1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CheckGravityMovement(struct PlayerInfo *);
106 static void MapGameButtons();
107 static void HandleGameButtons(struct GadgetInfo *);
109 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
115 static unsigned int getStateCheckSum(int counter)
118 unsigned int mult = 1;
119 unsigned int checksum = 0;
121 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
123 static boolean first_game = TRUE;
125 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
131 lastFeld[x][y] = Feld[x][y];
132 else if (lastFeld[x][y] != Feld[x][y])
133 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
134 x, y, lastFeld[x][y], Feld[x][y]);
138 checksum += mult++ * Ur[x][y];
139 checksum += mult++ * Feld[x][y];
142 checksum += mult++ * MovPos[x][y];
143 checksum += mult++ * MovDir[x][y];
144 checksum += mult++ * MovDelay[x][y];
145 checksum += mult++ * Store[x][y];
146 checksum += mult++ * Store2[x][y];
147 checksum += mult++ * StorePlayer[x][y];
148 checksum += mult++ * Frame[x][y];
149 checksum += mult++ * AmoebaNr[x][y];
150 checksum += mult++ * JustStopped[x][y];
151 checksum += mult++ * Stop[x][y];
155 if (counter == 3 && first_game)
166 void GetPlayerConfig()
168 if (sound_status == SOUND_OFF)
171 if (!sound_loops_allowed)
173 setup.sound_loops = FALSE;
174 setup.sound_music = FALSE;
177 setup.sound_simple = setup.sound;
182 static int getBeltNrFromElement(int element)
184 return (element < EL_BELT2_LEFT ? 0 :
185 element < EL_BELT3_LEFT ? 1 :
186 element < EL_BELT4_LEFT ? 2 : 3);
189 static int getBeltNrFromSwitchElement(int element)
191 return (element < EL_BELT2_SWITCH_L ? 0 :
192 element < EL_BELT3_SWITCH_L ? 1 :
193 element < EL_BELT4_SWITCH_L ? 2 : 3);
196 static int getBeltDirNrFromSwitchElement(int element)
198 static int belt_base_element[4] =
206 int belt_nr = getBeltNrFromSwitchElement(element);
207 int belt_dir_nr = element - belt_base_element[belt_nr];
209 return (belt_dir_nr % 3);
212 static int getBeltDirFromSwitchElement(int element)
214 static int belt_move_dir[3] =
221 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
223 return belt_move_dir[belt_dir_nr];
226 static void InitField(int x, int y, boolean init_game)
233 Feld[x][y] = EL_SPIELER1;
241 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
242 int jx = player->jx, jy = player->jy;
244 player->present = TRUE;
246 if (!options.network || player->connected)
248 player->active = TRUE;
250 /* remove potentially duplicate players */
251 if (StorePlayer[jx][jy] == Feld[x][y])
252 StorePlayer[jx][jy] = 0;
254 StorePlayer[x][y] = Feld[x][y];
258 printf("Player %d activated.\n", player->element_nr);
259 printf("[Local player is %d and currently %s.]\n",
260 local_player->element_nr,
261 local_player->active ? "active" : "not active");
265 Feld[x][y] = EL_LEERRAUM;
266 player->jx = player->last_jx = x;
267 player->jy = player->last_jy = y;
272 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
273 Feld[x][y] = EL_BADEWANNE1;
274 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
275 Feld[x][y] = EL_BADEWANNE2;
276 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
277 Feld[x][y] = EL_BADEWANNE3;
278 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
279 Feld[x][y] = EL_BADEWANNE4;
280 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
281 Feld[x][y] = EL_BADEWANNE5;
323 if (y == lev_fieldy - 1)
325 Feld[x][y] = EL_AMOEBING;
326 Store[x][y] = EL_AMOEBE_NASS;
330 case EL_DYNAMITE_ACTIVE:
335 local_player->lights_still_needed++;
338 case EL_SOKOBAN_FELD_LEER:
339 local_player->sokobanfields_still_needed++;
344 local_player->friends_still_needed++;
349 MovDir[x][y] = 1 << RND(4);
353 Feld[x][y] = EL_LEERRAUM;
356 case EL_EM_KEY_1_FILE:
357 Feld[x][y] = EL_EM_KEY_1;
359 case EL_EM_KEY_2_FILE:
360 Feld[x][y] = EL_EM_KEY_2;
362 case EL_EM_KEY_3_FILE:
363 Feld[x][y] = EL_EM_KEY_3;
365 case EL_EM_KEY_4_FILE:
366 Feld[x][y] = EL_EM_KEY_4;
369 case EL_BELT1_SWITCH_L:
370 case EL_BELT1_SWITCH_M:
371 case EL_BELT1_SWITCH_R:
372 case EL_BELT2_SWITCH_L:
373 case EL_BELT2_SWITCH_M:
374 case EL_BELT2_SWITCH_R:
375 case EL_BELT3_SWITCH_L:
376 case EL_BELT3_SWITCH_M:
377 case EL_BELT3_SWITCH_R:
378 case EL_BELT4_SWITCH_L:
379 case EL_BELT4_SWITCH_M:
380 case EL_BELT4_SWITCH_R:
383 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
384 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
385 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
387 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
389 game.belt_dir[belt_nr] = belt_dir;
390 game.belt_dir_nr[belt_nr] = belt_dir_nr;
392 else /* more than one switch -- set it like the first switch */
394 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
405 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
406 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
407 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
409 /* don't play tapes over network */
410 network_playing = (options.network && !tape.playing);
412 for (i=0; i<MAX_PLAYERS; i++)
414 struct PlayerInfo *player = &stored_player[i];
416 player->index_nr = i;
417 player->element_nr = EL_SPIELER1 + i;
419 player->present = FALSE;
420 player->active = FALSE;
423 player->effective_action = 0;
424 player->programmed_action = 0;
427 player->gems_still_needed = level.gems_needed;
428 player->sokobanfields_still_needed = 0;
429 player->lights_still_needed = 0;
430 player->friends_still_needed = 0;
433 player->key[j] = FALSE;
435 player->dynamite = 0;
436 player->dynabomb_count = 0;
437 player->dynabomb_size = 1;
438 player->dynabombs_left = 0;
439 player->dynabomb_xl = FALSE;
441 player->MovDir = MV_NO_MOVING;
443 player->Pushing = FALSE;
444 player->Switching = FALSE;
448 player->actual_frame_counter = 0;
450 player->frame_reset_delay = 0;
452 player->push_delay = 0;
453 player->push_delay_value = 5;
455 player->move_delay = 0;
456 player->last_move_dir = MV_NO_MOVING;
458 player->move_delay_value =
459 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
461 player->snapped = FALSE;
463 player->last_jx = player->last_jy = 0;
464 player->jx = player->jy = 0;
466 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
467 SnapField(player, 0, 0);
469 player->LevelSolved = FALSE;
470 player->GameOver = FALSE;
473 network_player_action_received = FALSE;
476 /* initial null action */
478 SendToServer_MovePlayer(MV_NO_MOVING);
483 game.yam_content_nr = 0;
487 TimeLeft = level.time;
489 ScreenMovDir = MV_NO_MOVING;
493 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
495 AllPlayersGone = FALSE;
496 game.magic_wall_active = FALSE;
497 game.magic_wall_time_left = 0;
500 game.belt_dir[i] = MV_NO_MOVING;
501 game.belt_dir_nr[i] = 3; /* no moving, next switch left */
504 for (i=0; i<MAX_NUM_AMOEBA; i++)
505 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
507 for (x=0; x<lev_fieldx; x++)
509 for (y=0; y<lev_fieldy; y++)
511 Feld[x][y] = Ur[x][y];
512 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
513 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
516 JustStopped[x][y] = 0;
521 for(y=0; y<lev_fieldy; y++)
523 for(x=0; x<lev_fieldx; x++)
525 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
527 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
529 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
532 InitField(x, y, TRUE);
536 /* check if any connected player was not found in playfield */
537 for (i=0; i<MAX_PLAYERS; i++)
539 struct PlayerInfo *player = &stored_player[i];
541 if (player->connected && !player->present)
543 for (j=0; j<MAX_PLAYERS; j++)
545 struct PlayerInfo *some_player = &stored_player[j];
546 int jx = some_player->jx, jy = some_player->jy;
548 /* assign first free player found that is present in the playfield */
549 if (some_player->present && !some_player->connected)
551 player->present = TRUE;
552 player->active = TRUE;
553 some_player->present = FALSE;
555 StorePlayer[jx][jy] = player->element_nr;
556 player->jx = player->last_jx = jx;
557 player->jy = player->last_jy = jy;
567 /* when playing a tape, eliminate all players who do not participate */
569 for (i=0; i<MAX_PLAYERS; i++)
571 if (stored_player[i].active && !tape.player_participates[i])
573 struct PlayerInfo *player = &stored_player[i];
574 int jx = player->jx, jy = player->jy;
576 player->active = FALSE;
577 StorePlayer[jx][jy] = 0;
578 Feld[jx][jy] = EL_LEERRAUM;
582 else if (!options.network && !setup.team_mode) /* && !tape.playing */
584 /* when in single player mode, eliminate all but the first active player */
586 for (i=0; i<MAX_PLAYERS; i++)
588 if (stored_player[i].active)
590 for (j=i+1; j<MAX_PLAYERS; j++)
592 if (stored_player[j].active)
594 struct PlayerInfo *player = &stored_player[j];
595 int jx = player->jx, jy = player->jy;
597 player->active = FALSE;
598 StorePlayer[jx][jy] = 0;
599 Feld[jx][jy] = EL_LEERRAUM;
606 /* when recording the game, store which players take part in the game */
609 for (i=0; i<MAX_PLAYERS; i++)
610 if (stored_player[i].active)
611 tape.player_participates[i] = TRUE;
616 for (i=0; i<MAX_PLAYERS; i++)
618 struct PlayerInfo *player = &stored_player[i];
620 printf("Player %d: present == %d, connected == %d, active == %d.\n",
625 if (local_player == player)
626 printf("Player %d is local player.\n", i+1);
630 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
631 emulate_sb ? EMU_SOKOBAN :
632 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
634 if (BorderElement == EL_LEERRAUM)
637 SBX_Right = lev_fieldx - SCR_FIELDX;
639 SBY_Lower = lev_fieldy - SCR_FIELDY;
644 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
646 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
649 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
650 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
652 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
653 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
656 scroll_y = SBY_Upper;
657 if (local_player->jx >= SBX_Left + MIDPOSX)
658 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
659 local_player->jx - MIDPOSX :
661 if (local_player->jy >= SBY_Upper + MIDPOSY)
662 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
663 local_player->jy - MIDPOSY :
666 CloseDoor(DOOR_CLOSE_1);
672 if (setup.soft_scrolling)
673 XCopyArea(display, fieldbuffer, backbuffer, gc,
674 FX, FY, SXSIZE, SYSIZE, SX, SY);
676 redraw_mask |= REDRAW_FROM_BACKBUFFER;
678 /* copy default game door content to main double buffer */
679 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
680 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
683 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
684 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
687 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
688 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
689 XCopyArea(display, drawto, drawto, gc,
690 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
691 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
692 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
695 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
696 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
697 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
698 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
699 DrawText(DX + XX_SCORE, DY + YY_SCORE,
700 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
701 DrawText(DX + XX_TIME, DY + YY_TIME,
702 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
705 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
706 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
707 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
711 /* copy actual game door content to door double buffer for OpenDoor() */
712 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
713 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
715 OpenDoor(DOOR_OPEN_ALL);
717 if (setup.sound_music)
718 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
720 XAutoRepeatOff(display);
725 printf("Player %d %sactive.\n",
726 i + 1, (stored_player[i].active ? "" : "not "));
730 void InitMovDir(int x, int y)
732 int i, element = Feld[x][y];
733 static int xy[4][2] =
740 static int direction[2][4] =
742 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
743 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
752 Feld[x][y] = EL_KAEFER;
753 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
760 Feld[x][y] = EL_FLIEGER;
761 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
768 Feld[x][y] = EL_BUTTERFLY;
769 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
776 Feld[x][y] = EL_FIREFLY;
777 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
784 Feld[x][y] = EL_PACMAN;
785 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
789 MovDir[x][y] = MV_UP;
793 MovDir[x][y] = MV_LEFT;
797 MovDir[x][y] = 1 << RND(4);
798 if (element != EL_KAEFER &&
799 element != EL_FLIEGER &&
800 element != EL_BUTTERFLY &&
801 element != EL_FIREFLY)
806 int x1 = x + xy[i][0];
807 int y1 = y + xy[i][1];
809 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
811 if (element == EL_KAEFER || element == EL_BUTTERFLY)
813 MovDir[x][y] = direction[0][i];
816 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
817 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
819 MovDir[x][y] = direction[1][i];
828 void InitAmoebaNr(int x, int y)
831 int group_nr = AmoebeNachbarNr(x, y);
835 for (i=1; i<MAX_NUM_AMOEBA; i++)
837 if (AmoebaCnt[i] == 0)
845 AmoebaNr[x][y] = group_nr;
846 AmoebaCnt[group_nr]++;
847 AmoebaCnt2[group_nr]++;
853 int bumplevel = FALSE;
855 if (local_player->MovPos)
858 local_player->LevelSolved = FALSE;
862 if (setup.sound_loops)
863 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
867 if (!setup.sound_loops)
868 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
869 if (TimeLeft > 0 && !(TimeLeft % 10))
870 RaiseScore(level.score[SC_ZEITBONUS]);
871 if (TimeLeft > 100 && !(TimeLeft % 10))
875 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
880 if (setup.sound_loops)
883 else if (level.time == 0) /* level without time limit */
885 if (setup.sound_loops)
886 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
888 while(TimePlayed < 999)
890 if (!setup.sound_loops)
891 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
892 if (TimePlayed < 999 && !(TimePlayed % 10))
893 RaiseScore(level.score[SC_ZEITBONUS]);
894 if (TimePlayed < 900 && !(TimePlayed % 10))
898 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
903 if (setup.sound_loops)
909 /* Hero disappears */
910 DrawLevelField(ExitX, ExitY);
916 CloseDoor(DOOR_CLOSE_1);
921 SaveTape(tape.level_nr); /* Ask to save tape */
924 if ((hi_pos = NewHiScore()) >= 0)
926 game_status = HALLOFFAME;
927 DrawHallOfFame(hi_pos);
928 if (bumplevel && TAPE_IS_EMPTY(tape))
933 game_status = MAINMENU;
934 if (bumplevel && TAPE_IS_EMPTY(tape))
949 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
950 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
953 for (k=0; k<MAX_SCORE_ENTRIES; k++)
955 if (local_player->score > highscore[k].Score)
957 /* player has made it to the hall of fame */
959 if (k < MAX_SCORE_ENTRIES - 1)
961 int m = MAX_SCORE_ENTRIES - 1;
964 for (l=k; l<MAX_SCORE_ENTRIES; l++)
965 if (!strcmp(setup.player_name, highscore[l].Name))
967 if (m == k) /* player's new highscore overwrites his old one */
973 strcpy(highscore[l].Name, highscore[l - 1].Name);
974 highscore[l].Score = highscore[l - 1].Score;
981 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
982 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
983 highscore[k].Score = local_player->score;
989 else if (!strncmp(setup.player_name, highscore[k].Name,
990 MAX_PLAYER_NAME_LEN))
991 break; /* player already there with a higher score */
1002 void InitMovingField(int x, int y, int direction)
1004 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1005 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1007 MovDir[x][y] = direction;
1008 MovDir[newx][newy] = direction;
1009 if (Feld[newx][newy] == EL_LEERRAUM)
1010 Feld[newx][newy] = EL_BLOCKED;
1013 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1015 int direction = MovDir[x][y];
1016 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1017 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1023 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1025 int oldx = x, oldy = y;
1026 int direction = MovDir[x][y];
1028 if (direction == MV_LEFT)
1030 else if (direction == MV_RIGHT)
1032 else if (direction == MV_UP)
1034 else if (direction == MV_DOWN)
1037 *comes_from_x = oldx;
1038 *comes_from_y = oldy;
1041 int MovingOrBlocked2Element(int x, int y)
1043 int element = Feld[x][y];
1045 if (element == EL_BLOCKED)
1049 Blocked2Moving(x, y, &oldx, &oldy);
1050 return Feld[oldx][oldy];
1056 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1058 /* like MovingOrBlocked2Element(), but if element is moving
1059 and (x,y) is the field the moving element is just leaving,
1060 return EL_BLOCKED instead of the element value */
1061 int element = Feld[x][y];
1063 if (IS_MOVING(x, y))
1065 if (element == EL_BLOCKED)
1069 Blocked2Moving(x, y, &oldx, &oldy);
1070 return Feld[oldx][oldy];
1079 static void RemoveField(int x, int y)
1081 Feld[x][y] = EL_LEERRAUM;
1087 void RemoveMovingField(int x, int y)
1089 int oldx = x, oldy = y, newx = x, newy = y;
1091 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1094 if (IS_MOVING(x, y))
1096 Moving2Blocked(x, y, &newx, &newy);
1097 if (Feld[newx][newy] != EL_BLOCKED)
1100 else if (Feld[x][y] == EL_BLOCKED)
1102 Blocked2Moving(x, y, &oldx, &oldy);
1103 if (!IS_MOVING(oldx, oldy))
1107 if (Feld[x][y] == EL_BLOCKED &&
1108 (Store[oldx][oldy] == EL_MORAST_LEER ||
1109 Store[oldx][oldy] == EL_SIEB_LEER ||
1110 Store[oldx][oldy] == EL_SIEB2_LEER ||
1111 Store[oldx][oldy] == EL_AMOEBE_NASS))
1113 Feld[oldx][oldy] = Store[oldx][oldy];
1114 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1117 Feld[oldx][oldy] = EL_LEERRAUM;
1119 Feld[newx][newy] = EL_LEERRAUM;
1120 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1121 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1123 DrawLevelField(oldx, oldy);
1124 DrawLevelField(newx, newy);
1127 void DrawDynamite(int x, int y)
1129 int sx = SCREENX(x), sy = SCREENY(y);
1130 int graphic = el2gfx(Feld[x][y]);
1133 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1137 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1139 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1141 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1146 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1150 if (game.emulation == EMU_SUPAPLEX)
1151 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1152 else if (Store[x][y])
1153 DrawGraphicThruMask(sx, sy, graphic + phase);
1155 DrawGraphic(sx, sy, graphic + phase);
1158 void CheckDynamite(int x, int y)
1160 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1165 if (!(MovDelay[x][y] % 12))
1166 PlaySoundLevel(x, y, SND_ZISCH);
1168 if (IS_ACTIVE_BOMB(Feld[x][y]))
1170 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1172 if (!(MovDelay[x][y] % delay))
1180 StopSound(SND_ZISCH);
1184 void Explode(int ex, int ey, int phase, int mode)
1187 int num_phase = 9, delay = 2;
1188 int last_phase = num_phase * delay;
1189 int half_phase = (num_phase / 2) * delay;
1190 int first_phase_after_start = EX_PHASE_START + 1;
1192 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1194 int center_element = Feld[ex][ey];
1196 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1198 /* put moving element to center field (and let it explode there) */
1199 center_element = MovingOrBlocked2Element(ex, ey);
1200 RemoveMovingField(ex, ey);
1201 Feld[ex][ey] = center_element;
1204 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1208 if (!IN_LEV_FIELD(x, y) ||
1209 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1210 (x != ex || y != ey)))
1213 element = Feld[x][y];
1215 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1217 element = MovingOrBlocked2Element(x, y);
1218 RemoveMovingField(x, y);
1221 if (IS_MASSIVE(element) || element == EL_BURNING)
1224 if (element == EL_EXPLODING)
1225 element = Store2[x][y];
1227 if (IS_PLAYER(ex, ey))
1229 switch(StorePlayer[ex][ey])
1232 Store[x][y] = EL_EDELSTEIN_ROT;
1235 Store[x][y] = EL_EDELSTEIN;
1238 Store[x][y] = EL_EDELSTEIN_LILA;
1242 Store[x][y] = EL_EDELSTEIN_GELB;
1246 if (game.emulation == EMU_SUPAPLEX)
1247 Store[x][y] = EL_LEERRAUM;
1249 else if (center_element == EL_MAULWURF)
1250 Store[x][y] = EL_EDELSTEIN_ROT;
1251 else if (center_element == EL_PINGUIN)
1252 Store[x][y] = EL_EDELSTEIN_LILA;
1253 else if (center_element == EL_KAEFER)
1254 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1255 else if (center_element == EL_BUTTERFLY)
1256 Store[x][y] = EL_EDELSTEIN_BD;
1257 else if (center_element == EL_SP_ELECTRON)
1258 Store[x][y] = EL_SP_INFOTRON;
1259 else if (center_element == EL_MAMPFER)
1260 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1261 else if (center_element == EL_AMOEBA2DIAM)
1262 Store[x][y] = level.amoeba_content;
1263 else if (element == EL_ERZ_EDEL)
1264 Store[x][y] = EL_EDELSTEIN;
1265 else if (element == EL_ERZ_DIAM)
1266 Store[x][y] = EL_DIAMANT;
1267 else if (element == EL_ERZ_EDEL_BD)
1268 Store[x][y] = EL_EDELSTEIN_BD;
1269 else if (element == EL_ERZ_EDEL_GELB)
1270 Store[x][y] = EL_EDELSTEIN_GELB;
1271 else if (element == EL_ERZ_EDEL_ROT)
1272 Store[x][y] = EL_EDELSTEIN_ROT;
1273 else if (element == EL_ERZ_EDEL_LILA)
1274 Store[x][y] = EL_EDELSTEIN_LILA;
1275 else if (!IS_PFORTE(Store[x][y]))
1276 Store[x][y] = EL_LEERRAUM;
1278 if (x != ex || y != ey ||
1279 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1280 Store2[x][y] = element;
1282 if (AmoebaNr[x][y] &&
1283 (element == EL_AMOEBE_VOLL ||
1284 element == EL_AMOEBE_BD ||
1285 element == EL_AMOEBING))
1287 AmoebaCnt[AmoebaNr[x][y]]--;
1288 AmoebaCnt2[AmoebaNr[x][y]]--;
1291 Feld[x][y] = EL_EXPLODING;
1292 MovDir[x][y] = MovPos[x][y] = 0;
1298 if (center_element == EL_MAMPFER)
1299 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1310 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1312 if (phase == first_phase_after_start)
1314 int element = Store2[x][y];
1316 if (element == EL_BLACK_ORB)
1318 Feld[x][y] = Store2[x][y];
1323 else if (phase == half_phase)
1325 int element = Store2[x][y];
1327 if (IS_PLAYER(x, y))
1328 KillHero(PLAYERINFO(x, y));
1329 else if (IS_EXPLOSIVE(element))
1331 Feld[x][y] = Store2[x][y];
1335 else if (element == EL_AMOEBA2DIAM)
1336 AmoebeUmwandeln(x, y);
1339 if (phase == last_phase)
1343 element = Feld[x][y] = Store[x][y];
1344 Store[x][y] = Store2[x][y] = 0;
1345 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1346 InitField(x, y, FALSE);
1347 if (CAN_MOVE(element) || COULD_MOVE(element))
1349 DrawLevelField(x, y);
1351 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1353 int graphic = GFX_EXPLOSION;
1355 if (game.emulation == EMU_SUPAPLEX)
1356 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1357 GFX_SP_EXPLODE_INFOTRON :
1358 GFX_SP_EXPLODE_EMPTY);
1361 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1363 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1367 void DynaExplode(int ex, int ey)
1370 int dynabomb_size = 1;
1371 boolean dynabomb_xl = FALSE;
1372 struct PlayerInfo *player;
1373 static int xy[4][2] =
1381 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1383 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1384 dynabomb_size = player->dynabomb_size;
1385 dynabomb_xl = player->dynabomb_xl;
1386 player->dynabombs_left++;
1389 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1393 for (j=1; j<=dynabomb_size; j++)
1395 int x = ex + j * xy[i % 4][0];
1396 int y = ey + j * xy[i % 4][1];
1399 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1402 element = Feld[x][y];
1404 /* do not restart explosions of fields with active bombs */
1405 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1408 Explode(x, y, EX_PHASE_START, EX_BORDER);
1410 if (element != EL_LEERRAUM &&
1411 element != EL_ERDREICH &&
1412 element != EL_EXPLODING &&
1419 void Bang(int x, int y)
1421 int element = Feld[x][y];
1423 if (game.emulation == EMU_SUPAPLEX)
1424 PlaySoundLevel(x, y, SND_SP_BOOOM);
1426 PlaySoundLevel(x, y, SND_ROAAAR);
1428 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1429 element = EL_LEERRAUM;
1441 RaiseScoreElement(element);
1442 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1444 case EL_DYNABOMB_ACTIVE_1:
1445 case EL_DYNABOMB_ACTIVE_2:
1446 case EL_DYNABOMB_ACTIVE_3:
1447 case EL_DYNABOMB_ACTIVE_4:
1448 case EL_DYNABOMB_NR:
1449 case EL_DYNABOMB_SZ:
1450 case EL_DYNABOMB_XL:
1457 Explode(x, y, EX_PHASE_START, EX_CENTER);
1460 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1465 void Blurb(int x, int y)
1467 int element = Feld[x][y];
1469 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1471 PlaySoundLevel(x, y, SND_BLURB);
1472 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1473 (!IN_LEV_FIELD(x-1, y-1) ||
1474 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1476 Feld[x-1][y] = EL_BLURB_LEFT;
1478 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1479 (!IN_LEV_FIELD(x+1, y-1) ||
1480 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1482 Feld[x+1][y] = EL_BLURB_RIGHT;
1487 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1489 if (!MovDelay[x][y]) /* initialize animation counter */
1492 if (MovDelay[x][y]) /* continue animation */
1495 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1496 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1498 if (!MovDelay[x][y])
1500 Feld[x][y] = EL_LEERRAUM;
1501 DrawLevelField(x, y);
1507 void Impact(int x, int y)
1509 boolean lastline = (y == lev_fieldy-1);
1510 boolean object_hit = FALSE;
1511 int element = Feld[x][y];
1514 if (!lastline) /* check if element below was hit */
1516 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1519 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1520 MovDir[x][y+1]!=MV_DOWN ||
1521 MovPos[x][y+1]<=TILEY/2));
1523 smashed = MovingOrBlocked2Element(x, y+1);
1526 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1532 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1533 (lastline || object_hit)) /* element is bomb */
1539 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1541 if (object_hit && IS_PLAYER(x, y+1))
1542 KillHero(PLAYERINFO(x, y+1));
1543 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1547 Feld[x][y] = EL_AMOEBING;
1548 Store[x][y] = EL_AMOEBE_NASS;
1553 if (!lastline && object_hit) /* check which object was hit */
1555 if (CAN_CHANGE(element) &&
1556 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1559 int activated_magic_wall =
1560 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1562 /* activate magic wall / mill */
1564 for (y=0; y<lev_fieldy; y++)
1565 for (x=0; x<lev_fieldx; x++)
1566 if (Feld[x][y] == smashed)
1567 Feld[x][y] = activated_magic_wall;
1569 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1570 game.magic_wall_active = TRUE;
1573 if (IS_PLAYER(x, y+1))
1575 KillHero(PLAYERINFO(x, y+1));
1578 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1583 else if (element == EL_EDELSTEIN_BD)
1585 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1591 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1593 if (IS_ENEMY(smashed) ||
1594 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1595 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1600 else if (!IS_MOVING(x, y+1))
1602 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1607 else if (smashed == EL_KOKOSNUSS)
1609 Feld[x][y+1] = EL_CRACKINGNUT;
1610 PlaySoundLevel(x, y, SND_KNACK);
1611 RaiseScoreElement(EL_KOKOSNUSS);
1614 else if (smashed == EL_DIAMANT)
1616 Feld[x][y+1] = EL_LEERRAUM;
1617 PlaySoundLevel(x, y, SND_QUIRK);
1624 /* play sound of magic wall / mill */
1626 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1628 PlaySoundLevel(x, y, SND_QUIRK);
1632 /* play sound of object that hits the ground */
1633 if (lastline || object_hit)
1640 case EL_EDELSTEIN_BD:
1641 case EL_EDELSTEIN_GELB:
1642 case EL_EDELSTEIN_ROT:
1643 case EL_EDELSTEIN_LILA:
1645 case EL_SP_INFOTRON:
1651 case EL_FELSBROCKEN:
1655 sound = SND_SP_ZONKDOWN;
1658 case EL_SCHLUESSEL1:
1659 case EL_SCHLUESSEL2:
1660 case EL_SCHLUESSEL3:
1661 case EL_SCHLUESSEL4:
1678 PlaySoundLevel(x, y, sound);
1682 void TurnRound(int x, int y)
1694 { 0, 0 }, { 0, 0 }, { 0, 0 },
1699 int left, right, back;
1703 { MV_DOWN, MV_UP, MV_RIGHT },
1704 { MV_UP, MV_DOWN, MV_LEFT },
1706 { MV_LEFT, MV_RIGHT, MV_DOWN },
1707 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1708 { MV_RIGHT, MV_LEFT, MV_UP }
1711 int element = Feld[x][y];
1712 int old_move_dir = MovDir[x][y];
1713 int left_dir = turn[old_move_dir].left;
1714 int right_dir = turn[old_move_dir].right;
1715 int back_dir = turn[old_move_dir].back;
1717 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1718 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1719 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1720 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1722 int left_x = x+left_dx, left_y = y+left_dy;
1723 int right_x = x+right_dx, right_y = y+right_dy;
1724 int move_x = x+move_dx, move_y = y+move_dy;
1726 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1728 TestIfBadThingHitsOtherBadThing(x, y);
1730 if (IN_LEV_FIELD(right_x, right_y) &&
1731 IS_FREE_OR_PLAYER(right_x, right_y))
1732 MovDir[x][y] = right_dir;
1733 else if (!IN_LEV_FIELD(move_x, move_y) ||
1734 !IS_FREE_OR_PLAYER(move_x, move_y))
1735 MovDir[x][y] = left_dir;
1737 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1739 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1742 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1743 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1745 TestIfBadThingHitsOtherBadThing(x, y);
1747 if (IN_LEV_FIELD(left_x, left_y) &&
1748 IS_FREE_OR_PLAYER(left_x, left_y))
1749 MovDir[x][y] = left_dir;
1750 else if (!IN_LEV_FIELD(move_x, move_y) ||
1751 !IS_FREE_OR_PLAYER(move_x, move_y))
1752 MovDir[x][y] = right_dir;
1754 if ((element == EL_FLIEGER ||
1755 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1756 && MovDir[x][y] != old_move_dir)
1758 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1761 else if (element == EL_MAMPFER)
1763 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1765 if (IN_LEV_FIELD(left_x, left_y) &&
1766 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1767 Feld[left_x][left_y] == EL_DIAMANT))
1768 can_turn_left = TRUE;
1769 if (IN_LEV_FIELD(right_x, right_y) &&
1770 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1771 Feld[right_x][right_y] == EL_DIAMANT))
1772 can_turn_right = TRUE;
1774 if (can_turn_left && can_turn_right)
1775 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1776 else if (can_turn_left)
1777 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1778 else if (can_turn_right)
1779 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1781 MovDir[x][y] = back_dir;
1783 MovDelay[x][y] = 16+16*RND(3);
1785 else if (element == EL_MAMPFER2)
1787 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1789 if (IN_LEV_FIELD(left_x, left_y) &&
1790 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1791 IS_MAMPF2(Feld[left_x][left_y])))
1792 can_turn_left = TRUE;
1793 if (IN_LEV_FIELD(right_x, right_y) &&
1794 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1795 IS_MAMPF2(Feld[right_x][right_y])))
1796 can_turn_right = TRUE;
1798 if (can_turn_left && can_turn_right)
1799 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1800 else if (can_turn_left)
1801 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1802 else if (can_turn_right)
1803 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1805 MovDir[x][y] = back_dir;
1807 MovDelay[x][y] = 16+16*RND(3);
1809 else if (element == EL_PACMAN)
1811 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1813 if (IN_LEV_FIELD(left_x, left_y) &&
1814 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1815 IS_AMOEBOID(Feld[left_x][left_y])))
1816 can_turn_left = TRUE;
1817 if (IN_LEV_FIELD(right_x, right_y) &&
1818 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1819 IS_AMOEBOID(Feld[right_x][right_y])))
1820 can_turn_right = TRUE;
1822 if (can_turn_left && can_turn_right)
1823 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1824 else if (can_turn_left)
1825 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1826 else if (can_turn_right)
1827 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1829 MovDir[x][y] = back_dir;
1831 MovDelay[x][y] = 6+RND(40);
1833 else if (element == EL_SCHWEIN)
1835 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1836 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1837 boolean should_move_on = FALSE;
1839 int rnd = RND(rnd_value);
1841 if (IN_LEV_FIELD(left_x, left_y) &&
1842 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1843 can_turn_left = TRUE;
1844 if (IN_LEV_FIELD(right_x, right_y) &&
1845 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1846 can_turn_right = TRUE;
1847 if (IN_LEV_FIELD(move_x, move_y) &&
1848 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1851 if (can_turn_left &&
1853 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1854 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1855 should_turn_left = TRUE;
1856 if (can_turn_right &&
1858 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1859 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1860 should_turn_right = TRUE;
1862 (!can_turn_left || !can_turn_right ||
1863 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1864 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1865 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1866 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1867 should_move_on = TRUE;
1869 if (should_turn_left || should_turn_right || should_move_on)
1871 if (should_turn_left && should_turn_right && should_move_on)
1872 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1873 rnd < 2*rnd_value/3 ? right_dir :
1875 else if (should_turn_left && should_turn_right)
1876 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1877 else if (should_turn_left && should_move_on)
1878 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1879 else if (should_turn_right && should_move_on)
1880 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1881 else if (should_turn_left)
1882 MovDir[x][y] = left_dir;
1883 else if (should_turn_right)
1884 MovDir[x][y] = right_dir;
1885 else if (should_move_on)
1886 MovDir[x][y] = old_move_dir;
1888 else if (can_move_on && rnd > rnd_value/8)
1889 MovDir[x][y] = old_move_dir;
1890 else if (can_turn_left && can_turn_right)
1891 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1892 else if (can_turn_left && rnd > rnd_value/8)
1893 MovDir[x][y] = left_dir;
1894 else if (can_turn_right && rnd > rnd_value/8)
1895 MovDir[x][y] = right_dir;
1897 MovDir[x][y] = back_dir;
1899 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1900 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1901 MovDir[x][y] = old_move_dir;
1905 else if (element == EL_DRACHE)
1907 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1909 int rnd = RND(rnd_value);
1911 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1912 can_turn_left = TRUE;
1913 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1914 can_turn_right = TRUE;
1915 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1918 if (can_move_on && rnd > rnd_value/8)
1919 MovDir[x][y] = old_move_dir;
1920 else if (can_turn_left && can_turn_right)
1921 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1922 else if (can_turn_left && rnd > rnd_value/8)
1923 MovDir[x][y] = left_dir;
1924 else if (can_turn_right && rnd > rnd_value/8)
1925 MovDir[x][y] = right_dir;
1927 MovDir[x][y] = back_dir;
1929 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1930 MovDir[x][y] = old_move_dir;
1934 else if (element == EL_ROBOT || element == EL_SONDE ||
1935 element == EL_MAULWURF || element == EL_PINGUIN)
1937 int attr_x = -1, attr_y = -1;
1948 for (i=0; i<MAX_PLAYERS; i++)
1950 struct PlayerInfo *player = &stored_player[i];
1951 int jx = player->jx, jy = player->jy;
1953 if (!player->active)
1956 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1964 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1970 if (element == EL_MAULWURF || element == EL_PINGUIN)
1973 static int xy[4][2] =
1983 int ex = x + xy[i%4][0];
1984 int ey = y + xy[i%4][1];
1986 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1995 MovDir[x][y] = MV_NO_MOVING;
1997 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1999 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2001 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2003 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2005 if (element == EL_ROBOT)
2009 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2010 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2011 Moving2Blocked(x, y, &newx, &newy);
2013 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2014 MovDelay[x][y] = 8+8*!RND(3);
2016 MovDelay[x][y] = 16;
2024 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2026 boolean first_horiz = RND(2);
2027 int new_move_dir = MovDir[x][y];
2030 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2031 Moving2Blocked(x, y, &newx, &newy);
2033 if (IN_LEV_FIELD(newx, newy) &&
2034 (IS_FREE(newx, newy) ||
2035 Feld[newx][newy] == EL_SALZSAEURE ||
2036 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2037 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2038 IS_MAMPF3(Feld[newx][newy])))))
2042 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2043 Moving2Blocked(x, y, &newx, &newy);
2045 if (IN_LEV_FIELD(newx, newy) &&
2046 (IS_FREE(newx, newy) ||
2047 Feld[newx][newy] == EL_SALZSAEURE ||
2048 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2049 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2050 IS_MAMPF3(Feld[newx][newy])))))
2053 MovDir[x][y] = old_move_dir;
2060 static boolean JustBeingPushed(int x, int y)
2064 for (i=0; i<MAX_PLAYERS; i++)
2066 struct PlayerInfo *player = &stored_player[i];
2068 if (player->active && player->Pushing && player->MovPos)
2070 int next_jx = player->jx + (player->jx - player->last_jx);
2071 int next_jy = player->jy + (player->jy - player->last_jy);
2073 if (x == next_jx && y == next_jy)
2081 void StartMoving(int x, int y)
2083 int element = Feld[x][y];
2088 if (CAN_FALL(element) && y<lev_fieldy-1)
2090 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2091 if (JustBeingPushed(x, y))
2094 if (element == EL_MORAST_VOLL)
2096 if (IS_FREE(x, y+1))
2098 InitMovingField(x, y, MV_DOWN);
2099 Feld[x][y] = EL_FELSBROCKEN;
2100 Store[x][y] = EL_MORAST_LEER;
2102 else if (Feld[x][y+1] == EL_MORAST_LEER)
2104 if (!MovDelay[x][y])
2105 MovDelay[x][y] = TILEY + 1;
2114 Feld[x][y] = EL_MORAST_LEER;
2115 Feld[x][y+1] = EL_MORAST_VOLL;
2118 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2120 InitMovingField(x, y, MV_DOWN);
2121 Store[x][y] = EL_MORAST_VOLL;
2123 else if (element == EL_SIEB_VOLL)
2125 if (IS_FREE(x, y+1))
2127 InitMovingField(x, y, MV_DOWN);
2128 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2129 Store[x][y] = EL_SIEB_LEER;
2131 else if (Feld[x][y+1] == EL_SIEB_LEER)
2133 if (!MovDelay[x][y])
2134 MovDelay[x][y] = TILEY/4 + 1;
2143 Feld[x][y] = EL_SIEB_LEER;
2144 Feld[x][y+1] = EL_SIEB_VOLL;
2145 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2149 else if (element == EL_SIEB2_VOLL)
2151 if (IS_FREE(x, y+1))
2153 InitMovingField(x, y, MV_DOWN);
2154 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2155 Store[x][y] = EL_SIEB2_LEER;
2157 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2159 if (!MovDelay[x][y])
2160 MovDelay[x][y] = TILEY/4 + 1;
2169 Feld[x][y] = EL_SIEB2_LEER;
2170 Feld[x][y+1] = EL_SIEB2_VOLL;
2171 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2175 else if (CAN_CHANGE(element) &&
2176 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2178 InitMovingField(x, y, MV_DOWN);
2180 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2181 Store2[x][y+1] = element;
2183 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2186 InitMovingField(x, y, MV_DOWN);
2187 Store[x][y] = EL_SALZSAEURE;
2189 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2194 else if (IS_FREE(x, y+1))
2196 InitMovingField(x, y, MV_DOWN);
2198 else if (element == EL_TROPFEN)
2200 Feld[x][y] = EL_AMOEBING;
2201 Store[x][y] = EL_AMOEBE_NASS;
2203 #if OLD_GAME_BEHAVIOUR
2204 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2206 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2207 !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
2210 boolean left = (x>0 && IS_FREE(x-1, y) &&
2211 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2212 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2213 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2217 if (left && right && game.emulation != EMU_BOULDERDASH)
2218 left = !(right = RND(2));
2220 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2223 else if (IS_BELT(Feld[x][y+1]))
2225 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2226 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2227 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2228 int belt_dir = game.belt_dir[belt_nr];
2230 if ((belt_dir == MV_LEFT && left_is_free) ||
2231 (belt_dir == MV_RIGHT && right_is_free))
2232 InitMovingField(x, y, belt_dir);
2235 else if (CAN_MOVE(element))
2239 if (element == EL_SONDE && JustBeingPushed(x, y))
2242 if (!MovDelay[x][y]) /* start new movement phase */
2244 /* all objects that can change their move direction after each step */
2245 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2247 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2250 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2251 element == EL_SP_SNIKSNAK ||
2252 element == EL_SP_ELECTRON))
2253 DrawLevelField(x, y);
2257 if (MovDelay[x][y]) /* wait some time before next movement */
2261 if (element == EL_ROBOT ||
2262 element == EL_MAMPFER || element == EL_MAMPFER2)
2264 int phase = MovDelay[x][y] % 8;
2269 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2270 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2272 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2273 && MovDelay[x][y]%4 == 3)
2274 PlaySoundLevel(x, y, SND_NJAM);
2276 else if (element == EL_SP_ELECTRON)
2277 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2278 else if (element == EL_DRACHE)
2281 int dir = MovDir[x][y];
2282 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2283 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2284 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2285 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2286 dir == MV_UP ? GFX_FLAMMEN_UP :
2287 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2288 int phase = FrameCounter % 2;
2290 for (i=1; i<=3; i++)
2292 int xx = x + i*dx, yy = y + i*dy;
2293 int sx = SCREENX(xx), sy = SCREENY(yy);
2295 if (!IN_LEV_FIELD(xx, yy) ||
2296 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2301 int flamed = MovingOrBlocked2Element(xx, yy);
2303 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2306 RemoveMovingField(xx, yy);
2308 Feld[xx][yy] = EL_BURNING;
2309 if (IN_SCR_FIELD(sx, sy))
2310 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2314 if (Feld[xx][yy] == EL_BURNING)
2315 Feld[xx][yy] = EL_LEERRAUM;
2316 DrawLevelField(xx, yy);
2325 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2327 PlaySoundLevel(x, y, SND_KLAPPER);
2329 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2331 PlaySoundLevel(x, y, SND_ROEHR);
2334 /* now make next step */
2336 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2338 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2340 /* enemy got the player */
2342 KillHero(PLAYERINFO(newx, newy));
2345 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2346 element == EL_ROBOT || element == EL_SONDE) &&
2347 IN_LEV_FIELD(newx, newy) &&
2348 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2351 Store[x][y] = EL_SALZSAEURE;
2353 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2354 IN_LEV_FIELD(newx, newy))
2356 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2358 Feld[x][y] = EL_LEERRAUM;
2359 DrawLevelField(x, y);
2361 PlaySoundLevel(newx, newy, SND_BUING);
2362 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2363 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2365 local_player->friends_still_needed--;
2366 if (!local_player->friends_still_needed &&
2367 !local_player->GameOver && AllPlayersGone)
2368 local_player->LevelSolved = local_player->GameOver = TRUE;
2372 else if (IS_MAMPF3(Feld[newx][newy]))
2374 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2375 DrawLevelField(newx, newy);
2377 MovDir[x][y] = MV_NO_MOVING;
2379 else if (!IS_FREE(newx, newy))
2381 if (IS_PLAYER(x, y))
2382 DrawPlayerField(x, y);
2384 DrawLevelField(x, y);
2388 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2390 if (IS_GEM(Feld[newx][newy]))
2392 if (IS_MOVING(newx, newy))
2393 RemoveMovingField(newx, newy);
2396 Feld[newx][newy] = EL_LEERRAUM;
2397 DrawLevelField(newx, newy);
2400 else if (!IS_FREE(newx, newy))
2402 if (IS_PLAYER(x, y))
2403 DrawPlayerField(x, y);
2405 DrawLevelField(x, y);
2409 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2411 if (!IS_FREE(newx, newy))
2413 if (IS_PLAYER(x, y))
2414 DrawPlayerField(x, y);
2416 DrawLevelField(x, y);
2421 boolean wanna_flame = !RND(10);
2422 int dx = newx - x, dy = newy - y;
2423 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2424 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2425 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2426 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2427 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2428 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2430 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2431 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2432 element1 != EL_BURNING && element2 != EL_BURNING)
2434 if (IS_PLAYER(x, y))
2435 DrawPlayerField(x, y);
2437 DrawLevelField(x, y);
2439 MovDelay[x][y] = 50;
2440 Feld[newx][newy] = EL_BURNING;
2441 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2442 Feld[newx1][newy1] = EL_BURNING;
2443 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2444 Feld[newx2][newy2] = EL_BURNING;
2449 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2450 Feld[newx][newy] == EL_DIAMANT)
2452 if (IS_MOVING(newx, newy))
2453 RemoveMovingField(newx, newy);
2456 Feld[newx][newy] = EL_LEERRAUM;
2457 DrawLevelField(newx, newy);
2460 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2461 IS_MAMPF2(Feld[newx][newy]))
2463 if (AmoebaNr[newx][newy])
2465 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2466 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2467 Feld[newx][newy] == EL_AMOEBE_BD)
2468 AmoebaCnt[AmoebaNr[newx][newy]]--;
2471 if (IS_MOVING(newx, newy))
2472 RemoveMovingField(newx, newy);
2475 Feld[newx][newy] = EL_LEERRAUM;
2476 DrawLevelField(newx, newy);
2479 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2480 IS_AMOEBOID(Feld[newx][newy]))
2482 if (AmoebaNr[newx][newy])
2484 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2485 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2486 Feld[newx][newy] == EL_AMOEBE_BD)
2487 AmoebaCnt[AmoebaNr[newx][newy]]--;
2490 Feld[newx][newy] = EL_LEERRAUM;
2491 DrawLevelField(newx, newy);
2493 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2495 /* object was running against a wall */
2499 if (element == EL_KAEFER || element == EL_FLIEGER ||
2500 element == EL_SP_SNIKSNAK)
2501 DrawLevelField(x, y);
2502 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2503 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2504 else if (element == EL_SONDE)
2505 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2506 else if (element == EL_SP_ELECTRON)
2507 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2512 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2513 PlaySoundLevel(x, y, SND_SCHLURF);
2515 InitMovingField(x, y, MovDir[x][y]);
2519 ContinueMoving(x, y);
2522 void ContinueMoving(int x, int y)
2524 int element = Feld[x][y];
2525 int direction = MovDir[x][y];
2526 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2527 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2528 int horiz_move = (dx!=0);
2529 int newx = x + dx, newy = y + dy;
2530 int step = (horiz_move ? dx : dy) * TILEX / 8;
2532 if (element == EL_TROPFEN)
2534 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2536 else if (CAN_FALL(element) && horiz_move &&
2537 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2540 #if OLD_GAME_BEHAVIOUR
2541 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2545 MovPos[x][y] += step;
2547 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2549 Feld[x][y] = EL_LEERRAUM;
2550 Feld[newx][newy] = element;
2552 if (Store[x][y] == EL_MORAST_VOLL)
2555 Feld[newx][newy] = EL_MORAST_VOLL;
2556 element = EL_MORAST_VOLL;
2558 else if (Store[x][y] == EL_MORAST_LEER)
2561 Feld[x][y] = EL_MORAST_LEER;
2563 else if (Store[x][y] == EL_SIEB_VOLL)
2566 element = Feld[newx][newy] =
2567 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2569 else if (Store[x][y] == EL_SIEB_LEER)
2571 Store[x][y] = Store2[x][y] = 0;
2572 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2574 else if (Store[x][y] == EL_SIEB2_VOLL)
2577 element = Feld[newx][newy] =
2578 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2580 else if (Store[x][y] == EL_SIEB2_LEER)
2582 Store[x][y] = Store2[x][y] = 0;
2583 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2585 else if (Store[x][y] == EL_SALZSAEURE)
2588 Feld[newx][newy] = EL_SALZSAEURE;
2589 element = EL_SALZSAEURE;
2591 else if (Store[x][y] == EL_AMOEBE_NASS)
2594 Feld[x][y] = EL_AMOEBE_NASS;
2597 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2598 MovDelay[newx][newy] = 0;
2600 if (!CAN_MOVE(element))
2601 MovDir[newx][newy] = 0;
2603 DrawLevelField(x, y);
2604 DrawLevelField(newx, newy);
2606 Stop[newx][newy] = TRUE;
2607 JustStopped[newx][newy] = 3;
2609 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2611 TestIfBadThingHitsHero(newx, newy);
2612 TestIfBadThingHitsFriend(newx, newy);
2613 TestIfBadThingHitsOtherBadThing(newx, newy);
2615 else if (element == EL_PINGUIN)
2616 TestIfFriendHitsBadThing(newx, newy);
2618 if (CAN_SMASH(element) && direction == MV_DOWN &&
2619 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2622 else /* still moving on */
2623 DrawLevelField(x, y);
2626 int AmoebeNachbarNr(int ax, int ay)
2629 int element = Feld[ax][ay];
2631 static int xy[4][2] =
2641 int x = ax + xy[i][0];
2642 int y = ay + xy[i][1];
2644 if (!IN_LEV_FIELD(x, y))
2647 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2648 group_nr = AmoebaNr[x][y];
2654 void AmoebenVereinigen(int ax, int ay)
2656 int i, x, y, xx, yy;
2657 int new_group_nr = AmoebaNr[ax][ay];
2658 static int xy[4][2] =
2666 if (new_group_nr == 0)
2674 if (!IN_LEV_FIELD(x, y))
2677 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2678 Feld[x][y] == EL_AMOEBE_BD ||
2679 Feld[x][y] == EL_AMOEBE_TOT) &&
2680 AmoebaNr[x][y] != new_group_nr)
2682 int old_group_nr = AmoebaNr[x][y];
2684 if (old_group_nr == 0)
2687 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2688 AmoebaCnt[old_group_nr] = 0;
2689 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2690 AmoebaCnt2[old_group_nr] = 0;
2692 for (yy=0; yy<lev_fieldy; yy++)
2694 for (xx=0; xx<lev_fieldx; xx++)
2696 if (AmoebaNr[xx][yy] == old_group_nr)
2697 AmoebaNr[xx][yy] = new_group_nr;
2704 void AmoebeUmwandeln(int ax, int ay)
2708 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2710 int group_nr = AmoebaNr[ax][ay];
2715 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2716 printf("AmoebeUmwandeln(): This should never happen!\n");
2721 for (y=0; y<lev_fieldy; y++)
2723 for (x=0; x<lev_fieldx; x++)
2725 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2728 Feld[x][y] = EL_AMOEBA2DIAM;
2736 static int xy[4][2] =
2749 if (!IN_LEV_FIELD(x, y))
2752 if (Feld[x][y] == EL_AMOEBA2DIAM)
2758 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2761 int group_nr = AmoebaNr[ax][ay];
2762 boolean done = FALSE;
2767 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2768 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2773 for (y=0; y<lev_fieldy; y++)
2775 for (x=0; x<lev_fieldx; x++)
2777 if (AmoebaNr[x][y] == group_nr &&
2778 (Feld[x][y] == EL_AMOEBE_TOT ||
2779 Feld[x][y] == EL_AMOEBE_BD ||
2780 Feld[x][y] == EL_AMOEBING))
2783 Feld[x][y] = new_element;
2784 InitField(x, y, FALSE);
2785 DrawLevelField(x, y);
2792 PlaySoundLevel(ax, ay,
2793 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2796 void AmoebeWaechst(int x, int y)
2798 static unsigned long sound_delay = 0;
2799 static unsigned long sound_delay_value = 0;
2801 if (!MovDelay[x][y]) /* start new growing cycle */
2805 if (DelayReached(&sound_delay, sound_delay_value))
2807 PlaySoundLevel(x, y, SND_AMOEBE);
2808 sound_delay_value = 30;
2812 if (MovDelay[x][y]) /* wait some time before growing bigger */
2815 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2816 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2818 if (!MovDelay[x][y])
2820 Feld[x][y] = Store[x][y];
2822 DrawLevelField(x, y);
2827 void AmoebeAbleger(int ax, int ay)
2830 int element = Feld[ax][ay];
2831 int newax = ax, neway = ay;
2832 static int xy[4][2] =
2840 if (!level.amoeba_speed)
2842 Feld[ax][ay] = EL_AMOEBE_TOT;
2843 DrawLevelField(ax, ay);
2847 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2848 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
2850 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2853 if (MovDelay[ax][ay])
2857 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2860 int x = ax + xy[start][0];
2861 int y = ay + xy[start][1];
2863 if (!IN_LEV_FIELD(x, y))
2866 if (IS_FREE(x, y) ||
2867 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2873 if (newax == ax && neway == ay)
2876 else /* normal or "filled" (BD style) amoeba */
2879 boolean waiting_for_player = FALSE;
2883 int j = (start + i) % 4;
2884 int x = ax + xy[j][0];
2885 int y = ay + xy[j][1];
2887 if (!IN_LEV_FIELD(x, y))
2890 if (IS_FREE(x, y) ||
2891 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2897 else if (IS_PLAYER(x, y))
2898 waiting_for_player = TRUE;
2901 if (newax == ax && neway == ay) /* amoeba cannot grow */
2903 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
2905 Feld[ax][ay] = EL_AMOEBE_TOT;
2906 DrawLevelField(ax, ay);
2907 AmoebaCnt[AmoebaNr[ax][ay]]--;
2909 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2911 if (element == EL_AMOEBE_VOLL)
2912 AmoebeUmwandeln(ax, ay);
2913 else if (element == EL_AMOEBE_BD)
2914 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
2919 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2921 /* amoeba gets larger by growing in some direction */
2923 int new_group_nr = AmoebaNr[ax][ay];
2926 if (new_group_nr == 0)
2928 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2929 printf("AmoebeAbleger(): This should never happen!\n");
2934 AmoebaNr[newax][neway] = new_group_nr;
2935 AmoebaCnt[new_group_nr]++;
2936 AmoebaCnt2[new_group_nr]++;
2938 /* if amoeba touches other amoeba(s) after growing, unify them */
2939 AmoebenVereinigen(newax, neway);
2941 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2943 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2949 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2950 (neway == lev_fieldy - 1 && newax != ax))
2952 Feld[newax][neway] = EL_AMOEBING;
2953 Store[newax][neway] = element;
2955 else if (neway == ay)
2956 Feld[newax][neway] = EL_TROPFEN;
2959 InitMovingField(ax, ay, MV_DOWN);
2960 Feld[ax][ay] = EL_TROPFEN;
2961 Store[ax][ay] = EL_AMOEBE_NASS;
2962 ContinueMoving(ax, ay);
2966 DrawLevelField(newax, neway);
2969 void Life(int ax, int ay)
2972 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2974 int element = Feld[ax][ay];
2979 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2980 MovDelay[ax][ay] = life_time;
2982 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2985 if (MovDelay[ax][ay])
2989 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2991 int xx = ax+x1, yy = ay+y1;
2994 if (!IN_LEV_FIELD(xx, yy))
2997 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2999 int x = xx+x2, y = yy+y2;
3001 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3004 if (((Feld[x][y] == element ||
3005 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3007 (IS_FREE(x, y) && Stop[x][y]))
3011 if (xx == ax && yy == ay) /* field in the middle */
3013 if (nachbarn<life[0] || nachbarn>life[1])
3015 Feld[xx][yy] = EL_LEERRAUM;
3017 DrawLevelField(xx, yy);
3018 Stop[xx][yy] = TRUE;
3021 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3022 { /* free border field */
3023 if (nachbarn>=life[2] && nachbarn<=life[3])
3025 Feld[xx][yy] = element;
3026 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3028 DrawLevelField(xx, yy);
3029 Stop[xx][yy] = TRUE;
3035 void Ablenk(int x, int y)
3037 if (!MovDelay[x][y]) /* next animation frame */
3038 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3040 if (MovDelay[x][y]) /* wait some time before next frame */
3045 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3046 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3047 if (!(MovDelay[x][y]%4))
3048 PlaySoundLevel(x, y, SND_MIEP);
3053 Feld[x][y] = EL_ABLENK_AUS;
3054 DrawLevelField(x, y);
3055 if (ZX == x && ZY == y)
3059 void Birne(int x, int y)
3061 if (!MovDelay[x][y]) /* next animation frame */
3062 MovDelay[x][y] = 800;
3064 if (MovDelay[x][y]) /* wait some time before next frame */
3069 if (!(MovDelay[x][y]%5))
3071 if (!(MovDelay[x][y]%10))
3072 Feld[x][y]=EL_ABLENK_EIN;
3074 Feld[x][y]=EL_ABLENK_AUS;
3075 DrawLevelField(x, y);
3076 Feld[x][y]=EL_ABLENK_EIN;
3082 Feld[x][y]=EL_ABLENK_AUS;
3083 DrawLevelField(x, y);
3084 if (ZX == x && ZY == y)
3088 void Blubber(int x, int y)
3090 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3091 DrawLevelField(x, y-1);
3093 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3096 void NussKnacken(int x, int y)
3098 if (!MovDelay[x][y]) /* next animation frame */
3101 if (MovDelay[x][y]) /* wait some time before next frame */
3104 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3105 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
3107 if (!MovDelay[x][y])
3109 Feld[x][y] = EL_EDELSTEIN;
3110 DrawLevelField(x, y);
3115 void SiebAktivieren(int x, int y, int typ)
3117 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3119 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3122 void AusgangstuerPruefen(int x, int y)
3124 if (!local_player->gems_still_needed &&
3125 !local_player->sokobanfields_still_needed &&
3126 !local_player->lights_still_needed)
3128 Feld[x][y] = EL_AUSGANG_ACT;
3130 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3131 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3132 y < LEVELY(BY1) ? LEVELY(BY1) :
3133 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3138 void AusgangstuerOeffnen(int x, int y)
3142 if (!MovDelay[x][y]) /* next animation frame */
3143 MovDelay[x][y] = 5*delay;
3145 if (MovDelay[x][y]) /* wait some time before next frame */
3150 tuer = MovDelay[x][y]/delay;
3151 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3152 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3154 if (!MovDelay[x][y])
3156 Feld[x][y] = EL_AUSGANG_AUF;
3157 DrawLevelField(x, y);
3162 void AusgangstuerBlinken(int x, int y)
3164 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3167 void EdelsteinFunkeln(int x, int y)
3169 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3172 if (Feld[x][y] == EL_EDELSTEIN_BD)
3173 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3176 if (!MovDelay[x][y]) /* next animation frame */
3177 MovDelay[x][y] = 11 * !SimpleRND(500);
3179 if (MovDelay[x][y]) /* wait some time before next frame */
3183 if (setup.direct_draw && MovDelay[x][y])
3184 SetDrawtoField(DRAW_BUFFERED);
3186 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3190 int phase = (MovDelay[x][y]-1)/2;
3195 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3197 if (setup.direct_draw)
3201 dest_x = FX + SCREENX(x)*TILEX;
3202 dest_y = FY + SCREENY(y)*TILEY;
3204 XCopyArea(display, drawto_field, window, gc,
3205 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3206 SetDrawtoField(DRAW_DIRECT);
3213 void MauerWaechst(int x, int y)
3217 if (!MovDelay[x][y]) /* next animation frame */
3218 MovDelay[x][y] = 3*delay;
3220 if (MovDelay[x][y]) /* wait some time before next frame */
3225 phase = 2-MovDelay[x][y]/delay;
3226 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3227 DrawGraphic(SCREENX(x), SCREENY(y),
3228 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3229 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3230 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3231 GFX_MAUER_DOWN ) + phase);
3233 if (!MovDelay[x][y])
3235 if (MovDir[x][y] == MV_LEFT)
3237 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3238 DrawLevelField(x-1, y);
3240 else if (MovDir[x][y] == MV_RIGHT)
3242 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3243 DrawLevelField(x+1, y);
3245 else if (MovDir[x][y] == MV_UP)
3247 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3248 DrawLevelField(x, y-1);
3252 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3253 DrawLevelField(x, y+1);
3256 Feld[x][y] = Store[x][y];
3258 MovDir[x][y] = MV_NO_MOVING;
3259 DrawLevelField(x, y);
3264 void MauerAbleger(int ax, int ay)
3266 int element = Feld[ax][ay];
3267 boolean oben_frei = FALSE, unten_frei = FALSE;
3268 boolean links_frei = FALSE, rechts_frei = FALSE;
3269 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3270 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3272 if (!MovDelay[ax][ay]) /* start building new wall */
3273 MovDelay[ax][ay] = 6;
3275 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3278 if (MovDelay[ax][ay])
3282 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3284 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3286 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3288 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3291 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3295 Feld[ax][ay-1] = EL_MAUERND;
3296 Store[ax][ay-1] = element;
3297 MovDir[ax][ay-1] = MV_UP;
3298 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3299 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3303 Feld[ax][ay+1] = EL_MAUERND;
3304 Store[ax][ay+1] = element;
3305 MovDir[ax][ay+1] = MV_DOWN;
3306 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3307 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3311 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3312 element == EL_MAUER_LEBT)
3316 Feld[ax-1][ay] = EL_MAUERND;
3317 Store[ax-1][ay] = element;
3318 MovDir[ax-1][ay] = MV_LEFT;
3319 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3320 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3324 Feld[ax+1][ay] = EL_MAUERND;
3325 Store[ax+1][ay] = element;
3326 MovDir[ax+1][ay] = MV_RIGHT;
3327 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3328 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3332 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3333 DrawLevelField(ax, ay);
3335 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3337 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3338 unten_massiv = TRUE;
3339 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3340 links_massiv = TRUE;
3341 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3342 rechts_massiv = TRUE;
3344 if (((oben_massiv && unten_massiv) ||
3345 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3346 ((links_massiv && rechts_massiv) ||
3347 element == EL_MAUER_Y))
3348 Feld[ax][ay] = EL_MAUERWERK;
3351 void CheckForDragon(int x, int y)
3354 boolean dragon_found = FALSE;
3355 static int xy[4][2] =
3367 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3369 if (IN_LEV_FIELD(xx, yy) &&
3370 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3372 if (Feld[xx][yy] == EL_DRACHE)
3373 dragon_found = TRUE;
3386 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3388 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3390 Feld[xx][yy] = EL_LEERRAUM;
3391 DrawLevelField(xx, yy);
3400 static void CheckBuggyBase(int x, int y)
3402 int element = Feld[x][y];
3404 if (element == EL_SP_BUG)
3406 if (!MovDelay[x][y]) /* start activating buggy base */
3407 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3409 if (MovDelay[x][y]) /* wait some time before activating base */
3412 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3413 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3417 Feld[x][y] = EL_SP_BUG_ACTIVE;
3420 else if (element == EL_SP_BUG_ACTIVE)
3422 if (!MovDelay[x][y]) /* start activating buggy base */
3423 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3425 if (MovDelay[x][y]) /* wait some time before activating base */
3431 static int xy[4][2] =
3439 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3440 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3444 int xx = x + xy[i][0], yy = y + xy[i][1];
3446 if (IS_PLAYER(xx, yy))
3448 PlaySoundLevel(x, y, SND_SP_BUG);
3456 Feld[x][y] = EL_SP_BUG;
3457 DrawLevelField(x, y);
3462 static void DrawBeltAnimation(int x, int y, int element)
3464 int belt_nr = getBeltNrFromElement(element);
3465 int belt_dir = game.belt_dir[belt_nr];
3467 if (belt_dir != MV_NO_MOVING)
3470 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
3471 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
3473 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
3477 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3479 static byte stored_player_action[MAX_PLAYERS];
3480 static int num_stored_actions = 0;
3481 static boolean save_tape_entry = FALSE;
3482 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3483 int jx = player->jx, jy = player->jy;
3484 int left = player_action & JOY_LEFT;
3485 int right = player_action & JOY_RIGHT;
3486 int up = player_action & JOY_UP;
3487 int down = player_action & JOY_DOWN;
3488 int button1 = player_action & JOY_BUTTON_1;
3489 int button2 = player_action & JOY_BUTTON_2;
3490 int dx = (left ? -1 : right ? 1 : 0);
3491 int dy = (up ? -1 : down ? 1 : 0);
3493 stored_player_action[player->index_nr] = 0;
3494 num_stored_actions++;
3496 if (!player->active || tape.pausing)
3501 save_tape_entry = TRUE;
3502 player->frame_reset_delay = 0;
3505 snapped = SnapField(player, dx, dy);
3509 bombed = PlaceBomb(player);
3510 moved = MoveFigure(player, dx, dy);
3513 if (tape.recording && (moved || snapped || bombed))
3515 if (bombed && !moved)
3516 player_action &= JOY_BUTTON;
3518 stored_player_action[player->index_nr] = player_action;
3520 else if (tape.playing && snapped)
3521 SnapField(player, 0, 0); /* stop snapping */
3525 /* no actions for this player (no input at player's configured device) */
3527 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3528 SnapField(player, 0, 0);
3529 CheckGravityMovement(player);
3531 if (++player->frame_reset_delay > player->move_delay_value)
3535 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3537 TapeRecordAction(stored_player_action);
3538 num_stored_actions = 0;
3539 save_tape_entry = FALSE;
3542 if (tape.playing && !tape.pausing && !player_action &&
3543 tape.counter < tape.length)
3546 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3548 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3549 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3551 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3553 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3555 int el = Feld[jx+dx][jy];
3556 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3558 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3560 player->MovDir = next_joy;
3561 player->Frame = FrameCounter % 4;
3562 player->Pushing = TRUE;
3571 static unsigned long action_delay = 0;
3572 unsigned long action_delay_value;
3573 int sieb_x = 0, sieb_y = 0;
3574 int i, x, y, element;
3575 byte *recorded_player_action;
3576 byte summarized_player_action = 0;
3578 if (game_status != PLAYING)
3581 action_delay_value =
3582 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3584 /* ---------- main game synchronization point ---------- */
3586 WaitUntilDelayReached(&action_delay, action_delay_value);
3588 if (network_playing && !network_player_action_received)
3592 printf("DEBUG: try to get network player actions in time\n");
3597 /* last chance to get network player actions without main loop delay */
3601 if (game_status != PLAYING)
3604 if (!network_player_action_received)
3608 printf("DEBUG: failed to get network player actions in time\n");
3620 else if (tape.recording)
3623 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3625 for (i=0; i<MAX_PLAYERS; i++)
3627 summarized_player_action |= stored_player[i].action;
3629 if (!network_playing)
3630 stored_player[i].effective_action = stored_player[i].action;
3634 if (network_playing)
3635 SendToServer_MovePlayer(summarized_player_action);
3638 if (!options.network && !setup.team_mode)
3639 local_player->effective_action = summarized_player_action;
3641 for (i=0; i<MAX_PLAYERS; i++)
3643 int actual_player_action = stored_player[i].effective_action;
3645 if (stored_player[i].programmed_action)
3646 actual_player_action = stored_player[i].programmed_action;
3648 if (recorded_player_action)
3649 actual_player_action = recorded_player_action[i];
3651 PlayerActions(&stored_player[i], actual_player_action);
3652 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3655 network_player_action_received = FALSE;
3657 ScrollScreen(NULL, SCROLL_GO_ON);
3663 if (TimeFrames == 0 && local_player->active)
3665 extern unsigned int last_RND();
3667 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3668 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3675 if (GameFrameDelay >= 500)
3676 printf("FrameCounter == %d\n", FrameCounter);
3685 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3688 if (JustStopped[x][y] > 0)
3689 JustStopped[x][y]--;
3692 if (IS_BLOCKED(x, y))
3696 Blocked2Moving(x, y, &oldx, &oldy);
3697 if (!IS_MOVING(oldx, oldy))
3699 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3700 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3701 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3702 printf("GameActions(): This should never happen!\n");
3708 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3710 element = Feld[x][y];
3712 if (IS_INACTIVE(element))
3715 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3719 if (IS_GEM(element))
3720 EdelsteinFunkeln(x, y);
3722 else if (IS_MOVING(x, y))
3723 ContinueMoving(x, y);
3724 else if (IS_ACTIVE_BOMB(element))
3725 CheckDynamite(x, y);
3726 else if (element == EL_EXPLODING)
3727 Explode(x, y, Frame[x][y], EX_NORMAL);
3728 else if (element == EL_AMOEBING)
3729 AmoebeWaechst(x, y);
3730 else if (IS_AMOEBALIVE(element))
3731 AmoebeAbleger(x, y);
3732 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3734 else if (element == EL_ABLENK_EIN)
3736 else if (element == EL_SALZSAEURE)
3738 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3740 else if (element == EL_CRACKINGNUT)
3742 else if (element == EL_AUSGANG_ZU)
3743 AusgangstuerPruefen(x, y);
3744 else if (element == EL_AUSGANG_ACT)
3745 AusgangstuerOeffnen(x, y);
3746 else if (element == EL_AUSGANG_AUF)
3747 AusgangstuerBlinken(x, y);
3748 else if (element == EL_MAUERND)
3750 else if (element == EL_MAUER_LEBT ||
3751 element == EL_MAUER_X ||
3752 element == EL_MAUER_Y ||
3753 element == EL_MAUER_XY)
3755 else if (element == EL_BURNING)
3756 CheckForDragon(x, y);
3757 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3758 CheckBuggyBase(x, y);
3759 else if (element == EL_SP_TERMINAL)
3760 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3761 else if (element == EL_SP_TERMINAL_ACTIVE)
3762 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3763 else if (IS_BELT(element))
3764 DrawBeltAnimation(x, y, element);
3766 if (game.magic_wall_active)
3768 boolean sieb = FALSE;
3769 int jx = local_player->jx, jy = local_player->jy;
3771 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3772 Store[x][y] == EL_SIEB_LEER)
3774 SiebAktivieren(x, y, 1);
3777 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3778 Store[x][y] == EL_SIEB2_LEER)
3780 SiebAktivieren(x, y, 2);
3784 /* play the element sound at the position nearest to the player */
3785 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3793 if (game.magic_wall_active)
3795 if (!(game.magic_wall_time_left % 4))
3796 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3798 if (game.magic_wall_time_left > 0)
3800 game.magic_wall_time_left--;
3801 if (!game.magic_wall_time_left)
3803 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3805 element = Feld[x][y];
3806 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3808 Feld[x][y] = EL_SIEB_TOT;
3809 DrawLevelField(x, y);
3811 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3813 Feld[x][y] = EL_SIEB2_TOT;
3814 DrawLevelField(x, y);
3818 game.magic_wall_active = FALSE;
3823 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3828 if (tape.recording || tape.playing)
3829 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3836 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3838 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3841 for (i=0; i<MAX_PLAYERS; i++)
3842 KillHero(&stored_player[i]);
3844 else if (level.time == 0) /* level without time limit */
3845 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3851 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3853 int min_x = x, min_y = y, max_x = x, max_y = y;
3856 for (i=0; i<MAX_PLAYERS; i++)
3858 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3860 if (!stored_player[i].active || &stored_player[i] == player)
3863 min_x = MIN(min_x, jx);
3864 min_y = MIN(min_y, jy);
3865 max_x = MAX(max_x, jx);
3866 max_y = MAX(max_y, jy);
3869 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3872 static boolean AllPlayersInVisibleScreen()
3876 for (i=0; i<MAX_PLAYERS; i++)
3878 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3880 if (!stored_player[i].active)
3883 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3890 void ScrollLevel(int dx, int dy)
3892 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3895 XCopyArea(display, drawto_field, drawto_field, gc,
3896 FX + TILEX*(dx == -1) - softscroll_offset,
3897 FY + TILEY*(dy == -1) - softscroll_offset,
3898 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3899 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3900 FX + TILEX*(dx == 1) - softscroll_offset,
3901 FY + TILEY*(dy == 1) - softscroll_offset);
3905 x = (dx == 1 ? BX1 : BX2);
3906 for (y=BY1; y<=BY2; y++)
3907 DrawScreenField(x, y);
3911 y = (dy == 1 ? BY1 : BY2);
3912 for (x=BX1; x<=BX2; x++)
3913 DrawScreenField(x, y);
3916 redraw_mask |= REDRAW_FIELD;
3919 static void CheckGravityMovement(struct PlayerInfo *player)
3921 if (level.gravity && !player->programmed_action)
3923 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3924 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3926 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3927 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3928 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3929 int jx = player->jx, jy = player->jy;
3930 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3931 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3932 int new_jx = jx + dx, new_jy = jy + dy;
3933 boolean field_under_player_is_free =
3934 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3935 boolean player_is_moving_to_valid_field =
3936 (IN_LEV_FIELD(new_jx, new_jy) &&
3937 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3938 Feld[new_jx][new_jy] == EL_ERDREICH));
3940 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3941 player->programmed_action = MV_DOWN;
3945 boolean MoveFigureOneStep(struct PlayerInfo *player,
3946 int dx, int dy, int real_dx, int real_dy)
3948 int jx = player->jx, jy = player->jy;
3949 int new_jx = jx+dx, new_jy = jy+dy;
3953 if (!player->active || (!dx && !dy))
3954 return MF_NO_ACTION;
3956 player->MovDir = (dx < 0 ? MV_LEFT :
3959 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3961 if (!IN_LEV_FIELD(new_jx, new_jy))
3962 return MF_NO_ACTION;
3964 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3965 return MF_NO_ACTION;
3968 element = MovingOrBlocked2Element(new_jx, new_jy);
3970 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3973 if (DONT_GO_TO(element))
3975 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3978 Feld[jx][jy] = EL_SPIELFIGUR;
3979 InitMovingField(jx, jy, MV_DOWN);
3980 Store[jx][jy] = EL_SALZSAEURE;
3981 ContinueMoving(jx, jy);
3990 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3991 if (can_move != MF_MOVING)
3994 StorePlayer[jx][jy] = 0;
3995 player->last_jx = jx;
3996 player->last_jy = jy;
3997 jx = player->jx = new_jx;
3998 jy = player->jy = new_jy;
3999 StorePlayer[jx][jy] = player->element_nr;
4002 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4004 ScrollFigure(player, SCROLL_INIT);
4009 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4011 int jx = player->jx, jy = player->jy;
4012 int old_jx = jx, old_jy = jy;
4013 int moved = MF_NO_ACTION;
4015 if (!player->active || (!dx && !dy))
4018 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4022 /* remove the last programmed player action */
4023 player->programmed_action = 0;
4027 /* should only happen if pre-1.2 tape recordings are played */
4028 /* this is only for backward compatibility */
4030 int original_move_delay_value = player->move_delay_value;
4033 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4036 /* scroll remaining steps with finest movement resolution */
4037 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4039 while (player->MovPos)
4041 ScrollFigure(player, SCROLL_GO_ON);
4042 ScrollScreen(NULL, SCROLL_GO_ON);
4048 player->move_delay_value = original_move_delay_value;
4051 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4053 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4054 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4058 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4059 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4065 if (moved & MF_MOVING && !ScreenMovPos &&
4066 (player == local_player || !options.network))
4068 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4069 int offset = (setup.scroll_delay ? 3 : 0);
4071 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4073 /* actual player has left the screen -- scroll in that direction */
4074 if (jx != old_jx) /* player has moved horizontally */
4075 scroll_x += (jx - old_jx);
4076 else /* player has moved vertically */
4077 scroll_y += (jy - old_jy);
4081 if (jx != old_jx) /* player has moved horizontally */
4083 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4084 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4085 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4087 /* don't scroll over playfield boundaries */
4088 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4089 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4091 /* don't scroll more than one field at a time */
4092 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4094 /* don't scroll against the player's moving direction */
4095 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4096 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4097 scroll_x = old_scroll_x;
4099 else /* player has moved vertically */
4101 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4102 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4103 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4105 /* don't scroll over playfield boundaries */
4106 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4107 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4109 /* don't scroll more than one field at a time */
4110 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4112 /* don't scroll against the player's moving direction */
4113 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4114 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4115 scroll_y = old_scroll_y;
4119 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4121 if (!options.network && !AllPlayersInVisibleScreen())
4123 scroll_x = old_scroll_x;
4124 scroll_y = old_scroll_y;
4128 ScrollScreen(player, SCROLL_INIT);
4129 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4134 if (!(moved & MF_MOVING) && !player->Pushing)
4137 player->Frame = (player->Frame + 1) % 4;
4139 if (moved & MF_MOVING)
4141 if (old_jx != jx && old_jy == jy)
4142 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4143 else if (old_jx == jx && old_jy != jy)
4144 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4146 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4148 player->last_move_dir = player->MovDir;
4152 CheckGravityMovement(player);
4154 player->last_move_dir = MV_NO_MOVING;
4157 TestIfHeroHitsBadThing(jx, jy);
4159 if (!player->active)
4165 void ScrollFigure(struct PlayerInfo *player, int mode)
4167 int jx = player->jx, jy = player->jy;
4168 int last_jx = player->last_jx, last_jy = player->last_jy;
4169 int move_stepsize = TILEX / player->move_delay_value;
4171 if (!player->active || !player->MovPos)
4174 if (mode == SCROLL_INIT)
4176 player->actual_frame_counter = FrameCounter;
4177 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4179 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4180 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4185 else if (!FrameReached(&player->actual_frame_counter, 1))
4188 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4189 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4191 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4192 Feld[last_jx][last_jy] = EL_LEERRAUM;
4194 /* before DrawPlayer() to draw correct player graphic for this case */
4195 if (player->MovPos == 0)
4196 CheckGravityMovement(player);
4200 if (player->MovPos == 0)
4202 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4204 /* continue with normal speed after quickly moving through gate */
4205 HALVE_PLAYER_SPEED(player);
4207 /* be able to make the next move without delay */
4208 player->move_delay = 0;
4211 player->last_jx = jx;
4212 player->last_jy = jy;
4214 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4218 if (!local_player->friends_still_needed)
4219 player->LevelSolved = player->GameOver = TRUE;
4224 void ScrollScreen(struct PlayerInfo *player, int mode)
4226 static unsigned long screen_frame_counter = 0;
4228 if (mode == SCROLL_INIT)
4230 /* set scrolling step size according to actual player's moving speed */
4231 ScrollStepSize = TILEX / player->move_delay_value;
4233 screen_frame_counter = FrameCounter;
4234 ScreenMovDir = player->MovDir;
4235 ScreenMovPos = player->MovPos;
4236 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4239 else if (!FrameReached(&screen_frame_counter, 1))
4244 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4245 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4246 redraw_mask |= REDRAW_FIELD;
4249 ScreenMovDir = MV_NO_MOVING;
4252 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4254 int i, killx = goodx, killy = goody;
4255 static int xy[4][2] =
4262 static int harmless[4] =
4274 x = goodx + xy[i][0];
4275 y = goody + xy[i][1];
4276 if (!IN_LEV_FIELD(x, y))
4280 element = Feld[x][y];
4282 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4285 if (DONT_TOUCH(element))
4287 if (MovDir[x][y] == harmless[i])
4296 if (killx != goodx || killy != goody)
4298 if (IS_PLAYER(goodx, goody))
4299 KillHero(PLAYERINFO(goodx, goody));
4305 void TestIfBadThingHitsGoodThing(int badx, int bady)
4307 int i, killx = badx, killy = bady;
4308 static int xy[4][2] =
4315 static int harmless[4] =
4327 x = badx + xy[i][0];
4328 y = bady + xy[i][1];
4329 if (!IN_LEV_FIELD(x, y))
4332 element = Feld[x][y];
4334 if (IS_PLAYER(x, y))
4340 else if (element == EL_PINGUIN)
4342 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4351 if (killx != badx || killy != bady)
4353 if (IS_PLAYER(killx, killy))
4354 KillHero(PLAYERINFO(killx, killy));
4360 void TestIfHeroHitsBadThing(int x, int y)
4362 TestIfGoodThingHitsBadThing(x, y);
4365 void TestIfBadThingHitsHero(int x, int y)
4367 TestIfBadThingHitsGoodThing(x, y);
4370 void TestIfFriendHitsBadThing(int x, int y)
4372 TestIfGoodThingHitsBadThing(x, y);
4375 void TestIfBadThingHitsFriend(int x, int y)
4377 TestIfBadThingHitsGoodThing(x, y);
4380 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4382 int i, killx = badx, killy = bady;
4383 static int xy[4][2] =
4397 if (!IN_LEV_FIELD(x, y))
4400 element = Feld[x][y];
4401 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4402 element == EL_AMOEBING || element == EL_TROPFEN)
4410 if (killx != badx || killy != bady)
4414 void KillHero(struct PlayerInfo *player)
4416 int jx = player->jx, jy = player->jy;
4418 if (!player->active)
4421 if (IS_PFORTE(Feld[jx][jy]))
4422 Feld[jx][jy] = EL_LEERRAUM;
4428 void BuryHero(struct PlayerInfo *player)
4430 int jx = player->jx, jy = player->jy;
4432 if (!player->active)
4435 PlaySoundLevel(jx, jy, SND_AUTSCH);
4436 PlaySoundLevel(jx, jy, SND_LACHEN);
4438 player->GameOver = TRUE;
4442 void RemoveHero(struct PlayerInfo *player)
4444 int jx = player->jx, jy = player->jy;
4445 int i, found = FALSE;
4447 player->present = FALSE;
4448 player->active = FALSE;
4450 StorePlayer[jx][jy] = 0;
4452 for (i=0; i<MAX_PLAYERS; i++)
4453 if (stored_player[i].active)
4457 AllPlayersGone = TRUE;
4463 int DigField(struct PlayerInfo *player,
4464 int x, int y, int real_dx, int real_dy, int mode)
4466 int jx = player->jx, jy = player->jy;
4467 int dx = x - jx, dy = y - jy;
4468 int move_direction = (dx == -1 ? MV_LEFT :
4469 dx == +1 ? MV_RIGHT :
4471 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4474 if (!player->MovPos)
4475 player->Pushing = FALSE;
4477 if (mode == DF_NO_PUSH)
4479 player->Switching = FALSE;
4480 player->push_delay = 0;
4481 return MF_NO_ACTION;
4484 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4485 return MF_NO_ACTION;
4487 element = Feld[x][y];
4492 PlaySoundLevel(x, y, SND_EMPTY);
4496 Feld[x][y] = EL_LEERRAUM;
4497 PlaySoundLevel(x, y, SND_SCHLURF);
4502 Feld[x][y] = EL_LEERRAUM;
4503 PlaySoundLevel(x, y, SND_SP_BASE);
4507 case EL_EDELSTEIN_BD:
4508 case EL_EDELSTEIN_GELB:
4509 case EL_EDELSTEIN_ROT:
4510 case EL_EDELSTEIN_LILA:
4512 case EL_SP_INFOTRON:
4514 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4515 if (local_player->gems_still_needed < 0)
4516 local_player->gems_still_needed = 0;
4517 RaiseScoreElement(element);
4518 DrawText(DX_EMERALDS, DY_EMERALDS,
4519 int2str(local_player->gems_still_needed, 3),
4520 FS_SMALL, FC_YELLOW);
4521 if (element == EL_SP_INFOTRON)
4522 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4524 PlaySoundLevel(x, y, SND_PONG);
4529 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4530 PlaySoundLevel(x, y, SND_PONG);
4533 case EL_DYNAMITE_INACTIVE:
4534 case EL_SP_DISK_RED:
4537 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4538 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4539 int2str(local_player->dynamite, 3),
4540 FS_SMALL, FC_YELLOW);
4541 if (element == EL_SP_DISK_RED)
4542 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4544 PlaySoundLevel(x, y, SND_PONG);
4547 case EL_DYNABOMB_NR:
4549 player->dynabomb_count++;
4550 player->dynabombs_left++;
4551 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4552 PlaySoundLevel(x, y, SND_PONG);
4555 case EL_DYNABOMB_SZ:
4557 player->dynabomb_size++;
4558 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4559 PlaySoundLevel(x, y, SND_PONG);
4562 case EL_DYNABOMB_XL:
4564 player->dynabomb_xl = TRUE;
4565 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4566 PlaySoundLevel(x, y, SND_PONG);
4569 case EL_SCHLUESSEL1:
4570 case EL_SCHLUESSEL2:
4571 case EL_SCHLUESSEL3:
4572 case EL_SCHLUESSEL4:
4574 int key_nr = element - EL_SCHLUESSEL1;
4577 player->key[key_nr] = TRUE;
4578 RaiseScoreElement(EL_SCHLUESSEL);
4579 DrawMiniGraphicExt(drawto, gc,
4580 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4581 GFX_SCHLUESSEL1+key_nr);
4582 DrawMiniGraphicExt(window, gc,
4583 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4584 GFX_SCHLUESSEL1+key_nr);
4585 PlaySoundLevel(x, y, SND_PONG);
4594 int key_nr = element - EL_EM_KEY_1;
4597 player->key[key_nr] = TRUE;
4598 RaiseScoreElement(EL_SCHLUESSEL);
4599 DrawMiniGraphicExt(drawto, gc,
4600 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4601 GFX_SCHLUESSEL1+key_nr);
4602 DrawMiniGraphicExt(window, gc,
4603 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4604 GFX_SCHLUESSEL1+key_nr);
4605 PlaySoundLevel(x, y, SND_PONG);
4610 Feld[x][y] = EL_ABLENK_EIN;
4613 DrawLevelField(x, y);
4617 case EL_SP_TERMINAL:
4621 for (yy=0; yy<lev_fieldy; yy++)
4623 for (xx=0; xx<lev_fieldx; xx++)
4625 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4627 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4628 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4636 case EL_BELT1_SWITCH_L:
4637 case EL_BELT1_SWITCH_M:
4638 case EL_BELT1_SWITCH_R:
4639 case EL_BELT2_SWITCH_L:
4640 case EL_BELT2_SWITCH_M:
4641 case EL_BELT2_SWITCH_R:
4642 case EL_BELT3_SWITCH_L:
4643 case EL_BELT3_SWITCH_M:
4644 case EL_BELT3_SWITCH_R:
4645 case EL_BELT4_SWITCH_L:
4646 case EL_BELT4_SWITCH_M:
4647 case EL_BELT4_SWITCH_R:
4649 static int belt_base_element[4] =
4656 static int belt_move_dir[4] =
4664 int belt_nr = getBeltNrFromSwitchElement(element);
4665 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
4666 int belt_dir = belt_move_dir[belt_dir_nr];
4669 if (player->Switching)
4672 game.belt_dir_nr[belt_nr] = belt_dir_nr;
4673 game.belt_dir[belt_nr] = belt_dir;
4675 if (belt_dir_nr == 3)
4678 player->Switching = TRUE;
4680 for (yy=0; yy<lev_fieldy; yy++)
4682 for (xx=0; xx<lev_fieldx; xx++)
4684 if (IS_BELT_SWITCH(Feld[xx][yy]))
4686 int e_belt_nr = getBeltNrFromSwitchElement(Feld[xx][yy]);
4688 if (e_belt_nr == belt_nr)
4690 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
4691 DrawLevelField(xx, yy);
4694 else if (belt_dir == MV_NO_MOVING && IS_BELT(Feld[xx][yy]))
4696 int e_belt_nr = getBeltNrFromElement(Feld[xx][yy]);
4698 if (e_belt_nr == belt_nr)
4699 DrawLevelField(xx, yy); /* set belt to parking position */
4709 if (local_player->gems_still_needed > 0)
4710 return MF_NO_ACTION;
4712 player->LevelSolved = player->GameOver = TRUE;
4713 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4716 case EL_FELSBROCKEN:
4721 case EL_SP_DISK_ORANGE:
4722 if (dy || mode == DF_SNAP)
4723 return MF_NO_ACTION;
4725 player->Pushing = TRUE;
4727 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4728 return MF_NO_ACTION;
4732 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4733 return MF_NO_ACTION;
4736 if (player->push_delay == 0)
4737 player->push_delay = FrameCounter;
4738 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4740 return MF_NO_ACTION;
4743 Feld[x+dx][y+dy] = element;
4745 player->push_delay_value = 2+RND(8);
4747 DrawLevelField(x+dx, y+dy);
4748 if (element == EL_FELSBROCKEN)
4749 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4750 else if (element == EL_KOKOSNUSS)
4751 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4752 else if (IS_SP_ELEMENT(element))
4753 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4755 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4762 if (!player->key[element - EL_PFORTE1])
4763 return MF_NO_ACTION;
4770 if (!player->key[element - EL_PFORTE1X])
4771 return MF_NO_ACTION;
4778 if (!player->key[element - EL_EM_GATE_1])
4779 return MF_NO_ACTION;
4780 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4781 return MF_NO_ACTION;
4783 /* automatically move to the next field with double speed */
4784 player->programmed_action = move_direction;
4785 DOUBLE_PLAYER_SPEED(player);
4787 PlaySoundLevel(x, y, SND_GATE);
4795 if (!player->key[element - EL_EM_GATE_1X])
4796 return MF_NO_ACTION;
4797 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4798 return MF_NO_ACTION;
4800 /* automatically move to the next field with double speed */
4801 player->programmed_action = move_direction;
4802 DOUBLE_PLAYER_SPEED(player);
4804 PlaySoundLevel(x, y, SND_GATE);
4808 case EL_SP_PORT1_LEFT:
4809 case EL_SP_PORT2_LEFT:
4810 case EL_SP_PORT1_RIGHT:
4811 case EL_SP_PORT2_RIGHT:
4812 case EL_SP_PORT1_UP:
4813 case EL_SP_PORT2_UP:
4814 case EL_SP_PORT1_DOWN:
4815 case EL_SP_PORT2_DOWN:
4820 element != EL_SP_PORT1_LEFT &&
4821 element != EL_SP_PORT2_LEFT &&
4822 element != EL_SP_PORT_X &&
4823 element != EL_SP_PORT_XY) ||
4825 element != EL_SP_PORT1_RIGHT &&
4826 element != EL_SP_PORT2_RIGHT &&
4827 element != EL_SP_PORT_X &&
4828 element != EL_SP_PORT_XY) ||
4830 element != EL_SP_PORT1_UP &&
4831 element != EL_SP_PORT2_UP &&
4832 element != EL_SP_PORT_Y &&
4833 element != EL_SP_PORT_XY) ||
4835 element != EL_SP_PORT1_DOWN &&
4836 element != EL_SP_PORT2_DOWN &&
4837 element != EL_SP_PORT_Y &&
4838 element != EL_SP_PORT_XY) ||
4839 !IN_LEV_FIELD(x + dx, y + dy) ||
4840 !IS_FREE(x + dx, y + dy))
4841 return MF_NO_ACTION;
4843 /* automatically move to the next field with double speed */
4844 player->programmed_action = move_direction;
4845 DOUBLE_PLAYER_SPEED(player);
4847 PlaySoundLevel(x, y, SND_GATE);
4852 case EL_AUSGANG_ACT:
4853 /* door is not (yet) open */
4854 return MF_NO_ACTION;
4857 case EL_AUSGANG_AUF:
4858 if (mode == DF_SNAP)
4859 return MF_NO_ACTION;
4861 PlaySoundLevel(x, y, SND_BUING);
4866 Feld[x][y] = EL_BIRNE_EIN;
4867 local_player->lights_still_needed--;
4868 DrawLevelField(x, y);
4869 PlaySoundLevel(x, y, SND_DENG);
4874 Feld[x][y] = EL_ZEIT_LEER;
4876 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4877 DrawLevelField(x, y);
4878 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4882 case EL_SOKOBAN_FELD_LEER:
4885 case EL_SOKOBAN_FELD_VOLL:
4886 case EL_SOKOBAN_OBJEKT:
4888 case EL_SP_DISK_YELLOW:
4889 if (mode == DF_SNAP)
4890 return MF_NO_ACTION;
4892 player->Pushing = TRUE;
4894 if (!IN_LEV_FIELD(x+dx, y+dy)
4895 || (!IS_FREE(x+dx, y+dy)
4896 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4897 || !IS_SB_ELEMENT(element))))
4898 return MF_NO_ACTION;
4902 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4903 return MF_NO_ACTION;
4905 else if (dy && real_dx)
4907 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4908 return MF_NO_ACTION;
4911 if (player->push_delay == 0)
4912 player->push_delay = FrameCounter;
4913 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4915 return MF_NO_ACTION;
4917 if (IS_SB_ELEMENT(element))
4919 if (element == EL_SOKOBAN_FELD_VOLL)
4921 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4922 local_player->sokobanfields_still_needed++;
4927 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4929 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4930 local_player->sokobanfields_still_needed--;
4931 if (element == EL_SOKOBAN_OBJEKT)
4932 PlaySoundLevel(x, y, SND_DENG);
4935 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4940 Feld[x+dx][y+dy] = element;
4943 player->push_delay_value = 2;
4945 DrawLevelField(x, y);
4946 DrawLevelField(x+dx, y+dy);
4947 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4949 if (IS_SB_ELEMENT(element) &&
4950 local_player->sokobanfields_still_needed == 0 &&
4951 game.emulation == EMU_SOKOBAN)
4953 player->LevelSolved = player->GameOver = TRUE;
4954 PlaySoundLevel(x, y, SND_BUING);
4966 return MF_NO_ACTION;
4969 player->push_delay = 0;
4974 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4976 int jx = player->jx, jy = player->jy;
4977 int x = jx + dx, y = jy + dy;
4979 if (!player->active || !IN_LEV_FIELD(x, y))
4987 player->snapped = FALSE;
4991 if (player->snapped)
4994 player->MovDir = (dx < 0 ? MV_LEFT :
4997 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4999 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5002 player->snapped = TRUE;
5003 DrawLevelField(x, y);
5009 boolean PlaceBomb(struct PlayerInfo *player)
5011 int jx = player->jx, jy = player->jy;
5014 if (!player->active || player->MovPos)
5017 element = Feld[jx][jy];
5019 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5020 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5023 if (element != EL_LEERRAUM)
5024 Store[jx][jy] = element;
5026 if (player->dynamite)
5028 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5029 MovDelay[jx][jy] = 96;
5031 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5032 FS_SMALL, FC_YELLOW);
5033 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5035 if (game.emulation == EMU_SUPAPLEX)
5036 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5038 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5043 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5044 MovDelay[jx][jy] = 96;
5045 player->dynabombs_left--;
5046 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5047 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5053 void PlaySoundLevel(int x, int y, int sound_nr)
5055 int sx = SCREENX(x), sy = SCREENY(y);
5057 int silence_distance = 8;
5059 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5060 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5063 if (!IN_LEV_FIELD(x, y) ||
5064 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5065 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5068 volume = PSND_MAX_VOLUME;
5071 stereo = (sx - SCR_FIELDX/2) * 12;
5073 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5074 if (stereo > PSND_MAX_RIGHT)
5075 stereo = PSND_MAX_RIGHT;
5076 if (stereo < PSND_MAX_LEFT)
5077 stereo = PSND_MAX_LEFT;
5080 if (!IN_SCR_FIELD(sx, sy))
5082 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5083 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5085 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5088 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5091 void RaiseScore(int value)
5093 local_player->score += value;
5094 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5095 FS_SMALL, FC_YELLOW);
5098 void RaiseScoreElement(int element)
5103 case EL_EDELSTEIN_BD:
5104 case EL_EDELSTEIN_GELB:
5105 case EL_EDELSTEIN_ROT:
5106 case EL_EDELSTEIN_LILA:
5107 RaiseScore(level.score[SC_EDELSTEIN]);
5110 RaiseScore(level.score[SC_DIAMANT]);
5114 RaiseScore(level.score[SC_KAEFER]);
5118 RaiseScore(level.score[SC_FLIEGER]);
5122 RaiseScore(level.score[SC_MAMPFER]);
5125 RaiseScore(level.score[SC_ROBOT]);
5128 RaiseScore(level.score[SC_PACMAN]);
5131 RaiseScore(level.score[SC_KOKOSNUSS]);
5133 case EL_DYNAMITE_INACTIVE:
5134 RaiseScore(level.score[SC_DYNAMIT]);
5137 RaiseScore(level.score[SC_SCHLUESSEL]);
5144 /* ---------- new game button stuff ---------------------------------------- */
5146 /* graphic position values for game buttons */
5147 #define GAME_BUTTON_XSIZE 30
5148 #define GAME_BUTTON_YSIZE 30
5149 #define GAME_BUTTON_XPOS 5
5150 #define GAME_BUTTON_YPOS 215
5151 #define SOUND_BUTTON_XPOS 5
5152 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5154 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5155 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5156 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5157 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5158 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5159 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5166 } gamebutton_info[NUM_GAME_BUTTONS] =
5169 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5174 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5179 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5184 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5185 SOUND_CTRL_ID_MUSIC,
5186 "background music on/off"
5189 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5190 SOUND_CTRL_ID_LOOPS,
5191 "sound loops on/off"
5194 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5195 SOUND_CTRL_ID_SIMPLE,
5196 "normal sounds on/off"
5200 void CreateGameButtons()
5204 for (i=0; i<NUM_GAME_BUTTONS; i++)
5206 Pixmap gd_pixmap = pix[PIX_DOOR];
5207 struct GadgetInfo *gi;
5210 unsigned long event_mask;
5211 int gd_xoffset, gd_yoffset;
5212 int gd_x1, gd_x2, gd_y1, gd_y2;
5215 gd_xoffset = gamebutton_info[i].x;
5216 gd_yoffset = gamebutton_info[i].y;
5217 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5218 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5220 if (id == GAME_CTRL_ID_STOP ||
5221 id == GAME_CTRL_ID_PAUSE ||
5222 id == GAME_CTRL_ID_PLAY)
5224 button_type = GD_TYPE_NORMAL_BUTTON;
5226 event_mask = GD_EVENT_RELEASED;
5227 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5228 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5232 button_type = GD_TYPE_CHECK_BUTTON;
5234 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5235 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5236 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5237 event_mask = GD_EVENT_PRESSED;
5238 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5239 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5242 gi = CreateGadget(GDI_CUSTOM_ID, id,
5243 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5244 GDI_X, DX + gd_xoffset,
5245 GDI_Y, DY + gd_yoffset,
5246 GDI_WIDTH, GAME_BUTTON_XSIZE,
5247 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5248 GDI_TYPE, button_type,
5249 GDI_STATE, GD_BUTTON_UNPRESSED,
5250 GDI_CHECKED, checked,
5251 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5252 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5253 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5254 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5255 GDI_EVENT_MASK, event_mask,
5256 GDI_CALLBACK_ACTION, HandleGameButtons,
5260 Error(ERR_EXIT, "cannot create gadget");
5262 game_gadget[id] = gi;
5266 static void MapGameButtons()
5270 for (i=0; i<NUM_GAME_BUTTONS; i++)
5271 MapGadget(game_gadget[i]);
5274 void UnmapGameButtons()
5278 for (i=0; i<NUM_GAME_BUTTONS; i++)
5279 UnmapGadget(game_gadget[i]);
5282 static void HandleGameButtons(struct GadgetInfo *gi)
5284 int id = gi->custom_id;
5286 if (game_status != PLAYING)
5291 case GAME_CTRL_ID_STOP:
5294 CloseDoor(DOOR_CLOSE_1);
5295 game_status = MAINMENU;
5300 if (level_editor_test_game ||
5301 Request("Do you really want to quit the game ?",
5302 REQ_ASK | REQ_STAY_CLOSED))
5305 if (options.network)
5306 SendToServer_StopPlaying();
5310 game_status = MAINMENU;
5315 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5318 case GAME_CTRL_ID_PAUSE:
5319 if (options.network)
5323 SendToServer_ContinuePlaying();
5325 SendToServer_PausePlaying();
5332 case GAME_CTRL_ID_PLAY:
5336 if (options.network)
5337 SendToServer_ContinuePlaying();
5341 tape.pausing = FALSE;
5342 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5347 case SOUND_CTRL_ID_MUSIC:
5348 if (setup.sound_music)
5350 setup.sound_music = FALSE;
5351 FadeSound(background_loop[level_nr % num_bg_loops]);
5353 else if (sound_loops_allowed)
5355 setup.sound = setup.sound_music = TRUE;
5356 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5360 case SOUND_CTRL_ID_LOOPS:
5361 if (setup.sound_loops)
5362 setup.sound_loops = FALSE;
5363 else if (sound_loops_allowed)
5364 setup.sound = setup.sound_loops = TRUE;
5367 case SOUND_CTRL_ID_SIMPLE:
5368 if (setup.sound_simple)
5369 setup.sound_simple = FALSE;
5370 else if (sound_status==SOUND_AVAILABLE)
5371 setup.sound = setup.sound_simple = TRUE;