1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* values for player movement speed (which is in fact a delay value) */
82 #define MOVE_DELAY_NORMAL_SPEED 8
83 #define MOVE_DELAY_HIGH_SPEED 4
85 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
86 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
87 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
88 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
90 /* score for elements */
91 #define SC_EDELSTEIN 0
98 #define SC_KOKOSNUSS 7
100 #define SC_SCHLUESSEL 9
101 #define SC_ZEITBONUS 10
103 /* game button identifiers */
104 #define GAME_CTRL_ID_STOP 0
105 #define GAME_CTRL_ID_PAUSE 1
106 #define GAME_CTRL_ID_PLAY 2
107 #define SOUND_CTRL_ID_MUSIC 3
108 #define SOUND_CTRL_ID_LOOPS 4
109 #define SOUND_CTRL_ID_SIMPLE 5
111 #define NUM_GAME_BUTTONS 6
113 /* forward declaration for internal use */
114 static void CheckGravityMovement(struct PlayerInfo *);
116 static void MapGameButtons();
117 static void HandleGameButtons(struct GadgetInfo *);
119 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 static unsigned int getStateCheckSum(int counter)
128 unsigned int mult = 1;
129 unsigned int checksum = 0;
131 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
133 static boolean first_game = TRUE;
135 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
141 lastFeld[x][y] = Feld[x][y];
142 else if (lastFeld[x][y] != Feld[x][y])
143 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
144 x, y, lastFeld[x][y], Feld[x][y]);
148 checksum += mult++ * Ur[x][y];
149 checksum += mult++ * Feld[x][y];
152 checksum += mult++ * MovPos[x][y];
153 checksum += mult++ * MovDir[x][y];
154 checksum += mult++ * MovDelay[x][y];
155 checksum += mult++ * Store[x][y];
156 checksum += mult++ * Store2[x][y];
157 checksum += mult++ * StorePlayer[x][y];
158 checksum += mult++ * Frame[x][y];
159 checksum += mult++ * AmoebaNr[x][y];
160 checksum += mult++ * JustHit[x][y];
161 checksum += mult++ * Stop[x][y];
165 if (counter == 3 && first_game)
176 void GetPlayerConfig()
178 if (sound_status == SOUND_OFF)
181 if (!sound_loops_allowed)
183 setup.sound_loops = FALSE;
184 setup.sound_music = FALSE;
187 setup.sound_simple = setup.sound;
192 static void InitField(int x, int y, boolean init_game)
199 Feld[x][y] = EL_SPIELER1;
207 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
208 int jx = player->jx, jy = player->jy;
210 player->present = TRUE;
212 if (!options.network || player->connected)
214 player->active = TRUE;
216 /* remove potentially duplicate players */
217 if (StorePlayer[jx][jy] == Feld[x][y])
218 StorePlayer[jx][jy] = 0;
220 StorePlayer[x][y] = Feld[x][y];
224 printf("Player %d activated.\n", player->element_nr);
225 printf("[Local player is %d and currently %s.]\n",
226 local_player->element_nr,
227 local_player->active ? "active" : "not active");
231 Feld[x][y] = EL_LEERRAUM;
232 player->jx = player->last_jx = x;
233 player->jy = player->last_jy = y;
238 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
239 Feld[x][y] = EL_BADEWANNE1;
240 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
241 Feld[x][y] = EL_BADEWANNE2;
242 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
243 Feld[x][y] = EL_BADEWANNE3;
244 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
245 Feld[x][y] = EL_BADEWANNE4;
246 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
247 Feld[x][y] = EL_BADEWANNE5;
289 if (y == lev_fieldy - 1)
291 Feld[x][y] = EL_AMOEBING;
292 Store[x][y] = EL_AMOEBE_NASS;
301 local_player->lights_still_needed++;
304 case EL_SOKOBAN_FELD_LEER:
305 local_player->sokobanfields_still_needed++;
310 local_player->friends_still_needed++;
315 MovDir[x][y] = 1 << RND(4);
319 Feld[x][y] = EL_LEERRAUM;
322 case EL_EM_KEY_1_FILE:
323 Feld[x][y] = EL_EM_KEY_1;
325 case EL_EM_KEY_2_FILE:
326 Feld[x][y] = EL_EM_KEY_2;
328 case EL_EM_KEY_3_FILE:
329 Feld[x][y] = EL_EM_KEY_3;
331 case EL_EM_KEY_4_FILE:
332 Feld[x][y] = EL_EM_KEY_4;
343 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
344 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
345 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
347 /* don't play tapes over network */
348 network_playing = (options.network && !tape.playing);
350 for (i=0; i<MAX_PLAYERS; i++)
352 struct PlayerInfo *player = &stored_player[i];
354 player->index_nr = i;
355 player->element_nr = EL_SPIELER1 + i;
357 player->present = FALSE;
358 player->active = FALSE;
361 player->effective_action = 0;
362 player->programmed_action = 0;
365 player->gems_still_needed = level.edelsteine;
366 player->sokobanfields_still_needed = 0;
367 player->lights_still_needed = 0;
368 player->friends_still_needed = 0;
371 player->key[j] = FALSE;
373 player->dynamite = 0;
374 player->dynabomb_count = 0;
375 player->dynabomb_size = 0;
376 player->dynabombs_left = 0;
377 player->dynabomb_xl = FALSE;
379 player->MovDir = MV_NO_MOVING;
381 player->Pushing = FALSE;
385 player->actual_frame_counter = 0;
387 player->frame_reset_delay = 0;
389 player->push_delay = 0;
390 player->push_delay_value = 5;
392 player->move_delay = 0;
393 player->last_move_dir = MV_NO_MOVING;
395 player->move_delay_value =
396 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
398 player->snapped = FALSE;
400 player->gone = FALSE;
402 player->last_jx = player->last_jy = 0;
403 player->jx = player->jy = 0;
405 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
406 SnapField(player, 0, 0);
408 player->LevelSolved = FALSE;
409 player->GameOver = FALSE;
412 network_player_action_received = FALSE;
415 /* initial null action */
417 SendToServer_MovePlayer(MV_NO_MOVING);
426 TimeLeft = level.time;
428 ScreenMovDir = MV_NO_MOVING;
432 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
434 AllPlayersGone = FALSE;
438 for (i=0; i<MAX_NUM_AMOEBA; i++)
439 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
441 for (x=0; x<lev_fieldx; x++)
443 for (y=0; y<lev_fieldy; y++)
445 Feld[x][y] = Ur[x][y];
446 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
447 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
455 for(y=0; y<lev_fieldy; y++)
457 for(x=0; x<lev_fieldx; x++)
459 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
461 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
463 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
466 InitField(x, y, TRUE);
470 /* check if any connected player was not found in playfield */
471 for (i=0; i<MAX_PLAYERS; i++)
473 struct PlayerInfo *player = &stored_player[i];
475 if (player->connected && !player->present)
477 for (j=0; j<MAX_PLAYERS; j++)
479 struct PlayerInfo *some_player = &stored_player[j];
480 int jx = some_player->jx, jy = some_player->jy;
482 /* assign first free player found that is present in the playfield */
483 if (some_player->present && !some_player->connected)
485 player->present = TRUE;
486 player->active = TRUE;
487 some_player->present = FALSE;
489 StorePlayer[jx][jy] = player->element_nr;
490 player->jx = player->last_jx = jx;
491 player->jy = player->last_jy = jy;
501 /* when playing a tape, eliminate all players who do not participate */
503 for (i=0; i<MAX_PLAYERS; i++)
505 if (stored_player[i].active && !tape.player_participates[i])
507 struct PlayerInfo *player = &stored_player[i];
508 int jx = player->jx, jy = player->jy;
510 player->active = FALSE;
511 StorePlayer[jx][jy] = 0;
512 Feld[jx][jy] = EL_LEERRAUM;
516 else if (!options.network && !setup.team_mode) /* && !tape.playing */
518 /* when in single player mode, eliminate all but the first active player */
520 for (i=0; i<MAX_PLAYERS; i++)
522 if (stored_player[i].active)
524 for (j=i+1; j<MAX_PLAYERS; j++)
526 if (stored_player[j].active)
528 struct PlayerInfo *player = &stored_player[j];
529 int jx = player->jx, jy = player->jy;
531 player->active = FALSE;
532 StorePlayer[jx][jy] = 0;
533 Feld[jx][jy] = EL_LEERRAUM;
540 /* when recording the game, store which players take part in the game */
543 for (i=0; i<MAX_PLAYERS; i++)
544 if (stored_player[i].active)
545 tape.player_participates[i] = TRUE;
550 for (i=0; i<MAX_PLAYERS; i++)
552 struct PlayerInfo *player = &stored_player[i];
554 printf("Player %d: present == %d, connected == %d, active == %d.\n",
559 if (local_player == player)
560 printf("Player %d is local player.\n", i+1);
564 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
565 emulate_sb ? EMU_SOKOBAN :
566 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
568 /* determine border element for this level */
571 if (BorderElement == EL_LEERRAUM)
574 SBX_Right = lev_fieldx - SCR_FIELDX;
576 SBY_Lower = lev_fieldy - SCR_FIELDY;
581 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
583 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
586 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
587 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
589 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
590 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
593 scroll_y = SBY_Upper;
594 if (local_player->jx >= SBX_Left + MIDPOSX)
595 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
596 local_player->jx - MIDPOSX :
598 if (local_player->jy >= SBY_Upper + MIDPOSY)
599 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
600 local_player->jy - MIDPOSY :
603 CloseDoor(DOOR_CLOSE_1);
609 /* copy default game door content to main double buffer */
610 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
611 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
613 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
614 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
615 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
616 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
617 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
618 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
619 DrawText(DX + XX_SCORE, DY + YY_SCORE,
620 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
621 DrawText(DX + XX_TIME, DY + YY_TIME,
622 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
625 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
626 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
627 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
631 /* copy actual game door content to door double buffer for OpenDoor() */
632 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
633 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
635 OpenDoor(DOOR_OPEN_ALL);
637 if (setup.sound_music)
638 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
640 XAutoRepeatOff(display);
645 printf("Player %d %sactive.\n",
646 i + 1, (stored_player[i].active ? "" : "not "));
650 void InitMovDir(int x, int y)
652 int i, element = Feld[x][y];
653 static int xy[4][2] =
660 static int direction[2][4] =
662 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
663 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
672 Feld[x][y] = EL_KAEFER;
673 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
680 Feld[x][y] = EL_FLIEGER;
681 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
688 Feld[x][y] = EL_BUTTERFLY;
689 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
696 Feld[x][y] = EL_FIREFLY;
697 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
704 Feld[x][y] = EL_PACMAN;
705 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
709 MovDir[x][y] = MV_UP;
713 MovDir[x][y] = MV_LEFT;
717 MovDir[x][y] = 1 << RND(4);
718 if (element != EL_KAEFER &&
719 element != EL_FLIEGER &&
720 element != EL_BUTTERFLY &&
721 element != EL_FIREFLY)
726 int x1 = x + xy[i][0];
727 int y1 = y + xy[i][1];
729 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
731 if (element == EL_KAEFER || element == EL_BUTTERFLY)
733 MovDir[x][y] = direction[0][i];
736 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
737 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
739 MovDir[x][y] = direction[1][i];
748 void InitAmoebaNr(int x, int y)
751 int group_nr = AmoebeNachbarNr(x, y);
755 for (i=1; i<MAX_NUM_AMOEBA; i++)
757 if (AmoebaCnt[i] == 0)
765 AmoebaNr[x][y] = group_nr;
766 AmoebaCnt[group_nr]++;
767 AmoebaCnt2[group_nr]++;
773 int bumplevel = FALSE;
775 if (local_player->MovPos)
778 local_player->LevelSolved = FALSE;
782 if (setup.sound_loops)
783 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
787 if (!setup.sound_loops)
788 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
789 if (TimeLeft > 0 && !(TimeLeft % 10))
790 RaiseScore(level.score[SC_ZEITBONUS]);
791 if (TimeLeft > 100 && !(TimeLeft % 10))
795 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
800 if (setup.sound_loops)
803 else if (level.time == 0) /* level without time limit */
805 if (setup.sound_loops)
806 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
808 while(TimePlayed < 999)
810 if (!setup.sound_loops)
811 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
812 if (TimePlayed < 999 && !(TimePlayed % 10))
813 RaiseScore(level.score[SC_ZEITBONUS]);
814 if (TimePlayed < 900 && !(TimePlayed % 10))
818 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
823 if (setup.sound_loops)
829 /* Hero disappears */
830 DrawLevelField(ExitX, ExitY);
836 CloseDoor(DOOR_CLOSE_1);
841 SaveTape(tape.level_nr); /* Ask to save tape */
844 if ((hi_pos = NewHiScore()) >= 0)
846 game_status = HALLOFFAME;
847 DrawHallOfFame(hi_pos);
848 if (bumplevel && TAPE_IS_EMPTY(tape))
853 game_status = MAINMENU;
854 if (bumplevel && TAPE_IS_EMPTY(tape))
869 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
870 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
873 for (k=0; k<MAX_SCORE_ENTRIES; k++)
875 if (local_player->score > highscore[k].Score)
877 /* player has made it to the hall of fame */
879 if (k < MAX_SCORE_ENTRIES - 1)
881 int m = MAX_SCORE_ENTRIES - 1;
884 for (l=k; l<MAX_SCORE_ENTRIES; l++)
885 if (!strcmp(setup.player_name, highscore[l].Name))
887 if (m == k) /* player's new highscore overwrites his old one */
893 strcpy(highscore[l].Name, highscore[l - 1].Name);
894 highscore[l].Score = highscore[l - 1].Score;
901 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
902 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
903 highscore[k].Score = local_player->score;
909 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
910 break; /* player already there with a higher score */
921 void InitMovingField(int x, int y, int direction)
923 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
924 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
926 MovDir[x][y] = direction;
927 MovDir[newx][newy] = direction;
928 if (Feld[newx][newy] == EL_LEERRAUM)
929 Feld[newx][newy] = EL_BLOCKED;
932 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
934 int direction = MovDir[x][y];
935 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
936 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
942 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
944 int oldx = x, oldy = y;
945 int direction = MovDir[x][y];
947 if (direction == MV_LEFT)
949 else if (direction == MV_RIGHT)
951 else if (direction == MV_UP)
953 else if (direction == MV_DOWN)
956 *comes_from_x = oldx;
957 *comes_from_y = oldy;
960 int MovingOrBlocked2Element(int x, int y)
962 int element = Feld[x][y];
964 if (element == EL_BLOCKED)
968 Blocked2Moving(x, y, &oldx, &oldy);
969 return Feld[oldx][oldy];
975 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
977 /* like MovingOrBlocked2Element(), but if element is moving
978 and (x,y) is the field the moving element is just leaving,
979 return EL_BLOCKED instead of the element value */
980 int element = Feld[x][y];
984 if (element == EL_BLOCKED)
988 Blocked2Moving(x, y, &oldx, &oldy);
989 return Feld[oldx][oldy];
998 static void RemoveField(int x, int y)
1000 Feld[x][y] = EL_LEERRAUM;
1006 void RemoveMovingField(int x, int y)
1008 int oldx = x, oldy = y, newx = x, newy = y;
1010 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1013 if (IS_MOVING(x, y))
1015 Moving2Blocked(x, y, &newx, &newy);
1016 if (Feld[newx][newy] != EL_BLOCKED)
1019 else if (Feld[x][y] == EL_BLOCKED)
1021 Blocked2Moving(x, y, &oldx, &oldy);
1022 if (!IS_MOVING(oldx, oldy))
1026 if (Feld[x][y] == EL_BLOCKED &&
1027 (Store[oldx][oldy] == EL_MORAST_LEER ||
1028 Store[oldx][oldy] == EL_SIEB_LEER ||
1029 Store[oldx][oldy] == EL_SIEB2_LEER ||
1030 Store[oldx][oldy] == EL_AMOEBE_NASS))
1032 Feld[oldx][oldy] = Store[oldx][oldy];
1033 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1036 Feld[oldx][oldy] = EL_LEERRAUM;
1038 Feld[newx][newy] = EL_LEERRAUM;
1039 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1040 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1042 DrawLevelField(oldx, oldy);
1043 DrawLevelField(newx, newy);
1046 void DrawDynamite(int x, int y)
1048 int sx = SCREENX(x), sy = SCREENY(y);
1049 int graphic = el2gfx(Feld[x][y]);
1052 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1056 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1058 if (Feld[x][y] == EL_DYNAMIT)
1060 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1065 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1069 if (game_emulation == EMU_SUPAPLEX)
1070 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1071 else if (Store[x][y])
1072 DrawGraphicThruMask(sx, sy, graphic + phase);
1074 DrawGraphic(sx, sy, graphic + phase);
1077 void CheckDynamite(int x, int y)
1079 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1084 if (!(MovDelay[x][y] % 12))
1085 PlaySoundLevel(x, y, SND_ZISCH);
1087 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1089 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1096 StopSound(SND_ZISCH);
1100 void Explode(int ex, int ey, int phase, int mode)
1103 int num_phase = 9, delay = 2;
1104 int last_phase = num_phase * delay;
1105 int half_phase = (num_phase / 2) * delay;
1106 int first_phase_after_start = EX_PHASE_START + 1;
1108 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1110 int center_element = Feld[ex][ey];
1112 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1114 center_element = MovingOrBlocked2Element(ex, ey);
1115 RemoveMovingField(ex, ey);
1118 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1120 int element = Feld[x][y];
1122 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1124 element = MovingOrBlocked2Element(x, y);
1125 RemoveMovingField(x, y);
1128 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1131 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1135 if (element == EL_EXPLODING)
1136 element = Store2[x][y];
1138 if (IS_PLAYER(ex, ey))
1140 switch(StorePlayer[ex][ey])
1143 Store[x][y] = EL_EDELSTEIN_ROT;
1146 Store[x][y] = EL_EDELSTEIN;
1149 Store[x][y] = EL_EDELSTEIN_LILA;
1153 Store[x][y] = EL_EDELSTEIN_GELB;
1157 if (game_emulation == EMU_SUPAPLEX)
1158 Store[x][y] = EL_LEERRAUM;
1160 else if (center_element == EL_MAULWURF)
1161 Store[x][y] = EL_EDELSTEIN_ROT;
1162 else if (center_element == EL_PINGUIN)
1163 Store[x][y] = EL_EDELSTEIN_LILA;
1164 else if (center_element == EL_KAEFER)
1165 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1166 else if (center_element == EL_BUTTERFLY)
1167 Store[x][y] = EL_EDELSTEIN_BD;
1168 else if (center_element == EL_SP_ELECTRON)
1169 Store[x][y] = EL_SP_INFOTRON;
1170 else if (center_element == EL_MAMPFER)
1171 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1172 else if (center_element == EL_AMOEBA2DIAM)
1173 Store[x][y] = level.amoebe_inhalt;
1174 else if (element == EL_ERZ_EDEL)
1175 Store[x][y] = EL_EDELSTEIN;
1176 else if (element == EL_ERZ_DIAM)
1177 Store[x][y] = EL_DIAMANT;
1178 else if (element == EL_ERZ_EDEL_BD)
1179 Store[x][y] = EL_EDELSTEIN_BD;
1180 else if (element == EL_ERZ_EDEL_GELB)
1181 Store[x][y] = EL_EDELSTEIN_GELB;
1182 else if (element == EL_ERZ_EDEL_ROT)
1183 Store[x][y] = EL_EDELSTEIN_ROT;
1184 else if (element == EL_ERZ_EDEL_LILA)
1185 Store[x][y] = EL_EDELSTEIN_LILA;
1186 else if (!IS_PFORTE(Store[x][y]))
1187 Store[x][y] = EL_LEERRAUM;
1189 if (x != ex || y != ey ||
1190 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1191 Store2[x][y] = element;
1193 if (AmoebaNr[x][y] &&
1194 (element == EL_AMOEBE_VOLL ||
1195 element == EL_AMOEBE_BD ||
1196 element == EL_AMOEBING))
1198 AmoebaCnt[AmoebaNr[x][y]]--;
1199 AmoebaCnt2[AmoebaNr[x][y]]--;
1202 Feld[x][y] = EL_EXPLODING;
1203 MovDir[x][y] = MovPos[x][y] = 0;
1209 if (center_element == EL_MAMPFER)
1210 MampferNr = (MampferNr + 1) % MampferMax;
1221 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1223 if (phase == first_phase_after_start)
1225 int element = Store2[x][y];
1227 if (element == EL_BLACK_ORB)
1229 Feld[x][y] = Store2[x][y];
1234 else if (phase == half_phase)
1236 int element = Store2[x][y];
1238 if (IS_PLAYER(x, y))
1239 KillHero(PLAYERINFO(x, y));
1240 else if (IS_EXPLOSIVE(element))
1242 Feld[x][y] = Store2[x][y];
1246 else if (element == EL_AMOEBA2DIAM)
1247 AmoebeUmwandeln(x, y);
1250 if (phase == last_phase)
1254 element = Feld[x][y] = Store[x][y];
1255 Store[x][y] = Store2[x][y] = 0;
1256 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1257 InitField(x, y, FALSE);
1258 if (CAN_MOVE(element) || COULD_MOVE(element))
1260 DrawLevelField(x, y);
1262 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1264 int graphic = GFX_EXPLOSION;
1266 if (game_emulation == EMU_SUPAPLEX)
1267 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1268 GFX_SP_EXPLODE_INFOTRON :
1269 GFX_SP_EXPLODE_EMPTY);
1272 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1274 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1278 void DynaExplode(int ex, int ey)
1281 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1282 static int xy[4][2] =
1290 Store2[ex][ey] = 0; /* delete player information */
1292 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1296 for (j=1; j<=player->dynabomb_size; j++)
1298 int x = ex+j*xy[i%4][0];
1299 int y = ey+j*xy[i%4][1];
1302 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1305 element = Feld[x][y];
1306 Explode(x, y, EX_PHASE_START, EX_BORDER);
1308 if (element != EL_LEERRAUM &&
1309 element != EL_ERDREICH &&
1310 element != EL_EXPLODING &&
1311 !player->dynabomb_xl)
1316 player->dynabombs_left++;
1319 void Bang(int x, int y)
1321 int element = Feld[x][y];
1323 if (game_emulation == EMU_SUPAPLEX)
1324 PlaySoundLevel(x, y, SND_SP_BOOOM);
1326 PlaySoundLevel(x, y, SND_ROAAAR);
1328 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1329 element = EL_LEERRAUM;
1341 RaiseScoreElement(element);
1342 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1345 case EL_DYNABOMB_NR:
1346 case EL_DYNABOMB_SZ:
1347 case EL_DYNABOMB_XL:
1354 Explode(x, y, EX_PHASE_START, EX_CENTER);
1357 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1362 void Blurb(int x, int y)
1364 int element = Feld[x][y];
1366 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1368 PlaySoundLevel(x, y, SND_BLURB);
1369 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1370 (!IN_LEV_FIELD(x-1, y-1) ||
1371 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1373 Feld[x-1][y] = EL_BLURB_LEFT;
1375 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1376 (!IN_LEV_FIELD(x+1, y-1) ||
1377 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1379 Feld[x+1][y] = EL_BLURB_RIGHT;
1384 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1386 if (!MovDelay[x][y]) /* initialize animation counter */
1389 if (MovDelay[x][y]) /* continue animation */
1392 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1393 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1395 if (!MovDelay[x][y])
1397 Feld[x][y] = EL_LEERRAUM;
1398 DrawLevelField(x, y);
1404 void Impact(int x, int y)
1406 boolean lastline = (y == lev_fieldy-1);
1407 boolean object_hit = FALSE;
1408 int element = Feld[x][y];
1411 if (!lastline) /* check if element below was hit */
1413 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1416 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1417 MovDir[x][y+1]!=MV_DOWN ||
1418 MovPos[x][y+1]<=TILEY/2));
1420 smashed = MovingOrBlocked2Element(x, y+1);
1423 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1429 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1430 (lastline || object_hit)) /* element is bomb */
1436 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1438 if (object_hit && IS_PLAYER(x, y+1))
1439 KillHero(PLAYERINFO(x, y+1));
1440 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1444 Feld[x][y] = EL_AMOEBING;
1445 Store[x][y] = EL_AMOEBE_NASS;
1450 if (!lastline && object_hit) /* check which object was hit */
1452 if (CAN_CHANGE(element) &&
1453 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1456 int activated_magic_wall =
1457 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1459 /* activate magic wall / mill */
1461 for (y=0; y<lev_fieldy; y++)
1462 for (x=0; x<lev_fieldx; x++)
1463 if (Feld[x][y] == smashed)
1464 Feld[x][y] = activated_magic_wall;
1466 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1470 if (IS_PLAYER(x, y+1))
1472 KillHero(PLAYERINFO(x, y+1));
1475 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1480 else if (element == EL_EDELSTEIN_BD)
1482 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1488 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1490 if (IS_ENEMY(smashed) ||
1491 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1492 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1497 else if (!IS_MOVING(x, y+1))
1499 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1504 else if (smashed == EL_KOKOSNUSS)
1506 Feld[x][y+1] = EL_CRACKINGNUT;
1507 PlaySoundLevel(x, y, SND_KNACK);
1508 RaiseScoreElement(EL_KOKOSNUSS);
1511 else if (smashed == EL_DIAMANT)
1513 Feld[x][y+1] = EL_LEERRAUM;
1514 PlaySoundLevel(x, y, SND_QUIRK);
1521 /* play sound of magic wall / mill */
1523 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1525 PlaySoundLevel(x, y, SND_QUIRK);
1529 /* play sound of object that hits the ground */
1530 if (lastline || object_hit)
1537 case EL_EDELSTEIN_BD:
1538 case EL_EDELSTEIN_GELB:
1539 case EL_EDELSTEIN_ROT:
1540 case EL_EDELSTEIN_LILA:
1542 case EL_SP_INFOTRON:
1548 case EL_FELSBROCKEN:
1552 sound = SND_SP_ZONKDOWN;
1555 case EL_SCHLUESSEL1:
1556 case EL_SCHLUESSEL2:
1557 case EL_SCHLUESSEL3:
1558 case EL_SCHLUESSEL4:
1575 PlaySoundLevel(x, y, sound);
1579 void TurnRound(int x, int y)
1591 { 0, 0 }, { 0, 0 }, { 0, 0 },
1596 int left, right, back;
1600 { MV_DOWN, MV_UP, MV_RIGHT },
1601 { MV_UP, MV_DOWN, MV_LEFT },
1603 { MV_LEFT, MV_RIGHT, MV_DOWN },
1604 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1605 { MV_RIGHT, MV_LEFT, MV_UP }
1608 int element = Feld[x][y];
1609 int old_move_dir = MovDir[x][y];
1610 int left_dir = turn[old_move_dir].left;
1611 int right_dir = turn[old_move_dir].right;
1612 int back_dir = turn[old_move_dir].back;
1614 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1615 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1616 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1617 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1619 int left_x = x+left_dx, left_y = y+left_dy;
1620 int right_x = x+right_dx, right_y = y+right_dy;
1621 int move_x = x+move_dx, move_y = y+move_dy;
1623 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1625 TestIfBadThingHitsOtherBadThing(x, y);
1627 if (IN_LEV_FIELD(right_x, right_y) &&
1628 IS_FREE_OR_PLAYER(right_x, right_y))
1629 MovDir[x][y] = right_dir;
1630 else if (!IN_LEV_FIELD(move_x, move_y) ||
1631 !IS_FREE_OR_PLAYER(move_x, move_y))
1632 MovDir[x][y] = left_dir;
1634 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1636 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1639 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1640 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1642 TestIfBadThingHitsOtherBadThing(x, y);
1644 if (IN_LEV_FIELD(left_x, left_y) &&
1645 IS_FREE_OR_PLAYER(left_x, left_y))
1646 MovDir[x][y] = left_dir;
1647 else if (!IN_LEV_FIELD(move_x, move_y) ||
1648 !IS_FREE_OR_PLAYER(move_x, move_y))
1649 MovDir[x][y] = right_dir;
1651 if ((element == EL_FLIEGER ||
1652 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1653 && MovDir[x][y] != old_move_dir)
1655 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1658 else if (element == EL_MAMPFER)
1660 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1662 if (IN_LEV_FIELD(left_x, left_y) &&
1663 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1664 Feld[left_x][left_y] == EL_DIAMANT))
1665 can_turn_left = TRUE;
1666 if (IN_LEV_FIELD(right_x, right_y) &&
1667 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1668 Feld[right_x][right_y] == EL_DIAMANT))
1669 can_turn_right = TRUE;
1671 if (can_turn_left && can_turn_right)
1672 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1673 else if (can_turn_left)
1674 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1675 else if (can_turn_right)
1676 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1678 MovDir[x][y] = back_dir;
1680 MovDelay[x][y] = 16+16*RND(3);
1682 else if (element == EL_MAMPFER2)
1684 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1686 if (IN_LEV_FIELD(left_x, left_y) &&
1687 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1688 IS_MAMPF2(Feld[left_x][left_y])))
1689 can_turn_left = TRUE;
1690 if (IN_LEV_FIELD(right_x, right_y) &&
1691 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1692 IS_MAMPF2(Feld[right_x][right_y])))
1693 can_turn_right = TRUE;
1695 if (can_turn_left && can_turn_right)
1696 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1697 else if (can_turn_left)
1698 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1699 else if (can_turn_right)
1700 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1702 MovDir[x][y] = back_dir;
1704 MovDelay[x][y] = 16+16*RND(3);
1706 else if (element == EL_PACMAN)
1708 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1710 if (IN_LEV_FIELD(left_x, left_y) &&
1711 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1712 IS_AMOEBOID(Feld[left_x][left_y])))
1713 can_turn_left = TRUE;
1714 if (IN_LEV_FIELD(right_x, right_y) &&
1715 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1716 IS_AMOEBOID(Feld[right_x][right_y])))
1717 can_turn_right = TRUE;
1719 if (can_turn_left && can_turn_right)
1720 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1721 else if (can_turn_left)
1722 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1723 else if (can_turn_right)
1724 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1726 MovDir[x][y] = back_dir;
1728 MovDelay[x][y] = 6+RND(40);
1730 else if (element == EL_SCHWEIN)
1732 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1733 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1734 boolean should_move_on = FALSE;
1736 int rnd = RND(rnd_value);
1738 if (IN_LEV_FIELD(left_x, left_y) &&
1739 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1740 can_turn_left = TRUE;
1741 if (IN_LEV_FIELD(right_x, right_y) &&
1742 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1743 can_turn_right = TRUE;
1744 if (IN_LEV_FIELD(move_x, move_y) &&
1745 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1748 if (can_turn_left &&
1750 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1751 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1752 should_turn_left = TRUE;
1753 if (can_turn_right &&
1755 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1756 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1757 should_turn_right = TRUE;
1759 (!can_turn_left || !can_turn_right ||
1760 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1761 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1762 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1763 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1764 should_move_on = TRUE;
1766 if (should_turn_left || should_turn_right || should_move_on)
1768 if (should_turn_left && should_turn_right && should_move_on)
1769 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1770 rnd < 2*rnd_value/3 ? right_dir :
1772 else if (should_turn_left && should_turn_right)
1773 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1774 else if (should_turn_left && should_move_on)
1775 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1776 else if (should_turn_right && should_move_on)
1777 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1778 else if (should_turn_left)
1779 MovDir[x][y] = left_dir;
1780 else if (should_turn_right)
1781 MovDir[x][y] = right_dir;
1782 else if (should_move_on)
1783 MovDir[x][y] = old_move_dir;
1785 else if (can_move_on && rnd > rnd_value/8)
1786 MovDir[x][y] = old_move_dir;
1787 else if (can_turn_left && can_turn_right)
1788 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1789 else if (can_turn_left && rnd > rnd_value/8)
1790 MovDir[x][y] = left_dir;
1791 else if (can_turn_right && rnd > rnd_value/8)
1792 MovDir[x][y] = right_dir;
1794 MovDir[x][y] = back_dir;
1796 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1797 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1798 MovDir[x][y] = old_move_dir;
1802 else if (element == EL_DRACHE)
1804 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1806 int rnd = RND(rnd_value);
1808 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1809 can_turn_left = TRUE;
1810 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1811 can_turn_right = TRUE;
1812 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1815 if (can_move_on && rnd > rnd_value/8)
1816 MovDir[x][y] = old_move_dir;
1817 else if (can_turn_left && can_turn_right)
1818 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1819 else if (can_turn_left && rnd > rnd_value/8)
1820 MovDir[x][y] = left_dir;
1821 else if (can_turn_right && rnd > rnd_value/8)
1822 MovDir[x][y] = right_dir;
1824 MovDir[x][y] = back_dir;
1826 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1827 MovDir[x][y] = old_move_dir;
1831 else if (element == EL_ROBOT || element == EL_SONDE ||
1832 element == EL_MAULWURF || element == EL_PINGUIN)
1834 int attr_x = -1, attr_y = -1;
1845 for (i=0; i<MAX_PLAYERS; i++)
1847 struct PlayerInfo *player = &stored_player[i];
1848 int jx = player->jx, jy = player->jy;
1850 if (!player->active || player->gone)
1853 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1861 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1867 if (element == EL_MAULWURF || element == EL_PINGUIN)
1870 static int xy[4][2] =
1880 int ex = x + xy[i%4][0];
1881 int ey = y + xy[i%4][1];
1883 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1892 MovDir[x][y] = MV_NO_MOVING;
1894 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1896 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1898 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1900 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1902 if (element == EL_ROBOT)
1906 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1907 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1908 Moving2Blocked(x, y, &newx, &newy);
1910 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1911 MovDelay[x][y] = 8+8*!RND(3);
1913 MovDelay[x][y] = 16;
1921 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1923 boolean first_horiz = RND(2);
1924 int new_move_dir = MovDir[x][y];
1927 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1928 Moving2Blocked(x, y, &newx, &newy);
1930 if (IN_LEV_FIELD(newx, newy) &&
1931 (IS_FREE(newx, newy) ||
1932 Feld[newx][newy] == EL_SALZSAEURE ||
1933 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1934 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1935 IS_MAMPF3(Feld[newx][newy])))))
1939 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1940 Moving2Blocked(x, y, &newx, &newy);
1942 if (IN_LEV_FIELD(newx, newy) &&
1943 (IS_FREE(newx, newy) ||
1944 Feld[newx][newy] == EL_SALZSAEURE ||
1945 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1946 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1947 IS_MAMPF3(Feld[newx][newy])))))
1950 MovDir[x][y] = old_move_dir;
1957 static boolean JustBeingPushed(int x, int y)
1961 for (i=0; i<MAX_PLAYERS; i++)
1963 struct PlayerInfo *player = &stored_player[i];
1965 if (player->active && !player->gone &&
1966 player->Pushing && player->MovPos)
1968 int next_jx = player->jx + (player->jx - player->last_jx);
1969 int next_jy = player->jy + (player->jy - player->last_jy);
1971 if (x == next_jx && y == next_jy)
1979 void StartMoving(int x, int y)
1981 int element = Feld[x][y];
1986 if (CAN_FALL(element) && y<lev_fieldy-1)
1988 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1989 if (JustBeingPushed(x, y))
1992 if (element == EL_MORAST_VOLL)
1994 if (IS_FREE(x, y+1))
1996 InitMovingField(x, y, MV_DOWN);
1997 Feld[x][y] = EL_FELSBROCKEN;
1998 Store[x][y] = EL_MORAST_LEER;
2000 else if (Feld[x][y+1] == EL_MORAST_LEER)
2002 if (!MovDelay[x][y])
2003 MovDelay[x][y] = TILEY + 1;
2012 Feld[x][y] = EL_MORAST_LEER;
2013 Feld[x][y+1] = EL_MORAST_VOLL;
2016 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2018 InitMovingField(x, y, MV_DOWN);
2019 Store[x][y] = EL_MORAST_VOLL;
2021 else if (element == EL_SIEB_VOLL)
2023 if (IS_FREE(x, y+1))
2025 InitMovingField(x, y, MV_DOWN);
2026 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2027 Store[x][y] = EL_SIEB_LEER;
2029 else if (Feld[x][y+1] == EL_SIEB_LEER)
2031 if (!MovDelay[x][y])
2032 MovDelay[x][y] = TILEY/4 + 1;
2041 Feld[x][y] = EL_SIEB_LEER;
2042 Feld[x][y+1] = EL_SIEB_VOLL;
2043 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2047 else if (element == EL_SIEB2_VOLL)
2049 if (IS_FREE(x, y+1))
2051 InitMovingField(x, y, MV_DOWN);
2052 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2053 Store[x][y] = EL_SIEB2_LEER;
2055 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2057 if (!MovDelay[x][y])
2058 MovDelay[x][y] = TILEY/4 + 1;
2067 Feld[x][y] = EL_SIEB2_LEER;
2068 Feld[x][y+1] = EL_SIEB2_VOLL;
2069 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2073 else if (CAN_CHANGE(element) &&
2074 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2076 InitMovingField(x, y, MV_DOWN);
2078 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2079 Store2[x][y+1] = element;
2081 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2084 InitMovingField(x, y, MV_DOWN);
2085 Store[x][y] = EL_SALZSAEURE;
2087 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2091 else if (IS_FREE(x, y+1))
2093 InitMovingField(x, y, MV_DOWN);
2095 else if (element == EL_TROPFEN)
2097 Feld[x][y] = EL_AMOEBING;
2098 Store[x][y] = EL_AMOEBE_NASS;
2100 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2102 boolean left = (x>0 && IS_FREE(x-1, y) &&
2103 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2104 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2105 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2109 if (left && right && game_emulation != EMU_BOULDERDASH)
2110 left = !(right = RND(2));
2112 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2116 else if (CAN_MOVE(element))
2120 if (element == EL_SONDE && JustBeingPushed(x, y))
2123 if (!MovDelay[x][y]) /* start new movement phase */
2125 /* all objects that can change their move direction after each step */
2126 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2128 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2131 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2132 element == EL_SP_SNIKSNAK ||
2133 element == EL_SP_ELECTRON))
2134 DrawLevelField(x, y);
2138 if (MovDelay[x][y]) /* wait some time before next movement */
2142 if (element == EL_ROBOT ||
2143 element == EL_MAMPFER || element == EL_MAMPFER2)
2145 int phase = MovDelay[x][y] % 8;
2150 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2151 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2153 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2154 && MovDelay[x][y]%4 == 3)
2155 PlaySoundLevel(x, y, SND_NJAM);
2157 else if (element == EL_SP_ELECTRON)
2158 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2159 else if (element == EL_DRACHE)
2162 int dir = MovDir[x][y];
2163 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2164 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2165 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2166 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2167 dir == MV_UP ? GFX_FLAMMEN_UP :
2168 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2169 int phase = FrameCounter % 2;
2171 for (i=1; i<=3; i++)
2173 int xx = x + i*dx, yy = y + i*dy;
2174 int sx = SCREENX(xx), sy = SCREENY(yy);
2176 if (!IN_LEV_FIELD(xx, yy) ||
2177 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2182 int flamed = MovingOrBlocked2Element(xx, yy);
2184 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2187 RemoveMovingField(xx, yy);
2189 Feld[xx][yy] = EL_BURNING;
2190 if (IN_SCR_FIELD(sx, sy))
2191 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2195 if (Feld[xx][yy] == EL_BURNING)
2196 Feld[xx][yy] = EL_LEERRAUM;
2197 DrawLevelField(xx, yy);
2206 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2208 PlaySoundLevel(x, y, SND_KLAPPER);
2210 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2212 PlaySoundLevel(x, y, SND_ROEHR);
2215 /* now make next step */
2217 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2219 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2221 /* enemy got the player */
2223 KillHero(PLAYERINFO(newx, newy));
2226 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2227 element == EL_ROBOT || element == EL_SONDE) &&
2228 IN_LEV_FIELD(newx, newy) &&
2229 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2232 Store[x][y] = EL_SALZSAEURE;
2234 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2235 IN_LEV_FIELD(newx, newy))
2237 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2239 Feld[x][y] = EL_LEERRAUM;
2240 DrawLevelField(x, y);
2242 PlaySoundLevel(newx, newy, SND_BUING);
2243 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2244 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2246 local_player->friends_still_needed--;
2247 if (!local_player->friends_still_needed &&
2248 !local_player->GameOver && AllPlayersGone)
2249 local_player->LevelSolved = local_player->GameOver = TRUE;
2253 else if (IS_MAMPF3(Feld[newx][newy]))
2255 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2256 DrawLevelField(newx, newy);
2258 MovDir[x][y] = MV_NO_MOVING;
2260 else if (!IS_FREE(newx, newy))
2262 if (IS_PLAYER(x, y))
2263 DrawPlayerField(x, y);
2265 DrawLevelField(x, y);
2269 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2271 if (IS_GEM(Feld[newx][newy]))
2273 if (IS_MOVING(newx, newy))
2274 RemoveMovingField(newx, newy);
2277 Feld[newx][newy] = EL_LEERRAUM;
2278 DrawLevelField(newx, newy);
2281 else if (!IS_FREE(newx, newy))
2283 if (IS_PLAYER(x, y))
2284 DrawPlayerField(x, y);
2286 DrawLevelField(x, y);
2290 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2292 if (!IS_FREE(newx, newy))
2294 if (IS_PLAYER(x, y))
2295 DrawPlayerField(x, y);
2297 DrawLevelField(x, y);
2302 boolean wanna_flame = !RND(10);
2303 int dx = newx - x, dy = newy - y;
2304 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2305 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2306 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2307 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2308 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2309 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2311 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2312 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2313 element1 != EL_BURNING && element2 != EL_BURNING)
2315 if (IS_PLAYER(x, y))
2316 DrawPlayerField(x, y);
2318 DrawLevelField(x, y);
2320 MovDelay[x][y] = 50;
2321 Feld[newx][newy] = EL_BURNING;
2322 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2323 Feld[newx1][newy1] = EL_BURNING;
2324 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2325 Feld[newx2][newy2] = EL_BURNING;
2330 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2331 Feld[newx][newy] == EL_DIAMANT)
2333 if (IS_MOVING(newx, newy))
2334 RemoveMovingField(newx, newy);
2337 Feld[newx][newy] = EL_LEERRAUM;
2338 DrawLevelField(newx, newy);
2341 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2342 IS_MAMPF2(Feld[newx][newy]))
2344 if (AmoebaNr[newx][newy])
2346 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2347 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2348 Feld[newx][newy] == EL_AMOEBE_BD)
2349 AmoebaCnt[AmoebaNr[newx][newy]]--;
2352 if (IS_MOVING(newx, newy))
2353 RemoveMovingField(newx, newy);
2356 Feld[newx][newy] = EL_LEERRAUM;
2357 DrawLevelField(newx, newy);
2360 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2361 IS_AMOEBOID(Feld[newx][newy]))
2363 if (AmoebaNr[newx][newy])
2365 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2366 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2367 Feld[newx][newy] == EL_AMOEBE_BD)
2368 AmoebaCnt[AmoebaNr[newx][newy]]--;
2371 Feld[newx][newy] = EL_LEERRAUM;
2372 DrawLevelField(newx, newy);
2374 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2376 /* object was running against a wall */
2380 if (element == EL_KAEFER || element == EL_FLIEGER ||
2381 element == EL_SP_SNIKSNAK)
2382 DrawLevelField(x, y);
2383 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2384 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2385 else if (element == EL_SONDE)
2386 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2387 else if (element == EL_SP_ELECTRON)
2388 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2393 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2394 PlaySoundLevel(x, y, SND_SCHLURF);
2396 InitMovingField(x, y, MovDir[x][y]);
2400 ContinueMoving(x, y);
2403 void ContinueMoving(int x, int y)
2405 int element = Feld[x][y];
2406 int direction = MovDir[x][y];
2407 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2408 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2409 int horiz_move = (dx!=0);
2410 int newx = x + dx, newy = y + dy;
2411 int step = (horiz_move ? dx : dy) * TILEX/8;
2413 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2415 else if (element == EL_TROPFEN)
2417 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2420 MovPos[x][y] += step;
2422 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2424 Feld[x][y] = EL_LEERRAUM;
2425 Feld[newx][newy] = element;
2427 if (Store[x][y] == EL_MORAST_VOLL)
2430 Feld[newx][newy] = EL_MORAST_VOLL;
2431 element = EL_MORAST_VOLL;
2433 else if (Store[x][y] == EL_MORAST_LEER)
2436 Feld[x][y] = EL_MORAST_LEER;
2438 else if (Store[x][y] == EL_SIEB_VOLL)
2441 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2443 else if (Store[x][y] == EL_SIEB_LEER)
2445 Store[x][y] = Store2[x][y] = 0;
2446 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2448 else if (Store[x][y] == EL_SIEB2_VOLL)
2451 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2453 else if (Store[x][y] == EL_SIEB2_LEER)
2455 Store[x][y] = Store2[x][y] = 0;
2456 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2458 else if (Store[x][y] == EL_SALZSAEURE)
2461 Feld[newx][newy] = EL_SALZSAEURE;
2462 element = EL_SALZSAEURE;
2464 else if (Store[x][y] == EL_AMOEBE_NASS)
2467 Feld[x][y] = EL_AMOEBE_NASS;
2470 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2471 MovDelay[newx][newy] = 0;
2473 if (!CAN_MOVE(element))
2474 MovDir[newx][newy] = 0;
2476 DrawLevelField(x, y);
2477 DrawLevelField(newx, newy);
2479 Stop[newx][newy] = TRUE;
2480 JustHit[x][newy] = 3;
2482 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2484 TestIfBadThingHitsHero(newx, newy);
2485 TestIfBadThingHitsFriend(newx, newy);
2486 TestIfBadThingHitsOtherBadThing(newx, newy);
2488 else if (element == EL_PINGUIN)
2489 TestIfFriendHitsBadThing(newx, newy);
2491 if (CAN_SMASH(element) && direction == MV_DOWN &&
2492 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2495 else /* still moving on */
2496 DrawLevelField(x, y);
2499 int AmoebeNachbarNr(int ax, int ay)
2502 int element = Feld[ax][ay];
2504 static int xy[4][2] =
2514 int x = ax + xy[i][0];
2515 int y = ay + xy[i][1];
2517 if (!IN_LEV_FIELD(x, y))
2520 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2521 group_nr = AmoebaNr[x][y];
2527 void AmoebenVereinigen(int ax, int ay)
2529 int i, x, y, xx, yy;
2530 int new_group_nr = AmoebaNr[ax][ay];
2531 static int xy[4][2] =
2539 if (new_group_nr == 0)
2547 if (!IN_LEV_FIELD(x, y))
2550 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2551 Feld[x][y] == EL_AMOEBE_BD ||
2552 Feld[x][y] == EL_AMOEBE_TOT) &&
2553 AmoebaNr[x][y] != new_group_nr)
2555 int old_group_nr = AmoebaNr[x][y];
2557 if (old_group_nr == 0)
2560 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2561 AmoebaCnt[old_group_nr] = 0;
2562 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2563 AmoebaCnt2[old_group_nr] = 0;
2565 for (yy=0; yy<lev_fieldy; yy++)
2567 for (xx=0; xx<lev_fieldx; xx++)
2569 if (AmoebaNr[xx][yy] == old_group_nr)
2570 AmoebaNr[xx][yy] = new_group_nr;
2577 void AmoebeUmwandeln(int ax, int ay)
2581 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2583 int group_nr = AmoebaNr[ax][ay];
2588 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2589 printf("AmoebeUmwandeln(): This should never happen!\n");
2594 for (y=0; y<lev_fieldy; y++)
2596 for (x=0; x<lev_fieldx; x++)
2598 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2601 Feld[x][y] = EL_AMOEBA2DIAM;
2609 static int xy[4][2] =
2622 if (!IN_LEV_FIELD(x, y))
2625 if (Feld[x][y] == EL_AMOEBA2DIAM)
2631 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2634 int group_nr = AmoebaNr[ax][ay];
2635 boolean done = FALSE;
2640 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2641 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2646 for (y=0; y<lev_fieldy; y++)
2648 for (x=0; x<lev_fieldx; x++)
2650 if (AmoebaNr[x][y] == group_nr &&
2651 (Feld[x][y] == EL_AMOEBE_TOT ||
2652 Feld[x][y] == EL_AMOEBE_BD ||
2653 Feld[x][y] == EL_AMOEBING))
2656 Feld[x][y] = new_element;
2657 InitField(x, y, FALSE);
2658 DrawLevelField(x, y);
2665 PlaySoundLevel(ax, ay,
2666 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2669 void AmoebeWaechst(int x, int y)
2671 static unsigned long sound_delay = 0;
2672 static unsigned long sound_delay_value = 0;
2674 if (!MovDelay[x][y]) /* start new growing cycle */
2678 if (DelayReached(&sound_delay, sound_delay_value))
2680 PlaySoundLevel(x, y, SND_AMOEBE);
2681 sound_delay_value = 30;
2685 if (MovDelay[x][y]) /* wait some time before growing bigger */
2688 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2689 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2691 if (!MovDelay[x][y])
2693 Feld[x][y] = Store[x][y];
2695 DrawLevelField(x, y);
2700 void AmoebeAbleger(int ax, int ay)
2703 int element = Feld[ax][ay];
2704 int newax = ax, neway = ay;
2705 static int xy[4][2] =
2713 if (!level.tempo_amoebe)
2715 Feld[ax][ay] = EL_AMOEBE_TOT;
2716 DrawLevelField(ax, ay);
2720 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2721 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2723 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2726 if (MovDelay[ax][ay])
2730 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2733 int x = ax + xy[start][0];
2734 int y = ay + xy[start][1];
2736 if (!IN_LEV_FIELD(x, y))
2739 if (IS_FREE(x, y) ||
2740 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2746 if (newax == ax && neway == ay)
2749 else /* normal or "filled" (BD style) amoeba */
2752 boolean waiting_for_player = FALSE;
2756 int j = (start + i) % 4;
2757 int x = ax + xy[j][0];
2758 int y = ay + xy[j][1];
2760 if (!IN_LEV_FIELD(x, y))
2763 if (IS_FREE(x, y) ||
2764 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2770 else if (IS_PLAYER(x, y))
2771 waiting_for_player = TRUE;
2774 if (newax == ax && neway == ay) /* amoeba cannot grow */
2776 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2778 Feld[ax][ay] = EL_AMOEBE_TOT;
2779 DrawLevelField(ax, ay);
2780 AmoebaCnt[AmoebaNr[ax][ay]]--;
2782 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2784 if (element == EL_AMOEBE_VOLL)
2785 AmoebeUmwandeln(ax, ay);
2786 else if (element == EL_AMOEBE_BD)
2787 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2792 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2794 /* amoeba gets larger by growing in some direction */
2796 int new_group_nr = AmoebaNr[ax][ay];
2799 if (new_group_nr == 0)
2801 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2802 printf("AmoebeAbleger(): This should never happen!\n");
2807 AmoebaNr[newax][neway] = new_group_nr;
2808 AmoebaCnt[new_group_nr]++;
2809 AmoebaCnt2[new_group_nr]++;
2811 /* if amoeba touches other amoeba(s) after growing, unify them */
2812 AmoebenVereinigen(newax, neway);
2814 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2816 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2822 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2823 (neway == lev_fieldy - 1 && newax != ax))
2825 Feld[newax][neway] = EL_AMOEBING;
2826 Store[newax][neway] = element;
2828 else if (neway == ay)
2829 Feld[newax][neway] = EL_TROPFEN;
2832 InitMovingField(ax, ay, MV_DOWN);
2833 Feld[ax][ay] = EL_TROPFEN;
2834 Store[ax][ay] = EL_AMOEBE_NASS;
2835 ContinueMoving(ax, ay);
2839 DrawLevelField(newax, neway);
2842 void Life(int ax, int ay)
2845 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2847 int element = Feld[ax][ay];
2852 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2853 MovDelay[ax][ay] = life_time;
2855 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2858 if (MovDelay[ax][ay])
2862 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2864 int xx = ax+x1, yy = ay+y1;
2867 if (!IN_LEV_FIELD(xx, yy))
2870 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2872 int x = xx+x2, y = yy+y2;
2874 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2877 if (((Feld[x][y] == element ||
2878 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2880 (IS_FREE(x, y) && Stop[x][y]))
2884 if (xx == ax && yy == ay) /* field in the middle */
2886 if (nachbarn<life[0] || nachbarn>life[1])
2888 Feld[xx][yy] = EL_LEERRAUM;
2890 DrawLevelField(xx, yy);
2891 Stop[xx][yy] = TRUE;
2894 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2895 { /* free border field */
2896 if (nachbarn>=life[2] && nachbarn<=life[3])
2898 Feld[xx][yy] = element;
2899 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2901 DrawLevelField(xx, yy);
2902 Stop[xx][yy] = TRUE;
2908 void Ablenk(int x, int y)
2910 if (!MovDelay[x][y]) /* next animation frame */
2911 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2913 if (MovDelay[x][y]) /* wait some time before next frame */
2918 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2919 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2920 if (!(MovDelay[x][y]%4))
2921 PlaySoundLevel(x, y, SND_MIEP);
2926 Feld[x][y] = EL_ABLENK_AUS;
2927 DrawLevelField(x, y);
2928 if (ZX == x && ZY == y)
2932 void Birne(int x, int y)
2934 if (!MovDelay[x][y]) /* next animation frame */
2935 MovDelay[x][y] = 800;
2937 if (MovDelay[x][y]) /* wait some time before next frame */
2942 if (!(MovDelay[x][y]%5))
2944 if (!(MovDelay[x][y]%10))
2945 Feld[x][y]=EL_ABLENK_EIN;
2947 Feld[x][y]=EL_ABLENK_AUS;
2948 DrawLevelField(x, y);
2949 Feld[x][y]=EL_ABLENK_EIN;
2955 Feld[x][y]=EL_ABLENK_AUS;
2956 DrawLevelField(x, y);
2957 if (ZX == x && ZY == y)
2961 void Blubber(int x, int y)
2963 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2964 DrawLevelField(x, y-1);
2966 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2969 void NussKnacken(int x, int y)
2971 if (!MovDelay[x][y]) /* next animation frame */
2974 if (MovDelay[x][y]) /* wait some time before next frame */
2977 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2978 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2980 if (!MovDelay[x][y])
2982 Feld[x][y] = EL_EDELSTEIN;
2983 DrawLevelField(x, y);
2988 void SiebAktivieren(int x, int y, int typ)
2990 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2992 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2995 void AusgangstuerPruefen(int x, int y)
2997 if (!local_player->gems_still_needed &&
2998 !local_player->sokobanfields_still_needed &&
2999 !local_player->lights_still_needed)
3001 Feld[x][y] = EL_AUSGANG_ACT;
3003 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3004 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3005 y < LEVELY(BY1) ? LEVELY(BY1) :
3006 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3011 void AusgangstuerOeffnen(int x, int y)
3015 if (!MovDelay[x][y]) /* next animation frame */
3016 MovDelay[x][y] = 5*delay;
3018 if (MovDelay[x][y]) /* wait some time before next frame */
3023 tuer = MovDelay[x][y]/delay;
3024 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3025 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3027 if (!MovDelay[x][y])
3029 Feld[x][y] = EL_AUSGANG_AUF;
3030 DrawLevelField(x, y);
3035 void AusgangstuerBlinken(int x, int y)
3037 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3040 void EdelsteinFunkeln(int x, int y)
3042 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3045 if (Feld[x][y] == EL_EDELSTEIN_BD)
3046 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3049 if (!MovDelay[x][y]) /* next animation frame */
3050 MovDelay[x][y] = 11 * !SimpleRND(500);
3052 if (MovDelay[x][y]) /* wait some time before next frame */
3056 if (setup.direct_draw && MovDelay[x][y])
3057 SetDrawtoField(DRAW_BUFFERED);
3059 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3063 int phase = (MovDelay[x][y]-1)/2;
3068 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3070 if (setup.direct_draw)
3074 dest_x = FX + SCREENX(x)*TILEX;
3075 dest_y = FY + SCREENY(y)*TILEY;
3077 XCopyArea(display, drawto_field, window, gc,
3078 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3079 SetDrawtoField(DRAW_DIRECT);
3086 void MauerWaechst(int x, int y)
3090 if (!MovDelay[x][y]) /* next animation frame */
3091 MovDelay[x][y] = 3*delay;
3093 if (MovDelay[x][y]) /* wait some time before next frame */
3098 phase = 2-MovDelay[x][y]/delay;
3099 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3100 DrawGraphic(SCREENX(x), SCREENY(y),
3101 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3102 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3103 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3104 GFX_MAUER_DOWN ) + phase);
3106 if (!MovDelay[x][y])
3108 if (MovDir[x][y] == MV_LEFT)
3110 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3111 DrawLevelField(x-1, y);
3113 else if (MovDir[x][y] == MV_RIGHT)
3115 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3116 DrawLevelField(x+1, y);
3118 else if (MovDir[x][y] == MV_UP)
3120 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3121 DrawLevelField(x, y-1);
3125 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3126 DrawLevelField(x, y+1);
3129 Feld[x][y] = Store[x][y];
3131 MovDir[x][y] = MV_NO_MOVING;
3132 DrawLevelField(x, y);
3137 void MauerAbleger(int ax, int ay)
3139 int element = Feld[ax][ay];
3140 boolean oben_frei = FALSE, unten_frei = FALSE;
3141 boolean links_frei = FALSE, rechts_frei = FALSE;
3142 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3143 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3145 if (!MovDelay[ax][ay]) /* start building new wall */
3146 MovDelay[ax][ay] = 6;
3148 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3151 if (MovDelay[ax][ay])
3155 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3157 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3159 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3161 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3164 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3168 Feld[ax][ay-1] = EL_MAUERND;
3169 Store[ax][ay-1] = element;
3170 MovDir[ax][ay-1] = MV_UP;
3171 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3172 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3176 Feld[ax][ay+1] = EL_MAUERND;
3177 Store[ax][ay+1] = element;
3178 MovDir[ax][ay+1] = MV_DOWN;
3179 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3180 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3184 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3185 element == EL_MAUER_LEBT)
3189 Feld[ax-1][ay] = EL_MAUERND;
3190 Store[ax-1][ay] = element;
3191 MovDir[ax-1][ay] = MV_LEFT;
3192 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3193 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3197 Feld[ax+1][ay] = EL_MAUERND;
3198 Store[ax+1][ay] = element;
3199 MovDir[ax+1][ay] = MV_RIGHT;
3200 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3201 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3205 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3206 DrawLevelField(ax, ay);
3208 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3210 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3211 unten_massiv = TRUE;
3212 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3213 links_massiv = TRUE;
3214 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3215 rechts_massiv = TRUE;
3217 if (((oben_massiv && unten_massiv) ||
3218 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3219 ((links_massiv && rechts_massiv) ||
3220 element == EL_MAUER_Y))
3221 Feld[ax][ay] = EL_MAUERWERK;
3224 void CheckForDragon(int x, int y)
3227 boolean dragon_found = FALSE;
3228 static int xy[4][2] =
3240 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3242 if (IN_LEV_FIELD(xx, yy) &&
3243 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3245 if (Feld[xx][yy] == EL_DRACHE)
3246 dragon_found = TRUE;
3259 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3261 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3263 Feld[xx][yy] = EL_LEERRAUM;
3264 DrawLevelField(xx, yy);
3273 static void CheckBuggyBase(int x, int y)
3275 int element = Feld[x][y];
3277 if (element == EL_SP_BUG)
3279 if (!MovDelay[x][y]) /* start activating buggy base */
3280 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3282 if (MovDelay[x][y]) /* wait some time before activating base */
3285 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3286 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3290 Feld[x][y] = EL_SP_BUG_ACTIVE;
3293 else if (element == EL_SP_BUG_ACTIVE)
3295 if (!MovDelay[x][y]) /* start activating buggy base */
3296 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3298 if (MovDelay[x][y]) /* wait some time before activating base */
3304 static int xy[4][2] =
3312 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3313 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3317 int xx = x + xy[i][0], yy = y + xy[i][1];
3319 if (IS_PLAYER(xx, yy))
3321 PlaySoundLevel(x, y, SND_SP_BUG);
3329 Feld[x][y] = EL_SP_BUG;
3330 DrawLevelField(x, y);
3335 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3337 static byte stored_player_action[MAX_PLAYERS];
3338 static int num_stored_actions = 0;
3339 static boolean save_tape_entry = FALSE;
3340 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3341 int jx = player->jx, jy = player->jy;
3342 int left = player_action & JOY_LEFT;
3343 int right = player_action & JOY_RIGHT;
3344 int up = player_action & JOY_UP;
3345 int down = player_action & JOY_DOWN;
3346 int button1 = player_action & JOY_BUTTON_1;
3347 int button2 = player_action & JOY_BUTTON_2;
3348 int dx = (left ? -1 : right ? 1 : 0);
3349 int dy = (up ? -1 : down ? 1 : 0);
3351 stored_player_action[player->index_nr] = 0;
3352 num_stored_actions++;
3354 if (!player->active || player->gone || tape.pausing)
3359 save_tape_entry = TRUE;
3360 player->frame_reset_delay = 0;
3363 snapped = SnapField(player, dx, dy);
3367 bombed = PlaceBomb(player);
3368 moved = MoveFigure(player, dx, dy);
3371 if (tape.recording && (moved || snapped || bombed))
3373 if (bombed && !moved)
3374 player_action &= JOY_BUTTON;
3376 stored_player_action[player->index_nr] = player_action;
3378 else if (tape.playing && snapped)
3379 SnapField(player, 0, 0); /* stop snapping */
3383 /* no actions for this player (no input at player's configured device) */
3385 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3386 SnapField(player, 0, 0);
3387 CheckGravityMovement(player);
3389 if (++player->frame_reset_delay > player->move_delay_value)
3393 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3395 TapeRecordAction(stored_player_action);
3396 num_stored_actions = 0;
3397 save_tape_entry = FALSE;
3400 if (tape.playing && !tape.pausing && !player_action &&
3401 tape.counter < tape.length)
3404 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3406 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3407 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3409 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3411 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3413 int el = Feld[jx+dx][jy];
3414 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3416 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3418 player->MovDir = next_joy;
3419 player->Frame = FrameCounter % 4;
3420 player->Pushing = TRUE;
3429 static unsigned long action_delay = 0;
3430 unsigned long action_delay_value;
3431 int sieb_x = 0, sieb_y = 0;
3432 int i, x, y, element;
3433 byte *recorded_player_action;
3434 byte summarized_player_action = 0;
3436 if (game_status != PLAYING)
3439 action_delay_value =
3440 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3442 /* ---------- main game synchronization point ---------- */
3444 WaitUntilDelayReached(&action_delay, action_delay_value);
3446 if (network_playing && !network_player_action_received)
3450 printf("DEBUG: try to get network player actions in time\n");
3455 /* last chance to get network player actions without main loop delay */
3459 if (game_status != PLAYING)
3462 if (!network_player_action_received)
3466 printf("DEBUG: failed to get network player actions in time\n");
3478 else if (tape.recording)
3481 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3483 for (i=0; i<MAX_PLAYERS; i++)
3485 summarized_player_action |= stored_player[i].action;
3487 if (!network_playing)
3488 stored_player[i].effective_action = stored_player[i].action;
3492 if (network_playing)
3493 SendToServer_MovePlayer(summarized_player_action);
3496 if (!options.network && !setup.team_mode)
3497 local_player->effective_action = summarized_player_action;
3499 for (i=0; i<MAX_PLAYERS; i++)
3501 int actual_player_action = stored_player[i].effective_action;
3503 if (stored_player[i].programmed_action)
3504 actual_player_action = stored_player[i].programmed_action;
3506 if (recorded_player_action)
3507 actual_player_action = recorded_player_action[i];
3509 PlayerActions(&stored_player[i], actual_player_action);
3510 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3513 network_player_action_received = FALSE;
3515 ScrollScreen(NULL, SCROLL_GO_ON);
3521 if (TimeFrames == 0 && !local_player->gone)
3523 extern unsigned int last_RND();
3525 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3526 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3533 if (GameFrameDelay >= 500)
3534 printf("FrameCounter == %d\n", FrameCounter);
3543 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3546 if (JustHit[x][y]>0)
3550 if (IS_BLOCKED(x, y))
3554 Blocked2Moving(x, y, &oldx, &oldy);
3555 if (!IS_MOVING(oldx, oldy))
3557 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3558 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3559 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3560 printf("GameActions(): This should never happen!\n");
3566 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3568 element = Feld[x][y];
3570 if (IS_INACTIVE(element))
3573 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3577 if (IS_GEM(element))
3578 EdelsteinFunkeln(x, y);
3580 else if (IS_MOVING(x, y))
3581 ContinueMoving(x, y);
3582 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3583 CheckDynamite(x, y);
3584 else if (element == EL_EXPLODING)
3585 Explode(x, y, Frame[x][y], EX_NORMAL);
3586 else if (element == EL_AMOEBING)
3587 AmoebeWaechst(x, y);
3588 else if (IS_AMOEBALIVE(element))
3589 AmoebeAbleger(x, y);
3590 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3592 else if (element == EL_ABLENK_EIN)
3594 else if (element == EL_SALZSAEURE)
3596 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3598 else if (element == EL_CRACKINGNUT)
3600 else if (element == EL_AUSGANG_ZU)
3601 AusgangstuerPruefen(x, y);
3602 else if (element == EL_AUSGANG_ACT)
3603 AusgangstuerOeffnen(x, y);
3604 else if (element == EL_AUSGANG_AUF)
3605 AusgangstuerBlinken(x, y);
3606 else if (element == EL_MAUERND)
3608 else if (element == EL_MAUER_LEBT ||
3609 element == EL_MAUER_X ||
3610 element == EL_MAUER_Y ||
3611 element == EL_MAUER_XY)
3613 else if (element == EL_BURNING)
3614 CheckForDragon(x, y);
3615 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3616 CheckBuggyBase(x, y);
3617 else if (element == EL_SP_TERMINAL)
3618 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3619 else if (element == EL_SP_TERMINAL_ACTIVE)
3620 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3624 boolean sieb = FALSE;
3625 int jx = local_player->jx, jy = local_player->jy;
3627 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3628 Store[x][y] == EL_SIEB_LEER)
3630 SiebAktivieren(x, y, 1);
3633 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3634 Store[x][y] == EL_SIEB2_LEER)
3636 SiebAktivieren(x, y, 2);
3640 /* play the element sound at the position nearest to the player */
3641 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3651 if (!(SiebCount % 4))
3652 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3659 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3661 element = Feld[x][y];
3662 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3664 Feld[x][y] = EL_SIEB_TOT;
3665 DrawLevelField(x, y);
3667 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3669 Feld[x][y] = EL_SIEB2_TOT;
3670 DrawLevelField(x, y);
3679 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3684 if (tape.recording || tape.playing)
3685 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3692 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3694 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3697 for (i=0; i<MAX_PLAYERS; i++)
3698 KillHero(&stored_player[i]);
3700 else if (level.time == 0) /* level without time limit */
3701 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3707 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3709 int min_x = x, min_y = y, max_x = x, max_y = y;
3712 for (i=0; i<MAX_PLAYERS; i++)
3714 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3716 if (!stored_player[i].active || stored_player[i].gone ||
3717 &stored_player[i] == player)
3720 min_x = MIN(min_x, jx);
3721 min_y = MIN(min_y, jy);
3722 max_x = MAX(max_x, jx);
3723 max_y = MAX(max_y, jy);
3726 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3729 static boolean AllPlayersInVisibleScreen()
3733 for (i=0; i<MAX_PLAYERS; i++)
3735 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3737 if (!stored_player[i].active || stored_player[i].gone)
3740 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3747 void ScrollLevel(int dx, int dy)
3749 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3752 XCopyArea(display, drawto_field, drawto_field, gc,
3753 FX + TILEX*(dx == -1) - softscroll_offset,
3754 FY + TILEY*(dy == -1) - softscroll_offset,
3755 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3756 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3757 FX + TILEX*(dx == 1) - softscroll_offset,
3758 FY + TILEY*(dy == 1) - softscroll_offset);
3762 x = (dx == 1 ? BX1 : BX2);
3763 for (y=BY1; y<=BY2; y++)
3764 DrawScreenField(x, y);
3768 y = (dy == 1 ? BY1 : BY2);
3769 for (x=BX1; x<=BX2; x++)
3770 DrawScreenField(x, y);
3773 redraw_mask |= REDRAW_FIELD;
3776 static void CheckGravityMovement(struct PlayerInfo *player)
3778 if (level.gravity && !player->programmed_action)
3780 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3781 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3783 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3784 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3785 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3786 int jx = player->jx, jy = player->jy;
3787 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3788 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3789 int new_jx = jx + dx, new_jy = jy + dy;
3790 boolean field_under_player_is_free =
3791 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3792 boolean player_is_moving_to_valid_field =
3793 (IN_LEV_FIELD(new_jx, new_jy) &&
3794 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3795 Feld[new_jx][new_jy] == EL_ERDREICH));
3797 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3798 player->programmed_action = MV_DOWN;
3802 boolean MoveFigureOneStep(struct PlayerInfo *player,
3803 int dx, int dy, int real_dx, int real_dy)
3805 int jx = player->jx, jy = player->jy;
3806 int new_jx = jx+dx, new_jy = jy+dy;
3810 if (player->gone || (!dx && !dy))
3811 return MF_NO_ACTION;
3813 player->MovDir = (dx < 0 ? MV_LEFT :
3816 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3818 if (!IN_LEV_FIELD(new_jx, new_jy))
3819 return MF_NO_ACTION;
3821 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3822 return MF_NO_ACTION;
3825 element = MovingOrBlocked2Element(new_jx, new_jy);
3827 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3830 if (DONT_GO_TO(element))
3832 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3835 Feld[jx][jy] = EL_SPIELFIGUR;
3836 InitMovingField(jx, jy, MV_DOWN);
3837 Store[jx][jy] = EL_SALZSAEURE;
3838 ContinueMoving(jx, jy);
3847 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3848 if (can_move != MF_MOVING)
3851 StorePlayer[jx][jy] = 0;
3852 player->last_jx = jx;
3853 player->last_jy = jy;
3854 jx = player->jx = new_jx;
3855 jy = player->jy = new_jy;
3856 StorePlayer[jx][jy] = player->element_nr;
3859 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3861 ScrollFigure(player, SCROLL_INIT);
3866 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3868 int jx = player->jx, jy = player->jy;
3869 int old_jx = jx, old_jy = jy;
3870 int moved = MF_NO_ACTION;
3872 if (player->gone || (!dx && !dy))
3875 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3879 /* remove the last programmed player action */
3880 player->programmed_action = 0;
3884 /* should only happen if pre-1.2 tape recordings are played */
3885 /* this is only for backward compatibility */
3887 int original_move_delay_value = player->move_delay_value;
3890 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3893 /* scroll remaining steps with finest movement resolution */
3894 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3896 while (player->MovPos)
3898 ScrollFigure(player, SCROLL_GO_ON);
3899 ScrollScreen(NULL, SCROLL_GO_ON);
3905 player->move_delay_value = original_move_delay_value;
3908 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3910 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3911 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3915 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3916 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3922 if (moved & MF_MOVING && !ScreenMovPos &&
3923 (player == local_player || !options.network))
3925 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3926 int offset = (setup.scroll_delay ? 3 : 0);
3928 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3930 /* actual player has left the screen -- scroll in that direction */
3931 if (jx != old_jx) /* player has moved horizontally */
3932 scroll_x += (jx - old_jx);
3933 else /* player has moved vertically */
3934 scroll_y += (jy - old_jy);
3938 if (jx != old_jx) /* player has moved horizontally */
3940 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3941 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3942 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3944 /* don't scroll over playfield boundaries */
3945 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3946 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3948 /* don't scroll more than one field at a time */
3949 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3951 /* don't scroll against the player's moving direction */
3952 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3953 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3954 scroll_x = old_scroll_x;
3956 else /* player has moved vertically */
3958 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3959 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3960 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3962 /* don't scroll over playfield boundaries */
3963 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3964 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3966 /* don't scroll more than one field at a time */
3967 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3969 /* don't scroll against the player's moving direction */
3970 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3971 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3972 scroll_y = old_scroll_y;
3976 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3978 if (!options.network && !AllPlayersInVisibleScreen())
3980 scroll_x = old_scroll_x;
3981 scroll_y = old_scroll_y;
3985 ScrollScreen(player, SCROLL_INIT);
3986 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3991 if (!(moved & MF_MOVING) && !player->Pushing)
3994 player->Frame = (player->Frame + 1) % 4;
3996 if (moved & MF_MOVING)
3998 if (old_jx != jx && old_jy == jy)
3999 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4000 else if (old_jx == jx && old_jy != jy)
4001 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4003 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4005 player->last_move_dir = player->MovDir;
4009 CheckGravityMovement(player);
4011 player->last_move_dir = MV_NO_MOVING;
4014 TestIfHeroHitsBadThing(jx, jy);
4022 void ScrollFigure(struct PlayerInfo *player, int mode)
4024 int jx = player->jx, jy = player->jy;
4025 int last_jx = player->last_jx, last_jy = player->last_jy;
4026 int move_stepsize = TILEX / player->move_delay_value;
4028 if (!player->active || player->gone || !player->MovPos)
4031 if (mode == SCROLL_INIT)
4033 player->actual_frame_counter = FrameCounter;
4034 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4036 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4037 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4042 else if (!FrameReached(&player->actual_frame_counter, 1))
4045 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4046 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4048 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4049 Feld[last_jx][last_jy] = EL_LEERRAUM;
4051 /* before DrawPlayer() to draw correct player graphic for this case */
4052 if (player->MovPos == 0)
4053 CheckGravityMovement(player);
4057 if (player->MovPos == 0)
4059 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4061 /* continue with normal speed after quickly moving through gate */
4062 HALVE_PLAYER_SPEED(player);
4064 /* be able to make the next move without delay */
4065 player->move_delay = 0;
4068 player->last_jx = jx;
4069 player->last_jy = jy;
4071 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4075 if (!local_player->friends_still_needed)
4076 player->LevelSolved = player->GameOver = TRUE;
4081 void ScrollScreen(struct PlayerInfo *player, int mode)
4083 static unsigned long screen_frame_counter = 0;
4085 if (mode == SCROLL_INIT)
4087 /* set scrolling step size according to actual player's moving speed */
4088 ScrollStepSize = TILEX / player->move_delay_value;
4090 screen_frame_counter = FrameCounter;
4091 ScreenMovDir = player->MovDir;
4092 ScreenMovPos = player->MovPos;
4093 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4096 else if (!FrameReached(&screen_frame_counter, 1))
4101 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4102 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4103 redraw_mask |= REDRAW_FIELD;
4106 ScreenMovDir = MV_NO_MOVING;
4109 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4111 int i, killx = goodx, killy = goody;
4112 static int xy[4][2] =
4119 static int harmless[4] =
4131 x = goodx + xy[i][0];
4132 y = goody + xy[i][1];
4133 if (!IN_LEV_FIELD(x, y))
4137 element = Feld[x][y];
4139 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4142 if (DONT_TOUCH(element))
4144 if (MovDir[x][y] == harmless[i])
4153 if (killx != goodx || killy != goody)
4155 if (IS_PLAYER(goodx, goody))
4156 KillHero(PLAYERINFO(goodx, goody));
4162 void TestIfBadThingHitsGoodThing(int badx, int bady)
4164 int i, killx = badx, killy = bady;
4165 static int xy[4][2] =
4172 static int harmless[4] =
4184 x = badx + xy[i][0];
4185 y = bady + xy[i][1];
4186 if (!IN_LEV_FIELD(x, y))
4189 element = Feld[x][y];
4191 if (IS_PLAYER(x, y))
4197 else if (element == EL_PINGUIN)
4199 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4208 if (killx != badx || killy != bady)
4210 if (IS_PLAYER(killx, killy))
4211 KillHero(PLAYERINFO(killx, killy));
4217 void TestIfHeroHitsBadThing(int x, int y)
4219 TestIfGoodThingHitsBadThing(x, y);
4222 void TestIfBadThingHitsHero(int x, int y)
4224 TestIfBadThingHitsGoodThing(x, y);
4227 void TestIfFriendHitsBadThing(int x, int y)
4229 TestIfGoodThingHitsBadThing(x, y);
4232 void TestIfBadThingHitsFriend(int x, int y)
4234 TestIfBadThingHitsGoodThing(x, y);
4237 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4239 int i, killx = badx, killy = bady;
4240 static int xy[4][2] =
4254 if (!IN_LEV_FIELD(x, y))
4257 element = Feld[x][y];
4258 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4259 element == EL_AMOEBING || element == EL_TROPFEN)
4267 if (killx != badx || killy != bady)
4271 void KillHero(struct PlayerInfo *player)
4273 int jx = player->jx, jy = player->jy;
4278 if (IS_PFORTE(Feld[jx][jy]))
4279 Feld[jx][jy] = EL_LEERRAUM;
4285 void BuryHero(struct PlayerInfo *player)
4287 int jx = player->jx, jy = player->jy;
4292 PlaySoundLevel(jx, jy, SND_AUTSCH);
4293 PlaySoundLevel(jx, jy, SND_LACHEN);
4295 player->GameOver = TRUE;
4299 void RemoveHero(struct PlayerInfo *player)
4301 int jx = player->jx, jy = player->jy;
4302 int i, found = FALSE;
4304 player->gone = TRUE;
4305 StorePlayer[jx][jy] = 0;
4307 for (i=0; i<MAX_PLAYERS; i++)
4308 if (stored_player[i].active && !stored_player[i].gone)
4312 AllPlayersGone = TRUE;
4318 int DigField(struct PlayerInfo *player,
4319 int x, int y, int real_dx, int real_dy, int mode)
4321 int jx = player->jx, jy = player->jy;
4322 int dx = x - jx, dy = y - jy;
4323 int move_direction = (dx == -1 ? MV_LEFT :
4324 dx == +1 ? MV_RIGHT :
4326 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4329 if (!player->MovPos)
4330 player->Pushing = FALSE;
4332 if (mode == DF_NO_PUSH)
4334 player->push_delay = 0;
4335 return MF_NO_ACTION;
4338 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4339 return MF_NO_ACTION;
4341 element = Feld[x][y];
4346 PlaySoundLevel(x, y, SND_EMPTY);
4350 Feld[x][y] = EL_LEERRAUM;
4351 PlaySoundLevel(x, y, SND_SCHLURF);
4356 Feld[x][y] = EL_LEERRAUM;
4357 PlaySoundLevel(x, y, SND_SP_BASE);
4361 case EL_EDELSTEIN_BD:
4362 case EL_EDELSTEIN_GELB:
4363 case EL_EDELSTEIN_ROT:
4364 case EL_EDELSTEIN_LILA:
4366 case EL_SP_INFOTRON:
4368 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4369 if (local_player->gems_still_needed < 0)
4370 local_player->gems_still_needed = 0;
4371 RaiseScoreElement(element);
4372 DrawText(DX_EMERALDS, DY_EMERALDS,
4373 int2str(local_player->gems_still_needed, 3),
4374 FS_SMALL, FC_YELLOW);
4375 if (element == EL_SP_INFOTRON)
4376 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4378 PlaySoundLevel(x, y, SND_PONG);
4383 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4384 PlaySoundLevel(x, y, SND_PONG);
4387 case EL_DYNAMIT_AUS:
4388 case EL_SP_DISK_RED:
4391 RaiseScoreElement(EL_DYNAMIT);
4392 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4393 int2str(local_player->dynamite, 3),
4394 FS_SMALL, FC_YELLOW);
4395 if (element == EL_SP_DISK_RED)
4396 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4398 PlaySoundLevel(x, y, SND_PONG);
4401 case EL_DYNABOMB_NR:
4403 player->dynabomb_count++;
4404 player->dynabombs_left++;
4405 RaiseScoreElement(EL_DYNAMIT);
4406 PlaySoundLevel(x, y, SND_PONG);
4409 case EL_DYNABOMB_SZ:
4411 player->dynabomb_size++;
4412 RaiseScoreElement(EL_DYNAMIT);
4413 PlaySoundLevel(x, y, SND_PONG);
4416 case EL_DYNABOMB_XL:
4418 player->dynabomb_xl = TRUE;
4419 RaiseScoreElement(EL_DYNAMIT);
4420 PlaySoundLevel(x, y, SND_PONG);
4423 case EL_SCHLUESSEL1:
4424 case EL_SCHLUESSEL2:
4425 case EL_SCHLUESSEL3:
4426 case EL_SCHLUESSEL4:
4428 int key_nr = element - EL_SCHLUESSEL1;
4431 player->key[key_nr] = TRUE;
4432 RaiseScoreElement(EL_SCHLUESSEL);
4433 DrawMiniGraphicExt(drawto, gc,
4434 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4435 GFX_SCHLUESSEL1+key_nr);
4436 DrawMiniGraphicExt(window, gc,
4437 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4438 GFX_SCHLUESSEL1+key_nr);
4439 PlaySoundLevel(x, y, SND_PONG);
4448 int key_nr = element - EL_EM_KEY_1;
4451 player->key[key_nr] = TRUE;
4452 RaiseScoreElement(EL_SCHLUESSEL);
4453 DrawMiniGraphicExt(drawto, gc,
4454 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4455 GFX_SCHLUESSEL1+key_nr);
4456 DrawMiniGraphicExt(window, gc,
4457 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4458 GFX_SCHLUESSEL1+key_nr);
4459 PlaySoundLevel(x, y, SND_PONG);
4464 Feld[x][y] = EL_ABLENK_EIN;
4467 DrawLevelField(x, y);
4471 case EL_SP_TERMINAL:
4475 for (yy=0; yy<lev_fieldy; yy++)
4477 for (xx=0; xx<lev_fieldx; xx++)
4479 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4481 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4482 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4491 if (local_player->gems_still_needed > 0)
4492 return MF_NO_ACTION;
4494 player->LevelSolved = player->GameOver = TRUE;
4495 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4498 case EL_FELSBROCKEN:
4503 case EL_SP_DISK_ORANGE:
4504 if (dy || mode == DF_SNAP)
4505 return MF_NO_ACTION;
4507 player->Pushing = TRUE;
4509 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4510 return MF_NO_ACTION;
4514 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4515 return MF_NO_ACTION;
4518 if (player->push_delay == 0)
4519 player->push_delay = FrameCounter;
4520 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4522 return MF_NO_ACTION;
4525 Feld[x+dx][y+dy] = element;
4527 player->push_delay_value = 2+RND(8);
4529 DrawLevelField(x+dx, y+dy);
4530 if (element == EL_FELSBROCKEN)
4531 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4532 else if (element == EL_KOKOSNUSS)
4533 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4534 else if (IS_SP_ELEMENT(element))
4535 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4537 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4544 if (!player->key[element - EL_PFORTE1])
4545 return MF_NO_ACTION;
4552 if (!player->key[element - EL_PFORTE1X])
4553 return MF_NO_ACTION;
4560 if (!player->key[element - EL_EM_GATE_1])
4561 return MF_NO_ACTION;
4562 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4563 return MF_NO_ACTION;
4565 /* automatically move to the next field with double speed */
4566 player->programmed_action = move_direction;
4567 DOUBLE_PLAYER_SPEED(player);
4575 if (!player->key[element - EL_EM_GATE_1X])
4576 return MF_NO_ACTION;
4577 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4578 return MF_NO_ACTION;
4580 /* automatically move to the next field with double speed */
4581 player->programmed_action = move_direction;
4582 DOUBLE_PLAYER_SPEED(player);
4586 case EL_SP_PORT1_LEFT:
4587 case EL_SP_PORT2_LEFT:
4588 case EL_SP_PORT1_RIGHT:
4589 case EL_SP_PORT2_RIGHT:
4590 case EL_SP_PORT1_UP:
4591 case EL_SP_PORT2_UP:
4592 case EL_SP_PORT1_DOWN:
4593 case EL_SP_PORT2_DOWN:
4598 element != EL_SP_PORT1_LEFT &&
4599 element != EL_SP_PORT2_LEFT &&
4600 element != EL_SP_PORT_X &&
4601 element != EL_SP_PORT_XY) ||
4603 element != EL_SP_PORT1_RIGHT &&
4604 element != EL_SP_PORT2_RIGHT &&
4605 element != EL_SP_PORT_X &&
4606 element != EL_SP_PORT_XY) ||
4608 element != EL_SP_PORT1_UP &&
4609 element != EL_SP_PORT2_UP &&
4610 element != EL_SP_PORT_Y &&
4611 element != EL_SP_PORT_XY) ||
4613 element != EL_SP_PORT1_DOWN &&
4614 element != EL_SP_PORT2_DOWN &&
4615 element != EL_SP_PORT_Y &&
4616 element != EL_SP_PORT_XY) ||
4617 !IN_LEV_FIELD(x + dx, y + dy) ||
4618 !IS_FREE(x + dx, y + dy))
4619 return MF_NO_ACTION;
4621 /* automatically move to the next field with double speed */
4622 player->programmed_action = move_direction;
4623 DOUBLE_PLAYER_SPEED(player);
4628 case EL_AUSGANG_ACT:
4629 /* door is not (yet) open */
4630 return MF_NO_ACTION;
4633 case EL_AUSGANG_AUF:
4634 if (mode == DF_SNAP)
4635 return MF_NO_ACTION;
4637 PlaySoundLevel(x, y, SND_BUING);
4642 Feld[x][y] = EL_BIRNE_EIN;
4643 local_player->lights_still_needed--;
4644 DrawLevelField(x, y);
4645 PlaySoundLevel(x, y, SND_DENG);
4650 Feld[x][y] = EL_ZEIT_LEER;
4652 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4653 DrawLevelField(x, y);
4654 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4658 case EL_SOKOBAN_FELD_LEER:
4661 case EL_SOKOBAN_FELD_VOLL:
4662 case EL_SOKOBAN_OBJEKT:
4664 case EL_SP_DISK_YELLOW:
4665 if (mode == DF_SNAP)
4666 return MF_NO_ACTION;
4668 player->Pushing = TRUE;
4670 if (!IN_LEV_FIELD(x+dx, y+dy)
4671 || (!IS_FREE(x+dx, y+dy)
4672 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4673 || !IS_SB_ELEMENT(element))))
4674 return MF_NO_ACTION;
4678 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4679 return MF_NO_ACTION;
4681 else if (dy && real_dx)
4683 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4684 return MF_NO_ACTION;
4687 if (player->push_delay == 0)
4688 player->push_delay = FrameCounter;
4689 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4691 return MF_NO_ACTION;
4693 if (IS_SB_ELEMENT(element))
4695 if (element == EL_SOKOBAN_FELD_VOLL)
4697 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4698 local_player->sokobanfields_still_needed++;
4703 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4705 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4706 local_player->sokobanfields_still_needed--;
4707 if (element == EL_SOKOBAN_OBJEKT)
4708 PlaySoundLevel(x, y, SND_DENG);
4711 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4716 Feld[x+dx][y+dy] = element;
4719 player->push_delay_value = 2;
4721 DrawLevelField(x, y);
4722 DrawLevelField(x+dx, y+dy);
4723 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4725 if (IS_SB_ELEMENT(element) &&
4726 local_player->sokobanfields_still_needed == 0 &&
4727 game_emulation == EMU_SOKOBAN)
4729 player->LevelSolved = player->GameOver = TRUE;
4730 PlaySoundLevel(x, y, SND_BUING);
4742 return MF_NO_ACTION;
4745 player->push_delay = 0;
4750 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4752 int jx = player->jx, jy = player->jy;
4753 int x = jx + dx, y = jy + dy;
4755 if (player->gone || !IN_LEV_FIELD(x, y))
4763 player->snapped = FALSE;
4767 if (player->snapped)
4770 player->MovDir = (dx < 0 ? MV_LEFT :
4773 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4775 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4778 player->snapped = TRUE;
4779 DrawLevelField(x, y);
4785 boolean PlaceBomb(struct PlayerInfo *player)
4787 int jx = player->jx, jy = player->jy;
4790 if (player->gone || player->MovPos)
4793 element = Feld[jx][jy];
4795 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4796 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4797 element == EL_EXPLODING)
4800 if (element != EL_LEERRAUM)
4801 Store[jx][jy] = element;
4803 if (player->dynamite)
4805 Feld[jx][jy] = EL_DYNAMIT;
4806 MovDelay[jx][jy] = 96;
4808 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4809 FS_SMALL, FC_YELLOW);
4810 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4812 if (game_emulation == EMU_SUPAPLEX)
4813 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4815 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4820 Feld[jx][jy] = EL_DYNABOMB;
4821 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4822 MovDelay[jx][jy] = 96;
4823 player->dynabombs_left--;
4824 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4825 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4831 void PlaySoundLevel(int x, int y, int sound_nr)
4833 int sx = SCREENX(x), sy = SCREENY(y);
4835 int silence_distance = 8;
4837 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4838 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4841 if (!IN_LEV_FIELD(x, y) ||
4842 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4843 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4846 volume = PSND_MAX_VOLUME;
4849 stereo = (sx - SCR_FIELDX/2) * 12;
4851 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4852 if (stereo > PSND_MAX_RIGHT)
4853 stereo = PSND_MAX_RIGHT;
4854 if (stereo < PSND_MAX_LEFT)
4855 stereo = PSND_MAX_LEFT;
4858 if (!IN_SCR_FIELD(sx, sy))
4860 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4861 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4863 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4866 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4869 void RaiseScore(int value)
4871 local_player->score += value;
4872 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4873 FS_SMALL, FC_YELLOW);
4876 void RaiseScoreElement(int element)
4881 case EL_EDELSTEIN_BD:
4882 case EL_EDELSTEIN_GELB:
4883 case EL_EDELSTEIN_ROT:
4884 case EL_EDELSTEIN_LILA:
4885 RaiseScore(level.score[SC_EDELSTEIN]);
4888 RaiseScore(level.score[SC_DIAMANT]);
4892 RaiseScore(level.score[SC_KAEFER]);
4896 RaiseScore(level.score[SC_FLIEGER]);
4900 RaiseScore(level.score[SC_MAMPFER]);
4903 RaiseScore(level.score[SC_ROBOT]);
4906 RaiseScore(level.score[SC_PACMAN]);
4909 RaiseScore(level.score[SC_KOKOSNUSS]);
4912 RaiseScore(level.score[SC_DYNAMIT]);
4915 RaiseScore(level.score[SC_SCHLUESSEL]);
4922 /* ---------- new game button stuff ---------------------------------------- */
4924 /* graphic position values for game buttons */
4925 #define GAME_BUTTON_XSIZE 30
4926 #define GAME_BUTTON_YSIZE 30
4927 #define GAME_BUTTON_XPOS 5
4928 #define GAME_BUTTON_YPOS 215
4929 #define SOUND_BUTTON_XPOS 5
4930 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4932 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4933 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4934 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4935 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4936 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4937 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4944 } gamebutton_info[NUM_GAME_BUTTONS] =
4947 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4952 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4957 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4962 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4963 SOUND_CTRL_ID_MUSIC,
4964 "background music on/off"
4967 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4968 SOUND_CTRL_ID_LOOPS,
4969 "sound loops on/off"
4972 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4973 SOUND_CTRL_ID_SIMPLE,
4974 "normal sounds on/off"
4978 void CreateGameButtons()
4982 for (i=0; i<NUM_GAME_BUTTONS; i++)
4984 Pixmap gd_pixmap = pix[PIX_DOOR];
4985 struct GadgetInfo *gi;
4988 unsigned long event_mask;
4989 int gd_xoffset, gd_yoffset;
4990 int gd_x1, gd_x2, gd_y1, gd_y2;
4993 gd_xoffset = gamebutton_info[i].x;
4994 gd_yoffset = gamebutton_info[i].y;
4995 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
4996 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
4998 if (id == GAME_CTRL_ID_STOP ||
4999 id == GAME_CTRL_ID_PAUSE ||
5000 id == GAME_CTRL_ID_PLAY)
5002 button_type = GD_TYPE_NORMAL_BUTTON;
5004 event_mask = GD_EVENT_RELEASED;
5005 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5006 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5010 button_type = GD_TYPE_CHECK_BUTTON;
5012 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5013 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5014 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5015 event_mask = GD_EVENT_PRESSED;
5016 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5017 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5020 gi = CreateGadget(GDI_CUSTOM_ID, id,
5021 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5022 GDI_X, DX + gd_xoffset,
5023 GDI_Y, DY + gd_yoffset,
5024 GDI_WIDTH, GAME_BUTTON_XSIZE,
5025 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5026 GDI_TYPE, button_type,
5027 GDI_STATE, GD_BUTTON_UNPRESSED,
5028 GDI_CHECKED, checked,
5029 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5030 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5031 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5032 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5033 GDI_EVENT_MASK, event_mask,
5034 GDI_CALLBACK_ACTION, HandleGameButtons,
5038 Error(ERR_EXIT, "cannot create gadget");
5040 game_gadget[id] = gi;
5044 static void MapGameButtons()
5048 for (i=0; i<NUM_GAME_BUTTONS; i++)
5049 MapGadget(game_gadget[i]);
5052 void UnmapGameButtons()
5056 for (i=0; i<NUM_GAME_BUTTONS; i++)
5057 UnmapGadget(game_gadget[i]);
5060 static void HandleGameButtons(struct GadgetInfo *gi)
5062 int id = gi->custom_id;
5064 if (game_status != PLAYING)
5069 case GAME_CTRL_ID_STOP:
5072 CloseDoor(DOOR_CLOSE_1);
5073 game_status = MAINMENU;
5078 if (level_editor_test_game ||
5079 Request("Do you really want to quit the game ?",
5080 REQ_ASK | REQ_STAY_CLOSED))
5083 if (options.network)
5084 SendToServer_StopPlaying();
5088 game_status = MAINMENU;
5093 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5096 case GAME_CTRL_ID_PAUSE:
5097 if (options.network)
5101 SendToServer_ContinuePlaying();
5103 SendToServer_PausePlaying();
5110 case GAME_CTRL_ID_PLAY:
5114 if (options.network)
5115 SendToServer_ContinuePlaying();
5119 tape.pausing = FALSE;
5120 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5125 case SOUND_CTRL_ID_MUSIC:
5126 if (setup.sound_music)
5128 setup.sound_music = FALSE;
5129 FadeSound(background_loop[level_nr % num_bg_loops]);
5131 else if (sound_loops_allowed)
5133 setup.sound = setup.sound_music = TRUE;
5134 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5138 case SOUND_CTRL_ID_LOOPS:
5139 if (setup.sound_loops)
5140 setup.sound_loops = FALSE;
5141 else if (sound_loops_allowed)
5142 setup.sound = setup.sound_loops = TRUE;
5145 case SOUND_CTRL_ID_SIMPLE:
5146 if (setup.sound_simple)
5147 setup.sound_simple = FALSE;
5148 else if (sound_status==SOUND_AVAILABLE)
5149 setup.sound = setup.sound_simple = TRUE;