1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
25 /* this switch controls how rocks move horizontally */
26 #define OLD_GAME_BEHAVIOUR FALSE
33 /* for MoveFigure() */
34 #define MF_NO_ACTION 0
38 /* for ScrollFigure() */
40 #define SCROLL_GO_ON 1
43 #define EX_PHASE_START 0
48 /* special positions in the game control window (relative to control window) */
51 #define XX_EMERALDS 29
52 #define YY_EMERALDS 54
53 #define XX_DYNAMITE 29
54 #define YY_DYNAMITE 89
62 /* special positions in the game control window (relative to main window) */
63 #define DX_LEVEL (DX + XX_LEVEL)
64 #define DY_LEVEL (DY + YY_LEVEL)
65 #define DX_EMERALDS (DX + XX_EMERALDS)
66 #define DY_EMERALDS (DY + YY_EMERALDS)
67 #define DX_DYNAMITE (DX + XX_DYNAMITE)
68 #define DY_DYNAMITE (DY + YY_DYNAMITE)
69 #define DX_KEYS (DX + XX_KEYS)
70 #define DY_KEYS (DY + YY_KEYS)
71 #define DX_SCORE (DX + XX_SCORE)
72 #define DY_SCORE (DY + YY_SCORE)
73 #define DX_TIME (DX + XX_TIME)
74 #define DY_TIME (DY + YY_TIME)
76 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
77 (s)==SND_NJAM || (s)==SND_MIEP)
78 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
79 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
80 (s)==SND_TYGER || (s)==SND_VOYAGER || \
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* game button identifiers */
93 #define GAME_CTRL_ID_STOP 0
94 #define GAME_CTRL_ID_PAUSE 1
95 #define GAME_CTRL_ID_PLAY 2
96 #define SOUND_CTRL_ID_MUSIC 3
97 #define SOUND_CTRL_ID_LOOPS 4
98 #define SOUND_CTRL_ID_SIMPLE 5
100 #define NUM_GAME_BUTTONS 6
102 /* forward declaration for internal use */
103 static void CloseAllOpenTimegates(void);
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessProtected(int, int);
107 static void MapGameButtons();
108 static void HandleGameButtons(struct GadgetInfo *);
110 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 static unsigned int getStateCheckSum(int counter)
119 unsigned int mult = 1;
120 unsigned int checksum = 0;
122 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
124 static boolean first_game = TRUE;
126 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
132 lastFeld[x][y] = Feld[x][y];
133 else if (lastFeld[x][y] != Feld[x][y])
134 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
135 x, y, lastFeld[x][y], Feld[x][y]);
139 checksum += mult++ * Ur[x][y];
140 checksum += mult++ * Feld[x][y];
143 checksum += mult++ * MovPos[x][y];
144 checksum += mult++ * MovDir[x][y];
145 checksum += mult++ * MovDelay[x][y];
146 checksum += mult++ * Store[x][y];
147 checksum += mult++ * Store2[x][y];
148 checksum += mult++ * StorePlayer[x][y];
149 checksum += mult++ * Frame[x][y];
150 checksum += mult++ * AmoebaNr[x][y];
151 checksum += mult++ * JustStopped[x][y];
152 checksum += mult++ * Stop[x][y];
156 if (counter == 3 && first_game)
167 void GetPlayerConfig()
169 if (!audio.sound_available)
172 if (!audio.loops_available)
174 setup.sound_loops = FALSE;
175 setup.sound_music = FALSE;
178 if (!video.fullscreen_available)
179 setup.fullscreen = FALSE;
181 setup.sound_simple = setup.sound;
183 SetAudioMode(setup.sound);
187 static int getBeltNrFromElement(int element)
189 return (element < EL_BELT2_LEFT ? 0 :
190 element < EL_BELT3_LEFT ? 1 :
191 element < EL_BELT4_LEFT ? 2 : 3);
194 static int getBeltNrFromSwitchElement(int element)
196 return (element < EL_BELT2_SWITCH_LEFT ? 0 :
197 element < EL_BELT3_SWITCH_LEFT ? 1 :
198 element < EL_BELT4_SWITCH_LEFT ? 2 : 3);
201 static int getBeltDirNrFromSwitchElement(int element)
203 static int belt_base_element[4] =
205 EL_BELT1_SWITCH_LEFT,
206 EL_BELT2_SWITCH_LEFT,
207 EL_BELT3_SWITCH_LEFT,
211 int belt_nr = getBeltNrFromSwitchElement(element);
212 int belt_dir_nr = element - belt_base_element[belt_nr];
214 return (belt_dir_nr % 3);
217 static int getBeltDirFromSwitchElement(int element)
219 static int belt_move_dir[3] =
226 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
228 return belt_move_dir[belt_dir_nr];
231 static void InitField(int x, int y, boolean init_game)
238 if (stored_player[0].present)
240 Feld[x][y] = EL_SP_MURPHY_CLONE;
247 Feld[x][y] = EL_SPIELER1;
255 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
256 int jx = player->jx, jy = player->jy;
258 player->present = TRUE;
260 if (!options.network || player->connected)
262 player->active = TRUE;
264 /* remove potentially duplicate players */
265 if (StorePlayer[jx][jy] == Feld[x][y])
266 StorePlayer[jx][jy] = 0;
268 StorePlayer[x][y] = Feld[x][y];
272 printf("Player %d activated.\n", player->element_nr);
273 printf("[Local player is %d and currently %s.]\n",
274 local_player->element_nr,
275 local_player->active ? "active" : "not active");
279 Feld[x][y] = EL_LEERRAUM;
280 player->jx = player->last_jx = x;
281 player->jy = player->last_jy = y;
286 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
287 Feld[x][y] = EL_BADEWANNE1;
288 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
289 Feld[x][y] = EL_BADEWANNE2;
290 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
291 Feld[x][y] = EL_BADEWANNE3;
292 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
293 Feld[x][y] = EL_BADEWANNE4;
294 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
295 Feld[x][y] = EL_BADEWANNE5;
298 case EL_KAEFER_RIGHT:
303 case EL_FLIEGER_RIGHT:
305 case EL_FLIEGER_LEFT:
306 case EL_FLIEGER_DOWN:
308 case EL_BUTTERFLY_RIGHT:
309 case EL_BUTTERFLY_UP:
310 case EL_BUTTERFLY_LEFT:
311 case EL_BUTTERFLY_DOWN:
313 case EL_FIREFLY_RIGHT:
315 case EL_FIREFLY_LEFT:
316 case EL_FIREFLY_DOWN:
318 case EL_PACMAN_RIGHT:
342 if (y == lev_fieldy - 1)
344 Feld[x][y] = EL_AMOEBING;
345 Store[x][y] = EL_AMOEBE_NASS;
349 case EL_DYNAMITE_ACTIVE:
354 local_player->lights_still_needed++;
357 case EL_SOKOBAN_FELD_LEER:
358 local_player->sokobanfields_still_needed++;
362 local_player->friends_still_needed++;
367 MovDir[x][y] = 1 << RND(4);
371 Feld[x][y] = EL_LEERRAUM;
374 case EL_EM_KEY_1_FILE:
375 Feld[x][y] = EL_EM_KEY_1;
377 case EL_EM_KEY_2_FILE:
378 Feld[x][y] = EL_EM_KEY_2;
380 case EL_EM_KEY_3_FILE:
381 Feld[x][y] = EL_EM_KEY_3;
383 case EL_EM_KEY_4_FILE:
384 Feld[x][y] = EL_EM_KEY_4;
387 case EL_BELT1_SWITCH_LEFT:
388 case EL_BELT1_SWITCH_MIDDLE:
389 case EL_BELT1_SWITCH_RIGHT:
390 case EL_BELT2_SWITCH_LEFT:
391 case EL_BELT2_SWITCH_MIDDLE:
392 case EL_BELT2_SWITCH_RIGHT:
393 case EL_BELT3_SWITCH_LEFT:
394 case EL_BELT3_SWITCH_MIDDLE:
395 case EL_BELT3_SWITCH_RIGHT:
396 case EL_BELT4_SWITCH_LEFT:
397 case EL_BELT4_SWITCH_MIDDLE:
398 case EL_BELT4_SWITCH_RIGHT:
401 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
402 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
403 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
405 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
407 game.belt_dir[belt_nr] = belt_dir;
408 game.belt_dir_nr[belt_nr] = belt_dir_nr;
410 else /* more than one switch -- set it like the first switch */
412 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
417 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
419 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
422 case EL_LIGHT_SWITCH_ON:
424 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
435 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
436 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
437 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
439 /* don't play tapes over network */
440 network_playing = (options.network && !tape.playing);
442 for (i=0; i<MAX_PLAYERS; i++)
444 struct PlayerInfo *player = &stored_player[i];
446 player->index_nr = i;
447 player->element_nr = EL_SPIELER1 + i;
449 player->present = FALSE;
450 player->active = FALSE;
453 player->effective_action = 0;
454 player->programmed_action = 0;
457 player->gems_still_needed = level.gems_needed;
458 player->sokobanfields_still_needed = 0;
459 player->lights_still_needed = 0;
460 player->friends_still_needed = 0;
463 player->key[j] = FALSE;
465 player->dynamite = 0;
466 player->dynabomb_count = 0;
467 player->dynabomb_size = 1;
468 player->dynabombs_left = 0;
469 player->dynabomb_xl = FALSE;
471 player->MovDir = MV_NO_MOVING;
473 player->Pushing = FALSE;
474 player->Switching = FALSE;
478 player->actual_frame_counter = 0;
480 player->frame_reset_delay = 0;
482 player->push_delay = 0;
483 player->push_delay_value = 5;
485 player->move_delay = 0;
486 player->last_move_dir = MV_NO_MOVING;
488 player->move_delay_value =
489 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
491 player->snapped = FALSE;
493 player->last_jx = player->last_jy = 0;
494 player->jx = player->jy = 0;
496 player->shield_passive_time_left = 0;
497 player->shield_active_time_left = 0;
499 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
500 SnapField(player, 0, 0);
502 player->LevelSolved = FALSE;
503 player->GameOver = FALSE;
506 network_player_action_received = FALSE;
508 #if defined(PLATFORM_UNIX)
509 /* initial null action */
511 SendToServer_MovePlayer(MV_NO_MOVING);
519 TimeLeft = level.time;
521 ScreenMovDir = MV_NO_MOVING;
525 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
527 AllPlayersGone = FALSE;
529 game.yam_content_nr = 0;
530 game.magic_wall_active = FALSE;
531 game.magic_wall_time_left = 0;
532 game.light_time_left = 0;
533 game.timegate_time_left = 0;
534 game.switchgate_pos = 0;
535 game.balloon_dir = MV_NO_MOVING;
539 game.belt_dir[i] = MV_NO_MOVING;
540 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
543 for (i=0; i<MAX_NUM_AMOEBA; i++)
544 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
546 for (x=0; x<lev_fieldx; x++)
548 for (y=0; y<lev_fieldy; y++)
550 Feld[x][y] = Ur[x][y];
551 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
552 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
555 JustStopped[x][y] = 0;
560 for(y=0; y<lev_fieldy; y++)
562 for(x=0; x<lev_fieldx; x++)
564 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
566 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
568 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
571 InitField(x, y, TRUE);
575 /* correct non-moving belts to start moving left */
577 if (game.belt_dir[i] == MV_NO_MOVING)
578 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
580 /* check if any connected player was not found in playfield */
581 for (i=0; i<MAX_PLAYERS; i++)
583 struct PlayerInfo *player = &stored_player[i];
585 if (player->connected && !player->present)
587 for (j=0; j<MAX_PLAYERS; j++)
589 struct PlayerInfo *some_player = &stored_player[j];
590 int jx = some_player->jx, jy = some_player->jy;
592 /* assign first free player found that is present in the playfield */
593 if (some_player->present && !some_player->connected)
595 player->present = TRUE;
596 player->active = TRUE;
597 some_player->present = FALSE;
599 StorePlayer[jx][jy] = player->element_nr;
600 player->jx = player->last_jx = jx;
601 player->jy = player->last_jy = jy;
611 /* when playing a tape, eliminate all players who do not participate */
613 for (i=0; i<MAX_PLAYERS; i++)
615 if (stored_player[i].active && !tape.player_participates[i])
617 struct PlayerInfo *player = &stored_player[i];
618 int jx = player->jx, jy = player->jy;
620 player->active = FALSE;
621 StorePlayer[jx][jy] = 0;
622 Feld[jx][jy] = EL_LEERRAUM;
626 else if (!options.network && !setup.team_mode) /* && !tape.playing */
628 /* when in single player mode, eliminate all but the first active player */
630 for (i=0; i<MAX_PLAYERS; i++)
632 if (stored_player[i].active)
634 for (j=i+1; j<MAX_PLAYERS; j++)
636 if (stored_player[j].active)
638 struct PlayerInfo *player = &stored_player[j];
639 int jx = player->jx, jy = player->jy;
641 player->active = FALSE;
642 StorePlayer[jx][jy] = 0;
643 Feld[jx][jy] = EL_LEERRAUM;
650 /* when recording the game, store which players take part in the game */
653 for (i=0; i<MAX_PLAYERS; i++)
654 if (stored_player[i].active)
655 tape.player_participates[i] = TRUE;
660 for (i=0; i<MAX_PLAYERS; i++)
662 struct PlayerInfo *player = &stored_player[i];
664 printf("Player %d: present == %d, connected == %d, active == %d.\n",
669 if (local_player == player)
670 printf("Player %d is local player.\n", i+1);
674 game.version = (tape.playing ? tape.game_version : level.game_version);
675 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
676 emulate_sb ? EMU_SOKOBAN :
677 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
679 /* dynamically adjust element properties according to game engine version */
681 static int ep_slippery[] =
690 static int ep_slippery_num = sizeof(ep_slippery)/sizeof(int);
692 for (i=0; i<ep_slippery_num; i++)
694 if (game.version >= GAME_VERSION_2_0)
695 Elementeigenschaften1[ep_slippery[i]] |= EP_BIT_SLIPPERY;
697 Elementeigenschaften1[ep_slippery[i]] &= ~EP_BIT_SLIPPERY;
701 if (BorderElement == EL_LEERRAUM)
704 SBX_Right = lev_fieldx - SCR_FIELDX;
706 SBY_Lower = lev_fieldy - SCR_FIELDY;
711 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
713 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
716 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
717 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
719 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
720 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
723 scroll_y = SBY_Upper;
724 if (local_player->jx >= SBX_Left + MIDPOSX)
725 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
726 local_player->jx - MIDPOSX :
728 if (local_player->jy >= SBY_Upper + MIDPOSY)
729 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
730 local_player->jy - MIDPOSY :
733 CloseDoor(DOOR_CLOSE_1);
739 /* after drawing the level, correct some elements */
740 if (game.timegate_time_left == 0)
741 CloseAllOpenTimegates();
743 if (setup.soft_scrolling)
744 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
746 redraw_mask |= REDRAW_FROM_BACKBUFFER;
748 /* copy default game door content to main double buffer */
749 BlitBitmap(pix[PIX_DOOR], drawto,
750 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
753 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
754 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
757 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
758 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
759 BlitBitmap(drawto, drawto,
760 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
761 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
762 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
765 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
766 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
767 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
768 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
769 DrawText(DX + XX_SCORE, DY + YY_SCORE,
770 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
771 DrawText(DX + XX_TIME, DY + YY_TIME,
772 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
775 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
776 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
777 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
781 /* copy actual game door content to door double buffer for OpenDoor() */
782 BlitBitmap(drawto, pix[PIX_DB_DOOR],
783 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
785 OpenDoor(DOOR_OPEN_ALL);
787 if (setup.sound_music && num_bg_loops)
788 PlayMusic(level_nr % num_bg_loops);
790 KeyboardAutoRepeatOff();
795 printf("Player %d %sactive.\n",
796 i + 1, (stored_player[i].active ? "" : "not "));
800 void InitMovDir(int x, int y)
802 int i, element = Feld[x][y];
803 static int xy[4][2] =
810 static int direction[3][4] =
812 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
813 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
814 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
819 case EL_KAEFER_RIGHT:
823 Feld[x][y] = EL_KAEFER;
824 MovDir[x][y] = direction[0][element - EL_KAEFER_RIGHT];
827 case EL_FLIEGER_RIGHT:
829 case EL_FLIEGER_LEFT:
830 case EL_FLIEGER_DOWN:
831 Feld[x][y] = EL_FLIEGER;
832 MovDir[x][y] = direction[0][element - EL_FLIEGER_RIGHT];
835 case EL_BUTTERFLY_RIGHT:
836 case EL_BUTTERFLY_UP:
837 case EL_BUTTERFLY_LEFT:
838 case EL_BUTTERFLY_DOWN:
839 Feld[x][y] = EL_BUTTERFLY;
840 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_RIGHT];
843 case EL_FIREFLY_RIGHT:
845 case EL_FIREFLY_LEFT:
846 case EL_FIREFLY_DOWN:
847 Feld[x][y] = EL_FIREFLY;
848 MovDir[x][y] = direction[0][element - EL_FIREFLY_RIGHT];
851 case EL_PACMAN_RIGHT:
855 Feld[x][y] = EL_PACMAN;
856 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
860 MovDir[x][y] = MV_UP;
864 MovDir[x][y] = MV_LEFT;
871 Feld[x][y] = EL_MOLE;
872 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
876 MovDir[x][y] = 1 << RND(4);
877 if (element != EL_KAEFER &&
878 element != EL_FLIEGER &&
879 element != EL_BUTTERFLY &&
880 element != EL_FIREFLY)
885 int x1 = x + xy[i][0];
886 int y1 = y + xy[i][1];
888 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
890 if (element == EL_KAEFER || element == EL_BUTTERFLY)
892 MovDir[x][y] = direction[0][i];
895 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
896 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
898 MovDir[x][y] = direction[1][i];
907 void InitAmoebaNr(int x, int y)
910 int group_nr = AmoebeNachbarNr(x, y);
914 for (i=1; i<MAX_NUM_AMOEBA; i++)
916 if (AmoebaCnt[i] == 0)
924 AmoebaNr[x][y] = group_nr;
925 AmoebaCnt[group_nr]++;
926 AmoebaCnt2[group_nr]++;
932 boolean raise_level = FALSE;
934 if (local_player->MovPos)
937 local_player->LevelSolved = FALSE;
941 if (setup.sound_loops)
942 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
946 if (!setup.sound_loops)
947 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
948 if (TimeLeft > 0 && !(TimeLeft % 10))
949 RaiseScore(level.score[SC_ZEITBONUS]);
950 if (TimeLeft > 100 && !(TimeLeft % 10))
954 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
959 if (setup.sound_loops)
962 else if (level.time == 0) /* level without time limit */
964 if (setup.sound_loops)
965 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
967 while(TimePlayed < 999)
969 if (!setup.sound_loops)
970 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
971 if (TimePlayed < 999 && !(TimePlayed % 10))
972 RaiseScore(level.score[SC_ZEITBONUS]);
973 if (TimePlayed < 900 && !(TimePlayed % 10))
977 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
982 if (setup.sound_loops)
990 /* Hero disappears */
991 DrawLevelField(ExitX, ExitY);
997 CloseDoor(DOOR_CLOSE_1);
1002 SaveTape(tape.level_nr); /* Ask to save tape */
1005 if (level_nr == leveldir_current->handicap_level)
1007 leveldir_current->handicap_level++;
1008 SaveLevelSetup_SeriesInfo();
1011 if (level_editor_test_game)
1012 local_player->score = -1; /* no highscore when playing from editor */
1013 else if (level_nr < leveldir_current->last_level)
1014 raise_level = TRUE; /* advance to next level */
1016 if ((hi_pos = NewHiScore()) >= 0)
1018 game_status = HALLOFFAME;
1019 DrawHallOfFame(hi_pos);
1025 game_status = MAINMENU;
1039 LoadScore(level_nr);
1041 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1042 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1045 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1047 if (local_player->score > highscore[k].Score)
1049 /* player has made it to the hall of fame */
1051 if (k < MAX_SCORE_ENTRIES - 1)
1053 int m = MAX_SCORE_ENTRIES - 1;
1056 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1057 if (!strcmp(setup.player_name, highscore[l].Name))
1059 if (m == k) /* player's new highscore overwrites his old one */
1065 strcpy(highscore[l].Name, highscore[l - 1].Name);
1066 highscore[l].Score = highscore[l - 1].Score;
1073 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1074 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1075 highscore[k].Score = local_player->score;
1081 else if (!strncmp(setup.player_name, highscore[k].Name,
1082 MAX_PLAYER_NAME_LEN))
1083 break; /* player already there with a higher score */
1089 SaveScore(level_nr);
1094 void InitMovingField(int x, int y, int direction)
1096 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1097 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1099 MovDir[x][y] = direction;
1100 MovDir[newx][newy] = direction;
1101 if (Feld[newx][newy] == EL_LEERRAUM)
1102 Feld[newx][newy] = EL_BLOCKED;
1105 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1107 int direction = MovDir[x][y];
1108 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1109 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1115 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1117 int oldx = x, oldy = y;
1118 int direction = MovDir[x][y];
1120 if (direction == MV_LEFT)
1122 else if (direction == MV_RIGHT)
1124 else if (direction == MV_UP)
1126 else if (direction == MV_DOWN)
1129 *comes_from_x = oldx;
1130 *comes_from_y = oldy;
1133 int MovingOrBlocked2Element(int x, int y)
1135 int element = Feld[x][y];
1137 if (element == EL_BLOCKED)
1141 Blocked2Moving(x, y, &oldx, &oldy);
1142 return Feld[oldx][oldy];
1148 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1150 /* like MovingOrBlocked2Element(), but if element is moving
1151 and (x,y) is the field the moving element is just leaving,
1152 return EL_BLOCKED instead of the element value */
1153 int element = Feld[x][y];
1155 if (IS_MOVING(x, y))
1157 if (element == EL_BLOCKED)
1161 Blocked2Moving(x, y, &oldx, &oldy);
1162 return Feld[oldx][oldy];
1171 static void RemoveField(int x, int y)
1173 Feld[x][y] = EL_LEERRAUM;
1179 void RemoveMovingField(int x, int y)
1181 int oldx = x, oldy = y, newx = x, newy = y;
1183 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1186 if (IS_MOVING(x, y))
1188 Moving2Blocked(x, y, &newx, &newy);
1189 if (Feld[newx][newy] != EL_BLOCKED)
1192 else if (Feld[x][y] == EL_BLOCKED)
1194 Blocked2Moving(x, y, &oldx, &oldy);
1195 if (!IS_MOVING(oldx, oldy))
1199 if (Feld[x][y] == EL_BLOCKED &&
1200 (Store[oldx][oldy] == EL_MORAST_LEER ||
1201 Store[oldx][oldy] == EL_MAGIC_WALL_EMPTY ||
1202 Store[oldx][oldy] == EL_MAGIC_WALL_BD_EMPTY ||
1203 Store[oldx][oldy] == EL_AMOEBE_NASS))
1205 Feld[oldx][oldy] = Store[oldx][oldy];
1206 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1209 Feld[oldx][oldy] = EL_LEERRAUM;
1211 Feld[newx][newy] = EL_LEERRAUM;
1212 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1213 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1215 DrawLevelField(oldx, oldy);
1216 DrawLevelField(newx, newy);
1219 void DrawDynamite(int x, int y)
1221 int sx = SCREENX(x), sy = SCREENY(y);
1222 int graphic = el2gfx(Feld[x][y]);
1225 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1229 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1231 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1233 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1238 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1242 if (game.emulation == EMU_SUPAPLEX)
1243 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1244 else if (Store[x][y])
1245 DrawGraphicThruMask(sx, sy, graphic + phase);
1247 DrawGraphic(sx, sy, graphic + phase);
1250 void CheckDynamite(int x, int y)
1252 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1257 if (!(MovDelay[x][y] % 12))
1258 PlaySoundLevel(x, y, SND_ZISCH);
1260 if (IS_ACTIVE_BOMB(Feld[x][y]))
1262 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1264 if (!(MovDelay[x][y] % delay))
1272 StopSound(SND_ZISCH);
1276 void Explode(int ex, int ey, int phase, int mode)
1279 int num_phase = 9, delay = 2;
1280 int last_phase = num_phase * delay;
1281 int half_phase = (num_phase / 2) * delay;
1282 int first_phase_after_start = EX_PHASE_START + 1;
1284 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1286 int center_element = Feld[ex][ey];
1288 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1290 /* put moving element to center field (and let it explode there) */
1291 center_element = MovingOrBlocked2Element(ex, ey);
1292 RemoveMovingField(ex, ey);
1293 Feld[ex][ey] = center_element;
1296 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1300 if (!IN_LEV_FIELD(x, y) ||
1301 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1302 (x != ex || y != ey)))
1305 element = Feld[x][y];
1307 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1309 element = MovingOrBlocked2Element(x, y);
1310 RemoveMovingField(x, y);
1313 if (IS_MASSIVE(element) || element == EL_BURNING)
1316 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1318 if (IS_ACTIVE_BOMB(element))
1320 /* re-activate things under the bomb like gate or penguin */
1321 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1328 if (element == EL_EXPLODING)
1329 element = Store2[x][y];
1331 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1333 switch(StorePlayer[ex][ey])
1336 Store[x][y] = EL_EDELSTEIN_ROT;
1339 Store[x][y] = EL_EDELSTEIN;
1342 Store[x][y] = EL_EDELSTEIN_LILA;
1346 Store[x][y] = EL_EDELSTEIN_GELB;
1350 if (game.emulation == EMU_SUPAPLEX)
1351 Store[x][y] = EL_LEERRAUM;
1353 else if (center_element == EL_MOLE)
1354 Store[x][y] = EL_EDELSTEIN_ROT;
1355 else if (center_element == EL_PINGUIN)
1356 Store[x][y] = EL_EDELSTEIN_LILA;
1357 else if (center_element == EL_KAEFER)
1358 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1359 else if (center_element == EL_BUTTERFLY)
1360 Store[x][y] = EL_EDELSTEIN_BD;
1361 else if (center_element == EL_SP_ELECTRON)
1362 Store[x][y] = EL_SP_INFOTRON;
1363 else if (center_element == EL_MAMPFER)
1364 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1365 else if (center_element == EL_AMOEBA2DIAM)
1366 Store[x][y] = level.amoeba_content;
1367 else if (element == EL_ERZ_EDEL)
1368 Store[x][y] = EL_EDELSTEIN;
1369 else if (element == EL_ERZ_DIAM)
1370 Store[x][y] = EL_DIAMANT;
1371 else if (element == EL_ERZ_EDEL_BD)
1372 Store[x][y] = EL_EDELSTEIN_BD;
1373 else if (element == EL_ERZ_EDEL_GELB)
1374 Store[x][y] = EL_EDELSTEIN_GELB;
1375 else if (element == EL_ERZ_EDEL_ROT)
1376 Store[x][y] = EL_EDELSTEIN_ROT;
1377 else if (element == EL_ERZ_EDEL_LILA)
1378 Store[x][y] = EL_EDELSTEIN_LILA;
1379 else if (element == EL_WALL_PEARL)
1380 Store[x][y] = EL_PEARL;
1381 else if (element == EL_WALL_CRYSTAL)
1382 Store[x][y] = EL_CRYSTAL;
1383 else if (!IS_PFORTE(Store[x][y]))
1384 Store[x][y] = EL_LEERRAUM;
1386 if (x != ex || y != ey ||
1387 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1388 Store2[x][y] = element;
1390 if (AmoebaNr[x][y] &&
1391 (element == EL_AMOEBE_VOLL ||
1392 element == EL_AMOEBE_BD ||
1393 element == EL_AMOEBING))
1395 AmoebaCnt[AmoebaNr[x][y]]--;
1396 AmoebaCnt2[AmoebaNr[x][y]]--;
1399 Feld[x][y] = EL_EXPLODING;
1400 MovDir[x][y] = MovPos[x][y] = 0;
1406 if (center_element == EL_MAMPFER)
1407 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1418 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1420 if (phase == first_phase_after_start)
1422 int element = Store2[x][y];
1424 if (element == EL_BLACK_ORB)
1426 Feld[x][y] = Store2[x][y];
1431 else if (phase == half_phase)
1433 int element = Store2[x][y];
1435 if (IS_PLAYER(x, y))
1436 KillHeroUnlessProtected(x, y);
1437 else if (IS_EXPLOSIVE(element))
1439 Feld[x][y] = Store2[x][y];
1443 else if (element == EL_AMOEBA2DIAM)
1444 AmoebeUmwandeln(x, y);
1447 if (phase == last_phase)
1451 element = Feld[x][y] = Store[x][y];
1452 Store[x][y] = Store2[x][y] = 0;
1453 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1454 InitField(x, y, FALSE);
1455 if (CAN_MOVE(element) || COULD_MOVE(element))
1457 DrawLevelField(x, y);
1459 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1461 int graphic = GFX_EXPLOSION;
1463 if (game.emulation == EMU_SUPAPLEX)
1464 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1465 GFX_SP_EXPLODE_INFOTRON :
1466 GFX_SP_EXPLODE_EMPTY);
1469 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1471 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1475 void DynaExplode(int ex, int ey)
1478 int dynabomb_size = 1;
1479 boolean dynabomb_xl = FALSE;
1480 struct PlayerInfo *player;
1481 static int xy[4][2] =
1489 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1491 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1492 dynabomb_size = player->dynabomb_size;
1493 dynabomb_xl = player->dynabomb_xl;
1494 player->dynabombs_left++;
1497 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1501 for (j=1; j<=dynabomb_size; j++)
1503 int x = ex + j * xy[i % 4][0];
1504 int y = ey + j * xy[i % 4][1];
1507 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1510 element = Feld[x][y];
1512 /* do not restart explosions of fields with active bombs */
1513 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1516 Explode(x, y, EX_PHASE_START, EX_BORDER);
1518 if (element != EL_LEERRAUM &&
1519 element != EL_ERDREICH &&
1520 element != EL_EXPLODING &&
1527 void Bang(int x, int y)
1529 int element = Feld[x][y];
1531 if (game.emulation == EMU_SUPAPLEX)
1532 PlaySoundLevel(x, y, SND_SP_BOOOM);
1534 PlaySoundLevel(x, y, SND_ROAAAR);
1537 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1538 element = EL_LEERRAUM;
1552 RaiseScoreElement(element);
1553 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1555 case EL_DYNABOMB_ACTIVE_1:
1556 case EL_DYNABOMB_ACTIVE_2:
1557 case EL_DYNABOMB_ACTIVE_3:
1558 case EL_DYNABOMB_ACTIVE_4:
1559 case EL_DYNABOMB_NR:
1560 case EL_DYNABOMB_SZ:
1561 case EL_DYNABOMB_XL:
1567 if (IS_PLAYER(x, y))
1568 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1570 Explode(x, y, EX_PHASE_START, EX_CENTER);
1573 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1578 void Blurb(int x, int y)
1580 int element = Feld[x][y];
1582 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1584 PlaySoundLevel(x, y, SND_BLURB);
1585 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1586 (!IN_LEV_FIELD(x-1, y-1) ||
1587 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1589 Feld[x-1][y] = EL_BLURB_LEFT;
1591 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1592 (!IN_LEV_FIELD(x+1, y-1) ||
1593 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1595 Feld[x+1][y] = EL_BLURB_RIGHT;
1600 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1602 if (!MovDelay[x][y]) /* initialize animation counter */
1605 if (MovDelay[x][y]) /* continue animation */
1608 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1609 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1611 if (!MovDelay[x][y])
1613 Feld[x][y] = EL_LEERRAUM;
1614 DrawLevelField(x, y);
1620 static void ToggleBeltSwitch(int x, int y)
1622 static int belt_base_element[4] =
1624 EL_BELT1_SWITCH_LEFT,
1625 EL_BELT2_SWITCH_LEFT,
1626 EL_BELT3_SWITCH_LEFT,
1627 EL_BELT4_SWITCH_LEFT
1629 static int belt_move_dir[4] =
1637 int element = Feld[x][y];
1638 int belt_nr = getBeltNrFromSwitchElement(element);
1639 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1640 int belt_dir = belt_move_dir[belt_dir_nr];
1643 if (!IS_BELT_SWITCH(element))
1646 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1647 game.belt_dir[belt_nr] = belt_dir;
1649 if (belt_dir_nr == 3)
1652 for (yy=0; yy<lev_fieldy; yy++)
1654 for (xx=0; xx<lev_fieldx; xx++)
1656 int element = Feld[xx][yy];
1658 if (IS_BELT_SWITCH(element))
1660 int e_belt_nr = getBeltNrFromSwitchElement(element);
1662 if (e_belt_nr == belt_nr)
1664 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1665 DrawLevelField(xx, yy);
1668 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1670 int e_belt_nr = getBeltNrFromElement(element);
1672 if (e_belt_nr == belt_nr)
1673 DrawLevelField(xx, yy); /* set belt to parking position */
1679 static void ToggleSwitchgateSwitch(int x, int y)
1683 game.switchgate_pos = !game.switchgate_pos;
1685 for (yy=0; yy<lev_fieldy; yy++)
1687 for (xx=0; xx<lev_fieldx; xx++)
1689 int element = Feld[xx][yy];
1691 if (element == EL_SWITCHGATE_SWITCH_1 ||
1692 element == EL_SWITCHGATE_SWITCH_2)
1694 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1695 DrawLevelField(xx, yy);
1697 else if (element == EL_SWITCHGATE_OPEN ||
1698 element == EL_SWITCHGATE_OPENING)
1700 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1701 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1703 else if (element == EL_SWITCHGATE_CLOSED ||
1704 element == EL_SWITCHGATE_CLOSING)
1706 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1707 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1713 static void RedrawAllLightSwitchesAndInvisibleElements()
1717 for (y=0; y<lev_fieldy; y++)
1719 for (x=0; x<lev_fieldx; x++)
1721 int element = Feld[x][y];
1723 if (element == EL_LIGHT_SWITCH_OFF &&
1724 game.light_time_left > 0)
1726 Feld[x][y] = EL_LIGHT_SWITCH_ON;
1727 DrawLevelField(x, y);
1729 else if (element == EL_LIGHT_SWITCH_ON &&
1730 game.light_time_left == 0)
1732 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
1733 DrawLevelField(x, y);
1736 if (element == EL_INVISIBLE_STEEL ||
1737 element == EL_UNSICHTBAR ||
1738 element == EL_SAND_INVISIBLE)
1739 DrawLevelField(x, y);
1744 static void ToggleLightSwitch(int x, int y)
1746 int element = Feld[x][y];
1748 game.light_time_left =
1749 (element == EL_LIGHT_SWITCH_OFF ?
1750 level.time_light * FRAMES_PER_SECOND : 0);
1752 RedrawAllLightSwitchesAndInvisibleElements();
1755 static void ActivateTimegateSwitch(int x, int y)
1759 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
1761 for (yy=0; yy<lev_fieldy; yy++)
1763 for (xx=0; xx<lev_fieldx; xx++)
1765 int element = Feld[xx][yy];
1767 if (element == EL_TIMEGATE_CLOSED ||
1768 element == EL_TIMEGATE_CLOSING)
1770 Feld[xx][yy] = EL_TIMEGATE_OPENING;
1771 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1775 else if (element == EL_TIMEGATE_SWITCH_ON)
1777 Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
1778 DrawLevelField(xx, yy);
1785 Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
1788 void Impact(int x, int y)
1790 boolean lastline = (y == lev_fieldy-1);
1791 boolean object_hit = FALSE;
1792 int element = Feld[x][y];
1795 if (!lastline) /* check if element below was hit */
1797 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1800 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1801 MovDir[x][y+1]!=MV_DOWN ||
1802 MovPos[x][y+1]<=TILEY/2));
1804 smashed = MovingOrBlocked2Element(x, y+1);
1807 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1813 if ((element == EL_BOMBE ||
1814 element == EL_SP_DISK_ORANGE ||
1815 element == EL_DX_SUPABOMB) &&
1816 (lastline || object_hit)) /* element is bomb */
1821 else if (element == EL_PEARL)
1823 Feld[x][y] = EL_PEARL_BREAKING;
1824 PlaySoundLevel(x, y, SND_KNACK);
1828 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1830 if (object_hit && IS_PLAYER(x, y+1))
1831 KillHeroUnlessProtected(x, y+1);
1832 else if (object_hit && smashed == EL_PINGUIN)
1836 Feld[x][y] = EL_AMOEBING;
1837 Store[x][y] = EL_AMOEBE_NASS;
1842 if (!lastline && object_hit) /* check which object was hit */
1844 if (CAN_CHANGE(element) &&
1845 (smashed == EL_MAGIC_WALL_OFF || smashed == EL_MAGIC_WALL_BD_OFF))
1848 int activated_magic_wall =
1849 (smashed == EL_MAGIC_WALL_OFF ? EL_MAGIC_WALL_EMPTY :
1850 EL_MAGIC_WALL_BD_EMPTY);
1852 /* activate magic wall / mill */
1854 for (y=0; y<lev_fieldy; y++)
1855 for (x=0; x<lev_fieldx; x++)
1856 if (Feld[x][y] == smashed)
1857 Feld[x][y] = activated_magic_wall;
1859 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1860 game.magic_wall_active = TRUE;
1863 if (IS_PLAYER(x, y+1))
1865 KillHeroUnlessProtected(x, y+1);
1868 else if (smashed == EL_PINGUIN)
1873 else if (element == EL_EDELSTEIN_BD)
1875 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1881 else if (element == EL_FELSBROCKEN ||
1882 element == EL_SP_ZONK ||
1883 element == EL_BD_ROCK)
1885 if (IS_ENEMY(smashed) ||
1886 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1887 smashed == EL_DX_SUPABOMB ||
1888 smashed == EL_SONDE || smashed == EL_SCHWEIN ||
1889 smashed == EL_DRACHE || smashed == EL_MOLE)
1894 else if (!IS_MOVING(x, y+1))
1896 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1901 else if (smashed == EL_KOKOSNUSS)
1903 Feld[x][y+1] = EL_CRACKINGNUT;
1904 PlaySoundLevel(x, y, SND_KNACK);
1905 RaiseScoreElement(EL_KOKOSNUSS);
1908 else if (smashed == EL_PEARL)
1910 Feld[x][y+1] = EL_PEARL_BREAKING;
1911 PlaySoundLevel(x, y, SND_KNACK);
1914 else if (smashed == EL_DIAMANT)
1916 Feld[x][y+1] = EL_LEERRAUM;
1917 PlaySoundLevel(x, y, SND_QUIRK);
1920 else if (IS_BELT_SWITCH(smashed))
1922 ToggleBeltSwitch(x, y+1);
1924 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1925 smashed == EL_SWITCHGATE_SWITCH_2)
1927 ToggleSwitchgateSwitch(x, y+1);
1929 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1930 smashed == EL_LIGHT_SWITCH_ON)
1932 ToggleLightSwitch(x, y+1);
1938 /* play sound of magic wall / mill */
1940 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
1941 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
1943 PlaySoundLevel(x, y, SND_QUIRK);
1947 /* play sound of object that hits the ground */
1948 if (lastline || object_hit)
1955 case EL_EDELSTEIN_BD:
1956 case EL_EDELSTEIN_GELB:
1957 case EL_EDELSTEIN_ROT:
1958 case EL_EDELSTEIN_LILA:
1960 case EL_SP_INFOTRON:
1966 case EL_FELSBROCKEN:
1971 sound = SND_SP_ZONKDOWN;
1974 case EL_SCHLUESSEL1:
1975 case EL_SCHLUESSEL2:
1976 case EL_SCHLUESSEL3:
1977 case EL_SCHLUESSEL4:
1994 PlaySoundLevel(x, y, sound);
1998 void TurnRound(int x, int y)
2010 { 0, 0 }, { 0, 0 }, { 0, 0 },
2015 int left, right, back;
2019 { MV_DOWN, MV_UP, MV_RIGHT },
2020 { MV_UP, MV_DOWN, MV_LEFT },
2022 { MV_LEFT, MV_RIGHT, MV_DOWN },
2023 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
2024 { MV_RIGHT, MV_LEFT, MV_UP }
2027 int element = Feld[x][y];
2028 int old_move_dir = MovDir[x][y];
2029 int left_dir = turn[old_move_dir].left;
2030 int right_dir = turn[old_move_dir].right;
2031 int back_dir = turn[old_move_dir].back;
2033 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2034 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2035 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2036 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2038 int left_x = x+left_dx, left_y = y+left_dy;
2039 int right_x = x+right_dx, right_y = y+right_dy;
2040 int move_x = x+move_dx, move_y = y+move_dy;
2042 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2044 TestIfBadThingHitsOtherBadThing(x, y);
2046 if (IN_LEV_FIELD(right_x, right_y) &&
2047 IS_FREE(right_x, right_y))
2048 MovDir[x][y] = right_dir;
2049 else if (!IN_LEV_FIELD(move_x, move_y) ||
2050 !IS_FREE(move_x, move_y))
2051 MovDir[x][y] = left_dir;
2053 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
2055 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2058 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
2059 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2061 TestIfBadThingHitsOtherBadThing(x, y);
2063 if (IN_LEV_FIELD(left_x, left_y) &&
2064 IS_FREE(left_x, left_y))
2065 MovDir[x][y] = left_dir;
2066 else if (!IN_LEV_FIELD(move_x, move_y) ||
2067 !IS_FREE(move_x, move_y))
2068 MovDir[x][y] = right_dir;
2070 if ((element == EL_FLIEGER ||
2071 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2072 && MovDir[x][y] != old_move_dir)
2074 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
2077 else if (element == EL_MAMPFER)
2079 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2081 if (IN_LEV_FIELD(left_x, left_y) &&
2082 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2083 Feld[left_x][left_y] == EL_DIAMANT))
2084 can_turn_left = TRUE;
2085 if (IN_LEV_FIELD(right_x, right_y) &&
2086 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2087 Feld[right_x][right_y] == EL_DIAMANT))
2088 can_turn_right = TRUE;
2090 if (can_turn_left && can_turn_right)
2091 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2092 else if (can_turn_left)
2093 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2094 else if (can_turn_right)
2095 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2097 MovDir[x][y] = back_dir;
2099 MovDelay[x][y] = 16+16*RND(3);
2101 else if (element == EL_MAMPFER2)
2103 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2105 if (IN_LEV_FIELD(left_x, left_y) &&
2106 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2107 IS_MAMPF2(Feld[left_x][left_y])))
2108 can_turn_left = TRUE;
2109 if (IN_LEV_FIELD(right_x, right_y) &&
2110 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2111 IS_MAMPF2(Feld[right_x][right_y])))
2112 can_turn_right = TRUE;
2114 if (can_turn_left && can_turn_right)
2115 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2116 else if (can_turn_left)
2117 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2118 else if (can_turn_right)
2119 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2121 MovDir[x][y] = back_dir;
2123 MovDelay[x][y] = 16+16*RND(3);
2125 else if (element == EL_PACMAN)
2127 boolean can_turn_left = FALSE, can_turn_right = FALSE;
2129 if (IN_LEV_FIELD(left_x, left_y) &&
2130 (IS_FREE_OR_PLAYER(left_x, left_y) ||
2131 IS_AMOEBOID(Feld[left_x][left_y])))
2132 can_turn_left = TRUE;
2133 if (IN_LEV_FIELD(right_x, right_y) &&
2134 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2135 IS_AMOEBOID(Feld[right_x][right_y])))
2136 can_turn_right = TRUE;
2138 if (can_turn_left && can_turn_right)
2139 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2140 else if (can_turn_left)
2141 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2142 else if (can_turn_right)
2143 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2145 MovDir[x][y] = back_dir;
2147 MovDelay[x][y] = 6+RND(40);
2149 else if (element == EL_SCHWEIN)
2151 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2152 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2153 boolean should_move_on = FALSE;
2155 int rnd = RND(rnd_value);
2157 if (IN_LEV_FIELD(left_x, left_y) &&
2158 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2159 can_turn_left = TRUE;
2160 if (IN_LEV_FIELD(right_x, right_y) &&
2161 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2162 can_turn_right = TRUE;
2163 if (IN_LEV_FIELD(move_x, move_y) &&
2164 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2167 if (can_turn_left &&
2169 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2170 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2171 should_turn_left = TRUE;
2172 if (can_turn_right &&
2174 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2175 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2176 should_turn_right = TRUE;
2178 (!can_turn_left || !can_turn_right ||
2179 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2180 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2181 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2182 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2183 should_move_on = TRUE;
2185 if (should_turn_left || should_turn_right || should_move_on)
2187 if (should_turn_left && should_turn_right && should_move_on)
2188 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2189 rnd < 2*rnd_value/3 ? right_dir :
2191 else if (should_turn_left && should_turn_right)
2192 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2193 else if (should_turn_left && should_move_on)
2194 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2195 else if (should_turn_right && should_move_on)
2196 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2197 else if (should_turn_left)
2198 MovDir[x][y] = left_dir;
2199 else if (should_turn_right)
2200 MovDir[x][y] = right_dir;
2201 else if (should_move_on)
2202 MovDir[x][y] = old_move_dir;
2204 else if (can_move_on && rnd > rnd_value/8)
2205 MovDir[x][y] = old_move_dir;
2206 else if (can_turn_left && can_turn_right)
2207 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2208 else if (can_turn_left && rnd > rnd_value/8)
2209 MovDir[x][y] = left_dir;
2210 else if (can_turn_right && rnd > rnd_value/8)
2211 MovDir[x][y] = right_dir;
2213 MovDir[x][y] = back_dir;
2215 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2216 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2217 MovDir[x][y] = old_move_dir;
2221 else if (element == EL_DRACHE)
2223 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2225 int rnd = RND(rnd_value);
2227 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2228 can_turn_left = TRUE;
2229 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2230 can_turn_right = TRUE;
2231 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2234 if (can_move_on && rnd > rnd_value/8)
2235 MovDir[x][y] = old_move_dir;
2236 else if (can_turn_left && can_turn_right)
2237 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2238 else if (can_turn_left && rnd > rnd_value/8)
2239 MovDir[x][y] = left_dir;
2240 else if (can_turn_right && rnd > rnd_value/8)
2241 MovDir[x][y] = right_dir;
2243 MovDir[x][y] = back_dir;
2245 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2246 MovDir[x][y] = old_move_dir;
2250 else if (element == EL_MOLE)
2252 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2254 if (IN_LEV_FIELD(move_x, move_y) &&
2255 (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) ||
2256 Feld[move_x][move_y] == EL_DEAMOEBING))
2261 if (IN_LEV_FIELD(left_x, left_y) &&
2262 (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y])))
2263 can_turn_left = TRUE;
2264 if (IN_LEV_FIELD(right_x, right_y) &&
2265 (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y])))
2266 can_turn_right = TRUE;
2268 if (can_turn_left && can_turn_right)
2269 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2270 else if (can_turn_left)
2271 MovDir[x][y] = left_dir;
2273 MovDir[x][y] = right_dir;
2276 if (MovDir[x][y] != old_move_dir)
2279 else if (element == EL_BALLOON)
2281 MovDir[x][y] = game.balloon_dir;
2284 else if (element == EL_SPRING_MOVING)
2286 if (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) ||
2287 (IN_LEV_FIELD(x, y+1) && IS_FREE(x, y+1)))
2289 Feld[x][y] = EL_SPRING;
2290 MovDir[x][y] = MV_NO_MOVING;
2294 else if (element == EL_ROBOT || element == EL_SONDE || element == EL_PINGUIN)
2296 int attr_x = -1, attr_y = -1;
2307 for (i=0; i<MAX_PLAYERS; i++)
2309 struct PlayerInfo *player = &stored_player[i];
2310 int jx = player->jx, jy = player->jy;
2312 if (!player->active)
2315 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2323 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2329 if (element == EL_PINGUIN)
2332 static int xy[4][2] =
2342 int ex = x + xy[i%4][0];
2343 int ey = y + xy[i%4][1];
2345 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2354 MovDir[x][y] = MV_NO_MOVING;
2356 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2358 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2360 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2362 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2364 if (element == EL_ROBOT)
2368 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2369 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2370 Moving2Blocked(x, y, &newx, &newy);
2372 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2373 MovDelay[x][y] = 8+8*!RND(3);
2375 MovDelay[x][y] = 16;
2383 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2385 boolean first_horiz = RND(2);
2386 int new_move_dir = MovDir[x][y];
2389 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2390 Moving2Blocked(x, y, &newx, &newy);
2392 if (IN_LEV_FIELD(newx, newy) &&
2393 (IS_FREE(newx, newy) ||
2394 Feld[newx][newy] == EL_SALZSAEURE ||
2395 (element == EL_PINGUIN &&
2396 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2397 IS_MAMPF3(Feld[newx][newy])))))
2401 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2402 Moving2Blocked(x, y, &newx, &newy);
2404 if (IN_LEV_FIELD(newx, newy) &&
2405 (IS_FREE(newx, newy) ||
2406 Feld[newx][newy] == EL_SALZSAEURE ||
2407 (element == EL_PINGUIN &&
2408 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2409 IS_MAMPF3(Feld[newx][newy])))))
2412 MovDir[x][y] = old_move_dir;
2419 static boolean JustBeingPushed(int x, int y)
2423 for (i=0; i<MAX_PLAYERS; i++)
2425 struct PlayerInfo *player = &stored_player[i];
2427 if (player->active && player->Pushing && player->MovPos)
2429 int next_jx = player->jx + (player->jx - player->last_jx);
2430 int next_jy = player->jy + (player->jy - player->last_jy);
2432 if (x == next_jx && y == next_jy)
2440 void StartMoving(int x, int y)
2442 int element = Feld[x][y];
2447 if (CAN_FALL(element) && y<lev_fieldy-1)
2449 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2450 if (JustBeingPushed(x, y))
2453 if (element == EL_MORAST_VOLL)
2455 if (IS_FREE(x, y+1))
2457 InitMovingField(x, y, MV_DOWN);
2458 Feld[x][y] = EL_FELSBROCKEN;
2459 Store[x][y] = EL_MORAST_LEER;
2461 else if (Feld[x][y+1] == EL_MORAST_LEER)
2463 if (!MovDelay[x][y])
2464 MovDelay[x][y] = TILEY + 1;
2473 Feld[x][y] = EL_MORAST_LEER;
2474 Feld[x][y+1] = EL_MORAST_VOLL;
2477 else if ((element == EL_FELSBROCKEN || element == EL_BD_ROCK) &&
2478 Feld[x][y+1] == EL_MORAST_LEER)
2480 InitMovingField(x, y, MV_DOWN);
2481 Store[x][y] = EL_MORAST_VOLL;
2483 else if (element == EL_MAGIC_WALL_FULL)
2485 if (IS_FREE(x, y+1))
2487 InitMovingField(x, y, MV_DOWN);
2488 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2489 Store[x][y] = EL_MAGIC_WALL_EMPTY;
2491 else if (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY)
2493 if (!MovDelay[x][y])
2494 MovDelay[x][y] = TILEY/4 + 1;
2503 Feld[x][y] = EL_MAGIC_WALL_EMPTY;
2504 Feld[x][y+1] = EL_MAGIC_WALL_FULL;
2505 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2509 else if (element == EL_MAGIC_WALL_BD_FULL)
2511 if (IS_FREE(x, y+1))
2513 InitMovingField(x, y, MV_DOWN);
2514 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2515 Store[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2517 else if (Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY)
2519 if (!MovDelay[x][y])
2520 MovDelay[x][y] = TILEY/4 + 1;
2529 Feld[x][y] = EL_MAGIC_WALL_BD_EMPTY;
2530 Feld[x][y+1] = EL_MAGIC_WALL_BD_FULL;
2531 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2535 else if (CAN_CHANGE(element) &&
2536 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ||
2537 Feld[x][y+1] == EL_MAGIC_WALL_BD_EMPTY))
2539 InitMovingField(x, y, MV_DOWN);
2541 (Feld[x][y+1] == EL_MAGIC_WALL_EMPTY ? EL_MAGIC_WALL_FULL :
2542 EL_MAGIC_WALL_BD_FULL);
2543 Store2[x][y+1] = element;
2545 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2548 InitMovingField(x, y, MV_DOWN);
2549 Store[x][y] = EL_SALZSAEURE;
2551 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2556 else if (IS_FREE(x, y+1))
2558 InitMovingField(x, y, MV_DOWN);
2560 else if (element == EL_TROPFEN)
2562 Feld[x][y] = EL_AMOEBING;
2563 Store[x][y] = EL_AMOEBE_NASS;
2565 /* Store[x][y+1] must be zero, because:
2566 (EL_MORAST_VOLL -> EL_FELSBROCKEN): Store[x][y+1] == EL_MORAST_LEER
2568 #if OLD_GAME_BEHAVIOUR
2569 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2571 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2572 !IS_FALLING(x, y+1) && !JustStopped[x][y+1] &&
2573 element != EL_DX_SUPABOMB)
2576 boolean left = (x>0 && IS_FREE(x-1, y) &&
2577 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2578 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2579 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2583 if (left && right &&
2584 (game.emulation != EMU_BOULDERDASH &&
2585 element != EL_BD_ROCK && element != EL_EDELSTEIN_BD))
2586 left = !(right = RND(2));
2588 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2591 else if (IS_BELT(Feld[x][y+1]))
2593 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2594 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2595 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2596 int belt_dir = game.belt_dir[belt_nr];
2598 if ((belt_dir == MV_LEFT && left_is_free) ||
2599 (belt_dir == MV_RIGHT && right_is_free))
2600 InitMovingField(x, y, belt_dir);
2603 else if (CAN_MOVE(element))
2607 if ((element == EL_SONDE || element == EL_BALLOON ||
2608 element == EL_SPRING_MOVING)
2609 && JustBeingPushed(x, y))
2612 if (!MovDelay[x][y]) /* start new movement phase */
2614 /* all objects that can change their move direction after each step */
2615 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2617 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2620 if (MovDelay[x][y] && (element == EL_KAEFER ||
2621 element == EL_FLIEGER ||
2622 element == EL_SP_SNIKSNAK ||
2623 element == EL_SP_ELECTRON ||
2624 element == EL_MOLE))
2625 DrawLevelField(x, y);
2629 if (MovDelay[x][y]) /* wait some time before next movement */
2633 if (element == EL_ROBOT ||
2634 element == EL_MAMPFER || element == EL_MAMPFER2)
2636 int phase = MovDelay[x][y] % 8;
2641 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2642 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2644 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2645 && MovDelay[x][y]%4 == 3)
2646 PlaySoundLevel(x, y, SND_NJAM);
2648 else if (element == EL_SP_ELECTRON)
2649 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2650 else if (element == EL_DRACHE)
2653 int dir = MovDir[x][y];
2654 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2655 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2656 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2657 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2658 dir == MV_UP ? GFX_FLAMMEN_UP :
2659 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2660 int phase = FrameCounter % 2;
2662 for (i=1; i<=3; i++)
2664 int xx = x + i*dx, yy = y + i*dy;
2665 int sx = SCREENX(xx), sy = SCREENY(yy);
2667 if (!IN_LEV_FIELD(xx, yy) ||
2668 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2673 int flamed = MovingOrBlocked2Element(xx, yy);
2675 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2678 RemoveMovingField(xx, yy);
2680 Feld[xx][yy] = EL_BURNING;
2681 if (IN_SCR_FIELD(sx, sy))
2682 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2686 if (Feld[xx][yy] == EL_BURNING)
2687 Feld[xx][yy] = EL_LEERRAUM;
2688 DrawLevelField(xx, yy);
2697 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2699 PlaySoundLevel(x, y, SND_KLAPPER);
2701 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2703 PlaySoundLevel(x, y, SND_ROEHR);
2706 /* now make next step */
2708 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2710 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2711 !PLAYER_PROTECTED(newx, newy))
2715 TestIfBadThingHitsHero(x, y);
2718 /* enemy got the player */
2720 KillHero(PLAYERINFO(newx, newy));
2725 else if ((element == EL_PINGUIN || element == EL_ROBOT ||
2726 element == EL_SONDE || element == EL_BALLOON) &&
2727 IN_LEV_FIELD(newx, newy) &&
2728 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2731 Store[x][y] = EL_SALZSAEURE;
2733 else if (element == EL_PINGUIN && IN_LEV_FIELD(newx, newy))
2735 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2737 Feld[x][y] = EL_LEERRAUM;
2738 DrawLevelField(x, y);
2740 PlaySoundLevel(newx, newy, SND_BUING);
2741 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2742 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2744 local_player->friends_still_needed--;
2745 if (!local_player->friends_still_needed &&
2746 !local_player->GameOver && AllPlayersGone)
2747 local_player->LevelSolved = local_player->GameOver = TRUE;
2751 else if (IS_MAMPF3(Feld[newx][newy]))
2753 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2754 DrawLevelField(newx, newy);
2756 MovDir[x][y] = MV_NO_MOVING;
2758 else if (!IS_FREE(newx, newy))
2760 if (IS_PLAYER(x, y))
2761 DrawPlayerField(x, y);
2763 DrawLevelField(x, y);
2767 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2769 if (IS_GEM(Feld[newx][newy]))
2771 if (IS_MOVING(newx, newy))
2772 RemoveMovingField(newx, newy);
2775 Feld[newx][newy] = EL_LEERRAUM;
2776 DrawLevelField(newx, newy);
2779 else if (!IS_FREE(newx, newy))
2781 if (IS_PLAYER(x, y))
2782 DrawPlayerField(x, y);
2784 DrawLevelField(x, y);
2788 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2790 if (!IS_FREE(newx, newy))
2792 if (IS_PLAYER(x, y))
2793 DrawPlayerField(x, y);
2795 DrawLevelField(x, y);
2800 boolean wanna_flame = !RND(10);
2801 int dx = newx - x, dy = newy - y;
2802 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2803 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2804 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2805 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2806 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2807 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2809 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2810 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2811 element1 != EL_BURNING && element2 != EL_BURNING)
2813 if (IS_PLAYER(x, y))
2814 DrawPlayerField(x, y);
2816 DrawLevelField(x, y);
2818 MovDelay[x][y] = 50;
2819 Feld[newx][newy] = EL_BURNING;
2820 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2821 Feld[newx1][newy1] = EL_BURNING;
2822 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2823 Feld[newx2][newy2] = EL_BURNING;
2828 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2829 Feld[newx][newy] == EL_DIAMANT)
2831 if (IS_MOVING(newx, newy))
2832 RemoveMovingField(newx, newy);
2835 Feld[newx][newy] = EL_LEERRAUM;
2836 DrawLevelField(newx, newy);
2839 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2840 IS_MAMPF2(Feld[newx][newy]))
2842 if (AmoebaNr[newx][newy])
2844 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2845 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2846 Feld[newx][newy] == EL_AMOEBE_BD)
2847 AmoebaCnt[AmoebaNr[newx][newy]]--;
2850 if (IS_MOVING(newx, newy))
2851 RemoveMovingField(newx, newy);
2854 Feld[newx][newy] = EL_LEERRAUM;
2855 DrawLevelField(newx, newy);
2858 else if ((element == EL_PACMAN || element == EL_MOLE)
2859 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
2861 if (AmoebaNr[newx][newy])
2863 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2864 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2865 Feld[newx][newy] == EL_AMOEBE_BD)
2866 AmoebaCnt[AmoebaNr[newx][newy]]--;
2869 if (element == EL_MOLE)
2871 Feld[newx][newy] = EL_DEAMOEBING;
2872 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
2873 return; /* wait for shrinking amoeba */
2875 else /* element == EL_PACMAN */
2877 Feld[newx][newy] = EL_LEERRAUM;
2878 DrawLevelField(newx, newy);
2881 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
2882 (Feld[newx][newy] == EL_DEAMOEBING ||
2883 (Feld[newx][newy] == EL_LEERRAUM && Stop[newx][newy])))
2885 /* wait for shrinking amoeba to completely disappear */
2888 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2890 /* object was running against a wall */
2894 if (element == EL_KAEFER || element == EL_FLIEGER ||
2895 element == EL_SP_SNIKSNAK || element == EL_MOLE)
2896 DrawLevelField(x, y);
2897 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2898 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2899 else if (element == EL_SONDE)
2900 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2901 else if (element == EL_SP_ELECTRON)
2902 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2904 if (DONT_TOUCH(element))
2905 TestIfBadThingHitsHero(x, y);
2910 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2911 PlaySoundLevel(x, y, SND_SCHLURF);
2913 InitMovingField(x, y, MovDir[x][y]);
2917 ContinueMoving(x, y);
2920 void ContinueMoving(int x, int y)
2922 int element = Feld[x][y];
2923 int direction = MovDir[x][y];
2924 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2925 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2926 int horiz_move = (dx!=0);
2927 int newx = x + dx, newy = y + dy;
2928 int step = (horiz_move ? dx : dy) * TILEX / 8;
2930 if (element == EL_TROPFEN)
2932 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2934 else if (CAN_FALL(element) && horiz_move &&
2935 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2937 else if (element == EL_SPRING_MOVING)
2940 #if OLD_GAME_BEHAVIOUR
2941 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2945 MovPos[x][y] += step;
2947 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2949 Feld[x][y] = EL_LEERRAUM;
2950 Feld[newx][newy] = element;
2952 if (element == EL_MOLE)
2955 static int xy[4][2] =
2963 Feld[x][y] = EL_ERDREICH;
2964 DrawLevelField(x, y);
2973 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_ERDREICH)
2974 DrawLevelField(xx, yy); /* for "ErdreichAnbroeckeln()" */
2978 if (Store[x][y] == EL_MORAST_VOLL)
2981 Feld[newx][newy] = EL_MORAST_VOLL;
2982 element = EL_MORAST_VOLL;
2984 else if (Store[x][y] == EL_MORAST_LEER)
2987 Feld[x][y] = EL_MORAST_LEER;
2989 else if (Store[x][y] == EL_MAGIC_WALL_FULL)
2992 element = Feld[newx][newy] =
2993 (game.magic_wall_active ? EL_MAGIC_WALL_FULL : EL_MAGIC_WALL_DEAD);
2995 else if (Store[x][y] == EL_MAGIC_WALL_EMPTY)
2997 Store[x][y] = Store2[x][y] = 0;
2998 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_EMPTY :
2999 EL_MAGIC_WALL_DEAD);
3001 else if (Store[x][y] == EL_MAGIC_WALL_BD_FULL)
3004 element = Feld[newx][newy] =
3005 (game.magic_wall_active ? EL_MAGIC_WALL_BD_FULL :
3006 EL_MAGIC_WALL_BD_DEAD);
3008 else if (Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
3010 Store[x][y] = Store2[x][y] = 0;
3011 Feld[x][y] = (game.magic_wall_active ? EL_MAGIC_WALL_BD_EMPTY :
3012 EL_MAGIC_WALL_BD_DEAD);
3014 else if (Store[x][y] == EL_SALZSAEURE)
3017 Feld[newx][newy] = EL_SALZSAEURE;
3018 element = EL_SALZSAEURE;
3020 else if (Store[x][y] == EL_AMOEBE_NASS)
3023 Feld[x][y] = EL_AMOEBE_NASS;
3026 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3027 MovDelay[newx][newy] = 0;
3029 if (!CAN_MOVE(element))
3030 MovDir[newx][newy] = 0;
3032 DrawLevelField(x, y);
3033 DrawLevelField(newx, newy);
3035 Stop[newx][newy] = TRUE;
3036 JustStopped[newx][newy] = 3;
3038 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3040 TestIfBadThingHitsHero(newx, newy);
3041 TestIfBadThingHitsFriend(newx, newy);
3042 TestIfBadThingHitsOtherBadThing(newx, newy);
3044 else if (element == EL_PINGUIN)
3045 TestIfFriendHitsBadThing(newx, newy);
3047 if (CAN_SMASH(element) && direction == MV_DOWN &&
3048 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
3051 else /* still moving on */
3052 DrawLevelField(x, y);
3055 int AmoebeNachbarNr(int ax, int ay)
3058 int element = Feld[ax][ay];
3060 static int xy[4][2] =
3070 int x = ax + xy[i][0];
3071 int y = ay + xy[i][1];
3073 if (!IN_LEV_FIELD(x, y))
3076 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3077 group_nr = AmoebaNr[x][y];
3083 void AmoebenVereinigen(int ax, int ay)
3085 int i, x, y, xx, yy;
3086 int new_group_nr = AmoebaNr[ax][ay];
3087 static int xy[4][2] =
3095 if (new_group_nr == 0)
3103 if (!IN_LEV_FIELD(x, y))
3106 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
3107 Feld[x][y] == EL_AMOEBE_BD ||
3108 Feld[x][y] == EL_AMOEBE_TOT) &&
3109 AmoebaNr[x][y] != new_group_nr)
3111 int old_group_nr = AmoebaNr[x][y];
3113 if (old_group_nr == 0)
3116 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
3117 AmoebaCnt[old_group_nr] = 0;
3118 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
3119 AmoebaCnt2[old_group_nr] = 0;
3121 for (yy=0; yy<lev_fieldy; yy++)
3123 for (xx=0; xx<lev_fieldx; xx++)
3125 if (AmoebaNr[xx][yy] == old_group_nr)
3126 AmoebaNr[xx][yy] = new_group_nr;
3133 void AmoebeUmwandeln(int ax, int ay)
3137 if (Feld[ax][ay] == EL_AMOEBE_TOT)
3139 int group_nr = AmoebaNr[ax][ay];
3144 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
3145 printf("AmoebeUmwandeln(): This should never happen!\n");
3150 for (y=0; y<lev_fieldy; y++)
3152 for (x=0; x<lev_fieldx; x++)
3154 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
3157 Feld[x][y] = EL_AMOEBA2DIAM;
3165 static int xy[4][2] =
3178 if (!IN_LEV_FIELD(x, y))
3181 if (Feld[x][y] == EL_AMOEBA2DIAM)
3187 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
3190 int group_nr = AmoebaNr[ax][ay];
3191 boolean done = FALSE;
3196 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
3197 printf("AmoebeUmwandelnBD(): This should never happen!\n");
3202 for (y=0; y<lev_fieldy; y++)
3204 for (x=0; x<lev_fieldx; x++)
3206 if (AmoebaNr[x][y] == group_nr &&
3207 (Feld[x][y] == EL_AMOEBE_TOT ||
3208 Feld[x][y] == EL_AMOEBE_BD ||
3209 Feld[x][y] == EL_AMOEBING))
3212 Feld[x][y] = new_element;
3213 InitField(x, y, FALSE);
3214 DrawLevelField(x, y);
3221 PlaySoundLevel(ax, ay,
3222 (new_element == EL_BD_ROCK ? SND_KLOPF : SND_PLING));
3225 void AmoebeWaechst(int x, int y)
3227 static unsigned long sound_delay = 0;
3228 static unsigned long sound_delay_value = 0;
3230 if (!MovDelay[x][y]) /* start new growing cycle */
3234 if (DelayReached(&sound_delay, sound_delay_value))
3236 PlaySoundLevel(x, y, SND_AMOEBE);
3237 sound_delay_value = 30;
3241 if (MovDelay[x][y]) /* wait some time before growing bigger */
3244 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3245 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3247 if (!MovDelay[x][y])
3249 Feld[x][y] = Store[x][y];
3251 DrawLevelField(x, y);
3256 void AmoebeSchrumpft(int x, int y)
3258 static unsigned long sound_delay = 0;
3259 static unsigned long sound_delay_value = 0;
3261 if (!MovDelay[x][y]) /* start new shrinking cycle */
3265 if (DelayReached(&sound_delay, sound_delay_value))
3267 PlaySoundLevel(x, y, SND_BLURB);
3268 sound_delay_value = 30;
3272 if (MovDelay[x][y]) /* wait some time before shrinking */
3275 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3276 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + MovDelay[x][y]/2);
3278 if (!MovDelay[x][y])
3280 Feld[x][y] = EL_LEERRAUM;
3281 DrawLevelField(x, y);
3283 /* don't let mole enter this field in this cycle;
3284 (give priority to objects falling to this field from above) */
3290 void AmoebeAbleger(int ax, int ay)
3293 int element = Feld[ax][ay];
3294 int newax = ax, neway = ay;
3295 static int xy[4][2] =
3303 if (!level.amoeba_speed)
3305 Feld[ax][ay] = EL_AMOEBE_TOT;
3306 DrawLevelField(ax, ay);
3310 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3311 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3313 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3316 if (MovDelay[ax][ay])
3320 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3323 int x = ax + xy[start][0];
3324 int y = ay + xy[start][1];
3326 if (!IN_LEV_FIELD(x, y))
3329 if (IS_FREE(x, y) ||
3330 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3336 if (newax == ax && neway == ay)
3339 else /* normal or "filled" (BD style) amoeba */
3342 boolean waiting_for_player = FALSE;
3346 int j = (start + i) % 4;
3347 int x = ax + xy[j][0];
3348 int y = ay + xy[j][1];
3350 if (!IN_LEV_FIELD(x, y))
3353 if (IS_FREE(x, y) ||
3354 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3360 else if (IS_PLAYER(x, y))
3361 waiting_for_player = TRUE;
3364 if (newax == ax && neway == ay) /* amoeba cannot grow */
3366 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3368 Feld[ax][ay] = EL_AMOEBE_TOT;
3369 DrawLevelField(ax, ay);
3370 AmoebaCnt[AmoebaNr[ax][ay]]--;
3372 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3374 if (element == EL_AMOEBE_VOLL)
3375 AmoebeUmwandeln(ax, ay);
3376 else if (element == EL_AMOEBE_BD)
3377 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3382 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3384 /* amoeba gets larger by growing in some direction */
3386 int new_group_nr = AmoebaNr[ax][ay];
3389 if (new_group_nr == 0)
3391 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3392 printf("AmoebeAbleger(): This should never happen!\n");
3397 AmoebaNr[newax][neway] = new_group_nr;
3398 AmoebaCnt[new_group_nr]++;
3399 AmoebaCnt2[new_group_nr]++;
3401 /* if amoeba touches other amoeba(s) after growing, unify them */
3402 AmoebenVereinigen(newax, neway);
3404 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3406 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
3412 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3413 (neway == lev_fieldy - 1 && newax != ax))
3415 Feld[newax][neway] = EL_AMOEBING;
3416 Store[newax][neway] = element;
3418 else if (neway == ay)
3419 Feld[newax][neway] = EL_TROPFEN;
3422 InitMovingField(ax, ay, MV_DOWN);
3423 Feld[ax][ay] = EL_TROPFEN;
3424 Store[ax][ay] = EL_AMOEBE_NASS;
3425 ContinueMoving(ax, ay);
3429 DrawLevelField(newax, neway);
3432 void Life(int ax, int ay)
3435 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3437 int element = Feld[ax][ay];
3442 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3443 MovDelay[ax][ay] = life_time;
3445 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3448 if (MovDelay[ax][ay])
3452 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3454 int xx = ax+x1, yy = ay+y1;
3457 if (!IN_LEV_FIELD(xx, yy))
3460 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3462 int x = xx+x2, y = yy+y2;
3464 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3467 if (((Feld[x][y] == element ||
3468 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3470 (IS_FREE(x, y) && Stop[x][y]))
3474 if (xx == ax && yy == ay) /* field in the middle */
3476 if (nachbarn<life[0] || nachbarn>life[1])
3478 Feld[xx][yy] = EL_LEERRAUM;
3480 DrawLevelField(xx, yy);
3481 Stop[xx][yy] = TRUE;
3484 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3485 { /* free border field */
3486 if (nachbarn>=life[2] && nachbarn<=life[3])
3488 Feld[xx][yy] = element;
3489 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3491 DrawLevelField(xx, yy);
3492 Stop[xx][yy] = TRUE;
3498 void Ablenk(int x, int y)
3500 if (!MovDelay[x][y]) /* next animation frame */
3501 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3503 if (MovDelay[x][y]) /* wait some time before next frame */
3508 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3509 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3510 if (!(MovDelay[x][y]%4))
3511 PlaySoundLevel(x, y, SND_MIEP);
3516 Feld[x][y] = EL_ABLENK_AUS;
3517 DrawLevelField(x, y);
3518 if (ZX == x && ZY == y)
3522 void TimegateWheel(int x, int y)
3524 if (!MovDelay[x][y]) /* next animation frame */
3525 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3527 if (MovDelay[x][y]) /* wait some time before next frame */
3532 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3533 DrawGraphic(SCREENX(x), SCREENY(y),
3534 GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
3535 if (!(MovDelay[x][y]%4))
3536 PlaySoundLevel(x, y, SND_MIEP);
3541 Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
3542 DrawLevelField(x, y);
3543 if (ZX == x && ZY == y)
3547 void Birne(int x, int y)
3549 if (!MovDelay[x][y]) /* next animation frame */
3550 MovDelay[x][y] = 800;
3552 if (MovDelay[x][y]) /* wait some time before next frame */
3557 if (!(MovDelay[x][y]%5))
3559 if (!(MovDelay[x][y]%10))
3560 Feld[x][y]=EL_ABLENK_EIN;
3562 Feld[x][y]=EL_ABLENK_AUS;
3563 DrawLevelField(x, y);
3564 Feld[x][y]=EL_ABLENK_EIN;
3570 Feld[x][y]=EL_ABLENK_AUS;
3571 DrawLevelField(x, y);
3572 if (ZX == x && ZY == y)
3576 void Blubber(int x, int y)
3578 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3579 DrawLevelField(x, y-1);
3581 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3584 void NussKnacken(int x, int y)
3586 if (!MovDelay[x][y]) /* next animation frame */
3589 if (MovDelay[x][y]) /* wait some time before next frame */
3592 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3593 DrawGraphic(SCREENX(x), SCREENY(y),
3594 GFX_CRACKINGNUT + 3 - MovDelay[x][y]/2);
3596 if (!MovDelay[x][y])
3598 Feld[x][y] = EL_EDELSTEIN;
3599 DrawLevelField(x, y);
3604 void BreakingPearl(int x, int y)
3606 if (!MovDelay[x][y]) /* next animation frame */
3609 if (MovDelay[x][y]) /* wait some time before next frame */
3612 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3613 DrawGraphic(SCREENX(x), SCREENY(y),
3614 GFX_PEARL_BREAKING + 4 - MovDelay[x][y]/2);
3616 if (!MovDelay[x][y])
3618 Feld[x][y] = EL_LEERRAUM;
3619 DrawLevelField(x, y);
3624 void SiebAktivieren(int x, int y, int typ)
3626 int graphic = (typ == 1 ? GFX_MAGIC_WALL_FULL : GFX_MAGIC_WALL_BD_FULL) + 3;
3628 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3631 void AusgangstuerPruefen(int x, int y)
3633 if (!local_player->gems_still_needed &&
3634 !local_player->sokobanfields_still_needed &&
3635 !local_player->lights_still_needed)
3637 Feld[x][y] = EL_AUSGANG_ACT;
3639 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3640 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3641 y < LEVELY(BY1) ? LEVELY(BY1) :
3642 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3647 void AusgangstuerOeffnen(int x, int y)
3651 if (!MovDelay[x][y]) /* next animation frame */
3652 MovDelay[x][y] = 5*delay;
3654 if (MovDelay[x][y]) /* wait some time before next frame */
3659 tuer = MovDelay[x][y]/delay;
3660 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3661 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3663 if (!MovDelay[x][y])
3665 Feld[x][y] = EL_AUSGANG_AUF;
3666 DrawLevelField(x, y);
3671 void AusgangstuerBlinken(int x, int y)
3673 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3676 void OpenSwitchgate(int x, int y)
3680 if (!MovDelay[x][y]) /* next animation frame */
3681 MovDelay[x][y] = 5 * delay;
3683 if (MovDelay[x][y]) /* wait some time before next frame */
3688 phase = MovDelay[x][y] / delay;
3689 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3690 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3692 if (!MovDelay[x][y])
3694 Feld[x][y] = EL_SWITCHGATE_OPEN;
3695 DrawLevelField(x, y);
3700 void CloseSwitchgate(int x, int y)
3704 if (!MovDelay[x][y]) /* next animation frame */
3705 MovDelay[x][y] = 5 * delay;
3707 if (MovDelay[x][y]) /* wait some time before next frame */
3712 phase = MovDelay[x][y] / delay;
3713 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3714 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3716 if (!MovDelay[x][y])
3718 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3719 DrawLevelField(x, y);
3724 void OpenTimegate(int x, int y)
3728 if (!MovDelay[x][y]) /* next animation frame */
3729 MovDelay[x][y] = 5 * delay;
3731 if (MovDelay[x][y]) /* wait some time before next frame */
3736 phase = MovDelay[x][y] / delay;
3737 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3738 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
3740 if (!MovDelay[x][y])
3742 Feld[x][y] = EL_TIMEGATE_OPEN;
3743 DrawLevelField(x, y);
3748 void CloseTimegate(int x, int y)
3752 if (!MovDelay[x][y]) /* next animation frame */
3753 MovDelay[x][y] = 5 * delay;
3755 if (MovDelay[x][y]) /* wait some time before next frame */
3760 phase = MovDelay[x][y] / delay;
3761 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3762 DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
3764 if (!MovDelay[x][y])
3766 Feld[x][y] = EL_TIMEGATE_CLOSED;
3767 DrawLevelField(x, y);
3772 static void CloseAllOpenTimegates()
3776 for (y=0; y<lev_fieldy; y++)
3778 for (x=0; x<lev_fieldx; x++)
3780 int element = Feld[x][y];
3782 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
3784 Feld[x][y] = EL_TIMEGATE_CLOSING;
3785 PlaySoundLevel(x, y, SND_OEFFNEN);
3791 void EdelsteinFunkeln(int x, int y)
3793 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3796 if (Feld[x][y] == EL_EDELSTEIN_BD)
3797 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3800 if (!MovDelay[x][y]) /* next animation frame */
3801 MovDelay[x][y] = 11 * !SimpleRND(500);
3803 if (MovDelay[x][y]) /* wait some time before next frame */
3807 if (setup.direct_draw && MovDelay[x][y])
3808 SetDrawtoField(DRAW_BUFFERED);
3810 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3814 int phase = (MovDelay[x][y]-1)/2;
3819 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3821 if (setup.direct_draw)
3825 dest_x = FX + SCREENX(x)*TILEX;
3826 dest_y = FY + SCREENY(y)*TILEY;
3828 BlitBitmap(drawto_field, window,
3829 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3830 SetDrawtoField(DRAW_DIRECT);
3837 void MauerWaechst(int x, int y)
3841 if (!MovDelay[x][y]) /* next animation frame */
3842 MovDelay[x][y] = 3*delay;
3844 if (MovDelay[x][y]) /* wait some time before next frame */
3849 phase = 2-MovDelay[x][y]/delay;
3850 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3851 DrawGraphic(SCREENX(x), SCREENY(y),
3852 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3853 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3854 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3855 GFX_MAUER_DOWN ) + phase);
3857 if (!MovDelay[x][y])
3859 if (MovDir[x][y] == MV_LEFT)
3861 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3862 DrawLevelField(x-1, y);
3864 else if (MovDir[x][y] == MV_RIGHT)
3866 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3867 DrawLevelField(x+1, y);
3869 else if (MovDir[x][y] == MV_UP)
3871 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3872 DrawLevelField(x, y-1);
3876 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3877 DrawLevelField(x, y+1);
3880 Feld[x][y] = Store[x][y];
3882 MovDir[x][y] = MV_NO_MOVING;
3883 DrawLevelField(x, y);
3888 void MauerAbleger(int ax, int ay)
3890 int element = Feld[ax][ay];
3891 boolean oben_frei = FALSE, unten_frei = FALSE;
3892 boolean links_frei = FALSE, rechts_frei = FALSE;
3893 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3894 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3896 if (!MovDelay[ax][ay]) /* start building new wall */
3897 MovDelay[ax][ay] = 6;
3899 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3902 if (MovDelay[ax][ay])
3906 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3908 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3910 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3912 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3915 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3919 Feld[ax][ay-1] = EL_MAUERND;
3920 Store[ax][ay-1] = element;
3921 MovDir[ax][ay-1] = MV_UP;
3922 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3923 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3927 Feld[ax][ay+1] = EL_MAUERND;
3928 Store[ax][ay+1] = element;
3929 MovDir[ax][ay+1] = MV_DOWN;
3930 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3931 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3935 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3936 element == EL_MAUER_LEBT)
3940 Feld[ax-1][ay] = EL_MAUERND;
3941 Store[ax-1][ay] = element;
3942 MovDir[ax-1][ay] = MV_LEFT;
3943 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3944 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3948 Feld[ax+1][ay] = EL_MAUERND;
3949 Store[ax+1][ay] = element;
3950 MovDir[ax+1][ay] = MV_RIGHT;
3951 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3952 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3956 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3957 DrawLevelField(ax, ay);
3959 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3961 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3962 unten_massiv = TRUE;
3963 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3964 links_massiv = TRUE;
3965 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3966 rechts_massiv = TRUE;
3968 if (((oben_massiv && unten_massiv) ||
3969 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3970 ((links_massiv && rechts_massiv) ||
3971 element == EL_MAUER_Y))
3972 Feld[ax][ay] = EL_MAUERWERK;
3975 void CheckForDragon(int x, int y)
3978 boolean dragon_found = FALSE;
3979 static int xy[4][2] =
3991 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3993 if (IN_LEV_FIELD(xx, yy) &&
3994 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3996 if (Feld[xx][yy] == EL_DRACHE)
3997 dragon_found = TRUE;
4010 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4012 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
4014 Feld[xx][yy] = EL_LEERRAUM;
4015 DrawLevelField(xx, yy);
4024 static void CheckBuggyBase(int x, int y)
4026 int element = Feld[x][y];
4028 if (element == EL_SP_BUG)
4030 if (!MovDelay[x][y]) /* wait some time before activating base */
4031 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4036 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4037 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
4041 Feld[x][y] = EL_SP_BUG_ACTIVE;
4044 else if (element == EL_SP_BUG_ACTIVE)
4046 if (!MovDelay[x][y]) /* start activating buggy base */
4047 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
4055 static int xy[4][2] =
4063 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4064 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
4068 int xx = x + xy[i][0], yy = y + xy[i][1];
4070 if (IS_PLAYER(xx, yy))
4072 PlaySoundLevel(x, y, SND_SP_BUG);
4080 Feld[x][y] = EL_SP_BUG;
4081 DrawLevelField(x, y);
4086 static void CheckTrap(int x, int y)
4088 int element = Feld[x][y];
4090 if (element == EL_TRAP_INACTIVE)
4092 if (!MovDelay[x][y]) /* wait some time before activating trap */
4093 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4101 Feld[x][y] = EL_TRAP_ACTIVE;
4104 else if (element == EL_TRAP_ACTIVE)
4109 if (!MovDelay[x][y]) /* start activating trap */
4110 MovDelay[x][y] = num_frames * delay;
4118 if (!(MovDelay[x][y] % delay))
4120 int phase = MovDelay[x][y]/delay;
4122 if (phase >= num_frames/2)
4123 phase = num_frames - phase;
4125 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4127 DrawGraphic(SCREENX(x),SCREENY(y), GFX_TRAP_INACTIVE + phase - 1);
4128 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
4135 Feld[x][y] = EL_TRAP_INACTIVE;
4136 DrawLevelField(x, y);
4141 static void DrawBeltAnimation(int x, int y, int element)
4143 int belt_nr = getBeltNrFromElement(element);
4144 int belt_dir = game.belt_dir[belt_nr];
4146 if (belt_dir != MV_NO_MOVING)
4149 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
4150 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
4152 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
4156 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4158 static byte stored_player_action[MAX_PLAYERS];
4159 static int num_stored_actions = 0;
4160 static boolean save_tape_entry = FALSE;
4161 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4162 int jx = player->jx, jy = player->jy;
4163 int left = player_action & JOY_LEFT;
4164 int right = player_action & JOY_RIGHT;
4165 int up = player_action & JOY_UP;
4166 int down = player_action & JOY_DOWN;
4167 int button1 = player_action & JOY_BUTTON_1;
4168 int button2 = player_action & JOY_BUTTON_2;
4169 int dx = (left ? -1 : right ? 1 : 0);
4170 int dy = (up ? -1 : down ? 1 : 0);
4172 stored_player_action[player->index_nr] = 0;
4173 num_stored_actions++;
4175 if (!player->active || tape.pausing)
4180 save_tape_entry = TRUE;
4181 player->frame_reset_delay = 0;
4184 snapped = SnapField(player, dx, dy);
4188 bombed = PlaceBomb(player);
4189 moved = MoveFigure(player, dx, dy);
4192 if (tape.recording && (moved || snapped || bombed))
4194 if (bombed && !moved)
4195 player_action &= JOY_BUTTON;
4197 stored_player_action[player->index_nr] = player_action;
4199 else if (tape.playing && snapped)
4200 SnapField(player, 0, 0); /* stop snapping */
4204 /* no actions for this player (no input at player's configured device) */
4206 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
4207 SnapField(player, 0, 0);
4208 CheckGravityMovement(player);
4210 if (++player->frame_reset_delay > player->move_delay_value)
4214 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
4216 TapeRecordAction(stored_player_action);
4217 num_stored_actions = 0;
4218 save_tape_entry = FALSE;
4221 if (tape.playing && !tape.pausing && !player_action &&
4222 tape.counter < tape.length)
4225 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
4227 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
4228 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
4230 int dx = (next_joy == JOY_LEFT ? -1 : +1);
4232 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
4234 int el = Feld[jx+dx][jy];
4235 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 :
4236 (el == EL_BALLOON || el == EL_SPRING) ? 0 : 10);
4238 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
4240 player->MovDir = next_joy;
4241 player->Frame = FrameCounter % 4;
4242 player->Pushing = TRUE;
4251 static unsigned long action_delay = 0;
4252 unsigned long action_delay_value;
4253 int sieb_x = 0, sieb_y = 0;
4254 int i, x, y, element;
4255 byte *recorded_player_action;
4256 byte summarized_player_action = 0;
4258 if (game_status != PLAYING)
4261 action_delay_value =
4262 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
4264 /* ---------- main game synchronization point ---------- */
4266 WaitUntilDelayReached(&action_delay, action_delay_value);
4268 if (network_playing && !network_player_action_received)
4272 printf("DEBUG: try to get network player actions in time\n");
4276 #if defined(PLATFORM_UNIX)
4277 /* last chance to get network player actions without main loop delay */
4281 if (game_status != PLAYING)
4284 if (!network_player_action_received)
4288 printf("DEBUG: failed to get network player actions in time\n");
4300 else if (tape.recording)
4303 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
4305 for (i=0; i<MAX_PLAYERS; i++)
4307 summarized_player_action |= stored_player[i].action;
4309 if (!network_playing)
4310 stored_player[i].effective_action = stored_player[i].action;
4313 #if defined(PLATFORM_UNIX)
4314 if (network_playing)
4315 SendToServer_MovePlayer(summarized_player_action);
4318 if (!options.network && !setup.team_mode)
4319 local_player->effective_action = summarized_player_action;
4321 for (i=0; i<MAX_PLAYERS; i++)
4323 int actual_player_action = stored_player[i].effective_action;
4325 if (stored_player[i].programmed_action)
4326 actual_player_action = stored_player[i].programmed_action;
4328 if (recorded_player_action)
4329 actual_player_action = recorded_player_action[i];
4331 PlayerActions(&stored_player[i], actual_player_action);
4332 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
4335 network_player_action_received = FALSE;
4337 ScrollScreen(NULL, SCROLL_GO_ON);
4343 if (TimeFrames == 0 && local_player->active)
4345 extern unsigned int last_RND();
4347 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
4348 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
4355 if (GameFrameDelay >= 500)
4356 printf("FrameCounter == %d\n", FrameCounter);
4365 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4368 if (JustStopped[x][y] > 0)
4369 JustStopped[x][y]--;
4372 if (IS_BLOCKED(x, y))
4376 Blocked2Moving(x, y, &oldx, &oldy);
4377 if (!IS_MOVING(oldx, oldy))
4379 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
4380 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
4381 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
4382 printf("GameActions(): This should never happen!\n");
4388 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4390 element = Feld[x][y];
4392 if (IS_INACTIVE(element))
4395 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
4399 if (IS_GEM(element))
4400 EdelsteinFunkeln(x, y);
4402 else if (IS_MOVING(x, y))
4403 ContinueMoving(x, y);
4404 else if (IS_ACTIVE_BOMB(element))
4405 CheckDynamite(x, y);
4406 else if (element == EL_EXPLODING)
4407 Explode(x, y, Frame[x][y], EX_NORMAL);
4408 else if (element == EL_AMOEBING)
4409 AmoebeWaechst(x, y);
4410 else if (element == EL_DEAMOEBING)
4411 AmoebeSchrumpft(x, y);
4412 else if (IS_AMOEBALIVE(element))
4413 AmoebeAbleger(x, y);
4414 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
4416 else if (element == EL_ABLENK_EIN)
4418 else if (element == EL_TIMEGATE_SWITCH_ON)
4419 TimegateWheel(x, y);
4420 else if (element == EL_SALZSAEURE)
4422 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
4424 else if (element == EL_CRACKINGNUT)
4426 else if (element == EL_PEARL_BREAKING)
4427 BreakingPearl(x, y);
4428 else if (element == EL_AUSGANG_ZU)
4429 AusgangstuerPruefen(x, y);
4430 else if (element == EL_AUSGANG_ACT)
4431 AusgangstuerOeffnen(x, y);
4432 else if (element == EL_AUSGANG_AUF)
4433 AusgangstuerBlinken(x, y);
4434 else if (element == EL_MAUERND)
4436 else if (element == EL_MAUER_LEBT ||
4437 element == EL_MAUER_X ||
4438 element == EL_MAUER_Y ||
4439 element == EL_MAUER_XY)
4441 else if (element == EL_BURNING)
4442 CheckForDragon(x, y);
4443 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
4444 CheckBuggyBase(x, y);
4445 else if (element == EL_TRAP_INACTIVE || element == EL_TRAP_ACTIVE)
4447 else if (element == EL_SP_TERMINAL)
4448 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
4449 else if (element == EL_SP_TERMINAL_ACTIVE)
4450 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4451 else if (IS_BELT(element))
4452 DrawBeltAnimation(x, y, element);
4453 else if (element == EL_SWITCHGATE_OPENING)
4454 OpenSwitchgate(x, y);
4455 else if (element == EL_SWITCHGATE_CLOSING)
4456 CloseSwitchgate(x, y);
4457 else if (element == EL_TIMEGATE_OPENING)
4459 else if (element == EL_TIMEGATE_CLOSING)
4460 CloseTimegate(x, y);
4461 else if (element == EL_EXTRA_TIME)
4462 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4463 else if (element == EL_SHIELD_PASSIVE)
4464 DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4465 else if (element == EL_SHIELD_ACTIVE)
4466 DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4468 if (game.magic_wall_active)
4470 boolean sieb = FALSE;
4471 int jx = local_player->jx, jy = local_player->jy;
4473 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL ||
4474 Store[x][y] == EL_MAGIC_WALL_EMPTY)
4476 SiebAktivieren(x, y, 1);
4479 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4480 element == EL_MAGIC_WALL_BD_FULL ||
4481 Store[x][y] == EL_MAGIC_WALL_BD_EMPTY)
4483 SiebAktivieren(x, y, 2);
4487 /* play the element sound at the position nearest to the player */
4488 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4496 if (game.magic_wall_active)
4498 if (!(game.magic_wall_time_left % 4))
4499 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4501 if (game.magic_wall_time_left > 0)
4503 game.magic_wall_time_left--;
4504 if (!game.magic_wall_time_left)
4506 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4508 element = Feld[x][y];
4510 if (element == EL_MAGIC_WALL_EMPTY || element == EL_MAGIC_WALL_FULL)
4512 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4513 DrawLevelField(x, y);
4515 else if (element == EL_MAGIC_WALL_BD_EMPTY ||
4516 element == EL_MAGIC_WALL_BD_FULL)
4518 Feld[x][y] = EL_MAGIC_WALL_BD_DEAD;
4519 DrawLevelField(x, y);
4523 game.magic_wall_active = FALSE;
4528 if (game.light_time_left > 0)
4530 game.light_time_left--;
4532 if (game.light_time_left == 0)
4534 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4536 element = Feld[x][y];
4538 if (element == EL_LIGHT_SWITCH_ON)
4540 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4541 DrawLevelField(x, y);
4543 else if (element == EL_INVISIBLE_STEEL ||
4544 element == EL_UNSICHTBAR ||
4545 element == EL_SAND_INVISIBLE)
4546 DrawLevelField(x, y);
4551 if (game.timegate_time_left > 0)
4553 game.timegate_time_left--;
4555 if (game.timegate_time_left == 0)
4556 CloseAllOpenTimegates();
4559 if (TimeFrames >= (1000 / GameFrameDelay))
4564 for (i=0; i<MAX_PLAYERS; i++)
4566 if (SHIELD_ON(&stored_player[i]))
4568 stored_player[i].shield_passive_time_left--;
4570 if (stored_player[i].shield_active_time_left > 0)
4571 stored_player[i].shield_active_time_left--;
4575 if (tape.recording || tape.playing)
4576 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4582 if (TimeLeft <= 10 && setup.time_limit)
4583 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4585 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4587 if (!TimeLeft && setup.time_limit)
4588 for (i=0; i<MAX_PLAYERS; i++)
4589 KillHero(&stored_player[i]);
4591 else if (level.time == 0) /* level without time limit */
4592 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4597 if (options.debug) /* calculate frames per second */
4599 static unsigned long fps_counter = 0;
4600 static int fps_frames = 0;
4601 unsigned long fps_delay_ms = Counter() - fps_counter;
4605 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
4607 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
4610 fps_counter = Counter();
4613 redraw_mask |= REDRAW_FPS;
4617 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4619 int min_x = x, min_y = y, max_x = x, max_y = y;
4622 for (i=0; i<MAX_PLAYERS; i++)
4624 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4626 if (!stored_player[i].active || &stored_player[i] == player)
4629 min_x = MIN(min_x, jx);
4630 min_y = MIN(min_y, jy);
4631 max_x = MAX(max_x, jx);
4632 max_y = MAX(max_y, jy);
4635 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4638 static boolean AllPlayersInVisibleScreen()
4642 for (i=0; i<MAX_PLAYERS; i++)
4644 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4646 if (!stored_player[i].active)
4649 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4656 void ScrollLevel(int dx, int dy)
4658 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4661 BlitBitmap(drawto_field, drawto_field,
4662 FX + TILEX*(dx == -1) - softscroll_offset,
4663 FY + TILEY*(dy == -1) - softscroll_offset,
4664 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4665 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4666 FX + TILEX*(dx == 1) - softscroll_offset,
4667 FY + TILEY*(dy == 1) - softscroll_offset);
4671 x = (dx == 1 ? BX1 : BX2);
4672 for (y=BY1; y<=BY2; y++)
4673 DrawScreenField(x, y);
4677 y = (dy == 1 ? BY1 : BY2);
4678 for (x=BX1; x<=BX2; x++)
4679 DrawScreenField(x, y);
4682 redraw_mask |= REDRAW_FIELD;
4685 static void CheckGravityMovement(struct PlayerInfo *player)
4687 if (level.gravity && !player->programmed_action)
4689 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4690 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4692 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4693 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4694 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4695 int jx = player->jx, jy = player->jy;
4696 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4697 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4698 int new_jx = jx + dx, new_jy = jy + dy;
4699 boolean field_under_player_is_free =
4700 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4701 boolean player_is_moving_to_valid_field =
4702 (IN_LEV_FIELD(new_jx, new_jy) &&
4703 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4704 Feld[new_jx][new_jy] == EL_ERDREICH));
4706 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4707 player->programmed_action = MV_DOWN;
4711 boolean MoveFigureOneStep(struct PlayerInfo *player,
4712 int dx, int dy, int real_dx, int real_dy)
4714 int jx = player->jx, jy = player->jy;
4715 int new_jx = jx+dx, new_jy = jy+dy;
4719 if (!player->active || (!dx && !dy))
4720 return MF_NO_ACTION;
4722 player->MovDir = (dx < 0 ? MV_LEFT :
4725 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4727 if (!IN_LEV_FIELD(new_jx, new_jy))
4728 return MF_NO_ACTION;
4730 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4731 return MF_NO_ACTION;
4734 element = MovingOrBlocked2Element(new_jx, new_jy);
4736 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4739 if (DONT_GO_TO(element))
4741 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4744 Feld[jx][jy] = EL_SPIELFIGUR;
4745 InitMovingField(jx, jy, MV_DOWN);
4746 Store[jx][jy] = EL_SALZSAEURE;
4747 ContinueMoving(jx, jy);
4751 TestIfBadThingHitsHero(new_jx, new_jy);
4756 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4757 if (can_move != MF_MOVING)
4760 StorePlayer[jx][jy] = 0;
4761 player->last_jx = jx;
4762 player->last_jy = jy;
4763 jx = player->jx = new_jx;
4764 jy = player->jy = new_jy;
4765 StorePlayer[jx][jy] = player->element_nr;
4768 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4770 ScrollFigure(player, SCROLL_INIT);
4775 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4777 int jx = player->jx, jy = player->jy;
4778 int old_jx = jx, old_jy = jy;
4779 int moved = MF_NO_ACTION;
4781 if (!player->active || (!dx && !dy))
4784 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4788 /* remove the last programmed player action */
4789 player->programmed_action = 0;
4793 /* should only happen if pre-1.2 tape recordings are played */
4794 /* this is only for backward compatibility */
4796 int original_move_delay_value = player->move_delay_value;
4799 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4802 /* scroll remaining steps with finest movement resolution */
4803 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4805 while (player->MovPos)
4807 ScrollFigure(player, SCROLL_GO_ON);
4808 ScrollScreen(NULL, SCROLL_GO_ON);
4814 player->move_delay_value = original_move_delay_value;
4817 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4819 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4820 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4824 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4825 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4831 if (moved & MF_MOVING && !ScreenMovPos &&
4832 (player == local_player || !options.network))
4834 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4835 int offset = (setup.scroll_delay ? 3 : 0);
4837 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4839 /* actual player has left the screen -- scroll in that direction */
4840 if (jx != old_jx) /* player has moved horizontally */
4841 scroll_x += (jx - old_jx);
4842 else /* player has moved vertically */
4843 scroll_y += (jy - old_jy);
4847 if (jx != old_jx) /* player has moved horizontally */
4849 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4850 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4851 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4853 /* don't scroll over playfield boundaries */
4854 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4855 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4857 /* don't scroll more than one field at a time */
4858 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4860 /* don't scroll against the player's moving direction */
4861 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4862 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4863 scroll_x = old_scroll_x;
4865 else /* player has moved vertically */
4867 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4868 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4869 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4871 /* don't scroll over playfield boundaries */
4872 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4873 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4875 /* don't scroll more than one field at a time */
4876 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4878 /* don't scroll against the player's moving direction */
4879 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4880 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4881 scroll_y = old_scroll_y;
4885 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4887 if (!options.network && !AllPlayersInVisibleScreen())
4889 scroll_x = old_scroll_x;
4890 scroll_y = old_scroll_y;
4894 ScrollScreen(player, SCROLL_INIT);
4895 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4900 if (!(moved & MF_MOVING) && !player->Pushing)
4903 player->Frame = (player->Frame + 1) % 4;
4905 if (moved & MF_MOVING)
4907 if (old_jx != jx && old_jy == jy)
4908 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4909 else if (old_jx == jx && old_jy != jy)
4910 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4912 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4914 player->last_move_dir = player->MovDir;
4918 CheckGravityMovement(player);
4920 player->last_move_dir = MV_NO_MOVING;
4923 TestIfHeroHitsBadThing(jx, jy);
4925 if (!player->active)
4931 void ScrollFigure(struct PlayerInfo *player, int mode)
4933 int jx = player->jx, jy = player->jy;
4934 int last_jx = player->last_jx, last_jy = player->last_jy;
4935 int move_stepsize = TILEX / player->move_delay_value;
4937 if (!player->active || !player->MovPos)
4940 if (mode == SCROLL_INIT)
4942 player->actual_frame_counter = FrameCounter;
4943 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4945 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4946 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4951 else if (!FrameReached(&player->actual_frame_counter, 1))
4954 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4955 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4957 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4958 Feld[last_jx][last_jy] = EL_LEERRAUM;
4960 /* before DrawPlayer() to draw correct player graphic for this case */
4961 if (player->MovPos == 0)
4962 CheckGravityMovement(player);
4966 if (player->MovPos == 0)
4968 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4970 /* continue with normal speed after quickly moving through gate */
4971 HALVE_PLAYER_SPEED(player);
4973 /* be able to make the next move without delay */
4974 player->move_delay = 0;
4977 player->last_jx = jx;
4978 player->last_jy = jy;
4980 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4984 if (!local_player->friends_still_needed)
4985 player->LevelSolved = player->GameOver = TRUE;
4990 void ScrollScreen(struct PlayerInfo *player, int mode)
4992 static unsigned long screen_frame_counter = 0;
4994 if (mode == SCROLL_INIT)
4996 /* set scrolling step size according to actual player's moving speed */
4997 ScrollStepSize = TILEX / player->move_delay_value;
4999 screen_frame_counter = FrameCounter;
5000 ScreenMovDir = player->MovDir;
5001 ScreenMovPos = player->MovPos;
5002 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5005 else if (!FrameReached(&screen_frame_counter, 1))
5010 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5011 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5012 redraw_mask |= REDRAW_FIELD;
5015 ScreenMovDir = MV_NO_MOVING;
5018 void TestIfGoodThingHitsBadThing(int goodx, int goody)
5020 int i, killx = goodx, killy = goody;
5021 static int xy[4][2] =
5028 static int harmless[4] =
5040 x = goodx + xy[i][0];
5041 y = goody + xy[i][1];
5042 if (!IN_LEV_FIELD(x, y))
5046 element = Feld[x][y];
5048 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
5051 if (DONT_TOUCH(element))
5053 if (MovDir[x][y] == harmless[i])
5062 if (killx != goodx || killy != goody)
5064 if (IS_PLAYER(goodx, goody))
5066 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
5068 if (player->shield_active_time_left > 0)
5070 else if (!PLAYER_PROTECTED(goodx, goody))
5078 void TestIfBadThingHitsGoodThing(int badx, int bady)
5080 int i, killx = badx, killy = bady;
5081 static int xy[4][2] =
5088 static int harmless[4] =
5096 if (Feld[badx][bady] == EL_EXPLODING) /* skip just exploding bad things */
5103 x = badx + xy[i][0];
5104 y = bady + xy[i][1];
5105 if (!IN_LEV_FIELD(x, y))
5108 element = Feld[x][y];
5110 if (IS_PLAYER(x, y))
5116 else if (element == EL_PINGUIN)
5118 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
5127 if (killx != badx || killy != bady)
5129 if (IS_PLAYER(killx, killy))
5131 struct PlayerInfo *player = PLAYERINFO(killx, killy);
5133 if (player->shield_active_time_left > 0)
5135 else if (!PLAYER_PROTECTED(killx, killy))
5143 void TestIfHeroHitsBadThing(int x, int y)
5145 TestIfGoodThingHitsBadThing(x, y);
5148 void TestIfBadThingHitsHero(int x, int y)
5150 TestIfBadThingHitsGoodThing(x, y);
5153 void TestIfFriendHitsBadThing(int x, int y)
5155 TestIfGoodThingHitsBadThing(x, y);
5158 void TestIfBadThingHitsFriend(int x, int y)
5160 TestIfBadThingHitsGoodThing(x, y);
5163 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
5165 int i, killx = badx, killy = bady;
5166 static int xy[4][2] =
5180 if (!IN_LEV_FIELD(x, y))
5183 element = Feld[x][y];
5184 if (IS_AMOEBOID(element) || element == EL_LIFE ||
5185 element == EL_AMOEBING || element == EL_TROPFEN)
5193 if (killx != badx || killy != bady)
5197 void KillHero(struct PlayerInfo *player)
5199 int jx = player->jx, jy = player->jy;
5201 if (!player->active)
5204 if (IS_PFORTE(Feld[jx][jy]))
5205 Feld[jx][jy] = EL_LEERRAUM;
5207 /* deactivate shield (else Bang()/Explode() would not work right) */
5208 player->shield_passive_time_left = 0;
5209 player->shield_active_time_left = 0;
5215 static void KillHeroUnlessProtected(int x, int y)
5217 if (!PLAYER_PROTECTED(x, y))
5218 KillHero(PLAYERINFO(x, y));
5221 void BuryHero(struct PlayerInfo *player)
5223 int jx = player->jx, jy = player->jy;
5225 if (!player->active)
5228 PlaySoundLevel(jx, jy, SND_AUTSCH);
5229 PlaySoundLevel(jx, jy, SND_LACHEN);
5231 player->GameOver = TRUE;
5235 void RemoveHero(struct PlayerInfo *player)
5237 int jx = player->jx, jy = player->jy;
5238 int i, found = FALSE;
5240 player->present = FALSE;
5241 player->active = FALSE;
5243 StorePlayer[jx][jy] = 0;
5245 for (i=0; i<MAX_PLAYERS; i++)
5246 if (stored_player[i].active)
5250 AllPlayersGone = TRUE;
5256 int DigField(struct PlayerInfo *player,
5257 int x, int y, int real_dx, int real_dy, int mode)
5259 int jx = player->jx, jy = player->jy;
5260 int dx = x - jx, dy = y - jy;
5261 int move_direction = (dx == -1 ? MV_LEFT :
5262 dx == +1 ? MV_RIGHT :
5264 dy == +1 ? MV_DOWN : MV_NO_MOVING);
5267 if (!player->MovPos)
5268 player->Pushing = FALSE;
5270 if (mode == DF_NO_PUSH)
5272 player->Switching = FALSE;
5273 player->push_delay = 0;
5274 return MF_NO_ACTION;
5277 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
5278 return MF_NO_ACTION;
5280 if (IS_TUBE(Feld[jx][jy]))
5283 int tube_leave_directions[][2] =
5285 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5286 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5287 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5288 { EL_TUBE_VERT_LEFT, MV_LEFT | MV_UP | MV_DOWN },
5289 { EL_TUBE_VERT_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
5290 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_UP },
5291 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
5292 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
5293 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
5294 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
5295 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
5296 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
5299 while (tube_leave_directions[i][0] != Feld[jx][jy])
5302 if (tube_leave_directions[i][0] == -1) /* should not happen */
5306 if (!(tube_leave_directions[i][1] & move_direction))
5307 return MF_NO_ACTION; /* tube has no opening in this direction */
5310 element = Feld[x][y];
5315 PlaySoundLevel(x, y, SND_EMPTY);
5319 case EL_SAND_INVISIBLE:
5320 case EL_TRAP_INACTIVE:
5321 Feld[x][y] = EL_LEERRAUM;
5322 PlaySoundLevel(x, y, SND_SCHLURF);
5327 Feld[x][y] = EL_LEERRAUM;
5328 PlaySoundLevel(x, y, SND_SP_BASE);
5332 case EL_EDELSTEIN_BD:
5333 case EL_EDELSTEIN_GELB:
5334 case EL_EDELSTEIN_ROT:
5335 case EL_EDELSTEIN_LILA:
5337 case EL_SP_INFOTRON:
5341 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 :
5342 element == EL_PEARL ? 5 :
5343 element == EL_CRYSTAL ? 8 : 1);
5344 if (local_player->gems_still_needed < 0)
5345 local_player->gems_still_needed = 0;
5346 RaiseScoreElement(element);
5347 DrawText(DX_EMERALDS, DY_EMERALDS,
5348 int2str(local_player->gems_still_needed, 3),
5349 FS_SMALL, FC_YELLOW);
5350 if (element == EL_SP_INFOTRON)
5351 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5353 PlaySoundLevel(x, y, SND_PONG);
5358 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
5359 PlaySoundLevel(x, y, SND_PONG);
5363 Feld[x][y] = EL_LEERRAUM;
5364 PlaySoundLevel(x, y, SND_PONG);
5372 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5374 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5377 case EL_SHIELD_PASSIVE:
5379 player->shield_passive_time_left += 10;
5380 PlaySoundLevel(x, y, SND_PONG);
5383 case EL_SHIELD_ACTIVE:
5385 player->shield_passive_time_left += 10;
5386 player->shield_active_time_left += 10;
5387 PlaySoundLevel(x, y, SND_PONG);
5390 case EL_DYNAMITE_INACTIVE:
5391 case EL_SP_DISK_RED:
5394 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5395 DrawText(DX_DYNAMITE, DY_DYNAMITE,
5396 int2str(local_player->dynamite, 3),
5397 FS_SMALL, FC_YELLOW);
5398 if (element == EL_SP_DISK_RED)
5399 PlaySoundLevel(x, y, SND_SP_INFOTRON);
5401 PlaySoundLevel(x, y, SND_PONG);
5404 case EL_DYNABOMB_NR:
5406 player->dynabomb_count++;
5407 player->dynabombs_left++;
5408 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5409 PlaySoundLevel(x, y, SND_PONG);
5412 case EL_DYNABOMB_SZ:
5414 player->dynabomb_size++;
5415 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5416 PlaySoundLevel(x, y, SND_PONG);
5419 case EL_DYNABOMB_XL:
5421 player->dynabomb_xl = TRUE;
5422 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
5423 PlaySoundLevel(x, y, SND_PONG);
5426 case EL_SCHLUESSEL1:
5427 case EL_SCHLUESSEL2:
5428 case EL_SCHLUESSEL3:
5429 case EL_SCHLUESSEL4:
5431 int key_nr = element - EL_SCHLUESSEL1;
5434 player->key[key_nr] = TRUE;
5435 RaiseScoreElement(EL_SCHLUESSEL);
5436 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5437 GFX_SCHLUESSEL1 + key_nr);
5438 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5439 GFX_SCHLUESSEL1 + key_nr);
5440 PlaySoundLevel(x, y, SND_PONG);
5449 int key_nr = element - EL_EM_KEY_1;
5452 player->key[key_nr] = TRUE;
5453 RaiseScoreElement(EL_SCHLUESSEL);
5454 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5455 GFX_SCHLUESSEL1 + key_nr);
5456 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
5457 GFX_SCHLUESSEL1 + key_nr);
5458 PlaySoundLevel(x, y, SND_PONG);
5463 Feld[x][y] = EL_ABLENK_EIN;
5466 DrawLevelField(x, y);
5470 case EL_SP_TERMINAL:
5474 for (yy=0; yy<lev_fieldy; yy++)
5476 for (xx=0; xx<lev_fieldx; xx++)
5478 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
5480 else if (Feld[xx][yy] == EL_SP_TERMINAL)
5481 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
5489 case EL_BELT1_SWITCH_LEFT:
5490 case EL_BELT1_SWITCH_MIDDLE:
5491 case EL_BELT1_SWITCH_RIGHT:
5492 case EL_BELT2_SWITCH_LEFT:
5493 case EL_BELT2_SWITCH_MIDDLE:
5494 case EL_BELT2_SWITCH_RIGHT:
5495 case EL_BELT3_SWITCH_LEFT:
5496 case EL_BELT3_SWITCH_MIDDLE:
5497 case EL_BELT3_SWITCH_RIGHT:
5498 case EL_BELT4_SWITCH_LEFT:
5499 case EL_BELT4_SWITCH_MIDDLE:
5500 case EL_BELT4_SWITCH_RIGHT:
5501 if (!player->Switching)
5503 player->Switching = TRUE;
5504 ToggleBeltSwitch(x, y);
5509 case EL_SWITCHGATE_SWITCH_1:
5510 case EL_SWITCHGATE_SWITCH_2:
5511 if (!player->Switching)
5513 player->Switching = TRUE;
5514 ToggleSwitchgateSwitch(x, y);
5519 case EL_LIGHT_SWITCH_OFF:
5520 case EL_LIGHT_SWITCH_ON:
5521 if (!player->Switching)
5523 player->Switching = TRUE;
5524 ToggleLightSwitch(x, y);
5529 case EL_TIMEGATE_SWITCH_OFF:
5530 ActivateTimegateSwitch(x, y);
5535 case EL_BALLOON_SEND_LEFT:
5536 case EL_BALLOON_SEND_RIGHT:
5537 case EL_BALLOON_SEND_UP:
5538 case EL_BALLOON_SEND_DOWN:
5539 case EL_BALLOON_SEND_ANY:
5540 if (element == EL_BALLOON_SEND_ANY)
5541 game.balloon_dir = move_direction;
5543 game.balloon_dir = (element == EL_BALLOON_SEND_LEFT ? MV_LEFT :
5544 element == EL_BALLOON_SEND_RIGHT ? MV_RIGHT :
5545 element == EL_BALLOON_SEND_UP ? MV_UP :
5546 element == EL_BALLOON_SEND_DOWN ? MV_DOWN :
5553 if (local_player->gems_still_needed > 0)
5554 return MF_NO_ACTION;
5556 player->LevelSolved = player->GameOver = TRUE;
5557 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5560 case EL_FELSBROCKEN:
5563 case EL_DX_SUPABOMB:
5567 case EL_SP_DISK_ORANGE:
5569 if (dy || mode == DF_SNAP)
5570 return MF_NO_ACTION;
5572 player->Pushing = TRUE;
5574 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5575 return MF_NO_ACTION;
5579 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5580 return MF_NO_ACTION;
5583 if (player->push_delay == 0)
5584 player->push_delay = FrameCounter;
5585 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5586 !tape.playing && element != EL_SPRING)
5587 return MF_NO_ACTION;
5590 Feld[x+dx][y+dy] = element;
5592 if (element == EL_SPRING)
5594 Feld[x+dx][y+dy] = EL_SPRING_MOVING;
5595 MovDir[x+dx][y+dy] = move_direction;
5598 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
5600 DrawLevelField(x+dx, y+dy);
5601 if (element == EL_FELSBROCKEN || element == EL_BD_ROCK)
5602 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5603 else if (element == EL_KOKOSNUSS)
5604 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5605 else if (IS_SP_ELEMENT(element))
5606 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5608 PlaySoundLevel(x+dx, y+dy, SND_PUSCH); /* better than "SND_KLOPF" */
5615 if (!player->key[element - EL_PFORTE1])
5616 return MF_NO_ACTION;
5623 if (!player->key[element - EL_PFORTE1X])
5624 return MF_NO_ACTION;
5631 if (!player->key[element - EL_EM_GATE_1])
5632 return MF_NO_ACTION;
5633 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5634 return MF_NO_ACTION;
5636 /* automatically move to the next field with double speed */
5637 player->programmed_action = move_direction;
5638 DOUBLE_PLAYER_SPEED(player);
5640 PlaySoundLevel(x, y, SND_GATE);
5648 if (!player->key[element - EL_EM_GATE_1X])
5649 return MF_NO_ACTION;
5650 if (!IN_LEV_FIELD(x + dx, y + dy) || !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_SWITCHGATE_OPEN:
5662 case EL_TIMEGATE_OPEN:
5663 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5664 return MF_NO_ACTION;
5666 /* automatically move to the next field with double speed */
5667 player->programmed_action = move_direction;
5668 DOUBLE_PLAYER_SPEED(player);
5670 PlaySoundLevel(x, y, SND_GATE);
5674 case EL_SP_PORT1_LEFT:
5675 case EL_SP_PORT2_LEFT:
5676 case EL_SP_PORT1_RIGHT:
5677 case EL_SP_PORT2_RIGHT:
5678 case EL_SP_PORT1_UP:
5679 case EL_SP_PORT2_UP:
5680 case EL_SP_PORT1_DOWN:
5681 case EL_SP_PORT2_DOWN:
5686 element != EL_SP_PORT1_LEFT &&
5687 element != EL_SP_PORT2_LEFT &&
5688 element != EL_SP_PORT_X &&
5689 element != EL_SP_PORT_XY) ||
5691 element != EL_SP_PORT1_RIGHT &&
5692 element != EL_SP_PORT2_RIGHT &&
5693 element != EL_SP_PORT_X &&
5694 element != EL_SP_PORT_XY) ||
5696 element != EL_SP_PORT1_UP &&
5697 element != EL_SP_PORT2_UP &&
5698 element != EL_SP_PORT_Y &&
5699 element != EL_SP_PORT_XY) ||
5701 element != EL_SP_PORT1_DOWN &&
5702 element != EL_SP_PORT2_DOWN &&
5703 element != EL_SP_PORT_Y &&
5704 element != EL_SP_PORT_XY) ||
5705 !IN_LEV_FIELD(x + dx, y + dy) ||
5706 !IS_FREE(x + dx, y + dy))
5707 return MF_NO_ACTION;
5709 /* automatically move to the next field with double speed */
5710 player->programmed_action = move_direction;
5711 DOUBLE_PLAYER_SPEED(player);
5713 PlaySoundLevel(x, y, SND_GATE);
5717 case EL_TUBE_VERTICAL:
5718 case EL_TUBE_HORIZONTAL:
5719 case EL_TUBE_VERT_LEFT:
5720 case EL_TUBE_VERT_RIGHT:
5721 case EL_TUBE_HORIZ_UP:
5722 case EL_TUBE_HORIZ_DOWN:
5723 case EL_TUBE_LEFT_UP:
5724 case EL_TUBE_LEFT_DOWN:
5725 case EL_TUBE_RIGHT_UP:
5726 case EL_TUBE_RIGHT_DOWN:
5729 int tube_enter_directions[][2] =
5731 { EL_TUBE_CROSS, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
5732 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
5733 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
5734 { EL_TUBE_VERT_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
5735 { EL_TUBE_VERT_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
5736 { EL_TUBE_HORIZ_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
5737 { EL_TUBE_HORIZ_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
5738 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
5739 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
5740 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
5741 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
5742 { -1, MV_NO_MOVING }
5745 while (tube_enter_directions[i][0] != element)
5748 if (tube_enter_directions[i][0] == -1) /* should not happen */
5752 if (!(tube_enter_directions[i][1] & move_direction))
5753 return MF_NO_ACTION; /* tube has no opening in this direction */
5758 case EL_AUSGANG_ACT:
5759 /* door is not (yet) open */
5760 return MF_NO_ACTION;
5763 case EL_AUSGANG_AUF:
5764 if (mode == DF_SNAP)
5765 return MF_NO_ACTION;
5767 PlaySoundLevel(x, y, SND_BUING);
5772 Feld[x][y] = EL_BIRNE_EIN;
5773 local_player->lights_still_needed--;
5774 DrawLevelField(x, y);
5775 PlaySoundLevel(x, y, SND_DENG);
5780 Feld[x][y] = EL_ZEIT_LEER;
5782 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5783 DrawLevelField(x, y);
5784 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5788 case EL_SOKOBAN_FELD_LEER:
5791 case EL_SOKOBAN_FELD_VOLL:
5792 case EL_SOKOBAN_OBJEKT:
5794 case EL_SP_DISK_YELLOW:
5796 if (mode == DF_SNAP)
5797 return MF_NO_ACTION;
5799 player->Pushing = TRUE;
5801 if (!IN_LEV_FIELD(x+dx, y+dy)
5802 || (!IS_FREE(x+dx, y+dy)
5803 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5804 || !IS_SB_ELEMENT(element))))
5805 return MF_NO_ACTION;
5809 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5810 return MF_NO_ACTION;
5812 else if (dy && real_dx)
5814 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5815 return MF_NO_ACTION;
5818 if (player->push_delay == 0)
5819 player->push_delay = FrameCounter;
5820 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5821 !tape.playing && element != EL_BALLOON)
5822 return MF_NO_ACTION;
5824 if (IS_SB_ELEMENT(element))
5826 if (element == EL_SOKOBAN_FELD_VOLL)
5828 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5829 local_player->sokobanfields_still_needed++;
5834 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5836 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5837 local_player->sokobanfields_still_needed--;
5838 if (element == EL_SOKOBAN_OBJEKT)
5839 PlaySoundLevel(x, y, SND_DENG);
5842 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5847 Feld[x+dx][y+dy] = element;
5850 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
5852 DrawLevelField(x, y);
5853 DrawLevelField(x+dx, y+dy);
5854 if (element == EL_BALLOON)
5855 PlaySoundLevel(x+dx, y+dy, SND_SCHLURF);
5857 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5859 if (IS_SB_ELEMENT(element) &&
5860 local_player->sokobanfields_still_needed == 0 &&
5861 game.emulation == EMU_SOKOBAN)
5863 player->LevelSolved = player->GameOver = TRUE;
5864 PlaySoundLevel(x, y, SND_BUING);
5875 return MF_NO_ACTION;
5878 player->push_delay = 0;
5883 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5885 int jx = player->jx, jy = player->jy;
5886 int x = jx + dx, y = jy + dy;
5888 if (!player->active || !IN_LEV_FIELD(x, y))
5896 player->snapped = FALSE;
5900 if (player->snapped)
5903 player->MovDir = (dx < 0 ? MV_LEFT :
5906 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5908 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5911 player->snapped = TRUE;
5912 DrawLevelField(x, y);
5918 boolean PlaceBomb(struct PlayerInfo *player)
5920 int jx = player->jx, jy = player->jy;
5923 if (!player->active || player->MovPos)
5926 element = Feld[jx][jy];
5928 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5929 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5932 if (element != EL_LEERRAUM)
5933 Store[jx][jy] = element;
5935 if (player->dynamite)
5937 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5938 MovDelay[jx][jy] = 96;
5940 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5941 FS_SMALL, FC_YELLOW);
5942 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5944 if (game.emulation == EMU_SUPAPLEX)
5945 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5947 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5952 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5953 MovDelay[jx][jy] = 96;
5954 player->dynabombs_left--;
5955 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5956 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5962 void PlaySoundLevel(int x, int y, int sound_nr)
5964 int sx = SCREENX(x), sy = SCREENY(y);
5966 int silence_distance = 8;
5968 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5969 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5972 if (!IN_LEV_FIELD(x, y) ||
5973 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5974 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5977 volume = PSND_MAX_VOLUME;
5979 #if !defined(PLATFORM_MSDOS)
5980 stereo = (sx - SCR_FIELDX/2) * 12;
5982 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5983 if (stereo > PSND_MAX_RIGHT)
5984 stereo = PSND_MAX_RIGHT;
5985 if (stereo < PSND_MAX_LEFT)
5986 stereo = PSND_MAX_LEFT;
5989 if (!IN_SCR_FIELD(sx, sy))
5991 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5992 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5994 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5997 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
6000 void RaiseScore(int value)
6002 local_player->score += value;
6003 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
6004 FS_SMALL, FC_YELLOW);
6007 void RaiseScoreElement(int element)
6012 case EL_EDELSTEIN_BD:
6013 case EL_EDELSTEIN_GELB:
6014 case EL_EDELSTEIN_ROT:
6015 case EL_EDELSTEIN_LILA:
6016 RaiseScore(level.score[SC_EDELSTEIN]);
6019 RaiseScore(level.score[SC_DIAMANT]);
6023 RaiseScore(level.score[SC_KAEFER]);
6027 RaiseScore(level.score[SC_FLIEGER]);
6031 RaiseScore(level.score[SC_MAMPFER]);
6034 RaiseScore(level.score[SC_ROBOT]);
6037 RaiseScore(level.score[SC_PACMAN]);
6040 RaiseScore(level.score[SC_KOKOSNUSS]);
6042 case EL_DYNAMITE_INACTIVE:
6043 RaiseScore(level.score[SC_DYNAMIT]);
6046 RaiseScore(level.score[SC_SCHLUESSEL]);
6053 /* ---------- new game button stuff ---------------------------------------- */
6055 /* graphic position values for game buttons */
6056 #define GAME_BUTTON_XSIZE 30
6057 #define GAME_BUTTON_YSIZE 30
6058 #define GAME_BUTTON_XPOS 5
6059 #define GAME_BUTTON_YPOS 215
6060 #define SOUND_BUTTON_XPOS 5
6061 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
6063 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6064 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6065 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6066 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
6067 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
6068 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
6075 } gamebutton_info[NUM_GAME_BUTTONS] =
6078 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
6083 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
6088 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
6093 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
6094 SOUND_CTRL_ID_MUSIC,
6095 "background music on/off"
6098 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
6099 SOUND_CTRL_ID_LOOPS,
6100 "sound loops on/off"
6103 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
6104 SOUND_CTRL_ID_SIMPLE,
6105 "normal sounds on/off"
6109 void CreateGameButtons()
6113 for (i=0; i<NUM_GAME_BUTTONS; i++)
6115 Bitmap *gd_bitmap = pix[PIX_DOOR];
6116 struct GadgetInfo *gi;
6119 unsigned long event_mask;
6120 int gd_xoffset, gd_yoffset;
6121 int gd_x1, gd_x2, gd_y1, gd_y2;
6124 gd_xoffset = gamebutton_info[i].x;
6125 gd_yoffset = gamebutton_info[i].y;
6126 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
6127 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
6129 if (id == GAME_CTRL_ID_STOP ||
6130 id == GAME_CTRL_ID_PAUSE ||
6131 id == GAME_CTRL_ID_PLAY)
6133 button_type = GD_TYPE_NORMAL_BUTTON;
6135 event_mask = GD_EVENT_RELEASED;
6136 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6137 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6141 button_type = GD_TYPE_CHECK_BUTTON;
6143 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
6144 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
6145 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
6146 event_mask = GD_EVENT_PRESSED;
6147 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
6148 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
6151 gi = CreateGadget(GDI_CUSTOM_ID, id,
6152 GDI_INFO_TEXT, gamebutton_info[i].infotext,
6153 GDI_X, DX + gd_xoffset,
6154 GDI_Y, DY + gd_yoffset,
6155 GDI_WIDTH, GAME_BUTTON_XSIZE,
6156 GDI_HEIGHT, GAME_BUTTON_YSIZE,
6157 GDI_TYPE, button_type,
6158 GDI_STATE, GD_BUTTON_UNPRESSED,
6159 GDI_CHECKED, checked,
6160 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
6161 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
6162 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
6163 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
6164 GDI_EVENT_MASK, event_mask,
6165 GDI_CALLBACK_ACTION, HandleGameButtons,
6169 Error(ERR_EXIT, "cannot create gadget");
6171 game_gadget[id] = gi;
6175 static void MapGameButtons()
6179 for (i=0; i<NUM_GAME_BUTTONS; i++)
6180 MapGadget(game_gadget[i]);
6183 void UnmapGameButtons()
6187 for (i=0; i<NUM_GAME_BUTTONS; i++)
6188 UnmapGadget(game_gadget[i]);
6191 static void HandleGameButtons(struct GadgetInfo *gi)
6193 int id = gi->custom_id;
6195 if (game_status != PLAYING)
6200 case GAME_CTRL_ID_STOP:
6203 CloseDoor(DOOR_CLOSE_1);
6204 game_status = MAINMENU;
6209 if (level_editor_test_game ||
6210 Request("Do you really want to quit the game ?",
6211 REQ_ASK | REQ_STAY_CLOSED))
6213 #if defined(PLATFORM_UNIX)
6214 if (options.network)
6215 SendToServer_StopPlaying();
6219 game_status = MAINMENU;
6224 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
6227 case GAME_CTRL_ID_PAUSE:
6228 if (options.network)
6230 #if defined(PLATFORM_UNIX)
6232 SendToServer_ContinuePlaying();
6234 SendToServer_PausePlaying();
6241 case GAME_CTRL_ID_PLAY:
6244 #if defined(PLATFORM_UNIX)
6245 if (options.network)
6246 SendToServer_ContinuePlaying();
6250 tape.pausing = FALSE;
6251 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
6256 case SOUND_CTRL_ID_MUSIC:
6257 if (setup.sound_music)
6259 setup.sound_music = FALSE;
6262 else if (audio.loops_available)
6264 setup.sound = setup.sound_music = TRUE;
6266 PlayMusic(level_nr % num_bg_loops);
6270 case SOUND_CTRL_ID_LOOPS:
6271 if (setup.sound_loops)
6272 setup.sound_loops = FALSE;
6273 else if (audio.loops_available)
6274 setup.sound = setup.sound_loops = TRUE;
6277 case SOUND_CTRL_ID_SIMPLE:
6278 if (setup.sound_simple)
6279 setup.sound_simple = FALSE;
6280 else if (audio.sound_available)
6281 setup.sound = setup.sound_simple = TRUE;