1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 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 (sound_status == SOUND_OFF)
173 if (!sound_loops_allowed)
175 setup.sound_loops = FALSE;
176 setup.sound_music = FALSE;
179 setup.sound_simple = setup.sound;
184 static int getBeltNrFromElement(int element)
186 return (element < EL_BELT2_LEFT ? 0 :
187 element < EL_BELT3_LEFT ? 1 :
188 element < EL_BELT4_LEFT ? 2 : 3);
191 static int getBeltNrFromSwitchElement(int element)
193 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
194 element < EL_BELT3_SWITCH_LEFT ? 1 :
195 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
198 static int getBeltDirNrFromSwitchElement(int element)
200 static int belt_base_element[4] =
202 EL_BELT1_SWITCH_LEFT,
203 EL_BELT2_SWITCH_LEFT,
204 EL_BELT3_SWITCH_LEFT,
208 int belt_nr = getBeltNrFromSwitchElement(element);
209 int belt_dir_nr = element - belt_base_element[belt_nr];
211 return (belt_dir_nr % 3);
214 static int getBeltDirFromSwitchElement(int element)
216 static int belt_move_dir[3] =
223 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
225 return belt_move_dir[belt_dir_nr];
228 static void InitField(int x, int y, boolean init_game)
235 Feld[x][y] = EL_SPIELER1;
243 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
244 int jx = player->jx, jy = player->jy;
246 player->present = TRUE;
248 if (!options.network || player->connected)
250 player->active = TRUE;
252 /* remove potentially duplicate players */
253 if (StorePlayer[jx][jy] == Feld[x][y])
254 StorePlayer[jx][jy] = 0;
256 StorePlayer[x][y] = Feld[x][y];
260 printf("Player %d activated.\n", player->element_nr);
261 printf("[Local player is %d and currently %s.]\n",
262 local_player->element_nr,
263 local_player->active ? "active" : "not active");
267 Feld[x][y] = EL_LEERRAUM;
268 player->jx = player->last_jx = x;
269 player->jy = player->last_jy = y;
274 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
275 Feld[x][y] = EL_BADEWANNE1;
276 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
277 Feld[x][y] = EL_BADEWANNE2;
278 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
279 Feld[x][y] = EL_BADEWANNE3;
280 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
281 Feld[x][y] = EL_BADEWANNE4;
282 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
283 Feld[x][y] = EL_BADEWANNE5;
286 case EL_KAEFER_RIGHT:
291 case EL_FLIEGER_RIGHT:
293 case EL_FLIEGER_LEFT:
294 case EL_FLIEGER_DOWN:
296 case EL_BUTTERFLY_RIGHT:
297 case EL_BUTTERFLY_UP:
298 case EL_BUTTERFLY_LEFT:
299 case EL_BUTTERFLY_DOWN:
301 case EL_FIREFLY_RIGHT:
303 case EL_FIREFLY_LEFT:
304 case EL_FIREFLY_DOWN:
306 case EL_PACMAN_RIGHT:
330 if (y == lev_fieldy - 1)
332 Feld[x][y] = EL_AMOEBING;
333 Store[x][y] = EL_AMOEBE_NASS;
337 case EL_DYNAMITE_ACTIVE:
342 local_player->lights_still_needed++;
345 case EL_SOKOBAN_FELD_LEER:
346 local_player->sokobanfields_still_needed++;
350 local_player->friends_still_needed++;
355 MovDir[x][y] = 1 << RND(4);
359 Feld[x][y] = EL_LEERRAUM;
362 case EL_EM_KEY_1_FILE:
363 Feld[x][y] = EL_EM_KEY_1;
365 case EL_EM_KEY_2_FILE:
366 Feld[x][y] = EL_EM_KEY_2;
368 case EL_EM_KEY_3_FILE:
369 Feld[x][y] = EL_EM_KEY_3;
371 case EL_EM_KEY_4_FILE:
372 Feld[x][y] = EL_EM_KEY_4;
375 case EL_BELT1_SWITCH_LEFT:
376 case EL_BELT1_SWITCH_MIDDLE:
377 case EL_BELT1_SWITCH_RIGHT:
378 case EL_BELT2_SWITCH_LEFT:
379 case EL_BELT2_SWITCH_MIDDLE:
380 case EL_BELT2_SWITCH_RIGHT:
381 case EL_BELT3_SWITCH_LEFT:
382 case EL_BELT3_SWITCH_MIDDLE:
383 case EL_BELT3_SWITCH_RIGHT:
384 case EL_BELT4_SWITCH_LEFT:
385 case EL_BELT4_SWITCH_MIDDLE:
386 case EL_BELT4_SWITCH_RIGHT:
389 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
390 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
391 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
393 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
395 game.belt_dir[belt_nr] = belt_dir;
396 game.belt_dir_nr[belt_nr] = belt_dir_nr;
398 else /* more than one switch -- set it like the first switch */
400 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
405 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
407 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
410 case EL_LIGHT_SWITCH_ON:
412 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
423 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
424 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
425 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
427 /* don't play tapes over network */
428 network_playing = (options.network && !tape.playing);
430 for (i=0; i<MAX_PLAYERS; i++)
432 struct PlayerInfo *player = &stored_player[i];
434 player->index_nr = i;
435 player->element_nr = EL_SPIELER1 + i;
437 player->present = FALSE;
438 player->active = FALSE;
441 player->effective_action = 0;
442 player->programmed_action = 0;
445 player->gems_still_needed = level.gems_needed;
446 player->sokobanfields_still_needed = 0;
447 player->lights_still_needed = 0;
448 player->friends_still_needed = 0;
451 player->key[j] = FALSE;
453 player->dynamite = 0;
454 player->dynabomb_count = 0;
455 player->dynabomb_size = 1;
456 player->dynabombs_left = 0;
457 player->dynabomb_xl = FALSE;
459 player->MovDir = MV_NO_MOVING;
461 player->Pushing = FALSE;
462 player->Switching = FALSE;
466 player->actual_frame_counter = 0;
468 player->frame_reset_delay = 0;
470 player->push_delay = 0;
471 player->push_delay_value = 5;
473 player->move_delay = 0;
474 player->last_move_dir = MV_NO_MOVING;
476 player->move_delay_value =
477 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
479 player->snapped = FALSE;
481 player->last_jx = player->last_jy = 0;
482 player->jx = player->jy = 0;
484 player->shield_passive_time_left = 0;
485 player->shield_active_time_left = 0;
487 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
488 SnapField(player, 0, 0);
490 player->LevelSolved = FALSE;
491 player->GameOver = FALSE;
494 network_player_action_received = FALSE;
497 /* initial null action */
499 SendToServer_MovePlayer(MV_NO_MOVING);
504 game.yam_content_nr = 0;
508 TimeLeft = level.time;
510 ScreenMovDir = MV_NO_MOVING;
514 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
516 AllPlayersGone = FALSE;
517 game.magic_wall_active = FALSE;
518 game.magic_wall_time_left = 0;
519 game.light_time_left = 0;
520 game.timegate_time_left = 0;
521 game.switchgate_pos = 0;
522 game.balloon_dir = MV_NO_MOVING;
526 game.belt_dir[i] = MV_NO_MOVING;
527 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
530 for (i=0; i<MAX_NUM_AMOEBA; i++)
531 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
533 for (x=0; x<lev_fieldx; x++)
535 for (y=0; y<lev_fieldy; y++)
537 Feld[x][y] = Ur[x][y];
538 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
539 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
542 JustStopped[x][y] = 0;
547 for(y=0; y<lev_fieldy; y++)
549 for(x=0; x<lev_fieldx; x++)
551 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
553 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
555 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
558 InitField(x, y, TRUE);
562 /* correct non-moving belts to start moving left */
564 if (game.belt_dir[i] == MV_NO_MOVING)
565 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
567 /* check if any connected player was not found in playfield */
568 for (i=0; i<MAX_PLAYERS; i++)
570 struct PlayerInfo *player = &stored_player[i];
572 if (player->connected && !player->present)
574 for (j=0; j<MAX_PLAYERS; j++)
576 struct PlayerInfo *some_player = &stored_player[j];
577 int jx = some_player->jx, jy = some_player->jy;
579 /* assign first free player found that is present in the playfield */
580 if (some_player->present && !some_player->connected)
582 player->present = TRUE;
583 player->active = TRUE;
584 some_player->present = FALSE;
586 StorePlayer[jx][jy] = player->element_nr;
587 player->jx = player->last_jx = jx;
588 player->jy = player->last_jy = jy;
598 /* when playing a tape, eliminate all players who do not participate */
600 for (i=0; i<MAX_PLAYERS; i++)
602 if (stored_player[i].active && !tape.player_participates[i])
604 struct PlayerInfo *player = &stored_player[i];
605 int jx = player->jx, jy = player->jy;
607 player->active = FALSE;
608 StorePlayer[jx][jy] = 0;
609 Feld[jx][jy] = EL_LEERRAUM;
613 else if (!options.network && !setup.team_mode) /* && !tape.playing */
615 /* when in single player mode, eliminate all but the first active player */
617 for (i=0; i<MAX_PLAYERS; i++)
619 if (stored_player[i].active)
621 for (j=i+1; j<MAX_PLAYERS; j++)
623 if (stored_player[j].active)
625 struct PlayerInfo *player = &stored_player[j];
626 int jx = player->jx, jy = player->jy;
628 player->active = FALSE;
629 StorePlayer[jx][jy] = 0;
630 Feld[jx][jy] = EL_LEERRAUM;
637 /* when recording the game, store which players take part in the game */
640 for (i=0; i<MAX_PLAYERS; i++)
641 if (stored_player[i].active)
642 tape.player_participates[i] = TRUE;
647 for (i=0; i<MAX_PLAYERS; i++)
649 struct PlayerInfo *player = &stored_player[i];
651 printf("Player %d: present == %d, connected == %d, active == %d.\n",
656 if (local_player == player)
657 printf("Player %d is local player.\n", i+1);
661 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
662 emulate_sb ? EMU_SOKOBAN :
663 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
665 if (BorderElement == EL_LEERRAUM)
668 SBX_Right = lev_fieldx - SCR_FIELDX;
670 SBY_Lower = lev_fieldy - SCR_FIELDY;
675 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
677 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
680 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
681 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
683 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
684 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
687 scroll_y = SBY_Upper;
688 if (local_player->jx >= SBX_Left + MIDPOSX)
689 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
690 local_player->jx - MIDPOSX :
692 if (local_player->jy >= SBY_Upper + MIDPOSY)
693 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
694 local_player->jy - MIDPOSY :
697 CloseDoor(DOOR_CLOSE_1);
703 /* after drawing the level, corect some elements */
705 if (game.timegate_time_left == 0)
706 CloseAllOpenTimegates();
708 if (setup.soft_scrolling)
709 XCopyArea(display, fieldbuffer, backbuffer, gc,
710 FX, FY, SXSIZE, SYSIZE, SX, SY);
712 redraw_mask |= REDRAW_FROM_BACKBUFFER;
714 /* copy default game door content to main double buffer */
715 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
716 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
719 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
720 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
723 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
724 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
725 XCopyArea(display, drawto, drawto, gc,
726 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
727 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
728 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
731 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
732 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
733 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
734 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
735 DrawText(DX + XX_SCORE, DY + YY_SCORE,
736 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
737 DrawText(DX + XX_TIME, DY + YY_TIME,
738 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
741 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
742 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
743 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
747 /* copy actual game door content to door double buffer for OpenDoor() */
748 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
749 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
751 OpenDoor(DOOR_OPEN_ALL);
753 if (setup.sound_music)
754 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
756 XAutoRepeatOff(display);
761 printf("Player %d %sactive.\n",
762 i + 1, (stored_player[i].active ? "" : "not "));
766 void InitMovDir(int x, int y)
768 int i, element = Feld[x][y];
769 static int xy[4][2] =
776 static int direction[3][4] =
778 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
779 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
780 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
785 case EL_KAEFER_RIGHT:
789 Feld[x][y] = EL_KAEFER;
790 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
793 case EL_FLIEGER_RIGHT:
795 case EL_FLIEGER_LEFT:
796 case EL_FLIEGER_DOWN:
797 Feld[x][y] = EL_FLIEGER;
798 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
801 case EL_BUTTERFLY_RIGHT:
802 case EL_BUTTERFLY_UP:
803 case EL_BUTTERFLY_LEFT:
804 case EL_BUTTERFLY_DOWN:
805 Feld[x][y] = EL_BUTTERFLY;
806 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
809 case EL_FIREFLY_RIGHT:
811 case EL_FIREFLY_LEFT:
812 case EL_FIREFLY_DOWN:
813 Feld[x][y] = EL_FIREFLY;
814 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
817 case EL_PACMAN_RIGHT:
821 Feld[x][y] = EL_PACMAN;
822 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
826 MovDir[x][y] = MV_UP;
830 MovDir[x][y] = MV_LEFT;
837 Feld[x][y] = EL_MOLE;
838 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
842 MovDir[x][y] = 1 << RND(4);
843 if (element != EL_KAEFER &&
844 element != EL_FLIEGER &&
845 element != EL_BUTTERFLY &&
846 element != EL_FIREFLY)
851 int x1 = x + xy[i][0];
852 int y1 = y + xy[i][1];
854 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
856 if (element == EL_KAEFER || element == EL_BUTTERFLY)
858 MovDir[x][y] = direction[0][i];
861 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
862 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
864 MovDir[x][y] = direction[1][i];
873 void InitAmoebaNr(int x, int y)
876 int group_nr = AmoebeNachbarNr(x, y);
880 for (i=1; i<MAX_NUM_AMOEBA; i++)
882 if (AmoebaCnt[i] == 0)
890 AmoebaNr[x][y] = group_nr;
891 AmoebaCnt[group_nr]++;
892 AmoebaCnt2[group_nr]++;
898 boolean raise_level = FALSE;
900 if (local_player->MovPos)
903 local_player->LevelSolved = FALSE;
907 if (setup.sound_loops)
908 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
912 if (!setup.sound_loops)
913 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
914 if (TimeLeft > 0 && !(TimeLeft % 10))
915 RaiseScore(level.score[SC_ZEITBONUS]);
916 if (TimeLeft > 100 && !(TimeLeft % 10))
920 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
925 if (setup.sound_loops)
928 else if (level.time == 0) /* level without time limit */
930 if (setup.sound_loops)
931 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
933 while(TimePlayed < 999)
935 if (!setup.sound_loops)
936 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
937 if (TimePlayed < 999 && !(TimePlayed % 10))
938 RaiseScore(level.score[SC_ZEITBONUS]);
939 if (TimePlayed < 900 && !(TimePlayed % 10))
943 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
948 if (setup.sound_loops)
954 /* Hero disappears */
955 DrawLevelField(ExitX, ExitY);
961 CloseDoor(DOOR_CLOSE_1);
966 SaveTape(tape.level_nr); /* Ask to save tape */
969 if (level_nr == leveldir_current->handicap_level)
971 leveldir_current->handicap_level++;
972 SaveLevelSetup_SeriesInfo();
974 if (level_nr < leveldir_current->last_level)
978 if ((hi_pos = NewHiScore()) >= 0)
980 game_status = HALLOFFAME;
981 DrawHallOfFame(hi_pos);
987 game_status = MAINMENU;
1001 LoadScore(level_nr);
1003 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1004 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1007 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1009 if (local_player->score > highscore[k].Score)
1011 /* player has made it to the hall of fame */
1013 if (k < MAX_SCORE_ENTRIES - 1)
1015 int m = MAX_SCORE_ENTRIES - 1;
1018 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1019 if (!strcmp(setup.player_name, highscore[l].Name))
1021 if (m == k) /* player's new highscore overwrites his old one */
1027 strcpy(highscore[l].Name, highscore[l - 1].Name);
1028 highscore[l].Score = highscore[l - 1].Score;
1035 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1036 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1037 highscore[k].Score = local_player->score;
1043 else if (!strncmp(setup.player_name, highscore[k].Name,
1044 MAX_PLAYER_NAME_LEN))
1045 break; /* player already there with a higher score */
1051 SaveScore(level_nr);
1056 void InitMovingField(int x, int y, int direction)
1058 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1059 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1061 MovDir[x][y] = direction;
1062 MovDir[newx][newy] = direction;
1063 if (Feld[newx][newy] == EL_LEERRAUM)
1064 Feld[newx][newy] = EL_BLOCKED;
1067 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1069 int direction = MovDir[x][y];
1070 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1071 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1077 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1079 int oldx = x, oldy = y;
1080 int direction = MovDir[x][y];
1082 if (direction == MV_LEFT)
1084 else if (direction == MV_RIGHT)
1086 else if (direction == MV_UP)
1088 else if (direction == MV_DOWN)
1091 *comes_from_x = oldx;
1092 *comes_from_y = oldy;
1095 int MovingOrBlocked2Element(int x, int y)
1097 int element = Feld[x][y];
1099 if (element == EL_BLOCKED)
1103 Blocked2Moving(x, y, &oldx, &oldy);
1104 return Feld[oldx][oldy];
1110 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1112 /* like MovingOrBlocked2Element(), but if element is moving
1113 and (x,y) is the field the moving element is just leaving,
1114 return EL_BLOCKED instead of the element value */
1115 int element = Feld[x][y];
1117 if (IS_MOVING(x, y))
1119 if (element == EL_BLOCKED)
1123 Blocked2Moving(x, y, &oldx, &oldy);
1124 return Feld[oldx][oldy];
1133 static void RemoveField(int x, int y)
1135 Feld[x][y] = EL_LEERRAUM;
1141 void RemoveMovingField(int x, int y)
1143 int oldx = x, oldy = y, newx = x, newy = y;
1145 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1148 if (IS_MOVING(x, y))
1150 Moving2Blocked(x, y, &newx, &newy);
1151 if (Feld[newx][newy] != EL_BLOCKED)
1154 else if (Feld[x][y] == EL_BLOCKED)
1156 Blocked2Moving(x, y, &oldx, &oldy);
1157 if (!IS_MOVING(oldx, oldy))
1161 if (Feld[x][y] == EL_BLOCKED &&
1162 (Store[oldx][oldy] == EL_MORAST_LEER ||
1163 Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
1164 Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
1165 Store[oldx][oldy] == EL_AMOEBE_NASS))
1167 Feld[oldx][oldy] = Store[oldx][oldy];
1168 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1171 Feld[oldx][oldy] = EL_LEERRAUM;
1173 Feld[newx][newy] = EL_LEERRAUM;
1174 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1175 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1177 DrawLevelField(oldx, oldy);
1178 DrawLevelField(newx, newy);
1181 void DrawDynamite(int x, int y)
1183 int sx = SCREENX(x), sy = SCREENY(y);
1184 int graphic = el2gfx(Feld[x][y]);
1187 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1191 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1193 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1195 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1200 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1204 if (game.emulation == EMU_SUPAPLEX)
1205 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1206 else if (Store[x][y])
1207 DrawGraphicThruMask(sx, sy, graphic + phase);
1209 DrawGraphic(sx, sy, graphic + phase);
1212 void CheckDynamite(int x, int y)
1214 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1219 if (!(MovDelay[x][y] % 12))
1220 PlaySoundLevel(x, y, SND_ZISCH);
1222 if (IS_ACTIVE_BOMB(Feld[x][y]))
1224 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1226 if (!(MovDelay[x][y] % delay))
1234 StopSound(SND_ZISCH);
1238 void Explode(int ex, int ey, int phase, int mode)
1241 int num_phase = 9, delay = 2;
1242 int last_phase = num_phase * delay;
1243 int half_phase = (num_phase / 2) * delay;
1244 int first_phase_after_start = EX_PHASE_START + 1;
1246 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1248 int center_element = Feld[ex][ey];
1250 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1252 /* put moving element to center field (and let it explode there) */
1253 center_element = MovingOrBlocked2Element(ex, ey);
1254 RemoveMovingField(ex, ey);
1255 Feld[ex][ey] = center_element;
1258 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1262 if (!IN_LEV_FIELD(x, y) ||
1263 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1264 (x != ex || y != ey)))
1267 element = Feld[x][y];
1269 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1271 element = MovingOrBlocked2Element(x, y);
1272 RemoveMovingField(x, y);
1275 if (IS_MASSIVE(element) || element == EL_BURNING)
1278 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1280 if (IS_ACTIVE_BOMB(element))
1282 /* re-activate things under the bomb like gate or penguin */
1283 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1290 if (element == EL_EXPLODING)
1291 element = Store2[x][y];
1293 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1295 switch(StorePlayer[ex][ey])
1298 Store[x][y] = EL_EDELSTEIN_ROT;
1301 Store[x][y] = EL_EDELSTEIN;
1304 Store[x][y] = EL_EDELSTEIN_LILA;
1308 Store[x][y] = EL_EDELSTEIN_GELB;
1312 if (game.emulation == EMU_SUPAPLEX)
1313 Store[x][y] = EL_LEERRAUM;
1315 else if (center_element == EL_MOLE)
1316 Store[x][y] = EL_EDELSTEIN_ROT;
1317 else if (center_element == EL_PINGUIN)
1318 Store[x][y] = EL_EDELSTEIN_LILA;
1319 else if (center_element == EL_KAEFER)
1320 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1321 else if (center_element == EL_BUTTERFLY)
1322 Store[x][y] = EL_EDELSTEIN_BD;
1323 else if (center_element == EL_SP_ELECTRON)
1324 Store[x][y] = EL_SP_INFOTRON;
1325 else if (center_element == EL_MAMPFER)
1326 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1327 else if (center_element == EL_AMOEBA2DIAM)
1328 Store[x][y] = level.amoeba_content;
1329 else if (element == EL_ERZ_EDEL)
1330 Store[x][y] = EL_EDELSTEIN;
1331 else if (element == EL_ERZ_DIAM)
1332 Store[x][y] = EL_DIAMANT;
1333 else if (element == EL_ERZ_EDEL_BD)
1334 Store[x][y] = EL_EDELSTEIN_BD;
1335 else if (element == EL_ERZ_EDEL_GELB)
1336 Store[x][y] = EL_EDELSTEIN_GELB;
1337 else if (element == EL_ERZ_EDEL_ROT)
1338 Store[x][y] = EL_EDELSTEIN_ROT;
1339 else if (element == EL_ERZ_EDEL_LILA)
1340 Store[x][y] = EL_EDELSTEIN_LILA;
1341 else if (element == EL_WALL_PEARL)
1342 Store[x][y] = EL_PEARL;
1343 else if (element == EL_WALL_CRYSTAL)
1344 Store[x][y] = EL_CRYSTAL;
1345 else if (!IS_PFORTE(Store[x][y]))
1346 Store[x][y] = EL_LEERRAUM;
1348 if (x != ex || y != ey ||
1349 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1350 Store2[x][y] = element;
1352 if (AmoebaNr[x][y] &&
1353 (element == EL_AMOEBE_VOLL ||
1354 element == EL_AMOEBE_BD ||
1355 element == EL_AMOEBING))
1357 AmoebaCnt[AmoebaNr[x][y]]--;
1358 AmoebaCnt2[AmoebaNr[x][y]]--;
1361 Feld[x][y] = EL_EXPLODING;
1362 MovDir[x][y] = MovPos[x][y] = 0;
1368 if (center_element == EL_MAMPFER)
1369 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1380 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1382 if (phase == first_phase_after_start)
1384 int element = Store2[x][y];
1386 if (element == EL_BLACK_ORB)
1388 Feld[x][y] = Store2[x][y];
1393 else if (phase == half_phase)
1395 int element = Store2[x][y];
1397 if (IS_PLAYER(x, y))
1398 KillHeroUnlessProtected(x, y);
1399 else if (IS_EXPLOSIVE(element))
1401 Feld[x][y] = Store2[x][y];
1405 else if (element == EL_AMOEBA2DIAM)
1406 AmoebeUmwandeln(x, y);
1409 if (phase == last_phase)
1413 element = Feld[x][y] = Store[x][y];
1414 Store[x][y] = Store2[x][y] = 0;
1415 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1416 InitField(x, y, FALSE);
1417 if (CAN_MOVE(element) || COULD_MOVE(element))
1419 DrawLevelField(x, y);
1421 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1423 int graphic = GFX_EXPLOSION;
1425 if (game.emulation == EMU_SUPAPLEX)
1426 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1427 GFX_SP_EXPLODE_INFOTRON :
1428 GFX_SP_EXPLODE_EMPTY);
1431 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1433 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1437 void DynaExplode(int ex, int ey)
1440 int dynabomb_size = 1;
1441 boolean dynabomb_xl = FALSE;
1442 struct PlayerInfo *player;
1443 static int xy[4][2] =
1451 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1453 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1454 dynabomb_size = player->dynabomb_size;
1455 dynabomb_xl = player->dynabomb_xl;
1456 player->dynabombs_left++;
1459 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1463 for (j=1; j<=dynabomb_size; j++)
1465 int x = ex + j * xy[i % 4][0];
1466 int y = ey + j * xy[i % 4][1];
1469 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1472 element = Feld[x][y];
1474 /* do not restart explosions of fields with active bombs */
1475 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1478 Explode(x, y, EX_PHASE_START, EX_BORDER);
1480 if (element != EL_LEERRAUM &&
1481 element != EL_ERDREICH &&
1482 element != EL_EXPLODING &&
1489 void Bang(int x, int y)
1491 int element = Feld[x][y];
1493 if (game.emulation == EMU_SUPAPLEX)
1494 PlaySoundLevel(x, y, SND_SP_BOOOM);
1496 PlaySoundLevel(x, y, SND_ROAAAR);
1499 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1500 element = EL_LEERRAUM;
1514 RaiseScoreElement(element);
1515 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1517 case EL_DYNABOMB_ACTIVE_1:
1518 case EL_DYNABOMB_ACTIVE_2:
1519 case EL_DYNABOMB_ACTIVE_3:
1520 case EL_DYNABOMB_ACTIVE_4:
1521 case EL_DYNABOMB_NR:
1522 case EL_DYNABOMB_SZ:
1523 case EL_DYNABOMB_XL:
1529 if (IS_PLAYER(x, y))
1530 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1532 Explode(x, y, EX_PHASE_START, EX_CENTER);
1535 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1540 void Blurb(int x, int y)
1542 int element = Feld[x][y];
1544 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1546 PlaySoundLevel(x, y, SND_BLURB);
1547 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1548 (!IN_LEV_FIELD(x-1, y-1) ||
1549 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1551 Feld[x-1][y] = EL_BLURB_LEFT;
1553 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1554 (!IN_LEV_FIELD(x+1, y-1) ||
1555 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1557 Feld[x+1][y] = EL_BLURB_RIGHT;
1562 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1564 if (!MovDelay[x][y]) /* initialize animation counter */
1567 if (MovDelay[x][y]) /* continue animation */
1570 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1571 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1573 if (!MovDelay[x][y])
1575 Feld[x][y] = EL_LEERRAUM;
1576 DrawLevelField(x, y);
1582 static void ToggleBeltSwitch(int x, int y)
1584 static int belt_base_element[4] =
1586 EL_BELT1_SWITCH_LEFT,
1587 EL_BELT2_SWITCH_LEFT,
1588 EL_BELT3_SWITCH_LEFT,
1589 EL_BELT4_SWITCH_LEFT
1591 static int belt_move_dir[4] =
1599 int element = Feld[x][y];
1600 int belt_nr = getBeltNrFromSwitchElement(element);
1601 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1602 int belt_dir = belt_move_dir[belt_dir_nr];
1605 if (!IS_BELT_SWITCH(element))
1608 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1609 game.belt_dir[belt_nr] = belt_dir;
1611 if (belt_dir_nr == 3)
1614 for (yy=0; yy<lev_fieldy; yy++)
1616 for (xx=0; xx<lev_fieldx; xx++)
1618 int element = Feld[xx][yy];
1620 if (IS_BELT_SWITCH(element))
1622 int e_belt_nr = getBeltNrFromSwitchElement(element);
1624 if (e_belt_nr == belt_nr)
1626 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1627 DrawLevelField(xx, yy);
1630 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1632 int e_belt_nr = getBeltNrFromElement(element);
1634 if (e_belt_nr == belt_nr)
1635 DrawLevelField(xx, yy); /* set belt to parking position */
1641 static void ToggleSwitchgateSwitch(int x, int y)
1645 game.switchgate_pos = !game.switchgate_pos;
1647 for (yy=0; yy<lev_fieldy; yy++)
1649 for (xx=0; xx<lev_fieldx; xx++)
1651 int element = Feld[xx][yy];
1653 if (element == EL_SWITCHGATE_SWITCH_1 ||
1654 element == EL_SWITCHGATE_SWITCH_2)
1656 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1657 DrawLevelField(xx, yy);
1659 else if (element == EL_SWITCHGATE_OPEN ||
1660 element == EL_SWITCHGATE_OPENING)
1662 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1663 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1665 else if (element == EL_SWITCHGATE_CLOSED ||
1666 element == EL_SWITCHGATE_CLOSING)
1668 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1669 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1675 static void RedrawAllLightSwitchesAndInvisibleElements()
1679 for (y=0; y<lev_fieldy; y++)
1681 for (x=0; x<lev_fieldx; x++)
1683 int element = Feld[x][y];
1685 if (element == EL_LIGHT_SWITCH_OFF &&
1686 game.light_time_left > 0)
1688 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1689 DrawLevelField(x, y);
1691 else if (element == EL_LIGHT_SWITCH_ON &&
1692 game.light_time_left == 0)
1694 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1695 DrawLevelField(x, y);
1698 if (element == EL_INVISIBLE_STEEL ||
1699 element == EL_UNSICHTBAR ||
1700 element == EL_SAND_INVISIBLE)
1701 DrawLevelField(x, y);
1706 static void ToggleLightSwitch(int x, int y)
1708 int element = Feld[x][y];
1710 game.light_time_left =
1711 (element == EL_LIGHT_SWITCH_OFF ?
1712 level.time_light * FRAMES_PER_SECOND : 0);
1714 RedrawAllLightSwitchesAndInvisibleElements();
1717 static void ActivateTimegateSwitch(int x, int y)
1721 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1723 for (yy=0; yy<lev_fieldy; yy++)
1725 for (xx=0; xx<lev_fieldx; xx++)
1727 int element = Feld[xx][yy];
1729 if (element == EL_TIMEGATE_CLOSED ||
1730 element == EL_TIMEGATE_CLOSING)
1732 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1733 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1737 else if (element == EL_TIMEGATE_SWITCH_ON)
1739 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1740 DrawLevelField(xx, yy);
1747 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1750 void Impact(int x, int y)
1752 boolean lastline = (y == lev_fieldy-1);
1753 boolean object_hit = FALSE;
1754 int element = Feld[x][y];
1757 if (!lastline) /* check if element below was hit */
1759 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1762 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1763 MovDir[x][y+1]!=MV_DOWN ||
1764 MovPos[x][y+1]<=TILEY/2));
1766 smashed = MovingOrBlocked2Element(x, y+1);
1769 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1775 if ((element == EL_BOMBE ||
1776 element == EL_SP_DISK_ORANGE ||
1777 element == EL_DX_SUPABOMB) &&
1778 (lastline || object_hit)) /* element is bomb */
1783 else if (element == EL_PEARL)
1785 Feld[x][y] = EL_PEARL_BREAKING;
1786 PlaySoundLevel(x, y, SND_KNACK);
1790 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1792 if (object_hit && IS_PLAYER(x, y+1))
1793 KillHeroUnlessProtected(x, y+1);
1794 else if (object_hit && smashed == EL_PINGUIN)
1798 Feld[x][y] = EL_AMOEBING;
1799 Store[x][y] = EL_AMOEBE_NASS;
1804 if (!lastline && object_hit) /* check which object was hit */
1806 if (CAN_CHANGE(element) &&
1807 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1810 int activated_magic_wall =
1811 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1812 EL_MAGIC_WALL_BD_EMPTY);
1814 /* activate magic wall / mill */
1816 for (y=0; y<lev_fieldy; y++)
1817 for (x=0; x<lev_fieldx; x++)
1818 if (Feld[x][y] == smashed)
1819 Feld[x][y] = activated_magic_wall;
1821 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1822 game.magic_wall_active = TRUE;
1825 if (IS_PLAYER(x, y+1))
1827 KillHeroUnlessProtected(x, y+1);
1830 else if (smashed == EL_PINGUIN)
1835 else if (element == EL_EDELSTEIN_BD)
1837 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1843 else if (element == EL_FELSBROCKEN ||
1844 element == EL_SP_ZONK ||
1845 element == EL_BD_ROCK)
1847 if (IS_ENEMY(smashed) ||
1848 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1849 smashed == EL_DX_SUPABOMB ||
1850 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1851 smashed == EL_DRACHE || smashed == EL_MOLE)
1856 else if (!IS_MOVING(x, y+1))
1858 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1863 else if (smashed == EL_KOKOSNUSS)
1865 Feld[x][y+1] = EL_CRACKINGNUT;
1866 PlaySoundLevel(x, y, SND_KNACK);
1867 RaiseScoreElement(EL_KOKOSNUSS);
1870 else if (smashed == EL_PEARL)
1872 Feld[x][y+1] = EL_PEARL_BREAKING;
1873 PlaySoundLevel(x, y, SND_KNACK);
1876 else if (smashed == EL_DIAMANT)
1878 Feld[x][y+1] = EL_LEERRAUM;
1879 PlaySoundLevel(x, y, SND_QUIRK);
1882 else if (IS_BELT_SWITCH(smashed))
1884 ToggleBeltSwitch(x, y+1);
1886 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1887 smashed == EL_SWITCHGATE_SWITCH_2)
1889 ToggleSwitchgateSwitch(x, y+1);
1891 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1892 smashed == EL_LIGHT_SWITCH_ON)
1894 ToggleLightSwitch(x, y+1);
1900 /* play sound of magic wall / mill */
1902 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1903 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1905 PlaySoundLevel(x, y, SND_QUIRK);
1909 /* play sound of object that hits the ground */
1910 if (lastline || object_hit)
1917 case EL_EDELSTEIN_BD:
1918 case EL_EDELSTEIN_GELB:
1919 case EL_EDELSTEIN_ROT:
1920 case EL_EDELSTEIN_LILA:
1922 case EL_SP_INFOTRON:
1928 case EL_FELSBROCKEN:
1933 sound = SND_SP_ZONKDOWN;
1936 case EL_SCHLUESSEL1:
1937 case EL_SCHLUESSEL2:
1938 case EL_SCHLUESSEL3:
1939 case EL_SCHLUESSEL4:
1956 PlaySoundLevel(x, y, sound);
1960 void TurnRound(int x, int y)
1972 { 0, 0 }, { 0, 0 }, { 0, 0 },
1977 int left, right, back;
1981 { MV_DOWN, MV_UP, MV_RIGHT },
1982 { MV_UP, MV_DOWN, MV_LEFT },
1984 { MV_LEFT, MV_RIGHT, MV_DOWN },
1985 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1986 { MV_RIGHT, MV_LEFT, MV_UP }
1989 int element = Feld[x][y];
1990 int old_move_dir = MovDir[x][y];
1991 int left_dir = turn[old_move_dir].left;
1992 int right_dir = turn[old_move_dir].right;
1993 int back_dir = turn[old_move_dir].back;
1995 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1996 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1997 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1998 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2000 int left_x = x+left_dx, left_y = y+left_dy;
2001 int right_x = x+right_dx, right_y = y+right_dy;
2002 int move_x = x+move_dx, move_y = y+move_dy;
2004 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2006 TestIfBadThingHitsOtherBadThing(x, y);
2008 if (IN_LEV_FIELD(right_x, right_y) &&
2009 IS_FREE(right_x, right_y))
2010 MovDir[x][y] = right_dir;
2011 else if (!IN_LEV_FIELD(move_x, move_y) ||
2012 !IS_FREE(move_x, move_y))
2013 MovDir[x][y] = left_dir;
2015 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2017 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2020 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2021 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2023 TestIfBadThingHitsOtherBadThing(x, y);
2025 if (IN_LEV_FIELD(left_x, left_y) &&
2026 IS_FREE(left_x, left_y))
2027 MovDir[x][y] = left_dir;
2028 else if (!IN_LEV_FIELD(move_x, move_y) ||
2029 !IS_FREE(move_x, move_y))
2030 MovDir[x][y] = right_dir;
2032 if ((element == EL_FLIEGER ||
2033 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2034 && MovDir[x][y] != old_move_dir)
2036 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2039 else if (element == EL_MAMPFER)
2041 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2043 if (IN_LEV_FIELD(left_x, left_y) &&
2044 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2045 Feld[left_x][left_y] == EL_DIAMANT))
2046 can_turn_left = TRUE;
2047 if (IN_LEV_FIELD(right_x, right_y) &&
2048 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2049 Feld[right_x][right_y] == EL_DIAMANT))
2050 can_turn_right = TRUE;
2052 if (can_turn_left && can_turn_right)
2053 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2054 else if (can_turn_left)
2055 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2056 else if (can_turn_right)
2057 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2059 MovDir[x][y] = back_dir;
2061 MovDelay[x][y] = 16+16*RND(3);
2063 else if (element == EL_MAMPFER2)
2065 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2067 if (IN_LEV_FIELD(left_x, left_y) &&
2068 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2069 IS_MAMPF2(Feld[left_x][left_y])))
2070 can_turn_left = TRUE;
2071 if (IN_LEV_FIELD(right_x, right_y) &&
2072 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2073 IS_MAMPF2(Feld[right_x][right_y])))
2074 can_turn_right = TRUE;
2076 if (can_turn_left && can_turn_right)
2077 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2078 else if (can_turn_left)
2079 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2080 else if (can_turn_right)
2081 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2083 MovDir[x][y] = back_dir;
2085 MovDelay[x][y] = 16+16*RND(3);
2087 else if (element == EL_PACMAN)
2089 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2091 if (IN_LEV_FIELD(left_x, left_y) &&
2092 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2093 IS_AMOEBOID(Feld[left_x][left_y])))
2094 can_turn_left = TRUE;
2095 if (IN_LEV_FIELD(right_x, right_y) &&
2096 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2097 IS_AMOEBOID(Feld[right_x][right_y])))
2098 can_turn_right = TRUE;
2100 if (can_turn_left && can_turn_right)
2101 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2102 else if (can_turn_left)
2103 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2104 else if (can_turn_right)
2105 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2107 MovDir[x][y] = back_dir;
2109 MovDelay[x][y] = 6+RND(40);
2111 else if (element == EL_SCHWEIN)
2113 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2114 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2115 boolean should_move_on = FALSE;
2117 int rnd = RND(rnd_value);
2119 if (IN_LEV_FIELD(left_x, left_y) &&
2120 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2121 can_turn_left = TRUE;
2122 if (IN_LEV_FIELD(right_x, right_y) &&
2123 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2124 can_turn_right = TRUE;
2125 if (IN_LEV_FIELD(move_x, move_y) &&
2126 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2129 if (can_turn_left &&
2131 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2132 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2133 should_turn_left = TRUE;
2134 if (can_turn_right &&
2136 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2137 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2138 should_turn_right = TRUE;
2140 (!can_turn_left || !can_turn_right ||
2141 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2142 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2143 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2144 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2145 should_move_on = TRUE;
2147 if (should_turn_left || should_turn_right || should_move_on)
2149 if (should_turn_left && should_turn_right && should_move_on)
2150 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2151 rnd < 2*rnd_value/3 ? right_dir :
2153 else if (should_turn_left && should_turn_right)
2154 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2155 else if (should_turn_left && should_move_on)
2156 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2157 else if (should_turn_right && should_move_on)
2158 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2159 else if (should_turn_left)
2160 MovDir[x][y] = left_dir;
2161 else if (should_turn_right)
2162 MovDir[x][y] = right_dir;
2163 else if (should_move_on)
2164 MovDir[x][y] = old_move_dir;
2166 else if (can_move_on && rnd > rnd_value/8)
2167 MovDir[x][y] = old_move_dir;
2168 else if (can_turn_left && can_turn_right)
2169 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2170 else if (can_turn_left && rnd > rnd_value/8)
2171 MovDir[x][y] = left_dir;
2172 else if (can_turn_right && rnd > rnd_value/8)
2173 MovDir[x][y] = right_dir;
2175 MovDir[x][y] = back_dir;
2177 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2178 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2179 MovDir[x][y] = old_move_dir;
2183 else if (element == EL_DRACHE)
2185 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2187 int rnd = RND(rnd_value);
2189 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2190 can_turn_left = TRUE;
2191 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2192 can_turn_right = TRUE;
2193 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2196 if (can_move_on && rnd > rnd_value/8)
2197 MovDir[x][y] = old_move_dir;
2198 else if (can_turn_left && can_turn_right)
2199 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2200 else if (can_turn_left && rnd > rnd_value/8)
2201 MovDir[x][y] = left_dir;
2202 else if (can_turn_right && rnd > rnd_value/8)
2203 MovDir[x][y] = right_dir;
2205 MovDir[x][y] = back_dir;
2207 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2208 MovDir[x][y] = old_move_dir;
2212 else if (element == EL_MOLE)
2214 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2216 if (IN_LEV_FIELD(move_x, move_y) &&
2217 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2218 Feld[move_x][move_y] == EL_DEAMOEBING))
2223 if (IN_LEV_FIELD(left_x, left_y) &&
2224 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2225 can_turn_left = TRUE;
2226 if (IN_LEV_FIELD(right_x, right_y) &&
2227 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2228 can_turn_right = TRUE;
2230 if (can_turn_left && can_turn_right)
2231 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2232 else if (can_turn_left)
2233 MovDir[x][y] = left_dir;
2235 MovDir[x][y] = right_dir;
2238 if (MovDir[x][y] != old_move_dir)
2241 else if (element == EL_BALLOON)
2243 MovDir[x][y] = game.balloon_dir;
2246 else if (element == EL_SPRING_MOVING)
2248 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2249 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2251 Feld[x][y] = EL_SPRING;
2252 MovDir[x][y] = MV_NO_MOVING;
2256 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2258 int attr_x = -1, attr_y = -1;
2269 for (i=0; i<MAX_PLAYERS; i++)
2271 struct PlayerInfo *player = &stored_player[i];
2272 int jx = player->jx, jy = player->jy;
2274 if (!player->active)
2277 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2285 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2291 if (element == EL_PINGUIN)
2294 static int xy[4][2] =
2304 int ex = x + xy[i%4][0];
2305 int ey = y + xy[i%4][1];
2307 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2316 MovDir[x][y] = MV_NO_MOVING;
2318 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2320 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2322 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2324 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2326 if (element == EL_ROBOT)
2330 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2331 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2332 Moving2Blocked(x, y, &newx, &newy);
2334 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2335 MovDelay[x][y] = 8+8*!RND(3);
2337 MovDelay[x][y] = 16;
2345 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2347 boolean first_horiz = RND(2);
2348 int new_move_dir = MovDir[x][y];
2351 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2352 Moving2Blocked(x, y, &newx, &newy);
2354 if (IN_LEV_FIELD(newx, newy) &&
2355 (IS_FREE(newx, newy) ||
2356 Feld[newx][newy] == EL_SALZSAEURE ||
2357 (element == EL_PINGUIN &&
2358 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2359 IS_MAMPF3(Feld[newx][newy])))))
2363 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2364 Moving2Blocked(x, y, &newx, &newy);
2366 if (IN_LEV_FIELD(newx, newy) &&
2367 (IS_FREE(newx, newy) ||
2368 Feld[newx][newy] == EL_SALZSAEURE ||
2369 (element == EL_PINGUIN &&
2370 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2371 IS_MAMPF3(Feld[newx][newy])))))
2374 MovDir[x][y] = old_move_dir;
2381 static boolean JustBeingPushed(int x, int y)
2385 for (i=0; i<MAX_PLAYERS; i++)
2387 struct PlayerInfo *player = &stored_player[i];
2389 if (player->active && player->Pushing && player->MovPos)
2391 int next_jx = player->jx + (player->jx - player->last_jx);
2392 int next_jy = player->jy + (player->jy - player->last_jy);
2394 if (x == next_jx && y == next_jy)
2402 void StartMoving(int x, int y)
2404 int element = Feld[x][y];
2409 if (CAN_FALL(element) && y<lev_fieldy-1)
2411 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2412 if (JustBeingPushed(x, y))
2415 if (element == EL_MORAST_VOLL)
2417 if (IS_FREE(x, y+1))
2419 InitMovingField(x, y, MV_DOWN);
2420 Feld[x][y] = EL_FELSBROCKEN;
2421 Store[x][y] = EL_MORAST_LEER;
2423 else if (Feld[x][y+1] == EL_MORAST_LEER)
2425 if (!MovDelay[x][y])
2426 MovDelay[x][y] = TILEY + 1;
2435 Feld[x][y] = EL_MORAST_LEER;
2436 Feld[x][y+1] = EL_MORAST_VOLL;
2439 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2440 Feld[x][y+1] == EL_MORAST_LEER)
2442 InitMovingField(x, y, MV_DOWN);
2443 Store[x][y] = EL_MORAST_VOLL;
2445 else if (element == EL_MAGIC_WALL_FULL)
2447 if (IS_FREE(x, y+1))
2449 InitMovingField(x, y, MV_DOWN);
2450 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2451 Store[x][y] = EL_MAGIC_WALL_EMPTY;
2453 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2455 if (!MovDelay[x][y])
2456 MovDelay[x][y] = TILEY/4 + 1;
2465 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2466 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2467 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2471 else if (element == EL_MAGIC_WALL_BD_FULL)
2473 if (IS_FREE(x, y+1))
2475 InitMovingField(x, y, MV_DOWN);
2476 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2477 Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2479 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2481 if (!MovDelay[x][y])
2482 MovDelay[x][y] = TILEY/4 + 1;
2491 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2492 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2493 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2497 else if (CAN_CHANGE(element) &&
2498 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2499 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2501 InitMovingField(x, y, MV_DOWN);
2503 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
2504 EL_MAGIC_WALL_BD_FULL);
2505 Store2[x][y+1] = element;
2507 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2510 InitMovingField(x, y, MV_DOWN);
2511 Store[x][y] = EL_SALZSAEURE;
2513 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2518 else if (IS_FREE(x, y+1))
2520 InitMovingField(x, y, MV_DOWN);
2522 else if (element == EL_TROPFEN)
2524 Feld[x][y] = EL_AMOEBING;
2525 Store[x][y] = EL_AMOEBE_NASS;
2527 #if OLD_GAME_BEHAVIOUR
2528 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2530 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2531 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2532 element != EL_DX_SUPABOMB)
2535 boolean left = (x>0 && IS_FREE(x-1, y) &&
2536 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2537 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2538 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2542 if (left && right &&
2543 (game.emulation != EMU_BOULDERDASH &&
2544 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2545 left = !(right = RND(2));
2547 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2550 else if (IS_BELT(Feld[x][y+1]))
2552 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2553 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2554 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2555 int belt_dir = game.belt_dir[belt_nr];
2557 if ((belt_dir == MV_LEFT && left_is_free) ||
2558 (belt_dir == MV_RIGHT && right_is_free))
2559 InitMovingField(x, y, belt_dir);
2562 else if (CAN_MOVE(element))
2566 if ((element == EL_SONDE || element == EL_BALLOON ||
2567 element == EL_SPRING_MOVING)
2568 && JustBeingPushed(x, y))
2571 if (!MovDelay[x][y]) /* start new movement phase */
2573 /* all objects that can change their move direction after each step */
2574 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2576 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2579 if (MovDelay[x][y] && (element == EL_KAEFER ||
2580 element == EL_FLIEGER ||
2581 element == EL_SP_SNIKSNAK ||
2582 element == EL_SP_ELECTRON ||
2583 element == EL_MOLE))
2584 DrawLevelField(x, y);
2588 if (MovDelay[x][y]) /* wait some time before next movement */
2592 if (element == EL_ROBOT ||
2593 element == EL_MAMPFER || element == EL_MAMPFER2)
2595 int phase = MovDelay[x][y] % 8;
2600 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2601 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2603 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2604 && MovDelay[x][y]%4 == 3)
2605 PlaySoundLevel(x, y, SND_NJAM);
2607 else if (element == EL_SP_ELECTRON)
2608 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2609 else if (element == EL_DRACHE)
2612 int dir = MovDir[x][y];
2613 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2614 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2615 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2616 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2617 dir == MV_UP ? GFX_FLAMMEN_UP :
2618 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2619 int phase = FrameCounter % 2;
2621 for (i=1; i<=3; i++)
2623 int xx = x + i*dx, yy = y + i*dy;
2624 int sx = SCREENX(xx), sy = SCREENY(yy);
2626 if (!IN_LEV_FIELD(xx, yy) ||
2627 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2632 int flamed = MovingOrBlocked2Element(xx, yy);
2634 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2637 RemoveMovingField(xx, yy);
2639 Feld[xx][yy] = EL_BURNING;
2640 if (IN_SCR_FIELD(sx, sy))
2641 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2645 if (Feld[xx][yy] == EL_BURNING)
2646 Feld[xx][yy] = EL_LEERRAUM;
2647 DrawLevelField(xx, yy);
2656 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2658 PlaySoundLevel(x, y, SND_KLAPPER);
2660 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2662 PlaySoundLevel(x, y, SND_ROEHR);
2665 /* now make next step */
2667 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2669 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2670 !PLAYER_PROTECTED(newx, newy))
2674 TestIfBadThingHitsHero(x, y);
2677 /* enemy got the player */
2679 KillHero(PLAYERINFO(newx, newy));
2684 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2685 element == EL_SONDE || element == EL_BALLOON) &&
2686 IN_LEV_FIELD(newx, newy) &&
2687 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2690 Store[x][y] = EL_SALZSAEURE;
2692 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2694 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2696 Feld[x][y] = EL_LEERRAUM;
2697 DrawLevelField(x, y);
2699 PlaySoundLevel(newx, newy, SND_BUING);
2700 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2701 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2703 local_player->friends_still_needed--;
2704 if (!local_player->friends_still_needed &&
2705 !local_player->GameOver && AllPlayersGone)
2706 local_player->LevelSolved = local_player->GameOver = TRUE;
2710 else if (IS_MAMPF3(Feld[newx][newy]))
2712 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2713 DrawLevelField(newx, newy);
2715 MovDir[x][y] = MV_NO_MOVING;
2717 else if (!IS_FREE(newx, newy))
2719 if (IS_PLAYER(x, y))
2720 DrawPlayerField(x, y);
2722 DrawLevelField(x, y);
2726 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2728 if (IS_GEM(Feld[newx][newy]))
2730 if (IS_MOVING(newx, newy))
2731 RemoveMovingField(newx, newy);
2734 Feld[newx][newy] = EL_LEERRAUM;
2735 DrawLevelField(newx, newy);
2738 else if (!IS_FREE(newx, newy))
2740 if (IS_PLAYER(x, y))
2741 DrawPlayerField(x, y);
2743 DrawLevelField(x, y);
2747 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2749 if (!IS_FREE(newx, newy))
2751 if (IS_PLAYER(x, y))
2752 DrawPlayerField(x, y);
2754 DrawLevelField(x, y);
2759 boolean wanna_flame = !RND(10);
2760 int dx = newx - x, dy = newy - y;
2761 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2762 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2763 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2764 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2765 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2766 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2768 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2769 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2770 element1 != EL_BURNING && element2 != EL_BURNING)
2772 if (IS_PLAYER(x, y))
2773 DrawPlayerField(x, y);
2775 DrawLevelField(x, y);
2777 MovDelay[x][y] = 50;
2778 Feld[newx][newy] = EL_BURNING;
2779 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2780 Feld[newx1][newy1] = EL_BURNING;
2781 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2782 Feld[newx2][newy2] = EL_BURNING;
2787 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2788 Feld[newx][newy] == EL_DIAMANT)
2790 if (IS_MOVING(newx, newy))
2791 RemoveMovingField(newx, newy);
2794 Feld[newx][newy] = EL_LEERRAUM;
2795 DrawLevelField(newx, newy);
2798 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2799 IS_MAMPF2(Feld[newx][newy]))
2801 if (AmoebaNr[newx][newy])
2803 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2804 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2805 Feld[newx][newy] == EL_AMOEBE_BD)
2806 AmoebaCnt[AmoebaNr[newx][newy]]--;
2809 if (IS_MOVING(newx, newy))
2810 RemoveMovingField(newx, newy);
2813 Feld[newx][newy] = EL_LEERRAUM;
2814 DrawLevelField(newx, newy);
2817 else if ((element == EL_PACMAN || element == EL_MOLE)
2818 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2820 if (AmoebaNr[newx][newy])
2822 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2823 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2824 Feld[newx][newy] == EL_AMOEBE_BD)
2825 AmoebaCnt[AmoebaNr[newx][newy]]--;
2828 if (element == EL_MOLE)
2830 Feld[newx][newy] = EL_DEAMOEBING;
2831 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2832 return; /* wait for shrinking amoeba */
2834 else /* element == EL_PACMAN */
2836 Feld[newx][newy] = EL_LEERRAUM;
2837 DrawLevelField(newx, newy);
2840 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2841 (Feld[newx][newy] == EL_DEAMOEBING ||
2842 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2844 /* wait for shrinking amoeba to completely disappear */
2847 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2849 /* object was running against a wall */
2853 if (element == EL_KAEFER || element == EL_FLIEGER ||
2854 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2855 DrawLevelField(x, y);
2856 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2857 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2858 else if (element == EL_SONDE)
2859 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2860 else if (element == EL_SP_ELECTRON)
2861 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2863 if (DONT_TOUCH(element))
2864 TestIfBadThingHitsHero(x, y);
2869 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2870 PlaySoundLevel(x, y, SND_SCHLURF);
2872 InitMovingField(x, y, MovDir[x][y]);
2876 ContinueMoving(x, y);
2879 void ContinueMoving(int x, int y)
2881 int element = Feld[x][y];
2882 int direction = MovDir[x][y];
2883 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2884 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2885 int horiz_move = (dx!=0);
2886 int newx = x + dx, newy = y + dy;
2887 int step = (horiz_move ? dx : dy) * TILEX / 8;
2889 if (element == EL_TROPFEN)
2891 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2893 else if (CAN_FALL(element) && horiz_move &&
2894 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2896 else if (element == EL_SPRING_MOVING)
2899 #if OLD_GAME_BEHAVIOUR
2900 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2904 MovPos[x][y] += step;
2906 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2908 Feld[x][y] = EL_LEERRAUM;
2909 Feld[newx][newy] = element;
2911 if (element == EL_MOLE)
2914 static int xy[4][2] =
2922 Feld[x][y] = EL_ERDREICH;
2923 DrawLevelField(x, y);
2932 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2933 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2937 if (Store[x][y] == EL_MORAST_VOLL)
2940 Feld[newx][newy] = EL_MORAST_VOLL;
2941 element = EL_MORAST_VOLL;
2943 else if (Store[x][y] == EL_MORAST_LEER)
2946 Feld[x][y] = EL_MORAST_LEER;
2948 else if (Store[x][y] == EL_MAGIC_WALL_FULL)
2951 element = Feld[newx][newy] =
2952 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
2954 else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
2956 Store[x][y] = Store2[x][y] = 0;
2957 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
2958 EL_MAGIC_WALL_DEAD);
2960 else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
2963 element = Feld[newx][newy] =
2964 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
2965 EL_MAGIC_WALL_BD_DEAD);
2967 else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
2969 Store[x][y] = Store2[x][y] = 0;
2970 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
2971 EL_MAGIC_WALL_BD_DEAD);
2973 else if (Store[x][y] == EL_SALZSAEURE)
2976 Feld[newx][newy] = EL_SALZSAEURE;
2977 element = EL_SALZSAEURE;
2979 else if (Store[x][y] == EL_AMOEBE_NASS)
2982 Feld[x][y] = EL_AMOEBE_NASS;
2985 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2986 MovDelay[newx][newy] = 0;
2988 if (!CAN_MOVE(element))
2989 MovDir[newx][newy] = 0;
2991 DrawLevelField(x, y);
2992 DrawLevelField(newx, newy);
2994 Stop[newx][newy] = TRUE;
2995 JustStopped[newx][newy] = 3;
2997 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2999 TestIfBadThingHitsHero(newx, newy);
3000 TestIfBadThingHitsFriend(newx, newy);
3001 TestIfBadThingHitsOtherBadThing(newx, newy);
3003 else if (element == EL_PINGUIN)
3004 TestIfFriendHitsBadThing(newx, newy);
3006 if (CAN_SMASH(element) && direction == MV_DOWN &&
3007 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3010 else /* still moving on */
3011 DrawLevelField(x, y);
3014 int AmoebeNachbarNr(int ax, int ay)
3017 int element = Feld[ax][ay];
3019 static int xy[4][2] =
3029 int x = ax + xy[i][0];
3030 int y = ay + xy[i][1];
3032 if (!IN_LEV_FIELD(x, y))
3035 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3036 group_nr = AmoebaNr[x][y];
3042 void AmoebenVereinigen(int ax, int ay)
3044 int i, x, y, xx, yy;
3045 int new_group_nr = AmoebaNr[ax][ay];
3046 static int xy[4][2] =
3054 if (new_group_nr == 0)
3062 if (!IN_LEV_FIELD(x, y))
3065 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3066 Feld[x][y] == EL_AMOEBE_BD ||
3067 Feld[x][y] == EL_AMOEBE_TOT) &&
3068 AmoebaNr[x][y] != new_group_nr)
3070 int old_group_nr = AmoebaNr[x][y];
3072 if (old_group_nr == 0)
3075 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3076 AmoebaCnt[old_group_nr] = 0;
3077 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3078 AmoebaCnt2[old_group_nr] = 0;
3080 for (yy=0; yy<lev_fieldy; yy++)
3082 for (xx=0; xx<lev_fieldx; xx++)
3084 if (AmoebaNr[xx][yy] == old_group_nr)
3085 AmoebaNr[xx][yy] = new_group_nr;
3092 void AmoebeUmwandeln(int ax, int ay)
3096 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3098 int group_nr = AmoebaNr[ax][ay];
3103 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3104 printf("AmoebeUmwandeln(): This should never happen!\n");
3109 for (y=0; y<lev_fieldy; y++)
3111 for (x=0; x<lev_fieldx; x++)
3113 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3116 Feld[x][y] = EL_AMOEBA2DIAM;
3124 static int xy[4][2] =
3137 if (!IN_LEV_FIELD(x, y))
3140 if (Feld[x][y] == EL_AMOEBA2DIAM)
3146 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3149 int group_nr = AmoebaNr[ax][ay];
3150 boolean done = FALSE;
3155 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3156 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3161 for (y=0; y<lev_fieldy; y++)
3163 for (x=0; x<lev_fieldx; x++)
3165 if (AmoebaNr[x][y] == group_nr &&
3166 (Feld[x][y] == EL_AMOEBE_TOT ||
3167 Feld[x][y] == EL_AMOEBE_BD ||
3168 Feld[x][y] == EL_AMOEBING))
3171 Feld[x][y] = new_element;
3172 InitField(x, y, FALSE);
3173 DrawLevelField(x, y);
3180 PlaySoundLevel(ax, ay,
3181 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3184 void AmoebeWaechst(int x, int y)
3186 static unsigned long sound_delay = 0;
3187 static unsigned long sound_delay_value = 0;
3189 if (!MovDelay[x][y]) /* start new growing cycle */
3193 if (DelayReached(&sound_delay, sound_delay_value))
3195 PlaySoundLevel(x, y, SND_AMOEBE);
3196 sound_delay_value = 30;
3200 if (MovDelay[x][y]) /* wait some time before growing bigger */
3203 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3204 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3206 if (!MovDelay[x][y])
3208 Feld[x][y] = Store[x][y];
3210 DrawLevelField(x, y);
3215 void AmoebeSchrumpft(int x, int y)
3217 static unsigned long sound_delay = 0;
3218 static unsigned long sound_delay_value = 0;
3220 if (!MovDelay[x][y]) /* start new shrinking cycle */
3224 if (DelayReached(&sound_delay, sound_delay_value))
3226 PlaySoundLevel(x, y, SND_BLURB);
3227 sound_delay_value = 30;
3231 if (MovDelay[x][y]) /* wait some time before shrinking */
3234 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3235 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3237 if (!MovDelay[x][y])
3239 Feld[x][y] = EL_LEERRAUM;
3240 DrawLevelField(x, y);
3242 /* don't let mole enter this field in this cycle;
3243 (give priority to objects falling to this field from above) */
3249 void AmoebeAbleger(int ax, int ay)
3252 int element = Feld[ax][ay];
3253 int newax = ax, neway = ay;
3254 static int xy[4][2] =
3262 if (!level.amoeba_speed)
3264 Feld[ax][ay] = EL_AMOEBE_TOT;
3265 DrawLevelField(ax, ay);
3269 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3270 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3272 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3275 if (MovDelay[ax][ay])
3279 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3282 int x = ax + xy[start][0];
3283 int y = ay + xy[start][1];
3285 if (!IN_LEV_FIELD(x, y))
3288 if (IS_FREE(x, y) ||
3289 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3295 if (newax == ax && neway == ay)
3298 else /* normal or "filled" (BD style) amoeba */
3301 boolean waiting_for_player = FALSE;
3305 int j = (start + i) % 4;
3306 int x = ax + xy[j][0];
3307 int y = ay + xy[j][1];
3309 if (!IN_LEV_FIELD(x, y))
3312 if (IS_FREE(x, y) ||
3313 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3319 else if (IS_PLAYER(x, y))
3320 waiting_for_player = TRUE;
3323 if (newax == ax && neway == ay) /* amoeba cannot grow */
3325 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3327 Feld[ax][ay] = EL_AMOEBE_TOT;
3328 DrawLevelField(ax, ay);
3329 AmoebaCnt[AmoebaNr[ax][ay]]--;
3331 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3333 if (element == EL_AMOEBE_VOLL)
3334 AmoebeUmwandeln(ax, ay);
3335 else if (element == EL_AMOEBE_BD)
3336 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3341 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3343 /* amoeba gets larger by growing in some direction */
3345 int new_group_nr = AmoebaNr[ax][ay];
3348 if (new_group_nr == 0)
3350 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3351 printf("AmoebeAbleger(): This should never happen!\n");
3356 AmoebaNr[newax][neway] = new_group_nr;
3357 AmoebaCnt[new_group_nr]++;
3358 AmoebaCnt2[new_group_nr]++;
3360 /* if amoeba touches other amoeba(s) after growing, unify them */
3361 AmoebenVereinigen(newax, neway);
3363 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3365 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3371 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3372 (neway == lev_fieldy - 1 && newax != ax))
3374 Feld[newax][neway] = EL_AMOEBING;
3375 Store[newax][neway] = element;
3377 else if (neway == ay)
3378 Feld[newax][neway] = EL_TROPFEN;
3381 InitMovingField(ax, ay, MV_DOWN);
3382 Feld[ax][ay] = EL_TROPFEN;
3383 Store[ax][ay] = EL_AMOEBE_NASS;
3384 ContinueMoving(ax, ay);
3388 DrawLevelField(newax, neway);
3391 void Life(int ax, int ay)
3394 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3396 int element = Feld[ax][ay];
3401 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3402 MovDelay[ax][ay] = life_time;
3404 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3407 if (MovDelay[ax][ay])
3411 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3413 int xx = ax+x1, yy = ay+y1;
3416 if (!IN_LEV_FIELD(xx, yy))
3419 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3421 int x = xx+x2, y = yy+y2;
3423 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3426 if (((Feld[x][y] == element ||
3427 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3429 (IS_FREE(x, y) && Stop[x][y]))
3433 if (xx == ax && yy == ay) /* field in the middle */
3435 if (nachbarn<life[0] || nachbarn>life[1])
3437 Feld[xx][yy] = EL_LEERRAUM;
3439 DrawLevelField(xx, yy);
3440 Stop[xx][yy] = TRUE;
3443 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3444 { /* free border field */
3445 if (nachbarn>=life[2] && nachbarn<=life[3])
3447 Feld[xx][yy] = element;
3448 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3450 DrawLevelField(xx, yy);
3451 Stop[xx][yy] = TRUE;
3457 void Ablenk(int x, int y)
3459 if (!MovDelay[x][y]) /* next animation frame */
3460 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3462 if (MovDelay[x][y]) /* wait some time before next frame */
3467 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3468 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3469 if (!(MovDelay[x][y]%4))
3470 PlaySoundLevel(x, y, SND_MIEP);
3475 Feld[x][y] = EL_ABLENK_AUS;
3476 DrawLevelField(x, y);
3477 if (ZX == x && ZY == y)
3481 void TimegateWheel(int x, int y)
3483 if (!MovDelay[x][y]) /* next animation frame */
3484 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3486 if (MovDelay[x][y]) /* wait some time before next frame */
3491 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3492 DrawGraphic(SCREENX(x), SCREENY(y),
3493 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3494 if (!(MovDelay[x][y]%4))
3495 PlaySoundLevel(x, y, SND_MIEP);
3500 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3501 DrawLevelField(x, y);
3502 if (ZX == x && ZY == y)
3506 void Birne(int x, int y)
3508 if (!MovDelay[x][y]) /* next animation frame */
3509 MovDelay[x][y] = 800;
3511 if (MovDelay[x][y]) /* wait some time before next frame */
3516 if (!(MovDelay[x][y]%5))
3518 if (!(MovDelay[x][y]%10))
3519 Feld[x][y]=EL_ABLENK_EIN;
3521 Feld[x][y]=EL_ABLENK_AUS;
3522 DrawLevelField(x, y);
3523 Feld[x][y]=EL_ABLENK_EIN;
3529 Feld[x][y]=EL_ABLENK_AUS;
3530 DrawLevelField(x, y);
3531 if (ZX == x && ZY == y)
3535 void Blubber(int x, int y)
3537 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3538 DrawLevelField(x, y-1);
3540 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3543 void NussKnacken(int x, int y)
3545 if (!MovDelay[x][y]) /* next animation frame */
3548 if (MovDelay[x][y]) /* wait some time before next frame */
3551 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3552 DrawGraphic(SCREENX(x), SCREENY(y),
3553 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3555 if (!MovDelay[x][y])
3557 Feld[x][y] = EL_EDELSTEIN;
3558 DrawLevelField(x, y);
3563 void BreakingPearl(int x, int y)
3565 if (!MovDelay[x][y]) /* next animation frame */
3568 if (MovDelay[x][y]) /* wait some time before next frame */
3571 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3572 DrawGraphic(SCREENX(x), SCREENY(y),
3573 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3575 if (!MovDelay[x][y])
3577 Feld[x][y] = EL_LEERRAUM;
3578 DrawLevelField(x, y);
3583 void SiebAktivieren(int x, int y, int typ)
3585 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3587 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3590 void AusgangstuerPruefen(int x, int y)
3592 if (!local_player->gems_still_needed &&
3593 !local_player->sokobanfields_still_needed &&
3594 !local_player->lights_still_needed)
3596 Feld[x][y] = EL_AUSGANG_ACT;
3598 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3599 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3600 y < LEVELY(BY1) ? LEVELY(BY1) :
3601 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3606 void AusgangstuerOeffnen(int x, int y)
3610 if (!MovDelay[x][y]) /* next animation frame */
3611 MovDelay[x][y] = 5*delay;
3613 if (MovDelay[x][y]) /* wait some time before next frame */
3618 tuer = MovDelay[x][y]/delay;
3619 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3620 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3622 if (!MovDelay[x][y])
3624 Feld[x][y] = EL_AUSGANG_AUF;
3625 DrawLevelField(x, y);
3630 void AusgangstuerBlinken(int x, int y)
3632 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3635 void OpenSwitchgate(int x, int y)
3639 if (!MovDelay[x][y]) /* next animation frame */
3640 MovDelay[x][y] = 5 * delay;
3642 if (MovDelay[x][y]) /* wait some time before next frame */
3647 phase = MovDelay[x][y] / delay;
3648 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3649 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3651 if (!MovDelay[x][y])
3653 Feld[x][y] = EL_SWITCHGATE_OPEN;
3654 DrawLevelField(x, y);
3659 void CloseSwitchgate(int x, int y)
3663 if (!MovDelay[x][y]) /* next animation frame */
3664 MovDelay[x][y] = 5 * delay;
3666 if (MovDelay[x][y]) /* wait some time before next frame */
3671 phase = MovDelay[x][y] / delay;
3672 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3673 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3675 if (!MovDelay[x][y])
3677 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3678 DrawLevelField(x, y);
3683 void OpenTimegate(int x, int y)
3687 if (!MovDelay[x][y]) /* next animation frame */
3688 MovDelay[x][y] = 5 * delay;
3690 if (MovDelay[x][y]) /* wait some time before next frame */
3695 phase = MovDelay[x][y] / delay;
3696 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3697 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3699 if (!MovDelay[x][y])
3701 Feld[x][y] = EL_TIMEGATE_OPEN;
3702 DrawLevelField(x, y);
3707 void CloseTimegate(int x, int y)
3711 if (!MovDelay[x][y]) /* next animation frame */
3712 MovDelay[x][y] = 5 * delay;
3714 if (MovDelay[x][y]) /* wait some time before next frame */
3719 phase = MovDelay[x][y] / delay;
3720 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3721 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3723 if (!MovDelay[x][y])
3725 Feld[x][y] = EL_TIMEGATE_CLOSED;
3726 DrawLevelField(x, y);
3731 static void CloseAllOpenTimegates()
3735 for (y=0; y<lev_fieldy; y++)
3737 for (x=0; x<lev_fieldx; x++)
3739 int element = Feld[x][y];
3741 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3743 Feld[x][y] = EL_TIMEGATE_CLOSING;
3744 PlaySoundLevel(x, y, SND_OEFFNEN);
3750 void EdelsteinFunkeln(int x, int y)
3752 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3755 if (Feld[x][y] == EL_EDELSTEIN_BD)
3756 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3759 if (!MovDelay[x][y]) /* next animation frame */
3760 MovDelay[x][y] = 11 * !SimpleRND(500);
3762 if (MovDelay[x][y]) /* wait some time before next frame */
3766 if (setup.direct_draw && MovDelay[x][y])
3767 SetDrawtoField(DRAW_BUFFERED);
3769 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3773 int phase = (MovDelay[x][y]-1)/2;
3778 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3780 if (setup.direct_draw)
3784 dest_x = FX + SCREENX(x)*TILEX;
3785 dest_y = FY + SCREENY(y)*TILEY;
3787 XCopyArea(display, drawto_field, window, gc,
3788 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3789 SetDrawtoField(DRAW_DIRECT);
3796 void MauerWaechst(int x, int y)
3800 if (!MovDelay[x][y]) /* next animation frame */
3801 MovDelay[x][y] = 3*delay;
3803 if (MovDelay[x][y]) /* wait some time before next frame */
3808 phase = 2-MovDelay[x][y]/delay;
3809 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3810 DrawGraphic(SCREENX(x), SCREENY(y),
3811 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3812 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3813 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3814 GFX_MAUER_DOWN ) + phase);
3816 if (!MovDelay[x][y])
3818 if (MovDir[x][y] == MV_LEFT)
3820 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3821 DrawLevelField(x-1, y);
3823 else if (MovDir[x][y] == MV_RIGHT)
3825 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3826 DrawLevelField(x+1, y);
3828 else if (MovDir[x][y] == MV_UP)
3830 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3831 DrawLevelField(x, y-1);
3835 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3836 DrawLevelField(x, y+1);
3839 Feld[x][y] = Store[x][y];
3841 MovDir[x][y] = MV_NO_MOVING;
3842 DrawLevelField(x, y);
3847 void MauerAbleger(int ax, int ay)
3849 int element = Feld[ax][ay];
3850 boolean oben_frei = FALSE, unten_frei = FALSE;
3851 boolean links_frei = FALSE, rechts_frei = FALSE;
3852 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3853 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3855 if (!MovDelay[ax][ay]) /* start building new wall */
3856 MovDelay[ax][ay] = 6;
3858 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3861 if (MovDelay[ax][ay])
3865 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3867 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3869 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3871 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3874 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3878 Feld[ax][ay-1] = EL_MAUERND;
3879 Store[ax][ay-1] = element;
3880 MovDir[ax][ay-1] = MV_UP;
3881 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3882 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3886 Feld[ax][ay+1] = EL_MAUERND;
3887 Store[ax][ay+1] = element;
3888 MovDir[ax][ay+1] = MV_DOWN;
3889 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3890 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3894 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3895 element == EL_MAUER_LEBT)
3899 Feld[ax-1][ay] = EL_MAUERND;
3900 Store[ax-1][ay] = element;
3901 MovDir[ax-1][ay] = MV_LEFT;
3902 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3903 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3907 Feld[ax+1][ay] = EL_MAUERND;
3908 Store[ax+1][ay] = element;
3909 MovDir[ax+1][ay] = MV_RIGHT;
3910 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3911 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3915 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3916 DrawLevelField(ax, ay);
3918 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3920 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3921 unten_massiv = TRUE;
3922 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3923 links_massiv = TRUE;
3924 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3925 rechts_massiv = TRUE;
3927 if (((oben_massiv && unten_massiv) ||
3928 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3929 ((links_massiv && rechts_massiv) ||
3930 element == EL_MAUER_Y))
3931 Feld[ax][ay] = EL_MAUERWERK;
3934 void CheckForDragon(int x, int y)
3937 boolean dragon_found = FALSE;
3938 static int xy[4][2] =
3950 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3952 if (IN_LEV_FIELD(xx, yy) &&
3953 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3955 if (Feld[xx][yy] == EL_DRACHE)
3956 dragon_found = TRUE;
3969 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3971 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3973 Feld[xx][yy] = EL_LEERRAUM;
3974 DrawLevelField(xx, yy);
3983 static void CheckBuggyBase(int x, int y)
3985 int element = Feld[x][y];
3987 if (element == EL_SP_BUG)
3989 if (!MovDelay[x][y]) /* wait some time before activating base */
3990 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3995 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3996 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4000 Feld[x][y] = EL_SP_BUG_ACTIVE;
4003 else if (element == EL_SP_BUG_ACTIVE)
4005 if (!MovDelay[x][y]) /* start activating buggy base */
4006 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4014 static int xy[4][2] =
4022 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4023 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4027 int xx = x + xy[i][0], yy = y + xy[i][1];
4029 if (IS_PLAYER(xx, yy))
4031 PlaySoundLevel(x, y, SND_SP_BUG);
4039 Feld[x][y] = EL_SP_BUG;
4040 DrawLevelField(x, y);
4045 static void CheckTrap(int x, int y)
4047 int element = Feld[x][y];
4049 if (element == EL_TRAP_INACTIVE)
4051 if (!MovDelay[x][y]) /* wait some time before activating trap */
4052 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4060 Feld[x][y] = EL_TRAP_ACTIVE;
4063 else if (element == EL_TRAP_ACTIVE)
4068 if (!MovDelay[x][y]) /* start activating trap */
4069 MovDelay[x][y] = num_frames * delay;
4077 if (!(MovDelay[x][y] % delay))
4079 int phase = MovDelay[x][y]/delay;
4081 if (phase >= num_frames/2)
4082 phase = num_frames - phase;
4084 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4086 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4087 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4094 Feld[x][y] = EL_TRAP_INACTIVE;
4095 DrawLevelField(x, y);
4100 static void DrawBeltAnimation(int x, int y, int element)
4102 int belt_nr = getBeltNrFromElement(element);
4103 int belt_dir = game.belt_dir[belt_nr];
4105 if (belt_dir != MV_NO_MOVING)
4108 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4109 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4111 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4115 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4117 static byte stored_player_action[MAX_PLAYERS];
4118 static int num_stored_actions = 0;
4119 static boolean save_tape_entry = FALSE;
4120 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4121 int jx = player->jx, jy = player->jy;
4122 int left = player_action & JOY_LEFT;
4123 int right = player_action & JOY_RIGHT;
4124 int up = player_action & JOY_UP;
4125 int down = player_action & JOY_DOWN;
4126 int button1 = player_action & JOY_BUTTON_1;
4127 int button2 = player_action & JOY_BUTTON_2;
4128 int dx = (left ? -1 : right ? 1 : 0);
4129 int dy = (up ? -1 : down ? 1 : 0);
4131 stored_player_action[player->index_nr] = 0;
4132 num_stored_actions++;
4134 if (!player->active || tape.pausing)
4139 save_tape_entry = TRUE;
4140 player->frame_reset_delay = 0;
4143 snapped = SnapField(player, dx, dy);
4147 bombed = PlaceBomb(player);
4148 moved = MoveFigure(player, dx, dy);
4151 if (tape.recording && (moved || snapped || bombed))
4153 if (bombed && !moved)
4154 player_action &= JOY_BUTTON;
4156 stored_player_action[player->index_nr] = player_action;
4158 else if (tape.playing && snapped)
4159 SnapField(player, 0, 0); /* stop snapping */
4163 /* no actions for this player (no input at player's configured device) */
4165 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4166 SnapField(player, 0, 0);
4167 CheckGravityMovement(player);
4169 if (++player->frame_reset_delay > player->move_delay_value)
4173 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4175 TapeRecordAction(stored_player_action);
4176 num_stored_actions = 0;
4177 save_tape_entry = FALSE;
4180 if (tape.playing && !tape.pausing && !player_action &&
4181 tape.counter < tape.length)
4184 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4186 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4187 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4189 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4191 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4193 int el = Feld[jx+dx][jy];
4194 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4195 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4197 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4199 player->MovDir = next_joy;
4200 player->Frame = FrameCounter % 4;
4201 player->Pushing = TRUE;
4210 static unsigned long action_delay = 0;
4211 unsigned long action_delay_value;
4212 int sieb_x = 0, sieb_y = 0;
4213 int i, x, y, element;
4214 byte *recorded_player_action;
4215 byte summarized_player_action = 0;
4217 if (game_status != PLAYING)
4220 action_delay_value =
4221 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4223 /* ---------- main game synchronization point ---------- */
4225 WaitUntilDelayReached(&action_delay, action_delay_value);
4227 if (network_playing && !network_player_action_received)
4231 printf("DEBUG: try to get network player actions in time\n");
4236 /* last chance to get network player actions without main loop delay */
4240 if (game_status != PLAYING)
4243 if (!network_player_action_received)
4247 printf("DEBUG: failed to get network player actions in time\n");
4259 else if (tape.recording)
4262 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4264 for (i=0; i<MAX_PLAYERS; i++)
4266 summarized_player_action |= stored_player[i].action;
4268 if (!network_playing)
4269 stored_player[i].effective_action = stored_player[i].action;
4273 if (network_playing)
4274 SendToServer_MovePlayer(summarized_player_action);
4277 if (!options.network && !setup.team_mode)
4278 local_player->effective_action = summarized_player_action;
4280 for (i=0; i<MAX_PLAYERS; i++)
4282 int actual_player_action = stored_player[i].effective_action;
4284 if (stored_player[i].programmed_action)
4285 actual_player_action = stored_player[i].programmed_action;
4287 if (recorded_player_action)
4288 actual_player_action = recorded_player_action[i];
4290 PlayerActions(&stored_player[i], actual_player_action);
4291 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4294 network_player_action_received = FALSE;
4296 ScrollScreen(NULL, SCROLL_GO_ON);
4302 if (TimeFrames == 0 && local_player->active)
4304 extern unsigned int last_RND();
4306 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4307 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4314 if (GameFrameDelay >= 500)
4315 printf("FrameCounter == %d\n", FrameCounter);
4324 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4327 if (JustStopped[x][y] > 0)
4328 JustStopped[x][y]--;
4331 if (IS_BLOCKED(x, y))
4335 Blocked2Moving(x, y, &oldx, &oldy);
4336 if (!IS_MOVING(oldx, oldy))
4338 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4339 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4340 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4341 printf("GameActions(): This should never happen!\n");
4347 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4349 element = Feld[x][y];
4351 if (IS_INACTIVE(element))
4354 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4358 if (IS_GEM(element))
4359 EdelsteinFunkeln(x, y);
4361 else if (IS_MOVING(x, y))
4362 ContinueMoving(x, y);
4363 else if (IS_ACTIVE_BOMB(element))
4364 CheckDynamite(x, y);
4365 else if (element == EL_EXPLODING)
4366 Explode(x, y, Frame[x][y], EX_NORMAL);
4367 else if (element == EL_AMOEBING)
4368 AmoebeWaechst(x, y);
4369 else if (element == EL_DEAMOEBING)
4370 AmoebeSchrumpft(x, y);
4371 else if (IS_AMOEBALIVE(element))
4372 AmoebeAbleger(x, y);
4373 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4375 else if (element == EL_ABLENK_EIN)
4377 else if (element == EL_TIMEGATE_SWITCH_ON)
4378 TimegateWheel(x, y);
4379 else if (element == EL_SALZSAEURE)
4381 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4383 else if (element == EL_CRACKINGNUT)
4385 else if (element == EL_PEARL_BREAKING)
4386 BreakingPearl(x, y);
4387 else if (element == EL_AUSGANG_ZU)
4388 AusgangstuerPruefen(x, y);
4389 else if (element == EL_AUSGANG_ACT)
4390 AusgangstuerOeffnen(x, y);
4391 else if (element == EL_AUSGANG_AUF)
4392 AusgangstuerBlinken(x, y);
4393 else if (element == EL_MAUERND)
4395 else if (element == EL_MAUER_LEBT ||
4396 element == EL_MAUER_X ||
4397 element == EL_MAUER_Y ||
4398 element == EL_MAUER_XY)
4400 else if (element == EL_BURNING)
4401 CheckForDragon(x, y);
4402 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4403 CheckBuggyBase(x, y);
4404 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4406 else if (element == EL_SP_TERMINAL)
4407 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4408 else if (element == EL_SP_TERMINAL_ACTIVE)
4409 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4410 else if (IS_BELT(element))
4411 DrawBeltAnimation(x, y, element);
4412 else if (element == EL_SWITCHGATE_OPENING)
4413 OpenSwitchgate(x, y);
4414 else if (element == EL_SWITCHGATE_CLOSING)
4415 CloseSwitchgate(x, y);
4416 else if (element == EL_TIMEGATE_OPENING)
4418 else if (element == EL_TIMEGATE_CLOSING)
4419 CloseTimegate(x, y);
4420 else if (element == EL_EXTRA_TIME)
4421 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4422 else if (element == EL_SHIELD_PASSIVE)
4423 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4424 else if (element == EL_SHIELD_ACTIVE)
4425 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4427 if (game.magic_wall_active)
4429 boolean sieb = FALSE;
4430 int jx = local_player->jx, jy = local_player->jy;
4432 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
4433 Store[x][y] == EL_MAGIC_WALL_EMPTY)
4435 SiebAktivieren(x, y, 1);
4438 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4439 element == EL_MAGIC_WALL_BD_FULL ||
4440 Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
4442 SiebAktivieren(x, y, 2);
4446 /* play the element sound at the position nearest to the player */
4447 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4455 if (game.magic_wall_active)
4457 if (!(game.magic_wall_time_left % 4))
4458 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4460 if (game.magic_wall_time_left > 0)
4462 game.magic_wall_time_left--;
4463 if (!game.magic_wall_time_left)
4465 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4467 element = Feld[x][y];
4469 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
4471 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4472 DrawLevelField(x, y);
4474 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4475 element == EL_MAGIC_WALL_BD_FULL)
4477 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4478 DrawLevelField(x, y);
4482 game.magic_wall_active = FALSE;
4487 if (game.light_time_left > 0)
4489 game.light_time_left--;
4491 if (game.light_time_left == 0)
4493 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4495 element = Feld[x][y];
4497 if (element == EL_LIGHT_SWITCH_ON)
4499 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4500 DrawLevelField(x, y);
4502 else if (element == EL_INVISIBLE_STEEL ||
4503 element == EL_UNSICHTBAR ||
4504 element == EL_SAND_INVISIBLE)
4505 DrawLevelField(x, y);
4510 if (game.timegate_time_left > 0)
4512 game.timegate_time_left--;
4514 if (game.timegate_time_left == 0)
4515 CloseAllOpenTimegates();
4518 if (TimeFrames >= (1000 / GameFrameDelay))
4523 for (i=0; i<MAX_PLAYERS; i++)
4525 if (SHIELD_ON(&stored_player[i]))
4527 stored_player[i].shield_passive_time_left--;
4529 if (stored_player[i].shield_active_time_left > 0)
4530 stored_player[i].shield_active_time_left--;
4534 if (tape.recording || tape.playing)
4535 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4541 if (TimeLeft <= 10 && setup.time_limit)
4542 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4544 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4546 if (!TimeLeft && setup.time_limit)
4547 for (i=0; i<MAX_PLAYERS; i++)
4548 KillHero(&stored_player[i]);
4550 else if (level.time == 0) /* level without time limit */
4551 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4557 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4559 int min_x = x, min_y = y, max_x = x, max_y = y;
4562 for (i=0; i<MAX_PLAYERS; i++)
4564 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4566 if (!stored_player[i].active || &stored_player[i] == player)
4569 min_x = MIN(min_x, jx);
4570 min_y = MIN(min_y, jy);
4571 max_x = MAX(max_x, jx);
4572 max_y = MAX(max_y, jy);
4575 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4578 static boolean AllPlayersInVisibleScreen()
4582 for (i=0; i<MAX_PLAYERS; i++)
4584 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4586 if (!stored_player[i].active)
4589 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4596 void ScrollLevel(int dx, int dy)
4598 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4601 XCopyArea(display, drawto_field, drawto_field, gc,
4602 FX + TILEX*(dx == -1) - softscroll_offset,
4603 FY + TILEY*(dy == -1) - softscroll_offset,
4604 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4605 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4606 FX + TILEX*(dx == 1) - softscroll_offset,
4607 FY + TILEY*(dy == 1) - softscroll_offset);
4611 x = (dx == 1 ? BX1 : BX2);
4612 for (y=BY1; y<=BY2; y++)
4613 DrawScreenField(x, y);
4617 y = (dy == 1 ? BY1 : BY2);
4618 for (x=BX1; x<=BX2; x++)
4619 DrawScreenField(x, y);
4622 redraw_mask |= REDRAW_FIELD;
4625 static void CheckGravityMovement(struct PlayerInfo *player)
4627 if (level.gravity && !player->programmed_action)
4629 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4630 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4632 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4633 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4634 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4635 int jx = player->jx, jy = player->jy;
4636 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4637 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4638 int new_jx = jx + dx, new_jy = jy + dy;
4639 boolean field_under_player_is_free =
4640 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4641 boolean player_is_moving_to_valid_field =
4642 (IN_LEV_FIELD(new_jx, new_jy) &&
4643 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4644 Feld[new_jx][new_jy] == EL_ERDREICH));
4646 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4647 player->programmed_action = MV_DOWN;
4651 boolean MoveFigureOneStep(struct PlayerInfo *player,
4652 int dx, int dy, int real_dx, int real_dy)
4654 int jx = player->jx, jy = player->jy;
4655 int new_jx = jx+dx, new_jy = jy+dy;
4659 if (!player->active || (!dx && !dy))
4660 return MF_NO_ACTION;
4662 player->MovDir = (dx < 0 ? MV_LEFT :
4665 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4667 if (!IN_LEV_FIELD(new_jx, new_jy))
4668 return MF_NO_ACTION;
4670 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4671 return MF_NO_ACTION;
4674 element = MovingOrBlocked2Element(new_jx, new_jy);
4676 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4679 if (DONT_GO_TO(element))
4681 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4684 Feld[jx][jy] = EL_SPIELFIGUR;
4685 InitMovingField(jx, jy, MV_DOWN);
4686 Store[jx][jy] = EL_SALZSAEURE;
4687 ContinueMoving(jx, jy);
4691 TestIfBadThingHitsHero(new_jx, new_jy);
4696 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4697 if (can_move != MF_MOVING)
4700 StorePlayer[jx][jy] = 0;
4701 player->last_jx = jx;
4702 player->last_jy = jy;
4703 jx = player->jx = new_jx;
4704 jy = player->jy = new_jy;
4705 StorePlayer[jx][jy] = player->element_nr;
4708 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4710 ScrollFigure(player, SCROLL_INIT);
4715 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4717 int jx = player->jx, jy = player->jy;
4718 int old_jx = jx, old_jy = jy;
4719 int moved = MF_NO_ACTION;
4721 if (!player->active || (!dx && !dy))
4724 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4728 /* remove the last programmed player action */
4729 player->programmed_action = 0;
4733 /* should only happen if pre-1.2 tape recordings are played */
4734 /* this is only for backward compatibility */
4736 int original_move_delay_value = player->move_delay_value;
4739 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4742 /* scroll remaining steps with finest movement resolution */
4743 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4745 while (player->MovPos)
4747 ScrollFigure(player, SCROLL_GO_ON);
4748 ScrollScreen(NULL, SCROLL_GO_ON);
4754 player->move_delay_value = original_move_delay_value;
4757 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4759 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4760 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4764 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4765 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4771 if (moved & MF_MOVING && !ScreenMovPos &&
4772 (player == local_player || !options.network))
4774 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4775 int offset = (setup.scroll_delay ? 3 : 0);
4777 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4779 /* actual player has left the screen -- scroll in that direction */
4780 if (jx != old_jx) /* player has moved horizontally */
4781 scroll_x += (jx - old_jx);
4782 else /* player has moved vertically */
4783 scroll_y += (jy - old_jy);
4787 if (jx != old_jx) /* player has moved horizontally */
4789 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4790 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4791 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4793 /* don't scroll over playfield boundaries */
4794 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4795 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4797 /* don't scroll more than one field at a time */
4798 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4800 /* don't scroll against the player's moving direction */
4801 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4802 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4803 scroll_x = old_scroll_x;
4805 else /* player has moved vertically */
4807 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4808 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4809 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4811 /* don't scroll over playfield boundaries */
4812 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4813 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4815 /* don't scroll more than one field at a time */
4816 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4818 /* don't scroll against the player's moving direction */
4819 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4820 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4821 scroll_y = old_scroll_y;
4825 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4827 if (!options.network && !AllPlayersInVisibleScreen())
4829 scroll_x = old_scroll_x;
4830 scroll_y = old_scroll_y;
4834 ScrollScreen(player, SCROLL_INIT);
4835 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4840 if (!(moved & MF_MOVING) && !player->Pushing)
4843 player->Frame = (player->Frame + 1) % 4;
4845 if (moved & MF_MOVING)
4847 if (old_jx != jx && old_jy == jy)
4848 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4849 else if (old_jx == jx && old_jy != jy)
4850 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4852 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4854 player->last_move_dir = player->MovDir;
4858 CheckGravityMovement(player);
4860 player->last_move_dir = MV_NO_MOVING;
4863 TestIfHeroHitsBadThing(jx, jy);
4865 if (!player->active)
4871 void ScrollFigure(struct PlayerInfo *player, int mode)
4873 int jx = player->jx, jy = player->jy;
4874 int last_jx = player->last_jx, last_jy = player->last_jy;
4875 int move_stepsize = TILEX / player->move_delay_value;
4877 if (!player->active || !player->MovPos)
4880 if (mode == SCROLL_INIT)
4882 player->actual_frame_counter = FrameCounter;
4883 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4885 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4886 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4891 else if (!FrameReached(&player->actual_frame_counter, 1))
4894 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4895 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4897 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4898 Feld[last_jx][last_jy] = EL_LEERRAUM;
4900 /* before DrawPlayer() to draw correct player graphic for this case */
4901 if (player->MovPos == 0)
4902 CheckGravityMovement(player);
4906 if (player->MovPos == 0)
4908 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4910 /* continue with normal speed after quickly moving through gate */
4911 HALVE_PLAYER_SPEED(player);
4913 /* be able to make the next move without delay */
4914 player->move_delay = 0;
4917 player->last_jx = jx;
4918 player->last_jy = jy;
4920 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4924 if (!local_player->friends_still_needed)
4925 player->LevelSolved = player->GameOver = TRUE;
4930 void ScrollScreen(struct PlayerInfo *player, int mode)
4932 static unsigned long screen_frame_counter = 0;
4934 if (mode == SCROLL_INIT)
4936 /* set scrolling step size according to actual player's moving speed */
4937 ScrollStepSize = TILEX / player->move_delay_value;
4939 screen_frame_counter = FrameCounter;
4940 ScreenMovDir = player->MovDir;
4941 ScreenMovPos = player->MovPos;
4942 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4945 else if (!FrameReached(&screen_frame_counter, 1))
4950 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4951 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4952 redraw_mask |= REDRAW_FIELD;
4955 ScreenMovDir = MV_NO_MOVING;
4958 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4960 int i, killx = goodx, killy = goody;
4961 static int xy[4][2] =
4968 static int harmless[4] =
4980 x = goodx + xy[i][0];
4981 y = goody + xy[i][1];
4982 if (!IN_LEV_FIELD(x, y))
4986 element = Feld[x][y];
4988 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4991 if (DONT_TOUCH(element))
4993 if (MovDir[x][y] == harmless[i])
5002 if (killx != goodx || killy != goody)
5004 if (IS_PLAYER(goodx, goody))
5006 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5008 if (player->shield_active_time_left > 0)
5010 else if (!PLAYER_PROTECTED(goodx, goody))
5018 void TestIfBadThingHitsGoodThing(int badx, int bady)
5020 int i, killx = badx, killy = bady;
5021 static int xy[4][2] =
5028 static int harmless[4] =
5036 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5043 x = badx + xy[i][0];
5044 y = bady + xy[i][1];
5045 if (!IN_LEV_FIELD(x, y))
5048 element = Feld[x][y];
5050 if (IS_PLAYER(x, y))
5056 else if (element == EL_PINGUIN)
5058 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5067 if (killx != badx || killy != bady)
5069 if (IS_PLAYER(killx, killy))
5071 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5073 if (player->shield_active_time_left > 0)
5075 else if (!PLAYER_PROTECTED(killx, killy))
5083 void TestIfHeroHitsBadThing(int x, int y)
5085 TestIfGoodThingHitsBadThing(x, y);
5088 void TestIfBadThingHitsHero(int x, int y)
5090 TestIfBadThingHitsGoodThing(x, y);
5093 void TestIfFriendHitsBadThing(int x, int y)
5095 TestIfGoodThingHitsBadThing(x, y);
5098 void TestIfBadThingHitsFriend(int x, int y)
5100 TestIfBadThingHitsGoodThing(x, y);
5103 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5105 int i, killx = badx, killy = bady;
5106 static int xy[4][2] =
5120 if (!IN_LEV_FIELD(x, y))
5123 element = Feld[x][y];
5124 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5125 element == EL_AMOEBING || element == EL_TROPFEN)
5133 if (killx != badx || killy != bady)
5137 void KillHero(struct PlayerInfo *player)
5139 int jx = player->jx, jy = player->jy;
5141 if (!player->active)
5144 if (IS_PFORTE(Feld[jx][jy]))
5145 Feld[jx][jy] = EL_LEERRAUM;
5147 /* deactivate shield (else Bang()/Explode() would not work right) */
5148 player->shield_passive_time_left = 0;
5149 player->shield_active_time_left = 0;
5155 static void KillHeroUnlessProtected(int x, int y)
5157 if (!PLAYER_PROTECTED(x, y))
5158 KillHero(PLAYERINFO(x, y));
5161 void BuryHero(struct PlayerInfo *player)
5163 int jx = player->jx, jy = player->jy;
5165 if (!player->active)
5168 PlaySoundLevel(jx, jy, SND_AUTSCH);
5169 PlaySoundLevel(jx, jy, SND_LACHEN);
5171 player->GameOver = TRUE;
5175 void RemoveHero(struct PlayerInfo *player)
5177 int jx = player->jx, jy = player->jy;
5178 int i, found = FALSE;
5180 player->present = FALSE;
5181 player->active = FALSE;
5183 StorePlayer[jx][jy] = 0;
5185 for (i=0; i<MAX_PLAYERS; i++)
5186 if (stored_player[i].active)
5190 AllPlayersGone = TRUE;
5196 int DigField(struct PlayerInfo *player,
5197 int x, int y, int real_dx, int real_dy, int mode)
5199 int jx = player->jx, jy = player->jy;
5200 int dx = x - jx, dy = y - jy;
5201 int move_direction = (dx == -1 ? MV_LEFT :
5202 dx == +1 ? MV_RIGHT :
5204 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5207 if (!player->MovPos)
5208 player->Pushing = FALSE;
5210 if (mode == DF_NO_PUSH)
5212 player->Switching = FALSE;
5213 player->push_delay = 0;
5214 return MF_NO_ACTION;
5217 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5218 return MF_NO_ACTION;
5220 if (IS_TUBE(Feld[jx][jy]))
5223 int tube_leave_directions[][2] =
5225 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5226 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5227 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5228 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5229 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5230 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5231 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5232 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5233 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5234 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5235 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5236 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5239 while (tube_leave_directions[i][0] != Feld[jx][jy])
5242 if (tube_leave_directions[i][0] == -1) /* should not happen */
5246 if (!(tube_leave_directions[i][1] & move_direction))
5247 return MF_NO_ACTION; /* tube has no opening in this direction */
5250 element = Feld[x][y];
5255 PlaySoundLevel(x, y, SND_EMPTY);
5259 case EL_SAND_INVISIBLE:
5260 case EL_TRAP_INACTIVE:
5261 Feld[x][y] = EL_LEERRAUM;
5262 PlaySoundLevel(x, y, SND_SCHLURF);
5267 Feld[x][y] = EL_LEERRAUM;
5268 PlaySoundLevel(x, y, SND_SP_BASE);
5272 case EL_EDELSTEIN_BD:
5273 case EL_EDELSTEIN_GELB:
5274 case EL_EDELSTEIN_ROT:
5275 case EL_EDELSTEIN_LILA:
5277 case EL_SP_INFOTRON:
5281 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5282 element == EL_PEARL ? 5 :
5283 element == EL_CRYSTAL ? 8 : 1);
5284 if (local_player->gems_still_needed < 0)
5285 local_player->gems_still_needed = 0;
5286 RaiseScoreElement(element);
5287 DrawText(DX_EMERALDS, DY_EMERALDS,
5288 int2str(local_player->gems_still_needed, 3),
5289 FS_SMALL, FC_YELLOW);
5290 if (element == EL_SP_INFOTRON)
5291 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5293 PlaySoundLevel(x, y, SND_PONG);
5298 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5299 PlaySoundLevel(x, y, SND_PONG);
5303 Feld[x][y] = EL_LEERRAUM;
5304 PlaySoundLevel(x, y, SND_PONG);
5312 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5314 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5317 case EL_SHIELD_PASSIVE:
5319 player->shield_passive_time_left += 10;
5320 PlaySoundLevel(x, y, SND_PONG);
5323 case EL_SHIELD_ACTIVE:
5325 player->shield_passive_time_left += 10;
5326 player->shield_active_time_left += 10;
5327 PlaySoundLevel(x, y, SND_PONG);
5330 case EL_DYNAMITE_INACTIVE:
5331 case EL_SP_DISK_RED:
5334 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5335 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5336 int2str(local_player->dynamite, 3),
5337 FS_SMALL, FC_YELLOW);
5338 if (element == EL_SP_DISK_RED)
5339 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5341 PlaySoundLevel(x, y, SND_PONG);
5344 case EL_DYNABOMB_NR:
5346 player->dynabomb_count++;
5347 player->dynabombs_left++;
5348 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5349 PlaySoundLevel(x, y, SND_PONG);
5352 case EL_DYNABOMB_SZ:
5354 player->dynabomb_size++;
5355 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5356 PlaySoundLevel(x, y, SND_PONG);
5359 case EL_DYNABOMB_XL:
5361 player->dynabomb_xl = TRUE;
5362 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5363 PlaySoundLevel(x, y, SND_PONG);
5366 case EL_SCHLUESSEL1:
5367 case EL_SCHLUESSEL2:
5368 case EL_SCHLUESSEL3:
5369 case EL_SCHLUESSEL4:
5371 int key_nr = element - EL_SCHLUESSEL1;
5374 player->key[key_nr] = TRUE;
5375 RaiseScoreElement(EL_SCHLUESSEL);
5376 DrawMiniGraphicExt(drawto, gc,
5377 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5378 GFX_SCHLUESSEL1+key_nr);
5379 DrawMiniGraphicExt(window, gc,
5380 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5381 GFX_SCHLUESSEL1+key_nr);
5382 PlaySoundLevel(x, y, SND_PONG);
5391 int key_nr = element - EL_EM_KEY_1;
5394 player->key[key_nr] = TRUE;
5395 RaiseScoreElement(EL_SCHLUESSEL);
5396 DrawMiniGraphicExt(drawto, gc,
5397 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5398 GFX_SCHLUESSEL1+key_nr);
5399 DrawMiniGraphicExt(window, gc,
5400 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
5401 GFX_SCHLUESSEL1+key_nr);
5402 PlaySoundLevel(x, y, SND_PONG);
5407 Feld[x][y] = EL_ABLENK_EIN;
5410 DrawLevelField(x, y);
5414 case EL_SP_TERMINAL:
5418 for (yy=0; yy<lev_fieldy; yy++)
5420 for (xx=0; xx<lev_fieldx; xx++)
5422 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5424 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5425 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5433 case EL_BELT1_SWITCH_LEFT:
5434 case EL_BELT1_SWITCH_MIDDLE:
5435 case EL_BELT1_SWITCH_RIGHT:
5436 case EL_BELT2_SWITCH_LEFT:
5437 case EL_BELT2_SWITCH_MIDDLE:
5438 case EL_BELT2_SWITCH_RIGHT:
5439 case EL_BELT3_SWITCH_LEFT:
5440 case EL_BELT3_SWITCH_MIDDLE:
5441 case EL_BELT3_SWITCH_RIGHT:
5442 case EL_BELT4_SWITCH_LEFT:
5443 case EL_BELT4_SWITCH_MIDDLE:
5444 case EL_BELT4_SWITCH_RIGHT:
5445 if (!player->Switching)
5447 player->Switching = TRUE;
5448 ToggleBeltSwitch(x, y);
5453 case EL_SWITCHGATE_SWITCH_1:
5454 case EL_SWITCHGATE_SWITCH_2:
5455 if (!player->Switching)
5457 player->Switching = TRUE;
5458 ToggleSwitchgateSwitch(x, y);
5463 case EL_LIGHT_SWITCH_OFF:
5464 case EL_LIGHT_SWITCH_ON:
5465 if (!player->Switching)
5467 player->Switching = TRUE;
5468 ToggleLightSwitch(x, y);
5473 case EL_TIMEGATE_SWITCH_OFF:
5474 ActivateTimegateSwitch(x, y);
5479 case EL_BALLOON_SEND_LEFT:
5480 case EL_BALLOON_SEND_RIGHT:
5481 case EL_BALLOON_SEND_UP:
5482 case EL_BALLOON_SEND_DOWN:
5483 case EL_BALLOON_SEND_ANY:
5484 if (element == EL_BALLOON_SEND_ANY)
5485 game.balloon_dir = move_direction;
5487 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5488 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5489 element == EL_BALLOON_SEND_UP ? MV_UP :
5490 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5497 if (local_player->gems_still_needed > 0)
5498 return MF_NO_ACTION;
5500 player->LevelSolved = player->GameOver = TRUE;
5501 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5504 case EL_FELSBROCKEN:
5507 case EL_DX_SUPABOMB:
5511 case EL_SP_DISK_ORANGE:
5513 if (dy || mode == DF_SNAP)
5514 return MF_NO_ACTION;
5516 player->Pushing = TRUE;
5518 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5519 return MF_NO_ACTION;
5523 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5524 return MF_NO_ACTION;
5527 if (player->push_delay == 0)
5528 player->push_delay = FrameCounter;
5529 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5530 !tape.playing && element != EL_SPRING)
5531 return MF_NO_ACTION;
5534 Feld[x+dx][y+dy] = element;
5536 if (element == EL_SPRING)
5538 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5539 MovDir[x+dx][y+dy] = move_direction;
5542 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5544 DrawLevelField(x+dx, y+dy);
5545 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5546 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5547 else if (element == EL_KOKOSNUSS)
5548 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5549 else if (IS_SP_ELEMENT(element))
5550 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5552 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5559 if (!player->key[element - EL_PFORTE1])
5560 return MF_NO_ACTION;
5567 if (!player->key[element - EL_PFORTE1X])
5568 return MF_NO_ACTION;
5575 if (!player->key[element - EL_EM_GATE_1])
5576 return MF_NO_ACTION;
5577 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5578 return MF_NO_ACTION;
5580 /* automatically move to the next field with double speed */
5581 player->programmed_action = move_direction;
5582 DOUBLE_PLAYER_SPEED(player);
5584 PlaySoundLevel(x, y, SND_GATE);
5592 if (!player->key[element - EL_EM_GATE_1X])
5593 return MF_NO_ACTION;
5594 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5595 return MF_NO_ACTION;
5597 /* automatically move to the next field with double speed */
5598 player->programmed_action = move_direction;
5599 DOUBLE_PLAYER_SPEED(player);
5601 PlaySoundLevel(x, y, SND_GATE);
5605 case EL_SWITCHGATE_OPEN:
5606 case EL_TIMEGATE_OPEN:
5607 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5608 return MF_NO_ACTION;
5610 /* automatically move to the next field with double speed */
5611 player->programmed_action = move_direction;
5612 DOUBLE_PLAYER_SPEED(player);
5614 PlaySoundLevel(x, y, SND_GATE);
5618 case EL_SP_PORT1_LEFT:
5619 case EL_SP_PORT2_LEFT:
5620 case EL_SP_PORT1_RIGHT:
5621 case EL_SP_PORT2_RIGHT:
5622 case EL_SP_PORT1_UP:
5623 case EL_SP_PORT2_UP:
5624 case EL_SP_PORT1_DOWN:
5625 case EL_SP_PORT2_DOWN:
5630 element != EL_SP_PORT1_LEFT &&
5631 element != EL_SP_PORT2_LEFT &&
5632 element != EL_SP_PORT_X &&
5633 element != EL_SP_PORT_XY) ||
5635 element != EL_SP_PORT1_RIGHT &&
5636 element != EL_SP_PORT2_RIGHT &&
5637 element != EL_SP_PORT_X &&
5638 element != EL_SP_PORT_XY) ||
5640 element != EL_SP_PORT1_UP &&
5641 element != EL_SP_PORT2_UP &&
5642 element != EL_SP_PORT_Y &&
5643 element != EL_SP_PORT_XY) ||
5645 element != EL_SP_PORT1_DOWN &&
5646 element != EL_SP_PORT2_DOWN &&
5647 element != EL_SP_PORT_Y &&
5648 element != EL_SP_PORT_XY) ||
5649 !IN_LEV_FIELD(x + dx, y + dy) ||
5650 !IS_FREE(x + dx, y + dy))
5651 return MF_NO_ACTION;
5653 /* automatically move to the next field with double speed */
5654 player->programmed_action = move_direction;
5655 DOUBLE_PLAYER_SPEED(player);
5657 PlaySoundLevel(x, y, SND_GATE);
5661 case EL_TUBE_VERTICAL:
5662 case EL_TUBE_HORIZONTAL:
5663 case EL_TUBE_VERT_LEFT:
5664 case EL_TUBE_VERT_RIGHT:
5665 case EL_TUBE_HORIZ_UP:
5666 case EL_TUBE_HORIZ_DOWN:
5667 case EL_TUBE_LEFT_UP:
5668 case EL_TUBE_LEFT_DOWN:
5669 case EL_TUBE_RIGHT_UP:
5670 case EL_TUBE_RIGHT_DOWN:
5673 int tube_enter_directions[][2] =
5675 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5676 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5677 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5678 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5679 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5680 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5681 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5682 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5683 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5684 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5685 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5686 { -1, MV_NO_MOVING }
5689 while (tube_enter_directions[i][0] != element)
5692 if (tube_enter_directions[i][0] == -1) /* should not happen */
5696 if (!(tube_enter_directions[i][1] & move_direction))
5697 return MF_NO_ACTION; /* tube has no opening in this direction */
5702 case EL_AUSGANG_ACT:
5703 /* door is not (yet) open */
5704 return MF_NO_ACTION;
5707 case EL_AUSGANG_AUF:
5708 if (mode == DF_SNAP)
5709 return MF_NO_ACTION;
5711 PlaySoundLevel(x, y, SND_BUING);
5716 Feld[x][y] = EL_BIRNE_EIN;
5717 local_player->lights_still_needed--;
5718 DrawLevelField(x, y);
5719 PlaySoundLevel(x, y, SND_DENG);
5724 Feld[x][y] = EL_ZEIT_LEER;
5726 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5727 DrawLevelField(x, y);
5728 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5732 case EL_SOKOBAN_FELD_LEER:
5735 case EL_SOKOBAN_FELD_VOLL:
5736 case EL_SOKOBAN_OBJEKT:
5738 case EL_SP_DISK_YELLOW:
5740 if (mode == DF_SNAP)
5741 return MF_NO_ACTION;
5743 player->Pushing = TRUE;
5745 if (!IN_LEV_FIELD(x+dx, y+dy)
5746 || (!IS_FREE(x+dx, y+dy)
5747 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5748 || !IS_SB_ELEMENT(element))))
5749 return MF_NO_ACTION;
5753 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5754 return MF_NO_ACTION;
5756 else if (dy && real_dx)
5758 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5759 return MF_NO_ACTION;
5762 if (player->push_delay == 0)
5763 player->push_delay = FrameCounter;
5764 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5765 !tape.playing && element != EL_BALLOON)
5766 return MF_NO_ACTION;
5768 if (IS_SB_ELEMENT(element))
5770 if (element == EL_SOKOBAN_FELD_VOLL)
5772 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5773 local_player->sokobanfields_still_needed++;
5778 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5780 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5781 local_player->sokobanfields_still_needed--;
5782 if (element == EL_SOKOBAN_OBJEKT)
5783 PlaySoundLevel(x, y, SND_DENG);
5786 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5791 Feld[x+dx][y+dy] = element;
5794 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5796 DrawLevelField(x, y);
5797 DrawLevelField(x+dx, y+dy);
5798 if (element == EL_BALLOON)
5799 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5801 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5803 if (IS_SB_ELEMENT(element) &&
5804 local_player->sokobanfields_still_needed == 0 &&
5805 game.emulation == EMU_SOKOBAN)
5807 player->LevelSolved = player->GameOver = TRUE;
5808 PlaySoundLevel(x, y, SND_BUING);
5819 return MF_NO_ACTION;
5822 player->push_delay = 0;
5827 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5829 int jx = player->jx, jy = player->jy;
5830 int x = jx + dx, y = jy + dy;
5832 if (!player->active || !IN_LEV_FIELD(x, y))
5840 player->snapped = FALSE;
5844 if (player->snapped)
5847 player->MovDir = (dx < 0 ? MV_LEFT :
5850 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5852 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5855 player->snapped = TRUE;
5856 DrawLevelField(x, y);
5862 boolean PlaceBomb(struct PlayerInfo *player)
5864 int jx = player->jx, jy = player->jy;
5867 if (!player->active || player->MovPos)
5870 element = Feld[jx][jy];
5872 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5873 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5876 if (element != EL_LEERRAUM)
5877 Store[jx][jy] = element;
5879 if (player->dynamite)
5881 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5882 MovDelay[jx][jy] = 96;
5884 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5885 FS_SMALL, FC_YELLOW);
5886 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5888 if (game.emulation == EMU_SUPAPLEX)
5889 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5891 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5896 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5897 MovDelay[jx][jy] = 96;
5898 player->dynabombs_left--;
5899 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5900 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5906 void PlaySoundLevel(int x, int y, int sound_nr)
5908 int sx = SCREENX(x), sy = SCREENY(y);
5910 int silence_distance = 8;
5912 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5913 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5916 if (!IN_LEV_FIELD(x, y) ||
5917 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5918 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5921 volume = PSND_MAX_VOLUME;
5924 stereo = (sx - SCR_FIELDX/2) * 12;
5926 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5927 if (stereo > PSND_MAX_RIGHT)
5928 stereo = PSND_MAX_RIGHT;
5929 if (stereo < PSND_MAX_LEFT)
5930 stereo = PSND_MAX_LEFT;
5933 if (!IN_SCR_FIELD(sx, sy))
5935 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5936 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5938 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5941 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5944 void RaiseScore(int value)
5946 local_player->score += value;
5947 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5948 FS_SMALL, FC_YELLOW);
5951 void RaiseScoreElement(int element)
5956 case EL_EDELSTEIN_BD:
5957 case EL_EDELSTEIN_GELB:
5958 case EL_EDELSTEIN_ROT:
5959 case EL_EDELSTEIN_LILA:
5960 RaiseScore(level.score[SC_EDELSTEIN]);
5963 RaiseScore(level.score[SC_DIAMANT]);
5967 RaiseScore(level.score[SC_KAEFER]);
5971 RaiseScore(level.score[SC_FLIEGER]);
5975 RaiseScore(level.score[SC_MAMPFER]);
5978 RaiseScore(level.score[SC_ROBOT]);
5981 RaiseScore(level.score[SC_PACMAN]);
5984 RaiseScore(level.score[SC_KOKOSNUSS]);
5986 case EL_DYNAMITE_INACTIVE:
5987 RaiseScore(level.score[SC_DYNAMIT]);
5990 RaiseScore(level.score[SC_SCHLUESSEL]);
5997 /* ---------- new game button stuff ---------------------------------------- */
5999 /* graphic position values for game buttons */
6000 #define GAME_BUTTON_XSIZE 30
6001 #define GAME_BUTTON_YSIZE 30
6002 #define GAME_BUTTON_XPOS 5
6003 #define GAME_BUTTON_YPOS 215
6004 #define SOUND_BUTTON_XPOS 5
6005 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6007 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6008 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6009 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6010 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6011 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6012 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6019 } gamebutton_info[NUM_GAME_BUTTONS] =
6022 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6027 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6032 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6037 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6038 SOUND_CTRL_ID_MUSIC,
6039 "background music on/off"
6042 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6043 SOUND_CTRL_ID_LOOPS,
6044 "sound loops on/off"
6047 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6048 SOUND_CTRL_ID_SIMPLE,
6049 "normal sounds on/off"
6053 void CreateGameButtons()
6057 for (i=0; i<NUM_GAME_BUTTONS; i++)
6059 Pixmap gd_pixmap = pix[PIX_DOOR];
6060 struct GadgetInfo *gi;
6063 unsigned long event_mask;
6064 int gd_xoffset, gd_yoffset;
6065 int gd_x1, gd_x2, gd_y1, gd_y2;
6068 gd_xoffset = gamebutton_info[i].x;
6069 gd_yoffset = gamebutton_info[i].y;
6070 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6071 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6073 if (id == GAME_CTRL_ID_STOP ||
6074 id == GAME_CTRL_ID_PAUSE ||
6075 id == GAME_CTRL_ID_PLAY)
6077 button_type = GD_TYPE_NORMAL_BUTTON;
6079 event_mask = GD_EVENT_RELEASED;
6080 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6081 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6085 button_type = GD_TYPE_CHECK_BUTTON;
6087 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6088 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6089 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6090 event_mask = GD_EVENT_PRESSED;
6091 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6092 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6095 gi = CreateGadget(GDI_CUSTOM_ID, id,
6096 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6097 GDI_X, DX + gd_xoffset,
6098 GDI_Y, DY + gd_yoffset,
6099 GDI_WIDTH, GAME_BUTTON_XSIZE,
6100 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6101 GDI_TYPE, button_type,
6102 GDI_STATE, GD_BUTTON_UNPRESSED,
6103 GDI_CHECKED, checked,
6104 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
6105 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
6106 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
6107 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
6108 GDI_EVENT_MASK, event_mask,
6109 GDI_CALLBACK_ACTION, HandleGameButtons,
6113 Error(ERR_EXIT, "cannot create gadget");
6115 game_gadget[id] = gi;
6119 static void MapGameButtons()
6123 for (i=0; i<NUM_GAME_BUTTONS; i++)
6124 MapGadget(game_gadget[i]);
6127 void UnmapGameButtons()
6131 for (i=0; i<NUM_GAME_BUTTONS; i++)
6132 UnmapGadget(game_gadget[i]);
6135 static void HandleGameButtons(struct GadgetInfo *gi)
6137 int id = gi->custom_id;
6139 if (game_status != PLAYING)
6144 case GAME_CTRL_ID_STOP:
6147 CloseDoor(DOOR_CLOSE_1);
6148 game_status = MAINMENU;
6153 if (level_editor_test_game ||
6154 Request("Do you really want to quit the game ?",
6155 REQ_ASK | REQ_STAY_CLOSED))
6158 if (options.network)
6159 SendToServer_StopPlaying();
6163 game_status = MAINMENU;
6168 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6171 case GAME_CTRL_ID_PAUSE:
6172 if (options.network)
6176 SendToServer_ContinuePlaying();
6178 SendToServer_PausePlaying();
6185 case GAME_CTRL_ID_PLAY:
6189 if (options.network)
6190 SendToServer_ContinuePlaying();
6194 tape.pausing = FALSE;
6195 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6200 case SOUND_CTRL_ID_MUSIC:
6201 if (setup.sound_music)
6203 setup.sound_music = FALSE;
6204 FadeSound(background_loop[level_nr % num_bg_loops]);
6206 else if (sound_loops_allowed)
6208 setup.sound = setup.sound_music = TRUE;
6209 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
6213 case SOUND_CTRL_ID_LOOPS:
6214 if (setup.sound_loops)
6215 setup.sound_loops = FALSE;
6216 else if (sound_loops_allowed)
6217 setup.sound = setup.sound_loops = TRUE;
6220 case SOUND_CTRL_ID_SIMPLE:
6221 if (setup.sound_simple)
6222 setup.sound_simple = FALSE;
6223 else if (sound_status==SOUND_AVAILABLE)
6224 setup.sound = setup.sound_simple = TRUE;