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 /* score for elements */
91 #define SC_EDELSTEIN 0
98 #define SC_KOKOSNUSS 7
100 #define SC_SCHLUESSEL 9
101 #define SC_ZEITBONUS 10
103 /* game button identifiers */
104 #define GAME_CTRL_ID_STOP 0
105 #define GAME_CTRL_ID_PAUSE 1
106 #define GAME_CTRL_ID_PLAY 2
107 #define SOUND_CTRL_ID_MUSIC 3
108 #define SOUND_CTRL_ID_LOOPS 4
109 #define SOUND_CTRL_ID_SIMPLE 5
111 #define NUM_GAME_BUTTONS 6
113 /* forward declaration for internal use */
114 static void CheckGravityMovement(struct PlayerInfo *);
116 static void MapGameButtons();
117 static void HandleGameButtons(struct GadgetInfo *);
119 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
125 static unsigned int getStateCheckSum(int counter)
128 unsigned int mult = 1;
129 unsigned int checksum = 0;
131 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
133 static boolean first_game = TRUE;
135 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
141 lastFeld[x][y] = Feld[x][y];
142 else if (lastFeld[x][y] != Feld[x][y])
143 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
144 x, y, lastFeld[x][y], Feld[x][y]);
148 checksum += mult++ * Ur[x][y];
149 checksum += mult++ * Feld[x][y];
152 checksum += mult++ * MovPos[x][y];
153 checksum += mult++ * MovDir[x][y];
154 checksum += mult++ * MovDelay[x][y];
155 checksum += mult++ * Store[x][y];
156 checksum += mult++ * Store2[x][y];
157 checksum += mult++ * StorePlayer[x][y];
158 checksum += mult++ * Frame[x][y];
159 checksum += mult++ * AmoebaNr[x][y];
160 checksum += mult++ * JustHit[x][y];
161 checksum += mult++ * Stop[x][y];
165 if (counter == 3 && first_game)
176 void GetPlayerConfig()
178 if (sound_status == SOUND_OFF)
181 if (!sound_loops_allowed)
183 setup.sound_loops = FALSE;
184 setup.sound_music = FALSE;
187 setup.sound_simple = setup.sound;
192 static void InitField(int x, int y, boolean init_game)
199 Feld[x][y] = EL_SPIELER1;
207 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
208 int jx = player->jx, jy = player->jy;
210 player->present = TRUE;
212 if (!options.network || player->connected)
214 player->active = TRUE;
216 /* remove potentially duplicate players */
217 if (StorePlayer[jx][jy] == Feld[x][y])
218 StorePlayer[jx][jy] = 0;
220 StorePlayer[x][y] = Feld[x][y];
224 printf("Player %d activated.\n", player->element_nr);
225 printf("[Local player is %d and currently %s.]\n",
226 local_player->element_nr,
227 local_player->active ? "active" : "not active");
231 Feld[x][y] = EL_LEERRAUM;
232 player->jx = player->last_jx = x;
233 player->jy = player->last_jy = y;
238 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
239 Feld[x][y] = EL_BADEWANNE1;
240 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
241 Feld[x][y] = EL_BADEWANNE2;
242 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
243 Feld[x][y] = EL_BADEWANNE3;
244 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
245 Feld[x][y] = EL_BADEWANNE4;
246 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
247 Feld[x][y] = EL_BADEWANNE5;
289 if (y == lev_fieldy - 1)
291 Feld[x][y] = EL_AMOEBING;
292 Store[x][y] = EL_AMOEBE_NASS;
301 local_player->lights_still_needed++;
304 case EL_SOKOBAN_FELD_LEER:
305 local_player->sokobanfields_still_needed++;
310 local_player->friends_still_needed++;
315 MovDir[x][y] = 1 << RND(4);
319 Feld[x][y] = EL_LEERRAUM;
322 case EL_EM_KEY_1_FILE:
323 Feld[x][y] = EL_EM_KEY_1;
325 case EL_EM_KEY_2_FILE:
326 Feld[x][y] = EL_EM_KEY_2;
328 case EL_EM_KEY_3_FILE:
329 Feld[x][y] = EL_EM_KEY_3;
331 case EL_EM_KEY_4_FILE:
332 Feld[x][y] = EL_EM_KEY_4;
343 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
344 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
345 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
347 /* don't play tapes over network */
348 network_playing = (options.network && !tape.playing);
350 for (i=0; i<MAX_PLAYERS; i++)
352 struct PlayerInfo *player = &stored_player[i];
354 player->index_nr = i;
355 player->element_nr = EL_SPIELER1 + i;
357 player->present = FALSE;
358 player->active = FALSE;
361 player->effective_action = 0;
362 player->programmed_action = 0;
365 player->gems_still_needed = level.edelsteine;
366 player->sokobanfields_still_needed = 0;
367 player->lights_still_needed = 0;
368 player->friends_still_needed = 0;
371 player->key[j] = FALSE;
373 player->dynamite = 0;
374 player->dynabomb_count = 0;
375 player->dynabomb_size = 0;
376 player->dynabombs_left = 0;
377 player->dynabomb_xl = FALSE;
379 player->MovDir = MV_NO_MOVING;
381 player->Pushing = FALSE;
385 player->actual_frame_counter = 0;
387 player->frame_reset_delay = 0;
389 player->push_delay = 0;
390 player->push_delay_value = 5;
392 player->move_delay = 0;
393 player->last_move_dir = MV_NO_MOVING;
395 player->move_delay_value =
396 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
398 player->snapped = FALSE;
400 player->gone = FALSE;
402 player->last_jx = player->last_jy = 0;
403 player->jx = player->jy = 0;
405 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
406 SnapField(player, 0, 0);
408 player->LevelSolved = FALSE;
409 player->GameOver = FALSE;
412 network_player_action_received = FALSE;
415 /* initial null action */
417 SendToServer_MovePlayer(MV_NO_MOVING);
426 TimeLeft = level.time;
428 ScreenMovDir = MV_NO_MOVING;
432 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
434 AllPlayersGone = FALSE;
438 for (i=0; i<MAX_NUM_AMOEBA; i++)
439 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
441 for (x=0; x<lev_fieldx; x++)
443 for (y=0; y<lev_fieldy; y++)
445 Feld[x][y] = Ur[x][y];
446 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
447 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
455 for(y=0; y<lev_fieldy; y++)
457 for(x=0; x<lev_fieldx; x++)
459 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
461 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
463 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
466 InitField(x, y, TRUE);
470 /* check if any connected player was not found in playfield */
471 for (i=0; i<MAX_PLAYERS; i++)
473 struct PlayerInfo *player = &stored_player[i];
475 if (player->connected && !player->present)
477 for (j=0; j<MAX_PLAYERS; j++)
479 struct PlayerInfo *some_player = &stored_player[j];
480 int jx = some_player->jx, jy = some_player->jy;
482 /* assign first free player found that is present in the playfield */
483 if (some_player->present && !some_player->connected)
485 player->present = TRUE;
486 player->active = TRUE;
487 some_player->present = FALSE;
489 StorePlayer[jx][jy] = player->element_nr;
490 player->jx = player->last_jx = jx;
491 player->jy = player->last_jy = jy;
501 /* when playing a tape, eliminate all players who do not participate */
503 for (i=0; i<MAX_PLAYERS; i++)
505 if (stored_player[i].active && !tape.player_participates[i])
507 struct PlayerInfo *player = &stored_player[i];
508 int jx = player->jx, jy = player->jy;
510 player->active = FALSE;
511 StorePlayer[jx][jy] = 0;
512 Feld[jx][jy] = EL_LEERRAUM;
516 else if (!options.network && !setup.team_mode) /* && !tape.playing */
518 /* when in single player mode, eliminate all but the first active player */
520 for (i=0; i<MAX_PLAYERS; i++)
522 if (stored_player[i].active)
524 for (j=i+1; j<MAX_PLAYERS; j++)
526 if (stored_player[j].active)
528 struct PlayerInfo *player = &stored_player[j];
529 int jx = player->jx, jy = player->jy;
531 player->active = FALSE;
532 StorePlayer[jx][jy] = 0;
533 Feld[jx][jy] = EL_LEERRAUM;
540 /* when recording the game, store which players take part in the game */
543 for (i=0; i<MAX_PLAYERS; i++)
544 if (stored_player[i].active)
545 tape.player_participates[i] = TRUE;
550 for (i=0; i<MAX_PLAYERS; i++)
552 struct PlayerInfo *player = &stored_player[i];
554 printf("Player %d: present == %d, connected == %d, active == %d.\n",
559 if (local_player == player)
560 printf("Player %d is local player.\n", i+1);
564 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
565 emulate_sb ? EMU_SOKOBAN :
566 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
568 /* determine border element for this level */
571 if (BorderElement == EL_LEERRAUM)
574 SBX_Right = lev_fieldx - SCR_FIELDX;
576 SBY_Lower = lev_fieldy - SCR_FIELDY;
581 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
583 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
586 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
587 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
589 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
590 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
593 scroll_y = SBY_Upper;
594 if (local_player->jx >= SBX_Left + MIDPOSX)
595 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
596 local_player->jx - MIDPOSX :
598 if (local_player->jy >= SBY_Upper + MIDPOSY)
599 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
600 local_player->jy - MIDPOSY :
603 CloseDoor(DOOR_CLOSE_1);
609 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
610 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
611 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
612 DrawTextExt(pix[PIX_DB_DOOR], gc,
613 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
614 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
615 DrawTextExt(pix[PIX_DB_DOOR], gc,
616 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
617 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
618 DrawTextExt(pix[PIX_DB_DOOR], gc,
619 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
620 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
621 DrawTextExt(pix[PIX_DB_DOOR], gc,
622 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
623 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
624 DrawTextExt(pix[PIX_DB_DOOR], gc,
625 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
626 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
629 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
630 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
631 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
635 /* copy actual game buttons to door double buffer for OpenDoor() */
636 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
637 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
638 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
639 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
640 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
642 OpenDoor(DOOR_OPEN_ALL);
644 if (setup.sound_music)
645 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
647 XAutoRepeatOff(display);
652 printf("Player %d %sactive.\n",
653 i + 1, (stored_player[i].active ? "" : "not "));
657 void InitMovDir(int x, int y)
659 int i, element = Feld[x][y];
660 static int xy[4][2] =
667 static int direction[2][4] =
669 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
670 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
679 Feld[x][y] = EL_KAEFER;
680 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
687 Feld[x][y] = EL_FLIEGER;
688 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
695 Feld[x][y] = EL_BUTTERFLY;
696 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
703 Feld[x][y] = EL_FIREFLY;
704 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
711 Feld[x][y] = EL_PACMAN;
712 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
716 MovDir[x][y] = MV_UP;
720 MovDir[x][y] = MV_LEFT;
724 MovDir[x][y] = 1 << RND(4);
725 if (element != EL_KAEFER &&
726 element != EL_FLIEGER &&
727 element != EL_BUTTERFLY &&
728 element != EL_FIREFLY)
733 int x1 = x + xy[i][0];
734 int y1 = y + xy[i][1];
736 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
738 if (element == EL_KAEFER || element == EL_BUTTERFLY)
740 MovDir[x][y] = direction[0][i];
743 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
744 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
746 MovDir[x][y] = direction[1][i];
755 void InitAmoebaNr(int x, int y)
758 int group_nr = AmoebeNachbarNr(x, y);
762 for (i=1; i<MAX_NUM_AMOEBA; i++)
764 if (AmoebaCnt[i] == 0)
772 AmoebaNr[x][y] = group_nr;
773 AmoebaCnt[group_nr]++;
774 AmoebaCnt2[group_nr]++;
780 int bumplevel = FALSE;
782 if (local_player->MovPos)
785 local_player->LevelSolved = FALSE;
789 if (setup.sound_loops)
790 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
794 if (!setup.sound_loops)
795 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
796 if (TimeLeft > 0 && !(TimeLeft % 10))
797 RaiseScore(level.score[SC_ZEITBONUS]);
798 if (TimeLeft > 100 && !(TimeLeft % 10))
802 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
807 if (setup.sound_loops)
810 else if (level.time == 0) /* level without time limit */
812 if (setup.sound_loops)
813 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
815 while(TimePlayed < 999)
817 if (!setup.sound_loops)
818 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
819 if (TimePlayed < 999 && !(TimePlayed % 10))
820 RaiseScore(level.score[SC_ZEITBONUS]);
821 if (TimePlayed < 900 && !(TimePlayed % 10))
825 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
830 if (setup.sound_loops)
836 /* Hero disappears */
837 DrawLevelField(ExitX, ExitY);
843 CloseDoor(DOOR_CLOSE_1);
848 SaveTape(tape.level_nr); /* Ask to save tape */
851 if ((hi_pos = NewHiScore()) >= 0)
853 game_status = HALLOFFAME;
854 DrawHallOfFame(hi_pos);
855 if (bumplevel && TAPE_IS_EMPTY(tape))
860 game_status = MAINMENU;
861 if (bumplevel && TAPE_IS_EMPTY(tape))
876 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
877 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
880 for (k=0; k<MAX_SCORE_ENTRIES; k++)
882 if (local_player->score > highscore[k].Score)
884 /* player has made it to the hall of fame */
886 if (k < MAX_SCORE_ENTRIES - 1)
888 int m = MAX_SCORE_ENTRIES - 1;
891 for (l=k; l<MAX_SCORE_ENTRIES; l++)
892 if (!strcmp(setup.player_name, highscore[l].Name))
894 if (m == k) /* player's new highscore overwrites his old one */
900 strcpy(highscore[l].Name, highscore[l - 1].Name);
901 highscore[l].Score = highscore[l - 1].Score;
908 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
909 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
910 highscore[k].Score = local_player->score;
916 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
917 break; /* player already there with a higher score */
928 void InitMovingField(int x, int y, int direction)
930 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
931 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
933 MovDir[x][y] = direction;
934 MovDir[newx][newy] = direction;
935 if (Feld[newx][newy] == EL_LEERRAUM)
936 Feld[newx][newy] = EL_BLOCKED;
939 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
941 int direction = MovDir[x][y];
942 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
943 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
949 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
951 int oldx = x, oldy = y;
952 int direction = MovDir[x][y];
954 if (direction == MV_LEFT)
956 else if (direction == MV_RIGHT)
958 else if (direction == MV_UP)
960 else if (direction == MV_DOWN)
963 *comes_from_x = oldx;
964 *comes_from_y = oldy;
967 int MovingOrBlocked2Element(int x, int y)
969 int element = Feld[x][y];
971 if (element == EL_BLOCKED)
975 Blocked2Moving(x, y, &oldx, &oldy);
976 return Feld[oldx][oldy];
982 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
984 /* like MovingOrBlocked2Element(), but if element is moving
985 and (x,y) is the field the moving element is just leaving,
986 return EL_BLOCKED instead of the element value */
987 int element = Feld[x][y];
991 if (element == EL_BLOCKED)
995 Blocked2Moving(x, y, &oldx, &oldy);
996 return Feld[oldx][oldy];
1005 static void RemoveField(int x, int y)
1007 Feld[x][y] = EL_LEERRAUM;
1013 void RemoveMovingField(int x, int y)
1015 int oldx = x, oldy = y, newx = x, newy = y;
1017 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1020 if (IS_MOVING(x, y))
1022 Moving2Blocked(x, y, &newx, &newy);
1023 if (Feld[newx][newy] != EL_BLOCKED)
1026 else if (Feld[x][y] == EL_BLOCKED)
1028 Blocked2Moving(x, y, &oldx, &oldy);
1029 if (!IS_MOVING(oldx, oldy))
1033 if (Feld[x][y] == EL_BLOCKED &&
1034 (Store[oldx][oldy] == EL_MORAST_LEER ||
1035 Store[oldx][oldy] == EL_SIEB_LEER ||
1036 Store[oldx][oldy] == EL_SIEB2_LEER ||
1037 Store[oldx][oldy] == EL_AMOEBE_NASS))
1039 Feld[oldx][oldy] = Store[oldx][oldy];
1040 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1043 Feld[oldx][oldy] = EL_LEERRAUM;
1045 Feld[newx][newy] = EL_LEERRAUM;
1046 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1047 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1049 DrawLevelField(oldx, oldy);
1050 DrawLevelField(newx, newy);
1053 void DrawDynamite(int x, int y)
1055 int sx = SCREENX(x), sy = SCREENY(y);
1056 int graphic = el2gfx(Feld[x][y]);
1059 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1063 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1065 if (Feld[x][y] == EL_DYNAMIT)
1067 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1072 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1076 if (game_emulation == EMU_SUPAPLEX)
1077 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1078 else if (Store[x][y])
1079 DrawGraphicThruMask(sx, sy, graphic + phase);
1081 DrawGraphic(sx, sy, graphic + phase);
1084 void CheckDynamite(int x, int y)
1086 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1091 if (!(MovDelay[x][y] % 12))
1092 PlaySoundLevel(x, y, SND_ZISCH);
1094 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1096 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1103 StopSound(SND_ZISCH);
1107 void Explode(int ex, int ey, int phase, int mode)
1110 int num_phase = 9, delay = 2;
1111 int last_phase = num_phase * delay;
1112 int half_phase = (num_phase / 2) * delay;
1113 int first_phase_after_start = EX_PHASE_START + 1;
1115 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1117 int center_element = Feld[ex][ey];
1119 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1121 center_element = MovingOrBlocked2Element(ex, ey);
1122 RemoveMovingField(ex, ey);
1125 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1127 int element = Feld[x][y];
1129 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1131 element = MovingOrBlocked2Element(x, y);
1132 RemoveMovingField(x, y);
1135 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1138 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1142 if (element == EL_EXPLODING)
1143 element = Store2[x][y];
1145 if (IS_PLAYER(ex, ey))
1147 switch(StorePlayer[ex][ey])
1150 Store[x][y] = EL_EDELSTEIN_ROT;
1153 Store[x][y] = EL_EDELSTEIN;
1156 Store[x][y] = EL_EDELSTEIN_LILA;
1160 Store[x][y] = EL_EDELSTEIN_GELB;
1164 if (game_emulation == EMU_SUPAPLEX)
1165 Store[x][y] = EL_LEERRAUM;
1167 else if (center_element == EL_MAULWURF)
1168 Store[x][y] = EL_EDELSTEIN_ROT;
1169 else if (center_element == EL_PINGUIN)
1170 Store[x][y] = EL_EDELSTEIN_LILA;
1171 else if (center_element == EL_KAEFER)
1172 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1173 else if (center_element == EL_BUTTERFLY)
1174 Store[x][y] = EL_EDELSTEIN_BD;
1175 else if (center_element == EL_SP_ELECTRON)
1176 Store[x][y] = EL_SP_INFOTRON;
1177 else if (center_element == EL_MAMPFER)
1178 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1179 else if (center_element == EL_AMOEBA2DIAM)
1180 Store[x][y] = level.amoebe_inhalt;
1181 else if (element == EL_ERZ_EDEL)
1182 Store[x][y] = EL_EDELSTEIN;
1183 else if (element == EL_ERZ_DIAM)
1184 Store[x][y] = EL_DIAMANT;
1185 else if (element == EL_ERZ_EDEL_BD)
1186 Store[x][y] = EL_EDELSTEIN_BD;
1187 else if (element == EL_ERZ_EDEL_GELB)
1188 Store[x][y] = EL_EDELSTEIN_GELB;
1189 else if (element == EL_ERZ_EDEL_ROT)
1190 Store[x][y] = EL_EDELSTEIN_ROT;
1191 else if (element == EL_ERZ_EDEL_LILA)
1192 Store[x][y] = EL_EDELSTEIN_LILA;
1193 else if (!IS_PFORTE(Store[x][y]))
1194 Store[x][y] = EL_LEERRAUM;
1196 if (x != ex || y != ey ||
1197 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1198 Store2[x][y] = element;
1200 if (AmoebaNr[x][y] &&
1201 (element == EL_AMOEBE_VOLL ||
1202 element == EL_AMOEBE_BD ||
1203 element == EL_AMOEBING))
1205 AmoebaCnt[AmoebaNr[x][y]]--;
1206 AmoebaCnt2[AmoebaNr[x][y]]--;
1209 Feld[x][y] = EL_EXPLODING;
1210 MovDir[x][y] = MovPos[x][y] = 0;
1216 if (center_element == EL_MAMPFER)
1217 MampferNr = (MampferNr + 1) % MampferMax;
1228 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1230 if (phase == first_phase_after_start)
1232 int element = Store2[x][y];
1234 if (element == EL_BLACK_ORB)
1236 Feld[x][y] = Store2[x][y];
1241 else if (phase == half_phase)
1243 int element = Store2[x][y];
1245 if (IS_PLAYER(x, y))
1246 KillHero(PLAYERINFO(x, y));
1247 else if (IS_EXPLOSIVE(element))
1249 Feld[x][y] = Store2[x][y];
1253 else if (element == EL_AMOEBA2DIAM)
1254 AmoebeUmwandeln(x, y);
1257 if (phase == last_phase)
1261 element = Feld[x][y] = Store[x][y];
1262 Store[x][y] = Store2[x][y] = 0;
1263 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1264 InitField(x, y, FALSE);
1265 if (CAN_MOVE(element) || COULD_MOVE(element))
1267 DrawLevelField(x, y);
1269 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1271 int graphic = GFX_EXPLOSION;
1273 if (game_emulation == EMU_SUPAPLEX)
1274 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1275 GFX_SP_EXPLODE_INFOTRON :
1276 GFX_SP_EXPLODE_EMPTY);
1279 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1281 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1285 void DynaExplode(int ex, int ey)
1288 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1289 static int xy[4][2] =
1297 Store2[ex][ey] = 0; /* delete player information */
1299 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1303 for (j=1; j<=player->dynabomb_size; j++)
1305 int x = ex+j*xy[i%4][0];
1306 int y = ey+j*xy[i%4][1];
1309 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1312 element = Feld[x][y];
1313 Explode(x, y, EX_PHASE_START, EX_BORDER);
1315 if (element != EL_LEERRAUM &&
1316 element != EL_ERDREICH &&
1317 element != EL_EXPLODING &&
1318 !player->dynabomb_xl)
1323 player->dynabombs_left++;
1326 void Bang(int x, int y)
1328 int element = Feld[x][y];
1330 if (game_emulation == EMU_SUPAPLEX)
1331 PlaySoundLevel(x, y, SND_SP_BOOOM);
1333 PlaySoundLevel(x, y, SND_ROAAAR);
1335 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1336 element = EL_LEERRAUM;
1348 RaiseScoreElement(element);
1349 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1352 case EL_DYNABOMB_NR:
1353 case EL_DYNABOMB_SZ:
1354 case EL_DYNABOMB_XL:
1361 Explode(x, y, EX_PHASE_START, EX_CENTER);
1364 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1369 void Blurb(int x, int y)
1371 int element = Feld[x][y];
1373 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1375 PlaySoundLevel(x, y, SND_BLURB);
1376 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1377 (!IN_LEV_FIELD(x-1, y-1) ||
1378 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1380 Feld[x-1][y] = EL_BLURB_LEFT;
1382 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1383 (!IN_LEV_FIELD(x+1, y-1) ||
1384 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1386 Feld[x+1][y] = EL_BLURB_RIGHT;
1391 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1393 if (!MovDelay[x][y]) /* initialize animation counter */
1396 if (MovDelay[x][y]) /* continue animation */
1399 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1400 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1402 if (!MovDelay[x][y])
1404 Feld[x][y] = EL_LEERRAUM;
1405 DrawLevelField(x, y);
1411 void Impact(int x, int y)
1413 boolean lastline = (y == lev_fieldy-1);
1414 boolean object_hit = FALSE;
1415 int element = Feld[x][y];
1418 if (!lastline) /* check if element below was hit */
1420 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1423 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1424 MovDir[x][y+1]!=MV_DOWN ||
1425 MovPos[x][y+1]<=TILEY/2));
1427 smashed = MovingOrBlocked2Element(x, y+1);
1430 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1436 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1437 (lastline || object_hit)) /* element is bomb */
1443 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1445 if (object_hit && IS_PLAYER(x, y+1))
1446 KillHero(PLAYERINFO(x, y+1));
1447 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1451 Feld[x][y] = EL_AMOEBING;
1452 Store[x][y] = EL_AMOEBE_NASS;
1457 if (!lastline && object_hit) /* check which object was hit */
1459 if (CAN_CHANGE(element) &&
1460 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1463 int activated_magic_wall =
1464 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1466 /* activate magic wall / mill */
1468 for (y=0; y<lev_fieldy; y++)
1469 for (x=0; x<lev_fieldx; x++)
1470 if (Feld[x][y] == smashed)
1471 Feld[x][y] = activated_magic_wall;
1473 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1477 if (IS_PLAYER(x, y+1))
1479 KillHero(PLAYERINFO(x, y+1));
1482 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1487 else if (element == EL_EDELSTEIN_BD)
1489 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1495 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1497 if (IS_ENEMY(smashed) ||
1498 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1499 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1504 else if (!IS_MOVING(x, y+1))
1506 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1511 else if (smashed == EL_KOKOSNUSS)
1513 Feld[x][y+1] = EL_CRACKINGNUT;
1514 PlaySoundLevel(x, y, SND_KNACK);
1515 RaiseScoreElement(EL_KOKOSNUSS);
1518 else if (smashed == EL_DIAMANT)
1520 Feld[x][y+1] = EL_LEERRAUM;
1521 PlaySoundLevel(x, y, SND_QUIRK);
1528 /* play sound of magic wall / mill */
1530 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1532 PlaySoundLevel(x, y, SND_QUIRK);
1536 /* play sound of object that hits the ground */
1537 if (lastline || object_hit)
1544 case EL_EDELSTEIN_BD:
1545 case EL_EDELSTEIN_GELB:
1546 case EL_EDELSTEIN_ROT:
1547 case EL_EDELSTEIN_LILA:
1549 case EL_SP_INFOTRON:
1555 case EL_FELSBROCKEN:
1559 sound = SND_SP_ZONKDOWN;
1562 case EL_SCHLUESSEL1:
1563 case EL_SCHLUESSEL2:
1564 case EL_SCHLUESSEL3:
1565 case EL_SCHLUESSEL4:
1582 PlaySoundLevel(x, y, sound);
1586 void TurnRound(int x, int y)
1598 { 0, 0 }, { 0, 0 }, { 0, 0 },
1603 int left, right, back;
1607 { MV_DOWN, MV_UP, MV_RIGHT },
1608 { MV_UP, MV_DOWN, MV_LEFT },
1610 { MV_LEFT, MV_RIGHT, MV_DOWN },
1611 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1612 { MV_RIGHT, MV_LEFT, MV_UP }
1615 int element = Feld[x][y];
1616 int old_move_dir = MovDir[x][y];
1617 int left_dir = turn[old_move_dir].left;
1618 int right_dir = turn[old_move_dir].right;
1619 int back_dir = turn[old_move_dir].back;
1621 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1622 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1623 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1624 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1626 int left_x = x+left_dx, left_y = y+left_dy;
1627 int right_x = x+right_dx, right_y = y+right_dy;
1628 int move_x = x+move_dx, move_y = y+move_dy;
1630 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1632 TestIfBadThingHitsOtherBadThing(x, y);
1634 if (IN_LEV_FIELD(right_x, right_y) &&
1635 IS_FREE_OR_PLAYER(right_x, right_y))
1636 MovDir[x][y] = right_dir;
1637 else if (!IN_LEV_FIELD(move_x, move_y) ||
1638 !IS_FREE_OR_PLAYER(move_x, move_y))
1639 MovDir[x][y] = left_dir;
1641 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1643 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1646 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1647 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1649 TestIfBadThingHitsOtherBadThing(x, y);
1651 if (IN_LEV_FIELD(left_x, left_y) &&
1652 IS_FREE_OR_PLAYER(left_x, left_y))
1653 MovDir[x][y] = left_dir;
1654 else if (!IN_LEV_FIELD(move_x, move_y) ||
1655 !IS_FREE_OR_PLAYER(move_x, move_y))
1656 MovDir[x][y] = right_dir;
1658 if ((element == EL_FLIEGER ||
1659 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1660 && MovDir[x][y] != old_move_dir)
1662 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1665 else if (element == EL_MAMPFER)
1667 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1669 if (IN_LEV_FIELD(left_x, left_y) &&
1670 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1671 Feld[left_x][left_y] == EL_DIAMANT))
1672 can_turn_left = TRUE;
1673 if (IN_LEV_FIELD(right_x, right_y) &&
1674 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1675 Feld[right_x][right_y] == EL_DIAMANT))
1676 can_turn_right = TRUE;
1678 if (can_turn_left && can_turn_right)
1679 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1680 else if (can_turn_left)
1681 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1682 else if (can_turn_right)
1683 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1685 MovDir[x][y] = back_dir;
1687 MovDelay[x][y] = 16+16*RND(3);
1689 else if (element == EL_MAMPFER2)
1691 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1693 if (IN_LEV_FIELD(left_x, left_y) &&
1694 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1695 IS_MAMPF2(Feld[left_x][left_y])))
1696 can_turn_left = TRUE;
1697 if (IN_LEV_FIELD(right_x, right_y) &&
1698 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1699 IS_MAMPF2(Feld[right_x][right_y])))
1700 can_turn_right = TRUE;
1702 if (can_turn_left && can_turn_right)
1703 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1704 else if (can_turn_left)
1705 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1706 else if (can_turn_right)
1707 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1709 MovDir[x][y] = back_dir;
1711 MovDelay[x][y] = 16+16*RND(3);
1713 else if (element == EL_PACMAN)
1715 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1717 if (IN_LEV_FIELD(left_x, left_y) &&
1718 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1719 IS_AMOEBOID(Feld[left_x][left_y])))
1720 can_turn_left = TRUE;
1721 if (IN_LEV_FIELD(right_x, right_y) &&
1722 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1723 IS_AMOEBOID(Feld[right_x][right_y])))
1724 can_turn_right = TRUE;
1726 if (can_turn_left && can_turn_right)
1727 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1728 else if (can_turn_left)
1729 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1730 else if (can_turn_right)
1731 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1733 MovDir[x][y] = back_dir;
1735 MovDelay[x][y] = 6+RND(40);
1737 else if (element == EL_SCHWEIN)
1739 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1740 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1741 boolean should_move_on = FALSE;
1743 int rnd = RND(rnd_value);
1745 if (IN_LEV_FIELD(left_x, left_y) &&
1746 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1747 can_turn_left = TRUE;
1748 if (IN_LEV_FIELD(right_x, right_y) &&
1749 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1750 can_turn_right = TRUE;
1751 if (IN_LEV_FIELD(move_x, move_y) &&
1752 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1755 if (can_turn_left &&
1757 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1758 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1759 should_turn_left = TRUE;
1760 if (can_turn_right &&
1762 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1763 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1764 should_turn_right = TRUE;
1766 (!can_turn_left || !can_turn_right ||
1767 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1768 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1769 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1770 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1771 should_move_on = TRUE;
1773 if (should_turn_left || should_turn_right || should_move_on)
1775 if (should_turn_left && should_turn_right && should_move_on)
1776 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1777 rnd < 2*rnd_value/3 ? right_dir :
1779 else if (should_turn_left && should_turn_right)
1780 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1781 else if (should_turn_left && should_move_on)
1782 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1783 else if (should_turn_right && should_move_on)
1784 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1785 else if (should_turn_left)
1786 MovDir[x][y] = left_dir;
1787 else if (should_turn_right)
1788 MovDir[x][y] = right_dir;
1789 else if (should_move_on)
1790 MovDir[x][y] = old_move_dir;
1792 else if (can_move_on && rnd > rnd_value/8)
1793 MovDir[x][y] = old_move_dir;
1794 else if (can_turn_left && can_turn_right)
1795 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1796 else if (can_turn_left && rnd > rnd_value/8)
1797 MovDir[x][y] = left_dir;
1798 else if (can_turn_right && rnd > rnd_value/8)
1799 MovDir[x][y] = right_dir;
1801 MovDir[x][y] = back_dir;
1803 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1804 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1805 MovDir[x][y] = old_move_dir;
1809 else if (element == EL_DRACHE)
1811 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1813 int rnd = RND(rnd_value);
1815 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1816 can_turn_left = TRUE;
1817 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1818 can_turn_right = TRUE;
1819 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1822 if (can_move_on && rnd > rnd_value/8)
1823 MovDir[x][y] = old_move_dir;
1824 else if (can_turn_left && can_turn_right)
1825 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1826 else if (can_turn_left && rnd > rnd_value/8)
1827 MovDir[x][y] = left_dir;
1828 else if (can_turn_right && rnd > rnd_value/8)
1829 MovDir[x][y] = right_dir;
1831 MovDir[x][y] = back_dir;
1833 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1834 MovDir[x][y] = old_move_dir;
1838 else if (element == EL_ROBOT || element == EL_SONDE ||
1839 element == EL_MAULWURF || element == EL_PINGUIN)
1841 int attr_x = -1, attr_y = -1;
1852 for (i=0; i<MAX_PLAYERS; i++)
1854 struct PlayerInfo *player = &stored_player[i];
1855 int jx = player->jx, jy = player->jy;
1857 if (!player->active || player->gone)
1860 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1868 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1874 if (element == EL_MAULWURF || element == EL_PINGUIN)
1877 static int xy[4][2] =
1887 int ex = x + xy[i%4][0];
1888 int ey = y + xy[i%4][1];
1890 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1899 MovDir[x][y] = MV_NO_MOVING;
1901 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1903 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1905 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1907 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1909 if (element == EL_ROBOT)
1913 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1914 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1915 Moving2Blocked(x, y, &newx, &newy);
1917 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1918 MovDelay[x][y] = 8+8*!RND(3);
1920 MovDelay[x][y] = 16;
1928 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1930 boolean first_horiz = RND(2);
1931 int new_move_dir = MovDir[x][y];
1934 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1935 Moving2Blocked(x, y, &newx, &newy);
1937 if (IN_LEV_FIELD(newx, newy) &&
1938 (IS_FREE(newx, newy) ||
1939 Feld[newx][newy] == EL_SALZSAEURE ||
1940 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1941 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1942 IS_MAMPF3(Feld[newx][newy])))))
1946 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1947 Moving2Blocked(x, y, &newx, &newy);
1949 if (IN_LEV_FIELD(newx, newy) &&
1950 (IS_FREE(newx, newy) ||
1951 Feld[newx][newy] == EL_SALZSAEURE ||
1952 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1953 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1954 IS_MAMPF3(Feld[newx][newy])))))
1957 MovDir[x][y] = old_move_dir;
1964 static boolean JustBeingPushed(int x, int y)
1968 for (i=0; i<MAX_PLAYERS; i++)
1970 struct PlayerInfo *player = &stored_player[i];
1972 if (player->active && !player->gone &&
1973 player->Pushing && player->MovPos)
1975 int next_jx = player->jx + (player->jx - player->last_jx);
1976 int next_jy = player->jy + (player->jy - player->last_jy);
1978 if (x == next_jx && y == next_jy)
1986 void StartMoving(int x, int y)
1988 int element = Feld[x][y];
1993 if (CAN_FALL(element) && y<lev_fieldy-1)
1995 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1996 if (JustBeingPushed(x, y))
1999 if (element == EL_MORAST_VOLL)
2001 if (IS_FREE(x, y+1))
2003 InitMovingField(x, y, MV_DOWN);
2004 Feld[x][y] = EL_FELSBROCKEN;
2005 Store[x][y] = EL_MORAST_LEER;
2007 else if (Feld[x][y+1] == EL_MORAST_LEER)
2009 if (!MovDelay[x][y])
2010 MovDelay[x][y] = TILEY + 1;
2019 Feld[x][y] = EL_MORAST_LEER;
2020 Feld[x][y+1] = EL_MORAST_VOLL;
2023 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2025 InitMovingField(x, y, MV_DOWN);
2026 Store[x][y] = EL_MORAST_VOLL;
2028 else if (element == EL_SIEB_VOLL)
2030 if (IS_FREE(x, y+1))
2032 InitMovingField(x, y, MV_DOWN);
2033 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2034 Store[x][y] = EL_SIEB_LEER;
2036 else if (Feld[x][y+1] == EL_SIEB_LEER)
2038 if (!MovDelay[x][y])
2039 MovDelay[x][y] = TILEY/4 + 1;
2048 Feld[x][y] = EL_SIEB_LEER;
2049 Feld[x][y+1] = EL_SIEB_VOLL;
2050 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2054 else if (element == EL_SIEB2_VOLL)
2056 if (IS_FREE(x, y+1))
2058 InitMovingField(x, y, MV_DOWN);
2059 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2060 Store[x][y] = EL_SIEB2_LEER;
2062 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2064 if (!MovDelay[x][y])
2065 MovDelay[x][y] = TILEY/4 + 1;
2074 Feld[x][y] = EL_SIEB2_LEER;
2075 Feld[x][y+1] = EL_SIEB2_VOLL;
2076 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2080 else if (CAN_CHANGE(element) &&
2081 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2083 InitMovingField(x, y, MV_DOWN);
2085 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2086 Store2[x][y+1] = element;
2088 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2091 InitMovingField(x, y, MV_DOWN);
2092 Store[x][y] = EL_SALZSAEURE;
2094 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2098 else if (IS_FREE(x, y+1))
2100 InitMovingField(x, y, MV_DOWN);
2102 else if (element == EL_TROPFEN)
2104 Feld[x][y] = EL_AMOEBING;
2105 Store[x][y] = EL_AMOEBE_NASS;
2107 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2109 boolean left = (x>0 && IS_FREE(x-1, y) &&
2110 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2111 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2112 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2116 if (left && right && game_emulation != EMU_BOULDERDASH)
2117 left = !(right = RND(2));
2119 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2123 else if (CAN_MOVE(element))
2127 if (element == EL_SONDE && JustBeingPushed(x, y))
2130 if (!MovDelay[x][y]) /* start new movement phase */
2132 /* all objects that can change their move direction after each step */
2133 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2135 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2138 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2139 element == EL_SP_SNIKSNAK ||
2140 element == EL_SP_ELECTRON))
2141 DrawLevelField(x, y);
2145 if (MovDelay[x][y]) /* wait some time before next movement */
2149 if (element == EL_ROBOT ||
2150 element == EL_MAMPFER || element == EL_MAMPFER2)
2152 int phase = MovDelay[x][y] % 8;
2157 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2158 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2160 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2161 && MovDelay[x][y]%4 == 3)
2162 PlaySoundLevel(x, y, SND_NJAM);
2164 else if (element == EL_SP_ELECTRON)
2165 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2166 else if (element == EL_DRACHE)
2169 int dir = MovDir[x][y];
2170 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2171 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2172 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2173 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2174 dir == MV_UP ? GFX_FLAMMEN_UP :
2175 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2176 int phase = FrameCounter % 2;
2178 for (i=1; i<=3; i++)
2180 int xx = x + i*dx, yy = y + i*dy;
2181 int sx = SCREENX(xx), sy = SCREENY(yy);
2183 if (!IN_LEV_FIELD(xx, yy) ||
2184 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2189 int flamed = MovingOrBlocked2Element(xx, yy);
2191 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2194 RemoveMovingField(xx, yy);
2196 Feld[xx][yy] = EL_BURNING;
2197 if (IN_SCR_FIELD(sx, sy))
2198 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2202 if (Feld[xx][yy] == EL_BURNING)
2203 Feld[xx][yy] = EL_LEERRAUM;
2204 DrawLevelField(xx, yy);
2213 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2215 PlaySoundLevel(x, y, SND_KLAPPER);
2217 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2219 PlaySoundLevel(x, y, SND_ROEHR);
2222 /* now make next step */
2224 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2226 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2228 /* enemy got the player */
2230 KillHero(PLAYERINFO(newx, newy));
2233 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2234 element == EL_ROBOT || element == EL_SONDE) &&
2235 IN_LEV_FIELD(newx, newy) &&
2236 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2239 Store[x][y] = EL_SALZSAEURE;
2241 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2242 IN_LEV_FIELD(newx, newy))
2244 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2246 Feld[x][y] = EL_LEERRAUM;
2247 DrawLevelField(x, y);
2249 PlaySoundLevel(newx, newy, SND_BUING);
2250 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2251 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2253 local_player->friends_still_needed--;
2254 if (!local_player->friends_still_needed &&
2255 !local_player->GameOver && AllPlayersGone)
2256 local_player->LevelSolved = local_player->GameOver = TRUE;
2260 else if (IS_MAMPF3(Feld[newx][newy]))
2262 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2263 DrawLevelField(newx, newy);
2265 MovDir[x][y] = MV_NO_MOVING;
2267 else if (!IS_FREE(newx, newy))
2269 if (IS_PLAYER(x, y))
2270 DrawPlayerField(x, y);
2272 DrawLevelField(x, y);
2276 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2278 if (IS_GEM(Feld[newx][newy]))
2280 if (IS_MOVING(newx, newy))
2281 RemoveMovingField(newx, newy);
2284 Feld[newx][newy] = EL_LEERRAUM;
2285 DrawLevelField(newx, newy);
2288 else if (!IS_FREE(newx, newy))
2290 if (IS_PLAYER(x, y))
2291 DrawPlayerField(x, y);
2293 DrawLevelField(x, y);
2297 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2299 if (!IS_FREE(newx, newy))
2301 if (IS_PLAYER(x, y))
2302 DrawPlayerField(x, y);
2304 DrawLevelField(x, y);
2309 boolean wanna_flame = !RND(10);
2310 int dx = newx - x, dy = newy - y;
2311 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2312 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2313 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2314 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2315 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2316 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2318 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2319 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2320 element1 != EL_BURNING && element2 != EL_BURNING)
2322 if (IS_PLAYER(x, y))
2323 DrawPlayerField(x, y);
2325 DrawLevelField(x, y);
2327 MovDelay[x][y] = 50;
2328 Feld[newx][newy] = EL_BURNING;
2329 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2330 Feld[newx1][newy1] = EL_BURNING;
2331 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2332 Feld[newx2][newy2] = EL_BURNING;
2337 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2338 Feld[newx][newy] == EL_DIAMANT)
2340 if (IS_MOVING(newx, newy))
2341 RemoveMovingField(newx, newy);
2344 Feld[newx][newy] = EL_LEERRAUM;
2345 DrawLevelField(newx, newy);
2348 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2349 IS_MAMPF2(Feld[newx][newy]))
2351 if (AmoebaNr[newx][newy])
2353 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2354 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2355 Feld[newx][newy] == EL_AMOEBE_BD)
2356 AmoebaCnt[AmoebaNr[newx][newy]]--;
2359 if (IS_MOVING(newx, newy))
2360 RemoveMovingField(newx, newy);
2363 Feld[newx][newy] = EL_LEERRAUM;
2364 DrawLevelField(newx, newy);
2367 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2368 IS_AMOEBOID(Feld[newx][newy]))
2370 if (AmoebaNr[newx][newy])
2372 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2373 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2374 Feld[newx][newy] == EL_AMOEBE_BD)
2375 AmoebaCnt[AmoebaNr[newx][newy]]--;
2378 Feld[newx][newy] = EL_LEERRAUM;
2379 DrawLevelField(newx, newy);
2381 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2383 /* object was running against a wall */
2387 if (element == EL_KAEFER || element == EL_FLIEGER ||
2388 element == EL_SP_SNIKSNAK)
2389 DrawLevelField(x, y);
2390 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2391 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2392 else if (element == EL_SONDE)
2393 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2394 else if (element == EL_SP_ELECTRON)
2395 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2400 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2401 PlaySoundLevel(x, y, SND_SCHLURF);
2403 InitMovingField(x, y, MovDir[x][y]);
2407 ContinueMoving(x, y);
2410 void ContinueMoving(int x, int y)
2412 int element = Feld[x][y];
2413 int direction = MovDir[x][y];
2414 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2415 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2416 int horiz_move = (dx!=0);
2417 int newx = x + dx, newy = y + dy;
2418 int step = (horiz_move ? dx : dy) * TILEX/8;
2420 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2422 else if (element == EL_TROPFEN)
2424 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2427 MovPos[x][y] += step;
2429 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2431 Feld[x][y] = EL_LEERRAUM;
2432 Feld[newx][newy] = element;
2434 if (Store[x][y] == EL_MORAST_VOLL)
2437 Feld[newx][newy] = EL_MORAST_VOLL;
2438 element = EL_MORAST_VOLL;
2440 else if (Store[x][y] == EL_MORAST_LEER)
2443 Feld[x][y] = EL_MORAST_LEER;
2445 else if (Store[x][y] == EL_SIEB_VOLL)
2448 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2450 else if (Store[x][y] == EL_SIEB_LEER)
2452 Store[x][y] = Store2[x][y] = 0;
2453 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2455 else if (Store[x][y] == EL_SIEB2_VOLL)
2458 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2460 else if (Store[x][y] == EL_SIEB2_LEER)
2462 Store[x][y] = Store2[x][y] = 0;
2463 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2465 else if (Store[x][y] == EL_SALZSAEURE)
2468 Feld[newx][newy] = EL_SALZSAEURE;
2469 element = EL_SALZSAEURE;
2471 else if (Store[x][y] == EL_AMOEBE_NASS)
2474 Feld[x][y] = EL_AMOEBE_NASS;
2477 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2478 MovDelay[newx][newy] = 0;
2480 if (!CAN_MOVE(element))
2481 MovDir[newx][newy] = 0;
2483 DrawLevelField(x, y);
2484 DrawLevelField(newx, newy);
2486 Stop[newx][newy] = TRUE;
2487 JustHit[x][newy] = 3;
2489 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2491 TestIfBadThingHitsHero(newx, newy);
2492 TestIfBadThingHitsFriend(newx, newy);
2493 TestIfBadThingHitsOtherBadThing(newx, newy);
2495 else if (element == EL_PINGUIN)
2496 TestIfFriendHitsBadThing(newx, newy);
2498 if (CAN_SMASH(element) && direction == MV_DOWN &&
2499 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2502 else /* still moving on */
2503 DrawLevelField(x, y);
2506 int AmoebeNachbarNr(int ax, int ay)
2509 int element = Feld[ax][ay];
2511 static int xy[4][2] =
2521 int x = ax + xy[i][0];
2522 int y = ay + xy[i][1];
2524 if (!IN_LEV_FIELD(x, y))
2527 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2528 group_nr = AmoebaNr[x][y];
2534 void AmoebenVereinigen(int ax, int ay)
2536 int i, x, y, xx, yy;
2537 int new_group_nr = AmoebaNr[ax][ay];
2538 static int xy[4][2] =
2546 if (new_group_nr == 0)
2554 if (!IN_LEV_FIELD(x, y))
2557 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2558 Feld[x][y] == EL_AMOEBE_BD ||
2559 Feld[x][y] == EL_AMOEBE_TOT) &&
2560 AmoebaNr[x][y] != new_group_nr)
2562 int old_group_nr = AmoebaNr[x][y];
2564 if (old_group_nr == 0)
2567 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2568 AmoebaCnt[old_group_nr] = 0;
2569 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2570 AmoebaCnt2[old_group_nr] = 0;
2572 for (yy=0; yy<lev_fieldy; yy++)
2574 for (xx=0; xx<lev_fieldx; xx++)
2576 if (AmoebaNr[xx][yy] == old_group_nr)
2577 AmoebaNr[xx][yy] = new_group_nr;
2584 void AmoebeUmwandeln(int ax, int ay)
2588 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2590 int group_nr = AmoebaNr[ax][ay];
2595 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2596 printf("AmoebeUmwandeln(): This should never happen!\n");
2601 for (y=0; y<lev_fieldy; y++)
2603 for (x=0; x<lev_fieldx; x++)
2605 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2608 Feld[x][y] = EL_AMOEBA2DIAM;
2616 static int xy[4][2] =
2629 if (!IN_LEV_FIELD(x, y))
2632 if (Feld[x][y] == EL_AMOEBA2DIAM)
2638 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2641 int group_nr = AmoebaNr[ax][ay];
2642 boolean done = FALSE;
2647 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2648 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2653 for (y=0; y<lev_fieldy; y++)
2655 for (x=0; x<lev_fieldx; x++)
2657 if (AmoebaNr[x][y] == group_nr &&
2658 (Feld[x][y] == EL_AMOEBE_TOT ||
2659 Feld[x][y] == EL_AMOEBE_BD ||
2660 Feld[x][y] == EL_AMOEBING))
2663 Feld[x][y] = new_element;
2664 InitField(x, y, FALSE);
2665 DrawLevelField(x, y);
2672 PlaySoundLevel(ax, ay,
2673 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2676 void AmoebeWaechst(int x, int y)
2678 static unsigned long sound_delay = 0;
2679 static unsigned long sound_delay_value = 0;
2681 if (!MovDelay[x][y]) /* start new growing cycle */
2685 if (DelayReached(&sound_delay, sound_delay_value))
2687 PlaySoundLevel(x, y, SND_AMOEBE);
2688 sound_delay_value = 30;
2692 if (MovDelay[x][y]) /* wait some time before growing bigger */
2695 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2696 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2698 if (!MovDelay[x][y])
2700 Feld[x][y] = Store[x][y];
2702 DrawLevelField(x, y);
2707 void AmoebeAbleger(int ax, int ay)
2710 int element = Feld[ax][ay];
2711 int newax = ax, neway = ay;
2712 static int xy[4][2] =
2720 if (!level.tempo_amoebe)
2722 Feld[ax][ay] = EL_AMOEBE_TOT;
2723 DrawLevelField(ax, ay);
2727 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2728 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2730 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2733 if (MovDelay[ax][ay])
2737 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2740 int x = ax + xy[start][0];
2741 int y = ay + xy[start][1];
2743 if (!IN_LEV_FIELD(x, y))
2746 if (IS_FREE(x, y) ||
2747 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2753 if (newax == ax && neway == ay)
2756 else /* normal or "filled" (BD style) amoeba */
2759 boolean waiting_for_player = FALSE;
2763 int j = (start + i) % 4;
2764 int x = ax + xy[j][0];
2765 int y = ay + xy[j][1];
2767 if (!IN_LEV_FIELD(x, y))
2770 if (IS_FREE(x, y) ||
2771 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2777 else if (IS_PLAYER(x, y))
2778 waiting_for_player = TRUE;
2781 if (newax == ax && neway == ay) /* amoeba cannot grow */
2783 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2785 Feld[ax][ay] = EL_AMOEBE_TOT;
2786 DrawLevelField(ax, ay);
2787 AmoebaCnt[AmoebaNr[ax][ay]]--;
2789 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2791 if (element == EL_AMOEBE_VOLL)
2792 AmoebeUmwandeln(ax, ay);
2793 else if (element == EL_AMOEBE_BD)
2794 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2799 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2801 /* amoeba gets larger by growing in some direction */
2803 int new_group_nr = AmoebaNr[ax][ay];
2806 if (new_group_nr == 0)
2808 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2809 printf("AmoebeAbleger(): This should never happen!\n");
2814 AmoebaNr[newax][neway] = new_group_nr;
2815 AmoebaCnt[new_group_nr]++;
2816 AmoebaCnt2[new_group_nr]++;
2818 /* if amoeba touches other amoeba(s) after growing, unify them */
2819 AmoebenVereinigen(newax, neway);
2821 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2823 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2829 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2830 (neway == lev_fieldy - 1 && newax != ax))
2832 Feld[newax][neway] = EL_AMOEBING;
2833 Store[newax][neway] = element;
2835 else if (neway == ay)
2836 Feld[newax][neway] = EL_TROPFEN;
2839 InitMovingField(ax, ay, MV_DOWN);
2840 Feld[ax][ay] = EL_TROPFEN;
2841 Store[ax][ay] = EL_AMOEBE_NASS;
2842 ContinueMoving(ax, ay);
2846 DrawLevelField(newax, neway);
2849 void Life(int ax, int ay)
2852 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2854 int element = Feld[ax][ay];
2859 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2860 MovDelay[ax][ay] = life_time;
2862 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2865 if (MovDelay[ax][ay])
2869 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2871 int xx = ax+x1, yy = ay+y1;
2874 if (!IN_LEV_FIELD(xx, yy))
2877 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2879 int x = xx+x2, y = yy+y2;
2881 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2884 if (((Feld[x][y] == element ||
2885 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2887 (IS_FREE(x, y) && Stop[x][y]))
2891 if (xx == ax && yy == ay) /* field in the middle */
2893 if (nachbarn<life[0] || nachbarn>life[1])
2895 Feld[xx][yy] = EL_LEERRAUM;
2897 DrawLevelField(xx, yy);
2898 Stop[xx][yy] = TRUE;
2901 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2902 { /* free border field */
2903 if (nachbarn>=life[2] && nachbarn<=life[3])
2905 Feld[xx][yy] = element;
2906 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2908 DrawLevelField(xx, yy);
2909 Stop[xx][yy] = TRUE;
2915 void Ablenk(int x, int y)
2917 if (!MovDelay[x][y]) /* next animation frame */
2918 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2920 if (MovDelay[x][y]) /* wait some time before next frame */
2925 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2926 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2927 if (!(MovDelay[x][y]%4))
2928 PlaySoundLevel(x, y, SND_MIEP);
2933 Feld[x][y] = EL_ABLENK_AUS;
2934 DrawLevelField(x, y);
2935 if (ZX == x && ZY == y)
2939 void Birne(int x, int y)
2941 if (!MovDelay[x][y]) /* next animation frame */
2942 MovDelay[x][y] = 800;
2944 if (MovDelay[x][y]) /* wait some time before next frame */
2949 if (!(MovDelay[x][y]%5))
2951 if (!(MovDelay[x][y]%10))
2952 Feld[x][y]=EL_ABLENK_EIN;
2954 Feld[x][y]=EL_ABLENK_AUS;
2955 DrawLevelField(x, y);
2956 Feld[x][y]=EL_ABLENK_EIN;
2962 Feld[x][y]=EL_ABLENK_AUS;
2963 DrawLevelField(x, y);
2964 if (ZX == x && ZY == y)
2968 void Blubber(int x, int y)
2970 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2971 DrawLevelField(x, y-1);
2973 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2976 void NussKnacken(int x, int y)
2978 if (!MovDelay[x][y]) /* next animation frame */
2981 if (MovDelay[x][y]) /* wait some time before next frame */
2984 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2985 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2987 if (!MovDelay[x][y])
2989 Feld[x][y] = EL_EDELSTEIN;
2990 DrawLevelField(x, y);
2995 void SiebAktivieren(int x, int y, int typ)
2997 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2999 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3002 void AusgangstuerPruefen(int x, int y)
3004 if (!local_player->gems_still_needed &&
3005 !local_player->sokobanfields_still_needed &&
3006 !local_player->lights_still_needed)
3008 Feld[x][y] = EL_AUSGANG_ACT;
3010 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3011 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3012 y < LEVELY(BY1) ? LEVELY(BY1) :
3013 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3018 void AusgangstuerOeffnen(int x, int y)
3022 if (!MovDelay[x][y]) /* next animation frame */
3023 MovDelay[x][y] = 5*delay;
3025 if (MovDelay[x][y]) /* wait some time before next frame */
3030 tuer = MovDelay[x][y]/delay;
3031 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3032 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3034 if (!MovDelay[x][y])
3036 Feld[x][y] = EL_AUSGANG_AUF;
3037 DrawLevelField(x, y);
3042 void AusgangstuerBlinken(int x, int y)
3044 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3047 void EdelsteinFunkeln(int x, int y)
3049 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3052 if (Feld[x][y] == EL_EDELSTEIN_BD)
3053 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3056 if (!MovDelay[x][y]) /* next animation frame */
3057 MovDelay[x][y] = 11 * !SimpleRND(500);
3059 if (MovDelay[x][y]) /* wait some time before next frame */
3063 if (setup.direct_draw && MovDelay[x][y])
3064 SetDrawtoField(DRAW_BUFFERED);
3066 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3070 int phase = (MovDelay[x][y]-1)/2;
3075 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3077 if (setup.direct_draw)
3081 dest_x = FX + SCREENX(x)*TILEX;
3082 dest_y = FY + SCREENY(y)*TILEY;
3084 XCopyArea(display, drawto_field, window, gc,
3085 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3086 SetDrawtoField(DRAW_DIRECT);
3093 void MauerWaechst(int x, int y)
3097 if (!MovDelay[x][y]) /* next animation frame */
3098 MovDelay[x][y] = 3*delay;
3100 if (MovDelay[x][y]) /* wait some time before next frame */
3105 phase = 2-MovDelay[x][y]/delay;
3106 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3107 DrawGraphic(SCREENX(x), SCREENY(y),
3108 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3109 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3110 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3111 GFX_MAUER_DOWN ) + phase);
3113 if (!MovDelay[x][y])
3115 if (MovDir[x][y] == MV_LEFT)
3117 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3118 DrawLevelField(x-1, y);
3120 else if (MovDir[x][y] == MV_RIGHT)
3122 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3123 DrawLevelField(x+1, y);
3125 else if (MovDir[x][y] == MV_UP)
3127 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3128 DrawLevelField(x, y-1);
3132 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3133 DrawLevelField(x, y+1);
3136 Feld[x][y] = Store[x][y];
3138 MovDir[x][y] = MV_NO_MOVING;
3139 DrawLevelField(x, y);
3144 void MauerAbleger(int ax, int ay)
3146 int element = Feld[ax][ay];
3147 boolean oben_frei = FALSE, unten_frei = FALSE;
3148 boolean links_frei = FALSE, rechts_frei = FALSE;
3149 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3150 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3152 if (!MovDelay[ax][ay]) /* start building new wall */
3153 MovDelay[ax][ay] = 6;
3155 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3158 if (MovDelay[ax][ay])
3162 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3164 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3166 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3168 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3171 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3175 Feld[ax][ay-1] = EL_MAUERND;
3176 Store[ax][ay-1] = element;
3177 MovDir[ax][ay-1] = MV_UP;
3178 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3179 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3183 Feld[ax][ay+1] = EL_MAUERND;
3184 Store[ax][ay+1] = element;
3185 MovDir[ax][ay+1] = MV_DOWN;
3186 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3187 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3191 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3192 element == EL_MAUER_LEBT)
3196 Feld[ax-1][ay] = EL_MAUERND;
3197 Store[ax-1][ay] = element;
3198 MovDir[ax-1][ay] = MV_LEFT;
3199 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3200 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3204 Feld[ax+1][ay] = EL_MAUERND;
3205 Store[ax+1][ay] = element;
3206 MovDir[ax+1][ay] = MV_RIGHT;
3207 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3208 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3212 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3213 DrawLevelField(ax, ay);
3215 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3217 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3218 unten_massiv = TRUE;
3219 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3220 links_massiv = TRUE;
3221 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3222 rechts_massiv = TRUE;
3224 if (((oben_massiv && unten_massiv) ||
3225 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3226 ((links_massiv && rechts_massiv) ||
3227 element == EL_MAUER_Y))
3228 Feld[ax][ay] = EL_MAUERWERK;
3231 void CheckForDragon(int x, int y)
3234 boolean dragon_found = FALSE;
3235 static int xy[4][2] =
3247 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3249 if (IN_LEV_FIELD(xx, yy) &&
3250 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3252 if (Feld[xx][yy] == EL_DRACHE)
3253 dragon_found = TRUE;
3266 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3268 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3270 Feld[xx][yy] = EL_LEERRAUM;
3271 DrawLevelField(xx, yy);
3280 static void CheckBuggyBase(int x, int y)
3282 int element = Feld[x][y];
3284 if (element == EL_SP_BUG)
3286 if (!MovDelay[x][y]) /* start activating buggy base */
3287 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3289 if (MovDelay[x][y]) /* wait some time before activating base */
3292 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3293 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3297 Feld[x][y] = EL_SP_BUG_ACTIVE;
3300 else if (element == EL_SP_BUG_ACTIVE)
3302 if (!MovDelay[x][y]) /* start activating buggy base */
3303 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3305 if (MovDelay[x][y]) /* wait some time before activating base */
3311 static int xy[4][2] =
3319 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3320 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3324 int xx = x + xy[i][0], yy = y + xy[i][1];
3326 if (IS_PLAYER(xx, yy))
3328 PlaySoundLevel(x, y, SND_SP_BUG);
3336 Feld[x][y] = EL_SP_BUG;
3337 DrawLevelField(x, y);
3342 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3344 static byte stored_player_action[MAX_PLAYERS];
3345 static int num_stored_actions = 0;
3346 static boolean save_tape_entry = FALSE;
3347 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3348 int jx = player->jx, jy = player->jy;
3349 int left = player_action & JOY_LEFT;
3350 int right = player_action & JOY_RIGHT;
3351 int up = player_action & JOY_UP;
3352 int down = player_action & JOY_DOWN;
3353 int button1 = player_action & JOY_BUTTON_1;
3354 int button2 = player_action & JOY_BUTTON_2;
3355 int dx = (left ? -1 : right ? 1 : 0);
3356 int dy = (up ? -1 : down ? 1 : 0);
3358 stored_player_action[player->index_nr] = 0;
3359 num_stored_actions++;
3361 if (!player->active || player->gone || tape.pausing)
3366 save_tape_entry = TRUE;
3367 player->frame_reset_delay = 0;
3370 snapped = SnapField(player, dx, dy);
3374 bombed = PlaceBomb(player);
3375 moved = MoveFigure(player, dx, dy);
3378 if (tape.recording && (moved || snapped || bombed))
3380 if (bombed && !moved)
3381 player_action &= JOY_BUTTON;
3383 stored_player_action[player->index_nr] = player_action;
3385 else if (tape.playing && snapped)
3386 SnapField(player, 0, 0); /* stop snapping */
3390 /* no actions for this player (no input at player's configured device) */
3392 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3393 SnapField(player, 0, 0);
3394 CheckGravityMovement(player);
3396 if (++player->frame_reset_delay > player->move_delay_value)
3400 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3402 TapeRecordAction(stored_player_action);
3403 num_stored_actions = 0;
3404 save_tape_entry = FALSE;
3407 if (tape.playing && !tape.pausing && !player_action &&
3408 tape.counter < tape.length)
3411 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3413 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3414 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3416 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3418 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3420 int el = Feld[jx+dx][jy];
3421 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3423 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3425 player->MovDir = next_joy;
3426 player->Frame = FrameCounter % 4;
3427 player->Pushing = TRUE;
3436 static unsigned long action_delay = 0;
3437 unsigned long action_delay_value;
3438 int sieb_x = 0, sieb_y = 0;
3439 int i, x, y, element;
3440 byte *recorded_player_action;
3441 byte summarized_player_action = 0;
3443 if (game_status != PLAYING)
3446 action_delay_value =
3447 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3449 /* ---------- main game synchronization point ---------- */
3451 WaitUntilDelayReached(&action_delay, action_delay_value);
3453 if (network_playing && !network_player_action_received)
3457 printf("DEBUG: try to get network player actions in time\n");
3462 /* last chance to get network player actions without main loop delay */
3466 if (game_status != PLAYING)
3469 if (!network_player_action_received)
3473 printf("DEBUG: failed to get network player actions in time\n");
3485 else if (tape.recording)
3488 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3490 for (i=0; i<MAX_PLAYERS; i++)
3492 summarized_player_action |= stored_player[i].action;
3494 if (!network_playing)
3495 stored_player[i].effective_action = stored_player[i].action;
3499 if (network_playing)
3500 SendToServer_MovePlayer(summarized_player_action);
3503 if (!options.network && !setup.team_mode)
3504 local_player->effective_action = summarized_player_action;
3506 for (i=0; i<MAX_PLAYERS; i++)
3508 int actual_player_action = stored_player[i].effective_action;
3510 if (stored_player[i].programmed_action)
3511 actual_player_action = stored_player[i].programmed_action;
3513 if (recorded_player_action)
3514 actual_player_action = recorded_player_action[i];
3516 PlayerActions(&stored_player[i], actual_player_action);
3517 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3520 network_player_action_received = FALSE;
3522 ScrollScreen(NULL, SCROLL_GO_ON);
3528 if (TimeFrames == 0 && !local_player->gone)
3530 extern unsigned int last_RND();
3532 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3533 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3540 if (GameFrameDelay >= 500)
3541 printf("FrameCounter == %d\n", FrameCounter);
3550 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3553 if (JustHit[x][y]>0)
3557 if (IS_BLOCKED(x, y))
3561 Blocked2Moving(x, y, &oldx, &oldy);
3562 if (!IS_MOVING(oldx, oldy))
3564 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3565 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3566 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3567 printf("GameActions(): This should never happen!\n");
3573 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3575 element = Feld[x][y];
3577 if (IS_INACTIVE(element))
3580 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3584 if (IS_GEM(element))
3585 EdelsteinFunkeln(x, y);
3587 else if (IS_MOVING(x, y))
3588 ContinueMoving(x, y);
3589 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3590 CheckDynamite(x, y);
3591 else if (element == EL_EXPLODING)
3592 Explode(x, y, Frame[x][y], EX_NORMAL);
3593 else if (element == EL_AMOEBING)
3594 AmoebeWaechst(x, y);
3595 else if (IS_AMOEBALIVE(element))
3596 AmoebeAbleger(x, y);
3597 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3599 else if (element == EL_ABLENK_EIN)
3601 else if (element == EL_SALZSAEURE)
3603 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3605 else if (element == EL_CRACKINGNUT)
3607 else if (element == EL_AUSGANG_ZU)
3608 AusgangstuerPruefen(x, y);
3609 else if (element == EL_AUSGANG_ACT)
3610 AusgangstuerOeffnen(x, y);
3611 else if (element == EL_AUSGANG_AUF)
3612 AusgangstuerBlinken(x, y);
3613 else if (element == EL_MAUERND)
3615 else if (element == EL_MAUER_LEBT ||
3616 element == EL_MAUER_X ||
3617 element == EL_MAUER_Y ||
3618 element == EL_MAUER_XY)
3620 else if (element == EL_BURNING)
3621 CheckForDragon(x, y);
3622 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3623 CheckBuggyBase(x, y);
3624 else if (element == EL_SP_TERMINAL)
3625 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3626 else if (element == EL_SP_TERMINAL_ACTIVE)
3627 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3631 boolean sieb = FALSE;
3632 int jx = local_player->jx, jy = local_player->jy;
3634 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3635 Store[x][y] == EL_SIEB_LEER)
3637 SiebAktivieren(x, y, 1);
3640 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3641 Store[x][y] == EL_SIEB2_LEER)
3643 SiebAktivieren(x, y, 2);
3647 /* play the element sound at the position nearest to the player */
3648 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3658 if (!(SiebCount % 4))
3659 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3666 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3668 element = Feld[x][y];
3669 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3671 Feld[x][y] = EL_SIEB_TOT;
3672 DrawLevelField(x, y);
3674 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3676 Feld[x][y] = EL_SIEB2_TOT;
3677 DrawLevelField(x, y);
3686 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3691 if (tape.recording || tape.playing)
3692 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3699 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3701 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3704 for (i=0; i<MAX_PLAYERS; i++)
3705 KillHero(&stored_player[i]);
3707 else if (level.time == 0) /* level without time limit */
3708 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3714 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3716 int min_x = x, min_y = y, max_x = x, max_y = y;
3719 for (i=0; i<MAX_PLAYERS; i++)
3721 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3723 if (!stored_player[i].active || stored_player[i].gone ||
3724 &stored_player[i] == player)
3727 min_x = MIN(min_x, jx);
3728 min_y = MIN(min_y, jy);
3729 max_x = MAX(max_x, jx);
3730 max_y = MAX(max_y, jy);
3733 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3736 static boolean AllPlayersInVisibleScreen()
3740 for (i=0; i<MAX_PLAYERS; i++)
3742 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3744 if (!stored_player[i].active || stored_player[i].gone)
3747 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3754 void ScrollLevel(int dx, int dy)
3756 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3759 XCopyArea(display, drawto_field, drawto_field, gc,
3760 FX + TILEX*(dx == -1) - softscroll_offset,
3761 FY + TILEY*(dy == -1) - softscroll_offset,
3762 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3763 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3764 FX + TILEX*(dx == 1) - softscroll_offset,
3765 FY + TILEY*(dy == 1) - softscroll_offset);
3769 x = (dx == 1 ? BX1 : BX2);
3770 for (y=BY1; y<=BY2; y++)
3771 DrawScreenField(x, y);
3775 y = (dy == 1 ? BY1 : BY2);
3776 for (x=BX1; x<=BX2; x++)
3777 DrawScreenField(x, y);
3780 redraw_mask |= REDRAW_FIELD;
3783 static void CheckGravityMovement(struct PlayerInfo *player)
3785 if (level.gravity && !player->programmed_action)
3787 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3788 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3790 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3791 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3792 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3793 int jx = player->jx, jy = player->jy;
3794 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3795 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3796 int new_jx = jx + dx, new_jy = jy + dy;
3797 boolean field_under_player_is_free =
3798 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3799 boolean player_is_moving_to_valid_field =
3800 (IN_LEV_FIELD(new_jx, new_jy) &&
3801 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3802 Feld[new_jx][new_jy] == EL_ERDREICH));
3804 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3805 player->programmed_action = MV_DOWN;
3809 boolean MoveFigureOneStep(struct PlayerInfo *player,
3810 int dx, int dy, int real_dx, int real_dy)
3812 int jx = player->jx, jy = player->jy;
3813 int new_jx = jx+dx, new_jy = jy+dy;
3817 if (player->gone || (!dx && !dy))
3818 return MF_NO_ACTION;
3820 player->MovDir = (dx < 0 ? MV_LEFT :
3823 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3825 if (!IN_LEV_FIELD(new_jx, new_jy))
3826 return MF_NO_ACTION;
3828 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3829 return MF_NO_ACTION;
3832 element = MovingOrBlocked2Element(new_jx, new_jy);
3834 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3837 if (DONT_GO_TO(element))
3839 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3842 Feld[jx][jy] = EL_SPIELFIGUR;
3843 InitMovingField(jx, jy, MV_DOWN);
3844 Store[jx][jy] = EL_SALZSAEURE;
3845 ContinueMoving(jx, jy);
3854 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3855 if (can_move != MF_MOVING)
3858 StorePlayer[jx][jy] = 0;
3859 player->last_jx = jx;
3860 player->last_jy = jy;
3861 jx = player->jx = new_jx;
3862 jy = player->jy = new_jy;
3863 StorePlayer[jx][jy] = player->element_nr;
3866 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3868 ScrollFigure(player, SCROLL_INIT);
3873 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3875 int jx = player->jx, jy = player->jy;
3876 int old_jx = jx, old_jy = jy;
3877 int moved = MF_NO_ACTION;
3879 if (player->gone || (!dx && !dy))
3882 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3886 /* remove the last programmed player action */
3887 player->programmed_action = 0;
3891 /* should only happen if pre-1.2 tape recordings are played */
3892 /* this is only for backward compatibility */
3894 int original_move_delay_value = player->move_delay_value;
3897 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3900 /* scroll remaining steps with finest movement resolution */
3901 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3903 while (player->MovPos)
3905 ScrollFigure(player, SCROLL_GO_ON);
3906 ScrollScreen(NULL, SCROLL_GO_ON);
3912 player->move_delay_value = original_move_delay_value;
3915 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3917 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3918 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3922 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3923 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3929 if (moved & MF_MOVING && !ScreenMovPos &&
3930 (player == local_player || !options.network))
3932 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3933 int offset = (setup.scroll_delay ? 3 : 0);
3935 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3937 /* actual player has left the screen -- scroll in that direction */
3938 if (jx != old_jx) /* player has moved horizontally */
3939 scroll_x += (jx - old_jx);
3940 else /* player has moved vertically */
3941 scroll_y += (jy - old_jy);
3945 if (jx != old_jx) /* player has moved horizontally */
3947 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3948 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3949 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3951 /* don't scroll over playfield boundaries */
3952 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3953 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3955 /* don't scroll more than one field at a time */
3956 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3958 /* don't scroll against the player's moving direction */
3959 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3960 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3961 scroll_x = old_scroll_x;
3963 else /* player has moved vertically */
3965 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3966 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3967 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3969 /* don't scroll over playfield boundaries */
3970 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3971 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3973 /* don't scroll more than one field at a time */
3974 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3976 /* don't scroll against the player's moving direction */
3977 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3978 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3979 scroll_y = old_scroll_y;
3983 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3985 if (!options.network && !AllPlayersInVisibleScreen())
3987 scroll_x = old_scroll_x;
3988 scroll_y = old_scroll_y;
3992 ScrollScreen(player, SCROLL_INIT);
3993 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3998 if (!(moved & MF_MOVING) && !player->Pushing)
4001 player->Frame = (player->Frame + 1) % 4;
4003 if (moved & MF_MOVING)
4005 if (old_jx != jx && old_jy == jy)
4006 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4007 else if (old_jx == jx && old_jy != jy)
4008 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4010 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4012 player->last_move_dir = player->MovDir;
4016 CheckGravityMovement(player);
4018 player->last_move_dir = MV_NO_MOVING;
4021 TestIfHeroHitsBadThing(jx, jy);
4029 void ScrollFigure(struct PlayerInfo *player, int mode)
4031 int jx = player->jx, jy = player->jy;
4032 int last_jx = player->last_jx, last_jy = player->last_jy;
4033 int move_stepsize = TILEX / player->move_delay_value;
4035 if (!player->active || player->gone || !player->MovPos)
4038 if (mode == SCROLL_INIT)
4040 player->actual_frame_counter = FrameCounter;
4041 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4043 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4044 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4049 else if (!FrameReached(&player->actual_frame_counter, 1))
4052 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4053 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4055 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4056 Feld[last_jx][last_jy] = EL_LEERRAUM;
4058 /* before DrawPlayer() to draw correct player graphic for this case */
4059 if (player->MovPos == 0)
4060 CheckGravityMovement(player);
4064 if (player->MovPos == 0)
4066 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4068 /* continue with normal speed after quickly moving through gate */
4069 HALVE_PLAYER_SPEED(player);
4071 /* be able to make the next move without delay */
4072 player->move_delay = 0;
4075 player->last_jx = jx;
4076 player->last_jy = jy;
4078 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4082 if (!local_player->friends_still_needed)
4083 player->LevelSolved = player->GameOver = TRUE;
4088 void ScrollScreen(struct PlayerInfo *player, int mode)
4090 static unsigned long screen_frame_counter = 0;
4092 if (mode == SCROLL_INIT)
4094 /* set scrolling step size according to actual player's moving speed */
4095 ScrollStepSize = TILEX / player->move_delay_value;
4097 screen_frame_counter = FrameCounter;
4098 ScreenMovDir = player->MovDir;
4099 ScreenMovPos = player->MovPos;
4100 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4103 else if (!FrameReached(&screen_frame_counter, 1))
4108 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4109 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4110 redraw_mask |= REDRAW_FIELD;
4113 ScreenMovDir = MV_NO_MOVING;
4116 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4118 int i, killx = goodx, killy = goody;
4119 static int xy[4][2] =
4126 static int harmless[4] =
4138 x = goodx + xy[i][0];
4139 y = goody + xy[i][1];
4140 if (!IN_LEV_FIELD(x, y))
4144 element = Feld[x][y];
4146 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4149 if (DONT_TOUCH(element))
4151 if (MovDir[x][y] == harmless[i])
4160 if (killx != goodx || killy != goody)
4162 if (IS_PLAYER(goodx, goody))
4163 KillHero(PLAYERINFO(goodx, goody));
4169 void TestIfBadThingHitsGoodThing(int badx, int bady)
4171 int i, killx = badx, killy = bady;
4172 static int xy[4][2] =
4179 static int harmless[4] =
4191 x = badx + xy[i][0];
4192 y = bady + xy[i][1];
4193 if (!IN_LEV_FIELD(x, y))
4196 element = Feld[x][y];
4198 if (IS_PLAYER(x, y))
4204 else if (element == EL_PINGUIN)
4206 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4215 if (killx != badx || killy != bady)
4217 if (IS_PLAYER(killx, killy))
4218 KillHero(PLAYERINFO(killx, killy));
4224 void TestIfHeroHitsBadThing(int x, int y)
4226 TestIfGoodThingHitsBadThing(x, y);
4229 void TestIfBadThingHitsHero(int x, int y)
4231 TestIfBadThingHitsGoodThing(x, y);
4234 void TestIfFriendHitsBadThing(int x, int y)
4236 TestIfGoodThingHitsBadThing(x, y);
4239 void TestIfBadThingHitsFriend(int x, int y)
4241 TestIfBadThingHitsGoodThing(x, y);
4244 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4246 int i, killx = badx, killy = bady;
4247 static int xy[4][2] =
4261 if (!IN_LEV_FIELD(x, y))
4264 element = Feld[x][y];
4265 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4266 element == EL_AMOEBING || element == EL_TROPFEN)
4274 if (killx != badx || killy != bady)
4278 void KillHero(struct PlayerInfo *player)
4280 int jx = player->jx, jy = player->jy;
4285 if (IS_PFORTE(Feld[jx][jy]))
4286 Feld[jx][jy] = EL_LEERRAUM;
4292 void BuryHero(struct PlayerInfo *player)
4294 int jx = player->jx, jy = player->jy;
4299 PlaySoundLevel(jx, jy, SND_AUTSCH);
4300 PlaySoundLevel(jx, jy, SND_LACHEN);
4302 player->GameOver = TRUE;
4306 void RemoveHero(struct PlayerInfo *player)
4308 int jx = player->jx, jy = player->jy;
4309 int i, found = FALSE;
4311 player->gone = TRUE;
4312 StorePlayer[jx][jy] = 0;
4314 for (i=0; i<MAX_PLAYERS; i++)
4315 if (stored_player[i].active && !stored_player[i].gone)
4319 AllPlayersGone = TRUE;
4325 int DigField(struct PlayerInfo *player,
4326 int x, int y, int real_dx, int real_dy, int mode)
4328 int jx = player->jx, jy = player->jy;
4329 int dx = x - jx, dy = y - jy;
4330 int move_direction = (dx == -1 ? MV_LEFT :
4331 dx == +1 ? MV_RIGHT :
4333 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4336 if (!player->MovPos)
4337 player->Pushing = FALSE;
4339 if (mode == DF_NO_PUSH)
4341 player->push_delay = 0;
4342 return MF_NO_ACTION;
4345 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4346 return MF_NO_ACTION;
4348 element = Feld[x][y];
4353 PlaySoundLevel(x, y, SND_EMPTY);
4357 Feld[x][y] = EL_LEERRAUM;
4358 PlaySoundLevel(x, y, SND_SCHLURF);
4363 Feld[x][y] = EL_LEERRAUM;
4364 PlaySoundLevel(x, y, SND_SP_BASE);
4368 case EL_EDELSTEIN_BD:
4369 case EL_EDELSTEIN_GELB:
4370 case EL_EDELSTEIN_ROT:
4371 case EL_EDELSTEIN_LILA:
4373 case EL_SP_INFOTRON:
4375 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4376 if (local_player->gems_still_needed < 0)
4377 local_player->gems_still_needed = 0;
4378 RaiseScoreElement(element);
4379 DrawText(DX_EMERALDS, DY_EMERALDS,
4380 int2str(local_player->gems_still_needed, 3),
4381 FS_SMALL, FC_YELLOW);
4382 if (element == EL_SP_INFOTRON)
4383 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4385 PlaySoundLevel(x, y, SND_PONG);
4390 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4391 PlaySoundLevel(x, y, SND_PONG);
4394 case EL_DYNAMIT_AUS:
4395 case EL_SP_DISK_RED:
4398 RaiseScoreElement(EL_DYNAMIT);
4399 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4400 int2str(local_player->dynamite, 3),
4401 FS_SMALL, FC_YELLOW);
4402 if (element == EL_SP_DISK_RED)
4403 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4405 PlaySoundLevel(x, y, SND_PONG);
4408 case EL_DYNABOMB_NR:
4410 player->dynabomb_count++;
4411 player->dynabombs_left++;
4412 RaiseScoreElement(EL_DYNAMIT);
4413 PlaySoundLevel(x, y, SND_PONG);
4416 case EL_DYNABOMB_SZ:
4418 player->dynabomb_size++;
4419 RaiseScoreElement(EL_DYNAMIT);
4420 PlaySoundLevel(x, y, SND_PONG);
4423 case EL_DYNABOMB_XL:
4425 player->dynabomb_xl = TRUE;
4426 RaiseScoreElement(EL_DYNAMIT);
4427 PlaySoundLevel(x, y, SND_PONG);
4430 case EL_SCHLUESSEL1:
4431 case EL_SCHLUESSEL2:
4432 case EL_SCHLUESSEL3:
4433 case EL_SCHLUESSEL4:
4435 int key_nr = element - EL_SCHLUESSEL1;
4438 player->key[key_nr] = TRUE;
4439 RaiseScoreElement(EL_SCHLUESSEL);
4440 DrawMiniGraphicExt(drawto, gc,
4441 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4442 GFX_SCHLUESSEL1+key_nr);
4443 DrawMiniGraphicExt(window, gc,
4444 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4445 GFX_SCHLUESSEL1+key_nr);
4446 PlaySoundLevel(x, y, SND_PONG);
4455 int key_nr = element - EL_EM_KEY_1;
4458 player->key[key_nr] = TRUE;
4459 RaiseScoreElement(EL_SCHLUESSEL);
4460 DrawMiniGraphicExt(drawto, gc,
4461 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4462 GFX_SCHLUESSEL1+key_nr);
4463 DrawMiniGraphicExt(window, gc,
4464 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4465 GFX_SCHLUESSEL1+key_nr);
4466 PlaySoundLevel(x, y, SND_PONG);
4471 Feld[x][y] = EL_ABLENK_EIN;
4474 DrawLevelField(x, y);
4478 case EL_SP_TERMINAL:
4482 for (yy=0; yy<lev_fieldy; yy++)
4484 for (xx=0; xx<lev_fieldx; xx++)
4486 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4488 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4489 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4498 if (local_player->gems_still_needed > 0)
4499 return MF_NO_ACTION;
4501 player->LevelSolved = player->GameOver = TRUE;
4502 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4505 case EL_FELSBROCKEN:
4510 case EL_SP_DISK_ORANGE:
4511 if (dy || mode == DF_SNAP)
4512 return MF_NO_ACTION;
4514 player->Pushing = TRUE;
4516 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4517 return MF_NO_ACTION;
4521 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4522 return MF_NO_ACTION;
4525 if (player->push_delay == 0)
4526 player->push_delay = FrameCounter;
4527 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4529 return MF_NO_ACTION;
4532 Feld[x+dx][y+dy] = element;
4534 player->push_delay_value = 2+RND(8);
4536 DrawLevelField(x+dx, y+dy);
4537 if (element == EL_FELSBROCKEN)
4538 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4539 else if (element == EL_KOKOSNUSS)
4540 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4541 else if (IS_SP_ELEMENT(element))
4542 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4544 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4551 if (!player->key[element - EL_PFORTE1])
4552 return MF_NO_ACTION;
4559 if (!player->key[element - EL_PFORTE1X])
4560 return MF_NO_ACTION;
4567 if (!player->key[element - EL_EM_GATE_1])
4568 return MF_NO_ACTION;
4569 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4570 return MF_NO_ACTION;
4572 /* automatically move to the next field with double speed */
4573 player->programmed_action = move_direction;
4574 DOUBLE_PLAYER_SPEED(player);
4582 if (!player->key[element - EL_EM_GATE_1X])
4583 return MF_NO_ACTION;
4584 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4585 return MF_NO_ACTION;
4587 /* automatically move to the next field with double speed */
4588 player->programmed_action = move_direction;
4589 DOUBLE_PLAYER_SPEED(player);
4593 case EL_SP_PORT1_LEFT:
4594 case EL_SP_PORT2_LEFT:
4595 case EL_SP_PORT1_RIGHT:
4596 case EL_SP_PORT2_RIGHT:
4597 case EL_SP_PORT1_UP:
4598 case EL_SP_PORT2_UP:
4599 case EL_SP_PORT1_DOWN:
4600 case EL_SP_PORT2_DOWN:
4605 element != EL_SP_PORT1_LEFT &&
4606 element != EL_SP_PORT2_LEFT &&
4607 element != EL_SP_PORT_X &&
4608 element != EL_SP_PORT_XY) ||
4610 element != EL_SP_PORT1_RIGHT &&
4611 element != EL_SP_PORT2_RIGHT &&
4612 element != EL_SP_PORT_X &&
4613 element != EL_SP_PORT_XY) ||
4615 element != EL_SP_PORT1_UP &&
4616 element != EL_SP_PORT2_UP &&
4617 element != EL_SP_PORT_Y &&
4618 element != EL_SP_PORT_XY) ||
4620 element != EL_SP_PORT1_DOWN &&
4621 element != EL_SP_PORT2_DOWN &&
4622 element != EL_SP_PORT_Y &&
4623 element != EL_SP_PORT_XY) ||
4624 !IN_LEV_FIELD(x + dx, y + dy) ||
4625 !IS_FREE(x + dx, y + dy))
4626 return MF_NO_ACTION;
4628 /* automatically move to the next field with double speed */
4629 player->programmed_action = move_direction;
4630 DOUBLE_PLAYER_SPEED(player);
4635 case EL_AUSGANG_ACT:
4636 /* door is not (yet) open */
4637 return MF_NO_ACTION;
4640 case EL_AUSGANG_AUF:
4641 if (mode == DF_SNAP)
4642 return MF_NO_ACTION;
4644 PlaySoundLevel(x, y, SND_BUING);
4649 Feld[x][y] = EL_BIRNE_EIN;
4650 local_player->lights_still_needed--;
4651 DrawLevelField(x, y);
4652 PlaySoundLevel(x, y, SND_DENG);
4657 Feld[x][y] = EL_ZEIT_LEER;
4659 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4660 DrawLevelField(x, y);
4661 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4665 case EL_SOKOBAN_FELD_LEER:
4668 case EL_SOKOBAN_FELD_VOLL:
4669 case EL_SOKOBAN_OBJEKT:
4671 case EL_SP_DISK_YELLOW:
4672 if (mode == DF_SNAP)
4673 return MF_NO_ACTION;
4675 player->Pushing = TRUE;
4677 if (!IN_LEV_FIELD(x+dx, y+dy)
4678 || (!IS_FREE(x+dx, y+dy)
4679 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4680 || !IS_SB_ELEMENT(element))))
4681 return MF_NO_ACTION;
4685 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4686 return MF_NO_ACTION;
4688 else if (dy && real_dx)
4690 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4691 return MF_NO_ACTION;
4694 if (player->push_delay == 0)
4695 player->push_delay = FrameCounter;
4696 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4698 return MF_NO_ACTION;
4700 if (IS_SB_ELEMENT(element))
4702 if (element == EL_SOKOBAN_FELD_VOLL)
4704 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4705 local_player->sokobanfields_still_needed++;
4710 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4712 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4713 local_player->sokobanfields_still_needed--;
4714 if (element == EL_SOKOBAN_OBJEKT)
4715 PlaySoundLevel(x, y, SND_DENG);
4718 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4723 Feld[x+dx][y+dy] = element;
4726 player->push_delay_value = 2;
4728 DrawLevelField(x, y);
4729 DrawLevelField(x+dx, y+dy);
4730 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4732 if (IS_SB_ELEMENT(element) &&
4733 local_player->sokobanfields_still_needed == 0 &&
4734 game_emulation == EMU_SOKOBAN)
4736 player->LevelSolved = player->GameOver = TRUE;
4737 PlaySoundLevel(x, y, SND_BUING);
4749 return MF_NO_ACTION;
4752 player->push_delay = 0;
4757 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4759 int jx = player->jx, jy = player->jy;
4760 int x = jx + dx, y = jy + dy;
4762 if (player->gone || !IN_LEV_FIELD(x, y))
4770 player->snapped = FALSE;
4774 if (player->snapped)
4777 player->MovDir = (dx < 0 ? MV_LEFT :
4780 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4782 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4785 player->snapped = TRUE;
4786 DrawLevelField(x, y);
4792 boolean PlaceBomb(struct PlayerInfo *player)
4794 int jx = player->jx, jy = player->jy;
4797 if (player->gone || player->MovPos)
4800 element = Feld[jx][jy];
4802 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4803 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4804 element == EL_EXPLODING)
4807 if (element != EL_LEERRAUM)
4808 Store[jx][jy] = element;
4810 if (player->dynamite)
4812 Feld[jx][jy] = EL_DYNAMIT;
4813 MovDelay[jx][jy] = 96;
4815 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4816 FS_SMALL, FC_YELLOW);
4817 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4819 if (game_emulation == EMU_SUPAPLEX)
4820 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4822 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4827 Feld[jx][jy] = EL_DYNABOMB;
4828 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4829 MovDelay[jx][jy] = 96;
4830 player->dynabombs_left--;
4831 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4832 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4838 void PlaySoundLevel(int x, int y, int sound_nr)
4840 int sx = SCREENX(x), sy = SCREENY(y);
4842 int silence_distance = 8;
4844 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4845 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4848 if (!IN_LEV_FIELD(x, y) ||
4849 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4850 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4853 volume = PSND_MAX_VOLUME;
4856 stereo = (sx - SCR_FIELDX/2) * 12;
4858 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4859 if (stereo > PSND_MAX_RIGHT)
4860 stereo = PSND_MAX_RIGHT;
4861 if (stereo < PSND_MAX_LEFT)
4862 stereo = PSND_MAX_LEFT;
4865 if (!IN_SCR_FIELD(sx, sy))
4867 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4868 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4870 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4873 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4876 void RaiseScore(int value)
4878 local_player->score += value;
4879 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4880 FS_SMALL, FC_YELLOW);
4883 void RaiseScoreElement(int element)
4888 case EL_EDELSTEIN_BD:
4889 case EL_EDELSTEIN_GELB:
4890 case EL_EDELSTEIN_ROT:
4891 case EL_EDELSTEIN_LILA:
4892 RaiseScore(level.score[SC_EDELSTEIN]);
4895 RaiseScore(level.score[SC_DIAMANT]);
4899 RaiseScore(level.score[SC_KAEFER]);
4903 RaiseScore(level.score[SC_FLIEGER]);
4907 RaiseScore(level.score[SC_MAMPFER]);
4910 RaiseScore(level.score[SC_ROBOT]);
4913 RaiseScore(level.score[SC_PACMAN]);
4916 RaiseScore(level.score[SC_KOKOSNUSS]);
4919 RaiseScore(level.score[SC_DYNAMIT]);
4922 RaiseScore(level.score[SC_SCHLUESSEL]);
4929 /* ---------- new game button stuff ---------------------------------------- */
4931 /* graphic position values for game buttons */
4932 #define GAME_BUTTON_XSIZE 30
4933 #define GAME_BUTTON_YSIZE 30
4934 #define GAME_BUTTON_XPOS 5
4935 #define GAME_BUTTON_YPOS 215
4936 #define SOUND_BUTTON_XPOS 5
4937 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4939 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4940 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4941 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4942 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4943 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4944 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4951 } gamebutton_info[NUM_GAME_BUTTONS] =
4954 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4959 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4964 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4969 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4970 SOUND_CTRL_ID_MUSIC,
4971 "background music on/off"
4974 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4975 SOUND_CTRL_ID_LOOPS,
4976 "sound loops on/off"
4979 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4980 SOUND_CTRL_ID_SIMPLE,
4981 "normal sounds on/off"
4985 void CreateGameButtons()
4989 for (i=0; i<NUM_GAME_BUTTONS; i++)
4991 Pixmap gd_pixmap = pix[PIX_DOOR];
4992 struct GadgetInfo *gi;
4995 unsigned long event_mask;
4996 int gd_xoffset, gd_yoffset;
4997 int gd_x1, gd_x2, gd_y1, gd_y2;
5000 gd_xoffset = gamebutton_info[i].x;
5001 gd_yoffset = gamebutton_info[i].y;
5002 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5003 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5005 if (id == GAME_CTRL_ID_STOP ||
5006 id == GAME_CTRL_ID_PAUSE ||
5007 id == GAME_CTRL_ID_PLAY)
5009 button_type = GD_TYPE_NORMAL_BUTTON;
5011 event_mask = GD_EVENT_RELEASED;
5012 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5013 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5017 button_type = GD_TYPE_CHECK_BUTTON;
5019 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5020 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5021 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5022 event_mask = GD_EVENT_PRESSED;
5023 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5024 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5027 gi = CreateGadget(GDI_CUSTOM_ID, id,
5028 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5029 GDI_X, DX + gd_xoffset,
5030 GDI_Y, DY + gd_yoffset,
5031 GDI_WIDTH, GAME_BUTTON_XSIZE,
5032 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5033 GDI_TYPE, button_type,
5034 GDI_STATE, GD_BUTTON_UNPRESSED,
5035 GDI_CHECKED, checked,
5036 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5037 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5038 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5039 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5040 GDI_EVENT_MASK, event_mask,
5041 GDI_CALLBACK_ACTION, HandleGameButtons,
5045 Error(ERR_EXIT, "cannot create gadget");
5047 game_gadget[id] = gi;
5051 static void MapGameButtons()
5055 for (i=0; i<NUM_GAME_BUTTONS; i++)
5056 MapGadget(game_gadget[i]);
5059 void UnmapGameButtons()
5063 for (i=0; i<NUM_GAME_BUTTONS; i++)
5064 UnmapGadget(game_gadget[i]);
5067 static void HandleGameButtons(struct GadgetInfo *gi)
5069 int id = gi->custom_id;
5071 if (game_status != PLAYING)
5076 case GAME_CTRL_ID_STOP:
5079 CloseDoor(DOOR_CLOSE_1);
5080 game_status = MAINMENU;
5085 if (level_editor_test_game ||
5086 Request("Do you really want to quit the game ?",
5087 REQ_ASK | REQ_STAY_CLOSED))
5090 if (options.network)
5091 SendToServer_StopPlaying();
5095 game_status = MAINMENU;
5100 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5103 case GAME_CTRL_ID_PAUSE:
5104 if (options.network)
5108 SendToServer_ContinuePlaying();
5110 SendToServer_PausePlaying();
5117 case GAME_CTRL_ID_PLAY:
5121 if (options.network)
5122 SendToServer_ContinuePlaying();
5126 tape.pausing = FALSE;
5127 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5132 case SOUND_CTRL_ID_MUSIC:
5133 if (setup.sound_music)
5135 setup.sound_music = FALSE;
5136 FadeSound(background_loop[level_nr % num_bg_loops]);
5138 else if (sound_loops_allowed)
5140 setup.sound = setup.sound_music = TRUE;
5141 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5145 case SOUND_CTRL_ID_LOOPS:
5146 if (setup.sound_loops)
5147 setup.sound_loops = FALSE;
5148 else if (sound_loops_allowed)
5149 setup.sound = setup.sound_loops = TRUE;
5152 case SOUND_CTRL_ID_SIMPLE:
5153 if (setup.sound_simple)
5154 setup.sound_simple = FALSE;
5155 else if (sound_status==SOUND_AVAILABLE)
5156 setup.sound = setup.sound_simple = TRUE;