1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CheckGravityMovement(struct PlayerInfo *);
106 static void MapGameButtons();
107 static void HandleGameButtons(struct GadgetInfo *);
109 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
115 static unsigned int getStateCheckSum(int counter)
118 unsigned int mult = 1;
119 unsigned int checksum = 0;
121 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
123 static boolean first_game = TRUE;
125 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
131 lastFeld[x][y] = Feld[x][y];
132 else if (lastFeld[x][y] != Feld[x][y])
133 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
134 x, y, lastFeld[x][y], Feld[x][y]);
138 checksum += mult++ * Ur[x][y];
139 checksum += mult++ * Feld[x][y];
142 checksum += mult++ * MovPos[x][y];
143 checksum += mult++ * MovDir[x][y];
144 checksum += mult++ * MovDelay[x][y];
145 checksum += mult++ * Store[x][y];
146 checksum += mult++ * Store2[x][y];
147 checksum += mult++ * StorePlayer[x][y];
148 checksum += mult++ * Frame[x][y];
149 checksum += mult++ * AmoebaNr[x][y];
150 checksum += mult++ * JustStopped[x][y];
151 checksum += mult++ * Stop[x][y];
155 if (counter == 3 && first_game)
166 void GetPlayerConfig()
168 if (sound_status == SOUND_OFF)
171 if (!sound_loops_allowed)
173 setup.sound_loops = FALSE;
174 setup.sound_music = FALSE;
177 setup.sound_simple = setup.sound;
182 static int getBeltNrFromElement(int element)
184 return (element < EL_BELT2_LEFT ? 0 :
185 element < EL_BELT3_LEFT ? 1 :
186 element < EL_BELT4_LEFT ? 2 : 3);
189 static int getBeltNrFromSwitchElement(int element)
191 return (element < EL_BELT2_SWITCH_L ? 0 :
192 element < EL_BELT3_SWITCH_L ? 1 :
193 element < EL_BELT4_SWITCH_L ? 2 : 3);
196 static int getBeltDirNrFromSwitchElement(int element)
198 static int belt_base_element[4] =
206 int belt_nr = getBeltNrFromSwitchElement(element);
207 int belt_dir_nr = element - belt_base_element[belt_nr];
209 return (belt_dir_nr % 3);
212 static int getBeltDirFromSwitchElement(int element)
214 static int belt_move_dir[3] =
221 int belt_dir_nr = getBeltDirNrFromSwitchElement(element);
223 return belt_move_dir[belt_dir_nr];
226 static void InitField(int x, int y, boolean init_game)
233 Feld[x][y] = EL_SPIELER1;
241 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
242 int jx = player->jx, jy = player->jy;
244 player->present = TRUE;
246 if (!options.network || player->connected)
248 player->active = TRUE;
250 /* remove potentially duplicate players */
251 if (StorePlayer[jx][jy] == Feld[x][y])
252 StorePlayer[jx][jy] = 0;
254 StorePlayer[x][y] = Feld[x][y];
258 printf("Player %d activated.\n", player->element_nr);
259 printf("[Local player is %d and currently %s.]\n",
260 local_player->element_nr,
261 local_player->active ? "active" : "not active");
265 Feld[x][y] = EL_LEERRAUM;
266 player->jx = player->last_jx = x;
267 player->jy = player->last_jy = y;
272 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
273 Feld[x][y] = EL_BADEWANNE1;
274 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
275 Feld[x][y] = EL_BADEWANNE2;
276 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
277 Feld[x][y] = EL_BADEWANNE3;
278 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
279 Feld[x][y] = EL_BADEWANNE4;
280 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
281 Feld[x][y] = EL_BADEWANNE5;
323 if (y == lev_fieldy - 1)
325 Feld[x][y] = EL_AMOEBING;
326 Store[x][y] = EL_AMOEBE_NASS;
330 case EL_DYNAMITE_ACTIVE:
335 local_player->lights_still_needed++;
338 case EL_SOKOBAN_FELD_LEER:
339 local_player->sokobanfields_still_needed++;
344 local_player->friends_still_needed++;
349 MovDir[x][y] = 1 << RND(4);
353 Feld[x][y] = EL_LEERRAUM;
356 case EL_EM_KEY_1_FILE:
357 Feld[x][y] = EL_EM_KEY_1;
359 case EL_EM_KEY_2_FILE:
360 Feld[x][y] = EL_EM_KEY_2;
362 case EL_EM_KEY_3_FILE:
363 Feld[x][y] = EL_EM_KEY_3;
365 case EL_EM_KEY_4_FILE:
366 Feld[x][y] = EL_EM_KEY_4;
369 case EL_BELT1_SWITCH_L:
370 case EL_BELT1_SWITCH_M:
371 case EL_BELT1_SWITCH_R:
372 case EL_BELT2_SWITCH_L:
373 case EL_BELT2_SWITCH_M:
374 case EL_BELT2_SWITCH_R:
375 case EL_BELT3_SWITCH_L:
376 case EL_BELT3_SWITCH_M:
377 case EL_BELT3_SWITCH_R:
378 case EL_BELT4_SWITCH_L:
379 case EL_BELT4_SWITCH_M:
380 case EL_BELT4_SWITCH_R:
383 int belt_nr = getBeltNrFromSwitchElement(Feld[x][y]);
384 int belt_dir = getBeltDirFromSwitchElement(Feld[x][y]);
385 int belt_dir_nr = getBeltDirNrFromSwitchElement(Feld[x][y]);
387 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
389 game.belt_dir[belt_nr] = belt_dir;
390 game.belt_dir_nr[belt_nr] = belt_dir_nr;
392 else /* more than one switch -- set it like the first switch */
394 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
399 case EL_SWITCHGATE_SWITCH_2: /* always start with same switch pos */
401 Feld[x][y] = EL_SWITCHGATE_SWITCH_1;
404 case EL_LIGHT_SWITCH_ON:
406 game.light_time_left = 10 * FRAMES_PER_SECOND;
417 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
418 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
419 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
421 /* don't play tapes over network */
422 network_playing = (options.network && !tape.playing);
424 for (i=0; i<MAX_PLAYERS; i++)
426 struct PlayerInfo *player = &stored_player[i];
428 player->index_nr = i;
429 player->element_nr = EL_SPIELER1 + i;
431 player->present = FALSE;
432 player->active = FALSE;
435 player->effective_action = 0;
436 player->programmed_action = 0;
439 player->gems_still_needed = level.gems_needed;
440 player->sokobanfields_still_needed = 0;
441 player->lights_still_needed = 0;
442 player->friends_still_needed = 0;
445 player->key[j] = FALSE;
447 player->dynamite = 0;
448 player->dynabomb_count = 0;
449 player->dynabomb_size = 1;
450 player->dynabombs_left = 0;
451 player->dynabomb_xl = FALSE;
453 player->MovDir = MV_NO_MOVING;
455 player->Pushing = FALSE;
456 player->Switching = FALSE;
460 player->actual_frame_counter = 0;
462 player->frame_reset_delay = 0;
464 player->push_delay = 0;
465 player->push_delay_value = 5;
467 player->move_delay = 0;
468 player->last_move_dir = MV_NO_MOVING;
470 player->move_delay_value =
471 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
473 player->snapped = FALSE;
475 player->last_jx = player->last_jy = 0;
476 player->jx = player->jy = 0;
478 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
479 SnapField(player, 0, 0);
481 player->LevelSolved = FALSE;
482 player->GameOver = FALSE;
485 network_player_action_received = FALSE;
488 /* initial null action */
490 SendToServer_MovePlayer(MV_NO_MOVING);
495 game.yam_content_nr = 0;
499 TimeLeft = level.time;
501 ScreenMovDir = MV_NO_MOVING;
505 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
507 AllPlayersGone = FALSE;
508 game.magic_wall_active = FALSE;
509 game.magic_wall_time_left = 0;
510 game.switchgate_pos = 0;
511 game.light_time_left = 0;
514 game.belt_dir[i] = MV_NO_MOVING;
515 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
518 for (i=0; i<MAX_NUM_AMOEBA; i++)
519 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
521 for (x=0; x<lev_fieldx; x++)
523 for (y=0; y<lev_fieldy; y++)
525 Feld[x][y] = Ur[x][y];
526 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
527 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
530 JustStopped[x][y] = 0;
535 for(y=0; y<lev_fieldy; y++)
537 for(x=0; x<lev_fieldx; x++)
539 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
541 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
543 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
546 InitField(x, y, TRUE);
550 /* correct non-moving belts to start moving left */
552 if (game.belt_dir[i] == MV_NO_MOVING)
553 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
555 /* check if any connected player was not found in playfield */
556 for (i=0; i<MAX_PLAYERS; i++)
558 struct PlayerInfo *player = &stored_player[i];
560 if (player->connected && !player->present)
562 for (j=0; j<MAX_PLAYERS; j++)
564 struct PlayerInfo *some_player = &stored_player[j];
565 int jx = some_player->jx, jy = some_player->jy;
567 /* assign first free player found that is present in the playfield */
568 if (some_player->present && !some_player->connected)
570 player->present = TRUE;
571 player->active = TRUE;
572 some_player->present = FALSE;
574 StorePlayer[jx][jy] = player->element_nr;
575 player->jx = player->last_jx = jx;
576 player->jy = player->last_jy = jy;
586 /* when playing a tape, eliminate all players who do not participate */
588 for (i=0; i<MAX_PLAYERS; i++)
590 if (stored_player[i].active && !tape.player_participates[i])
592 struct PlayerInfo *player = &stored_player[i];
593 int jx = player->jx, jy = player->jy;
595 player->active = FALSE;
596 StorePlayer[jx][jy] = 0;
597 Feld[jx][jy] = EL_LEERRAUM;
601 else if (!options.network && !setup.team_mode) /* && !tape.playing */
603 /* when in single player mode, eliminate all but the first active player */
605 for (i=0; i<MAX_PLAYERS; i++)
607 if (stored_player[i].active)
609 for (j=i+1; j<MAX_PLAYERS; j++)
611 if (stored_player[j].active)
613 struct PlayerInfo *player = &stored_player[j];
614 int jx = player->jx, jy = player->jy;
616 player->active = FALSE;
617 StorePlayer[jx][jy] = 0;
618 Feld[jx][jy] = EL_LEERRAUM;
625 /* when recording the game, store which players take part in the game */
628 for (i=0; i<MAX_PLAYERS; i++)
629 if (stored_player[i].active)
630 tape.player_participates[i] = TRUE;
635 for (i=0; i<MAX_PLAYERS; i++)
637 struct PlayerInfo *player = &stored_player[i];
639 printf("Player %d: present == %d, connected == %d, active == %d.\n",
644 if (local_player == player)
645 printf("Player %d is local player.\n", i+1);
649 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
650 emulate_sb ? EMU_SOKOBAN :
651 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
653 if (BorderElement == EL_LEERRAUM)
656 SBX_Right = lev_fieldx - SCR_FIELDX;
658 SBY_Lower = lev_fieldy - SCR_FIELDY;
663 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
665 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
668 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
669 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
671 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
672 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
675 scroll_y = SBY_Upper;
676 if (local_player->jx >= SBX_Left + MIDPOSX)
677 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
678 local_player->jx - MIDPOSX :
680 if (local_player->jy >= SBY_Upper + MIDPOSY)
681 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
682 local_player->jy - MIDPOSY :
685 CloseDoor(DOOR_CLOSE_1);
691 if (setup.soft_scrolling)
692 XCopyArea(display, fieldbuffer, backbuffer, gc,
693 FX, FY, SXSIZE, SYSIZE, SX, SY);
695 redraw_mask |= REDRAW_FROM_BACKBUFFER;
697 /* copy default game door content to main double buffer */
698 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
699 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
702 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
703 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
706 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
707 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
708 XCopyArea(display, drawto, drawto, gc,
709 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
710 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
711 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
714 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
715 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
716 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
717 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
718 DrawText(DX + XX_SCORE, DY + YY_SCORE,
719 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
720 DrawText(DX + XX_TIME, DY + YY_TIME,
721 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
724 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
725 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
726 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
730 /* copy actual game door content to door double buffer for OpenDoor() */
731 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
732 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
734 OpenDoor(DOOR_OPEN_ALL);
736 if (setup.sound_music)
737 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
739 XAutoRepeatOff(display);
744 printf("Player %d %sactive.\n",
745 i + 1, (stored_player[i].active ? "" : "not "));
749 void InitMovDir(int x, int y)
751 int i, element = Feld[x][y];
752 static int xy[4][2] =
759 static int direction[2][4] =
761 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
762 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
771 Feld[x][y] = EL_KAEFER;
772 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
779 Feld[x][y] = EL_FLIEGER;
780 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
787 Feld[x][y] = EL_BUTTERFLY;
788 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
795 Feld[x][y] = EL_FIREFLY;
796 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
803 Feld[x][y] = EL_PACMAN;
804 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
808 MovDir[x][y] = MV_UP;
812 MovDir[x][y] = MV_LEFT;
816 MovDir[x][y] = 1 << RND(4);
817 if (element != EL_KAEFER &&
818 element != EL_FLIEGER &&
819 element != EL_BUTTERFLY &&
820 element != EL_FIREFLY)
825 int x1 = x + xy[i][0];
826 int y1 = y + xy[i][1];
828 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
830 if (element == EL_KAEFER || element == EL_BUTTERFLY)
832 MovDir[x][y] = direction[0][i];
835 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
836 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
838 MovDir[x][y] = direction[1][i];
847 void InitAmoebaNr(int x, int y)
850 int group_nr = AmoebeNachbarNr(x, y);
854 for (i=1; i<MAX_NUM_AMOEBA; i++)
856 if (AmoebaCnt[i] == 0)
864 AmoebaNr[x][y] = group_nr;
865 AmoebaCnt[group_nr]++;
866 AmoebaCnt2[group_nr]++;
872 int bumplevel = FALSE;
874 if (local_player->MovPos)
877 local_player->LevelSolved = FALSE;
881 if (setup.sound_loops)
882 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
886 if (!setup.sound_loops)
887 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
888 if (TimeLeft > 0 && !(TimeLeft % 10))
889 RaiseScore(level.score[SC_ZEITBONUS]);
890 if (TimeLeft > 100 && !(TimeLeft % 10))
894 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
899 if (setup.sound_loops)
902 else if (level.time == 0) /* level without time limit */
904 if (setup.sound_loops)
905 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
907 while(TimePlayed < 999)
909 if (!setup.sound_loops)
910 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
911 if (TimePlayed < 999 && !(TimePlayed % 10))
912 RaiseScore(level.score[SC_ZEITBONUS]);
913 if (TimePlayed < 900 && !(TimePlayed % 10))
917 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
922 if (setup.sound_loops)
928 /* Hero disappears */
929 DrawLevelField(ExitX, ExitY);
935 CloseDoor(DOOR_CLOSE_1);
940 SaveTape(tape.level_nr); /* Ask to save tape */
943 if ((hi_pos = NewHiScore()) >= 0)
945 game_status = HALLOFFAME;
946 DrawHallOfFame(hi_pos);
947 if (bumplevel && TAPE_IS_EMPTY(tape))
952 game_status = MAINMENU;
953 if (bumplevel && TAPE_IS_EMPTY(tape))
968 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
969 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
972 for (k=0; k<MAX_SCORE_ENTRIES; k++)
974 if (local_player->score > highscore[k].Score)
976 /* player has made it to the hall of fame */
978 if (k < MAX_SCORE_ENTRIES - 1)
980 int m = MAX_SCORE_ENTRIES - 1;
983 for (l=k; l<MAX_SCORE_ENTRIES; l++)
984 if (!strcmp(setup.player_name, highscore[l].Name))
986 if (m == k) /* player's new highscore overwrites his old one */
992 strcpy(highscore[l].Name, highscore[l - 1].Name);
993 highscore[l].Score = highscore[l - 1].Score;
1000 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1001 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1002 highscore[k].Score = local_player->score;
1008 else if (!strncmp(setup.player_name, highscore[k].Name,
1009 MAX_PLAYER_NAME_LEN))
1010 break; /* player already there with a higher score */
1016 SaveScore(level_nr);
1021 void InitMovingField(int x, int y, int direction)
1023 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1024 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1026 MovDir[x][y] = direction;
1027 MovDir[newx][newy] = direction;
1028 if (Feld[newx][newy] == EL_LEERRAUM)
1029 Feld[newx][newy] = EL_BLOCKED;
1032 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1034 int direction = MovDir[x][y];
1035 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1036 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1042 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1044 int oldx = x, oldy = y;
1045 int direction = MovDir[x][y];
1047 if (direction == MV_LEFT)
1049 else if (direction == MV_RIGHT)
1051 else if (direction == MV_UP)
1053 else if (direction == MV_DOWN)
1056 *comes_from_x = oldx;
1057 *comes_from_y = oldy;
1060 int MovingOrBlocked2Element(int x, int y)
1062 int element = Feld[x][y];
1064 if (element == EL_BLOCKED)
1068 Blocked2Moving(x, y, &oldx, &oldy);
1069 return Feld[oldx][oldy];
1075 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1077 /* like MovingOrBlocked2Element(), but if element is moving
1078 and (x,y) is the field the moving element is just leaving,
1079 return EL_BLOCKED instead of the element value */
1080 int element = Feld[x][y];
1082 if (IS_MOVING(x, y))
1084 if (element == EL_BLOCKED)
1088 Blocked2Moving(x, y, &oldx, &oldy);
1089 return Feld[oldx][oldy];
1098 static void RemoveField(int x, int y)
1100 Feld[x][y] = EL_LEERRAUM;
1106 void RemoveMovingField(int x, int y)
1108 int oldx = x, oldy = y, newx = x, newy = y;
1110 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1113 if (IS_MOVING(x, y))
1115 Moving2Blocked(x, y, &newx, &newy);
1116 if (Feld[newx][newy] != EL_BLOCKED)
1119 else if (Feld[x][y] == EL_BLOCKED)
1121 Blocked2Moving(x, y, &oldx, &oldy);
1122 if (!IS_MOVING(oldx, oldy))
1126 if (Feld[x][y] == EL_BLOCKED &&
1127 (Store[oldx][oldy] == EL_MORAST_LEER ||
1128 Store[oldx][oldy] == EL_SIEB_LEER ||
1129 Store[oldx][oldy] == EL_SIEB2_LEER ||
1130 Store[oldx][oldy] == EL_AMOEBE_NASS))
1132 Feld[oldx][oldy] = Store[oldx][oldy];
1133 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1136 Feld[oldx][oldy] = EL_LEERRAUM;
1138 Feld[newx][newy] = EL_LEERRAUM;
1139 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1140 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1142 DrawLevelField(oldx, oldy);
1143 DrawLevelField(newx, newy);
1146 void DrawDynamite(int x, int y)
1148 int sx = SCREENX(x), sy = SCREENY(y);
1149 int graphic = el2gfx(Feld[x][y]);
1152 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1156 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1158 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1160 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1165 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1169 if (game.emulation == EMU_SUPAPLEX)
1170 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1171 else if (Store[x][y])
1172 DrawGraphicThruMask(sx, sy, graphic + phase);
1174 DrawGraphic(sx, sy, graphic + phase);
1177 void CheckDynamite(int x, int y)
1179 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1184 if (!(MovDelay[x][y] % 12))
1185 PlaySoundLevel(x, y, SND_ZISCH);
1187 if (IS_ACTIVE_BOMB(Feld[x][y]))
1189 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1191 if (!(MovDelay[x][y] % delay))
1199 StopSound(SND_ZISCH);
1203 void Explode(int ex, int ey, int phase, int mode)
1206 int num_phase = 9, delay = 2;
1207 int last_phase = num_phase * delay;
1208 int half_phase = (num_phase / 2) * delay;
1209 int first_phase_after_start = EX_PHASE_START + 1;
1211 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1213 int center_element = Feld[ex][ey];
1215 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1217 /* put moving element to center field (and let it explode there) */
1218 center_element = MovingOrBlocked2Element(ex, ey);
1219 RemoveMovingField(ex, ey);
1220 Feld[ex][ey] = center_element;
1223 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1227 if (!IN_LEV_FIELD(x, y) ||
1228 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1229 (x != ex || y != ey)))
1232 element = Feld[x][y];
1234 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1236 element = MovingOrBlocked2Element(x, y);
1237 RemoveMovingField(x, y);
1240 if (IS_MASSIVE(element) || element == EL_BURNING)
1243 if (element == EL_EXPLODING)
1244 element = Store2[x][y];
1246 if (IS_PLAYER(ex, ey))
1248 switch(StorePlayer[ex][ey])
1251 Store[x][y] = EL_EDELSTEIN_ROT;
1254 Store[x][y] = EL_EDELSTEIN;
1257 Store[x][y] = EL_EDELSTEIN_LILA;
1261 Store[x][y] = EL_EDELSTEIN_GELB;
1265 if (game.emulation == EMU_SUPAPLEX)
1266 Store[x][y] = EL_LEERRAUM;
1268 else if (center_element == EL_MAULWURF)
1269 Store[x][y] = EL_EDELSTEIN_ROT;
1270 else if (center_element == EL_PINGUIN)
1271 Store[x][y] = EL_EDELSTEIN_LILA;
1272 else if (center_element == EL_KAEFER)
1273 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1274 else if (center_element == EL_BUTTERFLY)
1275 Store[x][y] = EL_EDELSTEIN_BD;
1276 else if (center_element == EL_SP_ELECTRON)
1277 Store[x][y] = EL_SP_INFOTRON;
1278 else if (center_element == EL_MAMPFER)
1279 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1280 else if (center_element == EL_AMOEBA2DIAM)
1281 Store[x][y] = level.amoeba_content;
1282 else if (element == EL_ERZ_EDEL)
1283 Store[x][y] = EL_EDELSTEIN;
1284 else if (element == EL_ERZ_DIAM)
1285 Store[x][y] = EL_DIAMANT;
1286 else if (element == EL_ERZ_EDEL_BD)
1287 Store[x][y] = EL_EDELSTEIN_BD;
1288 else if (element == EL_ERZ_EDEL_GELB)
1289 Store[x][y] = EL_EDELSTEIN_GELB;
1290 else if (element == EL_ERZ_EDEL_ROT)
1291 Store[x][y] = EL_EDELSTEIN_ROT;
1292 else if (element == EL_ERZ_EDEL_LILA)
1293 Store[x][y] = EL_EDELSTEIN_LILA;
1294 else if (!IS_PFORTE(Store[x][y]))
1295 Store[x][y] = EL_LEERRAUM;
1297 if (x != ex || y != ey ||
1298 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1299 Store2[x][y] = element;
1301 if (AmoebaNr[x][y] &&
1302 (element == EL_AMOEBE_VOLL ||
1303 element == EL_AMOEBE_BD ||
1304 element == EL_AMOEBING))
1306 AmoebaCnt[AmoebaNr[x][y]]--;
1307 AmoebaCnt2[AmoebaNr[x][y]]--;
1310 Feld[x][y] = EL_EXPLODING;
1311 MovDir[x][y] = MovPos[x][y] = 0;
1317 if (center_element == EL_MAMPFER)
1318 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1329 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1331 if (phase == first_phase_after_start)
1333 int element = Store2[x][y];
1335 if (element == EL_BLACK_ORB)
1337 Feld[x][y] = Store2[x][y];
1342 else if (phase == half_phase)
1344 int element = Store2[x][y];
1346 if (IS_PLAYER(x, y))
1347 KillHero(PLAYERINFO(x, y));
1348 else if (IS_EXPLOSIVE(element))
1350 Feld[x][y] = Store2[x][y];
1354 else if (element == EL_AMOEBA2DIAM)
1355 AmoebeUmwandeln(x, y);
1358 if (phase == last_phase)
1362 element = Feld[x][y] = Store[x][y];
1363 Store[x][y] = Store2[x][y] = 0;
1364 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1365 InitField(x, y, FALSE);
1366 if (CAN_MOVE(element) || COULD_MOVE(element))
1368 DrawLevelField(x, y);
1370 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1372 int graphic = GFX_EXPLOSION;
1374 if (game.emulation == EMU_SUPAPLEX)
1375 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1376 GFX_SP_EXPLODE_INFOTRON :
1377 GFX_SP_EXPLODE_EMPTY);
1380 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1382 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1386 void DynaExplode(int ex, int ey)
1389 int dynabomb_size = 1;
1390 boolean dynabomb_xl = FALSE;
1391 struct PlayerInfo *player;
1392 static int xy[4][2] =
1400 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1402 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1403 dynabomb_size = player->dynabomb_size;
1404 dynabomb_xl = player->dynabomb_xl;
1405 player->dynabombs_left++;
1408 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1412 for (j=1; j<=dynabomb_size; j++)
1414 int x = ex + j * xy[i % 4][0];
1415 int y = ey + j * xy[i % 4][1];
1418 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1421 element = Feld[x][y];
1423 /* do not restart explosions of fields with active bombs */
1424 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1427 Explode(x, y, EX_PHASE_START, EX_BORDER);
1429 if (element != EL_LEERRAUM &&
1430 element != EL_ERDREICH &&
1431 element != EL_EXPLODING &&
1438 void Bang(int x, int y)
1440 int element = Feld[x][y];
1442 if (game.emulation == EMU_SUPAPLEX)
1443 PlaySoundLevel(x, y, SND_SP_BOOOM);
1445 PlaySoundLevel(x, y, SND_ROAAAR);
1447 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1448 element = EL_LEERRAUM;
1460 RaiseScoreElement(element);
1461 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1463 case EL_DYNABOMB_ACTIVE_1:
1464 case EL_DYNABOMB_ACTIVE_2:
1465 case EL_DYNABOMB_ACTIVE_3:
1466 case EL_DYNABOMB_ACTIVE_4:
1467 case EL_DYNABOMB_NR:
1468 case EL_DYNABOMB_SZ:
1469 case EL_DYNABOMB_XL:
1476 Explode(x, y, EX_PHASE_START, EX_CENTER);
1479 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1484 void Blurb(int x, int y)
1486 int element = Feld[x][y];
1488 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1490 PlaySoundLevel(x, y, SND_BLURB);
1491 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1492 (!IN_LEV_FIELD(x-1, y-1) ||
1493 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1495 Feld[x-1][y] = EL_BLURB_LEFT;
1497 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1498 (!IN_LEV_FIELD(x+1, y-1) ||
1499 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1501 Feld[x+1][y] = EL_BLURB_RIGHT;
1506 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1508 if (!MovDelay[x][y]) /* initialize animation counter */
1511 if (MovDelay[x][y]) /* continue animation */
1514 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1515 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1517 if (!MovDelay[x][y])
1519 Feld[x][y] = EL_LEERRAUM;
1520 DrawLevelField(x, y);
1526 void Impact(int x, int y)
1528 boolean lastline = (y == lev_fieldy-1);
1529 boolean object_hit = FALSE;
1530 int element = Feld[x][y];
1533 if (!lastline) /* check if element below was hit */
1535 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1538 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1539 MovDir[x][y+1]!=MV_DOWN ||
1540 MovPos[x][y+1]<=TILEY/2));
1542 smashed = MovingOrBlocked2Element(x, y+1);
1545 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1551 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1552 (lastline || object_hit)) /* element is bomb */
1558 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1560 if (object_hit && IS_PLAYER(x, y+1))
1561 KillHero(PLAYERINFO(x, y+1));
1562 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1566 Feld[x][y] = EL_AMOEBING;
1567 Store[x][y] = EL_AMOEBE_NASS;
1572 if (!lastline && object_hit) /* check which object was hit */
1574 if (CAN_CHANGE(element) &&
1575 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1578 int activated_magic_wall =
1579 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1581 /* activate magic wall / mill */
1583 for (y=0; y<lev_fieldy; y++)
1584 for (x=0; x<lev_fieldx; x++)
1585 if (Feld[x][y] == smashed)
1586 Feld[x][y] = activated_magic_wall;
1588 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1589 game.magic_wall_active = TRUE;
1592 if (IS_PLAYER(x, y+1))
1594 KillHero(PLAYERINFO(x, y+1));
1597 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1602 else if (element == EL_EDELSTEIN_BD)
1604 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1610 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1612 if (IS_ENEMY(smashed) ||
1613 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1614 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1619 else if (!IS_MOVING(x, y+1))
1621 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1626 else if (smashed == EL_KOKOSNUSS)
1628 Feld[x][y+1] = EL_CRACKINGNUT;
1629 PlaySoundLevel(x, y, SND_KNACK);
1630 RaiseScoreElement(EL_KOKOSNUSS);
1633 else if (smashed == EL_DIAMANT)
1635 Feld[x][y+1] = EL_LEERRAUM;
1636 PlaySoundLevel(x, y, SND_QUIRK);
1643 /* play sound of magic wall / mill */
1645 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1647 PlaySoundLevel(x, y, SND_QUIRK);
1651 /* play sound of object that hits the ground */
1652 if (lastline || object_hit)
1659 case EL_EDELSTEIN_BD:
1660 case EL_EDELSTEIN_GELB:
1661 case EL_EDELSTEIN_ROT:
1662 case EL_EDELSTEIN_LILA:
1664 case EL_SP_INFOTRON:
1670 case EL_FELSBROCKEN:
1674 sound = SND_SP_ZONKDOWN;
1677 case EL_SCHLUESSEL1:
1678 case EL_SCHLUESSEL2:
1679 case EL_SCHLUESSEL3:
1680 case EL_SCHLUESSEL4:
1697 PlaySoundLevel(x, y, sound);
1701 void TurnRound(int x, int y)
1713 { 0, 0 }, { 0, 0 }, { 0, 0 },
1718 int left, right, back;
1722 { MV_DOWN, MV_UP, MV_RIGHT },
1723 { MV_UP, MV_DOWN, MV_LEFT },
1725 { MV_LEFT, MV_RIGHT, MV_DOWN },
1726 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1727 { MV_RIGHT, MV_LEFT, MV_UP }
1730 int element = Feld[x][y];
1731 int old_move_dir = MovDir[x][y];
1732 int left_dir = turn[old_move_dir].left;
1733 int right_dir = turn[old_move_dir].right;
1734 int back_dir = turn[old_move_dir].back;
1736 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1737 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1738 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1739 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1741 int left_x = x+left_dx, left_y = y+left_dy;
1742 int right_x = x+right_dx, right_y = y+right_dy;
1743 int move_x = x+move_dx, move_y = y+move_dy;
1745 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1747 TestIfBadThingHitsOtherBadThing(x, y);
1749 if (IN_LEV_FIELD(right_x, right_y) &&
1750 IS_FREE_OR_PLAYER(right_x, right_y))
1751 MovDir[x][y] = right_dir;
1752 else if (!IN_LEV_FIELD(move_x, move_y) ||
1753 !IS_FREE_OR_PLAYER(move_x, move_y))
1754 MovDir[x][y] = left_dir;
1756 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1758 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1761 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1762 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1764 TestIfBadThingHitsOtherBadThing(x, y);
1766 if (IN_LEV_FIELD(left_x, left_y) &&
1767 IS_FREE_OR_PLAYER(left_x, left_y))
1768 MovDir[x][y] = left_dir;
1769 else if (!IN_LEV_FIELD(move_x, move_y) ||
1770 !IS_FREE_OR_PLAYER(move_x, move_y))
1771 MovDir[x][y] = right_dir;
1773 if ((element == EL_FLIEGER ||
1774 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1775 && MovDir[x][y] != old_move_dir)
1777 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1780 else if (element == EL_MAMPFER)
1782 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1784 if (IN_LEV_FIELD(left_x, left_y) &&
1785 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1786 Feld[left_x][left_y] == EL_DIAMANT))
1787 can_turn_left = TRUE;
1788 if (IN_LEV_FIELD(right_x, right_y) &&
1789 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1790 Feld[right_x][right_y] == EL_DIAMANT))
1791 can_turn_right = TRUE;
1793 if (can_turn_left && can_turn_right)
1794 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1795 else if (can_turn_left)
1796 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1797 else if (can_turn_right)
1798 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1800 MovDir[x][y] = back_dir;
1802 MovDelay[x][y] = 16+16*RND(3);
1804 else if (element == EL_MAMPFER2)
1806 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1808 if (IN_LEV_FIELD(left_x, left_y) &&
1809 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1810 IS_MAMPF2(Feld[left_x][left_y])))
1811 can_turn_left = TRUE;
1812 if (IN_LEV_FIELD(right_x, right_y) &&
1813 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1814 IS_MAMPF2(Feld[right_x][right_y])))
1815 can_turn_right = TRUE;
1817 if (can_turn_left && can_turn_right)
1818 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1819 else if (can_turn_left)
1820 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1821 else if (can_turn_right)
1822 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1824 MovDir[x][y] = back_dir;
1826 MovDelay[x][y] = 16+16*RND(3);
1828 else if (element == EL_PACMAN)
1830 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1832 if (IN_LEV_FIELD(left_x, left_y) &&
1833 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1834 IS_AMOEBOID(Feld[left_x][left_y])))
1835 can_turn_left = TRUE;
1836 if (IN_LEV_FIELD(right_x, right_y) &&
1837 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1838 IS_AMOEBOID(Feld[right_x][right_y])))
1839 can_turn_right = TRUE;
1841 if (can_turn_left && can_turn_right)
1842 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1843 else if (can_turn_left)
1844 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1845 else if (can_turn_right)
1846 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1848 MovDir[x][y] = back_dir;
1850 MovDelay[x][y] = 6+RND(40);
1852 else if (element == EL_SCHWEIN)
1854 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1855 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1856 boolean should_move_on = FALSE;
1858 int rnd = RND(rnd_value);
1860 if (IN_LEV_FIELD(left_x, left_y) &&
1861 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1862 can_turn_left = TRUE;
1863 if (IN_LEV_FIELD(right_x, right_y) &&
1864 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1865 can_turn_right = TRUE;
1866 if (IN_LEV_FIELD(move_x, move_y) &&
1867 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1870 if (can_turn_left &&
1872 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1873 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1874 should_turn_left = TRUE;
1875 if (can_turn_right &&
1877 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1878 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1879 should_turn_right = TRUE;
1881 (!can_turn_left || !can_turn_right ||
1882 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1883 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1884 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1885 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1886 should_move_on = TRUE;
1888 if (should_turn_left || should_turn_right || should_move_on)
1890 if (should_turn_left && should_turn_right && should_move_on)
1891 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1892 rnd < 2*rnd_value/3 ? right_dir :
1894 else if (should_turn_left && should_turn_right)
1895 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1896 else if (should_turn_left && should_move_on)
1897 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1898 else if (should_turn_right && should_move_on)
1899 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1900 else if (should_turn_left)
1901 MovDir[x][y] = left_dir;
1902 else if (should_turn_right)
1903 MovDir[x][y] = right_dir;
1904 else if (should_move_on)
1905 MovDir[x][y] = old_move_dir;
1907 else if (can_move_on && rnd > rnd_value/8)
1908 MovDir[x][y] = old_move_dir;
1909 else if (can_turn_left && can_turn_right)
1910 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1911 else if (can_turn_left && rnd > rnd_value/8)
1912 MovDir[x][y] = left_dir;
1913 else if (can_turn_right && rnd > rnd_value/8)
1914 MovDir[x][y] = right_dir;
1916 MovDir[x][y] = back_dir;
1918 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1919 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1920 MovDir[x][y] = old_move_dir;
1924 else if (element == EL_DRACHE)
1926 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1928 int rnd = RND(rnd_value);
1930 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1931 can_turn_left = TRUE;
1932 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1933 can_turn_right = TRUE;
1934 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1937 if (can_move_on && rnd > rnd_value/8)
1938 MovDir[x][y] = old_move_dir;
1939 else if (can_turn_left && can_turn_right)
1940 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1941 else if (can_turn_left && rnd > rnd_value/8)
1942 MovDir[x][y] = left_dir;
1943 else if (can_turn_right && rnd > rnd_value/8)
1944 MovDir[x][y] = right_dir;
1946 MovDir[x][y] = back_dir;
1948 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1949 MovDir[x][y] = old_move_dir;
1953 else if (element == EL_ROBOT || element == EL_SONDE ||
1954 element == EL_MAULWURF || element == EL_PINGUIN)
1956 int attr_x = -1, attr_y = -1;
1967 for (i=0; i<MAX_PLAYERS; i++)
1969 struct PlayerInfo *player = &stored_player[i];
1970 int jx = player->jx, jy = player->jy;
1972 if (!player->active)
1975 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1983 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1989 if (element == EL_MAULWURF || element == EL_PINGUIN)
1992 static int xy[4][2] =
2002 int ex = x + xy[i%4][0];
2003 int ey = y + xy[i%4][1];
2005 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
2014 MovDir[x][y] = MV_NO_MOVING;
2016 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2018 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2020 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2022 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2024 if (element == EL_ROBOT)
2028 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2029 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2030 Moving2Blocked(x, y, &newx, &newy);
2032 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2033 MovDelay[x][y] = 8+8*!RND(3);
2035 MovDelay[x][y] = 16;
2043 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
2045 boolean first_horiz = RND(2);
2046 int new_move_dir = MovDir[x][y];
2049 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2050 Moving2Blocked(x, y, &newx, &newy);
2052 if (IN_LEV_FIELD(newx, newy) &&
2053 (IS_FREE(newx, newy) ||
2054 Feld[newx][newy] == EL_SALZSAEURE ||
2055 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2056 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2057 IS_MAMPF3(Feld[newx][newy])))))
2061 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
2062 Moving2Blocked(x, y, &newx, &newy);
2064 if (IN_LEV_FIELD(newx, newy) &&
2065 (IS_FREE(newx, newy) ||
2066 Feld[newx][newy] == EL_SALZSAEURE ||
2067 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2068 (Feld[newx][newy] == EL_AUSGANG_AUF ||
2069 IS_MAMPF3(Feld[newx][newy])))))
2072 MovDir[x][y] = old_move_dir;
2079 static boolean JustBeingPushed(int x, int y)
2083 for (i=0; i<MAX_PLAYERS; i++)
2085 struct PlayerInfo *player = &stored_player[i];
2087 if (player->active && player->Pushing && player->MovPos)
2089 int next_jx = player->jx + (player->jx - player->last_jx);
2090 int next_jy = player->jy + (player->jy - player->last_jy);
2092 if (x == next_jx && y == next_jy)
2100 void StartMoving(int x, int y)
2102 int element = Feld[x][y];
2107 if (CAN_FALL(element) && y<lev_fieldy-1)
2109 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2110 if (JustBeingPushed(x, y))
2113 if (element == EL_MORAST_VOLL)
2115 if (IS_FREE(x, y+1))
2117 InitMovingField(x, y, MV_DOWN);
2118 Feld[x][y] = EL_FELSBROCKEN;
2119 Store[x][y] = EL_MORAST_LEER;
2121 else if (Feld[x][y+1] == EL_MORAST_LEER)
2123 if (!MovDelay[x][y])
2124 MovDelay[x][y] = TILEY + 1;
2133 Feld[x][y] = EL_MORAST_LEER;
2134 Feld[x][y+1] = EL_MORAST_VOLL;
2137 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2139 InitMovingField(x, y, MV_DOWN);
2140 Store[x][y] = EL_MORAST_VOLL;
2142 else if (element == EL_SIEB_VOLL)
2144 if (IS_FREE(x, y+1))
2146 InitMovingField(x, y, MV_DOWN);
2147 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2148 Store[x][y] = EL_SIEB_LEER;
2150 else if (Feld[x][y+1] == EL_SIEB_LEER)
2152 if (!MovDelay[x][y])
2153 MovDelay[x][y] = TILEY/4 + 1;
2162 Feld[x][y] = EL_SIEB_LEER;
2163 Feld[x][y+1] = EL_SIEB_VOLL;
2164 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2168 else if (element == EL_SIEB2_VOLL)
2170 if (IS_FREE(x, y+1))
2172 InitMovingField(x, y, MV_DOWN);
2173 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2174 Store[x][y] = EL_SIEB2_LEER;
2176 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2178 if (!MovDelay[x][y])
2179 MovDelay[x][y] = TILEY/4 + 1;
2188 Feld[x][y] = EL_SIEB2_LEER;
2189 Feld[x][y+1] = EL_SIEB2_VOLL;
2190 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2194 else if (CAN_CHANGE(element) &&
2195 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2197 InitMovingField(x, y, MV_DOWN);
2199 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2200 Store2[x][y+1] = element;
2202 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2205 InitMovingField(x, y, MV_DOWN);
2206 Store[x][y] = EL_SALZSAEURE;
2208 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2213 else if (IS_FREE(x, y+1))
2215 InitMovingField(x, y, MV_DOWN);
2217 else if (element == EL_TROPFEN)
2219 Feld[x][y] = EL_AMOEBING;
2220 Store[x][y] = EL_AMOEBE_NASS;
2222 #if OLD_GAME_BEHAVIOUR
2223 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2225 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2226 !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
2229 boolean left = (x>0 && IS_FREE(x-1, y) &&
2230 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2231 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2232 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2236 if (left && right && game.emulation != EMU_BOULDERDASH)
2237 left = !(right = RND(2));
2239 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2242 else if (IS_BELT(Feld[x][y+1]))
2244 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
2245 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
2246 int belt_nr = getBeltNrFromElement(Feld[x][y+1]);
2247 int belt_dir = game.belt_dir[belt_nr];
2249 if ((belt_dir == MV_LEFT && left_is_free) ||
2250 (belt_dir == MV_RIGHT && right_is_free))
2251 InitMovingField(x, y, belt_dir);
2254 else if (CAN_MOVE(element))
2258 if (element == EL_SONDE && JustBeingPushed(x, y))
2261 if (!MovDelay[x][y]) /* start new movement phase */
2263 /* all objects that can change their move direction after each step */
2264 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2266 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2269 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2270 element == EL_SP_SNIKSNAK ||
2271 element == EL_SP_ELECTRON))
2272 DrawLevelField(x, y);
2276 if (MovDelay[x][y]) /* wait some time before next movement */
2280 if (element == EL_ROBOT ||
2281 element == EL_MAMPFER || element == EL_MAMPFER2)
2283 int phase = MovDelay[x][y] % 8;
2288 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2289 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2291 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2292 && MovDelay[x][y]%4 == 3)
2293 PlaySoundLevel(x, y, SND_NJAM);
2295 else if (element == EL_SP_ELECTRON)
2296 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2297 else if (element == EL_DRACHE)
2300 int dir = MovDir[x][y];
2301 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2302 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2303 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2304 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2305 dir == MV_UP ? GFX_FLAMMEN_UP :
2306 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2307 int phase = FrameCounter % 2;
2309 for (i=1; i<=3; i++)
2311 int xx = x + i*dx, yy = y + i*dy;
2312 int sx = SCREENX(xx), sy = SCREENY(yy);
2314 if (!IN_LEV_FIELD(xx, yy) ||
2315 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2320 int flamed = MovingOrBlocked2Element(xx, yy);
2322 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2325 RemoveMovingField(xx, yy);
2327 Feld[xx][yy] = EL_BURNING;
2328 if (IN_SCR_FIELD(sx, sy))
2329 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2333 if (Feld[xx][yy] == EL_BURNING)
2334 Feld[xx][yy] = EL_LEERRAUM;
2335 DrawLevelField(xx, yy);
2344 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2346 PlaySoundLevel(x, y, SND_KLAPPER);
2348 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2350 PlaySoundLevel(x, y, SND_ROEHR);
2353 /* now make next step */
2355 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2357 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2359 /* enemy got the player */
2361 KillHero(PLAYERINFO(newx, newy));
2364 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2365 element == EL_ROBOT || element == EL_SONDE) &&
2366 IN_LEV_FIELD(newx, newy) &&
2367 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2370 Store[x][y] = EL_SALZSAEURE;
2372 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2373 IN_LEV_FIELD(newx, newy))
2375 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2377 Feld[x][y] = EL_LEERRAUM;
2378 DrawLevelField(x, y);
2380 PlaySoundLevel(newx, newy, SND_BUING);
2381 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2382 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2384 local_player->friends_still_needed--;
2385 if (!local_player->friends_still_needed &&
2386 !local_player->GameOver && AllPlayersGone)
2387 local_player->LevelSolved = local_player->GameOver = TRUE;
2391 else if (IS_MAMPF3(Feld[newx][newy]))
2393 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2394 DrawLevelField(newx, newy);
2396 MovDir[x][y] = MV_NO_MOVING;
2398 else if (!IS_FREE(newx, newy))
2400 if (IS_PLAYER(x, y))
2401 DrawPlayerField(x, y);
2403 DrawLevelField(x, y);
2407 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2409 if (IS_GEM(Feld[newx][newy]))
2411 if (IS_MOVING(newx, newy))
2412 RemoveMovingField(newx, newy);
2415 Feld[newx][newy] = EL_LEERRAUM;
2416 DrawLevelField(newx, newy);
2419 else if (!IS_FREE(newx, newy))
2421 if (IS_PLAYER(x, y))
2422 DrawPlayerField(x, y);
2424 DrawLevelField(x, y);
2428 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2430 if (!IS_FREE(newx, newy))
2432 if (IS_PLAYER(x, y))
2433 DrawPlayerField(x, y);
2435 DrawLevelField(x, y);
2440 boolean wanna_flame = !RND(10);
2441 int dx = newx - x, dy = newy - y;
2442 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2443 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2444 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2445 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2446 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2447 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2449 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2450 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2451 element1 != EL_BURNING && element2 != EL_BURNING)
2453 if (IS_PLAYER(x, y))
2454 DrawPlayerField(x, y);
2456 DrawLevelField(x, y);
2458 MovDelay[x][y] = 50;
2459 Feld[newx][newy] = EL_BURNING;
2460 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2461 Feld[newx1][newy1] = EL_BURNING;
2462 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2463 Feld[newx2][newy2] = EL_BURNING;
2468 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2469 Feld[newx][newy] == EL_DIAMANT)
2471 if (IS_MOVING(newx, newy))
2472 RemoveMovingField(newx, newy);
2475 Feld[newx][newy] = EL_LEERRAUM;
2476 DrawLevelField(newx, newy);
2479 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2480 IS_MAMPF2(Feld[newx][newy]))
2482 if (AmoebaNr[newx][newy])
2484 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2485 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2486 Feld[newx][newy] == EL_AMOEBE_BD)
2487 AmoebaCnt[AmoebaNr[newx][newy]]--;
2490 if (IS_MOVING(newx, newy))
2491 RemoveMovingField(newx, newy);
2494 Feld[newx][newy] = EL_LEERRAUM;
2495 DrawLevelField(newx, newy);
2498 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2499 IS_AMOEBOID(Feld[newx][newy]))
2501 if (AmoebaNr[newx][newy])
2503 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2504 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2505 Feld[newx][newy] == EL_AMOEBE_BD)
2506 AmoebaCnt[AmoebaNr[newx][newy]]--;
2509 Feld[newx][newy] = EL_LEERRAUM;
2510 DrawLevelField(newx, newy);
2512 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2514 /* object was running against a wall */
2518 if (element == EL_KAEFER || element == EL_FLIEGER ||
2519 element == EL_SP_SNIKSNAK)
2520 DrawLevelField(x, y);
2521 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2522 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2523 else if (element == EL_SONDE)
2524 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2525 else if (element == EL_SP_ELECTRON)
2526 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2531 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2532 PlaySoundLevel(x, y, SND_SCHLURF);
2534 InitMovingField(x, y, MovDir[x][y]);
2538 ContinueMoving(x, y);
2541 void ContinueMoving(int x, int y)
2543 int element = Feld[x][y];
2544 int direction = MovDir[x][y];
2545 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2546 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2547 int horiz_move = (dx!=0);
2548 int newx = x + dx, newy = y + dy;
2549 int step = (horiz_move ? dx : dy) * TILEX / 8;
2551 if (element == EL_TROPFEN)
2553 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2555 else if (CAN_FALL(element) && horiz_move &&
2556 y < lev_fieldy-1 && IS_BELT(Feld[x][y+1]))
2559 #if OLD_GAME_BEHAVIOUR
2560 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2564 MovPos[x][y] += step;
2566 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2568 Feld[x][y] = EL_LEERRAUM;
2569 Feld[newx][newy] = element;
2571 if (Store[x][y] == EL_MORAST_VOLL)
2574 Feld[newx][newy] = EL_MORAST_VOLL;
2575 element = EL_MORAST_VOLL;
2577 else if (Store[x][y] == EL_MORAST_LEER)
2580 Feld[x][y] = EL_MORAST_LEER;
2582 else if (Store[x][y] == EL_SIEB_VOLL)
2585 element = Feld[newx][newy] =
2586 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2588 else if (Store[x][y] == EL_SIEB_LEER)
2590 Store[x][y] = Store2[x][y] = 0;
2591 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2593 else if (Store[x][y] == EL_SIEB2_VOLL)
2596 element = Feld[newx][newy] =
2597 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2599 else if (Store[x][y] == EL_SIEB2_LEER)
2601 Store[x][y] = Store2[x][y] = 0;
2602 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2604 else if (Store[x][y] == EL_SALZSAEURE)
2607 Feld[newx][newy] = EL_SALZSAEURE;
2608 element = EL_SALZSAEURE;
2610 else if (Store[x][y] == EL_AMOEBE_NASS)
2613 Feld[x][y] = EL_AMOEBE_NASS;
2616 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2617 MovDelay[newx][newy] = 0;
2619 if (!CAN_MOVE(element))
2620 MovDir[newx][newy] = 0;
2622 DrawLevelField(x, y);
2623 DrawLevelField(newx, newy);
2625 Stop[newx][newy] = TRUE;
2626 JustStopped[newx][newy] = 3;
2628 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2630 TestIfBadThingHitsHero(newx, newy);
2631 TestIfBadThingHitsFriend(newx, newy);
2632 TestIfBadThingHitsOtherBadThing(newx, newy);
2634 else if (element == EL_PINGUIN)
2635 TestIfFriendHitsBadThing(newx, newy);
2637 if (CAN_SMASH(element) && direction == MV_DOWN &&
2638 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2641 else /* still moving on */
2642 DrawLevelField(x, y);
2645 int AmoebeNachbarNr(int ax, int ay)
2648 int element = Feld[ax][ay];
2650 static int xy[4][2] =
2660 int x = ax + xy[i][0];
2661 int y = ay + xy[i][1];
2663 if (!IN_LEV_FIELD(x, y))
2666 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2667 group_nr = AmoebaNr[x][y];
2673 void AmoebenVereinigen(int ax, int ay)
2675 int i, x, y, xx, yy;
2676 int new_group_nr = AmoebaNr[ax][ay];
2677 static int xy[4][2] =
2685 if (new_group_nr == 0)
2693 if (!IN_LEV_FIELD(x, y))
2696 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2697 Feld[x][y] == EL_AMOEBE_BD ||
2698 Feld[x][y] == EL_AMOEBE_TOT) &&
2699 AmoebaNr[x][y] != new_group_nr)
2701 int old_group_nr = AmoebaNr[x][y];
2703 if (old_group_nr == 0)
2706 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2707 AmoebaCnt[old_group_nr] = 0;
2708 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2709 AmoebaCnt2[old_group_nr] = 0;
2711 for (yy=0; yy<lev_fieldy; yy++)
2713 for (xx=0; xx<lev_fieldx; xx++)
2715 if (AmoebaNr[xx][yy] == old_group_nr)
2716 AmoebaNr[xx][yy] = new_group_nr;
2723 void AmoebeUmwandeln(int ax, int ay)
2727 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2729 int group_nr = AmoebaNr[ax][ay];
2734 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2735 printf("AmoebeUmwandeln(): This should never happen!\n");
2740 for (y=0; y<lev_fieldy; y++)
2742 for (x=0; x<lev_fieldx; x++)
2744 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2747 Feld[x][y] = EL_AMOEBA2DIAM;
2755 static int xy[4][2] =
2768 if (!IN_LEV_FIELD(x, y))
2771 if (Feld[x][y] == EL_AMOEBA2DIAM)
2777 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2780 int group_nr = AmoebaNr[ax][ay];
2781 boolean done = FALSE;
2786 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2787 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2792 for (y=0; y<lev_fieldy; y++)
2794 for (x=0; x<lev_fieldx; x++)
2796 if (AmoebaNr[x][y] == group_nr &&
2797 (Feld[x][y] == EL_AMOEBE_TOT ||
2798 Feld[x][y] == EL_AMOEBE_BD ||
2799 Feld[x][y] == EL_AMOEBING))
2802 Feld[x][y] = new_element;
2803 InitField(x, y, FALSE);
2804 DrawLevelField(x, y);
2811 PlaySoundLevel(ax, ay,
2812 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2815 void AmoebeWaechst(int x, int y)
2817 static unsigned long sound_delay = 0;
2818 static unsigned long sound_delay_value = 0;
2820 if (!MovDelay[x][y]) /* start new growing cycle */
2824 if (DelayReached(&sound_delay, sound_delay_value))
2826 PlaySoundLevel(x, y, SND_AMOEBE);
2827 sound_delay_value = 30;
2831 if (MovDelay[x][y]) /* wait some time before growing bigger */
2834 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2835 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2837 if (!MovDelay[x][y])
2839 Feld[x][y] = Store[x][y];
2841 DrawLevelField(x, y);
2846 void AmoebeAbleger(int ax, int ay)
2849 int element = Feld[ax][ay];
2850 int newax = ax, neway = ay;
2851 static int xy[4][2] =
2859 if (!level.amoeba_speed)
2861 Feld[ax][ay] = EL_AMOEBE_TOT;
2862 DrawLevelField(ax, ay);
2866 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2867 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
2869 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2872 if (MovDelay[ax][ay])
2876 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2879 int x = ax + xy[start][0];
2880 int y = ay + xy[start][1];
2882 if (!IN_LEV_FIELD(x, y))
2885 if (IS_FREE(x, y) ||
2886 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2892 if (newax == ax && neway == ay)
2895 else /* normal or "filled" (BD style) amoeba */
2898 boolean waiting_for_player = FALSE;
2902 int j = (start + i) % 4;
2903 int x = ax + xy[j][0];
2904 int y = ay + xy[j][1];
2906 if (!IN_LEV_FIELD(x, y))
2909 if (IS_FREE(x, y) ||
2910 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2916 else if (IS_PLAYER(x, y))
2917 waiting_for_player = TRUE;
2920 if (newax == ax && neway == ay) /* amoeba cannot grow */
2922 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
2924 Feld[ax][ay] = EL_AMOEBE_TOT;
2925 DrawLevelField(ax, ay);
2926 AmoebaCnt[AmoebaNr[ax][ay]]--;
2928 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2930 if (element == EL_AMOEBE_VOLL)
2931 AmoebeUmwandeln(ax, ay);
2932 else if (element == EL_AMOEBE_BD)
2933 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
2938 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2940 /* amoeba gets larger by growing in some direction */
2942 int new_group_nr = AmoebaNr[ax][ay];
2945 if (new_group_nr == 0)
2947 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2948 printf("AmoebeAbleger(): This should never happen!\n");
2953 AmoebaNr[newax][neway] = new_group_nr;
2954 AmoebaCnt[new_group_nr]++;
2955 AmoebaCnt2[new_group_nr]++;
2957 /* if amoeba touches other amoeba(s) after growing, unify them */
2958 AmoebenVereinigen(newax, neway);
2960 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2962 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2968 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2969 (neway == lev_fieldy - 1 && newax != ax))
2971 Feld[newax][neway] = EL_AMOEBING;
2972 Store[newax][neway] = element;
2974 else if (neway == ay)
2975 Feld[newax][neway] = EL_TROPFEN;
2978 InitMovingField(ax, ay, MV_DOWN);
2979 Feld[ax][ay] = EL_TROPFEN;
2980 Store[ax][ay] = EL_AMOEBE_NASS;
2981 ContinueMoving(ax, ay);
2985 DrawLevelField(newax, neway);
2988 void Life(int ax, int ay)
2991 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2993 int element = Feld[ax][ay];
2998 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2999 MovDelay[ax][ay] = life_time;
3001 if (MovDelay[ax][ay]) /* wait some time before next cycle */
3004 if (MovDelay[ax][ay])
3008 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
3010 int xx = ax+x1, yy = ay+y1;
3013 if (!IN_LEV_FIELD(xx, yy))
3016 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
3018 int x = xx+x2, y = yy+y2;
3020 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
3023 if (((Feld[x][y] == element ||
3024 (element == EL_LIFE && IS_PLAYER(x, y))) &&
3026 (IS_FREE(x, y) && Stop[x][y]))
3030 if (xx == ax && yy == ay) /* field in the middle */
3032 if (nachbarn<life[0] || nachbarn>life[1])
3034 Feld[xx][yy] = EL_LEERRAUM;
3036 DrawLevelField(xx, yy);
3037 Stop[xx][yy] = TRUE;
3040 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
3041 { /* free border field */
3042 if (nachbarn>=life[2] && nachbarn<=life[3])
3044 Feld[xx][yy] = element;
3045 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
3047 DrawLevelField(xx, yy);
3048 Stop[xx][yy] = TRUE;
3054 void Ablenk(int x, int y)
3056 if (!MovDelay[x][y]) /* next animation frame */
3057 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
3059 if (MovDelay[x][y]) /* wait some time before next frame */
3064 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3065 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
3066 if (!(MovDelay[x][y]%4))
3067 PlaySoundLevel(x, y, SND_MIEP);
3072 Feld[x][y] = EL_ABLENK_AUS;
3073 DrawLevelField(x, y);
3074 if (ZX == x && ZY == y)
3078 void Birne(int x, int y)
3080 if (!MovDelay[x][y]) /* next animation frame */
3081 MovDelay[x][y] = 800;
3083 if (MovDelay[x][y]) /* wait some time before next frame */
3088 if (!(MovDelay[x][y]%5))
3090 if (!(MovDelay[x][y]%10))
3091 Feld[x][y]=EL_ABLENK_EIN;
3093 Feld[x][y]=EL_ABLENK_AUS;
3094 DrawLevelField(x, y);
3095 Feld[x][y]=EL_ABLENK_EIN;
3101 Feld[x][y]=EL_ABLENK_AUS;
3102 DrawLevelField(x, y);
3103 if (ZX == x && ZY == y)
3107 void Blubber(int x, int y)
3109 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3110 DrawLevelField(x, y-1);
3112 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3115 void NussKnacken(int x, int y)
3117 if (!MovDelay[x][y]) /* next animation frame */
3120 if (MovDelay[x][y]) /* wait some time before next frame */
3123 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3124 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
3126 if (!MovDelay[x][y])
3128 Feld[x][y] = EL_EDELSTEIN;
3129 DrawLevelField(x, y);
3134 void SiebAktivieren(int x, int y, int typ)
3136 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3138 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3141 void AusgangstuerPruefen(int x, int y)
3143 if (!local_player->gems_still_needed &&
3144 !local_player->sokobanfields_still_needed &&
3145 !local_player->lights_still_needed)
3147 Feld[x][y] = EL_AUSGANG_ACT;
3149 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3150 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3151 y < LEVELY(BY1) ? LEVELY(BY1) :
3152 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3157 void AusgangstuerOeffnen(int x, int y)
3161 if (!MovDelay[x][y]) /* next animation frame */
3162 MovDelay[x][y] = 5*delay;
3164 if (MovDelay[x][y]) /* wait some time before next frame */
3169 tuer = MovDelay[x][y]/delay;
3170 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3171 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3173 if (!MovDelay[x][y])
3175 Feld[x][y] = EL_AUSGANG_AUF;
3176 DrawLevelField(x, y);
3181 void AusgangstuerBlinken(int x, int y)
3183 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3186 void OpenSwitchgate(int x, int y)
3190 if (!MovDelay[x][y]) /* next animation frame */
3191 MovDelay[x][y] = 5 * delay;
3193 if (MovDelay[x][y]) /* wait some time before next frame */
3198 phase = MovDelay[x][y] / delay;
3199 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3200 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_OPEN - phase);
3202 if (!MovDelay[x][y])
3204 Feld[x][y] = EL_SWITCHGATE_OPEN;
3205 DrawLevelField(x, y);
3210 void CloseSwitchgate(int x, int y)
3214 if (!MovDelay[x][y]) /* next animation frame */
3215 MovDelay[x][y] = 5 * delay;
3217 if (MovDelay[x][y]) /* wait some time before next frame */
3222 phase = MovDelay[x][y] / delay;
3223 if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3224 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SWITCHGATE_CLOSED + phase);
3226 if (!MovDelay[x][y])
3228 Feld[x][y] = EL_SWITCHGATE_CLOSED;
3229 DrawLevelField(x, y);
3234 void EdelsteinFunkeln(int x, int y)
3236 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3239 if (Feld[x][y] == EL_EDELSTEIN_BD)
3240 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3243 if (!MovDelay[x][y]) /* next animation frame */
3244 MovDelay[x][y] = 11 * !SimpleRND(500);
3246 if (MovDelay[x][y]) /* wait some time before next frame */
3250 if (setup.direct_draw && MovDelay[x][y])
3251 SetDrawtoField(DRAW_BUFFERED);
3253 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3257 int phase = (MovDelay[x][y]-1)/2;
3262 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3264 if (setup.direct_draw)
3268 dest_x = FX + SCREENX(x)*TILEX;
3269 dest_y = FY + SCREENY(y)*TILEY;
3271 XCopyArea(display, drawto_field, window, gc,
3272 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3273 SetDrawtoField(DRAW_DIRECT);
3280 void MauerWaechst(int x, int y)
3284 if (!MovDelay[x][y]) /* next animation frame */
3285 MovDelay[x][y] = 3*delay;
3287 if (MovDelay[x][y]) /* wait some time before next frame */
3292 phase = 2-MovDelay[x][y]/delay;
3293 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3294 DrawGraphic(SCREENX(x), SCREENY(y),
3295 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3296 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3297 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3298 GFX_MAUER_DOWN ) + phase);
3300 if (!MovDelay[x][y])
3302 if (MovDir[x][y] == MV_LEFT)
3304 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3305 DrawLevelField(x-1, y);
3307 else if (MovDir[x][y] == MV_RIGHT)
3309 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3310 DrawLevelField(x+1, y);
3312 else if (MovDir[x][y] == MV_UP)
3314 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3315 DrawLevelField(x, y-1);
3319 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3320 DrawLevelField(x, y+1);
3323 Feld[x][y] = Store[x][y];
3325 MovDir[x][y] = MV_NO_MOVING;
3326 DrawLevelField(x, y);
3331 void MauerAbleger(int ax, int ay)
3333 int element = Feld[ax][ay];
3334 boolean oben_frei = FALSE, unten_frei = FALSE;
3335 boolean links_frei = FALSE, rechts_frei = FALSE;
3336 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3337 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3339 if (!MovDelay[ax][ay]) /* start building new wall */
3340 MovDelay[ax][ay] = 6;
3342 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3345 if (MovDelay[ax][ay])
3349 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3351 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3353 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3355 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3358 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3362 Feld[ax][ay-1] = EL_MAUERND;
3363 Store[ax][ay-1] = element;
3364 MovDir[ax][ay-1] = MV_UP;
3365 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3366 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3370 Feld[ax][ay+1] = EL_MAUERND;
3371 Store[ax][ay+1] = element;
3372 MovDir[ax][ay+1] = MV_DOWN;
3373 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3374 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3378 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3379 element == EL_MAUER_LEBT)
3383 Feld[ax-1][ay] = EL_MAUERND;
3384 Store[ax-1][ay] = element;
3385 MovDir[ax-1][ay] = MV_LEFT;
3386 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3387 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3391 Feld[ax+1][ay] = EL_MAUERND;
3392 Store[ax+1][ay] = element;
3393 MovDir[ax+1][ay] = MV_RIGHT;
3394 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3395 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3399 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3400 DrawLevelField(ax, ay);
3402 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3404 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3405 unten_massiv = TRUE;
3406 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3407 links_massiv = TRUE;
3408 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3409 rechts_massiv = TRUE;
3411 if (((oben_massiv && unten_massiv) ||
3412 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3413 ((links_massiv && rechts_massiv) ||
3414 element == EL_MAUER_Y))
3415 Feld[ax][ay] = EL_MAUERWERK;
3418 void CheckForDragon(int x, int y)
3421 boolean dragon_found = FALSE;
3422 static int xy[4][2] =
3434 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3436 if (IN_LEV_FIELD(xx, yy) &&
3437 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3439 if (Feld[xx][yy] == EL_DRACHE)
3440 dragon_found = TRUE;
3453 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3455 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3457 Feld[xx][yy] = EL_LEERRAUM;
3458 DrawLevelField(xx, yy);
3467 static void CheckBuggyBase(int x, int y)
3469 int element = Feld[x][y];
3471 if (element == EL_SP_BUG)
3473 if (!MovDelay[x][y]) /* start activating buggy base */
3474 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3476 if (MovDelay[x][y]) /* wait some time before activating base */
3479 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3480 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3484 Feld[x][y] = EL_SP_BUG_ACTIVE;
3487 else if (element == EL_SP_BUG_ACTIVE)
3489 if (!MovDelay[x][y]) /* start activating buggy base */
3490 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3492 if (MovDelay[x][y]) /* wait some time before activating base */
3498 static int xy[4][2] =
3506 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3507 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3511 int xx = x + xy[i][0], yy = y + xy[i][1];
3513 if (IS_PLAYER(xx, yy))
3515 PlaySoundLevel(x, y, SND_SP_BUG);
3523 Feld[x][y] = EL_SP_BUG;
3524 DrawLevelField(x, y);
3529 static void DrawBeltAnimation(int x, int y, int element)
3531 int belt_nr = getBeltNrFromElement(element);
3532 int belt_dir = game.belt_dir[belt_nr];
3534 if (belt_dir != MV_NO_MOVING)
3537 int mode = (belt_dir == MV_LEFT ? ANIM_NORMAL : ANIM_REVERSE);
3538 int graphic = el2gfx(element) + (belt_dir == MV_LEFT ? 0 : 7);
3540 DrawGraphicAnimation(x, y, graphic, 8, delay, mode);
3544 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3546 static byte stored_player_action[MAX_PLAYERS];
3547 static int num_stored_actions = 0;
3548 static boolean save_tape_entry = FALSE;
3549 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3550 int jx = player->jx, jy = player->jy;
3551 int left = player_action & JOY_LEFT;
3552 int right = player_action & JOY_RIGHT;
3553 int up = player_action & JOY_UP;
3554 int down = player_action & JOY_DOWN;
3555 int button1 = player_action & JOY_BUTTON_1;
3556 int button2 = player_action & JOY_BUTTON_2;
3557 int dx = (left ? -1 : right ? 1 : 0);
3558 int dy = (up ? -1 : down ? 1 : 0);
3560 stored_player_action[player->index_nr] = 0;
3561 num_stored_actions++;
3563 if (!player->active || tape.pausing)
3568 save_tape_entry = TRUE;
3569 player->frame_reset_delay = 0;
3572 snapped = SnapField(player, dx, dy);
3576 bombed = PlaceBomb(player);
3577 moved = MoveFigure(player, dx, dy);
3580 if (tape.recording && (moved || snapped || bombed))
3582 if (bombed && !moved)
3583 player_action &= JOY_BUTTON;
3585 stored_player_action[player->index_nr] = player_action;
3587 else if (tape.playing && snapped)
3588 SnapField(player, 0, 0); /* stop snapping */
3592 /* no actions for this player (no input at player's configured device) */
3594 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3595 SnapField(player, 0, 0);
3596 CheckGravityMovement(player);
3598 if (++player->frame_reset_delay > player->move_delay_value)
3602 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3604 TapeRecordAction(stored_player_action);
3605 num_stored_actions = 0;
3606 save_tape_entry = FALSE;
3609 if (tape.playing && !tape.pausing && !player_action &&
3610 tape.counter < tape.length)
3613 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3615 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3616 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3618 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3620 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3622 int el = Feld[jx+dx][jy];
3623 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3625 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3627 player->MovDir = next_joy;
3628 player->Frame = FrameCounter % 4;
3629 player->Pushing = TRUE;
3638 static unsigned long action_delay = 0;
3639 unsigned long action_delay_value;
3640 int sieb_x = 0, sieb_y = 0;
3641 int i, x, y, element;
3642 byte *recorded_player_action;
3643 byte summarized_player_action = 0;
3645 if (game_status != PLAYING)
3648 action_delay_value =
3649 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3651 /* ---------- main game synchronization point ---------- */
3653 WaitUntilDelayReached(&action_delay, action_delay_value);
3655 if (network_playing && !network_player_action_received)
3659 printf("DEBUG: try to get network player actions in time\n");
3664 /* last chance to get network player actions without main loop delay */
3668 if (game_status != PLAYING)
3671 if (!network_player_action_received)
3675 printf("DEBUG: failed to get network player actions in time\n");
3687 else if (tape.recording)
3690 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3692 for (i=0; i<MAX_PLAYERS; i++)
3694 summarized_player_action |= stored_player[i].action;
3696 if (!network_playing)
3697 stored_player[i].effective_action = stored_player[i].action;
3701 if (network_playing)
3702 SendToServer_MovePlayer(summarized_player_action);
3705 if (!options.network && !setup.team_mode)
3706 local_player->effective_action = summarized_player_action;
3708 for (i=0; i<MAX_PLAYERS; i++)
3710 int actual_player_action = stored_player[i].effective_action;
3712 if (stored_player[i].programmed_action)
3713 actual_player_action = stored_player[i].programmed_action;
3715 if (recorded_player_action)
3716 actual_player_action = recorded_player_action[i];
3718 PlayerActions(&stored_player[i], actual_player_action);
3719 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3722 network_player_action_received = FALSE;
3724 ScrollScreen(NULL, SCROLL_GO_ON);
3730 if (TimeFrames == 0 && local_player->active)
3732 extern unsigned int last_RND();
3734 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3735 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3742 if (GameFrameDelay >= 500)
3743 printf("FrameCounter == %d\n", FrameCounter);
3752 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3755 if (JustStopped[x][y] > 0)
3756 JustStopped[x][y]--;
3759 if (IS_BLOCKED(x, y))
3763 Blocked2Moving(x, y, &oldx, &oldy);
3764 if (!IS_MOVING(oldx, oldy))
3766 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3767 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3768 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3769 printf("GameActions(): This should never happen!\n");
3775 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3777 element = Feld[x][y];
3779 if (IS_INACTIVE(element))
3782 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3786 if (IS_GEM(element))
3787 EdelsteinFunkeln(x, y);
3789 else if (IS_MOVING(x, y))
3790 ContinueMoving(x, y);
3791 else if (IS_ACTIVE_BOMB(element))
3792 CheckDynamite(x, y);
3793 else if (element == EL_EXPLODING)
3794 Explode(x, y, Frame[x][y], EX_NORMAL);
3795 else if (element == EL_AMOEBING)
3796 AmoebeWaechst(x, y);
3797 else if (IS_AMOEBALIVE(element))
3798 AmoebeAbleger(x, y);
3799 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3801 else if (element == EL_ABLENK_EIN)
3803 else if (element == EL_SALZSAEURE)
3805 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3807 else if (element == EL_CRACKINGNUT)
3809 else if (element == EL_AUSGANG_ZU)
3810 AusgangstuerPruefen(x, y);
3811 else if (element == EL_AUSGANG_ACT)
3812 AusgangstuerOeffnen(x, y);
3813 else if (element == EL_AUSGANG_AUF)
3814 AusgangstuerBlinken(x, y);
3815 else if (element == EL_MAUERND)
3817 else if (element == EL_MAUER_LEBT ||
3818 element == EL_MAUER_X ||
3819 element == EL_MAUER_Y ||
3820 element == EL_MAUER_XY)
3822 else if (element == EL_BURNING)
3823 CheckForDragon(x, y);
3824 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3825 CheckBuggyBase(x, y);
3826 else if (element == EL_SP_TERMINAL)
3827 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3828 else if (element == EL_SP_TERMINAL_ACTIVE)
3829 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3830 else if (IS_BELT(element))
3831 DrawBeltAnimation(x, y, element);
3832 else if (element == EL_SWITCHGATE_OPENING)
3833 OpenSwitchgate(x, y);
3834 else if (element == EL_SWITCHGATE_CLOSING)
3835 CloseSwitchgate(x, y);
3837 if (game.magic_wall_active)
3839 boolean sieb = FALSE;
3840 int jx = local_player->jx, jy = local_player->jy;
3842 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3843 Store[x][y] == EL_SIEB_LEER)
3845 SiebAktivieren(x, y, 1);
3848 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3849 Store[x][y] == EL_SIEB2_LEER)
3851 SiebAktivieren(x, y, 2);
3855 /* play the element sound at the position nearest to the player */
3856 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3864 if (game.magic_wall_active)
3866 if (!(game.magic_wall_time_left % 4))
3867 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3869 if (game.magic_wall_time_left > 0)
3871 game.magic_wall_time_left--;
3872 if (!game.magic_wall_time_left)
3874 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3876 element = Feld[x][y];
3878 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3880 Feld[x][y] = EL_SIEB_TOT;
3881 DrawLevelField(x, y);
3883 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3885 Feld[x][y] = EL_SIEB2_TOT;
3886 DrawLevelField(x, y);
3890 game.magic_wall_active = FALSE;
3895 if (game.light_time_left > 0)
3897 game.light_time_left--;
3899 if (game.light_time_left == 0)
3901 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3903 element = Feld[x][y];
3905 if (element == EL_LIGHT_SWITCH_ON)
3907 Feld[x][y] = EL_LIGHT_SWITCH_OFF;
3908 DrawLevelField(x, y);
3910 else if (element == EL_INVISIBLE_STEEL ||
3911 element == EL_UNSICHTBAR ||
3912 element == EL_SAND_INVISIBLE)
3913 DrawLevelField(x, y);
3918 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3923 if (tape.recording || tape.playing)
3924 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3931 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3933 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3936 for (i=0; i<MAX_PLAYERS; i++)
3937 KillHero(&stored_player[i]);
3939 else if (level.time == 0) /* level without time limit */
3940 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3946 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3948 int min_x = x, min_y = y, max_x = x, max_y = y;
3951 for (i=0; i<MAX_PLAYERS; i++)
3953 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3955 if (!stored_player[i].active || &stored_player[i] == player)
3958 min_x = MIN(min_x, jx);
3959 min_y = MIN(min_y, jy);
3960 max_x = MAX(max_x, jx);
3961 max_y = MAX(max_y, jy);
3964 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3967 static boolean AllPlayersInVisibleScreen()
3971 for (i=0; i<MAX_PLAYERS; i++)
3973 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3975 if (!stored_player[i].active)
3978 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3985 void ScrollLevel(int dx, int dy)
3987 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3990 XCopyArea(display, drawto_field, drawto_field, gc,
3991 FX + TILEX*(dx == -1) - softscroll_offset,
3992 FY + TILEY*(dy == -1) - softscroll_offset,
3993 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3994 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3995 FX + TILEX*(dx == 1) - softscroll_offset,
3996 FY + TILEY*(dy == 1) - softscroll_offset);
4000 x = (dx == 1 ? BX1 : BX2);
4001 for (y=BY1; y<=BY2; y++)
4002 DrawScreenField(x, y);
4006 y = (dy == 1 ? BY1 : BY2);
4007 for (x=BX1; x<=BX2; x++)
4008 DrawScreenField(x, y);
4011 redraw_mask |= REDRAW_FIELD;
4014 static void CheckGravityMovement(struct PlayerInfo *player)
4016 if (level.gravity && !player->programmed_action)
4018 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
4019 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
4021 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
4022 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
4023 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
4024 int jx = player->jx, jy = player->jy;
4025 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
4026 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
4027 int new_jx = jx + dx, new_jy = jy + dy;
4028 boolean field_under_player_is_free =
4029 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
4030 boolean player_is_moving_to_valid_field =
4031 (IN_LEV_FIELD(new_jx, new_jy) &&
4032 (Feld[new_jx][new_jy] == EL_SP_BASE ||
4033 Feld[new_jx][new_jy] == EL_ERDREICH));
4035 if (field_under_player_is_free && !player_is_moving_to_valid_field)
4036 player->programmed_action = MV_DOWN;
4040 boolean MoveFigureOneStep(struct PlayerInfo *player,
4041 int dx, int dy, int real_dx, int real_dy)
4043 int jx = player->jx, jy = player->jy;
4044 int new_jx = jx+dx, new_jy = jy+dy;
4048 if (!player->active || (!dx && !dy))
4049 return MF_NO_ACTION;
4051 player->MovDir = (dx < 0 ? MV_LEFT :
4054 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4056 if (!IN_LEV_FIELD(new_jx, new_jy))
4057 return MF_NO_ACTION;
4059 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
4060 return MF_NO_ACTION;
4063 element = MovingOrBlocked2Element(new_jx, new_jy);
4065 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
4068 if (DONT_GO_TO(element))
4070 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
4073 Feld[jx][jy] = EL_SPIELFIGUR;
4074 InitMovingField(jx, jy, MV_DOWN);
4075 Store[jx][jy] = EL_SALZSAEURE;
4076 ContinueMoving(jx, jy);
4085 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
4086 if (can_move != MF_MOVING)
4089 StorePlayer[jx][jy] = 0;
4090 player->last_jx = jx;
4091 player->last_jy = jy;
4092 jx = player->jx = new_jx;
4093 jy = player->jy = new_jy;
4094 StorePlayer[jx][jy] = player->element_nr;
4097 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
4099 ScrollFigure(player, SCROLL_INIT);
4104 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
4106 int jx = player->jx, jy = player->jy;
4107 int old_jx = jx, old_jy = jy;
4108 int moved = MF_NO_ACTION;
4110 if (!player->active || (!dx && !dy))
4113 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
4117 /* remove the last programmed player action */
4118 player->programmed_action = 0;
4122 /* should only happen if pre-1.2 tape recordings are played */
4123 /* this is only for backward compatibility */
4125 int original_move_delay_value = player->move_delay_value;
4128 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
4131 /* scroll remaining steps with finest movement resolution */
4132 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
4134 while (player->MovPos)
4136 ScrollFigure(player, SCROLL_GO_ON);
4137 ScrollScreen(NULL, SCROLL_GO_ON);
4143 player->move_delay_value = original_move_delay_value;
4146 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
4148 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
4149 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4153 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4154 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4160 if (moved & MF_MOVING && !ScreenMovPos &&
4161 (player == local_player || !options.network))
4163 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4164 int offset = (setup.scroll_delay ? 3 : 0);
4166 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4168 /* actual player has left the screen -- scroll in that direction */
4169 if (jx != old_jx) /* player has moved horizontally */
4170 scroll_x += (jx - old_jx);
4171 else /* player has moved vertically */
4172 scroll_y += (jy - old_jy);
4176 if (jx != old_jx) /* player has moved horizontally */
4178 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4179 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4180 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4182 /* don't scroll over playfield boundaries */
4183 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4184 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4186 /* don't scroll more than one field at a time */
4187 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4189 /* don't scroll against the player's moving direction */
4190 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4191 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4192 scroll_x = old_scroll_x;
4194 else /* player has moved vertically */
4196 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4197 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4198 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4200 /* don't scroll over playfield boundaries */
4201 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4202 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4204 /* don't scroll more than one field at a time */
4205 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4207 /* don't scroll against the player's moving direction */
4208 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4209 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4210 scroll_y = old_scroll_y;
4214 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4216 if (!options.network && !AllPlayersInVisibleScreen())
4218 scroll_x = old_scroll_x;
4219 scroll_y = old_scroll_y;
4223 ScrollScreen(player, SCROLL_INIT);
4224 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4229 if (!(moved & MF_MOVING) && !player->Pushing)
4232 player->Frame = (player->Frame + 1) % 4;
4234 if (moved & MF_MOVING)
4236 if (old_jx != jx && old_jy == jy)
4237 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4238 else if (old_jx == jx && old_jy != jy)
4239 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4241 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4243 player->last_move_dir = player->MovDir;
4247 CheckGravityMovement(player);
4249 player->last_move_dir = MV_NO_MOVING;
4252 TestIfHeroHitsBadThing(jx, jy);
4254 if (!player->active)
4260 void ScrollFigure(struct PlayerInfo *player, int mode)
4262 int jx = player->jx, jy = player->jy;
4263 int last_jx = player->last_jx, last_jy = player->last_jy;
4264 int move_stepsize = TILEX / player->move_delay_value;
4266 if (!player->active || !player->MovPos)
4269 if (mode == SCROLL_INIT)
4271 player->actual_frame_counter = FrameCounter;
4272 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4274 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4275 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4280 else if (!FrameReached(&player->actual_frame_counter, 1))
4283 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4284 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4286 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4287 Feld[last_jx][last_jy] = EL_LEERRAUM;
4289 /* before DrawPlayer() to draw correct player graphic for this case */
4290 if (player->MovPos == 0)
4291 CheckGravityMovement(player);
4295 if (player->MovPos == 0)
4297 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4299 /* continue with normal speed after quickly moving through gate */
4300 HALVE_PLAYER_SPEED(player);
4302 /* be able to make the next move without delay */
4303 player->move_delay = 0;
4306 player->last_jx = jx;
4307 player->last_jy = jy;
4309 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4313 if (!local_player->friends_still_needed)
4314 player->LevelSolved = player->GameOver = TRUE;
4319 void ScrollScreen(struct PlayerInfo *player, int mode)
4321 static unsigned long screen_frame_counter = 0;
4323 if (mode == SCROLL_INIT)
4325 /* set scrolling step size according to actual player's moving speed */
4326 ScrollStepSize = TILEX / player->move_delay_value;
4328 screen_frame_counter = FrameCounter;
4329 ScreenMovDir = player->MovDir;
4330 ScreenMovPos = player->MovPos;
4331 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4334 else if (!FrameReached(&screen_frame_counter, 1))
4339 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4340 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4341 redraw_mask |= REDRAW_FIELD;
4344 ScreenMovDir = MV_NO_MOVING;
4347 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4349 int i, killx = goodx, killy = goody;
4350 static int xy[4][2] =
4357 static int harmless[4] =
4369 x = goodx + xy[i][0];
4370 y = goody + xy[i][1];
4371 if (!IN_LEV_FIELD(x, y))
4375 element = Feld[x][y];
4377 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4380 if (DONT_TOUCH(element))
4382 if (MovDir[x][y] == harmless[i])
4391 if (killx != goodx || killy != goody)
4393 if (IS_PLAYER(goodx, goody))
4394 KillHero(PLAYERINFO(goodx, goody));
4400 void TestIfBadThingHitsGoodThing(int badx, int bady)
4402 int i, killx = badx, killy = bady;
4403 static int xy[4][2] =
4410 static int harmless[4] =
4422 x = badx + xy[i][0];
4423 y = bady + xy[i][1];
4424 if (!IN_LEV_FIELD(x, y))
4427 element = Feld[x][y];
4429 if (IS_PLAYER(x, y))
4435 else if (element == EL_PINGUIN)
4437 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4446 if (killx != badx || killy != bady)
4448 if (IS_PLAYER(killx, killy))
4449 KillHero(PLAYERINFO(killx, killy));
4455 void TestIfHeroHitsBadThing(int x, int y)
4457 TestIfGoodThingHitsBadThing(x, y);
4460 void TestIfBadThingHitsHero(int x, int y)
4462 TestIfBadThingHitsGoodThing(x, y);
4465 void TestIfFriendHitsBadThing(int x, int y)
4467 TestIfGoodThingHitsBadThing(x, y);
4470 void TestIfBadThingHitsFriend(int x, int y)
4472 TestIfBadThingHitsGoodThing(x, y);
4475 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4477 int i, killx = badx, killy = bady;
4478 static int xy[4][2] =
4492 if (!IN_LEV_FIELD(x, y))
4495 element = Feld[x][y];
4496 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4497 element == EL_AMOEBING || element == EL_TROPFEN)
4505 if (killx != badx || killy != bady)
4509 void KillHero(struct PlayerInfo *player)
4511 int jx = player->jx, jy = player->jy;
4513 if (!player->active)
4516 if (IS_PFORTE(Feld[jx][jy]))
4517 Feld[jx][jy] = EL_LEERRAUM;
4523 void BuryHero(struct PlayerInfo *player)
4525 int jx = player->jx, jy = player->jy;
4527 if (!player->active)
4530 PlaySoundLevel(jx, jy, SND_AUTSCH);
4531 PlaySoundLevel(jx, jy, SND_LACHEN);
4533 player->GameOver = TRUE;
4537 void RemoveHero(struct PlayerInfo *player)
4539 int jx = player->jx, jy = player->jy;
4540 int i, found = FALSE;
4542 player->present = FALSE;
4543 player->active = FALSE;
4545 StorePlayer[jx][jy] = 0;
4547 for (i=0; i<MAX_PLAYERS; i++)
4548 if (stored_player[i].active)
4552 AllPlayersGone = TRUE;
4558 int DigField(struct PlayerInfo *player,
4559 int x, int y, int real_dx, int real_dy, int mode)
4561 int jx = player->jx, jy = player->jy;
4562 int dx = x - jx, dy = y - jy;
4563 int move_direction = (dx == -1 ? MV_LEFT :
4564 dx == +1 ? MV_RIGHT :
4566 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4569 if (!player->MovPos)
4570 player->Pushing = FALSE;
4572 if (mode == DF_NO_PUSH)
4574 player->Switching = FALSE;
4575 player->push_delay = 0;
4576 return MF_NO_ACTION;
4579 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4580 return MF_NO_ACTION;
4582 element = Feld[x][y];
4587 PlaySoundLevel(x, y, SND_EMPTY);
4591 case EL_SAND_INVISIBLE:
4592 Feld[x][y] = EL_LEERRAUM;
4593 PlaySoundLevel(x, y, SND_SCHLURF);
4598 Feld[x][y] = EL_LEERRAUM;
4599 PlaySoundLevel(x, y, SND_SP_BASE);
4603 case EL_EDELSTEIN_BD:
4604 case EL_EDELSTEIN_GELB:
4605 case EL_EDELSTEIN_ROT:
4606 case EL_EDELSTEIN_LILA:
4608 case EL_SP_INFOTRON:
4610 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4611 if (local_player->gems_still_needed < 0)
4612 local_player->gems_still_needed = 0;
4613 RaiseScoreElement(element);
4614 DrawText(DX_EMERALDS, DY_EMERALDS,
4615 int2str(local_player->gems_still_needed, 3),
4616 FS_SMALL, FC_YELLOW);
4617 if (element == EL_SP_INFOTRON)
4618 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4620 PlaySoundLevel(x, y, SND_PONG);
4625 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4626 PlaySoundLevel(x, y, SND_PONG);
4630 Feld[x][y] = EL_LEERRAUM;
4631 PlaySoundLevel(x, y, SND_PONG);
4634 case EL_DYNAMITE_INACTIVE:
4635 case EL_SP_DISK_RED:
4638 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4639 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4640 int2str(local_player->dynamite, 3),
4641 FS_SMALL, FC_YELLOW);
4642 if (element == EL_SP_DISK_RED)
4643 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4645 PlaySoundLevel(x, y, SND_PONG);
4648 case EL_DYNABOMB_NR:
4650 player->dynabomb_count++;
4651 player->dynabombs_left++;
4652 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4653 PlaySoundLevel(x, y, SND_PONG);
4656 case EL_DYNABOMB_SZ:
4658 player->dynabomb_size++;
4659 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4660 PlaySoundLevel(x, y, SND_PONG);
4663 case EL_DYNABOMB_XL:
4665 player->dynabomb_xl = TRUE;
4666 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4667 PlaySoundLevel(x, y, SND_PONG);
4670 case EL_SCHLUESSEL1:
4671 case EL_SCHLUESSEL2:
4672 case EL_SCHLUESSEL3:
4673 case EL_SCHLUESSEL4:
4675 int key_nr = element - EL_SCHLUESSEL1;
4678 player->key[key_nr] = TRUE;
4679 RaiseScoreElement(EL_SCHLUESSEL);
4680 DrawMiniGraphicExt(drawto, gc,
4681 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4682 GFX_SCHLUESSEL1+key_nr);
4683 DrawMiniGraphicExt(window, gc,
4684 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4685 GFX_SCHLUESSEL1+key_nr);
4686 PlaySoundLevel(x, y, SND_PONG);
4695 int key_nr = element - EL_EM_KEY_1;
4698 player->key[key_nr] = TRUE;
4699 RaiseScoreElement(EL_SCHLUESSEL);
4700 DrawMiniGraphicExt(drawto, gc,
4701 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4702 GFX_SCHLUESSEL1+key_nr);
4703 DrawMiniGraphicExt(window, gc,
4704 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4705 GFX_SCHLUESSEL1+key_nr);
4706 PlaySoundLevel(x, y, SND_PONG);
4711 Feld[x][y] = EL_ABLENK_EIN;
4714 DrawLevelField(x, y);
4718 case EL_SP_TERMINAL:
4722 for (yy=0; yy<lev_fieldy; yy++)
4724 for (xx=0; xx<lev_fieldx; xx++)
4726 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4728 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4729 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4737 case EL_BELT1_SWITCH_L:
4738 case EL_BELT1_SWITCH_M:
4739 case EL_BELT1_SWITCH_R:
4740 case EL_BELT2_SWITCH_L:
4741 case EL_BELT2_SWITCH_M:
4742 case EL_BELT2_SWITCH_R:
4743 case EL_BELT3_SWITCH_L:
4744 case EL_BELT3_SWITCH_M:
4745 case EL_BELT3_SWITCH_R:
4746 case EL_BELT4_SWITCH_L:
4747 case EL_BELT4_SWITCH_M:
4748 case EL_BELT4_SWITCH_R:
4750 static int belt_base_element[4] =
4757 static int belt_move_dir[4] =
4765 int belt_nr = getBeltNrFromSwitchElement(element);
4766 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
4767 int belt_dir = belt_move_dir[belt_dir_nr];
4770 if (player->Switching)
4773 player->Switching = TRUE;
4775 game.belt_dir_nr[belt_nr] = belt_dir_nr;
4776 game.belt_dir[belt_nr] = belt_dir;
4778 if (belt_dir_nr == 3)
4781 for (yy=0; yy<lev_fieldy; yy++)
4783 for (xx=0; xx<lev_fieldx; xx++)
4785 int element = Feld[xx][yy];
4787 if (IS_BELT_SWITCH(element))
4789 int e_belt_nr = getBeltNrFromSwitchElement(element);
4791 if (e_belt_nr == belt_nr)
4793 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr;
4794 DrawLevelField(xx, yy);
4797 else if (belt_dir == MV_NO_MOVING && IS_BELT(element))
4799 int e_belt_nr = getBeltNrFromElement(element);
4801 if (e_belt_nr == belt_nr)
4802 DrawLevelField(xx, yy); /* set belt to parking position */
4811 case EL_SWITCHGATE_SWITCH_1:
4812 case EL_SWITCHGATE_SWITCH_2:
4816 if (player->Switching)
4819 player->Switching = TRUE;
4821 game.switchgate_pos = !game.switchgate_pos;
4823 for (yy=0; yy<lev_fieldy; yy++)
4825 for (xx=0; xx<lev_fieldx; xx++)
4827 int element = Feld[xx][yy];
4829 if (element == EL_SWITCHGATE_SWITCH_1 ||
4830 element == EL_SWITCHGATE_SWITCH_2)
4832 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_1 + game.switchgate_pos;
4833 DrawLevelField(xx, yy);
4835 else if (element == EL_SWITCHGATE_OPEN ||
4836 element == EL_SWITCHGATE_OPENING)
4838 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
4839 PlaySoundLevel(xx, yy, SND_OEFFNEN);
4841 else if (element == EL_SWITCHGATE_CLOSED ||
4842 element == EL_SWITCHGATE_CLOSING)
4844 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
4845 PlaySoundLevel(xx, yy, SND_OEFFNEN);
4854 case EL_LIGHT_SWITCH_OFF:
4855 case EL_LIGHT_SWITCH_ON:
4859 if (player->Switching)
4862 player->Switching = TRUE;
4864 game.light_time_left =
4865 (element == EL_LIGHT_SWITCH_OFF ? 10 * FRAMES_PER_SECOND : 0);
4867 for (yy=0; yy<lev_fieldy; yy++)
4869 for (xx=0; xx<lev_fieldx; xx++)
4871 int element = Feld[xx][yy];
4873 if (element == EL_LIGHT_SWITCH_OFF &&
4874 game.light_time_left > 0)
4876 Feld[xx][yy] = EL_LIGHT_SWITCH_ON;
4877 DrawLevelField(xx, yy);
4879 else if (element == EL_LIGHT_SWITCH_ON &&
4880 game.light_time_left == 0)
4882 Feld[xx][yy] = EL_LIGHT_SWITCH_OFF;
4883 DrawLevelField(xx, yy);
4886 if (element == EL_INVISIBLE_STEEL ||
4887 element == EL_UNSICHTBAR ||
4888 element == EL_SAND_INVISIBLE)
4889 DrawLevelField(xx, yy);
4898 if (local_player->gems_still_needed > 0)
4899 return MF_NO_ACTION;
4901 player->LevelSolved = player->GameOver = TRUE;
4902 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4905 case EL_FELSBROCKEN:
4910 case EL_SP_DISK_ORANGE:
4911 if (dy || mode == DF_SNAP)
4912 return MF_NO_ACTION;
4914 player->Pushing = TRUE;
4916 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4917 return MF_NO_ACTION;
4921 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4922 return MF_NO_ACTION;
4925 if (player->push_delay == 0)
4926 player->push_delay = FrameCounter;
4927 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4929 return MF_NO_ACTION;
4932 Feld[x+dx][y+dy] = element;
4934 player->push_delay_value = 2+RND(8);
4936 DrawLevelField(x+dx, y+dy);
4937 if (element == EL_FELSBROCKEN)
4938 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4939 else if (element == EL_KOKOSNUSS)
4940 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4941 else if (IS_SP_ELEMENT(element))
4942 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4944 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4951 if (!player->key[element - EL_PFORTE1])
4952 return MF_NO_ACTION;
4959 if (!player->key[element - EL_PFORTE1X])
4960 return MF_NO_ACTION;
4967 if (!player->key[element - EL_EM_GATE_1])
4968 return MF_NO_ACTION;
4969 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4970 return MF_NO_ACTION;
4972 /* automatically move to the next field with double speed */
4973 player->programmed_action = move_direction;
4974 DOUBLE_PLAYER_SPEED(player);
4976 PlaySoundLevel(x, y, SND_GATE);
4984 if (!player->key[element - EL_EM_GATE_1X])
4985 return MF_NO_ACTION;
4986 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4987 return MF_NO_ACTION;
4989 /* automatically move to the next field with double speed */
4990 player->programmed_action = move_direction;
4991 DOUBLE_PLAYER_SPEED(player);
4993 PlaySoundLevel(x, y, SND_GATE);
4997 case EL_SWITCHGATE_OPEN:
4998 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4999 return MF_NO_ACTION;
5001 /* automatically move to the next field with double speed */
5002 player->programmed_action = move_direction;
5003 DOUBLE_PLAYER_SPEED(player);
5005 PlaySoundLevel(x, y, SND_GATE);
5009 case EL_SP_PORT1_LEFT:
5010 case EL_SP_PORT2_LEFT:
5011 case EL_SP_PORT1_RIGHT:
5012 case EL_SP_PORT2_RIGHT:
5013 case EL_SP_PORT1_UP:
5014 case EL_SP_PORT2_UP:
5015 case EL_SP_PORT1_DOWN:
5016 case EL_SP_PORT2_DOWN:
5021 element != EL_SP_PORT1_LEFT &&
5022 element != EL_SP_PORT2_LEFT &&
5023 element != EL_SP_PORT_X &&
5024 element != EL_SP_PORT_XY) ||
5026 element != EL_SP_PORT1_RIGHT &&
5027 element != EL_SP_PORT2_RIGHT &&
5028 element != EL_SP_PORT_X &&
5029 element != EL_SP_PORT_XY) ||
5031 element != EL_SP_PORT1_UP &&
5032 element != EL_SP_PORT2_UP &&
5033 element != EL_SP_PORT_Y &&
5034 element != EL_SP_PORT_XY) ||
5036 element != EL_SP_PORT1_DOWN &&
5037 element != EL_SP_PORT2_DOWN &&
5038 element != EL_SP_PORT_Y &&
5039 element != EL_SP_PORT_XY) ||
5040 !IN_LEV_FIELD(x + dx, y + dy) ||
5041 !IS_FREE(x + dx, y + dy))
5042 return MF_NO_ACTION;
5044 /* automatically move to the next field with double speed */
5045 player->programmed_action = move_direction;
5046 DOUBLE_PLAYER_SPEED(player);
5048 PlaySoundLevel(x, y, SND_GATE);
5053 case EL_AUSGANG_ACT:
5054 /* door is not (yet) open */
5055 return MF_NO_ACTION;
5058 case EL_AUSGANG_AUF:
5059 if (mode == DF_SNAP)
5060 return MF_NO_ACTION;
5062 PlaySoundLevel(x, y, SND_BUING);
5067 Feld[x][y] = EL_BIRNE_EIN;
5068 local_player->lights_still_needed--;
5069 DrawLevelField(x, y);
5070 PlaySoundLevel(x, y, SND_DENG);
5075 Feld[x][y] = EL_ZEIT_LEER;
5077 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
5078 DrawLevelField(x, y);
5079 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
5083 case EL_SOKOBAN_FELD_LEER:
5086 case EL_SOKOBAN_FELD_VOLL:
5087 case EL_SOKOBAN_OBJEKT:
5089 case EL_SP_DISK_YELLOW:
5090 if (mode == DF_SNAP)
5091 return MF_NO_ACTION;
5093 player->Pushing = TRUE;
5095 if (!IN_LEV_FIELD(x+dx, y+dy)
5096 || (!IS_FREE(x+dx, y+dy)
5097 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
5098 || !IS_SB_ELEMENT(element))))
5099 return MF_NO_ACTION;
5103 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
5104 return MF_NO_ACTION;
5106 else if (dy && real_dx)
5108 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
5109 return MF_NO_ACTION;
5112 if (player->push_delay == 0)
5113 player->push_delay = FrameCounter;
5114 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
5116 return MF_NO_ACTION;
5118 if (IS_SB_ELEMENT(element))
5120 if (element == EL_SOKOBAN_FELD_VOLL)
5122 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
5123 local_player->sokobanfields_still_needed++;
5128 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
5130 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
5131 local_player->sokobanfields_still_needed--;
5132 if (element == EL_SOKOBAN_OBJEKT)
5133 PlaySoundLevel(x, y, SND_DENG);
5136 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
5141 Feld[x+dx][y+dy] = element;
5144 player->push_delay_value = 2;
5146 DrawLevelField(x, y);
5147 DrawLevelField(x+dx, y+dy);
5148 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
5150 if (IS_SB_ELEMENT(element) &&
5151 local_player->sokobanfields_still_needed == 0 &&
5152 game.emulation == EMU_SOKOBAN)
5154 player->LevelSolved = player->GameOver = TRUE;
5155 PlaySoundLevel(x, y, SND_BUING);
5167 return MF_NO_ACTION;
5170 player->push_delay = 0;
5175 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
5177 int jx = player->jx, jy = player->jy;
5178 int x = jx + dx, y = jy + dy;
5180 if (!player->active || !IN_LEV_FIELD(x, y))
5188 player->snapped = FALSE;
5192 if (player->snapped)
5195 player->MovDir = (dx < 0 ? MV_LEFT :
5198 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5200 if (!DigField(player, x, y, 0, 0, DF_SNAP))
5203 player->snapped = TRUE;
5204 DrawLevelField(x, y);
5210 boolean PlaceBomb(struct PlayerInfo *player)
5212 int jx = player->jx, jy = player->jy;
5215 if (!player->active || player->MovPos)
5218 element = Feld[jx][jy];
5220 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
5221 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
5224 if (element != EL_LEERRAUM)
5225 Store[jx][jy] = element;
5227 if (player->dynamite)
5229 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
5230 MovDelay[jx][jy] = 96;
5232 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
5233 FS_SMALL, FC_YELLOW);
5234 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5236 if (game.emulation == EMU_SUPAPLEX)
5237 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
5239 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
5244 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
5245 MovDelay[jx][jy] = 96;
5246 player->dynabombs_left--;
5247 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
5248 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
5254 void PlaySoundLevel(int x, int y, int sound_nr)
5256 int sx = SCREENX(x), sy = SCREENY(y);
5258 int silence_distance = 8;
5260 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
5261 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
5264 if (!IN_LEV_FIELD(x, y) ||
5265 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
5266 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
5269 volume = PSND_MAX_VOLUME;
5272 stereo = (sx - SCR_FIELDX/2) * 12;
5274 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
5275 if (stereo > PSND_MAX_RIGHT)
5276 stereo = PSND_MAX_RIGHT;
5277 if (stereo < PSND_MAX_LEFT)
5278 stereo = PSND_MAX_LEFT;
5281 if (!IN_SCR_FIELD(sx, sy))
5283 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
5284 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
5286 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
5289 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
5292 void RaiseScore(int value)
5294 local_player->score += value;
5295 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
5296 FS_SMALL, FC_YELLOW);
5299 void RaiseScoreElement(int element)
5304 case EL_EDELSTEIN_BD:
5305 case EL_EDELSTEIN_GELB:
5306 case EL_EDELSTEIN_ROT:
5307 case EL_EDELSTEIN_LILA:
5308 RaiseScore(level.score[SC_EDELSTEIN]);
5311 RaiseScore(level.score[SC_DIAMANT]);
5315 RaiseScore(level.score[SC_KAEFER]);
5319 RaiseScore(level.score[SC_FLIEGER]);
5323 RaiseScore(level.score[SC_MAMPFER]);
5326 RaiseScore(level.score[SC_ROBOT]);
5329 RaiseScore(level.score[SC_PACMAN]);
5332 RaiseScore(level.score[SC_KOKOSNUSS]);
5334 case EL_DYNAMITE_INACTIVE:
5335 RaiseScore(level.score[SC_DYNAMIT]);
5338 RaiseScore(level.score[SC_SCHLUESSEL]);
5345 /* ---------- new game button stuff ---------------------------------------- */
5347 /* graphic position values for game buttons */
5348 #define GAME_BUTTON_XSIZE 30
5349 #define GAME_BUTTON_YSIZE 30
5350 #define GAME_BUTTON_XPOS 5
5351 #define GAME_BUTTON_YPOS 215
5352 #define SOUND_BUTTON_XPOS 5
5353 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5355 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5356 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5357 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5358 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5359 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5360 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5367 } gamebutton_info[NUM_GAME_BUTTONS] =
5370 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5375 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5380 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5385 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5386 SOUND_CTRL_ID_MUSIC,
5387 "background music on/off"
5390 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5391 SOUND_CTRL_ID_LOOPS,
5392 "sound loops on/off"
5395 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5396 SOUND_CTRL_ID_SIMPLE,
5397 "normal sounds on/off"
5401 void CreateGameButtons()
5405 for (i=0; i<NUM_GAME_BUTTONS; i++)
5407 Pixmap gd_pixmap = pix[PIX_DOOR];
5408 struct GadgetInfo *gi;
5411 unsigned long event_mask;
5412 int gd_xoffset, gd_yoffset;
5413 int gd_x1, gd_x2, gd_y1, gd_y2;
5416 gd_xoffset = gamebutton_info[i].x;
5417 gd_yoffset = gamebutton_info[i].y;
5418 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5419 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5421 if (id == GAME_CTRL_ID_STOP ||
5422 id == GAME_CTRL_ID_PAUSE ||
5423 id == GAME_CTRL_ID_PLAY)
5425 button_type = GD_TYPE_NORMAL_BUTTON;
5427 event_mask = GD_EVENT_RELEASED;
5428 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5429 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5433 button_type = GD_TYPE_CHECK_BUTTON;
5435 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5436 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5437 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5438 event_mask = GD_EVENT_PRESSED;
5439 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5440 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5443 gi = CreateGadget(GDI_CUSTOM_ID, id,
5444 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5445 GDI_X, DX + gd_xoffset,
5446 GDI_Y, DY + gd_yoffset,
5447 GDI_WIDTH, GAME_BUTTON_XSIZE,
5448 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5449 GDI_TYPE, button_type,
5450 GDI_STATE, GD_BUTTON_UNPRESSED,
5451 GDI_CHECKED, checked,
5452 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5453 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5454 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5455 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5456 GDI_EVENT_MASK, event_mask,
5457 GDI_CALLBACK_ACTION, HandleGameButtons,
5461 Error(ERR_EXIT, "cannot create gadget");
5463 game_gadget[id] = gi;
5467 static void MapGameButtons()
5471 for (i=0; i<NUM_GAME_BUTTONS; i++)
5472 MapGadget(game_gadget[i]);
5475 void UnmapGameButtons()
5479 for (i=0; i<NUM_GAME_BUTTONS; i++)
5480 UnmapGadget(game_gadget[i]);
5483 static void HandleGameButtons(struct GadgetInfo *gi)
5485 int id = gi->custom_id;
5487 if (game_status != PLAYING)
5492 case GAME_CTRL_ID_STOP:
5495 CloseDoor(DOOR_CLOSE_1);
5496 game_status = MAINMENU;
5501 if (level_editor_test_game ||
5502 Request("Do you really want to quit the game ?",
5503 REQ_ASK | REQ_STAY_CLOSED))
5506 if (options.network)
5507 SendToServer_StopPlaying();
5511 game_status = MAINMENU;
5516 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5519 case GAME_CTRL_ID_PAUSE:
5520 if (options.network)
5524 SendToServer_ContinuePlaying();
5526 SendToServer_PausePlaying();
5533 case GAME_CTRL_ID_PLAY:
5537 if (options.network)
5538 SendToServer_ContinuePlaying();
5542 tape.pausing = FALSE;
5543 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5548 case SOUND_CTRL_ID_MUSIC:
5549 if (setup.sound_music)
5551 setup.sound_music = FALSE;
5552 FadeSound(background_loop[level_nr % num_bg_loops]);
5554 else if (sound_loops_allowed)
5556 setup.sound = setup.sound_music = TRUE;
5557 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5561 case SOUND_CTRL_ID_LOOPS:
5562 if (setup.sound_loops)
5563 setup.sound_loops = FALSE;
5564 else if (sound_loops_allowed)
5565 setup.sound = setup.sound_loops = TRUE;
5568 case SOUND_CTRL_ID_SIMPLE:
5569 if (setup.sound_simple)
5570 setup.sound_simple = FALSE;
5571 else if (sound_status==SOUND_AVAILABLE)
5572 setup.sound = setup.sound_simple = TRUE;