1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* values for player movement speed (which is in fact a delay value) */
82 #define MOVE_DELAY_NORMAL_SPEED 8
83 #define MOVE_DELAY_HIGH_SPEED 4
85 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
86 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
87 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
88 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
90 /* game button identifiers */
91 #define GAME_CTRL_ID_STOP 0
92 #define GAME_CTRL_ID_PAUSE 1
93 #define GAME_CTRL_ID_PLAY 2
94 #define SOUND_CTRL_ID_MUSIC 3
95 #define SOUND_CTRL_ID_LOOPS 4
96 #define SOUND_CTRL_ID_SIMPLE 5
98 #define NUM_GAME_BUTTONS 6
100 /* forward declaration for internal use */
101 static void CheckGravityMovement(struct PlayerInfo *);
103 static void MapGameButtons();
104 static void HandleGameButtons(struct GadgetInfo *);
106 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
112 static unsigned int getStateCheckSum(int counter)
115 unsigned int mult = 1;
116 unsigned int checksum = 0;
118 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
120 static boolean first_game = TRUE;
122 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
128 lastFeld[x][y] = Feld[x][y];
129 else if (lastFeld[x][y] != Feld[x][y])
130 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
131 x, y, lastFeld[x][y], Feld[x][y]);
135 checksum += mult++ * Ur[x][y];
136 checksum += mult++ * Feld[x][y];
139 checksum += mult++ * MovPos[x][y];
140 checksum += mult++ * MovDir[x][y];
141 checksum += mult++ * MovDelay[x][y];
142 checksum += mult++ * Store[x][y];
143 checksum += mult++ * Store2[x][y];
144 checksum += mult++ * StorePlayer[x][y];
145 checksum += mult++ * Frame[x][y];
146 checksum += mult++ * AmoebaNr[x][y];
147 checksum += mult++ * JustHit[x][y];
148 checksum += mult++ * Stop[x][y];
152 if (counter == 3 && first_game)
163 void GetPlayerConfig()
165 if (sound_status == SOUND_OFF)
168 if (!sound_loops_allowed)
170 setup.sound_loops = FALSE;
171 setup.sound_music = FALSE;
174 setup.sound_simple = setup.sound;
179 static void InitField(int x, int y, boolean init_game)
186 Feld[x][y] = EL_SPIELER1;
194 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
195 int jx = player->jx, jy = player->jy;
197 player->present = TRUE;
199 if (!options.network || player->connected)
201 player->active = TRUE;
203 /* remove potentially duplicate players */
204 if (StorePlayer[jx][jy] == Feld[x][y])
205 StorePlayer[jx][jy] = 0;
207 StorePlayer[x][y] = Feld[x][y];
211 printf("Player %d activated.\n", player->element_nr);
212 printf("[Local player is %d and currently %s.]\n",
213 local_player->element_nr,
214 local_player->active ? "active" : "not active");
218 Feld[x][y] = EL_LEERRAUM;
219 player->jx = player->last_jx = x;
220 player->jy = player->last_jy = y;
225 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
226 Feld[x][y] = EL_BADEWANNE1;
227 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
228 Feld[x][y] = EL_BADEWANNE2;
229 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
230 Feld[x][y] = EL_BADEWANNE3;
231 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE4;
233 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
234 Feld[x][y] = EL_BADEWANNE5;
276 if (y == lev_fieldy - 1)
278 Feld[x][y] = EL_AMOEBING;
279 Store[x][y] = EL_AMOEBE_NASS;
288 local_player->lights_still_needed++;
291 case EL_SOKOBAN_FELD_LEER:
292 local_player->sokobanfields_still_needed++;
297 local_player->friends_still_needed++;
302 MovDir[x][y] = 1 << RND(4);
306 Feld[x][y] = EL_LEERRAUM;
309 case EL_EM_KEY_1_FILE:
310 Feld[x][y] = EL_EM_KEY_1;
312 case EL_EM_KEY_2_FILE:
313 Feld[x][y] = EL_EM_KEY_2;
315 case EL_EM_KEY_3_FILE:
316 Feld[x][y] = EL_EM_KEY_3;
318 case EL_EM_KEY_4_FILE:
319 Feld[x][y] = EL_EM_KEY_4;
330 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
331 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
332 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
334 /* don't play tapes over network */
335 network_playing = (options.network && !tape.playing);
337 for (i=0; i<MAX_PLAYERS; i++)
339 struct PlayerInfo *player = &stored_player[i];
341 player->index_nr = i;
342 player->element_nr = EL_SPIELER1 + i;
344 player->present = FALSE;
345 player->active = FALSE;
348 player->effective_action = 0;
349 player->programmed_action = 0;
352 player->gems_still_needed = level.gems_needed;
353 player->sokobanfields_still_needed = 0;
354 player->lights_still_needed = 0;
355 player->friends_still_needed = 0;
358 player->key[j] = FALSE;
360 player->dynamite = 0;
361 player->dynabomb_count = 0;
362 player->dynabomb_size = 0;
363 player->dynabombs_left = 0;
364 player->dynabomb_xl = FALSE;
366 player->MovDir = MV_NO_MOVING;
368 player->Pushing = FALSE;
372 player->actual_frame_counter = 0;
374 player->frame_reset_delay = 0;
376 player->push_delay = 0;
377 player->push_delay_value = 5;
379 player->move_delay = 0;
380 player->last_move_dir = MV_NO_MOVING;
382 player->move_delay_value =
383 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
385 player->snapped = FALSE;
387 player->last_jx = player->last_jy = 0;
388 player->jx = player->jy = 0;
390 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
391 SnapField(player, 0, 0);
393 player->LevelSolved = FALSE;
394 player->GameOver = FALSE;
397 network_player_action_received = FALSE;
400 /* initial null action */
402 SendToServer_MovePlayer(MV_NO_MOVING);
407 game.yam_content_nr = 0;
411 TimeLeft = level.time;
413 ScreenMovDir = MV_NO_MOVING;
417 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
419 AllPlayersGone = FALSE;
420 game.magic_wall_active = FALSE;
421 game.magic_wall_time_left = 0;
423 for (i=0; i<MAX_NUM_AMOEBA; i++)
424 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
426 for (x=0; x<lev_fieldx; x++)
428 for (y=0; y<lev_fieldy; y++)
430 Feld[x][y] = Ur[x][y];
431 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
432 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
440 for(y=0; y<lev_fieldy; y++)
442 for(x=0; x<lev_fieldx; x++)
444 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
446 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
448 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
451 InitField(x, y, TRUE);
455 /* check if any connected player was not found in playfield */
456 for (i=0; i<MAX_PLAYERS; i++)
458 struct PlayerInfo *player = &stored_player[i];
460 if (player->connected && !player->present)
462 for (j=0; j<MAX_PLAYERS; j++)
464 struct PlayerInfo *some_player = &stored_player[j];
465 int jx = some_player->jx, jy = some_player->jy;
467 /* assign first free player found that is present in the playfield */
468 if (some_player->present && !some_player->connected)
470 player->present = TRUE;
471 player->active = TRUE;
472 some_player->present = FALSE;
474 StorePlayer[jx][jy] = player->element_nr;
475 player->jx = player->last_jx = jx;
476 player->jy = player->last_jy = jy;
486 /* when playing a tape, eliminate all players who do not participate */
488 for (i=0; i<MAX_PLAYERS; i++)
490 if (stored_player[i].active && !tape.player_participates[i])
492 struct PlayerInfo *player = &stored_player[i];
493 int jx = player->jx, jy = player->jy;
495 player->active = FALSE;
496 StorePlayer[jx][jy] = 0;
497 Feld[jx][jy] = EL_LEERRAUM;
501 else if (!options.network && !setup.team_mode) /* && !tape.playing */
503 /* when in single player mode, eliminate all but the first active player */
505 for (i=0; i<MAX_PLAYERS; i++)
507 if (stored_player[i].active)
509 for (j=i+1; j<MAX_PLAYERS; j++)
511 if (stored_player[j].active)
513 struct PlayerInfo *player = &stored_player[j];
514 int jx = player->jx, jy = player->jy;
516 player->active = FALSE;
517 StorePlayer[jx][jy] = 0;
518 Feld[jx][jy] = EL_LEERRAUM;
525 /* when recording the game, store which players take part in the game */
528 for (i=0; i<MAX_PLAYERS; i++)
529 if (stored_player[i].active)
530 tape.player_participates[i] = TRUE;
535 for (i=0; i<MAX_PLAYERS; i++)
537 struct PlayerInfo *player = &stored_player[i];
539 printf("Player %d: present == %d, connected == %d, active == %d.\n",
544 if (local_player == player)
545 printf("Player %d is local player.\n", i+1);
549 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
550 emulate_sb ? EMU_SOKOBAN :
551 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
553 if (BorderElement == EL_LEERRAUM)
556 SBX_Right = lev_fieldx - SCR_FIELDX;
558 SBY_Lower = lev_fieldy - SCR_FIELDY;
563 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
565 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
568 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
569 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
571 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
572 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
575 scroll_y = SBY_Upper;
576 if (local_player->jx >= SBX_Left + MIDPOSX)
577 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
578 local_player->jx - MIDPOSX :
580 if (local_player->jy >= SBY_Upper + MIDPOSY)
581 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
582 local_player->jy - MIDPOSY :
585 CloseDoor(DOOR_CLOSE_1);
591 if (setup.soft_scrolling)
592 XCopyArea(display, fieldbuffer, backbuffer, gc,
593 FX, FY, SXSIZE, SYSIZE, SX, SY);
595 redraw_mask |= REDRAW_FROM_BACKBUFFER;
597 /* copy default game door content to main double buffer */
598 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
599 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
602 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
603 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
606 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
607 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
608 XCopyArea(display, drawto, drawto, gc,
609 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
610 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
611 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
614 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
615 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
616 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
617 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
618 DrawText(DX + XX_SCORE, DY + YY_SCORE,
619 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
620 DrawText(DX + XX_TIME, DY + YY_TIME,
621 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
624 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
625 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
626 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
630 /* copy actual game door content to door double buffer for OpenDoor() */
631 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
632 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
634 OpenDoor(DOOR_OPEN_ALL);
636 if (setup.sound_music)
637 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
639 XAutoRepeatOff(display);
644 printf("Player %d %sactive.\n",
645 i + 1, (stored_player[i].active ? "" : "not "));
649 void InitMovDir(int x, int y)
651 int i, element = Feld[x][y];
652 static int xy[4][2] =
659 static int direction[2][4] =
661 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
662 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
671 Feld[x][y] = EL_KAEFER;
672 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
679 Feld[x][y] = EL_FLIEGER;
680 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
687 Feld[x][y] = EL_BUTTERFLY;
688 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
695 Feld[x][y] = EL_FIREFLY;
696 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
703 Feld[x][y] = EL_PACMAN;
704 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
708 MovDir[x][y] = MV_UP;
712 MovDir[x][y] = MV_LEFT;
716 MovDir[x][y] = 1 << RND(4);
717 if (element != EL_KAEFER &&
718 element != EL_FLIEGER &&
719 element != EL_BUTTERFLY &&
720 element != EL_FIREFLY)
725 int x1 = x + xy[i][0];
726 int y1 = y + xy[i][1];
728 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
730 if (element == EL_KAEFER || element == EL_BUTTERFLY)
732 MovDir[x][y] = direction[0][i];
735 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
736 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
738 MovDir[x][y] = direction[1][i];
747 void InitAmoebaNr(int x, int y)
750 int group_nr = AmoebeNachbarNr(x, y);
754 for (i=1; i<MAX_NUM_AMOEBA; i++)
756 if (AmoebaCnt[i] == 0)
764 AmoebaNr[x][y] = group_nr;
765 AmoebaCnt[group_nr]++;
766 AmoebaCnt2[group_nr]++;
772 int bumplevel = FALSE;
774 if (local_player->MovPos)
777 local_player->LevelSolved = FALSE;
781 if (setup.sound_loops)
782 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
786 if (!setup.sound_loops)
787 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
788 if (TimeLeft > 0 && !(TimeLeft % 10))
789 RaiseScore(level.score[SC_ZEITBONUS]);
790 if (TimeLeft > 100 && !(TimeLeft % 10))
794 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
799 if (setup.sound_loops)
802 else if (level.time == 0) /* level without time limit */
804 if (setup.sound_loops)
805 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
807 while(TimePlayed < 999)
809 if (!setup.sound_loops)
810 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
811 if (TimePlayed < 999 && !(TimePlayed % 10))
812 RaiseScore(level.score[SC_ZEITBONUS]);
813 if (TimePlayed < 900 && !(TimePlayed % 10))
817 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
822 if (setup.sound_loops)
828 /* Hero disappears */
829 DrawLevelField(ExitX, ExitY);
835 CloseDoor(DOOR_CLOSE_1);
840 SaveTape(tape.level_nr); /* Ask to save tape */
843 if ((hi_pos = NewHiScore()) >= 0)
845 game_status = HALLOFFAME;
846 DrawHallOfFame(hi_pos);
847 if (bumplevel && TAPE_IS_EMPTY(tape))
852 game_status = MAINMENU;
853 if (bumplevel && TAPE_IS_EMPTY(tape))
868 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
869 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
872 for (k=0; k<MAX_SCORE_ENTRIES; k++)
874 if (local_player->score > highscore[k].Score)
876 /* player has made it to the hall of fame */
878 if (k < MAX_SCORE_ENTRIES - 1)
880 int m = MAX_SCORE_ENTRIES - 1;
883 for (l=k; l<MAX_SCORE_ENTRIES; l++)
884 if (!strcmp(setup.player_name, highscore[l].Name))
886 if (m == k) /* player's new highscore overwrites his old one */
892 strcpy(highscore[l].Name, highscore[l - 1].Name);
893 highscore[l].Score = highscore[l - 1].Score;
900 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
901 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
902 highscore[k].Score = local_player->score;
908 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
909 break; /* player already there with a higher score */
920 void InitMovingField(int x, int y, int direction)
922 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
923 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
925 MovDir[x][y] = direction;
926 MovDir[newx][newy] = direction;
927 if (Feld[newx][newy] == EL_LEERRAUM)
928 Feld[newx][newy] = EL_BLOCKED;
931 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
933 int direction = MovDir[x][y];
934 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
935 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
941 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
943 int oldx = x, oldy = y;
944 int direction = MovDir[x][y];
946 if (direction == MV_LEFT)
948 else if (direction == MV_RIGHT)
950 else if (direction == MV_UP)
952 else if (direction == MV_DOWN)
955 *comes_from_x = oldx;
956 *comes_from_y = oldy;
959 int MovingOrBlocked2Element(int x, int y)
961 int element = Feld[x][y];
963 if (element == EL_BLOCKED)
967 Blocked2Moving(x, y, &oldx, &oldy);
968 return Feld[oldx][oldy];
974 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
976 /* like MovingOrBlocked2Element(), but if element is moving
977 and (x,y) is the field the moving element is just leaving,
978 return EL_BLOCKED instead of the element value */
979 int element = Feld[x][y];
983 if (element == EL_BLOCKED)
987 Blocked2Moving(x, y, &oldx, &oldy);
988 return Feld[oldx][oldy];
997 static void RemoveField(int x, int y)
999 Feld[x][y] = EL_LEERRAUM;
1005 void RemoveMovingField(int x, int y)
1007 int oldx = x, oldy = y, newx = x, newy = y;
1009 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1012 if (IS_MOVING(x, y))
1014 Moving2Blocked(x, y, &newx, &newy);
1015 if (Feld[newx][newy] != EL_BLOCKED)
1018 else if (Feld[x][y] == EL_BLOCKED)
1020 Blocked2Moving(x, y, &oldx, &oldy);
1021 if (!IS_MOVING(oldx, oldy))
1025 if (Feld[x][y] == EL_BLOCKED &&
1026 (Store[oldx][oldy] == EL_MORAST_LEER ||
1027 Store[oldx][oldy] == EL_SIEB_LEER ||
1028 Store[oldx][oldy] == EL_SIEB2_LEER ||
1029 Store[oldx][oldy] == EL_AMOEBE_NASS))
1031 Feld[oldx][oldy] = Store[oldx][oldy];
1032 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1035 Feld[oldx][oldy] = EL_LEERRAUM;
1037 Feld[newx][newy] = EL_LEERRAUM;
1038 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1039 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1041 DrawLevelField(oldx, oldy);
1042 DrawLevelField(newx, newy);
1045 void DrawDynamite(int x, int y)
1047 int sx = SCREENX(x), sy = SCREENY(y);
1048 int graphic = el2gfx(Feld[x][y]);
1051 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1055 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1057 if (Feld[x][y] == EL_DYNAMIT)
1059 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1064 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1068 if (game.emulation == EMU_SUPAPLEX)
1069 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1070 else if (Store[x][y])
1071 DrawGraphicThruMask(sx, sy, graphic + phase);
1073 DrawGraphic(sx, sy, graphic + phase);
1076 void CheckDynamite(int x, int y)
1078 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1083 if (!(MovDelay[x][y] % 12))
1084 PlaySoundLevel(x, y, SND_ZISCH);
1086 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1088 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1095 StopSound(SND_ZISCH);
1099 void Explode(int ex, int ey, int phase, int mode)
1102 int num_phase = 9, delay = 2;
1103 int last_phase = num_phase * delay;
1104 int half_phase = (num_phase / 2) * delay;
1105 int first_phase_after_start = EX_PHASE_START + 1;
1107 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1109 int center_element = Feld[ex][ey];
1111 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1113 center_element = MovingOrBlocked2Element(ex, ey);
1114 RemoveMovingField(ex, ey);
1117 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1119 int element = Feld[x][y];
1121 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1123 element = MovingOrBlocked2Element(x, y);
1124 RemoveMovingField(x, y);
1127 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1130 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1134 if (element == EL_EXPLODING)
1135 element = Store2[x][y];
1137 if (IS_PLAYER(ex, ey))
1139 switch(StorePlayer[ex][ey])
1142 Store[x][y] = EL_EDELSTEIN_ROT;
1145 Store[x][y] = EL_EDELSTEIN;
1148 Store[x][y] = EL_EDELSTEIN_LILA;
1152 Store[x][y] = EL_EDELSTEIN_GELB;
1156 if (game.emulation == EMU_SUPAPLEX)
1157 Store[x][y] = EL_LEERRAUM;
1159 else if (center_element == EL_MAULWURF)
1160 Store[x][y] = EL_EDELSTEIN_ROT;
1161 else if (center_element == EL_PINGUIN)
1162 Store[x][y] = EL_EDELSTEIN_LILA;
1163 else if (center_element == EL_KAEFER)
1164 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1165 else if (center_element == EL_BUTTERFLY)
1166 Store[x][y] = EL_EDELSTEIN_BD;
1167 else if (center_element == EL_SP_ELECTRON)
1168 Store[x][y] = EL_SP_INFOTRON;
1169 else if (center_element == EL_MAMPFER)
1170 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1171 else if (center_element == EL_AMOEBA2DIAM)
1172 Store[x][y] = level.amoeba_content;
1173 else if (element == EL_ERZ_EDEL)
1174 Store[x][y] = EL_EDELSTEIN;
1175 else if (element == EL_ERZ_DIAM)
1176 Store[x][y] = EL_DIAMANT;
1177 else if (element == EL_ERZ_EDEL_BD)
1178 Store[x][y] = EL_EDELSTEIN_BD;
1179 else if (element == EL_ERZ_EDEL_GELB)
1180 Store[x][y] = EL_EDELSTEIN_GELB;
1181 else if (element == EL_ERZ_EDEL_ROT)
1182 Store[x][y] = EL_EDELSTEIN_ROT;
1183 else if (element == EL_ERZ_EDEL_LILA)
1184 Store[x][y] = EL_EDELSTEIN_LILA;
1185 else if (!IS_PFORTE(Store[x][y]))
1186 Store[x][y] = EL_LEERRAUM;
1188 if (x != ex || y != ey ||
1189 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1190 Store2[x][y] = element;
1192 if (AmoebaNr[x][y] &&
1193 (element == EL_AMOEBE_VOLL ||
1194 element == EL_AMOEBE_BD ||
1195 element == EL_AMOEBING))
1197 AmoebaCnt[AmoebaNr[x][y]]--;
1198 AmoebaCnt2[AmoebaNr[x][y]]--;
1201 Feld[x][y] = EL_EXPLODING;
1202 MovDir[x][y] = MovPos[x][y] = 0;
1208 if (center_element == EL_MAMPFER)
1209 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1220 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1222 if (phase == first_phase_after_start)
1224 int element = Store2[x][y];
1226 if (element == EL_BLACK_ORB)
1228 Feld[x][y] = Store2[x][y];
1233 else if (phase == half_phase)
1235 int element = Store2[x][y];
1237 if (IS_PLAYER(x, y))
1238 KillHero(PLAYERINFO(x, y));
1239 else if (IS_EXPLOSIVE(element))
1241 Feld[x][y] = Store2[x][y];
1245 else if (element == EL_AMOEBA2DIAM)
1246 AmoebeUmwandeln(x, y);
1249 if (phase == last_phase)
1253 element = Feld[x][y] = Store[x][y];
1254 Store[x][y] = Store2[x][y] = 0;
1255 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1256 InitField(x, y, FALSE);
1257 if (CAN_MOVE(element) || COULD_MOVE(element))
1259 DrawLevelField(x, y);
1261 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1263 int graphic = GFX_EXPLOSION;
1265 if (game.emulation == EMU_SUPAPLEX)
1266 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1267 GFX_SP_EXPLODE_INFOTRON :
1268 GFX_SP_EXPLODE_EMPTY);
1271 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1273 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1277 void DynaExplode(int ex, int ey)
1280 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1281 static int xy[4][2] =
1289 Store2[ex][ey] = 0; /* delete player information */
1291 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1295 for (j=1; j<=player->dynabomb_size; j++)
1297 int x = ex+j*xy[i%4][0];
1298 int y = ey+j*xy[i%4][1];
1301 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1304 element = Feld[x][y];
1305 Explode(x, y, EX_PHASE_START, EX_BORDER);
1307 if (element != EL_LEERRAUM &&
1308 element != EL_ERDREICH &&
1309 element != EL_EXPLODING &&
1310 !player->dynabomb_xl)
1315 player->dynabombs_left++;
1318 void Bang(int x, int y)
1320 int element = Feld[x][y];
1322 if (game.emulation == EMU_SUPAPLEX)
1323 PlaySoundLevel(x, y, SND_SP_BOOOM);
1325 PlaySoundLevel(x, y, SND_ROAAAR);
1327 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1328 element = EL_LEERRAUM;
1340 RaiseScoreElement(element);
1341 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1344 case EL_DYNABOMB_NR:
1345 case EL_DYNABOMB_SZ:
1346 case EL_DYNABOMB_XL:
1353 Explode(x, y, EX_PHASE_START, EX_CENTER);
1356 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1361 void Blurb(int x, int y)
1363 int element = Feld[x][y];
1365 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1367 PlaySoundLevel(x, y, SND_BLURB);
1368 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1369 (!IN_LEV_FIELD(x-1, y-1) ||
1370 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1372 Feld[x-1][y] = EL_BLURB_LEFT;
1374 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1375 (!IN_LEV_FIELD(x+1, y-1) ||
1376 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1378 Feld[x+1][y] = EL_BLURB_RIGHT;
1383 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1385 if (!MovDelay[x][y]) /* initialize animation counter */
1388 if (MovDelay[x][y]) /* continue animation */
1391 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1392 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1394 if (!MovDelay[x][y])
1396 Feld[x][y] = EL_LEERRAUM;
1397 DrawLevelField(x, y);
1403 void Impact(int x, int y)
1405 boolean lastline = (y == lev_fieldy-1);
1406 boolean object_hit = FALSE;
1407 int element = Feld[x][y];
1410 if (!lastline) /* check if element below was hit */
1412 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1415 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1416 MovDir[x][y+1]!=MV_DOWN ||
1417 MovPos[x][y+1]<=TILEY/2));
1419 smashed = MovingOrBlocked2Element(x, y+1);
1422 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1428 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1429 (lastline || object_hit)) /* element is bomb */
1435 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1437 if (object_hit && IS_PLAYER(x, y+1))
1438 KillHero(PLAYERINFO(x, y+1));
1439 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1443 Feld[x][y] = EL_AMOEBING;
1444 Store[x][y] = EL_AMOEBE_NASS;
1449 if (!lastline && object_hit) /* check which object was hit */
1451 if (CAN_CHANGE(element) &&
1452 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1455 int activated_magic_wall =
1456 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1458 /* activate magic wall / mill */
1460 for (y=0; y<lev_fieldy; y++)
1461 for (x=0; x<lev_fieldx; x++)
1462 if (Feld[x][y] == smashed)
1463 Feld[x][y] = activated_magic_wall;
1465 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1466 game.magic_wall_active = TRUE;
1469 if (IS_PLAYER(x, y+1))
1471 KillHero(PLAYERINFO(x, y+1));
1474 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1479 else if (element == EL_EDELSTEIN_BD)
1481 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1487 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1489 if (IS_ENEMY(smashed) ||
1490 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1491 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1496 else if (!IS_MOVING(x, y+1))
1498 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1503 else if (smashed == EL_KOKOSNUSS)
1505 Feld[x][y+1] = EL_CRACKINGNUT;
1506 PlaySoundLevel(x, y, SND_KNACK);
1507 RaiseScoreElement(EL_KOKOSNUSS);
1510 else if (smashed == EL_DIAMANT)
1512 Feld[x][y+1] = EL_LEERRAUM;
1513 PlaySoundLevel(x, y, SND_QUIRK);
1520 /* play sound of magic wall / mill */
1522 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1524 PlaySoundLevel(x, y, SND_QUIRK);
1528 /* play sound of object that hits the ground */
1529 if (lastline || object_hit)
1536 case EL_EDELSTEIN_BD:
1537 case EL_EDELSTEIN_GELB:
1538 case EL_EDELSTEIN_ROT:
1539 case EL_EDELSTEIN_LILA:
1541 case EL_SP_INFOTRON:
1547 case EL_FELSBROCKEN:
1551 sound = SND_SP_ZONKDOWN;
1554 case EL_SCHLUESSEL1:
1555 case EL_SCHLUESSEL2:
1556 case EL_SCHLUESSEL3:
1557 case EL_SCHLUESSEL4:
1574 PlaySoundLevel(x, y, sound);
1578 void TurnRound(int x, int y)
1590 { 0, 0 }, { 0, 0 }, { 0, 0 },
1595 int left, right, back;
1599 { MV_DOWN, MV_UP, MV_RIGHT },
1600 { MV_UP, MV_DOWN, MV_LEFT },
1602 { MV_LEFT, MV_RIGHT, MV_DOWN },
1603 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1604 { MV_RIGHT, MV_LEFT, MV_UP }
1607 int element = Feld[x][y];
1608 int old_move_dir = MovDir[x][y];
1609 int left_dir = turn[old_move_dir].left;
1610 int right_dir = turn[old_move_dir].right;
1611 int back_dir = turn[old_move_dir].back;
1613 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1614 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1615 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1616 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1618 int left_x = x+left_dx, left_y = y+left_dy;
1619 int right_x = x+right_dx, right_y = y+right_dy;
1620 int move_x = x+move_dx, move_y = y+move_dy;
1622 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1624 TestIfBadThingHitsOtherBadThing(x, y);
1626 if (IN_LEV_FIELD(right_x, right_y) &&
1627 IS_FREE_OR_PLAYER(right_x, right_y))
1628 MovDir[x][y] = right_dir;
1629 else if (!IN_LEV_FIELD(move_x, move_y) ||
1630 !IS_FREE_OR_PLAYER(move_x, move_y))
1631 MovDir[x][y] = left_dir;
1633 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1635 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1638 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1639 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1641 TestIfBadThingHitsOtherBadThing(x, y);
1643 if (IN_LEV_FIELD(left_x, left_y) &&
1644 IS_FREE_OR_PLAYER(left_x, left_y))
1645 MovDir[x][y] = left_dir;
1646 else if (!IN_LEV_FIELD(move_x, move_y) ||
1647 !IS_FREE_OR_PLAYER(move_x, move_y))
1648 MovDir[x][y] = right_dir;
1650 if ((element == EL_FLIEGER ||
1651 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1652 && MovDir[x][y] != old_move_dir)
1654 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1657 else if (element == EL_MAMPFER)
1659 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1661 if (IN_LEV_FIELD(left_x, left_y) &&
1662 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1663 Feld[left_x][left_y] == EL_DIAMANT))
1664 can_turn_left = TRUE;
1665 if (IN_LEV_FIELD(right_x, right_y) &&
1666 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1667 Feld[right_x][right_y] == EL_DIAMANT))
1668 can_turn_right = TRUE;
1670 if (can_turn_left && can_turn_right)
1671 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1672 else if (can_turn_left)
1673 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1674 else if (can_turn_right)
1675 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1677 MovDir[x][y] = back_dir;
1679 MovDelay[x][y] = 16+16*RND(3);
1681 else if (element == EL_MAMPFER2)
1683 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1685 if (IN_LEV_FIELD(left_x, left_y) &&
1686 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1687 IS_MAMPF2(Feld[left_x][left_y])))
1688 can_turn_left = TRUE;
1689 if (IN_LEV_FIELD(right_x, right_y) &&
1690 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1691 IS_MAMPF2(Feld[right_x][right_y])))
1692 can_turn_right = TRUE;
1694 if (can_turn_left && can_turn_right)
1695 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1696 else if (can_turn_left)
1697 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1698 else if (can_turn_right)
1699 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1701 MovDir[x][y] = back_dir;
1703 MovDelay[x][y] = 16+16*RND(3);
1705 else if (element == EL_PACMAN)
1707 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1709 if (IN_LEV_FIELD(left_x, left_y) &&
1710 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1711 IS_AMOEBOID(Feld[left_x][left_y])))
1712 can_turn_left = TRUE;
1713 if (IN_LEV_FIELD(right_x, right_y) &&
1714 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1715 IS_AMOEBOID(Feld[right_x][right_y])))
1716 can_turn_right = TRUE;
1718 if (can_turn_left && can_turn_right)
1719 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1720 else if (can_turn_left)
1721 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1722 else if (can_turn_right)
1723 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1725 MovDir[x][y] = back_dir;
1727 MovDelay[x][y] = 6+RND(40);
1729 else if (element == EL_SCHWEIN)
1731 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1732 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1733 boolean should_move_on = FALSE;
1735 int rnd = RND(rnd_value);
1737 if (IN_LEV_FIELD(left_x, left_y) &&
1738 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1739 can_turn_left = TRUE;
1740 if (IN_LEV_FIELD(right_x, right_y) &&
1741 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1742 can_turn_right = TRUE;
1743 if (IN_LEV_FIELD(move_x, move_y) &&
1744 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1747 if (can_turn_left &&
1749 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1750 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1751 should_turn_left = TRUE;
1752 if (can_turn_right &&
1754 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1755 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1756 should_turn_right = TRUE;
1758 (!can_turn_left || !can_turn_right ||
1759 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1760 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1761 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1762 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1763 should_move_on = TRUE;
1765 if (should_turn_left || should_turn_right || should_move_on)
1767 if (should_turn_left && should_turn_right && should_move_on)
1768 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1769 rnd < 2*rnd_value/3 ? right_dir :
1771 else if (should_turn_left && should_turn_right)
1772 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1773 else if (should_turn_left && should_move_on)
1774 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1775 else if (should_turn_right && should_move_on)
1776 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1777 else if (should_turn_left)
1778 MovDir[x][y] = left_dir;
1779 else if (should_turn_right)
1780 MovDir[x][y] = right_dir;
1781 else if (should_move_on)
1782 MovDir[x][y] = old_move_dir;
1784 else if (can_move_on && rnd > rnd_value/8)
1785 MovDir[x][y] = old_move_dir;
1786 else if (can_turn_left && can_turn_right)
1787 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1788 else if (can_turn_left && rnd > rnd_value/8)
1789 MovDir[x][y] = left_dir;
1790 else if (can_turn_right && rnd > rnd_value/8)
1791 MovDir[x][y] = right_dir;
1793 MovDir[x][y] = back_dir;
1795 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1796 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1797 MovDir[x][y] = old_move_dir;
1801 else if (element == EL_DRACHE)
1803 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1805 int rnd = RND(rnd_value);
1807 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1808 can_turn_left = TRUE;
1809 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1810 can_turn_right = TRUE;
1811 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1814 if (can_move_on && rnd > rnd_value/8)
1815 MovDir[x][y] = old_move_dir;
1816 else if (can_turn_left && can_turn_right)
1817 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1818 else if (can_turn_left && rnd > rnd_value/8)
1819 MovDir[x][y] = left_dir;
1820 else if (can_turn_right && rnd > rnd_value/8)
1821 MovDir[x][y] = right_dir;
1823 MovDir[x][y] = back_dir;
1825 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1826 MovDir[x][y] = old_move_dir;
1830 else if (element == EL_ROBOT || element == EL_SONDE ||
1831 element == EL_MAULWURF || element == EL_PINGUIN)
1833 int attr_x = -1, attr_y = -1;
1844 for (i=0; i<MAX_PLAYERS; i++)
1846 struct PlayerInfo *player = &stored_player[i];
1847 int jx = player->jx, jy = player->jy;
1849 if (!player->active)
1852 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1860 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1866 if (element == EL_MAULWURF || element == EL_PINGUIN)
1869 static int xy[4][2] =
1879 int ex = x + xy[i%4][0];
1880 int ey = y + xy[i%4][1];
1882 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1891 MovDir[x][y] = MV_NO_MOVING;
1893 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1895 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1897 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1899 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1901 if (element == EL_ROBOT)
1905 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1906 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1907 Moving2Blocked(x, y, &newx, &newy);
1909 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1910 MovDelay[x][y] = 8+8*!RND(3);
1912 MovDelay[x][y] = 16;
1920 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1922 boolean first_horiz = RND(2);
1923 int new_move_dir = MovDir[x][y];
1926 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1927 Moving2Blocked(x, y, &newx, &newy);
1929 if (IN_LEV_FIELD(newx, newy) &&
1930 (IS_FREE(newx, newy) ||
1931 Feld[newx][newy] == EL_SALZSAEURE ||
1932 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1933 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1934 IS_MAMPF3(Feld[newx][newy])))))
1938 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1939 Moving2Blocked(x, y, &newx, &newy);
1941 if (IN_LEV_FIELD(newx, newy) &&
1942 (IS_FREE(newx, newy) ||
1943 Feld[newx][newy] == EL_SALZSAEURE ||
1944 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1945 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1946 IS_MAMPF3(Feld[newx][newy])))))
1949 MovDir[x][y] = old_move_dir;
1956 static boolean JustBeingPushed(int x, int y)
1960 for (i=0; i<MAX_PLAYERS; i++)
1962 struct PlayerInfo *player = &stored_player[i];
1964 if (player->active && player->Pushing && player->MovPos)
1966 int next_jx = player->jx + (player->jx - player->last_jx);
1967 int next_jy = player->jy + (player->jy - player->last_jy);
1969 if (x == next_jx && y == next_jy)
1977 void StartMoving(int x, int y)
1979 int element = Feld[x][y];
1984 if (CAN_FALL(element) && y<lev_fieldy-1)
1986 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1987 if (JustBeingPushed(x, y))
1990 if (element == EL_MORAST_VOLL)
1992 if (IS_FREE(x, y+1))
1994 InitMovingField(x, y, MV_DOWN);
1995 Feld[x][y] = EL_FELSBROCKEN;
1996 Store[x][y] = EL_MORAST_LEER;
1998 else if (Feld[x][y+1] == EL_MORAST_LEER)
2000 if (!MovDelay[x][y])
2001 MovDelay[x][y] = TILEY + 1;
2010 Feld[x][y] = EL_MORAST_LEER;
2011 Feld[x][y+1] = EL_MORAST_VOLL;
2014 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2016 InitMovingField(x, y, MV_DOWN);
2017 Store[x][y] = EL_MORAST_VOLL;
2019 else if (element == EL_SIEB_VOLL)
2021 if (IS_FREE(x, y+1))
2023 InitMovingField(x, y, MV_DOWN);
2024 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2025 Store[x][y] = EL_SIEB_LEER;
2027 else if (Feld[x][y+1] == EL_SIEB_LEER)
2029 if (!MovDelay[x][y])
2030 MovDelay[x][y] = TILEY/4 + 1;
2039 Feld[x][y] = EL_SIEB_LEER;
2040 Feld[x][y+1] = EL_SIEB_VOLL;
2041 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2045 else if (element == EL_SIEB2_VOLL)
2047 if (IS_FREE(x, y+1))
2049 InitMovingField(x, y, MV_DOWN);
2050 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2051 Store[x][y] = EL_SIEB2_LEER;
2053 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2055 if (!MovDelay[x][y])
2056 MovDelay[x][y] = TILEY/4 + 1;
2065 Feld[x][y] = EL_SIEB2_LEER;
2066 Feld[x][y+1] = EL_SIEB2_VOLL;
2067 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2071 else if (CAN_CHANGE(element) &&
2072 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2074 InitMovingField(x, y, MV_DOWN);
2076 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2077 Store2[x][y+1] = element;
2079 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2082 InitMovingField(x, y, MV_DOWN);
2083 Store[x][y] = EL_SALZSAEURE;
2085 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2089 else if (IS_FREE(x, y+1))
2091 InitMovingField(x, y, MV_DOWN);
2093 else if (element == EL_TROPFEN)
2095 Feld[x][y] = EL_AMOEBING;
2096 Store[x][y] = EL_AMOEBE_NASS;
2098 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2100 boolean left = (x>0 && IS_FREE(x-1, y) &&
2101 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2102 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2103 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2107 if (left && right && game.emulation != EMU_BOULDERDASH)
2108 left = !(right = RND(2));
2110 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2114 else if (CAN_MOVE(element))
2118 if (element == EL_SONDE && JustBeingPushed(x, y))
2121 if (!MovDelay[x][y]) /* start new movement phase */
2123 /* all objects that can change their move direction after each step */
2124 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2126 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2129 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2130 element == EL_SP_SNIKSNAK ||
2131 element == EL_SP_ELECTRON))
2132 DrawLevelField(x, y);
2136 if (MovDelay[x][y]) /* wait some time before next movement */
2140 if (element == EL_ROBOT ||
2141 element == EL_MAMPFER || element == EL_MAMPFER2)
2143 int phase = MovDelay[x][y] % 8;
2148 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2149 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2151 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2152 && MovDelay[x][y]%4 == 3)
2153 PlaySoundLevel(x, y, SND_NJAM);
2155 else if (element == EL_SP_ELECTRON)
2156 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2157 else if (element == EL_DRACHE)
2160 int dir = MovDir[x][y];
2161 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2162 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2163 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2164 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2165 dir == MV_UP ? GFX_FLAMMEN_UP :
2166 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2167 int phase = FrameCounter % 2;
2169 for (i=1; i<=3; i++)
2171 int xx = x + i*dx, yy = y + i*dy;
2172 int sx = SCREENX(xx), sy = SCREENY(yy);
2174 if (!IN_LEV_FIELD(xx, yy) ||
2175 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2180 int flamed = MovingOrBlocked2Element(xx, yy);
2182 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2185 RemoveMovingField(xx, yy);
2187 Feld[xx][yy] = EL_BURNING;
2188 if (IN_SCR_FIELD(sx, sy))
2189 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2193 if (Feld[xx][yy] == EL_BURNING)
2194 Feld[xx][yy] = EL_LEERRAUM;
2195 DrawLevelField(xx, yy);
2204 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2206 PlaySoundLevel(x, y, SND_KLAPPER);
2208 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2210 PlaySoundLevel(x, y, SND_ROEHR);
2213 /* now make next step */
2215 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2217 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2219 /* enemy got the player */
2221 KillHero(PLAYERINFO(newx, newy));
2224 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2225 element == EL_ROBOT || element == EL_SONDE) &&
2226 IN_LEV_FIELD(newx, newy) &&
2227 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2230 Store[x][y] = EL_SALZSAEURE;
2232 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2233 IN_LEV_FIELD(newx, newy))
2235 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2237 Feld[x][y] = EL_LEERRAUM;
2238 DrawLevelField(x, y);
2240 PlaySoundLevel(newx, newy, SND_BUING);
2241 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2242 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2244 local_player->friends_still_needed--;
2245 if (!local_player->friends_still_needed &&
2246 !local_player->GameOver && AllPlayersGone)
2247 local_player->LevelSolved = local_player->GameOver = TRUE;
2251 else if (IS_MAMPF3(Feld[newx][newy]))
2253 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2254 DrawLevelField(newx, newy);
2256 MovDir[x][y] = MV_NO_MOVING;
2258 else if (!IS_FREE(newx, newy))
2260 if (IS_PLAYER(x, y))
2261 DrawPlayerField(x, y);
2263 DrawLevelField(x, y);
2267 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2269 if (IS_GEM(Feld[newx][newy]))
2271 if (IS_MOVING(newx, newy))
2272 RemoveMovingField(newx, newy);
2275 Feld[newx][newy] = EL_LEERRAUM;
2276 DrawLevelField(newx, newy);
2279 else if (!IS_FREE(newx, newy))
2281 if (IS_PLAYER(x, y))
2282 DrawPlayerField(x, y);
2284 DrawLevelField(x, y);
2288 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2290 if (!IS_FREE(newx, newy))
2292 if (IS_PLAYER(x, y))
2293 DrawPlayerField(x, y);
2295 DrawLevelField(x, y);
2300 boolean wanna_flame = !RND(10);
2301 int dx = newx - x, dy = newy - y;
2302 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2303 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2304 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2305 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2306 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2307 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2309 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2310 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2311 element1 != EL_BURNING && element2 != EL_BURNING)
2313 if (IS_PLAYER(x, y))
2314 DrawPlayerField(x, y);
2316 DrawLevelField(x, y);
2318 MovDelay[x][y] = 50;
2319 Feld[newx][newy] = EL_BURNING;
2320 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2321 Feld[newx1][newy1] = EL_BURNING;
2322 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2323 Feld[newx2][newy2] = EL_BURNING;
2328 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2329 Feld[newx][newy] == EL_DIAMANT)
2331 if (IS_MOVING(newx, newy))
2332 RemoveMovingField(newx, newy);
2335 Feld[newx][newy] = EL_LEERRAUM;
2336 DrawLevelField(newx, newy);
2339 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2340 IS_MAMPF2(Feld[newx][newy]))
2342 if (AmoebaNr[newx][newy])
2344 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2345 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2346 Feld[newx][newy] == EL_AMOEBE_BD)
2347 AmoebaCnt[AmoebaNr[newx][newy]]--;
2350 if (IS_MOVING(newx, newy))
2351 RemoveMovingField(newx, newy);
2354 Feld[newx][newy] = EL_LEERRAUM;
2355 DrawLevelField(newx, newy);
2358 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2359 IS_AMOEBOID(Feld[newx][newy]))
2361 if (AmoebaNr[newx][newy])
2363 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2364 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2365 Feld[newx][newy] == EL_AMOEBE_BD)
2366 AmoebaCnt[AmoebaNr[newx][newy]]--;
2369 Feld[newx][newy] = EL_LEERRAUM;
2370 DrawLevelField(newx, newy);
2372 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2374 /* object was running against a wall */
2378 if (element == EL_KAEFER || element == EL_FLIEGER ||
2379 element == EL_SP_SNIKSNAK)
2380 DrawLevelField(x, y);
2381 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2382 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2383 else if (element == EL_SONDE)
2384 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2385 else if (element == EL_SP_ELECTRON)
2386 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2391 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2392 PlaySoundLevel(x, y, SND_SCHLURF);
2394 InitMovingField(x, y, MovDir[x][y]);
2398 ContinueMoving(x, y);
2401 void ContinueMoving(int x, int y)
2403 int element = Feld[x][y];
2404 int direction = MovDir[x][y];
2405 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2406 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2407 int horiz_move = (dx!=0);
2408 int newx = x + dx, newy = y + dy;
2409 int step = (horiz_move ? dx : dy) * TILEX/8;
2411 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2413 else if (element == EL_TROPFEN)
2415 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2418 MovPos[x][y] += step;
2420 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2422 Feld[x][y] = EL_LEERRAUM;
2423 Feld[newx][newy] = element;
2425 if (Store[x][y] == EL_MORAST_VOLL)
2428 Feld[newx][newy] = EL_MORAST_VOLL;
2429 element = EL_MORAST_VOLL;
2431 else if (Store[x][y] == EL_MORAST_LEER)
2434 Feld[x][y] = EL_MORAST_LEER;
2436 else if (Store[x][y] == EL_SIEB_VOLL)
2439 element = Feld[newx][newy] =
2440 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2442 else if (Store[x][y] == EL_SIEB_LEER)
2444 Store[x][y] = Store2[x][y] = 0;
2445 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2447 else if (Store[x][y] == EL_SIEB2_VOLL)
2450 element = Feld[newx][newy] =
2451 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2453 else if (Store[x][y] == EL_SIEB2_LEER)
2455 Store[x][y] = Store2[x][y] = 0;
2456 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2458 else if (Store[x][y] == EL_SALZSAEURE)
2461 Feld[newx][newy] = EL_SALZSAEURE;
2462 element = EL_SALZSAEURE;
2464 else if (Store[x][y] == EL_AMOEBE_NASS)
2467 Feld[x][y] = EL_AMOEBE_NASS;
2470 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2471 MovDelay[newx][newy] = 0;
2473 if (!CAN_MOVE(element))
2474 MovDir[newx][newy] = 0;
2476 DrawLevelField(x, y);
2477 DrawLevelField(newx, newy);
2479 Stop[newx][newy] = TRUE;
2480 JustHit[x][newy] = 3;
2482 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2484 TestIfBadThingHitsHero(newx, newy);
2485 TestIfBadThingHitsFriend(newx, newy);
2486 TestIfBadThingHitsOtherBadThing(newx, newy);
2488 else if (element == EL_PINGUIN)
2489 TestIfFriendHitsBadThing(newx, newy);
2491 if (CAN_SMASH(element) && direction == MV_DOWN &&
2492 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2495 else /* still moving on */
2496 DrawLevelField(x, y);
2499 int AmoebeNachbarNr(int ax, int ay)
2502 int element = Feld[ax][ay];
2504 static int xy[4][2] =
2514 int x = ax + xy[i][0];
2515 int y = ay + xy[i][1];
2517 if (!IN_LEV_FIELD(x, y))
2520 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2521 group_nr = AmoebaNr[x][y];
2527 void AmoebenVereinigen(int ax, int ay)
2529 int i, x, y, xx, yy;
2530 int new_group_nr = AmoebaNr[ax][ay];
2531 static int xy[4][2] =
2539 if (new_group_nr == 0)
2547 if (!IN_LEV_FIELD(x, y))
2550 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2551 Feld[x][y] == EL_AMOEBE_BD ||
2552 Feld[x][y] == EL_AMOEBE_TOT) &&
2553 AmoebaNr[x][y] != new_group_nr)
2555 int old_group_nr = AmoebaNr[x][y];
2557 if (old_group_nr == 0)
2560 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2561 AmoebaCnt[old_group_nr] = 0;
2562 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2563 AmoebaCnt2[old_group_nr] = 0;
2565 for (yy=0; yy<lev_fieldy; yy++)
2567 for (xx=0; xx<lev_fieldx; xx++)
2569 if (AmoebaNr[xx][yy] == old_group_nr)
2570 AmoebaNr[xx][yy] = new_group_nr;
2577 void AmoebeUmwandeln(int ax, int ay)
2581 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2583 int group_nr = AmoebaNr[ax][ay];
2588 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2589 printf("AmoebeUmwandeln(): This should never happen!\n");
2594 for (y=0; y<lev_fieldy; y++)
2596 for (x=0; x<lev_fieldx; x++)
2598 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2601 Feld[x][y] = EL_AMOEBA2DIAM;
2609 static int xy[4][2] =
2622 if (!IN_LEV_FIELD(x, y))
2625 if (Feld[x][y] == EL_AMOEBA2DIAM)
2631 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2634 int group_nr = AmoebaNr[ax][ay];
2635 boolean done = FALSE;
2640 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2641 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2646 for (y=0; y<lev_fieldy; y++)
2648 for (x=0; x<lev_fieldx; x++)
2650 if (AmoebaNr[x][y] == group_nr &&
2651 (Feld[x][y] == EL_AMOEBE_TOT ||
2652 Feld[x][y] == EL_AMOEBE_BD ||
2653 Feld[x][y] == EL_AMOEBING))
2656 Feld[x][y] = new_element;
2657 InitField(x, y, FALSE);
2658 DrawLevelField(x, y);
2665 PlaySoundLevel(ax, ay,
2666 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2669 void AmoebeWaechst(int x, int y)
2671 static unsigned long sound_delay = 0;
2672 static unsigned long sound_delay_value = 0;
2674 if (!MovDelay[x][y]) /* start new growing cycle */
2678 if (DelayReached(&sound_delay, sound_delay_value))
2680 PlaySoundLevel(x, y, SND_AMOEBE);
2681 sound_delay_value = 30;
2685 if (MovDelay[x][y]) /* wait some time before growing bigger */
2688 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2689 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2691 if (!MovDelay[x][y])
2693 Feld[x][y] = Store[x][y];
2695 DrawLevelField(x, y);
2700 void AmoebeAbleger(int ax, int ay)
2703 int element = Feld[ax][ay];
2704 int newax = ax, neway = ay;
2705 static int xy[4][2] =
2713 if (!level.amoeba_speed)
2715 Feld[ax][ay] = EL_AMOEBE_TOT;
2716 DrawLevelField(ax, ay);
2720 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2721 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
2723 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2726 if (MovDelay[ax][ay])
2730 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2733 int x = ax + xy[start][0];
2734 int y = ay + xy[start][1];
2736 if (!IN_LEV_FIELD(x, y))
2739 if (IS_FREE(x, y) ||
2740 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2746 if (newax == ax && neway == ay)
2749 else /* normal or "filled" (BD style) amoeba */
2752 boolean waiting_for_player = FALSE;
2756 int j = (start + i) % 4;
2757 int x = ax + xy[j][0];
2758 int y = ay + xy[j][1];
2760 if (!IN_LEV_FIELD(x, y))
2763 if (IS_FREE(x, y) ||
2764 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2770 else if (IS_PLAYER(x, y))
2771 waiting_for_player = TRUE;
2774 if (newax == ax && neway == ay) /* amoeba cannot grow */
2776 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
2778 Feld[ax][ay] = EL_AMOEBE_TOT;
2779 DrawLevelField(ax, ay);
2780 AmoebaCnt[AmoebaNr[ax][ay]]--;
2782 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2784 if (element == EL_AMOEBE_VOLL)
2785 AmoebeUmwandeln(ax, ay);
2786 else if (element == EL_AMOEBE_BD)
2787 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
2792 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2794 /* amoeba gets larger by growing in some direction */
2796 int new_group_nr = AmoebaNr[ax][ay];
2799 if (new_group_nr == 0)
2801 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2802 printf("AmoebeAbleger(): This should never happen!\n");
2807 AmoebaNr[newax][neway] = new_group_nr;
2808 AmoebaCnt[new_group_nr]++;
2809 AmoebaCnt2[new_group_nr]++;
2811 /* if amoeba touches other amoeba(s) after growing, unify them */
2812 AmoebenVereinigen(newax, neway);
2814 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2816 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2822 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2823 (neway == lev_fieldy - 1 && newax != ax))
2825 Feld[newax][neway] = EL_AMOEBING;
2826 Store[newax][neway] = element;
2828 else if (neway == ay)
2829 Feld[newax][neway] = EL_TROPFEN;
2832 InitMovingField(ax, ay, MV_DOWN);
2833 Feld[ax][ay] = EL_TROPFEN;
2834 Store[ax][ay] = EL_AMOEBE_NASS;
2835 ContinueMoving(ax, ay);
2839 DrawLevelField(newax, neway);
2842 void Life(int ax, int ay)
2845 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2847 int element = Feld[ax][ay];
2852 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2853 MovDelay[ax][ay] = life_time;
2855 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2858 if (MovDelay[ax][ay])
2862 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2864 int xx = ax+x1, yy = ay+y1;
2867 if (!IN_LEV_FIELD(xx, yy))
2870 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2872 int x = xx+x2, y = yy+y2;
2874 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2877 if (((Feld[x][y] == element ||
2878 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2880 (IS_FREE(x, y) && Stop[x][y]))
2884 if (xx == ax && yy == ay) /* field in the middle */
2886 if (nachbarn<life[0] || nachbarn>life[1])
2888 Feld[xx][yy] = EL_LEERRAUM;
2890 DrawLevelField(xx, yy);
2891 Stop[xx][yy] = TRUE;
2894 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2895 { /* free border field */
2896 if (nachbarn>=life[2] && nachbarn<=life[3])
2898 Feld[xx][yy] = element;
2899 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2901 DrawLevelField(xx, yy);
2902 Stop[xx][yy] = TRUE;
2908 void Ablenk(int x, int y)
2910 if (!MovDelay[x][y]) /* next animation frame */
2911 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
2913 if (MovDelay[x][y]) /* wait some time before next frame */
2918 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2919 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2920 if (!(MovDelay[x][y]%4))
2921 PlaySoundLevel(x, y, SND_MIEP);
2926 Feld[x][y] = EL_ABLENK_AUS;
2927 DrawLevelField(x, y);
2928 if (ZX == x && ZY == y)
2932 void Birne(int x, int y)
2934 if (!MovDelay[x][y]) /* next animation frame */
2935 MovDelay[x][y] = 800;
2937 if (MovDelay[x][y]) /* wait some time before next frame */
2942 if (!(MovDelay[x][y]%5))
2944 if (!(MovDelay[x][y]%10))
2945 Feld[x][y]=EL_ABLENK_EIN;
2947 Feld[x][y]=EL_ABLENK_AUS;
2948 DrawLevelField(x, y);
2949 Feld[x][y]=EL_ABLENK_EIN;
2955 Feld[x][y]=EL_ABLENK_AUS;
2956 DrawLevelField(x, y);
2957 if (ZX == x && ZY == y)
2961 void Blubber(int x, int y)
2963 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2964 DrawLevelField(x, y-1);
2966 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2969 void NussKnacken(int x, int y)
2971 if (!MovDelay[x][y]) /* next animation frame */
2974 if (MovDelay[x][y]) /* wait some time before next frame */
2977 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2978 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2980 if (!MovDelay[x][y])
2982 Feld[x][y] = EL_EDELSTEIN;
2983 DrawLevelField(x, y);
2988 void SiebAktivieren(int x, int y, int typ)
2990 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2992 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2995 void AusgangstuerPruefen(int x, int y)
2997 if (!local_player->gems_still_needed &&
2998 !local_player->sokobanfields_still_needed &&
2999 !local_player->lights_still_needed)
3001 Feld[x][y] = EL_AUSGANG_ACT;
3003 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3004 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3005 y < LEVELY(BY1) ? LEVELY(BY1) :
3006 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3011 void AusgangstuerOeffnen(int x, int y)
3015 if (!MovDelay[x][y]) /* next animation frame */
3016 MovDelay[x][y] = 5*delay;
3018 if (MovDelay[x][y]) /* wait some time before next frame */
3023 tuer = MovDelay[x][y]/delay;
3024 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3025 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3027 if (!MovDelay[x][y])
3029 Feld[x][y] = EL_AUSGANG_AUF;
3030 DrawLevelField(x, y);
3035 void AusgangstuerBlinken(int x, int y)
3037 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3040 void EdelsteinFunkeln(int x, int y)
3042 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3045 if (Feld[x][y] == EL_EDELSTEIN_BD)
3046 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3049 if (!MovDelay[x][y]) /* next animation frame */
3050 MovDelay[x][y] = 11 * !SimpleRND(500);
3052 if (MovDelay[x][y]) /* wait some time before next frame */
3056 if (setup.direct_draw && MovDelay[x][y])
3057 SetDrawtoField(DRAW_BUFFERED);
3059 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3063 int phase = (MovDelay[x][y]-1)/2;
3068 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3070 if (setup.direct_draw)
3074 dest_x = FX + SCREENX(x)*TILEX;
3075 dest_y = FY + SCREENY(y)*TILEY;
3077 XCopyArea(display, drawto_field, window, gc,
3078 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3079 SetDrawtoField(DRAW_DIRECT);
3086 void MauerWaechst(int x, int y)
3090 if (!MovDelay[x][y]) /* next animation frame */
3091 MovDelay[x][y] = 3*delay;
3093 if (MovDelay[x][y]) /* wait some time before next frame */
3098 phase = 2-MovDelay[x][y]/delay;
3099 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3100 DrawGraphic(SCREENX(x), SCREENY(y),
3101 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3102 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3103 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3104 GFX_MAUER_DOWN ) + phase);
3106 if (!MovDelay[x][y])
3108 if (MovDir[x][y] == MV_LEFT)
3110 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3111 DrawLevelField(x-1, y);
3113 else if (MovDir[x][y] == MV_RIGHT)
3115 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3116 DrawLevelField(x+1, y);
3118 else if (MovDir[x][y] == MV_UP)
3120 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3121 DrawLevelField(x, y-1);
3125 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3126 DrawLevelField(x, y+1);
3129 Feld[x][y] = Store[x][y];
3131 MovDir[x][y] = MV_NO_MOVING;
3132 DrawLevelField(x, y);
3137 void MauerAbleger(int ax, int ay)
3139 int element = Feld[ax][ay];
3140 boolean oben_frei = FALSE, unten_frei = FALSE;
3141 boolean links_frei = FALSE, rechts_frei = FALSE;
3142 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3143 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3145 if (!MovDelay[ax][ay]) /* start building new wall */
3146 MovDelay[ax][ay] = 6;
3148 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3151 if (MovDelay[ax][ay])
3155 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3157 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3159 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3161 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3164 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3168 Feld[ax][ay-1] = EL_MAUERND;
3169 Store[ax][ay-1] = element;
3170 MovDir[ax][ay-1] = MV_UP;
3171 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3172 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3176 Feld[ax][ay+1] = EL_MAUERND;
3177 Store[ax][ay+1] = element;
3178 MovDir[ax][ay+1] = MV_DOWN;
3179 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3180 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3184 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3185 element == EL_MAUER_LEBT)
3189 Feld[ax-1][ay] = EL_MAUERND;
3190 Store[ax-1][ay] = element;
3191 MovDir[ax-1][ay] = MV_LEFT;
3192 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3193 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3197 Feld[ax+1][ay] = EL_MAUERND;
3198 Store[ax+1][ay] = element;
3199 MovDir[ax+1][ay] = MV_RIGHT;
3200 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3201 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3205 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3206 DrawLevelField(ax, ay);
3208 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3210 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3211 unten_massiv = TRUE;
3212 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3213 links_massiv = TRUE;
3214 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3215 rechts_massiv = TRUE;
3217 if (((oben_massiv && unten_massiv) ||
3218 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3219 ((links_massiv && rechts_massiv) ||
3220 element == EL_MAUER_Y))
3221 Feld[ax][ay] = EL_MAUERWERK;
3224 void CheckForDragon(int x, int y)
3227 boolean dragon_found = FALSE;
3228 static int xy[4][2] =
3240 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3242 if (IN_LEV_FIELD(xx, yy) &&
3243 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3245 if (Feld[xx][yy] == EL_DRACHE)
3246 dragon_found = TRUE;
3259 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3261 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3263 Feld[xx][yy] = EL_LEERRAUM;
3264 DrawLevelField(xx, yy);
3273 static void CheckBuggyBase(int x, int y)
3275 int element = Feld[x][y];
3277 if (element == EL_SP_BUG)
3279 if (!MovDelay[x][y]) /* start activating buggy base */
3280 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3282 if (MovDelay[x][y]) /* wait some time before activating base */
3285 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3286 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3290 Feld[x][y] = EL_SP_BUG_ACTIVE;
3293 else if (element == EL_SP_BUG_ACTIVE)
3295 if (!MovDelay[x][y]) /* start activating buggy base */
3296 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3298 if (MovDelay[x][y]) /* wait some time before activating base */
3304 static int xy[4][2] =
3312 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3313 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3317 int xx = x + xy[i][0], yy = y + xy[i][1];
3319 if (IS_PLAYER(xx, yy))
3321 PlaySoundLevel(x, y, SND_SP_BUG);
3329 Feld[x][y] = EL_SP_BUG;
3330 DrawLevelField(x, y);
3335 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3337 static byte stored_player_action[MAX_PLAYERS];
3338 static int num_stored_actions = 0;
3339 static boolean save_tape_entry = FALSE;
3340 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3341 int jx = player->jx, jy = player->jy;
3342 int left = player_action & JOY_LEFT;
3343 int right = player_action & JOY_RIGHT;
3344 int up = player_action & JOY_UP;
3345 int down = player_action & JOY_DOWN;
3346 int button1 = player_action & JOY_BUTTON_1;
3347 int button2 = player_action & JOY_BUTTON_2;
3348 int dx = (left ? -1 : right ? 1 : 0);
3349 int dy = (up ? -1 : down ? 1 : 0);
3351 stored_player_action[player->index_nr] = 0;
3352 num_stored_actions++;
3354 if (!player->active || tape.pausing)
3359 save_tape_entry = TRUE;
3360 player->frame_reset_delay = 0;
3363 snapped = SnapField(player, dx, dy);
3367 bombed = PlaceBomb(player);
3368 moved = MoveFigure(player, dx, dy);
3371 if (tape.recording && (moved || snapped || bombed))
3373 if (bombed && !moved)
3374 player_action &= JOY_BUTTON;
3376 stored_player_action[player->index_nr] = player_action;
3378 else if (tape.playing && snapped)
3379 SnapField(player, 0, 0); /* stop snapping */
3383 /* no actions for this player (no input at player's configured device) */
3385 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3386 SnapField(player, 0, 0);
3387 CheckGravityMovement(player);
3389 if (++player->frame_reset_delay > player->move_delay_value)
3393 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3395 TapeRecordAction(stored_player_action);
3396 num_stored_actions = 0;
3397 save_tape_entry = FALSE;
3400 if (tape.playing && !tape.pausing && !player_action &&
3401 tape.counter < tape.length)
3404 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3406 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3407 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3409 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3411 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3413 int el = Feld[jx+dx][jy];
3414 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3416 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3418 player->MovDir = next_joy;
3419 player->Frame = FrameCounter % 4;
3420 player->Pushing = TRUE;
3429 static unsigned long action_delay = 0;
3430 unsigned long action_delay_value;
3431 int sieb_x = 0, sieb_y = 0;
3432 int i, x, y, element;
3433 byte *recorded_player_action;
3434 byte summarized_player_action = 0;
3436 if (game_status != PLAYING)
3439 action_delay_value =
3440 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3442 /* ---------- main game synchronization point ---------- */
3444 WaitUntilDelayReached(&action_delay, action_delay_value);
3446 if (network_playing && !network_player_action_received)
3450 printf("DEBUG: try to get network player actions in time\n");
3455 /* last chance to get network player actions without main loop delay */
3459 if (game_status != PLAYING)
3462 if (!network_player_action_received)
3466 printf("DEBUG: failed to get network player actions in time\n");
3478 else if (tape.recording)
3481 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3483 for (i=0; i<MAX_PLAYERS; i++)
3485 summarized_player_action |= stored_player[i].action;
3487 if (!network_playing)
3488 stored_player[i].effective_action = stored_player[i].action;
3492 if (network_playing)
3493 SendToServer_MovePlayer(summarized_player_action);
3496 if (!options.network && !setup.team_mode)
3497 local_player->effective_action = summarized_player_action;
3499 for (i=0; i<MAX_PLAYERS; i++)
3501 int actual_player_action = stored_player[i].effective_action;
3503 if (stored_player[i].programmed_action)
3504 actual_player_action = stored_player[i].programmed_action;
3506 if (recorded_player_action)
3507 actual_player_action = recorded_player_action[i];
3509 PlayerActions(&stored_player[i], actual_player_action);
3510 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3513 network_player_action_received = FALSE;
3515 ScrollScreen(NULL, SCROLL_GO_ON);
3521 if (TimeFrames == 0 && local_player->active)
3523 extern unsigned int last_RND();
3525 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3526 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3533 if (GameFrameDelay >= 500)
3534 printf("FrameCounter == %d\n", FrameCounter);
3543 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3546 if (JustHit[x][y]>0)
3550 if (IS_BLOCKED(x, y))
3554 Blocked2Moving(x, y, &oldx, &oldy);
3555 if (!IS_MOVING(oldx, oldy))
3557 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3558 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3559 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3560 printf("GameActions(): This should never happen!\n");
3566 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3568 element = Feld[x][y];
3570 if (IS_INACTIVE(element))
3573 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3577 if (IS_GEM(element))
3578 EdelsteinFunkeln(x, y);
3580 else if (IS_MOVING(x, y))
3581 ContinueMoving(x, y);
3582 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3583 CheckDynamite(x, y);
3584 else if (element == EL_EXPLODING)
3585 Explode(x, y, Frame[x][y], EX_NORMAL);
3586 else if (element == EL_AMOEBING)
3587 AmoebeWaechst(x, y);
3588 else if (IS_AMOEBALIVE(element))
3589 AmoebeAbleger(x, y);
3590 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3592 else if (element == EL_ABLENK_EIN)
3594 else if (element == EL_SALZSAEURE)
3596 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3598 else if (element == EL_CRACKINGNUT)
3600 else if (element == EL_AUSGANG_ZU)
3601 AusgangstuerPruefen(x, y);
3602 else if (element == EL_AUSGANG_ACT)
3603 AusgangstuerOeffnen(x, y);
3604 else if (element == EL_AUSGANG_AUF)
3605 AusgangstuerBlinken(x, y);
3606 else if (element == EL_MAUERND)
3608 else if (element == EL_MAUER_LEBT ||
3609 element == EL_MAUER_X ||
3610 element == EL_MAUER_Y ||
3611 element == EL_MAUER_XY)
3613 else if (element == EL_BURNING)
3614 CheckForDragon(x, y);
3615 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3616 CheckBuggyBase(x, y);
3617 else if (element == EL_SP_TERMINAL)
3618 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3619 else if (element == EL_SP_TERMINAL_ACTIVE)
3620 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3622 if (game.magic_wall_active)
3624 boolean sieb = FALSE;
3625 int jx = local_player->jx, jy = local_player->jy;
3627 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3628 Store[x][y] == EL_SIEB_LEER)
3630 SiebAktivieren(x, y, 1);
3633 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3634 Store[x][y] == EL_SIEB2_LEER)
3636 SiebAktivieren(x, y, 2);
3640 /* play the element sound at the position nearest to the player */
3641 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3649 if (game.magic_wall_active)
3651 if (!(game.magic_wall_time_left % 4))
3652 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3654 if (game.magic_wall_time_left > 0)
3656 game.magic_wall_time_left--;
3657 if (!game.magic_wall_time_left)
3659 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3661 element = Feld[x][y];
3662 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3664 Feld[x][y] = EL_SIEB_TOT;
3665 DrawLevelField(x, y);
3667 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3669 Feld[x][y] = EL_SIEB2_TOT;
3670 DrawLevelField(x, y);
3674 game.magic_wall_active = FALSE;
3679 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3684 if (tape.recording || tape.playing)
3685 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3692 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3694 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3697 for (i=0; i<MAX_PLAYERS; i++)
3698 KillHero(&stored_player[i]);
3700 else if (level.time == 0) /* level without time limit */
3701 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3707 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3709 int min_x = x, min_y = y, max_x = x, max_y = y;
3712 for (i=0; i<MAX_PLAYERS; i++)
3714 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3716 if (!stored_player[i].active || &stored_player[i] == player)
3719 min_x = MIN(min_x, jx);
3720 min_y = MIN(min_y, jy);
3721 max_x = MAX(max_x, jx);
3722 max_y = MAX(max_y, jy);
3725 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3728 static boolean AllPlayersInVisibleScreen()
3732 for (i=0; i<MAX_PLAYERS; i++)
3734 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3736 if (!stored_player[i].active)
3739 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3746 void ScrollLevel(int dx, int dy)
3748 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3751 XCopyArea(display, drawto_field, drawto_field, gc,
3752 FX + TILEX*(dx == -1) - softscroll_offset,
3753 FY + TILEY*(dy == -1) - softscroll_offset,
3754 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3755 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3756 FX + TILEX*(dx == 1) - softscroll_offset,
3757 FY + TILEY*(dy == 1) - softscroll_offset);
3761 x = (dx == 1 ? BX1 : BX2);
3762 for (y=BY1; y<=BY2; y++)
3763 DrawScreenField(x, y);
3767 y = (dy == 1 ? BY1 : BY2);
3768 for (x=BX1; x<=BX2; x++)
3769 DrawScreenField(x, y);
3772 redraw_mask |= REDRAW_FIELD;
3775 static void CheckGravityMovement(struct PlayerInfo *player)
3777 if (level.gravity && !player->programmed_action)
3779 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3780 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3782 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3783 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3784 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3785 int jx = player->jx, jy = player->jy;
3786 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3787 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3788 int new_jx = jx + dx, new_jy = jy + dy;
3789 boolean field_under_player_is_free =
3790 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3791 boolean player_is_moving_to_valid_field =
3792 (IN_LEV_FIELD(new_jx, new_jy) &&
3793 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3794 Feld[new_jx][new_jy] == EL_ERDREICH));
3796 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3797 player->programmed_action = MV_DOWN;
3801 boolean MoveFigureOneStep(struct PlayerInfo *player,
3802 int dx, int dy, int real_dx, int real_dy)
3804 int jx = player->jx, jy = player->jy;
3805 int new_jx = jx+dx, new_jy = jy+dy;
3809 if (!player->active || (!dx && !dy))
3810 return MF_NO_ACTION;
3812 player->MovDir = (dx < 0 ? MV_LEFT :
3815 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3817 if (!IN_LEV_FIELD(new_jx, new_jy))
3818 return MF_NO_ACTION;
3820 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3821 return MF_NO_ACTION;
3824 element = MovingOrBlocked2Element(new_jx, new_jy);
3826 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3829 if (DONT_GO_TO(element))
3831 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3834 Feld[jx][jy] = EL_SPIELFIGUR;
3835 InitMovingField(jx, jy, MV_DOWN);
3836 Store[jx][jy] = EL_SALZSAEURE;
3837 ContinueMoving(jx, jy);
3846 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3847 if (can_move != MF_MOVING)
3850 StorePlayer[jx][jy] = 0;
3851 player->last_jx = jx;
3852 player->last_jy = jy;
3853 jx = player->jx = new_jx;
3854 jy = player->jy = new_jy;
3855 StorePlayer[jx][jy] = player->element_nr;
3858 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3860 ScrollFigure(player, SCROLL_INIT);
3865 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3867 int jx = player->jx, jy = player->jy;
3868 int old_jx = jx, old_jy = jy;
3869 int moved = MF_NO_ACTION;
3871 if (!player->active || (!dx && !dy))
3874 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3878 /* remove the last programmed player action */
3879 player->programmed_action = 0;
3883 /* should only happen if pre-1.2 tape recordings are played */
3884 /* this is only for backward compatibility */
3886 int original_move_delay_value = player->move_delay_value;
3889 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3892 /* scroll remaining steps with finest movement resolution */
3893 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3895 while (player->MovPos)
3897 ScrollFigure(player, SCROLL_GO_ON);
3898 ScrollScreen(NULL, SCROLL_GO_ON);
3904 player->move_delay_value = original_move_delay_value;
3907 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3909 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3910 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3914 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3915 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3921 if (moved & MF_MOVING && !ScreenMovPos &&
3922 (player == local_player || !options.network))
3924 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3925 int offset = (setup.scroll_delay ? 3 : 0);
3927 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3929 /* actual player has left the screen -- scroll in that direction */
3930 if (jx != old_jx) /* player has moved horizontally */
3931 scroll_x += (jx - old_jx);
3932 else /* player has moved vertically */
3933 scroll_y += (jy - old_jy);
3937 if (jx != old_jx) /* player has moved horizontally */
3939 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3940 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3941 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3943 /* don't scroll over playfield boundaries */
3944 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3945 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3947 /* don't scroll more than one field at a time */
3948 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3950 /* don't scroll against the player's moving direction */
3951 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3952 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3953 scroll_x = old_scroll_x;
3955 else /* player has moved vertically */
3957 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3958 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3959 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3961 /* don't scroll over playfield boundaries */
3962 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3963 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3965 /* don't scroll more than one field at a time */
3966 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3968 /* don't scroll against the player's moving direction */
3969 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3970 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3971 scroll_y = old_scroll_y;
3975 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3977 if (!options.network && !AllPlayersInVisibleScreen())
3979 scroll_x = old_scroll_x;
3980 scroll_y = old_scroll_y;
3984 ScrollScreen(player, SCROLL_INIT);
3985 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3990 if (!(moved & MF_MOVING) && !player->Pushing)
3993 player->Frame = (player->Frame + 1) % 4;
3995 if (moved & MF_MOVING)
3997 if (old_jx != jx && old_jy == jy)
3998 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3999 else if (old_jx == jx && old_jy != jy)
4000 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4002 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4004 player->last_move_dir = player->MovDir;
4008 CheckGravityMovement(player);
4010 player->last_move_dir = MV_NO_MOVING;
4013 TestIfHeroHitsBadThing(jx, jy);
4015 if (!player->active)
4021 void ScrollFigure(struct PlayerInfo *player, int mode)
4023 int jx = player->jx, jy = player->jy;
4024 int last_jx = player->last_jx, last_jy = player->last_jy;
4025 int move_stepsize = TILEX / player->move_delay_value;
4027 if (!player->active || !player->MovPos)
4030 if (mode == SCROLL_INIT)
4032 player->actual_frame_counter = FrameCounter;
4033 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4035 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4036 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4041 else if (!FrameReached(&player->actual_frame_counter, 1))
4044 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4045 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4047 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4048 Feld[last_jx][last_jy] = EL_LEERRAUM;
4050 /* before DrawPlayer() to draw correct player graphic for this case */
4051 if (player->MovPos == 0)
4052 CheckGravityMovement(player);
4056 if (player->MovPos == 0)
4058 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4060 /* continue with normal speed after quickly moving through gate */
4061 HALVE_PLAYER_SPEED(player);
4063 /* be able to make the next move without delay */
4064 player->move_delay = 0;
4067 player->last_jx = jx;
4068 player->last_jy = jy;
4070 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4074 if (!local_player->friends_still_needed)
4075 player->LevelSolved = player->GameOver = TRUE;
4080 void ScrollScreen(struct PlayerInfo *player, int mode)
4082 static unsigned long screen_frame_counter = 0;
4084 if (mode == SCROLL_INIT)
4086 /* set scrolling step size according to actual player's moving speed */
4087 ScrollStepSize = TILEX / player->move_delay_value;
4089 screen_frame_counter = FrameCounter;
4090 ScreenMovDir = player->MovDir;
4091 ScreenMovPos = player->MovPos;
4092 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4095 else if (!FrameReached(&screen_frame_counter, 1))
4100 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4101 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4102 redraw_mask |= REDRAW_FIELD;
4105 ScreenMovDir = MV_NO_MOVING;
4108 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4110 int i, killx = goodx, killy = goody;
4111 static int xy[4][2] =
4118 static int harmless[4] =
4130 x = goodx + xy[i][0];
4131 y = goody + xy[i][1];
4132 if (!IN_LEV_FIELD(x, y))
4136 element = Feld[x][y];
4138 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4141 if (DONT_TOUCH(element))
4143 if (MovDir[x][y] == harmless[i])
4152 if (killx != goodx || killy != goody)
4154 if (IS_PLAYER(goodx, goody))
4155 KillHero(PLAYERINFO(goodx, goody));
4161 void TestIfBadThingHitsGoodThing(int badx, int bady)
4163 int i, killx = badx, killy = bady;
4164 static int xy[4][2] =
4171 static int harmless[4] =
4183 x = badx + xy[i][0];
4184 y = bady + xy[i][1];
4185 if (!IN_LEV_FIELD(x, y))
4188 element = Feld[x][y];
4190 if (IS_PLAYER(x, y))
4196 else if (element == EL_PINGUIN)
4198 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4207 if (killx != badx || killy != bady)
4209 if (IS_PLAYER(killx, killy))
4210 KillHero(PLAYERINFO(killx, killy));
4216 void TestIfHeroHitsBadThing(int x, int y)
4218 TestIfGoodThingHitsBadThing(x, y);
4221 void TestIfBadThingHitsHero(int x, int y)
4223 TestIfBadThingHitsGoodThing(x, y);
4226 void TestIfFriendHitsBadThing(int x, int y)
4228 TestIfGoodThingHitsBadThing(x, y);
4231 void TestIfBadThingHitsFriend(int x, int y)
4233 TestIfBadThingHitsGoodThing(x, y);
4236 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4238 int i, killx = badx, killy = bady;
4239 static int xy[4][2] =
4253 if (!IN_LEV_FIELD(x, y))
4256 element = Feld[x][y];
4257 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4258 element == EL_AMOEBING || element == EL_TROPFEN)
4266 if (killx != badx || killy != bady)
4270 void KillHero(struct PlayerInfo *player)
4272 int jx = player->jx, jy = player->jy;
4274 if (!player->active)
4277 if (IS_PFORTE(Feld[jx][jy]))
4278 Feld[jx][jy] = EL_LEERRAUM;
4284 void BuryHero(struct PlayerInfo *player)
4286 int jx = player->jx, jy = player->jy;
4288 if (!player->active)
4291 PlaySoundLevel(jx, jy, SND_AUTSCH);
4292 PlaySoundLevel(jx, jy, SND_LACHEN);
4294 player->GameOver = TRUE;
4298 void RemoveHero(struct PlayerInfo *player)
4300 int jx = player->jx, jy = player->jy;
4301 int i, found = FALSE;
4303 player->present = FALSE;
4304 player->active = FALSE;
4306 StorePlayer[jx][jy] = 0;
4308 for (i=0; i<MAX_PLAYERS; i++)
4309 if (stored_player[i].active)
4313 AllPlayersGone = TRUE;
4319 int DigField(struct PlayerInfo *player,
4320 int x, int y, int real_dx, int real_dy, int mode)
4322 int jx = player->jx, jy = player->jy;
4323 int dx = x - jx, dy = y - jy;
4324 int move_direction = (dx == -1 ? MV_LEFT :
4325 dx == +1 ? MV_RIGHT :
4327 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4330 if (!player->MovPos)
4331 player->Pushing = FALSE;
4333 if (mode == DF_NO_PUSH)
4335 player->push_delay = 0;
4336 return MF_NO_ACTION;
4339 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4340 return MF_NO_ACTION;
4342 element = Feld[x][y];
4347 PlaySoundLevel(x, y, SND_EMPTY);
4351 Feld[x][y] = EL_LEERRAUM;
4352 PlaySoundLevel(x, y, SND_SCHLURF);
4357 Feld[x][y] = EL_LEERRAUM;
4358 PlaySoundLevel(x, y, SND_SP_BASE);
4362 case EL_EDELSTEIN_BD:
4363 case EL_EDELSTEIN_GELB:
4364 case EL_EDELSTEIN_ROT:
4365 case EL_EDELSTEIN_LILA:
4367 case EL_SP_INFOTRON:
4369 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4370 if (local_player->gems_still_needed < 0)
4371 local_player->gems_still_needed = 0;
4372 RaiseScoreElement(element);
4373 DrawText(DX_EMERALDS, DY_EMERALDS,
4374 int2str(local_player->gems_still_needed, 3),
4375 FS_SMALL, FC_YELLOW);
4376 if (element == EL_SP_INFOTRON)
4377 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4379 PlaySoundLevel(x, y, SND_PONG);
4384 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4385 PlaySoundLevel(x, y, SND_PONG);
4388 case EL_DYNAMIT_AUS:
4389 case EL_SP_DISK_RED:
4392 RaiseScoreElement(EL_DYNAMIT);
4393 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4394 int2str(local_player->dynamite, 3),
4395 FS_SMALL, FC_YELLOW);
4396 if (element == EL_SP_DISK_RED)
4397 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4399 PlaySoundLevel(x, y, SND_PONG);
4402 case EL_DYNABOMB_NR:
4404 player->dynabomb_count++;
4405 player->dynabombs_left++;
4406 RaiseScoreElement(EL_DYNAMIT);
4407 PlaySoundLevel(x, y, SND_PONG);
4410 case EL_DYNABOMB_SZ:
4412 player->dynabomb_size++;
4413 RaiseScoreElement(EL_DYNAMIT);
4414 PlaySoundLevel(x, y, SND_PONG);
4417 case EL_DYNABOMB_XL:
4419 player->dynabomb_xl = TRUE;
4420 RaiseScoreElement(EL_DYNAMIT);
4421 PlaySoundLevel(x, y, SND_PONG);
4424 case EL_SCHLUESSEL1:
4425 case EL_SCHLUESSEL2:
4426 case EL_SCHLUESSEL3:
4427 case EL_SCHLUESSEL4:
4429 int key_nr = element - EL_SCHLUESSEL1;
4432 player->key[key_nr] = TRUE;
4433 RaiseScoreElement(EL_SCHLUESSEL);
4434 DrawMiniGraphicExt(drawto, gc,
4435 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4436 GFX_SCHLUESSEL1+key_nr);
4437 DrawMiniGraphicExt(window, gc,
4438 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4439 GFX_SCHLUESSEL1+key_nr);
4440 PlaySoundLevel(x, y, SND_PONG);
4449 int key_nr = element - EL_EM_KEY_1;
4452 player->key[key_nr] = TRUE;
4453 RaiseScoreElement(EL_SCHLUESSEL);
4454 DrawMiniGraphicExt(drawto, gc,
4455 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4456 GFX_SCHLUESSEL1+key_nr);
4457 DrawMiniGraphicExt(window, gc,
4458 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4459 GFX_SCHLUESSEL1+key_nr);
4460 PlaySoundLevel(x, y, SND_PONG);
4465 Feld[x][y] = EL_ABLENK_EIN;
4468 DrawLevelField(x, y);
4472 case EL_SP_TERMINAL:
4476 for (yy=0; yy<lev_fieldy; yy++)
4478 for (xx=0; xx<lev_fieldx; xx++)
4480 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4482 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4483 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4492 if (local_player->gems_still_needed > 0)
4493 return MF_NO_ACTION;
4495 player->LevelSolved = player->GameOver = TRUE;
4496 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4499 case EL_FELSBROCKEN:
4504 case EL_SP_DISK_ORANGE:
4505 if (dy || mode == DF_SNAP)
4506 return MF_NO_ACTION;
4508 player->Pushing = TRUE;
4510 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4511 return MF_NO_ACTION;
4515 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4516 return MF_NO_ACTION;
4519 if (player->push_delay == 0)
4520 player->push_delay = FrameCounter;
4521 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4523 return MF_NO_ACTION;
4526 Feld[x+dx][y+dy] = element;
4528 player->push_delay_value = 2+RND(8);
4530 DrawLevelField(x+dx, y+dy);
4531 if (element == EL_FELSBROCKEN)
4532 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4533 else if (element == EL_KOKOSNUSS)
4534 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4535 else if (IS_SP_ELEMENT(element))
4536 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4538 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4545 if (!player->key[element - EL_PFORTE1])
4546 return MF_NO_ACTION;
4553 if (!player->key[element - EL_PFORTE1X])
4554 return MF_NO_ACTION;
4561 if (!player->key[element - EL_EM_GATE_1])
4562 return MF_NO_ACTION;
4563 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4564 return MF_NO_ACTION;
4566 /* automatically move to the next field with double speed */
4567 player->programmed_action = move_direction;
4568 DOUBLE_PLAYER_SPEED(player);
4576 if (!player->key[element - EL_EM_GATE_1X])
4577 return MF_NO_ACTION;
4578 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4579 return MF_NO_ACTION;
4581 /* automatically move to the next field with double speed */
4582 player->programmed_action = move_direction;
4583 DOUBLE_PLAYER_SPEED(player);
4587 case EL_SP_PORT1_LEFT:
4588 case EL_SP_PORT2_LEFT:
4589 case EL_SP_PORT1_RIGHT:
4590 case EL_SP_PORT2_RIGHT:
4591 case EL_SP_PORT1_UP:
4592 case EL_SP_PORT2_UP:
4593 case EL_SP_PORT1_DOWN:
4594 case EL_SP_PORT2_DOWN:
4599 element != EL_SP_PORT1_LEFT &&
4600 element != EL_SP_PORT2_LEFT &&
4601 element != EL_SP_PORT_X &&
4602 element != EL_SP_PORT_XY) ||
4604 element != EL_SP_PORT1_RIGHT &&
4605 element != EL_SP_PORT2_RIGHT &&
4606 element != EL_SP_PORT_X &&
4607 element != EL_SP_PORT_XY) ||
4609 element != EL_SP_PORT1_UP &&
4610 element != EL_SP_PORT2_UP &&
4611 element != EL_SP_PORT_Y &&
4612 element != EL_SP_PORT_XY) ||
4614 element != EL_SP_PORT1_DOWN &&
4615 element != EL_SP_PORT2_DOWN &&
4616 element != EL_SP_PORT_Y &&
4617 element != EL_SP_PORT_XY) ||
4618 !IN_LEV_FIELD(x + dx, y + dy) ||
4619 !IS_FREE(x + dx, y + dy))
4620 return MF_NO_ACTION;
4622 /* automatically move to the next field with double speed */
4623 player->programmed_action = move_direction;
4624 DOUBLE_PLAYER_SPEED(player);
4629 case EL_AUSGANG_ACT:
4630 /* door is not (yet) open */
4631 return MF_NO_ACTION;
4634 case EL_AUSGANG_AUF:
4635 if (mode == DF_SNAP)
4636 return MF_NO_ACTION;
4638 PlaySoundLevel(x, y, SND_BUING);
4643 Feld[x][y] = EL_BIRNE_EIN;
4644 local_player->lights_still_needed--;
4645 DrawLevelField(x, y);
4646 PlaySoundLevel(x, y, SND_DENG);
4651 Feld[x][y] = EL_ZEIT_LEER;
4653 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4654 DrawLevelField(x, y);
4655 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4659 case EL_SOKOBAN_FELD_LEER:
4662 case EL_SOKOBAN_FELD_VOLL:
4663 case EL_SOKOBAN_OBJEKT:
4665 case EL_SP_DISK_YELLOW:
4666 if (mode == DF_SNAP)
4667 return MF_NO_ACTION;
4669 player->Pushing = TRUE;
4671 if (!IN_LEV_FIELD(x+dx, y+dy)
4672 || (!IS_FREE(x+dx, y+dy)
4673 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4674 || !IS_SB_ELEMENT(element))))
4675 return MF_NO_ACTION;
4679 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4680 return MF_NO_ACTION;
4682 else if (dy && real_dx)
4684 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4685 return MF_NO_ACTION;
4688 if (player->push_delay == 0)
4689 player->push_delay = FrameCounter;
4690 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4692 return MF_NO_ACTION;
4694 if (IS_SB_ELEMENT(element))
4696 if (element == EL_SOKOBAN_FELD_VOLL)
4698 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4699 local_player->sokobanfields_still_needed++;
4704 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4706 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4707 local_player->sokobanfields_still_needed--;
4708 if (element == EL_SOKOBAN_OBJEKT)
4709 PlaySoundLevel(x, y, SND_DENG);
4712 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4717 Feld[x+dx][y+dy] = element;
4720 player->push_delay_value = 2;
4722 DrawLevelField(x, y);
4723 DrawLevelField(x+dx, y+dy);
4724 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4726 if (IS_SB_ELEMENT(element) &&
4727 local_player->sokobanfields_still_needed == 0 &&
4728 game.emulation == EMU_SOKOBAN)
4730 player->LevelSolved = player->GameOver = TRUE;
4731 PlaySoundLevel(x, y, SND_BUING);
4743 return MF_NO_ACTION;
4746 player->push_delay = 0;
4751 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4753 int jx = player->jx, jy = player->jy;
4754 int x = jx + dx, y = jy + dy;
4756 if (!player->active || !IN_LEV_FIELD(x, y))
4764 player->snapped = FALSE;
4768 if (player->snapped)
4771 player->MovDir = (dx < 0 ? MV_LEFT :
4774 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4776 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4779 player->snapped = TRUE;
4780 DrawLevelField(x, y);
4786 boolean PlaceBomb(struct PlayerInfo *player)
4788 int jx = player->jx, jy = player->jy;
4791 if (!player->active || player->MovPos)
4794 element = Feld[jx][jy];
4796 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4797 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4798 element == EL_EXPLODING)
4801 if (element != EL_LEERRAUM)
4802 Store[jx][jy] = element;
4804 if (player->dynamite)
4806 Feld[jx][jy] = EL_DYNAMIT;
4807 MovDelay[jx][jy] = 96;
4809 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4810 FS_SMALL, FC_YELLOW);
4811 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4813 if (game.emulation == EMU_SUPAPLEX)
4814 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4816 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4821 Feld[jx][jy] = EL_DYNABOMB;
4822 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4823 MovDelay[jx][jy] = 96;
4824 player->dynabombs_left--;
4825 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4826 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4832 void PlaySoundLevel(int x, int y, int sound_nr)
4834 int sx = SCREENX(x), sy = SCREENY(y);
4836 int silence_distance = 8;
4838 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4839 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4842 if (!IN_LEV_FIELD(x, y) ||
4843 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4844 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4847 volume = PSND_MAX_VOLUME;
4850 stereo = (sx - SCR_FIELDX/2) * 12;
4852 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4853 if (stereo > PSND_MAX_RIGHT)
4854 stereo = PSND_MAX_RIGHT;
4855 if (stereo < PSND_MAX_LEFT)
4856 stereo = PSND_MAX_LEFT;
4859 if (!IN_SCR_FIELD(sx, sy))
4861 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4862 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4864 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4867 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4870 void RaiseScore(int value)
4872 local_player->score += value;
4873 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4874 FS_SMALL, FC_YELLOW);
4877 void RaiseScoreElement(int element)
4882 case EL_EDELSTEIN_BD:
4883 case EL_EDELSTEIN_GELB:
4884 case EL_EDELSTEIN_ROT:
4885 case EL_EDELSTEIN_LILA:
4886 RaiseScore(level.score[SC_EDELSTEIN]);
4889 RaiseScore(level.score[SC_DIAMANT]);
4893 RaiseScore(level.score[SC_KAEFER]);
4897 RaiseScore(level.score[SC_FLIEGER]);
4901 RaiseScore(level.score[SC_MAMPFER]);
4904 RaiseScore(level.score[SC_ROBOT]);
4907 RaiseScore(level.score[SC_PACMAN]);
4910 RaiseScore(level.score[SC_KOKOSNUSS]);
4913 RaiseScore(level.score[SC_DYNAMIT]);
4916 RaiseScore(level.score[SC_SCHLUESSEL]);
4923 /* ---------- new game button stuff ---------------------------------------- */
4925 /* graphic position values for game buttons */
4926 #define GAME_BUTTON_XSIZE 30
4927 #define GAME_BUTTON_YSIZE 30
4928 #define GAME_BUTTON_XPOS 5
4929 #define GAME_BUTTON_YPOS 215
4930 #define SOUND_BUTTON_XPOS 5
4931 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4933 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4934 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4935 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4936 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4937 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4938 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4945 } gamebutton_info[NUM_GAME_BUTTONS] =
4948 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4953 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4958 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4963 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4964 SOUND_CTRL_ID_MUSIC,
4965 "background music on/off"
4968 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4969 SOUND_CTRL_ID_LOOPS,
4970 "sound loops on/off"
4973 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4974 SOUND_CTRL_ID_SIMPLE,
4975 "normal sounds on/off"
4979 void CreateGameButtons()
4983 for (i=0; i<NUM_GAME_BUTTONS; i++)
4985 Pixmap gd_pixmap = pix[PIX_DOOR];
4986 struct GadgetInfo *gi;
4989 unsigned long event_mask;
4990 int gd_xoffset, gd_yoffset;
4991 int gd_x1, gd_x2, gd_y1, gd_y2;
4994 gd_xoffset = gamebutton_info[i].x;
4995 gd_yoffset = gamebutton_info[i].y;
4996 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
4997 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
4999 if (id == GAME_CTRL_ID_STOP ||
5000 id == GAME_CTRL_ID_PAUSE ||
5001 id == GAME_CTRL_ID_PLAY)
5003 button_type = GD_TYPE_NORMAL_BUTTON;
5005 event_mask = GD_EVENT_RELEASED;
5006 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5007 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5011 button_type = GD_TYPE_CHECK_BUTTON;
5013 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5014 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5015 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5016 event_mask = GD_EVENT_PRESSED;
5017 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5018 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5021 gi = CreateGadget(GDI_CUSTOM_ID, id,
5022 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5023 GDI_X, DX + gd_xoffset,
5024 GDI_Y, DY + gd_yoffset,
5025 GDI_WIDTH, GAME_BUTTON_XSIZE,
5026 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5027 GDI_TYPE, button_type,
5028 GDI_STATE, GD_BUTTON_UNPRESSED,
5029 GDI_CHECKED, checked,
5030 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5031 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5032 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5033 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5034 GDI_EVENT_MASK, event_mask,
5035 GDI_CALLBACK_ACTION, HandleGameButtons,
5039 Error(ERR_EXIT, "cannot create gadget");
5041 game_gadget[id] = gi;
5045 static void MapGameButtons()
5049 for (i=0; i<NUM_GAME_BUTTONS; i++)
5050 MapGadget(game_gadget[i]);
5053 void UnmapGameButtons()
5057 for (i=0; i<NUM_GAME_BUTTONS; i++)
5058 UnmapGadget(game_gadget[i]);
5061 static void HandleGameButtons(struct GadgetInfo *gi)
5063 int id = gi->custom_id;
5065 if (game_status != PLAYING)
5070 case GAME_CTRL_ID_STOP:
5073 CloseDoor(DOOR_CLOSE_1);
5074 game_status = MAINMENU;
5079 if (level_editor_test_game ||
5080 Request("Do you really want to quit the game ?",
5081 REQ_ASK | REQ_STAY_CLOSED))
5084 if (options.network)
5085 SendToServer_StopPlaying();
5089 game_status = MAINMENU;
5094 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5097 case GAME_CTRL_ID_PAUSE:
5098 if (options.network)
5102 SendToServer_ContinuePlaying();
5104 SendToServer_PausePlaying();
5111 case GAME_CTRL_ID_PLAY:
5115 if (options.network)
5116 SendToServer_ContinuePlaying();
5120 tape.pausing = FALSE;
5121 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5126 case SOUND_CTRL_ID_MUSIC:
5127 if (setup.sound_music)
5129 setup.sound_music = FALSE;
5130 FadeSound(background_loop[level_nr % num_bg_loops]);
5132 else if (sound_loops_allowed)
5134 setup.sound = setup.sound_music = TRUE;
5135 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5139 case SOUND_CTRL_ID_LOOPS:
5140 if (setup.sound_loops)
5141 setup.sound_loops = FALSE;
5142 else if (sound_loops_allowed)
5143 setup.sound = setup.sound_loops = TRUE;
5146 case SOUND_CTRL_ID_SIMPLE:
5147 if (setup.sound_simple)
5148 setup.sound_simple = FALSE;
5149 else if (sound_status==SOUND_AVAILABLE)
5150 setup.sound = setup.sound_simple = TRUE;