1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 /* this switch controls how rocks move horizontally */
27 #define OLD_GAME_BEHAVIOUR FALSE
34 /* for MoveFigure() */
35 #define MF_NO_ACTION 0
39 /* for ScrollFigure() */
41 #define SCROLL_GO_ON 1
44 #define EX_PHASE_START 0
49 /* special positions in the game control window (relative to control window) */
52 #define XX_EMERALDS 29
53 #define YY_EMERALDS 54
54 #define XX_DYNAMITE 29
55 #define YY_DYNAMITE 89
63 /* special positions in the game control window (relative to main window) */
64 #define DX_LEVEL (DX + XX_LEVEL)
65 #define DY_LEVEL (DY + YY_LEVEL)
66 #define DX_EMERALDS (DX + XX_EMERALDS)
67 #define DY_EMERALDS (DY + YY_EMERALDS)
68 #define DX_DYNAMITE (DX + XX_DYNAMITE)
69 #define DY_DYNAMITE (DY + YY_DYNAMITE)
70 #define DX_KEYS (DX + XX_KEYS)
71 #define DY_KEYS (DY + YY_KEYS)
72 #define DX_SCORE (DX + XX_SCORE)
73 #define DY_SCORE (DY + YY_SCORE)
74 #define DX_TIME (DX + XX_TIME)
75 #define DY_TIME (DY + YY_TIME)
77 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
78 (s)==SND_NJAM || (s)==SND_MIEP)
79 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
80 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
81 (s)==SND_TYGER || (s)==SND_VOYAGER || \
84 /* values for player movement speed (which is in fact a delay value) */
85 #define MOVE_DELAY_NORMAL_SPEED 8
86 #define MOVE_DELAY_HIGH_SPEED 4
88 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
89 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
90 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
91 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
93 /* game button identifiers */
94 #define GAME_CTRL_ID_STOP 0
95 #define GAME_CTRL_ID_PAUSE 1
96 #define GAME_CTRL_ID_PLAY 2
97 #define SOUND_CTRL_ID_MUSIC 3
98 #define SOUND_CTRL_ID_LOOPS 4
99 #define SOUND_CTRL_ID_SIMPLE 5
101 #define NUM_GAME_BUTTONS 6
103 /* forward declaration for internal use */
104 static void CheckGravityMovement(struct PlayerInfo *);
106 static void MapGameButtons();
107 static void HandleGameButtons(struct GadgetInfo *);
109 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
115 static unsigned int getStateCheckSum(int counter)
118 unsigned int mult = 1;
119 unsigned int checksum = 0;
121 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
123 static boolean first_game = TRUE;
125 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
131 lastFeld[x][y] = Feld[x][y];
132 else if (lastFeld[x][y] != Feld[x][y])
133 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
134 x, y, lastFeld[x][y], Feld[x][y]);
138 checksum += mult++ * Ur[x][y];
139 checksum += mult++ * Feld[x][y];
142 checksum += mult++ * MovPos[x][y];
143 checksum += mult++ * MovDir[x][y];
144 checksum += mult++ * MovDelay[x][y];
145 checksum += mult++ * Store[x][y];
146 checksum += mult++ * Store2[x][y];
147 checksum += mult++ * StorePlayer[x][y];
148 checksum += mult++ * Frame[x][y];
149 checksum += mult++ * AmoebaNr[x][y];
150 checksum += mult++ * JustStopped[x][y];
151 checksum += mult++ * Stop[x][y];
155 if (counter == 3 && first_game)
166 void GetPlayerConfig()
168 if (sound_status == SOUND_OFF)
171 if (!sound_loops_allowed)
173 setup.sound_loops = FALSE;
174 setup.sound_music = FALSE;
177 setup.sound_simple = setup.sound;
182 static void InitField(int x, int y, boolean init_game)
189 Feld[x][y] = EL_SPIELER1;
197 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
198 int jx = player->jx, jy = player->jy;
200 player->present = TRUE;
202 if (!options.network || player->connected)
204 player->active = TRUE;
206 /* remove potentially duplicate players */
207 if (StorePlayer[jx][jy] == Feld[x][y])
208 StorePlayer[jx][jy] = 0;
210 StorePlayer[x][y] = Feld[x][y];
214 printf("Player %d activated.\n", player->element_nr);
215 printf("[Local player is %d and currently %s.]\n",
216 local_player->element_nr,
217 local_player->active ? "active" : "not active");
221 Feld[x][y] = EL_LEERRAUM;
222 player->jx = player->last_jx = x;
223 player->jy = player->last_jy = y;
228 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
229 Feld[x][y] = EL_BADEWANNE1;
230 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
231 Feld[x][y] = EL_BADEWANNE2;
232 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
233 Feld[x][y] = EL_BADEWANNE3;
234 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
235 Feld[x][y] = EL_BADEWANNE4;
236 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
237 Feld[x][y] = EL_BADEWANNE5;
279 if (y == lev_fieldy - 1)
281 Feld[x][y] = EL_AMOEBING;
282 Store[x][y] = EL_AMOEBE_NASS;
286 case EL_DYNAMITE_ACTIVE:
291 local_player->lights_still_needed++;
294 case EL_SOKOBAN_FELD_LEER:
295 local_player->sokobanfields_still_needed++;
300 local_player->friends_still_needed++;
305 MovDir[x][y] = 1 << RND(4);
309 Feld[x][y] = EL_LEERRAUM;
312 case EL_EM_KEY_1_FILE:
313 Feld[x][y] = EL_EM_KEY_1;
315 case EL_EM_KEY_2_FILE:
316 Feld[x][y] = EL_EM_KEY_2;
318 case EL_EM_KEY_3_FILE:
319 Feld[x][y] = EL_EM_KEY_3;
321 case EL_EM_KEY_4_FILE:
322 Feld[x][y] = EL_EM_KEY_4;
333 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
334 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
335 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
337 /* don't play tapes over network */
338 network_playing = (options.network && !tape.playing);
340 for (i=0; i<MAX_PLAYERS; i++)
342 struct PlayerInfo *player = &stored_player[i];
344 player->index_nr = i;
345 player->element_nr = EL_SPIELER1 + i;
347 player->present = FALSE;
348 player->active = FALSE;
351 player->effective_action = 0;
352 player->programmed_action = 0;
355 player->gems_still_needed = level.gems_needed;
356 player->sokobanfields_still_needed = 0;
357 player->lights_still_needed = 0;
358 player->friends_still_needed = 0;
361 player->key[j] = FALSE;
363 player->dynamite = 0;
364 player->dynabomb_count = 0;
365 player->dynabomb_size = 1;
366 player->dynabombs_left = 0;
367 player->dynabomb_xl = FALSE;
369 player->MovDir = MV_NO_MOVING;
371 player->Pushing = FALSE;
372 player->Switching = FALSE;
376 player->actual_frame_counter = 0;
378 player->frame_reset_delay = 0;
380 player->push_delay = 0;
381 player->push_delay_value = 5;
383 player->move_delay = 0;
384 player->last_move_dir = MV_NO_MOVING;
386 player->move_delay_value =
387 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
389 player->snapped = FALSE;
391 player->last_jx = player->last_jy = 0;
392 player->jx = player->jy = 0;
394 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
395 SnapField(player, 0, 0);
397 player->LevelSolved = FALSE;
398 player->GameOver = FALSE;
401 network_player_action_received = FALSE;
404 /* initial null action */
406 SendToServer_MovePlayer(MV_NO_MOVING);
411 game.yam_content_nr = 0;
415 TimeLeft = level.time;
417 ScreenMovDir = MV_NO_MOVING;
421 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
423 AllPlayersGone = FALSE;
424 game.magic_wall_active = FALSE;
425 game.magic_wall_time_left = 0;
427 game.belt_dir[i] = MV_NO_MOVING;
429 for (i=0; i<MAX_NUM_AMOEBA; i++)
430 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
432 for (x=0; x<lev_fieldx; x++)
434 for (y=0; y<lev_fieldy; y++)
436 Feld[x][y] = Ur[x][y];
437 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
438 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
441 JustStopped[x][y] = 0;
446 for(y=0; y<lev_fieldy; y++)
448 for(x=0; x<lev_fieldx; x++)
450 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
452 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
454 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
457 InitField(x, y, TRUE);
461 /* check if any connected player was not found in playfield */
462 for (i=0; i<MAX_PLAYERS; i++)
464 struct PlayerInfo *player = &stored_player[i];
466 if (player->connected && !player->present)
468 for (j=0; j<MAX_PLAYERS; j++)
470 struct PlayerInfo *some_player = &stored_player[j];
471 int jx = some_player->jx, jy = some_player->jy;
473 /* assign first free player found that is present in the playfield */
474 if (some_player->present && !some_player->connected)
476 player->present = TRUE;
477 player->active = TRUE;
478 some_player->present = FALSE;
480 StorePlayer[jx][jy] = player->element_nr;
481 player->jx = player->last_jx = jx;
482 player->jy = player->last_jy = jy;
492 /* when playing a tape, eliminate all players who do not participate */
494 for (i=0; i<MAX_PLAYERS; i++)
496 if (stored_player[i].active && !tape.player_participates[i])
498 struct PlayerInfo *player = &stored_player[i];
499 int jx = player->jx, jy = player->jy;
501 player->active = FALSE;
502 StorePlayer[jx][jy] = 0;
503 Feld[jx][jy] = EL_LEERRAUM;
507 else if (!options.network && !setup.team_mode) /* && !tape.playing */
509 /* when in single player mode, eliminate all but the first active player */
511 for (i=0; i<MAX_PLAYERS; i++)
513 if (stored_player[i].active)
515 for (j=i+1; j<MAX_PLAYERS; j++)
517 if (stored_player[j].active)
519 struct PlayerInfo *player = &stored_player[j];
520 int jx = player->jx, jy = player->jy;
522 player->active = FALSE;
523 StorePlayer[jx][jy] = 0;
524 Feld[jx][jy] = EL_LEERRAUM;
531 /* when recording the game, store which players take part in the game */
534 for (i=0; i<MAX_PLAYERS; i++)
535 if (stored_player[i].active)
536 tape.player_participates[i] = TRUE;
541 for (i=0; i<MAX_PLAYERS; i++)
543 struct PlayerInfo *player = &stored_player[i];
545 printf("Player %d: present == %d, connected == %d, active == %d.\n",
550 if (local_player == player)
551 printf("Player %d is local player.\n", i+1);
555 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
556 emulate_sb ? EMU_SOKOBAN :
557 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
559 if (BorderElement == EL_LEERRAUM)
562 SBX_Right = lev_fieldx - SCR_FIELDX;
564 SBY_Lower = lev_fieldy - SCR_FIELDY;
569 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
571 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
574 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
575 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
577 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
578 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
581 scroll_y = SBY_Upper;
582 if (local_player->jx >= SBX_Left + MIDPOSX)
583 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
584 local_player->jx - MIDPOSX :
586 if (local_player->jy >= SBY_Upper + MIDPOSY)
587 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
588 local_player->jy - MIDPOSY :
591 CloseDoor(DOOR_CLOSE_1);
597 if (setup.soft_scrolling)
598 XCopyArea(display, fieldbuffer, backbuffer, gc,
599 FX, FY, SXSIZE, SYSIZE, SX, SY);
601 redraw_mask |= REDRAW_FROM_BACKBUFFER;
603 /* copy default game door content to main double buffer */
604 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
605 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
608 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
609 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
612 DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
613 int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
614 XCopyArea(display, drawto, drawto, gc,
615 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
616 FONT5_XSIZE * 3, FONT5_YSIZE - 1,
617 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
620 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
621 int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
622 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
623 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
624 DrawText(DX + XX_SCORE, DY + YY_SCORE,
625 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
626 DrawText(DX + XX_TIME, DY + YY_TIME,
627 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
630 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
631 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
632 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
636 /* copy actual game door content to door double buffer for OpenDoor() */
637 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
638 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
640 OpenDoor(DOOR_OPEN_ALL);
642 if (setup.sound_music)
643 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
645 XAutoRepeatOff(display);
650 printf("Player %d %sactive.\n",
651 i + 1, (stored_player[i].active ? "" : "not "));
655 void InitMovDir(int x, int y)
657 int i, element = Feld[x][y];
658 static int xy[4][2] =
665 static int direction[2][4] =
667 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
668 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
677 Feld[x][y] = EL_KAEFER;
678 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
685 Feld[x][y] = EL_FLIEGER;
686 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
693 Feld[x][y] = EL_BUTTERFLY;
694 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
701 Feld[x][y] = EL_FIREFLY;
702 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
709 Feld[x][y] = EL_PACMAN;
710 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
714 MovDir[x][y] = MV_UP;
718 MovDir[x][y] = MV_LEFT;
722 MovDir[x][y] = 1 << RND(4);
723 if (element != EL_KAEFER &&
724 element != EL_FLIEGER &&
725 element != EL_BUTTERFLY &&
726 element != EL_FIREFLY)
731 int x1 = x + xy[i][0];
732 int y1 = y + xy[i][1];
734 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
736 if (element == EL_KAEFER || element == EL_BUTTERFLY)
738 MovDir[x][y] = direction[0][i];
741 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
742 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
744 MovDir[x][y] = direction[1][i];
753 void InitAmoebaNr(int x, int y)
756 int group_nr = AmoebeNachbarNr(x, y);
760 for (i=1; i<MAX_NUM_AMOEBA; i++)
762 if (AmoebaCnt[i] == 0)
770 AmoebaNr[x][y] = group_nr;
771 AmoebaCnt[group_nr]++;
772 AmoebaCnt2[group_nr]++;
778 int bumplevel = FALSE;
780 if (local_player->MovPos)
783 local_player->LevelSolved = FALSE;
787 if (setup.sound_loops)
788 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
792 if (!setup.sound_loops)
793 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
794 if (TimeLeft > 0 && !(TimeLeft % 10))
795 RaiseScore(level.score[SC_ZEITBONUS]);
796 if (TimeLeft > 100 && !(TimeLeft % 10))
800 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
805 if (setup.sound_loops)
808 else if (level.time == 0) /* level without time limit */
810 if (setup.sound_loops)
811 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
813 while(TimePlayed < 999)
815 if (!setup.sound_loops)
816 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
817 if (TimePlayed < 999 && !(TimePlayed % 10))
818 RaiseScore(level.score[SC_ZEITBONUS]);
819 if (TimePlayed < 900 && !(TimePlayed % 10))
823 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
828 if (setup.sound_loops)
834 /* Hero disappears */
835 DrawLevelField(ExitX, ExitY);
841 CloseDoor(DOOR_CLOSE_1);
846 SaveTape(tape.level_nr); /* Ask to save tape */
849 if ((hi_pos = NewHiScore()) >= 0)
851 game_status = HALLOFFAME;
852 DrawHallOfFame(hi_pos);
853 if (bumplevel && TAPE_IS_EMPTY(tape))
858 game_status = MAINMENU;
859 if (bumplevel && TAPE_IS_EMPTY(tape))
874 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
875 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
878 for (k=0; k<MAX_SCORE_ENTRIES; k++)
880 if (local_player->score > highscore[k].Score)
882 /* player has made it to the hall of fame */
884 if (k < MAX_SCORE_ENTRIES - 1)
886 int m = MAX_SCORE_ENTRIES - 1;
889 for (l=k; l<MAX_SCORE_ENTRIES; l++)
890 if (!strcmp(setup.player_name, highscore[l].Name))
892 if (m == k) /* player's new highscore overwrites his old one */
898 strcpy(highscore[l].Name, highscore[l - 1].Name);
899 highscore[l].Score = highscore[l - 1].Score;
906 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
907 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
908 highscore[k].Score = local_player->score;
914 else if (!strncmp(setup.player_name, highscore[k].Name,
915 MAX_PLAYER_NAME_LEN))
916 break; /* player already there with a higher score */
927 void InitMovingField(int x, int y, int direction)
929 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
930 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
932 MovDir[x][y] = direction;
933 MovDir[newx][newy] = direction;
934 if (Feld[newx][newy] == EL_LEERRAUM)
935 Feld[newx][newy] = EL_BLOCKED;
938 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
940 int direction = MovDir[x][y];
941 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
942 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
948 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
950 int oldx = x, oldy = y;
951 int direction = MovDir[x][y];
953 if (direction == MV_LEFT)
955 else if (direction == MV_RIGHT)
957 else if (direction == MV_UP)
959 else if (direction == MV_DOWN)
962 *comes_from_x = oldx;
963 *comes_from_y = oldy;
966 int MovingOrBlocked2Element(int x, int y)
968 int element = Feld[x][y];
970 if (element == EL_BLOCKED)
974 Blocked2Moving(x, y, &oldx, &oldy);
975 return Feld[oldx][oldy];
981 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
983 /* like MovingOrBlocked2Element(), but if element is moving
984 and (x,y) is the field the moving element is just leaving,
985 return EL_BLOCKED instead of the element value */
986 int element = Feld[x][y];
990 if (element == EL_BLOCKED)
994 Blocked2Moving(x, y, &oldx, &oldy);
995 return Feld[oldx][oldy];
1004 static void RemoveField(int x, int y)
1006 Feld[x][y] = EL_LEERRAUM;
1012 void RemoveMovingField(int x, int y)
1014 int oldx = x, oldy = y, newx = x, newy = y;
1016 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1019 if (IS_MOVING(x, y))
1021 Moving2Blocked(x, y, &newx, &newy);
1022 if (Feld[newx][newy] != EL_BLOCKED)
1025 else if (Feld[x][y] == EL_BLOCKED)
1027 Blocked2Moving(x, y, &oldx, &oldy);
1028 if (!IS_MOVING(oldx, oldy))
1032 if (Feld[x][y] == EL_BLOCKED &&
1033 (Store[oldx][oldy] == EL_MORAST_LEER ||
1034 Store[oldx][oldy] == EL_SIEB_LEER ||
1035 Store[oldx][oldy] == EL_SIEB2_LEER ||
1036 Store[oldx][oldy] == EL_AMOEBE_NASS))
1038 Feld[oldx][oldy] = Store[oldx][oldy];
1039 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1042 Feld[oldx][oldy] = EL_LEERRAUM;
1044 Feld[newx][newy] = EL_LEERRAUM;
1045 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1046 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1048 DrawLevelField(oldx, oldy);
1049 DrawLevelField(newx, newy);
1052 void DrawDynamite(int x, int y)
1054 int sx = SCREENX(x), sy = SCREENY(y);
1055 int graphic = el2gfx(Feld[x][y]);
1058 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1062 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1064 if (Feld[x][y] == EL_DYNAMITE_ACTIVE)
1066 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1071 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1075 if (game.emulation == EMU_SUPAPLEX)
1076 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1077 else if (Store[x][y])
1078 DrawGraphicThruMask(sx, sy, graphic + phase);
1080 DrawGraphic(sx, sy, graphic + phase);
1083 void CheckDynamite(int x, int y)
1085 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1090 if (!(MovDelay[x][y] % 12))
1091 PlaySoundLevel(x, y, SND_ZISCH);
1093 if (IS_ACTIVE_BOMB(Feld[x][y]))
1095 int delay = (Feld[x][y] == EL_DYNAMITE_ACTIVE ? 12 : 6);
1097 if (!(MovDelay[x][y] % delay))
1105 StopSound(SND_ZISCH);
1109 void Explode(int ex, int ey, int phase, int mode)
1112 int num_phase = 9, delay = 2;
1113 int last_phase = num_phase * delay;
1114 int half_phase = (num_phase / 2) * delay;
1115 int first_phase_after_start = EX_PHASE_START + 1;
1117 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1119 int center_element = Feld[ex][ey];
1121 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1123 /* put moving element to center field (and let it explode there) */
1124 center_element = MovingOrBlocked2Element(ex, ey);
1125 RemoveMovingField(ex, ey);
1126 Feld[ex][ey] = center_element;
1129 for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++)
1133 if (!IN_LEV_FIELD(x, y) ||
1134 ((mode != EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1135 (x != ex || y != ey)))
1138 element = Feld[x][y];
1140 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1142 element = MovingOrBlocked2Element(x, y);
1143 RemoveMovingField(x, y);
1146 if (IS_MASSIVE(element) || element == EL_BURNING)
1149 if (element == EL_EXPLODING)
1150 element = Store2[x][y];
1152 if (IS_PLAYER(ex, ey))
1154 switch(StorePlayer[ex][ey])
1157 Store[x][y] = EL_EDELSTEIN_ROT;
1160 Store[x][y] = EL_EDELSTEIN;
1163 Store[x][y] = EL_EDELSTEIN_LILA;
1167 Store[x][y] = EL_EDELSTEIN_GELB;
1171 if (game.emulation == EMU_SUPAPLEX)
1172 Store[x][y] = EL_LEERRAUM;
1174 else if (center_element == EL_MAULWURF)
1175 Store[x][y] = EL_EDELSTEIN_ROT;
1176 else if (center_element == EL_PINGUIN)
1177 Store[x][y] = EL_EDELSTEIN_LILA;
1178 else if (center_element == EL_KAEFER)
1179 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1180 else if (center_element == EL_BUTTERFLY)
1181 Store[x][y] = EL_EDELSTEIN_BD;
1182 else if (center_element == EL_SP_ELECTRON)
1183 Store[x][y] = EL_SP_INFOTRON;
1184 else if (center_element == EL_MAMPFER)
1185 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1186 else if (center_element == EL_AMOEBA2DIAM)
1187 Store[x][y] = level.amoeba_content;
1188 else if (element == EL_ERZ_EDEL)
1189 Store[x][y] = EL_EDELSTEIN;
1190 else if (element == EL_ERZ_DIAM)
1191 Store[x][y] = EL_DIAMANT;
1192 else if (element == EL_ERZ_EDEL_BD)
1193 Store[x][y] = EL_EDELSTEIN_BD;
1194 else if (element == EL_ERZ_EDEL_GELB)
1195 Store[x][y] = EL_EDELSTEIN_GELB;
1196 else if (element == EL_ERZ_EDEL_ROT)
1197 Store[x][y] = EL_EDELSTEIN_ROT;
1198 else if (element == EL_ERZ_EDEL_LILA)
1199 Store[x][y] = EL_EDELSTEIN_LILA;
1200 else if (!IS_PFORTE(Store[x][y]))
1201 Store[x][y] = EL_LEERRAUM;
1203 if (x != ex || y != ey ||
1204 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1205 Store2[x][y] = element;
1207 if (AmoebaNr[x][y] &&
1208 (element == EL_AMOEBE_VOLL ||
1209 element == EL_AMOEBE_BD ||
1210 element == EL_AMOEBING))
1212 AmoebaCnt[AmoebaNr[x][y]]--;
1213 AmoebaCnt2[AmoebaNr[x][y]]--;
1216 Feld[x][y] = EL_EXPLODING;
1217 MovDir[x][y] = MovPos[x][y] = 0;
1223 if (center_element == EL_MAMPFER)
1224 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1235 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1237 if (phase == first_phase_after_start)
1239 int element = Store2[x][y];
1241 if (element == EL_BLACK_ORB)
1243 Feld[x][y] = Store2[x][y];
1248 else if (phase == half_phase)
1250 int element = Store2[x][y];
1252 if (IS_PLAYER(x, y))
1253 KillHero(PLAYERINFO(x, y));
1254 else if (IS_EXPLOSIVE(element))
1256 Feld[x][y] = Store2[x][y];
1260 else if (element == EL_AMOEBA2DIAM)
1261 AmoebeUmwandeln(x, y);
1264 if (phase == last_phase)
1268 element = Feld[x][y] = Store[x][y];
1269 Store[x][y] = Store2[x][y] = 0;
1270 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1271 InitField(x, y, FALSE);
1272 if (CAN_MOVE(element) || COULD_MOVE(element))
1274 DrawLevelField(x, y);
1276 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1278 int graphic = GFX_EXPLOSION;
1280 if (game.emulation == EMU_SUPAPLEX)
1281 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1282 GFX_SP_EXPLODE_INFOTRON :
1283 GFX_SP_EXPLODE_EMPTY);
1286 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1288 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1292 void DynaExplode(int ex, int ey)
1295 int dynabomb_size = 1;
1296 boolean dynabomb_xl = FALSE;
1297 struct PlayerInfo *player;
1298 static int xy[4][2] =
1306 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1308 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_ACTIVE_1];
1309 dynabomb_size = player->dynabomb_size;
1310 dynabomb_xl = player->dynabomb_xl;
1311 player->dynabombs_left++;
1314 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1318 for (j=1; j<=dynabomb_size; j++)
1320 int x = ex + j * xy[i % 4][0];
1321 int y = ey + j * xy[i % 4][1];
1324 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1327 element = Feld[x][y];
1329 /* do not restart explosions of fields with active bombs */
1330 if (element == EL_EXPLODING && IS_ACTIVE_BOMB(Store2[x][y]))
1333 Explode(x, y, EX_PHASE_START, EX_BORDER);
1335 if (element != EL_LEERRAUM &&
1336 element != EL_ERDREICH &&
1337 element != EL_EXPLODING &&
1344 void Bang(int x, int y)
1346 int element = Feld[x][y];
1348 if (game.emulation == EMU_SUPAPLEX)
1349 PlaySoundLevel(x, y, SND_SP_BOOOM);
1351 PlaySoundLevel(x, y, SND_ROAAAR);
1353 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1354 element = EL_LEERRAUM;
1366 RaiseScoreElement(element);
1367 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1369 case EL_DYNABOMB_ACTIVE_1:
1370 case EL_DYNABOMB_ACTIVE_2:
1371 case EL_DYNABOMB_ACTIVE_3:
1372 case EL_DYNABOMB_ACTIVE_4:
1373 case EL_DYNABOMB_NR:
1374 case EL_DYNABOMB_SZ:
1375 case EL_DYNABOMB_XL:
1382 Explode(x, y, EX_PHASE_START, EX_CENTER);
1385 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1390 void Blurb(int x, int y)
1392 int element = Feld[x][y];
1394 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1396 PlaySoundLevel(x, y, SND_BLURB);
1397 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1398 (!IN_LEV_FIELD(x-1, y-1) ||
1399 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1401 Feld[x-1][y] = EL_BLURB_LEFT;
1403 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1404 (!IN_LEV_FIELD(x+1, y-1) ||
1405 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1407 Feld[x+1][y] = EL_BLURB_RIGHT;
1412 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1414 if (!MovDelay[x][y]) /* initialize animation counter */
1417 if (MovDelay[x][y]) /* continue animation */
1420 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1421 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1423 if (!MovDelay[x][y])
1425 Feld[x][y] = EL_LEERRAUM;
1426 DrawLevelField(x, y);
1432 void Impact(int x, int y)
1434 boolean lastline = (y == lev_fieldy-1);
1435 boolean object_hit = FALSE;
1436 int element = Feld[x][y];
1439 if (!lastline) /* check if element below was hit */
1441 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1444 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1445 MovDir[x][y+1]!=MV_DOWN ||
1446 MovPos[x][y+1]<=TILEY/2));
1448 smashed = MovingOrBlocked2Element(x, y+1);
1451 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1457 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1458 (lastline || object_hit)) /* element is bomb */
1464 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1466 if (object_hit && IS_PLAYER(x, y+1))
1467 KillHero(PLAYERINFO(x, y+1));
1468 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1472 Feld[x][y] = EL_AMOEBING;
1473 Store[x][y] = EL_AMOEBE_NASS;
1478 if (!lastline && object_hit) /* check which object was hit */
1480 if (CAN_CHANGE(element) &&
1481 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1484 int activated_magic_wall =
1485 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1487 /* activate magic wall / mill */
1489 for (y=0; y<lev_fieldy; y++)
1490 for (x=0; x<lev_fieldx; x++)
1491 if (Feld[x][y] == smashed)
1492 Feld[x][y] = activated_magic_wall;
1494 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1495 game.magic_wall_active = TRUE;
1498 if (IS_PLAYER(x, y+1))
1500 KillHero(PLAYERINFO(x, y+1));
1503 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1508 else if (element == EL_EDELSTEIN_BD)
1510 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1516 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1518 if (IS_ENEMY(smashed) ||
1519 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1520 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1525 else if (!IS_MOVING(x, y+1))
1527 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1532 else if (smashed == EL_KOKOSNUSS)
1534 Feld[x][y+1] = EL_CRACKINGNUT;
1535 PlaySoundLevel(x, y, SND_KNACK);
1536 RaiseScoreElement(EL_KOKOSNUSS);
1539 else if (smashed == EL_DIAMANT)
1541 Feld[x][y+1] = EL_LEERRAUM;
1542 PlaySoundLevel(x, y, SND_QUIRK);
1549 /* play sound of magic wall / mill */
1551 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1553 PlaySoundLevel(x, y, SND_QUIRK);
1557 /* play sound of object that hits the ground */
1558 if (lastline || object_hit)
1565 case EL_EDELSTEIN_BD:
1566 case EL_EDELSTEIN_GELB:
1567 case EL_EDELSTEIN_ROT:
1568 case EL_EDELSTEIN_LILA:
1570 case EL_SP_INFOTRON:
1576 case EL_FELSBROCKEN:
1580 sound = SND_SP_ZONKDOWN;
1583 case EL_SCHLUESSEL1:
1584 case EL_SCHLUESSEL2:
1585 case EL_SCHLUESSEL3:
1586 case EL_SCHLUESSEL4:
1603 PlaySoundLevel(x, y, sound);
1607 void TurnRound(int x, int y)
1619 { 0, 0 }, { 0, 0 }, { 0, 0 },
1624 int left, right, back;
1628 { MV_DOWN, MV_UP, MV_RIGHT },
1629 { MV_UP, MV_DOWN, MV_LEFT },
1631 { MV_LEFT, MV_RIGHT, MV_DOWN },
1632 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1633 { MV_RIGHT, MV_LEFT, MV_UP }
1636 int element = Feld[x][y];
1637 int old_move_dir = MovDir[x][y];
1638 int left_dir = turn[old_move_dir].left;
1639 int right_dir = turn[old_move_dir].right;
1640 int back_dir = turn[old_move_dir].back;
1642 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1643 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1644 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1645 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1647 int left_x = x+left_dx, left_y = y+left_dy;
1648 int right_x = x+right_dx, right_y = y+right_dy;
1649 int move_x = x+move_dx, move_y = y+move_dy;
1651 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1653 TestIfBadThingHitsOtherBadThing(x, y);
1655 if (IN_LEV_FIELD(right_x, right_y) &&
1656 IS_FREE_OR_PLAYER(right_x, right_y))
1657 MovDir[x][y] = right_dir;
1658 else if (!IN_LEV_FIELD(move_x, move_y) ||
1659 !IS_FREE_OR_PLAYER(move_x, move_y))
1660 MovDir[x][y] = left_dir;
1662 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1664 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1667 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1668 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1670 TestIfBadThingHitsOtherBadThing(x, y);
1672 if (IN_LEV_FIELD(left_x, left_y) &&
1673 IS_FREE_OR_PLAYER(left_x, left_y))
1674 MovDir[x][y] = left_dir;
1675 else if (!IN_LEV_FIELD(move_x, move_y) ||
1676 !IS_FREE_OR_PLAYER(move_x, move_y))
1677 MovDir[x][y] = right_dir;
1679 if ((element == EL_FLIEGER ||
1680 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1681 && MovDir[x][y] != old_move_dir)
1683 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1686 else if (element == EL_MAMPFER)
1688 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1690 if (IN_LEV_FIELD(left_x, left_y) &&
1691 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1692 Feld[left_x][left_y] == EL_DIAMANT))
1693 can_turn_left = TRUE;
1694 if (IN_LEV_FIELD(right_x, right_y) &&
1695 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1696 Feld[right_x][right_y] == EL_DIAMANT))
1697 can_turn_right = TRUE;
1699 if (can_turn_left && can_turn_right)
1700 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1701 else if (can_turn_left)
1702 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1703 else if (can_turn_right)
1704 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1706 MovDir[x][y] = back_dir;
1708 MovDelay[x][y] = 16+16*RND(3);
1710 else if (element == EL_MAMPFER2)
1712 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1714 if (IN_LEV_FIELD(left_x, left_y) &&
1715 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1716 IS_MAMPF2(Feld[left_x][left_y])))
1717 can_turn_left = TRUE;
1718 if (IN_LEV_FIELD(right_x, right_y) &&
1719 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1720 IS_MAMPF2(Feld[right_x][right_y])))
1721 can_turn_right = TRUE;
1723 if (can_turn_left && can_turn_right)
1724 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1725 else if (can_turn_left)
1726 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1727 else if (can_turn_right)
1728 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1730 MovDir[x][y] = back_dir;
1732 MovDelay[x][y] = 16+16*RND(3);
1734 else if (element == EL_PACMAN)
1736 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1738 if (IN_LEV_FIELD(left_x, left_y) &&
1739 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1740 IS_AMOEBOID(Feld[left_x][left_y])))
1741 can_turn_left = TRUE;
1742 if (IN_LEV_FIELD(right_x, right_y) &&
1743 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1744 IS_AMOEBOID(Feld[right_x][right_y])))
1745 can_turn_right = TRUE;
1747 if (can_turn_left && can_turn_right)
1748 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1749 else if (can_turn_left)
1750 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1751 else if (can_turn_right)
1752 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1754 MovDir[x][y] = back_dir;
1756 MovDelay[x][y] = 6+RND(40);
1758 else if (element == EL_SCHWEIN)
1760 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1761 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1762 boolean should_move_on = FALSE;
1764 int rnd = RND(rnd_value);
1766 if (IN_LEV_FIELD(left_x, left_y) &&
1767 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1768 can_turn_left = TRUE;
1769 if (IN_LEV_FIELD(right_x, right_y) &&
1770 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1771 can_turn_right = TRUE;
1772 if (IN_LEV_FIELD(move_x, move_y) &&
1773 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1776 if (can_turn_left &&
1778 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1779 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1780 should_turn_left = TRUE;
1781 if (can_turn_right &&
1783 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1784 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1785 should_turn_right = TRUE;
1787 (!can_turn_left || !can_turn_right ||
1788 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1789 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1790 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1791 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1792 should_move_on = TRUE;
1794 if (should_turn_left || should_turn_right || should_move_on)
1796 if (should_turn_left && should_turn_right && should_move_on)
1797 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1798 rnd < 2*rnd_value/3 ? right_dir :
1800 else if (should_turn_left && should_turn_right)
1801 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1802 else if (should_turn_left && should_move_on)
1803 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1804 else if (should_turn_right && should_move_on)
1805 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1806 else if (should_turn_left)
1807 MovDir[x][y] = left_dir;
1808 else if (should_turn_right)
1809 MovDir[x][y] = right_dir;
1810 else if (should_move_on)
1811 MovDir[x][y] = old_move_dir;
1813 else if (can_move_on && rnd > rnd_value/8)
1814 MovDir[x][y] = old_move_dir;
1815 else if (can_turn_left && can_turn_right)
1816 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1817 else if (can_turn_left && rnd > rnd_value/8)
1818 MovDir[x][y] = left_dir;
1819 else if (can_turn_right && rnd > rnd_value/8)
1820 MovDir[x][y] = right_dir;
1822 MovDir[x][y] = back_dir;
1824 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1825 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1826 MovDir[x][y] = old_move_dir;
1830 else if (element == EL_DRACHE)
1832 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1834 int rnd = RND(rnd_value);
1836 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1837 can_turn_left = TRUE;
1838 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1839 can_turn_right = TRUE;
1840 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1843 if (can_move_on && rnd > rnd_value/8)
1844 MovDir[x][y] = old_move_dir;
1845 else if (can_turn_left && can_turn_right)
1846 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1847 else if (can_turn_left && rnd > rnd_value/8)
1848 MovDir[x][y] = left_dir;
1849 else if (can_turn_right && rnd > rnd_value/8)
1850 MovDir[x][y] = right_dir;
1852 MovDir[x][y] = back_dir;
1854 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1855 MovDir[x][y] = old_move_dir;
1859 else if (element == EL_ROBOT || element == EL_SONDE ||
1860 element == EL_MAULWURF || element == EL_PINGUIN)
1862 int attr_x = -1, attr_y = -1;
1873 for (i=0; i<MAX_PLAYERS; i++)
1875 struct PlayerInfo *player = &stored_player[i];
1876 int jx = player->jx, jy = player->jy;
1878 if (!player->active)
1881 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1889 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1895 if (element == EL_MAULWURF || element == EL_PINGUIN)
1898 static int xy[4][2] =
1908 int ex = x + xy[i%4][0];
1909 int ey = y + xy[i%4][1];
1911 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1920 MovDir[x][y] = MV_NO_MOVING;
1922 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1924 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1926 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1928 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1930 if (element == EL_ROBOT)
1934 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1935 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1936 Moving2Blocked(x, y, &newx, &newy);
1938 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1939 MovDelay[x][y] = 8+8*!RND(3);
1941 MovDelay[x][y] = 16;
1949 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1951 boolean first_horiz = RND(2);
1952 int new_move_dir = MovDir[x][y];
1955 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1956 Moving2Blocked(x, y, &newx, &newy);
1958 if (IN_LEV_FIELD(newx, newy) &&
1959 (IS_FREE(newx, newy) ||
1960 Feld[newx][newy] == EL_SALZSAEURE ||
1961 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1962 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1963 IS_MAMPF3(Feld[newx][newy])))))
1967 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1968 Moving2Blocked(x, y, &newx, &newy);
1970 if (IN_LEV_FIELD(newx, newy) &&
1971 (IS_FREE(newx, newy) ||
1972 Feld[newx][newy] == EL_SALZSAEURE ||
1973 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1974 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1975 IS_MAMPF3(Feld[newx][newy])))))
1978 MovDir[x][y] = old_move_dir;
1985 static boolean JustBeingPushed(int x, int y)
1989 for (i=0; i<MAX_PLAYERS; i++)
1991 struct PlayerInfo *player = &stored_player[i];
1993 if (player->active && player->Pushing && player->MovPos)
1995 int next_jx = player->jx + (player->jx - player->last_jx);
1996 int next_jy = player->jy + (player->jy - player->last_jy);
1998 if (x == next_jx && y == next_jy)
2006 void StartMoving(int x, int y)
2008 int element = Feld[x][y];
2013 if (CAN_FALL(element) && y<lev_fieldy-1)
2015 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2016 if (JustBeingPushed(x, y))
2019 if (element == EL_MORAST_VOLL)
2021 if (IS_FREE(x, y+1))
2023 InitMovingField(x, y, MV_DOWN);
2024 Feld[x][y] = EL_FELSBROCKEN;
2025 Store[x][y] = EL_MORAST_LEER;
2027 else if (Feld[x][y+1] == EL_MORAST_LEER)
2029 if (!MovDelay[x][y])
2030 MovDelay[x][y] = TILEY + 1;
2039 Feld[x][y] = EL_MORAST_LEER;
2040 Feld[x][y+1] = EL_MORAST_VOLL;
2043 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2045 InitMovingField(x, y, MV_DOWN);
2046 Store[x][y] = EL_MORAST_VOLL;
2048 else if (element == EL_SIEB_VOLL)
2050 if (IS_FREE(x, y+1))
2052 InitMovingField(x, y, MV_DOWN);
2053 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2054 Store[x][y] = EL_SIEB_LEER;
2056 else if (Feld[x][y+1] == EL_SIEB_LEER)
2058 if (!MovDelay[x][y])
2059 MovDelay[x][y] = TILEY/4 + 1;
2068 Feld[x][y] = EL_SIEB_LEER;
2069 Feld[x][y+1] = EL_SIEB_VOLL;
2070 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2074 else if (element == EL_SIEB2_VOLL)
2076 if (IS_FREE(x, y+1))
2078 InitMovingField(x, y, MV_DOWN);
2079 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2080 Store[x][y] = EL_SIEB2_LEER;
2082 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2084 if (!MovDelay[x][y])
2085 MovDelay[x][y] = TILEY/4 + 1;
2094 Feld[x][y] = EL_SIEB2_LEER;
2095 Feld[x][y+1] = EL_SIEB2_VOLL;
2096 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2100 else if (CAN_CHANGE(element) &&
2101 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2103 InitMovingField(x, y, MV_DOWN);
2105 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2106 Store2[x][y+1] = element;
2108 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2111 InitMovingField(x, y, MV_DOWN);
2112 Store[x][y] = EL_SALZSAEURE;
2114 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED &&
2119 else if (IS_FREE(x, y+1))
2121 InitMovingField(x, y, MV_DOWN);
2123 else if (element == EL_TROPFEN)
2125 Feld[x][y] = EL_AMOEBING;
2126 Store[x][y] = EL_AMOEBE_NASS;
2128 #if OLD_GAME_BEHAVIOUR
2129 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2131 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] &&
2132 !IS_FALLING(x, y+1) && !JustStopped[x][y+1])
2135 boolean left = (x>0 && IS_FREE(x-1, y) &&
2136 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2137 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2138 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2142 if (left && right && game.emulation != EMU_BOULDERDASH)
2143 left = !(right = RND(2));
2145 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2149 else if (CAN_MOVE(element))
2153 if (element == EL_SONDE && JustBeingPushed(x, y))
2156 if (!MovDelay[x][y]) /* start new movement phase */
2158 /* all objects that can change their move direction after each step */
2159 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2161 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2164 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2165 element == EL_SP_SNIKSNAK ||
2166 element == EL_SP_ELECTRON))
2167 DrawLevelField(x, y);
2171 if (MovDelay[x][y]) /* wait some time before next movement */
2175 if (element == EL_ROBOT ||
2176 element == EL_MAMPFER || element == EL_MAMPFER2)
2178 int phase = MovDelay[x][y] % 8;
2183 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2184 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2186 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2187 && MovDelay[x][y]%4 == 3)
2188 PlaySoundLevel(x, y, SND_NJAM);
2190 else if (element == EL_SP_ELECTRON)
2191 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2192 else if (element == EL_DRACHE)
2195 int dir = MovDir[x][y];
2196 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2197 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2198 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2199 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2200 dir == MV_UP ? GFX_FLAMMEN_UP :
2201 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2202 int phase = FrameCounter % 2;
2204 for (i=1; i<=3; i++)
2206 int xx = x + i*dx, yy = y + i*dy;
2207 int sx = SCREENX(xx), sy = SCREENY(yy);
2209 if (!IN_LEV_FIELD(xx, yy) ||
2210 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2215 int flamed = MovingOrBlocked2Element(xx, yy);
2217 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2220 RemoveMovingField(xx, yy);
2222 Feld[xx][yy] = EL_BURNING;
2223 if (IN_SCR_FIELD(sx, sy))
2224 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2228 if (Feld[xx][yy] == EL_BURNING)
2229 Feld[xx][yy] = EL_LEERRAUM;
2230 DrawLevelField(xx, yy);
2239 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2241 PlaySoundLevel(x, y, SND_KLAPPER);
2243 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2245 PlaySoundLevel(x, y, SND_ROEHR);
2248 /* now make next step */
2250 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2252 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2254 /* enemy got the player */
2256 KillHero(PLAYERINFO(newx, newy));
2259 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2260 element == EL_ROBOT || element == EL_SONDE) &&
2261 IN_LEV_FIELD(newx, newy) &&
2262 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2265 Store[x][y] = EL_SALZSAEURE;
2267 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2268 IN_LEV_FIELD(newx, newy))
2270 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2272 Feld[x][y] = EL_LEERRAUM;
2273 DrawLevelField(x, y);
2275 PlaySoundLevel(newx, newy, SND_BUING);
2276 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2277 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2279 local_player->friends_still_needed--;
2280 if (!local_player->friends_still_needed &&
2281 !local_player->GameOver && AllPlayersGone)
2282 local_player->LevelSolved = local_player->GameOver = TRUE;
2286 else if (IS_MAMPF3(Feld[newx][newy]))
2288 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2289 DrawLevelField(newx, newy);
2291 MovDir[x][y] = MV_NO_MOVING;
2293 else if (!IS_FREE(newx, newy))
2295 if (IS_PLAYER(x, y))
2296 DrawPlayerField(x, y);
2298 DrawLevelField(x, y);
2302 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2304 if (IS_GEM(Feld[newx][newy]))
2306 if (IS_MOVING(newx, newy))
2307 RemoveMovingField(newx, newy);
2310 Feld[newx][newy] = EL_LEERRAUM;
2311 DrawLevelField(newx, newy);
2314 else if (!IS_FREE(newx, newy))
2316 if (IS_PLAYER(x, y))
2317 DrawPlayerField(x, y);
2319 DrawLevelField(x, y);
2323 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2325 if (!IS_FREE(newx, newy))
2327 if (IS_PLAYER(x, y))
2328 DrawPlayerField(x, y);
2330 DrawLevelField(x, y);
2335 boolean wanna_flame = !RND(10);
2336 int dx = newx - x, dy = newy - y;
2337 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2338 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2339 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2340 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2341 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2342 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2344 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2345 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2346 element1 != EL_BURNING && element2 != EL_BURNING)
2348 if (IS_PLAYER(x, y))
2349 DrawPlayerField(x, y);
2351 DrawLevelField(x, y);
2353 MovDelay[x][y] = 50;
2354 Feld[newx][newy] = EL_BURNING;
2355 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2356 Feld[newx1][newy1] = EL_BURNING;
2357 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2358 Feld[newx2][newy2] = EL_BURNING;
2363 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2364 Feld[newx][newy] == EL_DIAMANT)
2366 if (IS_MOVING(newx, newy))
2367 RemoveMovingField(newx, newy);
2370 Feld[newx][newy] = EL_LEERRAUM;
2371 DrawLevelField(newx, newy);
2374 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2375 IS_MAMPF2(Feld[newx][newy]))
2377 if (AmoebaNr[newx][newy])
2379 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2380 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2381 Feld[newx][newy] == EL_AMOEBE_BD)
2382 AmoebaCnt[AmoebaNr[newx][newy]]--;
2385 if (IS_MOVING(newx, newy))
2386 RemoveMovingField(newx, newy);
2389 Feld[newx][newy] = EL_LEERRAUM;
2390 DrawLevelField(newx, newy);
2393 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2394 IS_AMOEBOID(Feld[newx][newy]))
2396 if (AmoebaNr[newx][newy])
2398 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2399 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2400 Feld[newx][newy] == EL_AMOEBE_BD)
2401 AmoebaCnt[AmoebaNr[newx][newy]]--;
2404 Feld[newx][newy] = EL_LEERRAUM;
2405 DrawLevelField(newx, newy);
2407 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2409 /* object was running against a wall */
2413 if (element == EL_KAEFER || element == EL_FLIEGER ||
2414 element == EL_SP_SNIKSNAK)
2415 DrawLevelField(x, y);
2416 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2417 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2418 else if (element == EL_SONDE)
2419 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2420 else if (element == EL_SP_ELECTRON)
2421 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2426 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2427 PlaySoundLevel(x, y, SND_SCHLURF);
2429 InitMovingField(x, y, MovDir[x][y]);
2433 ContinueMoving(x, y);
2436 void ContinueMoving(int x, int y)
2438 int element = Feld[x][y];
2439 int direction = MovDir[x][y];
2440 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2441 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2442 int horiz_move = (dx!=0);
2443 int newx = x + dx, newy = y + dy;
2444 int step = (horiz_move ? dx : dy) * TILEX/8;
2446 if (element == EL_TROPFEN)
2448 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2450 #if OLD_GAME_BEHAVIOUR
2451 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2455 MovPos[x][y] += step;
2457 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2459 Feld[x][y] = EL_LEERRAUM;
2460 Feld[newx][newy] = element;
2462 if (Store[x][y] == EL_MORAST_VOLL)
2465 Feld[newx][newy] = EL_MORAST_VOLL;
2466 element = EL_MORAST_VOLL;
2468 else if (Store[x][y] == EL_MORAST_LEER)
2471 Feld[x][y] = EL_MORAST_LEER;
2473 else if (Store[x][y] == EL_SIEB_VOLL)
2476 element = Feld[newx][newy] =
2477 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2479 else if (Store[x][y] == EL_SIEB_LEER)
2481 Store[x][y] = Store2[x][y] = 0;
2482 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2484 else if (Store[x][y] == EL_SIEB2_VOLL)
2487 element = Feld[newx][newy] =
2488 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2490 else if (Store[x][y] == EL_SIEB2_LEER)
2492 Store[x][y] = Store2[x][y] = 0;
2493 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2495 else if (Store[x][y] == EL_SALZSAEURE)
2498 Feld[newx][newy] = EL_SALZSAEURE;
2499 element = EL_SALZSAEURE;
2501 else if (Store[x][y] == EL_AMOEBE_NASS)
2504 Feld[x][y] = EL_AMOEBE_NASS;
2507 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2508 MovDelay[newx][newy] = 0;
2510 if (!CAN_MOVE(element))
2511 MovDir[newx][newy] = 0;
2513 DrawLevelField(x, y);
2514 DrawLevelField(newx, newy);
2516 Stop[newx][newy] = TRUE;
2517 JustStopped[newx][newy] = 3;
2519 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2521 TestIfBadThingHitsHero(newx, newy);
2522 TestIfBadThingHitsFriend(newx, newy);
2523 TestIfBadThingHitsOtherBadThing(newx, newy);
2525 else if (element == EL_PINGUIN)
2526 TestIfFriendHitsBadThing(newx, newy);
2528 if (CAN_SMASH(element) && direction == MV_DOWN &&
2529 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2532 else /* still moving on */
2533 DrawLevelField(x, y);
2536 int AmoebeNachbarNr(int ax, int ay)
2539 int element = Feld[ax][ay];
2541 static int xy[4][2] =
2551 int x = ax + xy[i][0];
2552 int y = ay + xy[i][1];
2554 if (!IN_LEV_FIELD(x, y))
2557 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2558 group_nr = AmoebaNr[x][y];
2564 void AmoebenVereinigen(int ax, int ay)
2566 int i, x, y, xx, yy;
2567 int new_group_nr = AmoebaNr[ax][ay];
2568 static int xy[4][2] =
2576 if (new_group_nr == 0)
2584 if (!IN_LEV_FIELD(x, y))
2587 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2588 Feld[x][y] == EL_AMOEBE_BD ||
2589 Feld[x][y] == EL_AMOEBE_TOT) &&
2590 AmoebaNr[x][y] != new_group_nr)
2592 int old_group_nr = AmoebaNr[x][y];
2594 if (old_group_nr == 0)
2597 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2598 AmoebaCnt[old_group_nr] = 0;
2599 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2600 AmoebaCnt2[old_group_nr] = 0;
2602 for (yy=0; yy<lev_fieldy; yy++)
2604 for (xx=0; xx<lev_fieldx; xx++)
2606 if (AmoebaNr[xx][yy] == old_group_nr)
2607 AmoebaNr[xx][yy] = new_group_nr;
2614 void AmoebeUmwandeln(int ax, int ay)
2618 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2620 int group_nr = AmoebaNr[ax][ay];
2625 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2626 printf("AmoebeUmwandeln(): This should never happen!\n");
2631 for (y=0; y<lev_fieldy; y++)
2633 for (x=0; x<lev_fieldx; x++)
2635 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2638 Feld[x][y] = EL_AMOEBA2DIAM;
2646 static int xy[4][2] =
2659 if (!IN_LEV_FIELD(x, y))
2662 if (Feld[x][y] == EL_AMOEBA2DIAM)
2668 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2671 int group_nr = AmoebaNr[ax][ay];
2672 boolean done = FALSE;
2677 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2678 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2683 for (y=0; y<lev_fieldy; y++)
2685 for (x=0; x<lev_fieldx; x++)
2687 if (AmoebaNr[x][y] == group_nr &&
2688 (Feld[x][y] == EL_AMOEBE_TOT ||
2689 Feld[x][y] == EL_AMOEBE_BD ||
2690 Feld[x][y] == EL_AMOEBING))
2693 Feld[x][y] = new_element;
2694 InitField(x, y, FALSE);
2695 DrawLevelField(x, y);
2702 PlaySoundLevel(ax, ay,
2703 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2706 void AmoebeWaechst(int x, int y)
2708 static unsigned long sound_delay = 0;
2709 static unsigned long sound_delay_value = 0;
2711 if (!MovDelay[x][y]) /* start new growing cycle */
2715 if (DelayReached(&sound_delay, sound_delay_value))
2717 PlaySoundLevel(x, y, SND_AMOEBE);
2718 sound_delay_value = 30;
2722 if (MovDelay[x][y]) /* wait some time before growing bigger */
2725 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2726 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2728 if (!MovDelay[x][y])
2730 Feld[x][y] = Store[x][y];
2732 DrawLevelField(x, y);
2737 void AmoebeAbleger(int ax, int ay)
2740 int element = Feld[ax][ay];
2741 int newax = ax, neway = ay;
2742 static int xy[4][2] =
2750 if (!level.amoeba_speed)
2752 Feld[ax][ay] = EL_AMOEBE_TOT;
2753 DrawLevelField(ax, ay);
2757 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2758 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
2760 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2763 if (MovDelay[ax][ay])
2767 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2770 int x = ax + xy[start][0];
2771 int y = ay + xy[start][1];
2773 if (!IN_LEV_FIELD(x, y))
2776 if (IS_FREE(x, y) ||
2777 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2783 if (newax == ax && neway == ay)
2786 else /* normal or "filled" (BD style) amoeba */
2789 boolean waiting_for_player = FALSE;
2793 int j = (start + i) % 4;
2794 int x = ax + xy[j][0];
2795 int y = ay + xy[j][1];
2797 if (!IN_LEV_FIELD(x, y))
2800 if (IS_FREE(x, y) ||
2801 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2807 else if (IS_PLAYER(x, y))
2808 waiting_for_player = TRUE;
2811 if (newax == ax && neway == ay) /* amoeba cannot grow */
2813 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
2815 Feld[ax][ay] = EL_AMOEBE_TOT;
2816 DrawLevelField(ax, ay);
2817 AmoebaCnt[AmoebaNr[ax][ay]]--;
2819 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2821 if (element == EL_AMOEBE_VOLL)
2822 AmoebeUmwandeln(ax, ay);
2823 else if (element == EL_AMOEBE_BD)
2824 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
2829 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2831 /* amoeba gets larger by growing in some direction */
2833 int new_group_nr = AmoebaNr[ax][ay];
2836 if (new_group_nr == 0)
2838 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2839 printf("AmoebeAbleger(): This should never happen!\n");
2844 AmoebaNr[newax][neway] = new_group_nr;
2845 AmoebaCnt[new_group_nr]++;
2846 AmoebaCnt2[new_group_nr]++;
2848 /* if amoeba touches other amoeba(s) after growing, unify them */
2849 AmoebenVereinigen(newax, neway);
2851 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2853 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2859 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2860 (neway == lev_fieldy - 1 && newax != ax))
2862 Feld[newax][neway] = EL_AMOEBING;
2863 Store[newax][neway] = element;
2865 else if (neway == ay)
2866 Feld[newax][neway] = EL_TROPFEN;
2869 InitMovingField(ax, ay, MV_DOWN);
2870 Feld[ax][ay] = EL_TROPFEN;
2871 Store[ax][ay] = EL_AMOEBE_NASS;
2872 ContinueMoving(ax, ay);
2876 DrawLevelField(newax, neway);
2879 void Life(int ax, int ay)
2882 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2884 int element = Feld[ax][ay];
2889 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2890 MovDelay[ax][ay] = life_time;
2892 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2895 if (MovDelay[ax][ay])
2899 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2901 int xx = ax+x1, yy = ay+y1;
2904 if (!IN_LEV_FIELD(xx, yy))
2907 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2909 int x = xx+x2, y = yy+y2;
2911 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2914 if (((Feld[x][y] == element ||
2915 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2917 (IS_FREE(x, y) && Stop[x][y]))
2921 if (xx == ax && yy == ay) /* field in the middle */
2923 if (nachbarn<life[0] || nachbarn>life[1])
2925 Feld[xx][yy] = EL_LEERRAUM;
2927 DrawLevelField(xx, yy);
2928 Stop[xx][yy] = TRUE;
2931 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2932 { /* free border field */
2933 if (nachbarn>=life[2] && nachbarn<=life[3])
2935 Feld[xx][yy] = element;
2936 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2938 DrawLevelField(xx, yy);
2939 Stop[xx][yy] = TRUE;
2945 void Ablenk(int x, int y)
2947 if (!MovDelay[x][y]) /* next animation frame */
2948 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
2950 if (MovDelay[x][y]) /* wait some time before next frame */
2955 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2956 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2957 if (!(MovDelay[x][y]%4))
2958 PlaySoundLevel(x, y, SND_MIEP);
2963 Feld[x][y] = EL_ABLENK_AUS;
2964 DrawLevelField(x, y);
2965 if (ZX == x && ZY == y)
2969 void Birne(int x, int y)
2971 if (!MovDelay[x][y]) /* next animation frame */
2972 MovDelay[x][y] = 800;
2974 if (MovDelay[x][y]) /* wait some time before next frame */
2979 if (!(MovDelay[x][y]%5))
2981 if (!(MovDelay[x][y]%10))
2982 Feld[x][y]=EL_ABLENK_EIN;
2984 Feld[x][y]=EL_ABLENK_AUS;
2985 DrawLevelField(x, y);
2986 Feld[x][y]=EL_ABLENK_EIN;
2992 Feld[x][y]=EL_ABLENK_AUS;
2993 DrawLevelField(x, y);
2994 if (ZX == x && ZY == y)
2998 void Blubber(int x, int y)
3000 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
3001 DrawLevelField(x, y-1);
3003 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
3006 void NussKnacken(int x, int y)
3008 if (!MovDelay[x][y]) /* next animation frame */
3011 if (MovDelay[x][y]) /* wait some time before next frame */
3014 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3015 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
3017 if (!MovDelay[x][y])
3019 Feld[x][y] = EL_EDELSTEIN;
3020 DrawLevelField(x, y);
3025 void SiebAktivieren(int x, int y, int typ)
3027 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3029 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3032 void AusgangstuerPruefen(int x, int y)
3034 if (!local_player->gems_still_needed &&
3035 !local_player->sokobanfields_still_needed &&
3036 !local_player->lights_still_needed)
3038 Feld[x][y] = EL_AUSGANG_ACT;
3040 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3041 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3042 y < LEVELY(BY1) ? LEVELY(BY1) :
3043 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3048 void AusgangstuerOeffnen(int x, int y)
3052 if (!MovDelay[x][y]) /* next animation frame */
3053 MovDelay[x][y] = 5*delay;
3055 if (MovDelay[x][y]) /* wait some time before next frame */
3060 tuer = MovDelay[x][y]/delay;
3061 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3062 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3064 if (!MovDelay[x][y])
3066 Feld[x][y] = EL_AUSGANG_AUF;
3067 DrawLevelField(x, y);
3072 void AusgangstuerBlinken(int x, int y)
3074 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3077 void EdelsteinFunkeln(int x, int y)
3079 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3082 if (Feld[x][y] == EL_EDELSTEIN_BD)
3083 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3086 if (!MovDelay[x][y]) /* next animation frame */
3087 MovDelay[x][y] = 11 * !SimpleRND(500);
3089 if (MovDelay[x][y]) /* wait some time before next frame */
3093 if (setup.direct_draw && MovDelay[x][y])
3094 SetDrawtoField(DRAW_BUFFERED);
3096 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3100 int phase = (MovDelay[x][y]-1)/2;
3105 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3107 if (setup.direct_draw)
3111 dest_x = FX + SCREENX(x)*TILEX;
3112 dest_y = FY + SCREENY(y)*TILEY;
3114 XCopyArea(display, drawto_field, window, gc,
3115 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3116 SetDrawtoField(DRAW_DIRECT);
3123 void MauerWaechst(int x, int y)
3127 if (!MovDelay[x][y]) /* next animation frame */
3128 MovDelay[x][y] = 3*delay;
3130 if (MovDelay[x][y]) /* wait some time before next frame */
3135 phase = 2-MovDelay[x][y]/delay;
3136 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3137 DrawGraphic(SCREENX(x), SCREENY(y),
3138 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3139 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3140 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3141 GFX_MAUER_DOWN ) + phase);
3143 if (!MovDelay[x][y])
3145 if (MovDir[x][y] == MV_LEFT)
3147 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3148 DrawLevelField(x-1, y);
3150 else if (MovDir[x][y] == MV_RIGHT)
3152 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3153 DrawLevelField(x+1, y);
3155 else if (MovDir[x][y] == MV_UP)
3157 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3158 DrawLevelField(x, y-1);
3162 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3163 DrawLevelField(x, y+1);
3166 Feld[x][y] = Store[x][y];
3168 MovDir[x][y] = MV_NO_MOVING;
3169 DrawLevelField(x, y);
3174 void MauerAbleger(int ax, int ay)
3176 int element = Feld[ax][ay];
3177 boolean oben_frei = FALSE, unten_frei = FALSE;
3178 boolean links_frei = FALSE, rechts_frei = FALSE;
3179 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3180 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3182 if (!MovDelay[ax][ay]) /* start building new wall */
3183 MovDelay[ax][ay] = 6;
3185 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3188 if (MovDelay[ax][ay])
3192 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3194 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3196 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3198 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3201 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3205 Feld[ax][ay-1] = EL_MAUERND;
3206 Store[ax][ay-1] = element;
3207 MovDir[ax][ay-1] = MV_UP;
3208 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3209 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3213 Feld[ax][ay+1] = EL_MAUERND;
3214 Store[ax][ay+1] = element;
3215 MovDir[ax][ay+1] = MV_DOWN;
3216 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3217 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3221 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3222 element == EL_MAUER_LEBT)
3226 Feld[ax-1][ay] = EL_MAUERND;
3227 Store[ax-1][ay] = element;
3228 MovDir[ax-1][ay] = MV_LEFT;
3229 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3230 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3234 Feld[ax+1][ay] = EL_MAUERND;
3235 Store[ax+1][ay] = element;
3236 MovDir[ax+1][ay] = MV_RIGHT;
3237 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3238 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3242 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3243 DrawLevelField(ax, ay);
3245 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3247 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3248 unten_massiv = TRUE;
3249 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3250 links_massiv = TRUE;
3251 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3252 rechts_massiv = TRUE;
3254 if (((oben_massiv && unten_massiv) ||
3255 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3256 ((links_massiv && rechts_massiv) ||
3257 element == EL_MAUER_Y))
3258 Feld[ax][ay] = EL_MAUERWERK;
3261 void CheckForDragon(int x, int y)
3264 boolean dragon_found = FALSE;
3265 static int xy[4][2] =
3277 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3279 if (IN_LEV_FIELD(xx, yy) &&
3280 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3282 if (Feld[xx][yy] == EL_DRACHE)
3283 dragon_found = TRUE;
3296 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3298 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3300 Feld[xx][yy] = EL_LEERRAUM;
3301 DrawLevelField(xx, yy);
3310 static void CheckBuggyBase(int x, int y)
3312 int element = Feld[x][y];
3314 if (element == EL_SP_BUG)
3316 if (!MovDelay[x][y]) /* start activating buggy base */
3317 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3319 if (MovDelay[x][y]) /* wait some time before activating base */
3322 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3323 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3327 Feld[x][y] = EL_SP_BUG_ACTIVE;
3330 else if (element == EL_SP_BUG_ACTIVE)
3332 if (!MovDelay[x][y]) /* start activating buggy base */
3333 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3335 if (MovDelay[x][y]) /* wait some time before activating base */
3341 static int xy[4][2] =
3349 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3350 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3354 int xx = x + xy[i][0], yy = y + xy[i][1];
3356 if (IS_PLAYER(xx, yy))
3358 PlaySoundLevel(x, y, SND_SP_BUG);
3366 Feld[x][y] = EL_SP_BUG;
3367 DrawLevelField(x, y);
3372 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3374 static byte stored_player_action[MAX_PLAYERS];
3375 static int num_stored_actions = 0;
3376 static boolean save_tape_entry = FALSE;
3377 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3378 int jx = player->jx, jy = player->jy;
3379 int left = player_action & JOY_LEFT;
3380 int right = player_action & JOY_RIGHT;
3381 int up = player_action & JOY_UP;
3382 int down = player_action & JOY_DOWN;
3383 int button1 = player_action & JOY_BUTTON_1;
3384 int button2 = player_action & JOY_BUTTON_2;
3385 int dx = (left ? -1 : right ? 1 : 0);
3386 int dy = (up ? -1 : down ? 1 : 0);
3388 stored_player_action[player->index_nr] = 0;
3389 num_stored_actions++;
3391 if (!player->active || tape.pausing)
3396 save_tape_entry = TRUE;
3397 player->frame_reset_delay = 0;
3400 snapped = SnapField(player, dx, dy);
3404 bombed = PlaceBomb(player);
3405 moved = MoveFigure(player, dx, dy);
3408 if (tape.recording && (moved || snapped || bombed))
3410 if (bombed && !moved)
3411 player_action &= JOY_BUTTON;
3413 stored_player_action[player->index_nr] = player_action;
3415 else if (tape.playing && snapped)
3416 SnapField(player, 0, 0); /* stop snapping */
3420 /* no actions for this player (no input at player's configured device) */
3422 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3423 SnapField(player, 0, 0);
3424 CheckGravityMovement(player);
3426 if (++player->frame_reset_delay > player->move_delay_value)
3430 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3432 TapeRecordAction(stored_player_action);
3433 num_stored_actions = 0;
3434 save_tape_entry = FALSE;
3437 if (tape.playing && !tape.pausing && !player_action &&
3438 tape.counter < tape.length)
3441 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3443 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3444 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3446 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3448 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3450 int el = Feld[jx+dx][jy];
3451 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3453 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3455 player->MovDir = next_joy;
3456 player->Frame = FrameCounter % 4;
3457 player->Pushing = TRUE;
3466 static unsigned long action_delay = 0;
3467 unsigned long action_delay_value;
3468 int sieb_x = 0, sieb_y = 0;
3469 int i, x, y, element;
3470 byte *recorded_player_action;
3471 byte summarized_player_action = 0;
3473 if (game_status != PLAYING)
3476 action_delay_value =
3477 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3479 /* ---------- main game synchronization point ---------- */
3481 WaitUntilDelayReached(&action_delay, action_delay_value);
3483 if (network_playing && !network_player_action_received)
3487 printf("DEBUG: try to get network player actions in time\n");
3492 /* last chance to get network player actions without main loop delay */
3496 if (game_status != PLAYING)
3499 if (!network_player_action_received)
3503 printf("DEBUG: failed to get network player actions in time\n");
3515 else if (tape.recording)
3518 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3520 for (i=0; i<MAX_PLAYERS; i++)
3522 summarized_player_action |= stored_player[i].action;
3524 if (!network_playing)
3525 stored_player[i].effective_action = stored_player[i].action;
3529 if (network_playing)
3530 SendToServer_MovePlayer(summarized_player_action);
3533 if (!options.network && !setup.team_mode)
3534 local_player->effective_action = summarized_player_action;
3536 for (i=0; i<MAX_PLAYERS; i++)
3538 int actual_player_action = stored_player[i].effective_action;
3540 if (stored_player[i].programmed_action)
3541 actual_player_action = stored_player[i].programmed_action;
3543 if (recorded_player_action)
3544 actual_player_action = recorded_player_action[i];
3546 PlayerActions(&stored_player[i], actual_player_action);
3547 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3550 network_player_action_received = FALSE;
3552 ScrollScreen(NULL, SCROLL_GO_ON);
3558 if (TimeFrames == 0 && local_player->active)
3560 extern unsigned int last_RND();
3562 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3563 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3570 if (GameFrameDelay >= 500)
3571 printf("FrameCounter == %d\n", FrameCounter);
3580 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3583 if (JustStopped[x][y] > 0)
3584 JustStopped[x][y]--;
3587 if (IS_BLOCKED(x, y))
3591 Blocked2Moving(x, y, &oldx, &oldy);
3592 if (!IS_MOVING(oldx, oldy))
3594 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3595 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3596 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3597 printf("GameActions(): This should never happen!\n");
3603 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3605 element = Feld[x][y];
3607 if (IS_INACTIVE(element))
3610 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3614 if (IS_GEM(element))
3615 EdelsteinFunkeln(x, y);
3617 else if (IS_MOVING(x, y))
3618 ContinueMoving(x, y);
3619 else if (IS_ACTIVE_BOMB(element))
3620 CheckDynamite(x, y);
3621 else if (element == EL_EXPLODING)
3622 Explode(x, y, Frame[x][y], EX_NORMAL);
3623 else if (element == EL_AMOEBING)
3624 AmoebeWaechst(x, y);
3625 else if (IS_AMOEBALIVE(element))
3626 AmoebeAbleger(x, y);
3627 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3629 else if (element == EL_ABLENK_EIN)
3631 else if (element == EL_SALZSAEURE)
3633 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3635 else if (element == EL_CRACKINGNUT)
3637 else if (element == EL_AUSGANG_ZU)
3638 AusgangstuerPruefen(x, y);
3639 else if (element == EL_AUSGANG_ACT)
3640 AusgangstuerOeffnen(x, y);
3641 else if (element == EL_AUSGANG_AUF)
3642 AusgangstuerBlinken(x, y);
3643 else if (element == EL_MAUERND)
3645 else if (element == EL_MAUER_LEBT ||
3646 element == EL_MAUER_X ||
3647 element == EL_MAUER_Y ||
3648 element == EL_MAUER_XY)
3650 else if (element == EL_BURNING)
3651 CheckForDragon(x, y);
3652 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3653 CheckBuggyBase(x, y);
3654 else if (element == EL_SP_TERMINAL)
3655 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3656 else if (element == EL_SP_TERMINAL_ACTIVE)
3657 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3659 if (game.magic_wall_active)
3661 boolean sieb = FALSE;
3662 int jx = local_player->jx, jy = local_player->jy;
3664 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3665 Store[x][y] == EL_SIEB_LEER)
3667 SiebAktivieren(x, y, 1);
3670 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3671 Store[x][y] == EL_SIEB2_LEER)
3673 SiebAktivieren(x, y, 2);
3677 /* play the element sound at the position nearest to the player */
3678 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3686 if (game.magic_wall_active)
3688 if (!(game.magic_wall_time_left % 4))
3689 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3691 if (game.magic_wall_time_left > 0)
3693 game.magic_wall_time_left--;
3694 if (!game.magic_wall_time_left)
3696 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3698 element = Feld[x][y];
3699 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3701 Feld[x][y] = EL_SIEB_TOT;
3702 DrawLevelField(x, y);
3704 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3706 Feld[x][y] = EL_SIEB2_TOT;
3707 DrawLevelField(x, y);
3711 game.magic_wall_active = FALSE;
3716 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3721 if (tape.recording || tape.playing)
3722 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3729 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3731 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3734 for (i=0; i<MAX_PLAYERS; i++)
3735 KillHero(&stored_player[i]);
3737 else if (level.time == 0) /* level without time limit */
3738 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3744 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3746 int min_x = x, min_y = y, max_x = x, max_y = y;
3749 for (i=0; i<MAX_PLAYERS; i++)
3751 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3753 if (!stored_player[i].active || &stored_player[i] == player)
3756 min_x = MIN(min_x, jx);
3757 min_y = MIN(min_y, jy);
3758 max_x = MAX(max_x, jx);
3759 max_y = MAX(max_y, jy);
3762 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3765 static boolean AllPlayersInVisibleScreen()
3769 for (i=0; i<MAX_PLAYERS; i++)
3771 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3773 if (!stored_player[i].active)
3776 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3783 void ScrollLevel(int dx, int dy)
3785 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3788 XCopyArea(display, drawto_field, drawto_field, gc,
3789 FX + TILEX*(dx == -1) - softscroll_offset,
3790 FY + TILEY*(dy == -1) - softscroll_offset,
3791 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3792 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3793 FX + TILEX*(dx == 1) - softscroll_offset,
3794 FY + TILEY*(dy == 1) - softscroll_offset);
3798 x = (dx == 1 ? BX1 : BX2);
3799 for (y=BY1; y<=BY2; y++)
3800 DrawScreenField(x, y);
3804 y = (dy == 1 ? BY1 : BY2);
3805 for (x=BX1; x<=BX2; x++)
3806 DrawScreenField(x, y);
3809 redraw_mask |= REDRAW_FIELD;
3812 static void CheckGravityMovement(struct PlayerInfo *player)
3814 if (level.gravity && !player->programmed_action)
3816 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3817 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3819 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3820 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3821 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3822 int jx = player->jx, jy = player->jy;
3823 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3824 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3825 int new_jx = jx + dx, new_jy = jy + dy;
3826 boolean field_under_player_is_free =
3827 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3828 boolean player_is_moving_to_valid_field =
3829 (IN_LEV_FIELD(new_jx, new_jy) &&
3830 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3831 Feld[new_jx][new_jy] == EL_ERDREICH));
3833 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3834 player->programmed_action = MV_DOWN;
3838 boolean MoveFigureOneStep(struct PlayerInfo *player,
3839 int dx, int dy, int real_dx, int real_dy)
3841 int jx = player->jx, jy = player->jy;
3842 int new_jx = jx+dx, new_jy = jy+dy;
3846 if (!player->active || (!dx && !dy))
3847 return MF_NO_ACTION;
3849 player->MovDir = (dx < 0 ? MV_LEFT :
3852 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3854 if (!IN_LEV_FIELD(new_jx, new_jy))
3855 return MF_NO_ACTION;
3857 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3858 return MF_NO_ACTION;
3861 element = MovingOrBlocked2Element(new_jx, new_jy);
3863 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3866 if (DONT_GO_TO(element))
3868 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3871 Feld[jx][jy] = EL_SPIELFIGUR;
3872 InitMovingField(jx, jy, MV_DOWN);
3873 Store[jx][jy] = EL_SALZSAEURE;
3874 ContinueMoving(jx, jy);
3883 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3884 if (can_move != MF_MOVING)
3887 StorePlayer[jx][jy] = 0;
3888 player->last_jx = jx;
3889 player->last_jy = jy;
3890 jx = player->jx = new_jx;
3891 jy = player->jy = new_jy;
3892 StorePlayer[jx][jy] = player->element_nr;
3895 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3897 ScrollFigure(player, SCROLL_INIT);
3902 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3904 int jx = player->jx, jy = player->jy;
3905 int old_jx = jx, old_jy = jy;
3906 int moved = MF_NO_ACTION;
3908 if (!player->active || (!dx && !dy))
3911 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3915 /* remove the last programmed player action */
3916 player->programmed_action = 0;
3920 /* should only happen if pre-1.2 tape recordings are played */
3921 /* this is only for backward compatibility */
3923 int original_move_delay_value = player->move_delay_value;
3926 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3929 /* scroll remaining steps with finest movement resolution */
3930 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3932 while (player->MovPos)
3934 ScrollFigure(player, SCROLL_GO_ON);
3935 ScrollScreen(NULL, SCROLL_GO_ON);
3941 player->move_delay_value = original_move_delay_value;
3944 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3946 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3947 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3951 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3952 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3958 if (moved & MF_MOVING && !ScreenMovPos &&
3959 (player == local_player || !options.network))
3961 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3962 int offset = (setup.scroll_delay ? 3 : 0);
3964 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3966 /* actual player has left the screen -- scroll in that direction */
3967 if (jx != old_jx) /* player has moved horizontally */
3968 scroll_x += (jx - old_jx);
3969 else /* player has moved vertically */
3970 scroll_y += (jy - old_jy);
3974 if (jx != old_jx) /* player has moved horizontally */
3976 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3977 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3978 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3980 /* don't scroll over playfield boundaries */
3981 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3982 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3984 /* don't scroll more than one field at a time */
3985 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3987 /* don't scroll against the player's moving direction */
3988 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3989 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3990 scroll_x = old_scroll_x;
3992 else /* player has moved vertically */
3994 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3995 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3996 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3998 /* don't scroll over playfield boundaries */
3999 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4000 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4002 /* don't scroll more than one field at a time */
4003 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4005 /* don't scroll against the player's moving direction */
4006 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4007 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4008 scroll_y = old_scroll_y;
4012 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4014 if (!options.network && !AllPlayersInVisibleScreen())
4016 scroll_x = old_scroll_x;
4017 scroll_y = old_scroll_y;
4021 ScrollScreen(player, SCROLL_INIT);
4022 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4027 if (!(moved & MF_MOVING) && !player->Pushing)
4030 player->Frame = (player->Frame + 1) % 4;
4032 if (moved & MF_MOVING)
4034 if (old_jx != jx && old_jy == jy)
4035 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4036 else if (old_jx == jx && old_jy != jy)
4037 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4039 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4041 player->last_move_dir = player->MovDir;
4045 CheckGravityMovement(player);
4047 player->last_move_dir = MV_NO_MOVING;
4050 TestIfHeroHitsBadThing(jx, jy);
4052 if (!player->active)
4058 void ScrollFigure(struct PlayerInfo *player, int mode)
4060 int jx = player->jx, jy = player->jy;
4061 int last_jx = player->last_jx, last_jy = player->last_jy;
4062 int move_stepsize = TILEX / player->move_delay_value;
4064 if (!player->active || !player->MovPos)
4067 if (mode == SCROLL_INIT)
4069 player->actual_frame_counter = FrameCounter;
4070 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4072 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4073 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4078 else if (!FrameReached(&player->actual_frame_counter, 1))
4081 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4082 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4084 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4085 Feld[last_jx][last_jy] = EL_LEERRAUM;
4087 /* before DrawPlayer() to draw correct player graphic for this case */
4088 if (player->MovPos == 0)
4089 CheckGravityMovement(player);
4093 if (player->MovPos == 0)
4095 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4097 /* continue with normal speed after quickly moving through gate */
4098 HALVE_PLAYER_SPEED(player);
4100 /* be able to make the next move without delay */
4101 player->move_delay = 0;
4104 player->last_jx = jx;
4105 player->last_jy = jy;
4107 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4111 if (!local_player->friends_still_needed)
4112 player->LevelSolved = player->GameOver = TRUE;
4117 void ScrollScreen(struct PlayerInfo *player, int mode)
4119 static unsigned long screen_frame_counter = 0;
4121 if (mode == SCROLL_INIT)
4123 /* set scrolling step size according to actual player's moving speed */
4124 ScrollStepSize = TILEX / player->move_delay_value;
4126 screen_frame_counter = FrameCounter;
4127 ScreenMovDir = player->MovDir;
4128 ScreenMovPos = player->MovPos;
4129 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4132 else if (!FrameReached(&screen_frame_counter, 1))
4137 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4138 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4139 redraw_mask |= REDRAW_FIELD;
4142 ScreenMovDir = MV_NO_MOVING;
4145 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4147 int i, killx = goodx, killy = goody;
4148 static int xy[4][2] =
4155 static int harmless[4] =
4167 x = goodx + xy[i][0];
4168 y = goody + xy[i][1];
4169 if (!IN_LEV_FIELD(x, y))
4173 element = Feld[x][y];
4175 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4178 if (DONT_TOUCH(element))
4180 if (MovDir[x][y] == harmless[i])
4189 if (killx != goodx || killy != goody)
4191 if (IS_PLAYER(goodx, goody))
4192 KillHero(PLAYERINFO(goodx, goody));
4198 void TestIfBadThingHitsGoodThing(int badx, int bady)
4200 int i, killx = badx, killy = bady;
4201 static int xy[4][2] =
4208 static int harmless[4] =
4220 x = badx + xy[i][0];
4221 y = bady + xy[i][1];
4222 if (!IN_LEV_FIELD(x, y))
4225 element = Feld[x][y];
4227 if (IS_PLAYER(x, y))
4233 else if (element == EL_PINGUIN)
4235 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4244 if (killx != badx || killy != bady)
4246 if (IS_PLAYER(killx, killy))
4247 KillHero(PLAYERINFO(killx, killy));
4253 void TestIfHeroHitsBadThing(int x, int y)
4255 TestIfGoodThingHitsBadThing(x, y);
4258 void TestIfBadThingHitsHero(int x, int y)
4260 TestIfBadThingHitsGoodThing(x, y);
4263 void TestIfFriendHitsBadThing(int x, int y)
4265 TestIfGoodThingHitsBadThing(x, y);
4268 void TestIfBadThingHitsFriend(int x, int y)
4270 TestIfBadThingHitsGoodThing(x, y);
4273 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4275 int i, killx = badx, killy = bady;
4276 static int xy[4][2] =
4290 if (!IN_LEV_FIELD(x, y))
4293 element = Feld[x][y];
4294 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4295 element == EL_AMOEBING || element == EL_TROPFEN)
4303 if (killx != badx || killy != bady)
4307 void KillHero(struct PlayerInfo *player)
4309 int jx = player->jx, jy = player->jy;
4311 if (!player->active)
4314 if (IS_PFORTE(Feld[jx][jy]))
4315 Feld[jx][jy] = EL_LEERRAUM;
4321 void BuryHero(struct PlayerInfo *player)
4323 int jx = player->jx, jy = player->jy;
4325 if (!player->active)
4328 PlaySoundLevel(jx, jy, SND_AUTSCH);
4329 PlaySoundLevel(jx, jy, SND_LACHEN);
4331 player->GameOver = TRUE;
4335 void RemoveHero(struct PlayerInfo *player)
4337 int jx = player->jx, jy = player->jy;
4338 int i, found = FALSE;
4340 player->present = FALSE;
4341 player->active = FALSE;
4343 StorePlayer[jx][jy] = 0;
4345 for (i=0; i<MAX_PLAYERS; i++)
4346 if (stored_player[i].active)
4350 AllPlayersGone = TRUE;
4356 int DigField(struct PlayerInfo *player,
4357 int x, int y, int real_dx, int real_dy, int mode)
4359 int jx = player->jx, jy = player->jy;
4360 int dx = x - jx, dy = y - jy;
4361 int move_direction = (dx == -1 ? MV_LEFT :
4362 dx == +1 ? MV_RIGHT :
4364 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4367 if (!player->MovPos)
4368 player->Pushing = FALSE;
4370 if (mode == DF_NO_PUSH)
4372 player->Switching = FALSE;
4373 player->push_delay = 0;
4374 return MF_NO_ACTION;
4377 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4378 return MF_NO_ACTION;
4380 element = Feld[x][y];
4385 PlaySoundLevel(x, y, SND_EMPTY);
4389 Feld[x][y] = EL_LEERRAUM;
4390 PlaySoundLevel(x, y, SND_SCHLURF);
4395 Feld[x][y] = EL_LEERRAUM;
4396 PlaySoundLevel(x, y, SND_SP_BASE);
4400 case EL_EDELSTEIN_BD:
4401 case EL_EDELSTEIN_GELB:
4402 case EL_EDELSTEIN_ROT:
4403 case EL_EDELSTEIN_LILA:
4405 case EL_SP_INFOTRON:
4407 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4408 if (local_player->gems_still_needed < 0)
4409 local_player->gems_still_needed = 0;
4410 RaiseScoreElement(element);
4411 DrawText(DX_EMERALDS, DY_EMERALDS,
4412 int2str(local_player->gems_still_needed, 3),
4413 FS_SMALL, FC_YELLOW);
4414 if (element == EL_SP_INFOTRON)
4415 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4417 PlaySoundLevel(x, y, SND_PONG);
4422 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4423 PlaySoundLevel(x, y, SND_PONG);
4426 case EL_DYNAMITE_INACTIVE:
4427 case EL_SP_DISK_RED:
4430 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4431 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4432 int2str(local_player->dynamite, 3),
4433 FS_SMALL, FC_YELLOW);
4434 if (element == EL_SP_DISK_RED)
4435 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4437 PlaySoundLevel(x, y, SND_PONG);
4440 case EL_DYNABOMB_NR:
4442 player->dynabomb_count++;
4443 player->dynabombs_left++;
4444 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4445 PlaySoundLevel(x, y, SND_PONG);
4448 case EL_DYNABOMB_SZ:
4450 player->dynabomb_size++;
4451 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4452 PlaySoundLevel(x, y, SND_PONG);
4455 case EL_DYNABOMB_XL:
4457 player->dynabomb_xl = TRUE;
4458 RaiseScoreElement(EL_DYNAMITE_INACTIVE);
4459 PlaySoundLevel(x, y, SND_PONG);
4462 case EL_SCHLUESSEL1:
4463 case EL_SCHLUESSEL2:
4464 case EL_SCHLUESSEL3:
4465 case EL_SCHLUESSEL4:
4467 int key_nr = element - EL_SCHLUESSEL1;
4470 player->key[key_nr] = TRUE;
4471 RaiseScoreElement(EL_SCHLUESSEL);
4472 DrawMiniGraphicExt(drawto, gc,
4473 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4474 GFX_SCHLUESSEL1+key_nr);
4475 DrawMiniGraphicExt(window, gc,
4476 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4477 GFX_SCHLUESSEL1+key_nr);
4478 PlaySoundLevel(x, y, SND_PONG);
4487 int key_nr = element - EL_EM_KEY_1;
4490 player->key[key_nr] = TRUE;
4491 RaiseScoreElement(EL_SCHLUESSEL);
4492 DrawMiniGraphicExt(drawto, gc,
4493 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4494 GFX_SCHLUESSEL1+key_nr);
4495 DrawMiniGraphicExt(window, gc,
4496 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4497 GFX_SCHLUESSEL1+key_nr);
4498 PlaySoundLevel(x, y, SND_PONG);
4503 Feld[x][y] = EL_ABLENK_EIN;
4506 DrawLevelField(x, y);
4510 case EL_SP_TERMINAL:
4514 for (yy=0; yy<lev_fieldy; yy++)
4516 for (xx=0; xx<lev_fieldx; xx++)
4518 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4520 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4521 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4529 case EL_BELT1_SWITCH_L:
4530 case EL_BELT1_SWITCH_M:
4531 case EL_BELT1_SWITCH_R:
4532 case EL_BELT2_SWITCH_L:
4533 case EL_BELT2_SWITCH_M:
4534 case EL_BELT2_SWITCH_R:
4535 case EL_BELT3_SWITCH_L:
4536 case EL_BELT3_SWITCH_M:
4537 case EL_BELT3_SWITCH_R:
4538 case EL_BELT4_SWITCH_L:
4539 case EL_BELT4_SWITCH_M:
4540 case EL_BELT4_SWITCH_R:
4542 static int belt_base_element[4] =
4549 static int belt_move_dir[3] =
4556 int belt_nr = (element < EL_BELT2_SWITCH_L ? 0 :
4557 element < EL_BELT3_SWITCH_L ? 1 :
4558 element < EL_BELT4_SWITCH_L ? 2 : 3);
4559 int belt_dir_nr = element - belt_base_element[belt_nr];
4560 int belt_dir_nr_next = (belt_dir_nr + 1) % 3;
4561 int belt_dir_next = belt_move_dir[belt_dir_nr_next];
4564 if (player->Switching)
4567 game.belt_dir[belt_nr] = belt_dir_next;
4569 for (yy=0; yy<lev_fieldy; yy++)
4571 for (xx=0; xx<lev_fieldx; xx++)
4573 if (IS_BELT_SWITCH(Feld[xx][yy]))
4575 int e = Feld[xx][yy];
4576 int e_belt_nr = (e < EL_BELT2_SWITCH_L ? 0 :
4577 e < EL_BELT3_SWITCH_L ? 1 :
4578 e < EL_BELT4_SWITCH_L ? 2 : 3);
4580 if (e_belt_nr == belt_nr)
4582 Feld[xx][yy] = belt_base_element[belt_nr] + belt_dir_nr_next;
4583 DrawLevelField(xx, yy);
4589 player->Switching = TRUE;
4596 if (local_player->gems_still_needed > 0)
4597 return MF_NO_ACTION;
4599 player->LevelSolved = player->GameOver = TRUE;
4600 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4603 case EL_FELSBROCKEN:
4608 case EL_SP_DISK_ORANGE:
4609 if (dy || mode == DF_SNAP)
4610 return MF_NO_ACTION;
4612 player->Pushing = TRUE;
4614 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4615 return MF_NO_ACTION;
4619 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4620 return MF_NO_ACTION;
4623 if (player->push_delay == 0)
4624 player->push_delay = FrameCounter;
4625 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4627 return MF_NO_ACTION;
4630 Feld[x+dx][y+dy] = element;
4632 player->push_delay_value = 2+RND(8);
4634 DrawLevelField(x+dx, y+dy);
4635 if (element == EL_FELSBROCKEN)
4636 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4637 else if (element == EL_KOKOSNUSS)
4638 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4639 else if (IS_SP_ELEMENT(element))
4640 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4642 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4649 if (!player->key[element - EL_PFORTE1])
4650 return MF_NO_ACTION;
4657 if (!player->key[element - EL_PFORTE1X])
4658 return MF_NO_ACTION;
4665 if (!player->key[element - EL_EM_GATE_1])
4666 return MF_NO_ACTION;
4667 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4668 return MF_NO_ACTION;
4670 /* automatically move to the next field with double speed */
4671 player->programmed_action = move_direction;
4672 DOUBLE_PLAYER_SPEED(player);
4674 PlaySoundLevel(x, y, SND_GATE);
4682 if (!player->key[element - EL_EM_GATE_1X])
4683 return MF_NO_ACTION;
4684 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4685 return MF_NO_ACTION;
4687 /* automatically move to the next field with double speed */
4688 player->programmed_action = move_direction;
4689 DOUBLE_PLAYER_SPEED(player);
4691 PlaySoundLevel(x, y, SND_GATE);
4695 case EL_SP_PORT1_LEFT:
4696 case EL_SP_PORT2_LEFT:
4697 case EL_SP_PORT1_RIGHT:
4698 case EL_SP_PORT2_RIGHT:
4699 case EL_SP_PORT1_UP:
4700 case EL_SP_PORT2_UP:
4701 case EL_SP_PORT1_DOWN:
4702 case EL_SP_PORT2_DOWN:
4707 element != EL_SP_PORT1_LEFT &&
4708 element != EL_SP_PORT2_LEFT &&
4709 element != EL_SP_PORT_X &&
4710 element != EL_SP_PORT_XY) ||
4712 element != EL_SP_PORT1_RIGHT &&
4713 element != EL_SP_PORT2_RIGHT &&
4714 element != EL_SP_PORT_X &&
4715 element != EL_SP_PORT_XY) ||
4717 element != EL_SP_PORT1_UP &&
4718 element != EL_SP_PORT2_UP &&
4719 element != EL_SP_PORT_Y &&
4720 element != EL_SP_PORT_XY) ||
4722 element != EL_SP_PORT1_DOWN &&
4723 element != EL_SP_PORT2_DOWN &&
4724 element != EL_SP_PORT_Y &&
4725 element != EL_SP_PORT_XY) ||
4726 !IN_LEV_FIELD(x + dx, y + dy) ||
4727 !IS_FREE(x + dx, y + dy))
4728 return MF_NO_ACTION;
4730 /* automatically move to the next field with double speed */
4731 player->programmed_action = move_direction;
4732 DOUBLE_PLAYER_SPEED(player);
4734 PlaySoundLevel(x, y, SND_GATE);
4739 case EL_AUSGANG_ACT:
4740 /* door is not (yet) open */
4741 return MF_NO_ACTION;
4744 case EL_AUSGANG_AUF:
4745 if (mode == DF_SNAP)
4746 return MF_NO_ACTION;
4748 PlaySoundLevel(x, y, SND_BUING);
4753 Feld[x][y] = EL_BIRNE_EIN;
4754 local_player->lights_still_needed--;
4755 DrawLevelField(x, y);
4756 PlaySoundLevel(x, y, SND_DENG);
4761 Feld[x][y] = EL_ZEIT_LEER;
4763 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4764 DrawLevelField(x, y);
4765 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4769 case EL_SOKOBAN_FELD_LEER:
4772 case EL_SOKOBAN_FELD_VOLL:
4773 case EL_SOKOBAN_OBJEKT:
4775 case EL_SP_DISK_YELLOW:
4776 if (mode == DF_SNAP)
4777 return MF_NO_ACTION;
4779 player->Pushing = TRUE;
4781 if (!IN_LEV_FIELD(x+dx, y+dy)
4782 || (!IS_FREE(x+dx, y+dy)
4783 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4784 || !IS_SB_ELEMENT(element))))
4785 return MF_NO_ACTION;
4789 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4790 return MF_NO_ACTION;
4792 else if (dy && real_dx)
4794 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4795 return MF_NO_ACTION;
4798 if (player->push_delay == 0)
4799 player->push_delay = FrameCounter;
4800 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4802 return MF_NO_ACTION;
4804 if (IS_SB_ELEMENT(element))
4806 if (element == EL_SOKOBAN_FELD_VOLL)
4808 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4809 local_player->sokobanfields_still_needed++;
4814 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4816 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4817 local_player->sokobanfields_still_needed--;
4818 if (element == EL_SOKOBAN_OBJEKT)
4819 PlaySoundLevel(x, y, SND_DENG);
4822 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4827 Feld[x+dx][y+dy] = element;
4830 player->push_delay_value = 2;
4832 DrawLevelField(x, y);
4833 DrawLevelField(x+dx, y+dy);
4834 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4836 if (IS_SB_ELEMENT(element) &&
4837 local_player->sokobanfields_still_needed == 0 &&
4838 game.emulation == EMU_SOKOBAN)
4840 player->LevelSolved = player->GameOver = TRUE;
4841 PlaySoundLevel(x, y, SND_BUING);
4853 return MF_NO_ACTION;
4856 player->push_delay = 0;
4861 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4863 int jx = player->jx, jy = player->jy;
4864 int x = jx + dx, y = jy + dy;
4866 if (!player->active || !IN_LEV_FIELD(x, y))
4874 player->snapped = FALSE;
4878 if (player->snapped)
4881 player->MovDir = (dx < 0 ? MV_LEFT :
4884 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4886 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4889 player->snapped = TRUE;
4890 DrawLevelField(x, y);
4896 boolean PlaceBomb(struct PlayerInfo *player)
4898 int jx = player->jx, jy = player->jy;
4901 if (!player->active || player->MovPos)
4904 element = Feld[jx][jy];
4906 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4907 IS_ACTIVE_BOMB(element) || element == EL_EXPLODING)
4910 if (element != EL_LEERRAUM)
4911 Store[jx][jy] = element;
4913 if (player->dynamite)
4915 Feld[jx][jy] = EL_DYNAMITE_ACTIVE;
4916 MovDelay[jx][jy] = 96;
4918 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4919 FS_SMALL, FC_YELLOW);
4920 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4922 if (game.emulation == EMU_SUPAPLEX)
4923 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4925 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4930 Feld[jx][jy] = EL_DYNABOMB_ACTIVE_1 + (player->element_nr - EL_SPIELER1);
4931 MovDelay[jx][jy] = 96;
4932 player->dynabombs_left--;
4933 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4934 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4940 void PlaySoundLevel(int x, int y, int sound_nr)
4942 int sx = SCREENX(x), sy = SCREENY(y);
4944 int silence_distance = 8;
4946 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4947 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4950 if (!IN_LEV_FIELD(x, y) ||
4951 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4952 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4955 volume = PSND_MAX_VOLUME;
4958 stereo = (sx - SCR_FIELDX/2) * 12;
4960 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4961 if (stereo > PSND_MAX_RIGHT)
4962 stereo = PSND_MAX_RIGHT;
4963 if (stereo < PSND_MAX_LEFT)
4964 stereo = PSND_MAX_LEFT;
4967 if (!IN_SCR_FIELD(sx, sy))
4969 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4970 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4972 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4975 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4978 void RaiseScore(int value)
4980 local_player->score += value;
4981 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4982 FS_SMALL, FC_YELLOW);
4985 void RaiseScoreElement(int element)
4990 case EL_EDELSTEIN_BD:
4991 case EL_EDELSTEIN_GELB:
4992 case EL_EDELSTEIN_ROT:
4993 case EL_EDELSTEIN_LILA:
4994 RaiseScore(level.score[SC_EDELSTEIN]);
4997 RaiseScore(level.score[SC_DIAMANT]);
5001 RaiseScore(level.score[SC_KAEFER]);
5005 RaiseScore(level.score[SC_FLIEGER]);
5009 RaiseScore(level.score[SC_MAMPFER]);
5012 RaiseScore(level.score[SC_ROBOT]);
5015 RaiseScore(level.score[SC_PACMAN]);
5018 RaiseScore(level.score[SC_KOKOSNUSS]);
5020 case EL_DYNAMITE_INACTIVE:
5021 RaiseScore(level.score[SC_DYNAMIT]);
5024 RaiseScore(level.score[SC_SCHLUESSEL]);
5031 /* ---------- new game button stuff ---------------------------------------- */
5033 /* graphic position values for game buttons */
5034 #define GAME_BUTTON_XSIZE 30
5035 #define GAME_BUTTON_YSIZE 30
5036 #define GAME_BUTTON_XPOS 5
5037 #define GAME_BUTTON_YPOS 215
5038 #define SOUND_BUTTON_XPOS 5
5039 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5041 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5042 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5043 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5044 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5045 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5046 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5053 } gamebutton_info[NUM_GAME_BUTTONS] =
5056 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5061 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5066 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5071 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5072 SOUND_CTRL_ID_MUSIC,
5073 "background music on/off"
5076 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5077 SOUND_CTRL_ID_LOOPS,
5078 "sound loops on/off"
5081 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5082 SOUND_CTRL_ID_SIMPLE,
5083 "normal sounds on/off"
5087 void CreateGameButtons()
5091 for (i=0; i<NUM_GAME_BUTTONS; i++)
5093 Pixmap gd_pixmap = pix[PIX_DOOR];
5094 struct GadgetInfo *gi;
5097 unsigned long event_mask;
5098 int gd_xoffset, gd_yoffset;
5099 int gd_x1, gd_x2, gd_y1, gd_y2;
5102 gd_xoffset = gamebutton_info[i].x;
5103 gd_yoffset = gamebutton_info[i].y;
5104 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5105 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5107 if (id == GAME_CTRL_ID_STOP ||
5108 id == GAME_CTRL_ID_PAUSE ||
5109 id == GAME_CTRL_ID_PLAY)
5111 button_type = GD_TYPE_NORMAL_BUTTON;
5113 event_mask = GD_EVENT_RELEASED;
5114 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5115 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5119 button_type = GD_TYPE_CHECK_BUTTON;
5121 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5122 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5123 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5124 event_mask = GD_EVENT_PRESSED;
5125 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5126 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5129 gi = CreateGadget(GDI_CUSTOM_ID, id,
5130 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5131 GDI_X, DX + gd_xoffset,
5132 GDI_Y, DY + gd_yoffset,
5133 GDI_WIDTH, GAME_BUTTON_XSIZE,
5134 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5135 GDI_TYPE, button_type,
5136 GDI_STATE, GD_BUTTON_UNPRESSED,
5137 GDI_CHECKED, checked,
5138 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5139 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5140 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5141 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5142 GDI_EVENT_MASK, event_mask,
5143 GDI_CALLBACK_ACTION, HandleGameButtons,
5147 Error(ERR_EXIT, "cannot create gadget");
5149 game_gadget[id] = gi;
5153 static void MapGameButtons()
5157 for (i=0; i<NUM_GAME_BUTTONS; i++)
5158 MapGadget(game_gadget[i]);
5161 void UnmapGameButtons()
5165 for (i=0; i<NUM_GAME_BUTTONS; i++)
5166 UnmapGadget(game_gadget[i]);
5169 static void HandleGameButtons(struct GadgetInfo *gi)
5171 int id = gi->custom_id;
5173 if (game_status != PLAYING)
5178 case GAME_CTRL_ID_STOP:
5181 CloseDoor(DOOR_CLOSE_1);
5182 game_status = MAINMENU;
5187 if (level_editor_test_game ||
5188 Request("Do you really want to quit the game ?",
5189 REQ_ASK | REQ_STAY_CLOSED))
5192 if (options.network)
5193 SendToServer_StopPlaying();
5197 game_status = MAINMENU;
5202 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5205 case GAME_CTRL_ID_PAUSE:
5206 if (options.network)
5210 SendToServer_ContinuePlaying();
5212 SendToServer_PausePlaying();
5219 case GAME_CTRL_ID_PLAY:
5223 if (options.network)
5224 SendToServer_ContinuePlaying();
5228 tape.pausing = FALSE;
5229 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5234 case SOUND_CTRL_ID_MUSIC:
5235 if (setup.sound_music)
5237 setup.sound_music = FALSE;
5238 FadeSound(background_loop[level_nr % num_bg_loops]);
5240 else if (sound_loops_allowed)
5242 setup.sound = setup.sound_music = TRUE;
5243 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5247 case SOUND_CTRL_ID_LOOPS:
5248 if (setup.sound_loops)
5249 setup.sound_loops = FALSE;
5250 else if (sound_loops_allowed)
5251 setup.sound = setup.sound_loops = TRUE;
5254 case SOUND_CTRL_ID_SIMPLE:
5255 if (setup.sound_simple)
5256 setup.sound_simple = FALSE;
5257 else if (sound_status==SOUND_AVAILABLE)
5258 setup.sound = setup.sound_simple = TRUE;