1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2000 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
48 /* special positions in the game control window (relative to control window) */
51 #define XX_EMERALDS 29
52 #define YY_EMERALDS 54
53 #define XX_DYNAMITE 29
54 #define YY_DYNAMITE 89
62 /* special positions in the game control window (relative to main window) */
63 #define DX_LEVEL (DX + XX_LEVEL)
64 #define DY_LEVEL (DY + YY_LEVEL)
65 #define DX_EMERALDS (DX + XX_EMERALDS)
66 #define DY_EMERALDS (DY + YY_EMERALDS)
67 #define DX_DYNAMITE (DX + XX_DYNAMITE)
68 #define DY_DYNAMITE (DY + YY_DYNAMITE)
69 #define DX_KEYS (DX + XX_KEYS)
70 #define DY_KEYS (DY + YY_KEYS)
71 #define DX_SCORE (DX + XX_SCORE)
72 #define DY_SCORE (DY + YY_SCORE)
73 #define DX_TIME (DX + XX_TIME)
74 #define DY_TIME (DY + YY_TIME)
76 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
77 (s)==SND_NJAM || (s)==SND_MIEP)
78 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
79 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
80 (s)==SND_TYGER || (s)==SND_VOYAGER || \
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 static void MapGameButtons();
108 static void HandleGameButtons(struct GadgetInfo *);
110 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 static unsigned int getStateCheckSum(int counter)
119 unsigned int mult = 1;
120 unsigned int checksum = 0;
122 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
124 static boolean first_game = TRUE;
126 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
132 lastFeld[x][y] = Feld[x][y];
133 else if (lastFeld[x][y] != Feld[x][y])
134 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
135 x, y, lastFeld[x][y], Feld[x][y]);
139 checksum += mult++ * Ur[x][y];
140 checksum += mult++ * Feld[x][y];
143 checksum += mult++ * MovPos[x][y];
144 checksum += mult++ * MovDir[x][y];
145 checksum += mult++ * MovDelay[x][y];
146 checksum += mult++ * Store[x][y];
147 checksum += mult++ * Store2[x][y];
148 checksum += mult++ * StorePlayer[x][y];
149 checksum += mult++ * Frame[x][y];
150 checksum += mult++ * AmoebaNr[x][y];
151 checksum += mult++ * JustStopped[x][y];
152 checksum += mult++ * Stop[x][y];
156 if (counter == 3 && first_game)
167 void GetPlayerConfig()
169 if (!audio.sound_available)
172 if (!audio.loops_available)
174 setup.sound_loops = FALSE;
175 setup.sound_music = FALSE;
178 if (!video.fullscreen_available)
179 setup.fullscreen = FALSE;
181 setup.sound_simple = setup.sound;
183 SetAudioMode(setup.sound);
187 static int getBeltNrFromElement(int element)
189 return (element < EL_BELT2_LEFT ? 0 :
190 element < EL_BELT3_LEFT ? 1 :
191 element < EL_BELT4_LEFT ? 2 : 3);
194 static int getBeltNrFromSwitchElement(int element)
196 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
197 element < EL_BELT3_SWITCH_LEFT ? 1 :
198 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
201 static int getBeltDirNrFromSwitchElement(int element)
203 static int belt_base_element[4] =
205 EL_BELT1_SWITCH_LEFT,
206 EL_BELT2_SWITCH_LEFT,
207 EL_BELT3_SWITCH_LEFT,
211 int belt_nr = getBeltNrFromSwitchElement(element);
212 int belt_dir_nr = element - belt_base_element[belt_nr];
214 return (belt_dir_nr % 3);
217 static int getBeltDirFromSwitchElement(int element)
219 static int belt_move_dir[3] =
226 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
228 return belt_move_dir[belt_dir_nr];
231 static void InitField(int x, int y, boolean init_game)
238 if (stored_player[0].present)
240 Feld[x][y] = EL_SP_MURPHY_CLONE;
247 Feld[x][y] = EL_SPIELER1;
255 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
256 int jx = player->jx, jy = player->jy;
258 player->present = TRUE;
260 if (!options.network || player->connected)
262 player->active = TRUE;
264 /* remove potentially duplicate players */
265 if (StorePlayer[jx][jy] == Feld[x][y])
266 StorePlayer[jx][jy] = 0;
268 StorePlayer[x][y] = Feld[x][y];
272 printf("Player %d activated.\n", player->element_nr);
273 printf("[Local player is %d and currently %s.]\n",
274 local_player->element_nr,
275 local_player->active ? "active" : "not active");
279 Feld[x][y] = EL_LEERRAUM;
280 player->jx = player->last_jx = x;
281 player->jy = player->last_jy = y;
286 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
287 Feld[x][y] = EL_BADEWANNE1;
288 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
289 Feld[x][y] = EL_BADEWANNE2;
290 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
291 Feld[x][y] = EL_BADEWANNE3;
292 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
293 Feld[x][y] = EL_BADEWANNE4;
294 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
295 Feld[x][y] = EL_BADEWANNE5;
298 case EL_KAEFER_RIGHT:
303 case EL_FLIEGER_RIGHT:
305 case EL_FLIEGER_LEFT:
306 case EL_FLIEGER_DOWN:
308 case EL_BUTTERFLY_RIGHT:
309 case EL_BUTTERFLY_UP:
310 case EL_BUTTERFLY_LEFT:
311 case EL_BUTTERFLY_DOWN:
313 case EL_FIREFLY_RIGHT:
315 case EL_FIREFLY_LEFT:
316 case EL_FIREFLY_DOWN:
318 case EL_PACMAN_RIGHT:
342 if (y == lev_fieldy - 1)
344 Feld[x][y] = EL_AMOEBING;
345 Store[x][y] = EL_AMOEBE_NASS;
349 case EL_DYNAMITE_ACTIVE:
354 local_player->lights_still_needed++;
357 case EL_SOKOBAN_FELD_LEER:
358 local_player->sokobanfields_still_needed++;
362 local_player->friends_still_needed++;
367 MovDir[x][y] = 1 << RND(4);
371 Feld[x][y] = EL_LEERRAUM;
374 case EL_EM_KEY_1_FILE:
375 Feld[x][y] = EL_EM_KEY_1;
377 case EL_EM_KEY_2_FILE:
378 Feld[x][y] = EL_EM_KEY_2;
380 case EL_EM_KEY_3_FILE:
381 Feld[x][y] = EL_EM_KEY_3;
383 case EL_EM_KEY_4_FILE:
384 Feld[x][y] = EL_EM_KEY_4;
387 case EL_BELT1_SWITCH_LEFT:
388 case EL_BELT1_SWITCH_MIDDLE:
389 case EL_BELT1_SWITCH_RIGHT:
390 case EL_BELT2_SWITCH_LEFT:
391 case EL_BELT2_SWITCH_MIDDLE:
392 case EL_BELT2_SWITCH_RIGHT:
393 case EL_BELT3_SWITCH_LEFT:
394 case EL_BELT3_SWITCH_MIDDLE:
395 case EL_BELT3_SWITCH_RIGHT:
396 case EL_BELT4_SWITCH_LEFT:
397 case EL_BELT4_SWITCH_MIDDLE:
398 case EL_BELT4_SWITCH_RIGHT:
401 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
402 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
403 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
405 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
407 game.belt_dir[belt_nr] = belt_dir;
408 game.belt_dir_nr[belt_nr] = belt_dir_nr;
410 else /* more than one switch -- set it like the first switch */
412 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
417 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
419 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
422 case EL_LIGHT_SWITCH_ON:
424 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
435 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
436 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
437 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
439 /* don't play tapes over network */
440 network_playing = (options.network && !tape.playing);
442 for (i=0; i<MAX_PLAYERS; i++)
444 struct PlayerInfo *player = &stored_player[i];
446 player->index_nr = i;
447 player->element_nr = EL_SPIELER1 + i;
449 player->present = FALSE;
450 player->active = FALSE;
453 player->effective_action = 0;
454 player->programmed_action = 0;
457 player->gems_still_needed = level.gems_needed;
458 player->sokobanfields_still_needed = 0;
459 player->lights_still_needed = 0;
460 player->friends_still_needed = 0;
463 player->key[j] = FALSE;
465 player->dynamite = 0;
466 player->dynabomb_count = 0;
467 player->dynabomb_size = 1;
468 player->dynabombs_left = 0;
469 player->dynabomb_xl = FALSE;
471 player->MovDir = MV_NO_MOVING;
473 player->Pushing = FALSE;
474 player->Switching = FALSE;
478 player->actual_frame_counter = 0;
480 player->frame_reset_delay = 0;
482 player->push_delay = 0;
483 player->push_delay_value = 5;
485 player->move_delay = 0;
486 player->last_move_dir = MV_NO_MOVING;
488 player->move_delay_value =
489 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
491 player->snapped = FALSE;
493 player->last_jx = player->last_jy = 0;
494 player->jx = player->jy = 0;
496 player->shield_passive_time_left = 0;
497 player->shield_active_time_left = 0;
499 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
500 SnapField(player, 0, 0);
502 player->LevelSolved = FALSE;
503 player->GameOver = FALSE;
506 network_player_action_received = FALSE;
508 #if defined(PLATFORM_UNIX)
509 /* initial null action */
511 SendToServer_MovePlayer(MV_NO_MOVING);
519 TimeLeft = level.time;
521 ScreenMovDir = MV_NO_MOVING;
525 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
527 AllPlayersGone = FALSE;
529 game.yam_content_nr = 0;
530 game.magic_wall_active = FALSE;
531 game.magic_wall_time_left = 0;
532 game.light_time_left = 0;
533 game.timegate_time_left = 0;
534 game.switchgate_pos = 0;
535 game.balloon_dir = MV_NO_MOVING;
539 game.belt_dir[i] = MV_NO_MOVING;
540 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
543 for (i=0; i<MAX_NUM_AMOEBA; i++)
544 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
546 for (x=0; x<lev_fieldx; x++)
548 for (y=0; y<lev_fieldy; y++)
550 Feld[x][y] = Ur[x][y];
551 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
552 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
555 JustStopped[x][y] = 0;
560 for(y=0; y<lev_fieldy; y++)
562 for(x=0; x<lev_fieldx; x++)
564 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
566 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
568 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
571 InitField(x, y, TRUE);
575 /* correct non-moving belts to start moving left */
577 if (game.belt_dir[i] == MV_NO_MOVING)
578 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
580 /* check if any connected player was not found in playfield */
581 for (i=0; i<MAX_PLAYERS; i++)
583 struct PlayerInfo *player = &stored_player[i];
585 if (player->connected && !player->present)
587 for (j=0; j<MAX_PLAYERS; j++)
589 struct PlayerInfo *some_player = &stored_player[j];
590 int jx = some_player->jx, jy = some_player->jy;
592 /* assign first free player found that is present in the playfield */
593 if (some_player->present && !some_player->connected)
595 player->present = TRUE;
596 player->active = TRUE;
597 some_player->present = FALSE;
599 StorePlayer[jx][jy] = player->element_nr;
600 player->jx = player->last_jx = jx;
601 player->jy = player->last_jy = jy;
611 /* when playing a tape, eliminate all players who do not participate */
613 for (i=0; i<MAX_PLAYERS; i++)
615 if (stored_player[i].active && !tape.player_participates[i])
617 struct PlayerInfo *player = &stored_player[i];
618 int jx = player->jx, jy = player->jy;
620 player->active = FALSE;
621 StorePlayer[jx][jy] = 0;
622 Feld[jx][jy] = EL_LEERRAUM;
626 else if (!options.network && !setup.team_mode) /* && !tape.playing */
628 /* when in single player mode, eliminate all but the first active player */
630 for (i=0; i<MAX_PLAYERS; i++)
632 if (stored_player[i].active)
634 for (j=i+1; j<MAX_PLAYERS; j++)
636 if (stored_player[j].active)
638 struct PlayerInfo *player = &stored_player[j];
639 int jx = player->jx, jy = player->jy;
641 player->active = FALSE;
642 StorePlayer[jx][jy] = 0;
643 Feld[jx][jy] = EL_LEERRAUM;
650 /* when recording the game, store which players take part in the game */
653 for (i=0; i<MAX_PLAYERS; i++)
654 if (stored_player[i].active)
655 tape.player_participates[i] = TRUE;
660 for (i=0; i<MAX_PLAYERS; i++)
662 struct PlayerInfo *player = &stored_player[i];
664 printf("Player %d: present == %d, connected == %d, active == %d.\n",
669 if (local_player == player)
670 printf("Player %d is local player.\n", i+1);
674 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
675 emulate_sb ? EMU_SOKOBAN :
676 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
678 if (BorderElement == EL_LEERRAUM)
681 SBX_Right = lev_fieldx - SCR_FIELDX;
683 SBY_Lower = lev_fieldy - SCR_FIELDY;
688 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
690 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
693 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
694 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
696 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
697 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
700 scroll_y = SBY_Upper;
701 if (local_player->jx >= SBX_Left + MIDPOSX)
702 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
703 local_player->jx - MIDPOSX :
705 if (local_player->jy >= SBY_Upper + MIDPOSY)
706 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
707 local_player->jy - MIDPOSY :
710 CloseDoor(DOOR_CLOSE_1);
716 /* after drawing the level, correct some elements */
717 if (game.timegate_time_left == 0)
718 CloseAllOpenTimegates();
720 if (setup.soft_scrolling)
721 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
723 redraw_mask |= REDRAW_FROM_BACKBUFFER;
725 /* copy default game door content to main double buffer */
726 BlitBitmap(pix[PIX_DOOR], drawto,
727 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
730 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
731 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
734 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
735 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
736 BlitBitmap(drawto, drawto,
737 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
738 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
739 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
742 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
743 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
744 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
745 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
746 DrawText(DX + XX_SCORE, DY + YY_SCORE,
747 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
748 DrawText(DX + XX_TIME, DY + YY_TIME,
749 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
752 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
753 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
754 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
758 /* copy actual game door content to door double buffer for OpenDoor() */
759 BlitBitmap(drawto, pix[PIX_DB_DOOR],
760 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
762 OpenDoor(DOOR_OPEN_ALL);
764 if (setup.sound_music && num_bg_loops)
765 PlayMusic(level_nr % num_bg_loops);
767 KeyboardAutoRepeatOff();
772 printf("Player %d %sactive.\n",
773 i + 1, (stored_player[i].active ? "" : "not "));
777 void InitMovDir(int x, int y)
779 int i, element = Feld[x][y];
780 static int xy[4][2] =
787 static int direction[3][4] =
789 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
790 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
791 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
796 case EL_KAEFER_RIGHT:
800 Feld[x][y] = EL_KAEFER;
801 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
804 case EL_FLIEGER_RIGHT:
806 case EL_FLIEGER_LEFT:
807 case EL_FLIEGER_DOWN:
808 Feld[x][y] = EL_FLIEGER;
809 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
812 case EL_BUTTERFLY_RIGHT:
813 case EL_BUTTERFLY_UP:
814 case EL_BUTTERFLY_LEFT:
815 case EL_BUTTERFLY_DOWN:
816 Feld[x][y] = EL_BUTTERFLY;
817 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
820 case EL_FIREFLY_RIGHT:
822 case EL_FIREFLY_LEFT:
823 case EL_FIREFLY_DOWN:
824 Feld[x][y] = EL_FIREFLY;
825 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
828 case EL_PACMAN_RIGHT:
832 Feld[x][y] = EL_PACMAN;
833 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
837 MovDir[x][y] = MV_UP;
841 MovDir[x][y] = MV_LEFT;
848 Feld[x][y] = EL_MOLE;
849 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
853 MovDir[x][y] = 1 << RND(4);
854 if (element != EL_KAEFER &&
855 element != EL_FLIEGER &&
856 element != EL_BUTTERFLY &&
857 element != EL_FIREFLY)
862 int x1 = x + xy[i][0];
863 int y1 = y + xy[i][1];
865 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
867 if (element == EL_KAEFER || element == EL_BUTTERFLY)
869 MovDir[x][y] = direction[0][i];
872 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
873 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
875 MovDir[x][y] = direction[1][i];
884 void InitAmoebaNr(int x, int y)
887 int group_nr = AmoebeNachbarNr(x, y);
891 for (i=1; i<MAX_NUM_AMOEBA; i++)
893 if (AmoebaCnt[i] == 0)
901 AmoebaNr[x][y] = group_nr;
902 AmoebaCnt[group_nr]++;
903 AmoebaCnt2[group_nr]++;
909 boolean raise_level = FALSE;
911 if (local_player->MovPos)
914 local_player->LevelSolved = FALSE;
918 if (setup.sound_loops)
919 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
923 if (!setup.sound_loops)
924 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
925 if (TimeLeft > 0 && !(TimeLeft % 10))
926 RaiseScore(level.score[SC_ZEITBONUS]);
927 if (TimeLeft > 100 && !(TimeLeft % 10))
931 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
936 if (setup.sound_loops)
939 else if (level.time == 0) /* level without time limit */
941 if (setup.sound_loops)
942 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
944 while(TimePlayed < 999)
946 if (!setup.sound_loops)
947 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
948 if (TimePlayed < 999 && !(TimePlayed % 10))
949 RaiseScore(level.score[SC_ZEITBONUS]);
950 if (TimePlayed < 900 && !(TimePlayed % 10))
954 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
959 if (setup.sound_loops)
967 /* Hero disappears */
968 DrawLevelField(ExitX, ExitY);
974 CloseDoor(DOOR_CLOSE_1);
979 SaveTape(tape.level_nr); /* Ask to save tape */
982 if (level_nr == leveldir_current->handicap_level)
984 leveldir_current->handicap_level++;
985 SaveLevelSetup_SeriesInfo();
988 if (level_editor_test_game)
989 local_player->score = -1; /* no highscore when playing from editor */
990 else if (level_nr < leveldir_current->last_level)
991 raise_level = TRUE; /* advance to next level */
993 if ((hi_pos = NewHiScore()) >= 0)
995 game_status = HALLOFFAME;
996 DrawHallOfFame(hi_pos);
1002 game_status = MAINMENU;
1016 LoadScore(level_nr);
1018 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1019 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1022 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1024 if (local_player->score > highscore[k].Score)
1026 /* player has made it to the hall of fame */
1028 if (k < MAX_SCORE_ENTRIES - 1)
1030 int m = MAX_SCORE_ENTRIES - 1;
1033 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1034 if (!strcmp(setup.player_name, highscore[l].Name))
1036 if (m == k) /* player's new highscore overwrites his old one */
1042 strcpy(highscore[l].Name, highscore[l - 1].Name);
1043 highscore[l].Score = highscore[l - 1].Score;
1050 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1051 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1052 highscore[k].Score = local_player->score;
1058 else if (!strncmp(setup.player_name, highscore[k].Name,
1059 MAX_PLAYER_NAME_LEN))
1060 break; /* player already there with a higher score */
1066 SaveScore(level_nr);
1071 void InitMovingField(int x, int y, int direction)
1073 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1074 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1076 MovDir[x][y] = direction;
1077 MovDir[newx][newy] = direction;
1078 if (Feld[newx][newy] == EL_LEERRAUM)
1079 Feld[newx][newy] = EL_BLOCKED;
1082 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1084 int direction = MovDir[x][y];
1085 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1086 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1092 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1094 int oldx = x, oldy = y;
1095 int direction = MovDir[x][y];
1097 if (direction == MV_LEFT)
1099 else if (direction == MV_RIGHT)
1101 else if (direction == MV_UP)
1103 else if (direction == MV_DOWN)
1106 *comes_from_x = oldx;
1107 *comes_from_y = oldy;
1110 int MovingOrBlocked2Element(int x, int y)
1112 int element = Feld[x][y];
1114 if (element == EL_BLOCKED)
1118 Blocked2Moving(x, y, &oldx, &oldy);
1119 return Feld[oldx][oldy];
1125 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1127 /* like MovingOrBlocked2Element(), but if element is moving
1128 and (x,y) is the field the moving element is just leaving,
1129 return EL_BLOCKED instead of the element value */
1130 int element = Feld[x][y];
1132 if (IS_MOVING(x, y))
1134 if (element == EL_BLOCKED)
1138 Blocked2Moving(x, y, &oldx, &oldy);
1139 return Feld[oldx][oldy];
1148 static void RemoveField(int x, int y)
1150 Feld[x][y] = EL_LEERRAUM;
1156 void RemoveMovingField(int x, int y)
1158 int oldx = x, oldy = y, newx = x, newy = y;
1160 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1163 if (IS_MOVING(x, y))
1165 Moving2Blocked(x, y, &newx, &newy);
1166 if (Feld[newx][newy] != EL_BLOCKED)
1169 else if (Feld[x][y] == EL_BLOCKED)
1171 Blocked2Moving(x, y, &oldx, &oldy);
1172 if (!IS_MOVING(oldx, oldy))
1176 if (Feld[x][y] == EL_BLOCKED &&
1177 (Store[oldx][oldy] == EL_MORAST_LEER ||
1178 Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
1179 Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
1180 Store[oldx][oldy] == EL_AMOEBE_NASS))
1182 Feld[oldx][oldy] = Store[oldx][oldy];
1183 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1186 Feld[oldx][oldy] = EL_LEERRAUM;
1188 Feld[newx][newy] = EL_LEERRAUM;
1189 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1190 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1192 DrawLevelField(oldx, oldy);
1193 DrawLevelField(newx, newy);
1196 void DrawDynamite(int x, int y)
1198 int sx = SCREENX(x), sy = SCREENY(y);
1199 int graphic = el2gfx(Feld[x][y]);
1202 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1206 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1208 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1210 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1215 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1219 if (game.emulation == EMU_SUPAPLEX)
1220 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1221 else if (Store[x][y])
1222 DrawGraphicThruMask(sx, sy, graphic + phase);
1224 DrawGraphic(sx, sy, graphic + phase);
1227 void CheckDynamite(int x, int y)
1229 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1234 if (!(MovDelay[x][y] % 12))
1235 PlaySoundLevel(x, y, SND_ZISCH);
1237 if (IS_ACTIVE_BOMB(Feld[x][y]))
1239 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1241 if (!(MovDelay[x][y] % delay))
1249 StopSound(SND_ZISCH);
1253 void Explode(int ex, int ey, int phase, int mode)
1256 int num_phase = 9, delay = 2;
1257 int last_phase = num_phase * delay;
1258 int half_phase = (num_phase / 2) * delay;
1259 int first_phase_after_start = EX_PHASE_START + 1;
1261 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1263 int center_element = Feld[ex][ey];
1265 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1267 /* put moving element to center field (and let it explode there) */
1268 center_element = MovingOrBlocked2Element(ex, ey);
1269 RemoveMovingField(ex, ey);
1270 Feld[ex][ey] = center_element;
1273 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1277 if (!IN_LEV_FIELD(x, y) ||
1278 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1279 (x != ex || y != ey)))
1282 element = Feld[x][y];
1284 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1286 element = MovingOrBlocked2Element(x, y);
1287 RemoveMovingField(x, y);
1290 if (IS_MASSIVE(element) || element == EL_BURNING)
1293 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1295 if (IS_ACTIVE_BOMB(element))
1297 /* re-activate things under the bomb like gate or penguin */
1298 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1305 if (element == EL_EXPLODING)
1306 element = Store2[x][y];
1308 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1310 switch(StorePlayer[ex][ey])
1313 Store[x][y] = EL_EDELSTEIN_ROT;
1316 Store[x][y] = EL_EDELSTEIN;
1319 Store[x][y] = EL_EDELSTEIN_LILA;
1323 Store[x][y] = EL_EDELSTEIN_GELB;
1327 if (game.emulation == EMU_SUPAPLEX)
1328 Store[x][y] = EL_LEERRAUM;
1330 else if (center_element == EL_MOLE)
1331 Store[x][y] = EL_EDELSTEIN_ROT;
1332 else if (center_element == EL_PINGUIN)
1333 Store[x][y] = EL_EDELSTEIN_LILA;
1334 else if (center_element == EL_KAEFER)
1335 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1336 else if (center_element == EL_BUTTERFLY)
1337 Store[x][y] = EL_EDELSTEIN_BD;
1338 else if (center_element == EL_SP_ELECTRON)
1339 Store[x][y] = EL_SP_INFOTRON;
1340 else if (center_element == EL_MAMPFER)
1341 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1342 else if (center_element == EL_AMOEBA2DIAM)
1343 Store[x][y] = level.amoeba_content;
1344 else if (element == EL_ERZ_EDEL)
1345 Store[x][y] = EL_EDELSTEIN;
1346 else if (element == EL_ERZ_DIAM)
1347 Store[x][y] = EL_DIAMANT;
1348 else if (element == EL_ERZ_EDEL_BD)
1349 Store[x][y] = EL_EDELSTEIN_BD;
1350 else if (element == EL_ERZ_EDEL_GELB)
1351 Store[x][y] = EL_EDELSTEIN_GELB;
1352 else if (element == EL_ERZ_EDEL_ROT)
1353 Store[x][y] = EL_EDELSTEIN_ROT;
1354 else if (element == EL_ERZ_EDEL_LILA)
1355 Store[x][y] = EL_EDELSTEIN_LILA;
1356 else if (element == EL_WALL_PEARL)
1357 Store[x][y] = EL_PEARL;
1358 else if (element == EL_WALL_CRYSTAL)
1359 Store[x][y] = EL_CRYSTAL;
1360 else if (!IS_PFORTE(Store[x][y]))
1361 Store[x][y] = EL_LEERRAUM;
1363 if (x != ex || y != ey ||
1364 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1365 Store2[x][y] = element;
1367 if (AmoebaNr[x][y] &&
1368 (element == EL_AMOEBE_VOLL ||
1369 element == EL_AMOEBE_BD ||
1370 element == EL_AMOEBING))
1372 AmoebaCnt[AmoebaNr[x][y]]--;
1373 AmoebaCnt2[AmoebaNr[x][y]]--;
1376 Feld[x][y] = EL_EXPLODING;
1377 MovDir[x][y] = MovPos[x][y] = 0;
1383 if (center_element == EL_MAMPFER)
1384 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1395 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1397 if (phase == first_phase_after_start)
1399 int element = Store2[x][y];
1401 if (element == EL_BLACK_ORB)
1403 Feld[x][y] = Store2[x][y];
1408 else if (phase == half_phase)
1410 int element = Store2[x][y];
1412 if (IS_PLAYER(x, y))
1413 KillHeroUnlessProtected(x, y);
1414 else if (IS_EXPLOSIVE(element))
1416 Feld[x][y] = Store2[x][y];
1420 else if (element == EL_AMOEBA2DIAM)
1421 AmoebeUmwandeln(x, y);
1424 if (phase == last_phase)
1428 element = Feld[x][y] = Store[x][y];
1429 Store[x][y] = Store2[x][y] = 0;
1430 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1431 InitField(x, y, FALSE);
1432 if (CAN_MOVE(element) || COULD_MOVE(element))
1434 DrawLevelField(x, y);
1436 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1438 int graphic = GFX_EXPLOSION;
1440 if (game.emulation == EMU_SUPAPLEX)
1441 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1442 GFX_SP_EXPLODE_INFOTRON :
1443 GFX_SP_EXPLODE_EMPTY);
1446 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1448 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1452 void DynaExplode(int ex, int ey)
1455 int dynabomb_size = 1;
1456 boolean dynabomb_xl = FALSE;
1457 struct PlayerInfo *player;
1458 static int xy[4][2] =
1466 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1468 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1469 dynabomb_size = player->dynabomb_size;
1470 dynabomb_xl = player->dynabomb_xl;
1471 player->dynabombs_left++;
1474 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1478 for (j=1; j<=dynabomb_size; j++)
1480 int x = ex + j * xy[i % 4][0];
1481 int y = ey + j * xy[i % 4][1];
1484 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1487 element = Feld[x][y];
1489 /* do not restart explosions of fields with active bombs */
1490 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1493 Explode(x, y, EX_PHASE_START, EX_BORDER);
1495 if (element != EL_LEERRAUM &&
1496 element != EL_ERDREICH &&
1497 element != EL_EXPLODING &&
1504 void Bang(int x, int y)
1506 int element = Feld[x][y];
1508 if (game.emulation == EMU_SUPAPLEX)
1509 PlaySoundLevel(x, y, SND_SP_BOOOM);
1511 PlaySoundLevel(x, y, SND_ROAAAR);
1514 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1515 element = EL_LEERRAUM;
1529 RaiseScoreElement(element);
1530 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1532 case EL_DYNABOMB_ACTIVE_1:
1533 case EL_DYNABOMB_ACTIVE_2:
1534 case EL_DYNABOMB_ACTIVE_3:
1535 case EL_DYNABOMB_ACTIVE_4:
1536 case EL_DYNABOMB_NR:
1537 case EL_DYNABOMB_SZ:
1538 case EL_DYNABOMB_XL:
1544 if (IS_PLAYER(x, y))
1545 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1547 Explode(x, y, EX_PHASE_START, EX_CENTER);
1550 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1555 void Blurb(int x, int y)
1557 int element = Feld[x][y];
1559 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1561 PlaySoundLevel(x, y, SND_BLURB);
1562 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1563 (!IN_LEV_FIELD(x-1, y-1) ||
1564 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1566 Feld[x-1][y] = EL_BLURB_LEFT;
1568 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1569 (!IN_LEV_FIELD(x+1, y-1) ||
1570 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1572 Feld[x+1][y] = EL_BLURB_RIGHT;
1577 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1579 if (!MovDelay[x][y]) /* initialize animation counter */
1582 if (MovDelay[x][y]) /* continue animation */
1585 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1586 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1588 if (!MovDelay[x][y])
1590 Feld[x][y] = EL_LEERRAUM;
1591 DrawLevelField(x, y);
1597 static void ToggleBeltSwitch(int x, int y)
1599 static int belt_base_element[4] =
1601 EL_BELT1_SWITCH_LEFT,
1602 EL_BELT2_SWITCH_LEFT,
1603 EL_BELT3_SWITCH_LEFT,
1604 EL_BELT4_SWITCH_LEFT
1606 static int belt_move_dir[4] =
1614 int element = Feld[x][y];
1615 int belt_nr = getBeltNrFromSwitchElement(element);
1616 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1617 int belt_dir = belt_move_dir[belt_dir_nr];
1620 if (!IS_BELT_SWITCH(element))
1623 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1624 game.belt_dir[belt_nr] = belt_dir;
1626 if (belt_dir_nr == 3)
1629 for (yy=0; yy<lev_fieldy; yy++)
1631 for (xx=0; xx<lev_fieldx; xx++)
1633 int element = Feld[xx][yy];
1635 if (IS_BELT_SWITCH(element))
1637 int e_belt_nr = getBeltNrFromSwitchElement(element);
1639 if (e_belt_nr == belt_nr)
1641 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1642 DrawLevelField(xx, yy);
1645 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1647 int e_belt_nr = getBeltNrFromElement(element);
1649 if (e_belt_nr == belt_nr)
1650 DrawLevelField(xx, yy); /* set belt to parking position */
1656 static void ToggleSwitchgateSwitch(int x, int y)
1660 game.switchgate_pos = !game.switchgate_pos;
1662 for (yy=0; yy<lev_fieldy; yy++)
1664 for (xx=0; xx<lev_fieldx; xx++)
1666 int element = Feld[xx][yy];
1668 if (element == EL_SWITCHGATE_SWITCH_1 ||
1669 element == EL_SWITCHGATE_SWITCH_2)
1671 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1672 DrawLevelField(xx, yy);
1674 else if (element == EL_SWITCHGATE_OPEN ||
1675 element == EL_SWITCHGATE_OPENING)
1677 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1678 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1680 else if (element == EL_SWITCHGATE_CLOSED ||
1681 element == EL_SWITCHGATE_CLOSING)
1683 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1684 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1690 static void RedrawAllLightSwitchesAndInvisibleElements()
1694 for (y=0; y<lev_fieldy; y++)
1696 for (x=0; x<lev_fieldx; x++)
1698 int element = Feld[x][y];
1700 if (element == EL_LIGHT_SWITCH_OFF &&
1701 game.light_time_left > 0)
1703 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1704 DrawLevelField(x, y);
1706 else if (element == EL_LIGHT_SWITCH_ON &&
1707 game.light_time_left == 0)
1709 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1710 DrawLevelField(x, y);
1713 if (element == EL_INVISIBLE_STEEL ||
1714 element == EL_UNSICHTBAR ||
1715 element == EL_SAND_INVISIBLE)
1716 DrawLevelField(x, y);
1721 static void ToggleLightSwitch(int x, int y)
1723 int element = Feld[x][y];
1725 game.light_time_left =
1726 (element == EL_LIGHT_SWITCH_OFF ?
1727 level.time_light * FRAMES_PER_SECOND : 0);
1729 RedrawAllLightSwitchesAndInvisibleElements();
1732 static void ActivateTimegateSwitch(int x, int y)
1736 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1738 for (yy=0; yy<lev_fieldy; yy++)
1740 for (xx=0; xx<lev_fieldx; xx++)
1742 int element = Feld[xx][yy];
1744 if (element == EL_TIMEGATE_CLOSED ||
1745 element == EL_TIMEGATE_CLOSING)
1747 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1748 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1752 else if (element == EL_TIMEGATE_SWITCH_ON)
1754 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1755 DrawLevelField(xx, yy);
1762 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1765 void Impact(int x, int y)
1767 boolean lastline = (y == lev_fieldy-1);
1768 boolean object_hit = FALSE;
1769 int element = Feld[x][y];
1772 if (!lastline) /* check if element below was hit */
1774 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1777 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1778 MovDir[x][y+1]!=MV_DOWN ||
1779 MovPos[x][y+1]<=TILEY/2));
1781 smashed = MovingOrBlocked2Element(x, y+1);
1784 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1790 if ((element == EL_BOMBE ||
1791 element == EL_SP_DISK_ORANGE ||
1792 element == EL_DX_SUPABOMB) &&
1793 (lastline || object_hit)) /* element is bomb */
1798 else if (element == EL_PEARL)
1800 Feld[x][y] = EL_PEARL_BREAKING;
1801 PlaySoundLevel(x, y, SND_KNACK);
1805 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1807 if (object_hit && IS_PLAYER(x, y+1))
1808 KillHeroUnlessProtected(x, y+1);
1809 else if (object_hit && smashed == EL_PINGUIN)
1813 Feld[x][y] = EL_AMOEBING;
1814 Store[x][y] = EL_AMOEBE_NASS;
1819 if (!lastline && object_hit) /* check which object was hit */
1821 if (CAN_CHANGE(element) &&
1822 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1825 int activated_magic_wall =
1826 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1827 EL_MAGIC_WALL_BD_EMPTY);
1829 /* activate magic wall / mill */
1831 for (y=0; y<lev_fieldy; y++)
1832 for (x=0; x<lev_fieldx; x++)
1833 if (Feld[x][y] == smashed)
1834 Feld[x][y] = activated_magic_wall;
1836 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1837 game.magic_wall_active = TRUE;
1840 if (IS_PLAYER(x, y+1))
1842 KillHeroUnlessProtected(x, y+1);
1845 else if (smashed == EL_PINGUIN)
1850 else if (element == EL_EDELSTEIN_BD)
1852 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1858 else if (element == EL_FELSBROCKEN ||
1859 element == EL_SP_ZONK ||
1860 element == EL_BD_ROCK)
1862 if (IS_ENEMY(smashed) ||
1863 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1864 smashed == EL_DX_SUPABOMB ||
1865 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1866 smashed == EL_DRACHE || smashed == EL_MOLE)
1871 else if (!IS_MOVING(x, y+1))
1873 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1878 else if (smashed == EL_KOKOSNUSS)
1880 Feld[x][y+1] = EL_CRACKINGNUT;
1881 PlaySoundLevel(x, y, SND_KNACK);
1882 RaiseScoreElement(EL_KOKOSNUSS);
1885 else if (smashed == EL_PEARL)
1887 Feld[x][y+1] = EL_PEARL_BREAKING;
1888 PlaySoundLevel(x, y, SND_KNACK);
1891 else if (smashed == EL_DIAMANT)
1893 Feld[x][y+1] = EL_LEERRAUM;
1894 PlaySoundLevel(x, y, SND_QUIRK);
1897 else if (IS_BELT_SWITCH(smashed))
1899 ToggleBeltSwitch(x, y+1);
1901 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1902 smashed == EL_SWITCHGATE_SWITCH_2)
1904 ToggleSwitchgateSwitch(x, y+1);
1906 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1907 smashed == EL_LIGHT_SWITCH_ON)
1909 ToggleLightSwitch(x, y+1);
1915 /* play sound of magic wall / mill */
1917 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1918 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1920 PlaySoundLevel(x, y, SND_QUIRK);
1924 /* play sound of object that hits the ground */
1925 if (lastline || object_hit)
1932 case EL_EDELSTEIN_BD:
1933 case EL_EDELSTEIN_GELB:
1934 case EL_EDELSTEIN_ROT:
1935 case EL_EDELSTEIN_LILA:
1937 case EL_SP_INFOTRON:
1943 case EL_FELSBROCKEN:
1948 sound = SND_SP_ZONKDOWN;
1951 case EL_SCHLUESSEL1:
1952 case EL_SCHLUESSEL2:
1953 case EL_SCHLUESSEL3:
1954 case EL_SCHLUESSEL4:
1971 PlaySoundLevel(x, y, sound);
1975 void TurnRound(int x, int y)
1987 { 0, 0 }, { 0, 0 }, { 0, 0 },
1992 int left, right, back;
1996 { MV_DOWN, MV_UP, MV_RIGHT },
1997 { MV_UP, MV_DOWN, MV_LEFT },
1999 { MV_LEFT, MV_RIGHT, MV_DOWN },
2000 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2001 { MV_RIGHT, MV_LEFT, MV_UP }
2004 int element = Feld[x][y];
2005 int old_move_dir = MovDir[x][y];
2006 int left_dir = turn[old_move_dir].left;
2007 int right_dir = turn[old_move_dir].right;
2008 int back_dir = turn[old_move_dir].back;
2010 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2011 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2012 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2013 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2015 int left_x = x+left_dx, left_y = y+left_dy;
2016 int right_x = x+right_dx, right_y = y+right_dy;
2017 int move_x = x+move_dx, move_y = y+move_dy;
2019 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2021 TestIfBadThingHitsOtherBadThing(x, y);
2023 if (IN_LEV_FIELD(right_x, right_y) &&
2024 IS_FREE(right_x, right_y))
2025 MovDir[x][y] = right_dir;
2026 else if (!IN_LEV_FIELD(move_x, move_y) ||
2027 !IS_FREE(move_x, move_y))
2028 MovDir[x][y] = left_dir;
2030 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2032 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2035 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2036 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2038 TestIfBadThingHitsOtherBadThing(x, y);
2040 if (IN_LEV_FIELD(left_x, left_y) &&
2041 IS_FREE(left_x, left_y))
2042 MovDir[x][y] = left_dir;
2043 else if (!IN_LEV_FIELD(move_x, move_y) ||
2044 !IS_FREE(move_x, move_y))
2045 MovDir[x][y] = right_dir;
2047 if ((element == EL_FLIEGER ||
2048 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2049 && MovDir[x][y] != old_move_dir)
2051 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2054 else if (element == EL_MAMPFER)
2056 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2058 if (IN_LEV_FIELD(left_x, left_y) &&
2059 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2060 Feld[left_x][left_y] == EL_DIAMANT))
2061 can_turn_left = TRUE;
2062 if (IN_LEV_FIELD(right_x, right_y) &&
2063 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2064 Feld[right_x][right_y] == EL_DIAMANT))
2065 can_turn_right = TRUE;
2067 if (can_turn_left && can_turn_right)
2068 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2069 else if (can_turn_left)
2070 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2071 else if (can_turn_right)
2072 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2074 MovDir[x][y] = back_dir;
2076 MovDelay[x][y] = 16+16*RND(3);
2078 else if (element == EL_MAMPFER2)
2080 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2082 if (IN_LEV_FIELD(left_x, left_y) &&
2083 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2084 IS_MAMPF2(Feld[left_x][left_y])))
2085 can_turn_left = TRUE;
2086 if (IN_LEV_FIELD(right_x, right_y) &&
2087 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2088 IS_MAMPF2(Feld[right_x][right_y])))
2089 can_turn_right = TRUE;
2091 if (can_turn_left && can_turn_right)
2092 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2093 else if (can_turn_left)
2094 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2095 else if (can_turn_right)
2096 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2098 MovDir[x][y] = back_dir;
2100 MovDelay[x][y] = 16+16*RND(3);
2102 else if (element == EL_PACMAN)
2104 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2106 if (IN_LEV_FIELD(left_x, left_y) &&
2107 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2108 IS_AMOEBOID(Feld[left_x][left_y])))
2109 can_turn_left = TRUE;
2110 if (IN_LEV_FIELD(right_x, right_y) &&
2111 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2112 IS_AMOEBOID(Feld[right_x][right_y])))
2113 can_turn_right = TRUE;
2115 if (can_turn_left && can_turn_right)
2116 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2117 else if (can_turn_left)
2118 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2119 else if (can_turn_right)
2120 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2122 MovDir[x][y] = back_dir;
2124 MovDelay[x][y] = 6+RND(40);
2126 else if (element == EL_SCHWEIN)
2128 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2129 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2130 boolean should_move_on = FALSE;
2132 int rnd = RND(rnd_value);
2134 if (IN_LEV_FIELD(left_x, left_y) &&
2135 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2136 can_turn_left = TRUE;
2137 if (IN_LEV_FIELD(right_x, right_y) &&
2138 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2139 can_turn_right = TRUE;
2140 if (IN_LEV_FIELD(move_x, move_y) &&
2141 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2144 if (can_turn_left &&
2146 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2147 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2148 should_turn_left = TRUE;
2149 if (can_turn_right &&
2151 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2152 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2153 should_turn_right = TRUE;
2155 (!can_turn_left || !can_turn_right ||
2156 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2157 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2158 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2159 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2160 should_move_on = TRUE;
2162 if (should_turn_left || should_turn_right || should_move_on)
2164 if (should_turn_left && should_turn_right && should_move_on)
2165 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2166 rnd < 2*rnd_value/3 ? right_dir :
2168 else if (should_turn_left && should_turn_right)
2169 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2170 else if (should_turn_left && should_move_on)
2171 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2172 else if (should_turn_right && should_move_on)
2173 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2174 else if (should_turn_left)
2175 MovDir[x][y] = left_dir;
2176 else if (should_turn_right)
2177 MovDir[x][y] = right_dir;
2178 else if (should_move_on)
2179 MovDir[x][y] = old_move_dir;
2181 else if (can_move_on && rnd > rnd_value/8)
2182 MovDir[x][y] = old_move_dir;
2183 else if (can_turn_left && can_turn_right)
2184 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2185 else if (can_turn_left && rnd > rnd_value/8)
2186 MovDir[x][y] = left_dir;
2187 else if (can_turn_right && rnd > rnd_value/8)
2188 MovDir[x][y] = right_dir;
2190 MovDir[x][y] = back_dir;
2192 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2193 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2194 MovDir[x][y] = old_move_dir;
2198 else if (element == EL_DRACHE)
2200 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2202 int rnd = RND(rnd_value);
2204 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2205 can_turn_left = TRUE;
2206 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2207 can_turn_right = TRUE;
2208 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2211 if (can_move_on && rnd > rnd_value/8)
2212 MovDir[x][y] = old_move_dir;
2213 else if (can_turn_left && can_turn_right)
2214 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2215 else if (can_turn_left && rnd > rnd_value/8)
2216 MovDir[x][y] = left_dir;
2217 else if (can_turn_right && rnd > rnd_value/8)
2218 MovDir[x][y] = right_dir;
2220 MovDir[x][y] = back_dir;
2222 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2223 MovDir[x][y] = old_move_dir;
2227 else if (element == EL_MOLE)
2229 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2231 if (IN_LEV_FIELD(move_x, move_y) &&
2232 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2233 Feld[move_x][move_y] == EL_DEAMOEBING))
2238 if (IN_LEV_FIELD(left_x, left_y) &&
2239 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2240 can_turn_left = TRUE;
2241 if (IN_LEV_FIELD(right_x, right_y) &&
2242 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2243 can_turn_right = TRUE;
2245 if (can_turn_left && can_turn_right)
2246 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2247 else if (can_turn_left)
2248 MovDir[x][y] = left_dir;
2250 MovDir[x][y] = right_dir;
2253 if (MovDir[x][y] != old_move_dir)
2256 else if (element == EL_BALLOON)
2258 MovDir[x][y] = game.balloon_dir;
2261 else if (element == EL_SPRING_MOVING)
2263 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2264 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2266 Feld[x][y] = EL_SPRING;
2267 MovDir[x][y] = MV_NO_MOVING;
2271 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2273 int attr_x = -1, attr_y = -1;
2284 for (i=0; i<MAX_PLAYERS; i++)
2286 struct PlayerInfo *player = &stored_player[i];
2287 int jx = player->jx, jy = player->jy;
2289 if (!player->active)
2292 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2300 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2306 if (element == EL_PINGUIN)
2309 static int xy[4][2] =
2319 int ex = x + xy[i%4][0];
2320 int ey = y + xy[i%4][1];
2322 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2331 MovDir[x][y] = MV_NO_MOVING;
2333 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2335 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2337 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2339 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2341 if (element == EL_ROBOT)
2345 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2346 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2347 Moving2Blocked(x, y, &newx, &newy);
2349 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2350 MovDelay[x][y] = 8+8*!RND(3);
2352 MovDelay[x][y] = 16;
2360 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2362 boolean first_horiz = RND(2);
2363 int new_move_dir = MovDir[x][y];
2366 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2367 Moving2Blocked(x, y, &newx, &newy);
2369 if (IN_LEV_FIELD(newx, newy) &&
2370 (IS_FREE(newx, newy) ||
2371 Feld[newx][newy] == EL_SALZSAEURE ||
2372 (element == EL_PINGUIN &&
2373 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2374 IS_MAMPF3(Feld[newx][newy])))))
2378 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2379 Moving2Blocked(x, y, &newx, &newy);
2381 if (IN_LEV_FIELD(newx, newy) &&
2382 (IS_FREE(newx, newy) ||
2383 Feld[newx][newy] == EL_SALZSAEURE ||
2384 (element == EL_PINGUIN &&
2385 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2386 IS_MAMPF3(Feld[newx][newy])))))
2389 MovDir[x][y] = old_move_dir;
2396 static boolean JustBeingPushed(int x, int y)
2400 for (i=0; i<MAX_PLAYERS; i++)
2402 struct PlayerInfo *player = &stored_player[i];
2404 if (player->active && player->Pushing && player->MovPos)
2406 int next_jx = player->jx + (player->jx - player->last_jx);
2407 int next_jy = player->jy + (player->jy - player->last_jy);
2409 if (x == next_jx && y == next_jy)
2417 void StartMoving(int x, int y)
2419 int element = Feld[x][y];
2424 if (CAN_FALL(element) && y<lev_fieldy-1)
2426 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2427 if (JustBeingPushed(x, y))
2430 if (element == EL_MORAST_VOLL)
2432 if (IS_FREE(x, y+1))
2434 InitMovingField(x, y, MV_DOWN);
2435 Feld[x][y] = EL_FELSBROCKEN;
2436 Store[x][y] = EL_MORAST_LEER;
2438 else if (Feld[x][y+1] == EL_MORAST_LEER)
2440 if (!MovDelay[x][y])
2441 MovDelay[x][y] = TILEY + 1;
2450 Feld[x][y] = EL_MORAST_LEER;
2451 Feld[x][y+1] = EL_MORAST_VOLL;
2454 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2455 Feld[x][y+1] == EL_MORAST_LEER)
2457 InitMovingField(x, y, MV_DOWN);
2458 Store[x][y] = EL_MORAST_VOLL;
2460 else if (element == EL_MAGIC_WALL_FULL)
2462 if (IS_FREE(x, y+1))
2464 InitMovingField(x, y, MV_DOWN);
2465 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2466 Store[x][y] = EL_MAGIC_WALL_EMPTY;
2468 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2470 if (!MovDelay[x][y])
2471 MovDelay[x][y] = TILEY/4 + 1;
2480 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2481 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2482 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2486 else if (element == EL_MAGIC_WALL_BD_FULL)
2488 if (IS_FREE(x, y+1))
2490 InitMovingField(x, y, MV_DOWN);
2491 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2492 Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2494 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2496 if (!MovDelay[x][y])
2497 MovDelay[x][y] = TILEY/4 + 1;
2506 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2507 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2508 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2512 else if (CAN_CHANGE(element) &&
2513 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2514 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2516 InitMovingField(x, y, MV_DOWN);
2518 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
2519 EL_MAGIC_WALL_BD_FULL);
2520 Store2[x][y+1] = element;
2522 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2525 InitMovingField(x, y, MV_DOWN);
2526 Store[x][y] = EL_SALZSAEURE;
2528 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2533 else if (IS_FREE(x, y+1))
2535 InitMovingField(x, y, MV_DOWN);
2537 else if (element == EL_TROPFEN)
2539 Feld[x][y] = EL_AMOEBING;
2540 Store[x][y] = EL_AMOEBE_NASS;
2542 #if OLD_GAME_BEHAVIOUR
2543 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2545 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2546 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2547 element != EL_DX_SUPABOMB)
2550 boolean left = (x>0 && IS_FREE(x-1, y) &&
2551 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2552 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2553 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2557 if (left && right &&
2558 (game.emulation != EMU_BOULDERDASH &&
2559 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2560 left = !(right = RND(2));
2562 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2565 else if (IS_BELT(Feld[x][y+1]))
2567 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2568 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2569 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2570 int belt_dir = game.belt_dir[belt_nr];
2572 if ((belt_dir == MV_LEFT && left_is_free) ||
2573 (belt_dir == MV_RIGHT && right_is_free))
2574 InitMovingField(x, y, belt_dir);
2577 else if (CAN_MOVE(element))
2581 if ((element == EL_SONDE || element == EL_BALLOON ||
2582 element == EL_SPRING_MOVING)
2583 && JustBeingPushed(x, y))
2586 if (!MovDelay[x][y]) /* start new movement phase */
2588 /* all objects that can change their move direction after each step */
2589 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2591 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2594 if (MovDelay[x][y] && (element == EL_KAEFER ||
2595 element == EL_FLIEGER ||
2596 element == EL_SP_SNIKSNAK ||
2597 element == EL_SP_ELECTRON ||
2598 element == EL_MOLE))
2599 DrawLevelField(x, y);
2603 if (MovDelay[x][y]) /* wait some time before next movement */
2607 if (element == EL_ROBOT ||
2608 element == EL_MAMPFER || element == EL_MAMPFER2)
2610 int phase = MovDelay[x][y] % 8;
2615 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2616 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2618 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2619 && MovDelay[x][y]%4 == 3)
2620 PlaySoundLevel(x, y, SND_NJAM);
2622 else if (element == EL_SP_ELECTRON)
2623 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2624 else if (element == EL_DRACHE)
2627 int dir = MovDir[x][y];
2628 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2629 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2630 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2631 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2632 dir == MV_UP ? GFX_FLAMMEN_UP :
2633 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2634 int phase = FrameCounter % 2;
2636 for (i=1; i<=3; i++)
2638 int xx = x + i*dx, yy = y + i*dy;
2639 int sx = SCREENX(xx), sy = SCREENY(yy);
2641 if (!IN_LEV_FIELD(xx, yy) ||
2642 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2647 int flamed = MovingOrBlocked2Element(xx, yy);
2649 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2652 RemoveMovingField(xx, yy);
2654 Feld[xx][yy] = EL_BURNING;
2655 if (IN_SCR_FIELD(sx, sy))
2656 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2660 if (Feld[xx][yy] == EL_BURNING)
2661 Feld[xx][yy] = EL_LEERRAUM;
2662 DrawLevelField(xx, yy);
2671 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2673 PlaySoundLevel(x, y, SND_KLAPPER);
2675 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2677 PlaySoundLevel(x, y, SND_ROEHR);
2680 /* now make next step */
2682 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2684 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2685 !PLAYER_PROTECTED(newx, newy))
2689 TestIfBadThingHitsHero(x, y);
2692 /* enemy got the player */
2694 KillHero(PLAYERINFO(newx, newy));
2699 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2700 element == EL_SONDE || element == EL_BALLOON) &&
2701 IN_LEV_FIELD(newx, newy) &&
2702 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2705 Store[x][y] = EL_SALZSAEURE;
2707 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2709 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2711 Feld[x][y] = EL_LEERRAUM;
2712 DrawLevelField(x, y);
2714 PlaySoundLevel(newx, newy, SND_BUING);
2715 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2716 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2718 local_player->friends_still_needed--;
2719 if (!local_player->friends_still_needed &&
2720 !local_player->GameOver && AllPlayersGone)
2721 local_player->LevelSolved = local_player->GameOver = TRUE;
2725 else if (IS_MAMPF3(Feld[newx][newy]))
2727 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2728 DrawLevelField(newx, newy);
2730 MovDir[x][y] = MV_NO_MOVING;
2732 else if (!IS_FREE(newx, newy))
2734 if (IS_PLAYER(x, y))
2735 DrawPlayerField(x, y);
2737 DrawLevelField(x, y);
2741 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2743 if (IS_GEM(Feld[newx][newy]))
2745 if (IS_MOVING(newx, newy))
2746 RemoveMovingField(newx, newy);
2749 Feld[newx][newy] = EL_LEERRAUM;
2750 DrawLevelField(newx, newy);
2753 else if (!IS_FREE(newx, newy))
2755 if (IS_PLAYER(x, y))
2756 DrawPlayerField(x, y);
2758 DrawLevelField(x, y);
2762 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2764 if (!IS_FREE(newx, newy))
2766 if (IS_PLAYER(x, y))
2767 DrawPlayerField(x, y);
2769 DrawLevelField(x, y);
2774 boolean wanna_flame = !RND(10);
2775 int dx = newx - x, dy = newy - y;
2776 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2777 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2778 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2779 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2780 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2781 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2783 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2784 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2785 element1 != EL_BURNING && element2 != EL_BURNING)
2787 if (IS_PLAYER(x, y))
2788 DrawPlayerField(x, y);
2790 DrawLevelField(x, y);
2792 MovDelay[x][y] = 50;
2793 Feld[newx][newy] = EL_BURNING;
2794 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2795 Feld[newx1][newy1] = EL_BURNING;
2796 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2797 Feld[newx2][newy2] = EL_BURNING;
2802 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2803 Feld[newx][newy] == EL_DIAMANT)
2805 if (IS_MOVING(newx, newy))
2806 RemoveMovingField(newx, newy);
2809 Feld[newx][newy] = EL_LEERRAUM;
2810 DrawLevelField(newx, newy);
2813 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2814 IS_MAMPF2(Feld[newx][newy]))
2816 if (AmoebaNr[newx][newy])
2818 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2819 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2820 Feld[newx][newy] == EL_AMOEBE_BD)
2821 AmoebaCnt[AmoebaNr[newx][newy]]--;
2824 if (IS_MOVING(newx, newy))
2825 RemoveMovingField(newx, newy);
2828 Feld[newx][newy] = EL_LEERRAUM;
2829 DrawLevelField(newx, newy);
2832 else if ((element == EL_PACMAN || element == EL_MOLE)
2833 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2835 if (AmoebaNr[newx][newy])
2837 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2838 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2839 Feld[newx][newy] == EL_AMOEBE_BD)
2840 AmoebaCnt[AmoebaNr[newx][newy]]--;
2843 if (element == EL_MOLE)
2845 Feld[newx][newy] = EL_DEAMOEBING;
2846 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2847 return; /* wait for shrinking amoeba */
2849 else /* element == EL_PACMAN */
2851 Feld[newx][newy] = EL_LEERRAUM;
2852 DrawLevelField(newx, newy);
2855 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2856 (Feld[newx][newy] == EL_DEAMOEBING ||
2857 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2859 /* wait for shrinking amoeba to completely disappear */
2862 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2864 /* object was running against a wall */
2868 if (element == EL_KAEFER || element == EL_FLIEGER ||
2869 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2870 DrawLevelField(x, y);
2871 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2872 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2873 else if (element == EL_SONDE)
2874 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2875 else if (element == EL_SP_ELECTRON)
2876 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2878 if (DONT_TOUCH(element))
2879 TestIfBadThingHitsHero(x, y);
2884 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2885 PlaySoundLevel(x, y, SND_SCHLURF);
2887 InitMovingField(x, y, MovDir[x][y]);
2891 ContinueMoving(x, y);
2894 void ContinueMoving(int x, int y)
2896 int element = Feld[x][y];
2897 int direction = MovDir[x][y];
2898 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2899 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2900 int horiz_move = (dx!=0);
2901 int newx = x + dx, newy = y + dy;
2902 int step = (horiz_move ? dx : dy) * TILEX / 8;
2904 if (element == EL_TROPFEN)
2906 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2908 else if (CAN_FALL(element) && horiz_move &&
2909 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2911 else if (element == EL_SPRING_MOVING)
2914 #if OLD_GAME_BEHAVIOUR
2915 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2919 MovPos[x][y] += step;
2921 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2923 Feld[x][y] = EL_LEERRAUM;
2924 Feld[newx][newy] = element;
2926 if (element == EL_MOLE)
2929 static int xy[4][2] =
2937 Feld[x][y] = EL_ERDREICH;
2938 DrawLevelField(x, y);
2947 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2948 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2952 if (Store[x][y] == EL_MORAST_VOLL)
2955 Feld[newx][newy] = EL_MORAST_VOLL;
2956 element = EL_MORAST_VOLL;
2958 else if (Store[x][y] == EL_MORAST_LEER)
2961 Feld[x][y] = EL_MORAST_LEER;
2963 else if (Store[x][y] == EL_MAGIC_WALL_FULL)
2966 element = Feld[newx][newy] =
2967 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
2969 else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
2971 Store[x][y] = Store2[x][y] = 0;
2972 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
2973 EL_MAGIC_WALL_DEAD);
2975 else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
2978 element = Feld[newx][newy] =
2979 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
2980 EL_MAGIC_WALL_BD_DEAD);
2982 else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
2984 Store[x][y] = Store2[x][y] = 0;
2985 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
2986 EL_MAGIC_WALL_BD_DEAD);
2988 else if (Store[x][y] == EL_SALZSAEURE)
2991 Feld[newx][newy] = EL_SALZSAEURE;
2992 element = EL_SALZSAEURE;
2994 else if (Store[x][y] == EL_AMOEBE_NASS)
2997 Feld[x][y] = EL_AMOEBE_NASS;
3000 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3001 MovDelay[newx][newy] = 0;
3003 if (!CAN_MOVE(element))
3004 MovDir[newx][newy] = 0;
3006 DrawLevelField(x, y);
3007 DrawLevelField(newx, newy);
3009 Stop[newx][newy] = TRUE;
3010 JustStopped[newx][newy] = 3;
3012 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3014 TestIfBadThingHitsHero(newx, newy);
3015 TestIfBadThingHitsFriend(newx, newy);
3016 TestIfBadThingHitsOtherBadThing(newx, newy);
3018 else if (element == EL_PINGUIN)
3019 TestIfFriendHitsBadThing(newx, newy);
3021 if (CAN_SMASH(element) && direction == MV_DOWN &&
3022 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3025 else /* still moving on */
3026 DrawLevelField(x, y);
3029 int AmoebeNachbarNr(int ax, int ay)
3032 int element = Feld[ax][ay];
3034 static int xy[4][2] =
3044 int x = ax + xy[i][0];
3045 int y = ay + xy[i][1];
3047 if (!IN_LEV_FIELD(x, y))
3050 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3051 group_nr = AmoebaNr[x][y];
3057 void AmoebenVereinigen(int ax, int ay)
3059 int i, x, y, xx, yy;
3060 int new_group_nr = AmoebaNr[ax][ay];
3061 static int xy[4][2] =
3069 if (new_group_nr == 0)
3077 if (!IN_LEV_FIELD(x, y))
3080 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3081 Feld[x][y] == EL_AMOEBE_BD ||
3082 Feld[x][y] == EL_AMOEBE_TOT) &&
3083 AmoebaNr[x][y] != new_group_nr)
3085 int old_group_nr = AmoebaNr[x][y];
3087 if (old_group_nr == 0)
3090 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3091 AmoebaCnt[old_group_nr] = 0;
3092 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3093 AmoebaCnt2[old_group_nr] = 0;
3095 for (yy=0; yy<lev_fieldy; yy++)
3097 for (xx=0; xx<lev_fieldx; xx++)
3099 if (AmoebaNr[xx][yy] == old_group_nr)
3100 AmoebaNr[xx][yy] = new_group_nr;
3107 void AmoebeUmwandeln(int ax, int ay)
3111 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3113 int group_nr = AmoebaNr[ax][ay];
3118 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3119 printf("AmoebeUmwandeln(): This should never happen!\n");
3124 for (y=0; y<lev_fieldy; y++)
3126 for (x=0; x<lev_fieldx; x++)
3128 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3131 Feld[x][y] = EL_AMOEBA2DIAM;
3139 static int xy[4][2] =
3152 if (!IN_LEV_FIELD(x, y))
3155 if (Feld[x][y] == EL_AMOEBA2DIAM)
3161 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3164 int group_nr = AmoebaNr[ax][ay];
3165 boolean done = FALSE;
3170 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3171 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3176 for (y=0; y<lev_fieldy; y++)
3178 for (x=0; x<lev_fieldx; x++)
3180 if (AmoebaNr[x][y] == group_nr &&
3181 (Feld[x][y] == EL_AMOEBE_TOT ||
3182 Feld[x][y] == EL_AMOEBE_BD ||
3183 Feld[x][y] == EL_AMOEBING))
3186 Feld[x][y] = new_element;
3187 InitField(x, y, FALSE);
3188 DrawLevelField(x, y);
3195 PlaySoundLevel(ax, ay,
3196 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3199 void AmoebeWaechst(int x, int y)
3201 static unsigned long sound_delay = 0;
3202 static unsigned long sound_delay_value = 0;
3204 if (!MovDelay[x][y]) /* start new growing cycle */
3208 if (DelayReached(&sound_delay, sound_delay_value))
3210 PlaySoundLevel(x, y, SND_AMOEBE);
3211 sound_delay_value = 30;
3215 if (MovDelay[x][y]) /* wait some time before growing bigger */
3218 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3219 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3221 if (!MovDelay[x][y])
3223 Feld[x][y] = Store[x][y];
3225 DrawLevelField(x, y);
3230 void AmoebeSchrumpft(int x, int y)
3232 static unsigned long sound_delay = 0;
3233 static unsigned long sound_delay_value = 0;
3235 if (!MovDelay[x][y]) /* start new shrinking cycle */
3239 if (DelayReached(&sound_delay, sound_delay_value))
3241 PlaySoundLevel(x, y, SND_BLURB);
3242 sound_delay_value = 30;
3246 if (MovDelay[x][y]) /* wait some time before shrinking */
3249 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3250 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3252 if (!MovDelay[x][y])
3254 Feld[x][y] = EL_LEERRAUM;
3255 DrawLevelField(x, y);
3257 /* don't let mole enter this field in this cycle;
3258 (give priority to objects falling to this field from above) */
3264 void AmoebeAbleger(int ax, int ay)
3267 int element = Feld[ax][ay];
3268 int newax = ax, neway = ay;
3269 static int xy[4][2] =
3277 if (!level.amoeba_speed)
3279 Feld[ax][ay] = EL_AMOEBE_TOT;
3280 DrawLevelField(ax, ay);
3284 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3285 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3287 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3290 if (MovDelay[ax][ay])
3294 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3297 int x = ax + xy[start][0];
3298 int y = ay + xy[start][1];
3300 if (!IN_LEV_FIELD(x, y))
3303 if (IS_FREE(x, y) ||
3304 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3310 if (newax == ax && neway == ay)
3313 else /* normal or "filled" (BD style) amoeba */
3316 boolean waiting_for_player = FALSE;
3320 int j = (start + i) % 4;
3321 int x = ax + xy[j][0];
3322 int y = ay + xy[j][1];
3324 if (!IN_LEV_FIELD(x, y))
3327 if (IS_FREE(x, y) ||
3328 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3334 else if (IS_PLAYER(x, y))
3335 waiting_for_player = TRUE;
3338 if (newax == ax && neway == ay) /* amoeba cannot grow */
3340 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3342 Feld[ax][ay] = EL_AMOEBE_TOT;
3343 DrawLevelField(ax, ay);
3344 AmoebaCnt[AmoebaNr[ax][ay]]--;
3346 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3348 if (element == EL_AMOEBE_VOLL)
3349 AmoebeUmwandeln(ax, ay);
3350 else if (element == EL_AMOEBE_BD)
3351 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3356 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3358 /* amoeba gets larger by growing in some direction */
3360 int new_group_nr = AmoebaNr[ax][ay];
3363 if (new_group_nr == 0)
3365 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3366 printf("AmoebeAbleger(): This should never happen!\n");
3371 AmoebaNr[newax][neway] = new_group_nr;
3372 AmoebaCnt[new_group_nr]++;
3373 AmoebaCnt2[new_group_nr]++;
3375 /* if amoeba touches other amoeba(s) after growing, unify them */
3376 AmoebenVereinigen(newax, neway);
3378 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3380 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3386 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3387 (neway == lev_fieldy - 1 && newax != ax))
3389 Feld[newax][neway] = EL_AMOEBING;
3390 Store[newax][neway] = element;
3392 else if (neway == ay)
3393 Feld[newax][neway] = EL_TROPFEN;
3396 InitMovingField(ax, ay, MV_DOWN);
3397 Feld[ax][ay] = EL_TROPFEN;
3398 Store[ax][ay] = EL_AMOEBE_NASS;
3399 ContinueMoving(ax, ay);
3403 DrawLevelField(newax, neway);
3406 void Life(int ax, int ay)
3409 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3411 int element = Feld[ax][ay];
3416 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3417 MovDelay[ax][ay] = life_time;
3419 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3422 if (MovDelay[ax][ay])
3426 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3428 int xx = ax+x1, yy = ay+y1;
3431 if (!IN_LEV_FIELD(xx, yy))
3434 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3436 int x = xx+x2, y = yy+y2;
3438 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3441 if (((Feld[x][y] == element ||
3442 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3444 (IS_FREE(x, y) && Stop[x][y]))
3448 if (xx == ax && yy == ay) /* field in the middle */
3450 if (nachbarn<life[0] || nachbarn>life[1])
3452 Feld[xx][yy] = EL_LEERRAUM;
3454 DrawLevelField(xx, yy);
3455 Stop[xx][yy] = TRUE;
3458 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3459 { /* free border field */
3460 if (nachbarn>=life[2] && nachbarn<=life[3])
3462 Feld[xx][yy] = element;
3463 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3465 DrawLevelField(xx, yy);
3466 Stop[xx][yy] = TRUE;
3472 void Ablenk(int x, int y)
3474 if (!MovDelay[x][y]) /* next animation frame */
3475 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3477 if (MovDelay[x][y]) /* wait some time before next frame */
3482 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3483 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3484 if (!(MovDelay[x][y]%4))
3485 PlaySoundLevel(x, y, SND_MIEP);
3490 Feld[x][y] = EL_ABLENK_AUS;
3491 DrawLevelField(x, y);
3492 if (ZX == x && ZY == y)
3496 void TimegateWheel(int x, int y)
3498 if (!MovDelay[x][y]) /* next animation frame */
3499 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3501 if (MovDelay[x][y]) /* wait some time before next frame */
3506 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3507 DrawGraphic(SCREENX(x), SCREENY(y),
3508 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3509 if (!(MovDelay[x][y]%4))
3510 PlaySoundLevel(x, y, SND_MIEP);
3515 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3516 DrawLevelField(x, y);
3517 if (ZX == x && ZY == y)
3521 void Birne(int x, int y)
3523 if (!MovDelay[x][y]) /* next animation frame */
3524 MovDelay[x][y] = 800;
3526 if (MovDelay[x][y]) /* wait some time before next frame */
3531 if (!(MovDelay[x][y]%5))
3533 if (!(MovDelay[x][y]%10))
3534 Feld[x][y]=EL_ABLENK_EIN;
3536 Feld[x][y]=EL_ABLENK_AUS;
3537 DrawLevelField(x, y);
3538 Feld[x][y]=EL_ABLENK_EIN;
3544 Feld[x][y]=EL_ABLENK_AUS;
3545 DrawLevelField(x, y);
3546 if (ZX == x && ZY == y)
3550 void Blubber(int x, int y)
3552 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3553 DrawLevelField(x, y-1);
3555 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3558 void NussKnacken(int x, int y)
3560 if (!MovDelay[x][y]) /* next animation frame */
3563 if (MovDelay[x][y]) /* wait some time before next frame */
3566 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3567 DrawGraphic(SCREENX(x), SCREENY(y),
3568 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3570 if (!MovDelay[x][y])
3572 Feld[x][y] = EL_EDELSTEIN;
3573 DrawLevelField(x, y);
3578 void BreakingPearl(int x, int y)
3580 if (!MovDelay[x][y]) /* next animation frame */
3583 if (MovDelay[x][y]) /* wait some time before next frame */
3586 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3587 DrawGraphic(SCREENX(x), SCREENY(y),
3588 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3590 if (!MovDelay[x][y])
3592 Feld[x][y] = EL_LEERRAUM;
3593 DrawLevelField(x, y);
3598 void SiebAktivieren(int x, int y, int typ)
3600 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3602 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3605 void AusgangstuerPruefen(int x, int y)
3607 if (!local_player->gems_still_needed &&
3608 !local_player->sokobanfields_still_needed &&
3609 !local_player->lights_still_needed)
3611 Feld[x][y] = EL_AUSGANG_ACT;
3613 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3614 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3615 y < LEVELY(BY1) ? LEVELY(BY1) :
3616 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3621 void AusgangstuerOeffnen(int x, int y)
3625 if (!MovDelay[x][y]) /* next animation frame */
3626 MovDelay[x][y] = 5*delay;
3628 if (MovDelay[x][y]) /* wait some time before next frame */
3633 tuer = MovDelay[x][y]/delay;
3634 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3635 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3637 if (!MovDelay[x][y])
3639 Feld[x][y] = EL_AUSGANG_AUF;
3640 DrawLevelField(x, y);
3645 void AusgangstuerBlinken(int x, int y)
3647 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3650 void OpenSwitchgate(int x, int y)
3654 if (!MovDelay[x][y]) /* next animation frame */
3655 MovDelay[x][y] = 5 * delay;
3657 if (MovDelay[x][y]) /* wait some time before next frame */
3662 phase = MovDelay[x][y] / delay;
3663 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3664 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3666 if (!MovDelay[x][y])
3668 Feld[x][y] = EL_SWITCHGATE_OPEN;
3669 DrawLevelField(x, y);
3674 void CloseSwitchgate(int x, int y)
3678 if (!MovDelay[x][y]) /* next animation frame */
3679 MovDelay[x][y] = 5 * delay;
3681 if (MovDelay[x][y]) /* wait some time before next frame */
3686 phase = MovDelay[x][y] / delay;
3687 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3688 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3690 if (!MovDelay[x][y])
3692 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3693 DrawLevelField(x, y);
3698 void OpenTimegate(int x, int y)
3702 if (!MovDelay[x][y]) /* next animation frame */
3703 MovDelay[x][y] = 5 * delay;
3705 if (MovDelay[x][y]) /* wait some time before next frame */
3710 phase = MovDelay[x][y] / delay;
3711 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3712 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3714 if (!MovDelay[x][y])
3716 Feld[x][y] = EL_TIMEGATE_OPEN;
3717 DrawLevelField(x, y);
3722 void CloseTimegate(int x, int y)
3726 if (!MovDelay[x][y]) /* next animation frame */
3727 MovDelay[x][y] = 5 * delay;
3729 if (MovDelay[x][y]) /* wait some time before next frame */
3734 phase = MovDelay[x][y] / delay;
3735 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3736 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3738 if (!MovDelay[x][y])
3740 Feld[x][y] = EL_TIMEGATE_CLOSED;
3741 DrawLevelField(x, y);
3746 static void CloseAllOpenTimegates()
3750 for (y=0; y<lev_fieldy; y++)
3752 for (x=0; x<lev_fieldx; x++)
3754 int element = Feld[x][y];
3756 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3758 Feld[x][y] = EL_TIMEGATE_CLOSING;
3759 PlaySoundLevel(x, y, SND_OEFFNEN);
3765 void EdelsteinFunkeln(int x, int y)
3767 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3770 if (Feld[x][y] == EL_EDELSTEIN_BD)
3771 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3774 if (!MovDelay[x][y]) /* next animation frame */
3775 MovDelay[x][y] = 11 * !SimpleRND(500);
3777 if (MovDelay[x][y]) /* wait some time before next frame */
3781 if (setup.direct_draw && MovDelay[x][y])
3782 SetDrawtoField(DRAW_BUFFERED);
3784 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3788 int phase = (MovDelay[x][y]-1)/2;
3793 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3795 if (setup.direct_draw)
3799 dest_x = FX + SCREENX(x)*TILEX;
3800 dest_y = FY + SCREENY(y)*TILEY;
3802 BlitBitmap(drawto_field, window,
3803 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3804 SetDrawtoField(DRAW_DIRECT);
3811 void MauerWaechst(int x, int y)
3815 if (!MovDelay[x][y]) /* next animation frame */
3816 MovDelay[x][y] = 3*delay;
3818 if (MovDelay[x][y]) /* wait some time before next frame */
3823 phase = 2-MovDelay[x][y]/delay;
3824 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3825 DrawGraphic(SCREENX(x), SCREENY(y),
3826 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3827 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3828 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3829 GFX_MAUER_DOWN ) + phase);
3831 if (!MovDelay[x][y])
3833 if (MovDir[x][y] == MV_LEFT)
3835 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3836 DrawLevelField(x-1, y);
3838 else if (MovDir[x][y] == MV_RIGHT)
3840 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3841 DrawLevelField(x+1, y);
3843 else if (MovDir[x][y] == MV_UP)
3845 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3846 DrawLevelField(x, y-1);
3850 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3851 DrawLevelField(x, y+1);
3854 Feld[x][y] = Store[x][y];
3856 MovDir[x][y] = MV_NO_MOVING;
3857 DrawLevelField(x, y);
3862 void MauerAbleger(int ax, int ay)
3864 int element = Feld[ax][ay];
3865 boolean oben_frei = FALSE, unten_frei = FALSE;
3866 boolean links_frei = FALSE, rechts_frei = FALSE;
3867 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3868 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3870 if (!MovDelay[ax][ay]) /* start building new wall */
3871 MovDelay[ax][ay] = 6;
3873 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3876 if (MovDelay[ax][ay])
3880 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3882 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3884 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3886 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3889 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3893 Feld[ax][ay-1] = EL_MAUERND;
3894 Store[ax][ay-1] = element;
3895 MovDir[ax][ay-1] = MV_UP;
3896 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3897 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3901 Feld[ax][ay+1] = EL_MAUERND;
3902 Store[ax][ay+1] = element;
3903 MovDir[ax][ay+1] = MV_DOWN;
3904 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3905 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3909 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3910 element == EL_MAUER_LEBT)
3914 Feld[ax-1][ay] = EL_MAUERND;
3915 Store[ax-1][ay] = element;
3916 MovDir[ax-1][ay] = MV_LEFT;
3917 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3918 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3922 Feld[ax+1][ay] = EL_MAUERND;
3923 Store[ax+1][ay] = element;
3924 MovDir[ax+1][ay] = MV_RIGHT;
3925 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3926 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3930 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3931 DrawLevelField(ax, ay);
3933 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3935 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3936 unten_massiv = TRUE;
3937 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3938 links_massiv = TRUE;
3939 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3940 rechts_massiv = TRUE;
3942 if (((oben_massiv && unten_massiv) ||
3943 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3944 ((links_massiv && rechts_massiv) ||
3945 element == EL_MAUER_Y))
3946 Feld[ax][ay] = EL_MAUERWERK;
3949 void CheckForDragon(int x, int y)
3952 boolean dragon_found = FALSE;
3953 static int xy[4][2] =
3965 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3967 if (IN_LEV_FIELD(xx, yy) &&
3968 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3970 if (Feld[xx][yy] == EL_DRACHE)
3971 dragon_found = TRUE;
3984 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3986 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3988 Feld[xx][yy] = EL_LEERRAUM;
3989 DrawLevelField(xx, yy);
3998 static void CheckBuggyBase(int x, int y)
4000 int element = Feld[x][y];
4002 if (element == EL_SP_BUG)
4004 if (!MovDelay[x][y]) /* wait some time before activating base */
4005 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4010 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4011 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4015 Feld[x][y] = EL_SP_BUG_ACTIVE;
4018 else if (element == EL_SP_BUG_ACTIVE)
4020 if (!MovDelay[x][y]) /* start activating buggy base */
4021 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4029 static int xy[4][2] =
4037 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4038 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4042 int xx = x + xy[i][0], yy = y + xy[i][1];
4044 if (IS_PLAYER(xx, yy))
4046 PlaySoundLevel(x, y, SND_SP_BUG);
4054 Feld[x][y] = EL_SP_BUG;
4055 DrawLevelField(x, y);
4060 static void CheckTrap(int x, int y)
4062 int element = Feld[x][y];
4064 if (element == EL_TRAP_INACTIVE)
4066 if (!MovDelay[x][y]) /* wait some time before activating trap */
4067 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4075 Feld[x][y] = EL_TRAP_ACTIVE;
4078 else if (element == EL_TRAP_ACTIVE)
4083 if (!MovDelay[x][y]) /* start activating trap */
4084 MovDelay[x][y] = num_frames * delay;
4092 if (!(MovDelay[x][y] % delay))
4094 int phase = MovDelay[x][y]/delay;
4096 if (phase >= num_frames/2)
4097 phase = num_frames - phase;
4099 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4101 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4102 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4109 Feld[x][y] = EL_TRAP_INACTIVE;
4110 DrawLevelField(x, y);
4115 static void DrawBeltAnimation(int x, int y, int element)
4117 int belt_nr = getBeltNrFromElement(element);
4118 int belt_dir = game.belt_dir[belt_nr];
4120 if (belt_dir != MV_NO_MOVING)
4123 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4124 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4126 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4130 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4132 static byte stored_player_action[MAX_PLAYERS];
4133 static int num_stored_actions = 0;
4134 static boolean save_tape_entry = FALSE;
4135 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4136 int jx = player->jx, jy = player->jy;
4137 int left = player_action & JOY_LEFT;
4138 int right = player_action & JOY_RIGHT;
4139 int up = player_action & JOY_UP;
4140 int down = player_action & JOY_DOWN;
4141 int button1 = player_action & JOY_BUTTON_1;
4142 int button2 = player_action & JOY_BUTTON_2;
4143 int dx = (left ? -1 : right ? 1 : 0);
4144 int dy = (up ? -1 : down ? 1 : 0);
4146 stored_player_action[player->index_nr] = 0;
4147 num_stored_actions++;
4149 if (!player->active || tape.pausing)
4154 save_tape_entry = TRUE;
4155 player->frame_reset_delay = 0;
4158 snapped = SnapField(player, dx, dy);
4162 bombed = PlaceBomb(player);
4163 moved = MoveFigure(player, dx, dy);
4166 if (tape.recording && (moved || snapped || bombed))
4168 if (bombed && !moved)
4169 player_action &= JOY_BUTTON;
4171 stored_player_action[player->index_nr] = player_action;
4173 else if (tape.playing && snapped)
4174 SnapField(player, 0, 0); /* stop snapping */
4178 /* no actions for this player (no input at player's configured device) */
4180 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4181 SnapField(player, 0, 0);
4182 CheckGravityMovement(player);
4184 if (++player->frame_reset_delay > player->move_delay_value)
4188 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4190 TapeRecordAction(stored_player_action);
4191 num_stored_actions = 0;
4192 save_tape_entry = FALSE;
4195 if (tape.playing && !tape.pausing && !player_action &&
4196 tape.counter < tape.length)
4199 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4201 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4202 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4204 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4206 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4208 int el = Feld[jx+dx][jy];
4209 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4210 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4212 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4214 player->MovDir = next_joy;
4215 player->Frame = FrameCounter % 4;
4216 player->Pushing = TRUE;
4225 static unsigned long action_delay = 0;
4226 unsigned long action_delay_value;
4227 int sieb_x = 0, sieb_y = 0;
4228 int i, x, y, element;
4229 byte *recorded_player_action;
4230 byte summarized_player_action = 0;
4232 if (game_status != PLAYING)
4235 action_delay_value =
4236 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4238 /* ---------- main game synchronization point ---------- */
4240 WaitUntilDelayReached(&action_delay, action_delay_value);
4242 if (network_playing && !network_player_action_received)
4246 printf("DEBUG: try to get network player actions in time\n");
4250 #if defined(PLATFORM_UNIX)
4251 /* last chance to get network player actions without main loop delay */
4255 if (game_status != PLAYING)
4258 if (!network_player_action_received)
4262 printf("DEBUG: failed to get network player actions in time\n");
4274 else if (tape.recording)
4277 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4279 for (i=0; i<MAX_PLAYERS; i++)
4281 summarized_player_action |= stored_player[i].action;
4283 if (!network_playing)
4284 stored_player[i].effective_action = stored_player[i].action;
4287 #if defined(PLATFORM_UNIX)
4288 if (network_playing)
4289 SendToServer_MovePlayer(summarized_player_action);
4292 if (!options.network && !setup.team_mode)
4293 local_player->effective_action = summarized_player_action;
4295 for (i=0; i<MAX_PLAYERS; i++)
4297 int actual_player_action = stored_player[i].effective_action;
4299 if (stored_player[i].programmed_action)
4300 actual_player_action = stored_player[i].programmed_action;
4302 if (recorded_player_action)
4303 actual_player_action = recorded_player_action[i];
4305 PlayerActions(&stored_player[i], actual_player_action);
4306 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4309 network_player_action_received = FALSE;
4311 ScrollScreen(NULL, SCROLL_GO_ON);
4317 if (TimeFrames == 0 && local_player->active)
4319 extern unsigned int last_RND();
4321 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4322 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4329 if (GameFrameDelay >= 500)
4330 printf("FrameCounter == %d\n", FrameCounter);
4339 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4342 if (JustStopped[x][y] > 0)
4343 JustStopped[x][y]--;
4346 if (IS_BLOCKED(x, y))
4350 Blocked2Moving(x, y, &oldx, &oldy);
4351 if (!IS_MOVING(oldx, oldy))
4353 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4354 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4355 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4356 printf("GameActions(): This should never happen!\n");
4362 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4364 element = Feld[x][y];
4366 if (IS_INACTIVE(element))
4369 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4373 if (IS_GEM(element))
4374 EdelsteinFunkeln(x, y);
4376 else if (IS_MOVING(x, y))
4377 ContinueMoving(x, y);
4378 else if (IS_ACTIVE_BOMB(element))
4379 CheckDynamite(x, y);
4380 else if (element == EL_EXPLODING)
4381 Explode(x, y, Frame[x][y], EX_NORMAL);
4382 else if (element == EL_AMOEBING)
4383 AmoebeWaechst(x, y);
4384 else if (element == EL_DEAMOEBING)
4385 AmoebeSchrumpft(x, y);
4386 else if (IS_AMOEBALIVE(element))
4387 AmoebeAbleger(x, y);
4388 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4390 else if (element == EL_ABLENK_EIN)
4392 else if (element == EL_TIMEGATE_SWITCH_ON)
4393 TimegateWheel(x, y);
4394 else if (element == EL_SALZSAEURE)
4396 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4398 else if (element == EL_CRACKINGNUT)
4400 else if (element == EL_PEARL_BREAKING)
4401 BreakingPearl(x, y);
4402 else if (element == EL_AUSGANG_ZU)
4403 AusgangstuerPruefen(x, y);
4404 else if (element == EL_AUSGANG_ACT)
4405 AusgangstuerOeffnen(x, y);
4406 else if (element == EL_AUSGANG_AUF)
4407 AusgangstuerBlinken(x, y);
4408 else if (element == EL_MAUERND)
4410 else if (element == EL_MAUER_LEBT ||
4411 element == EL_MAUER_X ||
4412 element == EL_MAUER_Y ||
4413 element == EL_MAUER_XY)
4415 else if (element == EL_BURNING)
4416 CheckForDragon(x, y);
4417 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4418 CheckBuggyBase(x, y);
4419 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4421 else if (element == EL_SP_TERMINAL)
4422 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4423 else if (element == EL_SP_TERMINAL_ACTIVE)
4424 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4425 else if (IS_BELT(element))
4426 DrawBeltAnimation(x, y, element);
4427 else if (element == EL_SWITCHGATE_OPENING)
4428 OpenSwitchgate(x, y);
4429 else if (element == EL_SWITCHGATE_CLOSING)
4430 CloseSwitchgate(x, y);
4431 else if (element == EL_TIMEGATE_OPENING)
4433 else if (element == EL_TIMEGATE_CLOSING)
4434 CloseTimegate(x, y);
4435 else if (element == EL_EXTRA_TIME)
4436 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4437 else if (element == EL_SHIELD_PASSIVE)
4438 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4439 else if (element == EL_SHIELD_ACTIVE)
4440 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4442 if (game.magic_wall_active)
4444 boolean sieb = FALSE;
4445 int jx = local_player->jx, jy = local_player->jy;
4447 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
4448 Store[x][y] == EL_MAGIC_WALL_EMPTY)
4450 SiebAktivieren(x, y, 1);
4453 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4454 element == EL_MAGIC_WALL_BD_FULL ||
4455 Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
4457 SiebAktivieren(x, y, 2);
4461 /* play the element sound at the position nearest to the player */
4462 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4470 if (game.magic_wall_active)
4472 if (!(game.magic_wall_time_left % 4))
4473 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4475 if (game.magic_wall_time_left > 0)
4477 game.magic_wall_time_left--;
4478 if (!game.magic_wall_time_left)
4480 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4482 element = Feld[x][y];
4484 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
4486 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4487 DrawLevelField(x, y);
4489 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4490 element == EL_MAGIC_WALL_BD_FULL)
4492 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4493 DrawLevelField(x, y);
4497 game.magic_wall_active = FALSE;
4502 if (game.light_time_left > 0)
4504 game.light_time_left--;
4506 if (game.light_time_left == 0)
4508 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4510 element = Feld[x][y];
4512 if (element == EL_LIGHT_SWITCH_ON)
4514 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4515 DrawLevelField(x, y);
4517 else if (element == EL_INVISIBLE_STEEL ||
4518 element == EL_UNSICHTBAR ||
4519 element == EL_SAND_INVISIBLE)
4520 DrawLevelField(x, y);
4525 if (game.timegate_time_left > 0)
4527 game.timegate_time_left--;
4529 if (game.timegate_time_left == 0)
4530 CloseAllOpenTimegates();
4533 if (TimeFrames >= (1000 / GameFrameDelay))
4538 for (i=0; i<MAX_PLAYERS; i++)
4540 if (SHIELD_ON(&stored_player[i]))
4542 stored_player[i].shield_passive_time_left--;
4544 if (stored_player[i].shield_active_time_left > 0)
4545 stored_player[i].shield_active_time_left--;
4549 if (tape.recording || tape.playing)
4550 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4556 if (TimeLeft <= 10 && setup.time_limit)
4557 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4559 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4561 if (!TimeLeft && setup.time_limit)
4562 for (i=0; i<MAX_PLAYERS; i++)
4563 KillHero(&stored_player[i]);
4565 else if (level.time == 0) /* level without time limit */
4566 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4571 if (options.debug) /* calculate frames per second */
4573 static unsigned long fps_counter = 0;
4574 static int fps_frames = 0;
4575 unsigned long fps_delay_ms = Counter() - fps_counter;
4579 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4581 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4584 fps_counter = Counter();
4587 redraw_mask |= REDRAW_FPS;
4591 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4593 int min_x = x, min_y = y, max_x = x, max_y = y;
4596 for (i=0; i<MAX_PLAYERS; i++)
4598 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4600 if (!stored_player[i].active || &stored_player[i] == player)
4603 min_x = MIN(min_x, jx);
4604 min_y = MIN(min_y, jy);
4605 max_x = MAX(max_x, jx);
4606 max_y = MAX(max_y, jy);
4609 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4612 static boolean AllPlayersInVisibleScreen()
4616 for (i=0; i<MAX_PLAYERS; i++)
4618 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4620 if (!stored_player[i].active)
4623 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4630 void ScrollLevel(int dx, int dy)
4632 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4635 BlitBitmap(drawto_field, drawto_field,
4636 FX + TILEX*(dx == -1) - softscroll_offset,
4637 FY + TILEY*(dy == -1) - softscroll_offset,
4638 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4639 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4640 FX + TILEX*(dx == 1) - softscroll_offset,
4641 FY + TILEY*(dy == 1) - softscroll_offset);
4645 x = (dx == 1 ? BX1 : BX2);
4646 for (y=BY1; y<=BY2; y++)
4647 DrawScreenField(x, y);
4651 y = (dy == 1 ? BY1 : BY2);
4652 for (x=BX1; x<=BX2; x++)
4653 DrawScreenField(x, y);
4656 redraw_mask |= REDRAW_FIELD;
4659 static void CheckGravityMovement(struct PlayerInfo *player)
4661 if (level.gravity && !player->programmed_action)
4663 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4664 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4666 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4667 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4668 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4669 int jx = player->jx, jy = player->jy;
4670 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4671 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4672 int new_jx = jx + dx, new_jy = jy + dy;
4673 boolean field_under_player_is_free =
4674 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4675 boolean player_is_moving_to_valid_field =
4676 (IN_LEV_FIELD(new_jx, new_jy) &&
4677 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4678 Feld[new_jx][new_jy] == EL_ERDREICH));
4680 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4681 player->programmed_action = MV_DOWN;
4685 boolean MoveFigureOneStep(struct PlayerInfo *player,
4686 int dx, int dy, int real_dx, int real_dy)
4688 int jx = player->jx, jy = player->jy;
4689 int new_jx = jx+dx, new_jy = jy+dy;
4693 if (!player->active || (!dx && !dy))
4694 return MF_NO_ACTION;
4696 player->MovDir = (dx < 0 ? MV_LEFT :
4699 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4701 if (!IN_LEV_FIELD(new_jx, new_jy))
4702 return MF_NO_ACTION;
4704 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4705 return MF_NO_ACTION;
4708 element = MovingOrBlocked2Element(new_jx, new_jy);
4710 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4713 if (DONT_GO_TO(element))
4715 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4718 Feld[jx][jy] = EL_SPIELFIGUR;
4719 InitMovingField(jx, jy, MV_DOWN);
4720 Store[jx][jy] = EL_SALZSAEURE;
4721 ContinueMoving(jx, jy);
4725 TestIfBadThingHitsHero(new_jx, new_jy);
4730 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4731 if (can_move != MF_MOVING)
4734 StorePlayer[jx][jy] = 0;
4735 player->last_jx = jx;
4736 player->last_jy = jy;
4737 jx = player->jx = new_jx;
4738 jy = player->jy = new_jy;
4739 StorePlayer[jx][jy] = player->element_nr;
4742 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4744 ScrollFigure(player, SCROLL_INIT);
4749 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4751 int jx = player->jx, jy = player->jy;
4752 int old_jx = jx, old_jy = jy;
4753 int moved = MF_NO_ACTION;
4755 if (!player->active || (!dx && !dy))
4758 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4762 /* remove the last programmed player action */
4763 player->programmed_action = 0;
4767 /* should only happen if pre-1.2 tape recordings are played */
4768 /* this is only for backward compatibility */
4770 int original_move_delay_value = player->move_delay_value;
4773 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4776 /* scroll remaining steps with finest movement resolution */
4777 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4779 while (player->MovPos)
4781 ScrollFigure(player, SCROLL_GO_ON);
4782 ScrollScreen(NULL, SCROLL_GO_ON);
4788 player->move_delay_value = original_move_delay_value;
4791 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4793 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4794 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4798 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4799 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4805 if (moved & MF_MOVING && !ScreenMovPos &&
4806 (player == local_player || !options.network))
4808 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4809 int offset = (setup.scroll_delay ? 3 : 0);
4811 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4813 /* actual player has left the screen -- scroll in that direction */
4814 if (jx != old_jx) /* player has moved horizontally */
4815 scroll_x += (jx - old_jx);
4816 else /* player has moved vertically */
4817 scroll_y += (jy - old_jy);
4821 if (jx != old_jx) /* player has moved horizontally */
4823 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4824 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4825 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4827 /* don't scroll over playfield boundaries */
4828 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4829 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4831 /* don't scroll more than one field at a time */
4832 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4834 /* don't scroll against the player's moving direction */
4835 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4836 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4837 scroll_x = old_scroll_x;
4839 else /* player has moved vertically */
4841 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4842 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4843 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4845 /* don't scroll over playfield boundaries */
4846 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4847 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4849 /* don't scroll more than one field at a time */
4850 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4852 /* don't scroll against the player's moving direction */
4853 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4854 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4855 scroll_y = old_scroll_y;
4859 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4861 if (!options.network && !AllPlayersInVisibleScreen())
4863 scroll_x = old_scroll_x;
4864 scroll_y = old_scroll_y;
4868 ScrollScreen(player, SCROLL_INIT);
4869 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4874 if (!(moved & MF_MOVING) && !player->Pushing)
4877 player->Frame = (player->Frame + 1) % 4;
4879 if (moved & MF_MOVING)
4881 if (old_jx != jx && old_jy == jy)
4882 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4883 else if (old_jx == jx && old_jy != jy)
4884 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4886 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4888 player->last_move_dir = player->MovDir;
4892 CheckGravityMovement(player);
4894 player->last_move_dir = MV_NO_MOVING;
4897 TestIfHeroHitsBadThing(jx, jy);
4899 if (!player->active)
4905 void ScrollFigure(struct PlayerInfo *player, int mode)
4907 int jx = player->jx, jy = player->jy;
4908 int last_jx = player->last_jx, last_jy = player->last_jy;
4909 int move_stepsize = TILEX / player->move_delay_value;
4911 if (!player->active || !player->MovPos)
4914 if (mode == SCROLL_INIT)
4916 player->actual_frame_counter = FrameCounter;
4917 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4919 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4920 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4925 else if (!FrameReached(&player->actual_frame_counter, 1))
4928 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4929 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4931 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4932 Feld[last_jx][last_jy] = EL_LEERRAUM;
4934 /* before DrawPlayer() to draw correct player graphic for this case */
4935 if (player->MovPos == 0)
4936 CheckGravityMovement(player);
4940 if (player->MovPos == 0)
4942 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4944 /* continue with normal speed after quickly moving through gate */
4945 HALVE_PLAYER_SPEED(player);
4947 /* be able to make the next move without delay */
4948 player->move_delay = 0;
4951 player->last_jx = jx;
4952 player->last_jy = jy;
4954 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4958 if (!local_player->friends_still_needed)
4959 player->LevelSolved = player->GameOver = TRUE;
4964 void ScrollScreen(struct PlayerInfo *player, int mode)
4966 static unsigned long screen_frame_counter = 0;
4968 if (mode == SCROLL_INIT)
4970 /* set scrolling step size according to actual player's moving speed */
4971 ScrollStepSize = TILEX / player->move_delay_value;
4973 screen_frame_counter = FrameCounter;
4974 ScreenMovDir = player->MovDir;
4975 ScreenMovPos = player->MovPos;
4976 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4979 else if (!FrameReached(&screen_frame_counter, 1))
4984 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4985 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4986 redraw_mask |= REDRAW_FIELD;
4989 ScreenMovDir = MV_NO_MOVING;
4992 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4994 int i, killx = goodx, killy = goody;
4995 static int xy[4][2] =
5002 static int harmless[4] =
5014 x = goodx + xy[i][0];
5015 y = goody + xy[i][1];
5016 if (!IN_LEV_FIELD(x, y))
5020 element = Feld[x][y];
5022 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5025 if (DONT_TOUCH(element))
5027 if (MovDir[x][y] == harmless[i])
5036 if (killx != goodx || killy != goody)
5038 if (IS_PLAYER(goodx, goody))
5040 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5042 if (player->shield_active_time_left > 0)
5044 else if (!PLAYER_PROTECTED(goodx, goody))
5052 void TestIfBadThingHitsGoodThing(int badx, int bady)
5054 int i, killx = badx, killy = bady;
5055 static int xy[4][2] =
5062 static int harmless[4] =
5070 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5077 x = badx + xy[i][0];
5078 y = bady + xy[i][1];
5079 if (!IN_LEV_FIELD(x, y))
5082 element = Feld[x][y];
5084 if (IS_PLAYER(x, y))
5090 else if (element == EL_PINGUIN)
5092 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5101 if (killx != badx || killy != bady)
5103 if (IS_PLAYER(killx, killy))
5105 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5107 if (player->shield_active_time_left > 0)
5109 else if (!PLAYER_PROTECTED(killx, killy))
5117 void TestIfHeroHitsBadThing(int x, int y)
5119 TestIfGoodThingHitsBadThing(x, y);
5122 void TestIfBadThingHitsHero(int x, int y)
5124 TestIfBadThingHitsGoodThing(x, y);
5127 void TestIfFriendHitsBadThing(int x, int y)
5129 TestIfGoodThingHitsBadThing(x, y);
5132 void TestIfBadThingHitsFriend(int x, int y)
5134 TestIfBadThingHitsGoodThing(x, y);
5137 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5139 int i, killx = badx, killy = bady;
5140 static int xy[4][2] =
5154 if (!IN_LEV_FIELD(x, y))
5157 element = Feld[x][y];
5158 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5159 element == EL_AMOEBING || element == EL_TROPFEN)
5167 if (killx != badx || killy != bady)
5171 void KillHero(struct PlayerInfo *player)
5173 int jx = player->jx, jy = player->jy;
5175 if (!player->active)
5178 if (IS_PFORTE(Feld[jx][jy]))
5179 Feld[jx][jy] = EL_LEERRAUM;
5181 /* deactivate shield (else Bang()/Explode() would not work right) */
5182 player->shield_passive_time_left = 0;
5183 player->shield_active_time_left = 0;
5189 static void KillHeroUnlessProtected(int x, int y)
5191 if (!PLAYER_PROTECTED(x, y))
5192 KillHero(PLAYERINFO(x, y));
5195 void BuryHero(struct PlayerInfo *player)
5197 int jx = player->jx, jy = player->jy;
5199 if (!player->active)
5202 PlaySoundLevel(jx, jy, SND_AUTSCH);
5203 PlaySoundLevel(jx, jy, SND_LACHEN);
5205 player->GameOver = TRUE;
5209 void RemoveHero(struct PlayerInfo *player)
5211 int jx = player->jx, jy = player->jy;
5212 int i, found = FALSE;
5214 player->present = FALSE;
5215 player->active = FALSE;
5217 StorePlayer[jx][jy] = 0;
5219 for (i=0; i<MAX_PLAYERS; i++)
5220 if (stored_player[i].active)
5224 AllPlayersGone = TRUE;
5230 int DigField(struct PlayerInfo *player,
5231 int x, int y, int real_dx, int real_dy, int mode)
5233 int jx = player->jx, jy = player->jy;
5234 int dx = x - jx, dy = y - jy;
5235 int move_direction = (dx == -1 ? MV_LEFT :
5236 dx == +1 ? MV_RIGHT :
5238 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5241 if (!player->MovPos)
5242 player->Pushing = FALSE;
5244 if (mode == DF_NO_PUSH)
5246 player->Switching = FALSE;
5247 player->push_delay = 0;
5248 return MF_NO_ACTION;
5251 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5252 return MF_NO_ACTION;
5254 if (IS_TUBE(Feld[jx][jy]))
5257 int tube_leave_directions[][2] =
5259 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5260 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5261 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5262 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5263 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5264 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5265 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5266 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5267 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5268 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5269 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5270 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5273 while (tube_leave_directions[i][0] != Feld[jx][jy])
5276 if (tube_leave_directions[i][0] == -1) /* should not happen */
5280 if (!(tube_leave_directions[i][1] & move_direction))
5281 return MF_NO_ACTION; /* tube has no opening in this direction */
5284 element = Feld[x][y];
5289 PlaySoundLevel(x, y, SND_EMPTY);
5293 case EL_SAND_INVISIBLE:
5294 case EL_TRAP_INACTIVE:
5295 Feld[x][y] = EL_LEERRAUM;
5296 PlaySoundLevel(x, y, SND_SCHLURF);
5301 Feld[x][y] = EL_LEERRAUM;
5302 PlaySoundLevel(x, y, SND_SP_BASE);
5306 case EL_EDELSTEIN_BD:
5307 case EL_EDELSTEIN_GELB:
5308 case EL_EDELSTEIN_ROT:
5309 case EL_EDELSTEIN_LILA:
5311 case EL_SP_INFOTRON:
5315 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5316 element == EL_PEARL ? 5 :
5317 element == EL_CRYSTAL ? 8 : 1);
5318 if (local_player->gems_still_needed < 0)
5319 local_player->gems_still_needed = 0;
5320 RaiseScoreElement(element);
5321 DrawText(DX_EMERALDS, DY_EMERALDS,
5322 int2str(local_player->gems_still_needed, 3),
5323 FS_SMALL, FC_YELLOW);
5324 if (element == EL_SP_INFOTRON)
5325 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5327 PlaySoundLevel(x, y, SND_PONG);
5332 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5333 PlaySoundLevel(x, y, SND_PONG);
5337 Feld[x][y] = EL_LEERRAUM;
5338 PlaySoundLevel(x, y, SND_PONG);
5346 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5348 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5351 case EL_SHIELD_PASSIVE:
5353 player->shield_passive_time_left += 10;
5354 PlaySoundLevel(x, y, SND_PONG);
5357 case EL_SHIELD_ACTIVE:
5359 player->shield_passive_time_left += 10;
5360 player->shield_active_time_left += 10;
5361 PlaySoundLevel(x, y, SND_PONG);
5364 case EL_DYNAMITE_INACTIVE:
5365 case EL_SP_DISK_RED:
5368 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5369 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5370 int2str(local_player->dynamite, 3),
5371 FS_SMALL, FC_YELLOW);
5372 if (element == EL_SP_DISK_RED)
5373 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5375 PlaySoundLevel(x, y, SND_PONG);
5378 case EL_DYNABOMB_NR:
5380 player->dynabomb_count++;
5381 player->dynabombs_left++;
5382 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5383 PlaySoundLevel(x, y, SND_PONG);
5386 case EL_DYNABOMB_SZ:
5388 player->dynabomb_size++;
5389 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5390 PlaySoundLevel(x, y, SND_PONG);
5393 case EL_DYNABOMB_XL:
5395 player->dynabomb_xl = TRUE;
5396 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5397 PlaySoundLevel(x, y, SND_PONG);
5400 case EL_SCHLUESSEL1:
5401 case EL_SCHLUESSEL2:
5402 case EL_SCHLUESSEL3:
5403 case EL_SCHLUESSEL4:
5405 int key_nr = element - EL_SCHLUESSEL1;
5408 player->key[key_nr] = TRUE;
5409 RaiseScoreElement(EL_SCHLUESSEL);
5410 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5411 GFX_SCHLUESSEL1 + key_nr);
5412 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5413 GFX_SCHLUESSEL1 + key_nr);
5414 PlaySoundLevel(x, y, SND_PONG);
5423 int key_nr = element - EL_EM_KEY_1;
5426 player->key[key_nr] = TRUE;
5427 RaiseScoreElement(EL_SCHLUESSEL);
5428 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5429 GFX_SCHLUESSEL1 + key_nr);
5430 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5431 GFX_SCHLUESSEL1 + key_nr);
5432 PlaySoundLevel(x, y, SND_PONG);
5437 Feld[x][y] = EL_ABLENK_EIN;
5440 DrawLevelField(x, y);
5444 case EL_SP_TERMINAL:
5448 for (yy=0; yy<lev_fieldy; yy++)
5450 for (xx=0; xx<lev_fieldx; xx++)
5452 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5454 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5455 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5463 case EL_BELT1_SWITCH_LEFT:
5464 case EL_BELT1_SWITCH_MIDDLE:
5465 case EL_BELT1_SWITCH_RIGHT:
5466 case EL_BELT2_SWITCH_LEFT:
5467 case EL_BELT2_SWITCH_MIDDLE:
5468 case EL_BELT2_SWITCH_RIGHT:
5469 case EL_BELT3_SWITCH_LEFT:
5470 case EL_BELT3_SWITCH_MIDDLE:
5471 case EL_BELT3_SWITCH_RIGHT:
5472 case EL_BELT4_SWITCH_LEFT:
5473 case EL_BELT4_SWITCH_MIDDLE:
5474 case EL_BELT4_SWITCH_RIGHT:
5475 if (!player->Switching)
5477 player->Switching = TRUE;
5478 ToggleBeltSwitch(x, y);
5483 case EL_SWITCHGATE_SWITCH_1:
5484 case EL_SWITCHGATE_SWITCH_2:
5485 if (!player->Switching)
5487 player->Switching = TRUE;
5488 ToggleSwitchgateSwitch(x, y);
5493 case EL_LIGHT_SWITCH_OFF:
5494 case EL_LIGHT_SWITCH_ON:
5495 if (!player->Switching)
5497 player->Switching = TRUE;
5498 ToggleLightSwitch(x, y);
5503 case EL_TIMEGATE_SWITCH_OFF:
5504 ActivateTimegateSwitch(x, y);
5509 case EL_BALLOON_SEND_LEFT:
5510 case EL_BALLOON_SEND_RIGHT:
5511 case EL_BALLOON_SEND_UP:
5512 case EL_BALLOON_SEND_DOWN:
5513 case EL_BALLOON_SEND_ANY:
5514 if (element == EL_BALLOON_SEND_ANY)
5515 game.balloon_dir = move_direction;
5517 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5518 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5519 element == EL_BALLOON_SEND_UP ? MV_UP :
5520 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5527 if (local_player->gems_still_needed > 0)
5528 return MF_NO_ACTION;
5530 player->LevelSolved = player->GameOver = TRUE;
5531 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5534 case EL_FELSBROCKEN:
5537 case EL_DX_SUPABOMB:
5541 case EL_SP_DISK_ORANGE:
5543 if (dy || mode == DF_SNAP)
5544 return MF_NO_ACTION;
5546 player->Pushing = TRUE;
5548 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5549 return MF_NO_ACTION;
5553 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5554 return MF_NO_ACTION;
5557 if (player->push_delay == 0)
5558 player->push_delay = FrameCounter;
5559 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5560 !tape.playing && element != EL_SPRING)
5561 return MF_NO_ACTION;
5564 Feld[x+dx][y+dy] = element;
5566 if (element == EL_SPRING)
5568 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5569 MovDir[x+dx][y+dy] = move_direction;
5572 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5574 DrawLevelField(x+dx, y+dy);
5575 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5576 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5577 else if (element == EL_KOKOSNUSS)
5578 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5579 else if (IS_SP_ELEMENT(element))
5580 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5582 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5589 if (!player->key[element - EL_PFORTE1])
5590 return MF_NO_ACTION;
5597 if (!player->key[element - EL_PFORTE1X])
5598 return MF_NO_ACTION;
5605 if (!player->key[element - EL_EM_GATE_1])
5606 return MF_NO_ACTION;
5607 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5608 return MF_NO_ACTION;
5610 /* automatically move to the next field with double speed */
5611 player->programmed_action = move_direction;
5612 DOUBLE_PLAYER_SPEED(player);
5614 PlaySoundLevel(x, y, SND_GATE);
5622 if (!player->key[element - EL_EM_GATE_1X])
5623 return MF_NO_ACTION;
5624 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5625 return MF_NO_ACTION;
5627 /* automatically move to the next field with double speed */
5628 player->programmed_action = move_direction;
5629 DOUBLE_PLAYER_SPEED(player);
5631 PlaySoundLevel(x, y, SND_GATE);
5635 case EL_SWITCHGATE_OPEN:
5636 case EL_TIMEGATE_OPEN:
5637 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5638 return MF_NO_ACTION;
5640 /* automatically move to the next field with double speed */
5641 player->programmed_action = move_direction;
5642 DOUBLE_PLAYER_SPEED(player);
5644 PlaySoundLevel(x, y, SND_GATE);
5648 case EL_SP_PORT1_LEFT:
5649 case EL_SP_PORT2_LEFT:
5650 case EL_SP_PORT1_RIGHT:
5651 case EL_SP_PORT2_RIGHT:
5652 case EL_SP_PORT1_UP:
5653 case EL_SP_PORT2_UP:
5654 case EL_SP_PORT1_DOWN:
5655 case EL_SP_PORT2_DOWN:
5660 element != EL_SP_PORT1_LEFT &&
5661 element != EL_SP_PORT2_LEFT &&
5662 element != EL_SP_PORT_X &&
5663 element != EL_SP_PORT_XY) ||
5665 element != EL_SP_PORT1_RIGHT &&
5666 element != EL_SP_PORT2_RIGHT &&
5667 element != EL_SP_PORT_X &&
5668 element != EL_SP_PORT_XY) ||
5670 element != EL_SP_PORT1_UP &&
5671 element != EL_SP_PORT2_UP &&
5672 element != EL_SP_PORT_Y &&
5673 element != EL_SP_PORT_XY) ||
5675 element != EL_SP_PORT1_DOWN &&
5676 element != EL_SP_PORT2_DOWN &&
5677 element != EL_SP_PORT_Y &&
5678 element != EL_SP_PORT_XY) ||
5679 !IN_LEV_FIELD(x + dx, y + dy) ||
5680 !IS_FREE(x + dx, y + dy))
5681 return MF_NO_ACTION;
5683 /* automatically move to the next field with double speed */
5684 player->programmed_action = move_direction;
5685 DOUBLE_PLAYER_SPEED(player);
5687 PlaySoundLevel(x, y, SND_GATE);
5691 case EL_TUBE_VERTICAL:
5692 case EL_TUBE_HORIZONTAL:
5693 case EL_TUBE_VERT_LEFT:
5694 case EL_TUBE_VERT_RIGHT:
5695 case EL_TUBE_HORIZ_UP:
5696 case EL_TUBE_HORIZ_DOWN:
5697 case EL_TUBE_LEFT_UP:
5698 case EL_TUBE_LEFT_DOWN:
5699 case EL_TUBE_RIGHT_UP:
5700 case EL_TUBE_RIGHT_DOWN:
5703 int tube_enter_directions[][2] =
5705 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5706 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5707 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5708 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5709 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5710 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5711 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5712 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5713 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5714 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5715 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5716 { -1, MV_NO_MOVING }
5719 while (tube_enter_directions[i][0] != element)
5722 if (tube_enter_directions[i][0] == -1) /* should not happen */
5726 if (!(tube_enter_directions[i][1] & move_direction))
5727 return MF_NO_ACTION; /* tube has no opening in this direction */
5732 case EL_AUSGANG_ACT:
5733 /* door is not (yet) open */
5734 return MF_NO_ACTION;
5737 case EL_AUSGANG_AUF:
5738 if (mode == DF_SNAP)
5739 return MF_NO_ACTION;
5741 PlaySoundLevel(x, y, SND_BUING);
5746 Feld[x][y] = EL_BIRNE_EIN;
5747 local_player->lights_still_needed--;
5748 DrawLevelField(x, y);
5749 PlaySoundLevel(x, y, SND_DENG);
5754 Feld[x][y] = EL_ZEIT_LEER;
5756 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5757 DrawLevelField(x, y);
5758 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5762 case EL_SOKOBAN_FELD_LEER:
5765 case EL_SOKOBAN_FELD_VOLL:
5766 case EL_SOKOBAN_OBJEKT:
5768 case EL_SP_DISK_YELLOW:
5770 if (mode == DF_SNAP)
5771 return MF_NO_ACTION;
5773 player->Pushing = TRUE;
5775 if (!IN_LEV_FIELD(x+dx, y+dy)
5776 || (!IS_FREE(x+dx, y+dy)
5777 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5778 || !IS_SB_ELEMENT(element))))
5779 return MF_NO_ACTION;
5783 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5784 return MF_NO_ACTION;
5786 else if (dy && real_dx)
5788 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5789 return MF_NO_ACTION;
5792 if (player->push_delay == 0)
5793 player->push_delay = FrameCounter;
5794 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5795 !tape.playing && element != EL_BALLOON)
5796 return MF_NO_ACTION;
5798 if (IS_SB_ELEMENT(element))
5800 if (element == EL_SOKOBAN_FELD_VOLL)
5802 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5803 local_player->sokobanfields_still_needed++;
5808 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5810 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5811 local_player->sokobanfields_still_needed--;
5812 if (element == EL_SOKOBAN_OBJEKT)
5813 PlaySoundLevel(x, y, SND_DENG);
5816 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5821 Feld[x+dx][y+dy] = element;
5824 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5826 DrawLevelField(x, y);
5827 DrawLevelField(x+dx, y+dy);
5828 if (element == EL_BALLOON)
5829 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5831 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5833 if (IS_SB_ELEMENT(element) &&
5834 local_player->sokobanfields_still_needed == 0 &&
5835 game.emulation == EMU_SOKOBAN)
5837 player->LevelSolved = player->GameOver = TRUE;
5838 PlaySoundLevel(x, y, SND_BUING);
5849 return MF_NO_ACTION;
5852 player->push_delay = 0;
5857 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5859 int jx = player->jx, jy = player->jy;
5860 int x = jx + dx, y = jy + dy;
5862 if (!player->active || !IN_LEV_FIELD(x, y))
5870 player->snapped = FALSE;
5874 if (player->snapped)
5877 player->MovDir = (dx < 0 ? MV_LEFT :
5880 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5882 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5885 player->snapped = TRUE;
5886 DrawLevelField(x, y);
5892 boolean PlaceBomb(struct PlayerInfo *player)
5894 int jx = player->jx, jy = player->jy;
5897 if (!player->active || player->MovPos)
5900 element = Feld[jx][jy];
5902 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5903 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5906 if (element != EL_LEERRAUM)
5907 Store[jx][jy] = element;
5909 if (player->dynamite)
5911 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5912 MovDelay[jx][jy] = 96;
5914 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5915 FS_SMALL, FC_YELLOW);
5916 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5918 if (game.emulation == EMU_SUPAPLEX)
5919 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5921 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5926 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5927 MovDelay[jx][jy] = 96;
5928 player->dynabombs_left--;
5929 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5930 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5936 void PlaySoundLevel(int x, int y, int sound_nr)
5938 int sx = SCREENX(x), sy = SCREENY(y);
5940 int silence_distance = 8;
5942 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5943 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5946 if (!IN_LEV_FIELD(x, y) ||
5947 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5948 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5951 volume = PSND_MAX_VOLUME;
5953 #if !defined(PLATFORM_MSDOS)
5954 stereo = (sx - SCR_FIELDX/2) * 12;
5956 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5957 if (stereo > PSND_MAX_RIGHT)
5958 stereo = PSND_MAX_RIGHT;
5959 if (stereo < PSND_MAX_LEFT)
5960 stereo = PSND_MAX_LEFT;
5963 if (!IN_SCR_FIELD(sx, sy))
5965 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5966 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5968 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5971 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5974 void RaiseScore(int value)
5976 local_player->score += value;
5977 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5978 FS_SMALL, FC_YELLOW);
5981 void RaiseScoreElement(int element)
5986 case EL_EDELSTEIN_BD:
5987 case EL_EDELSTEIN_GELB:
5988 case EL_EDELSTEIN_ROT:
5989 case EL_EDELSTEIN_LILA:
5990 RaiseScore(level.score[SC_EDELSTEIN]);
5993 RaiseScore(level.score[SC_DIAMANT]);
5997 RaiseScore(level.score[SC_KAEFER]);
6001 RaiseScore(level.score[SC_FLIEGER]);
6005 RaiseScore(level.score[SC_MAMPFER]);
6008 RaiseScore(level.score[SC_ROBOT]);
6011 RaiseScore(level.score[SC_PACMAN]);
6014 RaiseScore(level.score[SC_KOKOSNUSS]);
6016 case EL_DYNAMITE_INACTIVE:
6017 RaiseScore(level.score[SC_DYNAMIT]);
6020 RaiseScore(level.score[SC_SCHLUESSEL]);
6027 /* ---------- new game button stuff ---------------------------------------- */
6029 /* graphic position values for game buttons */
6030 #define GAME_BUTTON_XSIZE 30
6031 #define GAME_BUTTON_YSIZE 30
6032 #define GAME_BUTTON_XPOS 5
6033 #define GAME_BUTTON_YPOS 215
6034 #define SOUND_BUTTON_XPOS 5
6035 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6037 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6038 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6039 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6040 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6041 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6042 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6049 } gamebutton_info[NUM_GAME_BUTTONS] =
6052 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6057 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6062 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6067 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6068 SOUND_CTRL_ID_MUSIC,
6069 "background music on/off"
6072 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6073 SOUND_CTRL_ID_LOOPS,
6074 "sound loops on/off"
6077 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6078 SOUND_CTRL_ID_SIMPLE,
6079 "normal sounds on/off"
6083 void CreateGameButtons()
6087 for (i=0; i<NUM_GAME_BUTTONS; i++)
6089 Bitmap *gd_bitmap = pix[PIX_DOOR];
6090 struct GadgetInfo *gi;
6093 unsigned long event_mask;
6094 int gd_xoffset, gd_yoffset;
6095 int gd_x1, gd_x2, gd_y1, gd_y2;
6098 gd_xoffset = gamebutton_info[i].x;
6099 gd_yoffset = gamebutton_info[i].y;
6100 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6101 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6103 if (id == GAME_CTRL_ID_STOP ||
6104 id == GAME_CTRL_ID_PAUSE ||
6105 id == GAME_CTRL_ID_PLAY)
6107 button_type = GD_TYPE_NORMAL_BUTTON;
6109 event_mask = GD_EVENT_RELEASED;
6110 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6111 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6115 button_type = GD_TYPE_CHECK_BUTTON;
6117 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6118 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6119 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6120 event_mask = GD_EVENT_PRESSED;
6121 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6122 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6125 gi = CreateGadget(GDI_CUSTOM_ID, id,
6126 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6127 GDI_X, DX + gd_xoffset,
6128 GDI_Y, DY + gd_yoffset,
6129 GDI_WIDTH, GAME_BUTTON_XSIZE,
6130 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6131 GDI_TYPE, button_type,
6132 GDI_STATE, GD_BUTTON_UNPRESSED,
6133 GDI_CHECKED, checked,
6134 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6135 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6136 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6137 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6138 GDI_EVENT_MASK, event_mask,
6139 GDI_CALLBACK_ACTION, HandleGameButtons,
6143 Error(ERR_EXIT, "cannot create gadget");
6145 game_gadget[id] = gi;
6149 static void MapGameButtons()
6153 for (i=0; i<NUM_GAME_BUTTONS; i++)
6154 MapGadget(game_gadget[i]);
6157 void UnmapGameButtons()
6161 for (i=0; i<NUM_GAME_BUTTONS; i++)
6162 UnmapGadget(game_gadget[i]);
6165 static void HandleGameButtons(struct GadgetInfo *gi)
6167 int id = gi->custom_id;
6169 if (game_status != PLAYING)
6174 case GAME_CTRL_ID_STOP:
6177 CloseDoor(DOOR_CLOSE_1);
6178 game_status = MAINMENU;
6183 if (level_editor_test_game ||
6184 Request("Do you really want to quit the game ?",
6185 REQ_ASK | REQ_STAY_CLOSED))
6187 #if defined(PLATFORM_UNIX)
6188 if (options.network)
6189 SendToServer_StopPlaying();
6193 game_status = MAINMENU;
6198 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6201 case GAME_CTRL_ID_PAUSE:
6202 if (options.network)
6204 #if defined(PLATFORM_UNIX)
6206 SendToServer_ContinuePlaying();
6208 SendToServer_PausePlaying();
6215 case GAME_CTRL_ID_PLAY:
6218 #if defined(PLATFORM_UNIX)
6219 if (options.network)
6220 SendToServer_ContinuePlaying();
6224 tape.pausing = FALSE;
6225 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6230 case SOUND_CTRL_ID_MUSIC:
6231 if (setup.sound_music)
6233 setup.sound_music = FALSE;
6236 else if (audio.loops_available)
6238 setup.sound = setup.sound_music = TRUE;
6240 PlayMusic(level_nr % num_bg_loops);
6244 case SOUND_CTRL_ID_LOOPS:
6245 if (setup.sound_loops)
6246 setup.sound_loops = FALSE;
6247 else if (audio.loops_available)
6248 setup.sound = setup.sound_loops = TRUE;
6251 case SOUND_CTRL_ID_SIMPLE:
6252 if (setup.sound_simple)
6253 setup.sound_simple = FALSE;
6254 else if (audio.sound_available)
6255 setup.sound = setup.sound_simple = TRUE;