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)
990 if (level_nr < leveldir_current->last_level)
994 if ((hi_pos = NewHiScore()) >= 0)
996 game_status = HALLOFFAME;
997 DrawHallOfFame(hi_pos);
1003 game_status = MAINMENU;
1017 LoadScore(level_nr);
1019 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1020 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1023 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1025 if (local_player->score > highscore[k].Score)
1027 /* player has made it to the hall of fame */
1029 if (k < MAX_SCORE_ENTRIES - 1)
1031 int m = MAX_SCORE_ENTRIES - 1;
1034 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1035 if (!strcmp(setup.player_name, highscore[l].Name))
1037 if (m == k) /* player's new highscore overwrites his old one */
1043 strcpy(highscore[l].Name, highscore[l - 1].Name);
1044 highscore[l].Score = highscore[l - 1].Score;
1051 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1052 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1053 highscore[k].Score = local_player->score;
1059 else if (!strncmp(setup.player_name, highscore[k].Name,
1060 MAX_PLAYER_NAME_LEN))
1061 break; /* player already there with a higher score */
1067 SaveScore(level_nr);
1072 void InitMovingField(int x, int y, int direction)
1074 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1075 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1077 MovDir[x][y] = direction;
1078 MovDir[newx][newy] = direction;
1079 if (Feld[newx][newy] == EL_LEERRAUM)
1080 Feld[newx][newy] = EL_BLOCKED;
1083 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1085 int direction = MovDir[x][y];
1086 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1087 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1093 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1095 int oldx = x, oldy = y;
1096 int direction = MovDir[x][y];
1098 if (direction == MV_LEFT)
1100 else if (direction == MV_RIGHT)
1102 else if (direction == MV_UP)
1104 else if (direction == MV_DOWN)
1107 *comes_from_x = oldx;
1108 *comes_from_y = oldy;
1111 int MovingOrBlocked2Element(int x, int y)
1113 int element = Feld[x][y];
1115 if (element == EL_BLOCKED)
1119 Blocked2Moving(x, y, &oldx, &oldy);
1120 return Feld[oldx][oldy];
1126 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1128 /* like MovingOrBlocked2Element(), but if element is moving
1129 and (x,y) is the field the moving element is just leaving,
1130 return EL_BLOCKED instead of the element value */
1131 int element = Feld[x][y];
1133 if (IS_MOVING(x, y))
1135 if (element == EL_BLOCKED)
1139 Blocked2Moving(x, y, &oldx, &oldy);
1140 return Feld[oldx][oldy];
1149 static void RemoveField(int x, int y)
1151 Feld[x][y] = EL_LEERRAUM;
1157 void RemoveMovingField(int x, int y)
1159 int oldx = x, oldy = y, newx = x, newy = y;
1161 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1164 if (IS_MOVING(x, y))
1166 Moving2Blocked(x, y, &newx, &newy);
1167 if (Feld[newx][newy] != EL_BLOCKED)
1170 else if (Feld[x][y] == EL_BLOCKED)
1172 Blocked2Moving(x, y, &oldx, &oldy);
1173 if (!IS_MOVING(oldx, oldy))
1177 if (Feld[x][y] == EL_BLOCKED &&
1178 (Store[oldx][oldy] == EL_MORAST_LEER ||
1179 Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
1180 Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
1181 Store[oldx][oldy] == EL_AMOEBE_NASS))
1183 Feld[oldx][oldy] = Store[oldx][oldy];
1184 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1187 Feld[oldx][oldy] = EL_LEERRAUM;
1189 Feld[newx][newy] = EL_LEERRAUM;
1190 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1191 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1193 DrawLevelField(oldx, oldy);
1194 DrawLevelField(newx, newy);
1197 void DrawDynamite(int x, int y)
1199 int sx = SCREENX(x), sy = SCREENY(y);
1200 int graphic = el2gfx(Feld[x][y]);
1203 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1207 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1209 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1211 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1216 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1220 if (game.emulation == EMU_SUPAPLEX)
1221 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1222 else if (Store[x][y])
1223 DrawGraphicThruMask(sx, sy, graphic + phase);
1225 DrawGraphic(sx, sy, graphic + phase);
1228 void CheckDynamite(int x, int y)
1230 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1235 if (!(MovDelay[x][y] % 12))
1236 PlaySoundLevel(x, y, SND_ZISCH);
1238 if (IS_ACTIVE_BOMB(Feld[x][y]))
1240 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1242 if (!(MovDelay[x][y] % delay))
1250 StopSound(SND_ZISCH);
1254 void Explode(int ex, int ey, int phase, int mode)
1257 int num_phase = 9, delay = 2;
1258 int last_phase = num_phase * delay;
1259 int half_phase = (num_phase / 2) * delay;
1260 int first_phase_after_start = EX_PHASE_START + 1;
1262 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1264 int center_element = Feld[ex][ey];
1266 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1268 /* put moving element to center field (and let it explode there) */
1269 center_element = MovingOrBlocked2Element(ex, ey);
1270 RemoveMovingField(ex, ey);
1271 Feld[ex][ey] = center_element;
1274 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1278 if (!IN_LEV_FIELD(x, y) ||
1279 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1280 (x != ex || y != ey)))
1283 element = Feld[x][y];
1285 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1287 element = MovingOrBlocked2Element(x, y);
1288 RemoveMovingField(x, y);
1291 if (IS_MASSIVE(element) || element == EL_BURNING)
1294 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1296 if (IS_ACTIVE_BOMB(element))
1298 /* re-activate things under the bomb like gate or penguin */
1299 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1306 if (element == EL_EXPLODING)
1307 element = Store2[x][y];
1309 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1311 switch(StorePlayer[ex][ey])
1314 Store[x][y] = EL_EDELSTEIN_ROT;
1317 Store[x][y] = EL_EDELSTEIN;
1320 Store[x][y] = EL_EDELSTEIN_LILA;
1324 Store[x][y] = EL_EDELSTEIN_GELB;
1328 if (game.emulation == EMU_SUPAPLEX)
1329 Store[x][y] = EL_LEERRAUM;
1331 else if (center_element == EL_MOLE)
1332 Store[x][y] = EL_EDELSTEIN_ROT;
1333 else if (center_element == EL_PINGUIN)
1334 Store[x][y] = EL_EDELSTEIN_LILA;
1335 else if (center_element == EL_KAEFER)
1336 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1337 else if (center_element == EL_BUTTERFLY)
1338 Store[x][y] = EL_EDELSTEIN_BD;
1339 else if (center_element == EL_SP_ELECTRON)
1340 Store[x][y] = EL_SP_INFOTRON;
1341 else if (center_element == EL_MAMPFER)
1342 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1343 else if (center_element == EL_AMOEBA2DIAM)
1344 Store[x][y] = level.amoeba_content;
1345 else if (element == EL_ERZ_EDEL)
1346 Store[x][y] = EL_EDELSTEIN;
1347 else if (element == EL_ERZ_DIAM)
1348 Store[x][y] = EL_DIAMANT;
1349 else if (element == EL_ERZ_EDEL_BD)
1350 Store[x][y] = EL_EDELSTEIN_BD;
1351 else if (element == EL_ERZ_EDEL_GELB)
1352 Store[x][y] = EL_EDELSTEIN_GELB;
1353 else if (element == EL_ERZ_EDEL_ROT)
1354 Store[x][y] = EL_EDELSTEIN_ROT;
1355 else if (element == EL_ERZ_EDEL_LILA)
1356 Store[x][y] = EL_EDELSTEIN_LILA;
1357 else if (element == EL_WALL_PEARL)
1358 Store[x][y] = EL_PEARL;
1359 else if (element == EL_WALL_CRYSTAL)
1360 Store[x][y] = EL_CRYSTAL;
1361 else if (!IS_PFORTE(Store[x][y]))
1362 Store[x][y] = EL_LEERRAUM;
1364 if (x != ex || y != ey ||
1365 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1366 Store2[x][y] = element;
1368 if (AmoebaNr[x][y] &&
1369 (element == EL_AMOEBE_VOLL ||
1370 element == EL_AMOEBE_BD ||
1371 element == EL_AMOEBING))
1373 AmoebaCnt[AmoebaNr[x][y]]--;
1374 AmoebaCnt2[AmoebaNr[x][y]]--;
1377 Feld[x][y] = EL_EXPLODING;
1378 MovDir[x][y] = MovPos[x][y] = 0;
1384 if (center_element == EL_MAMPFER)
1385 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1396 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1398 if (phase == first_phase_after_start)
1400 int element = Store2[x][y];
1402 if (element == EL_BLACK_ORB)
1404 Feld[x][y] = Store2[x][y];
1409 else if (phase == half_phase)
1411 int element = Store2[x][y];
1413 if (IS_PLAYER(x, y))
1414 KillHeroUnlessProtected(x, y);
1415 else if (IS_EXPLOSIVE(element))
1417 Feld[x][y] = Store2[x][y];
1421 else if (element == EL_AMOEBA2DIAM)
1422 AmoebeUmwandeln(x, y);
1425 if (phase == last_phase)
1429 element = Feld[x][y] = Store[x][y];
1430 Store[x][y] = Store2[x][y] = 0;
1431 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1432 InitField(x, y, FALSE);
1433 if (CAN_MOVE(element) || COULD_MOVE(element))
1435 DrawLevelField(x, y);
1437 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1439 int graphic = GFX_EXPLOSION;
1441 if (game.emulation == EMU_SUPAPLEX)
1442 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1443 GFX_SP_EXPLODE_INFOTRON :
1444 GFX_SP_EXPLODE_EMPTY);
1447 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1449 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1453 void DynaExplode(int ex, int ey)
1456 int dynabomb_size = 1;
1457 boolean dynabomb_xl = FALSE;
1458 struct PlayerInfo *player;
1459 static int xy[4][2] =
1467 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1469 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1470 dynabomb_size = player->dynabomb_size;
1471 dynabomb_xl = player->dynabomb_xl;
1472 player->dynabombs_left++;
1475 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1479 for (j=1; j<=dynabomb_size; j++)
1481 int x = ex + j * xy[i % 4][0];
1482 int y = ey + j * xy[i % 4][1];
1485 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1488 element = Feld[x][y];
1490 /* do not restart explosions of fields with active bombs */
1491 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1494 Explode(x, y, EX_PHASE_START, EX_BORDER);
1496 if (element != EL_LEERRAUM &&
1497 element != EL_ERDREICH &&
1498 element != EL_EXPLODING &&
1505 void Bang(int x, int y)
1507 int element = Feld[x][y];
1509 if (game.emulation == EMU_SUPAPLEX)
1510 PlaySoundLevel(x, y, SND_SP_BOOOM);
1512 PlaySoundLevel(x, y, SND_ROAAAR);
1515 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1516 element = EL_LEERRAUM;
1530 RaiseScoreElement(element);
1531 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1533 case EL_DYNABOMB_ACTIVE_1:
1534 case EL_DYNABOMB_ACTIVE_2:
1535 case EL_DYNABOMB_ACTIVE_3:
1536 case EL_DYNABOMB_ACTIVE_4:
1537 case EL_DYNABOMB_NR:
1538 case EL_DYNABOMB_SZ:
1539 case EL_DYNABOMB_XL:
1545 if (IS_PLAYER(x, y))
1546 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1548 Explode(x, y, EX_PHASE_START, EX_CENTER);
1551 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1556 void Blurb(int x, int y)
1558 int element = Feld[x][y];
1560 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1562 PlaySoundLevel(x, y, SND_BLURB);
1563 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1564 (!IN_LEV_FIELD(x-1, y-1) ||
1565 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1567 Feld[x-1][y] = EL_BLURB_LEFT;
1569 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1570 (!IN_LEV_FIELD(x+1, y-1) ||
1571 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1573 Feld[x+1][y] = EL_BLURB_RIGHT;
1578 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1580 if (!MovDelay[x][y]) /* initialize animation counter */
1583 if (MovDelay[x][y]) /* continue animation */
1586 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1587 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1589 if (!MovDelay[x][y])
1591 Feld[x][y] = EL_LEERRAUM;
1592 DrawLevelField(x, y);
1598 static void ToggleBeltSwitch(int x, int y)
1600 static int belt_base_element[4] =
1602 EL_BELT1_SWITCH_LEFT,
1603 EL_BELT2_SWITCH_LEFT,
1604 EL_BELT3_SWITCH_LEFT,
1605 EL_BELT4_SWITCH_LEFT
1607 static int belt_move_dir[4] =
1615 int element = Feld[x][y];
1616 int belt_nr = getBeltNrFromSwitchElement(element);
1617 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1618 int belt_dir = belt_move_dir[belt_dir_nr];
1621 if (!IS_BELT_SWITCH(element))
1624 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1625 game.belt_dir[belt_nr] = belt_dir;
1627 if (belt_dir_nr == 3)
1630 for (yy=0; yy<lev_fieldy; yy++)
1632 for (xx=0; xx<lev_fieldx; xx++)
1634 int element = Feld[xx][yy];
1636 if (IS_BELT_SWITCH(element))
1638 int e_belt_nr = getBeltNrFromSwitchElement(element);
1640 if (e_belt_nr == belt_nr)
1642 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1643 DrawLevelField(xx, yy);
1646 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1648 int e_belt_nr = getBeltNrFromElement(element);
1650 if (e_belt_nr == belt_nr)
1651 DrawLevelField(xx, yy); /* set belt to parking position */
1657 static void ToggleSwitchgateSwitch(int x, int y)
1661 game.switchgate_pos = !game.switchgate_pos;
1663 for (yy=0; yy<lev_fieldy; yy++)
1665 for (xx=0; xx<lev_fieldx; xx++)
1667 int element = Feld[xx][yy];
1669 if (element == EL_SWITCHGATE_SWITCH_1 ||
1670 element == EL_SWITCHGATE_SWITCH_2)
1672 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1673 DrawLevelField(xx, yy);
1675 else if (element == EL_SWITCHGATE_OPEN ||
1676 element == EL_SWITCHGATE_OPENING)
1678 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1679 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1681 else if (element == EL_SWITCHGATE_CLOSED ||
1682 element == EL_SWITCHGATE_CLOSING)
1684 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1685 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1691 static void RedrawAllLightSwitchesAndInvisibleElements()
1695 for (y=0; y<lev_fieldy; y++)
1697 for (x=0; x<lev_fieldx; x++)
1699 int element = Feld[x][y];
1701 if (element == EL_LIGHT_SWITCH_OFF &&
1702 game.light_time_left > 0)
1704 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1705 DrawLevelField(x, y);
1707 else if (element == EL_LIGHT_SWITCH_ON &&
1708 game.light_time_left == 0)
1710 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1711 DrawLevelField(x, y);
1714 if (element == EL_INVISIBLE_STEEL ||
1715 element == EL_UNSICHTBAR ||
1716 element == EL_SAND_INVISIBLE)
1717 DrawLevelField(x, y);
1722 static void ToggleLightSwitch(int x, int y)
1724 int element = Feld[x][y];
1726 game.light_time_left =
1727 (element == EL_LIGHT_SWITCH_OFF ?
1728 level.time_light * FRAMES_PER_SECOND : 0);
1730 RedrawAllLightSwitchesAndInvisibleElements();
1733 static void ActivateTimegateSwitch(int x, int y)
1737 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1739 for (yy=0; yy<lev_fieldy; yy++)
1741 for (xx=0; xx<lev_fieldx; xx++)
1743 int element = Feld[xx][yy];
1745 if (element == EL_TIMEGATE_CLOSED ||
1746 element == EL_TIMEGATE_CLOSING)
1748 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1749 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1753 else if (element == EL_TIMEGATE_SWITCH_ON)
1755 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1756 DrawLevelField(xx, yy);
1763 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1766 void Impact(int x, int y)
1768 boolean lastline = (y == lev_fieldy-1);
1769 boolean object_hit = FALSE;
1770 int element = Feld[x][y];
1773 if (!lastline) /* check if element below was hit */
1775 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1778 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1779 MovDir[x][y+1]!=MV_DOWN ||
1780 MovPos[x][y+1]<=TILEY/2));
1782 smashed = MovingOrBlocked2Element(x, y+1);
1785 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1791 if ((element == EL_BOMBE ||
1792 element == EL_SP_DISK_ORANGE ||
1793 element == EL_DX_SUPABOMB) &&
1794 (lastline || object_hit)) /* element is bomb */
1799 else if (element == EL_PEARL)
1801 Feld[x][y] = EL_PEARL_BREAKING;
1802 PlaySoundLevel(x, y, SND_KNACK);
1806 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1808 if (object_hit && IS_PLAYER(x, y+1))
1809 KillHeroUnlessProtected(x, y+1);
1810 else if (object_hit && smashed == EL_PINGUIN)
1814 Feld[x][y] = EL_AMOEBING;
1815 Store[x][y] = EL_AMOEBE_NASS;
1820 if (!lastline && object_hit) /* check which object was hit */
1822 if (CAN_CHANGE(element) &&
1823 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1826 int activated_magic_wall =
1827 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1828 EL_MAGIC_WALL_BD_EMPTY);
1830 /* activate magic wall / mill */
1832 for (y=0; y<lev_fieldy; y++)
1833 for (x=0; x<lev_fieldx; x++)
1834 if (Feld[x][y] == smashed)
1835 Feld[x][y] = activated_magic_wall;
1837 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1838 game.magic_wall_active = TRUE;
1841 if (IS_PLAYER(x, y+1))
1843 KillHeroUnlessProtected(x, y+1);
1846 else if (smashed == EL_PINGUIN)
1851 else if (element == EL_EDELSTEIN_BD)
1853 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1859 else if (element == EL_FELSBROCKEN ||
1860 element == EL_SP_ZONK ||
1861 element == EL_BD_ROCK)
1863 if (IS_ENEMY(smashed) ||
1864 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1865 smashed == EL_DX_SUPABOMB ||
1866 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1867 smashed == EL_DRACHE || smashed == EL_MOLE)
1872 else if (!IS_MOVING(x, y+1))
1874 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1879 else if (smashed == EL_KOKOSNUSS)
1881 Feld[x][y+1] = EL_CRACKINGNUT;
1882 PlaySoundLevel(x, y, SND_KNACK);
1883 RaiseScoreElement(EL_KOKOSNUSS);
1886 else if (smashed == EL_PEARL)
1888 Feld[x][y+1] = EL_PEARL_BREAKING;
1889 PlaySoundLevel(x, y, SND_KNACK);
1892 else if (smashed == EL_DIAMANT)
1894 Feld[x][y+1] = EL_LEERRAUM;
1895 PlaySoundLevel(x, y, SND_QUIRK);
1898 else if (IS_BELT_SWITCH(smashed))
1900 ToggleBeltSwitch(x, y+1);
1902 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1903 smashed == EL_SWITCHGATE_SWITCH_2)
1905 ToggleSwitchgateSwitch(x, y+1);
1907 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1908 smashed == EL_LIGHT_SWITCH_ON)
1910 ToggleLightSwitch(x, y+1);
1916 /* play sound of magic wall / mill */
1918 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1919 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1921 PlaySoundLevel(x, y, SND_QUIRK);
1925 /* play sound of object that hits the ground */
1926 if (lastline || object_hit)
1933 case EL_EDELSTEIN_BD:
1934 case EL_EDELSTEIN_GELB:
1935 case EL_EDELSTEIN_ROT:
1936 case EL_EDELSTEIN_LILA:
1938 case EL_SP_INFOTRON:
1944 case EL_FELSBROCKEN:
1949 sound = SND_SP_ZONKDOWN;
1952 case EL_SCHLUESSEL1:
1953 case EL_SCHLUESSEL2:
1954 case EL_SCHLUESSEL3:
1955 case EL_SCHLUESSEL4:
1972 PlaySoundLevel(x, y, sound);
1976 void TurnRound(int x, int y)
1988 { 0, 0 }, { 0, 0 }, { 0, 0 },
1993 int left, right, back;
1997 { MV_DOWN, MV_UP, MV_RIGHT },
1998 { MV_UP, MV_DOWN, MV_LEFT },
2000 { MV_LEFT, MV_RIGHT, MV_DOWN },
2001 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2002 { MV_RIGHT, MV_LEFT, MV_UP }
2005 int element = Feld[x][y];
2006 int old_move_dir = MovDir[x][y];
2007 int left_dir = turn[old_move_dir].left;
2008 int right_dir = turn[old_move_dir].right;
2009 int back_dir = turn[old_move_dir].back;
2011 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2012 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2013 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2014 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2016 int left_x = x+left_dx, left_y = y+left_dy;
2017 int right_x = x+right_dx, right_y = y+right_dy;
2018 int move_x = x+move_dx, move_y = y+move_dy;
2020 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2022 TestIfBadThingHitsOtherBadThing(x, y);
2024 if (IN_LEV_FIELD(right_x, right_y) &&
2025 IS_FREE(right_x, right_y))
2026 MovDir[x][y] = right_dir;
2027 else if (!IN_LEV_FIELD(move_x, move_y) ||
2028 !IS_FREE(move_x, move_y))
2029 MovDir[x][y] = left_dir;
2031 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2033 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2036 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2037 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2039 TestIfBadThingHitsOtherBadThing(x, y);
2041 if (IN_LEV_FIELD(left_x, left_y) &&
2042 IS_FREE(left_x, left_y))
2043 MovDir[x][y] = left_dir;
2044 else if (!IN_LEV_FIELD(move_x, move_y) ||
2045 !IS_FREE(move_x, move_y))
2046 MovDir[x][y] = right_dir;
2048 if ((element == EL_FLIEGER ||
2049 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2050 && MovDir[x][y] != old_move_dir)
2052 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2055 else if (element == EL_MAMPFER)
2057 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2059 if (IN_LEV_FIELD(left_x, left_y) &&
2060 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2061 Feld[left_x][left_y] == EL_DIAMANT))
2062 can_turn_left = TRUE;
2063 if (IN_LEV_FIELD(right_x, right_y) &&
2064 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2065 Feld[right_x][right_y] == EL_DIAMANT))
2066 can_turn_right = TRUE;
2068 if (can_turn_left && can_turn_right)
2069 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2070 else if (can_turn_left)
2071 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2072 else if (can_turn_right)
2073 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2075 MovDir[x][y] = back_dir;
2077 MovDelay[x][y] = 16+16*RND(3);
2079 else if (element == EL_MAMPFER2)
2081 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2083 if (IN_LEV_FIELD(left_x, left_y) &&
2084 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2085 IS_MAMPF2(Feld[left_x][left_y])))
2086 can_turn_left = TRUE;
2087 if (IN_LEV_FIELD(right_x, right_y) &&
2088 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2089 IS_MAMPF2(Feld[right_x][right_y])))
2090 can_turn_right = TRUE;
2092 if (can_turn_left && can_turn_right)
2093 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2094 else if (can_turn_left)
2095 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2096 else if (can_turn_right)
2097 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2099 MovDir[x][y] = back_dir;
2101 MovDelay[x][y] = 16+16*RND(3);
2103 else if (element == EL_PACMAN)
2105 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2107 if (IN_LEV_FIELD(left_x, left_y) &&
2108 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2109 IS_AMOEBOID(Feld[left_x][left_y])))
2110 can_turn_left = TRUE;
2111 if (IN_LEV_FIELD(right_x, right_y) &&
2112 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2113 IS_AMOEBOID(Feld[right_x][right_y])))
2114 can_turn_right = TRUE;
2116 if (can_turn_left && can_turn_right)
2117 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2118 else if (can_turn_left)
2119 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2120 else if (can_turn_right)
2121 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2123 MovDir[x][y] = back_dir;
2125 MovDelay[x][y] = 6+RND(40);
2127 else if (element == EL_SCHWEIN)
2129 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2130 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2131 boolean should_move_on = FALSE;
2133 int rnd = RND(rnd_value);
2135 if (IN_LEV_FIELD(left_x, left_y) &&
2136 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2137 can_turn_left = TRUE;
2138 if (IN_LEV_FIELD(right_x, right_y) &&
2139 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2140 can_turn_right = TRUE;
2141 if (IN_LEV_FIELD(move_x, move_y) &&
2142 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2145 if (can_turn_left &&
2147 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2148 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2149 should_turn_left = TRUE;
2150 if (can_turn_right &&
2152 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2153 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2154 should_turn_right = TRUE;
2156 (!can_turn_left || !can_turn_right ||
2157 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2158 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2159 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2160 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2161 should_move_on = TRUE;
2163 if (should_turn_left || should_turn_right || should_move_on)
2165 if (should_turn_left && should_turn_right && should_move_on)
2166 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2167 rnd < 2*rnd_value/3 ? right_dir :
2169 else if (should_turn_left && should_turn_right)
2170 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2171 else if (should_turn_left && should_move_on)
2172 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2173 else if (should_turn_right && should_move_on)
2174 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2175 else if (should_turn_left)
2176 MovDir[x][y] = left_dir;
2177 else if (should_turn_right)
2178 MovDir[x][y] = right_dir;
2179 else if (should_move_on)
2180 MovDir[x][y] = old_move_dir;
2182 else if (can_move_on && rnd > rnd_value/8)
2183 MovDir[x][y] = old_move_dir;
2184 else if (can_turn_left && can_turn_right)
2185 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2186 else if (can_turn_left && rnd > rnd_value/8)
2187 MovDir[x][y] = left_dir;
2188 else if (can_turn_right && rnd > rnd_value/8)
2189 MovDir[x][y] = right_dir;
2191 MovDir[x][y] = back_dir;
2193 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2194 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2195 MovDir[x][y] = old_move_dir;
2199 else if (element == EL_DRACHE)
2201 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2203 int rnd = RND(rnd_value);
2205 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2206 can_turn_left = TRUE;
2207 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2208 can_turn_right = TRUE;
2209 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2212 if (can_move_on && rnd > rnd_value/8)
2213 MovDir[x][y] = old_move_dir;
2214 else if (can_turn_left && can_turn_right)
2215 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2216 else if (can_turn_left && rnd > rnd_value/8)
2217 MovDir[x][y] = left_dir;
2218 else if (can_turn_right && rnd > rnd_value/8)
2219 MovDir[x][y] = right_dir;
2221 MovDir[x][y] = back_dir;
2223 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2224 MovDir[x][y] = old_move_dir;
2228 else if (element == EL_MOLE)
2230 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2232 if (IN_LEV_FIELD(move_x, move_y) &&
2233 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2234 Feld[move_x][move_y] == EL_DEAMOEBING))
2239 if (IN_LEV_FIELD(left_x, left_y) &&
2240 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2241 can_turn_left = TRUE;
2242 if (IN_LEV_FIELD(right_x, right_y) &&
2243 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2244 can_turn_right = TRUE;
2246 if (can_turn_left && can_turn_right)
2247 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2248 else if (can_turn_left)
2249 MovDir[x][y] = left_dir;
2251 MovDir[x][y] = right_dir;
2254 if (MovDir[x][y] != old_move_dir)
2257 else if (element == EL_BALLOON)
2259 MovDir[x][y] = game.balloon_dir;
2262 else if (element == EL_SPRING_MOVING)
2264 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2265 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2267 Feld[x][y] = EL_SPRING;
2268 MovDir[x][y] = MV_NO_MOVING;
2272 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2274 int attr_x = -1, attr_y = -1;
2285 for (i=0; i<MAX_PLAYERS; i++)
2287 struct PlayerInfo *player = &stored_player[i];
2288 int jx = player->jx, jy = player->jy;
2290 if (!player->active)
2293 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2301 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2307 if (element == EL_PINGUIN)
2310 static int xy[4][2] =
2320 int ex = x + xy[i%4][0];
2321 int ey = y + xy[i%4][1];
2323 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2332 MovDir[x][y] = MV_NO_MOVING;
2334 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2336 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2338 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2340 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2342 if (element == EL_ROBOT)
2346 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2347 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2348 Moving2Blocked(x, y, &newx, &newy);
2350 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2351 MovDelay[x][y] = 8+8*!RND(3);
2353 MovDelay[x][y] = 16;
2361 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2363 boolean first_horiz = RND(2);
2364 int new_move_dir = MovDir[x][y];
2367 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2368 Moving2Blocked(x, y, &newx, &newy);
2370 if (IN_LEV_FIELD(newx, newy) &&
2371 (IS_FREE(newx, newy) ||
2372 Feld[newx][newy] == EL_SALZSAEURE ||
2373 (element == EL_PINGUIN &&
2374 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2375 IS_MAMPF3(Feld[newx][newy])))))
2379 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2380 Moving2Blocked(x, y, &newx, &newy);
2382 if (IN_LEV_FIELD(newx, newy) &&
2383 (IS_FREE(newx, newy) ||
2384 Feld[newx][newy] == EL_SALZSAEURE ||
2385 (element == EL_PINGUIN &&
2386 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2387 IS_MAMPF3(Feld[newx][newy])))))
2390 MovDir[x][y] = old_move_dir;
2397 static boolean JustBeingPushed(int x, int y)
2401 for (i=0; i<MAX_PLAYERS; i++)
2403 struct PlayerInfo *player = &stored_player[i];
2405 if (player->active && player->Pushing && player->MovPos)
2407 int next_jx = player->jx + (player->jx - player->last_jx);
2408 int next_jy = player->jy + (player->jy - player->last_jy);
2410 if (x == next_jx && y == next_jy)
2418 void StartMoving(int x, int y)
2420 int element = Feld[x][y];
2425 if (CAN_FALL(element) && y<lev_fieldy-1)
2427 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2428 if (JustBeingPushed(x, y))
2431 if (element == EL_MORAST_VOLL)
2433 if (IS_FREE(x, y+1))
2435 InitMovingField(x, y, MV_DOWN);
2436 Feld[x][y] = EL_FELSBROCKEN;
2437 Store[x][y] = EL_MORAST_LEER;
2439 else if (Feld[x][y+1] == EL_MORAST_LEER)
2441 if (!MovDelay[x][y])
2442 MovDelay[x][y] = TILEY + 1;
2451 Feld[x][y] = EL_MORAST_LEER;
2452 Feld[x][y+1] = EL_MORAST_VOLL;
2455 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2456 Feld[x][y+1] == EL_MORAST_LEER)
2458 InitMovingField(x, y, MV_DOWN);
2459 Store[x][y] = EL_MORAST_VOLL;
2461 else if (element == EL_MAGIC_WALL_FULL)
2463 if (IS_FREE(x, y+1))
2465 InitMovingField(x, y, MV_DOWN);
2466 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2467 Store[x][y] = EL_MAGIC_WALL_EMPTY;
2469 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2471 if (!MovDelay[x][y])
2472 MovDelay[x][y] = TILEY/4 + 1;
2481 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2482 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2483 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2487 else if (element == EL_MAGIC_WALL_BD_FULL)
2489 if (IS_FREE(x, y+1))
2491 InitMovingField(x, y, MV_DOWN);
2492 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2493 Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2495 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2497 if (!MovDelay[x][y])
2498 MovDelay[x][y] = TILEY/4 + 1;
2507 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2508 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2509 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2513 else if (CAN_CHANGE(element) &&
2514 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2515 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2517 InitMovingField(x, y, MV_DOWN);
2519 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
2520 EL_MAGIC_WALL_BD_FULL);
2521 Store2[x][y+1] = element;
2523 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2526 InitMovingField(x, y, MV_DOWN);
2527 Store[x][y] = EL_SALZSAEURE;
2529 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2534 else if (IS_FREE(x, y+1))
2536 InitMovingField(x, y, MV_DOWN);
2538 else if (element == EL_TROPFEN)
2540 Feld[x][y] = EL_AMOEBING;
2541 Store[x][y] = EL_AMOEBE_NASS;
2543 #if OLD_GAME_BEHAVIOUR
2544 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2546 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2547 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2548 element != EL_DX_SUPABOMB)
2551 boolean left = (x>0 && IS_FREE(x-1, y) &&
2552 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2553 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2554 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2558 if (left && right &&
2559 (game.emulation != EMU_BOULDERDASH &&
2560 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2561 left = !(right = RND(2));
2563 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2566 else if (IS_BELT(Feld[x][y+1]))
2568 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2569 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2570 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2571 int belt_dir = game.belt_dir[belt_nr];
2573 if ((belt_dir == MV_LEFT && left_is_free) ||
2574 (belt_dir == MV_RIGHT && right_is_free))
2575 InitMovingField(x, y, belt_dir);
2578 else if (CAN_MOVE(element))
2582 if ((element == EL_SONDE || element == EL_BALLOON ||
2583 element == EL_SPRING_MOVING)
2584 && JustBeingPushed(x, y))
2587 if (!MovDelay[x][y]) /* start new movement phase */
2589 /* all objects that can change their move direction after each step */
2590 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2592 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2595 if (MovDelay[x][y] && (element == EL_KAEFER ||
2596 element == EL_FLIEGER ||
2597 element == EL_SP_SNIKSNAK ||
2598 element == EL_SP_ELECTRON ||
2599 element == EL_MOLE))
2600 DrawLevelField(x, y);
2604 if (MovDelay[x][y]) /* wait some time before next movement */
2608 if (element == EL_ROBOT ||
2609 element == EL_MAMPFER || element == EL_MAMPFER2)
2611 int phase = MovDelay[x][y] % 8;
2616 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2617 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2619 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2620 && MovDelay[x][y]%4 == 3)
2621 PlaySoundLevel(x, y, SND_NJAM);
2623 else if (element == EL_SP_ELECTRON)
2624 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2625 else if (element == EL_DRACHE)
2628 int dir = MovDir[x][y];
2629 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2630 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2631 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2632 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2633 dir == MV_UP ? GFX_FLAMMEN_UP :
2634 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2635 int phase = FrameCounter % 2;
2637 for (i=1; i<=3; i++)
2639 int xx = x + i*dx, yy = y + i*dy;
2640 int sx = SCREENX(xx), sy = SCREENY(yy);
2642 if (!IN_LEV_FIELD(xx, yy) ||
2643 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2648 int flamed = MovingOrBlocked2Element(xx, yy);
2650 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2653 RemoveMovingField(xx, yy);
2655 Feld[xx][yy] = EL_BURNING;
2656 if (IN_SCR_FIELD(sx, sy))
2657 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2661 if (Feld[xx][yy] == EL_BURNING)
2662 Feld[xx][yy] = EL_LEERRAUM;
2663 DrawLevelField(xx, yy);
2672 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2674 PlaySoundLevel(x, y, SND_KLAPPER);
2676 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2678 PlaySoundLevel(x, y, SND_ROEHR);
2681 /* now make next step */
2683 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2685 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2686 !PLAYER_PROTECTED(newx, newy))
2690 TestIfBadThingHitsHero(x, y);
2693 /* enemy got the player */
2695 KillHero(PLAYERINFO(newx, newy));
2700 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2701 element == EL_SONDE || element == EL_BALLOON) &&
2702 IN_LEV_FIELD(newx, newy) &&
2703 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2706 Store[x][y] = EL_SALZSAEURE;
2708 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2710 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2712 Feld[x][y] = EL_LEERRAUM;
2713 DrawLevelField(x, y);
2715 PlaySoundLevel(newx, newy, SND_BUING);
2716 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2717 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2719 local_player->friends_still_needed--;
2720 if (!local_player->friends_still_needed &&
2721 !local_player->GameOver && AllPlayersGone)
2722 local_player->LevelSolved = local_player->GameOver = TRUE;
2726 else if (IS_MAMPF3(Feld[newx][newy]))
2728 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2729 DrawLevelField(newx, newy);
2731 MovDir[x][y] = MV_NO_MOVING;
2733 else if (!IS_FREE(newx, newy))
2735 if (IS_PLAYER(x, y))
2736 DrawPlayerField(x, y);
2738 DrawLevelField(x, y);
2742 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2744 if (IS_GEM(Feld[newx][newy]))
2746 if (IS_MOVING(newx, newy))
2747 RemoveMovingField(newx, newy);
2750 Feld[newx][newy] = EL_LEERRAUM;
2751 DrawLevelField(newx, newy);
2754 else if (!IS_FREE(newx, newy))
2756 if (IS_PLAYER(x, y))
2757 DrawPlayerField(x, y);
2759 DrawLevelField(x, y);
2763 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2765 if (!IS_FREE(newx, newy))
2767 if (IS_PLAYER(x, y))
2768 DrawPlayerField(x, y);
2770 DrawLevelField(x, y);
2775 boolean wanna_flame = !RND(10);
2776 int dx = newx - x, dy = newy - y;
2777 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2778 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2779 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2780 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2781 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2782 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2784 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2785 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2786 element1 != EL_BURNING && element2 != EL_BURNING)
2788 if (IS_PLAYER(x, y))
2789 DrawPlayerField(x, y);
2791 DrawLevelField(x, y);
2793 MovDelay[x][y] = 50;
2794 Feld[newx][newy] = EL_BURNING;
2795 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2796 Feld[newx1][newy1] = EL_BURNING;
2797 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2798 Feld[newx2][newy2] = EL_BURNING;
2803 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2804 Feld[newx][newy] == EL_DIAMANT)
2806 if (IS_MOVING(newx, newy))
2807 RemoveMovingField(newx, newy);
2810 Feld[newx][newy] = EL_LEERRAUM;
2811 DrawLevelField(newx, newy);
2814 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2815 IS_MAMPF2(Feld[newx][newy]))
2817 if (AmoebaNr[newx][newy])
2819 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2820 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2821 Feld[newx][newy] == EL_AMOEBE_BD)
2822 AmoebaCnt[AmoebaNr[newx][newy]]--;
2825 if (IS_MOVING(newx, newy))
2826 RemoveMovingField(newx, newy);
2829 Feld[newx][newy] = EL_LEERRAUM;
2830 DrawLevelField(newx, newy);
2833 else if ((element == EL_PACMAN || element == EL_MOLE)
2834 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2836 if (AmoebaNr[newx][newy])
2838 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2839 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2840 Feld[newx][newy] == EL_AMOEBE_BD)
2841 AmoebaCnt[AmoebaNr[newx][newy]]--;
2844 if (element == EL_MOLE)
2846 Feld[newx][newy] = EL_DEAMOEBING;
2847 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2848 return; /* wait for shrinking amoeba */
2850 else /* element == EL_PACMAN */
2852 Feld[newx][newy] = EL_LEERRAUM;
2853 DrawLevelField(newx, newy);
2856 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2857 (Feld[newx][newy] == EL_DEAMOEBING ||
2858 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2860 /* wait for shrinking amoeba to completely disappear */
2863 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2865 /* object was running against a wall */
2869 if (element == EL_KAEFER || element == EL_FLIEGER ||
2870 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2871 DrawLevelField(x, y);
2872 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2873 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2874 else if (element == EL_SONDE)
2875 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2876 else if (element == EL_SP_ELECTRON)
2877 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2879 if (DONT_TOUCH(element))
2880 TestIfBadThingHitsHero(x, y);
2885 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2886 PlaySoundLevel(x, y, SND_SCHLURF);
2888 InitMovingField(x, y, MovDir[x][y]);
2892 ContinueMoving(x, y);
2895 void ContinueMoving(int x, int y)
2897 int element = Feld[x][y];
2898 int direction = MovDir[x][y];
2899 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2900 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2901 int horiz_move = (dx!=0);
2902 int newx = x + dx, newy = y + dy;
2903 int step = (horiz_move ? dx : dy) * TILEX / 8;
2905 if (element == EL_TROPFEN)
2907 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2909 else if (CAN_FALL(element) && horiz_move &&
2910 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2912 else if (element == EL_SPRING_MOVING)
2915 #if OLD_GAME_BEHAVIOUR
2916 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2920 MovPos[x][y] += step;
2922 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2924 Feld[x][y] = EL_LEERRAUM;
2925 Feld[newx][newy] = element;
2927 if (element == EL_MOLE)
2930 static int xy[4][2] =
2938 Feld[x][y] = EL_ERDREICH;
2939 DrawLevelField(x, y);
2948 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2949 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2953 if (Store[x][y] == EL_MORAST_VOLL)
2956 Feld[newx][newy] = EL_MORAST_VOLL;
2957 element = EL_MORAST_VOLL;
2959 else if (Store[x][y] == EL_MORAST_LEER)
2962 Feld[x][y] = EL_MORAST_LEER;
2964 else if (Store[x][y] == EL_MAGIC_WALL_FULL)
2967 element = Feld[newx][newy] =
2968 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
2970 else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
2972 Store[x][y] = Store2[x][y] = 0;
2973 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
2974 EL_MAGIC_WALL_DEAD);
2976 else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
2979 element = Feld[newx][newy] =
2980 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
2981 EL_MAGIC_WALL_BD_DEAD);
2983 else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
2985 Store[x][y] = Store2[x][y] = 0;
2986 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
2987 EL_MAGIC_WALL_BD_DEAD);
2989 else if (Store[x][y] == EL_SALZSAEURE)
2992 Feld[newx][newy] = EL_SALZSAEURE;
2993 element = EL_SALZSAEURE;
2995 else if (Store[x][y] == EL_AMOEBE_NASS)
2998 Feld[x][y] = EL_AMOEBE_NASS;
3001 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3002 MovDelay[newx][newy] = 0;
3004 if (!CAN_MOVE(element))
3005 MovDir[newx][newy] = 0;
3007 DrawLevelField(x, y);
3008 DrawLevelField(newx, newy);
3010 Stop[newx][newy] = TRUE;
3011 JustStopped[newx][newy] = 3;
3013 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3015 TestIfBadThingHitsHero(newx, newy);
3016 TestIfBadThingHitsFriend(newx, newy);
3017 TestIfBadThingHitsOtherBadThing(newx, newy);
3019 else if (element == EL_PINGUIN)
3020 TestIfFriendHitsBadThing(newx, newy);
3022 if (CAN_SMASH(element) && direction == MV_DOWN &&
3023 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3026 else /* still moving on */
3027 DrawLevelField(x, y);
3030 int AmoebeNachbarNr(int ax, int ay)
3033 int element = Feld[ax][ay];
3035 static int xy[4][2] =
3045 int x = ax + xy[i][0];
3046 int y = ay + xy[i][1];
3048 if (!IN_LEV_FIELD(x, y))
3051 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3052 group_nr = AmoebaNr[x][y];
3058 void AmoebenVereinigen(int ax, int ay)
3060 int i, x, y, xx, yy;
3061 int new_group_nr = AmoebaNr[ax][ay];
3062 static int xy[4][2] =
3070 if (new_group_nr == 0)
3078 if (!IN_LEV_FIELD(x, y))
3081 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3082 Feld[x][y] == EL_AMOEBE_BD ||
3083 Feld[x][y] == EL_AMOEBE_TOT) &&
3084 AmoebaNr[x][y] != new_group_nr)
3086 int old_group_nr = AmoebaNr[x][y];
3088 if (old_group_nr == 0)
3091 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3092 AmoebaCnt[old_group_nr] = 0;
3093 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3094 AmoebaCnt2[old_group_nr] = 0;
3096 for (yy=0; yy<lev_fieldy; yy++)
3098 for (xx=0; xx<lev_fieldx; xx++)
3100 if (AmoebaNr[xx][yy] == old_group_nr)
3101 AmoebaNr[xx][yy] = new_group_nr;
3108 void AmoebeUmwandeln(int ax, int ay)
3112 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3114 int group_nr = AmoebaNr[ax][ay];
3119 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3120 printf("AmoebeUmwandeln(): This should never happen!\n");
3125 for (y=0; y<lev_fieldy; y++)
3127 for (x=0; x<lev_fieldx; x++)
3129 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3132 Feld[x][y] = EL_AMOEBA2DIAM;
3140 static int xy[4][2] =
3153 if (!IN_LEV_FIELD(x, y))
3156 if (Feld[x][y] == EL_AMOEBA2DIAM)
3162 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3165 int group_nr = AmoebaNr[ax][ay];
3166 boolean done = FALSE;
3171 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3172 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3177 for (y=0; y<lev_fieldy; y++)
3179 for (x=0; x<lev_fieldx; x++)
3181 if (AmoebaNr[x][y] == group_nr &&
3182 (Feld[x][y] == EL_AMOEBE_TOT ||
3183 Feld[x][y] == EL_AMOEBE_BD ||
3184 Feld[x][y] == EL_AMOEBING))
3187 Feld[x][y] = new_element;
3188 InitField(x, y, FALSE);
3189 DrawLevelField(x, y);
3196 PlaySoundLevel(ax, ay,
3197 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3200 void AmoebeWaechst(int x, int y)
3202 static unsigned long sound_delay = 0;
3203 static unsigned long sound_delay_value = 0;
3205 if (!MovDelay[x][y]) /* start new growing cycle */
3209 if (DelayReached(&sound_delay, sound_delay_value))
3211 PlaySoundLevel(x, y, SND_AMOEBE);
3212 sound_delay_value = 30;
3216 if (MovDelay[x][y]) /* wait some time before growing bigger */
3219 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3220 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3222 if (!MovDelay[x][y])
3224 Feld[x][y] = Store[x][y];
3226 DrawLevelField(x, y);
3231 void AmoebeSchrumpft(int x, int y)
3233 static unsigned long sound_delay = 0;
3234 static unsigned long sound_delay_value = 0;
3236 if (!MovDelay[x][y]) /* start new shrinking cycle */
3240 if (DelayReached(&sound_delay, sound_delay_value))
3242 PlaySoundLevel(x, y, SND_BLURB);
3243 sound_delay_value = 30;
3247 if (MovDelay[x][y]) /* wait some time before shrinking */
3250 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3251 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3253 if (!MovDelay[x][y])
3255 Feld[x][y] = EL_LEERRAUM;
3256 DrawLevelField(x, y);
3258 /* don't let mole enter this field in this cycle;
3259 (give priority to objects falling to this field from above) */
3265 void AmoebeAbleger(int ax, int ay)
3268 int element = Feld[ax][ay];
3269 int newax = ax, neway = ay;
3270 static int xy[4][2] =
3278 if (!level.amoeba_speed)
3280 Feld[ax][ay] = EL_AMOEBE_TOT;
3281 DrawLevelField(ax, ay);
3285 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3286 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3288 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3291 if (MovDelay[ax][ay])
3295 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3298 int x = ax + xy[start][0];
3299 int y = ay + xy[start][1];
3301 if (!IN_LEV_FIELD(x, y))
3304 if (IS_FREE(x, y) ||
3305 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3311 if (newax == ax && neway == ay)
3314 else /* normal or "filled" (BD style) amoeba */
3317 boolean waiting_for_player = FALSE;
3321 int j = (start + i) % 4;
3322 int x = ax + xy[j][0];
3323 int y = ay + xy[j][1];
3325 if (!IN_LEV_FIELD(x, y))
3328 if (IS_FREE(x, y) ||
3329 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3335 else if (IS_PLAYER(x, y))
3336 waiting_for_player = TRUE;
3339 if (newax == ax && neway == ay) /* amoeba cannot grow */
3341 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3343 Feld[ax][ay] = EL_AMOEBE_TOT;
3344 DrawLevelField(ax, ay);
3345 AmoebaCnt[AmoebaNr[ax][ay]]--;
3347 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3349 if (element == EL_AMOEBE_VOLL)
3350 AmoebeUmwandeln(ax, ay);
3351 else if (element == EL_AMOEBE_BD)
3352 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3357 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3359 /* amoeba gets larger by growing in some direction */
3361 int new_group_nr = AmoebaNr[ax][ay];
3364 if (new_group_nr == 0)
3366 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3367 printf("AmoebeAbleger(): This should never happen!\n");
3372 AmoebaNr[newax][neway] = new_group_nr;
3373 AmoebaCnt[new_group_nr]++;
3374 AmoebaCnt2[new_group_nr]++;
3376 /* if amoeba touches other amoeba(s) after growing, unify them */
3377 AmoebenVereinigen(newax, neway);
3379 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3381 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3387 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3388 (neway == lev_fieldy - 1 && newax != ax))
3390 Feld[newax][neway] = EL_AMOEBING;
3391 Store[newax][neway] = element;
3393 else if (neway == ay)
3394 Feld[newax][neway] = EL_TROPFEN;
3397 InitMovingField(ax, ay, MV_DOWN);
3398 Feld[ax][ay] = EL_TROPFEN;
3399 Store[ax][ay] = EL_AMOEBE_NASS;
3400 ContinueMoving(ax, ay);
3404 DrawLevelField(newax, neway);
3407 void Life(int ax, int ay)
3410 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3412 int element = Feld[ax][ay];
3417 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3418 MovDelay[ax][ay] = life_time;
3420 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3423 if (MovDelay[ax][ay])
3427 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3429 int xx = ax+x1, yy = ay+y1;
3432 if (!IN_LEV_FIELD(xx, yy))
3435 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3437 int x = xx+x2, y = yy+y2;
3439 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3442 if (((Feld[x][y] == element ||
3443 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3445 (IS_FREE(x, y) && Stop[x][y]))
3449 if (xx == ax && yy == ay) /* field in the middle */
3451 if (nachbarn<life[0] || nachbarn>life[1])
3453 Feld[xx][yy] = EL_LEERRAUM;
3455 DrawLevelField(xx, yy);
3456 Stop[xx][yy] = TRUE;
3459 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3460 { /* free border field */
3461 if (nachbarn>=life[2] && nachbarn<=life[3])
3463 Feld[xx][yy] = element;
3464 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3466 DrawLevelField(xx, yy);
3467 Stop[xx][yy] = TRUE;
3473 void Ablenk(int x, int y)
3475 if (!MovDelay[x][y]) /* next animation frame */
3476 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3478 if (MovDelay[x][y]) /* wait some time before next frame */
3483 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3484 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3485 if (!(MovDelay[x][y]%4))
3486 PlaySoundLevel(x, y, SND_MIEP);
3491 Feld[x][y] = EL_ABLENK_AUS;
3492 DrawLevelField(x, y);
3493 if (ZX == x && ZY == y)
3497 void TimegateWheel(int x, int y)
3499 if (!MovDelay[x][y]) /* next animation frame */
3500 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3502 if (MovDelay[x][y]) /* wait some time before next frame */
3507 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3508 DrawGraphic(SCREENX(x), SCREENY(y),
3509 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3510 if (!(MovDelay[x][y]%4))
3511 PlaySoundLevel(x, y, SND_MIEP);
3516 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3517 DrawLevelField(x, y);
3518 if (ZX == x && ZY == y)
3522 void Birne(int x, int y)
3524 if (!MovDelay[x][y]) /* next animation frame */
3525 MovDelay[x][y] = 800;
3527 if (MovDelay[x][y]) /* wait some time before next frame */
3532 if (!(MovDelay[x][y]%5))
3534 if (!(MovDelay[x][y]%10))
3535 Feld[x][y]=EL_ABLENK_EIN;
3537 Feld[x][y]=EL_ABLENK_AUS;
3538 DrawLevelField(x, y);
3539 Feld[x][y]=EL_ABLENK_EIN;
3545 Feld[x][y]=EL_ABLENK_AUS;
3546 DrawLevelField(x, y);
3547 if (ZX == x && ZY == y)
3551 void Blubber(int x, int y)
3553 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3554 DrawLevelField(x, y-1);
3556 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3559 void NussKnacken(int x, int y)
3561 if (!MovDelay[x][y]) /* next animation frame */
3564 if (MovDelay[x][y]) /* wait some time before next frame */
3567 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3568 DrawGraphic(SCREENX(x), SCREENY(y),
3569 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3571 if (!MovDelay[x][y])
3573 Feld[x][y] = EL_EDELSTEIN;
3574 DrawLevelField(x, y);
3579 void BreakingPearl(int x, int y)
3581 if (!MovDelay[x][y]) /* next animation frame */
3584 if (MovDelay[x][y]) /* wait some time before next frame */
3587 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3588 DrawGraphic(SCREENX(x), SCREENY(y),
3589 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3591 if (!MovDelay[x][y])
3593 Feld[x][y] = EL_LEERRAUM;
3594 DrawLevelField(x, y);
3599 void SiebAktivieren(int x, int y, int typ)
3601 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3603 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3606 void AusgangstuerPruefen(int x, int y)
3608 if (!local_player->gems_still_needed &&
3609 !local_player->sokobanfields_still_needed &&
3610 !local_player->lights_still_needed)
3612 Feld[x][y] = EL_AUSGANG_ACT;
3614 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3615 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3616 y < LEVELY(BY1) ? LEVELY(BY1) :
3617 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3622 void AusgangstuerOeffnen(int x, int y)
3626 if (!MovDelay[x][y]) /* next animation frame */
3627 MovDelay[x][y] = 5*delay;
3629 if (MovDelay[x][y]) /* wait some time before next frame */
3634 tuer = MovDelay[x][y]/delay;
3635 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3636 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3638 if (!MovDelay[x][y])
3640 Feld[x][y] = EL_AUSGANG_AUF;
3641 DrawLevelField(x, y);
3646 void AusgangstuerBlinken(int x, int y)
3648 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3651 void OpenSwitchgate(int x, int y)
3655 if (!MovDelay[x][y]) /* next animation frame */
3656 MovDelay[x][y] = 5 * delay;
3658 if (MovDelay[x][y]) /* wait some time before next frame */
3663 phase = MovDelay[x][y] / delay;
3664 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3665 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3667 if (!MovDelay[x][y])
3669 Feld[x][y] = EL_SWITCHGATE_OPEN;
3670 DrawLevelField(x, y);
3675 void CloseSwitchgate(int x, int y)
3679 if (!MovDelay[x][y]) /* next animation frame */
3680 MovDelay[x][y] = 5 * delay;
3682 if (MovDelay[x][y]) /* wait some time before next frame */
3687 phase = MovDelay[x][y] / delay;
3688 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3689 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3691 if (!MovDelay[x][y])
3693 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3694 DrawLevelField(x, y);
3699 void OpenTimegate(int x, int y)
3703 if (!MovDelay[x][y]) /* next animation frame */
3704 MovDelay[x][y] = 5 * delay;
3706 if (MovDelay[x][y]) /* wait some time before next frame */
3711 phase = MovDelay[x][y] / delay;
3712 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3713 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3715 if (!MovDelay[x][y])
3717 Feld[x][y] = EL_TIMEGATE_OPEN;
3718 DrawLevelField(x, y);
3723 void CloseTimegate(int x, int y)
3727 if (!MovDelay[x][y]) /* next animation frame */
3728 MovDelay[x][y] = 5 * delay;
3730 if (MovDelay[x][y]) /* wait some time before next frame */
3735 phase = MovDelay[x][y] / delay;
3736 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3737 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3739 if (!MovDelay[x][y])
3741 Feld[x][y] = EL_TIMEGATE_CLOSED;
3742 DrawLevelField(x, y);
3747 static void CloseAllOpenTimegates()
3751 for (y=0; y<lev_fieldy; y++)
3753 for (x=0; x<lev_fieldx; x++)
3755 int element = Feld[x][y];
3757 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3759 Feld[x][y] = EL_TIMEGATE_CLOSING;
3760 PlaySoundLevel(x, y, SND_OEFFNEN);
3766 void EdelsteinFunkeln(int x, int y)
3768 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3771 if (Feld[x][y] == EL_EDELSTEIN_BD)
3772 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3775 if (!MovDelay[x][y]) /* next animation frame */
3776 MovDelay[x][y] = 11 * !SimpleRND(500);
3778 if (MovDelay[x][y]) /* wait some time before next frame */
3782 if (setup.direct_draw && MovDelay[x][y])
3783 SetDrawtoField(DRAW_BUFFERED);
3785 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3789 int phase = (MovDelay[x][y]-1)/2;
3794 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3796 if (setup.direct_draw)
3800 dest_x = FX + SCREENX(x)*TILEX;
3801 dest_y = FY + SCREENY(y)*TILEY;
3803 BlitBitmap(drawto_field, window,
3804 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3805 SetDrawtoField(DRAW_DIRECT);
3812 void MauerWaechst(int x, int y)
3816 if (!MovDelay[x][y]) /* next animation frame */
3817 MovDelay[x][y] = 3*delay;
3819 if (MovDelay[x][y]) /* wait some time before next frame */
3824 phase = 2-MovDelay[x][y]/delay;
3825 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3826 DrawGraphic(SCREENX(x), SCREENY(y),
3827 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3828 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3829 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3830 GFX_MAUER_DOWN ) + phase);
3832 if (!MovDelay[x][y])
3834 if (MovDir[x][y] == MV_LEFT)
3836 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3837 DrawLevelField(x-1, y);
3839 else if (MovDir[x][y] == MV_RIGHT)
3841 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3842 DrawLevelField(x+1, y);
3844 else if (MovDir[x][y] == MV_UP)
3846 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3847 DrawLevelField(x, y-1);
3851 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3852 DrawLevelField(x, y+1);
3855 Feld[x][y] = Store[x][y];
3857 MovDir[x][y] = MV_NO_MOVING;
3858 DrawLevelField(x, y);
3863 void MauerAbleger(int ax, int ay)
3865 int element = Feld[ax][ay];
3866 boolean oben_frei = FALSE, unten_frei = FALSE;
3867 boolean links_frei = FALSE, rechts_frei = FALSE;
3868 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3869 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3871 if (!MovDelay[ax][ay]) /* start building new wall */
3872 MovDelay[ax][ay] = 6;
3874 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3877 if (MovDelay[ax][ay])
3881 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3883 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3885 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3887 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3890 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3894 Feld[ax][ay-1] = EL_MAUERND;
3895 Store[ax][ay-1] = element;
3896 MovDir[ax][ay-1] = MV_UP;
3897 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3898 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3902 Feld[ax][ay+1] = EL_MAUERND;
3903 Store[ax][ay+1] = element;
3904 MovDir[ax][ay+1] = MV_DOWN;
3905 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3906 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3910 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3911 element == EL_MAUER_LEBT)
3915 Feld[ax-1][ay] = EL_MAUERND;
3916 Store[ax-1][ay] = element;
3917 MovDir[ax-1][ay] = MV_LEFT;
3918 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3919 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3923 Feld[ax+1][ay] = EL_MAUERND;
3924 Store[ax+1][ay] = element;
3925 MovDir[ax+1][ay] = MV_RIGHT;
3926 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3927 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3931 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3932 DrawLevelField(ax, ay);
3934 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3936 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3937 unten_massiv = TRUE;
3938 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3939 links_massiv = TRUE;
3940 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3941 rechts_massiv = TRUE;
3943 if (((oben_massiv && unten_massiv) ||
3944 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3945 ((links_massiv && rechts_massiv) ||
3946 element == EL_MAUER_Y))
3947 Feld[ax][ay] = EL_MAUERWERK;
3950 void CheckForDragon(int x, int y)
3953 boolean dragon_found = FALSE;
3954 static int xy[4][2] =
3966 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3968 if (IN_LEV_FIELD(xx, yy) &&
3969 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3971 if (Feld[xx][yy] == EL_DRACHE)
3972 dragon_found = TRUE;
3985 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3987 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3989 Feld[xx][yy] = EL_LEERRAUM;
3990 DrawLevelField(xx, yy);
3999 static void CheckBuggyBase(int x, int y)
4001 int element = Feld[x][y];
4003 if (element == EL_SP_BUG)
4005 if (!MovDelay[x][y]) /* wait some time before activating base */
4006 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4011 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4012 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4016 Feld[x][y] = EL_SP_BUG_ACTIVE;
4019 else if (element == EL_SP_BUG_ACTIVE)
4021 if (!MovDelay[x][y]) /* start activating buggy base */
4022 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4030 static int xy[4][2] =
4038 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4039 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4043 int xx = x + xy[i][0], yy = y + xy[i][1];
4045 if (IS_PLAYER(xx, yy))
4047 PlaySoundLevel(x, y, SND_SP_BUG);
4055 Feld[x][y] = EL_SP_BUG;
4056 DrawLevelField(x, y);
4061 static void CheckTrap(int x, int y)
4063 int element = Feld[x][y];
4065 if (element == EL_TRAP_INACTIVE)
4067 if (!MovDelay[x][y]) /* wait some time before activating trap */
4068 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4076 Feld[x][y] = EL_TRAP_ACTIVE;
4079 else if (element == EL_TRAP_ACTIVE)
4084 if (!MovDelay[x][y]) /* start activating trap */
4085 MovDelay[x][y] = num_frames * delay;
4093 if (!(MovDelay[x][y] % delay))
4095 int phase = MovDelay[x][y]/delay;
4097 if (phase >= num_frames/2)
4098 phase = num_frames - phase;
4100 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4102 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4103 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4110 Feld[x][y] = EL_TRAP_INACTIVE;
4111 DrawLevelField(x, y);
4116 static void DrawBeltAnimation(int x, int y, int element)
4118 int belt_nr = getBeltNrFromElement(element);
4119 int belt_dir = game.belt_dir[belt_nr];
4121 if (belt_dir != MV_NO_MOVING)
4124 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4125 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4127 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4131 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4133 static byte stored_player_action[MAX_PLAYERS];
4134 static int num_stored_actions = 0;
4135 static boolean save_tape_entry = FALSE;
4136 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4137 int jx = player->jx, jy = player->jy;
4138 int left = player_action & JOY_LEFT;
4139 int right = player_action & JOY_RIGHT;
4140 int up = player_action & JOY_UP;
4141 int down = player_action & JOY_DOWN;
4142 int button1 = player_action & JOY_BUTTON_1;
4143 int button2 = player_action & JOY_BUTTON_2;
4144 int dx = (left ? -1 : right ? 1 : 0);
4145 int dy = (up ? -1 : down ? 1 : 0);
4147 stored_player_action[player->index_nr] = 0;
4148 num_stored_actions++;
4150 if (!player->active || tape.pausing)
4155 save_tape_entry = TRUE;
4156 player->frame_reset_delay = 0;
4159 snapped = SnapField(player, dx, dy);
4163 bombed = PlaceBomb(player);
4164 moved = MoveFigure(player, dx, dy);
4167 if (tape.recording && (moved || snapped || bombed))
4169 if (bombed && !moved)
4170 player_action &= JOY_BUTTON;
4172 stored_player_action[player->index_nr] = player_action;
4174 else if (tape.playing && snapped)
4175 SnapField(player, 0, 0); /* stop snapping */
4179 /* no actions for this player (no input at player's configured device) */
4181 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4182 SnapField(player, 0, 0);
4183 CheckGravityMovement(player);
4185 if (++player->frame_reset_delay > player->move_delay_value)
4189 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4191 TapeRecordAction(stored_player_action);
4192 num_stored_actions = 0;
4193 save_tape_entry = FALSE;
4196 if (tape.playing && !tape.pausing && !player_action &&
4197 tape.counter < tape.length)
4200 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4202 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4203 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4205 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4207 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4209 int el = Feld[jx+dx][jy];
4210 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4211 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4213 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4215 player->MovDir = next_joy;
4216 player->Frame = FrameCounter % 4;
4217 player->Pushing = TRUE;
4226 static unsigned long action_delay = 0;
4227 unsigned long action_delay_value;
4228 int sieb_x = 0, sieb_y = 0;
4229 int i, x, y, element;
4230 byte *recorded_player_action;
4231 byte summarized_player_action = 0;
4233 if (game_status != PLAYING)
4236 action_delay_value =
4237 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4239 /* ---------- main game synchronization point ---------- */
4241 WaitUntilDelayReached(&action_delay, action_delay_value);
4243 if (network_playing && !network_player_action_received)
4247 printf("DEBUG: try to get network player actions in time\n");
4251 #if defined(PLATFORM_UNIX)
4252 /* last chance to get network player actions without main loop delay */
4256 if (game_status != PLAYING)
4259 if (!network_player_action_received)
4263 printf("DEBUG: failed to get network player actions in time\n");
4275 else if (tape.recording)
4278 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4280 for (i=0; i<MAX_PLAYERS; i++)
4282 summarized_player_action |= stored_player[i].action;
4284 if (!network_playing)
4285 stored_player[i].effective_action = stored_player[i].action;
4288 #if defined(PLATFORM_UNIX)
4289 if (network_playing)
4290 SendToServer_MovePlayer(summarized_player_action);
4293 if (!options.network && !setup.team_mode)
4294 local_player->effective_action = summarized_player_action;
4296 for (i=0; i<MAX_PLAYERS; i++)
4298 int actual_player_action = stored_player[i].effective_action;
4300 if (stored_player[i].programmed_action)
4301 actual_player_action = stored_player[i].programmed_action;
4303 if (recorded_player_action)
4304 actual_player_action = recorded_player_action[i];
4306 PlayerActions(&stored_player[i], actual_player_action);
4307 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4310 network_player_action_received = FALSE;
4312 ScrollScreen(NULL, SCROLL_GO_ON);
4318 if (TimeFrames == 0 && local_player->active)
4320 extern unsigned int last_RND();
4322 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4323 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4330 if (GameFrameDelay >= 500)
4331 printf("FrameCounter == %d\n", FrameCounter);
4340 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4343 if (JustStopped[x][y] > 0)
4344 JustStopped[x][y]--;
4347 if (IS_BLOCKED(x, y))
4351 Blocked2Moving(x, y, &oldx, &oldy);
4352 if (!IS_MOVING(oldx, oldy))
4354 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4355 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4356 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4357 printf("GameActions(): This should never happen!\n");
4363 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4365 element = Feld[x][y];
4367 if (IS_INACTIVE(element))
4370 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4374 if (IS_GEM(element))
4375 EdelsteinFunkeln(x, y);
4377 else if (IS_MOVING(x, y))
4378 ContinueMoving(x, y);
4379 else if (IS_ACTIVE_BOMB(element))
4380 CheckDynamite(x, y);
4381 else if (element == EL_EXPLODING)
4382 Explode(x, y, Frame[x][y], EX_NORMAL);
4383 else if (element == EL_AMOEBING)
4384 AmoebeWaechst(x, y);
4385 else if (element == EL_DEAMOEBING)
4386 AmoebeSchrumpft(x, y);
4387 else if (IS_AMOEBALIVE(element))
4388 AmoebeAbleger(x, y);
4389 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4391 else if (element == EL_ABLENK_EIN)
4393 else if (element == EL_TIMEGATE_SWITCH_ON)
4394 TimegateWheel(x, y);
4395 else if (element == EL_SALZSAEURE)
4397 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4399 else if (element == EL_CRACKINGNUT)
4401 else if (element == EL_PEARL_BREAKING)
4402 BreakingPearl(x, y);
4403 else if (element == EL_AUSGANG_ZU)
4404 AusgangstuerPruefen(x, y);
4405 else if (element == EL_AUSGANG_ACT)
4406 AusgangstuerOeffnen(x, y);
4407 else if (element == EL_AUSGANG_AUF)
4408 AusgangstuerBlinken(x, y);
4409 else if (element == EL_MAUERND)
4411 else if (element == EL_MAUER_LEBT ||
4412 element == EL_MAUER_X ||
4413 element == EL_MAUER_Y ||
4414 element == EL_MAUER_XY)
4416 else if (element == EL_BURNING)
4417 CheckForDragon(x, y);
4418 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4419 CheckBuggyBase(x, y);
4420 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4422 else if (element == EL_SP_TERMINAL)
4423 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4424 else if (element == EL_SP_TERMINAL_ACTIVE)
4425 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4426 else if (IS_BELT(element))
4427 DrawBeltAnimation(x, y, element);
4428 else if (element == EL_SWITCHGATE_OPENING)
4429 OpenSwitchgate(x, y);
4430 else if (element == EL_SWITCHGATE_CLOSING)
4431 CloseSwitchgate(x, y);
4432 else if (element == EL_TIMEGATE_OPENING)
4434 else if (element == EL_TIMEGATE_CLOSING)
4435 CloseTimegate(x, y);
4436 else if (element == EL_EXTRA_TIME)
4437 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4438 else if (element == EL_SHIELD_PASSIVE)
4439 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4440 else if (element == EL_SHIELD_ACTIVE)
4441 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4443 if (game.magic_wall_active)
4445 boolean sieb = FALSE;
4446 int jx = local_player->jx, jy = local_player->jy;
4448 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
4449 Store[x][y] == EL_MAGIC_WALL_EMPTY)
4451 SiebAktivieren(x, y, 1);
4454 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4455 element == EL_MAGIC_WALL_BD_FULL ||
4456 Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
4458 SiebAktivieren(x, y, 2);
4462 /* play the element sound at the position nearest to the player */
4463 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4471 if (game.magic_wall_active)
4473 if (!(game.magic_wall_time_left % 4))
4474 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4476 if (game.magic_wall_time_left > 0)
4478 game.magic_wall_time_left--;
4479 if (!game.magic_wall_time_left)
4481 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4483 element = Feld[x][y];
4485 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
4487 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4488 DrawLevelField(x, y);
4490 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4491 element == EL_MAGIC_WALL_BD_FULL)
4493 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4494 DrawLevelField(x, y);
4498 game.magic_wall_active = FALSE;
4503 if (game.light_time_left > 0)
4505 game.light_time_left--;
4507 if (game.light_time_left == 0)
4509 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4511 element = Feld[x][y];
4513 if (element == EL_LIGHT_SWITCH_ON)
4515 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4516 DrawLevelField(x, y);
4518 else if (element == EL_INVISIBLE_STEEL ||
4519 element == EL_UNSICHTBAR ||
4520 element == EL_SAND_INVISIBLE)
4521 DrawLevelField(x, y);
4526 if (game.timegate_time_left > 0)
4528 game.timegate_time_left--;
4530 if (game.timegate_time_left == 0)
4531 CloseAllOpenTimegates();
4534 if (TimeFrames >= (1000 / GameFrameDelay))
4539 for (i=0; i<MAX_PLAYERS; i++)
4541 if (SHIELD_ON(&stored_player[i]))
4543 stored_player[i].shield_passive_time_left--;
4545 if (stored_player[i].shield_active_time_left > 0)
4546 stored_player[i].shield_active_time_left--;
4550 if (tape.recording || tape.playing)
4551 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4557 if (TimeLeft <= 10 && setup.time_limit)
4558 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4560 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4562 if (!TimeLeft && setup.time_limit)
4563 for (i=0; i<MAX_PLAYERS; i++)
4564 KillHero(&stored_player[i]);
4566 else if (level.time == 0) /* level without time limit */
4567 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4572 if (options.debug) /* calculate frames per second */
4574 static unsigned long fps_counter = 0;
4575 static int fps_frames = 0;
4576 unsigned long fps_delay_ms = Counter() - fps_counter;
4580 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4582 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4585 fps_counter = Counter();
4588 redraw_mask |= REDRAW_FPS;
4592 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4594 int min_x = x, min_y = y, max_x = x, max_y = y;
4597 for (i=0; i<MAX_PLAYERS; i++)
4599 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4601 if (!stored_player[i].active || &stored_player[i] == player)
4604 min_x = MIN(min_x, jx);
4605 min_y = MIN(min_y, jy);
4606 max_x = MAX(max_x, jx);
4607 max_y = MAX(max_y, jy);
4610 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4613 static boolean AllPlayersInVisibleScreen()
4617 for (i=0; i<MAX_PLAYERS; i++)
4619 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4621 if (!stored_player[i].active)
4624 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4631 void ScrollLevel(int dx, int dy)
4633 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4636 BlitBitmap(drawto_field, drawto_field,
4637 FX + TILEX*(dx == -1) - softscroll_offset,
4638 FY + TILEY*(dy == -1) - softscroll_offset,
4639 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4640 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4641 FX + TILEX*(dx == 1) - softscroll_offset,
4642 FY + TILEY*(dy == 1) - softscroll_offset);
4646 x = (dx == 1 ? BX1 : BX2);
4647 for (y=BY1; y<=BY2; y++)
4648 DrawScreenField(x, y);
4652 y = (dy == 1 ? BY1 : BY2);
4653 for (x=BX1; x<=BX2; x++)
4654 DrawScreenField(x, y);
4657 redraw_mask |= REDRAW_FIELD;
4660 static void CheckGravityMovement(struct PlayerInfo *player)
4662 if (level.gravity && !player->programmed_action)
4664 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4665 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4667 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4668 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4669 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4670 int jx = player->jx, jy = player->jy;
4671 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4672 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4673 int new_jx = jx + dx, new_jy = jy + dy;
4674 boolean field_under_player_is_free =
4675 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4676 boolean player_is_moving_to_valid_field =
4677 (IN_LEV_FIELD(new_jx, new_jy) &&
4678 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4679 Feld[new_jx][new_jy] == EL_ERDREICH));
4681 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4682 player->programmed_action = MV_DOWN;
4686 boolean MoveFigureOneStep(struct PlayerInfo *player,
4687 int dx, int dy, int real_dx, int real_dy)
4689 int jx = player->jx, jy = player->jy;
4690 int new_jx = jx+dx, new_jy = jy+dy;
4694 if (!player->active || (!dx && !dy))
4695 return MF_NO_ACTION;
4697 player->MovDir = (dx < 0 ? MV_LEFT :
4700 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4702 if (!IN_LEV_FIELD(new_jx, new_jy))
4703 return MF_NO_ACTION;
4705 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4706 return MF_NO_ACTION;
4709 element = MovingOrBlocked2Element(new_jx, new_jy);
4711 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4714 if (DONT_GO_TO(element))
4716 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4719 Feld[jx][jy] = EL_SPIELFIGUR;
4720 InitMovingField(jx, jy, MV_DOWN);
4721 Store[jx][jy] = EL_SALZSAEURE;
4722 ContinueMoving(jx, jy);
4726 TestIfBadThingHitsHero(new_jx, new_jy);
4731 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4732 if (can_move != MF_MOVING)
4735 StorePlayer[jx][jy] = 0;
4736 player->last_jx = jx;
4737 player->last_jy = jy;
4738 jx = player->jx = new_jx;
4739 jy = player->jy = new_jy;
4740 StorePlayer[jx][jy] = player->element_nr;
4743 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4745 ScrollFigure(player, SCROLL_INIT);
4750 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4752 int jx = player->jx, jy = player->jy;
4753 int old_jx = jx, old_jy = jy;
4754 int moved = MF_NO_ACTION;
4756 if (!player->active || (!dx && !dy))
4759 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4763 /* remove the last programmed player action */
4764 player->programmed_action = 0;
4768 /* should only happen if pre-1.2 tape recordings are played */
4769 /* this is only for backward compatibility */
4771 int original_move_delay_value = player->move_delay_value;
4774 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4777 /* scroll remaining steps with finest movement resolution */
4778 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4780 while (player->MovPos)
4782 ScrollFigure(player, SCROLL_GO_ON);
4783 ScrollScreen(NULL, SCROLL_GO_ON);
4789 player->move_delay_value = original_move_delay_value;
4792 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4794 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4795 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4799 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4800 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4806 if (moved & MF_MOVING && !ScreenMovPos &&
4807 (player == local_player || !options.network))
4809 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4810 int offset = (setup.scroll_delay ? 3 : 0);
4812 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4814 /* actual player has left the screen -- scroll in that direction */
4815 if (jx != old_jx) /* player has moved horizontally */
4816 scroll_x += (jx - old_jx);
4817 else /* player has moved vertically */
4818 scroll_y += (jy - old_jy);
4822 if (jx != old_jx) /* player has moved horizontally */
4824 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4825 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4826 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4828 /* don't scroll over playfield boundaries */
4829 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4830 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4832 /* don't scroll more than one field at a time */
4833 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4835 /* don't scroll against the player's moving direction */
4836 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4837 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4838 scroll_x = old_scroll_x;
4840 else /* player has moved vertically */
4842 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4843 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4844 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4846 /* don't scroll over playfield boundaries */
4847 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4848 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4850 /* don't scroll more than one field at a time */
4851 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4853 /* don't scroll against the player's moving direction */
4854 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4855 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4856 scroll_y = old_scroll_y;
4860 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4862 if (!options.network && !AllPlayersInVisibleScreen())
4864 scroll_x = old_scroll_x;
4865 scroll_y = old_scroll_y;
4869 ScrollScreen(player, SCROLL_INIT);
4870 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4875 if (!(moved & MF_MOVING) && !player->Pushing)
4878 player->Frame = (player->Frame + 1) % 4;
4880 if (moved & MF_MOVING)
4882 if (old_jx != jx && old_jy == jy)
4883 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4884 else if (old_jx == jx && old_jy != jy)
4885 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4887 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4889 player->last_move_dir = player->MovDir;
4893 CheckGravityMovement(player);
4895 player->last_move_dir = MV_NO_MOVING;
4898 TestIfHeroHitsBadThing(jx, jy);
4900 if (!player->active)
4906 void ScrollFigure(struct PlayerInfo *player, int mode)
4908 int jx = player->jx, jy = player->jy;
4909 int last_jx = player->last_jx, last_jy = player->last_jy;
4910 int move_stepsize = TILEX / player->move_delay_value;
4912 if (!player->active || !player->MovPos)
4915 if (mode == SCROLL_INIT)
4917 player->actual_frame_counter = FrameCounter;
4918 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4920 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4921 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4926 else if (!FrameReached(&player->actual_frame_counter, 1))
4929 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4930 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4932 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4933 Feld[last_jx][last_jy] = EL_LEERRAUM;
4935 /* before DrawPlayer() to draw correct player graphic for this case */
4936 if (player->MovPos == 0)
4937 CheckGravityMovement(player);
4941 if (player->MovPos == 0)
4943 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4945 /* continue with normal speed after quickly moving through gate */
4946 HALVE_PLAYER_SPEED(player);
4948 /* be able to make the next move without delay */
4949 player->move_delay = 0;
4952 player->last_jx = jx;
4953 player->last_jy = jy;
4955 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4959 if (!local_player->friends_still_needed)
4960 player->LevelSolved = player->GameOver = TRUE;
4965 void ScrollScreen(struct PlayerInfo *player, int mode)
4967 static unsigned long screen_frame_counter = 0;
4969 if (mode == SCROLL_INIT)
4971 /* set scrolling step size according to actual player's moving speed */
4972 ScrollStepSize = TILEX / player->move_delay_value;
4974 screen_frame_counter = FrameCounter;
4975 ScreenMovDir = player->MovDir;
4976 ScreenMovPos = player->MovPos;
4977 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4980 else if (!FrameReached(&screen_frame_counter, 1))
4985 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4986 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4987 redraw_mask |= REDRAW_FIELD;
4990 ScreenMovDir = MV_NO_MOVING;
4993 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4995 int i, killx = goodx, killy = goody;
4996 static int xy[4][2] =
5003 static int harmless[4] =
5015 x = goodx + xy[i][0];
5016 y = goody + xy[i][1];
5017 if (!IN_LEV_FIELD(x, y))
5021 element = Feld[x][y];
5023 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5026 if (DONT_TOUCH(element))
5028 if (MovDir[x][y] == harmless[i])
5037 if (killx != goodx || killy != goody)
5039 if (IS_PLAYER(goodx, goody))
5041 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5043 if (player->shield_active_time_left > 0)
5045 else if (!PLAYER_PROTECTED(goodx, goody))
5053 void TestIfBadThingHitsGoodThing(int badx, int bady)
5055 int i, killx = badx, killy = bady;
5056 static int xy[4][2] =
5063 static int harmless[4] =
5071 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5078 x = badx + xy[i][0];
5079 y = bady + xy[i][1];
5080 if (!IN_LEV_FIELD(x, y))
5083 element = Feld[x][y];
5085 if (IS_PLAYER(x, y))
5091 else if (element == EL_PINGUIN)
5093 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5102 if (killx != badx || killy != bady)
5104 if (IS_PLAYER(killx, killy))
5106 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5108 if (player->shield_active_time_left > 0)
5110 else if (!PLAYER_PROTECTED(killx, killy))
5118 void TestIfHeroHitsBadThing(int x, int y)
5120 TestIfGoodThingHitsBadThing(x, y);
5123 void TestIfBadThingHitsHero(int x, int y)
5125 TestIfBadThingHitsGoodThing(x, y);
5128 void TestIfFriendHitsBadThing(int x, int y)
5130 TestIfGoodThingHitsBadThing(x, y);
5133 void TestIfBadThingHitsFriend(int x, int y)
5135 TestIfBadThingHitsGoodThing(x, y);
5138 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5140 int i, killx = badx, killy = bady;
5141 static int xy[4][2] =
5155 if (!IN_LEV_FIELD(x, y))
5158 element = Feld[x][y];
5159 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5160 element == EL_AMOEBING || element == EL_TROPFEN)
5168 if (killx != badx || killy != bady)
5172 void KillHero(struct PlayerInfo *player)
5174 int jx = player->jx, jy = player->jy;
5176 if (!player->active)
5179 if (IS_PFORTE(Feld[jx][jy]))
5180 Feld[jx][jy] = EL_LEERRAUM;
5182 /* deactivate shield (else Bang()/Explode() would not work right) */
5183 player->shield_passive_time_left = 0;
5184 player->shield_active_time_left = 0;
5190 static void KillHeroUnlessProtected(int x, int y)
5192 if (!PLAYER_PROTECTED(x, y))
5193 KillHero(PLAYERINFO(x, y));
5196 void BuryHero(struct PlayerInfo *player)
5198 int jx = player->jx, jy = player->jy;
5200 if (!player->active)
5203 PlaySoundLevel(jx, jy, SND_AUTSCH);
5204 PlaySoundLevel(jx, jy, SND_LACHEN);
5206 player->GameOver = TRUE;
5210 void RemoveHero(struct PlayerInfo *player)
5212 int jx = player->jx, jy = player->jy;
5213 int i, found = FALSE;
5215 player->present = FALSE;
5216 player->active = FALSE;
5218 StorePlayer[jx][jy] = 0;
5220 for (i=0; i<MAX_PLAYERS; i++)
5221 if (stored_player[i].active)
5225 AllPlayersGone = TRUE;
5231 int DigField(struct PlayerInfo *player,
5232 int x, int y, int real_dx, int real_dy, int mode)
5234 int jx = player->jx, jy = player->jy;
5235 int dx = x - jx, dy = y - jy;
5236 int move_direction = (dx == -1 ? MV_LEFT :
5237 dx == +1 ? MV_RIGHT :
5239 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5242 if (!player->MovPos)
5243 player->Pushing = FALSE;
5245 if (mode == DF_NO_PUSH)
5247 player->Switching = FALSE;
5248 player->push_delay = 0;
5249 return MF_NO_ACTION;
5252 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5253 return MF_NO_ACTION;
5255 if (IS_TUBE(Feld[jx][jy]))
5258 int tube_leave_directions[][2] =
5260 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5261 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5262 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5263 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5264 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5265 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5266 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5267 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5268 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5269 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5270 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5271 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5274 while (tube_leave_directions[i][0] != Feld[jx][jy])
5277 if (tube_leave_directions[i][0] == -1) /* should not happen */
5281 if (!(tube_leave_directions[i][1] & move_direction))
5282 return MF_NO_ACTION; /* tube has no opening in this direction */
5285 element = Feld[x][y];
5290 PlaySoundLevel(x, y, SND_EMPTY);
5294 case EL_SAND_INVISIBLE:
5295 case EL_TRAP_INACTIVE:
5296 Feld[x][y] = EL_LEERRAUM;
5297 PlaySoundLevel(x, y, SND_SCHLURF);
5302 Feld[x][y] = EL_LEERRAUM;
5303 PlaySoundLevel(x, y, SND_SP_BASE);
5307 case EL_EDELSTEIN_BD:
5308 case EL_EDELSTEIN_GELB:
5309 case EL_EDELSTEIN_ROT:
5310 case EL_EDELSTEIN_LILA:
5312 case EL_SP_INFOTRON:
5316 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5317 element == EL_PEARL ? 5 :
5318 element == EL_CRYSTAL ? 8 : 1);
5319 if (local_player->gems_still_needed < 0)
5320 local_player->gems_still_needed = 0;
5321 RaiseScoreElement(element);
5322 DrawText(DX_EMERALDS, DY_EMERALDS,
5323 int2str(local_player->gems_still_needed, 3),
5324 FS_SMALL, FC_YELLOW);
5325 if (element == EL_SP_INFOTRON)
5326 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5328 PlaySoundLevel(x, y, SND_PONG);
5333 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5334 PlaySoundLevel(x, y, SND_PONG);
5338 Feld[x][y] = EL_LEERRAUM;
5339 PlaySoundLevel(x, y, SND_PONG);
5347 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5349 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5352 case EL_SHIELD_PASSIVE:
5354 player->shield_passive_time_left += 10;
5355 PlaySoundLevel(x, y, SND_PONG);
5358 case EL_SHIELD_ACTIVE:
5360 player->shield_passive_time_left += 10;
5361 player->shield_active_time_left += 10;
5362 PlaySoundLevel(x, y, SND_PONG);
5365 case EL_DYNAMITE_INACTIVE:
5366 case EL_SP_DISK_RED:
5369 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5370 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5371 int2str(local_player->dynamite, 3),
5372 FS_SMALL, FC_YELLOW);
5373 if (element == EL_SP_DISK_RED)
5374 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5376 PlaySoundLevel(x, y, SND_PONG);
5379 case EL_DYNABOMB_NR:
5381 player->dynabomb_count++;
5382 player->dynabombs_left++;
5383 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5384 PlaySoundLevel(x, y, SND_PONG);
5387 case EL_DYNABOMB_SZ:
5389 player->dynabomb_size++;
5390 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5391 PlaySoundLevel(x, y, SND_PONG);
5394 case EL_DYNABOMB_XL:
5396 player->dynabomb_xl = TRUE;
5397 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5398 PlaySoundLevel(x, y, SND_PONG);
5401 case EL_SCHLUESSEL1:
5402 case EL_SCHLUESSEL2:
5403 case EL_SCHLUESSEL3:
5404 case EL_SCHLUESSEL4:
5406 int key_nr = element - EL_SCHLUESSEL1;
5409 player->key[key_nr] = TRUE;
5410 RaiseScoreElement(EL_SCHLUESSEL);
5411 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5412 GFX_SCHLUESSEL1 + key_nr);
5413 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5414 GFX_SCHLUESSEL1 + key_nr);
5415 PlaySoundLevel(x, y, SND_PONG);
5424 int key_nr = element - EL_EM_KEY_1;
5427 player->key[key_nr] = TRUE;
5428 RaiseScoreElement(EL_SCHLUESSEL);
5429 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5430 GFX_SCHLUESSEL1 + key_nr);
5431 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5432 GFX_SCHLUESSEL1 + key_nr);
5433 PlaySoundLevel(x, y, SND_PONG);
5438 Feld[x][y] = EL_ABLENK_EIN;
5441 DrawLevelField(x, y);
5445 case EL_SP_TERMINAL:
5449 for (yy=0; yy<lev_fieldy; yy++)
5451 for (xx=0; xx<lev_fieldx; xx++)
5453 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5455 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5456 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5464 case EL_BELT1_SWITCH_LEFT:
5465 case EL_BELT1_SWITCH_MIDDLE:
5466 case EL_BELT1_SWITCH_RIGHT:
5467 case EL_BELT2_SWITCH_LEFT:
5468 case EL_BELT2_SWITCH_MIDDLE:
5469 case EL_BELT2_SWITCH_RIGHT:
5470 case EL_BELT3_SWITCH_LEFT:
5471 case EL_BELT3_SWITCH_MIDDLE:
5472 case EL_BELT3_SWITCH_RIGHT:
5473 case EL_BELT4_SWITCH_LEFT:
5474 case EL_BELT4_SWITCH_MIDDLE:
5475 case EL_BELT4_SWITCH_RIGHT:
5476 if (!player->Switching)
5478 player->Switching = TRUE;
5479 ToggleBeltSwitch(x, y);
5484 case EL_SWITCHGATE_SWITCH_1:
5485 case EL_SWITCHGATE_SWITCH_2:
5486 if (!player->Switching)
5488 player->Switching = TRUE;
5489 ToggleSwitchgateSwitch(x, y);
5494 case EL_LIGHT_SWITCH_OFF:
5495 case EL_LIGHT_SWITCH_ON:
5496 if (!player->Switching)
5498 player->Switching = TRUE;
5499 ToggleLightSwitch(x, y);
5504 case EL_TIMEGATE_SWITCH_OFF:
5505 ActivateTimegateSwitch(x, y);
5510 case EL_BALLOON_SEND_LEFT:
5511 case EL_BALLOON_SEND_RIGHT:
5512 case EL_BALLOON_SEND_UP:
5513 case EL_BALLOON_SEND_DOWN:
5514 case EL_BALLOON_SEND_ANY:
5515 if (element == EL_BALLOON_SEND_ANY)
5516 game.balloon_dir = move_direction;
5518 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5519 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5520 element == EL_BALLOON_SEND_UP ? MV_UP :
5521 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5528 if (local_player->gems_still_needed > 0)
5529 return MF_NO_ACTION;
5531 player->LevelSolved = player->GameOver = TRUE;
5532 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5535 case EL_FELSBROCKEN:
5538 case EL_DX_SUPABOMB:
5542 case EL_SP_DISK_ORANGE:
5544 if (dy || mode == DF_SNAP)
5545 return MF_NO_ACTION;
5547 player->Pushing = TRUE;
5549 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5550 return MF_NO_ACTION;
5554 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5555 return MF_NO_ACTION;
5558 if (player->push_delay == 0)
5559 player->push_delay = FrameCounter;
5560 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5561 !tape.playing && element != EL_SPRING)
5562 return MF_NO_ACTION;
5565 Feld[x+dx][y+dy] = element;
5567 if (element == EL_SPRING)
5569 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5570 MovDir[x+dx][y+dy] = move_direction;
5573 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5575 DrawLevelField(x+dx, y+dy);
5576 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5577 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5578 else if (element == EL_KOKOSNUSS)
5579 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5580 else if (IS_SP_ELEMENT(element))
5581 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5583 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5590 if (!player->key[element - EL_PFORTE1])
5591 return MF_NO_ACTION;
5598 if (!player->key[element - EL_PFORTE1X])
5599 return MF_NO_ACTION;
5606 if (!player->key[element - EL_EM_GATE_1])
5607 return MF_NO_ACTION;
5608 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5609 return MF_NO_ACTION;
5611 /* automatically move to the next field with double speed */
5612 player->programmed_action = move_direction;
5613 DOUBLE_PLAYER_SPEED(player);
5615 PlaySoundLevel(x, y, SND_GATE);
5623 if (!player->key[element - EL_EM_GATE_1X])
5624 return MF_NO_ACTION;
5625 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5626 return MF_NO_ACTION;
5628 /* automatically move to the next field with double speed */
5629 player->programmed_action = move_direction;
5630 DOUBLE_PLAYER_SPEED(player);
5632 PlaySoundLevel(x, y, SND_GATE);
5636 case EL_SWITCHGATE_OPEN:
5637 case EL_TIMEGATE_OPEN:
5638 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5639 return MF_NO_ACTION;
5641 /* automatically move to the next field with double speed */
5642 player->programmed_action = move_direction;
5643 DOUBLE_PLAYER_SPEED(player);
5645 PlaySoundLevel(x, y, SND_GATE);
5649 case EL_SP_PORT1_LEFT:
5650 case EL_SP_PORT2_LEFT:
5651 case EL_SP_PORT1_RIGHT:
5652 case EL_SP_PORT2_RIGHT:
5653 case EL_SP_PORT1_UP:
5654 case EL_SP_PORT2_UP:
5655 case EL_SP_PORT1_DOWN:
5656 case EL_SP_PORT2_DOWN:
5661 element != EL_SP_PORT1_LEFT &&
5662 element != EL_SP_PORT2_LEFT &&
5663 element != EL_SP_PORT_X &&
5664 element != EL_SP_PORT_XY) ||
5666 element != EL_SP_PORT1_RIGHT &&
5667 element != EL_SP_PORT2_RIGHT &&
5668 element != EL_SP_PORT_X &&
5669 element != EL_SP_PORT_XY) ||
5671 element != EL_SP_PORT1_UP &&
5672 element != EL_SP_PORT2_UP &&
5673 element != EL_SP_PORT_Y &&
5674 element != EL_SP_PORT_XY) ||
5676 element != EL_SP_PORT1_DOWN &&
5677 element != EL_SP_PORT2_DOWN &&
5678 element != EL_SP_PORT_Y &&
5679 element != EL_SP_PORT_XY) ||
5680 !IN_LEV_FIELD(x + dx, y + dy) ||
5681 !IS_FREE(x + dx, y + dy))
5682 return MF_NO_ACTION;
5684 /* automatically move to the next field with double speed */
5685 player->programmed_action = move_direction;
5686 DOUBLE_PLAYER_SPEED(player);
5688 PlaySoundLevel(x, y, SND_GATE);
5692 case EL_TUBE_VERTICAL:
5693 case EL_TUBE_HORIZONTAL:
5694 case EL_TUBE_VERT_LEFT:
5695 case EL_TUBE_VERT_RIGHT:
5696 case EL_TUBE_HORIZ_UP:
5697 case EL_TUBE_HORIZ_DOWN:
5698 case EL_TUBE_LEFT_UP:
5699 case EL_TUBE_LEFT_DOWN:
5700 case EL_TUBE_RIGHT_UP:
5701 case EL_TUBE_RIGHT_DOWN:
5704 int tube_enter_directions[][2] =
5706 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5707 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5708 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5709 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5710 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5711 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5712 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5713 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5714 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5715 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5716 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5717 { -1, MV_NO_MOVING }
5720 while (tube_enter_directions[i][0] != element)
5723 if (tube_enter_directions[i][0] == -1) /* should not happen */
5727 if (!(tube_enter_directions[i][1] & move_direction))
5728 return MF_NO_ACTION; /* tube has no opening in this direction */
5733 case EL_AUSGANG_ACT:
5734 /* door is not (yet) open */
5735 return MF_NO_ACTION;
5738 case EL_AUSGANG_AUF:
5739 if (mode == DF_SNAP)
5740 return MF_NO_ACTION;
5742 PlaySoundLevel(x, y, SND_BUING);
5747 Feld[x][y] = EL_BIRNE_EIN;
5748 local_player->lights_still_needed--;
5749 DrawLevelField(x, y);
5750 PlaySoundLevel(x, y, SND_DENG);
5755 Feld[x][y] = EL_ZEIT_LEER;
5757 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5758 DrawLevelField(x, y);
5759 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5763 case EL_SOKOBAN_FELD_LEER:
5766 case EL_SOKOBAN_FELD_VOLL:
5767 case EL_SOKOBAN_OBJEKT:
5769 case EL_SP_DISK_YELLOW:
5771 if (mode == DF_SNAP)
5772 return MF_NO_ACTION;
5774 player->Pushing = TRUE;
5776 if (!IN_LEV_FIELD(x+dx, y+dy)
5777 || (!IS_FREE(x+dx, y+dy)
5778 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5779 || !IS_SB_ELEMENT(element))))
5780 return MF_NO_ACTION;
5784 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5785 return MF_NO_ACTION;
5787 else if (dy && real_dx)
5789 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5790 return MF_NO_ACTION;
5793 if (player->push_delay == 0)
5794 player->push_delay = FrameCounter;
5795 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5796 !tape.playing && element != EL_BALLOON)
5797 return MF_NO_ACTION;
5799 if (IS_SB_ELEMENT(element))
5801 if (element == EL_SOKOBAN_FELD_VOLL)
5803 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5804 local_player->sokobanfields_still_needed++;
5809 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5811 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5812 local_player->sokobanfields_still_needed--;
5813 if (element == EL_SOKOBAN_OBJEKT)
5814 PlaySoundLevel(x, y, SND_DENG);
5817 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5822 Feld[x+dx][y+dy] = element;
5825 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5827 DrawLevelField(x, y);
5828 DrawLevelField(x+dx, y+dy);
5829 if (element == EL_BALLOON)
5830 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5832 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5834 if (IS_SB_ELEMENT(element) &&
5835 local_player->sokobanfields_still_needed == 0 &&
5836 game.emulation == EMU_SOKOBAN)
5838 player->LevelSolved = player->GameOver = TRUE;
5839 PlaySoundLevel(x, y, SND_BUING);
5850 return MF_NO_ACTION;
5853 player->push_delay = 0;
5858 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5860 int jx = player->jx, jy = player->jy;
5861 int x = jx + dx, y = jy + dy;
5863 if (!player->active || !IN_LEV_FIELD(x, y))
5871 player->snapped = FALSE;
5875 if (player->snapped)
5878 player->MovDir = (dx < 0 ? MV_LEFT :
5881 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5883 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5886 player->snapped = TRUE;
5887 DrawLevelField(x, y);
5893 boolean PlaceBomb(struct PlayerInfo *player)
5895 int jx = player->jx, jy = player->jy;
5898 if (!player->active || player->MovPos)
5901 element = Feld[jx][jy];
5903 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5904 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5907 if (element != EL_LEERRAUM)
5908 Store[jx][jy] = element;
5910 if (player->dynamite)
5912 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5913 MovDelay[jx][jy] = 96;
5915 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5916 FS_SMALL, FC_YELLOW);
5917 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5919 if (game.emulation == EMU_SUPAPLEX)
5920 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5922 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5927 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5928 MovDelay[jx][jy] = 96;
5929 player->dynabombs_left--;
5930 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5931 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5937 void PlaySoundLevel(int x, int y, int sound_nr)
5939 int sx = SCREENX(x), sy = SCREENY(y);
5941 int silence_distance = 8;
5943 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5944 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5947 if (!IN_LEV_FIELD(x, y) ||
5948 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5949 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5952 volume = PSND_MAX_VOLUME;
5954 #if !defined(PLATFORM_MSDOS)
5955 stereo = (sx - SCR_FIELDX/2) * 12;
5957 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5958 if (stereo > PSND_MAX_RIGHT)
5959 stereo = PSND_MAX_RIGHT;
5960 if (stereo < PSND_MAX_LEFT)
5961 stereo = PSND_MAX_LEFT;
5964 if (!IN_SCR_FIELD(sx, sy))
5966 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5967 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5969 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5972 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5975 void RaiseScore(int value)
5977 local_player->score += value;
5978 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5979 FS_SMALL, FC_YELLOW);
5982 void RaiseScoreElement(int element)
5987 case EL_EDELSTEIN_BD:
5988 case EL_EDELSTEIN_GELB:
5989 case EL_EDELSTEIN_ROT:
5990 case EL_EDELSTEIN_LILA:
5991 RaiseScore(level.score[SC_EDELSTEIN]);
5994 RaiseScore(level.score[SC_DIAMANT]);
5998 RaiseScore(level.score[SC_KAEFER]);
6002 RaiseScore(level.score[SC_FLIEGER]);
6006 RaiseScore(level.score[SC_MAMPFER]);
6009 RaiseScore(level.score[SC_ROBOT]);
6012 RaiseScore(level.score[SC_PACMAN]);
6015 RaiseScore(level.score[SC_KOKOSNUSS]);
6017 case EL_DYNAMITE_INACTIVE:
6018 RaiseScore(level.score[SC_DYNAMIT]);
6021 RaiseScore(level.score[SC_SCHLUESSEL]);
6028 /* ---------- new game button stuff ---------------------------------------- */
6030 /* graphic position values for game buttons */
6031 #define GAME_BUTTON_XSIZE 30
6032 #define GAME_BUTTON_YSIZE 30
6033 #define GAME_BUTTON_XPOS 5
6034 #define GAME_BUTTON_YPOS 215
6035 #define SOUND_BUTTON_XPOS 5
6036 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6038 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6039 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6040 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6041 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6042 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6043 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6050 } gamebutton_info[NUM_GAME_BUTTONS] =
6053 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6058 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6063 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6068 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6069 SOUND_CTRL_ID_MUSIC,
6070 "background music on/off"
6073 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6074 SOUND_CTRL_ID_LOOPS,
6075 "sound loops on/off"
6078 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6079 SOUND_CTRL_ID_SIMPLE,
6080 "normal sounds on/off"
6084 void CreateGameButtons()
6088 for (i=0; i<NUM_GAME_BUTTONS; i++)
6090 Bitmap *gd_bitmap = pix[PIX_DOOR];
6091 struct GadgetInfo *gi;
6094 unsigned long event_mask;
6095 int gd_xoffset, gd_yoffset;
6096 int gd_x1, gd_x2, gd_y1, gd_y2;
6099 gd_xoffset = gamebutton_info[i].x;
6100 gd_yoffset = gamebutton_info[i].y;
6101 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6102 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6104 if (id == GAME_CTRL_ID_STOP ||
6105 id == GAME_CTRL_ID_PAUSE ||
6106 id == GAME_CTRL_ID_PLAY)
6108 button_type = GD_TYPE_NORMAL_BUTTON;
6110 event_mask = GD_EVENT_RELEASED;
6111 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6112 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6116 button_type = GD_TYPE_CHECK_BUTTON;
6118 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6119 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6120 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6121 event_mask = GD_EVENT_PRESSED;
6122 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6123 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6126 gi = CreateGadget(GDI_CUSTOM_ID, id,
6127 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6128 GDI_X, DX + gd_xoffset,
6129 GDI_Y, DY + gd_yoffset,
6130 GDI_WIDTH, GAME_BUTTON_XSIZE,
6131 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6132 GDI_TYPE, button_type,
6133 GDI_STATE, GD_BUTTON_UNPRESSED,
6134 GDI_CHECKED, checked,
6135 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6136 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6137 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6138 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6139 GDI_EVENT_MASK, event_mask,
6140 GDI_CALLBACK_ACTION, HandleGameButtons,
6144 Error(ERR_EXIT, "cannot create gadget");
6146 game_gadget[id] = gi;
6150 static void MapGameButtons()
6154 for (i=0; i<NUM_GAME_BUTTONS; i++)
6155 MapGadget(game_gadget[i]);
6158 void UnmapGameButtons()
6162 for (i=0; i<NUM_GAME_BUTTONS; i++)
6163 UnmapGadget(game_gadget[i]);
6166 static void HandleGameButtons(struct GadgetInfo *gi)
6168 int id = gi->custom_id;
6170 if (game_status != PLAYING)
6175 case GAME_CTRL_ID_STOP:
6178 CloseDoor(DOOR_CLOSE_1);
6179 game_status = MAINMENU;
6184 if (level_editor_test_game ||
6185 Request("Do you really want to quit the game ?",
6186 REQ_ASK | REQ_STAY_CLOSED))
6188 #if defined(PLATFORM_UNIX)
6189 if (options.network)
6190 SendToServer_StopPlaying();
6194 game_status = MAINMENU;
6199 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6202 case GAME_CTRL_ID_PAUSE:
6203 if (options.network)
6205 #if defined(PLATFORM_UNIX)
6207 SendToServer_ContinuePlaying();
6209 SendToServer_PausePlaying();
6216 case GAME_CTRL_ID_PLAY:
6219 #if defined(PLATFORM_UNIX)
6220 if (options.network)
6221 SendToServer_ContinuePlaying();
6225 tape.pausing = FALSE;
6226 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6231 case SOUND_CTRL_ID_MUSIC:
6232 if (setup.sound_music)
6234 setup.sound_music = FALSE;
6237 else if (audio.loops_available)
6239 setup.sound = setup.sound_music = TRUE;
6241 PlayMusic(level_nr % num_bg_loops);
6245 case SOUND_CTRL_ID_LOOPS:
6246 if (setup.sound_loops)
6247 setup.sound_loops = FALSE;
6248 else if (audio.loops_available)
6249 setup.sound = setup.sound_loops = TRUE;
6252 case SOUND_CTRL_ID_SIMPLE:
6253 if (setup.sound_simple)
6254 setup.sound_simple = FALSE;
6255 else if (audio.sound_available)
6256 setup.sound = setup.sound_simple = TRUE;