1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
25 /* this switch controls how rocks move horizontally */
26 #define OLD_GAME_BEHAVIOUR FALSE
33 /* for MoveFigure() */
34 #define MF_NO_ACTION 0
38 /* for ScrollFigure() */
40 #define SCROLL_GO_ON 1
43 #define EX_PHASE_START 0
44 #define EX_NO_EXPLOSION 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CloseAllOpenTimegates(void);
105 static void CheckGravityMovement(struct PlayerInfo *);
106 static void KillHeroUnlessProtected(int, int);
108 static void MapGameButtons();
109 static void HandleGameButtons(struct GadgetInfo *);
111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
117 static unsigned int getStateCheckSum(int counter)
120 unsigned int mult = 1;
121 unsigned int checksum = 0;
123 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
125 static boolean first_game = TRUE;
127 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
133 lastFeld[x][y] = Feld[x][y];
134 else if (lastFeld[x][y] != Feld[x][y])
135 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
136 x, y, lastFeld[x][y], Feld[x][y]);
140 checksum += mult++ * Ur[x][y];
141 checksum += mult++ * Feld[x][y];
144 checksum += mult++ * MovPos[x][y];
145 checksum += mult++ * MovDir[x][y];
146 checksum += mult++ * MovDelay[x][y];
147 checksum += mult++ * Store[x][y];
148 checksum += mult++ * Store2[x][y];
149 checksum += mult++ * StorePlayer[x][y];
150 checksum += mult++ * Frame[x][y];
151 checksum += mult++ * AmoebaNr[x][y];
152 checksum += mult++ * JustStopped[x][y];
153 checksum += mult++ * Stop[x][y];
157 if (counter == 3 && first_game)
168 void GetPlayerConfig()
170 if (!audio.sound_available)
173 if (!audio.loops_available)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 if (!video.fullscreen_available)
180 setup.fullscreen = FALSE;
182 setup.sound_simple = setup.sound;
184 SetAudioMode(setup.sound);
188 static int getBeltNrFromElement(int element)
190 return (element < EL_BELT2_LEFT ? 0 :
191 element < EL_BELT3_LEFT ? 1 :
192 element < EL_BELT4_LEFT ? 2 : 3);
195 static int getBeltNrFromSwitchElement(int element)
197 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
198 element < EL_BELT3_SWITCH_LEFT ? 1 :
199 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
202 static int getBeltDirNrFromSwitchElement(int element)
204 static int belt_base_element[4] =
206 EL_BELT1_SWITCH_LEFT,
207 EL_BELT2_SWITCH_LEFT,
208 EL_BELT3_SWITCH_LEFT,
212 int belt_nr = getBeltNrFromSwitchElement(element);
213 int belt_dir_nr = element - belt_base_element[belt_nr];
215 return (belt_dir_nr % 3);
218 static int getBeltDirFromSwitchElement(int element)
220 static int belt_move_dir[3] =
227 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
229 return belt_move_dir[belt_dir_nr];
232 static void InitField(int x, int y, boolean init_game)
239 if (stored_player[0].present)
241 Feld[x][y] = EL_SP_MURPHY_CLONE;
248 Feld[x][y] = EL_SPIELER1;
256 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
257 int jx = player->jx, jy = player->jy;
259 player->present = TRUE;
261 if (!options.network || player->connected)
263 player->active = TRUE;
265 /* remove potentially duplicate players */
266 if (StorePlayer[jx][jy] == Feld[x][y])
267 StorePlayer[jx][jy] = 0;
269 StorePlayer[x][y] = Feld[x][y];
273 printf("Player %d activated.\n", player->element_nr);
274 printf("[Local player is %d and currently %s.]\n",
275 local_player->element_nr,
276 local_player->active ? "active" : "not active");
280 Feld[x][y] = EL_LEERRAUM;
281 player->jx = player->last_jx = x;
282 player->jy = player->last_jy = y;
287 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
288 Feld[x][y] = EL_BADEWANNE1;
289 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
290 Feld[x][y] = EL_BADEWANNE2;
291 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
292 Feld[x][y] = EL_BADEWANNE3;
293 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
294 Feld[x][y] = EL_BADEWANNE4;
295 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
296 Feld[x][y] = EL_BADEWANNE5;
299 case EL_KAEFER_RIGHT:
304 case EL_FLIEGER_RIGHT:
306 case EL_FLIEGER_LEFT:
307 case EL_FLIEGER_DOWN:
309 case EL_BUTTERFLY_RIGHT:
310 case EL_BUTTERFLY_UP:
311 case EL_BUTTERFLY_LEFT:
312 case EL_BUTTERFLY_DOWN:
314 case EL_FIREFLY_RIGHT:
316 case EL_FIREFLY_LEFT:
317 case EL_FIREFLY_DOWN:
319 case EL_PACMAN_RIGHT:
343 if (y == lev_fieldy - 1)
345 Feld[x][y] = EL_AMOEBING;
346 Store[x][y] = EL_AMOEBE_NASS;
350 case EL_DYNAMITE_ACTIVE:
355 local_player->lights_still_needed++;
358 case EL_SOKOBAN_FELD_LEER:
359 local_player->sokobanfields_still_needed++;
363 local_player->friends_still_needed++;
368 MovDir[x][y] = 1 << RND(4);
372 Feld[x][y] = EL_LEERRAUM;
375 case EL_EM_KEY_1_FILE:
376 Feld[x][y] = EL_EM_KEY_1;
378 case EL_EM_KEY_2_FILE:
379 Feld[x][y] = EL_EM_KEY_2;
381 case EL_EM_KEY_3_FILE:
382 Feld[x][y] = EL_EM_KEY_3;
384 case EL_EM_KEY_4_FILE:
385 Feld[x][y] = EL_EM_KEY_4;
388 case EL_BELT1_SWITCH_LEFT:
389 case EL_BELT1_SWITCH_MIDDLE:
390 case EL_BELT1_SWITCH_RIGHT:
391 case EL_BELT2_SWITCH_LEFT:
392 case EL_BELT2_SWITCH_MIDDLE:
393 case EL_BELT2_SWITCH_RIGHT:
394 case EL_BELT3_SWITCH_LEFT:
395 case EL_BELT3_SWITCH_MIDDLE:
396 case EL_BELT3_SWITCH_RIGHT:
397 case EL_BELT4_SWITCH_LEFT:
398 case EL_BELT4_SWITCH_MIDDLE:
399 case EL_BELT4_SWITCH_RIGHT:
402 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
403 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
404 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
406 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
408 game.belt_dir[belt_nr] = belt_dir;
409 game.belt_dir_nr[belt_nr] = belt_dir_nr;
411 else /* more than one switch -- set it like the first switch */
413 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
418 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
420 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
423 case EL_LIGHT_SWITCH_ON:
425 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
436 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
437 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
438 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
440 /* don't play tapes over network */
441 network_playing = (options.network && !tape.playing);
443 for (i=0; i<MAX_PLAYERS; i++)
445 struct PlayerInfo *player = &stored_player[i];
447 player->index_nr = i;
448 player->element_nr = EL_SPIELER1 + i;
450 player->present = FALSE;
451 player->active = FALSE;
454 player->effective_action = 0;
455 player->programmed_action = 0;
458 player->gems_still_needed = level.gems_needed;
459 player->sokobanfields_still_needed = 0;
460 player->lights_still_needed = 0;
461 player->friends_still_needed = 0;
464 player->key[j] = FALSE;
466 player->dynamite = 0;
467 player->dynabomb_count = 0;
468 player->dynabomb_size = 1;
469 player->dynabombs_left = 0;
470 player->dynabomb_xl = FALSE;
472 player->MovDir = MV_NO_MOVING;
474 player->Pushing = FALSE;
475 player->Switching = FALSE;
479 player->actual_frame_counter = 0;
481 player->frame_reset_delay = 0;
483 player->push_delay = 0;
484 player->push_delay_value = 5;
486 player->move_delay = 0;
487 player->last_move_dir = MV_NO_MOVING;
489 player->move_delay_value =
490 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
492 player->snapped = FALSE;
494 player->last_jx = player->last_jy = 0;
495 player->jx = player->jy = 0;
497 player->shield_passive_time_left = 0;
498 player->shield_active_time_left = 0;
500 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
501 SnapField(player, 0, 0);
503 player->LevelSolved = FALSE;
504 player->GameOver = FALSE;
507 network_player_action_received = FALSE;
509 #if defined(PLATFORM_UNIX)
510 /* initial null action */
512 SendToServer_MovePlayer(MV_NO_MOVING);
520 TimeLeft = level.time;
522 ScreenMovDir = MV_NO_MOVING;
526 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
528 AllPlayersGone = FALSE;
530 game.yam_content_nr = 0;
531 game.magic_wall_active = FALSE;
532 game.magic_wall_time_left = 0;
533 game.light_time_left = 0;
534 game.timegate_time_left = 0;
535 game.switchgate_pos = 0;
536 game.balloon_dir = MV_NO_MOVING;
537 game.explosions_delayed = TRUE;
541 game.belt_dir[i] = MV_NO_MOVING;
542 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
545 for (i=0; i<MAX_NUM_AMOEBA; i++)
546 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
548 for (x=0; x<lev_fieldx; x++)
550 for (y=0; y<lev_fieldy; y++)
552 Feld[x][y] = Ur[x][y];
553 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
554 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
557 JustStopped[x][y] = 0;
559 ExplodeField[x][y] = EX_NO_EXPLOSION;
563 for(y=0; y<lev_fieldy; y++)
565 for(x=0; x<lev_fieldx; x++)
567 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
569 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
571 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
574 InitField(x, y, TRUE);
578 /* correct non-moving belts to start moving left */
580 if (game.belt_dir[i] == MV_NO_MOVING)
581 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
583 /* check if any connected player was not found in playfield */
584 for (i=0; i<MAX_PLAYERS; i++)
586 struct PlayerInfo *player = &stored_player[i];
588 if (player->connected && !player->present)
590 for (j=0; j<MAX_PLAYERS; j++)
592 struct PlayerInfo *some_player = &stored_player[j];
593 int jx = some_player->jx, jy = some_player->jy;
595 /* assign first free player found that is present in the playfield */
596 if (some_player->present && !some_player->connected)
598 player->present = TRUE;
599 player->active = TRUE;
600 some_player->present = FALSE;
602 StorePlayer[jx][jy] = player->element_nr;
603 player->jx = player->last_jx = jx;
604 player->jy = player->last_jy = jy;
614 /* when playing a tape, eliminate all players who do not participate */
616 for (i=0; i<MAX_PLAYERS; i++)
618 if (stored_player[i].active && !tape.player_participates[i])
620 struct PlayerInfo *player = &stored_player[i];
621 int jx = player->jx, jy = player->jy;
623 player->active = FALSE;
624 StorePlayer[jx][jy] = 0;
625 Feld[jx][jy] = EL_LEERRAUM;
629 else if (!options.network && !setup.team_mode) /* && !tape.playing */
631 /* when in single player mode, eliminate all but the first active player */
633 for (i=0; i<MAX_PLAYERS; i++)
635 if (stored_player[i].active)
637 for (j=i+1; j<MAX_PLAYERS; j++)
639 if (stored_player[j].active)
641 struct PlayerInfo *player = &stored_player[j];
642 int jx = player->jx, jy = player->jy;
644 player->active = FALSE;
645 StorePlayer[jx][jy] = 0;
646 Feld[jx][jy] = EL_LEERRAUM;
653 /* when recording the game, store which players take part in the game */
656 for (i=0; i<MAX_PLAYERS; i++)
657 if (stored_player[i].active)
658 tape.player_participates[i] = TRUE;
663 for (i=0; i<MAX_PLAYERS; i++)
665 struct PlayerInfo *player = &stored_player[i];
667 printf("Player %d: present == %d, connected == %d, active == %d.\n",
672 if (local_player == player)
673 printf("Player %d is local player.\n", i+1);
677 game.version = (tape.playing ? tape.game_version : level.game_version);
678 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
679 emulate_sb ? EMU_SOKOBAN :
680 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
682 /* dynamically adjust element properties according to game engine version */
684 static int ep_slippery[] =
693 static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
695 for (i=0; i<ep_slippery_num; i++)
697 if (game.version >= GAME_VERSION_2_0)
698 Elementeigenschaften2[ep_slippery[i]] |= EP_BIT_SLIPPERY_GEMS;
700 Elementeigenschaften2[ep_slippery[i]] &= ~EP_BIT_SLIPPERY_GEMS;
704 if (BorderElement == EL_LEERRAUM)
707 SBX_Right = lev_fieldx - SCR_FIELDX;
709 SBY_Lower = lev_fieldy - SCR_FIELDY;
714 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
716 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
719 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
720 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
722 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
723 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
726 scroll_y = SBY_Upper;
727 if (local_player->jx >= SBX_Left + MIDPOSX)
728 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
729 local_player->jx - MIDPOSX :
731 if (local_player->jy >= SBY_Upper + MIDPOSY)
732 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
733 local_player->jy - MIDPOSY :
736 CloseDoor(DOOR_CLOSE_1);
742 /* after drawing the level, correct some elements */
743 if (game.timegate_time_left == 0)
744 CloseAllOpenTimegates();
746 if (setup.soft_scrolling)
747 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
749 redraw_mask |= REDRAW_FROM_BACKBUFFER;
751 /* copy default game door content to main double buffer */
752 BlitBitmap(pix[PIX_DOOR], drawto,
753 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
756 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
757 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
760 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
761 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
762 BlitBitmap(drawto, drawto,
763 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
764 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
765 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
768 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
769 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
770 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
771 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
772 DrawText(DX + XX_SCORE, DY + YY_SCORE,
773 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
774 DrawText(DX + XX_TIME, DY + YY_TIME,
775 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
778 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
779 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
780 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
784 /* copy actual game door content to door double buffer for OpenDoor() */
785 BlitBitmap(drawto, pix[PIX_DB_DOOR],
786 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
788 OpenDoor(DOOR_OPEN_ALL);
790 if (setup.sound_music && num_bg_loops)
791 PlayMusic(level_nr % num_bg_loops);
793 KeyboardAutoRepeatOff();
798 printf("Player %d %sactive.\n",
799 i + 1, (stored_player[i].active ? "" : "not "));
803 void InitMovDir(int x, int y)
805 int i, element = Feld[x][y];
806 static int xy[4][2] =
813 static int direction[3][4] =
815 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
816 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
817 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
822 case EL_KAEFER_RIGHT:
826 Feld[x][y] = EL_KAEFER;
827 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
830 case EL_FLIEGER_RIGHT:
832 case EL_FLIEGER_LEFT:
833 case EL_FLIEGER_DOWN:
834 Feld[x][y] = EL_FLIEGER;
835 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
838 case EL_BUTTERFLY_RIGHT:
839 case EL_BUTTERFLY_UP:
840 case EL_BUTTERFLY_LEFT:
841 case EL_BUTTERFLY_DOWN:
842 Feld[x][y] = EL_BUTTERFLY;
843 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
846 case EL_FIREFLY_RIGHT:
848 case EL_FIREFLY_LEFT:
849 case EL_FIREFLY_DOWN:
850 Feld[x][y] = EL_FIREFLY;
851 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
854 case EL_PACMAN_RIGHT:
858 Feld[x][y] = EL_PACMAN;
859 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
863 MovDir[x][y] = MV_UP;
867 MovDir[x][y] = MV_LEFT;
874 Feld[x][y] = EL_MOLE;
875 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
879 MovDir[x][y] = 1 << RND(4);
880 if (element != EL_KAEFER &&
881 element != EL_FLIEGER &&
882 element != EL_BUTTERFLY &&
883 element != EL_FIREFLY)
888 int x1 = x + xy[i][0];
889 int y1 = y + xy[i][1];
891 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
893 if (element == EL_KAEFER || element == EL_BUTTERFLY)
895 MovDir[x][y] = direction[0][i];
898 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
899 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
901 MovDir[x][y] = direction[1][i];
910 void InitAmoebaNr(int x, int y)
913 int group_nr = AmoebeNachbarNr(x, y);
917 for (i=1; i<MAX_NUM_AMOEBA; i++)
919 if (AmoebaCnt[i] == 0)
927 AmoebaNr[x][y] = group_nr;
928 AmoebaCnt[group_nr]++;
929 AmoebaCnt2[group_nr]++;
935 boolean raise_level = FALSE;
937 if (local_player->MovPos)
940 local_player->LevelSolved = FALSE;
944 if (setup.sound_loops)
945 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
949 if (!setup.sound_loops)
950 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
951 if (TimeLeft > 0 && !(TimeLeft % 10))
952 RaiseScore(level.score[SC_ZEITBONUS]);
953 if (TimeLeft > 100 && !(TimeLeft % 10))
957 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
962 if (setup.sound_loops)
965 else if (level.time == 0) /* level without time limit */
967 if (setup.sound_loops)
968 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
970 while(TimePlayed < 999)
972 if (!setup.sound_loops)
973 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
974 if (TimePlayed < 999 && !(TimePlayed % 10))
975 RaiseScore(level.score[SC_ZEITBONUS]);
976 if (TimePlayed < 900 && !(TimePlayed % 10))
980 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
985 if (setup.sound_loops)
993 /* Hero disappears */
994 DrawLevelField(ExitX, ExitY);
1000 CloseDoor(DOOR_CLOSE_1);
1005 SaveTape(tape.level_nr); /* Ask to save tape */
1008 if (level_nr == leveldir_current->handicap_level)
1010 leveldir_current->handicap_level++;
1011 SaveLevelSetup_SeriesInfo();
1014 if (level_editor_test_game)
1015 local_player->score = -1; /* no highscore when playing from editor */
1016 else if (level_nr < leveldir_current->last_level)
1017 raise_level = TRUE; /* advance to next level */
1019 if ((hi_pos = NewHiScore()) >= 0)
1021 game_status = HALLOFFAME;
1022 DrawHallOfFame(hi_pos);
1028 game_status = MAINMENU;
1042 LoadScore(level_nr);
1044 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1045 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1048 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1050 if (local_player->score > highscore[k].Score)
1052 /* player has made it to the hall of fame */
1054 if (k < MAX_SCORE_ENTRIES - 1)
1056 int m = MAX_SCORE_ENTRIES - 1;
1059 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1060 if (!strcmp(setup.player_name, highscore[l].Name))
1062 if (m == k) /* player's new highscore overwrites his old one */
1068 strcpy(highscore[l].Name, highscore[l - 1].Name);
1069 highscore[l].Score = highscore[l - 1].Score;
1076 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1077 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1078 highscore[k].Score = local_player->score;
1084 else if (!strncmp(setup.player_name, highscore[k].Name,
1085 MAX_PLAYER_NAME_LEN))
1086 break; /* player already there with a higher score */
1092 SaveScore(level_nr);
1097 void InitMovingField(int x, int y, int direction)
1099 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1100 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1102 MovDir[x][y] = direction;
1103 MovDir[newx][newy] = direction;
1104 if (Feld[newx][newy] == EL_LEERRAUM)
1105 Feld[newx][newy] = EL_BLOCKED;
1108 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1110 int direction = MovDir[x][y];
1111 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1112 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1118 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1120 int oldx = x, oldy = y;
1121 int direction = MovDir[x][y];
1123 if (direction == MV_LEFT)
1125 else if (direction == MV_RIGHT)
1127 else if (direction == MV_UP)
1129 else if (direction == MV_DOWN)
1132 *comes_from_x = oldx;
1133 *comes_from_y = oldy;
1136 int MovingOrBlocked2Element(int x, int y)
1138 int element = Feld[x][y];
1140 if (element == EL_BLOCKED)
1144 Blocked2Moving(x, y, &oldx, &oldy);
1145 return Feld[oldx][oldy];
1151 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1153 /* like MovingOrBlocked2Element(), but if element is moving
1154 and (x,y) is the field the moving element is just leaving,
1155 return EL_BLOCKED instead of the element value */
1156 int element = Feld[x][y];
1158 if (IS_MOVING(x, y))
1160 if (element == EL_BLOCKED)
1164 Blocked2Moving(x, y, &oldx, &oldy);
1165 return Feld[oldx][oldy];
1174 static void RemoveField(int x, int y)
1176 Feld[x][y] = EL_LEERRAUM;
1182 void RemoveMovingField(int x, int y)
1184 int oldx = x, oldy = y, newx = x, newy = y;
1186 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1189 if (IS_MOVING(x, y))
1191 Moving2Blocked(x, y, &newx, &newy);
1192 if (Feld[newx][newy] != EL_BLOCKED)
1195 else if (Feld[x][y] == EL_BLOCKED)
1197 Blocked2Moving(x, y, &oldx, &oldy);
1198 if (!IS_MOVING(oldx, oldy))
1202 if (Feld[x][y] == EL_BLOCKED &&
1203 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1204 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1205 Feld[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTYING ||
1206 Feld[oldx][oldy] == EL_AMOEBA_DRIPPING))
1207 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1209 Feld[oldx][oldy] = EL_LEERRAUM;
1211 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1213 Feld[newx][newy] = EL_LEERRAUM;
1214 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1215 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1217 DrawLevelField(oldx, oldy);
1218 DrawLevelField(newx, newy);
1221 void DrawDynamite(int x, int y)
1223 int sx = SCREENX(x), sy = SCREENY(y);
1224 int graphic = el2gfx(Feld[x][y]);
1227 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1231 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1233 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1235 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1240 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1244 if (game.emulation == EMU_SUPAPLEX)
1245 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1246 else if (Store[x][y])
1247 DrawGraphicThruMask(sx, sy, graphic + phase);
1249 DrawGraphic(sx, sy, graphic + phase);
1252 void CheckDynamite(int x, int y)
1254 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1259 if (!(MovDelay[x][y] % 12))
1260 PlaySoundLevel(x, y, SND_ZISCH);
1262 if (IS_ACTIVE_BOMB(Feld[x][y]))
1264 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1266 if (!(MovDelay[x][y] % delay))
1274 StopSound(SND_ZISCH);
1278 void Explode(int ex, int ey, int phase, int mode)
1281 int num_phase = 9, delay = 2;
1282 int last_phase = num_phase * delay;
1283 int half_phase = (num_phase / 2) * delay;
1284 int first_phase_after_start = EX_PHASE_START + 1;
1286 if (game.explosions_delayed)
1288 ExplodeField[ex][ey] = mode;
1292 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1294 int center_element = Feld[ex][ey];
1296 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1298 /* put moving element to center field (and let it explode there) */
1299 center_element = MovingOrBlocked2Element(ex, ey);
1300 RemoveMovingField(ex, ey);
1301 Feld[ex][ey] = center_element;
1304 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1308 if (!IN_LEV_FIELD(x, y) ||
1309 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1310 (x != ex || y != ey)))
1313 element = Feld[x][y];
1315 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1317 element = MovingOrBlocked2Element(x, y);
1318 RemoveMovingField(x, y);
1321 if (IS_MASSIVE(element) || element == EL_BURNING)
1324 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1326 if (IS_ACTIVE_BOMB(element))
1328 /* re-activate things under the bomb like gate or penguin */
1329 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1336 if (element == EL_EXPLODING)
1337 element = Store2[x][y];
1339 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1341 switch(StorePlayer[ex][ey])
1344 Store[x][y] = EL_EDELSTEIN_ROT;
1347 Store[x][y] = EL_EDELSTEIN;
1350 Store[x][y] = EL_EDELSTEIN_LILA;
1354 Store[x][y] = EL_EDELSTEIN_GELB;
1358 if (game.emulation == EMU_SUPAPLEX)
1359 Store[x][y] = EL_LEERRAUM;
1361 else if (center_element == EL_MOLE)
1362 Store[x][y] = EL_EDELSTEIN_ROT;
1363 else if (center_element == EL_PINGUIN)
1364 Store[x][y] = EL_EDELSTEIN_LILA;
1365 else if (center_element == EL_KAEFER)
1366 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1367 else if (center_element == EL_BUTTERFLY)
1368 Store[x][y] = EL_EDELSTEIN_BD;
1369 else if (center_element == EL_SP_ELECTRON)
1370 Store[x][y] = EL_SP_INFOTRON;
1371 else if (center_element == EL_MAMPFER)
1372 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1373 else if (center_element == EL_AMOEBA2DIAM)
1374 Store[x][y] = level.amoeba_content;
1375 else if (element == EL_ERZ_EDEL)
1376 Store[x][y] = EL_EDELSTEIN;
1377 else if (element == EL_ERZ_DIAM)
1378 Store[x][y] = EL_DIAMANT;
1379 else if (element == EL_ERZ_EDEL_BD)
1380 Store[x][y] = EL_EDELSTEIN_BD;
1381 else if (element == EL_ERZ_EDEL_GELB)
1382 Store[x][y] = EL_EDELSTEIN_GELB;
1383 else if (element == EL_ERZ_EDEL_ROT)
1384 Store[x][y] = EL_EDELSTEIN_ROT;
1385 else if (element == EL_ERZ_EDEL_LILA)
1386 Store[x][y] = EL_EDELSTEIN_LILA;
1387 else if (element == EL_WALL_PEARL)
1388 Store[x][y] = EL_PEARL;
1389 else if (element == EL_WALL_CRYSTAL)
1390 Store[x][y] = EL_CRYSTAL;
1391 else if (!IS_PFORTE(Store[x][y]))
1392 Store[x][y] = EL_LEERRAUM;
1394 if (x != ex || y != ey ||
1395 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1396 Store2[x][y] = element;
1398 if (AmoebaNr[x][y] &&
1399 (element == EL_AMOEBE_VOLL ||
1400 element == EL_AMOEBE_BD ||
1401 element == EL_AMOEBING))
1403 AmoebaCnt[AmoebaNr[x][y]]--;
1404 AmoebaCnt2[AmoebaNr[x][y]]--;
1407 Feld[x][y] = EL_EXPLODING;
1408 MovDir[x][y] = MovPos[x][y] = 0;
1414 if (center_element == EL_MAMPFER)
1415 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1426 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1428 if (phase == first_phase_after_start)
1430 int element = Store2[x][y];
1432 if (element == EL_BLACK_ORB)
1434 Feld[x][y] = Store2[x][y];
1439 else if (phase == half_phase)
1441 int element = Store2[x][y];
1443 if (IS_PLAYER(x, y))
1444 KillHeroUnlessProtected(x, y);
1445 else if (IS_EXPLOSIVE(element))
1447 Feld[x][y] = Store2[x][y];
1451 else if (element == EL_AMOEBA2DIAM)
1452 AmoebeUmwandeln(x, y);
1455 if (phase == last_phase)
1459 element = Feld[x][y] = Store[x][y];
1460 Store[x][y] = Store2[x][y] = 0;
1461 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1462 InitField(x, y, FALSE);
1463 if (CAN_MOVE(element) || COULD_MOVE(element))
1465 DrawLevelField(x, y);
1467 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1469 int graphic = GFX_EXPLOSION;
1471 if (game.emulation == EMU_SUPAPLEX)
1472 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1473 GFX_SP_EXPLODE_INFOTRON :
1474 GFX_SP_EXPLODE_EMPTY);
1477 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1479 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1483 void DynaExplode(int ex, int ey)
1486 int dynabomb_size = 1;
1487 boolean dynabomb_xl = FALSE;
1488 struct PlayerInfo *player;
1489 static int xy[4][2] =
1497 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1499 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1500 dynabomb_size = player->dynabomb_size;
1501 dynabomb_xl = player->dynabomb_xl;
1502 player->dynabombs_left++;
1505 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1509 for (j=1; j<=dynabomb_size; j++)
1511 int x = ex + j * xy[i % 4][0];
1512 int y = ey + j * xy[i % 4][1];
1515 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1518 element = Feld[x][y];
1520 /* do not restart explosions of fields with active bombs */
1521 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1524 Explode(x, y, EX_PHASE_START, EX_BORDER);
1526 if (element != EL_LEERRAUM &&
1527 element != EL_ERDREICH &&
1528 element != EL_EXPLODING &&
1535 void Bang(int x, int y)
1537 int element = Feld[x][y];
1539 if (game.emulation == EMU_SUPAPLEX)
1540 PlaySoundLevel(x, y, SND_SP_BOOOM);
1542 PlaySoundLevel(x, y, SND_ROAAAR);
1545 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1546 element = EL_LEERRAUM;
1560 RaiseScoreElement(element);
1561 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1563 case EL_DYNABOMB_ACTIVE_1:
1564 case EL_DYNABOMB_ACTIVE_2:
1565 case EL_DYNABOMB_ACTIVE_3:
1566 case EL_DYNABOMB_ACTIVE_4:
1567 case EL_DYNABOMB_NR:
1568 case EL_DYNABOMB_SZ:
1569 case EL_DYNABOMB_XL:
1575 if (IS_PLAYER(x, y))
1576 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1578 Explode(x, y, EX_PHASE_START, EX_CENTER);
1581 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1586 void Blurb(int x, int y)
1588 int element = Feld[x][y];
1590 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1592 PlaySoundLevel(x, y, SND_BLURB);
1593 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1594 (!IN_LEV_FIELD(x-1, y-1) ||
1595 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1597 Feld[x-1][y] = EL_BLURB_LEFT;
1599 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1600 (!IN_LEV_FIELD(x+1, y-1) ||
1601 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1603 Feld[x+1][y] = EL_BLURB_RIGHT;
1608 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1610 if (!MovDelay[x][y]) /* initialize animation counter */
1613 if (MovDelay[x][y]) /* continue animation */
1616 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1617 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1619 if (!MovDelay[x][y])
1621 Feld[x][y] = EL_LEERRAUM;
1622 DrawLevelField(x, y);
1628 static void ToggleBeltSwitch(int x, int y)
1630 static int belt_base_element[4] =
1632 EL_BELT1_SWITCH_LEFT,
1633 EL_BELT2_SWITCH_LEFT,
1634 EL_BELT3_SWITCH_LEFT,
1635 EL_BELT4_SWITCH_LEFT
1637 static int belt_move_dir[4] =
1645 int element = Feld[x][y];
1646 int belt_nr = getBeltNrFromSwitchElement(element);
1647 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1648 int belt_dir = belt_move_dir[belt_dir_nr];
1651 if (!IS_BELT_SWITCH(element))
1654 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1655 game.belt_dir[belt_nr] = belt_dir;
1657 if (belt_dir_nr == 3)
1660 for (yy=0; yy<lev_fieldy; yy++)
1662 for (xx=0; xx<lev_fieldx; xx++)
1664 int element = Feld[xx][yy];
1666 if (IS_BELT_SWITCH(element))
1668 int e_belt_nr = getBeltNrFromSwitchElement(element);
1670 if (e_belt_nr == belt_nr)
1672 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1673 DrawLevelField(xx, yy);
1676 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1678 int e_belt_nr = getBeltNrFromElement(element);
1680 if (e_belt_nr == belt_nr)
1681 DrawLevelField(xx, yy); /* set belt to parking position */
1687 static void ToggleSwitchgateSwitch(int x, int y)
1691 game.switchgate_pos = !game.switchgate_pos;
1693 for (yy=0; yy<lev_fieldy; yy++)
1695 for (xx=0; xx<lev_fieldx; xx++)
1697 int element = Feld[xx][yy];
1699 if (element == EL_SWITCHGATE_SWITCH_1 ||
1700 element == EL_SWITCHGATE_SWITCH_2)
1702 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1703 DrawLevelField(xx, yy);
1705 else if (element == EL_SWITCHGATE_OPEN ||
1706 element == EL_SWITCHGATE_OPENING)
1708 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1709 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1711 else if (element == EL_SWITCHGATE_CLOSED ||
1712 element == EL_SWITCHGATE_CLOSING)
1714 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1715 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1721 static void RedrawAllLightSwitchesAndInvisibleElements()
1725 for (y=0; y<lev_fieldy; y++)
1727 for (x=0; x<lev_fieldx; x++)
1729 int element = Feld[x][y];
1731 if (element == EL_LIGHT_SWITCH_OFF &&
1732 game.light_time_left > 0)
1734 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1735 DrawLevelField(x, y);
1737 else if (element == EL_LIGHT_SWITCH_ON &&
1738 game.light_time_left == 0)
1740 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1741 DrawLevelField(x, y);
1744 if (element == EL_INVISIBLE_STEEL ||
1745 element == EL_UNSICHTBAR ||
1746 element == EL_SAND_INVISIBLE)
1747 DrawLevelField(x, y);
1752 static void ToggleLightSwitch(int x, int y)
1754 int element = Feld[x][y];
1756 game.light_time_left =
1757 (element == EL_LIGHT_SWITCH_OFF ?
1758 level.time_light * FRAMES_PER_SECOND : 0);
1760 RedrawAllLightSwitchesAndInvisibleElements();
1763 static void ActivateTimegateSwitch(int x, int y)
1767 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1769 for (yy=0; yy<lev_fieldy; yy++)
1771 for (xx=0; xx<lev_fieldx; xx++)
1773 int element = Feld[xx][yy];
1775 if (element == EL_TIMEGATE_CLOSED ||
1776 element == EL_TIMEGATE_CLOSING)
1778 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1779 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1783 else if (element == EL_TIMEGATE_SWITCH_ON)
1785 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1786 DrawLevelField(xx, yy);
1793 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1796 void Impact(int x, int y)
1798 boolean lastline = (y == lev_fieldy-1);
1799 boolean object_hit = FALSE;
1800 int element = Feld[x][y];
1803 if (!lastline) /* check if element below was hit */
1805 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1808 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1809 MovDir[x][y+1]!=MV_DOWN ||
1810 MovPos[x][y+1]<=TILEY/2));
1812 smashed = MovingOrBlocked2Element(x, y+1);
1815 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1821 if ((element == EL_BOMBE ||
1822 element == EL_SP_DISK_ORANGE ||
1823 element == EL_DX_SUPABOMB) &&
1824 (lastline || object_hit)) /* element is bomb */
1829 else if (element == EL_PEARL)
1831 Feld[x][y] = EL_PEARL_BREAKING;
1832 PlaySoundLevel(x, y, SND_KNACK);
1836 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1838 if (object_hit && IS_PLAYER(x, y+1))
1839 KillHeroUnlessProtected(x, y+1);
1840 else if (object_hit && smashed == EL_PINGUIN)
1844 Feld[x][y] = EL_AMOEBING;
1845 Store[x][y] = EL_AMOEBE_NASS;
1850 if (!lastline && object_hit) /* check which object was hit */
1852 if (CAN_CHANGE(element) &&
1853 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1856 int activated_magic_wall =
1857 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1858 EL_MAGIC_WALL_BD_EMPTY);
1860 /* activate magic wall / mill */
1862 for (y=0; y<lev_fieldy; y++)
1863 for (x=0; x<lev_fieldx; x++)
1864 if (Feld[x][y] == smashed)
1865 Feld[x][y] = activated_magic_wall;
1867 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1868 game.magic_wall_active = TRUE;
1871 if (IS_PLAYER(x, y+1))
1873 KillHeroUnlessProtected(x, y+1);
1876 else if (smashed == EL_PINGUIN)
1881 else if (element == EL_EDELSTEIN_BD)
1883 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1889 else if (element == EL_FELSBROCKEN ||
1890 element == EL_SP_ZONK ||
1891 element == EL_BD_ROCK)
1893 if (IS_ENEMY(smashed) ||
1894 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1895 smashed == EL_DX_SUPABOMB ||
1896 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1897 smashed == EL_DRACHE || smashed == EL_MOLE)
1902 else if (!IS_MOVING(x, y+1))
1904 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1909 else if (smashed == EL_KOKOSNUSS)
1911 Feld[x][y+1] = EL_CRACKINGNUT;
1912 PlaySoundLevel(x, y, SND_KNACK);
1913 RaiseScoreElement(EL_KOKOSNUSS);
1916 else if (smashed == EL_PEARL)
1918 Feld[x][y+1] = EL_PEARL_BREAKING;
1919 PlaySoundLevel(x, y, SND_KNACK);
1922 else if (smashed == EL_DIAMANT)
1924 Feld[x][y+1] = EL_LEERRAUM;
1925 PlaySoundLevel(x, y, SND_QUIRK);
1928 else if (IS_BELT_SWITCH(smashed))
1930 ToggleBeltSwitch(x, y+1);
1932 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1933 smashed == EL_SWITCHGATE_SWITCH_2)
1935 ToggleSwitchgateSwitch(x, y+1);
1937 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1938 smashed == EL_LIGHT_SWITCH_ON)
1940 ToggleLightSwitch(x, y+1);
1946 /* play sound of magic wall / mill */
1948 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1949 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1951 PlaySoundLevel(x, y, SND_QUIRK);
1955 /* play sound of object that hits the ground */
1956 if (lastline || object_hit)
1963 case EL_EDELSTEIN_BD:
1964 case EL_EDELSTEIN_GELB:
1965 case EL_EDELSTEIN_ROT:
1966 case EL_EDELSTEIN_LILA:
1968 case EL_SP_INFOTRON:
1974 case EL_FELSBROCKEN:
1979 sound = SND_SP_ZONKDOWN;
1982 case EL_SCHLUESSEL1:
1983 case EL_SCHLUESSEL2:
1984 case EL_SCHLUESSEL3:
1985 case EL_SCHLUESSEL4:
2002 PlaySoundLevel(x, y, sound);
2006 void TurnRound(int x, int y)
2018 { 0, 0 }, { 0, 0 }, { 0, 0 },
2023 int left, right, back;
2027 { MV_DOWN, MV_UP, MV_RIGHT },
2028 { MV_UP, MV_DOWN, MV_LEFT },
2030 { MV_LEFT, MV_RIGHT, MV_DOWN },
2031 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2032 { MV_RIGHT, MV_LEFT, MV_UP }
2035 int element = Feld[x][y];
2036 int old_move_dir = MovDir[x][y];
2037 int left_dir = turn[old_move_dir].left;
2038 int right_dir = turn[old_move_dir].right;
2039 int back_dir = turn[old_move_dir].back;
2041 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2042 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2043 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2044 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2046 int left_x = x+left_dx, left_y = y+left_dy;
2047 int right_x = x+right_dx, right_y = y+right_dy;
2048 int move_x = x+move_dx, move_y = y+move_dy;
2050 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2052 TestIfBadThingHitsOtherBadThing(x, y);
2054 if (IN_LEV_FIELD(right_x, right_y) &&
2055 IS_FREE(right_x, right_y))
2056 MovDir[x][y] = right_dir;
2057 else if (!IN_LEV_FIELD(move_x, move_y) ||
2058 !IS_FREE(move_x, move_y))
2059 MovDir[x][y] = left_dir;
2061 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2063 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2066 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2067 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2069 TestIfBadThingHitsOtherBadThing(x, y);
2071 if (IN_LEV_FIELD(left_x, left_y) &&
2072 IS_FREE(left_x, left_y))
2073 MovDir[x][y] = left_dir;
2074 else if (!IN_LEV_FIELD(move_x, move_y) ||
2075 !IS_FREE(move_x, move_y))
2076 MovDir[x][y] = right_dir;
2078 if ((element == EL_FLIEGER ||
2079 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2080 && MovDir[x][y] != old_move_dir)
2082 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2085 else if (element == EL_MAMPFER)
2087 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2089 if (IN_LEV_FIELD(left_x, left_y) &&
2090 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2091 Feld[left_x][left_y] == EL_DIAMANT))
2092 can_turn_left = TRUE;
2093 if (IN_LEV_FIELD(right_x, right_y) &&
2094 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2095 Feld[right_x][right_y] == EL_DIAMANT))
2096 can_turn_right = TRUE;
2098 if (can_turn_left && can_turn_right)
2099 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2100 else if (can_turn_left)
2101 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2102 else if (can_turn_right)
2103 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2105 MovDir[x][y] = back_dir;
2107 MovDelay[x][y] = 16+16*RND(3);
2109 else if (element == EL_MAMPFER2)
2111 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2113 if (IN_LEV_FIELD(left_x, left_y) &&
2114 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2115 IS_MAMPF2(Feld[left_x][left_y])))
2116 can_turn_left = TRUE;
2117 if (IN_LEV_FIELD(right_x, right_y) &&
2118 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2119 IS_MAMPF2(Feld[right_x][right_y])))
2120 can_turn_right = TRUE;
2122 if (can_turn_left && can_turn_right)
2123 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2124 else if (can_turn_left)
2125 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2126 else if (can_turn_right)
2127 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2129 MovDir[x][y] = back_dir;
2131 MovDelay[x][y] = 16+16*RND(3);
2133 else if (element == EL_PACMAN)
2135 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2137 if (IN_LEV_FIELD(left_x, left_y) &&
2138 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2139 IS_AMOEBOID(Feld[left_x][left_y])))
2140 can_turn_left = TRUE;
2141 if (IN_LEV_FIELD(right_x, right_y) &&
2142 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2143 IS_AMOEBOID(Feld[right_x][right_y])))
2144 can_turn_right = TRUE;
2146 if (can_turn_left && can_turn_right)
2147 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2148 else if (can_turn_left)
2149 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2150 else if (can_turn_right)
2151 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2153 MovDir[x][y] = back_dir;
2155 MovDelay[x][y] = 6+RND(40);
2157 else if (element == EL_SCHWEIN)
2159 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2160 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2161 boolean should_move_on = FALSE;
2163 int rnd = RND(rnd_value);
2165 if (IN_LEV_FIELD(left_x, left_y) &&
2166 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2167 can_turn_left = TRUE;
2168 if (IN_LEV_FIELD(right_x, right_y) &&
2169 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2170 can_turn_right = TRUE;
2171 if (IN_LEV_FIELD(move_x, move_y) &&
2172 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2175 if (can_turn_left &&
2177 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2178 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2179 should_turn_left = TRUE;
2180 if (can_turn_right &&
2182 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2183 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2184 should_turn_right = TRUE;
2186 (!can_turn_left || !can_turn_right ||
2187 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2188 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2189 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2190 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2191 should_move_on = TRUE;
2193 if (should_turn_left || should_turn_right || should_move_on)
2195 if (should_turn_left && should_turn_right && should_move_on)
2196 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2197 rnd < 2*rnd_value/3 ? right_dir :
2199 else if (should_turn_left && should_turn_right)
2200 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2201 else if (should_turn_left && should_move_on)
2202 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2203 else if (should_turn_right && should_move_on)
2204 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2205 else if (should_turn_left)
2206 MovDir[x][y] = left_dir;
2207 else if (should_turn_right)
2208 MovDir[x][y] = right_dir;
2209 else if (should_move_on)
2210 MovDir[x][y] = old_move_dir;
2212 else if (can_move_on && rnd > rnd_value/8)
2213 MovDir[x][y] = old_move_dir;
2214 else if (can_turn_left && can_turn_right)
2215 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2216 else if (can_turn_left && rnd > rnd_value/8)
2217 MovDir[x][y] = left_dir;
2218 else if (can_turn_right && rnd > rnd_value/8)
2219 MovDir[x][y] = right_dir;
2221 MovDir[x][y] = back_dir;
2223 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2224 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2225 MovDir[x][y] = old_move_dir;
2229 else if (element == EL_DRACHE)
2231 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2233 int rnd = RND(rnd_value);
2235 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2236 can_turn_left = TRUE;
2237 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2238 can_turn_right = TRUE;
2239 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2242 if (can_move_on && rnd > rnd_value/8)
2243 MovDir[x][y] = old_move_dir;
2244 else if (can_turn_left && can_turn_right)
2245 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2246 else if (can_turn_left && rnd > rnd_value/8)
2247 MovDir[x][y] = left_dir;
2248 else if (can_turn_right && rnd > rnd_value/8)
2249 MovDir[x][y] = right_dir;
2251 MovDir[x][y] = back_dir;
2253 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2254 MovDir[x][y] = old_move_dir;
2258 else if (element == EL_MOLE)
2260 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2262 if (IN_LEV_FIELD(move_x, move_y) &&
2263 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2264 Feld[move_x][move_y] == EL_DEAMOEBING))
2269 if (IN_LEV_FIELD(left_x, left_y) &&
2270 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2271 can_turn_left = TRUE;
2272 if (IN_LEV_FIELD(right_x, right_y) &&
2273 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2274 can_turn_right = TRUE;
2276 if (can_turn_left && can_turn_right)
2277 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2278 else if (can_turn_left)
2279 MovDir[x][y] = left_dir;
2281 MovDir[x][y] = right_dir;
2284 if (MovDir[x][y] != old_move_dir)
2287 else if (element == EL_BALLOON)
2289 MovDir[x][y] = game.balloon_dir;
2292 else if (element == EL_SPRING_MOVING)
2294 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2295 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2297 Feld[x][y] = EL_SPRING;
2298 MovDir[x][y] = MV_NO_MOVING;
2302 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2304 int attr_x = -1, attr_y = -1;
2315 for (i=0; i<MAX_PLAYERS; i++)
2317 struct PlayerInfo *player = &stored_player[i];
2318 int jx = player->jx, jy = player->jy;
2320 if (!player->active)
2323 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2331 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2337 if (element == EL_PINGUIN)
2340 static int xy[4][2] =
2350 int ex = x + xy[i%4][0];
2351 int ey = y + xy[i%4][1];
2353 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2362 MovDir[x][y] = MV_NO_MOVING;
2364 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2366 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2368 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2370 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2372 if (element == EL_ROBOT)
2376 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2377 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2378 Moving2Blocked(x, y, &newx, &newy);
2380 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2381 MovDelay[x][y] = 8+8*!RND(3);
2383 MovDelay[x][y] = 16;
2391 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2393 boolean first_horiz = RND(2);
2394 int new_move_dir = MovDir[x][y];
2397 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2398 Moving2Blocked(x, y, &newx, &newy);
2400 if (IN_LEV_FIELD(newx, newy) &&
2401 (IS_FREE(newx, newy) ||
2402 Feld[newx][newy] == EL_SALZSAEURE ||
2403 (element == EL_PINGUIN &&
2404 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2405 IS_MAMPF3(Feld[newx][newy])))))
2409 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2410 Moving2Blocked(x, y, &newx, &newy);
2412 if (IN_LEV_FIELD(newx, newy) &&
2413 (IS_FREE(newx, newy) ||
2414 Feld[newx][newy] == EL_SALZSAEURE ||
2415 (element == EL_PINGUIN &&
2416 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2417 IS_MAMPF3(Feld[newx][newy])))))
2420 MovDir[x][y] = old_move_dir;
2427 static boolean JustBeingPushed(int x, int y)
2431 for (i=0; i<MAX_PLAYERS; i++)
2433 struct PlayerInfo *player = &stored_player[i];
2435 if (player->active && player->Pushing && player->MovPos)
2437 int next_jx = player->jx + (player->jx - player->last_jx);
2438 int next_jy = player->jy + (player->jy - player->last_jy);
2440 if (x == next_jx && y == next_jy)
2448 void StartMoving(int x, int y)
2450 int element = Feld[x][y];
2455 if (CAN_FALL(element) && y<lev_fieldy-1)
2457 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2458 if (JustBeingPushed(x, y))
2461 if (element == EL_MORAST_VOLL)
2463 if (IS_FREE(x, y+1))
2465 InitMovingField(x, y, MV_DOWN);
2466 Feld[x][y] = EL_QUICKSAND_EMPTYING;
2467 Store[x][y] = EL_FELSBROCKEN;
2469 else if (Feld[x][y+1] == EL_MORAST_LEER)
2471 if (!MovDelay[x][y])
2472 MovDelay[x][y] = TILEY + 1;
2481 Feld[x][y] = EL_MORAST_LEER;
2482 Feld[x][y+1] = EL_MORAST_VOLL;
2483 Store[x][y+1] = Store[x][y];
2487 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2488 Feld[x][y+1] == EL_MORAST_LEER)
2490 InitMovingField(x, y, MV_DOWN);
2491 Feld[x][y] = EL_QUICKSAND_FILLING;
2492 Store[x][y] = element;
2494 else if (element == EL_MAGIC_WALL_FULL)
2496 if (IS_FREE(x, y+1))
2498 InitMovingField(x, y, MV_DOWN);
2499 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
2500 Store[x][y] = EL_CHANGED(Store[x][y]);
2502 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2504 if (!MovDelay[x][y])
2505 MovDelay[x][y] = TILEY/4 + 1;
2514 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2515 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2516 Store[x][y+1] = EL_CHANGED(Store[x][y]);
2520 else if (element == EL_MAGIC_WALL_BD_FULL)
2522 if (IS_FREE(x, y+1))
2524 InitMovingField(x, y, MV_DOWN);
2525 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTYING;
2526 Store[x][y] = EL_CHANGED2(Store[x][y]);
2528 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2530 if (!MovDelay[x][y])
2531 MovDelay[x][y] = TILEY/4 + 1;
2540 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2541 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2542 Store[x][y+1] = EL_CHANGED2(Store[x][y]);
2546 else if (CAN_CHANGE(element) &&
2547 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2548 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2550 InitMovingField(x, y, MV_DOWN);
2552 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FILLING :
2553 EL_MAGIC_WALL_BD_FILLING);
2554 Store[x][y] = element;
2556 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2559 InitMovingField(x, y, MV_DOWN);
2560 Store[x][y] = EL_SALZSAEURE;
2562 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2567 else if (IS_FREE(x, y+1))
2569 InitMovingField(x, y, MV_DOWN);
2571 else if (element == EL_TROPFEN)
2573 Feld[x][y] = EL_AMOEBING;
2574 Store[x][y] = EL_AMOEBE_NASS;
2576 /* Store[x][y+1] must be zero, because:
2577 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2580 #if OLD_GAME_BEHAVIOUR
2581 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2583 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2584 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2585 element != EL_DX_SUPABOMB)
2588 else if ((IS_SLIPPERY(Feld[x][y+1]) ||
2589 (IS_SLIPPERY_GEMS(Feld[x][y+1]) && IS_GEM(element))) &&
2590 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2591 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
2594 boolean left = (x>0 && IS_FREE(x-1, y) &&
2595 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2596 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2597 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2601 if (left && right &&
2602 (game.emulation != EMU_BOULDERDASH &&
2603 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2604 left = !(right = RND(2));
2606 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2609 else if (IS_BELT(Feld[x][y+1]))
2611 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2612 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2613 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2614 int belt_dir = game.belt_dir[belt_nr];
2616 if ((belt_dir == MV_LEFT && left_is_free) ||
2617 (belt_dir == MV_RIGHT && right_is_free))
2618 InitMovingField(x, y, belt_dir);
2621 else if (CAN_MOVE(element))
2625 if ((element == EL_SONDE || element == EL_BALLOON ||
2626 element == EL_SPRING_MOVING)
2627 && JustBeingPushed(x, y))
2630 if (!MovDelay[x][y]) /* start new movement phase */
2632 /* all objects that can change their move direction after each step */
2633 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2635 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2638 if (MovDelay[x][y] && (element == EL_KAEFER ||
2639 element == EL_FLIEGER ||
2640 element == EL_SP_SNIKSNAK ||
2641 element == EL_SP_ELECTRON ||
2642 element == EL_MOLE))
2643 DrawLevelField(x, y);
2647 if (MovDelay[x][y]) /* wait some time before next movement */
2651 if (element == EL_ROBOT ||
2652 element == EL_MAMPFER || element == EL_MAMPFER2)
2654 int phase = MovDelay[x][y] % 8;
2659 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2660 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2662 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2663 && MovDelay[x][y]%4 == 3)
2664 PlaySoundLevel(x, y, SND_NJAM);
2666 else if (element == EL_SP_ELECTRON)
2667 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2668 else if (element == EL_DRACHE)
2671 int dir = MovDir[x][y];
2672 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2673 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2674 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2675 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2676 dir == MV_UP ? GFX_FLAMMEN_UP :
2677 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2678 int phase = FrameCounter % 2;
2680 for (i=1; i<=3; i++)
2682 int xx = x + i*dx, yy = y + i*dy;
2683 int sx = SCREENX(xx), sy = SCREENY(yy);
2685 if (!IN_LEV_FIELD(xx, yy) ||
2686 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2691 int flamed = MovingOrBlocked2Element(xx, yy);
2693 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2696 RemoveMovingField(xx, yy);
2698 Feld[xx][yy] = EL_BURNING;
2699 if (IN_SCR_FIELD(sx, sy))
2700 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2704 if (Feld[xx][yy] == EL_BURNING)
2705 Feld[xx][yy] = EL_LEERRAUM;
2706 DrawLevelField(xx, yy);
2715 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2717 PlaySoundLevel(x, y, SND_KLAPPER);
2719 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2721 PlaySoundLevel(x, y, SND_ROEHR);
2724 /* now make next step */
2726 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2728 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2729 !PLAYER_PROTECTED(newx, newy))
2733 TestIfBadThingHitsHero(x, y);
2736 /* enemy got the player */
2738 KillHero(PLAYERINFO(newx, newy));
2743 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2744 element == EL_SONDE || element == EL_BALLOON) &&
2745 IN_LEV_FIELD(newx, newy) &&
2746 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2749 Store[x][y] = EL_SALZSAEURE;
2751 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2753 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2755 Feld[x][y] = EL_LEERRAUM;
2756 DrawLevelField(x, y);
2758 PlaySoundLevel(newx, newy, SND_BUING);
2759 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2760 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2762 local_player->friends_still_needed--;
2763 if (!local_player->friends_still_needed &&
2764 !local_player->GameOver && AllPlayersGone)
2765 local_player->LevelSolved = local_player->GameOver = TRUE;
2769 else if (IS_MAMPF3(Feld[newx][newy]))
2771 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2772 DrawLevelField(newx, newy);
2774 MovDir[x][y] = MV_NO_MOVING;
2776 else if (!IS_FREE(newx, newy))
2778 if (IS_PLAYER(x, y))
2779 DrawPlayerField(x, y);
2781 DrawLevelField(x, y);
2785 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2787 if (IS_GEM(Feld[newx][newy]))
2789 if (IS_MOVING(newx, newy))
2790 RemoveMovingField(newx, newy);
2793 Feld[newx][newy] = EL_LEERRAUM;
2794 DrawLevelField(newx, newy);
2797 else if (!IS_FREE(newx, newy))
2799 if (IS_PLAYER(x, y))
2800 DrawPlayerField(x, y);
2802 DrawLevelField(x, y);
2806 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2808 if (!IS_FREE(newx, newy))
2810 if (IS_PLAYER(x, y))
2811 DrawPlayerField(x, y);
2813 DrawLevelField(x, y);
2818 boolean wanna_flame = !RND(10);
2819 int dx = newx - x, dy = newy - y;
2820 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2821 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2822 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2823 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2824 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2825 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2827 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2828 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2829 element1 != EL_BURNING && element2 != EL_BURNING)
2831 if (IS_PLAYER(x, y))
2832 DrawPlayerField(x, y);
2834 DrawLevelField(x, y);
2836 MovDelay[x][y] = 50;
2837 Feld[newx][newy] = EL_BURNING;
2838 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2839 Feld[newx1][newy1] = EL_BURNING;
2840 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2841 Feld[newx2][newy2] = EL_BURNING;
2846 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2847 Feld[newx][newy] == EL_DIAMANT)
2849 if (IS_MOVING(newx, newy))
2850 RemoveMovingField(newx, newy);
2853 Feld[newx][newy] = EL_LEERRAUM;
2854 DrawLevelField(newx, newy);
2857 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2858 IS_MAMPF2(Feld[newx][newy]))
2860 if (AmoebaNr[newx][newy])
2862 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2863 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2864 Feld[newx][newy] == EL_AMOEBE_BD)
2865 AmoebaCnt[AmoebaNr[newx][newy]]--;
2868 if (IS_MOVING(newx, newy))
2869 RemoveMovingField(newx, newy);
2872 Feld[newx][newy] = EL_LEERRAUM;
2873 DrawLevelField(newx, newy);
2876 else if ((element == EL_PACMAN || element == EL_MOLE)
2877 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2879 if (AmoebaNr[newx][newy])
2881 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2882 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2883 Feld[newx][newy] == EL_AMOEBE_BD)
2884 AmoebaCnt[AmoebaNr[newx][newy]]--;
2887 if (element == EL_MOLE)
2889 Feld[newx][newy] = EL_DEAMOEBING;
2890 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2891 return; /* wait for shrinking amoeba */
2893 else /* element == EL_PACMAN */
2895 Feld[newx][newy] = EL_LEERRAUM;
2896 DrawLevelField(newx, newy);
2899 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2900 (Feld[newx][newy] == EL_DEAMOEBING ||
2901 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2903 /* wait for shrinking amoeba to completely disappear */
2906 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2908 /* object was running against a wall */
2912 if (element == EL_KAEFER || element == EL_FLIEGER ||
2913 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2914 DrawLevelField(x, y);
2915 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2916 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2917 else if (element == EL_SONDE)
2918 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2919 else if (element == EL_SP_ELECTRON)
2920 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2922 if (DONT_TOUCH(element))
2923 TestIfBadThingHitsHero(x, y);
2928 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2929 PlaySoundLevel(x, y, SND_SCHLURF);
2931 InitMovingField(x, y, MovDir[x][y]);
2935 ContinueMoving(x, y);
2938 void ContinueMoving(int x, int y)
2940 int element = Feld[x][y];
2941 int direction = MovDir[x][y];
2942 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2943 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2944 int horiz_move = (dx!=0);
2945 int newx = x + dx, newy = y + dy;
2946 int step = (horiz_move ? dx : dy) * TILEX / 8;
2948 if (element == EL_TROPFEN || element == EL_AMOEBA_DRIPPING)
2950 else if (element == EL_QUICKSAND_FILLING ||
2951 element == EL_QUICKSAND_EMPTYING)
2953 else if (element == EL_MAGIC_WALL_FILLING ||
2954 element == EL_MAGIC_WALL_BD_FILLING ||
2955 element == EL_MAGIC_WALL_EMPTYING ||
2956 element == EL_MAGIC_WALL_BD_EMPTYING)
2958 else if (CAN_FALL(element) && horiz_move &&
2959 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2961 else if (element == EL_SPRING_MOVING)
2964 #if OLD_GAME_BEHAVIOUR
2965 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2969 MovPos[x][y] += step;
2971 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2973 Feld[x][y] = EL_LEERRAUM;
2974 Feld[newx][newy] = element;
2976 if (element == EL_MOLE)
2979 static int xy[4][2] =
2987 Feld[x][y] = EL_ERDREICH;
2988 DrawLevelField(x, y);
2997 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2998 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
3002 if (element == EL_QUICKSAND_FILLING)
3004 element = Feld[newx][newy] = get_next_element(element);
3005 Store[newx][newy] = Store[x][y];
3007 else if (element == EL_QUICKSAND_EMPTYING)
3009 Feld[x][y] = get_next_element(element);
3010 element = Feld[newx][newy] = Store[x][y];
3012 else if (element == EL_MAGIC_WALL_FILLING)
3014 element = Feld[newx][newy] = get_next_element(element);
3015 if (!game.magic_wall_active)
3016 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3017 Store[newx][newy] = Store[x][y];
3019 else if (element == EL_MAGIC_WALL_EMPTYING)
3021 Feld[x][y] = get_next_element(element);
3022 if (!game.magic_wall_active)
3023 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3024 element = Feld[newx][newy] = Store[x][y];
3026 else if (element == EL_MAGIC_WALL_BD_FILLING)
3028 element = Feld[newx][newy] = get_next_element(element);
3029 if (!game.magic_wall_active)
3030 element = Feld[newx][newy] = EL_MAGIC_WALL_BD_DEAD;
3031 Store[newx][newy] = Store[x][y];
3033 else if (element == EL_MAGIC_WALL_BD_EMPTYING)
3035 Feld[x][y] = get_next_element(element);
3036 if (!game.magic_wall_active)
3037 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
3038 element = Feld[newx][newy] = Store[x][y];
3040 else if (element == EL_AMOEBA_DRIPPING)
3042 Feld[x][y] = get_next_element(element);
3043 element = Feld[newx][newy] = Store[x][y];
3045 else if (Store[x][y] == EL_SALZSAEURE)
3047 element = Feld[newx][newy] = EL_SALZSAEURE;
3051 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3052 MovDelay[newx][newy] = 0;
3054 if (!CAN_MOVE(element))
3055 MovDir[newx][newy] = 0;
3057 DrawLevelField(x, y);
3058 DrawLevelField(newx, newy);
3060 Stop[newx][newy] = TRUE;
3061 JustStopped[newx][newy] = 3;
3063 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3065 TestIfBadThingHitsHero(newx, newy);
3066 TestIfBadThingHitsFriend(newx, newy);
3067 TestIfBadThingHitsOtherBadThing(newx, newy);
3069 else if (element == EL_PINGUIN)
3070 TestIfFriendHitsBadThing(newx, newy);
3072 if (CAN_SMASH(element) && direction == MV_DOWN &&
3073 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3076 else /* still moving on */
3077 DrawLevelField(x, y);
3080 int AmoebeNachbarNr(int ax, int ay)
3083 int element = Feld[ax][ay];
3085 static int xy[4][2] =
3095 int x = ax + xy[i][0];
3096 int y = ay + xy[i][1];
3098 if (!IN_LEV_FIELD(x, y))
3101 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3102 group_nr = AmoebaNr[x][y];
3108 void AmoebenVereinigen(int ax, int ay)
3110 int i, x, y, xx, yy;
3111 int new_group_nr = AmoebaNr[ax][ay];
3112 static int xy[4][2] =
3120 if (new_group_nr == 0)
3128 if (!IN_LEV_FIELD(x, y))
3131 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3132 Feld[x][y] == EL_AMOEBE_BD ||
3133 Feld[x][y] == EL_AMOEBE_TOT) &&
3134 AmoebaNr[x][y] != new_group_nr)
3136 int old_group_nr = AmoebaNr[x][y];
3138 if (old_group_nr == 0)
3141 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3142 AmoebaCnt[old_group_nr] = 0;
3143 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3144 AmoebaCnt2[old_group_nr] = 0;
3146 for (yy=0; yy<lev_fieldy; yy++)
3148 for (xx=0; xx<lev_fieldx; xx++)
3150 if (AmoebaNr[xx][yy] == old_group_nr)
3151 AmoebaNr[xx][yy] = new_group_nr;
3158 void AmoebeUmwandeln(int ax, int ay)
3162 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3164 int group_nr = AmoebaNr[ax][ay];
3169 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3170 printf("AmoebeUmwandeln(): This should never happen!\n");
3175 for (y=0; y<lev_fieldy; y++)
3177 for (x=0; x<lev_fieldx; x++)
3179 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3182 Feld[x][y] = EL_AMOEBA2DIAM;
3190 static int xy[4][2] =
3203 if (!IN_LEV_FIELD(x, y))
3206 if (Feld[x][y] == EL_AMOEBA2DIAM)
3212 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3215 int group_nr = AmoebaNr[ax][ay];
3216 boolean done = FALSE;
3221 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3222 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3227 for (y=0; y<lev_fieldy; y++)
3229 for (x=0; x<lev_fieldx; x++)
3231 if (AmoebaNr[x][y] == group_nr &&
3232 (Feld[x][y] == EL_AMOEBE_TOT ||
3233 Feld[x][y] == EL_AMOEBE_BD ||
3234 Feld[x][y] == EL_AMOEBING))
3237 Feld[x][y] = new_element;
3238 InitField(x, y, FALSE);
3239 DrawLevelField(x, y);
3246 PlaySoundLevel(ax, ay,
3247 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3250 void AmoebeWaechst(int x, int y)
3252 static unsigned long sound_delay = 0;
3253 static unsigned long sound_delay_value = 0;
3255 if (!MovDelay[x][y]) /* start new growing cycle */
3259 if (DelayReached(&sound_delay, sound_delay_value))
3261 PlaySoundLevel(x, y, SND_AMOEBE);
3262 sound_delay_value = 30;
3266 if (MovDelay[x][y]) /* wait some time before growing bigger */
3269 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3270 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3272 if (!MovDelay[x][y])
3274 Feld[x][y] = Store[x][y];
3276 DrawLevelField(x, y);
3281 void AmoebeSchrumpft(int x, int y)
3283 static unsigned long sound_delay = 0;
3284 static unsigned long sound_delay_value = 0;
3286 if (!MovDelay[x][y]) /* start new shrinking cycle */
3290 if (DelayReached(&sound_delay, sound_delay_value))
3292 PlaySoundLevel(x, y, SND_BLURB);
3293 sound_delay_value = 30;
3297 if (MovDelay[x][y]) /* wait some time before shrinking */
3300 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3301 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3303 if (!MovDelay[x][y])
3305 Feld[x][y] = EL_LEERRAUM;
3306 DrawLevelField(x, y);
3308 /* don't let mole enter this field in this cycle;
3309 (give priority to objects falling to this field from above) */
3315 void AmoebeAbleger(int ax, int ay)
3318 int element = Feld[ax][ay];
3319 int newax = ax, neway = ay;
3320 static int xy[4][2] =
3328 if (!level.amoeba_speed)
3330 Feld[ax][ay] = EL_AMOEBE_TOT;
3331 DrawLevelField(ax, ay);
3335 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3336 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3338 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3341 if (MovDelay[ax][ay])
3345 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3348 int x = ax + xy[start][0];
3349 int y = ay + xy[start][1];
3351 if (!IN_LEV_FIELD(x, y))
3354 if (IS_FREE(x, y) ||
3355 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3361 if (newax == ax && neway == ay)
3364 else /* normal or "filled" (BD style) amoeba */
3367 boolean waiting_for_player = FALSE;
3371 int j = (start + i) % 4;
3372 int x = ax + xy[j][0];
3373 int y = ay + xy[j][1];
3375 if (!IN_LEV_FIELD(x, y))
3378 if (IS_FREE(x, y) ||
3379 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3385 else if (IS_PLAYER(x, y))
3386 waiting_for_player = TRUE;
3389 if (newax == ax && neway == ay) /* amoeba cannot grow */
3391 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3393 Feld[ax][ay] = EL_AMOEBE_TOT;
3394 DrawLevelField(ax, ay);
3395 AmoebaCnt[AmoebaNr[ax][ay]]--;
3397 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3399 if (element == EL_AMOEBE_VOLL)
3400 AmoebeUmwandeln(ax, ay);
3401 else if (element == EL_AMOEBE_BD)
3402 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3407 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3409 /* amoeba gets larger by growing in some direction */
3411 int new_group_nr = AmoebaNr[ax][ay];
3414 if (new_group_nr == 0)
3416 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3417 printf("AmoebeAbleger(): This should never happen!\n");
3422 AmoebaNr[newax][neway] = new_group_nr;
3423 AmoebaCnt[new_group_nr]++;
3424 AmoebaCnt2[new_group_nr]++;
3426 /* if amoeba touches other amoeba(s) after growing, unify them */
3427 AmoebenVereinigen(newax, neway);
3429 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3431 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3437 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3438 (neway == lev_fieldy - 1 && newax != ax))
3440 Feld[newax][neway] = EL_AMOEBING;
3441 Store[newax][neway] = element;
3443 else if (neway == ay)
3444 Feld[newax][neway] = EL_TROPFEN;
3447 InitMovingField(ax, ay, MV_DOWN);
3448 Feld[ax][ay] = EL_AMOEBA_DRIPPING;
3449 Store[ax][ay] = EL_TROPFEN;
3450 ContinueMoving(ax, ay);
3454 DrawLevelField(newax, neway);
3457 void Life(int ax, int ay)
3460 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3462 int element = Feld[ax][ay];
3467 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3468 MovDelay[ax][ay] = life_time;
3470 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3473 if (MovDelay[ax][ay])
3477 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3479 int xx = ax+x1, yy = ay+y1;
3482 if (!IN_LEV_FIELD(xx, yy))
3485 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3487 int x = xx+x2, y = yy+y2;
3489 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3492 if (((Feld[x][y] == element ||
3493 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3495 (IS_FREE(x, y) && Stop[x][y]))
3499 if (xx == ax && yy == ay) /* field in the middle */
3501 if (nachbarn<life[0] || nachbarn>life[1])
3503 Feld[xx][yy] = EL_LEERRAUM;
3505 DrawLevelField(xx, yy);
3506 Stop[xx][yy] = TRUE;
3509 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3510 { /* free border field */
3511 if (nachbarn>=life[2] && nachbarn<=life[3])
3513 Feld[xx][yy] = element;
3514 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3516 DrawLevelField(xx, yy);
3517 Stop[xx][yy] = TRUE;
3523 void Ablenk(int x, int y)
3525 if (!MovDelay[x][y]) /* next animation frame */
3526 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3528 if (MovDelay[x][y]) /* wait some time before next frame */
3533 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3534 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3535 if (!(MovDelay[x][y]%4))
3536 PlaySoundLevel(x, y, SND_MIEP);
3541 Feld[x][y] = EL_ABLENK_AUS;
3542 DrawLevelField(x, y);
3543 if (ZX == x && ZY == y)
3547 void TimegateWheel(int x, int y)
3549 if (!MovDelay[x][y]) /* next animation frame */
3550 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3552 if (MovDelay[x][y]) /* wait some time before next frame */
3557 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3558 DrawGraphic(SCREENX(x), SCREENY(y),
3559 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3560 if (!(MovDelay[x][y]%4))
3561 PlaySoundLevel(x, y, SND_MIEP);
3566 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3567 DrawLevelField(x, y);
3568 if (ZX == x && ZY == y)
3572 void Birne(int x, int y)
3574 if (!MovDelay[x][y]) /* next animation frame */
3575 MovDelay[x][y] = 800;
3577 if (MovDelay[x][y]) /* wait some time before next frame */
3582 if (!(MovDelay[x][y]%5))
3584 if (!(MovDelay[x][y]%10))
3585 Feld[x][y]=EL_ABLENK_EIN;
3587 Feld[x][y]=EL_ABLENK_AUS;
3588 DrawLevelField(x, y);
3589 Feld[x][y]=EL_ABLENK_EIN;
3595 Feld[x][y]=EL_ABLENK_AUS;
3596 DrawLevelField(x, y);
3597 if (ZX == x && ZY == y)
3601 void Blubber(int x, int y)
3603 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3604 DrawLevelField(x, y-1);
3606 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3609 void NussKnacken(int x, int y)
3611 if (!MovDelay[x][y]) /* next animation frame */
3614 if (MovDelay[x][y]) /* wait some time before next frame */
3617 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3618 DrawGraphic(SCREENX(x), SCREENY(y),
3619 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3621 if (!MovDelay[x][y])
3623 Feld[x][y] = EL_EDELSTEIN;
3624 DrawLevelField(x, y);
3629 void BreakingPearl(int x, int y)
3631 if (!MovDelay[x][y]) /* next animation frame */
3634 if (MovDelay[x][y]) /* wait some time before next frame */
3637 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3638 DrawGraphic(SCREENX(x), SCREENY(y),
3639 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3641 if (!MovDelay[x][y])
3643 Feld[x][y] = EL_LEERRAUM;
3644 DrawLevelField(x, y);
3649 void SiebAktivieren(int x, int y, int typ)
3651 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3653 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3656 void AusgangstuerPruefen(int x, int y)
3658 if (!local_player->gems_still_needed &&
3659 !local_player->sokobanfields_still_needed &&
3660 !local_player->lights_still_needed)
3662 Feld[x][y] = EL_AUSGANG_ACT;
3664 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3665 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3666 y < LEVELY(BY1) ? LEVELY(BY1) :
3667 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3672 void AusgangstuerOeffnen(int x, int y)
3676 if (!MovDelay[x][y]) /* next animation frame */
3677 MovDelay[x][y] = 5*delay;
3679 if (MovDelay[x][y]) /* wait some time before next frame */
3684 tuer = MovDelay[x][y]/delay;
3685 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3686 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3688 if (!MovDelay[x][y])
3690 Feld[x][y] = EL_AUSGANG_AUF;
3691 DrawLevelField(x, y);
3696 void AusgangstuerBlinken(int x, int y)
3698 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3701 void OpenSwitchgate(int x, int y)
3705 if (!MovDelay[x][y]) /* next animation frame */
3706 MovDelay[x][y] = 5 * delay;
3708 if (MovDelay[x][y]) /* wait some time before next frame */
3713 phase = MovDelay[x][y] / delay;
3714 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3715 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3717 if (!MovDelay[x][y])
3719 Feld[x][y] = EL_SWITCHGATE_OPEN;
3720 DrawLevelField(x, y);
3725 void CloseSwitchgate(int x, int y)
3729 if (!MovDelay[x][y]) /* next animation frame */
3730 MovDelay[x][y] = 5 * delay;
3732 if (MovDelay[x][y]) /* wait some time before next frame */
3737 phase = MovDelay[x][y] / delay;
3738 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3739 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3741 if (!MovDelay[x][y])
3743 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3744 DrawLevelField(x, y);
3749 void OpenTimegate(int x, int y)
3753 if (!MovDelay[x][y]) /* next animation frame */
3754 MovDelay[x][y] = 5 * delay;
3756 if (MovDelay[x][y]) /* wait some time before next frame */
3761 phase = MovDelay[x][y] / delay;
3762 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3763 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3765 if (!MovDelay[x][y])
3767 Feld[x][y] = EL_TIMEGATE_OPEN;
3768 DrawLevelField(x, y);
3773 void CloseTimegate(int x, int y)
3777 if (!MovDelay[x][y]) /* next animation frame */
3778 MovDelay[x][y] = 5 * delay;
3780 if (MovDelay[x][y]) /* wait some time before next frame */
3785 phase = MovDelay[x][y] / delay;
3786 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3787 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3789 if (!MovDelay[x][y])
3791 Feld[x][y] = EL_TIMEGATE_CLOSED;
3792 DrawLevelField(x, y);
3797 static void CloseAllOpenTimegates()
3801 for (y=0; y<lev_fieldy; y++)
3803 for (x=0; x<lev_fieldx; x++)
3805 int element = Feld[x][y];
3807 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3809 Feld[x][y] = EL_TIMEGATE_CLOSING;
3810 PlaySoundLevel(x, y, SND_OEFFNEN);
3816 void EdelsteinFunkeln(int x, int y)
3818 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3821 if (Feld[x][y] == EL_EDELSTEIN_BD)
3822 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3825 if (!MovDelay[x][y]) /* next animation frame */
3826 MovDelay[x][y] = 11 * !SimpleRND(500);
3828 if (MovDelay[x][y]) /* wait some time before next frame */
3832 if (setup.direct_draw && MovDelay[x][y])
3833 SetDrawtoField(DRAW_BUFFERED);
3835 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3839 int phase = (MovDelay[x][y]-1)/2;
3844 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3846 if (setup.direct_draw)
3850 dest_x = FX + SCREENX(x)*TILEX;
3851 dest_y = FY + SCREENY(y)*TILEY;
3853 BlitBitmap(drawto_field, window,
3854 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3855 SetDrawtoField(DRAW_DIRECT);
3862 void MauerWaechst(int x, int y)
3866 if (!MovDelay[x][y]) /* next animation frame */
3867 MovDelay[x][y] = 3*delay;
3869 if (MovDelay[x][y]) /* wait some time before next frame */
3874 phase = 2-MovDelay[x][y]/delay;
3875 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3876 DrawGraphic(SCREENX(x), SCREENY(y),
3877 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3878 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3879 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3880 GFX_MAUER_DOWN ) + phase);
3882 if (!MovDelay[x][y])
3884 if (MovDir[x][y] == MV_LEFT)
3886 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3887 DrawLevelField(x-1, y);
3889 else if (MovDir[x][y] == MV_RIGHT)
3891 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3892 DrawLevelField(x+1, y);
3894 else if (MovDir[x][y] == MV_UP)
3896 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3897 DrawLevelField(x, y-1);
3901 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3902 DrawLevelField(x, y+1);
3905 Feld[x][y] = Store[x][y];
3907 MovDir[x][y] = MV_NO_MOVING;
3908 DrawLevelField(x, y);
3913 void MauerAbleger(int ax, int ay)
3915 int element = Feld[ax][ay];
3916 boolean oben_frei = FALSE, unten_frei = FALSE;
3917 boolean links_frei = FALSE, rechts_frei = FALSE;
3918 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3919 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3921 if (!MovDelay[ax][ay]) /* start building new wall */
3922 MovDelay[ax][ay] = 6;
3924 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3927 if (MovDelay[ax][ay])
3931 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3933 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3935 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3937 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3940 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3944 Feld[ax][ay-1] = EL_MAUERND;
3945 Store[ax][ay-1] = element;
3946 MovDir[ax][ay-1] = MV_UP;
3947 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3948 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3952 Feld[ax][ay+1] = EL_MAUERND;
3953 Store[ax][ay+1] = element;
3954 MovDir[ax][ay+1] = MV_DOWN;
3955 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3956 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3960 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3961 element == EL_MAUER_LEBT)
3965 Feld[ax-1][ay] = EL_MAUERND;
3966 Store[ax-1][ay] = element;
3967 MovDir[ax-1][ay] = MV_LEFT;
3968 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3969 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3973 Feld[ax+1][ay] = EL_MAUERND;
3974 Store[ax+1][ay] = element;
3975 MovDir[ax+1][ay] = MV_RIGHT;
3976 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3977 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3981 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3982 DrawLevelField(ax, ay);
3984 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3986 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3987 unten_massiv = TRUE;
3988 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3989 links_massiv = TRUE;
3990 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3991 rechts_massiv = TRUE;
3993 if (((oben_massiv && unten_massiv) ||
3994 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3995 ((links_massiv && rechts_massiv) ||
3996 element == EL_MAUER_Y))
3997 Feld[ax][ay] = EL_MAUERWERK;
4000 void CheckForDragon(int x, int y)
4003 boolean dragon_found = FALSE;
4004 static int xy[4][2] =
4016 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4018 if (IN_LEV_FIELD(xx, yy) &&
4019 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
4021 if (Feld[xx][yy] == EL_DRACHE)
4022 dragon_found = TRUE;
4035 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4037 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4039 Feld[xx][yy] = EL_LEERRAUM;
4040 DrawLevelField(xx, yy);
4049 static void CheckBuggyBase(int x, int y)
4051 int element = Feld[x][y];
4053 if (element == EL_SP_BUG)
4055 if (!MovDelay[x][y]) /* wait some time before activating base */
4056 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4061 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4062 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4066 Feld[x][y] = EL_SP_BUG_ACTIVE;
4069 else if (element == EL_SP_BUG_ACTIVE)
4071 if (!MovDelay[x][y]) /* start activating buggy base */
4072 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4080 static int xy[4][2] =
4088 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4089 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4093 int xx = x + xy[i][0], yy = y + xy[i][1];
4095 if (IS_PLAYER(xx, yy))
4097 PlaySoundLevel(x, y, SND_SP_BUG);
4105 Feld[x][y] = EL_SP_BUG;
4106 DrawLevelField(x, y);
4111 static void CheckTrap(int x, int y)
4113 int element = Feld[x][y];
4115 if (element == EL_TRAP_INACTIVE)
4117 if (!MovDelay[x][y]) /* wait some time before activating trap */
4118 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4126 Feld[x][y] = EL_TRAP_ACTIVE;
4129 else if (element == EL_TRAP_ACTIVE)
4134 if (!MovDelay[x][y]) /* start activating trap */
4135 MovDelay[x][y] = num_frames * delay;
4143 if (!(MovDelay[x][y] % delay))
4145 int phase = MovDelay[x][y]/delay;
4147 if (phase >= num_frames/2)
4148 phase = num_frames - phase;
4150 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4152 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4153 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4160 Feld[x][y] = EL_TRAP_INACTIVE;
4161 DrawLevelField(x, y);
4166 static void DrawBeltAnimation(int x, int y, int element)
4168 int belt_nr = getBeltNrFromElement(element);
4169 int belt_dir = game.belt_dir[belt_nr];
4171 if (belt_dir != MV_NO_MOVING)
4174 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4175 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4177 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4181 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4183 static byte stored_player_action[MAX_PLAYERS];
4184 static int num_stored_actions = 0;
4185 static boolean save_tape_entry = FALSE;
4186 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4187 int jx = player->jx, jy = player->jy;
4188 int left = player_action & JOY_LEFT;
4189 int right = player_action & JOY_RIGHT;
4190 int up = player_action & JOY_UP;
4191 int down = player_action & JOY_DOWN;
4192 int button1 = player_action & JOY_BUTTON_1;
4193 int button2 = player_action & JOY_BUTTON_2;
4194 int dx = (left ? -1 : right ? 1 : 0);
4195 int dy = (up ? -1 : down ? 1 : 0);
4197 stored_player_action[player->index_nr] = 0;
4198 num_stored_actions++;
4200 if (!player->active || tape.pausing)
4205 save_tape_entry = TRUE;
4206 player->frame_reset_delay = 0;
4209 snapped = SnapField(player, dx, dy);
4213 bombed = PlaceBomb(player);
4214 moved = MoveFigure(player, dx, dy);
4217 if (tape.recording && (moved || snapped || bombed))
4219 if (bombed && !moved)
4220 player_action &= JOY_BUTTON;
4222 stored_player_action[player->index_nr] = player_action;
4224 else if (tape.playing && snapped)
4225 SnapField(player, 0, 0); /* stop snapping */
4229 /* no actions for this player (no input at player's configured device) */
4231 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4232 SnapField(player, 0, 0);
4233 CheckGravityMovement(player);
4235 if (++player->frame_reset_delay > player->move_delay_value)
4239 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4241 TapeRecordAction(stored_player_action);
4242 num_stored_actions = 0;
4243 save_tape_entry = FALSE;
4246 if (tape.playing && !tape.pausing && !player_action &&
4247 tape.counter < tape.length)
4250 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4252 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4253 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4255 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4257 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4259 int el = Feld[jx+dx][jy];
4260 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4261 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4263 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4265 player->MovDir = next_joy;
4266 player->Frame = FrameCounter % 4;
4267 player->Pushing = TRUE;
4276 static unsigned long action_delay = 0;
4277 unsigned long action_delay_value;
4278 int sieb_x = 0, sieb_y = 0;
4279 int i, x, y, element;
4280 byte *recorded_player_action;
4281 byte summarized_player_action = 0;
4283 if (game_status != PLAYING)
4286 action_delay_value =
4287 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4289 /* ---------- main game synchronization point ---------- */
4291 WaitUntilDelayReached(&action_delay, action_delay_value);
4293 if (network_playing && !network_player_action_received)
4297 printf("DEBUG: try to get network player actions in time\n");
4301 #if defined(PLATFORM_UNIX)
4302 /* last chance to get network player actions without main loop delay */
4306 if (game_status != PLAYING)
4309 if (!network_player_action_received)
4313 printf("DEBUG: failed to get network player actions in time\n");
4325 else if (tape.recording)
4328 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4330 for (i=0; i<MAX_PLAYERS; i++)
4332 summarized_player_action |= stored_player[i].action;
4334 if (!network_playing)
4335 stored_player[i].effective_action = stored_player[i].action;
4338 #if defined(PLATFORM_UNIX)
4339 if (network_playing)
4340 SendToServer_MovePlayer(summarized_player_action);
4343 if (!options.network && !setup.team_mode)
4344 local_player->effective_action = summarized_player_action;
4346 for (i=0; i<MAX_PLAYERS; i++)
4348 int actual_player_action = stored_player[i].effective_action;
4350 if (stored_player[i].programmed_action)
4351 actual_player_action = stored_player[i].programmed_action;
4353 if (recorded_player_action)
4354 actual_player_action = recorded_player_action[i];
4356 PlayerActions(&stored_player[i], actual_player_action);
4357 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4360 network_player_action_received = FALSE;
4362 ScrollScreen(NULL, SCROLL_GO_ON);
4368 if (TimeFrames == 0 && local_player->active)
4370 extern unsigned int last_RND();
4372 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4373 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4380 if (GameFrameDelay >= 500)
4381 printf("FrameCounter == %d\n", FrameCounter);
4390 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4393 if (JustStopped[x][y] > 0)
4394 JustStopped[x][y]--;
4397 if (IS_BLOCKED(x, y))
4401 Blocked2Moving(x, y, &oldx, &oldy);
4402 if (!IS_MOVING(oldx, oldy))
4404 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4405 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4406 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4407 printf("GameActions(): This should never happen!\n");
4413 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4415 element = Feld[x][y];
4417 if (IS_INACTIVE(element))
4420 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4424 if (IS_GEM(element) || element == EL_SP_INFOTRON)
4425 EdelsteinFunkeln(x, y);
4427 else if (IS_MOVING(x, y))
4428 ContinueMoving(x, y);
4429 else if (IS_ACTIVE_BOMB(element))
4430 CheckDynamite(x, y);
4432 else if (element == EL_EXPLODING && !game.explosions_delayed)
4433 Explode(x, y, Frame[x][y], EX_NORMAL);
4435 else if (element == EL_AMOEBING)
4436 AmoebeWaechst(x, y);
4437 else if (element == EL_DEAMOEBING)
4438 AmoebeSchrumpft(x, y);
4439 else if (IS_AMOEBALIVE(element))
4440 AmoebeAbleger(x, y);
4441 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4443 else if (element == EL_ABLENK_EIN)
4445 else if (element == EL_TIMEGATE_SWITCH_ON)
4446 TimegateWheel(x, y);
4447 else if (element == EL_SALZSAEURE)
4449 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4451 else if (element == EL_CRACKINGNUT)
4453 else if (element == EL_PEARL_BREAKING)
4454 BreakingPearl(x, y);
4455 else if (element == EL_AUSGANG_ZU)
4456 AusgangstuerPruefen(x, y);
4457 else if (element == EL_AUSGANG_ACT)
4458 AusgangstuerOeffnen(x, y);
4459 else if (element == EL_AUSGANG_AUF)
4460 AusgangstuerBlinken(x, y);
4461 else if (element == EL_MAUERND)
4463 else if (element == EL_MAUER_LEBT ||
4464 element == EL_MAUER_X ||
4465 element == EL_MAUER_Y ||
4466 element == EL_MAUER_XY)
4468 else if (element == EL_BURNING)
4469 CheckForDragon(x, y);
4470 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4471 CheckBuggyBase(x, y);
4472 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4474 else if (element == EL_SP_TERMINAL)
4475 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4476 else if (element == EL_SP_TERMINAL_ACTIVE)
4477 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4478 else if (IS_BELT(element))
4479 DrawBeltAnimation(x, y, element);
4480 else if (element == EL_SWITCHGATE_OPENING)
4481 OpenSwitchgate(x, y);
4482 else if (element == EL_SWITCHGATE_CLOSING)
4483 CloseSwitchgate(x, y);
4484 else if (element == EL_TIMEGATE_OPENING)
4486 else if (element == EL_TIMEGATE_CLOSING)
4487 CloseTimegate(x, y);
4488 else if (element == EL_EXTRA_TIME)
4489 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4490 else if (element == EL_SHIELD_PASSIVE)
4491 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4492 else if (element == EL_SHIELD_ACTIVE)
4493 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4495 if (game.magic_wall_active)
4497 boolean sieb = FALSE;
4498 int jx = local_player->jx, jy = local_player->jy;
4500 if (element == EL_MAGIC_WALL_FULL ||
4501 element == EL_MAGIC_WALL_EMPTY ||
4502 element == EL_MAGIC_WALL_EMPTYING)
4504 SiebAktivieren(x, y, 1);
4507 else if (element == EL_MAGIC_WALL_BD_FULL ||
4508 element == EL_MAGIC_WALL_BD_EMPTY ||
4509 element == EL_MAGIC_WALL_BD_EMPTYING)
4511 SiebAktivieren(x, y, 2);
4515 /* play the element sound at the position nearest to the player */
4516 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4525 if (game.explosions_delayed)
4528 game.explosions_delayed = FALSE;
4530 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4532 element = Feld[x][y];
4534 if (ExplodeField[x][y])
4535 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
4536 else if (element == EL_EXPLODING)
4537 Explode(x, y, Frame[x][y], EX_NORMAL);
4539 ExplodeField[x][y] = EX_NO_EXPLOSION;
4542 game.explosions_delayed = TRUE;
4545 if (game.magic_wall_active)
4547 if (!(game.magic_wall_time_left % 4))
4548 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4550 if (game.magic_wall_time_left > 0)
4552 game.magic_wall_time_left--;
4553 if (!game.magic_wall_time_left)
4555 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4557 element = Feld[x][y];
4559 if (element == EL_MAGIC_WALL_EMPTY ||
4560 element == EL_MAGIC_WALL_FULL)
4562 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4563 DrawLevelField(x, y);
4565 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4566 element == EL_MAGIC_WALL_BD_FULL)
4568 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4569 DrawLevelField(x, y);
4573 game.magic_wall_active = FALSE;
4578 if (game.light_time_left > 0)
4580 game.light_time_left--;
4582 if (game.light_time_left == 0)
4584 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4586 element = Feld[x][y];
4588 if (element == EL_LIGHT_SWITCH_ON)
4590 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4591 DrawLevelField(x, y);
4593 else if (element == EL_INVISIBLE_STEEL ||
4594 element == EL_UNSICHTBAR ||
4595 element == EL_SAND_INVISIBLE)
4596 DrawLevelField(x, y);
4601 if (game.timegate_time_left > 0)
4603 game.timegate_time_left--;
4605 if (game.timegate_time_left == 0)
4606 CloseAllOpenTimegates();
4609 if (TimeFrames >= (1000 / GameFrameDelay))
4614 for (i=0; i<MAX_PLAYERS; i++)
4616 if (SHIELD_ON(&stored_player[i]))
4618 stored_player[i].shield_passive_time_left--;
4620 if (stored_player[i].shield_active_time_left > 0)
4621 stored_player[i].shield_active_time_left--;
4625 if (tape.recording || tape.playing)
4626 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4632 if (TimeLeft <= 10 && setup.time_limit)
4633 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4635 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4637 if (!TimeLeft && setup.time_limit)
4638 for (i=0; i<MAX_PLAYERS; i++)
4639 KillHero(&stored_player[i]);
4641 else if (level.time == 0) /* level without time limit */
4642 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4647 if (options.debug) /* calculate frames per second */
4649 static unsigned long fps_counter = 0;
4650 static int fps_frames = 0;
4651 unsigned long fps_delay_ms = Counter() - fps_counter;
4655 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4657 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4660 fps_counter = Counter();
4663 redraw_mask |= REDRAW_FPS;
4667 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4669 int min_x = x, min_y = y, max_x = x, max_y = y;
4672 for (i=0; i<MAX_PLAYERS; i++)
4674 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4676 if (!stored_player[i].active || &stored_player[i] == player)
4679 min_x = MIN(min_x, jx);
4680 min_y = MIN(min_y, jy);
4681 max_x = MAX(max_x, jx);
4682 max_y = MAX(max_y, jy);
4685 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4688 static boolean AllPlayersInVisibleScreen()
4692 for (i=0; i<MAX_PLAYERS; i++)
4694 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4696 if (!stored_player[i].active)
4699 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4706 void ScrollLevel(int dx, int dy)
4708 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4711 BlitBitmap(drawto_field, drawto_field,
4712 FX + TILEX*(dx == -1) - softscroll_offset,
4713 FY + TILEY*(dy == -1) - softscroll_offset,
4714 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4715 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4716 FX + TILEX*(dx == 1) - softscroll_offset,
4717 FY + TILEY*(dy == 1) - softscroll_offset);
4721 x = (dx == 1 ? BX1 : BX2);
4722 for (y=BY1; y<=BY2; y++)
4723 DrawScreenField(x, y);
4727 y = (dy == 1 ? BY1 : BY2);
4728 for (x=BX1; x<=BX2; x++)
4729 DrawScreenField(x, y);
4732 redraw_mask |= REDRAW_FIELD;
4735 static void CheckGravityMovement(struct PlayerInfo *player)
4737 if (level.gravity && !player->programmed_action)
4739 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4740 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4742 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4743 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4744 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4745 int jx = player->jx, jy = player->jy;
4746 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4747 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4748 int new_jx = jx + dx, new_jy = jy + dy;
4749 boolean field_under_player_is_free =
4750 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4751 boolean player_is_moving_to_valid_field =
4752 (IN_LEV_FIELD(new_jx, new_jy) &&
4753 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4754 Feld[new_jx][new_jy] == EL_ERDREICH));
4756 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4757 player->programmed_action = MV_DOWN;
4761 boolean MoveFigureOneStep(struct PlayerInfo *player,
4762 int dx, int dy, int real_dx, int real_dy)
4764 int jx = player->jx, jy = player->jy;
4765 int new_jx = jx+dx, new_jy = jy+dy;
4769 if (!player->active || (!dx && !dy))
4770 return MF_NO_ACTION;
4772 player->MovDir = (dx < 0 ? MV_LEFT :
4775 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4777 if (!IN_LEV_FIELD(new_jx, new_jy))
4778 return MF_NO_ACTION;
4780 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4781 return MF_NO_ACTION;
4784 element = MovingOrBlocked2Element(new_jx, new_jy);
4786 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4789 if (DONT_GO_TO(element))
4791 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4794 Feld[jx][jy] = EL_SPIELFIGUR;
4795 InitMovingField(jx, jy, MV_DOWN);
4796 Store[jx][jy] = EL_SALZSAEURE;
4797 ContinueMoving(jx, jy);
4801 TestIfBadThingHitsHero(new_jx, new_jy);
4806 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4807 if (can_move != MF_MOVING)
4810 StorePlayer[jx][jy] = 0;
4811 player->last_jx = jx;
4812 player->last_jy = jy;
4813 jx = player->jx = new_jx;
4814 jy = player->jy = new_jy;
4815 StorePlayer[jx][jy] = player->element_nr;
4818 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4820 ScrollFigure(player, SCROLL_INIT);
4825 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4827 int jx = player->jx, jy = player->jy;
4828 int old_jx = jx, old_jy = jy;
4829 int moved = MF_NO_ACTION;
4831 if (!player->active || (!dx && !dy))
4834 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4838 /* remove the last programmed player action */
4839 player->programmed_action = 0;
4843 /* should only happen if pre-1.2 tape recordings are played */
4844 /* this is only for backward compatibility */
4846 int original_move_delay_value = player->move_delay_value;
4849 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4852 /* scroll remaining steps with finest movement resolution */
4853 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4855 while (player->MovPos)
4857 ScrollFigure(player, SCROLL_GO_ON);
4858 ScrollScreen(NULL, SCROLL_GO_ON);
4864 player->move_delay_value = original_move_delay_value;
4867 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4869 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4870 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4874 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4875 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4881 if (moved & MF_MOVING && !ScreenMovPos &&
4882 (player == local_player || !options.network))
4884 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4885 int offset = (setup.scroll_delay ? 3 : 0);
4887 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4889 /* actual player has left the screen -- scroll in that direction */
4890 if (jx != old_jx) /* player has moved horizontally */
4891 scroll_x += (jx - old_jx);
4892 else /* player has moved vertically */
4893 scroll_y += (jy - old_jy);
4897 if (jx != old_jx) /* player has moved horizontally */
4899 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4900 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4901 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4903 /* don't scroll over playfield boundaries */
4904 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4905 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4907 /* don't scroll more than one field at a time */
4908 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4910 /* don't scroll against the player's moving direction */
4911 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4912 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4913 scroll_x = old_scroll_x;
4915 else /* player has moved vertically */
4917 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4918 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4919 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4921 /* don't scroll over playfield boundaries */
4922 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4923 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4925 /* don't scroll more than one field at a time */
4926 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4928 /* don't scroll against the player's moving direction */
4929 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4930 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4931 scroll_y = old_scroll_y;
4935 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4937 if (!options.network && !AllPlayersInVisibleScreen())
4939 scroll_x = old_scroll_x;
4940 scroll_y = old_scroll_y;
4944 ScrollScreen(player, SCROLL_INIT);
4945 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4950 if (!(moved & MF_MOVING) && !player->Pushing)
4953 player->Frame = (player->Frame + 1) % 4;
4955 if (moved & MF_MOVING)
4957 if (old_jx != jx && old_jy == jy)
4958 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4959 else if (old_jx == jx && old_jy != jy)
4960 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4962 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4964 player->last_move_dir = player->MovDir;
4968 CheckGravityMovement(player);
4970 player->last_move_dir = MV_NO_MOVING;
4973 TestIfHeroHitsBadThing(jx, jy);
4975 if (!player->active)
4981 void ScrollFigure(struct PlayerInfo *player, int mode)
4983 int jx = player->jx, jy = player->jy;
4984 int last_jx = player->last_jx, last_jy = player->last_jy;
4985 int move_stepsize = TILEX / player->move_delay_value;
4987 if (!player->active || !player->MovPos)
4990 if (mode == SCROLL_INIT)
4992 player->actual_frame_counter = FrameCounter;
4993 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4995 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4996 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5001 else if (!FrameReached(&player->actual_frame_counter, 1))
5004 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5005 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5007 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5008 Feld[last_jx][last_jy] = EL_LEERRAUM;
5010 /* before DrawPlayer() to draw correct player graphic for this case */
5011 if (player->MovPos == 0)
5012 CheckGravityMovement(player);
5016 if (player->MovPos == 0)
5018 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
5020 /* continue with normal speed after quickly moving through gate */
5021 HALVE_PLAYER_SPEED(player);
5023 /* be able to make the next move without delay */
5024 player->move_delay = 0;
5027 player->last_jx = jx;
5028 player->last_jy = jy;
5030 if (Feld[jx][jy] == EL_AUSGANG_AUF)
5034 if (!local_player->friends_still_needed)
5035 player->LevelSolved = player->GameOver = TRUE;
5040 void ScrollScreen(struct PlayerInfo *player, int mode)
5042 static unsigned long screen_frame_counter = 0;
5044 if (mode == SCROLL_INIT)
5046 /* set scrolling step size according to actual player's moving speed */
5047 ScrollStepSize = TILEX / player->move_delay_value;
5049 screen_frame_counter = FrameCounter;
5050 ScreenMovDir = player->MovDir;
5051 ScreenMovPos = player->MovPos;
5052 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5055 else if (!FrameReached(&screen_frame_counter, 1))
5060 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5061 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5062 redraw_mask |= REDRAW_FIELD;
5065 ScreenMovDir = MV_NO_MOVING;
5068 void TestIfGoodThingHitsBadThing(int goodx, int goody)
5070 int i, killx = goodx, killy = goody;
5071 static int xy[4][2] =
5078 static int harmless[4] =
5090 x = goodx + xy[i][0];
5091 y = goody + xy[i][1];
5092 if (!IN_LEV_FIELD(x, y))
5096 element = Feld[x][y];
5098 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5101 if (DONT_TOUCH(element))
5103 if (MovDir[x][y] == harmless[i])
5112 if (killx != goodx || killy != goody)
5114 if (IS_PLAYER(goodx, goody))
5116 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5118 if (player->shield_active_time_left > 0)
5120 else if (!PLAYER_PROTECTED(goodx, goody))
5128 void TestIfBadThingHitsGoodThing(int badx, int bady)
5130 int i, killx = badx, killy = bady;
5131 static int xy[4][2] =
5138 static int harmless[4] =
5146 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5153 x = badx + xy[i][0];
5154 y = bady + xy[i][1];
5155 if (!IN_LEV_FIELD(x, y))
5158 element = Feld[x][y];
5160 if (IS_PLAYER(x, y))
5166 else if (element == EL_PINGUIN)
5168 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5177 if (killx != badx || killy != bady)
5179 if (IS_PLAYER(killx, killy))
5181 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5183 if (player->shield_active_time_left > 0)
5185 else if (!PLAYER_PROTECTED(killx, killy))
5193 void TestIfHeroHitsBadThing(int x, int y)
5195 TestIfGoodThingHitsBadThing(x, y);
5198 void TestIfBadThingHitsHero(int x, int y)
5200 TestIfBadThingHitsGoodThing(x, y);
5203 void TestIfFriendHitsBadThing(int x, int y)
5205 TestIfGoodThingHitsBadThing(x, y);
5208 void TestIfBadThingHitsFriend(int x, int y)
5210 TestIfBadThingHitsGoodThing(x, y);
5213 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5215 int i, killx = badx, killy = bady;
5216 static int xy[4][2] =
5230 if (!IN_LEV_FIELD(x, y))
5233 element = Feld[x][y];
5234 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5235 element == EL_AMOEBING || element == EL_TROPFEN)
5243 if (killx != badx || killy != bady)
5247 void KillHero(struct PlayerInfo *player)
5249 int jx = player->jx, jy = player->jy;
5251 if (!player->active)
5254 if (IS_PFORTE(Feld[jx][jy]))
5255 Feld[jx][jy] = EL_LEERRAUM;
5257 /* deactivate shield (else Bang()/Explode() would not work right) */
5258 player->shield_passive_time_left = 0;
5259 player->shield_active_time_left = 0;
5265 static void KillHeroUnlessProtected(int x, int y)
5267 if (!PLAYER_PROTECTED(x, y))
5268 KillHero(PLAYERINFO(x, y));
5271 void BuryHero(struct PlayerInfo *player)
5273 int jx = player->jx, jy = player->jy;
5275 if (!player->active)
5278 PlaySoundLevel(jx, jy, SND_AUTSCH);
5279 PlaySoundLevel(jx, jy, SND_LACHEN);
5281 player->GameOver = TRUE;
5285 void RemoveHero(struct PlayerInfo *player)
5287 int jx = player->jx, jy = player->jy;
5288 int i, found = FALSE;
5290 player->present = FALSE;
5291 player->active = FALSE;
5293 StorePlayer[jx][jy] = 0;
5295 for (i=0; i<MAX_PLAYERS; i++)
5296 if (stored_player[i].active)
5300 AllPlayersGone = TRUE;
5306 int DigField(struct PlayerInfo *player,
5307 int x, int y, int real_dx, int real_dy, int mode)
5309 int jx = player->jx, jy = player->jy;
5310 int dx = x - jx, dy = y - jy;
5311 int move_direction = (dx == -1 ? MV_LEFT :
5312 dx == +1 ? MV_RIGHT :
5314 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5317 if (!player->MovPos)
5318 player->Pushing = FALSE;
5320 if (mode == DF_NO_PUSH)
5322 player->Switching = FALSE;
5323 player->push_delay = 0;
5324 return MF_NO_ACTION;
5327 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5328 return MF_NO_ACTION;
5330 if (IS_TUBE(Feld[jx][jy]))
5333 int tube_leave_directions[][2] =
5335 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5336 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5337 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5338 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5339 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5340 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5341 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5342 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5343 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5344 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5345 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5346 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5349 while (tube_leave_directions[i][0] != Feld[jx][jy])
5352 if (tube_leave_directions[i][0] == -1) /* should not happen */
5356 if (!(tube_leave_directions[i][1] & move_direction))
5357 return MF_NO_ACTION; /* tube has no opening in this direction */
5360 element = Feld[x][y];
5365 PlaySoundLevel(x, y, SND_EMPTY);
5369 case EL_SAND_INVISIBLE:
5370 case EL_TRAP_INACTIVE:
5371 Feld[x][y] = EL_LEERRAUM;
5372 PlaySoundLevel(x, y, SND_SCHLURF);
5377 Feld[x][y] = EL_LEERRAUM;
5378 PlaySoundLevel(x, y, SND_SP_BASE);
5382 case EL_EDELSTEIN_BD:
5383 case EL_EDELSTEIN_GELB:
5384 case EL_EDELSTEIN_ROT:
5385 case EL_EDELSTEIN_LILA:
5387 case EL_SP_INFOTRON:
5391 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5392 element == EL_PEARL ? 5 :
5393 element == EL_CRYSTAL ? 8 : 1);
5394 if (local_player->gems_still_needed < 0)
5395 local_player->gems_still_needed = 0;
5396 RaiseScoreElement(element);
5397 DrawText(DX_EMERALDS, DY_EMERALDS,
5398 int2str(local_player->gems_still_needed, 3),
5399 FS_SMALL, FC_YELLOW);
5400 if (element == EL_SP_INFOTRON)
5401 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5403 PlaySoundLevel(x, y, SND_PONG);
5408 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5409 PlaySoundLevel(x, y, SND_PONG);
5413 Feld[x][y] = EL_LEERRAUM;
5414 PlaySoundLevel(x, y, SND_PONG);
5422 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5424 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5427 case EL_SHIELD_PASSIVE:
5429 player->shield_passive_time_left += 10;
5430 PlaySoundLevel(x, y, SND_PONG);
5433 case EL_SHIELD_ACTIVE:
5435 player->shield_passive_time_left += 10;
5436 player->shield_active_time_left += 10;
5437 PlaySoundLevel(x, y, SND_PONG);
5440 case EL_DYNAMITE_INACTIVE:
5441 case EL_SP_DISK_RED:
5444 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5445 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5446 int2str(local_player->dynamite, 3),
5447 FS_SMALL, FC_YELLOW);
5448 if (element == EL_SP_DISK_RED)
5449 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5451 PlaySoundLevel(x, y, SND_PONG);
5454 case EL_DYNABOMB_NR:
5456 player->dynabomb_count++;
5457 player->dynabombs_left++;
5458 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5459 PlaySoundLevel(x, y, SND_PONG);
5462 case EL_DYNABOMB_SZ:
5464 player->dynabomb_size++;
5465 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5466 PlaySoundLevel(x, y, SND_PONG);
5469 case EL_DYNABOMB_XL:
5471 player->dynabomb_xl = TRUE;
5472 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5473 PlaySoundLevel(x, y, SND_PONG);
5476 case EL_SCHLUESSEL1:
5477 case EL_SCHLUESSEL2:
5478 case EL_SCHLUESSEL3:
5479 case EL_SCHLUESSEL4:
5481 int key_nr = element - EL_SCHLUESSEL1;
5484 player->key[key_nr] = TRUE;
5485 RaiseScoreElement(EL_SCHLUESSEL);
5486 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5487 GFX_SCHLUESSEL1 + key_nr);
5488 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5489 GFX_SCHLUESSEL1 + key_nr);
5490 PlaySoundLevel(x, y, SND_PONG);
5499 int key_nr = element - EL_EM_KEY_1;
5502 player->key[key_nr] = TRUE;
5503 RaiseScoreElement(EL_SCHLUESSEL);
5504 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5505 GFX_SCHLUESSEL1 + key_nr);
5506 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5507 GFX_SCHLUESSEL1 + key_nr);
5508 PlaySoundLevel(x, y, SND_PONG);
5513 Feld[x][y] = EL_ABLENK_EIN;
5516 DrawLevelField(x, y);
5520 case EL_SP_TERMINAL:
5524 for (yy=0; yy<lev_fieldy; yy++)
5526 for (xx=0; xx<lev_fieldx; xx++)
5528 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5530 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5531 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5539 case EL_BELT1_SWITCH_LEFT:
5540 case EL_BELT1_SWITCH_MIDDLE:
5541 case EL_BELT1_SWITCH_RIGHT:
5542 case EL_BELT2_SWITCH_LEFT:
5543 case EL_BELT2_SWITCH_MIDDLE:
5544 case EL_BELT2_SWITCH_RIGHT:
5545 case EL_BELT3_SWITCH_LEFT:
5546 case EL_BELT3_SWITCH_MIDDLE:
5547 case EL_BELT3_SWITCH_RIGHT:
5548 case EL_BELT4_SWITCH_LEFT:
5549 case EL_BELT4_SWITCH_MIDDLE:
5550 case EL_BELT4_SWITCH_RIGHT:
5551 if (!player->Switching)
5553 player->Switching = TRUE;
5554 ToggleBeltSwitch(x, y);
5559 case EL_SWITCHGATE_SWITCH_1:
5560 case EL_SWITCHGATE_SWITCH_2:
5561 if (!player->Switching)
5563 player->Switching = TRUE;
5564 ToggleSwitchgateSwitch(x, y);
5569 case EL_LIGHT_SWITCH_OFF:
5570 case EL_LIGHT_SWITCH_ON:
5571 if (!player->Switching)
5573 player->Switching = TRUE;
5574 ToggleLightSwitch(x, y);
5579 case EL_TIMEGATE_SWITCH_OFF:
5580 ActivateTimegateSwitch(x, y);
5585 case EL_BALLOON_SEND_LEFT:
5586 case EL_BALLOON_SEND_RIGHT:
5587 case EL_BALLOON_SEND_UP:
5588 case EL_BALLOON_SEND_DOWN:
5589 case EL_BALLOON_SEND_ANY:
5590 if (element == EL_BALLOON_SEND_ANY)
5591 game.balloon_dir = move_direction;
5593 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5594 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5595 element == EL_BALLOON_SEND_UP ? MV_UP :
5596 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5603 if (local_player->gems_still_needed > 0)
5604 return MF_NO_ACTION;
5606 player->LevelSolved = player->GameOver = TRUE;
5607 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5610 case EL_FELSBROCKEN:
5613 case EL_DX_SUPABOMB:
5617 case EL_SP_DISK_ORANGE:
5619 if (dy || mode == DF_SNAP)
5620 return MF_NO_ACTION;
5622 player->Pushing = TRUE;
5624 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5625 return MF_NO_ACTION;
5629 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5630 return MF_NO_ACTION;
5633 if (player->push_delay == 0)
5634 player->push_delay = FrameCounter;
5635 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5636 !tape.playing && element != EL_SPRING)
5637 return MF_NO_ACTION;
5640 Feld[x+dx][y+dy] = element;
5642 if (element == EL_SPRING)
5644 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5645 MovDir[x+dx][y+dy] = move_direction;
5648 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5650 DrawLevelField(x+dx, y+dy);
5651 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5652 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5653 else if (element == EL_KOKOSNUSS)
5654 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5655 else if (IS_SP_ELEMENT(element))
5656 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5658 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5665 if (!player->key[element - EL_PFORTE1])
5666 return MF_NO_ACTION;
5673 if (!player->key[element - EL_PFORTE1X])
5674 return MF_NO_ACTION;
5681 if (!player->key[element - EL_EM_GATE_1])
5682 return MF_NO_ACTION;
5683 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5684 return MF_NO_ACTION;
5686 /* automatically move to the next field with double speed */
5687 player->programmed_action = move_direction;
5688 DOUBLE_PLAYER_SPEED(player);
5690 PlaySoundLevel(x, y, SND_GATE);
5698 if (!player->key[element - EL_EM_GATE_1X])
5699 return MF_NO_ACTION;
5700 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5701 return MF_NO_ACTION;
5703 /* automatically move to the next field with double speed */
5704 player->programmed_action = move_direction;
5705 DOUBLE_PLAYER_SPEED(player);
5707 PlaySoundLevel(x, y, SND_GATE);
5711 case EL_SWITCHGATE_OPEN:
5712 case EL_TIMEGATE_OPEN:
5713 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5714 return MF_NO_ACTION;
5716 /* automatically move to the next field with double speed */
5717 player->programmed_action = move_direction;
5718 DOUBLE_PLAYER_SPEED(player);
5720 PlaySoundLevel(x, y, SND_GATE);
5724 case EL_SP_PORT1_LEFT:
5725 case EL_SP_PORT2_LEFT:
5726 case EL_SP_PORT1_RIGHT:
5727 case EL_SP_PORT2_RIGHT:
5728 case EL_SP_PORT1_UP:
5729 case EL_SP_PORT2_UP:
5730 case EL_SP_PORT1_DOWN:
5731 case EL_SP_PORT2_DOWN:
5736 element != EL_SP_PORT1_LEFT &&
5737 element != EL_SP_PORT2_LEFT &&
5738 element != EL_SP_PORT_X &&
5739 element != EL_SP_PORT_XY) ||
5741 element != EL_SP_PORT1_RIGHT &&
5742 element != EL_SP_PORT2_RIGHT &&
5743 element != EL_SP_PORT_X &&
5744 element != EL_SP_PORT_XY) ||
5746 element != EL_SP_PORT1_UP &&
5747 element != EL_SP_PORT2_UP &&
5748 element != EL_SP_PORT_Y &&
5749 element != EL_SP_PORT_XY) ||
5751 element != EL_SP_PORT1_DOWN &&
5752 element != EL_SP_PORT2_DOWN &&
5753 element != EL_SP_PORT_Y &&
5754 element != EL_SP_PORT_XY) ||
5755 !IN_LEV_FIELD(x + dx, y + dy) ||
5756 !IS_FREE(x + dx, y + dy))
5757 return MF_NO_ACTION;
5759 /* automatically move to the next field with double speed */
5760 player->programmed_action = move_direction;
5761 DOUBLE_PLAYER_SPEED(player);
5763 PlaySoundLevel(x, y, SND_GATE);
5767 case EL_TUBE_VERTICAL:
5768 case EL_TUBE_HORIZONTAL:
5769 case EL_TUBE_VERT_LEFT:
5770 case EL_TUBE_VERT_RIGHT:
5771 case EL_TUBE_HORIZ_UP:
5772 case EL_TUBE_HORIZ_DOWN:
5773 case EL_TUBE_LEFT_UP:
5774 case EL_TUBE_LEFT_DOWN:
5775 case EL_TUBE_RIGHT_UP:
5776 case EL_TUBE_RIGHT_DOWN:
5779 int tube_enter_directions[][2] =
5781 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5782 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5783 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5784 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5785 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5786 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5787 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5788 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5789 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5790 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5791 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5792 { -1, MV_NO_MOVING }
5795 while (tube_enter_directions[i][0] != element)
5798 if (tube_enter_directions[i][0] == -1) /* should not happen */
5802 if (!(tube_enter_directions[i][1] & move_direction))
5803 return MF_NO_ACTION; /* tube has no opening in this direction */
5808 case EL_AUSGANG_ACT:
5809 /* door is not (yet) open */
5810 return MF_NO_ACTION;
5813 case EL_AUSGANG_AUF:
5814 if (mode == DF_SNAP)
5815 return MF_NO_ACTION;
5817 PlaySoundLevel(x, y, SND_BUING);
5822 Feld[x][y] = EL_BIRNE_EIN;
5823 local_player->lights_still_needed--;
5824 DrawLevelField(x, y);
5825 PlaySoundLevel(x, y, SND_DENG);
5830 Feld[x][y] = EL_ZEIT_LEER;
5832 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5833 DrawLevelField(x, y);
5834 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5838 case EL_SOKOBAN_FELD_LEER:
5841 case EL_SOKOBAN_FELD_VOLL:
5842 case EL_SOKOBAN_OBJEKT:
5844 case EL_SP_DISK_YELLOW:
5846 if (mode == DF_SNAP)
5847 return MF_NO_ACTION;
5849 player->Pushing = TRUE;
5851 if (!IN_LEV_FIELD(x+dx, y+dy)
5852 || (!IS_FREE(x+dx, y+dy)
5853 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5854 || !IS_SB_ELEMENT(element))))
5855 return MF_NO_ACTION;
5859 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5860 return MF_NO_ACTION;
5862 else if (dy && real_dx)
5864 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5865 return MF_NO_ACTION;
5868 if (player->push_delay == 0)
5869 player->push_delay = FrameCounter;
5870 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5871 !tape.playing && element != EL_BALLOON)
5872 return MF_NO_ACTION;
5874 if (IS_SB_ELEMENT(element))
5876 if (element == EL_SOKOBAN_FELD_VOLL)
5878 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5879 local_player->sokobanfields_still_needed++;
5884 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5886 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5887 local_player->sokobanfields_still_needed--;
5888 if (element == EL_SOKOBAN_OBJEKT)
5889 PlaySoundLevel(x, y, SND_DENG);
5892 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5897 Feld[x+dx][y+dy] = element;
5900 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5902 DrawLevelField(x, y);
5903 DrawLevelField(x+dx, y+dy);
5904 if (element == EL_BALLOON)
5905 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5907 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5909 if (IS_SB_ELEMENT(element) &&
5910 local_player->sokobanfields_still_needed == 0 &&
5911 game.emulation == EMU_SOKOBAN)
5913 player->LevelSolved = player->GameOver = TRUE;
5914 PlaySoundLevel(x, y, SND_BUING);
5925 return MF_NO_ACTION;
5928 player->push_delay = 0;
5933 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5935 int jx = player->jx, jy = player->jy;
5936 int x = jx + dx, y = jy + dy;
5938 if (!player->active || !IN_LEV_FIELD(x, y))
5946 player->snapped = FALSE;
5950 if (player->snapped)
5953 player->MovDir = (dx < 0 ? MV_LEFT :
5956 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5958 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5961 player->snapped = TRUE;
5962 DrawLevelField(x, y);
5968 boolean PlaceBomb(struct PlayerInfo *player)
5970 int jx = player->jx, jy = player->jy;
5973 if (!player->active || player->MovPos)
5976 element = Feld[jx][jy];
5978 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5979 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5982 if (element != EL_LEERRAUM)
5983 Store[jx][jy] = element;
5985 if (player->dynamite)
5987 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5988 MovDelay[jx][jy] = 96;
5990 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5991 FS_SMALL, FC_YELLOW);
5992 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5994 if (game.emulation == EMU_SUPAPLEX)
5995 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5997 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
6002 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
6003 MovDelay[jx][jy] = 96;
6004 player->dynabombs_left--;
6005 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
6006 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
6012 void PlaySoundLevel(int x, int y, int sound_nr)
6014 int sx = SCREENX(x), sy = SCREENY(y);
6016 int silence_distance = 8;
6018 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
6019 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
6022 if (!IN_LEV_FIELD(x, y) ||
6023 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
6024 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
6027 volume = PSND_MAX_VOLUME;
6029 #if !defined(PLATFORM_MSDOS)
6030 stereo = (sx - SCR_FIELDX/2) * 12;
6032 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
6033 if (stereo > PSND_MAX_RIGHT)
6034 stereo = PSND_MAX_RIGHT;
6035 if (stereo < PSND_MAX_LEFT)
6036 stereo = PSND_MAX_LEFT;
6039 if (!IN_SCR_FIELD(sx, sy))
6041 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
6042 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
6044 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
6047 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6050 void RaiseScore(int value)
6052 local_player->score += value;
6053 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6054 FS_SMALL, FC_YELLOW);
6057 void RaiseScoreElement(int element)
6062 case EL_EDELSTEIN_BD:
6063 case EL_EDELSTEIN_GELB:
6064 case EL_EDELSTEIN_ROT:
6065 case EL_EDELSTEIN_LILA:
6066 RaiseScore(level.score[SC_EDELSTEIN]);
6069 RaiseScore(level.score[SC_DIAMANT]);
6073 RaiseScore(level.score[SC_KAEFER]);
6077 RaiseScore(level.score[SC_FLIEGER]);
6081 RaiseScore(level.score[SC_MAMPFER]);
6084 RaiseScore(level.score[SC_ROBOT]);
6087 RaiseScore(level.score[SC_PACMAN]);
6090 RaiseScore(level.score[SC_KOKOSNUSS]);
6092 case EL_DYNAMITE_INACTIVE:
6093 RaiseScore(level.score[SC_DYNAMIT]);
6096 RaiseScore(level.score[SC_SCHLUESSEL]);
6103 /* ---------- new game button stuff ---------------------------------------- */
6105 /* graphic position values for game buttons */
6106 #define GAME_BUTTON_XSIZE 30
6107 #define GAME_BUTTON_YSIZE 30
6108 #define GAME_BUTTON_XPOS 5
6109 #define GAME_BUTTON_YPOS 215
6110 #define SOUND_BUTTON_XPOS 5
6111 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6113 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6114 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6115 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6116 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6117 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6118 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6125 } gamebutton_info[NUM_GAME_BUTTONS] =
6128 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6133 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6138 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6143 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6144 SOUND_CTRL_ID_MUSIC,
6145 "background music on/off"
6148 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6149 SOUND_CTRL_ID_LOOPS,
6150 "sound loops on/off"
6153 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6154 SOUND_CTRL_ID_SIMPLE,
6155 "normal sounds on/off"
6159 void CreateGameButtons()
6163 for (i=0; i<NUM_GAME_BUTTONS; i++)
6165 Bitmap *gd_bitmap = pix[PIX_DOOR];
6166 struct GadgetInfo *gi;
6169 unsigned long event_mask;
6170 int gd_xoffset, gd_yoffset;
6171 int gd_x1, gd_x2, gd_y1, gd_y2;
6174 gd_xoffset = gamebutton_info[i].x;
6175 gd_yoffset = gamebutton_info[i].y;
6176 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6177 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6179 if (id == GAME_CTRL_ID_STOP ||
6180 id == GAME_CTRL_ID_PAUSE ||
6181 id == GAME_CTRL_ID_PLAY)
6183 button_type = GD_TYPE_NORMAL_BUTTON;
6185 event_mask = GD_EVENT_RELEASED;
6186 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6187 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6191 button_type = GD_TYPE_CHECK_BUTTON;
6193 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6194 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6195 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6196 event_mask = GD_EVENT_PRESSED;
6197 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6198 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6201 gi = CreateGadget(GDI_CUSTOM_ID, id,
6202 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6203 GDI_X, DX + gd_xoffset,
6204 GDI_Y, DY + gd_yoffset,
6205 GDI_WIDTH, GAME_BUTTON_XSIZE,
6206 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6207 GDI_TYPE, button_type,
6208 GDI_STATE, GD_BUTTON_UNPRESSED,
6209 GDI_CHECKED, checked,
6210 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6211 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6212 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6213 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6214 GDI_EVENT_MASK, event_mask,
6215 GDI_CALLBACK_ACTION, HandleGameButtons,
6219 Error(ERR_EXIT, "cannot create gadget");
6221 game_gadget[id] = gi;
6225 static void MapGameButtons()
6229 for (i=0; i<NUM_GAME_BUTTONS; i++)
6230 MapGadget(game_gadget[i]);
6233 void UnmapGameButtons()
6237 for (i=0; i<NUM_GAME_BUTTONS; i++)
6238 UnmapGadget(game_gadget[i]);
6241 static void HandleGameButtons(struct GadgetInfo *gi)
6243 int id = gi->custom_id;
6245 if (game_status != PLAYING)
6250 case GAME_CTRL_ID_STOP:
6253 CloseDoor(DOOR_CLOSE_1);
6254 game_status = MAINMENU;
6259 if (level_editor_test_game ||
6260 Request("Do you really want to quit the game ?",
6261 REQ_ASK | REQ_STAY_CLOSED))
6263 #if defined(PLATFORM_UNIX)
6264 if (options.network)
6265 SendToServer_StopPlaying();
6269 game_status = MAINMENU;
6274 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6277 case GAME_CTRL_ID_PAUSE:
6278 if (options.network)
6280 #if defined(PLATFORM_UNIX)
6282 SendToServer_ContinuePlaying();
6284 SendToServer_PausePlaying();
6291 case GAME_CTRL_ID_PLAY:
6294 #if defined(PLATFORM_UNIX)
6295 if (options.network)
6296 SendToServer_ContinuePlaying();
6300 tape.pausing = FALSE;
6301 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6306 case SOUND_CTRL_ID_MUSIC:
6307 if (setup.sound_music)
6309 setup.sound_music = FALSE;
6312 else if (audio.loops_available)
6314 setup.sound = setup.sound_music = TRUE;
6316 PlayMusic(level_nr % num_bg_loops);
6320 case SOUND_CTRL_ID_LOOPS:
6321 if (setup.sound_loops)
6322 setup.sound_loops = FALSE;
6323 else if (audio.loops_available)
6324 setup.sound = setup.sound_loops = TRUE;
6327 case SOUND_CTRL_ID_SIMPLE:
6328 if (setup.sound_simple)
6329 setup.sound_simple = FALSE;
6330 else if (audio.sound_available)
6331 setup.sound = setup.sound_simple = TRUE;