][y];
1602 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1604 PlaySoundLevel(x, y, SND_BLURB);
1605 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1606 (!IN_LEV_FIELD(x-1, y-1) ||
1607 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1609 Feld[x-1][y] = EL_BLURB_LEFT;
1611 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1612 (!IN_LEV_FIELD(x+1, y-1) ||
1613 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1615 Feld[x+1][y] = EL_BLURB_RIGHT;
1620 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1622 if (!MovDelay[x][y]) /* initialize animation counter */
1625 if (MovDelay[x][y]) /* continue animation */
1628 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1629 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1631 if (!MovDelay[x][y])
1633 Feld[x][y] = EL_LEERRAUM;
1634 DrawLevelField(x, y);
1640 static void ToggleBeltSwitch(int x, int y)
1642 static int belt_base_element[4] =
1644 EL_BELT1_SWITCH_LEFT,
1645 EL_BELT2_SWITCH_LEFT,
1646 EL_BELT3_SWITCH_LEFT,
1647 EL_BELT4_SWITCH_LEFT
1649 static int belt_move_dir[4] =
1657 int element = Feld[x][y];
1658 int belt_nr = getBeltNrFromSwitchElement(element);
1659 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1660 int belt_dir = belt_move_dir[belt_dir_nr];
1663 if (!IS_BELT_SWITCH(element))
1666 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1667 game.belt_dir[belt_nr] = belt_dir;
1669 if (belt_dir_nr == 3)
1672 for (yy=0; yy<lev_fieldy; yy++)
1674 for (xx=0; xx<lev_fieldx; xx++)
1676 int element = Feld[xx][yy];
1678 if (IS_BELT_SWITCH(element))
1680 int e_belt_nr = getBeltNrFromSwitchElement(element);
1682 if (e_belt_nr == belt_nr)
1684 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1685 DrawLevelField(xx, yy);
1688 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1690 int e_belt_nr = getBeltNrFromElement(element);
1692 if (e_belt_nr == belt_nr)
1693 DrawLevelField(xx, yy); /* set belt to parking position */
1699 static void ToggleSwitchgateSwitch(int x, int y)
1703 game.switchgate_pos = !game.switchgate_pos;
1705 for (yy=0; yy<lev_fieldy; yy++)
1707 for (xx=0; xx<lev_fieldx; xx++)
1709 int element = Feld[xx][yy];
1711 if (element == EL_SWITCHGATE_SWITCH_1 ||
1712 element == EL_SWITCHGATE_SWITCH_2)
1714 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1715 DrawLevelField(xx, yy);
1717 else if (element == EL_SWITCHGATE_OPEN ||
1718 element == EL_SWITCHGATE_OPENING)
1720 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1721 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1723 else if (element == EL_SWITCHGATE_CLOSED ||
1724 element == EL_SWITCHGATE_CLOSING)
1726 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1727 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1733 static void RedrawAllLightSwitchesAndInvisibleElements()
1737 for (y=0; y<lev_fieldy; y++)
1739 for (x=0; x<lev_fieldx; x++)
1741 int element = Feld[x][y];
1743 if (element == EL_LIGHT_SWITCH_OFF &&
1744 game.light_time_left > 0)
1746 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1747 DrawLevelField(x, y);
1749 else if (element == EL_LIGHT_SWITCH_ON &&
1750 game.light_time_left == 0)
1752 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1753 DrawLevelField(x, y);
1756 if (element == EL_INVISIBLE_STEEL ||
1757 element == EL_UNSICHTBAR ||
1758 element == EL_SAND_INVISIBLE)
1759 DrawLevelField(x, y);
1764 static void ToggleLightSwitch(int x, int y)
1766 int element = Feld[x][y];
1768 game.light_time_left =
1769 (element == EL_LIGHT_SWITCH_OFF ?
1770 level.time_light * FRAMES_PER_SECOND : 0);
1772 RedrawAllLightSwitchesAndInvisibleElements();
1775 static void ActivateTimegateSwitch(int x, int y)
1779 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1781 for (yy=0; yy<lev_fieldy; yy++)
1783 for (xx=0; xx<lev_fieldx; xx++)
1785 int element = Feld[xx][yy];
1787 if (element == EL_TIMEGATE_CLOSED ||
1788 element == EL_TIMEGATE_CLOSING)
1790 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1791 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1795 else if (element == EL_TIMEGATE_SWITCH_ON)
1797 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1798 DrawLevelField(xx, yy);
1805 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1808 void Impact(int x, int y)
1810 boolean lastline = (y == lev_fieldy-1);
1811 boolean object_hit = FALSE;
1812 int element = Feld[x][y];
1815 if (!lastline) /* check if element below was hit */
1817 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1820 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1821 MovDir[x][y+1]!=MV_DOWN ||
1822 MovPos[x][y+1]<=TILEY/2));
1824 smashed = MovingOrBlocked2Element(x, y+1);
1827 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1833 if ((element == EL_BOMBE ||
1834 element == EL_SP_DISK_ORANGE ||
1835 element == EL_DX_SUPABOMB) &&
1836 (lastline || object_hit)) /* element is bomb */
1841 else if (element == EL_PEARL)
1843 Feld[x][y] = EL_PEARL_BREAKING;
1844 PlaySoundLevel(x, y, SND_KNACK);
1848 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1850 if (object_hit && IS_PLAYER(x, y+1))
1851 KillHeroUnlessProtected(x, y+1);
1852 else if (object_hit && smashed == EL_PINGUIN)
1856 Feld[x][y] = EL_AMOEBING;
1857 Store[x][y] = EL_AMOEBE_NASS;
1862 if (!lastline && object_hit) /* check which object was hit */
1864 if (CAN_CHANGE(element) &&
1865 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1868 int activated_magic_wall =
1869 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1870 EL_MAGIC_WALL_BD_EMPTY);
1872 /* activate magic wall / mill */
1874 for (y=0; y<lev_fieldy; y++)
1875 for (x=0; x<lev_fieldx; x++)
1876 if (Feld[x][y] == smashed)
1877 Feld[x][y] = activated_magic_wall;
1879 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1880 game.magic_wall_active = TRUE;
1883 if (IS_PLAYER(x, y+1))
1885 KillHeroUnlessProtected(x, y+1);
1888 else if (smashed == EL_PINGUIN)
1893 else if (element == EL_EDELSTEIN_BD)
1895 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1901 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1902 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1903 smashed == EL_SP_DISK_ORANGE))
1908 else if (element == EL_FELSBROCKEN ||
1909 element == EL_SP_ZONK ||
1910 element == EL_BD_ROCK)
1912 if (IS_ENEMY(smashed) ||
1913 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1914 smashed == EL_DX_SUPABOMB ||
1915 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1916 smashed == EL_DRACHE || smashed == EL_MOLE)
1921 else if (!IS_MOVING(x, y+1))
1923 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1928 else if (smashed == EL_KOKOSNUSS)
1930 Feld[x][y+1] = EL_CRACKINGNUT;
1931 PlaySoundLevel(x, y, SND_KNACK);
1932 RaiseScoreElement(EL_KOKOSNUSS);
1935 else if (smashed == EL_PEARL)
1937 Feld[x][y+1] = EL_PEARL_BREAKING;
1938 PlaySoundLevel(x, y, SND_KNACK);
1941 else if (smashed == EL_DIAMANT)
1943 Feld[x][y+1] = EL_LEERRAUM;
1944 PlaySoundLevel(x, y, SND_QUIRK);
1947 else if (IS_BELT_SWITCH(smashed))
1949 ToggleBeltSwitch(x, y+1);
1951 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1952 smashed == EL_SWITCHGATE_SWITCH_2)
1954 ToggleSwitchgateSwitch(x, y+1);
1956 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1957 smashed == EL_LIGHT_SWITCH_ON)
1959 ToggleLightSwitch(x, y+1);
1965 /* play sound of magic wall / mill */
1967 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1968 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1970 PlaySoundLevel(x, y, SND_QUIRK);
1974 /* play sound of object that hits the ground */
1975 if (lastline || object_hit)
1982 case EL_EDELSTEIN_BD:
1983 case EL_EDELSTEIN_GELB:
1984 case EL_EDELSTEIN_ROT:
1985 case EL_EDELSTEIN_LILA:
1987 case EL_SP_INFOTRON:
1993 case EL_FELSBROCKEN:
1998 sound = SND_SP_ZONKDOWN;
2001 case EL_SCHLUESSEL1:
2002 case EL_SCHLUESSEL2:
2003 case EL_SCHLUESSEL3:
2004 case EL_SCHLUESSEL4:
2021 PlaySoundLevel(x, y, sound);
2025 void TurnRound(int x, int y)
2037 { 0, 0 }, { 0, 0 }, { 0, 0 },
2042 int left, right, back;
2046 { MV_DOWN, MV_UP, MV_RIGHT },
2047 { MV_UP, MV_DOWN, MV_LEFT },
2049 { MV_LEFT, MV_RIGHT, MV_DOWN },
2050 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2051 { MV_RIGHT, MV_LEFT, MV_UP }
2054 int element = Feld[x][y];
2055 int old_move_dir = MovDir[x][y];
2056 int left_dir = turn[old_move_dir].left;
2057 int right_dir = turn[old_move_dir].right;
2058 int back_dir = turn[old_move_dir].back;
2060 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2061 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2062 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2063 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2065 int left_x = x+left_dx, left_y = y+left_dy;
2066 int right_x = x+right_dx, right_y = y+right_dy;
2067 int move_x = x+move_dx, move_y = y+move_dy;
2069 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2071 TestIfBadThingTouchesOtherBadThing(x, y);
2073 if (IN_LEV_FIELD(right_x, right_y) &&
2074 IS_FREE(right_x, right_y))
2075 MovDir[x][y] = right_dir;
2076 else if (!IN_LEV_FIELD(move_x, move_y) ||
2077 !IS_FREE(move_x, move_y))
2078 MovDir[x][y] = left_dir;
2080 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2082 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2085 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2086 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2088 TestIfBadThingTouchesOtherBadThing(x, y);
2090 if (IN_LEV_FIELD(left_x, left_y) &&
2091 IS_FREE(left_x, left_y))
2092 MovDir[x][y] = left_dir;
2093 else if (!IN_LEV_FIELD(move_x, move_y) ||
2094 !IS_FREE(move_x, move_y))
2095 MovDir[x][y] = right_dir;
2097 if ((element == EL_FLIEGER ||
2098 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2099 && MovDir[x][y] != old_move_dir)
2101 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2104 else if (element == EL_MAMPFER)
2106 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2108 if (IN_LEV_FIELD(left_x, left_y) &&
2109 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2110 Feld[left_x][left_y] == EL_DIAMANT))
2111 can_turn_left = TRUE;
2112 if (IN_LEV_FIELD(right_x, right_y) &&
2113 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2114 Feld[right_x][right_y] == EL_DIAMANT))
2115 can_turn_right = TRUE;
2117 if (can_turn_left && can_turn_right)
2118 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2119 else if (can_turn_left)
2120 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2121 else if (can_turn_right)
2122 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2124 MovDir[x][y] = back_dir;
2126 MovDelay[x][y] = 16+16*RND(3);
2128 else if (element == EL_MAMPFER2)
2130 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2132 if (IN_LEV_FIELD(left_x, left_y) &&
2133 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2134 IS_MAMPF2(Feld[left_x][left_y])))
2135 can_turn_left = TRUE;
2136 if (IN_LEV_FIELD(right_x, right_y) &&
2137 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2138 IS_MAMPF2(Feld[right_x][right_y])))
2139 can_turn_right = TRUE;
2141 if (can_turn_left && can_turn_right)
2142 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2143 else if (can_turn_left)
2144 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2145 else if (can_turn_right)
2146 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2148 MovDir[x][y] = back_dir;
2150 MovDelay[x][y] = 16+16*RND(3);
2152 else if (element == EL_PACMAN)
2154 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2156 if (IN_LEV_FIELD(left_x, left_y) &&
2157 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2158 IS_AMOEBOID(Feld[left_x][left_y])))
2159 can_turn_left = TRUE;
2160 if (IN_LEV_FIELD(right_x, right_y) &&
2161 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2162 IS_AMOEBOID(Feld[right_x][right_y])))
2163 can_turn_right = TRUE;
2165 if (can_turn_left && can_turn_right)
2166 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2167 else if (can_turn_left)
2168 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2169 else if (can_turn_right)
2170 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2172 MovDir[x][y] = back_dir;
2174 MovDelay[x][y] = 6+RND(40);
2176 else if (element == EL_SCHWEIN)
2178 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2179 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2180 boolean should_move_on = FALSE;
2182 int rnd = RND(rnd_value);
2184 if (IN_LEV_FIELD(left_x, left_y) &&
2185 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2186 can_turn_left = TRUE;
2187 if (IN_LEV_FIELD(right_x, right_y) &&
2188 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2189 can_turn_right = TRUE;
2190 if (IN_LEV_FIELD(move_x, move_y) &&
2191 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2194 if (can_turn_left &&
2196 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2197 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2198 should_turn_left = TRUE;
2199 if (can_turn_right &&
2201 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2202 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2203 should_turn_right = TRUE;
2205 (!can_turn_left || !can_turn_right ||
2206 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2207 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2208 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2209 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2210 should_move_on = TRUE;
2212 if (should_turn_left || should_turn_right || should_move_on)
2214 if (should_turn_left && should_turn_right && should_move_on)
2215 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2216 rnd < 2*rnd_value/3 ? right_dir :
2218 else if (should_turn_left && should_turn_right)
2219 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2220 else if (should_turn_left && should_move_on)
2221 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2222 else if (should_turn_right && should_move_on)
2223 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2224 else if (should_turn_left)
2225 MovDir[x][y] = left_dir;
2226 else if (should_turn_right)
2227 MovDir[x][y] = right_dir;
2228 else if (should_move_on)
2229 MovDir[x][y] = old_move_dir;
2231 else if (can_move_on && rnd > rnd_value/8)
2232 MovDir[x][y] = old_move_dir;
2233 else if (can_turn_left && can_turn_right)
2234 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2235 else if (can_turn_left && rnd > rnd_value/8)
2236 MovDir[x][y] = left_dir;
2237 else if (can_turn_right && rnd > rnd_value/8)
2238 MovDir[x][y] = right_dir;
2240 MovDir[x][y] = back_dir;
2242 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2243 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2244 MovDir[x][y] = old_move_dir;
2248 else if (element == EL_DRACHE)
2250 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2252 int rnd = RND(rnd_value);
2254 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2255 can_turn_left = TRUE;
2256 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2257 can_turn_right = TRUE;
2258 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2261 if (can_move_on && rnd > rnd_value/8)
2262 MovDir[x][y] = old_move_dir;
2263 else if (can_turn_left && can_turn_right)
2264 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2265 else if (can_turn_left && rnd > rnd_value/8)
2266 MovDir[x][y] = left_dir;
2267 else if (can_turn_right && rnd > rnd_value/8)
2268 MovDir[x][y] = right_dir;
2270 MovDir[x][y] = back_dir;
2272 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2273 MovDir[x][y] = old_move_dir;
2277 else if (element == EL_MOLE)
2279 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2281 if (IN_LEV_FIELD(move_x, move_y) &&
2282 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2283 Feld[move_x][move_y] == EL_DEAMOEBING))
2288 if (IN_LEV_FIELD(left_x, left_y) &&
2289 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2290 can_turn_left = TRUE;
2291 if (IN_LEV_FIELD(right_x, right_y) &&
2292 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2293 can_turn_right = TRUE;
2295 if (can_turn_left && can_turn_right)
2296 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2297 else if (can_turn_left)
2298 MovDir[x][y] = left_dir;
2300 MovDir[x][y] = right_dir;
2303 if (MovDir[x][y] != old_move_dir)
2306 else if (element == EL_BALLOON)
2308 MovDir[x][y] = game.balloon_dir;
2311 else if (element == EL_SPRING_MOVING)
2313 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2314 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2316 Feld[x][y] = EL_SPRING;
2317 MovDir[x][y] = MV_NO_MOVING;
2321 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2323 int attr_x = -1, attr_y = -1;
2334 for (i=0; i<MAX_PLAYERS; i++)
2336 struct PlayerInfo *player = &stored_player[i];
2337 int jx = player->jx, jy = player->jy;
2339 if (!player->active)
2342 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2350 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2356 if (element == EL_PINGUIN)
2359 static int xy[4][2] =
2369 int ex = x + xy[i%4][0];
2370 int ey = y + xy[i%4][1];
2372 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2381 MovDir[x][y] = MV_NO_MOVING;
2383 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2385 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2387 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2389 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2391 if (element == EL_ROBOT)
2395 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2396 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2397 Moving2Blocked(x, y, &newx, &newy);
2399 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2400 MovDelay[x][y] = 8+8*!RND(3);
2402 MovDelay[x][y] = 16;
2410 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2412 boolean first_horiz = RND(2);
2413 int new_move_dir = MovDir[x][y];
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])))))
2428 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2429 Moving2Blocked(x, y, &newx, &newy);
2431 if (IN_LEV_FIELD(newx, newy) &&
2432 (IS_FREE(newx, newy) ||
2433 Feld[newx][newy] == EL_SALZSAEURE ||
2434 (element == EL_PINGUIN &&
2435 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2436 IS_MAMPF3(Feld[newx][newy])))))
2439 MovDir[x][y] = old_move_dir;
2446 static boolean JustBeingPushed(int x, int y)
2450 for (i=0; i<MAX_PLAYERS; i++)
2452 struct PlayerInfo *player = &stored_player[i];
2454 if (player->active && player->Pushing && player->MovPos)
2456 int next_jx = player->jx + (player->jx - player->last_jx);
2457 int next_jy = player->jy + (player->jy - player->last_jy);
2459 if (x == next_jx && y == next_jy)
2467 void StartMoving(int x, int y)
2469 int element = Feld[x][y];
2474 if (CAN_FALL(element) && y<lev_fieldy-1)
2476 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2477 if (JustBeingPushed(x, y))
2480 if (element == EL_MORAST_VOLL)
2482 if (IS_FREE(x, y+1))
2484 InitMovingField(x, y, MV_DOWN);
2485 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2486 Store[x][y] = EL_FELSBROCKEN;
2488 else if (Feld[x][y+1] == EL_MORAST_LEER)
2490 if (!MovDelay[x][y])
2491 MovDelay[x][y] = TILEY + 1;
2500 Feld[x][y] = EL_MORAST_LEER;
2501 Feld[x][y+1] = EL_MORAST_VOLL;
2502 Store[x][y+1] = Store[x][y];
2506 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2507 Feld[x][y+1] == EL_MORAST_LEER)
2509 InitMovingField(x, y, MV_DOWN);
2510 Feld[x][y] = EL_QUICKSAND_FILLING;
2511 Store[x][y] = element;
2513 else if (element == EL_MAGIC_WALL_FULL)
2515 if (IS_FREE(x, y+1))
2517 InitMovingField(x, y, MV_DOWN);
2518 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2519 Store[x][y] = EL_CHANGED(Store[x][y]);
2521 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2523 if (!MovDelay[x][y])
2524 MovDelay[x][y] = TILEY/4 + 1;
2533 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2534 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2535 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2539 else if (element == EL_MAGIC_WALL_BD_FULL)
2541 if (IS_FREE(x, y+1))
2543 InitMovingField(x, y, MV_DOWN);
2544 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2545 Store[x][y] = EL_CHANGED2(Store[x][y]);
2547 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2549 if (!MovDelay[x][y])
2550 MovDelay[x][y] = TILEY/4 + 1;
2559 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2560 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2561 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2565 else if (CAN_CHANGE(element) &&
2566 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2567 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2569 InitMovingField(x, y, MV_DOWN);
2571 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2572 EL_MAGIC_WALL_BD_FILLING);
2573 Store[x][y] = element;
2575 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2578 InitMovingField(x, y, MV_DOWN);
2579 Store[x][y] = EL_SALZSAEURE;
2581 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2586 else if (IS_FREE(x, y+1))
2588 InitMovingField(x, y, MV_DOWN);
2590 else if (element == EL_TROPFEN)
2592 Feld[x][y] = EL_AMOEBING;
2593 Store[x][y] = EL_AMOEBE_NASS;
2595 /* Store[x][y+1] must be zero, because:
2596 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2599 #if OLD_GAME_BEHAVIOUR
2600 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2602 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2603 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2604 element != EL_DX_SUPABOMB)
2607 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2608 (IS_SLIPPERY_GEMS(Feld[x][y+1]) && IS_GEM(element))) &&
2609 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2610 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2613 boolean left = (x>0 && IS_FREE(x-1, y) &&
2614 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2615 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2616 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2620 if (left && right &&
2621 (game.emulation != EMU_BOULDERDASH &&
2622 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2623 left = !(right = RND(2));
2625 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2628 else if (IS_BELT(Feld[x][y+1]))
2630 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2631 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2632 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2633 int belt_dir = game.belt_dir[belt_nr];
2635 if ((belt_dir == MV_LEFT && left_is_free) ||
2636 (belt_dir == MV_RIGHT && right_is_free))
2637 InitMovingField(x, y, belt_dir);
2640 else if (CAN_MOVE(element))
2644 if ((element == EL_SONDE || element == EL_BALLOON ||
2645 element == EL_SPRING_MOVING)
2646 && JustBeingPushed(x, y))
2649 if (!MovDelay[x][y]) /* start new movement phase */
2651 /* all objects that can change their move direction after each step */
2652 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2654 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2657 if (MovDelay[x][y] && (element == EL_KAEFER ||
2658 element == EL_FLIEGER ||
2659 element == EL_SP_SNIKSNAK ||
2660 element == EL_SP_ELECTRON ||
2661 element == EL_MOLE))
2662 DrawLevelField(x, y);
2666 if (MovDelay[x][y]) /* wait some time before next movement */
2670 if (element == EL_ROBOT ||
2671 element == EL_MAMPFER || element == EL_MAMPFER2)
2673 int phase = MovDelay[x][y] % 8;
2678 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2679 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2681 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2682 && MovDelay[x][y]%4 == 3)
2683 PlaySoundLevel(x, y, SND_NJAM);
2685 else if (element == EL_SP_ELECTRON)
2686 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2687 else if (element == EL_DRACHE)
2690 int dir = MovDir[x][y];
2691 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2692 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2693 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2694 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2695 dir == MV_UP ? GFX_FLAMMEN_UP :
2696 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2697 int phase = FrameCounter % 2;
2699 for (i=1; i<=3; i++)
2701 int xx = x + i*dx, yy = y + i*dy;
2702 int sx = SCREENX(xx), sy = SCREENY(yy);
2704 if (!IN_LEV_FIELD(xx, yy) ||
2705 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2710 int flamed = MovingOrBlocked2Element(xx, yy);
2712 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2715 RemoveMovingField(xx, yy);
2717 Feld[xx][yy] = EL_BURNING;
2718 if (IN_SCR_FIELD(sx, sy))
2719 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2723 if (Feld[xx][yy] == EL_BURNING)
2724 Feld[xx][yy] = EL_LEERRAUM;
2725 DrawLevelField(xx, yy);
2734 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2736 PlaySoundLevel(x, y, SND_KLAPPER);
2738 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2740 PlaySoundLevel(x, y, SND_ROEHR);
2743 /* now make next step */
2745 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2747 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2748 !PLAYER_PROTECTED(newx, newy))
2752 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2755 /* enemy got the player */
2757 KillHero(PLAYERINFO(newx, newy));
2762 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2763 element == EL_SONDE || element == EL_BALLOON) &&
2764 IN_LEV_FIELD(newx, newy) &&
2765 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2768 Store[x][y] = EL_SALZSAEURE;
2770 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2772 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2774 Feld[x][y] = EL_LEERRAUM;
2775 DrawLevelField(x, y);
2777 PlaySoundLevel(newx, newy, SND_BUING);
2778 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2779 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2781 local_player->friends_still_needed--;
2782 if (!local_player->friends_still_needed &&
2783 !local_player->GameOver && AllPlayersGone)
2784 local_player->LevelSolved = local_player->GameOver = TRUE;
2788 else if (IS_MAMPF3(Feld[newx][newy]))
2790 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2791 DrawLevelField(newx, newy);
2793 MovDir[x][y] = MV_NO_MOVING;
2795 else if (!IS_FREE(newx, newy))
2797 if (IS_PLAYER(x, y))
2798 DrawPlayerField(x, y);
2800 DrawLevelField(x, y);
2804 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2806 if (IS_GEM(Feld[newx][newy]))
2808 if (IS_MOVING(newx, newy))
2809 RemoveMovingField(newx, newy);
2812 Feld[newx][newy] = EL_LEERRAUM;
2813 DrawLevelField(newx, newy);
2816 else if (!IS_FREE(newx, newy))
2818 if (IS_PLAYER(x, y))
2819 DrawPlayerField(x, y);
2821 DrawLevelField(x, y);
2825 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2827 if (!IS_FREE(newx, newy))
2829 if (IS_PLAYER(x, y))
2830 DrawPlayerField(x, y);
2832 DrawLevelField(x, y);
2837 boolean wanna_flame = !RND(10);
2838 int dx = newx - x, dy = newy - y;
2839 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2840 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2841 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2842 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2843 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2844 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2846 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2847 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2848 element1 != EL_BURNING && element2 != EL_BURNING)
2850 if (IS_PLAYER(x, y))
2851 DrawPlayerField(x, y);
2853 DrawLevelField(x, y);
2855 MovDelay[x][y] = 50;
2856 Feld[newx][newy] = EL_BURNING;
2857 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2858 Feld[newx1][newy1] = EL_BURNING;
2859 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2860 Feld[newx2][newy2] = EL_BURNING;
2865 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2866 Feld[newx][newy] == EL_DIAMANT)
2868 if (IS_MOVING(newx, newy))
2869 RemoveMovingField(newx, newy);
2872 Feld[newx][newy] = EL_LEERRAUM;
2873 DrawLevelField(newx, newy);
2876 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2877 IS_MAMPF2(Feld[newx][newy]))
2879 if (AmoebaNr[newx][newy])
2881 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2882 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2883 Feld[newx][newy] == EL_AMOEBE_BD)
2884 AmoebaCnt[AmoebaNr[newx][newy]]--;
2887 if (IS_MOVING(newx, newy))
2888 RemoveMovingField(newx, newy);
2891 Feld[newx][newy] = EL_LEERRAUM;
2892 DrawLevelField(newx, newy);
2895 else if ((element == EL_PACMAN || element == EL_MOLE)
2896 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2898 if (AmoebaNr[newx][newy])
2900 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2901 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2902 Feld[newx][newy] == EL_AMOEBE_BD)
2903 AmoebaCnt[AmoebaNr[newx][newy]]--;
2906 if (element == EL_MOLE)
2908 Feld[newx][newy] = EL_DEAMOEBING;
2909 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2910 return; /* wait for shrinking amoeba */
2912 else /* element == EL_PACMAN */
2914 Feld[newx][newy] = EL_LEERRAUM;
2915 DrawLevelField(newx, newy);
2918 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2919 (Feld[newx][newy] == EL_DEAMOEBING ||
2920 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2922 /* wait for shrinking amoeba to completely disappear */
2925 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2927 /* object was running against a wall */
2931 if (element == EL_KAEFER || element == EL_FLIEGER ||
2932 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2933 DrawLevelField(x, y);
2934 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2935 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2936 else if (element == EL_SONDE)
2937 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2938 else if (element == EL_SP_ELECTRON)
2939 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2941 if (DONT_TOUCH(element))
2942 TestIfBadThingTouchesHero(x, y);
2947 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2948 PlaySoundLevel(x, y, SND_SCHLURF);
2950 InitMovingField(x, y, MovDir[x][y]);
2954 ContinueMoving(x, y);
2957 void ContinueMoving(int x, int y)
2959 int element = Feld[x][y];
2960 int direction = MovDir[x][y];
2961 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2962 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2963 int horiz_move = (dx!=0);
2964 int newx = x + dx, newy = y + dy;
2965 int step = (horiz_move ? dx : dy) * TILEX / 8;
2967 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
2969 else if (element == EL_QUICKSAND_FILLING ||
2970 element == EL_QUICKSAND_EMPTYING)
2972 else if (element == EL_MAGIC_WALL_FILLING ||
2973 element == EL_MAGIC_WALL_BD_FILLING ||
2974 element == EL_MAGIC_WALL_EMPTYING ||
2975 element == EL_MAGIC_WALL_BD_EMPTYING)
2977 else if (CAN_FALL(element) && horiz_move &&
2978 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2980 else if (element == EL_SPRING_MOVING)
2983 #if OLD_GAME_BEHAVIOUR
2984 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2988 MovPos[x][y] += step;
2990 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2992 Feld[x][y] = EL_LEERRAUM;
2993 Feld[newx][newy] = element;
2995 if (element == EL_MOLE)
2998 static int xy[4][2] =
3006 Feld[x][y] = EL_ERDREICH;
3007 DrawLevelField(x, y);
3016 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3017 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3021 if (element == EL_QUICKSAND_FILLING)
3023 element = Feld[newx][newy] = get_next_element(element);
3024 Store[newx][newy] = Store[x][y];
3026 else if (element == EL_QUICKSAND_EMPTYING)
3028 Feld[x][y] = get_next_element(element);
3029 element = Feld[newx][newy] = Store[x][y];
3031 else if (element == EL_MAGIC_WALL_FILLING)
3033 element = Feld[newx][newy] = get_next_element(element);
3034 if (!game.magic_wall_active)
3035 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3036 Store[newx][newy] = Store[x][y];
3038 else if (element == EL_MAGIC_WALL_EMPTYING)
3040 Feld[x][y] = get_next_element(element);
3041 if (!game.magic_wall_active)
3042 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3043 element = Feld[newx][newy] = Store[x][y];
3045 else if (element == EL_MAGIC_WALL_BD_FILLING)
3047 element = Feld[newx][newy] = get_next_element(element);
3048 if (!game.magic_wall_active)
3049 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3050 Store[newx][newy] = Store[x][y];
3052 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3054 Feld[x][y] = get_next_element(element);
3055 if (!game.magic_wall_active)
3056 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3057 element = Feld[newx][newy] = Store[x][y];
3059 else if (element == EL_AMOEBA_DRIPPING)
3061 Feld[x][y] = get_next_element(element);
3062 element = Feld[newx][newy] = Store[x][y];
3064 else if (Store[x][y] == EL_SALZSAEURE)
3066 element = Feld[newx][newy] = EL_SALZSAEURE;
3070 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3071 MovDelay[newx][newy] = 0;
3073 if (!CAN_MOVE(element))
3074 MovDir[newx][newy] = 0;
3076 DrawLevelField(x, y);
3077 DrawLevelField(newx, newy);
3079 Stop[newx][newy] = TRUE;
3080 JustStopped[newx][newy] = 3;
3082 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3084 TestIfBadThingTouchesHero(newx, newy);
3085 TestIfBadThingTouchesFriend(newx, newy);
3086 TestIfBadThingTouchesOtherBadThing(newx, newy);
3088 else if (element == EL_PINGUIN)
3089 TestIfFriendTouchesBadThing(newx, newy);
3091 if (CAN_SMASH(element) && direction == MV_DOWN &&
3092 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3095 else /* still moving on */
3096 DrawLevelField(x, y);
3099 int AmoebeNachbarNr(int ax, int ay)
3102 int element = Feld[ax][ay];
3104 static int xy[4][2] =
3114 int x = ax + xy[i][0];
3115 int y = ay + xy[i][1];
3117 if (!IN_LEV_FIELD(x, y))
3120 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3121 group_nr = AmoebaNr[x][y];
3127 void AmoebenVereinigen(int ax, int ay)
3129 int i, x, y, xx, yy;
3130 int new_group_nr = AmoebaNr[ax][ay];
3131 static int xy[4][2] =
3139 if (new_group_nr == 0)
3147 if (!IN_LEV_FIELD(x, y))
3150 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3151 Feld[x][y] == EL_AMOEBE_BD ||
3152 Feld[x][y] == EL_AMOEBE_TOT) &&
3153 AmoebaNr[x][y] != new_group_nr)
3155 int old_group_nr = AmoebaNr[x][y];
3157 if (old_group_nr == 0)
3160 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3161 AmoebaCnt[old_group_nr] = 0;
3162 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3163 AmoebaCnt2[old_group_nr] = 0;
3165 for (yy=0; yy<lev_fieldy; yy++)
3167 for (xx=0; xx<lev_fieldx; xx++)
3169 if (AmoebaNr[xx][yy] == old_group_nr)
3170 AmoebaNr[xx][yy] = new_group_nr;
3177 void AmoebeUmwandeln(int ax, int ay)
3181 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3183 int group_nr = AmoebaNr[ax][ay];
3188 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3189 printf("AmoebeUmwandeln(): This should never happen!\n");
3194 for (y=0; y<lev_fieldy; y++)
3196 for (x=0; x<lev_fieldx; x++)
3198 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3201 Feld[x][y] = EL_AMOEBA2DIAM;
3209 static int xy[4][2] =
3222 if (!IN_LEV_FIELD(x, y))
3225 if (Feld[x][y] == EL_AMOEBA2DIAM)
3231 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3234 int group_nr = AmoebaNr[ax][ay];
3235 boolean done = FALSE;
3240 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3241 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3246 for (y=0; y<lev_fieldy; y++)
3248 for (x=0; x<lev_fieldx; x++)
3250 if (AmoebaNr[x][y] == group_nr &&
3251 (Feld[x][y] == EL_AMOEBE_TOT ||
3252 Feld[x][y] == EL_AMOEBE_BD ||
3253 Feld[x][y] == EL_AMOEBING))
3256 Feld[x][y] = new_element;
3257 InitField(x, y, FALSE);
3258 DrawLevelField(x, y);
3265 PlaySoundLevel(ax, ay,
3266 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3269 void AmoebeWaechst(int x, int y)
3271 static unsigned long sound_delay = 0;
3272 static unsigned long sound_delay_value = 0;
3274 if (!MovDelay[x][y]) /* start new growing cycle */
3278 if (DelayReached(&sound_delay, sound_delay_value))
3280 PlaySoundLevel(x, y, SND_AMOEBE);
3281 sound_delay_value = 30;
3285 if (MovDelay[x][y]) /* wait some time before growing bigger */
3288 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3289 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3291 if (!MovDelay[x][y])
3293 Feld[x][y] = Store[x][y];
3295 DrawLevelField(x, y);
3300 void AmoebeSchrumpft(int x, int y)
3302 static unsigned long sound_delay = 0;
3303 static unsigned long sound_delay_value = 0;
3305 if (!MovDelay[x][y]) /* start new shrinking cycle */
3309 if (DelayReached(&sound_delay, sound_delay_value))
3311 PlaySoundLevel(x, y, SND_BLURB);
3312 sound_delay_value = 30;
3316 if (MovDelay[x][y]) /* wait some time before shrinking */
3319 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3320 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3322 if (!MovDelay[x][y])
3324 Feld[x][y] = EL_LEERRAUM;
3325 DrawLevelField(x, y);
3327 /* don't let mole enter this field in this cycle;
3328 (give priority to objects falling to this field from above) */
3334 void AmoebeAbleger(int ax, int ay)
3337 int element = Feld[ax][ay];
3338 int newax = ax, neway = ay;
3339 static int xy[4][2] =
3347 if (!level.amoeba_speed)
3349 Feld[ax][ay] = EL_AMOEBE_TOT;
3350 DrawLevelField(ax, ay);
3354 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3355 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3357 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3360 if (MovDelay[ax][ay])
3364 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3367 int x = ax + xy[start][0];
3368 int y = ay + xy[start][1];
3370 if (!IN_LEV_FIELD(x, y))
3373 if (IS_FREE(x, y) ||
3374 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3380 if (newax == ax && neway == ay)
3383 else /* normal or "filled" (BD style) amoeba */
3386 boolean waiting_for_player = FALSE;
3390 int j = (start + i) % 4;
3391 int x = ax + xy[j][0];
3392 int y = ay + xy[j][1];
3394 if (!IN_LEV_FIELD(x, y))
3397 if (IS_FREE(x, y) ||
3398 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3404 else if (IS_PLAYER(x, y))
3405 waiting_for_player = TRUE;
3408 if (newax == ax && neway == ay) /* amoeba cannot grow */
3410 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3412 Feld[ax][ay] = EL_AMOEBE_TOT;
3413 DrawLevelField(ax, ay);
3414 AmoebaCnt[AmoebaNr[ax][ay]]--;
3416 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3418 if (element == EL_AMOEBE_VOLL)
3419 AmoebeUmwandeln(ax, ay);
3420 else if (element == EL_AMOEBE_BD)
3421 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3426 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3428 /* amoeba gets larger by growing in some direction */
3430 int new_group_nr = AmoebaNr[ax][ay];
3433 if (new_group_nr == 0)
3435 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3436 printf("AmoebeAbleger(): This should never happen!\n");
3441 AmoebaNr[newax][neway] = new_group_nr;
3442 AmoebaCnt[new_group_nr]++;
3443 AmoebaCnt2[new_group_nr]++;
3445 /* if amoeba touches other amoeba(s) after growing, unify them */
3446 AmoebenVereinigen(newax, neway);
3448 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3450 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3456 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3457 (neway == lev_fieldy - 1 && newax != ax))
3459 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3460 Store[newax][neway] = element;
3462 else if (neway == ay)
3463 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3466 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3467 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3468 Store[ax][ay] = EL_TROPFEN;
3469 ContinueMoving(ax, ay);
3473 DrawLevelField(newax, neway);
3476 void Life(int ax, int ay)
3479 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3481 int element = Feld[ax][ay];
3486 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3487 MovDelay[ax][ay] = life_time;
3489 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3492 if (MovDelay[ax][ay])
3496 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3498 int xx = ax+x1, yy = ay+y1;
3501 if (!IN_LEV_FIELD(xx, yy))
3504 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3506 int x = xx+x2, y = yy+y2;
3508 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3511 if (((Feld[x][y] == element ||
3512 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3514 (IS_FREE(x, y) && Stop[x][y]))
3518 if (xx == ax && yy == ay) /* field in the middle */
3520 if (nachbarn<life[0] || nachbarn>life[1])
3522 Feld[xx][yy] = EL_LEERRAUM;
3524 DrawLevelField(xx, yy);
3525 Stop[xx][yy] = TRUE;
3528 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3529 { /* free border field */
3530 if (nachbarn>=life[2] && nachbarn<=life[3])
3532 Feld[xx][yy] = element;
3533 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3535 DrawLevelField(xx, yy);
3536 Stop[xx][yy] = TRUE;
3542 void Ablenk(int x, int y)
3544 if (!MovDelay[x][y]) /* next animation frame */
3545 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3547 if (MovDelay[x][y]) /* wait some time before next frame */
3552 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3553 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3554 if (!(MovDelay[x][y]%4))
3555 PlaySoundLevel(x, y, SND_MIEP);
3560 Feld[x][y] = EL_ABLENK_AUS;
3561 DrawLevelField(x, y);
3562 if (ZX == x && ZY == y)
3566 void TimegateWheel(int x, int y)
3568 if (!MovDelay[x][y]) /* next animation frame */
3569 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3571 if (MovDelay[x][y]) /* wait some time before next frame */
3576 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3577 DrawGraphic(SCREENX(x), SCREENY(y),
3578 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3579 if (!(MovDelay[x][y]%4))
3580 PlaySoundLevel(x, y, SND_MIEP);
3585 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3586 DrawLevelField(x, y);
3587 if (ZX == x && ZY == y)
3591 void Birne(int x, int y)
3593 if (!MovDelay[x][y]) /* next animation frame */
3594 MovDelay[x][y] = 800;
3596 if (MovDelay[x][y]) /* wait some time before next frame */
3601 if (!(MovDelay[x][y]%5))
3603 if (!(MovDelay[x][y]%10))
3604 Feld[x][y]=EL_ABLENK_EIN;
3606 Feld[x][y]=EL_ABLENK_AUS;
3607 DrawLevelField(x, y);
3608 Feld[x][y]=EL_ABLENK_EIN;
3614 Feld[x][y]=EL_ABLENK_AUS;
3615 DrawLevelField(x, y);
3616 if (ZX == x && ZY == y)
3620 void Blubber(int x, int y)
3622 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3623 DrawLevelField(x, y-1);
3625 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3628 void NussKnacken(int x, int y)
3630 if (!MovDelay[x][y]) /* next animation frame */
3633 if (MovDelay[x][y]) /* wait some time before next frame */
3636 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3637 DrawGraphic(SCREENX(x), SCREENY(y),
3638 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3640 if (!MovDelay[x][y])
3642 Feld[x][y] = EL_EDELSTEIN;
3643 DrawLevelField(x, y);
3648 void BreakingPearl(int x, int y)
3650 if (!MovDelay[x][y]) /* next animation frame */
3653 if (MovDelay[x][y]) /* wait some time before next frame */
3656 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3657 DrawGraphic(SCREENX(x), SCREENY(y),
3658 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3660 if (!MovDelay[x][y])
3662 Feld[x][y] = EL_LEERRAUM;
3663 DrawLevelField(x, y);
3668 void SiebAktivieren(int x, int y, int typ)
3670 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3672 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3675 void AusgangstuerPruefen(int x, int y)
3677 if (!local_player->gems_still_needed &&
3678 !local_player->sokobanfields_still_needed &&
3679 !local_player->lights_still_needed)
3681 Feld[x][y] = EL_AUSGANG_ACT;
3683 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3684 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3685 y < LEVELY(BY1) ? LEVELY(BY1) :
3686 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3691 void AusgangstuerOeffnen(int x, int y)
3695 if (!MovDelay[x][y]) /* next animation frame */
3696 MovDelay[x][y] = 5*delay;
3698 if (MovDelay[x][y]) /* wait some time before next frame */
3703 tuer = MovDelay[x][y]/delay;
3704 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3705 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3707 if (!MovDelay[x][y])
3709 Feld[x][y] = EL_AUSGANG_AUF;
3710 DrawLevelField(x, y);
3715 void AusgangstuerBlinken(int x, int y)
3717 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3720 void OpenSwitchgate(int x, int y)
3724 if (!MovDelay[x][y]) /* next animation frame */
3725 MovDelay[x][y] = 5 * delay;
3727 if (MovDelay[x][y]) /* wait some time before next frame */
3732 phase = MovDelay[x][y] / delay;
3733 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3734 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3736 if (!MovDelay[x][y])
3738 Feld[x][y] = EL_SWITCHGATE_OPEN;
3739 DrawLevelField(x, y);
3744 void CloseSwitchgate(int x, int y)
3748 if (!MovDelay[x][y]) /* next animation frame */
3749 MovDelay[x][y] = 5 * delay;
3751 if (MovDelay[x][y]) /* wait some time before next frame */
3756 phase = MovDelay[x][y] / delay;
3757 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3758 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3760 if (!MovDelay[x][y])
3762 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3763 DrawLevelField(x, y);
3768 void OpenTimegate(int x, int y)
3772 if (!MovDelay[x][y]) /* next animation frame */
3773 MovDelay[x][y] = 5 * delay;
3775 if (MovDelay[x][y]) /* wait some time before next frame */
3780 phase = MovDelay[x][y] / delay;
3781 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3782 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3784 if (!MovDelay[x][y])
3786 Feld[x][y] = EL_TIMEGATE_OPEN;
3787 DrawLevelField(x, y);
3792 void CloseTimegate(int x, int y)
3796 if (!MovDelay[x][y]) /* next animation frame */
3797 MovDelay[x][y] = 5 * delay;
3799 if (MovDelay[x][y]) /* wait some time before next frame */
3804 phase = MovDelay[x][y] / delay;
3805 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3806 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3808 if (!MovDelay[x][y])
3810 Feld[x][y] = EL_TIMEGATE_CLOSED;
3811 DrawLevelField(x, y);
3816 static void CloseAllOpenTimegates()
3820 for (y=0; y<lev_fieldy; y++)
3822 for (x=0; x<lev_fieldx; x++)
3824 int element = Feld[x][y];
3826 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3828 Feld[x][y] = EL_TIMEGATE_CLOSING;
3829 PlaySoundLevel(x, y, SND_OEFFNEN);
3835 void EdelsteinFunkeln(int x, int y)
3837 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3840 if (Feld[x][y] == EL_EDELSTEIN_BD)
3841 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3844 if (!MovDelay[x][y]) /* next animation frame */
3845 MovDelay[x][y] = 11 * !SimpleRND(500);
3847 if (MovDelay[x][y]) /* wait some time before next frame */
3851 if (setup.direct_draw && MovDelay[x][y])
3852 SetDrawtoField(DRAW_BUFFERED);
3854 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3858 int phase = (MovDelay[x][y]-1)/2;
3863 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3865 if (setup.direct_draw)
3869 dest_x = FX + SCREENX(x)*TILEX;
3870 dest_y = FY + SCREENY(y)*TILEY;
3872 BlitBitmap(drawto_field, window,
3873 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3874 SetDrawtoField(DRAW_DIRECT);
3881 void MauerWaechst(int x, int y)
3885 if (!MovDelay[x][y]) /* next animation frame */
3886 MovDelay[x][y] = 3*delay;
3888 if (MovDelay[x][y]) /* wait some time before next frame */
3893 phase = 2-MovDelay[x][y]/delay;
3894 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3895 DrawGraphic(SCREENX(x), SCREENY(y),
3896 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3897 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3898 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3899 GFX_MAUER_DOWN ) + phase);
3901 if (!MovDelay[x][y])
3903 if (MovDir[x][y] == MV_LEFT)
3905 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3906 DrawLevelField(x-1, y);
3908 else if (MovDir[x][y] == MV_RIGHT)
3910 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3911 DrawLevelField(x+1, y);
3913 else if (MovDir[x][y] == MV_UP)
3915 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3916 DrawLevelField(x, y-1);
3920 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3921 DrawLevelField(x, y+1);
3924 Feld[x][y] = Store[x][y];
3926 MovDir[x][y] = MV_NO_MOVING;
3927 DrawLevelField(x, y);
3932 void MauerAbleger(int ax, int ay)
3934 int element = Feld[ax][ay];
3935 boolean oben_frei = FALSE, unten_frei = FALSE;
3936 boolean links_frei = FALSE, rechts_frei = FALSE;
3937 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3938 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3940 if (!MovDelay[ax][ay]) /* start building new wall */
3941 MovDelay[ax][ay] = 6;
3943 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3946 if (MovDelay[ax][ay])
3950 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3952 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3954 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3956 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3959 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3963 Feld[ax][ay-1] = EL_MAUERND;
3964 Store[ax][ay-1] = element;
3965 MovDir[ax][ay-1] = MV_UP;
3966 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3967 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3971 Feld[ax][ay+1] = EL_MAUERND;
3972 Store[ax][ay+1] = element;
3973 MovDir[ax][ay+1] = MV_DOWN;
3974 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3975 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3979 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3980 element == EL_MAUER_LEBT)
3984 Feld[ax-1][ay] = EL_MAUERND;
3985 Store[ax-1][ay] = element;
3986 MovDir[ax-1][ay] = MV_LEFT;
3987 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3988 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3992 Feld[ax+1][ay] = EL_MAUERND;
3993 Store[ax+1][ay] = element;
3994 MovDir[ax+1][ay] = MV_RIGHT;
3995 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3996 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4000 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4001 DrawLevelField(ax, ay);
4003 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4005 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4006 unten_massiv = TRUE;
4007 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4008 links_massiv = TRUE;
4009 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4010 rechts_massiv = TRUE;
4012 if (((oben_massiv && unten_massiv) ||
4013 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4014 ((links_massiv && rechts_massiv) ||
4015 element == EL_MAUER_Y))
4016 Feld[ax][ay] = EL_MAUERWERK;
4019 void CheckForDragon(int x, int y)
4022 boolean dragon_found = FALSE;
4023 static int xy[4][2] =
4035 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4037 if (IN_LEV_FIELD(xx, yy) &&
4038 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4040 if (Feld[xx][yy] == EL_DRACHE)
4041 dragon_found = TRUE;
4054 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4056 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4058 Feld[xx][yy] = EL_LEERRAUM;
4059 DrawLevelField(xx, yy);
4068 static void CheckBuggyBase(int x, int y)
4070 int element = Feld[x][y];
4072 if (element == EL_SP_BUG)
4074 if (!MovDelay[x][y]) /* wait some time before activating base */
4075 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4080 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4081 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4085 Feld[x][y] = EL_SP_BUG_ACTIVE;
4088 else if (element == EL_SP_BUG_ACTIVE)
4090 if (!MovDelay[x][y]) /* start activating buggy base */
4091 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4099 static int xy[4][2] =
4107 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4108 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4112 int xx = x + xy[i][0], yy = y + xy[i][1];
4114 if (IS_PLAYER(xx, yy))
4116 PlaySoundLevel(x, y, SND_SP_BUG);
4124 Feld[x][y] = EL_SP_BUG;
4125 DrawLevelField(x, y);
4130 static void CheckTrap(int x, int y)
4132 int element = Feld[x][y];
4134 if (element == EL_TRAP_INACTIVE)
4136 if (!MovDelay[x][y]) /* wait some time before activating trap */
4137 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4145 Feld[x][y] = EL_TRAP_ACTIVE;
4148 else if (element == EL_TRAP_ACTIVE)
4153 if (!MovDelay[x][y]) /* start activating trap */
4154 MovDelay[x][y] = num_frames * delay;
4162 if (!(MovDelay[x][y] % delay))
4164 int phase = MovDelay[x][y]/delay;
4166 if (phase >= num_frames/2)
4167 phase = num_frames - phase;
4169 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4171 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4172 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4179 Feld[x][y] = EL_TRAP_INACTIVE;
4180 DrawLevelField(x, y);
4185 static void DrawBeltAnimation(int x, int y, int element)
4187 int belt_nr = getBeltNrFromElement(element);
4188 int belt_dir = game.belt_dir[belt_nr];
4190 if (belt_dir != MV_NO_MOVING)
4193 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4194 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4196 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4200 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4202 static byte stored_player_action[MAX_PLAYERS];
4203 static int num_stored_actions = 0;
4204 static boolean save_tape_entry = FALSE;
4205 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4206 int jx = player->jx, jy = player->jy;
4207 int left = player_action & JOY_LEFT;
4208 int right = player_action & JOY_RIGHT;
4209 int up = player_action & JOY_UP;
4210 int down = player_action & JOY_DOWN;
4211 int button1 = player_action & JOY_BUTTON_1;
4212 int button2 = player_action & JOY_BUTTON_2;
4213 int dx = (left ? -1 : right ? 1 : 0);
4214 int dy = (up ? -1 : down ? 1 : 0);
4216 stored_player_action[player->index_nr] = 0;
4217 num_stored_actions++;
4219 if (!player->active || tape.pausing)
4224 save_tape_entry = TRUE;
4225 player->frame_reset_delay = 0;
4228 snapped = SnapField(player, dx, dy);
4232 bombed = PlaceBomb(player);
4233 moved = MoveFigure(player, dx, dy);
4236 if (tape.recording && (moved || snapped || bombed))
4238 if (bombed && !moved)
4239 player_action &= JOY_BUTTON;
4241 stored_player_action[player->index_nr] = player_action;
4243 else if (tape.playing && snapped)
4244 SnapField(player, 0, 0); /* stop snapping */
4248 /* no actions for this player (no input at player's configured device) */
4250 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4251 SnapField(player, 0, 0);
4252 CheckGravityMovement(player);
4255 if (player->MovPos == 0) /* needed for tape.playing */
4256 player->is_moving = FALSE;
4259 if (player->MovPos == 0) /* needed for tape.playing */
4260 player->last_move_dir = MV_NO_MOVING;
4262 /* !!! CHECK THIS AGAIN !!!
4263 (Seems to be needed for some EL_ROBOT stuff, but breaks
4264 tapes when walking through pipes!)
4267 /* it seems that "player->last_move_dir" is misused as some sort of
4268 "player->is_just_moving_in_this_moment", which is needed for the
4269 robot stuff (robots don't kill players when they are moving)
4273 if (++player->frame_reset_delay > player->move_delay_value)
4277 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4279 TapeRecordAction(stored_player_action);
4280 num_stored_actions = 0;
4281 save_tape_entry = FALSE;
4284 if (tape.playing && !tape.pausing && !player_action &&
4285 tape.counter < tape.length)
4288 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4290 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4291 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4293 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4295 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4297 int el = Feld[jx+dx][jy];
4298 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4299 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4301 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4303 player->MovDir = next_joy;
4304 player->Frame = FrameCounter % 4;
4305 player->Pushing = TRUE;
4314 static unsigned long action_delay = 0;
4315 unsigned long action_delay_value;
4316 int sieb_x = 0, sieb_y = 0;
4317 int i, x, y, element;
4318 byte *recorded_player_action;
4319 byte summarized_player_action = 0;
4321 if (game_status != PLAYING)
4324 action_delay_value =
4325 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4327 /* ---------- main game synchronization point ---------- */
4329 WaitUntilDelayReached(&action_delay, action_delay_value);
4331 if (network_playing && !network_player_action_received)
4335 printf("DEBUG: try to get network player actions in time\n");
4339 #if defined(PLATFORM_UNIX)
4340 /* last chance to get network player actions without main loop delay */
4344 if (game_status != PLAYING)
4347 if (!network_player_action_received)
4351 printf("DEBUG: failed to get network player actions in time\n");
4363 else if (tape.recording)
4366 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4368 for (i=0; i<MAX_PLAYERS; i++)
4370 summarized_player_action |= stored_player[i].action;
4372 if (!network_playing)
4373 stored_player[i].effective_action = stored_player[i].action;
4376 #if defined(PLATFORM_UNIX)
4377 if (network_playing)
4378 SendToServer_MovePlayer(summarized_player_action);
4381 if (!options.network && !setup.team_mode)
4382 local_player->effective_action = summarized_player_action;
4384 for (i=0; i<MAX_PLAYERS; i++)
4386 int actual_player_action = stored_player[i].effective_action;
4388 if (stored_player[i].programmed_action)
4389 actual_player_action = stored_player[i].programmed_action;
4391 if (recorded_player_action)
4392 actual_player_action = recorded_player_action[i];
4394 PlayerActions(&stored_player[i], actual_player_action);
4395 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4398 network_player_action_received = FALSE;
4400 ScrollScreen(NULL, SCROLL_GO_ON);
4406 if (TimeFrames == 0 && local_player->active)
4408 extern unsigned int last_RND();
4410 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4411 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4418 if (GameFrameDelay >= 500)
4419 printf("FrameCounter == %d\n", FrameCounter);
4428 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4431 if (JustStopped[x][y] > 0)
4432 JustStopped[x][y]--;
4435 if (IS_BLOCKED(x, y))
4439 Blocked2Moving(x, y, &oldx, &oldy);
4440 if (!IS_MOVING(oldx, oldy))
4442 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4443 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4444 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4445 printf("GameActions(): This should never happen!\n");
4451 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4453 element = Feld[x][y];
4455 if (IS_INACTIVE(element))
4458 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4462 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4463 EdelsteinFunkeln(x, y);
4465 else if (IS_MOVING(x, y))
4466 ContinueMoving(x, y);
4467 else if (IS_ACTIVE_BOMB(element))
4468 CheckDynamite(x, y);
4470 else if (element == EL_EXPLODING && !game.explosions_delayed)
4471 Explode(x, y, Frame[x][y], EX_NORMAL);
4473 else if (element == EL_AMOEBING)
4474 AmoebeWaechst(x, y);
4475 else if (element == EL_DEAMOEBING)
4476 AmoebeSchrumpft(x, y);
4478 else if (IS_AMOEBALIVE(element))
4479 AmoebeAbleger(x, y);
4481 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4483 else if (element == EL_ABLENK_EIN)
4485 else if (element == EL_TIMEGATE_SWITCH_ON)
4486 TimegateWheel(x, y);
4487 else if (element == EL_SALZSAEURE)
4489 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4491 else if (element == EL_CRACKINGNUT)
4493 else if (element == EL_PEARL_BREAKING)
4494 BreakingPearl(x, y);
4495 else if (element == EL_AUSGANG_ZU)
4496 AusgangstuerPruefen(x, y);
4497 else if (element == EL_AUSGANG_ACT)
4498 AusgangstuerOeffnen(x, y);
4499 else if (element == EL_AUSGANG_AUF)
4500 AusgangstuerBlinken(x, y);
4501 else if (element == EL_MAUERND)
4503 else if (element == EL_MAUER_LEBT ||
4504 element == EL_MAUER_X ||
4505 element == EL_MAUER_Y ||
4506 element == EL_MAUER_XY)
4508 else if (element == EL_BURNING)
4509 CheckForDragon(x, y);
4510 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4511 CheckBuggyBase(x, y);
4512 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4514 else if (element == EL_SP_TERMINAL)
4515 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4516 else if (element == EL_SP_TERMINAL_ACTIVE)
4517 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4518 else if (IS_BELT(element))
4519 DrawBeltAnimation(x, y, element);
4520 else if (element == EL_SWITCHGATE_OPENING)
4521 OpenSwitchgate(x, y);
4522 else if (element == EL_SWITCHGATE_CLOSING)
4523 CloseSwitchgate(x, y);
4524 else if (element == EL_TIMEGATE_OPENING)
4526 else if (element == EL_TIMEGATE_CLOSING)
4527 CloseTimegate(x, y);
4528 else if (element == EL_EXTRA_TIME)
4529 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4530 else if (element == EL_SHIELD_PASSIVE)
4531 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4532 else if (element == EL_SHIELD_ACTIVE)
4533 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4535 if (game.magic_wall_active)
4537 boolean sieb = FALSE;
4538 int jx = local_player->jx, jy = local_player->jy;
4540 if (element == EL_MAGIC_WALL_FULL ||
4541 element == EL_MAGIC_WALL_EMPTY ||
4542 element == EL_MAGIC_WALL_EMPTYING)
4544 SiebAktivieren(x, y, 1);
4547 else if (element == EL_MAGIC_WALL_BD_FULL ||
4548 element == EL_MAGIC_WALL_BD_EMPTY ||
4549 element == EL_MAGIC_WALL_BD_EMPTYING)
4551 SiebAktivieren(x, y, 2);
4555 /* play the element sound at the position nearest to the player */
4556 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4565 /* new experimental amoeba growth stuff*/
4567 if (!(FrameCounter % 8))
4570 static unsigned long random = 1684108901;
4572 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4575 x = (random >> 10) % lev_fieldx;
4576 y = (random >> 20) % lev_fieldy;
4578 x = RND(lev_fieldx);
4579 y = RND(lev_fieldy);
4581 element = Feld[x][y];
4583 if (!IS_PLAYER(x,y) &&
4584 (element == EL_LEERRAUM ||
4585 element == EL_ERDREICH ||
4586 element == EL_MORAST_LEER ||
4587 element == EL_BLURB_LEFT ||
4588 element == EL_BLURB_RIGHT))
4590 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4591 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4592 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4593 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4594 Feld[x][y] = EL_TROPFEN;
4597 random = random * 129 + 1;
4603 if (game.explosions_delayed)
4606 game.explosions_delayed = FALSE;
4608 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4610 element = Feld[x][y];
4612 if (ExplodeField[x][y])
4613 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4614 else if (element == EL_EXPLODING)
4615 Explode(x, y, Frame[x][y], EX_NORMAL);
4617 ExplodeField[x][y] = EX_NO_EXPLOSION;
4620 game.explosions_delayed = TRUE;
4623 if (game.magic_wall_active)
4625 if (!(game.magic_wall_time_left % 4))
4626 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4628 if (game.magic_wall_time_left > 0)
4630 game.magic_wall_time_left--;
4631 if (!game.magic_wall_time_left)
4633 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4635 element = Feld[x][y];
4637 if (element == EL_MAGIC_WALL_EMPTY ||
4638 element == EL_MAGIC_WALL_FULL)
4640 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4641 DrawLevelField(x, y);
4643 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4644 element == EL_MAGIC_WALL_BD_FULL)
4646 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4647 DrawLevelField(x, y);
4651 game.magic_wall_active = FALSE;
4656 if (game.light_time_left > 0)
4658 game.light_time_left--;
4660 if (game.light_time_left == 0)
4662 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4664 element = Feld[x][y];
4666 if (element == EL_LIGHT_SWITCH_ON)
4668 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4669 DrawLevelField(x, y);
4671 else if (element == EL_INVISIBLE_STEEL ||
4672 element == EL_UNSICHTBAR ||
4673 element == EL_SAND_INVISIBLE)
4674 DrawLevelField(x, y);
4679 if (game.timegate_time_left > 0)
4681 game.timegate_time_left--;
4683 if (game.timegate_time_left == 0)
4684 CloseAllOpenTimegates();
4687 if (TimeFrames >= (1000 / GameFrameDelay))
4692 for (i=0; i<MAX_PLAYERS; i++)
4694 if (SHIELD_ON(&stored_player[i]))
4696 stored_player[i].shield_passive_time_left--;
4698 if (stored_player[i].shield_active_time_left > 0)
4699 stored_player[i].shield_active_time_left--;
4703 if (tape.recording || tape.playing)
4704 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4710 if (TimeLeft <= 10 && setup.time_limit)
4711 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4713 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4715 if (!TimeLeft && setup.time_limit)
4716 for (i=0; i<MAX_PLAYERS; i++)
4717 KillHero(&stored_player[i]);
4719 else if (level.time == 0) /* level without time limit */
4720 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4725 if (options.debug) /* calculate frames per second */
4727 static unsigned long fps_counter = 0;
4728 static int fps_frames = 0;
4729 unsigned long fps_delay_ms = Counter() - fps_counter;
4733 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4735 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4738 fps_counter = Counter();
4741 redraw_mask |= REDRAW_FPS;
4745 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4747 int min_x = x, min_y = y, max_x = x, max_y = y;
4750 for (i=0; i<MAX_PLAYERS; i++)
4752 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4754 if (!stored_player[i].active || &stored_player[i] == player)
4757 min_x = MIN(min_x, jx);
4758 min_y = MIN(min_y, jy);
4759 max_x = MAX(max_x, jx);
4760 max_y = MAX(max_y, jy);
4763 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4766 static boolean AllPlayersInVisibleScreen()
4770 for (i=0; i<MAX_PLAYERS; i++)
4772 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4774 if (!stored_player[i].active)
4777 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4784 void ScrollLevel(int dx, int dy)
4786 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4789 BlitBitmap(drawto_field, drawto_field,
4790 FX + TILEX*(dx == -1) - softscroll_offset,
4791 FY + TILEY*(dy == -1) - softscroll_offset,
4792 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4793 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4794 FX + TILEX*(dx == 1) - softscroll_offset,
4795 FY + TILEY*(dy == 1) - softscroll_offset);
4799 x = (dx == 1 ? BX1 : BX2);
4800 for (y=BY1; y<=BY2; y++)
4801 DrawScreenField(x, y);
4805 y = (dy == 1 ? BY1 : BY2);
4806 for (x=BX1; x<=BX2; x++)
4807 DrawScreenField(x, y);
4810 redraw_mask |= REDRAW_FIELD;
4813 static void CheckGravityMovement(struct PlayerInfo *player)
4815 if (level.gravity && !player->programmed_action)
4817 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4818 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4820 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4821 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4822 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4823 int jx = player->jx, jy = player->jy;
4824 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4825 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4826 int new_jx = jx + dx, new_jy = jy + dy;
4827 boolean field_under_player_is_free =
4828 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4829 boolean player_is_moving_to_valid_field =
4830 (IN_LEV_FIELD(new_jx, new_jy) &&
4831 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4832 Feld[new_jx][new_jy] == EL_ERDREICH));
4834 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4835 player->programmed_action = MV_DOWN;
4839 boolean MoveFigureOneStep(struct PlayerInfo *player,
4840 int dx, int dy, int real_dx, int real_dy)
4842 int jx = player->jx, jy = player->jy;
4843 int new_jx = jx+dx, new_jy = jy+dy;
4847 if (!player->active || (!dx && !dy))
4848 return MF_NO_ACTION;
4850 player->MovDir = (dx < 0 ? MV_LEFT :
4853 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4855 if (!IN_LEV_FIELD(new_jx, new_jy))
4856 return MF_NO_ACTION;
4858 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4859 return MF_NO_ACTION;
4862 element = MovingOrBlocked2Element(new_jx, new_jy);
4864 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4867 if (DONT_GO_TO(element))
4869 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4872 Feld[jx][jy] = EL_SPIELFIGUR;
4873 InitMovingField(jx, jy, MV_DOWN);
4874 Store[jx][jy] = EL_SALZSAEURE;
4875 ContinueMoving(jx, jy);
4879 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
4884 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4885 if (can_move != MF_MOVING)
4888 StorePlayer[jx][jy] = 0;
4889 player->last_jx = jx;
4890 player->last_jy = jy;
4891 jx = player->jx = new_jx;
4892 jy = player->jy = new_jy;
4893 StorePlayer[jx][jy] = player->element_nr;
4896 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4898 ScrollFigure(player, SCROLL_INIT);
4903 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4905 int jx = player->jx, jy = player->jy;
4906 int old_jx = jx, old_jy = jy;
4907 int moved = MF_NO_ACTION;
4909 if (!player->active || (!dx && !dy))
4912 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4916 /* remove the last programmed player action */
4917 player->programmed_action = 0;
4921 /* should only happen if pre-1.2 tape recordings are played */
4922 /* this is only for backward compatibility */
4924 int original_move_delay_value = player->move_delay_value;
4927 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4930 /* scroll remaining steps with finest movement resolution */
4931 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4933 while (player->MovPos)
4935 ScrollFigure(player, SCROLL_GO_ON);
4936 ScrollScreen(NULL, SCROLL_GO_ON);
4942 player->move_delay_value = original_move_delay_value;
4945 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4947 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4948 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4952 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4953 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4959 if (moved & MF_MOVING && !ScreenMovPos &&
4960 (player == local_player || !options.network))
4962 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4963 int offset = (setup.scroll_delay ? 3 : 0);
4965 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4967 /* actual player has left the screen -- scroll in that direction */
4968 if (jx != old_jx) /* player has moved horizontally */
4969 scroll_x += (jx - old_jx);
4970 else /* player has moved vertically */
4971 scroll_y += (jy - old_jy);
4975 if (jx != old_jx) /* player has moved horizontally */
4977 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4978 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4979 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4981 /* don't scroll over playfield boundaries */
4982 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4983 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4985 /* don't scroll more than one field at a time */
4986 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4988 /* don't scroll against the player's moving direction */
4989 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4990 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4991 scroll_x = old_scroll_x;
4993 else /* player has moved vertically */
4995 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4996 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4997 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4999 /* don't scroll over playfield boundaries */
5000 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5001 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5003 /* don't scroll more than one field at a time */
5004 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5006 /* don't scroll against the player's moving direction */
5007 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5008 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5009 scroll_y = old_scroll_y;
5013 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5015 if (!options.network && !AllPlayersInVisibleScreen())
5017 scroll_x = old_scroll_x;
5018 scroll_y = old_scroll_y;
5022 ScrollScreen(player, SCROLL_INIT);
5023 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5028 if (!(moved & MF_MOVING) && !player->Pushing)
5031 player->Frame = (player->Frame + 1) % 4;
5033 if (moved & MF_MOVING)
5035 if (old_jx != jx && old_jy == jy)
5036 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5037 else if (old_jx == jx && old_jy != jy)
5038 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5040 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5042 player->last_move_dir = player->MovDir;
5043 player->is_moving = TRUE;
5047 CheckGravityMovement(player);
5050 player->last_move_dir = MV_NO_MOVING;
5052 player->is_moving = FALSE;
5055 TestIfHeroTouchesBadThing(jx, jy);
5057 if (!player->active)
5063 void ScrollFigure(struct PlayerInfo *player, int mode)
5065 int jx = player->jx, jy = player->jy;
5066 int last_jx = player->last_jx, last_jy = player->last_jy;
5067 int move_stepsize = TILEX / player->move_delay_value;
5069 if (!player->active || !player->MovPos)
5072 if (mode == SCROLL_INIT)
5074 player->actual_frame_counter = FrameCounter;
5075 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5077 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5078 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5083 else if (!FrameReached(&player->actual_frame_counter, 1))
5086 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5087 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5089 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5090 Feld[last_jx][last_jy] = EL_LEERRAUM;
5092 /* before DrawPlayer() to draw correct player graphic for this case */
5093 if (player->MovPos == 0)
5094 CheckGravityMovement(player);
5098 if (player->MovPos == 0)
5100 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5102 /* continue with normal speed after quickly moving through gate */
5103 HALVE_PLAYER_SPEED(player);
5105 /* be able to make the next move without delay */
5106 player->move_delay = 0;
5109 player->last_jx = jx;
5110 player->last_jy = jy;
5112 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5116 if (!local_player->friends_still_needed)
5117 player->LevelSolved = player->GameOver = TRUE;
5122 void ScrollScreen(struct PlayerInfo *player, int mode)
5124 static unsigned long screen_frame_counter = 0;
5126 if (mode == SCROLL_INIT)
5128 /* set scrolling step size according to actual player's moving speed */
5129 ScrollStepSize = TILEX / player->move_delay_value;
5131 screen_frame_counter = FrameCounter;
5132 ScreenMovDir = player->MovDir;
5133 ScreenMovPos = player->MovPos;
5134 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5137 else if (!FrameReached(&screen_frame_counter, 1))
5142 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5143 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5144 redraw_mask |= REDRAW_FIELD;
5147 ScreenMovDir = MV_NO_MOVING;
5150 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5152 int i, kill_x = -1, kill_y = -1;
5153 static int test_xy[4][2] =
5160 static int test_dir[4] =
5170 int test_x, test_y, test_move_dir, test_element;
5172 test_x = good_x + test_xy[i][0];
5173 test_y = good_y + test_xy[i][1];
5174 if (!IN_LEV_FIELD(test_x, test_y))
5178 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5181 test_element = Feld[test_x][test_y];
5183 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5186 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5187 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5189 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5190 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5198 if (kill_x != -1 || kill_y != -1)
5200 if (IS_PLAYER(good_x, good_y))
5202 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5204 if (player->shield_active_time_left > 0)
5205 Bang(kill_x, kill_y);
5206 else if (!PLAYER_PROTECTED(good_x, good_y))
5210 Bang(good_x, good_y);
5214 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5216 int i, kill_x = -1, kill_y = -1;
5217 int bad_element = Feld[bad_x][bad_y];
5218 static int test_xy[4][2] =
5225 static int test_dir[4] =
5233 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5238 int test_x, test_y, test_move_dir, test_element;
5240 test_x = bad_x + test_xy[i][0];
5241 test_y = bad_y + test_xy[i][1];
5242 if (!IN_LEV_FIELD(test_x, test_y))
5246 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5248 test_element = Feld[test_x][test_y];
5250 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5251 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5253 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5254 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5256 /* good thing is player or penguin that does not move away */
5257 if (IS_PLAYER(test_x, test_y))
5259 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5261 if (bad_element == EL_ROBOT && player->is_moving)
5262 continue; /* robot does not kill player if he is moving */
5268 else if (test_element == EL_PINGUIN)
5277 if (kill_x != -1 || kill_y != -1)
5279 if (IS_PLAYER(kill_x, kill_y))
5281 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5284 int dir = player->MovDir;
5285 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5286 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5288 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5289 newx != bad_x && newy != bad_y)
5290 ; /* robot does not kill player if he is moving */
5292 printf("-> %d\n", player->MovDir);
5294 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5295 newx != bad_x && newy != bad_y)
5296 ; /* robot does not kill player if he is moving */
5301 if (player->shield_active_time_left > 0)
5303 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5307 Bang(kill_x, kill_y);
5311 void TestIfHeroTouchesBadThing(int x, int y)
5313 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5316 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5318 TestIfGoodThingHitsBadThing(x, y, move_dir);
5321 void TestIfBadThingTouchesHero(int x, int y)
5323 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5326 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5328 TestIfBadThingHitsGoodThing(x, y, move_dir);
5331 void TestIfFriendTouchesBadThing(int x, int y)
5333 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5336 void TestIfBadThingTouchesFriend(int x, int y)
5338 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5341 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5343 int i, kill_x = bad_x, kill_y = bad_y;
5344 static int xy[4][2] =
5356 x = bad_x + xy[i][0];
5357 y = bad_y + xy[i][1];
5358 if (!IN_LEV_FIELD(x, y))
5361 element = Feld[x][y];
5362 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5363 element == EL_AMOEBING || element == EL_TROPFEN)
5371 if (kill_x != bad_x || kill_y != bad_y)
5375 void KillHero(struct PlayerInfo *player)
5377 int jx = player->jx, jy = player->jy;
5379 if (!player->active)
5382 if (IS_PFORTE(Feld[jx][jy]))
5383 Feld[jx][jy] = EL_LEERRAUM;
5385 /* deactivate shield (else Bang()/Explode() would not work right) */
5386 player->shield_passive_time_left = 0;
5387 player->shield_active_time_left = 0;
5393 static void KillHeroUnlessProtected(int x, int y)
5395 if (!PLAYER_PROTECTED(x, y))
5396 KillHero(PLAYERINFO(x, y));
5399 void BuryHero(struct PlayerInfo *player)
5401 int jx = player->jx, jy = player->jy;
5403 if (!player->active)
5406 PlaySoundLevel(jx, jy, SND_AUTSCH);
5407 PlaySoundLevel(jx, jy, SND_LACHEN);
5409 player->GameOver = TRUE;
5413 void RemoveHero(struct PlayerInfo *player)
5415 int jx = player->jx, jy = player->jy;
5416 int i, found = FALSE;
5418 player->present = FALSE;
5419 player->active = FALSE;
5421 if (!ExplodeField[jx][jy])
5422 StorePlayer[jx][jy] = 0;
5424 for (i=0; i<MAX_PLAYERS; i++)
5425 if (stored_player[i].active)
5429 AllPlayersGone = TRUE;
5435 int DigField(struct PlayerInfo *player,
5436 int x, int y, int real_dx, int real_dy, int mode)
5438 int jx = player->jx, jy = player->jy;
5439 int dx = x - jx, dy = y - jy;
5440 int move_direction = (dx == -1 ? MV_LEFT :
5441 dx == +1 ? MV_RIGHT :
5443 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5446 if (!player->MovPos)
5447 player->Pushing = FALSE;
5449 if (mode == DF_NO_PUSH)
5451 player->Switching = FALSE;
5452 player->push_delay = 0;
5453 return MF_NO_ACTION;
5456 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5457 return MF_NO_ACTION;
5459 if (IS_TUBE(Feld[jx][jy]))
5462 int tube_leave_directions[][2] =
5464 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5465 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5466 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5467 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5468 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5469 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5470 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5471 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5472 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5473 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5474 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5475 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5478 while (tube_leave_directions[i][0] != Feld[jx][jy])
5481 if (tube_leave_directions[i][0] == -1) /* should not happen */
5485 if (!(tube_leave_directions[i][1] & move_direction))
5486 return MF_NO_ACTION; /* tube has no opening in this direction */
5489 element = Feld[x][y];
5494 PlaySoundLevel(x, y, SND_EMPTY);
5498 case EL_SAND_INVISIBLE:
5499 case EL_TRAP_INACTIVE:
5500 Feld[x][y] = EL_LEERRAUM;
5501 PlaySoundLevel(x, y, SND_SCHLURF);
5506 Feld[x][y] = EL_LEERRAUM;
5507 PlaySoundLevel(x, y, SND_SP_BASE);
5511 case EL_EDELSTEIN_BD:
5512 case EL_EDELSTEIN_GELB:
5513 case EL_EDELSTEIN_ROT:
5514 case EL_EDELSTEIN_LILA:
5516 case EL_SP_INFOTRON:
5520 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5521 element == EL_PEARL ? 5 :
5522 element == EL_CRYSTAL ? 8 : 1);
5523 if (local_player->gems_still_needed < 0)
5524 local_player->gems_still_needed = 0;
5525 RaiseScoreElement(element);
5526 DrawText(DX_EMERALDS, DY_EMERALDS,
5527 int2str(local_player->gems_still_needed, 3),
5528 FS_SMALL, FC_YELLOW);
5529 if (element == EL_SP_INFOTRON)
5530 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5532 PlaySoundLevel(x, y, SND_PONG);
5537 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5538 PlaySoundLevel(x, y, SND_PONG);
5542 Feld[x][y] = EL_LEERRAUM;
5543 PlaySoundLevel(x, y, SND_PONG);
5551 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5553 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5556 case EL_SHIELD_PASSIVE:
5558 player->shield_passive_time_left += 10;
5559 PlaySoundLevel(x, y, SND_PONG);
5562 case EL_SHIELD_ACTIVE:
5564 player->shield_passive_time_left += 10;
5565 player->shield_active_time_left += 10;
5566 PlaySoundLevel(x, y, SND_PONG);
5569 case EL_DYNAMITE_INACTIVE:
5570 case EL_SP_DISK_RED:
5573 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5574 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5575 int2str(local_player->dynamite, 3),
5576 FS_SMALL, FC_YELLOW);
5577 if (element == EL_SP_DISK_RED)
5578 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5580 PlaySoundLevel(x, y, SND_PONG);
5583 case EL_DYNABOMB_NR:
5585 player->dynabomb_count++;
5586 player->dynabombs_left++;
5587 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5588 PlaySoundLevel(x, y, SND_PONG);
5591 case EL_DYNABOMB_SZ:
5593 player->dynabomb_size++;
5594 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5595 PlaySoundLevel(x, y, SND_PONG);
5598 case EL_DYNABOMB_XL:
5600 player->dynabomb_xl = TRUE;
5601 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5602 PlaySoundLevel(x, y, SND_PONG);
5605 case EL_SCHLUESSEL1:
5606 case EL_SCHLUESSEL2:
5607 case EL_SCHLUESSEL3:
5608 case EL_SCHLUESSEL4:
5610 int key_nr = element - EL_SCHLUESSEL1;
5613 player->key[key_nr] = TRUE;
5614 RaiseScoreElement(EL_SCHLUESSEL);
5615 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5616 GFX_SCHLUESSEL1 + key_nr);
5617 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5618 GFX_SCHLUESSEL1 + key_nr);
5619 PlaySoundLevel(x, y, SND_PONG);
5628 int key_nr = element - EL_EM_KEY_1;
5631 player->key[key_nr] = TRUE;
5632 RaiseScoreElement(EL_SCHLUESSEL);
5633 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5634 GFX_SCHLUESSEL1 + key_nr);
5635 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5636 GFX_SCHLUESSEL1 + key_nr);
5637 PlaySoundLevel(x, y, SND_PONG);
5642 Feld[x][y] = EL_ABLENK_EIN;
5645 DrawLevelField(x, y);
5649 case EL_SP_TERMINAL:
5653 for (yy=0; yy<lev_fieldy; yy++)
5655 for (xx=0; xx<lev_fieldx; xx++)
5657 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5659 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5660 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5668 case EL_BELT1_SWITCH_LEFT:
5669 case EL_BELT1_SWITCH_MIDDLE:
5670 case EL_BELT1_SWITCH_RIGHT:
5671 case EL_BELT2_SWITCH_LEFT:
5672 case EL_BELT2_SWITCH_MIDDLE:
5673 case EL_BELT2_SWITCH_RIGHT:
5674 case EL_BELT3_SWITCH_LEFT:
5675 case EL_BELT3_SWITCH_MIDDLE:
5676 case EL_BELT3_SWITCH_RIGHT:
5677 case EL_BELT4_SWITCH_LEFT:
5678 case EL_BELT4_SWITCH_MIDDLE:
5679 case EL_BELT4_SWITCH_RIGHT:
5680 if (!player->Switching)
5682 player->Switching = TRUE;
5683 ToggleBeltSwitch(x, y);
5688 case EL_SWITCHGATE_SWITCH_1:
5689 case EL_SWITCHGATE_SWITCH_2:
5690 if (!player->Switching)
5692 player->Switching = TRUE;
5693 ToggleSwitchgateSwitch(x, y);
5698 case EL_LIGHT_SWITCH_OFF:
5699 case EL_LIGHT_SWITCH_ON:
5700 if (!player->Switching)
5702 player->Switching = TRUE;
5703 ToggleLightSwitch(x, y);
5708 case EL_TIMEGATE_SWITCH_OFF:
5709 ActivateTimegateSwitch(x, y);
5714 case EL_BALLOON_SEND_LEFT:
5715 case EL_BALLOON_SEND_RIGHT:
5716 case EL_BALLOON_SEND_UP:
5717 case EL_BALLOON_SEND_DOWN:
5718 case EL_BALLOON_SEND_ANY:
5719 if (element == EL_BALLOON_SEND_ANY)
5720 game.balloon_dir = move_direction;
5722 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5723 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5724 element == EL_BALLOON_SEND_UP ? MV_UP :
5725 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5732 if (local_player->gems_still_needed > 0)
5733 return MF_NO_ACTION;
5735 player->LevelSolved = player->GameOver = TRUE;
5736 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5739 case EL_FELSBROCKEN:
5742 case EL_DX_SUPABOMB:
5746 case EL_SP_DISK_ORANGE:
5748 if (dy || mode == DF_SNAP)
5749 return MF_NO_ACTION;
5751 player->Pushing = TRUE;
5753 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5754 return MF_NO_ACTION;
5758 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5759 return MF_NO_ACTION;
5762 if (player->push_delay == 0)
5763 player->push_delay = FrameCounter;
5764 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5765 !tape.playing && element != EL_SPRING)
5766 return MF_NO_ACTION;
5769 Feld[x+dx][y+dy] = element;
5771 if (element == EL_SPRING)
5773 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5774 MovDir[x+dx][y+dy] = move_direction;
5777 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5779 DrawLevelField(x+dx, y+dy);
5780 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5781 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5782 else if (element == EL_KOKOSNUSS)
5783 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5784 else if (IS_SP_ELEMENT(element))
5785 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5787 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5794 if (!player->key[element - EL_PFORTE1])
5795 return MF_NO_ACTION;
5802 if (!player->key[element - EL_PFORTE1X])
5803 return MF_NO_ACTION;
5810 if (!player->key[element - EL_EM_GATE_1])
5811 return MF_NO_ACTION;
5812 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5813 return MF_NO_ACTION;
5815 /* automatically move to the next field with double speed */
5816 player->programmed_action = move_direction;
5817 DOUBLE_PLAYER_SPEED(player);
5819 PlaySoundLevel(x, y, SND_GATE);
5827 if (!player->key[element - EL_EM_GATE_1X])
5828 return MF_NO_ACTION;
5829 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5830 return MF_NO_ACTION;
5832 /* automatically move to the next field with double speed */
5833 player->programmed_action = move_direction;
5834 DOUBLE_PLAYER_SPEED(player);
5836 PlaySoundLevel(x, y, SND_GATE);
5840 case EL_SWITCHGATE_OPEN:
5841 case EL_TIMEGATE_OPEN:
5842 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5843 return MF_NO_ACTION;
5845 /* automatically move to the next field with double speed */
5846 player->programmed_action = move_direction;
5847 DOUBLE_PLAYER_SPEED(player);
5849 PlaySoundLevel(x, y, SND_GATE);
5853 case EL_SP_PORT1_LEFT:
5854 case EL_SP_PORT2_LEFT:
5855 case EL_SP_PORT1_RIGHT:
5856 case EL_SP_PORT2_RIGHT:
5857 case EL_SP_PORT1_UP:
5858 case EL_SP_PORT2_UP:
5859 case EL_SP_PORT1_DOWN:
5860 case EL_SP_PORT2_DOWN:
5865 element != EL_SP_PORT1_LEFT &&
5866 element != EL_SP_PORT2_LEFT &&
5867 element != EL_SP_PORT_X &&
5868 element != EL_SP_PORT_XY) ||
5870 element != EL_SP_PORT1_RIGHT &&
5871 element != EL_SP_PORT2_RIGHT &&
5872 element != EL_SP_PORT_X &&
5873 element != EL_SP_PORT_XY) ||
5875 element != EL_SP_PORT1_UP &&
5876 element != EL_SP_PORT2_UP &&
5877 element != EL_SP_PORT_Y &&
5878 element != EL_SP_PORT_XY) ||
5880 element != EL_SP_PORT1_DOWN &&
5881 element != EL_SP_PORT2_DOWN &&
5882 element != EL_SP_PORT_Y &&
5883 element != EL_SP_PORT_XY) ||
5884 !IN_LEV_FIELD(x + dx, y + dy) ||
5885 !IS_FREE(x + dx, y + dy))
5886 return MF_NO_ACTION;
5888 /* automatically move to the next field with double speed */
5889 player->programmed_action = move_direction;
5890 DOUBLE_PLAYER_SPEED(player);
5892 PlaySoundLevel(x, y, SND_GATE);
5896 case EL_TUBE_VERTICAL:
5897 case EL_TUBE_HORIZONTAL:
5898 case EL_TUBE_VERT_LEFT:
5899 case EL_TUBE_VERT_RIGHT:
5900 case EL_TUBE_HORIZ_UP:
5901 case EL_TUBE_HORIZ_DOWN:
5902 case EL_TUBE_LEFT_UP:
5903 case EL_TUBE_LEFT_DOWN:
5904 case EL_TUBE_RIGHT_UP:
5905 case EL_TUBE_RIGHT_DOWN:
5908 int tube_enter_directions[][2] =
5910 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5911 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5912 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5913 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5914 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5915 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5916 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5917 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5918 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5919 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5920 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5921 { -1, MV_NO_MOVING }
5924 while (tube_enter_directions[i][0] != element)
5927 if (tube_enter_directions[i][0] == -1) /* should not happen */
5931 if (!(tube_enter_directions[i][1] & move_direction))
5932 return MF_NO_ACTION; /* tube has no opening in this direction */
5937 case EL_AUSGANG_ACT:
5938 /* door is not (yet) open */
5939 return MF_NO_ACTION;
5942 case EL_AUSGANG_AUF:
5943 if (mode == DF_SNAP)
5944 return MF_NO_ACTION;
5946 PlaySoundLevel(x, y, SND_BUING);
5951 Feld[x][y] = EL_BIRNE_EIN;
5952 local_player->lights_still_needed--;
5953 DrawLevelField(x, y);
5954 PlaySoundLevel(x, y, SND_DENG);
5959 Feld[x][y] = EL_ZEIT_LEER;
5961 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5962 DrawLevelField(x, y);
5963 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5967 case EL_SOKOBAN_FELD_LEER:
5970 case EL_SOKOBAN_FELD_VOLL:
5971 case EL_SOKOBAN_OBJEKT:
5973 case EL_SP_DISK_YELLOW:
5975 if (mode == DF_SNAP)
5976 return MF_NO_ACTION;
5978 player->Pushing = TRUE;
5980 if (!IN_LEV_FIELD(x+dx, y+dy)
5981 || (!IS_FREE(x+dx, y+dy)
5982 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5983 || !IS_SB_ELEMENT(element))))
5984 return MF_NO_ACTION;
5988 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5989 return MF_NO_ACTION;
5991 else if (dy && real_dx)
5993 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5994 return MF_NO_ACTION;
5997 if (player->push_delay == 0)
5998 player->push_delay = FrameCounter;
5999 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6000 !tape.playing && element != EL_BALLOON)
6001 return MF_NO_ACTION;
6003 if (IS_SB_ELEMENT(element))
6005 if (element == EL_SOKOBAN_FELD_VOLL)
6007 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6008 local_player->sokobanfields_still_needed++;
6013 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6015 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6016 local_player->sokobanfields_still_needed--;
6017 if (element == EL_SOKOBAN_OBJEKT)
6018 PlaySoundLevel(x, y, SND_DENG);
6021 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6026 Feld[x+dx][y+dy] = element;
6029 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6031 DrawLevelField(x, y);
6032 DrawLevelField(x+dx, y+dy);
6033 if (element == EL_BALLOON)
6034 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
6036 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
6038 if (IS_SB_ELEMENT(element) &&
6039 local_player->sokobanfields_still_needed == 0 &&
6040 game.emulation == EMU_SOKOBAN)
6042 player->LevelSolved = player->GameOver = TRUE;
6043 PlaySoundLevel(x, y, SND_BUING);
6054 return MF_NO_ACTION;
6057 player->push_delay = 0;
6062 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6064 int jx = player->jx, jy = player->jy;
6065 int x = jx + dx, y = jy + dy;
6067 if (!player->active || !IN_LEV_FIELD(x, y))
6075 player->snapped = FALSE;
6079 if (player->snapped)
6082 player->MovDir = (dx < 0 ? MV_LEFT :
6085 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6087 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6090 player->snapped = TRUE;
6091 DrawLevelField(x, y);
6097 boolean PlaceBomb(struct PlayerInfo *player)
6099 int jx = player->jx, jy = player->jy;
6102 if (!player->active || player->MovPos)
6105 element = Feld[jx][jy];
6107 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6108 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6111 if (element != EL_LEERRAUM)
6112 Store[jx][jy] = element;
6114 if (player->dynamite)
6116 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6117 MovDelay[jx][jy] = 96;
6119 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6120 FS_SMALL, FC_YELLOW);
6121 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6123 if (game.emulation == EMU_SUPAPLEX)
6124 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6126 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6131 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6132 MovDelay[jx][jy] = 96;
6133 player->dynabombs_left--;
6134 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6135 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6141 void PlaySoundLevel(int x, int y, int sound_nr)
6143 int sx = SCREENX(x), sy = SCREENY(y);
6145 int silence_distance = 8;
6147 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6148 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6151 if (!IN_LEV_FIELD(x, y) ||
6152 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6153 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6156 volume = PSND_MAX_VOLUME;
6158 #if !defined(PLATFORM_MSDOS)
6159 stereo = (sx - SCR_FIELDX/2) * 12;
6161 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6162 if (stereo > PSND_MAX_RIGHT)
6163 stereo = PSND_MAX_RIGHT;
6164 if (stereo < PSND_MAX_LEFT)
6165 stereo = PSND_MAX_LEFT;
6168 if (!IN_SCR_FIELD(sx, sy))
6170 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6171 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6173 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6176 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6179 void RaiseScore(int value)
6181 local_player->score += value;
6182 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6183 FS_SMALL, FC_YELLOW);
6186 void RaiseScoreElement(int element)
6191 case EL_EDELSTEIN_BD:
6192 case EL_EDELSTEIN_GELB:
6193 case EL_EDELSTEIN_ROT:
6194 case EL_EDELSTEIN_LILA:
6195 RaiseScore(level.score[SC_EDELSTEIN]);
6198 RaiseScore(level.score[SC_DIAMANT]);
6202 RaiseScore(level.score[SC_KAEFER]);
6206 RaiseScore(level.score[SC_FLIEGER]);
6210 RaiseScore(level.score[SC_MAMPFER]);
6213 RaiseScore(level.score[SC_ROBOT]);
6216 RaiseScore(level.score[SC_PACMAN]);
6219 RaiseScore(level.score[SC_KOKOSNUSS]);
6221 case EL_DYNAMITE_INACTIVE:
6222 RaiseScore(level.score[SC_DYNAMIT]);
6225 RaiseScore(level.score[SC_SCHLUESSEL]);
6232 /* ---------- new game button stuff ---------------------------------------- */
6234 /* graphic position values for game buttons */
6235 #define GAME_BUTTON_XSIZE 30
6236 #define GAME_BUTTON_YSIZE 30
6237 #define GAME_BUTTON_XPOS 5
6238 #define GAME_BUTTON_YPOS 215
6239 #define SOUND_BUTTON_XPOS 5
6240 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6242 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6243 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6244 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6245 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6246 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6247 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6254 } gamebutton_info[NUM_GAME_BUTTONS] =
6257 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6262 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6267 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6272 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6273 SOUND_CTRL_ID_MUSIC,
6274 "background music on/off"
6277 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6278 SOUND_CTRL_ID_LOOPS,
6279 "sound loops on/off"
6282 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6283 SOUND_CTRL_ID_SIMPLE,
6284 "normal sounds on/off"
6288 void CreateGameButtons()
6292 for (i=0; i<NUM_GAME_BUTTONS; i++)
6294 Bitmap *gd_bitmap = pix[PIX_DOOR];
6295 struct GadgetInfo *gi;
6298 unsigned long event_mask;
6299 int gd_xoffset, gd_yoffset;
6300 int gd_x1, gd_x2, gd_y1, gd_y2;
6303 gd_xoffset = gamebutton_info[i].x;
6304 gd_yoffset = gamebutton_info[i].y;
6305 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6306 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6308 if (id == GAME_CTRL_ID_STOP ||
6309 id == GAME_CTRL_ID_PAUSE ||
6310 id == GAME_CTRL_ID_PLAY)
6312 button_type = GD_TYPE_NORMAL_BUTTON;
6314 event_mask = GD_EVENT_RELEASED;
6315 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6316 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6320 button_type = GD_TYPE_CHECK_BUTTON;
6322 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6323 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6324 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6325 event_mask = GD_EVENT_PRESSED;
6326 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6327 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6330 gi = CreateGadget(GDI_CUSTOM_ID, id,
6331 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6332 GDI_X, DX + gd_xoffset,
6333 GDI_Y, DY + gd_yoffset,
6334 GDI_WIDTH, GAME_BUTTON_XSIZE,
6335 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6336 GDI_TYPE, button_type,
6337 GDI_STATE, GD_BUTTON_UNPRESSED,
6338 GDI_CHECKED, checked,
6339 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6340 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6341 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6342 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6343 GDI_EVENT_MASK, event_mask,
6344 GDI_CALLBACK_ACTION, HandleGameButtons,
6348 Error(ERR_EXIT, "cannot create gadget");
6350 game_gadget[id] = gi;
6354 static void MapGameButtons()
6358 for (i=0; i<NUM_GAME_BUTTONS; i++)
6359 MapGadget(game_gadget[i]);
6362 void UnmapGameButtons()
6366 for (i=0; i<NUM_GAME_BUTTONS; i++)
6367 UnmapGadget(game_gadget[i]);
6370 static void HandleGameButtons(struct GadgetInfo *gi)
6372 int id = gi->custom_id;
6374 if (game_status != PLAYING)
6379 case GAME_CTRL_ID_STOP:
6382 CloseDoor(DOOR_CLOSE_1);
6383 game_status = MAINMENU;
6388 if (level_editor_test_game ||
6389 Request("Do you really want to quit the game ?",
6390 REQ_ASK | REQ_STAY_CLOSED))
6392 #if defined(PLATFORM_UNIX)
6393 if (options.network)
6394 SendToServer_StopPlaying();
6398 game_status = MAINMENU;
6403 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6406 case GAME_CTRL_ID_PAUSE:
6407 if (options.network)
6409 #if defined(PLATFORM_UNIX)
6411 SendToServer_ContinuePlaying();
6413 SendToServer_PausePlaying();
6420 case GAME_CTRL_ID_PLAY:
6423 #if defined(PLATFORM_UNIX)
6424 if (options.network)
6425 SendToServer_ContinuePlaying();
6429 tape.pausing = FALSE;
6430 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6435 case SOUND_CTRL_ID_MUSIC:
6436 if (setup.sound_music)
6438 setup.sound_music = FALSE;
6441 else if (audio.loops_available)
6443 setup.sound = setup.sound_music = TRUE;
6445 PlayMusic(level_nr % num_bg_loops);
6449 case SOUND_CTRL_ID_LOOPS:
6450 if (setup.sound_loops)
6451 setup.sound_loops = FALSE;
6452 else if (audio.loops_available)
6453 setup.sound = setup.sound_loops = TRUE;
6456 case SOUND_CTRL_ID_SIMPLE:
6457 if (setup.sound_simple)
6458 setup.sound_simple = FALSE;
6459 else if (audio.sound_available)
6460 setup.sound = setup.sound_simple = TRUE;