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
99 static unsigned int getStateCheckSum(int counter)
102 unsigned int mult = 1;
103 unsigned int checksum = 0;
105 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
107 static boolean first_game = TRUE;
109 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
115 lastFeld[x][y] = Feld[x][y];
116 else if (lastFeld[x][y] != Feld[x][y])
117 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
118 x, y, lastFeld[x][y], Feld[x][y]);
122 checksum += mult++ * Ur[x][y];
123 checksum += mult++ * Feld[x][y];
126 checksum += mult++ * MovPos[x][y];
127 checksum += mult++ * MovDir[x][y];
128 checksum += mult++ * MovDelay[x][y];
129 checksum += mult++ * Store[x][y];
130 checksum += mult++ * Store2[x][y];
131 checksum += mult++ * StorePlayer[x][y];
132 checksum += mult++ * Frame[x][y];
133 checksum += mult++ * AmoebaNr[x][y];
134 checksum += mult++ * JustHit[x][y];
135 checksum += mult++ * Stop[x][y];
139 if (counter == 3 && first_game)
150 void GetPlayerConfig()
152 if (sound_status == SOUND_OFF)
155 if (!sound_loops_allowed)
157 setup.sound_loops = FALSE;
158 setup.sound_music = FALSE;
161 setup.sound_simple = setup.sound;
166 static void InitField(int x, int y, boolean init_game)
173 Feld[x][y] = EL_SPIELER1;
181 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
182 int jx = player->jx, jy = player->jy;
184 player->present = TRUE;
187 if (!network_playing || player->connected)
190 if (!options.network || player->connected)
192 player->active = TRUE;
194 /* remove potentially duplicate players */
195 if (StorePlayer[jx][jy] == Feld[x][y])
196 StorePlayer[jx][jy] = 0;
198 StorePlayer[x][y] = Feld[x][y];
202 printf("Player %d activated.\n", player->element_nr);
203 printf("[Local player is %d and currently %s.]\n",
204 local_player->element_nr,
205 local_player->active ? "active" : "not active");
209 Feld[x][y] = EL_LEERRAUM;
210 player->jx = player->last_jx = x;
211 player->jy = player->last_jy = y;
216 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
217 Feld[x][y] = EL_BADEWANNE1;
218 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
219 Feld[x][y] = EL_BADEWANNE2;
220 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
221 Feld[x][y] = EL_BADEWANNE3;
222 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
223 Feld[x][y] = EL_BADEWANNE4;
224 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
225 Feld[x][y] = EL_BADEWANNE5;
267 if (y == lev_fieldy - 1)
269 Feld[x][y] = EL_AMOEBING;
270 Store[x][y] = EL_AMOEBE_NASS;
279 local_player->lights_still_needed++;
282 case EL_SOKOBAN_FELD_LEER:
283 local_player->sokobanfields_still_needed++;
288 local_player->friends_still_needed++;
293 MovDir[x][y] = 1 << RND(4);
297 Feld[x][y] = EL_LEERRAUM;
308 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
309 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
310 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
312 /* don't play tapes over network */
313 network_playing = (options.network && !tape.playing);
315 for (i=0; i<MAX_PLAYERS; i++)
317 struct PlayerInfo *player = &stored_player[i];
319 player->index_nr = i;
320 player->element_nr = EL_SPIELER1 + i;
322 player->present = FALSE;
323 player->active = FALSE;
326 player->effective_action = 0;
329 player->gems_still_needed = level.edelsteine;
330 player->sokobanfields_still_needed = 0;
331 player->lights_still_needed = 0;
332 player->friends_still_needed = 0;
335 player->key[j] = FALSE;
337 player->dynamite = 0;
338 player->dynabomb_count = 0;
339 player->dynabomb_size = 0;
340 player->dynabombs_left = 0;
341 player->dynabomb_xl = FALSE;
343 player->MovDir = MV_NO_MOVING;
345 player->Pushing = FALSE;
349 player->actual_frame_counter = 0;
351 player->frame_reset_delay = 0;
353 player->push_delay = 0;
354 player->push_delay_value = 5;
356 player->move_delay = 0;
357 player->last_move_dir = MV_NO_MOVING;
359 player->snapped = FALSE;
361 player->gone = FALSE;
363 player->last_jx = player->last_jy = 0;
364 player->jx = player->jy = 0;
366 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
367 SnapField(player, 0, 0);
369 player->LevelSolved = FALSE;
370 player->GameOver = FALSE;
373 network_player_action_received = FALSE;
376 /* initial null action */
378 SendToServer_MovePlayer(MV_NO_MOVING);
387 TimeLeft = level.time;
389 ScreenMovDir = MV_NO_MOVING;
393 if (level.high_speed)
396 ScrollStepSize = TILEX/4;
401 ScrollStepSize = TILEX/8;
404 AllPlayersGone = FALSE;
408 for (i=0; i<MAX_NUM_AMOEBA; i++)
409 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
411 for (x=0; x<lev_fieldx; x++)
413 for (y=0; y<lev_fieldy; y++)
415 Feld[x][y] = Ur[x][y];
416 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
417 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
425 for(y=0; y<lev_fieldy; y++)
427 for(x=0; x<lev_fieldx; x++)
429 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
431 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
433 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
436 InitField(x, y, TRUE);
440 /* check if any connected player was not found in playfield */
441 for (i=0; i<MAX_PLAYERS; i++)
443 struct PlayerInfo *player = &stored_player[i];
445 if (player->connected && !player->present)
447 for (j=0; j<MAX_PLAYERS; j++)
449 struct PlayerInfo *some_player = &stored_player[j];
450 int jx = some_player->jx, jy = some_player->jy;
452 /* assign first free player found that is present in the playfield */
453 if (some_player->present && !some_player->connected)
455 player->present = TRUE;
456 player->active = TRUE;
457 some_player->present = FALSE;
459 StorePlayer[jx][jy] = player->element_nr;
460 player->jx = player->last_jx = jx;
461 player->jy = player->last_jy = jy;
471 /* when playing a tape, eliminate all players who do not participate */
473 for (i=0; i<MAX_PLAYERS; i++)
475 if (stored_player[i].active && !tape.player_participates[i])
477 struct PlayerInfo *player = &stored_player[i];
478 int jx = player->jx, jy = player->jy;
480 player->active = FALSE;
481 StorePlayer[jx][jy] = 0;
482 Feld[jx][jy] = EL_LEERRAUM;
486 else if (!options.network && !setup.team_mode) /* && !tape.playing */
488 /* when in single player mode, eliminate all but the first active player */
490 for (i=0; i<MAX_PLAYERS; i++)
492 if (stored_player[i].active)
494 for (j=i+1; j<MAX_PLAYERS; j++)
496 if (stored_player[j].active)
498 struct PlayerInfo *player = &stored_player[j];
499 int jx = player->jx, jy = player->jy;
501 player->active = FALSE;
502 StorePlayer[jx][jy] = 0;
503 Feld[jx][jy] = EL_LEERRAUM;
510 /* when recording the game, store which players take part in the game */
513 for (i=0; i<MAX_PLAYERS; i++)
514 if (stored_player[i].active)
515 tape.player_participates[i] = TRUE;
520 for (i=0; i<MAX_PLAYERS; i++)
522 struct PlayerInfo *player = &stored_player[i];
524 printf("Player %d: present == %d, connected == %d, active == %d.\n",
529 if (local_player == player)
530 printf("Player %d is local player.\n", i+1);
534 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
535 emulate_sb ? EMU_SOKOBAN :
536 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
538 scroll_x = scroll_y = -1;
539 if (local_player->jx >= MIDPOSX-1)
540 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
541 local_player->jx - MIDPOSX :
542 lev_fieldx - SCR_FIELDX + 1);
543 if (local_player->jy >= MIDPOSY-1)
544 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
545 local_player->jy - MIDPOSY :
546 lev_fieldy - SCR_FIELDY + 1);
548 CloseDoor(DOOR_CLOSE_1);
554 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
555 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
556 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
557 DrawTextExt(pix[PIX_DB_DOOR], gc,
558 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
559 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
560 DrawTextExt(pix[PIX_DB_DOOR], gc,
561 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
562 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
563 DrawTextExt(pix[PIX_DB_DOOR], gc,
564 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
565 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
566 DrawTextExt(pix[PIX_DB_DOOR], gc,
567 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
568 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
569 DrawTextExt(pix[PIX_DB_DOOR], gc,
570 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
571 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
573 DrawGameButton(BUTTON_GAME_STOP);
574 DrawGameButton(BUTTON_GAME_PAUSE);
575 DrawGameButton(BUTTON_GAME_PLAY);
576 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
577 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
578 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
579 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
580 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
581 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
582 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
583 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
585 OpenDoor(DOOR_OPEN_1);
587 if (setup.sound_music)
588 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
590 XAutoRepeatOff(display);
595 printf("Spieler %d %saktiv.\n",
596 i+1, (stored_player[i].active ? "" : "nicht "));
600 void InitMovDir(int x, int y)
602 int i, element = Feld[x][y];
603 static int xy[4][2] =
610 static int direction[2][4] =
612 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
613 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
622 Feld[x][y] = EL_KAEFER;
623 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
630 Feld[x][y] = EL_FLIEGER;
631 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
638 Feld[x][y] = EL_BUTTERFLY;
639 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
646 Feld[x][y] = EL_FIREFLY;
647 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
654 Feld[x][y] = EL_PACMAN;
655 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
659 MovDir[x][y] = MV_UP;
663 MovDir[x][y] = MV_LEFT;
667 MovDir[x][y] = 1 << RND(4);
668 if (element != EL_KAEFER &&
669 element != EL_FLIEGER &&
670 element != EL_BUTTERFLY &&
671 element != EL_FIREFLY)
676 int x1 = x + xy[i][0];
677 int y1 = y + xy[i][1];
679 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
681 if (element == EL_KAEFER || element == EL_BUTTERFLY)
683 MovDir[x][y] = direction[0][i];
686 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
687 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
689 MovDir[x][y] = direction[1][i];
698 void InitAmoebaNr(int x, int y)
701 int group_nr = AmoebeNachbarNr(x, y);
705 for (i=1; i<MAX_NUM_AMOEBA; i++)
707 if (AmoebaCnt[i] == 0)
715 AmoebaNr[x][y] = group_nr;
716 AmoebaCnt[group_nr]++;
717 AmoebaCnt2[group_nr]++;
723 int bumplevel = FALSE;
725 if (local_player->MovPos)
728 local_player->LevelSolved = FALSE;
732 if (setup.sound_loops)
733 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
737 if (!setup.sound_loops)
738 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
739 if (TimeLeft > 0 && !(TimeLeft % 10))
740 RaiseScore(level.score[SC_ZEITBONUS]);
741 if (TimeLeft > 100 && !(TimeLeft % 10))
745 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
750 if (setup.sound_loops)
753 else if (level.time == 0) /* level without time limit */
755 if (setup.sound_loops)
756 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
758 while(TimePlayed < 999)
760 if (!setup.sound_loops)
761 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
762 if (TimePlayed < 999 && !(TimePlayed % 10))
763 RaiseScore(level.score[SC_ZEITBONUS]);
764 if (TimePlayed < 900 && !(TimePlayed % 10))
768 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
773 if (setup.sound_loops)
779 /* Hero disappears */
780 DrawLevelField(ExitX, ExitY);
786 CloseDoor(DOOR_CLOSE_1);
791 SaveTape(tape.level_nr); /* Ask to save tape */
794 if ((hi_pos = NewHiScore()) >= 0)
796 game_status = HALLOFFAME;
797 DrawHallOfFame(hi_pos);
798 if (bumplevel && TAPE_IS_EMPTY(tape))
803 game_status = MAINMENU;
804 if (bumplevel && TAPE_IS_EMPTY(tape))
819 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
820 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
823 for (k=0; k<MAX_SCORE_ENTRIES; k++)
825 if (local_player->score > highscore[k].Score)
827 /* player has made it to the hall of fame */
829 if (k < MAX_SCORE_ENTRIES - 1)
831 int m = MAX_SCORE_ENTRIES - 1;
834 for (l=k; l<MAX_SCORE_ENTRIES; l++)
835 if (!strcmp(setup.player_name, highscore[l].Name))
837 if (m == k) /* player's new highscore overwrites his old one */
843 strcpy(highscore[l].Name, highscore[l - 1].Name);
844 highscore[l].Score = highscore[l - 1].Score;
851 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
852 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
853 highscore[k].Score = local_player->score;
859 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
860 break; /* player already there with a higher score */
871 void InitMovingField(int x, int y, int direction)
873 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
874 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
876 MovDir[x][y] = direction;
877 MovDir[newx][newy] = direction;
878 if (Feld[newx][newy] == EL_LEERRAUM)
879 Feld[newx][newy] = EL_BLOCKED;
882 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
884 int direction = MovDir[x][y];
885 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
886 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
892 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
894 int oldx = x, oldy = y;
895 int direction = MovDir[x][y];
897 if (direction == MV_LEFT)
899 else if (direction == MV_RIGHT)
901 else if (direction == MV_UP)
903 else if (direction == MV_DOWN)
906 *comes_from_x = oldx;
907 *comes_from_y = oldy;
910 int MovingOrBlocked2Element(int x, int y)
912 int element = Feld[x][y];
914 if (element == EL_BLOCKED)
918 Blocked2Moving(x, y, &oldx, &oldy);
919 return Feld[oldx][oldy];
925 static void RemoveField(int x, int y)
927 Feld[x][y] = EL_LEERRAUM;
933 void RemoveMovingField(int x, int y)
935 int oldx = x, oldy = y, newx = x, newy = y;
937 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
942 Moving2Blocked(x, y, &newx, &newy);
943 if (Feld[newx][newy] != EL_BLOCKED)
946 else if (Feld[x][y] == EL_BLOCKED)
948 Blocked2Moving(x, y, &oldx, &oldy);
949 if (!IS_MOVING(oldx, oldy))
953 if (Feld[x][y] == EL_BLOCKED &&
954 (Store[oldx][oldy] == EL_MORAST_LEER ||
955 Store[oldx][oldy] == EL_SIEB_LEER ||
956 Store[oldx][oldy] == EL_SIEB2_LEER ||
957 Store[oldx][oldy] == EL_AMOEBE_NASS))
959 Feld[oldx][oldy] = Store[oldx][oldy];
960 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
963 Feld[oldx][oldy] = EL_LEERRAUM;
965 Feld[newx][newy] = EL_LEERRAUM;
966 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
967 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
969 DrawLevelField(oldx, oldy);
970 DrawLevelField(newx, newy);
973 void DrawDynamite(int x, int y)
975 int sx = SCREENX(x), sy = SCREENY(y);
976 int graphic = el2gfx(Feld[x][y]);
979 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
983 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
985 if (Feld[x][y] == EL_DYNAMIT)
987 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
992 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
996 if (game_emulation == EMU_SUPAPLEX)
997 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
998 else if (Store[x][y])
999 DrawGraphicThruMask(sx, sy, graphic + phase);
1001 DrawGraphic(sx, sy, graphic + phase);
1004 void CheckDynamite(int x, int y)
1006 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1011 if (!(MovDelay[x][y] % 12))
1012 PlaySoundLevel(x, y, SND_ZISCH);
1014 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1016 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1023 StopSound(SND_ZISCH);
1027 void Explode(int ex, int ey, int phase, int mode)
1030 int num_phase = 9, delay = 2;
1031 int last_phase = num_phase * delay;
1032 int half_phase = (num_phase / 2) * delay;
1034 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1036 int center_element = Feld[ex][ey];
1038 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1040 center_element = MovingOrBlocked2Element(ex, ey);
1041 RemoveMovingField(ex, ey);
1044 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1046 int element = Feld[x][y];
1048 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1050 element = MovingOrBlocked2Element(x, y);
1051 RemoveMovingField(x, y);
1054 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
1057 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1061 if (element == EL_EXPLODING)
1062 element = Store2[x][y];
1064 if (IS_PLAYER(ex, ey))
1066 switch(StorePlayer[ex][ey])
1069 Store[x][y] = EL_EDELSTEIN_ROT;
1072 Store[x][y] = EL_EDELSTEIN;
1075 Store[x][y] = EL_EDELSTEIN_LILA;
1079 Store[x][y] = EL_EDELSTEIN_GELB;
1083 if (game_emulation == EMU_SUPAPLEX)
1084 Store[x][y] = EL_LEERRAUM;
1086 else if (center_element == EL_MAULWURF)
1087 Store[x][y] = EL_EDELSTEIN_ROT;
1088 else if (center_element == EL_PINGUIN)
1089 Store[x][y] = EL_EDELSTEIN_LILA;
1090 else if (center_element == EL_KAEFER)
1091 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1092 else if (center_element == EL_BUTTERFLY)
1093 Store[x][y] = EL_EDELSTEIN_BD;
1094 else if (center_element == EL_SP_ELECTRON)
1095 Store[x][y] = EL_SP_INFOTRON;
1096 else if (center_element == EL_MAMPFER)
1097 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1098 else if (center_element == EL_AMOEBA2DIAM)
1099 Store[x][y] = level.amoebe_inhalt;
1100 else if (element == EL_ERZ_EDEL)
1101 Store[x][y] = EL_EDELSTEIN;
1102 else if (element == EL_ERZ_DIAM)
1103 Store[x][y] = EL_DIAMANT;
1104 else if (element == EL_ERZ_EDEL_BD)
1105 Store[x][y] = EL_EDELSTEIN_BD;
1106 else if (element == EL_ERZ_EDEL_GELB)
1107 Store[x][y] = EL_EDELSTEIN_GELB;
1108 else if (element == EL_ERZ_EDEL_ROT)
1109 Store[x][y] = EL_EDELSTEIN_ROT;
1110 else if (element == EL_ERZ_EDEL_LILA)
1111 Store[x][y] = EL_EDELSTEIN_LILA;
1112 else if (!IS_PFORTE(Store[x][y]))
1113 Store[x][y] = EL_LEERRAUM;
1115 if (x != ex || y != ey ||
1116 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1117 Store2[x][y] = element;
1119 if (AmoebaNr[x][y] &&
1120 (element == EL_AMOEBE_VOLL ||
1121 element == EL_AMOEBE_BD ||
1122 element == EL_AMOEBING))
1124 AmoebaCnt[AmoebaNr[x][y]]--;
1125 AmoebaCnt2[AmoebaNr[x][y]]--;
1128 Feld[x][y] = EL_EXPLODING;
1129 MovDir[x][y] = MovPos[x][y] = 0;
1135 if (center_element == EL_MAMPFER)
1136 MampferNr = (MampferNr + 1) % MampferMax;
1147 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1149 if (phase == half_phase)
1151 int element = Store2[x][y];
1153 if (IS_PLAYER(x, y))
1154 KillHero(PLAYERINFO(x, y));
1155 else if (IS_EXPLOSIVE(element))
1157 Feld[x][y] = Store2[x][y];
1161 else if (element == EL_AMOEBA2DIAM)
1162 AmoebeUmwandeln(x, y);
1165 if (phase == last_phase)
1169 element = Feld[x][y] = Store[x][y];
1170 Store[x][y] = Store2[x][y] = 0;
1171 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1172 InitField(x, y, FALSE);
1173 if (CAN_MOVE(element) || COULD_MOVE(element))
1175 DrawLevelField(x, y);
1177 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1179 int graphic = GFX_EXPLOSION;
1181 if (game_emulation == EMU_SUPAPLEX)
1182 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1183 GFX_SP_EXPLODE_INFOTRON :
1184 GFX_SP_EXPLODE_EMPTY);
1187 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1189 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1193 void DynaExplode(int ex, int ey)
1196 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1197 static int xy[4][2] =
1205 Store2[ex][ey] = 0; /* delete player information */
1207 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1211 for (j=1; j<=player->dynabomb_size; j++)
1213 int x = ex+j*xy[i%4][0];
1214 int y = ey+j*xy[i%4][1];
1217 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1220 element = Feld[x][y];
1221 Explode(x, y, EX_PHASE_START, EX_BORDER);
1223 if (element != EL_LEERRAUM &&
1224 element != EL_ERDREICH &&
1225 element != EL_EXPLODING &&
1226 !player->dynabomb_xl)
1231 player->dynabombs_left++;
1234 void Bang(int x, int y)
1236 int element = Feld[x][y];
1238 if (game_emulation == EMU_SUPAPLEX)
1239 PlaySoundLevel(x, y, SND_SP_BOOOM);
1241 PlaySoundLevel(x, y, SND_ROAAAR);
1243 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1244 element = EL_LEERRAUM;
1256 RaiseScoreElement(element);
1257 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1260 case EL_DYNABOMB_NR:
1261 case EL_DYNABOMB_SZ:
1262 case EL_DYNABOMB_XL:
1269 Explode(x, y, EX_PHASE_START, EX_CENTER);
1272 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1277 void Blurb(int x, int y)
1279 int element = Feld[x][y];
1281 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1283 PlaySoundLevel(x, y, SND_BLURB);
1284 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1285 (!IN_LEV_FIELD(x-1, y-1) ||
1286 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1288 Feld[x-1][y] = EL_BLURB_LEFT;
1290 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1291 (!IN_LEV_FIELD(x+1, y-1) ||
1292 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1294 Feld[x+1][y] = EL_BLURB_RIGHT;
1299 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1301 if (!MovDelay[x][y]) /* initialize animation counter */
1304 if (MovDelay[x][y]) /* continue animation */
1307 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1308 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1310 if (!MovDelay[x][y])
1312 Feld[x][y] = EL_LEERRAUM;
1313 DrawLevelField(x, y);
1319 void Impact(int x, int y)
1321 boolean lastline = (y == lev_fieldy-1);
1322 boolean object_hit = FALSE;
1323 int element = Feld[x][y];
1326 if (!lastline) /* check if element below was hit */
1328 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1331 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1332 MovDir[x][y+1]!=MV_DOWN ||
1333 MovPos[x][y+1]<=TILEY/2));
1335 smashed = MovingOrBlocked2Element(x, y+1);
1338 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1344 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1345 (lastline || object_hit)) /* element is bomb */
1351 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1353 if (object_hit && IS_PLAYER(x, y+1))
1354 KillHero(PLAYERINFO(x, y+1));
1355 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1359 Feld[x][y] = EL_AMOEBING;
1360 Store[x][y] = EL_AMOEBE_NASS;
1365 if (!lastline && object_hit) /* check which object was hit */
1367 if (CAN_CHANGE(element) &&
1368 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1371 int activated_magic_wall =
1372 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1374 /* activate magic wall / mill */
1376 for (y=0; y<lev_fieldy; y++)
1377 for (x=0; x<lev_fieldx; x++)
1378 if (Feld[x][y] == smashed)
1379 Feld[x][y] = activated_magic_wall;
1381 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1385 if (IS_PLAYER(x, y+1))
1387 KillHero(PLAYERINFO(x, y+1));
1390 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1395 else if (element == EL_EDELSTEIN_BD)
1397 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1403 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1405 if (IS_ENEMY(smashed) ||
1406 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1407 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1412 else if (!IS_MOVING(x, y+1))
1414 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1419 else if (smashed == EL_KOKOSNUSS)
1421 Feld[x][y+1] = EL_CRACKINGNUT;
1422 PlaySoundLevel(x, y, SND_KNACK);
1423 RaiseScoreElement(EL_KOKOSNUSS);
1426 else if (smashed == EL_DIAMANT)
1428 Feld[x][y+1] = EL_LEERRAUM;
1429 PlaySoundLevel(x, y, SND_QUIRK);
1436 /* play sound of magic wall / mill */
1438 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1440 PlaySoundLevel(x, y, SND_QUIRK);
1444 /* play sound of object that hits the ground */
1445 if (lastline || object_hit)
1452 case EL_EDELSTEIN_BD:
1453 case EL_EDELSTEIN_GELB:
1454 case EL_EDELSTEIN_ROT:
1455 case EL_EDELSTEIN_LILA:
1457 case EL_SP_INFOTRON:
1463 case EL_FELSBROCKEN:
1467 sound = SND_SP_ZONKDOWN;
1470 case EL_SCHLUESSEL1:
1471 case EL_SCHLUESSEL2:
1472 case EL_SCHLUESSEL3:
1473 case EL_SCHLUESSEL4:
1486 PlaySoundLevel(x, y, sound);
1490 void TurnRound(int x, int y)
1502 { 0, 0 }, { 0, 0 }, { 0, 0 },
1507 int left, right, back;
1511 { MV_DOWN, MV_UP, MV_RIGHT },
1512 { MV_UP, MV_DOWN, MV_LEFT },
1514 { MV_LEFT, MV_RIGHT, MV_DOWN },
1515 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1516 { MV_RIGHT, MV_LEFT, MV_UP }
1519 int element = Feld[x][y];
1520 int old_move_dir = MovDir[x][y];
1521 int left_dir = turn[old_move_dir].left;
1522 int right_dir = turn[old_move_dir].right;
1523 int back_dir = turn[old_move_dir].back;
1525 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1526 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1527 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1528 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1530 int left_x = x+left_dx, left_y = y+left_dy;
1531 int right_x = x+right_dx, right_y = y+right_dy;
1532 int move_x = x+move_dx, move_y = y+move_dy;
1534 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1536 TestIfBadThingHitsOtherBadThing(x, y);
1538 if (IN_LEV_FIELD(right_x, right_y) &&
1539 IS_FREE_OR_PLAYER(right_x, right_y))
1540 MovDir[x][y] = right_dir;
1541 else if (!IN_LEV_FIELD(move_x, move_y) ||
1542 !IS_FREE_OR_PLAYER(move_x, move_y))
1543 MovDir[x][y] = left_dir;
1545 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1547 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1550 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1551 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1553 TestIfBadThingHitsOtherBadThing(x, y);
1555 if (IN_LEV_FIELD(left_x, left_y) &&
1556 IS_FREE_OR_PLAYER(left_x, left_y))
1557 MovDir[x][y] = left_dir;
1558 else if (!IN_LEV_FIELD(move_x, move_y) ||
1559 !IS_FREE_OR_PLAYER(move_x, move_y))
1560 MovDir[x][y] = right_dir;
1562 if ((element == EL_FLIEGER ||
1563 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1564 && MovDir[x][y] != old_move_dir)
1566 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1569 else if (element == EL_MAMPFER)
1571 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1573 if (IN_LEV_FIELD(left_x, left_y) &&
1574 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1575 Feld[left_x][left_y] == EL_DIAMANT))
1576 can_turn_left = TRUE;
1577 if (IN_LEV_FIELD(right_x, right_y) &&
1578 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1579 Feld[right_x][right_y] == EL_DIAMANT))
1580 can_turn_right = TRUE;
1582 if (can_turn_left && can_turn_right)
1583 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1584 else if (can_turn_left)
1585 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1586 else if (can_turn_right)
1587 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1589 MovDir[x][y] = back_dir;
1591 MovDelay[x][y] = 16+16*RND(3);
1593 else if (element == EL_MAMPFER2)
1595 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1597 if (IN_LEV_FIELD(left_x, left_y) &&
1598 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1599 IS_MAMPF2(Feld[left_x][left_y])))
1600 can_turn_left = TRUE;
1601 if (IN_LEV_FIELD(right_x, right_y) &&
1602 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1603 IS_MAMPF2(Feld[right_x][right_y])))
1604 can_turn_right = TRUE;
1606 if (can_turn_left && can_turn_right)
1607 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1608 else if (can_turn_left)
1609 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1610 else if (can_turn_right)
1611 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1613 MovDir[x][y] = back_dir;
1615 MovDelay[x][y] = 16+16*RND(3);
1617 else if (element == EL_PACMAN)
1619 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1621 if (IN_LEV_FIELD(left_x, left_y) &&
1622 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1623 IS_AMOEBOID(Feld[left_x][left_y])))
1624 can_turn_left = TRUE;
1625 if (IN_LEV_FIELD(right_x, right_y) &&
1626 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1627 IS_AMOEBOID(Feld[right_x][right_y])))
1628 can_turn_right = TRUE;
1630 if (can_turn_left && can_turn_right)
1631 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1632 else if (can_turn_left)
1633 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1634 else if (can_turn_right)
1635 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1637 MovDir[x][y] = back_dir;
1639 MovDelay[x][y] = 6+RND(40);
1641 else if (element == EL_SCHWEIN)
1643 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1644 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1645 boolean should_move_on = FALSE;
1647 int rnd = RND(rnd_value);
1649 if (IN_LEV_FIELD(left_x, left_y) &&
1650 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1651 can_turn_left = TRUE;
1652 if (IN_LEV_FIELD(right_x, right_y) &&
1653 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1654 can_turn_right = TRUE;
1655 if (IN_LEV_FIELD(move_x, move_y) &&
1656 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1659 if (can_turn_left &&
1661 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1662 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1663 should_turn_left = TRUE;
1664 if (can_turn_right &&
1666 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1667 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1668 should_turn_right = TRUE;
1670 (!can_turn_left || !can_turn_right ||
1671 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1672 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1673 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1674 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1675 should_move_on = TRUE;
1677 if (should_turn_left || should_turn_right || should_move_on)
1679 if (should_turn_left && should_turn_right && should_move_on)
1680 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1681 rnd < 2*rnd_value/3 ? right_dir :
1683 else if (should_turn_left && should_turn_right)
1684 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1685 else if (should_turn_left && should_move_on)
1686 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1687 else if (should_turn_right && should_move_on)
1688 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1689 else if (should_turn_left)
1690 MovDir[x][y] = left_dir;
1691 else if (should_turn_right)
1692 MovDir[x][y] = right_dir;
1693 else if (should_move_on)
1694 MovDir[x][y] = old_move_dir;
1696 else if (can_move_on && rnd > rnd_value/8)
1697 MovDir[x][y] = old_move_dir;
1698 else if (can_turn_left && can_turn_right)
1699 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1700 else if (can_turn_left && rnd > rnd_value/8)
1701 MovDir[x][y] = left_dir;
1702 else if (can_turn_right && rnd > rnd_value/8)
1703 MovDir[x][y] = right_dir;
1705 MovDir[x][y] = back_dir;
1707 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1708 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1709 MovDir[x][y] = old_move_dir;
1713 else if (element == EL_DRACHE)
1715 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1717 int rnd = RND(rnd_value);
1719 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1720 can_turn_left = TRUE;
1721 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1722 can_turn_right = TRUE;
1723 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1726 if (can_move_on && rnd > rnd_value/8)
1727 MovDir[x][y] = old_move_dir;
1728 else if (can_turn_left && can_turn_right)
1729 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1730 else if (can_turn_left && rnd > rnd_value/8)
1731 MovDir[x][y] = left_dir;
1732 else if (can_turn_right && rnd > rnd_value/8)
1733 MovDir[x][y] = right_dir;
1735 MovDir[x][y] = back_dir;
1737 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1738 MovDir[x][y] = old_move_dir;
1742 else if (element == EL_ROBOT || element == EL_SONDE ||
1743 element == EL_MAULWURF || element == EL_PINGUIN)
1745 int attr_x = -1, attr_y = -1;
1756 for (i=0; i<MAX_PLAYERS; i++)
1758 struct PlayerInfo *player = &stored_player[i];
1759 int jx = player->jx, jy = player->jy;
1761 if (!player->active || player->gone)
1764 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1772 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1778 if (element == EL_MAULWURF || element == EL_PINGUIN)
1781 static int xy[4][2] =
1791 int ex = x + xy[i%4][0];
1792 int ey = y + xy[i%4][1];
1794 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1803 MovDir[x][y] = MV_NO_MOVING;
1805 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1807 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1809 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1811 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1813 if (element == EL_ROBOT)
1817 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1818 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1819 Moving2Blocked(x, y, &newx, &newy);
1821 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1822 MovDelay[x][y] = 8+8*!RND(3);
1824 MovDelay[x][y] = 16;
1832 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1834 boolean first_horiz = RND(2);
1835 int new_move_dir = MovDir[x][y];
1838 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1839 Moving2Blocked(x, y, &newx, &newy);
1841 if (IN_LEV_FIELD(newx, newy) &&
1842 (IS_FREE(newx, newy) ||
1843 Feld[newx][newy] == EL_SALZSAEURE ||
1844 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1845 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1846 IS_MAMPF3(Feld[newx][newy])))))
1850 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1851 Moving2Blocked(x, y, &newx, &newy);
1853 if (IN_LEV_FIELD(newx, newy) &&
1854 (IS_FREE(newx, newy) ||
1855 Feld[newx][newy] == EL_SALZSAEURE ||
1856 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1857 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1858 IS_MAMPF3(Feld[newx][newy])))))
1861 MovDir[x][y] = old_move_dir;
1868 static boolean JustBeingPushed(int x, int y)
1872 for (i=0; i<MAX_PLAYERS; i++)
1874 struct PlayerInfo *player = &stored_player[i];
1876 if (player->active && !player->gone &&
1877 player->Pushing && player->MovPos)
1879 int next_jx = player->jx + (player->jx - player->last_jx);
1880 int next_jy = player->jy + (player->jy - player->last_jy);
1882 if (x == next_jx && y == next_jy)
1890 void StartMoving(int x, int y)
1892 int element = Feld[x][y];
1897 if (CAN_FALL(element) && y<lev_fieldy-1)
1899 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1900 if (JustBeingPushed(x, y))
1903 if (element == EL_MORAST_VOLL)
1905 if (IS_FREE(x, y+1))
1907 InitMovingField(x, y, MV_DOWN);
1908 Feld[x][y] = EL_FELSBROCKEN;
1909 Store[x][y] = EL_MORAST_LEER;
1911 else if (Feld[x][y+1] == EL_MORAST_LEER)
1913 if (!MovDelay[x][y])
1914 MovDelay[x][y] = TILEY + 1;
1923 Feld[x][y] = EL_MORAST_LEER;
1924 Feld[x][y+1] = EL_MORAST_VOLL;
1927 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1929 InitMovingField(x, y, MV_DOWN);
1930 Store[x][y] = EL_MORAST_VOLL;
1932 else if (element == EL_SIEB_VOLL)
1934 if (IS_FREE(x, y+1))
1936 InitMovingField(x, y, MV_DOWN);
1937 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1938 Store[x][y] = EL_SIEB_LEER;
1940 else if (Feld[x][y+1] == EL_SIEB_LEER)
1942 if (!MovDelay[x][y])
1943 MovDelay[x][y] = TILEY/4 + 1;
1952 Feld[x][y] = EL_SIEB_LEER;
1953 Feld[x][y+1] = EL_SIEB_VOLL;
1954 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1958 else if (element == EL_SIEB2_VOLL)
1960 if (IS_FREE(x, y+1))
1962 InitMovingField(x, y, MV_DOWN);
1963 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1964 Store[x][y] = EL_SIEB2_LEER;
1966 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1968 if (!MovDelay[x][y])
1969 MovDelay[x][y] = TILEY/4 + 1;
1978 Feld[x][y] = EL_SIEB2_LEER;
1979 Feld[x][y+1] = EL_SIEB2_VOLL;
1980 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1984 else if (CAN_CHANGE(element) &&
1985 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1987 InitMovingField(x, y, MV_DOWN);
1989 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1990 Store2[x][y+1] = element;
1992 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1995 InitMovingField(x, y, MV_DOWN);
1996 Store[x][y] = EL_SALZSAEURE;
1998 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2002 else if (IS_FREE(x, y+1))
2004 InitMovingField(x, y, MV_DOWN);
2006 else if (element == EL_TROPFEN)
2008 Feld[x][y] = EL_AMOEBING;
2009 Store[x][y] = EL_AMOEBE_NASS;
2011 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2013 boolean left = (x>0 && IS_FREE(x-1, y) &&
2014 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2015 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2016 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2020 if (left && right && game_emulation != EMU_BOULDERDASH)
2021 left = !(right = RND(2));
2023 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2027 else if (CAN_MOVE(element))
2031 if (element == EL_SONDE && JustBeingPushed(x, y))
2034 if (!MovDelay[x][y]) /* start new movement phase */
2036 /* all objects that can change their move direction after each step */
2037 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2039 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2042 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2043 element == EL_SP_SNIKSNAK ||
2044 element == EL_SP_ELECTRON))
2045 DrawLevelField(x, y);
2049 if (MovDelay[x][y]) /* wait some time before next movement */
2053 if (element == EL_ROBOT ||
2054 element == EL_MAMPFER || element == EL_MAMPFER2)
2056 int phase = MovDelay[x][y] % 8;
2061 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2062 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2064 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2065 && MovDelay[x][y]%4 == 3)
2066 PlaySoundLevel(x, y, SND_NJAM);
2068 else if (element == EL_SP_ELECTRON)
2069 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2070 else if (element == EL_DRACHE)
2073 int dir = MovDir[x][y];
2074 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2075 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2076 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2077 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2078 dir == MV_UP ? GFX_FLAMMEN_UP :
2079 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2080 int phase = FrameCounter % 2;
2082 for (i=1; i<=3; i++)
2084 int xx = x + i*dx, yy = y + i*dy;
2085 int sx = SCREENX(xx), sy = SCREENY(yy);
2087 if (!IN_LEV_FIELD(xx, yy) ||
2088 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2093 int flamed = MovingOrBlocked2Element(xx, yy);
2095 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2098 RemoveMovingField(xx, yy);
2100 Feld[xx][yy] = EL_BURNING;
2101 if (IN_SCR_FIELD(sx, sy))
2102 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2106 if (Feld[xx][yy] == EL_BURNING)
2107 Feld[xx][yy] = EL_LEERRAUM;
2108 DrawLevelField(xx, yy);
2117 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2119 PlaySoundLevel(x, y, SND_KLAPPER);
2121 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2123 PlaySoundLevel(x, y, SND_ROEHR);
2126 /* now make next step */
2128 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2130 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2132 /* enemy got the player */
2134 KillHero(PLAYERINFO(newx, newy));
2137 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2138 element == EL_ROBOT || element == EL_SONDE) &&
2139 IN_LEV_FIELD(newx, newy) &&
2140 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2143 Store[x][y] = EL_SALZSAEURE;
2145 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2146 IN_LEV_FIELD(newx, newy))
2148 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2150 Feld[x][y] = EL_LEERRAUM;
2151 DrawLevelField(x, y);
2153 PlaySoundLevel(newx, newy, SND_BUING);
2154 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2155 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2157 local_player->friends_still_needed--;
2158 if (!local_player->friends_still_needed &&
2159 !local_player->GameOver && AllPlayersGone)
2160 local_player->LevelSolved = local_player->GameOver = TRUE;
2164 else if (IS_MAMPF3(Feld[newx][newy]))
2166 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2167 DrawLevelField(newx, newy);
2169 MovDir[x][y] = MV_NO_MOVING;
2171 else if (!IS_FREE(newx, newy))
2173 if (IS_PLAYER(x, y))
2174 DrawPlayerField(x, y);
2176 DrawLevelField(x, y);
2180 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2182 if (IS_GEM(Feld[newx][newy]))
2184 if (IS_MOVING(newx, newy))
2185 RemoveMovingField(newx, newy);
2188 Feld[newx][newy] = EL_LEERRAUM;
2189 DrawLevelField(newx, newy);
2192 else if (!IS_FREE(newx, newy))
2194 if (IS_PLAYER(x, y))
2195 DrawPlayerField(x, y);
2197 DrawLevelField(x, y);
2201 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2203 if (!IS_FREE(newx, newy))
2205 if (IS_PLAYER(x, y))
2206 DrawPlayerField(x, y);
2208 DrawLevelField(x, y);
2213 boolean wanna_flame = !RND(10);
2214 int dx = newx - x, dy = newy - y;
2215 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2216 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2217 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2218 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2219 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2220 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2222 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2223 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2224 element1 != EL_BURNING && element2 != EL_BURNING)
2226 if (IS_PLAYER(x, y))
2227 DrawPlayerField(x, y);
2229 DrawLevelField(x, y);
2231 MovDelay[x][y] = 50;
2232 Feld[newx][newy] = EL_BURNING;
2233 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2234 Feld[newx1][newy1] = EL_BURNING;
2235 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2236 Feld[newx2][newy2] = EL_BURNING;
2241 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2242 Feld[newx][newy] == EL_DIAMANT)
2244 if (IS_MOVING(newx, newy))
2245 RemoveMovingField(newx, newy);
2248 Feld[newx][newy] = EL_LEERRAUM;
2249 DrawLevelField(newx, newy);
2252 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2253 IS_MAMPF2(Feld[newx][newy]))
2255 if (AmoebaNr[newx][newy])
2257 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2258 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2259 Feld[newx][newy] == EL_AMOEBE_BD)
2260 AmoebaCnt[AmoebaNr[newx][newy]]--;
2263 if (IS_MOVING(newx, newy))
2264 RemoveMovingField(newx, newy);
2267 Feld[newx][newy] = EL_LEERRAUM;
2268 DrawLevelField(newx, newy);
2271 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2272 IS_AMOEBOID(Feld[newx][newy]))
2274 if (AmoebaNr[newx][newy])
2276 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2277 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2278 Feld[newx][newy] == EL_AMOEBE_BD)
2279 AmoebaCnt[AmoebaNr[newx][newy]]--;
2282 Feld[newx][newy] = EL_LEERRAUM;
2283 DrawLevelField(newx, newy);
2285 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2287 /* object was running against a wall */
2291 if (element == EL_KAEFER || element == EL_FLIEGER ||
2292 element == EL_SP_SNIKSNAK)
2293 DrawLevelField(x, y);
2294 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2295 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2296 else if (element == EL_SONDE)
2297 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2298 else if (element == EL_SP_ELECTRON)
2299 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2304 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2305 PlaySoundLevel(x, y, SND_SCHLURF);
2307 InitMovingField(x, y, MovDir[x][y]);
2311 ContinueMoving(x, y);
2314 void ContinueMoving(int x, int y)
2316 int element = Feld[x][y];
2317 int direction = MovDir[x][y];
2318 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2319 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2320 int horiz_move = (dx!=0);
2321 int newx = x + dx, newy = y + dy;
2322 int step = (horiz_move ? dx : dy) * TILEX/8;
2324 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2326 else if (element == EL_TROPFEN)
2328 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2331 MovPos[x][y] += step;
2333 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2335 Feld[x][y] = EL_LEERRAUM;
2336 Feld[newx][newy] = element;
2338 if (Store[x][y] == EL_MORAST_VOLL)
2341 Feld[newx][newy] = EL_MORAST_VOLL;
2342 element = EL_MORAST_VOLL;
2344 else if (Store[x][y] == EL_MORAST_LEER)
2347 Feld[x][y] = EL_MORAST_LEER;
2349 else if (Store[x][y] == EL_SIEB_VOLL)
2352 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2354 else if (Store[x][y] == EL_SIEB_LEER)
2356 Store[x][y] = Store2[x][y] = 0;
2357 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2359 else if (Store[x][y] == EL_SIEB2_VOLL)
2362 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2364 else if (Store[x][y] == EL_SIEB2_LEER)
2366 Store[x][y] = Store2[x][y] = 0;
2367 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2369 else if (Store[x][y] == EL_SALZSAEURE)
2372 Feld[newx][newy] = EL_SALZSAEURE;
2373 element = EL_SALZSAEURE;
2375 else if (Store[x][y] == EL_AMOEBE_NASS)
2378 Feld[x][y] = EL_AMOEBE_NASS;
2381 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2382 MovDelay[newx][newy] = 0;
2384 if (!CAN_MOVE(element))
2385 MovDir[newx][newy] = 0;
2387 DrawLevelField(x, y);
2388 DrawLevelField(newx, newy);
2390 Stop[newx][newy] = TRUE;
2391 JustHit[x][newy] = 3;
2393 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2395 TestIfBadThingHitsHero(newx, newy);
2396 TestIfBadThingHitsFriend(newx, newy);
2397 TestIfBadThingHitsOtherBadThing(newx, newy);
2399 else if (element == EL_PINGUIN)
2400 TestIfFriendHitsBadThing(newx, newy);
2402 if (CAN_SMASH(element) && direction == MV_DOWN &&
2403 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2406 else /* still moving on */
2407 DrawLevelField(x, y);
2410 int AmoebeNachbarNr(int ax, int ay)
2413 int element = Feld[ax][ay];
2415 static int xy[4][2] =
2425 int x = ax + xy[i][0];
2426 int y = ay + xy[i][1];
2428 if (!IN_LEV_FIELD(x, y))
2431 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2432 group_nr = AmoebaNr[x][y];
2438 void AmoebenVereinigen(int ax, int ay)
2440 int i, x, y, xx, yy;
2441 int new_group_nr = AmoebaNr[ax][ay];
2442 static int xy[4][2] =
2450 if (new_group_nr == 0)
2458 if (!IN_LEV_FIELD(x, y))
2461 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2462 Feld[x][y] == EL_AMOEBE_BD ||
2463 Feld[x][y] == EL_AMOEBE_TOT) &&
2464 AmoebaNr[x][y] != new_group_nr)
2466 int old_group_nr = AmoebaNr[x][y];
2468 if (old_group_nr == 0)
2471 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2472 AmoebaCnt[old_group_nr] = 0;
2473 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2474 AmoebaCnt2[old_group_nr] = 0;
2476 for (yy=0; yy<lev_fieldy; yy++)
2478 for (xx=0; xx<lev_fieldx; xx++)
2480 if (AmoebaNr[xx][yy] == old_group_nr)
2481 AmoebaNr[xx][yy] = new_group_nr;
2488 void AmoebeUmwandeln(int ax, int ay)
2492 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2494 int group_nr = AmoebaNr[ax][ay];
2499 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2500 printf("AmoebeUmwandeln(): This should never happen!\n");
2505 for (y=0; y<lev_fieldy; y++)
2507 for (x=0; x<lev_fieldx; x++)
2509 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2512 Feld[x][y] = EL_AMOEBA2DIAM;
2520 static int xy[4][2] =
2533 if (!IN_LEV_FIELD(x, y))
2536 if (Feld[x][y] == EL_AMOEBA2DIAM)
2542 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2545 int group_nr = AmoebaNr[ax][ay];
2546 boolean done = FALSE;
2551 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2552 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2557 for (y=0; y<lev_fieldy; y++)
2559 for (x=0; x<lev_fieldx; x++)
2561 if (AmoebaNr[x][y] == group_nr &&
2562 (Feld[x][y] == EL_AMOEBE_TOT ||
2563 Feld[x][y] == EL_AMOEBE_BD ||
2564 Feld[x][y] == EL_AMOEBING))
2567 Feld[x][y] = new_element;
2568 InitField(x, y, FALSE);
2569 DrawLevelField(x, y);
2576 PlaySoundLevel(ax, ay,
2577 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2580 void AmoebeWaechst(int x, int y)
2582 static unsigned long sound_delay = 0;
2583 static unsigned long sound_delay_value = 0;
2585 if (!MovDelay[x][y]) /* start new growing cycle */
2589 if (DelayReached(&sound_delay, sound_delay_value))
2591 PlaySoundLevel(x, y, SND_AMOEBE);
2592 sound_delay_value = 30;
2596 if (MovDelay[x][y]) /* wait some time before growing bigger */
2599 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2600 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2602 if (!MovDelay[x][y])
2604 Feld[x][y] = Store[x][y];
2606 DrawLevelField(x, y);
2611 void AmoebeAbleger(int ax, int ay)
2614 int element = Feld[ax][ay];
2615 int newax = ax, neway = ay;
2616 static int xy[4][2] =
2624 if (!level.tempo_amoebe)
2626 Feld[ax][ay] = EL_AMOEBE_TOT;
2627 DrawLevelField(ax, ay);
2631 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2632 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2634 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2637 if (MovDelay[ax][ay])
2641 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2644 int x = ax + xy[start][0];
2645 int y = ay + xy[start][1];
2647 if (!IN_LEV_FIELD(x, y))
2650 if (IS_FREE(x, y) ||
2651 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2657 if (newax == ax && neway == ay)
2660 else /* normal or "filled" (BD style) amoeba */
2663 boolean waiting_for_player = FALSE;
2667 int j = (start + i) % 4;
2668 int x = ax + xy[j][0];
2669 int y = ay + xy[j][1];
2671 if (!IN_LEV_FIELD(x, y))
2674 if (IS_FREE(x, y) ||
2675 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2681 else if (IS_PLAYER(x, y))
2682 waiting_for_player = TRUE;
2685 if (newax == ax && neway == ay) /* amoeba cannot grow */
2687 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2689 Feld[ax][ay] = EL_AMOEBE_TOT;
2690 DrawLevelField(ax, ay);
2691 AmoebaCnt[AmoebaNr[ax][ay]]--;
2693 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2695 if (element == EL_AMOEBE_VOLL)
2696 AmoebeUmwandeln(ax, ay);
2697 else if (element == EL_AMOEBE_BD)
2698 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2703 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2705 /* amoeba gets larger by growing in some direction */
2707 int new_group_nr = AmoebaNr[ax][ay];
2710 if (new_group_nr == 0)
2712 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2713 printf("AmoebeAbleger(): This should never happen!\n");
2718 AmoebaNr[newax][neway] = new_group_nr;
2719 AmoebaCnt[new_group_nr]++;
2720 AmoebaCnt2[new_group_nr]++;
2722 /* if amoeba touches other amoeba(s) after growing, unify them */
2723 AmoebenVereinigen(newax, neway);
2725 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2727 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2733 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2734 (neway == lev_fieldy - 1 && newax != ax))
2736 Feld[newax][neway] = EL_AMOEBING;
2737 Store[newax][neway] = element;
2739 else if (neway == ay)
2740 Feld[newax][neway] = EL_TROPFEN;
2743 InitMovingField(ax, ay, MV_DOWN);
2744 Feld[ax][ay] = EL_TROPFEN;
2745 Store[ax][ay] = EL_AMOEBE_NASS;
2746 ContinueMoving(ax, ay);
2750 DrawLevelField(newax, neway);
2753 void Life(int ax, int ay)
2756 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2758 int element = Feld[ax][ay];
2763 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2764 MovDelay[ax][ay] = life_time;
2766 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2769 if (MovDelay[ax][ay])
2773 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2775 int xx = ax+x1, yy = ay+y1;
2778 if (!IN_LEV_FIELD(xx, yy))
2781 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2783 int x = xx+x2, y = yy+y2;
2785 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2788 if (((Feld[x][y] == element ||
2789 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2791 (IS_FREE(x, y) && Stop[x][y]))
2795 if (xx == ax && yy == ay) /* field in the middle */
2797 if (nachbarn<life[0] || nachbarn>life[1])
2799 Feld[xx][yy] = EL_LEERRAUM;
2801 DrawLevelField(xx, yy);
2802 Stop[xx][yy] = TRUE;
2805 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2806 { /* free border field */
2807 if (nachbarn>=life[2] && nachbarn<=life[3])
2809 Feld[xx][yy] = element;
2810 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2812 DrawLevelField(xx, yy);
2813 Stop[xx][yy] = TRUE;
2819 void Ablenk(int x, int y)
2821 if (!MovDelay[x][y]) /* next animation frame */
2822 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2824 if (MovDelay[x][y]) /* wait some time before next frame */
2829 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2830 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2831 if (!(MovDelay[x][y]%4))
2832 PlaySoundLevel(x, y, SND_MIEP);
2837 Feld[x][y] = EL_ABLENK_AUS;
2838 DrawLevelField(x, y);
2839 if (ZX == x && ZY == y)
2843 void Birne(int x, int y)
2845 if (!MovDelay[x][y]) /* next animation frame */
2846 MovDelay[x][y] = 800;
2848 if (MovDelay[x][y]) /* wait some time before next frame */
2853 if (!(MovDelay[x][y]%5))
2855 if (!(MovDelay[x][y]%10))
2856 Feld[x][y]=EL_ABLENK_EIN;
2858 Feld[x][y]=EL_ABLENK_AUS;
2859 DrawLevelField(x, y);
2860 Feld[x][y]=EL_ABLENK_EIN;
2866 Feld[x][y]=EL_ABLENK_AUS;
2867 DrawLevelField(x, y);
2868 if (ZX == x && ZY == y)
2872 void Blubber(int x, int y)
2874 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2875 DrawLevelField(x, y-1);
2877 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2880 void NussKnacken(int x, int y)
2882 if (!MovDelay[x][y]) /* next animation frame */
2885 if (MovDelay[x][y]) /* wait some time before next frame */
2888 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2889 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2891 if (!MovDelay[x][y])
2893 Feld[x][y] = EL_EDELSTEIN;
2894 DrawLevelField(x, y);
2899 void SiebAktivieren(int x, int y, int typ)
2901 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2903 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2906 void AusgangstuerPruefen(int x, int y)
2908 if (!local_player->gems_still_needed &&
2909 !local_player->sokobanfields_still_needed &&
2910 !local_player->lights_still_needed)
2912 Feld[x][y] = EL_AUSGANG_ACT;
2914 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2915 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2916 y < LEVELY(BY1) ? LEVELY(BY1) :
2917 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2922 void AusgangstuerOeffnen(int x, int y)
2926 if (!MovDelay[x][y]) /* next animation frame */
2927 MovDelay[x][y] = 5*delay;
2929 if (MovDelay[x][y]) /* wait some time before next frame */
2934 tuer = MovDelay[x][y]/delay;
2935 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2936 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2938 if (!MovDelay[x][y])
2940 Feld[x][y] = EL_AUSGANG_AUF;
2941 DrawLevelField(x, y);
2946 void AusgangstuerBlinken(int x, int y)
2948 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2951 void EdelsteinFunkeln(int x, int y)
2953 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2956 if (Feld[x][y] == EL_EDELSTEIN_BD)
2957 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2960 if (!MovDelay[x][y]) /* next animation frame */
2961 MovDelay[x][y] = 11 * !SimpleRND(500);
2963 if (MovDelay[x][y]) /* wait some time before next frame */
2967 if (setup.direct_draw && MovDelay[x][y])
2968 SetDrawtoField(DRAW_BUFFERED);
2970 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2974 int phase = (MovDelay[x][y]-1)/2;
2979 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2981 if (setup.direct_draw)
2985 dest_x = FX + SCREENX(x)*TILEX;
2986 dest_y = FY + SCREENY(y)*TILEY;
2988 XCopyArea(display, drawto_field, window, gc,
2989 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2990 SetDrawtoField(DRAW_DIRECT);
2997 void MauerWaechst(int x, int y)
3001 if (!MovDelay[x][y]) /* next animation frame */
3002 MovDelay[x][y] = 3*delay;
3004 if (MovDelay[x][y]) /* wait some time before next frame */
3009 phase = 2-MovDelay[x][y]/delay;
3010 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3011 DrawGraphic(SCREENX(x), SCREENY(y),
3012 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3013 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3014 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3015 GFX_MAUER_DOWN ) + phase);
3017 if (!MovDelay[x][y])
3019 if (MovDir[x][y] == MV_LEFT)
3021 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3022 DrawLevelField(x-1, y);
3024 else if (MovDir[x][y] == MV_RIGHT)
3026 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3027 DrawLevelField(x+1, y);
3029 else if (MovDir[x][y] == MV_UP)
3031 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3032 DrawLevelField(x, y-1);
3036 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3037 DrawLevelField(x, y+1);
3040 Feld[x][y] = Store[x][y];
3042 MovDir[x][y] = MV_NO_MOVING;
3043 DrawLevelField(x, y);
3048 void MauerAbleger(int ax, int ay)
3050 int element = Feld[ax][ay];
3051 boolean oben_frei = FALSE, unten_frei = FALSE;
3052 boolean links_frei = FALSE, rechts_frei = FALSE;
3053 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3054 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3056 if (!MovDelay[ax][ay]) /* start building new wall */
3057 MovDelay[ax][ay] = 6;
3059 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3062 if (MovDelay[ax][ay])
3066 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3068 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3070 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3072 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3075 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3079 Feld[ax][ay-1] = EL_MAUERND;
3080 Store[ax][ay-1] = element;
3081 MovDir[ax][ay-1] = MV_UP;
3082 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3083 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3087 Feld[ax][ay+1] = EL_MAUERND;
3088 Store[ax][ay+1] = element;
3089 MovDir[ax][ay+1] = MV_DOWN;
3090 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3091 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3095 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3096 element == EL_MAUER_LEBT)
3100 Feld[ax-1][ay] = EL_MAUERND;
3101 Store[ax-1][ay] = element;
3102 MovDir[ax-1][ay] = MV_LEFT;
3103 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3104 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3108 Feld[ax+1][ay] = EL_MAUERND;
3109 Store[ax+1][ay] = element;
3110 MovDir[ax+1][ay] = MV_RIGHT;
3111 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3112 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3116 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3117 DrawLevelField(ax, ay);
3119 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3121 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3122 unten_massiv = TRUE;
3123 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3124 links_massiv = TRUE;
3125 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3126 rechts_massiv = TRUE;
3128 if (((oben_massiv && unten_massiv) ||
3129 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3130 ((links_massiv && rechts_massiv) ||
3131 element == EL_MAUER_Y))
3132 Feld[ax][ay] = EL_MAUERWERK;
3135 void CheckForDragon(int x, int y)
3138 boolean dragon_found = FALSE;
3139 static int xy[4][2] =
3151 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3153 if (IN_LEV_FIELD(xx, yy) &&
3154 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3156 if (Feld[xx][yy] == EL_DRACHE)
3157 dragon_found = TRUE;
3170 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3172 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3174 Feld[xx][yy] = EL_LEERRAUM;
3175 DrawLevelField(xx, yy);
3184 static void CheckBuggyBase(int x, int y)
3186 int element = Feld[x][y];
3188 if (element == EL_SP_BUG)
3190 if (!MovDelay[x][y]) /* start activating buggy base */
3191 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3193 if (MovDelay[x][y]) /* wait some time before activating base */
3196 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3197 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3201 Feld[x][y] = EL_SP_BUG_ACTIVE;
3204 else if (element == EL_SP_BUG_ACTIVE)
3206 if (!MovDelay[x][y]) /* start activating buggy base */
3207 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3209 if (MovDelay[x][y]) /* wait some time before activating base */
3215 static int xy[4][2] =
3223 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3224 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3228 int xx = x + xy[i][0], yy = y + xy[i][1];
3230 if (IS_PLAYER(xx, yy))
3232 PlaySoundLevel(x, y, SND_SP_BUG);
3240 Feld[x][y] = EL_SP_BUG;
3241 DrawLevelField(x, y);
3246 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3248 static byte stored_player_action[MAX_PLAYERS];
3249 static int num_stored_actions = 0;
3250 static boolean save_tape_entry = FALSE;
3251 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3252 int jx = player->jx, jy = player->jy;
3253 int left = player_action & JOY_LEFT;
3254 int right = player_action & JOY_RIGHT;
3255 int up = player_action & JOY_UP;
3256 int down = player_action & JOY_DOWN;
3257 int button1 = player_action & JOY_BUTTON_1;
3258 int button2 = player_action & JOY_BUTTON_2;
3259 int dx = (left ? -1 : right ? 1 : 0);
3260 int dy = (up ? -1 : down ? 1 : 0);
3262 stored_player_action[player->index_nr] = 0;
3263 num_stored_actions++;
3265 if (!player->active || player->gone || tape.pausing)
3270 save_tape_entry = TRUE;
3271 player->frame_reset_delay = 0;
3274 snapped = SnapField(player, dx, dy);
3278 bombed = PlaceBomb(player);
3279 moved = MoveFigure(player, dx, dy);
3282 if (tape.recording && (moved || snapped || bombed))
3284 if (bombed && !moved)
3285 player_action &= JOY_BUTTON;
3287 stored_player_action[player->index_nr] = player_action;
3290 /* this allows cycled sequences of PlayerActions() */
3291 if (num_stored_actions >= MAX_PLAYERS)
3293 TapeRecordAction(stored_player_action);
3294 num_stored_actions = 0;
3299 else if (tape.playing && snapped)
3300 SnapField(player, 0, 0); /* stop snapping */
3304 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3305 SnapField(player, 0, 0);
3306 if (++player->frame_reset_delay > MoveSpeed)
3310 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3312 TapeRecordAction(stored_player_action);
3313 num_stored_actions = 0;
3314 save_tape_entry = FALSE;
3317 if (tape.playing && !tape.pausing && !player_action &&
3318 tape.counter < tape.length)
3321 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3323 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3324 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3326 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3328 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3330 int el = Feld[jx+dx][jy];
3331 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3333 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3335 player->MovDir = next_joy;
3336 player->Frame = FrameCounter % 4;
3337 player->Pushing = TRUE;
3346 static unsigned long action_delay = 0;
3347 unsigned long action_delay_value;
3348 int sieb_x = 0, sieb_y = 0;
3349 int i, x, y, element;
3350 byte *recorded_player_action;
3351 byte summarized_player_action = 0;
3353 if (game_status != PLAYING)
3356 action_delay_value =
3357 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3360 if (tape.playing && tape.fast_forward)
3364 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3370 /* main game synchronization point */
3376 WaitUntilDelayReached(&action_delay, action_delay_value);
3379 while (!DelayReached(&action_delay, action_delay_value))
3383 sprintf(buf, "%ld %ld %ld",
3384 Counter(), action_delay, action_delay_value);
3387 print_debug("done");
3394 if (network_playing && !network_player_action_received)
3398 printf("DEBUG: try to get network player actions in time\n");
3403 /* last chance to get network player actions without main loop delay */
3407 if (game_status != PLAYING)
3410 if (!network_player_action_received)
3414 printf("DEBUG: failed to get network player actions in time\n");
3423 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3425 else if (tape.recording)
3434 else if (tape.recording)
3437 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3439 for (i=0; i<MAX_PLAYERS; i++)
3441 summarized_player_action |= stored_player[i].action;
3443 if (!network_playing)
3444 stored_player[i].effective_action = stored_player[i].action;
3448 if (network_playing)
3449 SendToServer_MovePlayer(summarized_player_action);
3452 if (!options.network && !setup.team_mode)
3453 local_player->effective_action = summarized_player_action;
3455 for (i=0; i<MAX_PLAYERS; i++)
3457 int actual_player_action = stored_player[i].effective_action;
3459 if (recorded_player_action)
3460 actual_player_action = recorded_player_action[i];
3462 PlayerActions(&stored_player[i], actual_player_action);
3463 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3466 network_player_action_received = FALSE;
3468 ScrollScreen(NULL, SCROLL_GO_ON);
3472 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3474 else if (tape.recording)
3484 if (TimeFrames == 0 && !local_player->gone)
3486 extern unsigned int last_RND();
3488 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3491 getStateCheckSum(TimePlayed));
3500 if (GameFrameDelay >= 500)
3501 printf("FrameCounter == %d\n", FrameCounter);
3512 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3515 if (JustHit[x][y]>0)
3519 if (IS_BLOCKED(x, y))
3523 Blocked2Moving(x, y, &oldx, &oldy);
3524 if (!IS_MOVING(oldx, oldy))
3526 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3527 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3528 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3529 printf("GameActions(): This should never happen!\n");
3535 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3537 element = Feld[x][y];
3539 if (IS_INACTIVE(element))
3542 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3546 if (IS_GEM(element))
3547 EdelsteinFunkeln(x, y);
3549 else if (IS_MOVING(x, y))
3550 ContinueMoving(x, y);
3551 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3552 CheckDynamite(x, y);
3553 else if (element == EL_EXPLODING)
3554 Explode(x, y, Frame[x][y], EX_NORMAL);
3555 else if (element == EL_AMOEBING)
3556 AmoebeWaechst(x, y);
3557 else if (IS_AMOEBALIVE(element))
3558 AmoebeAbleger(x, y);
3559 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3561 else if (element == EL_ABLENK_EIN)
3563 else if (element == EL_SALZSAEURE)
3565 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3567 else if (element == EL_CRACKINGNUT)
3569 else if (element == EL_AUSGANG_ZU)
3570 AusgangstuerPruefen(x, y);
3571 else if (element == EL_AUSGANG_ACT)
3572 AusgangstuerOeffnen(x, y);
3573 else if (element == EL_AUSGANG_AUF)
3574 AusgangstuerBlinken(x, y);
3575 else if (element == EL_MAUERND)
3577 else if (element == EL_MAUER_LEBT ||
3578 element == EL_MAUER_X ||
3579 element == EL_MAUER_Y ||
3580 element == EL_MAUER_XY)
3582 else if (element == EL_BURNING)
3583 CheckForDragon(x, y);
3584 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3585 CheckBuggyBase(x, y);
3586 else if (element == EL_SP_TERMINAL)
3587 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3588 else if (element == EL_SP_TERMINAL_ACTIVE)
3589 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3593 boolean sieb = FALSE;
3594 int jx = local_player->jx, jy = local_player->jy;
3596 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3597 Store[x][y] == EL_SIEB_LEER)
3599 SiebAktivieren(x, y, 1);
3602 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3603 Store[x][y] == EL_SIEB2_LEER)
3605 SiebAktivieren(x, y, 2);
3609 /* play the element sound at the position nearest to the player */
3610 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3620 if (!(SiebCount % 4))
3621 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3628 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3630 element = Feld[x][y];
3631 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3633 Feld[x][y] = EL_SIEB_TOT;
3634 DrawLevelField(x, y);
3636 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3638 Feld[x][y] = EL_SIEB2_TOT;
3639 DrawLevelField(x, y);
3648 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3653 if (tape.recording || tape.playing)
3654 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3661 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3663 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3666 for (i=0; i<MAX_PLAYERS; i++)
3667 KillHero(&stored_player[i]);
3669 else if (level.time == 0) /* level without time limit */
3670 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3676 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3678 int min_x = x, min_y = y, max_x = x, max_y = y;
3681 for (i=0; i<MAX_PLAYERS; i++)
3683 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3685 if (!stored_player[i].active || stored_player[i].gone ||
3686 &stored_player[i] == player)
3689 min_x = MIN(min_x, jx);
3690 min_y = MIN(min_y, jy);
3691 max_x = MAX(max_x, jx);
3692 max_y = MAX(max_y, jy);
3695 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3698 static boolean AllPlayersInVisibleScreen()
3702 for (i=0; i<MAX_PLAYERS; i++)
3704 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3706 if (!stored_player[i].active || stored_player[i].gone)
3709 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3716 void ScrollLevel(int dx, int dy)
3718 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3721 XCopyArea(display, drawto_field, drawto_field, gc,
3722 FX + TILEX*(dx == -1) - softscroll_offset,
3723 FY + TILEY*(dy == -1) - softscroll_offset,
3724 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3725 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3726 FX + TILEX*(dx == 1) - softscroll_offset,
3727 FY + TILEY*(dy == 1) - softscroll_offset);
3731 x = (dx == 1 ? BX1 : BX2);
3732 for (y=BY1; y<=BY2; y++)
3733 DrawScreenField(x, y);
3737 y = (dy == 1 ? BY1 : BY2);
3738 for (x=BX1; x<=BX2; x++)
3739 DrawScreenField(x, y);
3742 redraw_mask |= REDRAW_FIELD;
3745 boolean MoveFigureOneStep(struct PlayerInfo *player,
3746 int dx, int dy, int real_dx, int real_dy)
3748 int jx = player->jx, jy = player->jy;
3749 int new_jx = jx+dx, new_jy = jy+dy;
3753 if (player->gone || (!dx && !dy))
3754 return MF_NO_ACTION;
3756 player->MovDir = (dx < 0 ? MV_LEFT :
3759 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3761 if (!IN_LEV_FIELD(new_jx, new_jy))
3762 return MF_NO_ACTION;
3764 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3765 return MF_NO_ACTION;
3767 element = MovingOrBlocked2Element(new_jx, new_jy);
3769 if (DONT_GO_TO(element))
3771 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3774 Feld[jx][jy] = EL_SPIELFIGUR;
3775 InitMovingField(jx, jy, MV_DOWN);
3776 Store[jx][jy] = EL_SALZSAEURE;
3777 ContinueMoving(jx, jy);
3786 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3787 if (can_move != MF_MOVING)
3790 StorePlayer[jx][jy] = 0;
3791 player->last_jx = jx;
3792 player->last_jy = jy;
3793 jx = player->jx = new_jx;
3794 jy = player->jy = new_jy;
3795 StorePlayer[jx][jy] = player->element_nr;
3797 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3799 ScrollFigure(player, SCROLL_INIT);
3804 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3806 int jx = player->jx, jy = player->jy;
3807 int old_jx = jx, old_jy = jy;
3808 int moved = MF_NO_ACTION;
3810 if (player->gone || (!dx && !dy))
3813 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3818 /* should only happen if pre-1.2 tape recordings are played */
3819 /* this is only for backward compatibility */
3821 int old_move_speed = MoveSpeed;
3824 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3827 /* scroll remaining steps with finest movement resolution */
3830 while (player->MovPos)
3832 ScrollFigure(player, SCROLL_GO_ON);
3833 ScrollScreen(NULL, SCROLL_GO_ON);
3839 MoveSpeed = old_move_speed;
3842 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3844 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3845 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3849 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3850 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3856 if (moved & MF_MOVING && !ScreenMovPos &&
3857 (player == local_player || !options.network))
3859 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3860 int offset = (setup.scroll_delay ? 3 : 0);
3862 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3864 /* actual player has left the screen -- scroll in that direction */
3865 if (jx != old_jx) /* player has moved horizontally */
3866 scroll_x += (jx - old_jx);
3867 else /* player has moved vertically */
3868 scroll_y += (jy - old_jy);
3872 if (jx != old_jx) /* player has moved horizontally */
3874 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3875 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3876 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3878 /* don't scroll over playfield boundaries */
3879 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3880 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3882 /* don't scroll more than one field at a time */
3883 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3885 /* don't scroll against the player's moving direction */
3886 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3887 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3888 scroll_x = old_scroll_x;
3890 else /* player has moved vertically */
3892 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3893 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3894 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3896 /* don't scroll over playfield boundaries */
3897 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3898 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3900 /* don't scroll more than one field at a time */
3901 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3903 /* don't scroll against the player's moving direction */
3904 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3905 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3906 scroll_y = old_scroll_y;
3910 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3912 if (!options.network && !AllPlayersInVisibleScreen())
3914 scroll_x = old_scroll_x;
3915 scroll_y = old_scroll_y;
3919 ScrollScreen(player, SCROLL_INIT);
3920 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3925 if (!(moved & MF_MOVING) && !player->Pushing)
3928 player->Frame = (player->Frame + 1) % 4;
3930 if (moved & MF_MOVING)
3932 if (old_jx != jx && old_jy == jy)
3933 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3934 else if (old_jx == jx && old_jy != jy)
3935 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3937 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3939 player->last_move_dir = player->MovDir;
3942 player->last_move_dir = MV_NO_MOVING;
3944 TestIfHeroHitsBadThing(jx, jy);
3952 void ScrollFigure(struct PlayerInfo *player, int mode)
3954 int jx = player->jx, jy = player->jy;
3955 int last_jx = player->last_jx, last_jy = player->last_jy;
3957 if (!player->active || player->gone || !player->MovPos)
3960 if (mode == SCROLL_INIT)
3962 player->actual_frame_counter = FrameCounter;
3963 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3965 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3966 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3971 else if (!FrameReached(&player->actual_frame_counter, 1))
3974 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3975 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3977 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3978 Feld[last_jx][last_jy] = EL_LEERRAUM;
3982 if (!player->MovPos)
3984 player->last_jx = jx;
3985 player->last_jy = jy;
3987 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3991 if (!local_player->friends_still_needed)
3992 player->LevelSolved = player->GameOver = TRUE;
3997 void ScrollScreen(struct PlayerInfo *player, int mode)
3999 static unsigned long screen_frame_counter = 0;
4001 if (mode == SCROLL_INIT)
4003 screen_frame_counter = FrameCounter;
4004 ScreenMovDir = player->MovDir;
4005 ScreenMovPos = player->MovPos;
4006 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4009 else if (!FrameReached(&screen_frame_counter, 1))
4014 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4015 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4016 redraw_mask |= REDRAW_FIELD;
4019 ScreenMovDir = MV_NO_MOVING;
4022 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4024 int i, killx = goodx, killy = goody;
4025 static int xy[4][2] =
4032 static int harmless[4] =
4044 x = goodx + xy[i][0];
4045 y = goody + xy[i][1];
4046 if (!IN_LEV_FIELD(x, y))
4049 element = Feld[x][y];
4051 if (DONT_TOUCH(element))
4053 if (MovDir[x][y] == harmless[i])
4062 if (killx != goodx || killy != goody)
4064 if (IS_PLAYER(goodx, goody))
4065 KillHero(PLAYERINFO(goodx, goody));
4071 void TestIfBadThingHitsGoodThing(int badx, int bady)
4073 int i, killx = badx, killy = bady;
4074 static int xy[4][2] =
4081 static int harmless[4] =
4093 x = badx + xy[i][0];
4094 y = bady + xy[i][1];
4095 if (!IN_LEV_FIELD(x, y))
4098 element = Feld[x][y];
4100 if (IS_PLAYER(x, y))
4106 else if (element == EL_PINGUIN)
4108 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4117 if (killx != badx || killy != bady)
4119 if (IS_PLAYER(killx, killy))
4120 KillHero(PLAYERINFO(killx, killy));
4126 void TestIfHeroHitsBadThing(int x, int y)
4128 TestIfGoodThingHitsBadThing(x, y);
4131 void TestIfBadThingHitsHero(int x, int y)
4133 TestIfBadThingHitsGoodThing(x, y);
4136 void TestIfFriendHitsBadThing(int x, int y)
4138 TestIfGoodThingHitsBadThing(x, y);
4141 void TestIfBadThingHitsFriend(int x, int y)
4143 TestIfBadThingHitsGoodThing(x, y);
4146 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4148 int i, killx = badx, killy = bady;
4149 static int xy[4][2] =
4163 if (!IN_LEV_FIELD(x, y))
4166 element = Feld[x][y];
4167 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4168 element == EL_AMOEBING || element == EL_TROPFEN)
4176 if (killx != badx || killy != bady)
4180 void KillHero(struct PlayerInfo *player)
4182 int jx = player->jx, jy = player->jy;
4187 if (IS_PFORTE(Feld[jx][jy]))
4188 Feld[jx][jy] = EL_LEERRAUM;
4194 void BuryHero(struct PlayerInfo *player)
4196 int jx = player->jx, jy = player->jy;
4201 PlaySoundLevel(jx, jy, SND_AUTSCH);
4202 PlaySoundLevel(jx, jy, SND_LACHEN);
4204 player->GameOver = TRUE;
4208 void RemoveHero(struct PlayerInfo *player)
4210 int jx = player->jx, jy = player->jy;
4211 int i, found = FALSE;
4213 player->gone = TRUE;
4214 StorePlayer[jx][jy] = 0;
4216 for (i=0; i<MAX_PLAYERS; i++)
4217 if (stored_player[i].active && !stored_player[i].gone)
4221 AllPlayersGone = TRUE;
4227 int DigField(struct PlayerInfo *player,
4228 int x, int y, int real_dx, int real_dy, int mode)
4230 int jx = player->jx, jy = player->jy;
4231 int dx = x - jx, dy = y - jy;
4234 if (!player->MovPos)
4235 player->Pushing = FALSE;
4237 if (mode == DF_NO_PUSH)
4239 player->push_delay = 0;
4240 return MF_NO_ACTION;
4243 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4244 return MF_NO_ACTION;
4246 element = Feld[x][y];
4251 PlaySoundLevel(x, y, SND_EMPTY);
4255 Feld[x][y] = EL_LEERRAUM;
4256 PlaySoundLevel(x, y, SND_SCHLURF);
4261 Feld[x][y] = EL_LEERRAUM;
4262 PlaySoundLevel(x, y, SND_SP_BASE);
4266 case EL_EDELSTEIN_BD:
4267 case EL_EDELSTEIN_GELB:
4268 case EL_EDELSTEIN_ROT:
4269 case EL_EDELSTEIN_LILA:
4271 case EL_SP_INFOTRON:
4273 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4274 if (local_player->gems_still_needed < 0)
4275 local_player->gems_still_needed = 0;
4276 RaiseScoreElement(element);
4277 DrawText(DX_EMERALDS, DY_EMERALDS,
4278 int2str(local_player->gems_still_needed, 3),
4279 FS_SMALL, FC_YELLOW);
4280 if (element == EL_SP_INFOTRON)
4281 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4283 PlaySoundLevel(x, y, SND_PONG);
4289 ScrollStepSize = TILEX/4;
4290 PlaySoundLevel(x, y, SND_PONG);
4293 case EL_DYNAMIT_AUS:
4294 case EL_SP_DISK_RED:
4297 RaiseScoreElement(EL_DYNAMIT);
4298 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4299 int2str(local_player->dynamite, 3),
4300 FS_SMALL, FC_YELLOW);
4301 if (element == EL_SP_DISK_RED)
4302 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4304 PlaySoundLevel(x, y, SND_PONG);
4307 case EL_DYNABOMB_NR:
4309 player->dynabomb_count++;
4310 player->dynabombs_left++;
4311 RaiseScoreElement(EL_DYNAMIT);
4312 PlaySoundLevel(x, y, SND_PONG);
4315 case EL_DYNABOMB_SZ:
4317 player->dynabomb_size++;
4318 RaiseScoreElement(EL_DYNAMIT);
4319 PlaySoundLevel(x, y, SND_PONG);
4322 case EL_DYNABOMB_XL:
4324 player->dynabomb_xl = TRUE;
4325 RaiseScoreElement(EL_DYNAMIT);
4326 PlaySoundLevel(x, y, SND_PONG);
4329 case EL_SCHLUESSEL1:
4330 case EL_SCHLUESSEL2:
4331 case EL_SCHLUESSEL3:
4332 case EL_SCHLUESSEL4:
4334 int key_nr = element-EL_SCHLUESSEL1;
4337 player->key[key_nr] = TRUE;
4338 RaiseScoreElement(EL_SCHLUESSEL);
4339 DrawMiniGraphicExt(drawto, gc,
4340 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4341 GFX_SCHLUESSEL1+key_nr);
4342 DrawMiniGraphicExt(window, gc,
4343 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4344 GFX_SCHLUESSEL1+key_nr);
4345 PlaySoundLevel(x, y, SND_PONG);
4350 Feld[x][y] = EL_ABLENK_EIN;
4353 DrawLevelField(x, y);
4357 case EL_SP_TERMINAL:
4361 for (yy=0; yy<lev_fieldy; yy++)
4363 for (xx=0; xx<lev_fieldx; xx++)
4365 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4367 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4368 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4377 if (local_player->gems_still_needed > 0)
4378 return MF_NO_ACTION;
4380 player->LevelSolved = player->GameOver = TRUE;
4381 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4384 case EL_FELSBROCKEN:
4389 case EL_SP_DISK_ORANGE:
4390 if (dy || mode == DF_SNAP)
4391 return MF_NO_ACTION;
4393 player->Pushing = TRUE;
4395 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4396 return MF_NO_ACTION;
4400 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4401 return MF_NO_ACTION;
4404 if (player->push_delay == 0)
4405 player->push_delay = FrameCounter;
4406 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4408 return MF_NO_ACTION;
4411 Feld[x+dx][y+dy] = element;
4413 player->push_delay_value = 2+RND(8);
4415 DrawLevelField(x+dx, y+dy);
4416 if (element == EL_FELSBROCKEN)
4417 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4418 else if (element == EL_KOKOSNUSS)
4419 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4420 else if (IS_SP_ELEMENT(element))
4421 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4423 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4430 if (!player->key[element-EL_PFORTE1])
4431 return MF_NO_ACTION;
4438 if (!player->key[element-EL_PFORTE1X])
4439 return MF_NO_ACTION;
4442 case EL_SP_PORT1_LEFT:
4443 case EL_SP_PORT2_LEFT:
4444 case EL_SP_PORT1_RIGHT:
4445 case EL_SP_PORT2_RIGHT:
4446 case EL_SP_PORT1_UP:
4447 case EL_SP_PORT2_UP:
4448 case EL_SP_PORT1_DOWN:
4449 case EL_SP_PORT2_DOWN:
4454 element != EL_SP_PORT1_LEFT &&
4455 element != EL_SP_PORT2_LEFT &&
4456 element != EL_SP_PORT_X &&
4457 element != EL_SP_PORT_XY) ||
4459 element != EL_SP_PORT1_RIGHT &&
4460 element != EL_SP_PORT2_RIGHT &&
4461 element != EL_SP_PORT_X &&
4462 element != EL_SP_PORT_XY) ||
4464 element != EL_SP_PORT1_UP &&
4465 element != EL_SP_PORT2_UP &&
4466 element != EL_SP_PORT_Y &&
4467 element != EL_SP_PORT_XY) ||
4469 element != EL_SP_PORT1_DOWN &&
4470 element != EL_SP_PORT2_DOWN &&
4471 element != EL_SP_PORT_Y &&
4472 element != EL_SP_PORT_XY) ||
4473 !IN_LEV_FIELD(x + dx, y + dy) ||
4474 !IS_FREE(x + dx, y + dy))
4475 return MF_NO_ACTION;
4479 case EL_AUSGANG_ACT:
4480 /* door is not (yet) open */
4481 return MF_NO_ACTION;
4484 case EL_AUSGANG_AUF:
4485 if (mode == DF_SNAP)
4486 return MF_NO_ACTION;
4488 PlaySoundLevel(x, y, SND_BUING);
4491 player->gone = TRUE;
4492 PlaySoundLevel(x, y, SND_BUING);
4494 if (!local_player->friends_still_needed)
4495 player->LevelSolved = player->GameOver = TRUE;
4501 Feld[x][y] = EL_BIRNE_EIN;
4502 local_player->lights_still_needed--;
4503 DrawLevelField(x, y);
4504 PlaySoundLevel(x, y, SND_DENG);
4509 Feld[x][y] = EL_ZEIT_LEER;
4511 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4512 DrawLevelField(x, y);
4513 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4517 case EL_SOKOBAN_FELD_LEER:
4520 case EL_SOKOBAN_FELD_VOLL:
4521 case EL_SOKOBAN_OBJEKT:
4523 case EL_SP_DISK_YELLOW:
4524 if (mode == DF_SNAP)
4525 return MF_NO_ACTION;
4527 player->Pushing = TRUE;
4529 if (!IN_LEV_FIELD(x+dx, y+dy)
4530 || (!IS_FREE(x+dx, y+dy)
4531 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4532 || !IS_SB_ELEMENT(element))))
4533 return MF_NO_ACTION;
4537 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4538 return MF_NO_ACTION;
4540 else if (dy && real_dx)
4542 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4543 return MF_NO_ACTION;
4546 if (player->push_delay == 0)
4547 player->push_delay = FrameCounter;
4548 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4550 return MF_NO_ACTION;
4552 if (IS_SB_ELEMENT(element))
4554 if (element == EL_SOKOBAN_FELD_VOLL)
4556 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4557 local_player->sokobanfields_still_needed++;
4562 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4564 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4565 local_player->sokobanfields_still_needed--;
4566 if (element == EL_SOKOBAN_OBJEKT)
4567 PlaySoundLevel(x, y, SND_DENG);
4570 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4575 Feld[x+dx][y+dy] = element;
4578 player->push_delay_value = 2;
4580 DrawLevelField(x, y);
4581 DrawLevelField(x+dx, y+dy);
4582 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4584 if (IS_SB_ELEMENT(element) &&
4585 local_player->sokobanfields_still_needed == 0 &&
4586 game_emulation == EMU_SOKOBAN)
4588 player->LevelSolved = player->GameOver = TRUE;
4589 PlaySoundLevel(x, y, SND_BUING);
4601 return MF_NO_ACTION;
4604 player->push_delay = 0;
4609 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4611 int jx = player->jx, jy = player->jy;
4612 int x = jx + dx, y = jy + dy;
4614 if (player->gone || !IN_LEV_FIELD(x, y))
4622 player->snapped = FALSE;
4626 if (player->snapped)
4629 player->MovDir = (dx < 0 ? MV_LEFT :
4632 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4634 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4637 player->snapped = TRUE;
4638 DrawLevelField(x, y);
4644 boolean PlaceBomb(struct PlayerInfo *player)
4646 int jx = player->jx, jy = player->jy;
4649 if (player->gone || player->MovPos)
4652 element = Feld[jx][jy];
4654 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4655 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4656 element == EL_EXPLODING)
4659 if (element != EL_LEERRAUM)
4660 Store[jx][jy] = element;
4662 if (player->dynamite)
4664 Feld[jx][jy] = EL_DYNAMIT;
4665 MovDelay[jx][jy] = 96;
4667 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4668 FS_SMALL, FC_YELLOW);
4669 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4671 if (game_emulation == EMU_SUPAPLEX)
4672 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4674 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4679 Feld[jx][jy] = EL_DYNABOMB;
4680 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4681 MovDelay[jx][jy] = 96;
4682 player->dynabombs_left--;
4683 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4684 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4690 void PlaySoundLevel(int x, int y, int sound_nr)
4692 int sx = SCREENX(x), sy = SCREENY(y);
4694 int silence_distance = 8;
4696 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4697 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4700 if (!IN_LEV_FIELD(x, y) ||
4701 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4702 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4705 volume = PSND_MAX_VOLUME;
4708 stereo = (sx-SCR_FIELDX/2)*12;
4710 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4711 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4712 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4715 if (!IN_SCR_FIELD(sx, sy))
4717 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4718 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4720 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4723 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4726 void RaiseScore(int value)
4728 local_player->score += value;
4729 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4730 FS_SMALL, FC_YELLOW);
4733 void RaiseScoreElement(int element)
4738 case EL_EDELSTEIN_BD:
4739 case EL_EDELSTEIN_GELB:
4740 case EL_EDELSTEIN_ROT:
4741 case EL_EDELSTEIN_LILA:
4742 RaiseScore(level.score[SC_EDELSTEIN]);
4745 RaiseScore(level.score[SC_DIAMANT]);
4749 RaiseScore(level.score[SC_KAEFER]);
4753 RaiseScore(level.score[SC_FLIEGER]);
4757 RaiseScore(level.score[SC_MAMPFER]);
4760 RaiseScore(level.score[SC_ROBOT]);
4763 RaiseScore(level.score[SC_PACMAN]);
4766 RaiseScore(level.score[SC_KOKOSNUSS]);
4769 RaiseScore(level.score[SC_DYNAMIT]);
4772 RaiseScore(level.score[SC_SCHLUESSEL]);