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 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* values for game_emulation */
96 #define EMU_BOULDERDASH 1
98 #define EMU_SUPAPLEX 3
100 /* to control special behaviour of certain game elements */
101 int game_emulation = EMU_NONE;
108 static unsigned int getStateCheckSum(int counter)
111 unsigned int mult = 1;
112 unsigned int checksum = 0;
114 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
116 static boolean first_game = TRUE;
118 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
124 lastFeld[x][y] = Feld[x][y];
125 else if (lastFeld[x][y] != Feld[x][y])
126 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
127 x, y, lastFeld[x][y], Feld[x][y]);
131 checksum += mult++ * Ur[x][y];
132 checksum += mult++ * Feld[x][y];
135 checksum += mult++ * MovPos[x][y];
136 checksum += mult++ * MovDir[x][y];
137 checksum += mult++ * MovDelay[x][y];
138 checksum += mult++ * Store[x][y];
139 checksum += mult++ * Store2[x][y];
140 checksum += mult++ * StorePlayer[x][y];
141 checksum += mult++ * Frame[x][y];
142 checksum += mult++ * AmoebaNr[x][y];
143 checksum += mult++ * JustHit[x][y];
144 checksum += mult++ * Stop[x][y];
148 if (counter == 3 && first_game)
159 void GetPlayerConfig()
161 if (sound_status == SOUND_OFF)
164 if (!sound_loops_allowed)
166 setup.sound_loops = FALSE;
167 setup.sound_music = FALSE;
170 setup.sound_simple = setup.sound;
175 static void InitField(int x, int y, boolean init_game)
182 Feld[x][y] = EL_SPIELER1;
190 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
191 int jx = player->jx, jy = player->jy;
193 player->present = TRUE;
196 if (!network_playing || player->connected)
199 if (!options.network || player->connected)
201 player->active = TRUE;
203 /* remove potentially duplicate players */
204 if (StorePlayer[jx][jy] == Feld[x][y])
205 StorePlayer[jx][jy] = 0;
207 StorePlayer[x][y] = Feld[x][y];
211 printf("Player %d activated.\n", player->element_nr);
212 printf("[Local player is %d and currently %s.]\n",
213 local_player->element_nr,
214 local_player->active ? "active" : "not active");
218 Feld[x][y] = EL_LEERRAUM;
219 player->jx = player->last_jx = x;
220 player->jy = player->last_jy = y;
225 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
226 Feld[x][y] = EL_BADEWANNE1;
227 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
228 Feld[x][y] = EL_BADEWANNE2;
229 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
230 Feld[x][y] = EL_BADEWANNE3;
231 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE4;
233 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
234 Feld[x][y] = EL_BADEWANNE5;
276 if (y == lev_fieldy - 1)
278 Feld[x][y] = EL_AMOEBING;
279 Store[x][y] = EL_AMOEBE_NASS;
288 local_player->lights_still_needed++;
291 case EL_SOKOBAN_FELD_LEER:
292 local_player->sokobanfields_still_needed++;
297 local_player->friends_still_needed++;
302 MovDir[x][y] = 1 << RND(4);
306 Feld[x][y] = EL_LEERRAUM;
317 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
318 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
319 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
321 /* don't play tapes over network */
322 network_playing = (options.network && !tape.playing);
324 for (i=0; i<MAX_PLAYERS; i++)
326 struct PlayerInfo *player = &stored_player[i];
328 player->index_nr = i;
329 player->element_nr = EL_SPIELER1 + i;
331 player->present = FALSE;
332 player->active = FALSE;
335 player->effective_action = 0;
338 player->gems_still_needed = level.edelsteine;
339 player->sokobanfields_still_needed = 0;
340 player->lights_still_needed = 0;
341 player->friends_still_needed = 0;
344 player->key[j] = FALSE;
346 player->dynamite = 0;
347 player->dynabomb_count = 0;
348 player->dynabomb_size = 0;
349 player->dynabombs_left = 0;
350 player->dynabomb_xl = FALSE;
352 player->MovDir = MV_NO_MOVING;
354 player->Pushing = FALSE;
358 player->actual_frame_counter = 0;
360 player->frame_reset_delay = 0;
362 player->push_delay = 0;
363 player->push_delay_value = 5;
365 player->move_delay = 0;
366 player->last_move_dir = MV_NO_MOVING;
368 player->snapped = FALSE;
370 player->gone = FALSE;
372 player->last_jx = player->last_jy = 0;
373 player->jx = player->jy = 0;
375 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
376 SnapField(player, 0, 0);
378 player->LevelSolved = FALSE;
379 player->GameOver = FALSE;
382 network_player_action_received = FALSE;
385 /* initial null action */
387 SendToServer_MovePlayer(MV_NO_MOVING);
396 TimeLeft = level.time;
398 ScreenMovDir = MV_NO_MOVING;
402 if (level.high_speed)
405 ScrollStepSize = TILEX/4;
410 ScrollStepSize = TILEX/8;
413 AllPlayersGone = FALSE;
417 for (i=0; i<MAX_NUM_AMOEBA; i++)
418 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
420 for (x=0; x<lev_fieldx; x++)
422 for (y=0; y<lev_fieldy; y++)
424 Feld[x][y] = Ur[x][y];
425 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
426 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
434 for(y=0; y<lev_fieldy; y++)
436 for(x=0; x<lev_fieldx; x++)
438 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
440 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
442 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
445 InitField(x, y, TRUE);
449 /* check if any connected player was not found in playfield */
450 for (i=0; i<MAX_PLAYERS; i++)
452 struct PlayerInfo *player = &stored_player[i];
454 if (player->connected && !player->present)
456 for (j=0; j<MAX_PLAYERS; j++)
458 struct PlayerInfo *some_player = &stored_player[j];
459 int jx = some_player->jx, jy = some_player->jy;
461 /* assign first free player found that is present in the playfield */
462 if (some_player->present && !some_player->connected)
464 player->present = TRUE;
465 player->active = TRUE;
466 some_player->present = FALSE;
468 StorePlayer[jx][jy] = player->element_nr;
469 player->jx = player->last_jx = jx;
470 player->jy = player->last_jy = jy;
480 /* when playing a tape, eliminate all players who do not participate */
482 for (i=0; i<MAX_PLAYERS; i++)
484 if (stored_player[i].active && !tape.player_participates[i])
486 struct PlayerInfo *player = &stored_player[i];
487 int jx = player->jx, jy = player->jy;
489 player->active = FALSE;
490 StorePlayer[jx][jy] = 0;
491 Feld[jx][jy] = EL_LEERRAUM;
495 else if (!options.network && !setup.team_mode) /* && !tape.playing */
497 /* when in single player mode, eliminate all but the first active player */
499 for (i=0; i<MAX_PLAYERS; i++)
501 if (stored_player[i].active)
503 for (j=i+1; j<MAX_PLAYERS; j++)
505 if (stored_player[j].active)
507 struct PlayerInfo *player = &stored_player[j];
508 int jx = player->jx, jy = player->jy;
510 player->active = FALSE;
511 StorePlayer[jx][jy] = 0;
512 Feld[jx][jy] = EL_LEERRAUM;
519 /* when recording the game, store which players take part in the game */
522 for (i=0; i<MAX_PLAYERS; i++)
523 if (stored_player[i].active)
524 tape.player_participates[i] = TRUE;
529 for (i=0; i<MAX_PLAYERS; i++)
531 struct PlayerInfo *player = &stored_player[i];
533 printf("Player %d: present == %d, connected == %d, active == %d.\n",
538 if (local_player == player)
539 printf("Player %d is local player.\n", i+1);
543 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
544 emulate_sb ? EMU_SOKOBAN :
545 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
547 scroll_x = scroll_y = -1;
548 if (local_player->jx >= MIDPOSX-1)
549 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
550 local_player->jx - MIDPOSX :
551 lev_fieldx - SCR_FIELDX + 1);
552 if (local_player->jy >= MIDPOSY-1)
553 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
554 local_player->jy - MIDPOSY :
555 lev_fieldy - SCR_FIELDY + 1);
557 CloseDoor(DOOR_CLOSE_1);
563 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
564 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
565 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
566 DrawTextExt(pix[PIX_DB_DOOR], gc,
567 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
568 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
569 DrawTextExt(pix[PIX_DB_DOOR], gc,
570 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
571 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
572 DrawTextExt(pix[PIX_DB_DOOR], gc,
573 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
574 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
575 DrawTextExt(pix[PIX_DB_DOOR], gc,
576 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
577 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
578 DrawTextExt(pix[PIX_DB_DOOR], gc,
579 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
580 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
582 DrawGameButton(BUTTON_GAME_STOP);
583 DrawGameButton(BUTTON_GAME_PAUSE);
584 DrawGameButton(BUTTON_GAME_PLAY);
585 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
586 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
587 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
588 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
589 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
590 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
591 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
592 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
594 OpenDoor(DOOR_OPEN_1);
596 if (setup.sound_music)
597 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
599 XAutoRepeatOff(display);
604 printf("Spieler %d %saktiv.\n",
605 i+1, (stored_player[i].active ? "" : "nicht "));
609 void InitMovDir(int x, int y)
611 int i, element = Feld[x][y];
612 static int xy[4][2] =
619 static int direction[2][4] =
621 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
622 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
631 Feld[x][y] = EL_KAEFER;
632 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
639 Feld[x][y] = EL_FLIEGER;
640 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
647 Feld[x][y] = EL_BUTTERFLY;
648 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
655 Feld[x][y] = EL_FIREFLY;
656 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
663 Feld[x][y] = EL_PACMAN;
664 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
668 MovDir[x][y] = MV_UP;
672 MovDir[x][y] = MV_LEFT;
676 MovDir[x][y] = 1 << RND(4);
677 if (element != EL_KAEFER &&
678 element != EL_FLIEGER &&
679 element != EL_BUTTERFLY &&
680 element != EL_FIREFLY)
685 int x1 = x + xy[i][0];
686 int y1 = y + xy[i][1];
688 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
690 if (element == EL_KAEFER || element == EL_BUTTERFLY)
692 MovDir[x][y] = direction[0][i];
695 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
696 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
698 MovDir[x][y] = direction[1][i];
707 void InitAmoebaNr(int x, int y)
710 int group_nr = AmoebeNachbarNr(x, y);
714 for (i=1; i<MAX_NUM_AMOEBA; i++)
716 if (AmoebaCnt[i] == 0)
724 AmoebaNr[x][y] = group_nr;
725 AmoebaCnt[group_nr]++;
726 AmoebaCnt2[group_nr]++;
732 int bumplevel = FALSE;
734 if (local_player->MovPos)
737 local_player->LevelSolved = FALSE;
741 if (setup.sound_loops)
742 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
746 if (!setup.sound_loops)
747 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
748 if (TimeLeft > 0 && !(TimeLeft % 10))
749 RaiseScore(level.score[SC_ZEITBONUS]);
750 if (TimeLeft > 100 && !(TimeLeft % 10))
754 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
759 if (setup.sound_loops)
762 else if (level.time == 0) /* level without time limit */
764 if (setup.sound_loops)
765 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
767 while(TimePlayed < 999)
769 if (!setup.sound_loops)
770 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
771 if (TimePlayed < 999 && !(TimePlayed % 10))
772 RaiseScore(level.score[SC_ZEITBONUS]);
773 if (TimePlayed < 900 && !(TimePlayed % 10))
777 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
782 if (setup.sound_loops)
788 /* Hero disappears */
789 DrawLevelField(ExitX, ExitY);
795 CloseDoor(DOOR_CLOSE_1);
800 SaveTape(tape.level_nr); /* Ask to save tape */
803 if ((hi_pos = NewHiScore()) >= 0)
805 game_status = HALLOFFAME;
806 DrawHallOfFame(hi_pos);
807 if (bumplevel && TAPE_IS_EMPTY(tape))
812 game_status = MAINMENU;
813 if (bumplevel && TAPE_IS_EMPTY(tape))
828 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
829 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
832 for (k=0; k<MAX_SCORE_ENTRIES; k++)
834 if (local_player->score > highscore[k].Score)
836 /* player has made it to the hall of fame */
838 if (k < MAX_SCORE_ENTRIES - 1)
840 int m = MAX_SCORE_ENTRIES - 1;
843 for (l=k; l<MAX_SCORE_ENTRIES; l++)
844 if (!strcmp(setup.player_name, highscore[l].Name))
846 if (m == k) /* player's new highscore overwrites his old one */
852 strcpy(highscore[l].Name, highscore[l - 1].Name);
853 highscore[l].Score = highscore[l - 1].Score;
860 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
861 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
862 highscore[k].Score = local_player->score;
868 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
869 break; /* player already there with a higher score */
880 void InitMovingField(int x, int y, int direction)
882 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
883 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
885 MovDir[x][y] = direction;
886 MovDir[newx][newy] = direction;
887 if (Feld[newx][newy] == EL_LEERRAUM)
888 Feld[newx][newy] = EL_BLOCKED;
891 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
893 int direction = MovDir[x][y];
894 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
895 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
901 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
903 int oldx = x, oldy = y;
904 int direction = MovDir[x][y];
906 if (direction == MV_LEFT)
908 else if (direction == MV_RIGHT)
910 else if (direction == MV_UP)
912 else if (direction == MV_DOWN)
915 *comes_from_x = oldx;
916 *comes_from_y = oldy;
919 int MovingOrBlocked2Element(int x, int y)
921 int element = Feld[x][y];
923 if (element == EL_BLOCKED)
927 Blocked2Moving(x, y, &oldx, &oldy);
928 return Feld[oldx][oldy];
934 static void RemoveField(int x, int y)
936 Feld[x][y] = EL_LEERRAUM;
942 void RemoveMovingField(int x, int y)
944 int oldx = x, oldy = y, newx = x, newy = y;
946 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
951 Moving2Blocked(x, y, &newx, &newy);
952 if (Feld[newx][newy] != EL_BLOCKED)
955 else if (Feld[x][y] == EL_BLOCKED)
957 Blocked2Moving(x, y, &oldx, &oldy);
958 if (!IS_MOVING(oldx, oldy))
962 if (Feld[x][y] == EL_BLOCKED &&
963 (Store[oldx][oldy] == EL_MORAST_LEER ||
964 Store[oldx][oldy] == EL_SIEB_LEER ||
965 Store[oldx][oldy] == EL_SIEB2_LEER ||
966 Store[oldx][oldy] == EL_AMOEBE_NASS))
968 Feld[oldx][oldy] = Store[oldx][oldy];
969 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
972 Feld[oldx][oldy] = EL_LEERRAUM;
974 Feld[newx][newy] = EL_LEERRAUM;
975 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
976 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
978 DrawLevelField(oldx, oldy);
979 DrawLevelField(newx, newy);
982 void DrawDynamite(int x, int y)
984 int sx = SCREENX(x), sy = SCREENY(y);
985 int graphic = el2gfx(Feld[x][y]);
988 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
992 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
994 if (Feld[x][y] == EL_DYNAMIT)
996 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1001 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1006 DrawGraphicThruMask(sx, sy, graphic + phase);
1008 DrawGraphic(sx, sy, graphic + phase);
1011 void CheckDynamite(int x, int y)
1013 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1018 if (!(MovDelay[x][y] % 12))
1019 PlaySoundLevel(x, y, SND_ZISCH);
1021 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1023 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1030 StopSound(SND_ZISCH);
1034 void Explode(int ex, int ey, int phase, int mode)
1037 int num_phase = 9, delay = 2;
1038 int last_phase = num_phase * delay;
1039 int half_phase = (num_phase / 2) * delay;
1041 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1043 int center_element = Feld[ex][ey];
1045 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1047 center_element = MovingOrBlocked2Element(ex, ey);
1048 RemoveMovingField(ex, ey);
1051 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1053 int element = Feld[x][y];
1055 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1057 element = MovingOrBlocked2Element(x, y);
1058 RemoveMovingField(x, y);
1061 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
1064 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1068 if (element == EL_EXPLODING)
1069 element = Store2[x][y];
1071 if (IS_PLAYER(ex, ey))
1073 switch(StorePlayer[ex][ey])
1076 Store[x][y] = EL_EDELSTEIN_ROT;
1079 Store[x][y] = EL_EDELSTEIN;
1082 Store[x][y] = EL_EDELSTEIN_LILA;
1086 Store[x][y] = EL_EDELSTEIN_GELB;
1090 if (game_emulation == EMU_SUPAPLEX)
1091 Store[x][y] = EL_LEERRAUM;
1093 else if (center_element == EL_MAULWURF)
1094 Store[x][y] = EL_EDELSTEIN_ROT;
1095 else if (center_element == EL_PINGUIN)
1096 Store[x][y] = EL_EDELSTEIN_LILA;
1097 else if (center_element == EL_KAEFER)
1098 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1099 else if (center_element == EL_BUTTERFLY)
1100 Store[x][y] = EL_EDELSTEIN_BD;
1101 else if (center_element == EL_SP_ELECTRON)
1102 Store[x][y] = EL_SP_INFOTRON;
1103 else if (center_element == EL_MAMPFER)
1104 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1105 else if (center_element == EL_AMOEBA2DIAM)
1106 Store[x][y] = level.amoebe_inhalt;
1107 else if (element == EL_ERZ_EDEL)
1108 Store[x][y] = EL_EDELSTEIN;
1109 else if (element == EL_ERZ_DIAM)
1110 Store[x][y] = EL_DIAMANT;
1111 else if (element == EL_ERZ_EDEL_BD)
1112 Store[x][y] = EL_EDELSTEIN_BD;
1113 else if (element == EL_ERZ_EDEL_GELB)
1114 Store[x][y] = EL_EDELSTEIN_GELB;
1115 else if (element == EL_ERZ_EDEL_ROT)
1116 Store[x][y] = EL_EDELSTEIN_ROT;
1117 else if (element == EL_ERZ_EDEL_LILA)
1118 Store[x][y] = EL_EDELSTEIN_LILA;
1119 else if (!IS_PFORTE(Store[x][y]))
1120 Store[x][y] = EL_LEERRAUM;
1122 if (x != ex || y != ey ||
1123 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1124 Store2[x][y] = element;
1126 if (AmoebaNr[x][y] &&
1127 (element == EL_AMOEBE_VOLL ||
1128 element == EL_AMOEBE_BD ||
1129 element == EL_AMOEBING))
1131 AmoebaCnt[AmoebaNr[x][y]]--;
1132 AmoebaCnt2[AmoebaNr[x][y]]--;
1135 Feld[x][y] = EL_EXPLODING;
1136 MovDir[x][y] = MovPos[x][y] = 0;
1142 if (center_element == EL_MAMPFER)
1143 MampferNr = (MampferNr + 1) % MampferMax;
1154 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1156 if (phase == half_phase)
1158 int element = Store2[x][y];
1160 if (IS_PLAYER(x, y))
1161 KillHero(PLAYERINFO(x, y));
1162 else if (IS_EXPLOSIVE(element))
1164 Feld[x][y] = Store2[x][y];
1168 else if (element == EL_AMOEBA2DIAM)
1169 AmoebeUmwandeln(x, y);
1172 if (phase == last_phase)
1176 element = Feld[x][y] = Store[x][y];
1177 Store[x][y] = Store2[x][y] = 0;
1178 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1179 InitField(x, y, FALSE);
1180 if (CAN_MOVE(element) || COULD_MOVE(element))
1182 DrawLevelField(x, y);
1184 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1186 int graphic = GFX_EXPLOSION;
1188 if (game_emulation == EMU_SUPAPLEX)
1189 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1190 GFX_SP_EXPLODE_INFOTRON :
1191 GFX_SP_EXPLODE_EMPTY);
1194 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1196 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1200 void DynaExplode(int ex, int ey)
1203 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1204 static int xy[4][2] =
1212 Store2[ex][ey] = 0; /* delete player information */
1214 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1218 for (j=1; j<=player->dynabomb_size; j++)
1220 int x = ex+j*xy[i%4][0];
1221 int y = ey+j*xy[i%4][1];
1224 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1227 element = Feld[x][y];
1228 Explode(x, y, EX_PHASE_START, EX_BORDER);
1230 if (element != EL_LEERRAUM &&
1231 element != EL_ERDREICH &&
1232 element != EL_EXPLODING &&
1233 !player->dynabomb_xl)
1238 player->dynabombs_left++;
1241 void Bang(int x, int y)
1243 int element = Feld[x][y];
1245 if (game_emulation == EMU_SUPAPLEX)
1246 PlaySoundLevel(x, y, SND_SP_BOOOM);
1248 PlaySoundLevel(x, y, SND_ROAAAR);
1250 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1251 element = EL_LEERRAUM;
1263 RaiseScoreElement(element);
1264 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1267 case EL_DYNABOMB_NR:
1268 case EL_DYNABOMB_SZ:
1269 case EL_DYNABOMB_XL:
1276 Explode(x, y, EX_PHASE_START, EX_CENTER);
1279 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1284 void Blurb(int x, int y)
1286 int element = Feld[x][y];
1288 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1290 PlaySoundLevel(x, y, SND_BLURB);
1291 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1292 (!IN_LEV_FIELD(x-1, y-1) ||
1293 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1295 Feld[x-1][y] = EL_BLURB_LEFT;
1297 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1298 (!IN_LEV_FIELD(x+1, y-1) ||
1299 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1301 Feld[x+1][y] = EL_BLURB_RIGHT;
1306 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1308 if (!MovDelay[x][y]) /* initialize animation counter */
1311 if (MovDelay[x][y]) /* continue animation */
1314 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1315 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1317 if (!MovDelay[x][y])
1319 Feld[x][y] = EL_LEERRAUM;
1320 DrawLevelField(x, y);
1326 void Impact(int x, int y)
1328 boolean lastline = (y == lev_fieldy-1);
1329 boolean object_hit = FALSE;
1330 int element = Feld[x][y];
1333 if (!lastline) /* check if element below was hit */
1335 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1338 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1339 MovDir[x][y+1]!=MV_DOWN ||
1340 MovPos[x][y+1]<=TILEY/2));
1342 smashed = MovingOrBlocked2Element(x, y+1);
1345 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1351 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1352 (lastline || object_hit)) /* element is bomb */
1358 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1360 if (object_hit && IS_PLAYER(x, y+1))
1361 KillHero(PLAYERINFO(x, y+1));
1362 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1366 Feld[x][y] = EL_AMOEBING;
1367 Store[x][y] = EL_AMOEBE_NASS;
1372 if (!lastline && object_hit) /* check which object was hit */
1374 if (CAN_CHANGE(element) &&
1375 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1378 int activated_magic_wall =
1379 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1381 /* activate magic wall / mill */
1383 for (y=0; y<lev_fieldy; y++)
1384 for (x=0; x<lev_fieldx; x++)
1385 if (Feld[x][y] == smashed)
1386 Feld[x][y] = activated_magic_wall;
1388 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1392 if (IS_PLAYER(x, y+1))
1394 KillHero(PLAYERINFO(x, y+1));
1397 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1402 else if (element == EL_EDELSTEIN_BD)
1404 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1410 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1412 if (IS_ENEMY(smashed) ||
1413 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1414 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1419 else if (!IS_MOVING(x, y+1))
1421 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1426 else if (smashed == EL_KOKOSNUSS)
1428 Feld[x][y+1] = EL_CRACKINGNUT;
1429 PlaySoundLevel(x, y, SND_KNACK);
1430 RaiseScoreElement(EL_KOKOSNUSS);
1433 else if (smashed == EL_DIAMANT)
1435 Feld[x][y+1] = EL_LEERRAUM;
1436 PlaySoundLevel(x, y, SND_QUIRK);
1443 /* play sound of magic wall / mill */
1445 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1447 PlaySoundLevel(x, y, SND_QUIRK);
1451 /* play sound of object that hits the ground */
1452 if (lastline || object_hit)
1459 case EL_EDELSTEIN_BD:
1460 case EL_EDELSTEIN_GELB:
1461 case EL_EDELSTEIN_ROT:
1462 case EL_EDELSTEIN_LILA:
1464 case EL_SP_INFOTRON:
1470 case EL_FELSBROCKEN:
1474 sound = SND_SP_ZONKDOWN;
1477 case EL_SCHLUESSEL1:
1478 case EL_SCHLUESSEL2:
1479 case EL_SCHLUESSEL3:
1480 case EL_SCHLUESSEL4:
1493 PlaySoundLevel(x, y, sound);
1497 void TurnRound(int x, int y)
1509 { 0, 0 }, { 0, 0 }, { 0, 0 },
1514 int left, right, back;
1518 { MV_DOWN, MV_UP, MV_RIGHT },
1519 { MV_UP, MV_DOWN, MV_LEFT },
1521 { MV_LEFT, MV_RIGHT, MV_DOWN },
1522 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1523 { MV_RIGHT, MV_LEFT, MV_UP }
1526 int element = Feld[x][y];
1527 int old_move_dir = MovDir[x][y];
1528 int left_dir = turn[old_move_dir].left;
1529 int right_dir = turn[old_move_dir].right;
1530 int back_dir = turn[old_move_dir].back;
1532 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1533 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1534 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1535 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1537 int left_x = x+left_dx, left_y = y+left_dy;
1538 int right_x = x+right_dx, right_y = y+right_dy;
1539 int move_x = x+move_dx, move_y = y+move_dy;
1541 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1543 TestIfBadThingHitsOtherBadThing(x, y);
1545 if (IN_LEV_FIELD(right_x, right_y) &&
1546 IS_FREE_OR_PLAYER(right_x, right_y))
1547 MovDir[x][y] = right_dir;
1548 else if (!IN_LEV_FIELD(move_x, move_y) ||
1549 !IS_FREE_OR_PLAYER(move_x, move_y))
1550 MovDir[x][y] = left_dir;
1552 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1554 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1557 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1558 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1560 TestIfBadThingHitsOtherBadThing(x, y);
1562 if (IN_LEV_FIELD(left_x, left_y) &&
1563 IS_FREE_OR_PLAYER(left_x, left_y))
1564 MovDir[x][y] = left_dir;
1565 else if (!IN_LEV_FIELD(move_x, move_y) ||
1566 !IS_FREE_OR_PLAYER(move_x, move_y))
1567 MovDir[x][y] = right_dir;
1569 if ((element == EL_FLIEGER ||
1570 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1571 && MovDir[x][y] != old_move_dir)
1573 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1576 else if (element == EL_MAMPFER)
1578 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1580 if (IN_LEV_FIELD(left_x, left_y) &&
1581 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1582 Feld[left_x][left_y] == EL_DIAMANT))
1583 can_turn_left = TRUE;
1584 if (IN_LEV_FIELD(right_x, right_y) &&
1585 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1586 Feld[right_x][right_y] == EL_DIAMANT))
1587 can_turn_right = TRUE;
1589 if (can_turn_left && can_turn_right)
1590 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1591 else if (can_turn_left)
1592 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1593 else if (can_turn_right)
1594 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1596 MovDir[x][y] = back_dir;
1598 MovDelay[x][y] = 16+16*RND(3);
1600 else if (element == EL_MAMPFER2)
1602 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1604 if (IN_LEV_FIELD(left_x, left_y) &&
1605 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1606 IS_MAMPF2(Feld[left_x][left_y])))
1607 can_turn_left = TRUE;
1608 if (IN_LEV_FIELD(right_x, right_y) &&
1609 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1610 IS_MAMPF2(Feld[right_x][right_y])))
1611 can_turn_right = TRUE;
1613 if (can_turn_left && can_turn_right)
1614 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1615 else if (can_turn_left)
1616 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1617 else if (can_turn_right)
1618 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1620 MovDir[x][y] = back_dir;
1622 MovDelay[x][y] = 16+16*RND(3);
1624 else if (element == EL_PACMAN)
1626 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1628 if (IN_LEV_FIELD(left_x, left_y) &&
1629 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1630 IS_AMOEBOID(Feld[left_x][left_y])))
1631 can_turn_left = TRUE;
1632 if (IN_LEV_FIELD(right_x, right_y) &&
1633 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1634 IS_AMOEBOID(Feld[right_x][right_y])))
1635 can_turn_right = TRUE;
1637 if (can_turn_left && can_turn_right)
1638 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1639 else if (can_turn_left)
1640 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1641 else if (can_turn_right)
1642 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1644 MovDir[x][y] = back_dir;
1646 MovDelay[x][y] = 6+RND(40);
1648 else if (element == EL_SCHWEIN)
1650 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1651 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1652 boolean should_move_on = FALSE;
1654 int rnd = RND(rnd_value);
1656 if (IN_LEV_FIELD(left_x, left_y) &&
1657 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1658 can_turn_left = TRUE;
1659 if (IN_LEV_FIELD(right_x, right_y) &&
1660 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1661 can_turn_right = TRUE;
1662 if (IN_LEV_FIELD(move_x, move_y) &&
1663 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1666 if (can_turn_left &&
1668 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1669 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1670 should_turn_left = TRUE;
1671 if (can_turn_right &&
1673 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1674 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1675 should_turn_right = TRUE;
1677 (!can_turn_left || !can_turn_right ||
1678 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1679 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1680 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1681 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1682 should_move_on = TRUE;
1684 if (should_turn_left || should_turn_right || should_move_on)
1686 if (should_turn_left && should_turn_right && should_move_on)
1687 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1688 rnd < 2*rnd_value/3 ? right_dir :
1690 else if (should_turn_left && should_turn_right)
1691 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1692 else if (should_turn_left && should_move_on)
1693 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1694 else if (should_turn_right && should_move_on)
1695 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1696 else if (should_turn_left)
1697 MovDir[x][y] = left_dir;
1698 else if (should_turn_right)
1699 MovDir[x][y] = right_dir;
1700 else if (should_move_on)
1701 MovDir[x][y] = old_move_dir;
1703 else if (can_move_on && rnd > rnd_value/8)
1704 MovDir[x][y] = old_move_dir;
1705 else if (can_turn_left && can_turn_right)
1706 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1707 else if (can_turn_left && rnd > rnd_value/8)
1708 MovDir[x][y] = left_dir;
1709 else if (can_turn_right && rnd > rnd_value/8)
1710 MovDir[x][y] = right_dir;
1712 MovDir[x][y] = back_dir;
1714 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1715 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1716 MovDir[x][y] = old_move_dir;
1720 else if (element == EL_DRACHE)
1722 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1724 int rnd = RND(rnd_value);
1726 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1727 can_turn_left = TRUE;
1728 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1729 can_turn_right = TRUE;
1730 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1733 if (can_move_on && rnd > rnd_value/8)
1734 MovDir[x][y] = old_move_dir;
1735 else if (can_turn_left && can_turn_right)
1736 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1737 else if (can_turn_left && rnd > rnd_value/8)
1738 MovDir[x][y] = left_dir;
1739 else if (can_turn_right && rnd > rnd_value/8)
1740 MovDir[x][y] = right_dir;
1742 MovDir[x][y] = back_dir;
1744 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1745 MovDir[x][y] = old_move_dir;
1749 else if (element == EL_ROBOT || element == EL_SONDE ||
1750 element == EL_MAULWURF || element == EL_PINGUIN)
1752 int attr_x = -1, attr_y = -1;
1763 for (i=0; i<MAX_PLAYERS; i++)
1765 struct PlayerInfo *player = &stored_player[i];
1766 int jx = player->jx, jy = player->jy;
1768 if (!player->active || player->gone)
1771 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1779 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1785 if (element == EL_MAULWURF || element == EL_PINGUIN)
1788 static int xy[4][2] =
1798 int ex = x + xy[i%4][0];
1799 int ey = y + xy[i%4][1];
1801 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1810 MovDir[x][y] = MV_NO_MOVING;
1812 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1814 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1816 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1818 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1820 if (element == EL_ROBOT)
1824 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1825 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1826 Moving2Blocked(x, y, &newx, &newy);
1828 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1829 MovDelay[x][y] = 8+8*!RND(3);
1831 MovDelay[x][y] = 16;
1839 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1841 boolean first_horiz = RND(2);
1842 int new_move_dir = MovDir[x][y];
1845 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1846 Moving2Blocked(x, y, &newx, &newy);
1848 if (IN_LEV_FIELD(newx, newy) &&
1849 (IS_FREE(newx, newy) ||
1850 Feld[newx][newy] == EL_SALZSAEURE ||
1851 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1852 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1853 IS_MAMPF3(Feld[newx][newy])))))
1857 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1858 Moving2Blocked(x, y, &newx, &newy);
1860 if (IN_LEV_FIELD(newx, newy) &&
1861 (IS_FREE(newx, newy) ||
1862 Feld[newx][newy] == EL_SALZSAEURE ||
1863 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1864 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1865 IS_MAMPF3(Feld[newx][newy])))))
1868 MovDir[x][y] = old_move_dir;
1875 static boolean JustBeingPushed(int x, int y)
1879 for (i=0; i<MAX_PLAYERS; i++)
1881 struct PlayerInfo *player = &stored_player[i];
1883 if (player->active && !player->gone &&
1884 player->Pushing && player->MovPos)
1886 int next_jx = player->jx + (player->jx - player->last_jx);
1887 int next_jy = player->jy + (player->jy - player->last_jy);
1889 if (x == next_jx && y == next_jy)
1897 void StartMoving(int x, int y)
1899 int element = Feld[x][y];
1904 if (CAN_FALL(element) && y<lev_fieldy-1)
1906 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1907 if (JustBeingPushed(x, y))
1910 if (element == EL_MORAST_VOLL)
1912 if (IS_FREE(x, y+1))
1914 InitMovingField(x, y, MV_DOWN);
1915 Feld[x][y] = EL_FELSBROCKEN;
1916 Store[x][y] = EL_MORAST_LEER;
1918 else if (Feld[x][y+1] == EL_MORAST_LEER)
1920 if (!MovDelay[x][y])
1921 MovDelay[x][y] = TILEY + 1;
1930 Feld[x][y] = EL_MORAST_LEER;
1931 Feld[x][y+1] = EL_MORAST_VOLL;
1934 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1936 InitMovingField(x, y, MV_DOWN);
1937 Store[x][y] = EL_MORAST_VOLL;
1939 else if (element == EL_SIEB_VOLL)
1941 if (IS_FREE(x, y+1))
1943 InitMovingField(x, y, MV_DOWN);
1944 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1945 Store[x][y] = EL_SIEB_LEER;
1947 else if (Feld[x][y+1] == EL_SIEB_LEER)
1949 if (!MovDelay[x][y])
1950 MovDelay[x][y] = TILEY/4 + 1;
1959 Feld[x][y] = EL_SIEB_LEER;
1960 Feld[x][y+1] = EL_SIEB_VOLL;
1961 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1965 else if (element == EL_SIEB2_VOLL)
1967 if (IS_FREE(x, y+1))
1969 InitMovingField(x, y, MV_DOWN);
1970 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1971 Store[x][y] = EL_SIEB2_LEER;
1973 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1975 if (!MovDelay[x][y])
1976 MovDelay[x][y] = TILEY/4 + 1;
1985 Feld[x][y] = EL_SIEB2_LEER;
1986 Feld[x][y+1] = EL_SIEB2_VOLL;
1987 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1991 else if (CAN_CHANGE(element) &&
1992 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1994 InitMovingField(x, y, MV_DOWN);
1996 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1997 Store2[x][y+1] = element;
1999 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2002 InitMovingField(x, y, MV_DOWN);
2003 Store[x][y] = EL_SALZSAEURE;
2005 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2009 else if (IS_FREE(x, y+1))
2011 InitMovingField(x, y, MV_DOWN);
2013 else if (element == EL_TROPFEN)
2015 Feld[x][y] = EL_AMOEBING;
2016 Store[x][y] = EL_AMOEBE_NASS;
2018 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2020 boolean left = (x>0 && IS_FREE(x-1, y) &&
2021 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2022 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2023 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2027 if (left && right && game_emulation != EMU_BOULDERDASH)
2028 left = !(right = RND(2));
2030 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2034 else if (CAN_MOVE(element))
2038 if (element == EL_SONDE && JustBeingPushed(x, y))
2041 if (!MovDelay[x][y]) /* start new movement phase */
2043 /* all objects that can change their move direction after each step */
2044 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2046 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2049 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2050 element == EL_SP_SNIKSNAK ||
2051 element == EL_SP_ELECTRON))
2052 DrawLevelField(x, y);
2056 if (MovDelay[x][y]) /* wait some time before next movement */
2060 if (element == EL_ROBOT ||
2061 element == EL_MAMPFER || element == EL_MAMPFER2)
2063 int phase = MovDelay[x][y] % 8;
2068 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2069 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2071 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2072 && MovDelay[x][y]%4 == 3)
2073 PlaySoundLevel(x, y, SND_NJAM);
2075 else if (element == EL_SP_ELECTRON)
2076 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2077 else if (element == EL_DRACHE)
2080 int dir = MovDir[x][y];
2081 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2082 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2083 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2084 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2085 dir == MV_UP ? GFX_FLAMMEN_UP :
2086 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2087 int phase = FrameCounter % 2;
2089 for (i=1; i<=3; i++)
2091 int xx = x + i*dx, yy = y + i*dy;
2092 int sx = SCREENX(xx), sy = SCREENY(yy);
2094 if (!IN_LEV_FIELD(xx, yy) ||
2095 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2100 int flamed = MovingOrBlocked2Element(xx, yy);
2102 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2105 RemoveMovingField(xx, yy);
2107 Feld[xx][yy] = EL_BURNING;
2108 if (IN_SCR_FIELD(sx, sy))
2109 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2113 if (Feld[xx][yy] == EL_BURNING)
2114 Feld[xx][yy] = EL_LEERRAUM;
2115 DrawLevelField(xx, yy);
2124 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2126 PlaySoundLevel(x, y, SND_KLAPPER);
2128 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2130 PlaySoundLevel(x, y, SND_ROEHR);
2133 /* now make next step */
2135 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2137 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2139 /* enemy got the player */
2141 KillHero(PLAYERINFO(newx, newy));
2144 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2145 element == EL_ROBOT || element == EL_SONDE) &&
2146 IN_LEV_FIELD(newx, newy) &&
2147 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2150 Store[x][y] = EL_SALZSAEURE;
2152 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2153 IN_LEV_FIELD(newx, newy))
2155 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2157 Feld[x][y] = EL_LEERRAUM;
2158 DrawLevelField(x, y);
2160 PlaySoundLevel(newx, newy, SND_BUING);
2161 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2162 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2164 local_player->friends_still_needed--;
2165 if (!local_player->friends_still_needed &&
2166 !local_player->GameOver && AllPlayersGone)
2167 local_player->LevelSolved = local_player->GameOver = TRUE;
2171 else if (IS_MAMPF3(Feld[newx][newy]))
2173 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2174 DrawLevelField(newx, newy);
2176 MovDir[x][y] = MV_NO_MOVING;
2178 else if (!IS_FREE(newx, newy))
2180 if (IS_PLAYER(x, y))
2181 DrawPlayerField(x, y);
2183 DrawLevelField(x, y);
2187 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2189 if (IS_GEM(Feld[newx][newy]))
2191 if (IS_MOVING(newx, newy))
2192 RemoveMovingField(newx, newy);
2195 Feld[newx][newy] = EL_LEERRAUM;
2196 DrawLevelField(newx, newy);
2199 else if (!IS_FREE(newx, newy))
2201 if (IS_PLAYER(x, y))
2202 DrawPlayerField(x, y);
2204 DrawLevelField(x, y);
2208 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2210 if (!IS_FREE(newx, newy))
2212 if (IS_PLAYER(x, y))
2213 DrawPlayerField(x, y);
2215 DrawLevelField(x, y);
2220 boolean wanna_flame = !RND(10);
2221 int dx = newx - x, dy = newy - y;
2222 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2223 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2224 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2225 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2226 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2227 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2229 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2230 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2231 element1 != EL_BURNING && element2 != EL_BURNING)
2233 if (IS_PLAYER(x, y))
2234 DrawPlayerField(x, y);
2236 DrawLevelField(x, y);
2238 MovDelay[x][y] = 50;
2239 Feld[newx][newy] = EL_BURNING;
2240 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2241 Feld[newx1][newy1] = EL_BURNING;
2242 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2243 Feld[newx2][newy2] = EL_BURNING;
2248 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2249 Feld[newx][newy] == EL_DIAMANT)
2251 if (IS_MOVING(newx, newy))
2252 RemoveMovingField(newx, newy);
2255 Feld[newx][newy] = EL_LEERRAUM;
2256 DrawLevelField(newx, newy);
2259 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2260 IS_MAMPF2(Feld[newx][newy]))
2262 if (AmoebaNr[newx][newy])
2264 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2265 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2266 Feld[newx][newy] == EL_AMOEBE_BD)
2267 AmoebaCnt[AmoebaNr[newx][newy]]--;
2270 if (IS_MOVING(newx, newy))
2271 RemoveMovingField(newx, newy);
2274 Feld[newx][newy] = EL_LEERRAUM;
2275 DrawLevelField(newx, newy);
2278 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2279 IS_AMOEBOID(Feld[newx][newy]))
2281 if (AmoebaNr[newx][newy])
2283 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2284 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2285 Feld[newx][newy] == EL_AMOEBE_BD)
2286 AmoebaCnt[AmoebaNr[newx][newy]]--;
2289 Feld[newx][newy] = EL_LEERRAUM;
2290 DrawLevelField(newx, newy);
2292 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2294 /* object was running against a wall */
2298 if (element == EL_KAEFER || element == EL_FLIEGER ||
2299 element == EL_SP_SNIKSNAK)
2300 DrawLevelField(x, y);
2301 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2302 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2303 else if (element == EL_SONDE)
2304 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2305 else if (element == EL_SP_ELECTRON)
2306 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2311 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2312 PlaySoundLevel(x, y, SND_SCHLURF);
2314 InitMovingField(x, y, MovDir[x][y]);
2318 ContinueMoving(x, y);
2321 void ContinueMoving(int x, int y)
2323 int element = Feld[x][y];
2324 int direction = MovDir[x][y];
2325 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2326 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2327 int horiz_move = (dx!=0);
2328 int newx = x + dx, newy = y + dy;
2329 int step = (horiz_move ? dx : dy) * TILEX/8;
2331 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2333 else if (element == EL_TROPFEN)
2335 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2338 MovPos[x][y] += step;
2340 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2342 Feld[x][y] = EL_LEERRAUM;
2343 Feld[newx][newy] = element;
2345 if (Store[x][y] == EL_MORAST_VOLL)
2348 Feld[newx][newy] = EL_MORAST_VOLL;
2349 element = EL_MORAST_VOLL;
2351 else if (Store[x][y] == EL_MORAST_LEER)
2354 Feld[x][y] = EL_MORAST_LEER;
2356 else if (Store[x][y] == EL_SIEB_VOLL)
2359 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2361 else if (Store[x][y] == EL_SIEB_LEER)
2363 Store[x][y] = Store2[x][y] = 0;
2364 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2366 else if (Store[x][y] == EL_SIEB2_VOLL)
2369 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2371 else if (Store[x][y] == EL_SIEB2_LEER)
2373 Store[x][y] = Store2[x][y] = 0;
2374 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2376 else if (Store[x][y] == EL_SALZSAEURE)
2379 Feld[newx][newy] = EL_SALZSAEURE;
2380 element = EL_SALZSAEURE;
2382 else if (Store[x][y] == EL_AMOEBE_NASS)
2385 Feld[x][y] = EL_AMOEBE_NASS;
2388 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2389 MovDelay[newx][newy] = 0;
2391 if (!CAN_MOVE(element))
2392 MovDir[newx][newy] = 0;
2394 DrawLevelField(x, y);
2395 DrawLevelField(newx, newy);
2397 Stop[newx][newy] = TRUE;
2398 JustHit[x][newy] = 3;
2400 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2402 TestIfBadThingHitsHero(newx, newy);
2403 TestIfBadThingHitsFriend(newx, newy);
2404 TestIfBadThingHitsOtherBadThing(newx, newy);
2406 else if (element == EL_PINGUIN)
2407 TestIfFriendHitsBadThing(newx, newy);
2409 if (CAN_SMASH(element) && direction == MV_DOWN &&
2410 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2413 else /* still moving on */
2414 DrawLevelField(x, y);
2417 int AmoebeNachbarNr(int ax, int ay)
2420 int element = Feld[ax][ay];
2422 static int xy[4][2] =
2432 int x = ax + xy[i][0];
2433 int y = ay + xy[i][1];
2435 if (!IN_LEV_FIELD(x, y))
2438 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2439 group_nr = AmoebaNr[x][y];
2445 void AmoebenVereinigen(int ax, int ay)
2447 int i, x, y, xx, yy;
2448 int new_group_nr = AmoebaNr[ax][ay];
2449 static int xy[4][2] =
2457 if (new_group_nr == 0)
2465 if (!IN_LEV_FIELD(x, y))
2468 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2469 Feld[x][y] == EL_AMOEBE_BD ||
2470 Feld[x][y] == EL_AMOEBE_TOT) &&
2471 AmoebaNr[x][y] != new_group_nr)
2473 int old_group_nr = AmoebaNr[x][y];
2475 if (old_group_nr == 0)
2478 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2479 AmoebaCnt[old_group_nr] = 0;
2480 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2481 AmoebaCnt2[old_group_nr] = 0;
2483 for (yy=0; yy<lev_fieldy; yy++)
2485 for (xx=0; xx<lev_fieldx; xx++)
2487 if (AmoebaNr[xx][yy] == old_group_nr)
2488 AmoebaNr[xx][yy] = new_group_nr;
2495 void AmoebeUmwandeln(int ax, int ay)
2499 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2501 int group_nr = AmoebaNr[ax][ay];
2506 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2507 printf("AmoebeUmwandeln(): This should never happen!\n");
2512 for (y=0; y<lev_fieldy; y++)
2514 for (x=0; x<lev_fieldx; x++)
2516 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2519 Feld[x][y] = EL_AMOEBA2DIAM;
2527 static int xy[4][2] =
2540 if (!IN_LEV_FIELD(x, y))
2543 if (Feld[x][y] == EL_AMOEBA2DIAM)
2549 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2552 int group_nr = AmoebaNr[ax][ay];
2553 boolean done = FALSE;
2558 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2559 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2564 for (y=0; y<lev_fieldy; y++)
2566 for (x=0; x<lev_fieldx; x++)
2568 if (AmoebaNr[x][y] == group_nr &&
2569 (Feld[x][y] == EL_AMOEBE_TOT ||
2570 Feld[x][y] == EL_AMOEBE_BD ||
2571 Feld[x][y] == EL_AMOEBING))
2574 Feld[x][y] = new_element;
2575 InitField(x, y, FALSE);
2576 DrawLevelField(x, y);
2583 PlaySoundLevel(ax, ay,
2584 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2587 void AmoebeWaechst(int x, int y)
2589 static unsigned long sound_delay = 0;
2590 static unsigned long sound_delay_value = 0;
2592 if (!MovDelay[x][y]) /* start new growing cycle */
2596 if (DelayReached(&sound_delay, sound_delay_value))
2598 PlaySoundLevel(x, y, SND_AMOEBE);
2599 sound_delay_value = 30;
2603 if (MovDelay[x][y]) /* wait some time before growing bigger */
2606 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2607 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2609 if (!MovDelay[x][y])
2611 Feld[x][y] = Store[x][y];
2613 DrawLevelField(x, y);
2618 void AmoebeAbleger(int ax, int ay)
2621 int element = Feld[ax][ay];
2622 int newax = ax, neway = ay;
2623 static int xy[4][2] =
2631 if (!level.tempo_amoebe)
2633 Feld[ax][ay] = EL_AMOEBE_TOT;
2634 DrawLevelField(ax, ay);
2638 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2639 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2641 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2644 if (MovDelay[ax][ay])
2648 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2651 int x = ax + xy[start][0];
2652 int y = ay + xy[start][1];
2654 if (!IN_LEV_FIELD(x, y))
2657 if (IS_FREE(x, y) ||
2658 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2664 if (newax == ax && neway == ay)
2667 else /* normal or "filled" (BD style) amoeba */
2670 boolean waiting_for_player = FALSE;
2674 int j = (start + i) % 4;
2675 int x = ax + xy[j][0];
2676 int y = ay + xy[j][1];
2678 if (!IN_LEV_FIELD(x, y))
2681 if (IS_FREE(x, y) ||
2682 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2688 else if (IS_PLAYER(x, y))
2689 waiting_for_player = TRUE;
2692 if (newax == ax && neway == ay) /* amoeba cannot grow */
2694 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2696 Feld[ax][ay] = EL_AMOEBE_TOT;
2697 DrawLevelField(ax, ay);
2698 AmoebaCnt[AmoebaNr[ax][ay]]--;
2700 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2702 if (element == EL_AMOEBE_VOLL)
2703 AmoebeUmwandeln(ax, ay);
2704 else if (element == EL_AMOEBE_BD)
2705 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2710 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2712 /* amoeba gets larger by growing in some direction */
2714 int new_group_nr = AmoebaNr[ax][ay];
2717 if (new_group_nr == 0)
2719 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2720 printf("AmoebeAbleger(): This should never happen!\n");
2725 AmoebaNr[newax][neway] = new_group_nr;
2726 AmoebaCnt[new_group_nr]++;
2727 AmoebaCnt2[new_group_nr]++;
2729 /* if amoeba touches other amoeba(s) after growing, unify them */
2730 AmoebenVereinigen(newax, neway);
2732 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2734 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2740 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2741 (neway == lev_fieldy - 1 && newax != ax))
2743 Feld[newax][neway] = EL_AMOEBING;
2744 Store[newax][neway] = element;
2746 else if (neway == ay)
2747 Feld[newax][neway] = EL_TROPFEN;
2750 InitMovingField(ax, ay, MV_DOWN);
2751 Feld[ax][ay] = EL_TROPFEN;
2752 Store[ax][ay] = EL_AMOEBE_NASS;
2753 ContinueMoving(ax, ay);
2757 DrawLevelField(newax, neway);
2760 void Life(int ax, int ay)
2763 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2765 int element = Feld[ax][ay];
2770 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2771 MovDelay[ax][ay] = life_time;
2773 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2776 if (MovDelay[ax][ay])
2780 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2782 int xx = ax+x1, yy = ay+y1;
2785 if (!IN_LEV_FIELD(xx, yy))
2788 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2790 int x = xx+x2, y = yy+y2;
2792 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2795 if (((Feld[x][y] == element ||
2796 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2798 (IS_FREE(x, y) && Stop[x][y]))
2802 if (xx == ax && yy == ay) /* field in the middle */
2804 if (nachbarn<life[0] || nachbarn>life[1])
2806 Feld[xx][yy] = EL_LEERRAUM;
2808 DrawLevelField(xx, yy);
2809 Stop[xx][yy] = TRUE;
2812 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2813 { /* free border field */
2814 if (nachbarn>=life[2] && nachbarn<=life[3])
2816 Feld[xx][yy] = element;
2817 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2819 DrawLevelField(xx, yy);
2820 Stop[xx][yy] = TRUE;
2826 void Ablenk(int x, int y)
2828 if (!MovDelay[x][y]) /* next animation frame */
2829 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2831 if (MovDelay[x][y]) /* wait some time before next frame */
2836 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2837 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2838 if (!(MovDelay[x][y]%4))
2839 PlaySoundLevel(x, y, SND_MIEP);
2844 Feld[x][y] = EL_ABLENK_AUS;
2845 DrawLevelField(x, y);
2846 if (ZX == x && ZY == y)
2850 void Birne(int x, int y)
2852 if (!MovDelay[x][y]) /* next animation frame */
2853 MovDelay[x][y] = 800;
2855 if (MovDelay[x][y]) /* wait some time before next frame */
2860 if (!(MovDelay[x][y]%5))
2862 if (!(MovDelay[x][y]%10))
2863 Feld[x][y]=EL_ABLENK_EIN;
2865 Feld[x][y]=EL_ABLENK_AUS;
2866 DrawLevelField(x, y);
2867 Feld[x][y]=EL_ABLENK_EIN;
2873 Feld[x][y]=EL_ABLENK_AUS;
2874 DrawLevelField(x, y);
2875 if (ZX == x && ZY == y)
2879 void Blubber(int x, int y)
2881 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2882 DrawLevelField(x, y-1);
2884 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2887 void NussKnacken(int x, int y)
2889 if (!MovDelay[x][y]) /* next animation frame */
2892 if (MovDelay[x][y]) /* wait some time before next frame */
2895 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2896 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2898 if (!MovDelay[x][y])
2900 Feld[x][y] = EL_EDELSTEIN;
2901 DrawLevelField(x, y);
2906 void SiebAktivieren(int x, int y, int typ)
2908 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2910 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2913 void AusgangstuerPruefen(int x, int y)
2915 if (!local_player->gems_still_needed &&
2916 !local_player->sokobanfields_still_needed &&
2917 !local_player->lights_still_needed)
2919 Feld[x][y] = EL_AUSGANG_ACT;
2921 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2922 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2923 y < LEVELY(BY1) ? LEVELY(BY1) :
2924 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2929 void AusgangstuerOeffnen(int x, int y)
2933 if (!MovDelay[x][y]) /* next animation frame */
2934 MovDelay[x][y] = 5*delay;
2936 if (MovDelay[x][y]) /* wait some time before next frame */
2941 tuer = MovDelay[x][y]/delay;
2942 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2943 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2945 if (!MovDelay[x][y])
2947 Feld[x][y] = EL_AUSGANG_AUF;
2948 DrawLevelField(x, y);
2953 void AusgangstuerBlinken(int x, int y)
2955 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2958 void EdelsteinFunkeln(int x, int y)
2960 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2963 if (Feld[x][y] == EL_EDELSTEIN_BD)
2964 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2967 if (!MovDelay[x][y]) /* next animation frame */
2968 MovDelay[x][y] = 11 * !SimpleRND(500);
2970 if (MovDelay[x][y]) /* wait some time before next frame */
2974 if (setup.direct_draw && MovDelay[x][y])
2975 SetDrawtoField(DRAW_BUFFERED);
2977 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2981 int phase = (MovDelay[x][y]-1)/2;
2986 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2988 if (setup.direct_draw)
2992 dest_x = FX + SCREENX(x)*TILEX;
2993 dest_y = FY + SCREENY(y)*TILEY;
2995 XCopyArea(display, drawto_field, window, gc,
2996 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2997 SetDrawtoField(DRAW_DIRECT);
3004 void MauerWaechst(int x, int y)
3008 if (!MovDelay[x][y]) /* next animation frame */
3009 MovDelay[x][y] = 3*delay;
3011 if (MovDelay[x][y]) /* wait some time before next frame */
3016 phase = 2-MovDelay[x][y]/delay;
3017 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3018 DrawGraphic(SCREENX(x), SCREENY(y),
3019 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3020 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3021 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3022 GFX_MAUER_DOWN ) + phase);
3024 if (!MovDelay[x][y])
3026 if (MovDir[x][y] == MV_LEFT)
3028 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3029 DrawLevelField(x-1, y);
3031 else if (MovDir[x][y] == MV_RIGHT)
3033 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3034 DrawLevelField(x+1, y);
3036 else if (MovDir[x][y] == MV_UP)
3038 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3039 DrawLevelField(x, y-1);
3043 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3044 DrawLevelField(x, y+1);
3047 Feld[x][y] = Store[x][y];
3049 MovDir[x][y] = MV_NO_MOVING;
3050 DrawLevelField(x, y);
3055 void MauerAbleger(int ax, int ay)
3057 int element = Feld[ax][ay];
3058 boolean oben_frei = FALSE, unten_frei = FALSE;
3059 boolean links_frei = FALSE, rechts_frei = FALSE;
3060 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3061 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3063 if (!MovDelay[ax][ay]) /* start building new wall */
3064 MovDelay[ax][ay] = 6;
3066 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3069 if (MovDelay[ax][ay])
3073 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3075 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3077 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3079 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3082 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3086 Feld[ax][ay-1] = EL_MAUERND;
3087 Store[ax][ay-1] = element;
3088 MovDir[ax][ay-1] = MV_UP;
3089 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3090 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3094 Feld[ax][ay+1] = EL_MAUERND;
3095 Store[ax][ay+1] = element;
3096 MovDir[ax][ay+1] = MV_DOWN;
3097 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3098 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3102 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3103 element == EL_MAUER_LEBT)
3107 Feld[ax-1][ay] = EL_MAUERND;
3108 Store[ax-1][ay] = element;
3109 MovDir[ax-1][ay] = MV_LEFT;
3110 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3111 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3115 Feld[ax+1][ay] = EL_MAUERND;
3116 Store[ax+1][ay] = element;
3117 MovDir[ax+1][ay] = MV_RIGHT;
3118 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3119 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3123 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3124 DrawLevelField(ax, ay);
3126 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3128 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3129 unten_massiv = TRUE;
3130 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3131 links_massiv = TRUE;
3132 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3133 rechts_massiv = TRUE;
3135 if (((oben_massiv && unten_massiv) ||
3136 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3137 ((links_massiv && rechts_massiv) ||
3138 element == EL_MAUER_Y))
3139 Feld[ax][ay] = EL_MAUERWERK;
3142 void CheckForDragon(int x, int y)
3145 boolean dragon_found = FALSE;
3146 static int xy[4][2] =
3158 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3160 if (IN_LEV_FIELD(xx, yy) &&
3161 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3163 if (Feld[xx][yy] == EL_DRACHE)
3164 dragon_found = TRUE;
3177 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3179 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3181 Feld[xx][yy] = EL_LEERRAUM;
3182 DrawLevelField(xx, yy);
3191 static void CheckBuggyBase(int x, int y)
3193 int element = Feld[x][y];
3195 if (element == EL_SP_BUG)
3197 if (!MovDelay[x][y]) /* start activating buggy base */
3198 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3200 if (MovDelay[x][y]) /* wait some time before activating base */
3203 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3204 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3208 Feld[x][y] = EL_SP_BUG_ACTIVE;
3211 else if (element == EL_SP_BUG_ACTIVE)
3213 if (!MovDelay[x][y]) /* start activating buggy base */
3214 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3216 if (MovDelay[x][y]) /* wait some time before activating base */
3222 static int xy[4][2] =
3230 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3231 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3235 int xx = x + xy[i][0], yy = y + xy[i][1];
3237 if (IS_PLAYER(xx, yy))
3239 PlaySoundLevel(x, y, SND_SP_BUG);
3247 Feld[x][y] = EL_SP_BUG;
3248 DrawLevelField(x, y);
3253 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3255 static byte stored_player_action[MAX_PLAYERS];
3256 static int num_stored_actions = 0;
3257 static boolean save_tape_entry = FALSE;
3258 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3259 int jx = player->jx, jy = player->jy;
3260 int left = player_action & JOY_LEFT;
3261 int right = player_action & JOY_RIGHT;
3262 int up = player_action & JOY_UP;
3263 int down = player_action & JOY_DOWN;
3264 int button1 = player_action & JOY_BUTTON_1;
3265 int button2 = player_action & JOY_BUTTON_2;
3266 int dx = (left ? -1 : right ? 1 : 0);
3267 int dy = (up ? -1 : down ? 1 : 0);
3269 stored_player_action[player->index_nr] = 0;
3270 num_stored_actions++;
3272 if (!player->active || player->gone || tape.pausing)
3277 save_tape_entry = TRUE;
3278 player->frame_reset_delay = 0;
3281 snapped = SnapField(player, dx, dy);
3285 bombed = PlaceBomb(player);
3286 moved = MoveFigure(player, dx, dy);
3289 if (tape.recording && (moved || snapped || bombed))
3291 if (bombed && !moved)
3292 player_action &= JOY_BUTTON;
3294 stored_player_action[player->index_nr] = player_action;
3297 /* this allows cycled sequences of PlayerActions() */
3298 if (num_stored_actions >= MAX_PLAYERS)
3300 TapeRecordAction(stored_player_action);
3301 num_stored_actions = 0;
3306 else if (tape.playing && snapped)
3307 SnapField(player, 0, 0); /* stop snapping */
3311 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3312 SnapField(player, 0, 0);
3313 if (++player->frame_reset_delay > MoveSpeed)
3317 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3319 TapeRecordAction(stored_player_action);
3320 num_stored_actions = 0;
3321 save_tape_entry = FALSE;
3324 if (tape.playing && !tape.pausing && !player_action &&
3325 tape.counter < tape.length)
3328 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3330 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3331 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3333 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3335 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3337 int el = Feld[jx+dx][jy];
3338 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3340 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3342 player->MovDir = next_joy;
3343 player->Frame = FrameCounter % 4;
3344 player->Pushing = TRUE;
3353 static unsigned long action_delay = 0;
3354 unsigned long action_delay_value;
3355 int sieb_x = 0, sieb_y = 0;
3356 int i, x, y, element;
3357 byte *recorded_player_action;
3358 byte summarized_player_action = 0;
3360 if (game_status != PLAYING)
3363 action_delay_value =
3364 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3367 if (tape.playing && tape.fast_forward)
3371 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3377 /* main game synchronization point */
3383 WaitUntilDelayReached(&action_delay, action_delay_value);
3386 while (!DelayReached(&action_delay, action_delay_value))
3390 sprintf(buf, "%ld %ld %ld",
3391 Counter(), action_delay, action_delay_value);
3394 print_debug("done");
3401 if (network_playing && !network_player_action_received)
3405 printf("DEBUG: try to get network player actions in time\n");
3410 /* last chance to get network player actions without main loop delay */
3414 if (game_status != PLAYING)
3417 if (!network_player_action_received)
3421 printf("DEBUG: failed to get network player actions in time\n");
3430 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3432 else if (tape.recording)
3441 else if (tape.recording)
3444 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3446 for (i=0; i<MAX_PLAYERS; i++)
3448 summarized_player_action |= stored_player[i].action;
3450 if (!network_playing)
3451 stored_player[i].effective_action = stored_player[i].action;
3455 if (network_playing)
3456 SendToServer_MovePlayer(summarized_player_action);
3459 if (!options.network && !setup.team_mode)
3460 local_player->effective_action = summarized_player_action;
3462 for (i=0; i<MAX_PLAYERS; i++)
3464 int actual_player_action = stored_player[i].effective_action;
3466 if (recorded_player_action)
3467 actual_player_action = recorded_player_action[i];
3469 PlayerActions(&stored_player[i], actual_player_action);
3470 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3473 network_player_action_received = FALSE;
3475 ScrollScreen(NULL, SCROLL_GO_ON);
3479 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3481 else if (tape.recording)
3491 if (TimeFrames == 0 && !local_player->gone)
3493 extern unsigned int last_RND();
3495 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3498 getStateCheckSum(TimePlayed));
3507 if (GameFrameDelay >= 500)
3508 printf("FrameCounter == %d\n", FrameCounter);
3519 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3522 if (JustHit[x][y]>0)
3526 if (IS_BLOCKED(x, y))
3530 Blocked2Moving(x, y, &oldx, &oldy);
3531 if (!IS_MOVING(oldx, oldy))
3533 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3534 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3535 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3536 printf("GameActions(): This should never happen!\n");
3542 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3544 element = Feld[x][y];
3546 if (IS_INACTIVE(element))
3549 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3553 if (IS_GEM(element))
3554 EdelsteinFunkeln(x, y);
3556 else if (IS_MOVING(x, y))
3557 ContinueMoving(x, y);
3558 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3559 CheckDynamite(x, y);
3560 else if (element == EL_EXPLODING)
3561 Explode(x, y, Frame[x][y], EX_NORMAL);
3562 else if (element == EL_AMOEBING)
3563 AmoebeWaechst(x, y);
3564 else if (IS_AMOEBALIVE(element))
3565 AmoebeAbleger(x, y);
3566 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3568 else if (element == EL_ABLENK_EIN)
3570 else if (element == EL_SALZSAEURE)
3572 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3574 else if (element == EL_CRACKINGNUT)
3576 else if (element == EL_AUSGANG_ZU)
3577 AusgangstuerPruefen(x, y);
3578 else if (element == EL_AUSGANG_ACT)
3579 AusgangstuerOeffnen(x, y);
3580 else if (element == EL_AUSGANG_AUF)
3581 AusgangstuerBlinken(x, y);
3582 else if (element == EL_MAUERND)
3584 else if (element == EL_MAUER_LEBT ||
3585 element == EL_MAUER_X ||
3586 element == EL_MAUER_Y ||
3587 element == EL_MAUER_XY)
3589 else if (element == EL_BURNING)
3590 CheckForDragon(x, y);
3591 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3592 CheckBuggyBase(x, y);
3593 else if (element == EL_SP_TERMINAL)
3594 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3595 else if (element == EL_SP_TERMINAL_ACTIVE)
3596 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3600 boolean sieb = FALSE;
3601 int jx = local_player->jx, jy = local_player->jy;
3603 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3604 Store[x][y] == EL_SIEB_LEER)
3606 SiebAktivieren(x, y, 1);
3609 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3610 Store[x][y] == EL_SIEB2_LEER)
3612 SiebAktivieren(x, y, 2);
3616 /* play the element sound at the position nearest to the player */
3617 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3627 if (!(SiebCount % 4))
3628 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3635 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3637 element = Feld[x][y];
3638 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3640 Feld[x][y] = EL_SIEB_TOT;
3641 DrawLevelField(x, y);
3643 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3645 Feld[x][y] = EL_SIEB2_TOT;
3646 DrawLevelField(x, y);
3655 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3660 if (tape.recording || tape.playing)
3661 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3668 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3670 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3673 for (i=0; i<MAX_PLAYERS; i++)
3674 KillHero(&stored_player[i]);
3676 else if (level.time == 0) /* level without time limit */
3677 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3683 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3685 int min_x = x, min_y = y, max_x = x, max_y = y;
3688 for (i=0; i<MAX_PLAYERS; i++)
3690 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3692 if (!stored_player[i].active || stored_player[i].gone ||
3693 &stored_player[i] == player)
3696 min_x = MIN(min_x, jx);
3697 min_y = MIN(min_y, jy);
3698 max_x = MAX(max_x, jx);
3699 max_y = MAX(max_y, jy);
3702 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3705 static boolean AllPlayersInVisibleScreen()
3709 for (i=0; i<MAX_PLAYERS; i++)
3711 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3713 if (!stored_player[i].active || stored_player[i].gone)
3716 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3723 void ScrollLevel(int dx, int dy)
3725 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3728 XCopyArea(display, drawto_field, drawto_field, gc,
3729 FX + TILEX*(dx == -1) - softscroll_offset,
3730 FY + TILEY*(dy == -1) - softscroll_offset,
3731 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3732 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3733 FX + TILEX*(dx == 1) - softscroll_offset,
3734 FY + TILEY*(dy == 1) - softscroll_offset);
3738 x = (dx == 1 ? BX1 : BX2);
3739 for (y=BY1; y<=BY2; y++)
3740 DrawScreenField(x, y);
3744 y = (dy == 1 ? BY1 : BY2);
3745 for (x=BX1; x<=BX2; x++)
3746 DrawScreenField(x, y);
3749 redraw_mask |= REDRAW_FIELD;
3752 boolean MoveFigureOneStep(struct PlayerInfo *player,
3753 int dx, int dy, int real_dx, int real_dy)
3755 int jx = player->jx, jy = player->jy;
3756 int new_jx = jx+dx, new_jy = jy+dy;
3760 if (player->gone || (!dx && !dy))
3761 return MF_NO_ACTION;
3763 player->MovDir = (dx < 0 ? MV_LEFT :
3766 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3768 if (!IN_LEV_FIELD(new_jx, new_jy))
3769 return MF_NO_ACTION;
3771 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3772 return MF_NO_ACTION;
3774 element = MovingOrBlocked2Element(new_jx, new_jy);
3776 if (DONT_GO_TO(element))
3778 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3781 Feld[jx][jy] = EL_SPIELFIGUR;
3782 InitMovingField(jx, jy, MV_DOWN);
3783 Store[jx][jy] = EL_SALZSAEURE;
3784 ContinueMoving(jx, jy);
3793 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3794 if (can_move != MF_MOVING)
3797 StorePlayer[jx][jy] = 0;
3798 player->last_jx = jx;
3799 player->last_jy = jy;
3800 jx = player->jx = new_jx;
3801 jy = player->jy = new_jy;
3802 StorePlayer[jx][jy] = player->element_nr;
3804 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3806 ScrollFigure(player, SCROLL_INIT);
3811 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3813 int jx = player->jx, jy = player->jy;
3814 int old_jx = jx, old_jy = jy;
3815 int moved = MF_NO_ACTION;
3817 if (player->gone || (!dx && !dy))
3820 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3825 /* should only happen if pre-1.2 tape recordings are played */
3826 /* this is only for backward compatibility */
3828 int old_move_speed = MoveSpeed;
3831 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3834 /* scroll remaining steps with finest movement resolution */
3837 while (player->MovPos)
3839 ScrollFigure(player, SCROLL_GO_ON);
3840 ScrollScreen(NULL, SCROLL_GO_ON);
3846 MoveSpeed = old_move_speed;
3849 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3851 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3852 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3856 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3857 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3863 if (moved & MF_MOVING && !ScreenMovPos &&
3864 (player == local_player || !options.network))
3866 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3867 int offset = (setup.scroll_delay ? 3 : 0);
3869 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3871 /* actual player has left the screen -- scroll in that direction */
3872 if (jx != old_jx) /* player has moved horizontally */
3873 scroll_x += (jx - old_jx);
3874 else /* player has moved vertically */
3875 scroll_y += (jy - old_jy);
3879 if (jx != old_jx) /* player has moved horizontally */
3881 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3882 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3883 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3885 /* don't scroll over playfield boundaries */
3886 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3887 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3889 /* don't scroll more than one field at a time */
3890 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3892 /* don't scroll against the player's moving direction */
3893 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3894 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3895 scroll_x = old_scroll_x;
3897 else /* player has moved vertically */
3899 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3900 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3901 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3903 /* don't scroll over playfield boundaries */
3904 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3905 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3907 /* don't scroll more than one field at a time */
3908 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3910 /* don't scroll against the player's moving direction */
3911 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3912 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3913 scroll_y = old_scroll_y;
3917 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3919 if (!options.network && !AllPlayersInVisibleScreen())
3921 scroll_x = old_scroll_x;
3922 scroll_y = old_scroll_y;
3926 ScrollScreen(player, SCROLL_INIT);
3927 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3932 if (!(moved & MF_MOVING) && !player->Pushing)
3935 player->Frame = (player->Frame + 1) % 4;
3937 if (moved & MF_MOVING)
3939 if (old_jx != jx && old_jy == jy)
3940 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3941 else if (old_jx == jx && old_jy != jy)
3942 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3944 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3946 player->last_move_dir = player->MovDir;
3949 player->last_move_dir = MV_NO_MOVING;
3951 TestIfHeroHitsBadThing(jx, jy);
3959 void ScrollFigure(struct PlayerInfo *player, int mode)
3961 int jx = player->jx, jy = player->jy;
3962 int last_jx = player->last_jx, last_jy = player->last_jy;
3964 if (!player->active || player->gone || !player->MovPos)
3967 if (mode == SCROLL_INIT)
3969 player->actual_frame_counter = FrameCounter;
3970 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3972 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3973 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3978 else if (!FrameReached(&player->actual_frame_counter, 1))
3981 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3982 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3984 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3985 Feld[last_jx][last_jy] = EL_LEERRAUM;
3989 if (!player->MovPos)
3991 player->last_jx = jx;
3992 player->last_jy = jy;
3994 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3998 if (!local_player->friends_still_needed)
3999 player->LevelSolved = player->GameOver = TRUE;
4004 void ScrollScreen(struct PlayerInfo *player, int mode)
4006 static unsigned long screen_frame_counter = 0;
4008 if (mode == SCROLL_INIT)
4010 screen_frame_counter = FrameCounter;
4011 ScreenMovDir = player->MovDir;
4012 ScreenMovPos = player->MovPos;
4013 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4016 else if (!FrameReached(&screen_frame_counter, 1))
4021 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4022 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4023 redraw_mask |= REDRAW_FIELD;
4026 ScreenMovDir = MV_NO_MOVING;
4029 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4031 int i, killx = goodx, killy = goody;
4032 static int xy[4][2] =
4039 static int harmless[4] =
4051 x = goodx + xy[i][0];
4052 y = goody + xy[i][1];
4053 if (!IN_LEV_FIELD(x, y))
4056 element = Feld[x][y];
4058 if (DONT_TOUCH(element))
4060 if (MovDir[x][y] == harmless[i])
4069 if (killx != goodx || killy != goody)
4071 if (IS_PLAYER(goodx, goody))
4072 KillHero(PLAYERINFO(goodx, goody));
4078 void TestIfBadThingHitsGoodThing(int badx, int bady)
4080 int i, killx = badx, killy = bady;
4081 static int xy[4][2] =
4088 static int harmless[4] =
4100 x = badx + xy[i][0];
4101 y = bady + xy[i][1];
4102 if (!IN_LEV_FIELD(x, y))
4105 element = Feld[x][y];
4107 if (IS_PLAYER(x, y))
4113 else if (element == EL_PINGUIN)
4115 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4124 if (killx != badx || killy != bady)
4126 if (IS_PLAYER(killx, killy))
4127 KillHero(PLAYERINFO(killx, killy));
4133 void TestIfHeroHitsBadThing(int x, int y)
4135 TestIfGoodThingHitsBadThing(x, y);
4138 void TestIfBadThingHitsHero(int x, int y)
4140 TestIfBadThingHitsGoodThing(x, y);
4143 void TestIfFriendHitsBadThing(int x, int y)
4145 TestIfGoodThingHitsBadThing(x, y);
4148 void TestIfBadThingHitsFriend(int x, int y)
4150 TestIfBadThingHitsGoodThing(x, y);
4153 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4155 int i, killx = badx, killy = bady;
4156 static int xy[4][2] =
4170 if (!IN_LEV_FIELD(x, y))
4173 element = Feld[x][y];
4174 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4175 element == EL_AMOEBING || element == EL_TROPFEN)
4183 if (killx != badx || killy != bady)
4187 void KillHero(struct PlayerInfo *player)
4189 int jx = player->jx, jy = player->jy;
4194 if (IS_PFORTE(Feld[jx][jy]))
4195 Feld[jx][jy] = EL_LEERRAUM;
4201 void BuryHero(struct PlayerInfo *player)
4203 int jx = player->jx, jy = player->jy;
4208 PlaySoundLevel(jx, jy, SND_AUTSCH);
4209 PlaySoundLevel(jx, jy, SND_LACHEN);
4211 player->GameOver = TRUE;
4215 void RemoveHero(struct PlayerInfo *player)
4217 int jx = player->jx, jy = player->jy;
4218 int i, found = FALSE;
4220 player->gone = TRUE;
4221 StorePlayer[jx][jy] = 0;
4223 for (i=0; i<MAX_PLAYERS; i++)
4224 if (stored_player[i].active && !stored_player[i].gone)
4228 AllPlayersGone = TRUE;
4234 int DigField(struct PlayerInfo *player,
4235 int x, int y, int real_dx, int real_dy, int mode)
4237 int jx = player->jx, jy = player->jy;
4238 int dx = x - jx, dy = y - jy;
4241 if (!player->MovPos)
4242 player->Pushing = FALSE;
4244 if (mode == DF_NO_PUSH)
4246 player->push_delay = 0;
4247 return MF_NO_ACTION;
4250 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4251 return MF_NO_ACTION;
4253 element = Feld[x][y];
4258 PlaySoundLevel(x, y, SND_EMPTY);
4262 Feld[x][y] = EL_LEERRAUM;
4263 PlaySoundLevel(x, y, SND_SCHLURF);
4268 Feld[x][y] = EL_LEERRAUM;
4269 PlaySoundLevel(x, y, SND_SP_BASE);
4273 case EL_EDELSTEIN_BD:
4274 case EL_EDELSTEIN_GELB:
4275 case EL_EDELSTEIN_ROT:
4276 case EL_EDELSTEIN_LILA:
4278 case EL_SP_INFOTRON:
4280 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4281 if (local_player->gems_still_needed < 0)
4282 local_player->gems_still_needed = 0;
4283 RaiseScoreElement(element);
4284 DrawText(DX_EMERALDS, DY_EMERALDS,
4285 int2str(local_player->gems_still_needed, 3),
4286 FS_SMALL, FC_YELLOW);
4287 if (element == EL_SP_INFOTRON)
4288 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4290 PlaySoundLevel(x, y, SND_PONG);
4296 ScrollStepSize = TILEX/4;
4297 PlaySoundLevel(x, y, SND_PONG);
4300 case EL_DYNAMIT_AUS:
4301 case EL_SP_DISK_RED:
4304 RaiseScoreElement(EL_DYNAMIT);
4305 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4306 int2str(local_player->dynamite, 3),
4307 FS_SMALL, FC_YELLOW);
4308 if (element == EL_SP_DISK_RED)
4309 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4311 PlaySoundLevel(x, y, SND_PONG);
4314 case EL_DYNABOMB_NR:
4316 player->dynabomb_count++;
4317 player->dynabombs_left++;
4318 RaiseScoreElement(EL_DYNAMIT);
4319 PlaySoundLevel(x, y, SND_PONG);
4322 case EL_DYNABOMB_SZ:
4324 player->dynabomb_size++;
4325 RaiseScoreElement(EL_DYNAMIT);
4326 PlaySoundLevel(x, y, SND_PONG);
4329 case EL_DYNABOMB_XL:
4331 player->dynabomb_xl = TRUE;
4332 RaiseScoreElement(EL_DYNAMIT);
4333 PlaySoundLevel(x, y, SND_PONG);
4336 case EL_SCHLUESSEL1:
4337 case EL_SCHLUESSEL2:
4338 case EL_SCHLUESSEL3:
4339 case EL_SCHLUESSEL4:
4341 int key_nr = element-EL_SCHLUESSEL1;
4344 player->key[key_nr] = TRUE;
4345 RaiseScoreElement(EL_SCHLUESSEL);
4346 DrawMiniGraphicExt(drawto, gc,
4347 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4348 GFX_SCHLUESSEL1+key_nr);
4349 DrawMiniGraphicExt(window, gc,
4350 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4351 GFX_SCHLUESSEL1+key_nr);
4352 PlaySoundLevel(x, y, SND_PONG);
4357 Feld[x][y] = EL_ABLENK_EIN;
4360 DrawLevelField(x, y);
4364 case EL_SP_TERMINAL:
4368 for (yy=0; yy<lev_fieldy; yy++)
4370 for (xx=0; xx<lev_fieldx; xx++)
4372 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4374 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4375 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4384 if (local_player->gems_still_needed > 0)
4385 return MF_NO_ACTION;
4387 player->LevelSolved = player->GameOver = TRUE;
4388 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4391 case EL_FELSBROCKEN:
4396 case EL_SP_DISK_ORANGE:
4397 if (dy || mode == DF_SNAP)
4398 return MF_NO_ACTION;
4400 player->Pushing = TRUE;
4402 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4403 return MF_NO_ACTION;
4407 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4408 return MF_NO_ACTION;
4411 if (player->push_delay == 0)
4412 player->push_delay = FrameCounter;
4413 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4415 return MF_NO_ACTION;
4418 Feld[x+dx][y+dy] = element;
4420 player->push_delay_value = 2+RND(8);
4422 DrawLevelField(x+dx, y+dy);
4423 if (element == EL_FELSBROCKEN)
4424 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4425 else if (element == EL_KOKOSNUSS)
4426 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4427 else if (IS_SP_ELEMENT(element))
4428 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4430 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4437 if (!player->key[element-EL_PFORTE1])
4438 return MF_NO_ACTION;
4445 if (!player->key[element-EL_PFORTE1X])
4446 return MF_NO_ACTION;
4449 case EL_SP_PORT1_LEFT:
4450 case EL_SP_PORT2_LEFT:
4451 case EL_SP_PORT1_RIGHT:
4452 case EL_SP_PORT2_RIGHT:
4453 case EL_SP_PORT1_UP:
4454 case EL_SP_PORT2_UP:
4455 case EL_SP_PORT1_DOWN:
4456 case EL_SP_PORT2_DOWN:
4461 element != EL_SP_PORT1_LEFT &&
4462 element != EL_SP_PORT2_LEFT &&
4463 element != EL_SP_PORT_X &&
4464 element != EL_SP_PORT_XY) ||
4466 element != EL_SP_PORT1_RIGHT &&
4467 element != EL_SP_PORT2_RIGHT &&
4468 element != EL_SP_PORT_X &&
4469 element != EL_SP_PORT_XY) ||
4471 element != EL_SP_PORT1_UP &&
4472 element != EL_SP_PORT2_UP &&
4473 element != EL_SP_PORT_Y &&
4474 element != EL_SP_PORT_XY) ||
4476 element != EL_SP_PORT1_DOWN &&
4477 element != EL_SP_PORT2_DOWN &&
4478 element != EL_SP_PORT_Y &&
4479 element != EL_SP_PORT_XY) ||
4480 !IN_LEV_FIELD(x + dx, y + dy) ||
4481 !IS_FREE(x + dx, y + dy))
4482 return MF_NO_ACTION;
4486 case EL_AUSGANG_ACT:
4487 /* door is not (yet) open */
4488 return MF_NO_ACTION;
4491 case EL_AUSGANG_AUF:
4492 if (mode == DF_SNAP)
4493 return MF_NO_ACTION;
4495 PlaySoundLevel(x, y, SND_BUING);
4498 player->gone = TRUE;
4499 PlaySoundLevel(x, y, SND_BUING);
4501 if (!local_player->friends_still_needed)
4502 player->LevelSolved = player->GameOver = TRUE;
4508 Feld[x][y] = EL_BIRNE_EIN;
4509 local_player->lights_still_needed--;
4510 DrawLevelField(x, y);
4511 PlaySoundLevel(x, y, SND_DENG);
4516 Feld[x][y] = EL_ZEIT_LEER;
4518 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4519 DrawLevelField(x, y);
4520 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4524 case EL_SOKOBAN_FELD_LEER:
4527 case EL_SOKOBAN_FELD_VOLL:
4528 case EL_SOKOBAN_OBJEKT:
4530 case EL_SP_DISK_YELLOW:
4531 if (mode == DF_SNAP)
4532 return MF_NO_ACTION;
4534 player->Pushing = TRUE;
4536 if (!IN_LEV_FIELD(x+dx, y+dy)
4537 || (!IS_FREE(x+dx, y+dy)
4538 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4539 || !IS_SB_ELEMENT(element))))
4540 return MF_NO_ACTION;
4544 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4545 return MF_NO_ACTION;
4547 else if (dy && real_dx)
4549 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4550 return MF_NO_ACTION;
4553 if (player->push_delay == 0)
4554 player->push_delay = FrameCounter;
4555 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4557 return MF_NO_ACTION;
4559 if (IS_SB_ELEMENT(element))
4561 if (element == EL_SOKOBAN_FELD_VOLL)
4563 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4564 local_player->sokobanfields_still_needed++;
4569 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4571 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4572 local_player->sokobanfields_still_needed--;
4573 if (element == EL_SOKOBAN_OBJEKT)
4574 PlaySoundLevel(x, y, SND_DENG);
4577 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4582 Feld[x+dx][y+dy] = element;
4585 player->push_delay_value = 2;
4587 DrawLevelField(x, y);
4588 DrawLevelField(x+dx, y+dy);
4589 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4591 if (IS_SB_ELEMENT(element) &&
4592 local_player->sokobanfields_still_needed == 0 &&
4593 game_emulation == EMU_SOKOBAN)
4595 player->LevelSolved = player->GameOver = TRUE;
4596 PlaySoundLevel(x, y, SND_BUING);
4608 return MF_NO_ACTION;
4611 player->push_delay = 0;
4616 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4618 int jx = player->jx, jy = player->jy;
4619 int x = jx + dx, y = jy + dy;
4621 if (player->gone || !IN_LEV_FIELD(x, y))
4629 player->snapped = FALSE;
4633 if (player->snapped)
4636 player->MovDir = (dx < 0 ? MV_LEFT :
4639 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4641 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4644 player->snapped = TRUE;
4645 DrawLevelField(x, y);
4651 boolean PlaceBomb(struct PlayerInfo *player)
4653 int jx = player->jx, jy = player->jy;
4656 if (player->gone || player->MovPos)
4659 element = Feld[jx][jy];
4661 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4662 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4663 element == EL_EXPLODING)
4666 if (element != EL_LEERRAUM)
4667 Store[jx][jy] = element;
4669 if (player->dynamite)
4671 Feld[jx][jy] = EL_DYNAMIT;
4672 MovDelay[jx][jy] = 96;
4674 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4675 FS_SMALL, FC_YELLOW);
4676 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4677 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4681 Feld[jx][jy] = EL_DYNABOMB;
4682 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4683 MovDelay[jx][jy] = 96;
4684 player->dynabombs_left--;
4685 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4686 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4692 void PlaySoundLevel(int x, int y, int sound_nr)
4694 int sx = SCREENX(x), sy = SCREENY(y);
4696 int silence_distance = 8;
4698 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4699 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4702 if (!IN_LEV_FIELD(x, y) ||
4703 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4704 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4707 volume = PSND_MAX_VOLUME;
4710 stereo = (sx-SCR_FIELDX/2)*12;
4712 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4713 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4714 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4717 if (!IN_SCR_FIELD(sx, sy))
4719 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4720 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4722 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4725 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4728 void RaiseScore(int value)
4730 local_player->score += value;
4731 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4732 FS_SMALL, FC_YELLOW);
4735 void RaiseScoreElement(int element)
4740 case EL_EDELSTEIN_BD:
4741 case EL_EDELSTEIN_GELB:
4742 case EL_EDELSTEIN_ROT:
4743 case EL_EDELSTEIN_LILA:
4744 RaiseScore(level.score[SC_EDELSTEIN]);
4747 RaiseScore(level.score[SC_DIAMANT]);
4751 RaiseScore(level.score[SC_KAEFER]);
4755 RaiseScore(level.score[SC_FLIEGER]);
4759 RaiseScore(level.score[SC_MAMPFER]);
4762 RaiseScore(level.score[SC_ROBOT]);
4765 RaiseScore(level.score[SC_PACMAN]);
4768 RaiseScore(level.score[SC_KOKOSNUSS]);
4771 RaiseScore(level.score[SC_DYNAMIT]);
4774 RaiseScore(level.score[SC_SCHLUESSEL]);