1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
25 /* this switch controls how rocks move horizontally */
26 #define OLD_GAME_BEHAVIOUR FALSE
33 /* for MoveFigure() */
34 #define MF_NO_ACTION 0
38 /* for ScrollFigure() */
40 #define SCROLL_GO_ON 1
43 #define EX_PHASE_START 0
44 #define EX_NO_EXPLOSION 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (!audio.sound_available)
173 if (!audio.loops_available)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 if (!video.fullscreen_available)
180 setup.fullscreen = FALSE;
182 setup.sound_simple = setup.sound;
184 SetAudioMode(setup.sound);
188 static int getBeltNrFromElement(int element)
190 return (element < EL_BELT2_LEFT ? 0 :
191 element < EL_BELT3_LEFT ? 1 :
192 element < EL_BELT4_LEFT ? 2 : 3);
195 static int getBeltNrFromSwitchElement(int element)
197 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
198 element < EL_BELT3_SWITCH_LEFT ? 1 :
199 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
202 static int getBeltDirNrFromSwitchElement(int element)
204 static int belt_base_element[4] =
206 EL_BELT1_SWITCH_LEFT,
207 EL_BELT2_SWITCH_LEFT,
208 EL_BELT3_SWITCH_LEFT,
212 int belt_nr = getBeltNrFromSwitchElement(element);
213 int belt_dir_nr = element - belt_base_element[belt_nr];
215 return (belt_dir_nr % 3);
218 static int getBeltDirFromSwitchElement(int element)
220 static int belt_move_dir[3] =
227 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
229 return belt_move_dir[belt_dir_nr];
232 static void InitField(int x, int y, boolean init_game)
239 if (stored_player[0].present)
241 Feld[x][y] = EL_SP_MURPHY_CLONE;
248 Feld[x][y] = EL_SPIELER1;
256 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
257 int jx = player->jx, jy = player->jy;
259 player->present = TRUE;
261 if (!options.network || player->connected)
263 player->active = TRUE;
265 /* remove potentially duplicate players */
266 if (StorePlayer[jx][jy] == Feld[x][y])
267 StorePlayer[jx][jy] = 0;
269 StorePlayer[x][y] = Feld[x][y];
273 printf("Player %d activated.\n", player->element_nr);
274 printf("[Local player is %d and currently %s.]\n",
275 local_player->element_nr,
276 local_player->active ? "active" : "not active");
280 Feld[x][y] = EL_LEERRAUM;
281 player->jx = player->last_jx = x;
282 player->jy = player->last_jy = y;
287 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
288 Feld[x][y] = EL_BADEWANNE1;
289 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
290 Feld[x][y] = EL_BADEWANNE2;
291 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
292 Feld[x][y] = EL_BADEWANNE3;
293 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
294 Feld[x][y] = EL_BADEWANNE4;
295 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
296 Feld[x][y] = EL_BADEWANNE5;
299 case EL_KAEFER_RIGHT:
304 case EL_FLIEGER_RIGHT:
306 case EL_FLIEGER_LEFT:
307 case EL_FLIEGER_DOWN:
309 case EL_BUTTERFLY_RIGHT:
310 case EL_BUTTERFLY_UP:
311 case EL_BUTTERFLY_LEFT:
312 case EL_BUTTERFLY_DOWN:
314 case EL_FIREFLY_RIGHT:
316 case EL_FIREFLY_LEFT:
317 case EL_FIREFLY_DOWN:
319 case EL_PACMAN_RIGHT:
343 if (y == lev_fieldy - 1)
345 Feld[x][y] = EL_AMOEBING;
346 Store[x][y] = EL_AMOEBE_NASS;
350 case EL_DYNAMITE_ACTIVE:
355 local_player->lights_still_needed++;
358 case EL_SOKOBAN_FELD_LEER:
359 local_player->sokobanfields_still_needed++;
363 local_player->friends_still_needed++;
368 MovDir[x][y] = 1 << RND(4);
372 Feld[x][y] = EL_LEERRAUM;
375 case EL_EM_KEY_1_FILE:
376 Feld[x][y] = EL_EM_KEY_1;
378 case EL_EM_KEY_2_FILE:
379 Feld[x][y] = EL_EM_KEY_2;
381 case EL_EM_KEY_3_FILE:
382 Feld[x][y] = EL_EM_KEY_3;
384 case EL_EM_KEY_4_FILE:
385 Feld[x][y] = EL_EM_KEY_4;
388 case EL_BELT1_SWITCH_LEFT:
389 case EL_BELT1_SWITCH_MIDDLE:
390 case EL_BELT1_SWITCH_RIGHT:
391 case EL_BELT2_SWITCH_LEFT:
392 case EL_BELT2_SWITCH_MIDDLE:
393 case EL_BELT2_SWITCH_RIGHT:
394 case EL_BELT3_SWITCH_LEFT:
395 case EL_BELT3_SWITCH_MIDDLE:
396 case EL_BELT3_SWITCH_RIGHT:
397 case EL_BELT4_SWITCH_LEFT:
398 case EL_BELT4_SWITCH_MIDDLE:
399 case EL_BELT4_SWITCH_RIGHT:
402 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
403 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
404 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
406 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
408 game.belt_dir[belt_nr] = belt_dir;
409 game.belt_dir_nr[belt_nr] = belt_dir_nr;
411 else /* more than one switch -- set it like the first switch */
413 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
418 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
420 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
423 case EL_LIGHT_SWITCH_ON:
425 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
436 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
437 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
438 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
440 /* don't play tapes over network */
441 network_playing = (options.network && !tape.playing);
443 for (i=0; i<MAX_PLAYERS; i++)
445 struct PlayerInfo *player = &stored_player[i];
447 player->index_nr = i;
448 player->element_nr = EL_SPIELER1 + i;
450 player->present = FALSE;
451 player->active = FALSE;
454 player->effective_action = 0;
455 player->programmed_action = 0;
458 player->gems_still_needed = level.gems_needed;
459 player->sokobanfields_still_needed = 0;
460 player->lights_still_needed = 0;
461 player->friends_still_needed = 0;
464 player->key[j] = FALSE;
466 player->dynamite = 0;
467 player->dynabomb_count = 0;
468 player->dynabomb_size = 1;
469 player->dynabombs_left = 0;
470 player->dynabomb_xl = FALSE;
472 player->MovDir = MV_NO_MOVING;
474 player->Pushing = FALSE;
475 player->Switching = FALSE;
479 player->actual_frame_counter = 0;
481 player->frame_reset_delay = 0;
483 player->push_delay = 0;
484 player->push_delay_value = 5;
486 player->move_delay = 0;
487 player->last_move_dir = MV_NO_MOVING;
488 player->is_moving = FALSE;
490 player->move_delay_value =
491 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
493 player->snapped = FALSE;
495 player->last_jx = player->last_jy = 0;
496 player->jx = player->jy = 0;
498 player->shield_passive_time_left = 0;
499 player->shield_active_time_left = 0;
501 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
502 SnapField(player, 0, 0);
504 player->LevelSolved = FALSE;
505 player->GameOver = FALSE;
508 network_player_action_received = FALSE;
510 #if defined(PLATFORM_UNIX)
511 /* initial null action */
513 SendToServer_MovePlayer(MV_NO_MOVING);
521 TimeLeft = level.time;
523 ScreenMovDir = MV_NO_MOVING;
527 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
529 AllPlayersGone = FALSE;
531 game.yam_content_nr = 0;
532 game.magic_wall_active = FALSE;
533 game.magic_wall_time_left = 0;
534 game.light_time_left = 0;
535 game.timegate_time_left = 0;
536 game.switchgate_pos = 0;
537 game.balloon_dir = MV_NO_MOVING;
538 game.explosions_delayed = TRUE;
542 game.belt_dir[i] = MV_NO_MOVING;
543 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
546 for (i=0; i<MAX_NUM_AMOEBA; i++)
547 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
549 for (x=0; x<lev_fieldx; x++)
551 for (y=0; y<lev_fieldy; y++)
553 Feld[x][y] = Ur[x][y];
554 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
555 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
558 JustStopped[x][y] = 0;
560 ExplodeField[x][y] = EX_NO_EXPLOSION;
564 for(y=0; y<lev_fieldy; y++)
566 for(x=0; x<lev_fieldx; x++)
568 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
570 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
572 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
575 InitField(x, y, TRUE);
579 /* correct non-moving belts to start moving left */
581 if (game.belt_dir[i] == MV_NO_MOVING)
582 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
584 /* check if any connected player was not found in playfield */
585 for (i=0; i<MAX_PLAYERS; i++)
587 struct PlayerInfo *player = &stored_player[i];
589 if (player->connected && !player->present)
591 for (j=0; j<MAX_PLAYERS; j++)
593 struct PlayerInfo *some_player = &stored_player[j];
594 int jx = some_player->jx, jy = some_player->jy;
596 /* assign first free player found that is present in the playfield */
597 if (some_player->present && !some_player->connected)
599 player->present = TRUE;
600 player->active = TRUE;
601 some_player->present = FALSE;
603 StorePlayer[jx][jy] = player->element_nr;
604 player->jx = player->last_jx = jx;
605 player->jy = player->last_jy = jy;
615 /* when playing a tape, eliminate all players who do not participate */
617 for (i=0; i<MAX_PLAYERS; i++)
619 if (stored_player[i].active && !tape.player_participates[i])
621 struct PlayerInfo *player = &stored_player[i];
622 int jx = player->jx, jy = player->jy;
624 player->active = FALSE;
625 StorePlayer[jx][jy] = 0;
626 Feld[jx][jy] = EL_LEERRAUM;
630 else if (!options.network && !setup.team_mode) /* && !tape.playing */
632 /* when in single player mode, eliminate all but the first active player */
634 for (i=0; i<MAX_PLAYERS; i++)
636 if (stored_player[i].active)
638 for (j=i+1; j<MAX_PLAYERS; j++)
640 if (stored_player[j].active)
642 struct PlayerInfo *player = &stored_player[j];
643 int jx = player->jx, jy = player->jy;
645 player->active = FALSE;
646 StorePlayer[jx][jy] = 0;
647 Feld[jx][jy] = EL_LEERRAUM;
654 /* when recording the game, store which players take part in the game */
657 for (i=0; i<MAX_PLAYERS; i++)
658 if (stored_player[i].active)
659 tape.player_participates[i] = TRUE;
664 for (i=0; i<MAX_PLAYERS; i++)
666 struct PlayerInfo *player = &stored_player[i];
668 printf("Player %d: present == %d, connected == %d, active == %d.\n",
673 if (local_player == player)
674 printf("Player %d is local player.\n", i+1);
678 game.version = (tape.playing ? tape.game_version : level.game_version);
679 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
680 emulate_sb ? EMU_SOKOBAN :
681 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
683 /* dynamically adjust element properties according to game engine version */
685 static int ep_slippery[] =
694 static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
696 for (i=0; i<ep_slippery_num; i++)
698 if (game.version >= GAME_VERSION_2_0)
699 Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS;
701 Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS;
705 if (BorderElement == EL_LEERRAUM)
708 SBX_Right = lev_fieldx - SCR_FIELDX;
710 SBY_Lower = lev_fieldy - SCR_FIELDY;
715 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
717 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
720 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
721 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
723 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
724 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
727 scroll_y = SBY_Upper;
728 if (local_player->jx >= SBX_Left + MIDPOSX)
729 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
730 local_player->jx - MIDPOSX :
732 if (local_player->jy >= SBY_Upper + MIDPOSY)
733 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
734 local_player->jy - MIDPOSY :
737 CloseDoor(DOOR_CLOSE_1);
743 /* after drawing the level, correct some elements */
744 if (game.timegate_time_left == 0)
745 CloseAllOpenTimegates();
747 if (setup.soft_scrolling)
748 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
750 redraw_mask |= REDRAW_FROM_BACKBUFFER;
752 /* copy default game door content to main double buffer */
753 BlitBitmap(pix[PIX_DOOR], drawto,
754 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
757 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
758 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
761 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
762 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
763 BlitBitmap(drawto, drawto,
764 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
765 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
766 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
769 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
770 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
771 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
772 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
773 DrawText(DX + XX_SCORE, DY + YY_SCORE,
774 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
775 DrawText(DX + XX_TIME, DY + YY_TIME,
776 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
779 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
780 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
781 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
785 /* copy actual game door content to door double buffer for OpenDoor() */
786 BlitBitmap(drawto, pix[PIX_DB_DOOR],
787 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
789 OpenDoor(DOOR_OPEN_ALL);
791 if (setup.sound_music && num_bg_loops)
792 PlayMusic(level_nr % num_bg_loops);
794 KeyboardAutoRepeatOff();
799 printf("Player %d %sactive.\n",
800 i + 1, (stored_player[i].active ? "" : "not "));
804 void InitMovDir(int x, int y)
806 int i, element = Feld[x][y];
807 static int xy[4][2] =
814 static int direction[3][4] =
816 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
817 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
818 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
823 case EL_KAEFER_RIGHT:
827 Feld[x][y] = EL_KAEFER;
828 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
831 case EL_FLIEGER_RIGHT:
833 case EL_FLIEGER_LEFT:
834 case EL_FLIEGER_DOWN:
835 Feld[x][y] = EL_FLIEGER;
836 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
839 case EL_BUTTERFLY_RIGHT:
840 case EL_BUTTERFLY_UP:
841 case EL_BUTTERFLY_LEFT:
842 case EL_BUTTERFLY_DOWN:
843 Feld[x][y] = EL_BUTTERFLY;
844 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
847 case EL_FIREFLY_RIGHT:
849 case EL_FIREFLY_LEFT:
850 case EL_FIREFLY_DOWN:
851 Feld[x][y] = EL_FIREFLY;
852 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
855 case EL_PACMAN_RIGHT:
859 Feld[x][y] = EL_PACMAN;
860 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
864 MovDir[x][y] = MV_UP;
868 MovDir[x][y] = MV_LEFT;
875 Feld[x][y] = EL_MOLE;
876 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
880 MovDir[x][y] = 1 << RND(4);
881 if (element != EL_KAEFER &&
882 element != EL_FLIEGER &&
883 element != EL_BUTTERFLY &&
884 element != EL_FIREFLY)
889 int x1 = x + xy[i][0];
890 int y1 = y + xy[i][1];
892 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
894 if (element == EL_KAEFER || element == EL_BUTTERFLY)
896 MovDir[x][y] = direction[0][i];
899 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
900 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
902 MovDir[x][y] = direction[1][i];
911 void InitAmoebaNr(int x, int y)
914 int group_nr = AmoebeNachbarNr(x, y);
918 for (i=1; i<MAX_NUM_AMOEBA; i++)
920 if (AmoebaCnt[i] == 0)
928 AmoebaNr[x][y] = group_nr;
929 AmoebaCnt[group_nr]++;
930 AmoebaCnt2[group_nr]++;
936 boolean raise_level = FALSE;
938 if (local_player->MovPos)
941 local_player->LevelSolved = FALSE;
945 if (setup.sound_loops)
946 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
950 if (!setup.sound_loops)
951 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
952 if (TimeLeft > 0 && !(TimeLeft % 10))
953 RaiseScore(level.score[SC_ZEITBONUS]);
954 if (TimeLeft > 100 && !(TimeLeft % 10))
958 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
963 if (setup.sound_loops)
966 else if (level.time == 0) /* level without time limit */
968 if (setup.sound_loops)
969 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
971 while(TimePlayed < 999)
973 if (!setup.sound_loops)
974 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
975 if (TimePlayed < 999 && !(TimePlayed % 10))
976 RaiseScore(level.score[SC_ZEITBONUS]);
977 if (TimePlayed < 900 && !(TimePlayed % 10))
981 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
986 if (setup.sound_loops)
994 /* Hero disappears */
995 DrawLevelField(ExitX, ExitY);
1001 CloseDoor(DOOR_CLOSE_1);
1006 SaveTape(tape.level_nr); /* Ask to save tape */
1009 if (level_nr == leveldir_current->handicap_level)
1011 leveldir_current->handicap_level++;
1012 SaveLevelSetup_SeriesInfo();
1015 if (level_editor_test_game)
1016 local_player->score = -1; /* no highscore when playing from editor */
1017 else if (level_nr < leveldir_current->last_level)
1018 raise_level = TRUE; /* advance to next level */
1020 if ((hi_pos = NewHiScore()) >= 0)
1022 game_status = HALLOFFAME;
1023 DrawHallOfFame(hi_pos);
1032 game_status = MAINMENU;
1049 LoadScore(level_nr);
1051 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1052 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1055 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1057 if (local_player->score > highscore[k].Score)
1059 /* player has made it to the hall of fame */
1061 if (k < MAX_SCORE_ENTRIES - 1)
1063 int m = MAX_SCORE_ENTRIES - 1;
1066 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1067 if (!strcmp(setup.player_name, highscore[l].Name))
1069 if (m == k) /* player's new highscore overwrites his old one */
1075 strcpy(highscore[l].Name, highscore[l - 1].Name);
1076 highscore[l].Score = highscore[l - 1].Score;
1083 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1084 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1085 highscore[k].Score = local_player->score;
1091 else if (!strncmp(setup.player_name, highscore[k].Name,
1092 MAX_PLAYER_NAME_LEN))
1093 break; /* player already there with a higher score */
1099 SaveScore(level_nr);
1104 void InitMovingField(int x, int y, int direction)
1106 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1107 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1109 MovDir[x][y] = direction;
1110 MovDir[newx][newy] = direction;
1111 if (Feld[newx][newy] == EL_LEERRAUM)
1112 Feld[newx][newy] = EL_BLOCKED;
1115 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1117 int direction = MovDir[x][y];
1118 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1119 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1125 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1127 int oldx = x, oldy = y;
1128 int direction = MovDir[x][y];
1130 if (direction == MV_LEFT)
1132 else if (direction == MV_RIGHT)
1134 else if (direction == MV_UP)
1136 else if (direction == MV_DOWN)
1139 *comes_from_x = oldx;
1140 *comes_from_y = oldy;
1143 int MovingOrBlocked2Element(int x, int y)
1145 int element = Feld[x][y];
1147 if (element == EL_BLOCKED)
1151 Blocked2Moving(x, y, &oldx, &oldy);
1152 return Feld[oldx][oldy];
1158 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1160 /* like MovingOrBlocked2Element(), but if element is moving
1161 and (x,y) is the field the moving element is just leaving,
1162 return EL_BLOCKED instead of the element value */
1163 int element = Feld[x][y];
1165 if (IS_MOVING(x, y))
1167 if (element == EL_BLOCKED)
1171 Blocked2Moving(x, y, &oldx, &oldy);
1172 return Feld[oldx][oldy];
1181 static void RemoveField(int x, int y)
1183 Feld[x][y] = EL_LEERRAUM;
1189 void RemoveMovingField(int x, int y)
1191 int oldx = x, oldy = y, newx = x, newy = y;
1193 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1196 if (IS_MOVING(x, y))
1198 Moving2Blocked(x, y, &newx, &newy);
1199 if (Feld[newx][newy] != EL_BLOCKED)
1202 else if (Feld[x][y] == EL_BLOCKED)
1204 Blocked2Moving(x, y, &oldx, &oldy);
1205 if (!IS_MOVING(oldx, oldy))
1209 if (Feld[x][y] == EL_BLOCKED &&
1210 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1211 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1212 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1213 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1214 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1216 Feld[oldx][oldy] = EL_LEERRAUM;
1218 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1220 Feld[newx][newy] = EL_LEERRAUM;
1221 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1222 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1224 DrawLevelField(oldx, oldy);
1225 DrawLevelField(newx, newy);
1228 void DrawDynamite(int x, int y)
1230 int sx = SCREENX(x), sy = SCREENY(y);
1231 int graphic = el2gfx(Feld[x][y]);
1234 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1238 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1240 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1242 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1247 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1251 if (game.emulation == EMU_SUPAPLEX)
1252 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1253 else if (Store[x][y])
1254 DrawGraphicThruMask(sx, sy, graphic + phase);
1256 DrawGraphic(sx, sy, graphic + phase);
1259 void CheckDynamite(int x, int y)
1261 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1266 if (!(MovDelay[x][y] % 12))
1267 PlaySoundLevel(x, y, SND_ZISCH);
1269 if (IS_ACTIVE_BOMB(Feld[x][y]))
1271 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1273 if (!(MovDelay[x][y] % delay))
1281 StopSound(SND_ZISCH);
1285 void Explode(int ex, int ey, int phase, int mode)
1288 int num_phase = 9, delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1289 int last_phase = num_phase * delay;
1290 int half_phase = (num_phase / 2) * delay;
1291 int first_phase_after_start = EX_PHASE_START + 1;
1293 if (game.explosions_delayed)
1295 ExplodeField[ex][ey] = mode;
1299 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1301 int center_element = Feld[ex][ey];
1303 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1305 /* put moving element to center field (and let it explode there) */
1306 center_element = MovingOrBlocked2Element(ex, ey);
1307 RemoveMovingField(ex, ey);
1308 Feld[ex][ey] = center_element;
1311 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1315 if (!IN_LEV_FIELD(x, y) ||
1316 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1317 (x != ex || y != ey)))
1320 element = Feld[x][y];
1322 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1324 element = MovingOrBlocked2Element(x, y);
1325 RemoveMovingField(x, y);
1328 if (IS_MASSIVE(element) || element == EL_BURNING)
1331 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1333 if (IS_ACTIVE_BOMB(element))
1335 /* re-activate things under the bomb like gate or penguin */
1336 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1343 if (element == EL_EXPLODING)
1344 element = Store2[x][y];
1346 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1348 switch(StorePlayer[ex][ey])
1351 Store[x][y] = EL_EDELSTEIN_ROT;
1354 Store[x][y] = EL_EDELSTEIN;
1357 Store[x][y] = EL_EDELSTEIN_LILA;
1361 Store[x][y] = EL_EDELSTEIN_GELB;
1365 if (game.emulation == EMU_SUPAPLEX)
1366 Store[x][y] = EL_LEERRAUM;
1368 else if (center_element == EL_MOLE)
1369 Store[x][y] = EL_EDELSTEIN_ROT;
1370 else if (center_element == EL_PINGUIN)
1371 Store[x][y] = EL_EDELSTEIN_LILA;
1372 else if (center_element == EL_KAEFER)
1373 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1374 else if (center_element == EL_BUTTERFLY)
1375 Store[x][y] = EL_EDELSTEIN_BD;
1376 else if (center_element == EL_SP_ELECTRON)
1377 Store[x][y] = EL_SP_INFOTRON;
1378 else if (center_element == EL_MAMPFER)
1379 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1380 else if (center_element == EL_AMOEBA2DIAM)
1381 Store[x][y] = level.amoeba_content;
1382 else if (element == EL_ERZ_EDEL)
1383 Store[x][y] = EL_EDELSTEIN;
1384 else if (element == EL_ERZ_DIAM)
1385 Store[x][y] = EL_DIAMANT;
1386 else if (element == EL_ERZ_EDEL_BD)
1387 Store[x][y] = EL_EDELSTEIN_BD;
1388 else if (element == EL_ERZ_EDEL_GELB)
1389 Store[x][y] = EL_EDELSTEIN_GELB;
1390 else if (element == EL_ERZ_EDEL_ROT)
1391 Store[x][y] = EL_EDELSTEIN_ROT;
1392 else if (element == EL_ERZ_EDEL_LILA)
1393 Store[x][y] = EL_EDELSTEIN_LILA;
1394 else if (element == EL_WALL_PEARL)
1395 Store[x][y] = EL_PEARL;
1396 else if (element == EL_WALL_CRYSTAL)
1397 Store[x][y] = EL_CRYSTAL;
1398 else if (!IS_PFORTE(Store[x][y]))
1399 Store[x][y] = EL_LEERRAUM;
1401 if (x != ex || y != ey ||
1402 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1403 Store2[x][y] = element;
1405 if (AmoebaNr[x][y] &&
1406 (element == EL_AMOEBE_VOLL ||
1407 element == EL_AMOEBE_BD ||
1408 element == EL_AMOEBING))
1410 AmoebaCnt[AmoebaNr[x][y]]--;
1411 AmoebaCnt2[AmoebaNr[x][y]]--;
1414 Feld[x][y] = EL_EXPLODING;
1415 MovDir[x][y] = MovPos[x][y] = 0;
1421 if (center_element == EL_MAMPFER)
1422 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1433 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1435 if (phase == first_phase_after_start)
1437 int element = Store2[x][y];
1439 if (element == EL_BLACK_ORB)
1441 Feld[x][y] = Store2[x][y];
1446 else if (phase == half_phase)
1448 int element = Store2[x][y];
1450 if (IS_PLAYER(x, y))
1451 KillHeroUnlessProtected(x, y);
1452 else if (IS_EXPLOSIVE(element))
1454 Feld[x][y] = Store2[x][y];
1458 else if (element == EL_AMOEBA2DIAM)
1459 AmoebeUmwandeln(x, y);
1462 if (phase == last_phase)
1466 element = Feld[x][y] = Store[x][y];
1467 Store[x][y] = Store2[x][y] = 0;
1468 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1469 InitField(x, y, FALSE);
1470 if (CAN_MOVE(element) || COULD_MOVE(element))
1472 DrawLevelField(x, y);
1474 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1475 StorePlayer[x][y] = 0;
1477 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1479 int graphic = GFX_EXPLOSION;
1481 if (game.emulation == EMU_SUPAPLEX)
1482 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1483 GFX_SP_EXPLODE_INFOTRON :
1484 GFX_SP_EXPLODE_EMPTY);
1487 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1489 graphic += (phase / delay - 1);
1491 if (IS_PFORTE(Store[x][y]))
1493 DrawLevelElement(x, y, Store[x][y]);
1494 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic);
1497 DrawGraphic(SCREENX(x), SCREENY(y), graphic);
1501 void DynaExplode(int ex, int ey)
1504 int dynabomb_size = 1;
1505 boolean dynabomb_xl = FALSE;
1506 struct PlayerInfo *player;
1507 static int xy[4][2] =
1515 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1517 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1518 dynabomb_size = player->dynabomb_size;
1519 dynabomb_xl = player->dynabomb_xl;
1520 player->dynabombs_left++;
1523 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1527 for (j=1; j<=dynabomb_size; j++)
1529 int x = ex + j * xy[i % 4][0];
1530 int y = ey + j * xy[i % 4][1];
1533 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1536 element = Feld[x][y];
1538 /* do not restart explosions of fields with active bombs */
1539 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1542 Explode(x, y, EX_PHASE_START, EX_BORDER);
1544 if (element != EL_LEERRAUM &&
1545 element != EL_ERDREICH &&
1546 element != EL_EXPLODING &&
1553 void Bang(int x, int y)
1555 int element = Feld[x][y];
1557 if (game.emulation == EMU_SUPAPLEX)
1558 PlaySoundLevel(x, y, SND_SP_BOOOM);
1560 PlaySoundLevel(x, y, SND_ROAAAR);
1563 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1564 element = EL_LEERRAUM;
1578 RaiseScoreElement(element);
1579 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1581 case EL_DYNABOMB_ACTIVE_1:
1582 case EL_DYNABOMB_ACTIVE_2:
1583 case EL_DYNABOMB_ACTIVE_3:
1584 case EL_DYNABOMB_ACTIVE_4:
1585 case EL_DYNABOMB_NR:
1586 case EL_DYNABOMB_SZ:
1587 case EL_DYNABOMB_XL:
1593 if (IS_PLAYER(x, y))
1594 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1596 Explode(x, y, EX_PHASE_START, EX_CENTER);
1599 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1604 void Blurb(int x, int y)
1606 int element = Feld[x][y];
1608 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1610 PlaySoundLevel(x, y, SND_BLURB);
1611 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1612 (!IN_LEV_FIELD(x-1, y-1) ||
1613 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1615 Feld[x-1][y] = EL_BLURB_LEFT;
1617 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1618 (!IN_LEV_FIELD(x+1, y-1) ||
1619 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1621 Feld[x+1][y] = EL_BLURB_RIGHT;
1626 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1628 if (!MovDelay[x][y]) /* initialize animation counter */
1631 if (MovDelay[x][y]) /* continue animation */
1634 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1635 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1637 if (!MovDelay[x][y])
1639 Feld[x][y] = EL_LEERRAUM;
1640 DrawLevelField(x, y);
1646 static void ToggleBeltSwitch(int x, int y)
1648 static int belt_base_element[4] =
1650 EL_BELT1_SWITCH_LEFT,
1651 EL_BELT2_SWITCH_LEFT,
1652 EL_BELT3_SWITCH_LEFT,
1653 EL_BELT4_SWITCH_LEFT
1655 static int belt_move_dir[4] =
1663 int element = Feld[x][y];
1664 int belt_nr = getBeltNrFromSwitchElement(element);
1665 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1666 int belt_dir = belt_move_dir[belt_dir_nr];
1669 if (!IS_BELT_SWITCH(element))
1672 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1673 game.belt_dir[belt_nr] = belt_dir;
1675 if (belt_dir_nr == 3)
1678 for (yy=0; yy<lev_fieldy; yy++)
1680 for (xx=0; xx<lev_fieldx; xx++)
1682 int element = Feld[xx][yy];
1684 if (IS_BELT_SWITCH(element))
1686 int e_belt_nr = getBeltNrFromSwitchElement(element);
1688 if (e_belt_nr == belt_nr)
1690 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1691 DrawLevelField(xx, yy);
1694 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1696 int e_belt_nr = getBeltNrFromElement(element);
1698 if (e_belt_nr == belt_nr)
1699 DrawLevelField(xx, yy); /* set belt to parking position */
1705 static void ToggleSwitchgateSwitch(int x, int y)
1709 game.switchgate_pos = !game.switchgate_pos;
1711 for (yy=0; yy<lev_fieldy; yy++)
1713 for (xx=0; xx<lev_fieldx; xx++)
1715 int element = Feld[xx][yy];
1717 if (element == EL_SWITCHGATE_SWITCH_1 ||
1718 element == EL_SWITCHGATE_SWITCH_2)
1720 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1721 DrawLevelField(xx, yy);
1723 else if (element == EL_SWITCHGATE_OPEN ||
1724 element == EL_SWITCHGATE_OPENING)
1726 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1727 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1729 else if (element == EL_SWITCHGATE_CLOSED ||
1730 element == EL_SWITCHGATE_CLOSING)
1732 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1733 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1739 static void RedrawAllLightSwitchesAndInvisibleElements()
1743 for (y=0; y<lev_fieldy; y++)
1745 for (x=0; x<lev_fieldx; x++)
1747 int element = Feld[x][y];
1749 if (element == EL_LIGHT_SWITCH_OFF &&
1750 game.light_time_left > 0)
1752 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1753 DrawLevelField(x, y);
1755 else if (element == EL_LIGHT_SWITCH_ON &&
1756 game.light_time_left == 0)
1758 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1759 DrawLevelField(x, y);
1762 if (element == EL_INVISIBLE_STEEL ||
1763 element == EL_UNSICHTBAR ||
1764 element == EL_SAND_INVISIBLE)
1765 DrawLevelField(x, y);
1770 static void ToggleLightSwitch(int x, int y)
1772 int element = Feld[x][y];
1774 game.light_time_left =
1775 (element == EL_LIGHT_SWITCH_OFF ?
1776 level.time_light * FRAMES_PER_SECOND : 0);
1778 RedrawAllLightSwitchesAndInvisibleElements();
1781 static void ActivateTimegateSwitch(int x, int y)
1785 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1787 for (yy=0; yy<lev_fieldy; yy++)
1789 for (xx=0; xx<lev_fieldx; xx++)
1791 int element = Feld[xx][yy];
1793 if (element == EL_TIMEGATE_CLOSED ||
1794 element == EL_TIMEGATE_CLOSING)
1796 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1797 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1801 else if (element == EL_TIMEGATE_SWITCH_ON)
1803 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1804 DrawLevelField(xx, yy);
1811 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1814 void Impact(int x, int y)
1816 boolean lastline = (y == lev_fieldy-1);
1817 boolean object_hit = FALSE;
1818 int element = Feld[x][y];
1821 if (!lastline) /* check if element below was hit */
1823 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1826 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1827 MovDir[x][y+1]!=MV_DOWN ||
1828 MovPos[x][y+1]<=TILEY/2));
1830 smashed = MovingOrBlocked2Element(x, y+1);
1833 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1839 if ((element == EL_BOMBE ||
1840 element == EL_SP_DISK_ORANGE ||
1841 element == EL_DX_SUPABOMB) &&
1842 (lastline || object_hit)) /* element is bomb */
1847 else if (element == EL_PEARL)
1849 Feld[x][y] = EL_PEARL_BREAKING;
1850 PlaySoundLevel(x, y, SND_KNACK);
1854 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1856 if (object_hit && IS_PLAYER(x, y+1))
1857 KillHeroUnlessProtected(x, y+1);
1858 else if (object_hit && smashed == EL_PINGUIN)
1862 Feld[x][y] = EL_AMOEBING;
1863 Store[x][y] = EL_AMOEBE_NASS;
1868 if (!lastline && object_hit) /* check which object was hit */
1870 if (CAN_CHANGE(element) &&
1871 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1874 int activated_magic_wall =
1875 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1876 EL_MAGIC_WALL_BD_EMPTY);
1878 /* activate magic wall / mill */
1880 for (y=0; y<lev_fieldy; y++)
1881 for (x=0; x<lev_fieldx; x++)
1882 if (Feld[x][y] == smashed)
1883 Feld[x][y] = activated_magic_wall;
1885 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1886 game.magic_wall_active = TRUE;
1889 if (IS_PLAYER(x, y+1))
1891 KillHeroUnlessProtected(x, y+1);
1894 else if (smashed == EL_PINGUIN)
1899 else if (element == EL_EDELSTEIN_BD)
1901 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1907 else if ((element == EL_SP_INFOTRON || element == EL_SP_ZONK) &&
1908 (smashed == EL_SP_SNIKSNAK || smashed == EL_SP_ELECTRON ||
1909 smashed == EL_SP_DISK_ORANGE))
1914 else if (element == EL_FELSBROCKEN ||
1915 element == EL_SP_ZONK ||
1916 element == EL_BD_ROCK)
1918 if (IS_ENEMY(smashed) ||
1919 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1920 smashed == EL_DX_SUPABOMB ||
1921 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1922 smashed == EL_DRACHE || smashed == EL_MOLE)
1927 else if (!IS_MOVING(x, y+1))
1929 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1934 else if (smashed == EL_KOKOSNUSS)
1936 Feld[x][y+1] = EL_CRACKINGNUT;
1937 PlaySoundLevel(x, y, SND_KNACK);
1938 RaiseScoreElement(EL_KOKOSNUSS);
1941 else if (smashed == EL_PEARL)
1943 Feld[x][y+1] = EL_PEARL_BREAKING;
1944 PlaySoundLevel(x, y, SND_KNACK);
1947 else if (smashed == EL_DIAMANT)
1949 Feld[x][y+1] = EL_LEERRAUM;
1950 PlaySoundLevel(x, y, SND_QUIRK);
1953 else if (IS_BELT_SWITCH(smashed))
1955 ToggleBeltSwitch(x, y+1);
1957 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1958 smashed == EL_SWITCHGATE_SWITCH_2)
1960 ToggleSwitchgateSwitch(x, y+1);
1962 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1963 smashed == EL_LIGHT_SWITCH_ON)
1965 ToggleLightSwitch(x, y+1);
1971 /* play sound of magic wall / mill */
1973 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1974 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1976 PlaySoundLevel(x, y, SND_QUIRK);
1980 /* play sound of object that hits the ground */
1981 if (lastline || object_hit)
1988 case EL_EDELSTEIN_BD:
1989 case EL_EDELSTEIN_GELB:
1990 case EL_EDELSTEIN_ROT:
1991 case EL_EDELSTEIN_LILA:
1993 case EL_SP_INFOTRON:
1999 case EL_FELSBROCKEN:
2004 sound = SND_SP_ZONKDOWN;
2007 case EL_SCHLUESSEL1:
2008 case EL_SCHLUESSEL2:
2009 case EL_SCHLUESSEL3:
2010 case EL_SCHLUESSEL4:
2027 PlaySoundLevel(x, y, sound);
2031 void TurnRound(int x, int y)
2043 { 0, 0 }, { 0, 0 }, { 0, 0 },
2048 int left, right, back;
2052 { MV_DOWN, MV_UP, MV_RIGHT },
2053 { MV_UP, MV_DOWN, MV_LEFT },
2055 { MV_LEFT, MV_RIGHT, MV_DOWN },
2056 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2057 { MV_RIGHT, MV_LEFT, MV_UP }
2060 int element = Feld[x][y];
2061 int old_move_dir = MovDir[x][y];
2062 int left_dir = turn[old_move_dir].left;
2063 int right_dir = turn[old_move_dir].right;
2064 int back_dir = turn[old_move_dir].back;
2066 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2067 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2068 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2069 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2071 int left_x = x+left_dx, left_y = y+left_dy;
2072 int right_x = x+right_dx, right_y = y+right_dy;
2073 int move_x = x+move_dx, move_y = y+move_dy;
2075 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2077 TestIfBadThingTouchesOtherBadThing(x, y);
2079 if (IN_LEV_FIELD(right_x, right_y) &&
2080 IS_FREE(right_x, right_y))
2081 MovDir[x][y] = right_dir;
2082 else if (!IN_LEV_FIELD(move_x, move_y) ||
2083 !IS_FREE(move_x, move_y))
2084 MovDir[x][y] = left_dir;
2086 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2088 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2091 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2092 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2094 TestIfBadThingTouchesOtherBadThing(x, y);
2096 if (IN_LEV_FIELD(left_x, left_y) &&
2097 IS_FREE(left_x, left_y))
2098 MovDir[x][y] = left_dir;
2099 else if (!IN_LEV_FIELD(move_x, move_y) ||
2100 !IS_FREE(move_x, move_y))
2101 MovDir[x][y] = right_dir;
2103 if ((element == EL_FLIEGER ||
2104 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2105 && MovDir[x][y] != old_move_dir)
2107 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2110 else if (element == EL_MAMPFER)
2112 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2114 if (IN_LEV_FIELD(left_x, left_y) &&
2115 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2116 Feld[left_x][left_y] == EL_DIAMANT))
2117 can_turn_left = TRUE;
2118 if (IN_LEV_FIELD(right_x, right_y) &&
2119 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2120 Feld[right_x][right_y] == EL_DIAMANT))
2121 can_turn_right = TRUE;
2123 if (can_turn_left && can_turn_right)
2124 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2125 else if (can_turn_left)
2126 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2127 else if (can_turn_right)
2128 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2130 MovDir[x][y] = back_dir;
2132 MovDelay[x][y] = 16+16*RND(3);
2134 else if (element == EL_MAMPFER2)
2136 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2138 if (IN_LEV_FIELD(left_x, left_y) &&
2139 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2140 IS_MAMPF2(Feld[left_x][left_y])))
2141 can_turn_left = TRUE;
2142 if (IN_LEV_FIELD(right_x, right_y) &&
2143 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2144 IS_MAMPF2(Feld[right_x][right_y])))
2145 can_turn_right = TRUE;
2147 if (can_turn_left && can_turn_right)
2148 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2149 else if (can_turn_left)
2150 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2151 else if (can_turn_right)
2152 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2154 MovDir[x][y] = back_dir;
2156 MovDelay[x][y] = 16+16*RND(3);
2158 else if (element == EL_PACMAN)
2160 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2162 if (IN_LEV_FIELD(left_x, left_y) &&
2163 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2164 IS_AMOEBOID(Feld[left_x][left_y])))
2165 can_turn_left = TRUE;
2166 if (IN_LEV_FIELD(right_x, right_y) &&
2167 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2168 IS_AMOEBOID(Feld[right_x][right_y])))
2169 can_turn_right = TRUE;
2171 if (can_turn_left && can_turn_right)
2172 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2173 else if (can_turn_left)
2174 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2175 else if (can_turn_right)
2176 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2178 MovDir[x][y] = back_dir;
2180 MovDelay[x][y] = 6+RND(40);
2182 else if (element == EL_SCHWEIN)
2184 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2185 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2186 boolean should_move_on = FALSE;
2188 int rnd = RND(rnd_value);
2190 if (IN_LEV_FIELD(left_x, left_y) &&
2191 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2192 can_turn_left = TRUE;
2193 if (IN_LEV_FIELD(right_x, right_y) &&
2194 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2195 can_turn_right = TRUE;
2196 if (IN_LEV_FIELD(move_x, move_y) &&
2197 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2200 if (can_turn_left &&
2202 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2203 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2204 should_turn_left = TRUE;
2205 if (can_turn_right &&
2207 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2208 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2209 should_turn_right = TRUE;
2211 (!can_turn_left || !can_turn_right ||
2212 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2213 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2214 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2215 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2216 should_move_on = TRUE;
2218 if (should_turn_left || should_turn_right || should_move_on)
2220 if (should_turn_left && should_turn_right && should_move_on)
2221 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2222 rnd < 2*rnd_value/3 ? right_dir :
2224 else if (should_turn_left && should_turn_right)
2225 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2226 else if (should_turn_left && should_move_on)
2227 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2228 else if (should_turn_right && should_move_on)
2229 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2230 else if (should_turn_left)
2231 MovDir[x][y] = left_dir;
2232 else if (should_turn_right)
2233 MovDir[x][y] = right_dir;
2234 else if (should_move_on)
2235 MovDir[x][y] = old_move_dir;
2237 else if (can_move_on && rnd > rnd_value/8)
2238 MovDir[x][y] = old_move_dir;
2239 else if (can_turn_left && can_turn_right)
2240 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2241 else if (can_turn_left && rnd > rnd_value/8)
2242 MovDir[x][y] = left_dir;
2243 else if (can_turn_right && rnd > rnd_value/8)
2244 MovDir[x][y] = right_dir;
2246 MovDir[x][y] = back_dir;
2248 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2249 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2250 MovDir[x][y] = old_move_dir;
2254 else if (element == EL_DRACHE)
2256 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2258 int rnd = RND(rnd_value);
2260 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2261 can_turn_left = TRUE;
2262 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2263 can_turn_right = TRUE;
2264 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2267 if (can_move_on && rnd > rnd_value/8)
2268 MovDir[x][y] = old_move_dir;
2269 else if (can_turn_left && can_turn_right)
2270 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2271 else if (can_turn_left && rnd > rnd_value/8)
2272 MovDir[x][y] = left_dir;
2273 else if (can_turn_right && rnd > rnd_value/8)
2274 MovDir[x][y] = right_dir;
2276 MovDir[x][y] = back_dir;
2278 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2279 MovDir[x][y] = old_move_dir;
2283 else if (element == EL_MOLE)
2285 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2287 if (IN_LEV_FIELD(move_x, move_y) &&
2288 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2289 Feld[move_x][move_y] == EL_DEAMOEBING))
2294 if (IN_LEV_FIELD(left_x, left_y) &&
2295 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2296 can_turn_left = TRUE;
2297 if (IN_LEV_FIELD(right_x, right_y) &&
2298 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2299 can_turn_right = TRUE;
2301 if (can_turn_left && can_turn_right)
2302 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2303 else if (can_turn_left)
2304 MovDir[x][y] = left_dir;
2306 MovDir[x][y] = right_dir;
2309 if (MovDir[x][y] != old_move_dir)
2312 else if (element == EL_BALLOON)
2314 MovDir[x][y] = game.balloon_dir;
2317 else if (element == EL_SPRING_MOVING)
2319 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2320 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2322 Feld[x][y] = EL_SPRING;
2323 MovDir[x][y] = MV_NO_MOVING;
2327 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2329 int attr_x = -1, attr_y = -1;
2340 for (i=0; i<MAX_PLAYERS; i++)
2342 struct PlayerInfo *player = &stored_player[i];
2343 int jx = player->jx, jy = player->jy;
2345 if (!player->active)
2348 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2356 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2362 if (element == EL_PINGUIN)
2365 static int xy[4][2] =
2375 int ex = x + xy[i%4][0];
2376 int ey = y + xy[i%4][1];
2378 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2387 MovDir[x][y] = MV_NO_MOVING;
2389 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2391 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2393 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2395 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2397 if (element == EL_ROBOT)
2401 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2402 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2403 Moving2Blocked(x, y, &newx, &newy);
2405 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2406 MovDelay[x][y] = 8+8*!RND(3);
2408 MovDelay[x][y] = 16;
2416 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2418 boolean first_horiz = RND(2);
2419 int new_move_dir = MovDir[x][y];
2422 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2423 Moving2Blocked(x, y, &newx, &newy);
2425 if (IN_LEV_FIELD(newx, newy) &&
2426 (IS_FREE(newx, newy) ||
2427 Feld[newx][newy] == EL_SALZSAEURE ||
2428 (element == EL_PINGUIN &&
2429 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2430 IS_MAMPF3(Feld[newx][newy])))))
2434 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2435 Moving2Blocked(x, y, &newx, &newy);
2437 if (IN_LEV_FIELD(newx, newy) &&
2438 (IS_FREE(newx, newy) ||
2439 Feld[newx][newy] == EL_SALZSAEURE ||
2440 (element == EL_PINGUIN &&
2441 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2442 IS_MAMPF3(Feld[newx][newy])))))
2445 MovDir[x][y] = old_move_dir;
2452 static boolean JustBeingPushed(int x, int y)
2456 for (i=0; i<MAX_PLAYERS; i++)
2458 struct PlayerInfo *player = &stored_player[i];
2460 if (player->active && player->Pushing && player->MovPos)
2462 int next_jx = player->jx + (player->jx - player->last_jx);
2463 int next_jy = player->jy + (player->jy - player->last_jy);
2465 if (x == next_jx && y == next_jy)
2473 void StartMoving(int x, int y)
2475 int element = Feld[x][y];
2480 if (CAN_FALL(element) && y<lev_fieldy-1)
2482 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2483 if (JustBeingPushed(x, y))
2486 if (element == EL_MORAST_VOLL)
2488 if (IS_FREE(x, y+1))
2490 InitMovingField(x, y, MV_DOWN);
2491 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2492 Store[x][y] = EL_FELSBROCKEN;
2494 else if (Feld[x][y+1] == EL_MORAST_LEER)
2496 if (!MovDelay[x][y])
2497 MovDelay[x][y] = TILEY + 1;
2506 Feld[x][y] = EL_MORAST_LEER;
2507 Feld[x][y+1] = EL_MORAST_VOLL;
2508 Store[x][y+1] = Store[x][y];
2512 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2513 Feld[x][y+1] == EL_MORAST_LEER)
2515 InitMovingField(x, y, MV_DOWN);
2516 Feld[x][y] = EL_QUICKSAND_FILLING;
2517 Store[x][y] = element;
2519 else if (element == EL_MAGIC_WALL_FULL)
2521 if (IS_FREE(x, y+1))
2523 InitMovingField(x, y, MV_DOWN);
2524 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2525 Store[x][y] = EL_CHANGED(Store[x][y]);
2527 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2529 if (!MovDelay[x][y])
2530 MovDelay[x][y] = TILEY/4 + 1;
2539 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2540 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2541 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2545 else if (element == EL_MAGIC_WALL_BD_FULL)
2547 if (IS_FREE(x, y+1))
2549 InitMovingField(x, y, MV_DOWN);
2550 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2551 Store[x][y] = EL_CHANGED2(Store[x][y]);
2553 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2555 if (!MovDelay[x][y])
2556 MovDelay[x][y] = TILEY/4 + 1;
2565 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2566 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2567 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2571 else if (CAN_CHANGE(element) &&
2572 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2573 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2575 InitMovingField(x, y, MV_DOWN);
2577 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2578 EL_MAGIC_WALL_BD_FILLING);
2579 Store[x][y] = element;
2581 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2584 InitMovingField(x, y, MV_DOWN);
2585 Store[x][y] = EL_SALZSAEURE;
2587 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2592 else if (IS_FREE(x, y+1))
2594 InitMovingField(x, y, MV_DOWN);
2596 else if (element == EL_TROPFEN)
2598 Feld[x][y] = EL_AMOEBING;
2599 Store[x][y] = EL_AMOEBE_NASS;
2601 /* Store[x][y+1] must be zero, because:
2602 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2605 #if OLD_GAME_BEHAVIOUR
2606 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2608 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2609 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2610 element != EL_DX_SUPABOMB)
2613 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2614 (IS_SLIPPERY_GEMS(Feld[x][y+1]) && IS_GEM(element))) &&
2615 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2616 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2619 boolean left = (x>0 && IS_FREE(x-1, y) &&
2620 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2621 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2622 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2626 if (left && right &&
2627 (game.emulation != EMU_BOULDERDASH &&
2628 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2629 left = !(right = RND(2));
2631 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2634 else if (IS_BELT(Feld[x][y+1]))
2636 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2637 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2638 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2639 int belt_dir = game.belt_dir[belt_nr];
2641 if ((belt_dir == MV_LEFT && left_is_free) ||
2642 (belt_dir == MV_RIGHT && right_is_free))
2643 InitMovingField(x, y, belt_dir);
2646 else if (CAN_MOVE(element))
2650 if ((element == EL_SONDE || element == EL_BALLOON ||
2651 element == EL_SPRING_MOVING)
2652 && JustBeingPushed(x, y))
2655 if (!MovDelay[x][y]) /* start new movement phase */
2657 /* all objects that can change their move direction after each step */
2658 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2660 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2663 if (MovDelay[x][y] && (element == EL_KAEFER ||
2664 element == EL_FLIEGER ||
2665 element == EL_SP_SNIKSNAK ||
2666 element == EL_SP_ELECTRON ||
2667 element == EL_MOLE))
2668 DrawLevelField(x, y);
2672 if (MovDelay[x][y]) /* wait some time before next movement */
2676 if (element == EL_ROBOT ||
2677 element == EL_MAMPFER || element == EL_MAMPFER2)
2679 int phase = MovDelay[x][y] % 8;
2684 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2685 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2687 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2688 && MovDelay[x][y]%4 == 3)
2689 PlaySoundLevel(x, y, SND_NJAM);
2691 else if (element == EL_SP_ELECTRON)
2692 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2693 else if (element == EL_DRACHE)
2696 int dir = MovDir[x][y];
2697 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2698 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2699 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2700 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2701 dir == MV_UP ? GFX_FLAMMEN_UP :
2702 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2703 int phase = FrameCounter % 2;
2705 for (i=1; i<=3; i++)
2707 int xx = x + i*dx, yy = y + i*dy;
2708 int sx = SCREENX(xx), sy = SCREENY(yy);
2710 if (!IN_LEV_FIELD(xx, yy) ||
2711 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2716 int flamed = MovingOrBlocked2Element(xx, yy);
2718 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2721 RemoveMovingField(xx, yy);
2723 Feld[xx][yy] = EL_BURNING;
2724 if (IN_SCR_FIELD(sx, sy))
2725 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2729 if (Feld[xx][yy] == EL_BURNING)
2730 Feld[xx][yy] = EL_LEERRAUM;
2731 DrawLevelField(xx, yy);
2740 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2742 PlaySoundLevel(x, y, SND_KLAPPER);
2744 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2746 PlaySoundLevel(x, y, SND_ROEHR);
2749 /* now make next step */
2751 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2753 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2754 !PLAYER_PROTECTED(newx, newy))
2758 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
2761 /* enemy got the player */
2763 KillHero(PLAYERINFO(newx, newy));
2768 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2769 element == EL_SONDE || element == EL_BALLOON) &&
2770 IN_LEV_FIELD(newx, newy) &&
2771 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2774 Store[x][y] = EL_SALZSAEURE;
2776 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2778 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2780 Feld[x][y] = EL_LEERRAUM;
2781 DrawLevelField(x, y);
2783 PlaySoundLevel(newx, newy, SND_BUING);
2784 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2785 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2787 local_player->friends_still_needed--;
2788 if (!local_player->friends_still_needed &&
2789 !local_player->GameOver && AllPlayersGone)
2790 local_player->LevelSolved = local_player->GameOver = TRUE;
2794 else if (IS_MAMPF3(Feld[newx][newy]))
2796 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2797 DrawLevelField(newx, newy);
2799 MovDir[x][y] = MV_NO_MOVING;
2801 else if (!IS_FREE(newx, newy))
2803 if (IS_PLAYER(x, y))
2804 DrawPlayerField(x, y);
2806 DrawLevelField(x, y);
2810 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2812 if (IS_GEM(Feld[newx][newy]))
2814 if (IS_MOVING(newx, newy))
2815 RemoveMovingField(newx, newy);
2818 Feld[newx][newy] = EL_LEERRAUM;
2819 DrawLevelField(newx, newy);
2822 else if (!IS_FREE(newx, newy))
2824 if (IS_PLAYER(x, y))
2825 DrawPlayerField(x, y);
2827 DrawLevelField(x, y);
2831 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2833 if (!IS_FREE(newx, newy))
2835 if (IS_PLAYER(x, y))
2836 DrawPlayerField(x, y);
2838 DrawLevelField(x, y);
2843 boolean wanna_flame = !RND(10);
2844 int dx = newx - x, dy = newy - y;
2845 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2846 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2847 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2848 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2849 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2850 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2852 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2853 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2854 element1 != EL_BURNING && element2 != EL_BURNING)
2856 if (IS_PLAYER(x, y))
2857 DrawPlayerField(x, y);
2859 DrawLevelField(x, y);
2861 MovDelay[x][y] = 50;
2862 Feld[newx][newy] = EL_BURNING;
2863 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2864 Feld[newx1][newy1] = EL_BURNING;
2865 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2866 Feld[newx2][newy2] = EL_BURNING;
2871 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2872 Feld[newx][newy] == EL_DIAMANT)
2874 if (IS_MOVING(newx, newy))
2875 RemoveMovingField(newx, newy);
2878 Feld[newx][newy] = EL_LEERRAUM;
2879 DrawLevelField(newx, newy);
2882 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2883 IS_MAMPF2(Feld[newx][newy]))
2885 if (AmoebaNr[newx][newy])
2887 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2888 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2889 Feld[newx][newy] == EL_AMOEBE_BD)
2890 AmoebaCnt[AmoebaNr[newx][newy]]--;
2893 if (IS_MOVING(newx, newy))
2894 RemoveMovingField(newx, newy);
2897 Feld[newx][newy] = EL_LEERRAUM;
2898 DrawLevelField(newx, newy);
2901 else if ((element == EL_PACMAN || element == EL_MOLE)
2902 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2904 if (AmoebaNr[newx][newy])
2906 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2907 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2908 Feld[newx][newy] == EL_AMOEBE_BD)
2909 AmoebaCnt[AmoebaNr[newx][newy]]--;
2912 if (element == EL_MOLE)
2914 Feld[newx][newy] = EL_DEAMOEBING;
2915 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2916 return; /* wait for shrinking amoeba */
2918 else /* element == EL_PACMAN */
2920 Feld[newx][newy] = EL_LEERRAUM;
2921 DrawLevelField(newx, newy);
2924 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2925 (Feld[newx][newy] == EL_DEAMOEBING ||
2926 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2928 /* wait for shrinking amoeba to completely disappear */
2931 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2933 /* object was running against a wall */
2937 if (element == EL_KAEFER || element == EL_FLIEGER ||
2938 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2939 DrawLevelField(x, y);
2940 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2941 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2942 else if (element == EL_SONDE)
2943 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2944 else if (element == EL_SP_ELECTRON)
2945 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2947 if (DONT_TOUCH(element))
2948 TestIfBadThingTouchesHero(x, y);
2953 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2954 PlaySoundLevel(x, y, SND_SCHLURF);
2956 InitMovingField(x, y, MovDir[x][y]);
2960 ContinueMoving(x, y);
2963 void ContinueMoving(int x, int y)
2965 int element = Feld[x][y];
2966 int direction = MovDir[x][y];
2967 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2968 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2969 int horiz_move = (dx!=0);
2970 int newx = x + dx, newy = y + dy;
2971 int step = (horiz_move ? dx : dy) * TILEX / 8;
2973 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
2975 else if (element == EL_QUICKSAND_FILLING ||
2976 element == EL_QUICKSAND_EMPTYING)
2978 else if (element == EL_MAGIC_WALL_FILLING ||
2979 element == EL_MAGIC_WALL_BD_FILLING ||
2980 element == EL_MAGIC_WALL_EMPTYING ||
2981 element == EL_MAGIC_WALL_BD_EMPTYING)
2983 else if (CAN_FALL(element) && horiz_move &&
2984 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2986 else if (element == EL_SPRING_MOVING)
2989 #if OLD_GAME_BEHAVIOUR
2990 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2994 MovPos[x][y] += step;
2996 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2998 Feld[x][y] = EL_LEERRAUM;
2999 Feld[newx][newy] = element;
3001 if (element == EL_MOLE)
3004 static int xy[4][2] =
3012 Feld[x][y] = EL_ERDREICH;
3013 DrawLevelField(x, y);
3022 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
3023 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3027 if (element == EL_QUICKSAND_FILLING)
3029 element = Feld[newx][newy] = get_next_element(element);
3030 Store[newx][newy] = Store[x][y];
3032 else if (element == EL_QUICKSAND_EMPTYING)
3034 Feld[x][y] = get_next_element(element);
3035 element = Feld[newx][newy] = Store[x][y];
3037 else if (element == EL_MAGIC_WALL_FILLING)
3039 element = Feld[newx][newy] = get_next_element(element);
3040 if (!game.magic_wall_active)
3041 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3042 Store[newx][newy] = Store[x][y];
3044 else if (element == EL_MAGIC_WALL_EMPTYING)
3046 Feld[x][y] = get_next_element(element);
3047 if (!game.magic_wall_active)
3048 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3049 element = Feld[newx][newy] = Store[x][y];
3051 else if (element == EL_MAGIC_WALL_BD_FILLING)
3053 element = Feld[newx][newy] = get_next_element(element);
3054 if (!game.magic_wall_active)
3055 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3056 Store[newx][newy] = Store[x][y];
3058 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3060 Feld[x][y] = get_next_element(element);
3061 if (!game.magic_wall_active)
3062 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3063 element = Feld[newx][newy] = Store[x][y];
3065 else if (element == EL_AMOEBA_DRIPPING)
3067 Feld[x][y] = get_next_element(element);
3068 element = Feld[newx][newy] = Store[x][y];
3070 else if (Store[x][y] == EL_SALZSAEURE)
3072 element = Feld[newx][newy] = EL_SALZSAEURE;
3076 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3077 MovDelay[newx][newy] = 0;
3079 if (!CAN_MOVE(element))
3080 MovDir[newx][newy] = 0;
3082 DrawLevelField(x, y);
3083 DrawLevelField(newx, newy);
3085 Stop[newx][newy] = TRUE;
3086 JustStopped[newx][newy] = 3;
3088 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3090 TestIfBadThingTouchesHero(newx, newy);
3091 TestIfBadThingTouchesFriend(newx, newy);
3092 TestIfBadThingTouchesOtherBadThing(newx, newy);
3094 else if (element == EL_PINGUIN)
3095 TestIfFriendTouchesBadThing(newx, newy);
3097 if (CAN_SMASH(element) && direction == MV_DOWN &&
3098 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3101 else /* still moving on */
3102 DrawLevelField(x, y);
3105 int AmoebeNachbarNr(int ax, int ay)
3108 int element = Feld[ax][ay];
3110 static int xy[4][2] =
3120 int x = ax + xy[i][0];
3121 int y = ay + xy[i][1];
3123 if (!IN_LEV_FIELD(x, y))
3126 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3127 group_nr = AmoebaNr[x][y];
3133 void AmoebenVereinigen(int ax, int ay)
3135 int i, x, y, xx, yy;
3136 int new_group_nr = AmoebaNr[ax][ay];
3137 static int xy[4][2] =
3145 if (new_group_nr == 0)
3153 if (!IN_LEV_FIELD(x, y))
3156 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3157 Feld[x][y] == EL_AMOEBE_BD ||
3158 Feld[x][y] == EL_AMOEBE_TOT) &&
3159 AmoebaNr[x][y] != new_group_nr)
3161 int old_group_nr = AmoebaNr[x][y];
3163 if (old_group_nr == 0)
3166 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3167 AmoebaCnt[old_group_nr] = 0;
3168 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3169 AmoebaCnt2[old_group_nr] = 0;
3171 for (yy=0; yy<lev_fieldy; yy++)
3173 for (xx=0; xx<lev_fieldx; xx++)
3175 if (AmoebaNr[xx][yy] == old_group_nr)
3176 AmoebaNr[xx][yy] = new_group_nr;
3183 void AmoebeUmwandeln(int ax, int ay)
3187 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3189 int group_nr = AmoebaNr[ax][ay];
3194 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3195 printf("AmoebeUmwandeln(): This should never happen!\n");
3200 for (y=0; y<lev_fieldy; y++)
3202 for (x=0; x<lev_fieldx; x++)
3204 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3207 Feld[x][y] = EL_AMOEBA2DIAM;
3215 static int xy[4][2] =
3228 if (!IN_LEV_FIELD(x, y))
3231 if (Feld[x][y] == EL_AMOEBA2DIAM)
3237 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3240 int group_nr = AmoebaNr[ax][ay];
3241 boolean done = FALSE;
3246 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3247 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3252 for (y=0; y<lev_fieldy; y++)
3254 for (x=0; x<lev_fieldx; x++)
3256 if (AmoebaNr[x][y] == group_nr &&
3257 (Feld[x][y] == EL_AMOEBE_TOT ||
3258 Feld[x][y] == EL_AMOEBE_BD ||
3259 Feld[x][y] == EL_AMOEBING))
3262 Feld[x][y] = new_element;
3263 InitField(x, y, FALSE);
3264 DrawLevelField(x, y);
3271 PlaySoundLevel(ax, ay,
3272 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3275 void AmoebeWaechst(int x, int y)
3277 static unsigned long sound_delay = 0;
3278 static unsigned long sound_delay_value = 0;
3280 if (!MovDelay[x][y]) /* start new growing cycle */
3284 if (DelayReached(&sound_delay, sound_delay_value))
3286 PlaySoundLevel(x, y, SND_AMOEBE);
3287 sound_delay_value = 30;
3291 if (MovDelay[x][y]) /* wait some time before growing bigger */
3294 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3295 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3297 if (!MovDelay[x][y])
3299 Feld[x][y] = Store[x][y];
3301 DrawLevelField(x, y);
3306 void AmoebeSchrumpft(int x, int y)
3308 static unsigned long sound_delay = 0;
3309 static unsigned long sound_delay_value = 0;
3311 if (!MovDelay[x][y]) /* start new shrinking cycle */
3315 if (DelayReached(&sound_delay, sound_delay_value))
3317 PlaySoundLevel(x, y, SND_BLURB);
3318 sound_delay_value = 30;
3322 if (MovDelay[x][y]) /* wait some time before shrinking */
3325 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3326 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3328 if (!MovDelay[x][y])
3330 Feld[x][y] = EL_LEERRAUM;
3331 DrawLevelField(x, y);
3333 /* don't let mole enter this field in this cycle;
3334 (give priority to objects falling to this field from above) */
3340 void AmoebeAbleger(int ax, int ay)
3343 int element = Feld[ax][ay];
3344 int newax = ax, neway = ay;
3345 static int xy[4][2] =
3353 if (!level.amoeba_speed)
3355 Feld[ax][ay] = EL_AMOEBE_TOT;
3356 DrawLevelField(ax, ay);
3360 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3361 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3363 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3366 if (MovDelay[ax][ay])
3370 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3373 int x = ax + xy[start][0];
3374 int y = ay + xy[start][1];
3376 if (!IN_LEV_FIELD(x, y))
3379 if (IS_FREE(x, y) ||
3380 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3386 if (newax == ax && neway == ay)
3389 else /* normal or "filled" (BD style) amoeba */
3392 boolean waiting_for_player = FALSE;
3396 int j = (start + i) % 4;
3397 int x = ax + xy[j][0];
3398 int y = ay + xy[j][1];
3400 if (!IN_LEV_FIELD(x, y))
3403 if (IS_FREE(x, y) ||
3404 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3410 else if (IS_PLAYER(x, y))
3411 waiting_for_player = TRUE;
3414 if (newax == ax && neway == ay) /* amoeba cannot grow */
3416 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3418 Feld[ax][ay] = EL_AMOEBE_TOT;
3419 DrawLevelField(ax, ay);
3420 AmoebaCnt[AmoebaNr[ax][ay]]--;
3422 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3424 if (element == EL_AMOEBE_VOLL)
3425 AmoebeUmwandeln(ax, ay);
3426 else if (element == EL_AMOEBE_BD)
3427 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3432 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3434 /* amoeba gets larger by growing in some direction */
3436 int new_group_nr = AmoebaNr[ax][ay];
3439 if (new_group_nr == 0)
3441 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3442 printf("AmoebeAbleger(): This should never happen!\n");
3447 AmoebaNr[newax][neway] = new_group_nr;
3448 AmoebaCnt[new_group_nr]++;
3449 AmoebaCnt2[new_group_nr]++;
3451 /* if amoeba touches other amoeba(s) after growing, unify them */
3452 AmoebenVereinigen(newax, neway);
3454 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3456 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3462 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3463 (neway == lev_fieldy - 1 && newax != ax))
3465 Feld[newax][neway] = EL_AMOEBING; /* simple growth of new amoeba tile */
3466 Store[newax][neway] = element;
3468 else if (neway == ay)
3469 Feld[newax][neway] = EL_TROPFEN; /* drop left or right from amoeba */
3472 InitMovingField(ax, ay, MV_DOWN); /* drop dripping out of amoeba */
3473 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3474 Store[ax][ay] = EL_TROPFEN;
3475 ContinueMoving(ax, ay);
3479 DrawLevelField(newax, neway);
3482 void Life(int ax, int ay)
3485 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3487 int element = Feld[ax][ay];
3492 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3493 MovDelay[ax][ay] = life_time;
3495 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3498 if (MovDelay[ax][ay])
3502 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3504 int xx = ax+x1, yy = ay+y1;
3507 if (!IN_LEV_FIELD(xx, yy))
3510 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3512 int x = xx+x2, y = yy+y2;
3514 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3517 if (((Feld[x][y] == element ||
3518 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3520 (IS_FREE(x, y) && Stop[x][y]))
3524 if (xx == ax && yy == ay) /* field in the middle */
3526 if (nachbarn<life[0] || nachbarn>life[1])
3528 Feld[xx][yy] = EL_LEERRAUM;
3530 DrawLevelField(xx, yy);
3531 Stop[xx][yy] = TRUE;
3534 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3535 { /* free border field */
3536 if (nachbarn>=life[2] && nachbarn<=life[3])
3538 Feld[xx][yy] = element;
3539 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3541 DrawLevelField(xx, yy);
3542 Stop[xx][yy] = TRUE;
3548 void Ablenk(int x, int y)
3550 if (!MovDelay[x][y]) /* next animation frame */
3551 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3553 if (MovDelay[x][y]) /* wait some time before next frame */
3558 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3559 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3560 if (!(MovDelay[x][y]%4))
3561 PlaySoundLevel(x, y, SND_MIEP);
3566 Feld[x][y] = EL_ABLENK_AUS;
3567 DrawLevelField(x, y);
3568 if (ZX == x && ZY == y)
3572 void TimegateWheel(int x, int y)
3574 if (!MovDelay[x][y]) /* next animation frame */
3575 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3577 if (MovDelay[x][y]) /* wait some time before next frame */
3582 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3583 DrawGraphic(SCREENX(x), SCREENY(y),
3584 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3585 if (!(MovDelay[x][y]%4))
3586 PlaySoundLevel(x, y, SND_MIEP);
3591 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3592 DrawLevelField(x, y);
3593 if (ZX == x && ZY == y)
3597 void Birne(int x, int y)
3599 if (!MovDelay[x][y]) /* next animation frame */
3600 MovDelay[x][y] = 800;
3602 if (MovDelay[x][y]) /* wait some time before next frame */
3607 if (!(MovDelay[x][y]%5))
3609 if (!(MovDelay[x][y]%10))
3610 Feld[x][y]=EL_ABLENK_EIN;
3612 Feld[x][y]=EL_ABLENK_AUS;
3613 DrawLevelField(x, y);
3614 Feld[x][y]=EL_ABLENK_EIN;
3620 Feld[x][y]=EL_ABLENK_AUS;
3621 DrawLevelField(x, y);
3622 if (ZX == x && ZY == y)
3626 void Blubber(int x, int y)
3628 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3629 DrawLevelField(x, y-1);
3631 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3634 void NussKnacken(int x, int y)
3636 if (!MovDelay[x][y]) /* next animation frame */
3639 if (MovDelay[x][y]) /* wait some time before next frame */
3642 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3643 DrawGraphic(SCREENX(x), SCREENY(y),
3644 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3646 if (!MovDelay[x][y])
3648 Feld[x][y] = EL_EDELSTEIN;
3649 DrawLevelField(x, y);
3654 void BreakingPearl(int x, int y)
3656 if (!MovDelay[x][y]) /* next animation frame */
3659 if (MovDelay[x][y]) /* wait some time before next frame */
3662 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3663 DrawGraphic(SCREENX(x), SCREENY(y),
3664 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3666 if (!MovDelay[x][y])
3668 Feld[x][y] = EL_LEERRAUM;
3669 DrawLevelField(x, y);
3674 void SiebAktivieren(int x, int y, int typ)
3676 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3678 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3681 void AusgangstuerPruefen(int x, int y)
3683 if (!local_player->gems_still_needed &&
3684 !local_player->sokobanfields_still_needed &&
3685 !local_player->lights_still_needed)
3687 Feld[x][y] = EL_AUSGANG_ACT;
3689 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3690 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3691 y < LEVELY(BY1) ? LEVELY(BY1) :
3692 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3697 void AusgangstuerOeffnen(int x, int y)
3701 if (!MovDelay[x][y]) /* next animation frame */
3702 MovDelay[x][y] = 5*delay;
3704 if (MovDelay[x][y]) /* wait some time before next frame */
3709 tuer = MovDelay[x][y]/delay;
3710 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3711 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3713 if (!MovDelay[x][y])
3715 Feld[x][y] = EL_AUSGANG_AUF;
3716 DrawLevelField(x, y);
3721 void AusgangstuerBlinken(int x, int y)
3723 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3726 void OpenSwitchgate(int x, int y)
3730 if (!MovDelay[x][y]) /* next animation frame */
3731 MovDelay[x][y] = 5 * delay;
3733 if (MovDelay[x][y]) /* wait some time before next frame */
3738 phase = MovDelay[x][y] / delay;
3739 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3740 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3742 if (!MovDelay[x][y])
3744 Feld[x][y] = EL_SWITCHGATE_OPEN;
3745 DrawLevelField(x, y);
3750 void CloseSwitchgate(int x, int y)
3754 if (!MovDelay[x][y]) /* next animation frame */
3755 MovDelay[x][y] = 5 * delay;
3757 if (MovDelay[x][y]) /* wait some time before next frame */
3762 phase = MovDelay[x][y] / delay;
3763 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3764 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3766 if (!MovDelay[x][y])
3768 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3769 DrawLevelField(x, y);
3774 void OpenTimegate(int x, int y)
3778 if (!MovDelay[x][y]) /* next animation frame */
3779 MovDelay[x][y] = 5 * delay;
3781 if (MovDelay[x][y]) /* wait some time before next frame */
3786 phase = MovDelay[x][y] / delay;
3787 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3788 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3790 if (!MovDelay[x][y])
3792 Feld[x][y] = EL_TIMEGATE_OPEN;
3793 DrawLevelField(x, y);
3798 void CloseTimegate(int x, int y)
3802 if (!MovDelay[x][y]) /* next animation frame */
3803 MovDelay[x][y] = 5 * delay;
3805 if (MovDelay[x][y]) /* wait some time before next frame */
3810 phase = MovDelay[x][y] / delay;
3811 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3812 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3814 if (!MovDelay[x][y])
3816 Feld[x][y] = EL_TIMEGATE_CLOSED;
3817 DrawLevelField(x, y);
3822 static void CloseAllOpenTimegates()
3826 for (y=0; y<lev_fieldy; y++)
3828 for (x=0; x<lev_fieldx; x++)
3830 int element = Feld[x][y];
3832 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3834 Feld[x][y] = EL_TIMEGATE_CLOSING;
3835 PlaySoundLevel(x, y, SND_OEFFNEN);
3841 void EdelsteinFunkeln(int x, int y)
3843 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3846 if (Feld[x][y] == EL_EDELSTEIN_BD)
3847 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3850 if (!MovDelay[x][y]) /* next animation frame */
3851 MovDelay[x][y] = 11 * !SimpleRND(500);
3853 if (MovDelay[x][y]) /* wait some time before next frame */
3857 if (setup.direct_draw && MovDelay[x][y])
3858 SetDrawtoField(DRAW_BUFFERED);
3860 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3864 int phase = (MovDelay[x][y]-1)/2;
3869 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3871 if (setup.direct_draw)
3875 dest_x = FX + SCREENX(x)*TILEX;
3876 dest_y = FY + SCREENY(y)*TILEY;
3878 BlitBitmap(drawto_field, window,
3879 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3880 SetDrawtoField(DRAW_DIRECT);
3887 void MauerWaechst(int x, int y)
3891 if (!MovDelay[x][y]) /* next animation frame */
3892 MovDelay[x][y] = 3*delay;
3894 if (MovDelay[x][y]) /* wait some time before next frame */
3899 phase = 2-MovDelay[x][y]/delay;
3900 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3901 DrawGraphic(SCREENX(x), SCREENY(y),
3902 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3903 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3904 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3905 GFX_MAUER_DOWN ) + phase);
3907 if (!MovDelay[x][y])
3909 if (MovDir[x][y] == MV_LEFT)
3911 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3912 DrawLevelField(x-1, y);
3914 else if (MovDir[x][y] == MV_RIGHT)
3916 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3917 DrawLevelField(x+1, y);
3919 else if (MovDir[x][y] == MV_UP)
3921 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3922 DrawLevelField(x, y-1);
3926 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3927 DrawLevelField(x, y+1);
3930 Feld[x][y] = Store[x][y];
3932 MovDir[x][y] = MV_NO_MOVING;
3933 DrawLevelField(x, y);
3938 void MauerAbleger(int ax, int ay)
3940 int element = Feld[ax][ay];
3941 boolean oben_frei = FALSE, unten_frei = FALSE;
3942 boolean links_frei = FALSE, rechts_frei = FALSE;
3943 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3944 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3946 if (!MovDelay[ax][ay]) /* start building new wall */
3947 MovDelay[ax][ay] = 6;
3949 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3952 if (MovDelay[ax][ay])
3956 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3958 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3960 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3962 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3965 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3969 Feld[ax][ay-1] = EL_MAUERND;
3970 Store[ax][ay-1] = element;
3971 MovDir[ax][ay-1] = MV_UP;
3972 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3973 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3977 Feld[ax][ay+1] = EL_MAUERND;
3978 Store[ax][ay+1] = element;
3979 MovDir[ax][ay+1] = MV_DOWN;
3980 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3981 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3985 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3986 element == EL_MAUER_LEBT)
3990 Feld[ax-1][ay] = EL_MAUERND;
3991 Store[ax-1][ay] = element;
3992 MovDir[ax-1][ay] = MV_LEFT;
3993 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3994 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3998 Feld[ax+1][ay] = EL_MAUERND;
3999 Store[ax+1][ay] = element;
4000 MovDir[ax+1][ay] = MV_RIGHT;
4001 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4002 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
4006 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
4007 DrawLevelField(ax, ay);
4009 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
4011 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
4012 unten_massiv = TRUE;
4013 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
4014 links_massiv = TRUE;
4015 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
4016 rechts_massiv = TRUE;
4018 if (((oben_massiv && unten_massiv) ||
4019 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
4020 ((links_massiv && rechts_massiv) ||
4021 element == EL_MAUER_Y))
4022 Feld[ax][ay] = EL_MAUERWERK;
4025 void CheckForDragon(int x, int y)
4028 boolean dragon_found = FALSE;
4029 static int xy[4][2] =
4041 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4043 if (IN_LEV_FIELD(xx, yy) &&
4044 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4046 if (Feld[xx][yy] == EL_DRACHE)
4047 dragon_found = TRUE;
4060 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4062 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4064 Feld[xx][yy] = EL_LEERRAUM;
4065 DrawLevelField(xx, yy);
4074 static void CheckBuggyBase(int x, int y)
4076 int element = Feld[x][y];
4078 if (element == EL_SP_BUG)
4080 if (!MovDelay[x][y]) /* wait some time before activating base */
4081 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4086 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4087 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4091 Feld[x][y] = EL_SP_BUG_ACTIVE;
4094 else if (element == EL_SP_BUG_ACTIVE)
4096 if (!MovDelay[x][y]) /* start activating buggy base */
4097 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4105 static int xy[4][2] =
4113 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4114 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4118 int xx = x + xy[i][0], yy = y + xy[i][1];
4120 if (IS_PLAYER(xx, yy))
4122 PlaySoundLevel(x, y, SND_SP_BUG);
4130 Feld[x][y] = EL_SP_BUG;
4131 DrawLevelField(x, y);
4136 static void CheckTrap(int x, int y)
4138 int element = Feld[x][y];
4140 if (element == EL_TRAP_INACTIVE)
4142 if (!MovDelay[x][y]) /* wait some time before activating trap */
4143 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4151 Feld[x][y] = EL_TRAP_ACTIVE;
4154 else if (element == EL_TRAP_ACTIVE)
4159 if (!MovDelay[x][y]) /* start activating trap */
4160 MovDelay[x][y] = num_frames * delay;
4168 if (!(MovDelay[x][y] % delay))
4170 int phase = MovDelay[x][y]/delay;
4172 if (phase >= num_frames/2)
4173 phase = num_frames - phase;
4175 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4177 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4178 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4185 Feld[x][y] = EL_TRAP_INACTIVE;
4186 DrawLevelField(x, y);
4191 static void DrawBeltAnimation(int x, int y, int element)
4193 int belt_nr = getBeltNrFromElement(element);
4194 int belt_dir = game.belt_dir[belt_nr];
4196 if (belt_dir != MV_NO_MOVING)
4199 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4200 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4202 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4206 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4208 static byte stored_player_action[MAX_PLAYERS];
4209 static int num_stored_actions = 0;
4210 static boolean save_tape_entry = FALSE;
4211 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4212 int left = player_action & JOY_LEFT;
4213 int right = player_action & JOY_RIGHT;
4214 int up = player_action & JOY_UP;
4215 int down = player_action & JOY_DOWN;
4216 int button1 = player_action & JOY_BUTTON_1;
4217 int button2 = player_action & JOY_BUTTON_2;
4218 int dx = (left ? -1 : right ? 1 : 0);
4219 int dy = (up ? -1 : down ? 1 : 0);
4221 stored_player_action[player->index_nr] = 0;
4222 num_stored_actions++;
4224 if (!player->active || tape.pausing)
4230 save_tape_entry = TRUE;
4232 player->frame_reset_delay = 0;
4235 snapped = SnapField(player, dx, dy);
4239 bombed = PlaceBomb(player);
4240 moved = MoveFigure(player, dx, dy);
4244 if (tape.recording && (moved || snapped || bombed))
4246 if (bombed && !moved)
4247 player_action &= JOY_BUTTON;
4249 stored_player_action[player->index_nr] = player_action;
4251 save_tape_entry = TRUE;
4254 else if (tape.playing && snapped)
4255 SnapField(player, 0, 0); /* stop snapping */
4257 stored_player_action[player->index_nr] = player_action;
4262 /* no actions for this player (no input at player's configured device) */
4264 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4265 SnapField(player, 0, 0);
4266 CheckGravityMovement(player);
4269 if (player->MovPos == 0) /* needed for tape.playing */
4270 player->is_moving = FALSE;
4273 if (player->MovPos == 0) /* needed for tape.playing */
4274 player->last_move_dir = MV_NO_MOVING;
4276 /* !!! CHECK THIS AGAIN !!!
4277 (Seems to be needed for some EL_ROBOT stuff, but breaks
4278 tapes when walking through pipes!)
4281 /* it seems that "player->last_move_dir" is misused as some sort of
4282 "player->is_just_moving_in_this_moment", which is needed for the
4283 robot stuff (robots don't kill players when they are moving)
4287 if (++player->frame_reset_delay > player->move_delay_value)
4292 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4294 TapeRecordAction(stored_player_action);
4295 num_stored_actions = 0;
4296 save_tape_entry = FALSE;
4299 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
4301 TapeRecordAction(stored_player_action);
4302 num_stored_actions = 0;
4307 if (tape.playing && !tape.pausing && !player_action &&
4308 tape.counter < tape.length)
4310 int jx = player->jx, jy = player->jy;
4312 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4314 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4315 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4317 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4319 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4321 int el = Feld[jx+dx][jy];
4322 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4323 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4325 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4327 player->MovDir = next_joy;
4328 player->Frame = FrameCounter % 4;
4329 player->Pushing = TRUE;
4339 static unsigned long action_delay = 0;
4340 unsigned long action_delay_value;
4341 int sieb_x = 0, sieb_y = 0;
4342 int i, x, y, element;
4343 byte *recorded_player_action;
4344 byte summarized_player_action = 0;
4346 if (game_status != PLAYING)
4349 action_delay_value =
4350 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4352 /* ---------- main game synchronization point ---------- */
4354 WaitUntilDelayReached(&action_delay, action_delay_value);
4356 if (network_playing && !network_player_action_received)
4360 printf("DEBUG: try to get network player actions in time\n");
4364 #if defined(PLATFORM_UNIX)
4365 /* last chance to get network player actions without main loop delay */
4369 if (game_status != PLAYING)
4372 if (!network_player_action_received)
4376 printf("DEBUG: failed to get network player actions in time\n");
4388 else if (tape.recording)
4391 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4393 for (i=0; i<MAX_PLAYERS; i++)
4395 summarized_player_action |= stored_player[i].action;
4397 if (!network_playing)
4398 stored_player[i].effective_action = stored_player[i].action;
4401 #if defined(PLATFORM_UNIX)
4402 if (network_playing)
4403 SendToServer_MovePlayer(summarized_player_action);
4406 if (!options.network && !setup.team_mode)
4407 local_player->effective_action = summarized_player_action;
4409 for (i=0; i<MAX_PLAYERS; i++)
4411 int actual_player_action = stored_player[i].effective_action;
4413 if (stored_player[i].programmed_action)
4414 actual_player_action = stored_player[i].programmed_action;
4416 if (recorded_player_action)
4417 actual_player_action = recorded_player_action[i];
4419 PlayerActions(&stored_player[i], actual_player_action);
4420 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4423 network_player_action_received = FALSE;
4425 ScrollScreen(NULL, SCROLL_GO_ON);
4431 if (TimeFrames == 0 && local_player->active)
4433 extern unsigned int last_RND();
4435 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4436 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4443 if (GameFrameDelay >= 500)
4444 printf("FrameCounter == %d\n", FrameCounter);
4453 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4456 if (JustStopped[x][y] > 0)
4457 JustStopped[x][y]--;
4460 if (IS_BLOCKED(x, y))
4464 Blocked2Moving(x, y, &oldx, &oldy);
4465 if (!IS_MOVING(oldx, oldy))
4467 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4468 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4469 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4470 printf("GameActions(): This should never happen!\n");
4476 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4478 element = Feld[x][y];
4480 if (IS_INACTIVE(element))
4483 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4487 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4488 EdelsteinFunkeln(x, y);
4490 else if (IS_MOVING(x, y))
4491 ContinueMoving(x, y);
4492 else if (IS_ACTIVE_BOMB(element))
4493 CheckDynamite(x, y);
4495 else if (element == EL_EXPLODING && !game.explosions_delayed)
4496 Explode(x, y, Frame[x][y], EX_NORMAL);
4498 else if (element == EL_AMOEBING)
4499 AmoebeWaechst(x, y);
4500 else if (element == EL_DEAMOEBING)
4501 AmoebeSchrumpft(x, y);
4503 else if (IS_AMOEBALIVE(element))
4504 AmoebeAbleger(x, y);
4506 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4508 else if (element == EL_ABLENK_EIN)
4510 else if (element == EL_TIMEGATE_SWITCH_ON)
4511 TimegateWheel(x, y);
4512 else if (element == EL_SALZSAEURE)
4514 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4516 else if (element == EL_CRACKINGNUT)
4518 else if (element == EL_PEARL_BREAKING)
4519 BreakingPearl(x, y);
4520 else if (element == EL_AUSGANG_ZU)
4521 AusgangstuerPruefen(x, y);
4522 else if (element == EL_AUSGANG_ACT)
4523 AusgangstuerOeffnen(x, y);
4524 else if (element == EL_AUSGANG_AUF)
4525 AusgangstuerBlinken(x, y);
4526 else if (element == EL_MAUERND)
4528 else if (element == EL_MAUER_LEBT ||
4529 element == EL_MAUER_X ||
4530 element == EL_MAUER_Y ||
4531 element == EL_MAUER_XY)
4533 else if (element == EL_BURNING)
4534 CheckForDragon(x, y);
4535 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4536 CheckBuggyBase(x, y);
4537 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4539 else if (element == EL_SP_TERMINAL)
4540 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4541 else if (element == EL_SP_TERMINAL_ACTIVE)
4542 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4543 else if (IS_BELT(element))
4544 DrawBeltAnimation(x, y, element);
4545 else if (element == EL_SWITCHGATE_OPENING)
4546 OpenSwitchgate(x, y);
4547 else if (element == EL_SWITCHGATE_CLOSING)
4548 CloseSwitchgate(x, y);
4549 else if (element == EL_TIMEGATE_OPENING)
4551 else if (element == EL_TIMEGATE_CLOSING)
4552 CloseTimegate(x, y);
4553 else if (element == EL_EXTRA_TIME)
4554 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4555 else if (element == EL_SHIELD_PASSIVE)
4556 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4557 else if (element == EL_SHIELD_ACTIVE)
4558 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4560 if (game.magic_wall_active)
4562 boolean sieb = FALSE;
4563 int jx = local_player->jx, jy = local_player->jy;
4565 if (element == EL_MAGIC_WALL_FULL ||
4566 element == EL_MAGIC_WALL_EMPTY ||
4567 element == EL_MAGIC_WALL_EMPTYING)
4569 SiebAktivieren(x, y, 1);
4572 else if (element == EL_MAGIC_WALL_BD_FULL ||
4573 element == EL_MAGIC_WALL_BD_EMPTY ||
4574 element == EL_MAGIC_WALL_BD_EMPTYING)
4576 SiebAktivieren(x, y, 2);
4580 /* play the element sound at the position nearest to the player */
4581 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4590 /* new experimental amoeba growth stuff*/
4592 if (!(FrameCounter % 8))
4595 static unsigned long random = 1684108901;
4597 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
4600 x = (random >> 10) % lev_fieldx;
4601 y = (random >> 20) % lev_fieldy;
4603 x = RND(lev_fieldx);
4604 y = RND(lev_fieldy);
4606 element = Feld[x][y];
4608 if (!IS_PLAYER(x,y) &&
4609 (element == EL_LEERRAUM ||
4610 element == EL_ERDREICH ||
4611 element == EL_MORAST_LEER ||
4612 element == EL_BLURB_LEFT ||
4613 element == EL_BLURB_RIGHT))
4615 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBE_NASS) ||
4616 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBE_NASS) ||
4617 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBE_NASS) ||
4618 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBE_NASS))
4619 Feld[x][y] = EL_TROPFEN;
4622 random = random * 129 + 1;
4628 if (game.explosions_delayed)
4631 game.explosions_delayed = FALSE;
4633 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4635 element = Feld[x][y];
4637 if (ExplodeField[x][y])
4638 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4639 else if (element == EL_EXPLODING)
4640 Explode(x, y, Frame[x][y], EX_NORMAL);
4642 ExplodeField[x][y] = EX_NO_EXPLOSION;
4645 game.explosions_delayed = TRUE;
4648 if (game.magic_wall_active)
4650 if (!(game.magic_wall_time_left % 4))
4651 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4653 if (game.magic_wall_time_left > 0)
4655 game.magic_wall_time_left--;
4656 if (!game.magic_wall_time_left)
4658 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4660 element = Feld[x][y];
4662 if (element == EL_MAGIC_WALL_EMPTY ||
4663 element == EL_MAGIC_WALL_FULL)
4665 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4666 DrawLevelField(x, y);
4668 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4669 element == EL_MAGIC_WALL_BD_FULL)
4671 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4672 DrawLevelField(x, y);
4676 game.magic_wall_active = FALSE;
4681 if (game.light_time_left > 0)
4683 game.light_time_left--;
4685 if (game.light_time_left == 0)
4687 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4689 element = Feld[x][y];
4691 if (element == EL_LIGHT_SWITCH_ON)
4693 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4694 DrawLevelField(x, y);
4696 else if (element == EL_INVISIBLE_STEEL ||
4697 element == EL_UNSICHTBAR ||
4698 element == EL_SAND_INVISIBLE)
4699 DrawLevelField(x, y);
4704 if (game.timegate_time_left > 0)
4706 game.timegate_time_left--;
4708 if (game.timegate_time_left == 0)
4709 CloseAllOpenTimegates();
4712 if (TimeFrames >= (1000 / GameFrameDelay))
4717 for (i=0; i<MAX_PLAYERS; i++)
4719 if (SHIELD_ON(&stored_player[i]))
4721 stored_player[i].shield_passive_time_left--;
4723 if (stored_player[i].shield_active_time_left > 0)
4724 stored_player[i].shield_active_time_left--;
4728 if (tape.recording || tape.playing)
4729 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4735 if (TimeLeft <= 10 && setup.time_limit)
4736 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4738 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4740 if (!TimeLeft && setup.time_limit)
4741 for (i=0; i<MAX_PLAYERS; i++)
4742 KillHero(&stored_player[i]);
4744 else if (level.time == 0) /* level without time limit */
4745 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4750 if (options.debug) /* calculate frames per second */
4752 static unsigned long fps_counter = 0;
4753 static int fps_frames = 0;
4754 unsigned long fps_delay_ms = Counter() - fps_counter;
4758 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4760 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4763 fps_counter = Counter();
4766 redraw_mask |= REDRAW_FPS;
4770 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4772 int min_x = x, min_y = y, max_x = x, max_y = y;
4775 for (i=0; i<MAX_PLAYERS; i++)
4777 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4779 if (!stored_player[i].active || &stored_player[i] == player)
4782 min_x = MIN(min_x, jx);
4783 min_y = MIN(min_y, jy);
4784 max_x = MAX(max_x, jx);
4785 max_y = MAX(max_y, jy);
4788 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4791 static boolean AllPlayersInVisibleScreen()
4795 for (i=0; i<MAX_PLAYERS; i++)
4797 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4799 if (!stored_player[i].active)
4802 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4809 void ScrollLevel(int dx, int dy)
4811 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4814 BlitBitmap(drawto_field, drawto_field,
4815 FX + TILEX*(dx == -1) - softscroll_offset,
4816 FY + TILEY*(dy == -1) - softscroll_offset,
4817 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4818 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4819 FX + TILEX*(dx == 1) - softscroll_offset,
4820 FY + TILEY*(dy == 1) - softscroll_offset);
4824 x = (dx == 1 ? BX1 : BX2);
4825 for (y=BY1; y<=BY2; y++)
4826 DrawScreenField(x, y);
4830 y = (dy == 1 ? BY1 : BY2);
4831 for (x=BX1; x<=BX2; x++)
4832 DrawScreenField(x, y);
4835 redraw_mask |= REDRAW_FIELD;
4838 static void CheckGravityMovement(struct PlayerInfo *player)
4840 if (level.gravity && !player->programmed_action)
4842 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4843 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4845 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4846 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4847 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4848 int jx = player->jx, jy = player->jy;
4849 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4850 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4851 int new_jx = jx + dx, new_jy = jy + dy;
4852 boolean field_under_player_is_free =
4853 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4854 boolean player_is_moving_to_valid_field =
4855 (IN_LEV_FIELD(new_jx, new_jy) &&
4856 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4857 Feld[new_jx][new_jy] == EL_ERDREICH));
4859 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4860 player->programmed_action = MV_DOWN;
4864 boolean MoveFigureOneStep(struct PlayerInfo *player,
4865 int dx, int dy, int real_dx, int real_dy)
4867 int jx = player->jx, jy = player->jy;
4868 int new_jx = jx+dx, new_jy = jy+dy;
4872 if (!player->active || (!dx && !dy))
4873 return MF_NO_ACTION;
4875 player->MovDir = (dx < 0 ? MV_LEFT :
4878 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4880 if (!IN_LEV_FIELD(new_jx, new_jy))
4881 return MF_NO_ACTION;
4883 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4884 return MF_NO_ACTION;
4887 element = MovingOrBlocked2Element(new_jx, new_jy);
4889 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4892 if (DONT_GO_TO(element))
4894 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4897 Feld[jx][jy] = EL_SPIELFIGUR;
4898 InitMovingField(jx, jy, MV_DOWN);
4899 Store[jx][jy] = EL_SALZSAEURE;
4900 ContinueMoving(jx, jy);
4904 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
4909 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4910 if (can_move != MF_MOVING)
4913 StorePlayer[jx][jy] = 0;
4914 player->last_jx = jx;
4915 player->last_jy = jy;
4916 jx = player->jx = new_jx;
4917 jy = player->jy = new_jy;
4918 StorePlayer[jx][jy] = player->element_nr;
4921 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4923 ScrollFigure(player, SCROLL_INIT);
4928 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4930 int jx = player->jx, jy = player->jy;
4931 int old_jx = jx, old_jy = jy;
4932 int moved = MF_NO_ACTION;
4934 if (!player->active || (!dx && !dy))
4938 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4942 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4943 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
4947 /* remove the last programmed player action */
4948 player->programmed_action = 0;
4952 /* should only happen if pre-1.2 tape recordings are played */
4953 /* this is only for backward compatibility */
4955 int original_move_delay_value = player->move_delay_value;
4958 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4961 /* scroll remaining steps with finest movement resolution */
4962 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4964 while (player->MovPos)
4966 ScrollFigure(player, SCROLL_GO_ON);
4967 ScrollScreen(NULL, SCROLL_GO_ON);
4973 player->move_delay_value = original_move_delay_value;
4976 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4978 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4979 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4983 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4984 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4990 if (moved & MF_MOVING && !ScreenMovPos &&
4991 (player == local_player || !options.network))
4993 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4994 int offset = (setup.scroll_delay ? 3 : 0);
4996 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4998 /* actual player has left the screen -- scroll in that direction */
4999 if (jx != old_jx) /* player has moved horizontally */
5000 scroll_x += (jx - old_jx);
5001 else /* player has moved vertically */
5002 scroll_y += (jy - old_jy);
5006 if (jx != old_jx) /* player has moved horizontally */
5008 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5009 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5010 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5012 /* don't scroll over playfield boundaries */
5013 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5014 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5016 /* don't scroll more than one field at a time */
5017 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5019 /* don't scroll against the player's moving direction */
5020 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5021 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5022 scroll_x = old_scroll_x;
5024 else /* player has moved vertically */
5026 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5027 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5028 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5030 /* don't scroll over playfield boundaries */
5031 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5032 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5034 /* don't scroll more than one field at a time */
5035 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5037 /* don't scroll against the player's moving direction */
5038 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5039 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5040 scroll_y = old_scroll_y;
5044 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5046 if (!options.network && !AllPlayersInVisibleScreen())
5048 scroll_x = old_scroll_x;
5049 scroll_y = old_scroll_y;
5053 ScrollScreen(player, SCROLL_INIT);
5054 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5059 if (!(moved & MF_MOVING) && !player->Pushing)
5062 player->Frame = (player->Frame + 1) % 4;
5064 if (moved & MF_MOVING)
5066 if (old_jx != jx && old_jy == jy)
5067 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5068 else if (old_jx == jx && old_jy != jy)
5069 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5071 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
5073 player->last_move_dir = player->MovDir;
5074 player->is_moving = TRUE;
5078 CheckGravityMovement(player);
5081 player->last_move_dir = MV_NO_MOVING;
5083 player->is_moving = FALSE;
5086 TestIfHeroTouchesBadThing(jx, jy);
5088 if (!player->active)
5094 void ScrollFigure(struct PlayerInfo *player, int mode)
5096 int jx = player->jx, jy = player->jy;
5097 int last_jx = player->last_jx, last_jy = player->last_jy;
5098 int move_stepsize = TILEX / player->move_delay_value;
5100 if (!player->active || !player->MovPos)
5103 if (mode == SCROLL_INIT)
5105 player->actual_frame_counter = FrameCounter;
5106 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5108 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
5109 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5114 else if (!FrameReached(&player->actual_frame_counter, 1))
5117 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5118 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5120 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5121 Feld[last_jx][last_jy] = EL_LEERRAUM;
5123 /* before DrawPlayer() to draw correct player graphic for this case */
5124 if (player->MovPos == 0)
5125 CheckGravityMovement(player);
5129 if (player->MovPos == 0)
5131 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5133 /* continue with normal speed after quickly moving through gate */
5134 HALVE_PLAYER_SPEED(player);
5136 /* be able to make the next move without delay */
5137 player->move_delay = 0;
5140 player->last_jx = jx;
5141 player->last_jy = jy;
5143 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5147 if (!local_player->friends_still_needed)
5148 player->LevelSolved = player->GameOver = TRUE;
5153 void ScrollScreen(struct PlayerInfo *player, int mode)
5155 static unsigned long screen_frame_counter = 0;
5157 if (mode == SCROLL_INIT)
5159 /* set scrolling step size according to actual player's moving speed */
5160 ScrollStepSize = TILEX / player->move_delay_value;
5162 screen_frame_counter = FrameCounter;
5163 ScreenMovDir = player->MovDir;
5164 ScreenMovPos = player->MovPos;
5165 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5168 else if (!FrameReached(&screen_frame_counter, 1))
5173 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5174 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5175 redraw_mask |= REDRAW_FIELD;
5178 ScreenMovDir = MV_NO_MOVING;
5181 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5183 int i, kill_x = -1, kill_y = -1;
5184 static int test_xy[4][2] =
5191 static int test_dir[4] =
5201 int test_x, test_y, test_move_dir, test_element;
5203 test_x = good_x + test_xy[i][0];
5204 test_y = good_y + test_xy[i][1];
5205 if (!IN_LEV_FIELD(test_x, test_y))
5209 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5212 test_element = Feld[test_x][test_y];
5214 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
5217 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5218 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5220 if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) ||
5221 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
5229 if (kill_x != -1 || kill_y != -1)
5231 if (IS_PLAYER(good_x, good_y))
5233 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
5235 if (player->shield_active_time_left > 0)
5236 Bang(kill_x, kill_y);
5237 else if (!PLAYER_PROTECTED(good_x, good_y))
5241 Bang(good_x, good_y);
5245 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
5247 int i, kill_x = -1, kill_y = -1;
5248 int bad_element = Feld[bad_x][bad_y];
5249 static int test_xy[4][2] =
5256 static int test_dir[4] =
5264 if (bad_element == EL_EXPLODING) /* skip just exploding bad things */
5269 int test_x, test_y, test_move_dir, test_element;
5271 test_x = bad_x + test_xy[i][0];
5272 test_y = bad_y + test_xy[i][1];
5273 if (!IN_LEV_FIELD(test_x, test_y))
5277 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
5279 test_element = Feld[test_x][test_y];
5281 /* 1st case: good thing is moving towards DONT_GO_TO style bad thing;
5282 2nd case: DONT_TOUCH style bad thing does not move away from good thing
5284 if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) ||
5285 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
5287 /* good thing is player or penguin that does not move away */
5288 if (IS_PLAYER(test_x, test_y))
5290 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
5292 if (bad_element == EL_ROBOT && player->is_moving)
5293 continue; /* robot does not kill player if he is moving */
5299 else if (test_element == EL_PINGUIN)
5308 if (kill_x != -1 || kill_y != -1)
5310 if (IS_PLAYER(kill_x, kill_y))
5312 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
5315 int dir = player->MovDir;
5316 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5317 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5319 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5320 newx != bad_x && newy != bad_y)
5321 ; /* robot does not kill player if he is moving */
5323 printf("-> %d\n", player->MovDir);
5325 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
5326 newx != bad_x && newy != bad_y)
5327 ; /* robot does not kill player if he is moving */
5332 if (player->shield_active_time_left > 0)
5334 else if (!PLAYER_PROTECTED(kill_x, kill_y))
5338 Bang(kill_x, kill_y);
5342 void TestIfHeroTouchesBadThing(int x, int y)
5344 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5347 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
5349 TestIfGoodThingHitsBadThing(x, y, move_dir);
5352 void TestIfBadThingTouchesHero(int x, int y)
5354 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5357 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
5359 TestIfBadThingHitsGoodThing(x, y, move_dir);
5362 void TestIfFriendTouchesBadThing(int x, int y)
5364 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
5367 void TestIfBadThingTouchesFriend(int x, int y)
5369 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
5372 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
5374 int i, kill_x = bad_x, kill_y = bad_y;
5375 static int xy[4][2] =
5387 x = bad_x + xy[i][0];
5388 y = bad_y + xy[i][1];
5389 if (!IN_LEV_FIELD(x, y))
5392 element = Feld[x][y];
5393 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5394 element == EL_AMOEBING || element == EL_TROPFEN)
5402 if (kill_x != bad_x || kill_y != bad_y)
5406 void KillHero(struct PlayerInfo *player)
5408 int jx = player->jx, jy = player->jy;
5410 if (!player->active)
5413 if (IS_PFORTE(Feld[jx][jy]))
5414 Feld[jx][jy] = EL_LEERRAUM;
5416 /* deactivate shield (else Bang()/Explode() would not work right) */
5417 player->shield_passive_time_left = 0;
5418 player->shield_active_time_left = 0;
5424 static void KillHeroUnlessProtected(int x, int y)
5426 if (!PLAYER_PROTECTED(x, y))
5427 KillHero(PLAYERINFO(x, y));
5430 void BuryHero(struct PlayerInfo *player)
5432 int jx = player->jx, jy = player->jy;
5434 if (!player->active)
5437 PlaySoundLevel(jx, jy, SND_AUTSCH);
5438 PlaySoundLevel(jx, jy, SND_LACHEN);
5440 player->GameOver = TRUE;
5444 void RemoveHero(struct PlayerInfo *player)
5446 int jx = player->jx, jy = player->jy;
5447 int i, found = FALSE;
5449 player->present = FALSE;
5450 player->active = FALSE;
5452 if (!ExplodeField[jx][jy])
5453 StorePlayer[jx][jy] = 0;
5455 for (i=0; i<MAX_PLAYERS; i++)
5456 if (stored_player[i].active)
5460 AllPlayersGone = TRUE;
5466 int DigField(struct PlayerInfo *player,
5467 int x, int y, int real_dx, int real_dy, int mode)
5469 int jx = player->jx, jy = player->jy;
5470 int dx = x - jx, dy = y - jy;
5471 int move_direction = (dx == -1 ? MV_LEFT :
5472 dx == +1 ? MV_RIGHT :
5474 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5477 if (!player->MovPos)
5478 player->Pushing = FALSE;
5480 if (mode == DF_NO_PUSH)
5482 player->Switching = FALSE;
5483 player->push_delay = 0;
5484 return MF_NO_ACTION;
5487 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5488 return MF_NO_ACTION;
5490 if (IS_TUBE(Feld[jx][jy]))
5493 int tube_leave_directions[][2] =
5495 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5496 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5497 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5498 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5499 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5500 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5501 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5502 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5503 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5504 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5505 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5506 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5509 while (tube_leave_directions[i][0] != Feld[jx][jy])
5512 if (tube_leave_directions[i][0] == -1) /* should not happen */
5516 if (!(tube_leave_directions[i][1] & move_direction))
5517 return MF_NO_ACTION; /* tube has no opening in this direction */
5520 element = Feld[x][y];
5525 PlaySoundLevel(x, y, SND_EMPTY);
5529 case EL_SAND_INVISIBLE:
5530 case EL_TRAP_INACTIVE:
5531 Feld[x][y] = EL_LEERRAUM;
5532 PlaySoundLevel(x, y, SND_SCHLURF);
5537 Feld[x][y] = EL_LEERRAUM;
5538 PlaySoundLevel(x, y, SND_SP_BASE);
5542 case EL_EDELSTEIN_BD:
5543 case EL_EDELSTEIN_GELB:
5544 case EL_EDELSTEIN_ROT:
5545 case EL_EDELSTEIN_LILA:
5547 case EL_SP_INFOTRON:
5551 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5552 element == EL_PEARL ? 5 :
5553 element == EL_CRYSTAL ? 8 : 1);
5554 if (local_player->gems_still_needed < 0)
5555 local_player->gems_still_needed = 0;
5556 RaiseScoreElement(element);
5557 DrawText(DX_EMERALDS, DY_EMERALDS,
5558 int2str(local_player->gems_still_needed, 3),
5559 FS_SMALL, FC_YELLOW);
5560 if (element == EL_SP_INFOTRON)
5561 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5563 PlaySoundLevel(x, y, SND_PONG);
5568 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5569 PlaySoundLevel(x, y, SND_PONG);
5573 Feld[x][y] = EL_LEERRAUM;
5574 PlaySoundLevel(x, y, SND_PONG);
5582 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5584 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5587 case EL_SHIELD_PASSIVE:
5589 player->shield_passive_time_left += 10;
5590 PlaySoundLevel(x, y, SND_PONG);
5593 case EL_SHIELD_ACTIVE:
5595 player->shield_passive_time_left += 10;
5596 player->shield_active_time_left += 10;
5597 PlaySoundLevel(x, y, SND_PONG);
5600 case EL_DYNAMITE_INACTIVE:
5601 case EL_SP_DISK_RED:
5604 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5605 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5606 int2str(local_player->dynamite, 3),
5607 FS_SMALL, FC_YELLOW);
5608 if (element == EL_SP_DISK_RED)
5609 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5611 PlaySoundLevel(x, y, SND_PONG);
5614 case EL_DYNABOMB_NR:
5616 player->dynabomb_count++;
5617 player->dynabombs_left++;
5618 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5619 PlaySoundLevel(x, y, SND_PONG);
5622 case EL_DYNABOMB_SZ:
5624 player->dynabomb_size++;
5625 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5626 PlaySoundLevel(x, y, SND_PONG);
5629 case EL_DYNABOMB_XL:
5631 player->dynabomb_xl = TRUE;
5632 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5633 PlaySoundLevel(x, y, SND_PONG);
5636 case EL_SCHLUESSEL1:
5637 case EL_SCHLUESSEL2:
5638 case EL_SCHLUESSEL3:
5639 case EL_SCHLUESSEL4:
5641 int key_nr = element - EL_SCHLUESSEL1;
5644 player->key[key_nr] = TRUE;
5645 RaiseScoreElement(EL_SCHLUESSEL);
5646 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5647 GFX_SCHLUESSEL1 + key_nr);
5648 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5649 GFX_SCHLUESSEL1 + key_nr);
5650 PlaySoundLevel(x, y, SND_PONG);
5659 int key_nr = element - EL_EM_KEY_1;
5662 player->key[key_nr] = TRUE;
5663 RaiseScoreElement(EL_SCHLUESSEL);
5664 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5665 GFX_SCHLUESSEL1 + key_nr);
5666 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5667 GFX_SCHLUESSEL1 + key_nr);
5668 PlaySoundLevel(x, y, SND_PONG);
5673 Feld[x][y] = EL_ABLENK_EIN;
5676 DrawLevelField(x, y);
5680 case EL_SP_TERMINAL:
5684 for (yy=0; yy<lev_fieldy; yy++)
5686 for (xx=0; xx<lev_fieldx; xx++)
5688 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5690 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5691 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5699 case EL_BELT1_SWITCH_LEFT:
5700 case EL_BELT1_SWITCH_MIDDLE:
5701 case EL_BELT1_SWITCH_RIGHT:
5702 case EL_BELT2_SWITCH_LEFT:
5703 case EL_BELT2_SWITCH_MIDDLE:
5704 case EL_BELT2_SWITCH_RIGHT:
5705 case EL_BELT3_SWITCH_LEFT:
5706 case EL_BELT3_SWITCH_MIDDLE:
5707 case EL_BELT3_SWITCH_RIGHT:
5708 case EL_BELT4_SWITCH_LEFT:
5709 case EL_BELT4_SWITCH_MIDDLE:
5710 case EL_BELT4_SWITCH_RIGHT:
5711 if (!player->Switching)
5713 player->Switching = TRUE;
5714 ToggleBeltSwitch(x, y);
5719 case EL_SWITCHGATE_SWITCH_1:
5720 case EL_SWITCHGATE_SWITCH_2:
5721 if (!player->Switching)
5723 player->Switching = TRUE;
5724 ToggleSwitchgateSwitch(x, y);
5729 case EL_LIGHT_SWITCH_OFF:
5730 case EL_LIGHT_SWITCH_ON:
5731 if (!player->Switching)
5733 player->Switching = TRUE;
5734 ToggleLightSwitch(x, y);
5739 case EL_TIMEGATE_SWITCH_OFF:
5740 ActivateTimegateSwitch(x, y);
5745 case EL_BALLOON_SEND_LEFT:
5746 case EL_BALLOON_SEND_RIGHT:
5747 case EL_BALLOON_SEND_UP:
5748 case EL_BALLOON_SEND_DOWN:
5749 case EL_BALLOON_SEND_ANY:
5750 if (element == EL_BALLOON_SEND_ANY)
5751 game.balloon_dir = move_direction;
5753 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5754 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5755 element == EL_BALLOON_SEND_UP ? MV_UP :
5756 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5763 if (local_player->gems_still_needed > 0)
5764 return MF_NO_ACTION;
5766 player->LevelSolved = player->GameOver = TRUE;
5767 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5770 case EL_FELSBROCKEN:
5773 case EL_DX_SUPABOMB:
5777 case EL_SP_DISK_ORANGE:
5779 if (dy || mode == DF_SNAP)
5780 return MF_NO_ACTION;
5782 player->Pushing = TRUE;
5784 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5785 return MF_NO_ACTION;
5789 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5790 return MF_NO_ACTION;
5793 if (player->push_delay == 0)
5794 player->push_delay = FrameCounter;
5796 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5797 !tape.playing && element != EL_SPRING)
5798 return MF_NO_ACTION;
5800 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5801 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
5802 element != EL_SPRING)
5803 return MF_NO_ACTION;
5807 Feld[x+dx][y+dy] = element;
5809 if (element == EL_SPRING)
5811 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5812 MovDir[x+dx][y+dy] = move_direction;
5815 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5817 DrawLevelField(x+dx, y+dy);
5818 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5819 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5820 else if (element == EL_KOKOSNUSS)
5821 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5822 else if (IS_SP_ELEMENT(element))
5823 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5825 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5832 if (!player->key[element - EL_PFORTE1])
5833 return MF_NO_ACTION;
5840 if (!player->key[element - EL_PFORTE1X])
5841 return MF_NO_ACTION;
5848 if (!player->key[element - EL_EM_GATE_1])
5849 return MF_NO_ACTION;
5850 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5851 return MF_NO_ACTION;
5853 /* automatically move to the next field with double speed */
5854 player->programmed_action = move_direction;
5855 DOUBLE_PLAYER_SPEED(player);
5857 PlaySoundLevel(x, y, SND_GATE);
5865 if (!player->key[element - EL_EM_GATE_1X])
5866 return MF_NO_ACTION;
5867 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5868 return MF_NO_ACTION;
5870 /* automatically move to the next field with double speed */
5871 player->programmed_action = move_direction;
5872 DOUBLE_PLAYER_SPEED(player);
5874 PlaySoundLevel(x, y, SND_GATE);
5878 case EL_SWITCHGATE_OPEN:
5879 case EL_TIMEGATE_OPEN:
5880 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5881 return MF_NO_ACTION;
5883 /* automatically move to the next field with double speed */
5884 player->programmed_action = move_direction;
5885 DOUBLE_PLAYER_SPEED(player);
5887 PlaySoundLevel(x, y, SND_GATE);
5891 case EL_SP_PORT1_LEFT:
5892 case EL_SP_PORT2_LEFT:
5893 case EL_SP_PORT1_RIGHT:
5894 case EL_SP_PORT2_RIGHT:
5895 case EL_SP_PORT1_UP:
5896 case EL_SP_PORT2_UP:
5897 case EL_SP_PORT1_DOWN:
5898 case EL_SP_PORT2_DOWN:
5903 element != EL_SP_PORT1_LEFT &&
5904 element != EL_SP_PORT2_LEFT &&
5905 element != EL_SP_PORT_X &&
5906 element != EL_SP_PORT_XY) ||
5908 element != EL_SP_PORT1_RIGHT &&
5909 element != EL_SP_PORT2_RIGHT &&
5910 element != EL_SP_PORT_X &&
5911 element != EL_SP_PORT_XY) ||
5913 element != EL_SP_PORT1_UP &&
5914 element != EL_SP_PORT2_UP &&
5915 element != EL_SP_PORT_Y &&
5916 element != EL_SP_PORT_XY) ||
5918 element != EL_SP_PORT1_DOWN &&
5919 element != EL_SP_PORT2_DOWN &&
5920 element != EL_SP_PORT_Y &&
5921 element != EL_SP_PORT_XY) ||
5922 !IN_LEV_FIELD(x + dx, y + dy) ||
5923 !IS_FREE(x + dx, y + dy))
5924 return MF_NO_ACTION;
5926 /* automatically move to the next field with double speed */
5927 player->programmed_action = move_direction;
5928 DOUBLE_PLAYER_SPEED(player);
5930 PlaySoundLevel(x, y, SND_GATE);
5934 case EL_TUBE_VERTICAL:
5935 case EL_TUBE_HORIZONTAL:
5936 case EL_TUBE_VERT_LEFT:
5937 case EL_TUBE_VERT_RIGHT:
5938 case EL_TUBE_HORIZ_UP:
5939 case EL_TUBE_HORIZ_DOWN:
5940 case EL_TUBE_LEFT_UP:
5941 case EL_TUBE_LEFT_DOWN:
5942 case EL_TUBE_RIGHT_UP:
5943 case EL_TUBE_RIGHT_DOWN:
5946 int tube_enter_directions[][2] =
5948 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5949 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5950 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5951 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5952 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5953 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5954 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5955 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5956 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5957 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5958 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5959 { -1, MV_NO_MOVING }
5962 while (tube_enter_directions[i][0] != element)
5965 if (tube_enter_directions[i][0] == -1) /* should not happen */
5969 if (!(tube_enter_directions[i][1] & move_direction))
5970 return MF_NO_ACTION; /* tube has no opening in this direction */
5975 case EL_AUSGANG_ACT:
5976 /* door is not (yet) open */
5977 return MF_NO_ACTION;
5980 case EL_AUSGANG_AUF:
5981 if (mode == DF_SNAP)
5982 return MF_NO_ACTION;
5984 PlaySoundLevel(x, y, SND_BUING);
5989 Feld[x][y] = EL_BIRNE_EIN;
5990 local_player->lights_still_needed--;
5991 DrawLevelField(x, y);
5992 PlaySoundLevel(x, y, SND_DENG);
5997 Feld[x][y] = EL_ZEIT_LEER;
5999 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
6000 DrawLevelField(x, y);
6001 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
6005 case EL_SOKOBAN_FELD_LEER:
6008 case EL_SOKOBAN_FELD_VOLL:
6009 case EL_SOKOBAN_OBJEKT:
6011 case EL_SP_DISK_YELLOW:
6013 if (mode == DF_SNAP)
6014 return MF_NO_ACTION;
6016 player->Pushing = TRUE;
6018 if (!IN_LEV_FIELD(x+dx, y+dy)
6019 || (!IS_FREE(x+dx, y+dy)
6020 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
6021 || !IS_SB_ELEMENT(element))))
6022 return MF_NO_ACTION;
6026 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
6027 return MF_NO_ACTION;
6029 else if (dy && real_dx)
6031 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
6032 return MF_NO_ACTION;
6035 if (player->push_delay == 0)
6036 player->push_delay = FrameCounter;
6038 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6039 !tape.playing && element != EL_BALLOON)
6040 return MF_NO_ACTION;
6042 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6043 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6044 element != EL_BALLOON)
6045 return MF_NO_ACTION;
6048 if (IS_SB_ELEMENT(element))
6050 if (element == EL_SOKOBAN_FELD_VOLL)
6052 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
6053 local_player->sokobanfields_still_needed++;
6058 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
6060 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
6061 local_player->sokobanfields_still_needed--;
6062 if (element == EL_SOKOBAN_OBJEKT)
6063 PlaySoundLevel(x, y, SND_DENG);
6066 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
6071 Feld[x+dx][y+dy] = element;
6074 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
6076 DrawLevelField(x, y);
6077 DrawLevelField(x+dx, y+dy);
6078 if (element == EL_BALLOON)
6079 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
6081 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
6083 if (IS_SB_ELEMENT(element) &&
6084 local_player->sokobanfields_still_needed == 0 &&
6085 game.emulation == EMU_SOKOBAN)
6087 player->LevelSolved = player->GameOver = TRUE;
6088 PlaySoundLevel(x, y, SND_BUING);
6099 return MF_NO_ACTION;
6102 player->push_delay = 0;
6107 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
6109 int jx = player->jx, jy = player->jy;
6110 int x = jx + dx, y = jy + dy;
6112 if (!player->active || !IN_LEV_FIELD(x, y))
6120 player->snapped = FALSE;
6124 if (player->snapped)
6127 player->MovDir = (dx < 0 ? MV_LEFT :
6130 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6132 if (!DigField(player, x, y, 0, 0, DF_SNAP))
6135 player->snapped = TRUE;
6136 DrawLevelField(x, y);
6142 boolean PlaceBomb(struct PlayerInfo *player)
6144 int jx = player->jx, jy = player->jy;
6147 if (!player->active || player->MovPos)
6150 element = Feld[jx][jy];
6152 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
6153 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
6156 if (element != EL_LEERRAUM)
6157 Store[jx][jy] = element;
6159 if (player->dynamite)
6161 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
6162 MovDelay[jx][jy] = 96;
6164 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6165 FS_SMALL, FC_YELLOW);
6166 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6168 if (game.emulation == EMU_SUPAPLEX)
6169 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
6171 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6176 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6177 MovDelay[jx][jy] = 96;
6178 player->dynabombs_left--;
6179 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6180 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6186 void PlaySoundLevel(int x, int y, int sound_nr)
6188 int sx = SCREENX(x), sy = SCREENY(y);
6190 int silence_distance = 8;
6192 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6193 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6196 if (!IN_LEV_FIELD(x, y) ||
6197 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6198 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6201 volume = PSND_MAX_VOLUME;
6203 #if !defined(PLATFORM_MSDOS)
6204 stereo = (sx - SCR_FIELDX/2) * 12;
6206 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6207 if (stereo > PSND_MAX_RIGHT)
6208 stereo = PSND_MAX_RIGHT;
6209 if (stereo < PSND_MAX_LEFT)
6210 stereo = PSND_MAX_LEFT;
6213 if (!IN_SCR_FIELD(sx, sy))
6215 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6216 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6218 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6221 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6224 void RaiseScore(int value)
6226 local_player->score += value;
6227 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6228 FS_SMALL, FC_YELLOW);
6231 void RaiseScoreElement(int element)
6236 case EL_EDELSTEIN_BD:
6237 case EL_EDELSTEIN_GELB:
6238 case EL_EDELSTEIN_ROT:
6239 case EL_EDELSTEIN_LILA:
6240 RaiseScore(level.score[SC_EDELSTEIN]);
6243 RaiseScore(level.score[SC_DIAMANT]);
6247 RaiseScore(level.score[SC_KAEFER]);
6251 RaiseScore(level.score[SC_FLIEGER]);
6255 RaiseScore(level.score[SC_MAMPFER]);
6258 RaiseScore(level.score[SC_ROBOT]);
6261 RaiseScore(level.score[SC_PACMAN]);
6264 RaiseScore(level.score[SC_KOKOSNUSS]);
6266 case EL_DYNAMITE_INACTIVE:
6267 RaiseScore(level.score[SC_DYNAMIT]);
6270 RaiseScore(level.score[SC_SCHLUESSEL]);
6277 /* ---------- new game button stuff ---------------------------------------- */
6279 /* graphic position values for game buttons */
6280 #define GAME_BUTTON_XSIZE 30
6281 #define GAME_BUTTON_YSIZE 30
6282 #define GAME_BUTTON_XPOS 5
6283 #define GAME_BUTTON_YPOS 215
6284 #define SOUND_BUTTON_XPOS 5
6285 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6287 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6288 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6289 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6290 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6291 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6292 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6299 } gamebutton_info[NUM_GAME_BUTTONS] =
6302 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6307 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6312 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6317 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6318 SOUND_CTRL_ID_MUSIC,
6319 "background music on/off"
6322 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6323 SOUND_CTRL_ID_LOOPS,
6324 "sound loops on/off"
6327 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6328 SOUND_CTRL_ID_SIMPLE,
6329 "normal sounds on/off"
6333 void CreateGameButtons()
6337 for (i=0; i<NUM_GAME_BUTTONS; i++)
6339 Bitmap *gd_bitmap = pix[PIX_DOOR];
6340 struct GadgetInfo *gi;
6343 unsigned long event_mask;
6344 int gd_xoffset, gd_yoffset;
6345 int gd_x1, gd_x2, gd_y1, gd_y2;
6348 gd_xoffset = gamebutton_info[i].x;
6349 gd_yoffset = gamebutton_info[i].y;
6350 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6351 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6353 if (id == GAME_CTRL_ID_STOP ||
6354 id == GAME_CTRL_ID_PAUSE ||
6355 id == GAME_CTRL_ID_PLAY)
6357 button_type = GD_TYPE_NORMAL_BUTTON;
6359 event_mask = GD_EVENT_RELEASED;
6360 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6361 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6365 button_type = GD_TYPE_CHECK_BUTTON;
6367 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6368 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6369 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6370 event_mask = GD_EVENT_PRESSED;
6371 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6372 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6375 gi = CreateGadget(GDI_CUSTOM_ID, id,
6376 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6377 GDI_X, DX + gd_xoffset,
6378 GDI_Y, DY + gd_yoffset,
6379 GDI_WIDTH, GAME_BUTTON_XSIZE,
6380 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6381 GDI_TYPE, button_type,
6382 GDI_STATE, GD_BUTTON_UNPRESSED,
6383 GDI_CHECKED, checked,
6384 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6385 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6386 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6387 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6388 GDI_EVENT_MASK, event_mask,
6389 GDI_CALLBACK_ACTION, HandleGameButtons,
6393 Error(ERR_EXIT, "cannot create gadget");
6395 game_gadget[id] = gi;
6399 static void MapGameButtons()
6403 for (i=0; i<NUM_GAME_BUTTONS; i++)
6404 MapGadget(game_gadget[i]);
6407 void UnmapGameButtons()
6411 for (i=0; i<NUM_GAME_BUTTONS; i++)
6412 UnmapGadget(game_gadget[i]);
6415 static void HandleGameButtons(struct GadgetInfo *gi)
6417 int id = gi->custom_id;
6419 if (game_status != PLAYING)
6424 case GAME_CTRL_ID_STOP:
6427 CloseDoor(DOOR_CLOSE_1);
6428 game_status = MAINMENU;
6433 if (level_editor_test_game ||
6434 Request("Do you really want to quit the game ?",
6435 REQ_ASK | REQ_STAY_CLOSED))
6437 #if defined(PLATFORM_UNIX)
6438 if (options.network)
6439 SendToServer_StopPlaying();
6443 game_status = MAINMENU;
6448 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6451 case GAME_CTRL_ID_PAUSE:
6452 if (options.network)
6454 #if defined(PLATFORM_UNIX)
6456 SendToServer_ContinuePlaying();
6458 SendToServer_PausePlaying();
6465 case GAME_CTRL_ID_PLAY:
6468 #if defined(PLATFORM_UNIX)
6469 if (options.network)
6470 SendToServer_ContinuePlaying();
6474 tape.pausing = FALSE;
6475 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6480 case SOUND_CTRL_ID_MUSIC:
6481 if (setup.sound_music)
6483 setup.sound_music = FALSE;
6486 else if (audio.loops_available)
6488 setup.sound = setup.sound_music = TRUE;
6490 PlayMusic(level_nr % num_bg_loops);
6494 case SOUND_CTRL_ID_LOOPS:
6495 if (setup.sound_loops)
6496 setup.sound_loops = FALSE;
6497 else if (audio.loops_available)
6498 setup.sound = setup.sound_loops = TRUE;
6501 case SOUND_CTRL_ID_SIMPLE:
6502 if (setup.sound_simple)
6503 setup.sound_simple = FALSE;
6504 else if (audio.sound_available)
6505 setup.sound = setup.sound_simple = TRUE;