1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CheckGravityMovement(struct PlayerInfo *);
105 static void KillHeroUnlessForceField(struct PlayerInfo *);
107 static void MapGameButtons();
108 static void HandleGameButtons(struct GadgetInfo *);
110 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
116 static unsigned int getStateCheckSum(int counter)
119 unsigned int mult = 1;
120 unsigned int checksum = 0;
122 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
124 static boolean first_game = TRUE;
126 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
132 lastFeld[x][y] = Feld[x][y];
133 else if (lastFeld[x][y] != Feld[x][y])
134 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
135 x, y, lastFeld[x][y], Feld[x][y]);
139 checksum += mult++ * Ur[x][y];
140 checksum += mult++ * Feld[x][y];
143 checksum += mult++ * MovPos[x][y];
144 checksum += mult++ * MovDir[x][y];
145 checksum += mult++ * MovDelay[x][y];
146 checksum += mult++ * Store[x][y];
147 checksum += mult++ * Store2[x][y];
148 checksum += mult++ * StorePlayer[x][y];
149 checksum += mult++ * Frame[x][y];
150 checksum += mult++ * AmoebaNr[x][y];
151 checksum += mult++ * JustStopped[x][y];
152 checksum += mult++ * Stop[x][y];
156 if (counter == 3 && first_game)
167 void GetPlayerConfig()
169 if (sound_status == SOUND_OFF)
172 if (!sound_loops_allowed)
174 setup.sound_loops = FALSE;
175 setup.sound_music = FALSE;
178 setup.sound_simple = setup.sound;
183 static int getBeltNrFromElement(int element)
185 return (element < EL_BELT2_LEFT ? 0 :
186 element < EL_BELT3_LEFT ? 1 :
187 element < EL_BELT4_LEFT ? 2 : 3);
190 static int getBeltNrFromSwitchElement(int element)
192 return (element < EL_BELT2_SWITCH_L ? 0 :
193 element < EL_BELT3_SWITCH_L ? 1 :
194 element < EL_BELT4_SWITCH_L ? 2 : 3);
197 static int getBeltDirNrFromSwitchElement(int element)
199 static int belt_base_element[4] =
207 int belt_nr = getBeltNrFromSwitchElement(element);
208 int belt_dir_nr = element - belt_base_element[belt_nr];
210 return (belt_dir_nr % 3);
213 static int getBeltDirFromSwitchElement(int element)
215 static int belt_move_dir[3] =
222 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
224 return belt_move_dir[belt_dir_nr];
227 static void InitField(int x, int y, boolean init_game)
234 Feld[x][y] = EL_SPIELER1;
242 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
243 int jx = player->jx, jy = player->jy;
245 player->present = TRUE;
247 if (!options.network || player->connected)
249 player->active = TRUE;
251 /* remove potentially duplicate players */
252 if (StorePlayer[jx][jy] == Feld[x][y])
253 StorePlayer[jx][jy] = 0;
255 StorePlayer[x][y] = Feld[x][y];
259 printf("Player %d activated.\n", player->element_nr);
260 printf("[Local player is %d and currently %s.]\n",
261 local_player->element_nr,
262 local_player->active ? "active" : "not active");
266 Feld[x][y] = EL_LEERRAUM;
267 player->jx = player->last_jx = x;
268 player->jy = player->last_jy = y;
273 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
274 Feld[x][y] = EL_BADEWANNE1;
275 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
276 Feld[x][y] = EL_BADEWANNE2;
277 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
278 Feld[x][y] = EL_BADEWANNE3;
279 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
280 Feld[x][y] = EL_BADEWANNE4;
281 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
282 Feld[x][y] = EL_BADEWANNE5;
324 if (y == lev_fieldy - 1)
326 Feld[x][y] = EL_AMOEBING;
327 Store[x][y] = EL_AMOEBE_NASS;
331 case EL_DYNAMITE_ACTIVE:
336 local_player->lights_still_needed++;
339 case EL_SOKOBAN_FELD_LEER:
340 local_player->sokobanfields_still_needed++;
345 local_player->friends_still_needed++;
350 MovDir[x][y] = 1 << RND(4);
354 Feld[x][y] = EL_LEERRAUM;
357 case EL_EM_KEY_1_FILE:
358 Feld[x][y] = EL_EM_KEY_1;
360 case EL_EM_KEY_2_FILE:
361 Feld[x][y] = EL_EM_KEY_2;
363 case EL_EM_KEY_3_FILE:
364 Feld[x][y] = EL_EM_KEY_3;
366 case EL_EM_KEY_4_FILE:
367 Feld[x][y] = EL_EM_KEY_4;
370 case EL_BELT1_SWITCH_L:
371 case EL_BELT1_SWITCH_M:
372 case EL_BELT1_SWITCH_R:
373 case EL_BELT2_SWITCH_L:
374 case EL_BELT2_SWITCH_M:
375 case EL_BELT2_SWITCH_R:
376 case EL_BELT3_SWITCH_L:
377 case EL_BELT3_SWITCH_M:
378 case EL_BELT3_SWITCH_R:
379 case EL_BELT4_SWITCH_L:
380 case EL_BELT4_SWITCH_M:
381 case EL_BELT4_SWITCH_R:
384 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
385 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
386 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
388 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
390 game.belt_dir[belt_nr] = belt_dir;
391 game.belt_dir_nr[belt_nr] = belt_dir_nr;
393 else /* more than one switch -- set it like the first switch */
395 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
400 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
402 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
405 case EL_LIGHT_SWITCH_ON:
407 game.light_time_left = 10 * FRAMES_PER_SECOND;
418 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
419 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
420 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
422 /* don't play tapes over network */
423 network_playing = (options.network && !tape.playing);
425 for (i=0; i<MAX_PLAYERS; i++)
427 struct PlayerInfo *player = &stored_player[i];
429 player->index_nr = i;
430 player->element_nr = EL_SPIELER1 + i;
432 player->present = FALSE;
433 player->active = FALSE;
436 player->effective_action = 0;
437 player->programmed_action = 0;
440 player->gems_still_needed = level.gems_needed;
441 player->sokobanfields_still_needed = 0;
442 player->lights_still_needed = 0;
443 player->friends_still_needed = 0;
446 player->key[j] = FALSE;
448 player->dynamite = 0;
449 player->dynabomb_count = 0;
450 player->dynabomb_size = 1;
451 player->dynabombs_left = 0;
452 player->dynabomb_xl = FALSE;
454 player->MovDir = MV_NO_MOVING;
456 player->Pushing = FALSE;
457 player->Switching = FALSE;
461 player->actual_frame_counter = 0;
463 player->frame_reset_delay = 0;
465 player->push_delay = 0;
466 player->push_delay_value = 5;
468 player->move_delay = 0;
469 player->last_move_dir = MV_NO_MOVING;
471 player->move_delay_value =
472 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
474 player->snapped = FALSE;
476 player->last_jx = player->last_jy = 0;
477 player->jx = player->jy = 0;
479 player->force_field_passive_time_left = 0;
480 player->force_field_active_time_left = 0;
482 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
483 SnapField(player, 0, 0);
485 player->LevelSolved = FALSE;
486 player->GameOver = FALSE;
489 network_player_action_received = FALSE;
492 /* initial null action */
494 SendToServer_MovePlayer(MV_NO_MOVING);
499 game.yam_content_nr = 0;
503 TimeLeft = level.time;
505 ScreenMovDir = MV_NO_MOVING;
509 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
511 AllPlayersGone = FALSE;
512 game.magic_wall_active = FALSE;
513 game.magic_wall_time_left = 0;
514 game.switchgate_pos = 0;
515 game.light_time_left = 0;
518 game.belt_dir[i] = MV_NO_MOVING;
519 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
522 for (i=0; i<MAX_NUM_AMOEBA; i++)
523 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
525 for (x=0; x<lev_fieldx; x++)
527 for (y=0; y<lev_fieldy; y++)
529 Feld[x][y] = Ur[x][y];
530 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
531 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
534 JustStopped[x][y] = 0;
539 for(y=0; y<lev_fieldy; y++)
541 for(x=0; x<lev_fieldx; x++)
543 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
545 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
547 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
550 InitField(x, y, TRUE);
554 /* correct non-moving belts to start moving left */
556 if (game.belt_dir[i] == MV_NO_MOVING)
557 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
559 /* check if any connected player was not found in playfield */
560 for (i=0; i<MAX_PLAYERS; i++)
562 struct PlayerInfo *player = &stored_player[i];
564 if (player->connected && !player->present)
566 for (j=0; j<MAX_PLAYERS; j++)
568 struct PlayerInfo *some_player = &stored_player[j];
569 int jx = some_player->jx, jy = some_player->jy;
571 /* assign first free player found that is present in the playfield */
572 if (some_player->present && !some_player->connected)
574 player->present = TRUE;
575 player->active = TRUE;
576 some_player->present = FALSE;
578 StorePlayer[jx][jy] = player->element_nr;
579 player->jx = player->last_jx = jx;
580 player->jy = player->last_jy = jy;
590 /* when playing a tape, eliminate all players who do not participate */
592 for (i=0; i<MAX_PLAYERS; i++)
594 if (stored_player[i].active && !tape.player_participates[i])
596 struct PlayerInfo *player = &stored_player[i];
597 int jx = player->jx, jy = player->jy;
599 player->active = FALSE;
600 StorePlayer[jx][jy] = 0;
601 Feld[jx][jy] = EL_LEERRAUM;
605 else if (!options.network && !setup.team_mode) /* && !tape.playing */
607 /* when in single player mode, eliminate all but the first active player */
609 for (i=0; i<MAX_PLAYERS; i++)
611 if (stored_player[i].active)
613 for (j=i+1; j<MAX_PLAYERS; j++)
615 if (stored_player[j].active)
617 struct PlayerInfo *player = &stored_player[j];
618 int jx = player->jx, jy = player->jy;
620 player->active = FALSE;
621 StorePlayer[jx][jy] = 0;
622 Feld[jx][jy] = EL_LEERRAUM;
629 /* when recording the game, store which players take part in the game */
632 for (i=0; i<MAX_PLAYERS; i++)
633 if (stored_player[i].active)
634 tape.player_participates[i] = TRUE;
639 for (i=0; i<MAX_PLAYERS; i++)
641 struct PlayerInfo *player = &stored_player[i];
643 printf("Player %d: present == %d, connected == %d, active == %d.\n",
648 if (local_player == player)
649 printf("Player %d is local player.\n", i+1);
653 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
654 emulate_sb ? EMU_SOKOBAN :
655 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
657 if (BorderElement == EL_LEERRAUM)
660 SBX_Right = lev_fieldx - SCR_FIELDX;
662 SBY_Lower = lev_fieldy - SCR_FIELDY;
667 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
669 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
672 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
673 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
675 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
676 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
679 scroll_y = SBY_Upper;
680 if (local_player->jx >= SBX_Left + MIDPOSX)
681 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
682 local_player->jx - MIDPOSX :
684 if (local_player->jy >= SBY_Upper + MIDPOSY)
685 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
686 local_player->jy - MIDPOSY :
689 CloseDoor(DOOR_CLOSE_1);
695 if (setup.soft_scrolling)
696 XCopyArea(display, fieldbuffer, backbuffer, gc,
697 FX, FY, SXSIZE, SYSIZE, SX, SY);
699 redraw_mask |= REDRAW_FROM_BACKBUFFER;
701 /* copy default game door content to main double buffer */
702 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
703 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
706 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
707 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
710 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
711 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
712 XCopyArea(display, drawto, drawto, gc,
713 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
714 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
715 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
718 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
719 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
720 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
721 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
722 DrawText(DX + XX_SCORE, DY + YY_SCORE,
723 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
724 DrawText(DX + XX_TIME, DY + YY_TIME,
725 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
728 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
729 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
730 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
734 /* copy actual game door content to door double buffer for OpenDoor() */
735 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
736 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
738 OpenDoor(DOOR_OPEN_ALL);
740 if (setup.sound_music)
741 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
743 XAutoRepeatOff(display);
748 printf("Player %d %sactive.\n",
749 i + 1, (stored_player[i].active ? "" : "not "));
753 void InitMovDir(int x, int y)
755 int i, element = Feld[x][y];
756 static int xy[4][2] =
763 static int direction[2][4] =
765 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
766 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
775 Feld[x][y] = EL_KAEFER;
776 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
783 Feld[x][y] = EL_FLIEGER;
784 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
791 Feld[x][y] = EL_BUTTERFLY;
792 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
799 Feld[x][y] = EL_FIREFLY;
800 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
807 Feld[x][y] = EL_PACMAN;
808 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
812 MovDir[x][y] = MV_UP;
816 MovDir[x][y] = MV_LEFT;
820 MovDir[x][y] = 1 << RND(4);
821 if (element != EL_KAEFER &&
822 element != EL_FLIEGER &&
823 element != EL_BUTTERFLY &&
824 element != EL_FIREFLY)
829 int x1 = x + xy[i][0];
830 int y1 = y + xy[i][1];
832 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
834 if (element == EL_KAEFER || element == EL_BUTTERFLY)
836 MovDir[x][y] = direction[0][i];
839 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
840 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
842 MovDir[x][y] = direction[1][i];
851 void InitAmoebaNr(int x, int y)
854 int group_nr = AmoebeNachbarNr(x, y);
858 for (i=1; i<MAX_NUM_AMOEBA; i++)
860 if (AmoebaCnt[i] == 0)
868 AmoebaNr[x][y] = group_nr;
869 AmoebaCnt[group_nr]++;
870 AmoebaCnt2[group_nr]++;
876 int bumplevel = FALSE;
878 if (local_player->MovPos)
881 local_player->LevelSolved = FALSE;
885 if (setup.sound_loops)
886 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
890 if (!setup.sound_loops)
891 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
892 if (TimeLeft > 0 && !(TimeLeft % 10))
893 RaiseScore(level.score[SC_ZEITBONUS]);
894 if (TimeLeft > 100 && !(TimeLeft % 10))
898 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
903 if (setup.sound_loops)
906 else if (level.time == 0) /* level without time limit */
908 if (setup.sound_loops)
909 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
911 while(TimePlayed < 999)
913 if (!setup.sound_loops)
914 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
915 if (TimePlayed < 999 && !(TimePlayed % 10))
916 RaiseScore(level.score[SC_ZEITBONUS]);
917 if (TimePlayed < 900 && !(TimePlayed % 10))
921 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
926 if (setup.sound_loops)
932 /* Hero disappears */
933 DrawLevelField(ExitX, ExitY);
939 CloseDoor(DOOR_CLOSE_1);
944 SaveTape(tape.level_nr); /* Ask to save tape */
947 if ((hi_pos = NewHiScore()) >= 0)
949 game_status = HALLOFFAME;
950 DrawHallOfFame(hi_pos);
951 if (bumplevel && TAPE_IS_EMPTY(tape))
956 game_status = MAINMENU;
957 if (bumplevel && TAPE_IS_EMPTY(tape))
972 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
973 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
976 for (k=0; k<MAX_SCORE_ENTRIES; k++)
978 if (local_player->score > highscore[k].Score)
980 /* player has made it to the hall of fame */
982 if (k < MAX_SCORE_ENTRIES - 1)
984 int m = MAX_SCORE_ENTRIES - 1;
987 for (l=k; l<MAX_SCORE_ENTRIES; l++)
988 if (!strcmp(setup.player_name, highscore[l].Name))
990 if (m == k) /* player's new highscore overwrites his old one */
996 strcpy(highscore[l].Name, highscore[l - 1].Name);
997 highscore[l].Score = highscore[l - 1].Score;
1004 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1005 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1006 highscore[k].Score = local_player->score;
1012 else if (!strncmp(setup.player_name, highscore[k].Name,
1013 MAX_PLAYER_NAME_LEN))
1014 break; /* player already there with a higher score */
1020 SaveScore(level_nr);
1025 void InitMovingField(int x, int y, int direction)
1027 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1028 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1030 MovDir[x][y] = direction;
1031 MovDir[newx][newy] = direction;
1032 if (Feld[newx][newy] == EL_LEERRAUM)
1033 Feld[newx][newy] = EL_BLOCKED;
1036 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1038 int direction = MovDir[x][y];
1039 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1040 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1046 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1048 int oldx = x, oldy = y;
1049 int direction = MovDir[x][y];
1051 if (direction == MV_LEFT)
1053 else if (direction == MV_RIGHT)
1055 else if (direction == MV_UP)
1057 else if (direction == MV_DOWN)
1060 *comes_from_x = oldx;
1061 *comes_from_y = oldy;
1064 int MovingOrBlocked2Element(int x, int y)
1066 int element = Feld[x][y];
1068 if (element == EL_BLOCKED)
1072 Blocked2Moving(x, y, &oldx, &oldy);
1073 return Feld[oldx][oldy];
1079 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1081 /* like MovingOrBlocked2Element(), but if element is moving
1082 and (x,y) is the field the moving element is just leaving,
1083 return EL_BLOCKED instead of the element value */
1084 int element = Feld[x][y];
1086 if (IS_MOVING(x, y))
1088 if (element == EL_BLOCKED)
1092 Blocked2Moving(x, y, &oldx, &oldy);
1093 return Feld[oldx][oldy];
1102 static void RemoveField(int x, int y)
1104 Feld[x][y] = EL_LEERRAUM;
1110 void RemoveMovingField(int x, int y)
1112 int oldx = x, oldy = y, newx = x, newy = y;
1114 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1117 if (IS_MOVING(x, y))
1119 Moving2Blocked(x, y, &newx, &newy);
1120 if (Feld[newx][newy] != EL_BLOCKED)
1123 else if (Feld[x][y] == EL_BLOCKED)
1125 Blocked2Moving(x, y, &oldx, &oldy);
1126 if (!IS_MOVING(oldx, oldy))
1130 if (Feld[x][y] == EL_BLOCKED &&
1131 (Store[oldx][oldy] == EL_MORAST_LEER ||
1132 Store[oldx][oldy] == EL_SIEB_LEER ||
1133 Store[oldx][oldy] == EL_SIEB2_LEER ||
1134 Store[oldx][oldy] == EL_AMOEBE_NASS))
1136 Feld[oldx][oldy] = Store[oldx][oldy];
1137 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1140 Feld[oldx][oldy] = EL_LEERRAUM;
1142 Feld[newx][newy] = EL_LEERRAUM;
1143 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1144 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1146 DrawLevelField(oldx, oldy);
1147 DrawLevelField(newx, newy);
1150 void DrawDynamite(int x, int y)
1152 int sx = SCREENX(x), sy = SCREENY(y);
1153 int graphic = el2gfx(Feld[x][y]);
1156 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1160 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1162 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1164 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1169 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1173 if (game.emulation == EMU_SUPAPLEX)
1174 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1175 else if (Store[x][y])
1176 DrawGraphicThruMask(sx, sy, graphic + phase);
1178 DrawGraphic(sx, sy, graphic + phase);
1181 void CheckDynamite(int x, int y)
1183 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1188 if (!(MovDelay[x][y] % 12))
1189 PlaySoundLevel(x, y, SND_ZISCH);
1191 if (IS_ACTIVE_BOMB(Feld[x][y]))
1193 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1195 if (!(MovDelay[x][y] % delay))
1203 StopSound(SND_ZISCH);
1207 void Explode(int ex, int ey, int phase, int mode)
1210 int num_phase = 9, delay = 2;
1211 int last_phase = num_phase * delay;
1212 int half_phase = (num_phase / 2) * delay;
1213 int first_phase_after_start = EX_PHASE_START + 1;
1215 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1217 int center_element = Feld[ex][ey];
1219 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1221 /* put moving element to center field (and let it explode there) */
1222 center_element = MovingOrBlocked2Element(ex, ey);
1223 RemoveMovingField(ex, ey);
1224 Feld[ex][ey] = center_element;
1227 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1231 if (!IN_LEV_FIELD(x, y) ||
1232 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1233 (x != ex || y != ey)))
1236 element = Feld[x][y];
1238 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1240 element = MovingOrBlocked2Element(x, y);
1241 RemoveMovingField(x, y);
1244 if (IS_MASSIVE(element) || element == EL_BURNING)
1247 if (IS_PLAYER(x, y) && FORCE_FIELD_ON(PLAYERINFO(x, y)))
1249 if (IS_ACTIVE_BOMB(element))
1251 /* re-activate things under the bomb like gate or penguin */
1252 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_LEERRAUM);
1259 if (element == EL_EXPLODING)
1260 element = Store2[x][y];
1262 if (IS_PLAYER(ex, ey) && !FORCE_FIELD_ON(PLAYERINFO(ex, ey)))
1264 switch(StorePlayer[ex][ey])
1267 Store[x][y] = EL_EDELSTEIN_ROT;
1270 Store[x][y] = EL_EDELSTEIN;
1273 Store[x][y] = EL_EDELSTEIN_LILA;
1277 Store[x][y] = EL_EDELSTEIN_GELB;
1281 if (game.emulation == EMU_SUPAPLEX)
1282 Store[x][y] = EL_LEERRAUM;
1284 else if (center_element == EL_MAULWURF)
1285 Store[x][y] = EL_EDELSTEIN_ROT;
1286 else if (center_element == EL_PINGUIN)
1287 Store[x][y] = EL_EDELSTEIN_LILA;
1288 else if (center_element == EL_KAEFER)
1289 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1290 else if (center_element == EL_BUTTERFLY)
1291 Store[x][y] = EL_EDELSTEIN_BD;
1292 else if (center_element == EL_SP_ELECTRON)
1293 Store[x][y] = EL_SP_INFOTRON;
1294 else if (center_element == EL_MAMPFER)
1295 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1296 else if (center_element == EL_AMOEBA2DIAM)
1297 Store[x][y] = level.amoeba_content;
1298 else if (element == EL_ERZ_EDEL)
1299 Store[x][y] = EL_EDELSTEIN;
1300 else if (element == EL_ERZ_DIAM)
1301 Store[x][y] = EL_DIAMANT;
1302 else if (element == EL_ERZ_EDEL_BD)
1303 Store[x][y] = EL_EDELSTEIN_BD;
1304 else if (element == EL_ERZ_EDEL_GELB)
1305 Store[x][y] = EL_EDELSTEIN_GELB;
1306 else if (element == EL_ERZ_EDEL_ROT)
1307 Store[x][y] = EL_EDELSTEIN_ROT;
1308 else if (element == EL_ERZ_EDEL_LILA)
1309 Store[x][y] = EL_EDELSTEIN_LILA;
1310 else if (!IS_PFORTE(Store[x][y]))
1311 Store[x][y] = EL_LEERRAUM;
1313 if (x != ex || y != ey ||
1314 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1315 Store2[x][y] = element;
1317 if (AmoebaNr[x][y] &&
1318 (element == EL_AMOEBE_VOLL ||
1319 element == EL_AMOEBE_BD ||
1320 element == EL_AMOEBING))
1322 AmoebaCnt[AmoebaNr[x][y]]--;
1323 AmoebaCnt2[AmoebaNr[x][y]]--;
1326 Feld[x][y] = EL_EXPLODING;
1327 MovDir[x][y] = MovPos[x][y] = 0;
1333 if (center_element == EL_MAMPFER)
1334 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1345 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1347 if (phase == first_phase_after_start)
1349 int element = Store2[x][y];
1351 if (element == EL_BLACK_ORB)
1353 Feld[x][y] = Store2[x][y];
1358 else if (phase == half_phase)
1360 int element = Store2[x][y];
1362 if (IS_PLAYER(x, y))
1363 KillHeroUnlessForceField(PLAYERINFO(x, y));
1364 else if (IS_EXPLOSIVE(element))
1366 Feld[x][y] = Store2[x][y];
1370 else if (element == EL_AMOEBA2DIAM)
1371 AmoebeUmwandeln(x, y);
1374 if (phase == last_phase)
1378 element = Feld[x][y] = Store[x][y];
1379 Store[x][y] = Store2[x][y] = 0;
1380 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1381 InitField(x, y, FALSE);
1382 if (CAN_MOVE(element) || COULD_MOVE(element))
1384 DrawLevelField(x, y);
1386 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1388 int graphic = GFX_EXPLOSION;
1390 if (game.emulation == EMU_SUPAPLEX)
1391 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1392 GFX_SP_EXPLODE_INFOTRON :
1393 GFX_SP_EXPLODE_EMPTY);
1396 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1398 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1402 void DynaExplode(int ex, int ey)
1405 int dynabomb_size = 1;
1406 boolean dynabomb_xl = FALSE;
1407 struct PlayerInfo *player;
1408 static int xy[4][2] =
1416 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1418 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1419 dynabomb_size = player->dynabomb_size;
1420 dynabomb_xl = player->dynabomb_xl;
1421 player->dynabombs_left++;
1424 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1428 for (j=1; j<=dynabomb_size; j++)
1430 int x = ex + j * xy[i % 4][0];
1431 int y = ey + j * xy[i % 4][1];
1434 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1437 element = Feld[x][y];
1439 /* do not restart explosions of fields with active bombs */
1440 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1443 Explode(x, y, EX_PHASE_START, EX_BORDER);
1445 if (element != EL_LEERRAUM &&
1446 element != EL_ERDREICH &&
1447 element != EL_EXPLODING &&
1454 void Bang(int x, int y)
1456 int element = Feld[x][y];
1458 if (game.emulation == EMU_SUPAPLEX)
1459 PlaySoundLevel(x, y, SND_SP_BOOOM);
1461 PlaySoundLevel(x, y, SND_ROAAAR);
1464 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1465 element = EL_LEERRAUM;
1478 RaiseScoreElement(element);
1479 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1481 case EL_DYNABOMB_ACTIVE_1:
1482 case EL_DYNABOMB_ACTIVE_2:
1483 case EL_DYNABOMB_ACTIVE_3:
1484 case EL_DYNABOMB_ACTIVE_4:
1485 case EL_DYNABOMB_NR:
1486 case EL_DYNABOMB_SZ:
1487 case EL_DYNABOMB_XL:
1494 if (IS_PLAYER(x, y))
1495 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1497 Explode(x, y, EX_PHASE_START, EX_CENTER);
1500 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1505 void Blurb(int x, int y)
1507 int element = Feld[x][y];
1509 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1511 PlaySoundLevel(x, y, SND_BLURB);
1512 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1513 (!IN_LEV_FIELD(x-1, y-1) ||
1514 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1516 Feld[x-1][y] = EL_BLURB_LEFT;
1518 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1519 (!IN_LEV_FIELD(x+1, y-1) ||
1520 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1522 Feld[x+1][y] = EL_BLURB_RIGHT;
1527 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1529 if (!MovDelay[x][y]) /* initialize animation counter */
1532 if (MovDelay[x][y]) /* continue animation */
1535 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1536 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1538 if (!MovDelay[x][y])
1540 Feld[x][y] = EL_LEERRAUM;
1541 DrawLevelField(x, y);
1547 static void ToggleBeltSwitch(int x, int y)
1549 static int belt_base_element[4] =
1556 static int belt_move_dir[4] =
1564 int element = Feld[x][y];
1565 int belt_nr = getBeltNrFromSwitchElement(element);
1566 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
1567 int belt_dir = belt_move_dir[belt_dir_nr];
1570 if (!IS_BELT_SWITCH(element))
1573 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1574 game.belt_dir[belt_nr] = belt_dir;
1576 if (belt_dir_nr == 3)
1579 for (yy=0; yy<lev_fieldy; yy++)
1581 for (xx=0; xx<lev_fieldx; xx++)
1583 int element = Feld[xx][yy];
1585 if (IS_BELT_SWITCH(element))
1587 int e_belt_nr = getBeltNrFromSwitchElement(element);
1589 if (e_belt_nr == belt_nr)
1591 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
1592 DrawLevelField(xx, yy);
1595 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
1597 int e_belt_nr = getBeltNrFromElement(element);
1599 if (e_belt_nr == belt_nr)
1600 DrawLevelField(xx, yy); /* set belt to parking position */
1606 static void ToggleSwitchgateSwitch(int x, int y)
1610 game.switchgate_pos = !game.switchgate_pos;
1612 for (yy=0; yy<lev_fieldy; yy++)
1614 for (xx=0; xx<lev_fieldx; xx++)
1616 int element = Feld[xx][yy];
1618 if (element == EL_SWITCHGATE_SWITCH_1 ||
1619 element == EL_SWITCHGATE_SWITCH_2)
1621 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
1622 DrawLevelField(xx, yy);
1624 else if (element == EL_SWITCHGATE_OPEN ||
1625 element == EL_SWITCHGATE_OPENING)
1627 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
1628 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1630 else if (element == EL_SWITCHGATE_CLOSED ||
1631 element == EL_SWITCHGATE_CLOSING)
1633 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
1634 PlaySoundLevel(xx, yy, SND_OEFFNEN);
1640 static void ToggleLightSwitch(int x, int y)
1642 int element = Feld[x][y];
1645 game.light_time_left =
1646 (element == EL_LIGHT_SWITCH_OFF ? 10 * FRAMES_PER_SECOND : 0);
1648 for (yy=0; yy<lev_fieldy; yy++)
1650 for (xx=0; xx<lev_fieldx; xx++)
1652 int element = Feld[xx][yy];
1654 if (element == EL_LIGHT_SWITCH_OFF &&
1655 game.light_time_left > 0)
1657 Feld[xx][yy] = EL_LIGHT_SWITCH_ON;
1658 DrawLevelField(xx, yy);
1660 else if (element == EL_LIGHT_SWITCH_ON &&
1661 game.light_time_left == 0)
1663 Feld[xx][yy] = EL_LIGHT_SWITCH_OFF;
1664 DrawLevelField(xx, yy);
1667 if (element == EL_INVISIBLE_STEEL ||
1668 element == EL_UNSICHTBAR ||
1669 element == EL_SAND_INVISIBLE)
1670 DrawLevelField(xx, yy);
1675 void Impact(int x, int y)
1677 boolean lastline = (y == lev_fieldy-1);
1678 boolean object_hit = FALSE;
1679 int element = Feld[x][y];
1682 if (!lastline) /* check if element below was hit */
1684 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1687 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1688 MovDir[x][y+1]!=MV_DOWN ||
1689 MovPos[x][y+1]<=TILEY/2));
1691 smashed = MovingOrBlocked2Element(x, y+1);
1694 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1700 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1701 (lastline || object_hit)) /* element is bomb */
1707 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1709 if (object_hit && IS_PLAYER(x, y+1))
1710 KillHeroUnlessForceField(PLAYERINFO(x, y+1));
1711 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1715 Feld[x][y] = EL_AMOEBING;
1716 Store[x][y] = EL_AMOEBE_NASS;
1721 if (!lastline && object_hit) /* check which object was hit */
1723 if (CAN_CHANGE(element) &&
1724 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1727 int activated_magic_wall =
1728 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1730 /* activate magic wall / mill */
1732 for (y=0; y<lev_fieldy; y++)
1733 for (x=0; x<lev_fieldx; x++)
1734 if (Feld[x][y] == smashed)
1735 Feld[x][y] = activated_magic_wall;
1737 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1738 game.magic_wall_active = TRUE;
1741 if (IS_PLAYER(x, y+1))
1743 KillHeroUnlessForceField(PLAYERINFO(x, y+1));
1746 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1751 else if (element == EL_EDELSTEIN_BD)
1753 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1759 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1761 if (IS_ENEMY(smashed) ||
1762 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1763 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1768 else if (!IS_MOVING(x, y+1))
1770 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1775 else if (smashed == EL_KOKOSNUSS)
1777 Feld[x][y+1] = EL_CRACKINGNUT;
1778 PlaySoundLevel(x, y, SND_KNACK);
1779 RaiseScoreElement(EL_KOKOSNUSS);
1782 else if (smashed == EL_DIAMANT)
1784 Feld[x][y+1] = EL_LEERRAUM;
1785 PlaySoundLevel(x, y, SND_QUIRK);
1788 else if (IS_BELT_SWITCH(smashed))
1790 ToggleBeltSwitch(x, y+1);
1792 else if (smashed == EL_SWITCHGATE_SWITCH_1 ||
1793 smashed == EL_SWITCHGATE_SWITCH_2)
1795 ToggleSwitchgateSwitch(x, y+1);
1797 else if (smashed == EL_LIGHT_SWITCH_OFF ||
1798 smashed == EL_LIGHT_SWITCH_ON)
1800 ToggleLightSwitch(x, y+1);
1806 /* play sound of magic wall / mill */
1808 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1810 PlaySoundLevel(x, y, SND_QUIRK);
1814 /* play sound of object that hits the ground */
1815 if (lastline || object_hit)
1822 case EL_EDELSTEIN_BD:
1823 case EL_EDELSTEIN_GELB:
1824 case EL_EDELSTEIN_ROT:
1825 case EL_EDELSTEIN_LILA:
1827 case EL_SP_INFOTRON:
1833 case EL_FELSBROCKEN:
1837 sound = SND_SP_ZONKDOWN;
1840 case EL_SCHLUESSEL1:
1841 case EL_SCHLUESSEL2:
1842 case EL_SCHLUESSEL3:
1843 case EL_SCHLUESSEL4:
1860 PlaySoundLevel(x, y, sound);
1864 void TurnRound(int x, int y)
1876 { 0, 0 }, { 0, 0 }, { 0, 0 },
1881 int left, right, back;
1885 { MV_DOWN, MV_UP, MV_RIGHT },
1886 { MV_UP, MV_DOWN, MV_LEFT },
1888 { MV_LEFT, MV_RIGHT, MV_DOWN },
1889 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1890 { MV_RIGHT, MV_LEFT, MV_UP }
1893 int element = Feld[x][y];
1894 int old_move_dir = MovDir[x][y];
1895 int left_dir = turn[old_move_dir].left;
1896 int right_dir = turn[old_move_dir].right;
1897 int back_dir = turn[old_move_dir].back;
1899 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1900 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1901 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1902 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1904 int left_x = x+left_dx, left_y = y+left_dy;
1905 int right_x = x+right_dx, right_y = y+right_dy;
1906 int move_x = x+move_dx, move_y = y+move_dy;
1908 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1910 TestIfBadThingHitsOtherBadThing(x, y);
1912 if (IN_LEV_FIELD(right_x, right_y) &&
1913 IS_FREE(right_x, right_y))
1914 MovDir[x][y] = right_dir;
1915 else if (!IN_LEV_FIELD(move_x, move_y) ||
1916 !IS_FREE(move_x, move_y))
1917 MovDir[x][y] = left_dir;
1919 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1921 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1924 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1925 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1927 TestIfBadThingHitsOtherBadThing(x, y);
1929 if (IN_LEV_FIELD(left_x, left_y) &&
1930 IS_FREE(left_x, left_y))
1931 MovDir[x][y] = left_dir;
1932 else if (!IN_LEV_FIELD(move_x, move_y) ||
1933 !IS_FREE(move_x, move_y))
1934 MovDir[x][y] = right_dir;
1936 if ((element == EL_FLIEGER ||
1937 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1938 && MovDir[x][y] != old_move_dir)
1940 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1943 else if (element == EL_MAMPFER)
1945 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1947 if (IN_LEV_FIELD(left_x, left_y) &&
1948 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1949 Feld[left_x][left_y] == EL_DIAMANT))
1950 can_turn_left = TRUE;
1951 if (IN_LEV_FIELD(right_x, right_y) &&
1952 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1953 Feld[right_x][right_y] == EL_DIAMANT))
1954 can_turn_right = TRUE;
1956 if (can_turn_left && can_turn_right)
1957 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1958 else if (can_turn_left)
1959 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1960 else if (can_turn_right)
1961 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1963 MovDir[x][y] = back_dir;
1965 MovDelay[x][y] = 16+16*RND(3);
1967 else if (element == EL_MAMPFER2)
1969 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1971 if (IN_LEV_FIELD(left_x, left_y) &&
1972 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1973 IS_MAMPF2(Feld[left_x][left_y])))
1974 can_turn_left = TRUE;
1975 if (IN_LEV_FIELD(right_x, right_y) &&
1976 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1977 IS_MAMPF2(Feld[right_x][right_y])))
1978 can_turn_right = TRUE;
1980 if (can_turn_left && can_turn_right)
1981 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1982 else if (can_turn_left)
1983 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1984 else if (can_turn_right)
1985 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1987 MovDir[x][y] = back_dir;
1989 MovDelay[x][y] = 16+16*RND(3);
1991 else if (element == EL_PACMAN)
1993 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1995 if (IN_LEV_FIELD(left_x, left_y) &&
1996 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1997 IS_AMOEBOID(Feld[left_x][left_y])))
1998 can_turn_left = TRUE;
1999 if (IN_LEV_FIELD(right_x, right_y) &&
2000 (IS_FREE_OR_PLAYER(right_x, right_y) ||
2001 IS_AMOEBOID(Feld[right_x][right_y])))
2002 can_turn_right = TRUE;
2004 if (can_turn_left && can_turn_right)
2005 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2006 else if (can_turn_left)
2007 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2008 else if (can_turn_right)
2009 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2011 MovDir[x][y] = back_dir;
2013 MovDelay[x][y] = 6+RND(40);
2015 else if (element == EL_SCHWEIN)
2017 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2018 boolean should_turn_left = FALSE, should_turn_right = FALSE;
2019 boolean should_move_on = FALSE;
2021 int rnd = RND(rnd_value);
2023 if (IN_LEV_FIELD(left_x, left_y) &&
2024 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
2025 can_turn_left = TRUE;
2026 if (IN_LEV_FIELD(right_x, right_y) &&
2027 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
2028 can_turn_right = TRUE;
2029 if (IN_LEV_FIELD(move_x, move_y) &&
2030 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
2033 if (can_turn_left &&
2035 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
2036 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
2037 should_turn_left = TRUE;
2038 if (can_turn_right &&
2040 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
2041 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
2042 should_turn_right = TRUE;
2044 (!can_turn_left || !can_turn_right ||
2045 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
2046 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
2047 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
2048 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
2049 should_move_on = TRUE;
2051 if (should_turn_left || should_turn_right || should_move_on)
2053 if (should_turn_left && should_turn_right && should_move_on)
2054 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
2055 rnd < 2*rnd_value/3 ? right_dir :
2057 else if (should_turn_left && should_turn_right)
2058 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2059 else if (should_turn_left && should_move_on)
2060 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
2061 else if (should_turn_right && should_move_on)
2062 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
2063 else if (should_turn_left)
2064 MovDir[x][y] = left_dir;
2065 else if (should_turn_right)
2066 MovDir[x][y] = right_dir;
2067 else if (should_move_on)
2068 MovDir[x][y] = old_move_dir;
2070 else if (can_move_on && rnd > rnd_value/8)
2071 MovDir[x][y] = old_move_dir;
2072 else if (can_turn_left && can_turn_right)
2073 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2074 else if (can_turn_left && rnd > rnd_value/8)
2075 MovDir[x][y] = left_dir;
2076 else if (can_turn_right && rnd > rnd_value/8)
2077 MovDir[x][y] = right_dir;
2079 MovDir[x][y] = back_dir;
2081 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
2082 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
2083 MovDir[x][y] = old_move_dir;
2087 else if (element == EL_DRACHE)
2089 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
2091 int rnd = RND(rnd_value);
2093 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
2094 can_turn_left = TRUE;
2095 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
2096 can_turn_right = TRUE;
2097 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
2100 if (can_move_on && rnd > rnd_value/8)
2101 MovDir[x][y] = old_move_dir;
2102 else if (can_turn_left && can_turn_right)
2103 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
2104 else if (can_turn_left && rnd > rnd_value/8)
2105 MovDir[x][y] = left_dir;
2106 else if (can_turn_right && rnd > rnd_value/8)
2107 MovDir[x][y] = right_dir;
2109 MovDir[x][y] = back_dir;
2111 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
2112 MovDir[x][y] = old_move_dir;
2116 else if (element == EL_ROBOT || element == EL_SONDE ||
2117 element == EL_MAULWURF || element == EL_PINGUIN)
2119 int attr_x = -1, attr_y = -1;
2130 for (i=0; i<MAX_PLAYERS; i++)
2132 struct PlayerInfo *player = &stored_player[i];
2133 int jx = player->jx, jy = player->jy;
2135 if (!player->active)
2138 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
2146 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
2152 if (element == EL_MAULWURF || element == EL_PINGUIN)
2155 static int xy[4][2] =
2165 int ex = x + xy[i%4][0];
2166 int ey = y + xy[i%4][1];
2168 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2177 MovDir[x][y] = MV_NO_MOVING;
2179 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2181 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2183 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2185 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2187 if (element == EL_ROBOT)
2191 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2192 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2193 Moving2Blocked(x, y, &newx, &newy);
2195 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2196 MovDelay[x][y] = 8+8*!RND(3);
2198 MovDelay[x][y] = 16;
2206 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2208 boolean first_horiz = RND(2);
2209 int new_move_dir = MovDir[x][y];
2212 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2213 Moving2Blocked(x, y, &newx, &newy);
2215 if (IN_LEV_FIELD(newx, newy) &&
2216 (IS_FREE(newx, newy) ||
2217 Feld[newx][newy] == EL_SALZSAEURE ||
2218 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2219 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2220 IS_MAMPF3(Feld[newx][newy])))))
2224 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2225 Moving2Blocked(x, y, &newx, &newy);
2227 if (IN_LEV_FIELD(newx, newy) &&
2228 (IS_FREE(newx, newy) ||
2229 Feld[newx][newy] == EL_SALZSAEURE ||
2230 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2231 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2232 IS_MAMPF3(Feld[newx][newy])))))
2235 MovDir[x][y] = old_move_dir;
2242 static boolean JustBeingPushed(int x, int y)
2246 for (i=0; i<MAX_PLAYERS; i++)
2248 struct PlayerInfo *player = &stored_player[i];
2250 if (player->active && player->Pushing && player->MovPos)
2252 int next_jx = player->jx + (player->jx - player->last_jx);
2253 int next_jy = player->jy + (player->jy - player->last_jy);
2255 if (x == next_jx && y == next_jy)
2263 void StartMoving(int x, int y)
2265 int element = Feld[x][y];
2270 if (CAN_FALL(element) && y<lev_fieldy-1)
2272 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2273 if (JustBeingPushed(x, y))
2276 if (element == EL_MORAST_VOLL)
2278 if (IS_FREE(x, y+1))
2280 InitMovingField(x, y, MV_DOWN);
2281 Feld[x][y] = EL_FELSBROCKEN;
2282 Store[x][y] = EL_MORAST_LEER;
2284 else if (Feld[x][y+1] == EL_MORAST_LEER)
2286 if (!MovDelay[x][y])
2287 MovDelay[x][y] = TILEY + 1;
2296 Feld[x][y] = EL_MORAST_LEER;
2297 Feld[x][y+1] = EL_MORAST_VOLL;
2300 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2302 InitMovingField(x, y, MV_DOWN);
2303 Store[x][y] = EL_MORAST_VOLL;
2305 else if (element == EL_SIEB_VOLL)
2307 if (IS_FREE(x, y+1))
2309 InitMovingField(x, y, MV_DOWN);
2310 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2311 Store[x][y] = EL_SIEB_LEER;
2313 else if (Feld[x][y+1] == EL_SIEB_LEER)
2315 if (!MovDelay[x][y])
2316 MovDelay[x][y] = TILEY/4 + 1;
2325 Feld[x][y] = EL_SIEB_LEER;
2326 Feld[x][y+1] = EL_SIEB_VOLL;
2327 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2331 else if (element == EL_SIEB2_VOLL)
2333 if (IS_FREE(x, y+1))
2335 InitMovingField(x, y, MV_DOWN);
2336 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2337 Store[x][y] = EL_SIEB2_LEER;
2339 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2341 if (!MovDelay[x][y])
2342 MovDelay[x][y] = TILEY/4 + 1;
2351 Feld[x][y] = EL_SIEB2_LEER;
2352 Feld[x][y+1] = EL_SIEB2_VOLL;
2353 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2357 else if (CAN_CHANGE(element) &&
2358 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2360 InitMovingField(x, y, MV_DOWN);
2362 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2363 Store2[x][y+1] = element;
2365 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2368 InitMovingField(x, y, MV_DOWN);
2369 Store[x][y] = EL_SALZSAEURE;
2371 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2376 else if (IS_FREE(x, y+1))
2378 InitMovingField(x, y, MV_DOWN);
2380 else if (element == EL_TROPFEN)
2382 Feld[x][y] = EL_AMOEBING;
2383 Store[x][y] = EL_AMOEBE_NASS;
2385 #if OLD_GAME_BEHAVIOUR
2386 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2388 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2389 !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
2392 boolean left = (x>0 && IS_FREE(x-1, y) &&
2393 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2394 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2395 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2399 if (left && right && game.emulation != EMU_BOULDERDASH)
2400 left = !(right = RND(2));
2402 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2405 else if (IS_BELT(Feld[x][y+1]))
2407 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2408 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2409 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2410 int belt_dir = game.belt_dir[belt_nr];
2412 if ((belt_dir == MV_LEFT && left_is_free) ||
2413 (belt_dir == MV_RIGHT && right_is_free))
2414 InitMovingField(x, y, belt_dir);
2417 else if (CAN_MOVE(element))
2421 if (element == EL_SONDE && JustBeingPushed(x, y))
2424 if (!MovDelay[x][y]) /* start new movement phase */
2426 /* all objects that can change their move direction after each step */
2427 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2429 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2432 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2433 element == EL_SP_SNIKSNAK ||
2434 element == EL_SP_ELECTRON))
2435 DrawLevelField(x, y);
2439 if (MovDelay[x][y]) /* wait some time before next movement */
2443 if (element == EL_ROBOT ||
2444 element == EL_MAMPFER || element == EL_MAMPFER2)
2446 int phase = MovDelay[x][y] % 8;
2451 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2452 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2454 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2455 && MovDelay[x][y]%4 == 3)
2456 PlaySoundLevel(x, y, SND_NJAM);
2458 else if (element == EL_SP_ELECTRON)
2459 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2460 else if (element == EL_DRACHE)
2463 int dir = MovDir[x][y];
2464 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2465 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2466 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2467 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2468 dir == MV_UP ? GFX_FLAMMEN_UP :
2469 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2470 int phase = FrameCounter % 2;
2472 for (i=1; i<=3; i++)
2474 int xx = x + i*dx, yy = y + i*dy;
2475 int sx = SCREENX(xx), sy = SCREENY(yy);
2477 if (!IN_LEV_FIELD(xx, yy) ||
2478 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2483 int flamed = MovingOrBlocked2Element(xx, yy);
2485 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2488 RemoveMovingField(xx, yy);
2490 Feld[xx][yy] = EL_BURNING;
2491 if (IN_SCR_FIELD(sx, sy))
2492 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2496 if (Feld[xx][yy] == EL_BURNING)
2497 Feld[xx][yy] = EL_LEERRAUM;
2498 DrawLevelField(xx, yy);
2507 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2509 PlaySoundLevel(x, y, SND_KLAPPER);
2511 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2513 PlaySoundLevel(x, y, SND_ROEHR);
2516 /* now make next step */
2518 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2520 if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
2521 !FORCE_FIELD_ON(PLAYERINFO(newx, newy)))
2525 TestIfBadThingHitsHero(x, y);
2528 /* enemy got the player */
2530 KillHero(PLAYERINFO(newx, newy));
2535 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2536 element == EL_ROBOT || element == EL_SONDE) &&
2537 IN_LEV_FIELD(newx, newy) &&
2538 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2541 Store[x][y] = EL_SALZSAEURE;
2543 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2544 IN_LEV_FIELD(newx, newy))
2546 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2548 Feld[x][y] = EL_LEERRAUM;
2549 DrawLevelField(x, y);
2551 PlaySoundLevel(newx, newy, SND_BUING);
2552 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2553 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2555 local_player->friends_still_needed--;
2556 if (!local_player->friends_still_needed &&
2557 !local_player->GameOver && AllPlayersGone)
2558 local_player->LevelSolved = local_player->GameOver = TRUE;
2562 else if (IS_MAMPF3(Feld[newx][newy]))
2564 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2565 DrawLevelField(newx, newy);
2567 MovDir[x][y] = MV_NO_MOVING;
2569 else if (!IS_FREE(newx, newy))
2571 if (IS_PLAYER(x, y))
2572 DrawPlayerField(x, y);
2574 DrawLevelField(x, y);
2578 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2580 if (IS_GEM(Feld[newx][newy]))
2582 if (IS_MOVING(newx, newy))
2583 RemoveMovingField(newx, newy);
2586 Feld[newx][newy] = EL_LEERRAUM;
2587 DrawLevelField(newx, newy);
2590 else if (!IS_FREE(newx, newy))
2592 if (IS_PLAYER(x, y))
2593 DrawPlayerField(x, y);
2595 DrawLevelField(x, y);
2599 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2601 if (!IS_FREE(newx, newy))
2603 if (IS_PLAYER(x, y))
2604 DrawPlayerField(x, y);
2606 DrawLevelField(x, y);
2611 boolean wanna_flame = !RND(10);
2612 int dx = newx - x, dy = newy - y;
2613 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2614 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2615 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2616 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2617 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2618 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2620 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2621 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2622 element1 != EL_BURNING && element2 != EL_BURNING)
2624 if (IS_PLAYER(x, y))
2625 DrawPlayerField(x, y);
2627 DrawLevelField(x, y);
2629 MovDelay[x][y] = 50;
2630 Feld[newx][newy] = EL_BURNING;
2631 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2632 Feld[newx1][newy1] = EL_BURNING;
2633 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2634 Feld[newx2][newy2] = EL_BURNING;
2639 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2640 Feld[newx][newy] == EL_DIAMANT)
2642 if (IS_MOVING(newx, newy))
2643 RemoveMovingField(newx, newy);
2646 Feld[newx][newy] = EL_LEERRAUM;
2647 DrawLevelField(newx, newy);
2650 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2651 IS_MAMPF2(Feld[newx][newy]))
2653 if (AmoebaNr[newx][newy])
2655 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2656 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2657 Feld[newx][newy] == EL_AMOEBE_BD)
2658 AmoebaCnt[AmoebaNr[newx][newy]]--;
2661 if (IS_MOVING(newx, newy))
2662 RemoveMovingField(newx, newy);
2665 Feld[newx][newy] = EL_LEERRAUM;
2666 DrawLevelField(newx, newy);
2669 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2670 IS_AMOEBOID(Feld[newx][newy]))
2672 if (AmoebaNr[newx][newy])
2674 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2675 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2676 Feld[newx][newy] == EL_AMOEBE_BD)
2677 AmoebaCnt[AmoebaNr[newx][newy]]--;
2680 Feld[newx][newy] = EL_LEERRAUM;
2681 DrawLevelField(newx, newy);
2683 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2685 /* object was running against a wall */
2689 if (element == EL_KAEFER || element == EL_FLIEGER ||
2690 element == EL_SP_SNIKSNAK)
2691 DrawLevelField(x, y);
2692 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2693 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2694 else if (element == EL_SONDE)
2695 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2696 else if (element == EL_SP_ELECTRON)
2697 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2702 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2703 PlaySoundLevel(x, y, SND_SCHLURF);
2705 InitMovingField(x, y, MovDir[x][y]);
2709 ContinueMoving(x, y);
2712 void ContinueMoving(int x, int y)
2714 int element = Feld[x][y];
2715 int direction = MovDir[x][y];
2716 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2717 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2718 int horiz_move = (dx!=0);
2719 int newx = x + dx, newy = y + dy;
2720 int step = (horiz_move ? dx : dy) * TILEX / 8;
2722 if (element == EL_TROPFEN)
2724 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2726 else if (CAN_FALL(element) && horiz_move &&
2727 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2730 #if OLD_GAME_BEHAVIOUR
2731 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2735 MovPos[x][y] += step;
2737 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2739 Feld[x][y] = EL_LEERRAUM;
2740 Feld[newx][newy] = element;
2742 if (Store[x][y] == EL_MORAST_VOLL)
2745 Feld[newx][newy] = EL_MORAST_VOLL;
2746 element = EL_MORAST_VOLL;
2748 else if (Store[x][y] == EL_MORAST_LEER)
2751 Feld[x][y] = EL_MORAST_LEER;
2753 else if (Store[x][y] == EL_SIEB_VOLL)
2756 element = Feld[newx][newy] =
2757 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2759 else if (Store[x][y] == EL_SIEB_LEER)
2761 Store[x][y] = Store2[x][y] = 0;
2762 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2764 else if (Store[x][y] == EL_SIEB2_VOLL)
2767 element = Feld[newx][newy] =
2768 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2770 else if (Store[x][y] == EL_SIEB2_LEER)
2772 Store[x][y] = Store2[x][y] = 0;
2773 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2775 else if (Store[x][y] == EL_SALZSAEURE)
2778 Feld[newx][newy] = EL_SALZSAEURE;
2779 element = EL_SALZSAEURE;
2781 else if (Store[x][y] == EL_AMOEBE_NASS)
2784 Feld[x][y] = EL_AMOEBE_NASS;
2787 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2788 MovDelay[newx][newy] = 0;
2790 if (!CAN_MOVE(element))
2791 MovDir[newx][newy] = 0;
2793 DrawLevelField(x, y);
2794 DrawLevelField(newx, newy);
2796 Stop[newx][newy] = TRUE;
2797 JustStopped[newx][newy] = 3;
2799 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2801 TestIfBadThingHitsHero(newx, newy);
2802 TestIfBadThingHitsFriend(newx, newy);
2803 TestIfBadThingHitsOtherBadThing(newx, newy);
2805 else if (element == EL_PINGUIN)
2806 TestIfFriendHitsBadThing(newx, newy);
2808 if (CAN_SMASH(element) && direction == MV_DOWN &&
2809 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2812 else /* still moving on */
2813 DrawLevelField(x, y);
2816 int AmoebeNachbarNr(int ax, int ay)
2819 int element = Feld[ax][ay];
2821 static int xy[4][2] =
2831 int x = ax + xy[i][0];
2832 int y = ay + xy[i][1];
2834 if (!IN_LEV_FIELD(x, y))
2837 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2838 group_nr = AmoebaNr[x][y];
2844 void AmoebenVereinigen(int ax, int ay)
2846 int i, x, y, xx, yy;
2847 int new_group_nr = AmoebaNr[ax][ay];
2848 static int xy[4][2] =
2856 if (new_group_nr == 0)
2864 if (!IN_LEV_FIELD(x, y))
2867 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2868 Feld[x][y] == EL_AMOEBE_BD ||
2869 Feld[x][y] == EL_AMOEBE_TOT) &&
2870 AmoebaNr[x][y] != new_group_nr)
2872 int old_group_nr = AmoebaNr[x][y];
2874 if (old_group_nr == 0)
2877 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2878 AmoebaCnt[old_group_nr] = 0;
2879 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2880 AmoebaCnt2[old_group_nr] = 0;
2882 for (yy=0; yy<lev_fieldy; yy++)
2884 for (xx=0; xx<lev_fieldx; xx++)
2886 if (AmoebaNr[xx][yy] == old_group_nr)
2887 AmoebaNr[xx][yy] = new_group_nr;
2894 void AmoebeUmwandeln(int ax, int ay)
2898 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2900 int group_nr = AmoebaNr[ax][ay];
2905 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2906 printf("AmoebeUmwandeln(): This should never happen!\n");
2911 for (y=0; y<lev_fieldy; y++)
2913 for (x=0; x<lev_fieldx; x++)
2915 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2918 Feld[x][y] = EL_AMOEBA2DIAM;
2926 static int xy[4][2] =
2939 if (!IN_LEV_FIELD(x, y))
2942 if (Feld[x][y] == EL_AMOEBA2DIAM)
2948 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2951 int group_nr = AmoebaNr[ax][ay];
2952 boolean done = FALSE;
2957 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2958 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2963 for (y=0; y<lev_fieldy; y++)
2965 for (x=0; x<lev_fieldx; x++)
2967 if (AmoebaNr[x][y] == group_nr &&
2968 (Feld[x][y] == EL_AMOEBE_TOT ||
2969 Feld[x][y] == EL_AMOEBE_BD ||
2970 Feld[x][y] == EL_AMOEBING))
2973 Feld[x][y] = new_element;
2974 InitField(x, y, FALSE);
2975 DrawLevelField(x, y);
2982 PlaySoundLevel(ax, ay,
2983 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2986 void AmoebeWaechst(int x, int y)
2988 static unsigned long sound_delay = 0;
2989 static unsigned long sound_delay_value = 0;
2991 if (!MovDelay[x][y]) /* start new growing cycle */
2995 if (DelayReached(&sound_delay, sound_delay_value))
2997 PlaySoundLevel(x, y, SND_AMOEBE);
2998 sound_delay_value = 30;
3002 if (MovDelay[x][y]) /* wait some time before growing bigger */
3005 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3006 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
3008 if (!MovDelay[x][y])
3010 Feld[x][y] = Store[x][y];
3012 DrawLevelField(x, y);
3017 void AmoebeAbleger(int ax, int ay)
3020 int element = Feld[ax][ay];
3021 int newax = ax, neway = ay;
3022 static int xy[4][2] =
3030 if (!level.amoeba_speed)
3032 Feld[ax][ay] = EL_AMOEBE_TOT;
3033 DrawLevelField(ax, ay);
3037 if (!MovDelay[ax][ay]) /* start making new amoeba field */
3038 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
3040 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
3043 if (MovDelay[ax][ay])
3047 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
3050 int x = ax + xy[start][0];
3051 int y = ay + xy[start][1];
3053 if (!IN_LEV_FIELD(x, y))
3056 if (IS_FREE(x, y) ||
3057 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3063 if (newax == ax && neway == ay)
3066 else /* normal or "filled" (BD style) amoeba */
3069 boolean waiting_for_player = FALSE;
3073 int j = (start + i) % 4;
3074 int x = ax + xy[j][0];
3075 int y = ay + xy[j][1];
3077 if (!IN_LEV_FIELD(x, y))
3080 if (IS_FREE(x, y) ||
3081 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
3087 else if (IS_PLAYER(x, y))
3088 waiting_for_player = TRUE;
3091 if (newax == ax && neway == ay) /* amoeba cannot grow */
3093 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
3095 Feld[ax][ay] = EL_AMOEBE_TOT;
3096 DrawLevelField(ax, ay);
3097 AmoebaCnt[AmoebaNr[ax][ay]]--;
3099 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
3101 if (element == EL_AMOEBE_VOLL)
3102 AmoebeUmwandeln(ax, ay);
3103 else if (element == EL_AMOEBE_BD)
3104 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
3109 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
3111 /* amoeba gets larger by growing in some direction */
3113 int new_group_nr = AmoebaNr[ax][ay];
3116 if (new_group_nr == 0)
3118 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
3119 printf("AmoebeAbleger(): This should never happen!\n");
3124 AmoebaNr[newax][neway] = new_group_nr;
3125 AmoebaCnt[new_group_nr]++;
3126 AmoebaCnt2[new_group_nr]++;
3128 /* if amoeba touches other amoeba(s) after growing, unify them */
3129 AmoebenVereinigen(newax, neway);
3131 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
3133 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
3139 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
3140 (neway == lev_fieldy - 1 && newax != ax))
3142 Feld[newax][neway] = EL_AMOEBING;
3143 Store[newax][neway] = element;
3145 else if (neway == ay)
3146 Feld[newax][neway] = EL_TROPFEN;
3149 InitMovingField(ax, ay, MV_DOWN);
3150 Feld[ax][ay] = EL_TROPFEN;
3151 Store[ax][ay] = EL_AMOEBE_NASS;
3152 ContinueMoving(ax, ay);
3156 DrawLevelField(newax, neway);
3159 void Life(int ax, int ay)
3162 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
3164 int element = Feld[ax][ay];
3169 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
3170 MovDelay[ax][ay] = life_time;
3172 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3175 if (MovDelay[ax][ay])
3179 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3181 int xx = ax+x1, yy = ay+y1;
3184 if (!IN_LEV_FIELD(xx, yy))
3187 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3189 int x = xx+x2, y = yy+y2;
3191 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3194 if (((Feld[x][y] == element ||
3195 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3197 (IS_FREE(x, y) && Stop[x][y]))
3201 if (xx == ax && yy == ay) /* field in the middle */
3203 if (nachbarn<life[0] || nachbarn>life[1])
3205 Feld[xx][yy] = EL_LEERRAUM;
3207 DrawLevelField(xx, yy);
3208 Stop[xx][yy] = TRUE;
3211 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3212 { /* free border field */
3213 if (nachbarn>=life[2] && nachbarn<=life[3])
3215 Feld[xx][yy] = element;
3216 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3218 DrawLevelField(xx, yy);
3219 Stop[xx][yy] = TRUE;
3225 void Ablenk(int x, int y)
3227 if (!MovDelay[x][y]) /* next animation frame */
3228 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3230 if (MovDelay[x][y]) /* wait some time before next frame */
3235 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3236 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3237 if (!(MovDelay[x][y]%4))
3238 PlaySoundLevel(x, y, SND_MIEP);
3243 Feld[x][y] = EL_ABLENK_AUS;
3244 DrawLevelField(x, y);
3245 if (ZX == x && ZY == y)
3249 void Birne(int x, int y)
3251 if (!MovDelay[x][y]) /* next animation frame */
3252 MovDelay[x][y] = 800;
3254 if (MovDelay[x][y]) /* wait some time before next frame */
3259 if (!(MovDelay[x][y]%5))
3261 if (!(MovDelay[x][y]%10))
3262 Feld[x][y]=EL_ABLENK_EIN;
3264 Feld[x][y]=EL_ABLENK_AUS;
3265 DrawLevelField(x, y);
3266 Feld[x][y]=EL_ABLENK_EIN;
3272 Feld[x][y]=EL_ABLENK_AUS;
3273 DrawLevelField(x, y);
3274 if (ZX == x && ZY == y)
3278 void Blubber(int x, int y)
3280 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3281 DrawLevelField(x, y-1);
3283 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3286 void NussKnacken(int x, int y)
3288 if (!MovDelay[x][y]) /* next animation frame */
3291 if (MovDelay[x][y]) /* wait some time before next frame */
3294 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3295 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
3297 if (!MovDelay[x][y])
3299 Feld[x][y] = EL_EDELSTEIN;
3300 DrawLevelField(x, y);
3305 void SiebAktivieren(int x, int y, int typ)
3307 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3309 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3312 void AusgangstuerPruefen(int x, int y)
3314 if (!local_player->gems_still_needed &&
3315 !local_player->sokobanfields_still_needed &&
3316 !local_player->lights_still_needed)
3318 Feld[x][y] = EL_AUSGANG_ACT;
3320 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3321 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3322 y < LEVELY(BY1) ? LEVELY(BY1) :
3323 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3328 void AusgangstuerOeffnen(int x, int y)
3332 if (!MovDelay[x][y]) /* next animation frame */
3333 MovDelay[x][y] = 5*delay;
3335 if (MovDelay[x][y]) /* wait some time before next frame */
3340 tuer = MovDelay[x][y]/delay;
3341 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3342 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3344 if (!MovDelay[x][y])
3346 Feld[x][y] = EL_AUSGANG_AUF;
3347 DrawLevelField(x, y);
3352 void AusgangstuerBlinken(int x, int y)
3354 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3357 void OpenSwitchgate(int x, int y)
3361 if (!MovDelay[x][y]) /* next animation frame */
3362 MovDelay[x][y] = 5 * delay;
3364 if (MovDelay[x][y]) /* wait some time before next frame */
3369 phase = MovDelay[x][y] / delay;
3370 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3371 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3373 if (!MovDelay[x][y])
3375 Feld[x][y] = EL_SWITCHGATE_OPEN;
3376 DrawLevelField(x, y);
3381 void CloseSwitchgate(int x, int y)
3385 if (!MovDelay[x][y]) /* next animation frame */
3386 MovDelay[x][y] = 5 * delay;
3388 if (MovDelay[x][y]) /* wait some time before next frame */
3393 phase = MovDelay[x][y] / delay;
3394 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3395 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3397 if (!MovDelay[x][y])
3399 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3400 DrawLevelField(x, y);
3405 void EdelsteinFunkeln(int x, int y)
3407 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3410 if (Feld[x][y] == EL_EDELSTEIN_BD)
3411 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3414 if (!MovDelay[x][y]) /* next animation frame */
3415 MovDelay[x][y] = 11 * !SimpleRND(500);
3417 if (MovDelay[x][y]) /* wait some time before next frame */
3421 if (setup.direct_draw && MovDelay[x][y])
3422 SetDrawtoField(DRAW_BUFFERED);
3424 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3428 int phase = (MovDelay[x][y]-1)/2;
3433 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3435 if (setup.direct_draw)
3439 dest_x = FX + SCREENX(x)*TILEX;
3440 dest_y = FY + SCREENY(y)*TILEY;
3442 XCopyArea(display, drawto_field, window, gc,
3443 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3444 SetDrawtoField(DRAW_DIRECT);
3451 void MauerWaechst(int x, int y)
3455 if (!MovDelay[x][y]) /* next animation frame */
3456 MovDelay[x][y] = 3*delay;
3458 if (MovDelay[x][y]) /* wait some time before next frame */
3463 phase = 2-MovDelay[x][y]/delay;
3464 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3465 DrawGraphic(SCREENX(x), SCREENY(y),
3466 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3467 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3468 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3469 GFX_MAUER_DOWN ) + phase);
3471 if (!MovDelay[x][y])
3473 if (MovDir[x][y] == MV_LEFT)
3475 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3476 DrawLevelField(x-1, y);
3478 else if (MovDir[x][y] == MV_RIGHT)
3480 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3481 DrawLevelField(x+1, y);
3483 else if (MovDir[x][y] == MV_UP)
3485 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3486 DrawLevelField(x, y-1);
3490 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3491 DrawLevelField(x, y+1);
3494 Feld[x][y] = Store[x][y];
3496 MovDir[x][y] = MV_NO_MOVING;
3497 DrawLevelField(x, y);
3502 void MauerAbleger(int ax, int ay)
3504 int element = Feld[ax][ay];
3505 boolean oben_frei = FALSE, unten_frei = FALSE;
3506 boolean links_frei = FALSE, rechts_frei = FALSE;
3507 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3508 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3510 if (!MovDelay[ax][ay]) /* start building new wall */
3511 MovDelay[ax][ay] = 6;
3513 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3516 if (MovDelay[ax][ay])
3520 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3522 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3524 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3526 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3529 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3533 Feld[ax][ay-1] = EL_MAUERND;
3534 Store[ax][ay-1] = element;
3535 MovDir[ax][ay-1] = MV_UP;
3536 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3537 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3541 Feld[ax][ay+1] = EL_MAUERND;
3542 Store[ax][ay+1] = element;
3543 MovDir[ax][ay+1] = MV_DOWN;
3544 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3545 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3549 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3550 element == EL_MAUER_LEBT)
3554 Feld[ax-1][ay] = EL_MAUERND;
3555 Store[ax-1][ay] = element;
3556 MovDir[ax-1][ay] = MV_LEFT;
3557 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3558 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3562 Feld[ax+1][ay] = EL_MAUERND;
3563 Store[ax+1][ay] = element;
3564 MovDir[ax+1][ay] = MV_RIGHT;
3565 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3566 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3570 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3571 DrawLevelField(ax, ay);
3573 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3575 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3576 unten_massiv = TRUE;
3577 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3578 links_massiv = TRUE;
3579 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3580 rechts_massiv = TRUE;
3582 if (((oben_massiv && unten_massiv) ||
3583 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3584 ((links_massiv && rechts_massiv) ||
3585 element == EL_MAUER_Y))
3586 Feld[ax][ay] = EL_MAUERWERK;
3589 void CheckForDragon(int x, int y)
3592 boolean dragon_found = FALSE;
3593 static int xy[4][2] =
3605 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3607 if (IN_LEV_FIELD(xx, yy) &&
3608 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3610 if (Feld[xx][yy] == EL_DRACHE)
3611 dragon_found = TRUE;
3624 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3626 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3628 Feld[xx][yy] = EL_LEERRAUM;
3629 DrawLevelField(xx, yy);
3638 static void CheckBuggyBase(int x, int y)
3640 int element = Feld[x][y];
3642 if (element == EL_SP_BUG)
3644 if (!MovDelay[x][y]) /* start activating buggy base */
3645 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3647 if (MovDelay[x][y]) /* wait some time before activating base */
3650 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3651 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3655 Feld[x][y] = EL_SP_BUG_ACTIVE;
3658 else if (element == EL_SP_BUG_ACTIVE)
3660 if (!MovDelay[x][y]) /* start activating buggy base */
3661 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3663 if (MovDelay[x][y]) /* wait some time before activating base */
3669 static int xy[4][2] =
3677 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3678 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3682 int xx = x + xy[i][0], yy = y + xy[i][1];
3684 if (IS_PLAYER(xx, yy))
3686 PlaySoundLevel(x, y, SND_SP_BUG);
3694 Feld[x][y] = EL_SP_BUG;
3695 DrawLevelField(x, y);
3700 static void DrawBeltAnimation(int x, int y, int element)
3702 int belt_nr = getBeltNrFromElement(element);
3703 int belt_dir = game.belt_dir[belt_nr];
3705 if (belt_dir != MV_NO_MOVING)
3708 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
3709 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
3711 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
3715 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3717 static byte stored_player_action[MAX_PLAYERS];
3718 static int num_stored_actions = 0;
3719 static boolean save_tape_entry = FALSE;
3720 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3721 int jx = player->jx, jy = player->jy;
3722 int left = player_action & JOY_LEFT;
3723 int right = player_action & JOY_RIGHT;
3724 int up = player_action & JOY_UP;
3725 int down = player_action & JOY_DOWN;
3726 int button1 = player_action & JOY_BUTTON_1;
3727 int button2 = player_action & JOY_BUTTON_2;
3728 int dx = (left ? -1 : right ? 1 : 0);
3729 int dy = (up ? -1 : down ? 1 : 0);
3731 stored_player_action[player->index_nr] = 0;
3732 num_stored_actions++;
3734 if (!player->active || tape.pausing)
3739 save_tape_entry = TRUE;
3740 player->frame_reset_delay = 0;
3743 snapped = SnapField(player, dx, dy);
3747 bombed = PlaceBomb(player);
3748 moved = MoveFigure(player, dx, dy);
3751 if (tape.recording && (moved || snapped || bombed))
3753 if (bombed && !moved)
3754 player_action &= JOY_BUTTON;
3756 stored_player_action[player->index_nr] = player_action;
3758 else if (tape.playing && snapped)
3759 SnapField(player, 0, 0); /* stop snapping */
3763 /* no actions for this player (no input at player's configured device) */
3765 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3766 SnapField(player, 0, 0);
3767 CheckGravityMovement(player);
3769 if (++player->frame_reset_delay > player->move_delay_value)
3773 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3775 TapeRecordAction(stored_player_action);
3776 num_stored_actions = 0;
3777 save_tape_entry = FALSE;
3780 if (tape.playing && !tape.pausing && !player_action &&
3781 tape.counter < tape.length)
3784 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3786 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3787 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3789 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3791 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3793 int el = Feld[jx+dx][jy];
3794 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3796 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3798 player->MovDir = next_joy;
3799 player->Frame = FrameCounter % 4;
3800 player->Pushing = TRUE;
3809 static unsigned long action_delay = 0;
3810 unsigned long action_delay_value;
3811 int sieb_x = 0, sieb_y = 0;
3812 int i, x, y, element;
3813 byte *recorded_player_action;
3814 byte summarized_player_action = 0;
3816 if (game_status != PLAYING)
3819 action_delay_value =
3820 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3822 /* ---------- main game synchronization point ---------- */
3824 WaitUntilDelayReached(&action_delay, action_delay_value);
3826 if (network_playing && !network_player_action_received)
3830 printf("DEBUG: try to get network player actions in time\n");
3835 /* last chance to get network player actions without main loop delay */
3839 if (game_status != PLAYING)
3842 if (!network_player_action_received)
3846 printf("DEBUG: failed to get network player actions in time\n");
3858 else if (tape.recording)
3861 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3863 for (i=0; i<MAX_PLAYERS; i++)
3865 summarized_player_action |= stored_player[i].action;
3867 if (!network_playing)
3868 stored_player[i].effective_action = stored_player[i].action;
3872 if (network_playing)
3873 SendToServer_MovePlayer(summarized_player_action);
3876 if (!options.network && !setup.team_mode)
3877 local_player->effective_action = summarized_player_action;
3879 for (i=0; i<MAX_PLAYERS; i++)
3881 int actual_player_action = stored_player[i].effective_action;
3883 if (stored_player[i].programmed_action)
3884 actual_player_action = stored_player[i].programmed_action;
3886 if (recorded_player_action)
3887 actual_player_action = recorded_player_action[i];
3889 PlayerActions(&stored_player[i], actual_player_action);
3890 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3893 network_player_action_received = FALSE;
3895 ScrollScreen(NULL, SCROLL_GO_ON);
3901 if (TimeFrames == 0 && local_player->active)
3903 extern unsigned int last_RND();
3905 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3906 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3913 if (GameFrameDelay >= 500)
3914 printf("FrameCounter == %d\n", FrameCounter);
3923 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3926 if (JustStopped[x][y] > 0)
3927 JustStopped[x][y]--;
3930 if (IS_BLOCKED(x, y))
3934 Blocked2Moving(x, y, &oldx, &oldy);
3935 if (!IS_MOVING(oldx, oldy))
3937 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3938 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3939 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3940 printf("GameActions(): This should never happen!\n");
3946 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3948 element = Feld[x][y];
3950 if (IS_INACTIVE(element))
3953 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3957 if (IS_GEM(element))
3958 EdelsteinFunkeln(x, y);
3960 else if (IS_MOVING(x, y))
3961 ContinueMoving(x, y);
3962 else if (IS_ACTIVE_BOMB(element))
3963 CheckDynamite(x, y);
3964 else if (element == EL_EXPLODING)
3965 Explode(x, y, Frame[x][y], EX_NORMAL);
3966 else if (element == EL_AMOEBING)
3967 AmoebeWaechst(x, y);
3968 else if (IS_AMOEBALIVE(element))
3969 AmoebeAbleger(x, y);
3970 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3972 else if (element == EL_ABLENK_EIN)
3974 else if (element == EL_SALZSAEURE)
3976 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3978 else if (element == EL_CRACKINGNUT)
3980 else if (element == EL_AUSGANG_ZU)
3981 AusgangstuerPruefen(x, y);
3982 else if (element == EL_AUSGANG_ACT)
3983 AusgangstuerOeffnen(x, y);
3984 else if (element == EL_AUSGANG_AUF)
3985 AusgangstuerBlinken(x, y);
3986 else if (element == EL_MAUERND)
3988 else if (element == EL_MAUER_LEBT ||
3989 element == EL_MAUER_X ||
3990 element == EL_MAUER_Y ||
3991 element == EL_MAUER_XY)
3993 else if (element == EL_BURNING)
3994 CheckForDragon(x, y);
3995 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3996 CheckBuggyBase(x, y);
3997 else if (element == EL_SP_TERMINAL)
3998 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3999 else if (element == EL_SP_TERMINAL_ACTIVE)
4000 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
4001 else if (IS_BELT(element))
4002 DrawBeltAnimation(x, y, element);
4003 else if (element == EL_SWITCHGATE_OPENING)
4004 OpenSwitchgate(x, y);
4005 else if (element == EL_SWITCHGATE_CLOSING)
4006 CloseSwitchgate(x, y);
4007 else if (element == EL_EXTRA_TIME)
4008 DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
4009 else if (element == EL_FORCE_FIELD_PASSIVE)
4010 DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_PASSIVE, 6, 4, ANIM_NORMAL);
4011 else if (element == EL_FORCE_FIELD_ACTIVE)
4012 DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_ACTIVE, 6, 4, ANIM_NORMAL);
4014 if (game.magic_wall_active)
4016 boolean sieb = FALSE;
4017 int jx = local_player->jx, jy = local_player->jy;
4019 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
4020 Store[x][y] == EL_SIEB_LEER)
4022 SiebAktivieren(x, y, 1);
4025 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
4026 Store[x][y] == EL_SIEB2_LEER)
4028 SiebAktivieren(x, y, 2);
4032 /* play the element sound at the position nearest to the player */
4033 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
4041 if (game.magic_wall_active)
4043 if (!(game.magic_wall_time_left % 4))
4044 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
4046 if (game.magic_wall_time_left > 0)
4048 game.magic_wall_time_left--;
4049 if (!game.magic_wall_time_left)
4051 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4053 element = Feld[x][y];
4055 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
4057 Feld[x][y] = EL_SIEB_TOT;
4058 DrawLevelField(x, y);
4060 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
4062 Feld[x][y] = EL_SIEB2_TOT;
4063 DrawLevelField(x, y);
4067 game.magic_wall_active = FALSE;
4072 if (game.light_time_left > 0)
4074 game.light_time_left--;
4076 if (game.light_time_left == 0)
4078 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4080 element = Feld[x][y];
4082 if (element == EL_LIGHT_SWITCH_ON)
4084 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
4085 DrawLevelField(x, y);
4087 else if (element == EL_INVISIBLE_STEEL ||
4088 element == EL_UNSICHTBAR ||
4089 element == EL_SAND_INVISIBLE)
4090 DrawLevelField(x, y);
4095 if (TimeFrames >= (1000 / GameFrameDelay))
4100 for (i=0; i<MAX_PLAYERS; i++)
4102 if (FORCE_FIELD_ON(&stored_player[i]))
4104 stored_player[i].force_field_passive_time_left--;
4106 if (stored_player[i].force_field_active_time_left > 0)
4107 stored_player[i].force_field_active_time_left--;
4111 if (tape.recording || tape.playing)
4112 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
4119 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4121 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4124 for (i=0; i<MAX_PLAYERS; i++)
4125 KillHero(&stored_player[i]);
4127 else if (level.time == 0) /* level without time limit */
4128 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
4134 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
4136 int min_x = x, min_y = y, max_x = x, max_y = y;
4139 for (i=0; i<MAX_PLAYERS; i++)
4141 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4143 if (!stored_player[i].active || &stored_player[i] == player)
4146 min_x = MIN(min_x, jx);
4147 min_y = MIN(min_y, jy);
4148 max_x = MAX(max_x, jx);
4149 max_y = MAX(max_y, jy);
4152 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
4155 static boolean AllPlayersInVisibleScreen()
4159 for (i=0; i<MAX_PLAYERS; i++)
4161 int jx = stored_player[i].jx, jy = stored_player[i].jy;
4163 if (!stored_player[i].active)
4166 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4173 void ScrollLevel(int dx, int dy)
4175 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
4178 XCopyArea(display, drawto_field, drawto_field, gc,
4179 FX + TILEX*(dx == -1) - softscroll_offset,
4180 FY + TILEY*(dy == -1) - softscroll_offset,
4181 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
4182 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
4183 FX + TILEX*(dx == 1) - softscroll_offset,
4184 FY + TILEY*(dy == 1) - softscroll_offset);
4188 x = (dx == 1 ? BX1 : BX2);
4189 for (y=BY1; y<=BY2; y++)
4190 DrawScreenField(x, y);
4194 y = (dy == 1 ? BY1 : BY2);
4195 for (x=BX1; x<=BX2; x++)
4196 DrawScreenField(x, y);
4199 redraw_mask |= REDRAW_FIELD;
4202 static void CheckGravityMovement(struct PlayerInfo *player)
4204 if (level.gravity && !player->programmed_action)
4206 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4207 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4209 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4210 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4211 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4212 int jx = player->jx, jy = player->jy;
4213 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4214 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4215 int new_jx = jx + dx, new_jy = jy + dy;
4216 boolean field_under_player_is_free =
4217 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4218 boolean player_is_moving_to_valid_field =
4219 (IN_LEV_FIELD(new_jx, new_jy) &&
4220 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4221 Feld[new_jx][new_jy] == EL_ERDREICH));
4223 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4224 player->programmed_action = MV_DOWN;
4228 boolean MoveFigureOneStep(struct PlayerInfo *player,
4229 int dx, int dy, int real_dx, int real_dy)
4231 int jx = player->jx, jy = player->jy;
4232 int new_jx = jx+dx, new_jy = jy+dy;
4236 if (!player->active || (!dx && !dy))
4237 return MF_NO_ACTION;
4239 player->MovDir = (dx < 0 ? MV_LEFT :
4242 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4244 if (!IN_LEV_FIELD(new_jx, new_jy))
4245 return MF_NO_ACTION;
4247 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4248 return MF_NO_ACTION;
4251 element = MovingOrBlocked2Element(new_jx, new_jy);
4253 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4256 if (DONT_GO_TO(element))
4258 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4261 Feld[jx][jy] = EL_SPIELFIGUR;
4262 InitMovingField(jx, jy, MV_DOWN);
4263 Store[jx][jy] = EL_SALZSAEURE;
4264 ContinueMoving(jx, jy);
4270 TestIfBadThingHitsHero(new_jx, new_jy);
4272 if (player->force_field_time_left == 0)
4280 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4281 if (can_move != MF_MOVING)
4284 StorePlayer[jx][jy] = 0;
4285 player->last_jx = jx;
4286 player->last_jy = jy;
4287 jx = player->jx = new_jx;
4288 jy = player->jy = new_jy;
4289 StorePlayer[jx][jy] = player->element_nr;
4292 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4294 ScrollFigure(player, SCROLL_INIT);
4299 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4301 int jx = player->jx, jy = player->jy;
4302 int old_jx = jx, old_jy = jy;
4303 int moved = MF_NO_ACTION;
4305 if (!player->active || (!dx && !dy))
4308 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4312 /* remove the last programmed player action */
4313 player->programmed_action = 0;
4317 /* should only happen if pre-1.2 tape recordings are played */
4318 /* this is only for backward compatibility */
4320 int original_move_delay_value = player->move_delay_value;
4323 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4326 /* scroll remaining steps with finest movement resolution */
4327 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4329 while (player->MovPos)
4331 ScrollFigure(player, SCROLL_GO_ON);
4332 ScrollScreen(NULL, SCROLL_GO_ON);
4338 player->move_delay_value = original_move_delay_value;
4341 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4343 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4344 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4348 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4349 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4355 if (moved & MF_MOVING && !ScreenMovPos &&
4356 (player == local_player || !options.network))
4358 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4359 int offset = (setup.scroll_delay ? 3 : 0);
4361 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4363 /* actual player has left the screen -- scroll in that direction */
4364 if (jx != old_jx) /* player has moved horizontally */
4365 scroll_x += (jx - old_jx);
4366 else /* player has moved vertically */
4367 scroll_y += (jy - old_jy);
4371 if (jx != old_jx) /* player has moved horizontally */
4373 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4374 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4375 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4377 /* don't scroll over playfield boundaries */
4378 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4379 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4381 /* don't scroll more than one field at a time */
4382 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4384 /* don't scroll against the player's moving direction */
4385 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4386 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4387 scroll_x = old_scroll_x;
4389 else /* player has moved vertically */
4391 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4392 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4393 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4395 /* don't scroll over playfield boundaries */
4396 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4397 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4399 /* don't scroll more than one field at a time */
4400 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4402 /* don't scroll against the player's moving direction */
4403 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4404 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4405 scroll_y = old_scroll_y;
4409 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4411 if (!options.network && !AllPlayersInVisibleScreen())
4413 scroll_x = old_scroll_x;
4414 scroll_y = old_scroll_y;
4418 ScrollScreen(player, SCROLL_INIT);
4419 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4424 if (!(moved & MF_MOVING) && !player->Pushing)
4427 player->Frame = (player->Frame + 1) % 4;
4429 if (moved & MF_MOVING)
4431 if (old_jx != jx && old_jy == jy)
4432 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4433 else if (old_jx == jx && old_jy != jy)
4434 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4436 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4438 player->last_move_dir = player->MovDir;
4442 CheckGravityMovement(player);
4444 player->last_move_dir = MV_NO_MOVING;
4447 TestIfHeroHitsBadThing(jx, jy);
4449 if (!player->active)
4455 void ScrollFigure(struct PlayerInfo *player, int mode)
4457 int jx = player->jx, jy = player->jy;
4458 int last_jx = player->last_jx, last_jy = player->last_jy;
4459 int move_stepsize = TILEX / player->move_delay_value;
4461 if (!player->active || !player->MovPos)
4464 if (mode == SCROLL_INIT)
4466 player->actual_frame_counter = FrameCounter;
4467 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4469 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4470 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4475 else if (!FrameReached(&player->actual_frame_counter, 1))
4478 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4479 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4481 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4482 Feld[last_jx][last_jy] = EL_LEERRAUM;
4484 /* before DrawPlayer() to draw correct player graphic for this case */
4485 if (player->MovPos == 0)
4486 CheckGravityMovement(player);
4490 if (player->MovPos == 0)
4492 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4494 /* continue with normal speed after quickly moving through gate */
4495 HALVE_PLAYER_SPEED(player);
4497 /* be able to make the next move without delay */
4498 player->move_delay = 0;
4501 player->last_jx = jx;
4502 player->last_jy = jy;
4504 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4508 if (!local_player->friends_still_needed)
4509 player->LevelSolved = player->GameOver = TRUE;
4514 void ScrollScreen(struct PlayerInfo *player, int mode)
4516 static unsigned long screen_frame_counter = 0;
4518 if (mode == SCROLL_INIT)
4520 /* set scrolling step size according to actual player's moving speed */
4521 ScrollStepSize = TILEX / player->move_delay_value;
4523 screen_frame_counter = FrameCounter;
4524 ScreenMovDir = player->MovDir;
4525 ScreenMovPos = player->MovPos;
4526 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4529 else if (!FrameReached(&screen_frame_counter, 1))
4534 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4535 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4536 redraw_mask |= REDRAW_FIELD;
4539 ScreenMovDir = MV_NO_MOVING;
4542 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4544 int i, killx = goodx, killy = goody;
4545 static int xy[4][2] =
4552 static int harmless[4] =
4564 x = goodx + xy[i][0];
4565 y = goody + xy[i][1];
4566 if (!IN_LEV_FIELD(x, y))
4570 element = Feld[x][y];
4572 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4575 if (DONT_TOUCH(element))
4577 if (MovDir[x][y] == harmless[i])
4586 if (killx != goodx || killy != goody)
4588 if (IS_PLAYER(goodx, goody))
4590 struct PlayerInfo *player = PLAYERINFO(goodx, goody);
4592 if (player->force_field_active_time_left > 0)
4594 else if (player->force_field_passive_time_left == 0)
4602 void TestIfBadThingHitsGoodThing(int badx, int bady)
4604 int i, killx = badx, killy = bady;
4605 static int xy[4][2] =
4612 static int harmless[4] =
4624 x = badx + xy[i][0];
4625 y = bady + xy[i][1];
4626 if (!IN_LEV_FIELD(x, y))
4629 element = Feld[x][y];
4631 if (IS_PLAYER(x, y))
4637 else if (element == EL_PINGUIN)
4639 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4648 if (killx != badx || killy != bady)
4650 if (IS_PLAYER(killx, killy))
4652 struct PlayerInfo *player = PLAYERINFO(killx, killy);
4654 if (player->force_field_active_time_left > 0)
4656 else if (player->force_field_passive_time_left == 0)
4664 void TestIfHeroHitsBadThing(int x, int y)
4666 TestIfGoodThingHitsBadThing(x, y);
4669 void TestIfBadThingHitsHero(int x, int y)
4671 TestIfBadThingHitsGoodThing(x, y);
4674 void TestIfFriendHitsBadThing(int x, int y)
4676 TestIfGoodThingHitsBadThing(x, y);
4679 void TestIfBadThingHitsFriend(int x, int y)
4681 TestIfBadThingHitsGoodThing(x, y);
4684 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4686 int i, killx = badx, killy = bady;
4687 static int xy[4][2] =
4701 if (!IN_LEV_FIELD(x, y))
4704 element = Feld[x][y];
4705 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4706 element == EL_AMOEBING || element == EL_TROPFEN)
4714 if (killx != badx || killy != bady)
4718 void KillHero(struct PlayerInfo *player)
4720 int jx = player->jx, jy = player->jy;
4722 if (!player->active)
4725 if (IS_PFORTE(Feld[jx][jy]))
4726 Feld[jx][jy] = EL_LEERRAUM;
4728 /* deactivate force field (else Bang()/Explode() would not work right) */
4729 player->force_field_passive_time_left = 0;
4730 player->force_field_active_time_left = 0;
4736 static void KillHeroUnlessForceField(struct PlayerInfo *player)
4738 if (!FORCE_FIELD_ON(player))
4742 void BuryHero(struct PlayerInfo *player)
4744 int jx = player->jx, jy = player->jy;
4746 if (!player->active)
4749 PlaySoundLevel(jx, jy, SND_AUTSCH);
4750 PlaySoundLevel(jx, jy, SND_LACHEN);
4752 player->GameOver = TRUE;
4756 void RemoveHero(struct PlayerInfo *player)
4758 int jx = player->jx, jy = player->jy;
4759 int i, found = FALSE;
4761 player->present = FALSE;
4762 player->active = FALSE;
4764 StorePlayer[jx][jy] = 0;
4766 for (i=0; i<MAX_PLAYERS; i++)
4767 if (stored_player[i].active)
4771 AllPlayersGone = TRUE;
4777 int DigField(struct PlayerInfo *player,
4778 int x, int y, int real_dx, int real_dy, int mode)
4780 int jx = player->jx, jy = player->jy;
4781 int dx = x - jx, dy = y - jy;
4782 int move_direction = (dx == -1 ? MV_LEFT :
4783 dx == +1 ? MV_RIGHT :
4785 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4788 if (!player->MovPos)
4789 player->Pushing = FALSE;
4791 if (mode == DF_NO_PUSH)
4793 player->Switching = FALSE;
4794 player->push_delay = 0;
4795 return MF_NO_ACTION;
4798 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4799 return MF_NO_ACTION;
4801 element = Feld[x][y];
4806 PlaySoundLevel(x, y, SND_EMPTY);
4810 case EL_SAND_INVISIBLE:
4811 Feld[x][y] = EL_LEERRAUM;
4812 PlaySoundLevel(x, y, SND_SCHLURF);
4817 Feld[x][y] = EL_LEERRAUM;
4818 PlaySoundLevel(x, y, SND_SP_BASE);
4822 case EL_EDELSTEIN_BD:
4823 case EL_EDELSTEIN_GELB:
4824 case EL_EDELSTEIN_ROT:
4825 case EL_EDELSTEIN_LILA:
4827 case EL_SP_INFOTRON:
4829 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4830 if (local_player->gems_still_needed < 0)
4831 local_player->gems_still_needed = 0;
4832 RaiseScoreElement(element);
4833 DrawText(DX_EMERALDS, DY_EMERALDS,
4834 int2str(local_player->gems_still_needed, 3),
4835 FS_SMALL, FC_YELLOW);
4836 if (element == EL_SP_INFOTRON)
4837 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4839 PlaySoundLevel(x, y, SND_PONG);
4844 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4845 PlaySoundLevel(x, y, SND_PONG);
4849 Feld[x][y] = EL_LEERRAUM;
4850 PlaySoundLevel(x, y, SND_PONG);
4858 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4860 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4863 case EL_FORCE_FIELD_PASSIVE:
4865 player->force_field_passive_time_left += 10;
4866 PlaySoundLevel(x, y, SND_PONG);
4869 case EL_FORCE_FIELD_ACTIVE:
4871 player->force_field_passive_time_left += 10;
4872 player->force_field_active_time_left += 10;
4873 PlaySoundLevel(x, y, SND_PONG);
4876 case EL_DYNAMITE_INACTIVE:
4877 case EL_SP_DISK_RED:
4880 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4881 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4882 int2str(local_player->dynamite, 3),
4883 FS_SMALL, FC_YELLOW);
4884 if (element == EL_SP_DISK_RED)
4885 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4887 PlaySoundLevel(x, y, SND_PONG);
4890 case EL_DYNABOMB_NR:
4892 player->dynabomb_count++;
4893 player->dynabombs_left++;
4894 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4895 PlaySoundLevel(x, y, SND_PONG);
4898 case EL_DYNABOMB_SZ:
4900 player->dynabomb_size++;
4901 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4902 PlaySoundLevel(x, y, SND_PONG);
4905 case EL_DYNABOMB_XL:
4907 player->dynabomb_xl = TRUE;
4908 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4909 PlaySoundLevel(x, y, SND_PONG);
4912 case EL_SCHLUESSEL1:
4913 case EL_SCHLUESSEL2:
4914 case EL_SCHLUESSEL3:
4915 case EL_SCHLUESSEL4:
4917 int key_nr = element - EL_SCHLUESSEL1;
4920 player->key[key_nr] = TRUE;
4921 RaiseScoreElement(EL_SCHLUESSEL);
4922 DrawMiniGraphicExt(drawto, gc,
4923 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4924 GFX_SCHLUESSEL1+key_nr);
4925 DrawMiniGraphicExt(window, gc,
4926 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4927 GFX_SCHLUESSEL1+key_nr);
4928 PlaySoundLevel(x, y, SND_PONG);
4937 int key_nr = element - EL_EM_KEY_1;
4940 player->key[key_nr] = TRUE;
4941 RaiseScoreElement(EL_SCHLUESSEL);
4942 DrawMiniGraphicExt(drawto, gc,
4943 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4944 GFX_SCHLUESSEL1+key_nr);
4945 DrawMiniGraphicExt(window, gc,
4946 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4947 GFX_SCHLUESSEL1+key_nr);
4948 PlaySoundLevel(x, y, SND_PONG);
4953 Feld[x][y] = EL_ABLENK_EIN;
4956 DrawLevelField(x, y);
4960 case EL_SP_TERMINAL:
4964 for (yy=0; yy<lev_fieldy; yy++)
4966 for (xx=0; xx<lev_fieldx; xx++)
4968 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4970 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4971 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4979 case EL_BELT1_SWITCH_L:
4980 case EL_BELT1_SWITCH_M:
4981 case EL_BELT1_SWITCH_R:
4982 case EL_BELT2_SWITCH_L:
4983 case EL_BELT2_SWITCH_M:
4984 case EL_BELT2_SWITCH_R:
4985 case EL_BELT3_SWITCH_L:
4986 case EL_BELT3_SWITCH_M:
4987 case EL_BELT3_SWITCH_R:
4988 case EL_BELT4_SWITCH_L:
4989 case EL_BELT4_SWITCH_M:
4990 case EL_BELT4_SWITCH_R:
4991 if (!player->Switching)
4993 player->Switching = TRUE;
4994 ToggleBeltSwitch(x, y);
4999 case EL_SWITCHGATE_SWITCH_1:
5000 case EL_SWITCHGATE_SWITCH_2:
5001 if (!player->Switching)
5003 player->Switching = TRUE;
5004 ToggleSwitchgateSwitch(x, y);
5009 case EL_LIGHT_SWITCH_OFF:
5010 case EL_LIGHT_SWITCH_ON:
5011 if (!player->Switching)
5013 player->Switching = TRUE;
5014 ToggleLightSwitch(x, y);
5020 if (local_player->gems_still_needed > 0)
5021 return MF_NO_ACTION;
5023 player->LevelSolved = player->GameOver = TRUE;
5024 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
5027 case EL_FELSBROCKEN:
5032 case EL_SP_DISK_ORANGE:
5033 if (dy || mode == DF_SNAP)
5034 return MF_NO_ACTION;
5036 player->Pushing = TRUE;
5038 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
5039 return MF_NO_ACTION;
5043 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5044 return MF_NO_ACTION;
5047 if (player->push_delay == 0)
5048 player->push_delay = FrameCounter;
5049 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5051 return MF_NO_ACTION;
5054 Feld[x+dx][y+dy] = element;
5056 player->push_delay_value = 2+RND(8);
5058 DrawLevelField(x+dx, y+dy);
5059 if (element == EL_FELSBROCKEN)
5060 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5061 else if (element == EL_KOKOSNUSS)
5062 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
5063 else if (IS_SP_ELEMENT(element))
5064 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
5066 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
5073 if (!player->key[element - EL_PFORTE1])
5074 return MF_NO_ACTION;
5081 if (!player->key[element - EL_PFORTE1X])
5082 return MF_NO_ACTION;
5089 if (!player->key[element - EL_EM_GATE_1])
5090 return MF_NO_ACTION;
5091 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5092 return MF_NO_ACTION;
5094 /* automatically move to the next field with double speed */
5095 player->programmed_action = move_direction;
5096 DOUBLE_PLAYER_SPEED(player);
5098 PlaySoundLevel(x, y, SND_GATE);
5106 if (!player->key[element - EL_EM_GATE_1X])
5107 return MF_NO_ACTION;
5108 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5109 return MF_NO_ACTION;
5111 /* automatically move to the next field with double speed */
5112 player->programmed_action = move_direction;
5113 DOUBLE_PLAYER_SPEED(player);
5115 PlaySoundLevel(x, y, SND_GATE);
5119 case EL_SWITCHGATE_OPEN:
5120 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
5121 return MF_NO_ACTION;
5123 /* automatically move to the next field with double speed */
5124 player->programmed_action = move_direction;
5125 DOUBLE_PLAYER_SPEED(player);
5127 PlaySoundLevel(x, y, SND_GATE);
5131 case EL_SP_PORT1_LEFT:
5132 case EL_SP_PORT2_LEFT:
5133 case EL_SP_PORT1_RIGHT:
5134 case EL_SP_PORT2_RIGHT:
5135 case EL_SP_PORT1_UP:
5136 case EL_SP_PORT2_UP:
5137 case EL_SP_PORT1_DOWN:
5138 case EL_SP_PORT2_DOWN:
5143 element != EL_SP_PORT1_LEFT &&
5144 element != EL_SP_PORT2_LEFT &&
5145 element != EL_SP_PORT_X &&
5146 element != EL_SP_PORT_XY) ||
5148 element != EL_SP_PORT1_RIGHT &&
5149 element != EL_SP_PORT2_RIGHT &&
5150 element != EL_SP_PORT_X &&
5151 element != EL_SP_PORT_XY) ||
5153 element != EL_SP_PORT1_UP &&
5154 element != EL_SP_PORT2_UP &&
5155 element != EL_SP_PORT_Y &&
5156 element != EL_SP_PORT_XY) ||
5158 element != EL_SP_PORT1_DOWN &&
5159 element != EL_SP_PORT2_DOWN &&
5160 element != EL_SP_PORT_Y &&
5161 element != EL_SP_PORT_XY) ||
5162 !IN_LEV_FIELD(x + dx, y + dy) ||
5163 !IS_FREE(x + dx, y + dy))
5164 return MF_NO_ACTION;
5166 /* automatically move to the next field with double speed */
5167 player->programmed_action = move_direction;
5168 DOUBLE_PLAYER_SPEED(player);
5170 PlaySoundLevel(x, y, SND_GATE);
5175 case EL_AUSGANG_ACT:
5176 /* door is not (yet) open */
5177 return MF_NO_ACTION;
5180 case EL_AUSGANG_AUF:
5181 if (mode == DF_SNAP)
5182 return MF_NO_ACTION;
5184 PlaySoundLevel(x, y, SND_BUING);
5189 Feld[x][y] = EL_BIRNE_EIN;
5190 local_player->lights_still_needed--;
5191 DrawLevelField(x, y);
5192 PlaySoundLevel(x, y, SND_DENG);
5197 Feld[x][y] = EL_ZEIT_LEER;
5199 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5200 DrawLevelField(x, y);
5201 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5205 case EL_SOKOBAN_FELD_LEER:
5208 case EL_SOKOBAN_FELD_VOLL:
5209 case EL_SOKOBAN_OBJEKT:
5211 case EL_SP_DISK_YELLOW:
5212 if (mode == DF_SNAP)
5213 return MF_NO_ACTION;
5215 player->Pushing = TRUE;
5217 if (!IN_LEV_FIELD(x+dx, y+dy)
5218 || (!IS_FREE(x+dx, y+dy)
5219 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5220 || !IS_SB_ELEMENT(element))))
5221 return MF_NO_ACTION;
5225 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5226 return MF_NO_ACTION;
5228 else if (dy && real_dx)
5230 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5231 return MF_NO_ACTION;
5234 if (player->push_delay == 0)
5235 player->push_delay = FrameCounter;
5236 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5238 return MF_NO_ACTION;
5240 if (IS_SB_ELEMENT(element))
5242 if (element == EL_SOKOBAN_FELD_VOLL)
5244 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5245 local_player->sokobanfields_still_needed++;
5250 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5252 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5253 local_player->sokobanfields_still_needed--;
5254 if (element == EL_SOKOBAN_OBJEKT)
5255 PlaySoundLevel(x, y, SND_DENG);
5258 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5263 Feld[x+dx][y+dy] = element;
5266 player->push_delay_value = 2;
5268 DrawLevelField(x, y);
5269 DrawLevelField(x+dx, y+dy);
5270 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5272 if (IS_SB_ELEMENT(element) &&
5273 local_player->sokobanfields_still_needed == 0 &&
5274 game.emulation == EMU_SOKOBAN)
5276 player->LevelSolved = player->GameOver = TRUE;
5277 PlaySoundLevel(x, y, SND_BUING);
5289 return MF_NO_ACTION;
5292 player->push_delay = 0;
5297 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5299 int jx = player->jx, jy = player->jy;
5300 int x = jx + dx, y = jy + dy;
5302 if (!player->active || !IN_LEV_FIELD(x, y))
5310 player->snapped = FALSE;
5314 if (player->snapped)
5317 player->MovDir = (dx < 0 ? MV_LEFT :
5320 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5322 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5325 player->snapped = TRUE;
5326 DrawLevelField(x, y);
5332 boolean PlaceBomb(struct PlayerInfo *player)
5334 int jx = player->jx, jy = player->jy;
5337 if (!player->active || player->MovPos)
5340 element = Feld[jx][jy];
5342 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5343 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5346 if (element != EL_LEERRAUM)
5347 Store[jx][jy] = element;
5349 if (player->dynamite)
5351 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5352 MovDelay[jx][jy] = 96;
5354 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5355 FS_SMALL, FC_YELLOW);
5356 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5358 if (game.emulation == EMU_SUPAPLEX)
5359 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5361 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5366 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5367 MovDelay[jx][jy] = 96;
5368 player->dynabombs_left--;
5369 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5370 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5376 void PlaySoundLevel(int x, int y, int sound_nr)
5378 int sx = SCREENX(x), sy = SCREENY(y);
5380 int silence_distance = 8;
5382 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5383 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5386 if (!IN_LEV_FIELD(x, y) ||
5387 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5388 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5391 volume = PSND_MAX_VOLUME;
5394 stereo = (sx - SCR_FIELDX/2) * 12;
5396 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5397 if (stereo > PSND_MAX_RIGHT)
5398 stereo = PSND_MAX_RIGHT;
5399 if (stereo < PSND_MAX_LEFT)
5400 stereo = PSND_MAX_LEFT;
5403 if (!IN_SCR_FIELD(sx, sy))
5405 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5406 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5408 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5411 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5414 void RaiseScore(int value)
5416 local_player->score += value;
5417 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5418 FS_SMALL, FC_YELLOW);
5421 void RaiseScoreElement(int element)
5426 case EL_EDELSTEIN_BD:
5427 case EL_EDELSTEIN_GELB:
5428 case EL_EDELSTEIN_ROT:
5429 case EL_EDELSTEIN_LILA:
5430 RaiseScore(level.score[SC_EDELSTEIN]);
5433 RaiseScore(level.score[SC_DIAMANT]);
5437 RaiseScore(level.score[SC_KAEFER]);
5441 RaiseScore(level.score[SC_FLIEGER]);
5445 RaiseScore(level.score[SC_MAMPFER]);
5448 RaiseScore(level.score[SC_ROBOT]);
5451 RaiseScore(level.score[SC_PACMAN]);
5454 RaiseScore(level.score[SC_KOKOSNUSS]);
5456 case EL_DYNAMITE_INACTIVE:
5457 RaiseScore(level.score[SC_DYNAMIT]);
5460 RaiseScore(level.score[SC_SCHLUESSEL]);
5467 /* ---------- new game button stuff ---------------------------------------- */
5469 /* graphic position values for game buttons */
5470 #define GAME_BUTTON_XSIZE 30
5471 #define GAME_BUTTON_YSIZE 30
5472 #define GAME_BUTTON_XPOS 5
5473 #define GAME_BUTTON_YPOS 215
5474 #define SOUND_BUTTON_XPOS 5
5475 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5477 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5478 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5479 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5480 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5481 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5482 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5489 } gamebutton_info[NUM_GAME_BUTTONS] =
5492 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5497 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5502 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5507 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5508 SOUND_CTRL_ID_MUSIC,
5509 "background music on/off"
5512 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5513 SOUND_CTRL_ID_LOOPS,
5514 "sound loops on/off"
5517 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5518 SOUND_CTRL_ID_SIMPLE,
5519 "normal sounds on/off"
5523 void CreateGameButtons()
5527 for (i=0; i<NUM_GAME_BUTTONS; i++)
5529 Pixmap gd_pixmap = pix[PIX_DOOR];
5530 struct GadgetInfo *gi;
5533 unsigned long event_mask;
5534 int gd_xoffset, gd_yoffset;
5535 int gd_x1, gd_x2, gd_y1, gd_y2;
5538 gd_xoffset = gamebutton_info[i].x;
5539 gd_yoffset = gamebutton_info[i].y;
5540 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5541 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5543 if (id == GAME_CTRL_ID_STOP ||
5544 id == GAME_CTRL_ID_PAUSE ||
5545 id == GAME_CTRL_ID_PLAY)
5547 button_type = GD_TYPE_NORMAL_BUTTON;
5549 event_mask = GD_EVENT_RELEASED;
5550 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5551 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5555 button_type = GD_TYPE_CHECK_BUTTON;
5557 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5558 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5559 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5560 event_mask = GD_EVENT_PRESSED;
5561 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5562 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5565 gi = CreateGadget(GDI_CUSTOM_ID, id,
5566 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5567 GDI_X, DX + gd_xoffset,
5568 GDI_Y, DY + gd_yoffset,
5569 GDI_WIDTH, GAME_BUTTON_XSIZE,
5570 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5571 GDI_TYPE, button_type,
5572 GDI_STATE, GD_BUTTON_UNPRESSED,
5573 GDI_CHECKED, checked,
5574 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5575 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5576 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5577 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5578 GDI_EVENT_MASK, event_mask,
5579 GDI_CALLBACK_ACTION, HandleGameButtons,
5583 Error(ERR_EXIT, "cannot create gadget");
5585 game_gadget[id] = gi;
5589 static void MapGameButtons()
5593 for (i=0; i<NUM_GAME_BUTTONS; i++)
5594 MapGadget(game_gadget[i]);
5597 void UnmapGameButtons()
5601 for (i=0; i<NUM_GAME_BUTTONS; i++)
5602 UnmapGadget(game_gadget[i]);
5605 static void HandleGameButtons(struct GadgetInfo *gi)
5607 int id = gi->custom_id;
5609 if (game_status != PLAYING)
5614 case GAME_CTRL_ID_STOP:
5617 CloseDoor(DOOR_CLOSE_1);
5618 game_status = MAINMENU;
5623 if (level_editor_test_game ||
5624 Request("Do you really want to quit the game ?",
5625 REQ_ASK | REQ_STAY_CLOSED))
5628 if (options.network)
5629 SendToServer_StopPlaying();
5633 game_status = MAINMENU;
5638 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5641 case GAME_CTRL_ID_PAUSE:
5642 if (options.network)
5646 SendToServer_ContinuePlaying();
5648 SendToServer_PausePlaying();
5655 case GAME_CTRL_ID_PLAY:
5659 if (options.network)
5660 SendToServer_ContinuePlaying();
5664 tape.pausing = FALSE;
5665 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5670 case SOUND_CTRL_ID_MUSIC:
5671 if (setup.sound_music)
5673 setup.sound_music = FALSE;
5674 FadeSound(background_loop[level_nr % num_bg_loops]);
5676 else if (sound_loops_allowed)
5678 setup.sound = setup.sound_music = TRUE;
5679 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5683 case SOUND_CTRL_ID_LOOPS:
5684 if (setup.sound_loops)
5685 setup.sound_loops = FALSE;
5686 else if (sound_loops_allowed)
5687 setup.sound = setup.sound_loops = TRUE;
5690 case SOUND_CTRL_ID_SIMPLE:
5691 if (setup.sound_simple)
5692 setup.sound_simple = FALSE;
5693 else if (sound_status==SOUND_AVAILABLE)
5694 setup.sound = setup.sound_simple = TRUE;