1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
104 /* forward declaration for internal use */
105 static void MapGameButtons();
106 static void HandleGameButtons(struct GadgetInfo *);
108 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
114 static unsigned int getStateCheckSum(int counter)
117 unsigned int mult = 1;
118 unsigned int checksum = 0;
120 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
122 static boolean first_game = TRUE;
124 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
130 lastFeld[x][y] = Feld[x][y];
131 else if (lastFeld[x][y] != Feld[x][y])
132 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
133 x, y, lastFeld[x][y], Feld[x][y]);
137 checksum += mult++ * Ur[x][y];
138 checksum += mult++ * Feld[x][y];
141 checksum += mult++ * MovPos[x][y];
142 checksum += mult++ * MovDir[x][y];
143 checksum += mult++ * MovDelay[x][y];
144 checksum += mult++ * Store[x][y];
145 checksum += mult++ * Store2[x][y];
146 checksum += mult++ * StorePlayer[x][y];
147 checksum += mult++ * Frame[x][y];
148 checksum += mult++ * AmoebaNr[x][y];
149 checksum += mult++ * JustHit[x][y];
150 checksum += mult++ * Stop[x][y];
154 if (counter == 3 && first_game)
165 void GetPlayerConfig()
167 if (sound_status == SOUND_OFF)
170 if (!sound_loops_allowed)
172 setup.sound_loops = FALSE;
173 setup.sound_music = FALSE;
176 setup.sound_simple = setup.sound;
181 static void InitField(int x, int y, boolean init_game)
188 Feld[x][y] = EL_SPIELER1;
196 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
197 int jx = player->jx, jy = player->jy;
199 player->present = TRUE;
202 if (!network_playing || player->connected)
205 if (!options.network || player->connected)
207 player->active = TRUE;
209 /* remove potentially duplicate players */
210 if (StorePlayer[jx][jy] == Feld[x][y])
211 StorePlayer[jx][jy] = 0;
213 StorePlayer[x][y] = Feld[x][y];
217 printf("Player %d activated.\n", player->element_nr);
218 printf("[Local player is %d and currently %s.]\n",
219 local_player->element_nr,
220 local_player->active ? "active" : "not active");
224 Feld[x][y] = EL_LEERRAUM;
225 player->jx = player->last_jx = x;
226 player->jy = player->last_jy = y;
231 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE1;
233 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
234 Feld[x][y] = EL_BADEWANNE2;
235 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
236 Feld[x][y] = EL_BADEWANNE3;
237 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
238 Feld[x][y] = EL_BADEWANNE4;
239 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
240 Feld[x][y] = EL_BADEWANNE5;
282 if (y == lev_fieldy - 1)
284 Feld[x][y] = EL_AMOEBING;
285 Store[x][y] = EL_AMOEBE_NASS;
294 local_player->lights_still_needed++;
297 case EL_SOKOBAN_FELD_LEER:
298 local_player->sokobanfields_still_needed++;
303 local_player->friends_still_needed++;
308 MovDir[x][y] = 1 << RND(4);
312 Feld[x][y] = EL_LEERRAUM;
323 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
324 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
325 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
327 /* don't play tapes over network */
328 network_playing = (options.network && !tape.playing);
330 for (i=0; i<MAX_PLAYERS; i++)
332 struct PlayerInfo *player = &stored_player[i];
334 player->index_nr = i;
335 player->element_nr = EL_SPIELER1 + i;
337 player->present = FALSE;
338 player->active = FALSE;
341 player->effective_action = 0;
344 player->gems_still_needed = level.edelsteine;
345 player->sokobanfields_still_needed = 0;
346 player->lights_still_needed = 0;
347 player->friends_still_needed = 0;
350 player->key[j] = FALSE;
352 player->dynamite = 0;
353 player->dynabomb_count = 0;
354 player->dynabomb_size = 0;
355 player->dynabombs_left = 0;
356 player->dynabomb_xl = FALSE;
358 player->MovDir = MV_NO_MOVING;
360 player->Pushing = FALSE;
364 player->actual_frame_counter = 0;
366 player->frame_reset_delay = 0;
368 player->push_delay = 0;
369 player->push_delay_value = 5;
371 player->move_delay = 0;
372 player->last_move_dir = MV_NO_MOVING;
374 player->snapped = FALSE;
376 player->gone = FALSE;
378 player->last_jx = player->last_jy = 0;
379 player->jx = player->jy = 0;
381 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
382 SnapField(player, 0, 0);
384 player->LevelSolved = FALSE;
385 player->GameOver = FALSE;
388 network_player_action_received = FALSE;
391 /* initial null action */
393 SendToServer_MovePlayer(MV_NO_MOVING);
402 TimeLeft = level.time;
404 ScreenMovDir = MV_NO_MOVING;
408 if (level.high_speed)
411 ScrollStepSize = TILEX/4;
416 ScrollStepSize = TILEX/8;
419 AllPlayersGone = FALSE;
423 for (i=0; i<MAX_NUM_AMOEBA; i++)
424 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
426 for (x=0; x<lev_fieldx; x++)
428 for (y=0; y<lev_fieldy; y++)
430 Feld[x][y] = Ur[x][y];
431 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
432 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
440 for(y=0; y<lev_fieldy; y++)
442 for(x=0; x<lev_fieldx; x++)
444 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
446 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
448 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
451 InitField(x, y, TRUE);
455 /* check if any connected player was not found in playfield */
456 for (i=0; i<MAX_PLAYERS; i++)
458 struct PlayerInfo *player = &stored_player[i];
460 if (player->connected && !player->present)
462 for (j=0; j<MAX_PLAYERS; j++)
464 struct PlayerInfo *some_player = &stored_player[j];
465 int jx = some_player->jx, jy = some_player->jy;
467 /* assign first free player found that is present in the playfield */
468 if (some_player->present && !some_player->connected)
470 player->present = TRUE;
471 player->active = TRUE;
472 some_player->present = FALSE;
474 StorePlayer[jx][jy] = player->element_nr;
475 player->jx = player->last_jx = jx;
476 player->jy = player->last_jy = jy;
486 /* when playing a tape, eliminate all players who do not participate */
488 for (i=0; i<MAX_PLAYERS; i++)
490 if (stored_player[i].active && !tape.player_participates[i])
492 struct PlayerInfo *player = &stored_player[i];
493 int jx = player->jx, jy = player->jy;
495 player->active = FALSE;
496 StorePlayer[jx][jy] = 0;
497 Feld[jx][jy] = EL_LEERRAUM;
501 else if (!options.network && !setup.team_mode) /* && !tape.playing */
503 /* when in single player mode, eliminate all but the first active player */
505 for (i=0; i<MAX_PLAYERS; i++)
507 if (stored_player[i].active)
509 for (j=i+1; j<MAX_PLAYERS; j++)
511 if (stored_player[j].active)
513 struct PlayerInfo *player = &stored_player[j];
514 int jx = player->jx, jy = player->jy;
516 player->active = FALSE;
517 StorePlayer[jx][jy] = 0;
518 Feld[jx][jy] = EL_LEERRAUM;
525 /* when recording the game, store which players take part in the game */
528 for (i=0; i<MAX_PLAYERS; i++)
529 if (stored_player[i].active)
530 tape.player_participates[i] = TRUE;
535 for (i=0; i<MAX_PLAYERS; i++)
537 struct PlayerInfo *player = &stored_player[i];
539 printf("Player %d: present == %d, connected == %d, active == %d.\n",
544 if (local_player == player)
545 printf("Player %d is local player.\n", i+1);
549 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
550 emulate_sb ? EMU_SOKOBAN :
551 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
553 /* determine border element for this level */
556 if (BorderElement == EL_LEERRAUM)
559 SBX_Right = lev_fieldx - SCR_FIELDX;
561 SBY_Lower = lev_fieldy - SCR_FIELDY;
566 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
568 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
571 if (lev_fieldx < SCR_FIELDX)
572 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
574 if (lev_fieldy < SCR_FIELDY)
575 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
578 scroll_y = SBY_Upper;
579 if (local_player->jx >= SBX_Left + MIDPOSX)
580 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
581 local_player->jx - MIDPOSX :
583 if (local_player->jy >= SBY_Upper + MIDPOSY)
584 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
585 local_player->jy - MIDPOSY :
588 CloseDoor(DOOR_CLOSE_1);
594 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
595 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
596 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
597 DrawTextExt(pix[PIX_DB_DOOR], gc,
598 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
599 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
600 DrawTextExt(pix[PIX_DB_DOOR], gc,
601 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
602 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
603 DrawTextExt(pix[PIX_DB_DOOR], gc,
604 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
605 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
606 DrawTextExt(pix[PIX_DB_DOOR], gc,
607 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
608 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
609 DrawTextExt(pix[PIX_DB_DOOR], gc,
610 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
611 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
616 DrawGameButton(BUTTON_GAME_STOP);
617 DrawGameButton(BUTTON_GAME_PAUSE);
618 DrawGameButton(BUTTON_GAME_PLAY);
619 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
620 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
621 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
624 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
625 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
626 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
630 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
631 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
632 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
633 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
634 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
638 OpenDoor(DOOR_OPEN_ALL);
640 if (setup.sound_music)
641 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
643 XAutoRepeatOff(display);
648 printf("Spieler %d %saktiv.\n",
649 i+1, (stored_player[i].active ? "" : "nicht "));
653 void InitMovDir(int x, int y)
655 int i, element = Feld[x][y];
656 static int xy[4][2] =
663 static int direction[2][4] =
665 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
666 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
675 Feld[x][y] = EL_KAEFER;
676 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
683 Feld[x][y] = EL_FLIEGER;
684 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
691 Feld[x][y] = EL_BUTTERFLY;
692 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
699 Feld[x][y] = EL_FIREFLY;
700 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
707 Feld[x][y] = EL_PACMAN;
708 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
712 MovDir[x][y] = MV_UP;
716 MovDir[x][y] = MV_LEFT;
720 MovDir[x][y] = 1 << RND(4);
721 if (element != EL_KAEFER &&
722 element != EL_FLIEGER &&
723 element != EL_BUTTERFLY &&
724 element != EL_FIREFLY)
729 int x1 = x + xy[i][0];
730 int y1 = y + xy[i][1];
732 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
734 if (element == EL_KAEFER || element == EL_BUTTERFLY)
736 MovDir[x][y] = direction[0][i];
739 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
740 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
742 MovDir[x][y] = direction[1][i];
751 void InitAmoebaNr(int x, int y)
754 int group_nr = AmoebeNachbarNr(x, y);
758 for (i=1; i<MAX_NUM_AMOEBA; i++)
760 if (AmoebaCnt[i] == 0)
768 AmoebaNr[x][y] = group_nr;
769 AmoebaCnt[group_nr]++;
770 AmoebaCnt2[group_nr]++;
776 int bumplevel = FALSE;
778 if (local_player->MovPos)
781 local_player->LevelSolved = FALSE;
785 if (setup.sound_loops)
786 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
790 if (!setup.sound_loops)
791 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
792 if (TimeLeft > 0 && !(TimeLeft % 10))
793 RaiseScore(level.score[SC_ZEITBONUS]);
794 if (TimeLeft > 100 && !(TimeLeft % 10))
798 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
803 if (setup.sound_loops)
806 else if (level.time == 0) /* level without time limit */
808 if (setup.sound_loops)
809 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
811 while(TimePlayed < 999)
813 if (!setup.sound_loops)
814 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
815 if (TimePlayed < 999 && !(TimePlayed % 10))
816 RaiseScore(level.score[SC_ZEITBONUS]);
817 if (TimePlayed < 900 && !(TimePlayed % 10))
821 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
826 if (setup.sound_loops)
832 /* Hero disappears */
833 DrawLevelField(ExitX, ExitY);
839 CloseDoor(DOOR_CLOSE_1);
844 SaveTape(tape.level_nr); /* Ask to save tape */
847 if ((hi_pos = NewHiScore()) >= 0)
849 game_status = HALLOFFAME;
850 DrawHallOfFame(hi_pos);
851 if (bumplevel && TAPE_IS_EMPTY(tape))
856 game_status = MAINMENU;
857 if (bumplevel && TAPE_IS_EMPTY(tape))
872 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
873 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
876 for (k=0; k<MAX_SCORE_ENTRIES; k++)
878 if (local_player->score > highscore[k].Score)
880 /* player has made it to the hall of fame */
882 if (k < MAX_SCORE_ENTRIES - 1)
884 int m = MAX_SCORE_ENTRIES - 1;
887 for (l=k; l<MAX_SCORE_ENTRIES; l++)
888 if (!strcmp(setup.player_name, highscore[l].Name))
890 if (m == k) /* player's new highscore overwrites his old one */
896 strcpy(highscore[l].Name, highscore[l - 1].Name);
897 highscore[l].Score = highscore[l - 1].Score;
904 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
905 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
906 highscore[k].Score = local_player->score;
912 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
913 break; /* player already there with a higher score */
924 void InitMovingField(int x, int y, int direction)
926 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
927 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
929 MovDir[x][y] = direction;
930 MovDir[newx][newy] = direction;
931 if (Feld[newx][newy] == EL_LEERRAUM)
932 Feld[newx][newy] = EL_BLOCKED;
935 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
937 int direction = MovDir[x][y];
938 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
939 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
945 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
947 int oldx = x, oldy = y;
948 int direction = MovDir[x][y];
950 if (direction == MV_LEFT)
952 else if (direction == MV_RIGHT)
954 else if (direction == MV_UP)
956 else if (direction == MV_DOWN)
959 *comes_from_x = oldx;
960 *comes_from_y = oldy;
963 int MovingOrBlocked2Element(int x, int y)
965 int element = Feld[x][y];
967 if (element == EL_BLOCKED)
971 Blocked2Moving(x, y, &oldx, &oldy);
972 return Feld[oldx][oldy];
978 static void RemoveField(int x, int y)
980 Feld[x][y] = EL_LEERRAUM;
986 void RemoveMovingField(int x, int y)
988 int oldx = x, oldy = y, newx = x, newy = y;
990 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
995 Moving2Blocked(x, y, &newx, &newy);
996 if (Feld[newx][newy] != EL_BLOCKED)
999 else if (Feld[x][y] == EL_BLOCKED)
1001 Blocked2Moving(x, y, &oldx, &oldy);
1002 if (!IS_MOVING(oldx, oldy))
1006 if (Feld[x][y] == EL_BLOCKED &&
1007 (Store[oldx][oldy] == EL_MORAST_LEER ||
1008 Store[oldx][oldy] == EL_SIEB_LEER ||
1009 Store[oldx][oldy] == EL_SIEB2_LEER ||
1010 Store[oldx][oldy] == EL_AMOEBE_NASS))
1012 Feld[oldx][oldy] = Store[oldx][oldy];
1013 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1016 Feld[oldx][oldy] = EL_LEERRAUM;
1018 Feld[newx][newy] = EL_LEERRAUM;
1019 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1020 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1022 DrawLevelField(oldx, oldy);
1023 DrawLevelField(newx, newy);
1026 void DrawDynamite(int x, int y)
1028 int sx = SCREENX(x), sy = SCREENY(y);
1029 int graphic = el2gfx(Feld[x][y]);
1032 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1036 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1038 if (Feld[x][y] == EL_DYNAMIT)
1040 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1045 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1049 if (game_emulation == EMU_SUPAPLEX)
1050 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1051 else if (Store[x][y])
1052 DrawGraphicThruMask(sx, sy, graphic + phase);
1054 DrawGraphic(sx, sy, graphic + phase);
1057 void CheckDynamite(int x, int y)
1059 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1064 if (!(MovDelay[x][y] % 12))
1065 PlaySoundLevel(x, y, SND_ZISCH);
1067 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1069 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1076 StopSound(SND_ZISCH);
1080 void Explode(int ex, int ey, int phase, int mode)
1083 int num_phase = 9, delay = 2;
1084 int last_phase = num_phase * delay;
1085 int half_phase = (num_phase / 2) * delay;
1087 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1089 int center_element = Feld[ex][ey];
1091 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1093 center_element = MovingOrBlocked2Element(ex, ey);
1094 RemoveMovingField(ex, ey);
1097 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1099 int element = Feld[x][y];
1101 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1103 element = MovingOrBlocked2Element(x, y);
1104 RemoveMovingField(x, y);
1107 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1110 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1114 if (element == EL_EXPLODING)
1115 element = Store2[x][y];
1117 if (IS_PLAYER(ex, ey))
1119 switch(StorePlayer[ex][ey])
1122 Store[x][y] = EL_EDELSTEIN_ROT;
1125 Store[x][y] = EL_EDELSTEIN;
1128 Store[x][y] = EL_EDELSTEIN_LILA;
1132 Store[x][y] = EL_EDELSTEIN_GELB;
1136 if (game_emulation == EMU_SUPAPLEX)
1137 Store[x][y] = EL_LEERRAUM;
1139 else if (center_element == EL_MAULWURF)
1140 Store[x][y] = EL_EDELSTEIN_ROT;
1141 else if (center_element == EL_PINGUIN)
1142 Store[x][y] = EL_EDELSTEIN_LILA;
1143 else if (center_element == EL_KAEFER)
1144 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1145 else if (center_element == EL_BUTTERFLY)
1146 Store[x][y] = EL_EDELSTEIN_BD;
1147 else if (center_element == EL_SP_ELECTRON)
1148 Store[x][y] = EL_SP_INFOTRON;
1149 else if (center_element == EL_MAMPFER)
1150 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1151 else if (center_element == EL_AMOEBA2DIAM)
1152 Store[x][y] = level.amoebe_inhalt;
1153 else if (element == EL_ERZ_EDEL)
1154 Store[x][y] = EL_EDELSTEIN;
1155 else if (element == EL_ERZ_DIAM)
1156 Store[x][y] = EL_DIAMANT;
1157 else if (element == EL_ERZ_EDEL_BD)
1158 Store[x][y] = EL_EDELSTEIN_BD;
1159 else if (element == EL_ERZ_EDEL_GELB)
1160 Store[x][y] = EL_EDELSTEIN_GELB;
1161 else if (element == EL_ERZ_EDEL_ROT)
1162 Store[x][y] = EL_EDELSTEIN_ROT;
1163 else if (element == EL_ERZ_EDEL_LILA)
1164 Store[x][y] = EL_EDELSTEIN_LILA;
1165 else if (!IS_PFORTE(Store[x][y]))
1166 Store[x][y] = EL_LEERRAUM;
1168 if (x != ex || y != ey ||
1169 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1170 Store2[x][y] = element;
1172 if (AmoebaNr[x][y] &&
1173 (element == EL_AMOEBE_VOLL ||
1174 element == EL_AMOEBE_BD ||
1175 element == EL_AMOEBING))
1177 AmoebaCnt[AmoebaNr[x][y]]--;
1178 AmoebaCnt2[AmoebaNr[x][y]]--;
1181 Feld[x][y] = EL_EXPLODING;
1182 MovDir[x][y] = MovPos[x][y] = 0;
1188 if (center_element == EL_MAMPFER)
1189 MampferNr = (MampferNr + 1) % MampferMax;
1200 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1202 if (phase == half_phase)
1204 int element = Store2[x][y];
1206 if (IS_PLAYER(x, y))
1207 KillHero(PLAYERINFO(x, y));
1208 else if (IS_EXPLOSIVE(element))
1210 Feld[x][y] = Store2[x][y];
1214 else if (element == EL_AMOEBA2DIAM)
1215 AmoebeUmwandeln(x, y);
1218 if (phase == last_phase)
1222 element = Feld[x][y] = Store[x][y];
1223 Store[x][y] = Store2[x][y] = 0;
1224 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1225 InitField(x, y, FALSE);
1226 if (CAN_MOVE(element) || COULD_MOVE(element))
1228 DrawLevelField(x, y);
1230 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1232 int graphic = GFX_EXPLOSION;
1234 if (game_emulation == EMU_SUPAPLEX)
1235 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1236 GFX_SP_EXPLODE_INFOTRON :
1237 GFX_SP_EXPLODE_EMPTY);
1240 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1242 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1246 void DynaExplode(int ex, int ey)
1249 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1250 static int xy[4][2] =
1258 Store2[ex][ey] = 0; /* delete player information */
1260 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1264 for (j=1; j<=player->dynabomb_size; j++)
1266 int x = ex+j*xy[i%4][0];
1267 int y = ey+j*xy[i%4][1];
1270 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1273 element = Feld[x][y];
1274 Explode(x, y, EX_PHASE_START, EX_BORDER);
1276 if (element != EL_LEERRAUM &&
1277 element != EL_ERDREICH &&
1278 element != EL_EXPLODING &&
1279 !player->dynabomb_xl)
1284 player->dynabombs_left++;
1287 void Bang(int x, int y)
1289 int element = Feld[x][y];
1291 if (game_emulation == EMU_SUPAPLEX)
1292 PlaySoundLevel(x, y, SND_SP_BOOOM);
1294 PlaySoundLevel(x, y, SND_ROAAAR);
1296 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1297 element = EL_LEERRAUM;
1309 RaiseScoreElement(element);
1310 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1313 case EL_DYNABOMB_NR:
1314 case EL_DYNABOMB_SZ:
1315 case EL_DYNABOMB_XL:
1322 Explode(x, y, EX_PHASE_START, EX_CENTER);
1325 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1330 void Blurb(int x, int y)
1332 int element = Feld[x][y];
1334 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1336 PlaySoundLevel(x, y, SND_BLURB);
1337 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1338 (!IN_LEV_FIELD(x-1, y-1) ||
1339 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1341 Feld[x-1][y] = EL_BLURB_LEFT;
1343 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1344 (!IN_LEV_FIELD(x+1, y-1) ||
1345 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1347 Feld[x+1][y] = EL_BLURB_RIGHT;
1352 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1354 if (!MovDelay[x][y]) /* initialize animation counter */
1357 if (MovDelay[x][y]) /* continue animation */
1360 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1361 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1363 if (!MovDelay[x][y])
1365 Feld[x][y] = EL_LEERRAUM;
1366 DrawLevelField(x, y);
1372 void Impact(int x, int y)
1374 boolean lastline = (y == lev_fieldy-1);
1375 boolean object_hit = FALSE;
1376 int element = Feld[x][y];
1379 if (!lastline) /* check if element below was hit */
1381 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1384 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1385 MovDir[x][y+1]!=MV_DOWN ||
1386 MovPos[x][y+1]<=TILEY/2));
1388 smashed = MovingOrBlocked2Element(x, y+1);
1391 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1397 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1398 (lastline || object_hit)) /* element is bomb */
1404 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1406 if (object_hit && IS_PLAYER(x, y+1))
1407 KillHero(PLAYERINFO(x, y+1));
1408 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1412 Feld[x][y] = EL_AMOEBING;
1413 Store[x][y] = EL_AMOEBE_NASS;
1418 if (!lastline && object_hit) /* check which object was hit */
1420 if (CAN_CHANGE(element) &&
1421 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1424 int activated_magic_wall =
1425 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1427 /* activate magic wall / mill */
1429 for (y=0; y<lev_fieldy; y++)
1430 for (x=0; x<lev_fieldx; x++)
1431 if (Feld[x][y] == smashed)
1432 Feld[x][y] = activated_magic_wall;
1434 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1438 if (IS_PLAYER(x, y+1))
1440 KillHero(PLAYERINFO(x, y+1));
1443 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1448 else if (element == EL_EDELSTEIN_BD)
1450 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1456 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1458 if (IS_ENEMY(smashed) ||
1459 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1460 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1465 else if (!IS_MOVING(x, y+1))
1467 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1472 else if (smashed == EL_KOKOSNUSS)
1474 Feld[x][y+1] = EL_CRACKINGNUT;
1475 PlaySoundLevel(x, y, SND_KNACK);
1476 RaiseScoreElement(EL_KOKOSNUSS);
1479 else if (smashed == EL_DIAMANT)
1481 Feld[x][y+1] = EL_LEERRAUM;
1482 PlaySoundLevel(x, y, SND_QUIRK);
1489 /* play sound of magic wall / mill */
1491 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1493 PlaySoundLevel(x, y, SND_QUIRK);
1497 /* play sound of object that hits the ground */
1498 if (lastline || object_hit)
1505 case EL_EDELSTEIN_BD:
1506 case EL_EDELSTEIN_GELB:
1507 case EL_EDELSTEIN_ROT:
1508 case EL_EDELSTEIN_LILA:
1510 case EL_SP_INFOTRON:
1516 case EL_FELSBROCKEN:
1520 sound = SND_SP_ZONKDOWN;
1523 case EL_SCHLUESSEL1:
1524 case EL_SCHLUESSEL2:
1525 case EL_SCHLUESSEL3:
1526 case EL_SCHLUESSEL4:
1539 PlaySoundLevel(x, y, sound);
1543 void TurnRound(int x, int y)
1555 { 0, 0 }, { 0, 0 }, { 0, 0 },
1560 int left, right, back;
1564 { MV_DOWN, MV_UP, MV_RIGHT },
1565 { MV_UP, MV_DOWN, MV_LEFT },
1567 { MV_LEFT, MV_RIGHT, MV_DOWN },
1568 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1569 { MV_RIGHT, MV_LEFT, MV_UP }
1572 int element = Feld[x][y];
1573 int old_move_dir = MovDir[x][y];
1574 int left_dir = turn[old_move_dir].left;
1575 int right_dir = turn[old_move_dir].right;
1576 int back_dir = turn[old_move_dir].back;
1578 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1579 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1580 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1581 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1583 int left_x = x+left_dx, left_y = y+left_dy;
1584 int right_x = x+right_dx, right_y = y+right_dy;
1585 int move_x = x+move_dx, move_y = y+move_dy;
1587 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1589 TestIfBadThingHitsOtherBadThing(x, y);
1591 if (IN_LEV_FIELD(right_x, right_y) &&
1592 IS_FREE_OR_PLAYER(right_x, right_y))
1593 MovDir[x][y] = right_dir;
1594 else if (!IN_LEV_FIELD(move_x, move_y) ||
1595 !IS_FREE_OR_PLAYER(move_x, move_y))
1596 MovDir[x][y] = left_dir;
1598 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1600 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1603 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1604 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1606 TestIfBadThingHitsOtherBadThing(x, y);
1608 if (IN_LEV_FIELD(left_x, left_y) &&
1609 IS_FREE_OR_PLAYER(left_x, left_y))
1610 MovDir[x][y] = left_dir;
1611 else if (!IN_LEV_FIELD(move_x, move_y) ||
1612 !IS_FREE_OR_PLAYER(move_x, move_y))
1613 MovDir[x][y] = right_dir;
1615 if ((element == EL_FLIEGER ||
1616 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1617 && MovDir[x][y] != old_move_dir)
1619 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1622 else if (element == EL_MAMPFER)
1624 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1626 if (IN_LEV_FIELD(left_x, left_y) &&
1627 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1628 Feld[left_x][left_y] == EL_DIAMANT))
1629 can_turn_left = TRUE;
1630 if (IN_LEV_FIELD(right_x, right_y) &&
1631 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1632 Feld[right_x][right_y] == EL_DIAMANT))
1633 can_turn_right = TRUE;
1635 if (can_turn_left && can_turn_right)
1636 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1637 else if (can_turn_left)
1638 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1639 else if (can_turn_right)
1640 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1642 MovDir[x][y] = back_dir;
1644 MovDelay[x][y] = 16+16*RND(3);
1646 else if (element == EL_MAMPFER2)
1648 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1650 if (IN_LEV_FIELD(left_x, left_y) &&
1651 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1652 IS_MAMPF2(Feld[left_x][left_y])))
1653 can_turn_left = TRUE;
1654 if (IN_LEV_FIELD(right_x, right_y) &&
1655 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1656 IS_MAMPF2(Feld[right_x][right_y])))
1657 can_turn_right = TRUE;
1659 if (can_turn_left && can_turn_right)
1660 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1661 else if (can_turn_left)
1662 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1663 else if (can_turn_right)
1664 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1666 MovDir[x][y] = back_dir;
1668 MovDelay[x][y] = 16+16*RND(3);
1670 else if (element == EL_PACMAN)
1672 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1674 if (IN_LEV_FIELD(left_x, left_y) &&
1675 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1676 IS_AMOEBOID(Feld[left_x][left_y])))
1677 can_turn_left = TRUE;
1678 if (IN_LEV_FIELD(right_x, right_y) &&
1679 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1680 IS_AMOEBOID(Feld[right_x][right_y])))
1681 can_turn_right = TRUE;
1683 if (can_turn_left && can_turn_right)
1684 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1685 else if (can_turn_left)
1686 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1687 else if (can_turn_right)
1688 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1690 MovDir[x][y] = back_dir;
1692 MovDelay[x][y] = 6+RND(40);
1694 else if (element == EL_SCHWEIN)
1696 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1697 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1698 boolean should_move_on = FALSE;
1700 int rnd = RND(rnd_value);
1702 if (IN_LEV_FIELD(left_x, left_y) &&
1703 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1704 can_turn_left = TRUE;
1705 if (IN_LEV_FIELD(right_x, right_y) &&
1706 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1707 can_turn_right = TRUE;
1708 if (IN_LEV_FIELD(move_x, move_y) &&
1709 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1712 if (can_turn_left &&
1714 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1715 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1716 should_turn_left = TRUE;
1717 if (can_turn_right &&
1719 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1720 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1721 should_turn_right = TRUE;
1723 (!can_turn_left || !can_turn_right ||
1724 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1725 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1726 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1727 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1728 should_move_on = TRUE;
1730 if (should_turn_left || should_turn_right || should_move_on)
1732 if (should_turn_left && should_turn_right && should_move_on)
1733 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1734 rnd < 2*rnd_value/3 ? right_dir :
1736 else if (should_turn_left && should_turn_right)
1737 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1738 else if (should_turn_left && should_move_on)
1739 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1740 else if (should_turn_right && should_move_on)
1741 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1742 else if (should_turn_left)
1743 MovDir[x][y] = left_dir;
1744 else if (should_turn_right)
1745 MovDir[x][y] = right_dir;
1746 else if (should_move_on)
1747 MovDir[x][y] = old_move_dir;
1749 else if (can_move_on && rnd > rnd_value/8)
1750 MovDir[x][y] = old_move_dir;
1751 else if (can_turn_left && can_turn_right)
1752 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1753 else if (can_turn_left && rnd > rnd_value/8)
1754 MovDir[x][y] = left_dir;
1755 else if (can_turn_right && rnd > rnd_value/8)
1756 MovDir[x][y] = right_dir;
1758 MovDir[x][y] = back_dir;
1760 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1761 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1762 MovDir[x][y] = old_move_dir;
1766 else if (element == EL_DRACHE)
1768 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1770 int rnd = RND(rnd_value);
1772 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1773 can_turn_left = TRUE;
1774 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1775 can_turn_right = TRUE;
1776 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1779 if (can_move_on && rnd > rnd_value/8)
1780 MovDir[x][y] = old_move_dir;
1781 else if (can_turn_left && can_turn_right)
1782 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1783 else if (can_turn_left && rnd > rnd_value/8)
1784 MovDir[x][y] = left_dir;
1785 else if (can_turn_right && rnd > rnd_value/8)
1786 MovDir[x][y] = right_dir;
1788 MovDir[x][y] = back_dir;
1790 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1791 MovDir[x][y] = old_move_dir;
1795 else if (element == EL_ROBOT || element == EL_SONDE ||
1796 element == EL_MAULWURF || element == EL_PINGUIN)
1798 int attr_x = -1, attr_y = -1;
1809 for (i=0; i<MAX_PLAYERS; i++)
1811 struct PlayerInfo *player = &stored_player[i];
1812 int jx = player->jx, jy = player->jy;
1814 if (!player->active || player->gone)
1817 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1825 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1831 if (element == EL_MAULWURF || element == EL_PINGUIN)
1834 static int xy[4][2] =
1844 int ex = x + xy[i%4][0];
1845 int ey = y + xy[i%4][1];
1847 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1856 MovDir[x][y] = MV_NO_MOVING;
1858 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1860 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1862 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1864 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1866 if (element == EL_ROBOT)
1870 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1871 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1872 Moving2Blocked(x, y, &newx, &newy);
1874 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1875 MovDelay[x][y] = 8+8*!RND(3);
1877 MovDelay[x][y] = 16;
1885 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1887 boolean first_horiz = RND(2);
1888 int new_move_dir = MovDir[x][y];
1891 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1892 Moving2Blocked(x, y, &newx, &newy);
1894 if (IN_LEV_FIELD(newx, newy) &&
1895 (IS_FREE(newx, newy) ||
1896 Feld[newx][newy] == EL_SALZSAEURE ||
1897 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1898 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1899 IS_MAMPF3(Feld[newx][newy])))))
1903 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1904 Moving2Blocked(x, y, &newx, &newy);
1906 if (IN_LEV_FIELD(newx, newy) &&
1907 (IS_FREE(newx, newy) ||
1908 Feld[newx][newy] == EL_SALZSAEURE ||
1909 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1910 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1911 IS_MAMPF3(Feld[newx][newy])))))
1914 MovDir[x][y] = old_move_dir;
1921 static boolean JustBeingPushed(int x, int y)
1925 for (i=0; i<MAX_PLAYERS; i++)
1927 struct PlayerInfo *player = &stored_player[i];
1929 if (player->active && !player->gone &&
1930 player->Pushing && player->MovPos)
1932 int next_jx = player->jx + (player->jx - player->last_jx);
1933 int next_jy = player->jy + (player->jy - player->last_jy);
1935 if (x == next_jx && y == next_jy)
1943 void StartMoving(int x, int y)
1945 int element = Feld[x][y];
1950 if (CAN_FALL(element) && y<lev_fieldy-1)
1952 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1953 if (JustBeingPushed(x, y))
1956 if (element == EL_MORAST_VOLL)
1958 if (IS_FREE(x, y+1))
1960 InitMovingField(x, y, MV_DOWN);
1961 Feld[x][y] = EL_FELSBROCKEN;
1962 Store[x][y] = EL_MORAST_LEER;
1964 else if (Feld[x][y+1] == EL_MORAST_LEER)
1966 if (!MovDelay[x][y])
1967 MovDelay[x][y] = TILEY + 1;
1976 Feld[x][y] = EL_MORAST_LEER;
1977 Feld[x][y+1] = EL_MORAST_VOLL;
1980 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1982 InitMovingField(x, y, MV_DOWN);
1983 Store[x][y] = EL_MORAST_VOLL;
1985 else if (element == EL_SIEB_VOLL)
1987 if (IS_FREE(x, y+1))
1989 InitMovingField(x, y, MV_DOWN);
1990 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1991 Store[x][y] = EL_SIEB_LEER;
1993 else if (Feld[x][y+1] == EL_SIEB_LEER)
1995 if (!MovDelay[x][y])
1996 MovDelay[x][y] = TILEY/4 + 1;
2005 Feld[x][y] = EL_SIEB_LEER;
2006 Feld[x][y+1] = EL_SIEB_VOLL;
2007 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2011 else if (element == EL_SIEB2_VOLL)
2013 if (IS_FREE(x, y+1))
2015 InitMovingField(x, y, MV_DOWN);
2016 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2017 Store[x][y] = EL_SIEB2_LEER;
2019 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2021 if (!MovDelay[x][y])
2022 MovDelay[x][y] = TILEY/4 + 1;
2031 Feld[x][y] = EL_SIEB2_LEER;
2032 Feld[x][y+1] = EL_SIEB2_VOLL;
2033 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2037 else if (CAN_CHANGE(element) &&
2038 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2040 InitMovingField(x, y, MV_DOWN);
2042 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2043 Store2[x][y+1] = element;
2045 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2048 InitMovingField(x, y, MV_DOWN);
2049 Store[x][y] = EL_SALZSAEURE;
2051 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2055 else if (IS_FREE(x, y+1))
2057 InitMovingField(x, y, MV_DOWN);
2059 else if (element == EL_TROPFEN)
2061 Feld[x][y] = EL_AMOEBING;
2062 Store[x][y] = EL_AMOEBE_NASS;
2064 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2066 boolean left = (x>0 && IS_FREE(x-1, y) &&
2067 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2068 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2069 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2073 if (left && right && game_emulation != EMU_BOULDERDASH)
2074 left = !(right = RND(2));
2076 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2080 else if (CAN_MOVE(element))
2084 if (element == EL_SONDE && JustBeingPushed(x, y))
2087 if (!MovDelay[x][y]) /* start new movement phase */
2089 /* all objects that can change their move direction after each step */
2090 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2092 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2095 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2096 element == EL_SP_SNIKSNAK ||
2097 element == EL_SP_ELECTRON))
2098 DrawLevelField(x, y);
2102 if (MovDelay[x][y]) /* wait some time before next movement */
2106 if (element == EL_ROBOT ||
2107 element == EL_MAMPFER || element == EL_MAMPFER2)
2109 int phase = MovDelay[x][y] % 8;
2114 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2115 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2117 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2118 && MovDelay[x][y]%4 == 3)
2119 PlaySoundLevel(x, y, SND_NJAM);
2121 else if (element == EL_SP_ELECTRON)
2122 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2123 else if (element == EL_DRACHE)
2126 int dir = MovDir[x][y];
2127 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2128 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2129 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2130 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2131 dir == MV_UP ? GFX_FLAMMEN_UP :
2132 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2133 int phase = FrameCounter % 2;
2135 for (i=1; i<=3; i++)
2137 int xx = x + i*dx, yy = y + i*dy;
2138 int sx = SCREENX(xx), sy = SCREENY(yy);
2140 if (!IN_LEV_FIELD(xx, yy) ||
2141 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2146 int flamed = MovingOrBlocked2Element(xx, yy);
2148 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2151 RemoveMovingField(xx, yy);
2153 Feld[xx][yy] = EL_BURNING;
2154 if (IN_SCR_FIELD(sx, sy))
2155 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2159 if (Feld[xx][yy] == EL_BURNING)
2160 Feld[xx][yy] = EL_LEERRAUM;
2161 DrawLevelField(xx, yy);
2170 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2172 PlaySoundLevel(x, y, SND_KLAPPER);
2174 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2176 PlaySoundLevel(x, y, SND_ROEHR);
2179 /* now make next step */
2181 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2183 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2185 /* enemy got the player */
2187 KillHero(PLAYERINFO(newx, newy));
2190 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2191 element == EL_ROBOT || element == EL_SONDE) &&
2192 IN_LEV_FIELD(newx, newy) &&
2193 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2196 Store[x][y] = EL_SALZSAEURE;
2198 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2199 IN_LEV_FIELD(newx, newy))
2201 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2203 Feld[x][y] = EL_LEERRAUM;
2204 DrawLevelField(x, y);
2206 PlaySoundLevel(newx, newy, SND_BUING);
2207 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2208 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2210 local_player->friends_still_needed--;
2211 if (!local_player->friends_still_needed &&
2212 !local_player->GameOver && AllPlayersGone)
2213 local_player->LevelSolved = local_player->GameOver = TRUE;
2217 else if (IS_MAMPF3(Feld[newx][newy]))
2219 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2220 DrawLevelField(newx, newy);
2222 MovDir[x][y] = MV_NO_MOVING;
2224 else if (!IS_FREE(newx, newy))
2226 if (IS_PLAYER(x, y))
2227 DrawPlayerField(x, y);
2229 DrawLevelField(x, y);
2233 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2235 if (IS_GEM(Feld[newx][newy]))
2237 if (IS_MOVING(newx, newy))
2238 RemoveMovingField(newx, newy);
2241 Feld[newx][newy] = EL_LEERRAUM;
2242 DrawLevelField(newx, newy);
2245 else if (!IS_FREE(newx, newy))
2247 if (IS_PLAYER(x, y))
2248 DrawPlayerField(x, y);
2250 DrawLevelField(x, y);
2254 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2256 if (!IS_FREE(newx, newy))
2258 if (IS_PLAYER(x, y))
2259 DrawPlayerField(x, y);
2261 DrawLevelField(x, y);
2266 boolean wanna_flame = !RND(10);
2267 int dx = newx - x, dy = newy - y;
2268 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2269 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2270 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2271 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2272 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2273 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2275 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2276 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2277 element1 != EL_BURNING && element2 != EL_BURNING)
2279 if (IS_PLAYER(x, y))
2280 DrawPlayerField(x, y);
2282 DrawLevelField(x, y);
2284 MovDelay[x][y] = 50;
2285 Feld[newx][newy] = EL_BURNING;
2286 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2287 Feld[newx1][newy1] = EL_BURNING;
2288 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2289 Feld[newx2][newy2] = EL_BURNING;
2294 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2295 Feld[newx][newy] == EL_DIAMANT)
2297 if (IS_MOVING(newx, newy))
2298 RemoveMovingField(newx, newy);
2301 Feld[newx][newy] = EL_LEERRAUM;
2302 DrawLevelField(newx, newy);
2305 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2306 IS_MAMPF2(Feld[newx][newy]))
2308 if (AmoebaNr[newx][newy])
2310 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2311 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2312 Feld[newx][newy] == EL_AMOEBE_BD)
2313 AmoebaCnt[AmoebaNr[newx][newy]]--;
2316 if (IS_MOVING(newx, newy))
2317 RemoveMovingField(newx, newy);
2320 Feld[newx][newy] = EL_LEERRAUM;
2321 DrawLevelField(newx, newy);
2324 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2325 IS_AMOEBOID(Feld[newx][newy]))
2327 if (AmoebaNr[newx][newy])
2329 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2330 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2331 Feld[newx][newy] == EL_AMOEBE_BD)
2332 AmoebaCnt[AmoebaNr[newx][newy]]--;
2335 Feld[newx][newy] = EL_LEERRAUM;
2336 DrawLevelField(newx, newy);
2338 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2340 /* object was running against a wall */
2344 if (element == EL_KAEFER || element == EL_FLIEGER ||
2345 element == EL_SP_SNIKSNAK)
2346 DrawLevelField(x, y);
2347 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2348 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2349 else if (element == EL_SONDE)
2350 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2351 else if (element == EL_SP_ELECTRON)
2352 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2357 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2358 PlaySoundLevel(x, y, SND_SCHLURF);
2360 InitMovingField(x, y, MovDir[x][y]);
2364 ContinueMoving(x, y);
2367 void ContinueMoving(int x, int y)
2369 int element = Feld[x][y];
2370 int direction = MovDir[x][y];
2371 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2372 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2373 int horiz_move = (dx!=0);
2374 int newx = x + dx, newy = y + dy;
2375 int step = (horiz_move ? dx : dy) * TILEX/8;
2377 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2379 else if (element == EL_TROPFEN)
2381 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2384 MovPos[x][y] += step;
2386 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2388 Feld[x][y] = EL_LEERRAUM;
2389 Feld[newx][newy] = element;
2391 if (Store[x][y] == EL_MORAST_VOLL)
2394 Feld[newx][newy] = EL_MORAST_VOLL;
2395 element = EL_MORAST_VOLL;
2397 else if (Store[x][y] == EL_MORAST_LEER)
2400 Feld[x][y] = EL_MORAST_LEER;
2402 else if (Store[x][y] == EL_SIEB_VOLL)
2405 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2407 else if (Store[x][y] == EL_SIEB_LEER)
2409 Store[x][y] = Store2[x][y] = 0;
2410 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2412 else if (Store[x][y] == EL_SIEB2_VOLL)
2415 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2417 else if (Store[x][y] == EL_SIEB2_LEER)
2419 Store[x][y] = Store2[x][y] = 0;
2420 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2422 else if (Store[x][y] == EL_SALZSAEURE)
2425 Feld[newx][newy] = EL_SALZSAEURE;
2426 element = EL_SALZSAEURE;
2428 else if (Store[x][y] == EL_AMOEBE_NASS)
2431 Feld[x][y] = EL_AMOEBE_NASS;
2434 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2435 MovDelay[newx][newy] = 0;
2437 if (!CAN_MOVE(element))
2438 MovDir[newx][newy] = 0;
2440 DrawLevelField(x, y);
2441 DrawLevelField(newx, newy);
2443 Stop[newx][newy] = TRUE;
2444 JustHit[x][newy] = 3;
2446 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2448 TestIfBadThingHitsHero(newx, newy);
2449 TestIfBadThingHitsFriend(newx, newy);
2450 TestIfBadThingHitsOtherBadThing(newx, newy);
2452 else if (element == EL_PINGUIN)
2453 TestIfFriendHitsBadThing(newx, newy);
2455 if (CAN_SMASH(element) && direction == MV_DOWN &&
2456 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2459 else /* still moving on */
2460 DrawLevelField(x, y);
2463 int AmoebeNachbarNr(int ax, int ay)
2466 int element = Feld[ax][ay];
2468 static int xy[4][2] =
2478 int x = ax + xy[i][0];
2479 int y = ay + xy[i][1];
2481 if (!IN_LEV_FIELD(x, y))
2484 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2485 group_nr = AmoebaNr[x][y];
2491 void AmoebenVereinigen(int ax, int ay)
2493 int i, x, y, xx, yy;
2494 int new_group_nr = AmoebaNr[ax][ay];
2495 static int xy[4][2] =
2503 if (new_group_nr == 0)
2511 if (!IN_LEV_FIELD(x, y))
2514 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2515 Feld[x][y] == EL_AMOEBE_BD ||
2516 Feld[x][y] == EL_AMOEBE_TOT) &&
2517 AmoebaNr[x][y] != new_group_nr)
2519 int old_group_nr = AmoebaNr[x][y];
2521 if (old_group_nr == 0)
2524 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2525 AmoebaCnt[old_group_nr] = 0;
2526 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2527 AmoebaCnt2[old_group_nr] = 0;
2529 for (yy=0; yy<lev_fieldy; yy++)
2531 for (xx=0; xx<lev_fieldx; xx++)
2533 if (AmoebaNr[xx][yy] == old_group_nr)
2534 AmoebaNr[xx][yy] = new_group_nr;
2541 void AmoebeUmwandeln(int ax, int ay)
2545 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2547 int group_nr = AmoebaNr[ax][ay];
2552 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2553 printf("AmoebeUmwandeln(): This should never happen!\n");
2558 for (y=0; y<lev_fieldy; y++)
2560 for (x=0; x<lev_fieldx; x++)
2562 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2565 Feld[x][y] = EL_AMOEBA2DIAM;
2573 static int xy[4][2] =
2586 if (!IN_LEV_FIELD(x, y))
2589 if (Feld[x][y] == EL_AMOEBA2DIAM)
2595 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2598 int group_nr = AmoebaNr[ax][ay];
2599 boolean done = FALSE;
2604 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2605 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2610 for (y=0; y<lev_fieldy; y++)
2612 for (x=0; x<lev_fieldx; x++)
2614 if (AmoebaNr[x][y] == group_nr &&
2615 (Feld[x][y] == EL_AMOEBE_TOT ||
2616 Feld[x][y] == EL_AMOEBE_BD ||
2617 Feld[x][y] == EL_AMOEBING))
2620 Feld[x][y] = new_element;
2621 InitField(x, y, FALSE);
2622 DrawLevelField(x, y);
2629 PlaySoundLevel(ax, ay,
2630 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2633 void AmoebeWaechst(int x, int y)
2635 static unsigned long sound_delay = 0;
2636 static unsigned long sound_delay_value = 0;
2638 if (!MovDelay[x][y]) /* start new growing cycle */
2642 if (DelayReached(&sound_delay, sound_delay_value))
2644 PlaySoundLevel(x, y, SND_AMOEBE);
2645 sound_delay_value = 30;
2649 if (MovDelay[x][y]) /* wait some time before growing bigger */
2652 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2653 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2655 if (!MovDelay[x][y])
2657 Feld[x][y] = Store[x][y];
2659 DrawLevelField(x, y);
2664 void AmoebeAbleger(int ax, int ay)
2667 int element = Feld[ax][ay];
2668 int newax = ax, neway = ay;
2669 static int xy[4][2] =
2677 if (!level.tempo_amoebe)
2679 Feld[ax][ay] = EL_AMOEBE_TOT;
2680 DrawLevelField(ax, ay);
2684 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2685 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2687 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2690 if (MovDelay[ax][ay])
2694 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2697 int x = ax + xy[start][0];
2698 int y = ay + xy[start][1];
2700 if (!IN_LEV_FIELD(x, y))
2703 if (IS_FREE(x, y) ||
2704 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2710 if (newax == ax && neway == ay)
2713 else /* normal or "filled" (BD style) amoeba */
2716 boolean waiting_for_player = FALSE;
2720 int j = (start + i) % 4;
2721 int x = ax + xy[j][0];
2722 int y = ay + xy[j][1];
2724 if (!IN_LEV_FIELD(x, y))
2727 if (IS_FREE(x, y) ||
2728 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2734 else if (IS_PLAYER(x, y))
2735 waiting_for_player = TRUE;
2738 if (newax == ax && neway == ay) /* amoeba cannot grow */
2740 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2742 Feld[ax][ay] = EL_AMOEBE_TOT;
2743 DrawLevelField(ax, ay);
2744 AmoebaCnt[AmoebaNr[ax][ay]]--;
2746 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2748 if (element == EL_AMOEBE_VOLL)
2749 AmoebeUmwandeln(ax, ay);
2750 else if (element == EL_AMOEBE_BD)
2751 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2756 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2758 /* amoeba gets larger by growing in some direction */
2760 int new_group_nr = AmoebaNr[ax][ay];
2763 if (new_group_nr == 0)
2765 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2766 printf("AmoebeAbleger(): This should never happen!\n");
2771 AmoebaNr[newax][neway] = new_group_nr;
2772 AmoebaCnt[new_group_nr]++;
2773 AmoebaCnt2[new_group_nr]++;
2775 /* if amoeba touches other amoeba(s) after growing, unify them */
2776 AmoebenVereinigen(newax, neway);
2778 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2780 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2786 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2787 (neway == lev_fieldy - 1 && newax != ax))
2789 Feld[newax][neway] = EL_AMOEBING;
2790 Store[newax][neway] = element;
2792 else if (neway == ay)
2793 Feld[newax][neway] = EL_TROPFEN;
2796 InitMovingField(ax, ay, MV_DOWN);
2797 Feld[ax][ay] = EL_TROPFEN;
2798 Store[ax][ay] = EL_AMOEBE_NASS;
2799 ContinueMoving(ax, ay);
2803 DrawLevelField(newax, neway);
2806 void Life(int ax, int ay)
2809 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2811 int element = Feld[ax][ay];
2816 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2817 MovDelay[ax][ay] = life_time;
2819 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2822 if (MovDelay[ax][ay])
2826 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2828 int xx = ax+x1, yy = ay+y1;
2831 if (!IN_LEV_FIELD(xx, yy))
2834 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2836 int x = xx+x2, y = yy+y2;
2838 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2841 if (((Feld[x][y] == element ||
2842 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2844 (IS_FREE(x, y) && Stop[x][y]))
2848 if (xx == ax && yy == ay) /* field in the middle */
2850 if (nachbarn<life[0] || nachbarn>life[1])
2852 Feld[xx][yy] = EL_LEERRAUM;
2854 DrawLevelField(xx, yy);
2855 Stop[xx][yy] = TRUE;
2858 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2859 { /* free border field */
2860 if (nachbarn>=life[2] && nachbarn<=life[3])
2862 Feld[xx][yy] = element;
2863 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2865 DrawLevelField(xx, yy);
2866 Stop[xx][yy] = TRUE;
2872 void Ablenk(int x, int y)
2874 if (!MovDelay[x][y]) /* next animation frame */
2875 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2877 if (MovDelay[x][y]) /* wait some time before next frame */
2882 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2883 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2884 if (!(MovDelay[x][y]%4))
2885 PlaySoundLevel(x, y, SND_MIEP);
2890 Feld[x][y] = EL_ABLENK_AUS;
2891 DrawLevelField(x, y);
2892 if (ZX == x && ZY == y)
2896 void Birne(int x, int y)
2898 if (!MovDelay[x][y]) /* next animation frame */
2899 MovDelay[x][y] = 800;
2901 if (MovDelay[x][y]) /* wait some time before next frame */
2906 if (!(MovDelay[x][y]%5))
2908 if (!(MovDelay[x][y]%10))
2909 Feld[x][y]=EL_ABLENK_EIN;
2911 Feld[x][y]=EL_ABLENK_AUS;
2912 DrawLevelField(x, y);
2913 Feld[x][y]=EL_ABLENK_EIN;
2919 Feld[x][y]=EL_ABLENK_AUS;
2920 DrawLevelField(x, y);
2921 if (ZX == x && ZY == y)
2925 void Blubber(int x, int y)
2927 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2928 DrawLevelField(x, y-1);
2930 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2933 void NussKnacken(int x, int y)
2935 if (!MovDelay[x][y]) /* next animation frame */
2938 if (MovDelay[x][y]) /* wait some time before next frame */
2941 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2942 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2944 if (!MovDelay[x][y])
2946 Feld[x][y] = EL_EDELSTEIN;
2947 DrawLevelField(x, y);
2952 void SiebAktivieren(int x, int y, int typ)
2954 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2956 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2959 void AusgangstuerPruefen(int x, int y)
2961 if (!local_player->gems_still_needed &&
2962 !local_player->sokobanfields_still_needed &&
2963 !local_player->lights_still_needed)
2965 Feld[x][y] = EL_AUSGANG_ACT;
2967 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2968 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2969 y < LEVELY(BY1) ? LEVELY(BY1) :
2970 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2975 void AusgangstuerOeffnen(int x, int y)
2979 if (!MovDelay[x][y]) /* next animation frame */
2980 MovDelay[x][y] = 5*delay;
2982 if (MovDelay[x][y]) /* wait some time before next frame */
2987 tuer = MovDelay[x][y]/delay;
2988 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2989 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2991 if (!MovDelay[x][y])
2993 Feld[x][y] = EL_AUSGANG_AUF;
2994 DrawLevelField(x, y);
2999 void AusgangstuerBlinken(int x, int y)
3001 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3004 void EdelsteinFunkeln(int x, int y)
3006 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3009 if (Feld[x][y] == EL_EDELSTEIN_BD)
3010 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3013 if (!MovDelay[x][y]) /* next animation frame */
3014 MovDelay[x][y] = 11 * !SimpleRND(500);
3016 if (MovDelay[x][y]) /* wait some time before next frame */
3020 if (setup.direct_draw && MovDelay[x][y])
3021 SetDrawtoField(DRAW_BUFFERED);
3023 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3027 int phase = (MovDelay[x][y]-1)/2;
3032 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3034 if (setup.direct_draw)
3038 dest_x = FX + SCREENX(x)*TILEX;
3039 dest_y = FY + SCREENY(y)*TILEY;
3041 XCopyArea(display, drawto_field, window, gc,
3042 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3043 SetDrawtoField(DRAW_DIRECT);
3050 void MauerWaechst(int x, int y)
3054 if (!MovDelay[x][y]) /* next animation frame */
3055 MovDelay[x][y] = 3*delay;
3057 if (MovDelay[x][y]) /* wait some time before next frame */
3062 phase = 2-MovDelay[x][y]/delay;
3063 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3064 DrawGraphic(SCREENX(x), SCREENY(y),
3065 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3066 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3067 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3068 GFX_MAUER_DOWN ) + phase);
3070 if (!MovDelay[x][y])
3072 if (MovDir[x][y] == MV_LEFT)
3074 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3075 DrawLevelField(x-1, y);
3077 else if (MovDir[x][y] == MV_RIGHT)
3079 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3080 DrawLevelField(x+1, y);
3082 else if (MovDir[x][y] == MV_UP)
3084 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3085 DrawLevelField(x, y-1);
3089 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3090 DrawLevelField(x, y+1);
3093 Feld[x][y] = Store[x][y];
3095 MovDir[x][y] = MV_NO_MOVING;
3096 DrawLevelField(x, y);
3101 void MauerAbleger(int ax, int ay)
3103 int element = Feld[ax][ay];
3104 boolean oben_frei = FALSE, unten_frei = FALSE;
3105 boolean links_frei = FALSE, rechts_frei = FALSE;
3106 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3107 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3109 if (!MovDelay[ax][ay]) /* start building new wall */
3110 MovDelay[ax][ay] = 6;
3112 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3115 if (MovDelay[ax][ay])
3119 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3121 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3123 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3125 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3128 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3132 Feld[ax][ay-1] = EL_MAUERND;
3133 Store[ax][ay-1] = element;
3134 MovDir[ax][ay-1] = MV_UP;
3135 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3136 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3140 Feld[ax][ay+1] = EL_MAUERND;
3141 Store[ax][ay+1] = element;
3142 MovDir[ax][ay+1] = MV_DOWN;
3143 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3144 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3148 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3149 element == EL_MAUER_LEBT)
3153 Feld[ax-1][ay] = EL_MAUERND;
3154 Store[ax-1][ay] = element;
3155 MovDir[ax-1][ay] = MV_LEFT;
3156 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3157 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3161 Feld[ax+1][ay] = EL_MAUERND;
3162 Store[ax+1][ay] = element;
3163 MovDir[ax+1][ay] = MV_RIGHT;
3164 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3165 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3169 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3170 DrawLevelField(ax, ay);
3172 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3174 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3175 unten_massiv = TRUE;
3176 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3177 links_massiv = TRUE;
3178 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3179 rechts_massiv = TRUE;
3181 if (((oben_massiv && unten_massiv) ||
3182 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3183 ((links_massiv && rechts_massiv) ||
3184 element == EL_MAUER_Y))
3185 Feld[ax][ay] = EL_MAUERWERK;
3188 void CheckForDragon(int x, int y)
3191 boolean dragon_found = FALSE;
3192 static int xy[4][2] =
3204 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3206 if (IN_LEV_FIELD(xx, yy) &&
3207 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3209 if (Feld[xx][yy] == EL_DRACHE)
3210 dragon_found = TRUE;
3223 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3225 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3227 Feld[xx][yy] = EL_LEERRAUM;
3228 DrawLevelField(xx, yy);
3237 static void CheckBuggyBase(int x, int y)
3239 int element = Feld[x][y];
3241 if (element == EL_SP_BUG)
3243 if (!MovDelay[x][y]) /* start activating buggy base */
3244 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3246 if (MovDelay[x][y]) /* wait some time before activating base */
3249 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3250 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3254 Feld[x][y] = EL_SP_BUG_ACTIVE;
3257 else if (element == EL_SP_BUG_ACTIVE)
3259 if (!MovDelay[x][y]) /* start activating buggy base */
3260 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3262 if (MovDelay[x][y]) /* wait some time before activating base */
3268 static int xy[4][2] =
3276 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3277 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3281 int xx = x + xy[i][0], yy = y + xy[i][1];
3283 if (IS_PLAYER(xx, yy))
3285 PlaySoundLevel(x, y, SND_SP_BUG);
3293 Feld[x][y] = EL_SP_BUG;
3294 DrawLevelField(x, y);
3299 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3301 static byte stored_player_action[MAX_PLAYERS];
3302 static int num_stored_actions = 0;
3303 static boolean save_tape_entry = FALSE;
3304 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3305 int jx = player->jx, jy = player->jy;
3306 int left = player_action & JOY_LEFT;
3307 int right = player_action & JOY_RIGHT;
3308 int up = player_action & JOY_UP;
3309 int down = player_action & JOY_DOWN;
3310 int button1 = player_action & JOY_BUTTON_1;
3311 int button2 = player_action & JOY_BUTTON_2;
3312 int dx = (left ? -1 : right ? 1 : 0);
3313 int dy = (up ? -1 : down ? 1 : 0);
3315 stored_player_action[player->index_nr] = 0;
3316 num_stored_actions++;
3318 if (!player->active || player->gone || tape.pausing)
3323 save_tape_entry = TRUE;
3324 player->frame_reset_delay = 0;
3327 snapped = SnapField(player, dx, dy);
3331 bombed = PlaceBomb(player);
3332 moved = MoveFigure(player, dx, dy);
3335 if (tape.recording && (moved || snapped || bombed))
3337 if (bombed && !moved)
3338 player_action &= JOY_BUTTON;
3340 stored_player_action[player->index_nr] = player_action;
3343 /* this allows cycled sequences of PlayerActions() */
3344 if (num_stored_actions >= MAX_PLAYERS)
3346 TapeRecordAction(stored_player_action);
3347 num_stored_actions = 0;
3352 else if (tape.playing && snapped)
3353 SnapField(player, 0, 0); /* stop snapping */
3357 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3358 SnapField(player, 0, 0);
3359 if (++player->frame_reset_delay > MoveSpeed)
3363 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3365 TapeRecordAction(stored_player_action);
3366 num_stored_actions = 0;
3367 save_tape_entry = FALSE;
3370 if (tape.playing && !tape.pausing && !player_action &&
3371 tape.counter < tape.length)
3374 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3376 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3377 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3379 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3381 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3383 int el = Feld[jx+dx][jy];
3384 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3386 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3388 player->MovDir = next_joy;
3389 player->Frame = FrameCounter % 4;
3390 player->Pushing = TRUE;
3399 static unsigned long action_delay = 0;
3400 unsigned long action_delay_value;
3401 int sieb_x = 0, sieb_y = 0;
3402 int i, x, y, element;
3403 byte *recorded_player_action;
3404 byte summarized_player_action = 0;
3406 if (game_status != PLAYING)
3409 action_delay_value =
3410 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3413 if (tape.playing && tape.fast_forward)
3417 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3423 /* main game synchronization point */
3429 WaitUntilDelayReached(&action_delay, action_delay_value);
3432 while (!DelayReached(&action_delay, action_delay_value))
3436 sprintf(buf, "%ld %ld %ld",
3437 Counter(), action_delay, action_delay_value);
3440 print_debug("done");
3447 if (network_playing && !network_player_action_received)
3451 printf("DEBUG: try to get network player actions in time\n");
3456 /* last chance to get network player actions without main loop delay */
3460 if (game_status != PLAYING)
3463 if (!network_player_action_received)
3467 printf("DEBUG: failed to get network player actions in time\n");
3476 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3478 else if (tape.recording)
3487 else if (tape.recording)
3490 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3492 for (i=0; i<MAX_PLAYERS; i++)
3494 summarized_player_action |= stored_player[i].action;
3496 if (!network_playing)
3497 stored_player[i].effective_action = stored_player[i].action;
3501 if (network_playing)
3502 SendToServer_MovePlayer(summarized_player_action);
3505 if (!options.network && !setup.team_mode)
3506 local_player->effective_action = summarized_player_action;
3508 for (i=0; i<MAX_PLAYERS; i++)
3510 int actual_player_action = stored_player[i].effective_action;
3512 if (recorded_player_action)
3513 actual_player_action = recorded_player_action[i];
3515 PlayerActions(&stored_player[i], actual_player_action);
3516 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3519 network_player_action_received = FALSE;
3521 ScrollScreen(NULL, SCROLL_GO_ON);
3525 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3527 else if (tape.recording)
3537 if (TimeFrames == 0 && !local_player->gone)
3539 extern unsigned int last_RND();
3541 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3544 getStateCheckSum(TimePlayed));
3553 if (GameFrameDelay >= 500)
3554 printf("FrameCounter == %d\n", FrameCounter);
3565 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3568 if (JustHit[x][y]>0)
3572 if (IS_BLOCKED(x, y))
3576 Blocked2Moving(x, y, &oldx, &oldy);
3577 if (!IS_MOVING(oldx, oldy))
3579 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3580 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3581 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3582 printf("GameActions(): This should never happen!\n");
3588 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3590 element = Feld[x][y];
3592 if (IS_INACTIVE(element))
3595 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3599 if (IS_GEM(element))
3600 EdelsteinFunkeln(x, y);
3602 else if (IS_MOVING(x, y))
3603 ContinueMoving(x, y);
3604 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3605 CheckDynamite(x, y);
3606 else if (element == EL_EXPLODING)
3607 Explode(x, y, Frame[x][y], EX_NORMAL);
3608 else if (element == EL_AMOEBING)
3609 AmoebeWaechst(x, y);
3610 else if (IS_AMOEBALIVE(element))
3611 AmoebeAbleger(x, y);
3612 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3614 else if (element == EL_ABLENK_EIN)
3616 else if (element == EL_SALZSAEURE)
3618 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3620 else if (element == EL_CRACKINGNUT)
3622 else if (element == EL_AUSGANG_ZU)
3623 AusgangstuerPruefen(x, y);
3624 else if (element == EL_AUSGANG_ACT)
3625 AusgangstuerOeffnen(x, y);
3626 else if (element == EL_AUSGANG_AUF)
3627 AusgangstuerBlinken(x, y);
3628 else if (element == EL_MAUERND)
3630 else if (element == EL_MAUER_LEBT ||
3631 element == EL_MAUER_X ||
3632 element == EL_MAUER_Y ||
3633 element == EL_MAUER_XY)
3635 else if (element == EL_BURNING)
3636 CheckForDragon(x, y);
3637 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3638 CheckBuggyBase(x, y);
3639 else if (element == EL_SP_TERMINAL)
3640 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3641 else if (element == EL_SP_TERMINAL_ACTIVE)
3642 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3646 boolean sieb = FALSE;
3647 int jx = local_player->jx, jy = local_player->jy;
3649 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3650 Store[x][y] == EL_SIEB_LEER)
3652 SiebAktivieren(x, y, 1);
3655 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3656 Store[x][y] == EL_SIEB2_LEER)
3658 SiebAktivieren(x, y, 2);
3662 /* play the element sound at the position nearest to the player */
3663 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3673 if (!(SiebCount % 4))
3674 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3681 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3683 element = Feld[x][y];
3684 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3686 Feld[x][y] = EL_SIEB_TOT;
3687 DrawLevelField(x, y);
3689 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3691 Feld[x][y] = EL_SIEB2_TOT;
3692 DrawLevelField(x, y);
3701 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3706 if (tape.recording || tape.playing)
3707 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3714 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3716 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3719 for (i=0; i<MAX_PLAYERS; i++)
3720 KillHero(&stored_player[i]);
3722 else if (level.time == 0) /* level without time limit */
3723 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3729 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3731 int min_x = x, min_y = y, max_x = x, max_y = y;
3734 for (i=0; i<MAX_PLAYERS; i++)
3736 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3738 if (!stored_player[i].active || stored_player[i].gone ||
3739 &stored_player[i] == player)
3742 min_x = MIN(min_x, jx);
3743 min_y = MIN(min_y, jy);
3744 max_x = MAX(max_x, jx);
3745 max_y = MAX(max_y, jy);
3748 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3751 static boolean AllPlayersInVisibleScreen()
3755 for (i=0; i<MAX_PLAYERS; i++)
3757 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3759 if (!stored_player[i].active || stored_player[i].gone)
3762 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3769 void ScrollLevel(int dx, int dy)
3771 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3774 XCopyArea(display, drawto_field, drawto_field, gc,
3775 FX + TILEX*(dx == -1) - softscroll_offset,
3776 FY + TILEY*(dy == -1) - softscroll_offset,
3777 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3778 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3779 FX + TILEX*(dx == 1) - softscroll_offset,
3780 FY + TILEY*(dy == 1) - softscroll_offset);
3784 x = (dx == 1 ? BX1 : BX2);
3785 for (y=BY1; y<=BY2; y++)
3786 DrawScreenField(x, y);
3790 y = (dy == 1 ? BY1 : BY2);
3791 for (x=BX1; x<=BX2; x++)
3792 DrawScreenField(x, y);
3795 redraw_mask |= REDRAW_FIELD;
3798 boolean MoveFigureOneStep(struct PlayerInfo *player,
3799 int dx, int dy, int real_dx, int real_dy)
3801 int jx = player->jx, jy = player->jy;
3802 int new_jx = jx+dx, new_jy = jy+dy;
3806 if (player->gone || (!dx && !dy))
3807 return MF_NO_ACTION;
3809 player->MovDir = (dx < 0 ? MV_LEFT :
3812 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3814 if (!IN_LEV_FIELD(new_jx, new_jy))
3815 return MF_NO_ACTION;
3817 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3818 return MF_NO_ACTION;
3820 element = MovingOrBlocked2Element(new_jx, new_jy);
3822 if (DONT_GO_TO(element))
3824 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3827 Feld[jx][jy] = EL_SPIELFIGUR;
3828 InitMovingField(jx, jy, MV_DOWN);
3829 Store[jx][jy] = EL_SALZSAEURE;
3830 ContinueMoving(jx, jy);
3839 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3840 if (can_move != MF_MOVING)
3843 StorePlayer[jx][jy] = 0;
3844 player->last_jx = jx;
3845 player->last_jy = jy;
3846 jx = player->jx = new_jx;
3847 jy = player->jy = new_jy;
3848 StorePlayer[jx][jy] = player->element_nr;
3850 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3852 ScrollFigure(player, SCROLL_INIT);
3857 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3859 int jx = player->jx, jy = player->jy;
3860 int old_jx = jx, old_jy = jy;
3861 int moved = MF_NO_ACTION;
3863 if (player->gone || (!dx && !dy))
3866 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3871 /* should only happen if pre-1.2 tape recordings are played */
3872 /* this is only for backward compatibility */
3874 int old_move_speed = MoveSpeed;
3877 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3880 /* scroll remaining steps with finest movement resolution */
3883 while (player->MovPos)
3885 ScrollFigure(player, SCROLL_GO_ON);
3886 ScrollScreen(NULL, SCROLL_GO_ON);
3892 MoveSpeed = old_move_speed;
3895 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3897 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3898 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3902 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3903 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3909 if (moved & MF_MOVING && !ScreenMovPos &&
3910 (player == local_player || !options.network))
3912 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3913 int offset = (setup.scroll_delay ? 3 : 0);
3915 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3917 /* actual player has left the screen -- scroll in that direction */
3918 if (jx != old_jx) /* player has moved horizontally */
3919 scroll_x += (jx - old_jx);
3920 else /* player has moved vertically */
3921 scroll_y += (jy - old_jy);
3925 if (jx != old_jx) /* player has moved horizontally */
3927 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3928 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3929 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3931 /* don't scroll over playfield boundaries */
3932 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3933 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3935 /* don't scroll more than one field at a time */
3936 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3938 /* don't scroll against the player's moving direction */
3939 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3940 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3941 scroll_x = old_scroll_x;
3943 else /* player has moved vertically */
3945 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3946 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3947 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3949 /* don't scroll over playfield boundaries */
3950 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3951 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3953 /* don't scroll more than one field at a time */
3954 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3956 /* don't scroll against the player's moving direction */
3957 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3958 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3959 scroll_y = old_scroll_y;
3963 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3965 if (!options.network && !AllPlayersInVisibleScreen())
3967 scroll_x = old_scroll_x;
3968 scroll_y = old_scroll_y;
3972 ScrollScreen(player, SCROLL_INIT);
3973 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3978 if (!(moved & MF_MOVING) && !player->Pushing)
3981 player->Frame = (player->Frame + 1) % 4;
3983 if (moved & MF_MOVING)
3985 if (old_jx != jx && old_jy == jy)
3986 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3987 else if (old_jx == jx && old_jy != jy)
3988 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3990 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3992 player->last_move_dir = player->MovDir;
3995 player->last_move_dir = MV_NO_MOVING;
3997 TestIfHeroHitsBadThing(jx, jy);
4005 void ScrollFigure(struct PlayerInfo *player, int mode)
4007 int jx = player->jx, jy = player->jy;
4008 int last_jx = player->last_jx, last_jy = player->last_jy;
4010 if (!player->active || player->gone || !player->MovPos)
4013 if (mode == SCROLL_INIT)
4015 player->actual_frame_counter = FrameCounter;
4016 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4018 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4019 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4024 else if (!FrameReached(&player->actual_frame_counter, 1))
4027 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4028 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4030 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4031 Feld[last_jx][last_jy] = EL_LEERRAUM;
4035 if (!player->MovPos)
4037 player->last_jx = jx;
4038 player->last_jy = jy;
4040 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4044 if (!local_player->friends_still_needed)
4045 player->LevelSolved = player->GameOver = TRUE;
4050 void ScrollScreen(struct PlayerInfo *player, int mode)
4052 static unsigned long screen_frame_counter = 0;
4054 if (mode == SCROLL_INIT)
4056 screen_frame_counter = FrameCounter;
4057 ScreenMovDir = player->MovDir;
4058 ScreenMovPos = player->MovPos;
4059 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4062 else if (!FrameReached(&screen_frame_counter, 1))
4067 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4068 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4069 redraw_mask |= REDRAW_FIELD;
4072 ScreenMovDir = MV_NO_MOVING;
4075 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4077 int i, killx = goodx, killy = goody;
4078 static int xy[4][2] =
4085 static int harmless[4] =
4097 x = goodx + xy[i][0];
4098 y = goody + xy[i][1];
4099 if (!IN_LEV_FIELD(x, y))
4102 element = Feld[x][y];
4104 if (DONT_TOUCH(element))
4106 if (MovDir[x][y] == harmless[i])
4115 if (killx != goodx || killy != goody)
4117 if (IS_PLAYER(goodx, goody))
4118 KillHero(PLAYERINFO(goodx, goody));
4124 void TestIfBadThingHitsGoodThing(int badx, int bady)
4126 int i, killx = badx, killy = bady;
4127 static int xy[4][2] =
4134 static int harmless[4] =
4146 x = badx + xy[i][0];
4147 y = bady + xy[i][1];
4148 if (!IN_LEV_FIELD(x, y))
4151 element = Feld[x][y];
4153 if (IS_PLAYER(x, y))
4159 else if (element == EL_PINGUIN)
4161 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4170 if (killx != badx || killy != bady)
4172 if (IS_PLAYER(killx, killy))
4173 KillHero(PLAYERINFO(killx, killy));
4179 void TestIfHeroHitsBadThing(int x, int y)
4181 TestIfGoodThingHitsBadThing(x, y);
4184 void TestIfBadThingHitsHero(int x, int y)
4186 TestIfBadThingHitsGoodThing(x, y);
4189 void TestIfFriendHitsBadThing(int x, int y)
4191 TestIfGoodThingHitsBadThing(x, y);
4194 void TestIfBadThingHitsFriend(int x, int y)
4196 TestIfBadThingHitsGoodThing(x, y);
4199 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4201 int i, killx = badx, killy = bady;
4202 static int xy[4][2] =
4216 if (!IN_LEV_FIELD(x, y))
4219 element = Feld[x][y];
4220 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4221 element == EL_AMOEBING || element == EL_TROPFEN)
4229 if (killx != badx || killy != bady)
4233 void KillHero(struct PlayerInfo *player)
4235 int jx = player->jx, jy = player->jy;
4240 if (IS_PFORTE(Feld[jx][jy]))
4241 Feld[jx][jy] = EL_LEERRAUM;
4247 void BuryHero(struct PlayerInfo *player)
4249 int jx = player->jx, jy = player->jy;
4254 PlaySoundLevel(jx, jy, SND_AUTSCH);
4255 PlaySoundLevel(jx, jy, SND_LACHEN);
4257 player->GameOver = TRUE;
4261 void RemoveHero(struct PlayerInfo *player)
4263 int jx = player->jx, jy = player->jy;
4264 int i, found = FALSE;
4266 player->gone = TRUE;
4267 StorePlayer[jx][jy] = 0;
4269 for (i=0; i<MAX_PLAYERS; i++)
4270 if (stored_player[i].active && !stored_player[i].gone)
4274 AllPlayersGone = TRUE;
4280 int DigField(struct PlayerInfo *player,
4281 int x, int y, int real_dx, int real_dy, int mode)
4283 int jx = player->jx, jy = player->jy;
4284 int dx = x - jx, dy = y - jy;
4287 if (!player->MovPos)
4288 player->Pushing = FALSE;
4290 if (mode == DF_NO_PUSH)
4292 player->push_delay = 0;
4293 return MF_NO_ACTION;
4296 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4297 return MF_NO_ACTION;
4299 element = Feld[x][y];
4304 PlaySoundLevel(x, y, SND_EMPTY);
4308 Feld[x][y] = EL_LEERRAUM;
4309 PlaySoundLevel(x, y, SND_SCHLURF);
4314 Feld[x][y] = EL_LEERRAUM;
4315 PlaySoundLevel(x, y, SND_SP_BASE);
4319 case EL_EDELSTEIN_BD:
4320 case EL_EDELSTEIN_GELB:
4321 case EL_EDELSTEIN_ROT:
4322 case EL_EDELSTEIN_LILA:
4324 case EL_SP_INFOTRON:
4326 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4327 if (local_player->gems_still_needed < 0)
4328 local_player->gems_still_needed = 0;
4329 RaiseScoreElement(element);
4330 DrawText(DX_EMERALDS, DY_EMERALDS,
4331 int2str(local_player->gems_still_needed, 3),
4332 FS_SMALL, FC_YELLOW);
4333 if (element == EL_SP_INFOTRON)
4334 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4336 PlaySoundLevel(x, y, SND_PONG);
4342 ScrollStepSize = TILEX/4;
4343 PlaySoundLevel(x, y, SND_PONG);
4346 case EL_DYNAMIT_AUS:
4347 case EL_SP_DISK_RED:
4350 RaiseScoreElement(EL_DYNAMIT);
4351 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4352 int2str(local_player->dynamite, 3),
4353 FS_SMALL, FC_YELLOW);
4354 if (element == EL_SP_DISK_RED)
4355 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4357 PlaySoundLevel(x, y, SND_PONG);
4360 case EL_DYNABOMB_NR:
4362 player->dynabomb_count++;
4363 player->dynabombs_left++;
4364 RaiseScoreElement(EL_DYNAMIT);
4365 PlaySoundLevel(x, y, SND_PONG);
4368 case EL_DYNABOMB_SZ:
4370 player->dynabomb_size++;
4371 RaiseScoreElement(EL_DYNAMIT);
4372 PlaySoundLevel(x, y, SND_PONG);
4375 case EL_DYNABOMB_XL:
4377 player->dynabomb_xl = TRUE;
4378 RaiseScoreElement(EL_DYNAMIT);
4379 PlaySoundLevel(x, y, SND_PONG);
4382 case EL_SCHLUESSEL1:
4383 case EL_SCHLUESSEL2:
4384 case EL_SCHLUESSEL3:
4385 case EL_SCHLUESSEL4:
4387 int key_nr = element-EL_SCHLUESSEL1;
4390 player->key[key_nr] = TRUE;
4391 RaiseScoreElement(EL_SCHLUESSEL);
4392 DrawMiniGraphicExt(drawto, gc,
4393 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4394 GFX_SCHLUESSEL1+key_nr);
4395 DrawMiniGraphicExt(window, gc,
4396 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4397 GFX_SCHLUESSEL1+key_nr);
4398 PlaySoundLevel(x, y, SND_PONG);
4403 Feld[x][y] = EL_ABLENK_EIN;
4406 DrawLevelField(x, y);
4410 case EL_SP_TERMINAL:
4414 for (yy=0; yy<lev_fieldy; yy++)
4416 for (xx=0; xx<lev_fieldx; xx++)
4418 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4420 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4421 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4430 if (local_player->gems_still_needed > 0)
4431 return MF_NO_ACTION;
4433 player->LevelSolved = player->GameOver = TRUE;
4434 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4437 case EL_FELSBROCKEN:
4442 case EL_SP_DISK_ORANGE:
4443 if (dy || mode == DF_SNAP)
4444 return MF_NO_ACTION;
4446 player->Pushing = TRUE;
4448 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4449 return MF_NO_ACTION;
4453 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4454 return MF_NO_ACTION;
4457 if (player->push_delay == 0)
4458 player->push_delay = FrameCounter;
4459 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4461 return MF_NO_ACTION;
4464 Feld[x+dx][y+dy] = element;
4466 player->push_delay_value = 2+RND(8);
4468 DrawLevelField(x+dx, y+dy);
4469 if (element == EL_FELSBROCKEN)
4470 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4471 else if (element == EL_KOKOSNUSS)
4472 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4473 else if (IS_SP_ELEMENT(element))
4474 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4476 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4483 if (!player->key[element-EL_PFORTE1])
4484 return MF_NO_ACTION;
4491 if (!player->key[element-EL_PFORTE1X])
4492 return MF_NO_ACTION;
4495 case EL_SP_PORT1_LEFT:
4496 case EL_SP_PORT2_LEFT:
4497 case EL_SP_PORT1_RIGHT:
4498 case EL_SP_PORT2_RIGHT:
4499 case EL_SP_PORT1_UP:
4500 case EL_SP_PORT2_UP:
4501 case EL_SP_PORT1_DOWN:
4502 case EL_SP_PORT2_DOWN:
4507 element != EL_SP_PORT1_LEFT &&
4508 element != EL_SP_PORT2_LEFT &&
4509 element != EL_SP_PORT_X &&
4510 element != EL_SP_PORT_XY) ||
4512 element != EL_SP_PORT1_RIGHT &&
4513 element != EL_SP_PORT2_RIGHT &&
4514 element != EL_SP_PORT_X &&
4515 element != EL_SP_PORT_XY) ||
4517 element != EL_SP_PORT1_UP &&
4518 element != EL_SP_PORT2_UP &&
4519 element != EL_SP_PORT_Y &&
4520 element != EL_SP_PORT_XY) ||
4522 element != EL_SP_PORT1_DOWN &&
4523 element != EL_SP_PORT2_DOWN &&
4524 element != EL_SP_PORT_Y &&
4525 element != EL_SP_PORT_XY) ||
4526 !IN_LEV_FIELD(x + dx, y + dy) ||
4527 !IS_FREE(x + dx, y + dy))
4528 return MF_NO_ACTION;
4532 case EL_AUSGANG_ACT:
4533 /* door is not (yet) open */
4534 return MF_NO_ACTION;
4537 case EL_AUSGANG_AUF:
4538 if (mode == DF_SNAP)
4539 return MF_NO_ACTION;
4541 PlaySoundLevel(x, y, SND_BUING);
4544 player->gone = TRUE;
4545 PlaySoundLevel(x, y, SND_BUING);
4547 if (!local_player->friends_still_needed)
4548 player->LevelSolved = player->GameOver = TRUE;
4554 Feld[x][y] = EL_BIRNE_EIN;
4555 local_player->lights_still_needed--;
4556 DrawLevelField(x, y);
4557 PlaySoundLevel(x, y, SND_DENG);
4562 Feld[x][y] = EL_ZEIT_LEER;
4564 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4565 DrawLevelField(x, y);
4566 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4570 case EL_SOKOBAN_FELD_LEER:
4573 case EL_SOKOBAN_FELD_VOLL:
4574 case EL_SOKOBAN_OBJEKT:
4576 case EL_SP_DISK_YELLOW:
4577 if (mode == DF_SNAP)
4578 return MF_NO_ACTION;
4580 player->Pushing = TRUE;
4582 if (!IN_LEV_FIELD(x+dx, y+dy)
4583 || (!IS_FREE(x+dx, y+dy)
4584 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4585 || !IS_SB_ELEMENT(element))))
4586 return MF_NO_ACTION;
4590 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4591 return MF_NO_ACTION;
4593 else if (dy && real_dx)
4595 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4596 return MF_NO_ACTION;
4599 if (player->push_delay == 0)
4600 player->push_delay = FrameCounter;
4601 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4603 return MF_NO_ACTION;
4605 if (IS_SB_ELEMENT(element))
4607 if (element == EL_SOKOBAN_FELD_VOLL)
4609 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4610 local_player->sokobanfields_still_needed++;
4615 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4617 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4618 local_player->sokobanfields_still_needed--;
4619 if (element == EL_SOKOBAN_OBJEKT)
4620 PlaySoundLevel(x, y, SND_DENG);
4623 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4628 Feld[x+dx][y+dy] = element;
4631 player->push_delay_value = 2;
4633 DrawLevelField(x, y);
4634 DrawLevelField(x+dx, y+dy);
4635 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4637 if (IS_SB_ELEMENT(element) &&
4638 local_player->sokobanfields_still_needed == 0 &&
4639 game_emulation == EMU_SOKOBAN)
4641 player->LevelSolved = player->GameOver = TRUE;
4642 PlaySoundLevel(x, y, SND_BUING);
4654 return MF_NO_ACTION;
4657 player->push_delay = 0;
4662 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4664 int jx = player->jx, jy = player->jy;
4665 int x = jx + dx, y = jy + dy;
4667 if (player->gone || !IN_LEV_FIELD(x, y))
4675 player->snapped = FALSE;
4679 if (player->snapped)
4682 player->MovDir = (dx < 0 ? MV_LEFT :
4685 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4687 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4690 player->snapped = TRUE;
4691 DrawLevelField(x, y);
4697 boolean PlaceBomb(struct PlayerInfo *player)
4699 int jx = player->jx, jy = player->jy;
4702 if (player->gone || player->MovPos)
4705 element = Feld[jx][jy];
4707 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4708 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4709 element == EL_EXPLODING)
4712 if (element != EL_LEERRAUM)
4713 Store[jx][jy] = element;
4715 if (player->dynamite)
4717 Feld[jx][jy] = EL_DYNAMIT;
4718 MovDelay[jx][jy] = 96;
4720 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4721 FS_SMALL, FC_YELLOW);
4722 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4724 if (game_emulation == EMU_SUPAPLEX)
4725 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4727 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4732 Feld[jx][jy] = EL_DYNABOMB;
4733 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4734 MovDelay[jx][jy] = 96;
4735 player->dynabombs_left--;
4736 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4737 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4743 void PlaySoundLevel(int x, int y, int sound_nr)
4745 int sx = SCREENX(x), sy = SCREENY(y);
4747 int silence_distance = 8;
4749 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4750 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4753 if (!IN_LEV_FIELD(x, y) ||
4754 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4755 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4758 volume = PSND_MAX_VOLUME;
4761 stereo = (sx-SCR_FIELDX/2)*12;
4763 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4764 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4765 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4768 if (!IN_SCR_FIELD(sx, sy))
4770 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4771 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4773 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4776 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4779 void RaiseScore(int value)
4781 local_player->score += value;
4782 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4783 FS_SMALL, FC_YELLOW);
4786 void RaiseScoreElement(int element)
4791 case EL_EDELSTEIN_BD:
4792 case EL_EDELSTEIN_GELB:
4793 case EL_EDELSTEIN_ROT:
4794 case EL_EDELSTEIN_LILA:
4795 RaiseScore(level.score[SC_EDELSTEIN]);
4798 RaiseScore(level.score[SC_DIAMANT]);
4802 RaiseScore(level.score[SC_KAEFER]);
4806 RaiseScore(level.score[SC_FLIEGER]);
4810 RaiseScore(level.score[SC_MAMPFER]);
4813 RaiseScore(level.score[SC_ROBOT]);
4816 RaiseScore(level.score[SC_PACMAN]);
4819 RaiseScore(level.score[SC_KOKOSNUSS]);
4822 RaiseScore(level.score[SC_DYNAMIT]);
4825 RaiseScore(level.score[SC_SCHLUESSEL]);
4832 /* ---------- new game button stuff ---------------------------------------- */
4834 /* graphic position values for game buttons */
4835 #define GAME_BUTTON_XSIZE 30
4836 #define GAME_BUTTON_YSIZE 30
4837 #define GAME_BUTTON_XPOS 5
4838 #define GAME_BUTTON_YPOS 215
4839 #define SOUND_BUTTON_XPOS 5
4840 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4842 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4843 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4844 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4845 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4846 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4847 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4854 } gamebutton_info[NUM_GAME_BUTTONS] =
4857 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4862 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4867 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4872 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4873 SOUND_CTRL_ID_MUSIC,
4874 "background music on/off"
4877 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4878 SOUND_CTRL_ID_LOOPS,
4879 "sound loops on/off"
4882 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4883 SOUND_CTRL_ID_SIMPLE,
4884 "normal sounds on/off"
4888 void CreateGameButtons()
4892 for (i=0; i<NUM_GAME_BUTTONS; i++)
4894 Pixmap gd_pixmap = pix[PIX_DOOR];
4895 struct GadgetInfo *gi;
4898 unsigned long event_mask;
4899 int gd_xoffset, gd_yoffset;
4900 int gd_x1, gd_x2, gd_y1, gd_y2;
4903 gd_xoffset = gamebutton_info[i].x;
4904 gd_yoffset = gamebutton_info[i].y;
4905 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
4906 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
4908 if (id == GAME_CTRL_ID_STOP ||
4909 id == GAME_CTRL_ID_PAUSE ||
4910 id == GAME_CTRL_ID_PLAY)
4912 button_type = GD_TYPE_NORMAL_BUTTON;
4914 event_mask = GD_EVENT_RELEASED;
4915 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4916 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4920 button_type = GD_TYPE_CHECK_BUTTON;
4922 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
4923 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
4924 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
4925 event_mask = GD_EVENT_PRESSED;
4926 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
4927 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4930 gi = CreateGadget(GDI_CUSTOM_ID, id,
4931 GDI_INFO_TEXT, gamebutton_info[i].infotext,
4932 GDI_X, DX + gd_xoffset,
4933 GDI_Y, DY + gd_yoffset,
4934 GDI_WIDTH, GAME_BUTTON_XSIZE,
4935 GDI_HEIGHT, GAME_BUTTON_YSIZE,
4936 GDI_TYPE, button_type,
4937 GDI_STATE, GD_BUTTON_UNPRESSED,
4938 GDI_CHECKED, checked,
4939 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
4940 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
4941 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
4942 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
4943 GDI_EVENT_MASK, event_mask,
4944 GDI_CALLBACK_ACTION, HandleGameButtons,
4948 Error(ERR_EXIT, "cannot create gadget");
4950 game_gadget[id] = gi;
4954 static void MapGameButtons()
4958 for (i=0; i<NUM_GAME_BUTTONS; i++)
4959 MapGadget(game_gadget[i]);
4962 void UnmapGameButtons()
4966 for (i=0; i<NUM_GAME_BUTTONS; i++)
4967 UnmapGadget(game_gadget[i]);
4970 static void HandleGameButtons(struct GadgetInfo *gi)
4972 int id = gi->custom_id;
4974 if (game_status != PLAYING)
4979 case GAME_CTRL_ID_STOP:
4982 CloseDoor(DOOR_CLOSE_1);
4983 game_status = MAINMENU;
4988 if (Request("Do you really want to quit the game ?",
4989 REQ_ASK | REQ_STAY_CLOSED))
4992 if (options.network)
4993 SendToServer_StopPlaying();
4997 game_status = MAINMENU;
5002 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5005 case GAME_CTRL_ID_PAUSE:
5006 if (options.network)
5010 SendToServer_ContinuePlaying();
5012 SendToServer_PausePlaying();
5019 case GAME_CTRL_ID_PLAY:
5023 if (options.network)
5024 SendToServer_ContinuePlaying();
5028 tape.pausing = FALSE;
5029 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5034 case SOUND_CTRL_ID_MUSIC:
5035 if (setup.sound_music)
5037 setup.sound_music = FALSE;
5038 FadeSound(background_loop[level_nr % num_bg_loops]);
5040 else if (sound_loops_allowed)
5042 setup.sound = setup.sound_music = TRUE;
5043 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5047 case SOUND_CTRL_ID_LOOPS:
5048 if (setup.sound_loops)
5049 setup.sound_loops = FALSE;
5050 else if (sound_loops_allowed)
5051 setup.sound = setup.sound_loops = TRUE;
5054 case SOUND_CTRL_ID_SIMPLE:
5055 if (setup.sound_simple)
5056 setup.sound_simple = FALSE;
5057 else if (sound_status==SOUND_AVAILABLE)
5058 setup.sound = setup.sound_simple = TRUE;