1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
99 static unsigned int getStateCheckSum(int counter)
102 unsigned int mult = 1;
103 unsigned int checksum = 0;
105 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
107 static boolean first_game = TRUE;
109 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
115 lastFeld[x][y] = Feld[x][y];
116 else if (lastFeld[x][y] != Feld[x][y])
117 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
118 x, y, lastFeld[x][y], Feld[x][y]);
122 checksum += mult++ * Ur[x][y];
123 checksum += mult++ * Feld[x][y];
126 checksum += mult++ * MovPos[x][y];
127 checksum += mult++ * MovDir[x][y];
128 checksum += mult++ * MovDelay[x][y];
129 checksum += mult++ * Store[x][y];
130 checksum += mult++ * Store2[x][y];
131 checksum += mult++ * StorePlayer[x][y];
132 checksum += mult++ * Frame[x][y];
133 checksum += mult++ * AmoebaNr[x][y];
134 checksum += mult++ * JustHit[x][y];
135 checksum += mult++ * Stop[x][y];
139 if (counter == 3 && first_game)
150 void GetPlayerConfig()
152 if (sound_status == SOUND_OFF)
155 if (!sound_loops_allowed)
157 setup.sound_loops = FALSE;
158 setup.sound_music = FALSE;
161 setup.sound_simple = setup.sound;
166 static void InitField(int x, int y, boolean init_game)
173 Feld[x][y] = EL_SPIELER1;
181 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
182 int jx = player->jx, jy = player->jy;
184 player->present = TRUE;
187 if (!network_playing || player->connected)
190 if (!options.network || player->connected)
192 player->active = TRUE;
194 /* remove potentially duplicate players */
195 if (StorePlayer[jx][jy] == Feld[x][y])
196 StorePlayer[jx][jy] = 0;
198 StorePlayer[x][y] = Feld[x][y];
202 printf("Player %d activated.\n", player->element_nr);
203 printf("[Local player is %d and currently %s.]\n",
204 local_player->element_nr,
205 local_player->active ? "active" : "not active");
209 Feld[x][y] = EL_LEERRAUM;
210 player->jx = player->last_jx = x;
211 player->jy = player->last_jy = y;
216 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
217 Feld[x][y] = EL_BADEWANNE1;
218 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
219 Feld[x][y] = EL_BADEWANNE2;
220 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
221 Feld[x][y] = EL_BADEWANNE3;
222 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
223 Feld[x][y] = EL_BADEWANNE4;
224 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
225 Feld[x][y] = EL_BADEWANNE5;
267 if (y == lev_fieldy - 1)
269 Feld[x][y] = EL_AMOEBING;
270 Store[x][y] = EL_AMOEBE_NASS;
279 local_player->lights_still_needed++;
282 case EL_SOKOBAN_FELD_LEER:
283 local_player->sokobanfields_still_needed++;
288 local_player->friends_still_needed++;
293 MovDir[x][y] = 1 << RND(4);
297 Feld[x][y] = EL_LEERRAUM;
308 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
309 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
310 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
312 /* don't play tapes over network */
313 network_playing = (options.network && !tape.playing);
315 for (i=0; i<MAX_PLAYERS; i++)
317 struct PlayerInfo *player = &stored_player[i];
319 player->index_nr = i;
320 player->element_nr = EL_SPIELER1 + i;
322 player->present = FALSE;
323 player->active = FALSE;
326 player->effective_action = 0;
329 player->gems_still_needed = level.edelsteine;
330 player->sokobanfields_still_needed = 0;
331 player->lights_still_needed = 0;
332 player->friends_still_needed = 0;
335 player->key[j] = FALSE;
337 player->dynamite = 0;
338 player->dynabomb_count = 0;
339 player->dynabomb_size = 0;
340 player->dynabombs_left = 0;
341 player->dynabomb_xl = FALSE;
343 player->MovDir = MV_NO_MOVING;
345 player->Pushing = FALSE;
349 player->actual_frame_counter = 0;
351 player->frame_reset_delay = 0;
353 player->push_delay = 0;
354 player->push_delay_value = 5;
356 player->move_delay = 0;
357 player->last_move_dir = MV_NO_MOVING;
359 player->snapped = FALSE;
361 player->gone = FALSE;
363 player->last_jx = player->last_jy = 0;
364 player->jx = player->jy = 0;
366 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
367 SnapField(player, 0, 0);
369 player->LevelSolved = FALSE;
370 player->GameOver = FALSE;
373 network_player_action_received = FALSE;
376 /* initial null action */
378 SendToServer_MovePlayer(MV_NO_MOVING);
387 TimeLeft = level.time;
389 ScreenMovDir = MV_NO_MOVING;
393 if (level.high_speed)
396 ScrollStepSize = TILEX/4;
401 ScrollStepSize = TILEX/8;
404 AllPlayersGone = FALSE;
408 for (i=0; i<MAX_NUM_AMOEBA; i++)
409 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
411 for (x=0; x<lev_fieldx; x++)
413 for (y=0; y<lev_fieldy; y++)
415 Feld[x][y] = Ur[x][y];
416 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
417 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
425 for(y=0; y<lev_fieldy; y++)
427 for(x=0; x<lev_fieldx; x++)
429 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
431 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
433 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
436 InitField(x, y, TRUE);
440 /* check if any connected player was not found in playfield */
441 for (i=0; i<MAX_PLAYERS; i++)
443 struct PlayerInfo *player = &stored_player[i];
445 if (player->connected && !player->present)
447 for (j=0; j<MAX_PLAYERS; j++)
449 struct PlayerInfo *some_player = &stored_player[j];
450 int jx = some_player->jx, jy = some_player->jy;
452 /* assign first free player found that is present in the playfield */
453 if (some_player->present && !some_player->connected)
455 player->present = TRUE;
456 player->active = TRUE;
457 some_player->present = FALSE;
459 StorePlayer[jx][jy] = player->element_nr;
460 player->jx = player->last_jx = jx;
461 player->jy = player->last_jy = jy;
471 /* when playing a tape, eliminate all players who do not participate */
473 for (i=0; i<MAX_PLAYERS; i++)
475 if (stored_player[i].active && !tape.player_participates[i])
477 struct PlayerInfo *player = &stored_player[i];
478 int jx = player->jx, jy = player->jy;
480 player->active = FALSE;
481 StorePlayer[jx][jy] = 0;
482 Feld[jx][jy] = EL_LEERRAUM;
486 else if (!options.network && !setup.team_mode) /* && !tape.playing */
488 /* when in single player mode, eliminate all but the first active player */
490 for (i=0; i<MAX_PLAYERS; i++)
492 if (stored_player[i].active)
494 for (j=i+1; j<MAX_PLAYERS; j++)
496 if (stored_player[j].active)
498 struct PlayerInfo *player = &stored_player[j];
499 int jx = player->jx, jy = player->jy;
501 player->active = FALSE;
502 StorePlayer[jx][jy] = 0;
503 Feld[jx][jy] = EL_LEERRAUM;
510 /* when recording the game, store which players take part in the game */
513 for (i=0; i<MAX_PLAYERS; i++)
514 if (stored_player[i].active)
515 tape.player_participates[i] = TRUE;
520 for (i=0; i<MAX_PLAYERS; i++)
522 struct PlayerInfo *player = &stored_player[i];
524 printf("Player %d: present == %d, connected == %d, active == %d.\n",
529 if (local_player == player)
530 printf("Player %d is local player.\n", i+1);
534 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
535 emulate_sb ? EMU_SOKOBAN :
536 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
538 /* determine border element for this level */
541 if (BorderElement == EL_LEERRAUM)
544 SBX_Right = lev_fieldx - SCR_FIELDX;
546 SBY_Lower = lev_fieldy - SCR_FIELDY;
551 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
553 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
556 if (lev_fieldx < SCR_FIELDX)
557 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
559 if (lev_fieldy < SCR_FIELDY)
560 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
563 scroll_y = SBY_Upper;
564 if (local_player->jx >= SBX_Left + MIDPOSX)
565 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
566 local_player->jx - MIDPOSX :
568 if (local_player->jy >= SBY_Upper + MIDPOSY)
569 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
570 local_player->jy - MIDPOSY :
573 CloseDoor(DOOR_CLOSE_1);
579 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
580 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
581 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
582 DrawTextExt(pix[PIX_DB_DOOR], gc,
583 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
584 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
585 DrawTextExt(pix[PIX_DB_DOOR], gc,
586 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
587 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
588 DrawTextExt(pix[PIX_DB_DOOR], gc,
589 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
590 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
591 DrawTextExt(pix[PIX_DB_DOOR], gc,
592 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
593 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
594 DrawTextExt(pix[PIX_DB_DOOR], gc,
595 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
596 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
598 DrawGameButton(BUTTON_GAME_STOP);
599 DrawGameButton(BUTTON_GAME_PAUSE);
600 DrawGameButton(BUTTON_GAME_PLAY);
601 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
602 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
603 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
604 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
605 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
606 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
607 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
608 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
610 OpenDoor(DOOR_OPEN_ALL);
612 if (setup.sound_music)
613 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
615 XAutoRepeatOff(display);
620 printf("Spieler %d %saktiv.\n",
621 i+1, (stored_player[i].active ? "" : "nicht "));
625 void InitMovDir(int x, int y)
627 int i, element = Feld[x][y];
628 static int xy[4][2] =
635 static int direction[2][4] =
637 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
638 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
647 Feld[x][y] = EL_KAEFER;
648 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
655 Feld[x][y] = EL_FLIEGER;
656 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
663 Feld[x][y] = EL_BUTTERFLY;
664 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
671 Feld[x][y] = EL_FIREFLY;
672 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
679 Feld[x][y] = EL_PACMAN;
680 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
684 MovDir[x][y] = MV_UP;
688 MovDir[x][y] = MV_LEFT;
692 MovDir[x][y] = 1 << RND(4);
693 if (element != EL_KAEFER &&
694 element != EL_FLIEGER &&
695 element != EL_BUTTERFLY &&
696 element != EL_FIREFLY)
701 int x1 = x + xy[i][0];
702 int y1 = y + xy[i][1];
704 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
706 if (element == EL_KAEFER || element == EL_BUTTERFLY)
708 MovDir[x][y] = direction[0][i];
711 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
712 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
714 MovDir[x][y] = direction[1][i];
723 void InitAmoebaNr(int x, int y)
726 int group_nr = AmoebeNachbarNr(x, y);
730 for (i=1; i<MAX_NUM_AMOEBA; i++)
732 if (AmoebaCnt[i] == 0)
740 AmoebaNr[x][y] = group_nr;
741 AmoebaCnt[group_nr]++;
742 AmoebaCnt2[group_nr]++;
748 int bumplevel = FALSE;
750 if (local_player->MovPos)
753 local_player->LevelSolved = FALSE;
757 if (setup.sound_loops)
758 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
762 if (!setup.sound_loops)
763 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
764 if (TimeLeft > 0 && !(TimeLeft % 10))
765 RaiseScore(level.score[SC_ZEITBONUS]);
766 if (TimeLeft > 100 && !(TimeLeft % 10))
770 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
775 if (setup.sound_loops)
778 else if (level.time == 0) /* level without time limit */
780 if (setup.sound_loops)
781 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
783 while(TimePlayed < 999)
785 if (!setup.sound_loops)
786 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
787 if (TimePlayed < 999 && !(TimePlayed % 10))
788 RaiseScore(level.score[SC_ZEITBONUS]);
789 if (TimePlayed < 900 && !(TimePlayed % 10))
793 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
798 if (setup.sound_loops)
804 /* Hero disappears */
805 DrawLevelField(ExitX, ExitY);
811 CloseDoor(DOOR_CLOSE_1);
816 SaveTape(tape.level_nr); /* Ask to save tape */
819 if ((hi_pos = NewHiScore()) >= 0)
821 game_status = HALLOFFAME;
822 DrawHallOfFame(hi_pos);
823 if (bumplevel && TAPE_IS_EMPTY(tape))
828 game_status = MAINMENU;
829 if (bumplevel && TAPE_IS_EMPTY(tape))
844 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
845 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
848 for (k=0; k<MAX_SCORE_ENTRIES; k++)
850 if (local_player->score > highscore[k].Score)
852 /* player has made it to the hall of fame */
854 if (k < MAX_SCORE_ENTRIES - 1)
856 int m = MAX_SCORE_ENTRIES - 1;
859 for (l=k; l<MAX_SCORE_ENTRIES; l++)
860 if (!strcmp(setup.player_name, highscore[l].Name))
862 if (m == k) /* player's new highscore overwrites his old one */
868 strcpy(highscore[l].Name, highscore[l - 1].Name);
869 highscore[l].Score = highscore[l - 1].Score;
876 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
877 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
878 highscore[k].Score = local_player->score;
884 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
885 break; /* player already there with a higher score */
896 void InitMovingField(int x, int y, int direction)
898 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
899 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
901 MovDir[x][y] = direction;
902 MovDir[newx][newy] = direction;
903 if (Feld[newx][newy] == EL_LEERRAUM)
904 Feld[newx][newy] = EL_BLOCKED;
907 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
909 int direction = MovDir[x][y];
910 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
911 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
917 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
919 int oldx = x, oldy = y;
920 int direction = MovDir[x][y];
922 if (direction == MV_LEFT)
924 else if (direction == MV_RIGHT)
926 else if (direction == MV_UP)
928 else if (direction == MV_DOWN)
931 *comes_from_x = oldx;
932 *comes_from_y = oldy;
935 int MovingOrBlocked2Element(int x, int y)
937 int element = Feld[x][y];
939 if (element == EL_BLOCKED)
943 Blocked2Moving(x, y, &oldx, &oldy);
944 return Feld[oldx][oldy];
950 static void RemoveField(int x, int y)
952 Feld[x][y] = EL_LEERRAUM;
958 void RemoveMovingField(int x, int y)
960 int oldx = x, oldy = y, newx = x, newy = y;
962 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
967 Moving2Blocked(x, y, &newx, &newy);
968 if (Feld[newx][newy] != EL_BLOCKED)
971 else if (Feld[x][y] == EL_BLOCKED)
973 Blocked2Moving(x, y, &oldx, &oldy);
974 if (!IS_MOVING(oldx, oldy))
978 if (Feld[x][y] == EL_BLOCKED &&
979 (Store[oldx][oldy] == EL_MORAST_LEER ||
980 Store[oldx][oldy] == EL_SIEB_LEER ||
981 Store[oldx][oldy] == EL_SIEB2_LEER ||
982 Store[oldx][oldy] == EL_AMOEBE_NASS))
984 Feld[oldx][oldy] = Store[oldx][oldy];
985 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
988 Feld[oldx][oldy] = EL_LEERRAUM;
990 Feld[newx][newy] = EL_LEERRAUM;
991 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
992 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
994 DrawLevelField(oldx, oldy);
995 DrawLevelField(newx, newy);
998 void DrawDynamite(int x, int y)
1000 int sx = SCREENX(x), sy = SCREENY(y);
1001 int graphic = el2gfx(Feld[x][y]);
1004 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1008 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1010 if (Feld[x][y] == EL_DYNAMIT)
1012 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1017 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1021 if (game_emulation == EMU_SUPAPLEX)
1022 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1023 else if (Store[x][y])
1024 DrawGraphicThruMask(sx, sy, graphic + phase);
1026 DrawGraphic(sx, sy, graphic + phase);
1029 void CheckDynamite(int x, int y)
1031 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1036 if (!(MovDelay[x][y] % 12))
1037 PlaySoundLevel(x, y, SND_ZISCH);
1039 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1041 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1048 StopSound(SND_ZISCH);
1052 void Explode(int ex, int ey, int phase, int mode)
1055 int num_phase = 9, delay = 2;
1056 int last_phase = num_phase * delay;
1057 int half_phase = (num_phase / 2) * delay;
1059 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1061 int center_element = Feld[ex][ey];
1063 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1065 center_element = MovingOrBlocked2Element(ex, ey);
1066 RemoveMovingField(ex, ey);
1069 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1071 int element = Feld[x][y];
1073 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1075 element = MovingOrBlocked2Element(x, y);
1076 RemoveMovingField(x, y);
1079 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1082 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1086 if (element == EL_EXPLODING)
1087 element = Store2[x][y];
1089 if (IS_PLAYER(ex, ey))
1091 switch(StorePlayer[ex][ey])
1094 Store[x][y] = EL_EDELSTEIN_ROT;
1097 Store[x][y] = EL_EDELSTEIN;
1100 Store[x][y] = EL_EDELSTEIN_LILA;
1104 Store[x][y] = EL_EDELSTEIN_GELB;
1108 if (game_emulation == EMU_SUPAPLEX)
1109 Store[x][y] = EL_LEERRAUM;
1111 else if (center_element == EL_MAULWURF)
1112 Store[x][y] = EL_EDELSTEIN_ROT;
1113 else if (center_element == EL_PINGUIN)
1114 Store[x][y] = EL_EDELSTEIN_LILA;
1115 else if (center_element == EL_KAEFER)
1116 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1117 else if (center_element == EL_BUTTERFLY)
1118 Store[x][y] = EL_EDELSTEIN_BD;
1119 else if (center_element == EL_SP_ELECTRON)
1120 Store[x][y] = EL_SP_INFOTRON;
1121 else if (center_element == EL_MAMPFER)
1122 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1123 else if (center_element == EL_AMOEBA2DIAM)
1124 Store[x][y] = level.amoebe_inhalt;
1125 else if (element == EL_ERZ_EDEL)
1126 Store[x][y] = EL_EDELSTEIN;
1127 else if (element == EL_ERZ_DIAM)
1128 Store[x][y] = EL_DIAMANT;
1129 else if (element == EL_ERZ_EDEL_BD)
1130 Store[x][y] = EL_EDELSTEIN_BD;
1131 else if (element == EL_ERZ_EDEL_GELB)
1132 Store[x][y] = EL_EDELSTEIN_GELB;
1133 else if (element == EL_ERZ_EDEL_ROT)
1134 Store[x][y] = EL_EDELSTEIN_ROT;
1135 else if (element == EL_ERZ_EDEL_LILA)
1136 Store[x][y] = EL_EDELSTEIN_LILA;
1137 else if (!IS_PFORTE(Store[x][y]))
1138 Store[x][y] = EL_LEERRAUM;
1140 if (x != ex || y != ey ||
1141 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1142 Store2[x][y] = element;
1144 if (AmoebaNr[x][y] &&
1145 (element == EL_AMOEBE_VOLL ||
1146 element == EL_AMOEBE_BD ||
1147 element == EL_AMOEBING))
1149 AmoebaCnt[AmoebaNr[x][y]]--;
1150 AmoebaCnt2[AmoebaNr[x][y]]--;
1153 Feld[x][y] = EL_EXPLODING;
1154 MovDir[x][y] = MovPos[x][y] = 0;
1160 if (center_element == EL_MAMPFER)
1161 MampferNr = (MampferNr + 1) % MampferMax;
1172 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1174 if (phase == half_phase)
1176 int element = Store2[x][y];
1178 if (IS_PLAYER(x, y))
1179 KillHero(PLAYERINFO(x, y));
1180 else if (IS_EXPLOSIVE(element))
1182 Feld[x][y] = Store2[x][y];
1186 else if (element == EL_AMOEBA2DIAM)
1187 AmoebeUmwandeln(x, y);
1190 if (phase == last_phase)
1194 element = Feld[x][y] = Store[x][y];
1195 Store[x][y] = Store2[x][y] = 0;
1196 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1197 InitField(x, y, FALSE);
1198 if (CAN_MOVE(element) || COULD_MOVE(element))
1200 DrawLevelField(x, y);
1202 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1204 int graphic = GFX_EXPLOSION;
1206 if (game_emulation == EMU_SUPAPLEX)
1207 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1208 GFX_SP_EXPLODE_INFOTRON :
1209 GFX_SP_EXPLODE_EMPTY);
1212 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1214 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1218 void DynaExplode(int ex, int ey)
1221 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1222 static int xy[4][2] =
1230 Store2[ex][ey] = 0; /* delete player information */
1232 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1236 for (j=1; j<=player->dynabomb_size; j++)
1238 int x = ex+j*xy[i%4][0];
1239 int y = ey+j*xy[i%4][1];
1242 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1245 element = Feld[x][y];
1246 Explode(x, y, EX_PHASE_START, EX_BORDER);
1248 if (element != EL_LEERRAUM &&
1249 element != EL_ERDREICH &&
1250 element != EL_EXPLODING &&
1251 !player->dynabomb_xl)
1256 player->dynabombs_left++;
1259 void Bang(int x, int y)
1261 int element = Feld[x][y];
1263 if (game_emulation == EMU_SUPAPLEX)
1264 PlaySoundLevel(x, y, SND_SP_BOOOM);
1266 PlaySoundLevel(x, y, SND_ROAAAR);
1268 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1269 element = EL_LEERRAUM;
1281 RaiseScoreElement(element);
1282 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1285 case EL_DYNABOMB_NR:
1286 case EL_DYNABOMB_SZ:
1287 case EL_DYNABOMB_XL:
1294 Explode(x, y, EX_PHASE_START, EX_CENTER);
1297 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1302 void Blurb(int x, int y)
1304 int element = Feld[x][y];
1306 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1308 PlaySoundLevel(x, y, SND_BLURB);
1309 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1310 (!IN_LEV_FIELD(x-1, y-1) ||
1311 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1313 Feld[x-1][y] = EL_BLURB_LEFT;
1315 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1316 (!IN_LEV_FIELD(x+1, y-1) ||
1317 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1319 Feld[x+1][y] = EL_BLURB_RIGHT;
1324 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1326 if (!MovDelay[x][y]) /* initialize animation counter */
1329 if (MovDelay[x][y]) /* continue animation */
1332 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1333 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1335 if (!MovDelay[x][y])
1337 Feld[x][y] = EL_LEERRAUM;
1338 DrawLevelField(x, y);
1344 void Impact(int x, int y)
1346 boolean lastline = (y == lev_fieldy-1);
1347 boolean object_hit = FALSE;
1348 int element = Feld[x][y];
1351 if (!lastline) /* check if element below was hit */
1353 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1356 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1357 MovDir[x][y+1]!=MV_DOWN ||
1358 MovPos[x][y+1]<=TILEY/2));
1360 smashed = MovingOrBlocked2Element(x, y+1);
1363 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1369 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1370 (lastline || object_hit)) /* element is bomb */
1376 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1378 if (object_hit && IS_PLAYER(x, y+1))
1379 KillHero(PLAYERINFO(x, y+1));
1380 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1384 Feld[x][y] = EL_AMOEBING;
1385 Store[x][y] = EL_AMOEBE_NASS;
1390 if (!lastline && object_hit) /* check which object was hit */
1392 if (CAN_CHANGE(element) &&
1393 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1396 int activated_magic_wall =
1397 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1399 /* activate magic wall / mill */
1401 for (y=0; y<lev_fieldy; y++)
1402 for (x=0; x<lev_fieldx; x++)
1403 if (Feld[x][y] == smashed)
1404 Feld[x][y] = activated_magic_wall;
1406 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1410 if (IS_PLAYER(x, y+1))
1412 KillHero(PLAYERINFO(x, y+1));
1415 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1420 else if (element == EL_EDELSTEIN_BD)
1422 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1428 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1430 if (IS_ENEMY(smashed) ||
1431 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1432 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1437 else if (!IS_MOVING(x, y+1))
1439 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1444 else if (smashed == EL_KOKOSNUSS)
1446 Feld[x][y+1] = EL_CRACKINGNUT;
1447 PlaySoundLevel(x, y, SND_KNACK);
1448 RaiseScoreElement(EL_KOKOSNUSS);
1451 else if (smashed == EL_DIAMANT)
1453 Feld[x][y+1] = EL_LEERRAUM;
1454 PlaySoundLevel(x, y, SND_QUIRK);
1461 /* play sound of magic wall / mill */
1463 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1465 PlaySoundLevel(x, y, SND_QUIRK);
1469 /* play sound of object that hits the ground */
1470 if (lastline || object_hit)
1477 case EL_EDELSTEIN_BD:
1478 case EL_EDELSTEIN_GELB:
1479 case EL_EDELSTEIN_ROT:
1480 case EL_EDELSTEIN_LILA:
1482 case EL_SP_INFOTRON:
1488 case EL_FELSBROCKEN:
1492 sound = SND_SP_ZONKDOWN;
1495 case EL_SCHLUESSEL1:
1496 case EL_SCHLUESSEL2:
1497 case EL_SCHLUESSEL3:
1498 case EL_SCHLUESSEL4:
1511 PlaySoundLevel(x, y, sound);
1515 void TurnRound(int x, int y)
1527 { 0, 0 }, { 0, 0 }, { 0, 0 },
1532 int left, right, back;
1536 { MV_DOWN, MV_UP, MV_RIGHT },
1537 { MV_UP, MV_DOWN, MV_LEFT },
1539 { MV_LEFT, MV_RIGHT, MV_DOWN },
1540 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1541 { MV_RIGHT, MV_LEFT, MV_UP }
1544 int element = Feld[x][y];
1545 int old_move_dir = MovDir[x][y];
1546 int left_dir = turn[old_move_dir].left;
1547 int right_dir = turn[old_move_dir].right;
1548 int back_dir = turn[old_move_dir].back;
1550 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1551 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1552 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1553 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1555 int left_x = x+left_dx, left_y = y+left_dy;
1556 int right_x = x+right_dx, right_y = y+right_dy;
1557 int move_x = x+move_dx, move_y = y+move_dy;
1559 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1561 TestIfBadThingHitsOtherBadThing(x, y);
1563 if (IN_LEV_FIELD(right_x, right_y) &&
1564 IS_FREE_OR_PLAYER(right_x, right_y))
1565 MovDir[x][y] = right_dir;
1566 else if (!IN_LEV_FIELD(move_x, move_y) ||
1567 !IS_FREE_OR_PLAYER(move_x, move_y))
1568 MovDir[x][y] = left_dir;
1570 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1572 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1575 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1576 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1578 TestIfBadThingHitsOtherBadThing(x, y);
1580 if (IN_LEV_FIELD(left_x, left_y) &&
1581 IS_FREE_OR_PLAYER(left_x, left_y))
1582 MovDir[x][y] = left_dir;
1583 else if (!IN_LEV_FIELD(move_x, move_y) ||
1584 !IS_FREE_OR_PLAYER(move_x, move_y))
1585 MovDir[x][y] = right_dir;
1587 if ((element == EL_FLIEGER ||
1588 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1589 && MovDir[x][y] != old_move_dir)
1591 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1594 else if (element == EL_MAMPFER)
1596 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1598 if (IN_LEV_FIELD(left_x, left_y) &&
1599 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1600 Feld[left_x][left_y] == EL_DIAMANT))
1601 can_turn_left = TRUE;
1602 if (IN_LEV_FIELD(right_x, right_y) &&
1603 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1604 Feld[right_x][right_y] == EL_DIAMANT))
1605 can_turn_right = TRUE;
1607 if (can_turn_left && can_turn_right)
1608 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1609 else if (can_turn_left)
1610 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1611 else if (can_turn_right)
1612 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1614 MovDir[x][y] = back_dir;
1616 MovDelay[x][y] = 16+16*RND(3);
1618 else if (element == EL_MAMPFER2)
1620 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1622 if (IN_LEV_FIELD(left_x, left_y) &&
1623 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1624 IS_MAMPF2(Feld[left_x][left_y])))
1625 can_turn_left = TRUE;
1626 if (IN_LEV_FIELD(right_x, right_y) &&
1627 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1628 IS_MAMPF2(Feld[right_x][right_y])))
1629 can_turn_right = TRUE;
1631 if (can_turn_left && can_turn_right)
1632 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1633 else if (can_turn_left)
1634 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1635 else if (can_turn_right)
1636 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1638 MovDir[x][y] = back_dir;
1640 MovDelay[x][y] = 16+16*RND(3);
1642 else if (element == EL_PACMAN)
1644 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1646 if (IN_LEV_FIELD(left_x, left_y) &&
1647 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1648 IS_AMOEBOID(Feld[left_x][left_y])))
1649 can_turn_left = TRUE;
1650 if (IN_LEV_FIELD(right_x, right_y) &&
1651 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1652 IS_AMOEBOID(Feld[right_x][right_y])))
1653 can_turn_right = TRUE;
1655 if (can_turn_left && can_turn_right)
1656 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1657 else if (can_turn_left)
1658 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1659 else if (can_turn_right)
1660 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1662 MovDir[x][y] = back_dir;
1664 MovDelay[x][y] = 6+RND(40);
1666 else if (element == EL_SCHWEIN)
1668 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1669 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1670 boolean should_move_on = FALSE;
1672 int rnd = RND(rnd_value);
1674 if (IN_LEV_FIELD(left_x, left_y) &&
1675 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1676 can_turn_left = TRUE;
1677 if (IN_LEV_FIELD(right_x, right_y) &&
1678 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1679 can_turn_right = TRUE;
1680 if (IN_LEV_FIELD(move_x, move_y) &&
1681 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1684 if (can_turn_left &&
1686 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1687 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1688 should_turn_left = TRUE;
1689 if (can_turn_right &&
1691 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1692 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1693 should_turn_right = TRUE;
1695 (!can_turn_left || !can_turn_right ||
1696 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1697 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1698 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1699 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1700 should_move_on = TRUE;
1702 if (should_turn_left || should_turn_right || should_move_on)
1704 if (should_turn_left && should_turn_right && should_move_on)
1705 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1706 rnd < 2*rnd_value/3 ? right_dir :
1708 else if (should_turn_left && should_turn_right)
1709 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1710 else if (should_turn_left && should_move_on)
1711 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1712 else if (should_turn_right && should_move_on)
1713 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1714 else if (should_turn_left)
1715 MovDir[x][y] = left_dir;
1716 else if (should_turn_right)
1717 MovDir[x][y] = right_dir;
1718 else if (should_move_on)
1719 MovDir[x][y] = old_move_dir;
1721 else if (can_move_on && rnd > rnd_value/8)
1722 MovDir[x][y] = old_move_dir;
1723 else if (can_turn_left && can_turn_right)
1724 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1725 else if (can_turn_left && rnd > rnd_value/8)
1726 MovDir[x][y] = left_dir;
1727 else if (can_turn_right && rnd > rnd_value/8)
1728 MovDir[x][y] = right_dir;
1730 MovDir[x][y] = back_dir;
1732 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1733 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1734 MovDir[x][y] = old_move_dir;
1738 else if (element == EL_DRACHE)
1740 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1742 int rnd = RND(rnd_value);
1744 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1745 can_turn_left = TRUE;
1746 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1747 can_turn_right = TRUE;
1748 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1751 if (can_move_on && rnd > rnd_value/8)
1752 MovDir[x][y] = old_move_dir;
1753 else if (can_turn_left && can_turn_right)
1754 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1755 else if (can_turn_left && rnd > rnd_value/8)
1756 MovDir[x][y] = left_dir;
1757 else if (can_turn_right && rnd > rnd_value/8)
1758 MovDir[x][y] = right_dir;
1760 MovDir[x][y] = back_dir;
1762 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1763 MovDir[x][y] = old_move_dir;
1767 else if (element == EL_ROBOT || element == EL_SONDE ||
1768 element == EL_MAULWURF || element == EL_PINGUIN)
1770 int attr_x = -1, attr_y = -1;
1781 for (i=0; i<MAX_PLAYERS; i++)
1783 struct PlayerInfo *player = &stored_player[i];
1784 int jx = player->jx, jy = player->jy;
1786 if (!player->active || player->gone)
1789 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1797 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1803 if (element == EL_MAULWURF || element == EL_PINGUIN)
1806 static int xy[4][2] =
1816 int ex = x + xy[i%4][0];
1817 int ey = y + xy[i%4][1];
1819 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1828 MovDir[x][y] = MV_NO_MOVING;
1830 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1832 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1834 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1836 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1838 if (element == EL_ROBOT)
1842 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1843 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1844 Moving2Blocked(x, y, &newx, &newy);
1846 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1847 MovDelay[x][y] = 8+8*!RND(3);
1849 MovDelay[x][y] = 16;
1857 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1859 boolean first_horiz = RND(2);
1860 int new_move_dir = MovDir[x][y];
1863 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1864 Moving2Blocked(x, y, &newx, &newy);
1866 if (IN_LEV_FIELD(newx, newy) &&
1867 (IS_FREE(newx, newy) ||
1868 Feld[newx][newy] == EL_SALZSAEURE ||
1869 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1870 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1871 IS_MAMPF3(Feld[newx][newy])))))
1875 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1876 Moving2Blocked(x, y, &newx, &newy);
1878 if (IN_LEV_FIELD(newx, newy) &&
1879 (IS_FREE(newx, newy) ||
1880 Feld[newx][newy] == EL_SALZSAEURE ||
1881 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1882 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1883 IS_MAMPF3(Feld[newx][newy])))))
1886 MovDir[x][y] = old_move_dir;
1893 static boolean JustBeingPushed(int x, int y)
1897 for (i=0; i<MAX_PLAYERS; i++)
1899 struct PlayerInfo *player = &stored_player[i];
1901 if (player->active && !player->gone &&
1902 player->Pushing && player->MovPos)
1904 int next_jx = player->jx + (player->jx - player->last_jx);
1905 int next_jy = player->jy + (player->jy - player->last_jy);
1907 if (x == next_jx && y == next_jy)
1915 void StartMoving(int x, int y)
1917 int element = Feld[x][y];
1922 if (CAN_FALL(element) && y<lev_fieldy-1)
1924 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1925 if (JustBeingPushed(x, y))
1928 if (element == EL_MORAST_VOLL)
1930 if (IS_FREE(x, y+1))
1932 InitMovingField(x, y, MV_DOWN);
1933 Feld[x][y] = EL_FELSBROCKEN;
1934 Store[x][y] = EL_MORAST_LEER;
1936 else if (Feld[x][y+1] == EL_MORAST_LEER)
1938 if (!MovDelay[x][y])
1939 MovDelay[x][y] = TILEY + 1;
1948 Feld[x][y] = EL_MORAST_LEER;
1949 Feld[x][y+1] = EL_MORAST_VOLL;
1952 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1954 InitMovingField(x, y, MV_DOWN);
1955 Store[x][y] = EL_MORAST_VOLL;
1957 else if (element == EL_SIEB_VOLL)
1959 if (IS_FREE(x, y+1))
1961 InitMovingField(x, y, MV_DOWN);
1962 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1963 Store[x][y] = EL_SIEB_LEER;
1965 else if (Feld[x][y+1] == EL_SIEB_LEER)
1967 if (!MovDelay[x][y])
1968 MovDelay[x][y] = TILEY/4 + 1;
1977 Feld[x][y] = EL_SIEB_LEER;
1978 Feld[x][y+1] = EL_SIEB_VOLL;
1979 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1983 else if (element == EL_SIEB2_VOLL)
1985 if (IS_FREE(x, y+1))
1987 InitMovingField(x, y, MV_DOWN);
1988 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1989 Store[x][y] = EL_SIEB2_LEER;
1991 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1993 if (!MovDelay[x][y])
1994 MovDelay[x][y] = TILEY/4 + 1;
2003 Feld[x][y] = EL_SIEB2_LEER;
2004 Feld[x][y+1] = EL_SIEB2_VOLL;
2005 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2009 else if (CAN_CHANGE(element) &&
2010 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2012 InitMovingField(x, y, MV_DOWN);
2014 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2015 Store2[x][y+1] = element;
2017 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2020 InitMovingField(x, y, MV_DOWN);
2021 Store[x][y] = EL_SALZSAEURE;
2023 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2027 else if (IS_FREE(x, y+1))
2029 InitMovingField(x, y, MV_DOWN);
2031 else if (element == EL_TROPFEN)
2033 Feld[x][y] = EL_AMOEBING;
2034 Store[x][y] = EL_AMOEBE_NASS;
2036 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2038 boolean left = (x>0 && IS_FREE(x-1, y) &&
2039 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2040 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2041 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2045 if (left && right && game_emulation != EMU_BOULDERDASH)
2046 left = !(right = RND(2));
2048 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2052 else if (CAN_MOVE(element))
2056 if (element == EL_SONDE && JustBeingPushed(x, y))
2059 if (!MovDelay[x][y]) /* start new movement phase */
2061 /* all objects that can change their move direction after each step */
2062 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2064 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2067 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2068 element == EL_SP_SNIKSNAK ||
2069 element == EL_SP_ELECTRON))
2070 DrawLevelField(x, y);
2074 if (MovDelay[x][y]) /* wait some time before next movement */
2078 if (element == EL_ROBOT ||
2079 element == EL_MAMPFER || element == EL_MAMPFER2)
2081 int phase = MovDelay[x][y] % 8;
2086 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2087 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2089 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2090 && MovDelay[x][y]%4 == 3)
2091 PlaySoundLevel(x, y, SND_NJAM);
2093 else if (element == EL_SP_ELECTRON)
2094 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2095 else if (element == EL_DRACHE)
2098 int dir = MovDir[x][y];
2099 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2100 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2101 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2102 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2103 dir == MV_UP ? GFX_FLAMMEN_UP :
2104 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2105 int phase = FrameCounter % 2;
2107 for (i=1; i<=3; i++)
2109 int xx = x + i*dx, yy = y + i*dy;
2110 int sx = SCREENX(xx), sy = SCREENY(yy);
2112 if (!IN_LEV_FIELD(xx, yy) ||
2113 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2118 int flamed = MovingOrBlocked2Element(xx, yy);
2120 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2123 RemoveMovingField(xx, yy);
2125 Feld[xx][yy] = EL_BURNING;
2126 if (IN_SCR_FIELD(sx, sy))
2127 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2131 if (Feld[xx][yy] == EL_BURNING)
2132 Feld[xx][yy] = EL_LEERRAUM;
2133 DrawLevelField(xx, yy);
2142 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2144 PlaySoundLevel(x, y, SND_KLAPPER);
2146 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2148 PlaySoundLevel(x, y, SND_ROEHR);
2151 /* now make next step */
2153 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2155 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2157 /* enemy got the player */
2159 KillHero(PLAYERINFO(newx, newy));
2162 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2163 element == EL_ROBOT || element == EL_SONDE) &&
2164 IN_LEV_FIELD(newx, newy) &&
2165 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2168 Store[x][y] = EL_SALZSAEURE;
2170 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2171 IN_LEV_FIELD(newx, newy))
2173 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2175 Feld[x][y] = EL_LEERRAUM;
2176 DrawLevelField(x, y);
2178 PlaySoundLevel(newx, newy, SND_BUING);
2179 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2180 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2182 local_player->friends_still_needed--;
2183 if (!local_player->friends_still_needed &&
2184 !local_player->GameOver && AllPlayersGone)
2185 local_player->LevelSolved = local_player->GameOver = TRUE;
2189 else if (IS_MAMPF3(Feld[newx][newy]))
2191 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2192 DrawLevelField(newx, newy);
2194 MovDir[x][y] = MV_NO_MOVING;
2196 else if (!IS_FREE(newx, newy))
2198 if (IS_PLAYER(x, y))
2199 DrawPlayerField(x, y);
2201 DrawLevelField(x, y);
2205 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2207 if (IS_GEM(Feld[newx][newy]))
2209 if (IS_MOVING(newx, newy))
2210 RemoveMovingField(newx, newy);
2213 Feld[newx][newy] = EL_LEERRAUM;
2214 DrawLevelField(newx, newy);
2217 else if (!IS_FREE(newx, newy))
2219 if (IS_PLAYER(x, y))
2220 DrawPlayerField(x, y);
2222 DrawLevelField(x, y);
2226 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2228 if (!IS_FREE(newx, newy))
2230 if (IS_PLAYER(x, y))
2231 DrawPlayerField(x, y);
2233 DrawLevelField(x, y);
2238 boolean wanna_flame = !RND(10);
2239 int dx = newx - x, dy = newy - y;
2240 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2241 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2242 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2243 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2244 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2245 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2247 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2248 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2249 element1 != EL_BURNING && element2 != EL_BURNING)
2251 if (IS_PLAYER(x, y))
2252 DrawPlayerField(x, y);
2254 DrawLevelField(x, y);
2256 MovDelay[x][y] = 50;
2257 Feld[newx][newy] = EL_BURNING;
2258 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2259 Feld[newx1][newy1] = EL_BURNING;
2260 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2261 Feld[newx2][newy2] = EL_BURNING;
2266 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2267 Feld[newx][newy] == EL_DIAMANT)
2269 if (IS_MOVING(newx, newy))
2270 RemoveMovingField(newx, newy);
2273 Feld[newx][newy] = EL_LEERRAUM;
2274 DrawLevelField(newx, newy);
2277 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2278 IS_MAMPF2(Feld[newx][newy]))
2280 if (AmoebaNr[newx][newy])
2282 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2283 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2284 Feld[newx][newy] == EL_AMOEBE_BD)
2285 AmoebaCnt[AmoebaNr[newx][newy]]--;
2288 if (IS_MOVING(newx, newy))
2289 RemoveMovingField(newx, newy);
2292 Feld[newx][newy] = EL_LEERRAUM;
2293 DrawLevelField(newx, newy);
2296 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2297 IS_AMOEBOID(Feld[newx][newy]))
2299 if (AmoebaNr[newx][newy])
2301 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2302 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2303 Feld[newx][newy] == EL_AMOEBE_BD)
2304 AmoebaCnt[AmoebaNr[newx][newy]]--;
2307 Feld[newx][newy] = EL_LEERRAUM;
2308 DrawLevelField(newx, newy);
2310 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2312 /* object was running against a wall */
2316 if (element == EL_KAEFER || element == EL_FLIEGER ||
2317 element == EL_SP_SNIKSNAK)
2318 DrawLevelField(x, y);
2319 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2320 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2321 else if (element == EL_SONDE)
2322 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2323 else if (element == EL_SP_ELECTRON)
2324 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2329 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2330 PlaySoundLevel(x, y, SND_SCHLURF);
2332 InitMovingField(x, y, MovDir[x][y]);
2336 ContinueMoving(x, y);
2339 void ContinueMoving(int x, int y)
2341 int element = Feld[x][y];
2342 int direction = MovDir[x][y];
2343 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2344 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2345 int horiz_move = (dx!=0);
2346 int newx = x + dx, newy = y + dy;
2347 int step = (horiz_move ? dx : dy) * TILEX/8;
2349 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2351 else if (element == EL_TROPFEN)
2353 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2356 MovPos[x][y] += step;
2358 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2360 Feld[x][y] = EL_LEERRAUM;
2361 Feld[newx][newy] = element;
2363 if (Store[x][y] == EL_MORAST_VOLL)
2366 Feld[newx][newy] = EL_MORAST_VOLL;
2367 element = EL_MORAST_VOLL;
2369 else if (Store[x][y] == EL_MORAST_LEER)
2372 Feld[x][y] = EL_MORAST_LEER;
2374 else if (Store[x][y] == EL_SIEB_VOLL)
2377 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2379 else if (Store[x][y] == EL_SIEB_LEER)
2381 Store[x][y] = Store2[x][y] = 0;
2382 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2384 else if (Store[x][y] == EL_SIEB2_VOLL)
2387 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2389 else if (Store[x][y] == EL_SIEB2_LEER)
2391 Store[x][y] = Store2[x][y] = 0;
2392 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2394 else if (Store[x][y] == EL_SALZSAEURE)
2397 Feld[newx][newy] = EL_SALZSAEURE;
2398 element = EL_SALZSAEURE;
2400 else if (Store[x][y] == EL_AMOEBE_NASS)
2403 Feld[x][y] = EL_AMOEBE_NASS;
2406 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2407 MovDelay[newx][newy] = 0;
2409 if (!CAN_MOVE(element))
2410 MovDir[newx][newy] = 0;
2412 DrawLevelField(x, y);
2413 DrawLevelField(newx, newy);
2415 Stop[newx][newy] = TRUE;
2416 JustHit[x][newy] = 3;
2418 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2420 TestIfBadThingHitsHero(newx, newy);
2421 TestIfBadThingHitsFriend(newx, newy);
2422 TestIfBadThingHitsOtherBadThing(newx, newy);
2424 else if (element == EL_PINGUIN)
2425 TestIfFriendHitsBadThing(newx, newy);
2427 if (CAN_SMASH(element) && direction == MV_DOWN &&
2428 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2431 else /* still moving on */
2432 DrawLevelField(x, y);
2435 int AmoebeNachbarNr(int ax, int ay)
2438 int element = Feld[ax][ay];
2440 static int xy[4][2] =
2450 int x = ax + xy[i][0];
2451 int y = ay + xy[i][1];
2453 if (!IN_LEV_FIELD(x, y))
2456 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2457 group_nr = AmoebaNr[x][y];
2463 void AmoebenVereinigen(int ax, int ay)
2465 int i, x, y, xx, yy;
2466 int new_group_nr = AmoebaNr[ax][ay];
2467 static int xy[4][2] =
2475 if (new_group_nr == 0)
2483 if (!IN_LEV_FIELD(x, y))
2486 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2487 Feld[x][y] == EL_AMOEBE_BD ||
2488 Feld[x][y] == EL_AMOEBE_TOT) &&
2489 AmoebaNr[x][y] != new_group_nr)
2491 int old_group_nr = AmoebaNr[x][y];
2493 if (old_group_nr == 0)
2496 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2497 AmoebaCnt[old_group_nr] = 0;
2498 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2499 AmoebaCnt2[old_group_nr] = 0;
2501 for (yy=0; yy<lev_fieldy; yy++)
2503 for (xx=0; xx<lev_fieldx; xx++)
2505 if (AmoebaNr[xx][yy] == old_group_nr)
2506 AmoebaNr[xx][yy] = new_group_nr;
2513 void AmoebeUmwandeln(int ax, int ay)
2517 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2519 int group_nr = AmoebaNr[ax][ay];
2524 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2525 printf("AmoebeUmwandeln(): This should never happen!\n");
2530 for (y=0; y<lev_fieldy; y++)
2532 for (x=0; x<lev_fieldx; x++)
2534 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2537 Feld[x][y] = EL_AMOEBA2DIAM;
2545 static int xy[4][2] =
2558 if (!IN_LEV_FIELD(x, y))
2561 if (Feld[x][y] == EL_AMOEBA2DIAM)
2567 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2570 int group_nr = AmoebaNr[ax][ay];
2571 boolean done = FALSE;
2576 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2577 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2582 for (y=0; y<lev_fieldy; y++)
2584 for (x=0; x<lev_fieldx; x++)
2586 if (AmoebaNr[x][y] == group_nr &&
2587 (Feld[x][y] == EL_AMOEBE_TOT ||
2588 Feld[x][y] == EL_AMOEBE_BD ||
2589 Feld[x][y] == EL_AMOEBING))
2592 Feld[x][y] = new_element;
2593 InitField(x, y, FALSE);
2594 DrawLevelField(x, y);
2601 PlaySoundLevel(ax, ay,
2602 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2605 void AmoebeWaechst(int x, int y)
2607 static unsigned long sound_delay = 0;
2608 static unsigned long sound_delay_value = 0;
2610 if (!MovDelay[x][y]) /* start new growing cycle */
2614 if (DelayReached(&sound_delay, sound_delay_value))
2616 PlaySoundLevel(x, y, SND_AMOEBE);
2617 sound_delay_value = 30;
2621 if (MovDelay[x][y]) /* wait some time before growing bigger */
2624 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2625 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2627 if (!MovDelay[x][y])
2629 Feld[x][y] = Store[x][y];
2631 DrawLevelField(x, y);
2636 void AmoebeAbleger(int ax, int ay)
2639 int element = Feld[ax][ay];
2640 int newax = ax, neway = ay;
2641 static int xy[4][2] =
2649 if (!level.tempo_amoebe)
2651 Feld[ax][ay] = EL_AMOEBE_TOT;
2652 DrawLevelField(ax, ay);
2656 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2657 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2659 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2662 if (MovDelay[ax][ay])
2666 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2669 int x = ax + xy[start][0];
2670 int y = ay + xy[start][1];
2672 if (!IN_LEV_FIELD(x, y))
2675 if (IS_FREE(x, y) ||
2676 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2682 if (newax == ax && neway == ay)
2685 else /* normal or "filled" (BD style) amoeba */
2688 boolean waiting_for_player = FALSE;
2692 int j = (start + i) % 4;
2693 int x = ax + xy[j][0];
2694 int y = ay + xy[j][1];
2696 if (!IN_LEV_FIELD(x, y))
2699 if (IS_FREE(x, y) ||
2700 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2706 else if (IS_PLAYER(x, y))
2707 waiting_for_player = TRUE;
2710 if (newax == ax && neway == ay) /* amoeba cannot grow */
2712 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2714 Feld[ax][ay] = EL_AMOEBE_TOT;
2715 DrawLevelField(ax, ay);
2716 AmoebaCnt[AmoebaNr[ax][ay]]--;
2718 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2720 if (element == EL_AMOEBE_VOLL)
2721 AmoebeUmwandeln(ax, ay);
2722 else if (element == EL_AMOEBE_BD)
2723 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2728 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2730 /* amoeba gets larger by growing in some direction */
2732 int new_group_nr = AmoebaNr[ax][ay];
2735 if (new_group_nr == 0)
2737 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2738 printf("AmoebeAbleger(): This should never happen!\n");
2743 AmoebaNr[newax][neway] = new_group_nr;
2744 AmoebaCnt[new_group_nr]++;
2745 AmoebaCnt2[new_group_nr]++;
2747 /* if amoeba touches other amoeba(s) after growing, unify them */
2748 AmoebenVereinigen(newax, neway);
2750 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2752 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2758 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2759 (neway == lev_fieldy - 1 && newax != ax))
2761 Feld[newax][neway] = EL_AMOEBING;
2762 Store[newax][neway] = element;
2764 else if (neway == ay)
2765 Feld[newax][neway] = EL_TROPFEN;
2768 InitMovingField(ax, ay, MV_DOWN);
2769 Feld[ax][ay] = EL_TROPFEN;
2770 Store[ax][ay] = EL_AMOEBE_NASS;
2771 ContinueMoving(ax, ay);
2775 DrawLevelField(newax, neway);
2778 void Life(int ax, int ay)
2781 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2783 int element = Feld[ax][ay];
2788 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2789 MovDelay[ax][ay] = life_time;
2791 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2794 if (MovDelay[ax][ay])
2798 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2800 int xx = ax+x1, yy = ay+y1;
2803 if (!IN_LEV_FIELD(xx, yy))
2806 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2808 int x = xx+x2, y = yy+y2;
2810 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2813 if (((Feld[x][y] == element ||
2814 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2816 (IS_FREE(x, y) && Stop[x][y]))
2820 if (xx == ax && yy == ay) /* field in the middle */
2822 if (nachbarn<life[0] || nachbarn>life[1])
2824 Feld[xx][yy] = EL_LEERRAUM;
2826 DrawLevelField(xx, yy);
2827 Stop[xx][yy] = TRUE;
2830 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2831 { /* free border field */
2832 if (nachbarn>=life[2] && nachbarn<=life[3])
2834 Feld[xx][yy] = element;
2835 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2837 DrawLevelField(xx, yy);
2838 Stop[xx][yy] = TRUE;
2844 void Ablenk(int x, int y)
2846 if (!MovDelay[x][y]) /* next animation frame */
2847 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2849 if (MovDelay[x][y]) /* wait some time before next frame */
2854 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2855 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2856 if (!(MovDelay[x][y]%4))
2857 PlaySoundLevel(x, y, SND_MIEP);
2862 Feld[x][y] = EL_ABLENK_AUS;
2863 DrawLevelField(x, y);
2864 if (ZX == x && ZY == y)
2868 void Birne(int x, int y)
2870 if (!MovDelay[x][y]) /* next animation frame */
2871 MovDelay[x][y] = 800;
2873 if (MovDelay[x][y]) /* wait some time before next frame */
2878 if (!(MovDelay[x][y]%5))
2880 if (!(MovDelay[x][y]%10))
2881 Feld[x][y]=EL_ABLENK_EIN;
2883 Feld[x][y]=EL_ABLENK_AUS;
2884 DrawLevelField(x, y);
2885 Feld[x][y]=EL_ABLENK_EIN;
2891 Feld[x][y]=EL_ABLENK_AUS;
2892 DrawLevelField(x, y);
2893 if (ZX == x && ZY == y)
2897 void Blubber(int x, int y)
2899 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2900 DrawLevelField(x, y-1);
2902 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2905 void NussKnacken(int x, int y)
2907 if (!MovDelay[x][y]) /* next animation frame */
2910 if (MovDelay[x][y]) /* wait some time before next frame */
2913 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2914 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2916 if (!MovDelay[x][y])
2918 Feld[x][y] = EL_EDELSTEIN;
2919 DrawLevelField(x, y);
2924 void SiebAktivieren(int x, int y, int typ)
2926 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2928 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2931 void AusgangstuerPruefen(int x, int y)
2933 if (!local_player->gems_still_needed &&
2934 !local_player->sokobanfields_still_needed &&
2935 !local_player->lights_still_needed)
2937 Feld[x][y] = EL_AUSGANG_ACT;
2939 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2940 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2941 y < LEVELY(BY1) ? LEVELY(BY1) :
2942 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2947 void AusgangstuerOeffnen(int x, int y)
2951 if (!MovDelay[x][y]) /* next animation frame */
2952 MovDelay[x][y] = 5*delay;
2954 if (MovDelay[x][y]) /* wait some time before next frame */
2959 tuer = MovDelay[x][y]/delay;
2960 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2961 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2963 if (!MovDelay[x][y])
2965 Feld[x][y] = EL_AUSGANG_AUF;
2966 DrawLevelField(x, y);
2971 void AusgangstuerBlinken(int x, int y)
2973 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2976 void EdelsteinFunkeln(int x, int y)
2978 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2981 if (Feld[x][y] == EL_EDELSTEIN_BD)
2982 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2985 if (!MovDelay[x][y]) /* next animation frame */
2986 MovDelay[x][y] = 11 * !SimpleRND(500);
2988 if (MovDelay[x][y]) /* wait some time before next frame */
2992 if (setup.direct_draw && MovDelay[x][y])
2993 SetDrawtoField(DRAW_BUFFERED);
2995 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2999 int phase = (MovDelay[x][y]-1)/2;
3004 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3006 if (setup.direct_draw)
3010 dest_x = FX + SCREENX(x)*TILEX;
3011 dest_y = FY + SCREENY(y)*TILEY;
3013 XCopyArea(display, drawto_field, window, gc,
3014 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3015 SetDrawtoField(DRAW_DIRECT);
3022 void MauerWaechst(int x, int y)
3026 if (!MovDelay[x][y]) /* next animation frame */
3027 MovDelay[x][y] = 3*delay;
3029 if (MovDelay[x][y]) /* wait some time before next frame */
3034 phase = 2-MovDelay[x][y]/delay;
3035 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3036 DrawGraphic(SCREENX(x), SCREENY(y),
3037 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3038 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3039 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3040 GFX_MAUER_DOWN ) + phase);
3042 if (!MovDelay[x][y])
3044 if (MovDir[x][y] == MV_LEFT)
3046 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3047 DrawLevelField(x-1, y);
3049 else if (MovDir[x][y] == MV_RIGHT)
3051 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3052 DrawLevelField(x+1, y);
3054 else if (MovDir[x][y] == MV_UP)
3056 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3057 DrawLevelField(x, y-1);
3061 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3062 DrawLevelField(x, y+1);
3065 Feld[x][y] = Store[x][y];
3067 MovDir[x][y] = MV_NO_MOVING;
3068 DrawLevelField(x, y);
3073 void MauerAbleger(int ax, int ay)
3075 int element = Feld[ax][ay];
3076 boolean oben_frei = FALSE, unten_frei = FALSE;
3077 boolean links_frei = FALSE, rechts_frei = FALSE;
3078 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3079 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3081 if (!MovDelay[ax][ay]) /* start building new wall */
3082 MovDelay[ax][ay] = 6;
3084 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3087 if (MovDelay[ax][ay])
3091 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3093 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3095 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3097 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3100 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3104 Feld[ax][ay-1] = EL_MAUERND;
3105 Store[ax][ay-1] = element;
3106 MovDir[ax][ay-1] = MV_UP;
3107 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3108 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3112 Feld[ax][ay+1] = EL_MAUERND;
3113 Store[ax][ay+1] = element;
3114 MovDir[ax][ay+1] = MV_DOWN;
3115 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3116 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3120 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3121 element == EL_MAUER_LEBT)
3125 Feld[ax-1][ay] = EL_MAUERND;
3126 Store[ax-1][ay] = element;
3127 MovDir[ax-1][ay] = MV_LEFT;
3128 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3129 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3133 Feld[ax+1][ay] = EL_MAUERND;
3134 Store[ax+1][ay] = element;
3135 MovDir[ax+1][ay] = MV_RIGHT;
3136 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3137 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3141 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3142 DrawLevelField(ax, ay);
3144 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3146 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3147 unten_massiv = TRUE;
3148 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3149 links_massiv = TRUE;
3150 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3151 rechts_massiv = TRUE;
3153 if (((oben_massiv && unten_massiv) ||
3154 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3155 ((links_massiv && rechts_massiv) ||
3156 element == EL_MAUER_Y))
3157 Feld[ax][ay] = EL_MAUERWERK;
3160 void CheckForDragon(int x, int y)
3163 boolean dragon_found = FALSE;
3164 static int xy[4][2] =
3176 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3178 if (IN_LEV_FIELD(xx, yy) &&
3179 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3181 if (Feld[xx][yy] == EL_DRACHE)
3182 dragon_found = TRUE;
3195 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3197 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3199 Feld[xx][yy] = EL_LEERRAUM;
3200 DrawLevelField(xx, yy);
3209 static void CheckBuggyBase(int x, int y)
3211 int element = Feld[x][y];
3213 if (element == EL_SP_BUG)
3215 if (!MovDelay[x][y]) /* start activating buggy base */
3216 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3218 if (MovDelay[x][y]) /* wait some time before activating base */
3221 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3222 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3226 Feld[x][y] = EL_SP_BUG_ACTIVE;
3229 else if (element == EL_SP_BUG_ACTIVE)
3231 if (!MovDelay[x][y]) /* start activating buggy base */
3232 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3234 if (MovDelay[x][y]) /* wait some time before activating base */
3240 static int xy[4][2] =
3248 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3249 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3253 int xx = x + xy[i][0], yy = y + xy[i][1];
3255 if (IS_PLAYER(xx, yy))
3257 PlaySoundLevel(x, y, SND_SP_BUG);
3265 Feld[x][y] = EL_SP_BUG;
3266 DrawLevelField(x, y);
3271 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3273 static byte stored_player_action[MAX_PLAYERS];
3274 static int num_stored_actions = 0;
3275 static boolean save_tape_entry = FALSE;
3276 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3277 int jx = player->jx, jy = player->jy;
3278 int left = player_action & JOY_LEFT;
3279 int right = player_action & JOY_RIGHT;
3280 int up = player_action & JOY_UP;
3281 int down = player_action & JOY_DOWN;
3282 int button1 = player_action & JOY_BUTTON_1;
3283 int button2 = player_action & JOY_BUTTON_2;
3284 int dx = (left ? -1 : right ? 1 : 0);
3285 int dy = (up ? -1 : down ? 1 : 0);
3287 stored_player_action[player->index_nr] = 0;
3288 num_stored_actions++;
3290 if (!player->active || player->gone || tape.pausing)
3295 save_tape_entry = TRUE;
3296 player->frame_reset_delay = 0;
3299 snapped = SnapField(player, dx, dy);
3303 bombed = PlaceBomb(player);
3304 moved = MoveFigure(player, dx, dy);
3307 if (tape.recording && (moved || snapped || bombed))
3309 if (bombed && !moved)
3310 player_action &= JOY_BUTTON;
3312 stored_player_action[player->index_nr] = player_action;
3315 /* this allows cycled sequences of PlayerActions() */
3316 if (num_stored_actions >= MAX_PLAYERS)
3318 TapeRecordAction(stored_player_action);
3319 num_stored_actions = 0;
3324 else if (tape.playing && snapped)
3325 SnapField(player, 0, 0); /* stop snapping */
3329 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3330 SnapField(player, 0, 0);
3331 if (++player->frame_reset_delay > MoveSpeed)
3335 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3337 TapeRecordAction(stored_player_action);
3338 num_stored_actions = 0;
3339 save_tape_entry = FALSE;
3342 if (tape.playing && !tape.pausing && !player_action &&
3343 tape.counter < tape.length)
3346 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3348 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3349 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3351 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3353 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3355 int el = Feld[jx+dx][jy];
3356 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3358 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3360 player->MovDir = next_joy;
3361 player->Frame = FrameCounter % 4;
3362 player->Pushing = TRUE;
3371 static unsigned long action_delay = 0;
3372 unsigned long action_delay_value;
3373 int sieb_x = 0, sieb_y = 0;
3374 int i, x, y, element;
3375 byte *recorded_player_action;
3376 byte summarized_player_action = 0;
3378 if (game_status != PLAYING)
3381 action_delay_value =
3382 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3385 if (tape.playing && tape.fast_forward)
3389 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3395 /* main game synchronization point */
3401 WaitUntilDelayReached(&action_delay, action_delay_value);
3404 while (!DelayReached(&action_delay, action_delay_value))
3408 sprintf(buf, "%ld %ld %ld",
3409 Counter(), action_delay, action_delay_value);
3412 print_debug("done");
3419 if (network_playing && !network_player_action_received)
3423 printf("DEBUG: try to get network player actions in time\n");
3428 /* last chance to get network player actions without main loop delay */
3432 if (game_status != PLAYING)
3435 if (!network_player_action_received)
3439 printf("DEBUG: failed to get network player actions in time\n");
3448 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3450 else if (tape.recording)
3459 else if (tape.recording)
3462 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3464 for (i=0; i<MAX_PLAYERS; i++)
3466 summarized_player_action |= stored_player[i].action;
3468 if (!network_playing)
3469 stored_player[i].effective_action = stored_player[i].action;
3473 if (network_playing)
3474 SendToServer_MovePlayer(summarized_player_action);
3477 if (!options.network && !setup.team_mode)
3478 local_player->effective_action = summarized_player_action;
3480 for (i=0; i<MAX_PLAYERS; i++)
3482 int actual_player_action = stored_player[i].effective_action;
3484 if (recorded_player_action)
3485 actual_player_action = recorded_player_action[i];
3487 PlayerActions(&stored_player[i], actual_player_action);
3488 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3491 network_player_action_received = FALSE;
3493 ScrollScreen(NULL, SCROLL_GO_ON);
3497 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3499 else if (tape.recording)
3509 if (TimeFrames == 0 && !local_player->gone)
3511 extern unsigned int last_RND();
3513 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3516 getStateCheckSum(TimePlayed));
3525 if (GameFrameDelay >= 500)
3526 printf("FrameCounter == %d\n", FrameCounter);
3537 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3540 if (JustHit[x][y]>0)
3544 if (IS_BLOCKED(x, y))
3548 Blocked2Moving(x, y, &oldx, &oldy);
3549 if (!IS_MOVING(oldx, oldy))
3551 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3552 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3553 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3554 printf("GameActions(): This should never happen!\n");
3560 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3562 element = Feld[x][y];
3564 if (IS_INACTIVE(element))
3567 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3571 if (IS_GEM(element))
3572 EdelsteinFunkeln(x, y);
3574 else if (IS_MOVING(x, y))
3575 ContinueMoving(x, y);
3576 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3577 CheckDynamite(x, y);
3578 else if (element == EL_EXPLODING)
3579 Explode(x, y, Frame[x][y], EX_NORMAL);
3580 else if (element == EL_AMOEBING)
3581 AmoebeWaechst(x, y);
3582 else if (IS_AMOEBALIVE(element))
3583 AmoebeAbleger(x, y);
3584 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3586 else if (element == EL_ABLENK_EIN)
3588 else if (element == EL_SALZSAEURE)
3590 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3592 else if (element == EL_CRACKINGNUT)
3594 else if (element == EL_AUSGANG_ZU)
3595 AusgangstuerPruefen(x, y);
3596 else if (element == EL_AUSGANG_ACT)
3597 AusgangstuerOeffnen(x, y);
3598 else if (element == EL_AUSGANG_AUF)
3599 AusgangstuerBlinken(x, y);
3600 else if (element == EL_MAUERND)
3602 else if (element == EL_MAUER_LEBT ||
3603 element == EL_MAUER_X ||
3604 element == EL_MAUER_Y ||
3605 element == EL_MAUER_XY)
3607 else if (element == EL_BURNING)
3608 CheckForDragon(x, y);
3609 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3610 CheckBuggyBase(x, y);
3611 else if (element == EL_SP_TERMINAL)
3612 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3613 else if (element == EL_SP_TERMINAL_ACTIVE)
3614 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3618 boolean sieb = FALSE;
3619 int jx = local_player->jx, jy = local_player->jy;
3621 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3622 Store[x][y] == EL_SIEB_LEER)
3624 SiebAktivieren(x, y, 1);
3627 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3628 Store[x][y] == EL_SIEB2_LEER)
3630 SiebAktivieren(x, y, 2);
3634 /* play the element sound at the position nearest to the player */
3635 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3645 if (!(SiebCount % 4))
3646 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3653 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3655 element = Feld[x][y];
3656 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3658 Feld[x][y] = EL_SIEB_TOT;
3659 DrawLevelField(x, y);
3661 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3663 Feld[x][y] = EL_SIEB2_TOT;
3664 DrawLevelField(x, y);
3673 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3678 if (tape.recording || tape.playing)
3679 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3686 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3688 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3691 for (i=0; i<MAX_PLAYERS; i++)
3692 KillHero(&stored_player[i]);
3694 else if (level.time == 0) /* level without time limit */
3695 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3701 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3703 int min_x = x, min_y = y, max_x = x, max_y = y;
3706 for (i=0; i<MAX_PLAYERS; i++)
3708 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3710 if (!stored_player[i].active || stored_player[i].gone ||
3711 &stored_player[i] == player)
3714 min_x = MIN(min_x, jx);
3715 min_y = MIN(min_y, jy);
3716 max_x = MAX(max_x, jx);
3717 max_y = MAX(max_y, jy);
3720 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3723 static boolean AllPlayersInVisibleScreen()
3727 for (i=0; i<MAX_PLAYERS; i++)
3729 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3731 if (!stored_player[i].active || stored_player[i].gone)
3734 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3741 void ScrollLevel(int dx, int dy)
3743 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3746 XCopyArea(display, drawto_field, drawto_field, gc,
3747 FX + TILEX*(dx == -1) - softscroll_offset,
3748 FY + TILEY*(dy == -1) - softscroll_offset,
3749 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3750 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3751 FX + TILEX*(dx == 1) - softscroll_offset,
3752 FY + TILEY*(dy == 1) - softscroll_offset);
3756 x = (dx == 1 ? BX1 : BX2);
3757 for (y=BY1; y<=BY2; y++)
3758 DrawScreenField(x, y);
3762 y = (dy == 1 ? BY1 : BY2);
3763 for (x=BX1; x<=BX2; x++)
3764 DrawScreenField(x, y);
3767 redraw_mask |= REDRAW_FIELD;
3770 boolean MoveFigureOneStep(struct PlayerInfo *player,
3771 int dx, int dy, int real_dx, int real_dy)
3773 int jx = player->jx, jy = player->jy;
3774 int new_jx = jx+dx, new_jy = jy+dy;
3778 if (player->gone || (!dx && !dy))
3779 return MF_NO_ACTION;
3781 player->MovDir = (dx < 0 ? MV_LEFT :
3784 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3786 if (!IN_LEV_FIELD(new_jx, new_jy))
3787 return MF_NO_ACTION;
3789 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3790 return MF_NO_ACTION;
3792 element = MovingOrBlocked2Element(new_jx, new_jy);
3794 if (DONT_GO_TO(element))
3796 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3799 Feld[jx][jy] = EL_SPIELFIGUR;
3800 InitMovingField(jx, jy, MV_DOWN);
3801 Store[jx][jy] = EL_SALZSAEURE;
3802 ContinueMoving(jx, jy);
3811 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3812 if (can_move != MF_MOVING)
3815 StorePlayer[jx][jy] = 0;
3816 player->last_jx = jx;
3817 player->last_jy = jy;
3818 jx = player->jx = new_jx;
3819 jy = player->jy = new_jy;
3820 StorePlayer[jx][jy] = player->element_nr;
3822 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3824 ScrollFigure(player, SCROLL_INIT);
3829 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3831 int jx = player->jx, jy = player->jy;
3832 int old_jx = jx, old_jy = jy;
3833 int moved = MF_NO_ACTION;
3835 if (player->gone || (!dx && !dy))
3838 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3843 /* should only happen if pre-1.2 tape recordings are played */
3844 /* this is only for backward compatibility */
3846 int old_move_speed = MoveSpeed;
3849 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3852 /* scroll remaining steps with finest movement resolution */
3855 while (player->MovPos)
3857 ScrollFigure(player, SCROLL_GO_ON);
3858 ScrollScreen(NULL, SCROLL_GO_ON);
3864 MoveSpeed = old_move_speed;
3867 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3869 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3870 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3874 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3875 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3881 if (moved & MF_MOVING && !ScreenMovPos &&
3882 (player == local_player || !options.network))
3884 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3885 int offset = (setup.scroll_delay ? 3 : 0);
3887 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3889 /* actual player has left the screen -- scroll in that direction */
3890 if (jx != old_jx) /* player has moved horizontally */
3891 scroll_x += (jx - old_jx);
3892 else /* player has moved vertically */
3893 scroll_y += (jy - old_jy);
3897 if (jx != old_jx) /* player has moved horizontally */
3899 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3900 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3901 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3903 /* don't scroll over playfield boundaries */
3904 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3905 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3907 /* don't scroll more than one field at a time */
3908 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3910 /* don't scroll against the player's moving direction */
3911 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3912 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3913 scroll_x = old_scroll_x;
3915 else /* player has moved vertically */
3917 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3918 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3919 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3921 /* don't scroll over playfield boundaries */
3922 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3923 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3925 /* don't scroll more than one field at a time */
3926 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3928 /* don't scroll against the player's moving direction */
3929 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3930 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3931 scroll_y = old_scroll_y;
3935 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3937 if (!options.network && !AllPlayersInVisibleScreen())
3939 scroll_x = old_scroll_x;
3940 scroll_y = old_scroll_y;
3944 ScrollScreen(player, SCROLL_INIT);
3945 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3950 if (!(moved & MF_MOVING) && !player->Pushing)
3953 player->Frame = (player->Frame + 1) % 4;
3955 if (moved & MF_MOVING)
3957 if (old_jx != jx && old_jy == jy)
3958 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3959 else if (old_jx == jx && old_jy != jy)
3960 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3962 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3964 player->last_move_dir = player->MovDir;
3967 player->last_move_dir = MV_NO_MOVING;
3969 TestIfHeroHitsBadThing(jx, jy);
3977 void ScrollFigure(struct PlayerInfo *player, int mode)
3979 int jx = player->jx, jy = player->jy;
3980 int last_jx = player->last_jx, last_jy = player->last_jy;
3982 if (!player->active || player->gone || !player->MovPos)
3985 if (mode == SCROLL_INIT)
3987 player->actual_frame_counter = FrameCounter;
3988 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3990 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3991 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3996 else if (!FrameReached(&player->actual_frame_counter, 1))
3999 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4000 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4002 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4003 Feld[last_jx][last_jy] = EL_LEERRAUM;
4007 if (!player->MovPos)
4009 player->last_jx = jx;
4010 player->last_jy = jy;
4012 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4016 if (!local_player->friends_still_needed)
4017 player->LevelSolved = player->GameOver = TRUE;
4022 void ScrollScreen(struct PlayerInfo *player, int mode)
4024 static unsigned long screen_frame_counter = 0;
4026 if (mode == SCROLL_INIT)
4028 screen_frame_counter = FrameCounter;
4029 ScreenMovDir = player->MovDir;
4030 ScreenMovPos = player->MovPos;
4031 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4034 else if (!FrameReached(&screen_frame_counter, 1))
4039 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4040 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4041 redraw_mask |= REDRAW_FIELD;
4044 ScreenMovDir = MV_NO_MOVING;
4047 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4049 int i, killx = goodx, killy = goody;
4050 static int xy[4][2] =
4057 static int harmless[4] =
4069 x = goodx + xy[i][0];
4070 y = goody + xy[i][1];
4071 if (!IN_LEV_FIELD(x, y))
4074 element = Feld[x][y];
4076 if (DONT_TOUCH(element))
4078 if (MovDir[x][y] == harmless[i])
4087 if (killx != goodx || killy != goody)
4089 if (IS_PLAYER(goodx, goody))
4090 KillHero(PLAYERINFO(goodx, goody));
4096 void TestIfBadThingHitsGoodThing(int badx, int bady)
4098 int i, killx = badx, killy = bady;
4099 static int xy[4][2] =
4106 static int harmless[4] =
4118 x = badx + xy[i][0];
4119 y = bady + xy[i][1];
4120 if (!IN_LEV_FIELD(x, y))
4123 element = Feld[x][y];
4125 if (IS_PLAYER(x, y))
4131 else if (element == EL_PINGUIN)
4133 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4142 if (killx != badx || killy != bady)
4144 if (IS_PLAYER(killx, killy))
4145 KillHero(PLAYERINFO(killx, killy));
4151 void TestIfHeroHitsBadThing(int x, int y)
4153 TestIfGoodThingHitsBadThing(x, y);
4156 void TestIfBadThingHitsHero(int x, int y)
4158 TestIfBadThingHitsGoodThing(x, y);
4161 void TestIfFriendHitsBadThing(int x, int y)
4163 TestIfGoodThingHitsBadThing(x, y);
4166 void TestIfBadThingHitsFriend(int x, int y)
4168 TestIfBadThingHitsGoodThing(x, y);
4171 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4173 int i, killx = badx, killy = bady;
4174 static int xy[4][2] =
4188 if (!IN_LEV_FIELD(x, y))
4191 element = Feld[x][y];
4192 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4193 element == EL_AMOEBING || element == EL_TROPFEN)
4201 if (killx != badx || killy != bady)
4205 void KillHero(struct PlayerInfo *player)
4207 int jx = player->jx, jy = player->jy;
4212 if (IS_PFORTE(Feld[jx][jy]))
4213 Feld[jx][jy] = EL_LEERRAUM;
4219 void BuryHero(struct PlayerInfo *player)
4221 int jx = player->jx, jy = player->jy;
4226 PlaySoundLevel(jx, jy, SND_AUTSCH);
4227 PlaySoundLevel(jx, jy, SND_LACHEN);
4229 player->GameOver = TRUE;
4233 void RemoveHero(struct PlayerInfo *player)
4235 int jx = player->jx, jy = player->jy;
4236 int i, found = FALSE;
4238 player->gone = TRUE;
4239 StorePlayer[jx][jy] = 0;
4241 for (i=0; i<MAX_PLAYERS; i++)
4242 if (stored_player[i].active && !stored_player[i].gone)
4246 AllPlayersGone = TRUE;
4252 int DigField(struct PlayerInfo *player,
4253 int x, int y, int real_dx, int real_dy, int mode)
4255 int jx = player->jx, jy = player->jy;
4256 int dx = x - jx, dy = y - jy;
4259 if (!player->MovPos)
4260 player->Pushing = FALSE;
4262 if (mode == DF_NO_PUSH)
4264 player->push_delay = 0;
4265 return MF_NO_ACTION;
4268 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4269 return MF_NO_ACTION;
4271 element = Feld[x][y];
4276 PlaySoundLevel(x, y, SND_EMPTY);
4280 Feld[x][y] = EL_LEERRAUM;
4281 PlaySoundLevel(x, y, SND_SCHLURF);
4286 Feld[x][y] = EL_LEERRAUM;
4287 PlaySoundLevel(x, y, SND_SP_BASE);
4291 case EL_EDELSTEIN_BD:
4292 case EL_EDELSTEIN_GELB:
4293 case EL_EDELSTEIN_ROT:
4294 case EL_EDELSTEIN_LILA:
4296 case EL_SP_INFOTRON:
4298 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4299 if (local_player->gems_still_needed < 0)
4300 local_player->gems_still_needed = 0;
4301 RaiseScoreElement(element);
4302 DrawText(DX_EMERALDS, DY_EMERALDS,
4303 int2str(local_player->gems_still_needed, 3),
4304 FS_SMALL, FC_YELLOW);
4305 if (element == EL_SP_INFOTRON)
4306 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4308 PlaySoundLevel(x, y, SND_PONG);
4314 ScrollStepSize = TILEX/4;
4315 PlaySoundLevel(x, y, SND_PONG);
4318 case EL_DYNAMIT_AUS:
4319 case EL_SP_DISK_RED:
4322 RaiseScoreElement(EL_DYNAMIT);
4323 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4324 int2str(local_player->dynamite, 3),
4325 FS_SMALL, FC_YELLOW);
4326 if (element == EL_SP_DISK_RED)
4327 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4329 PlaySoundLevel(x, y, SND_PONG);
4332 case EL_DYNABOMB_NR:
4334 player->dynabomb_count++;
4335 player->dynabombs_left++;
4336 RaiseScoreElement(EL_DYNAMIT);
4337 PlaySoundLevel(x, y, SND_PONG);
4340 case EL_DYNABOMB_SZ:
4342 player->dynabomb_size++;
4343 RaiseScoreElement(EL_DYNAMIT);
4344 PlaySoundLevel(x, y, SND_PONG);
4347 case EL_DYNABOMB_XL:
4349 player->dynabomb_xl = TRUE;
4350 RaiseScoreElement(EL_DYNAMIT);
4351 PlaySoundLevel(x, y, SND_PONG);
4354 case EL_SCHLUESSEL1:
4355 case EL_SCHLUESSEL2:
4356 case EL_SCHLUESSEL3:
4357 case EL_SCHLUESSEL4:
4359 int key_nr = element-EL_SCHLUESSEL1;
4362 player->key[key_nr] = TRUE;
4363 RaiseScoreElement(EL_SCHLUESSEL);
4364 DrawMiniGraphicExt(drawto, gc,
4365 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4366 GFX_SCHLUESSEL1+key_nr);
4367 DrawMiniGraphicExt(window, gc,
4368 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4369 GFX_SCHLUESSEL1+key_nr);
4370 PlaySoundLevel(x, y, SND_PONG);
4375 Feld[x][y] = EL_ABLENK_EIN;
4378 DrawLevelField(x, y);
4382 case EL_SP_TERMINAL:
4386 for (yy=0; yy<lev_fieldy; yy++)
4388 for (xx=0; xx<lev_fieldx; xx++)
4390 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4392 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4393 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4402 if (local_player->gems_still_needed > 0)
4403 return MF_NO_ACTION;
4405 player->LevelSolved = player->GameOver = TRUE;
4406 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4409 case EL_FELSBROCKEN:
4414 case EL_SP_DISK_ORANGE:
4415 if (dy || mode == DF_SNAP)
4416 return MF_NO_ACTION;
4418 player->Pushing = TRUE;
4420 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4421 return MF_NO_ACTION;
4425 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4426 return MF_NO_ACTION;
4429 if (player->push_delay == 0)
4430 player->push_delay = FrameCounter;
4431 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4433 return MF_NO_ACTION;
4436 Feld[x+dx][y+dy] = element;
4438 player->push_delay_value = 2+RND(8);
4440 DrawLevelField(x+dx, y+dy);
4441 if (element == EL_FELSBROCKEN)
4442 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4443 else if (element == EL_KOKOSNUSS)
4444 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4445 else if (IS_SP_ELEMENT(element))
4446 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4448 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4455 if (!player->key[element-EL_PFORTE1])
4456 return MF_NO_ACTION;
4463 if (!player->key[element-EL_PFORTE1X])
4464 return MF_NO_ACTION;
4467 case EL_SP_PORT1_LEFT:
4468 case EL_SP_PORT2_LEFT:
4469 case EL_SP_PORT1_RIGHT:
4470 case EL_SP_PORT2_RIGHT:
4471 case EL_SP_PORT1_UP:
4472 case EL_SP_PORT2_UP:
4473 case EL_SP_PORT1_DOWN:
4474 case EL_SP_PORT2_DOWN:
4479 element != EL_SP_PORT1_LEFT &&
4480 element != EL_SP_PORT2_LEFT &&
4481 element != EL_SP_PORT_X &&
4482 element != EL_SP_PORT_XY) ||
4484 element != EL_SP_PORT1_RIGHT &&
4485 element != EL_SP_PORT2_RIGHT &&
4486 element != EL_SP_PORT_X &&
4487 element != EL_SP_PORT_XY) ||
4489 element != EL_SP_PORT1_UP &&
4490 element != EL_SP_PORT2_UP &&
4491 element != EL_SP_PORT_Y &&
4492 element != EL_SP_PORT_XY) ||
4494 element != EL_SP_PORT1_DOWN &&
4495 element != EL_SP_PORT2_DOWN &&
4496 element != EL_SP_PORT_Y &&
4497 element != EL_SP_PORT_XY) ||
4498 !IN_LEV_FIELD(x + dx, y + dy) ||
4499 !IS_FREE(x + dx, y + dy))
4500 return MF_NO_ACTION;
4504 case EL_AUSGANG_ACT:
4505 /* door is not (yet) open */
4506 return MF_NO_ACTION;
4509 case EL_AUSGANG_AUF:
4510 if (mode == DF_SNAP)
4511 return MF_NO_ACTION;
4513 PlaySoundLevel(x, y, SND_BUING);
4516 player->gone = TRUE;
4517 PlaySoundLevel(x, y, SND_BUING);
4519 if (!local_player->friends_still_needed)
4520 player->LevelSolved = player->GameOver = TRUE;
4526 Feld[x][y] = EL_BIRNE_EIN;
4527 local_player->lights_still_needed--;
4528 DrawLevelField(x, y);
4529 PlaySoundLevel(x, y, SND_DENG);
4534 Feld[x][y] = EL_ZEIT_LEER;
4536 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4537 DrawLevelField(x, y);
4538 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4542 case EL_SOKOBAN_FELD_LEER:
4545 case EL_SOKOBAN_FELD_VOLL:
4546 case EL_SOKOBAN_OBJEKT:
4548 case EL_SP_DISK_YELLOW:
4549 if (mode == DF_SNAP)
4550 return MF_NO_ACTION;
4552 player->Pushing = TRUE;
4554 if (!IN_LEV_FIELD(x+dx, y+dy)
4555 || (!IS_FREE(x+dx, y+dy)
4556 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4557 || !IS_SB_ELEMENT(element))))
4558 return MF_NO_ACTION;
4562 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4563 return MF_NO_ACTION;
4565 else if (dy && real_dx)
4567 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4568 return MF_NO_ACTION;
4571 if (player->push_delay == 0)
4572 player->push_delay = FrameCounter;
4573 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4575 return MF_NO_ACTION;
4577 if (IS_SB_ELEMENT(element))
4579 if (element == EL_SOKOBAN_FELD_VOLL)
4581 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4582 local_player->sokobanfields_still_needed++;
4587 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4589 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4590 local_player->sokobanfields_still_needed--;
4591 if (element == EL_SOKOBAN_OBJEKT)
4592 PlaySoundLevel(x, y, SND_DENG);
4595 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4600 Feld[x+dx][y+dy] = element;
4603 player->push_delay_value = 2;
4605 DrawLevelField(x, y);
4606 DrawLevelField(x+dx, y+dy);
4607 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4609 if (IS_SB_ELEMENT(element) &&
4610 local_player->sokobanfields_still_needed == 0 &&
4611 game_emulation == EMU_SOKOBAN)
4613 player->LevelSolved = player->GameOver = TRUE;
4614 PlaySoundLevel(x, y, SND_BUING);
4626 return MF_NO_ACTION;
4629 player->push_delay = 0;
4634 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4636 int jx = player->jx, jy = player->jy;
4637 int x = jx + dx, y = jy + dy;
4639 if (player->gone || !IN_LEV_FIELD(x, y))
4647 player->snapped = FALSE;
4651 if (player->snapped)
4654 player->MovDir = (dx < 0 ? MV_LEFT :
4657 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4659 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4662 player->snapped = TRUE;
4663 DrawLevelField(x, y);
4669 boolean PlaceBomb(struct PlayerInfo *player)
4671 int jx = player->jx, jy = player->jy;
4674 if (player->gone || player->MovPos)
4677 element = Feld[jx][jy];
4679 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4680 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4681 element == EL_EXPLODING)
4684 if (element != EL_LEERRAUM)
4685 Store[jx][jy] = element;
4687 if (player->dynamite)
4689 Feld[jx][jy] = EL_DYNAMIT;
4690 MovDelay[jx][jy] = 96;
4692 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4693 FS_SMALL, FC_YELLOW);
4694 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4696 if (game_emulation == EMU_SUPAPLEX)
4697 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4699 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4704 Feld[jx][jy] = EL_DYNABOMB;
4705 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4706 MovDelay[jx][jy] = 96;
4707 player->dynabombs_left--;
4708 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4709 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4715 void PlaySoundLevel(int x, int y, int sound_nr)
4717 int sx = SCREENX(x), sy = SCREENY(y);
4719 int silence_distance = 8;
4721 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4722 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4725 if (!IN_LEV_FIELD(x, y) ||
4726 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4727 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4730 volume = PSND_MAX_VOLUME;
4733 stereo = (sx-SCR_FIELDX/2)*12;
4735 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4736 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4737 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4740 if (!IN_SCR_FIELD(sx, sy))
4742 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4743 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4745 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4748 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4751 void RaiseScore(int value)
4753 local_player->score += value;
4754 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4755 FS_SMALL, FC_YELLOW);
4758 void RaiseScoreElement(int element)
4763 case EL_EDELSTEIN_BD:
4764 case EL_EDELSTEIN_GELB:
4765 case EL_EDELSTEIN_ROT:
4766 case EL_EDELSTEIN_LILA:
4767 RaiseScore(level.score[SC_EDELSTEIN]);
4770 RaiseScore(level.score[SC_DIAMANT]);
4774 RaiseScore(level.score[SC_KAEFER]);
4778 RaiseScore(level.score[SC_FLIEGER]);
4782 RaiseScore(level.score[SC_MAMPFER]);
4785 RaiseScore(level.score[SC_ROBOT]);
4788 RaiseScore(level.score[SC_PACMAN]);
4791 RaiseScore(level.score[SC_KOKOSNUSS]);
4794 RaiseScore(level.score[SC_DYNAMIT]);
4797 RaiseScore(level.score[SC_SCHLUESSEL]);