1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
104 /* forward declaration for internal use */
105 static void MapGameButtons();
106 static void HandleGameButtons(struct GadgetInfo *);
108 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
114 static unsigned int getStateCheckSum(int counter)
117 unsigned int mult = 1;
118 unsigned int checksum = 0;
120 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
122 static boolean first_game = TRUE;
124 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
130 lastFeld[x][y] = Feld[x][y];
131 else if (lastFeld[x][y] != Feld[x][y])
132 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
133 x, y, lastFeld[x][y], Feld[x][y]);
137 checksum += mult++ * Ur[x][y];
138 checksum += mult++ * Feld[x][y];
141 checksum += mult++ * MovPos[x][y];
142 checksum += mult++ * MovDir[x][y];
143 checksum += mult++ * MovDelay[x][y];
144 checksum += mult++ * Store[x][y];
145 checksum += mult++ * Store2[x][y];
146 checksum += mult++ * StorePlayer[x][y];
147 checksum += mult++ * Frame[x][y];
148 checksum += mult++ * AmoebaNr[x][y];
149 checksum += mult++ * JustHit[x][y];
150 checksum += mult++ * Stop[x][y];
154 if (counter == 3 && first_game)
165 void GetPlayerConfig()
167 if (sound_status == SOUND_OFF)
170 if (!sound_loops_allowed)
172 setup.sound_loops = FALSE;
173 setup.sound_music = FALSE;
176 setup.sound_simple = setup.sound;
181 static void InitField(int x, int y, boolean init_game)
188 Feld[x][y] = EL_SPIELER1;
196 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
197 int jx = player->jx, jy = player->jy;
199 player->present = TRUE;
202 if (!network_playing || player->connected)
205 if (!options.network || player->connected)
207 player->active = TRUE;
209 /* remove potentially duplicate players */
210 if (StorePlayer[jx][jy] == Feld[x][y])
211 StorePlayer[jx][jy] = 0;
213 StorePlayer[x][y] = Feld[x][y];
217 printf("Player %d activated.\n", player->element_nr);
218 printf("[Local player is %d and currently %s.]\n",
219 local_player->element_nr,
220 local_player->active ? "active" : "not active");
224 Feld[x][y] = EL_LEERRAUM;
225 player->jx = player->last_jx = x;
226 player->jy = player->last_jy = y;
231 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE1;
233 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
234 Feld[x][y] = EL_BADEWANNE2;
235 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
236 Feld[x][y] = EL_BADEWANNE3;
237 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
238 Feld[x][y] = EL_BADEWANNE4;
239 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
240 Feld[x][y] = EL_BADEWANNE5;
282 if (y == lev_fieldy - 1)
284 Feld[x][y] = EL_AMOEBING;
285 Store[x][y] = EL_AMOEBE_NASS;
294 local_player->lights_still_needed++;
297 case EL_SOKOBAN_FELD_LEER:
298 local_player->sokobanfields_still_needed++;
303 local_player->friends_still_needed++;
308 MovDir[x][y] = 1 << RND(4);
312 Feld[x][y] = EL_LEERRAUM;
315 case EL_EM_KEY_1_FILE:
316 Feld[x][y] = EL_EM_KEY_1;
318 case EL_EM_KEY_2_FILE:
319 Feld[x][y] = EL_EM_KEY_2;
321 case EL_EM_KEY_3_FILE:
322 Feld[x][y] = EL_EM_KEY_3;
324 case EL_EM_KEY_4_FILE:
325 Feld[x][y] = EL_EM_KEY_4;
336 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
337 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
338 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
340 /* don't play tapes over network */
341 network_playing = (options.network && !tape.playing);
343 for (i=0; i<MAX_PLAYERS; i++)
345 struct PlayerInfo *player = &stored_player[i];
347 player->index_nr = i;
348 player->element_nr = EL_SPIELER1 + i;
350 player->present = FALSE;
351 player->active = FALSE;
354 player->effective_action = 0;
355 player->programmed_action = 0;
358 player->gems_still_needed = level.edelsteine;
359 player->sokobanfields_still_needed = 0;
360 player->lights_still_needed = 0;
361 player->friends_still_needed = 0;
364 player->key[j] = FALSE;
366 player->dynamite = 0;
367 player->dynabomb_count = 0;
368 player->dynabomb_size = 0;
369 player->dynabombs_left = 0;
370 player->dynabomb_xl = FALSE;
372 player->MovDir = MV_NO_MOVING;
374 player->Pushing = FALSE;
378 player->actual_frame_counter = 0;
380 player->frame_reset_delay = 0;
382 player->push_delay = 0;
383 player->push_delay_value = 5;
385 player->move_delay = 0;
386 player->last_move_dir = MV_NO_MOVING;
388 player->move_speed = (level.double_speed ? 4 : 8);
389 player->snapped = FALSE;
391 player->gone = FALSE;
393 player->last_jx = player->last_jy = 0;
394 player->jx = player->jy = 0;
396 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
397 SnapField(player, 0, 0);
399 player->LevelSolved = FALSE;
400 player->GameOver = FALSE;
403 network_player_action_received = FALSE;
406 /* initial null action */
408 SendToServer_MovePlayer(MV_NO_MOVING);
417 TimeLeft = level.time;
419 ScreenMovDir = MV_NO_MOVING;
424 MoveSpeed = (level.double_speed ? 4 : 8);
425 ScrollStepSize = TILEX / MoveSpeed;
430 AllPlayersGone = FALSE;
434 for (i=0; i<MAX_NUM_AMOEBA; i++)
435 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
437 for (x=0; x<lev_fieldx; x++)
439 for (y=0; y<lev_fieldy; y++)
441 Feld[x][y] = Ur[x][y];
442 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
443 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
451 for(y=0; y<lev_fieldy; y++)
453 for(x=0; x<lev_fieldx; x++)
455 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
457 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
459 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
462 InitField(x, y, TRUE);
466 /* check if any connected player was not found in playfield */
467 for (i=0; i<MAX_PLAYERS; i++)
469 struct PlayerInfo *player = &stored_player[i];
471 if (player->connected && !player->present)
473 for (j=0; j<MAX_PLAYERS; j++)
475 struct PlayerInfo *some_player = &stored_player[j];
476 int jx = some_player->jx, jy = some_player->jy;
478 /* assign first free player found that is present in the playfield */
479 if (some_player->present && !some_player->connected)
481 player->present = TRUE;
482 player->active = TRUE;
483 some_player->present = FALSE;
485 StorePlayer[jx][jy] = player->element_nr;
486 player->jx = player->last_jx = jx;
487 player->jy = player->last_jy = jy;
497 /* when playing a tape, eliminate all players who do not participate */
499 for (i=0; i<MAX_PLAYERS; i++)
501 if (stored_player[i].active && !tape.player_participates[i])
503 struct PlayerInfo *player = &stored_player[i];
504 int jx = player->jx, jy = player->jy;
506 player->active = FALSE;
507 StorePlayer[jx][jy] = 0;
508 Feld[jx][jy] = EL_LEERRAUM;
512 else if (!options.network && !setup.team_mode) /* && !tape.playing */
514 /* when in single player mode, eliminate all but the first active player */
516 for (i=0; i<MAX_PLAYERS; i++)
518 if (stored_player[i].active)
520 for (j=i+1; j<MAX_PLAYERS; j++)
522 if (stored_player[j].active)
524 struct PlayerInfo *player = &stored_player[j];
525 int jx = player->jx, jy = player->jy;
527 player->active = FALSE;
528 StorePlayer[jx][jy] = 0;
529 Feld[jx][jy] = EL_LEERRAUM;
536 /* when recording the game, store which players take part in the game */
539 for (i=0; i<MAX_PLAYERS; i++)
540 if (stored_player[i].active)
541 tape.player_participates[i] = TRUE;
546 for (i=0; i<MAX_PLAYERS; i++)
548 struct PlayerInfo *player = &stored_player[i];
550 printf("Player %d: present == %d, connected == %d, active == %d.\n",
555 if (local_player == player)
556 printf("Player %d is local player.\n", i+1);
560 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
561 emulate_sb ? EMU_SOKOBAN :
562 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
564 /* determine border element for this level */
567 if (BorderElement == EL_LEERRAUM)
570 SBX_Right = lev_fieldx - SCR_FIELDX;
572 SBY_Lower = lev_fieldy - SCR_FIELDY;
577 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
579 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
582 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
583 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
585 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
586 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
589 scroll_y = SBY_Upper;
590 if (local_player->jx >= SBX_Left + MIDPOSX)
591 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
592 local_player->jx - MIDPOSX :
594 if (local_player->jy >= SBY_Upper + MIDPOSY)
595 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
596 local_player->jy - MIDPOSY :
599 CloseDoor(DOOR_CLOSE_1);
605 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
606 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
607 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
608 DrawTextExt(pix[PIX_DB_DOOR], gc,
609 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
610 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
611 DrawTextExt(pix[PIX_DB_DOOR], gc,
612 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
613 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
614 DrawTextExt(pix[PIX_DB_DOOR], gc,
615 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
616 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
617 DrawTextExt(pix[PIX_DB_DOOR], gc,
618 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
619 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
620 DrawTextExt(pix[PIX_DB_DOOR], gc,
621 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
622 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
627 DrawGameButton(BUTTON_GAME_STOP);
628 DrawGameButton(BUTTON_GAME_PAUSE);
629 DrawGameButton(BUTTON_GAME_PLAY);
630 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
631 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
632 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
635 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
636 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
637 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
642 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
643 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
644 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
645 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
646 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
650 OpenDoor(DOOR_OPEN_ALL);
652 if (setup.sound_music)
653 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
655 XAutoRepeatOff(display);
660 printf("Spieler %d %saktiv.\n",
661 i+1, (stored_player[i].active ? "" : "nicht "));
665 void InitMovDir(int x, int y)
667 int i, element = Feld[x][y];
668 static int xy[4][2] =
675 static int direction[2][4] =
677 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
678 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
687 Feld[x][y] = EL_KAEFER;
688 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
695 Feld[x][y] = EL_FLIEGER;
696 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
703 Feld[x][y] = EL_BUTTERFLY;
704 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
711 Feld[x][y] = EL_FIREFLY;
712 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
719 Feld[x][y] = EL_PACMAN;
720 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
724 MovDir[x][y] = MV_UP;
728 MovDir[x][y] = MV_LEFT;
732 MovDir[x][y] = 1 << RND(4);
733 if (element != EL_KAEFER &&
734 element != EL_FLIEGER &&
735 element != EL_BUTTERFLY &&
736 element != EL_FIREFLY)
741 int x1 = x + xy[i][0];
742 int y1 = y + xy[i][1];
744 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
746 if (element == EL_KAEFER || element == EL_BUTTERFLY)
748 MovDir[x][y] = direction[0][i];
751 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
752 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
754 MovDir[x][y] = direction[1][i];
763 void InitAmoebaNr(int x, int y)
766 int group_nr = AmoebeNachbarNr(x, y);
770 for (i=1; i<MAX_NUM_AMOEBA; i++)
772 if (AmoebaCnt[i] == 0)
780 AmoebaNr[x][y] = group_nr;
781 AmoebaCnt[group_nr]++;
782 AmoebaCnt2[group_nr]++;
788 int bumplevel = FALSE;
790 if (local_player->MovPos)
793 local_player->LevelSolved = FALSE;
797 if (setup.sound_loops)
798 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
802 if (!setup.sound_loops)
803 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
804 if (TimeLeft > 0 && !(TimeLeft % 10))
805 RaiseScore(level.score[SC_ZEITBONUS]);
806 if (TimeLeft > 100 && !(TimeLeft % 10))
810 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
815 if (setup.sound_loops)
818 else if (level.time == 0) /* level without time limit */
820 if (setup.sound_loops)
821 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
823 while(TimePlayed < 999)
825 if (!setup.sound_loops)
826 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
827 if (TimePlayed < 999 && !(TimePlayed % 10))
828 RaiseScore(level.score[SC_ZEITBONUS]);
829 if (TimePlayed < 900 && !(TimePlayed % 10))
833 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
838 if (setup.sound_loops)
844 /* Hero disappears */
845 DrawLevelField(ExitX, ExitY);
851 CloseDoor(DOOR_CLOSE_1);
856 SaveTape(tape.level_nr); /* Ask to save tape */
859 if ((hi_pos = NewHiScore()) >= 0)
861 game_status = HALLOFFAME;
862 DrawHallOfFame(hi_pos);
863 if (bumplevel && TAPE_IS_EMPTY(tape))
868 game_status = MAINMENU;
869 if (bumplevel && TAPE_IS_EMPTY(tape))
884 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
885 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
888 for (k=0; k<MAX_SCORE_ENTRIES; k++)
890 if (local_player->score > highscore[k].Score)
892 /* player has made it to the hall of fame */
894 if (k < MAX_SCORE_ENTRIES - 1)
896 int m = MAX_SCORE_ENTRIES - 1;
899 for (l=k; l<MAX_SCORE_ENTRIES; l++)
900 if (!strcmp(setup.player_name, highscore[l].Name))
902 if (m == k) /* player's new highscore overwrites his old one */
908 strcpy(highscore[l].Name, highscore[l - 1].Name);
909 highscore[l].Score = highscore[l - 1].Score;
916 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
917 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
918 highscore[k].Score = local_player->score;
924 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
925 break; /* player already there with a higher score */
936 void InitMovingField(int x, int y, int direction)
938 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
939 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
941 MovDir[x][y] = direction;
942 MovDir[newx][newy] = direction;
943 if (Feld[newx][newy] == EL_LEERRAUM)
944 Feld[newx][newy] = EL_BLOCKED;
947 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
949 int direction = MovDir[x][y];
950 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
951 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
957 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
959 int oldx = x, oldy = y;
960 int direction = MovDir[x][y];
962 if (direction == MV_LEFT)
964 else if (direction == MV_RIGHT)
966 else if (direction == MV_UP)
968 else if (direction == MV_DOWN)
971 *comes_from_x = oldx;
972 *comes_from_y = oldy;
975 int MovingOrBlocked2Element(int x, int y)
977 int element = Feld[x][y];
979 if (element == EL_BLOCKED)
983 Blocked2Moving(x, y, &oldx, &oldy);
984 return Feld[oldx][oldy];
990 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
992 /* like MovingOrBlocked2Element(), but if element is moving
993 and (x,y) is the field the moving element is just leaving,
994 return EL_BLOCKED instead of the element value */
995 int element = Feld[x][y];
999 if (element == EL_BLOCKED)
1003 Blocked2Moving(x, y, &oldx, &oldy);
1004 return Feld[oldx][oldy];
1013 static void RemoveField(int x, int y)
1015 Feld[x][y] = EL_LEERRAUM;
1021 void RemoveMovingField(int x, int y)
1023 int oldx = x, oldy = y, newx = x, newy = y;
1025 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1028 if (IS_MOVING(x, y))
1030 Moving2Blocked(x, y, &newx, &newy);
1031 if (Feld[newx][newy] != EL_BLOCKED)
1034 else if (Feld[x][y] == EL_BLOCKED)
1036 Blocked2Moving(x, y, &oldx, &oldy);
1037 if (!IS_MOVING(oldx, oldy))
1041 if (Feld[x][y] == EL_BLOCKED &&
1042 (Store[oldx][oldy] == EL_MORAST_LEER ||
1043 Store[oldx][oldy] == EL_SIEB_LEER ||
1044 Store[oldx][oldy] == EL_SIEB2_LEER ||
1045 Store[oldx][oldy] == EL_AMOEBE_NASS))
1047 Feld[oldx][oldy] = Store[oldx][oldy];
1048 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1051 Feld[oldx][oldy] = EL_LEERRAUM;
1053 Feld[newx][newy] = EL_LEERRAUM;
1054 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1055 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1057 DrawLevelField(oldx, oldy);
1058 DrawLevelField(newx, newy);
1061 void DrawDynamite(int x, int y)
1063 int sx = SCREENX(x), sy = SCREENY(y);
1064 int graphic = el2gfx(Feld[x][y]);
1067 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1071 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1073 if (Feld[x][y] == EL_DYNAMIT)
1075 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1080 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1084 if (game_emulation == EMU_SUPAPLEX)
1085 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1086 else if (Store[x][y])
1087 DrawGraphicThruMask(sx, sy, graphic + phase);
1089 DrawGraphic(sx, sy, graphic + phase);
1092 void CheckDynamite(int x, int y)
1094 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1099 if (!(MovDelay[x][y] % 12))
1100 PlaySoundLevel(x, y, SND_ZISCH);
1102 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1104 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1111 StopSound(SND_ZISCH);
1115 void Explode(int ex, int ey, int phase, int mode)
1118 int num_phase = 9, delay = 2;
1119 int last_phase = num_phase * delay;
1120 int half_phase = (num_phase / 2) * delay;
1121 int first_phase_after_start = EX_PHASE_START + 1;
1123 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1125 int center_element = Feld[ex][ey];
1127 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1129 center_element = MovingOrBlocked2Element(ex, ey);
1130 RemoveMovingField(ex, ey);
1133 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1135 int element = Feld[x][y];
1137 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1139 element = MovingOrBlocked2Element(x, y);
1140 RemoveMovingField(x, y);
1143 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1146 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1150 if (element == EL_EXPLODING)
1151 element = Store2[x][y];
1153 if (IS_PLAYER(ex, ey))
1155 switch(StorePlayer[ex][ey])
1158 Store[x][y] = EL_EDELSTEIN_ROT;
1161 Store[x][y] = EL_EDELSTEIN;
1164 Store[x][y] = EL_EDELSTEIN_LILA;
1168 Store[x][y] = EL_EDELSTEIN_GELB;
1172 if (game_emulation == EMU_SUPAPLEX)
1173 Store[x][y] = EL_LEERRAUM;
1175 else if (center_element == EL_MAULWURF)
1176 Store[x][y] = EL_EDELSTEIN_ROT;
1177 else if (center_element == EL_PINGUIN)
1178 Store[x][y] = EL_EDELSTEIN_LILA;
1179 else if (center_element == EL_KAEFER)
1180 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1181 else if (center_element == EL_BUTTERFLY)
1182 Store[x][y] = EL_EDELSTEIN_BD;
1183 else if (center_element == EL_SP_ELECTRON)
1184 Store[x][y] = EL_SP_INFOTRON;
1185 else if (center_element == EL_MAMPFER)
1186 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1187 else if (center_element == EL_AMOEBA2DIAM)
1188 Store[x][y] = level.amoebe_inhalt;
1189 else if (element == EL_ERZ_EDEL)
1190 Store[x][y] = EL_EDELSTEIN;
1191 else if (element == EL_ERZ_DIAM)
1192 Store[x][y] = EL_DIAMANT;
1193 else if (element == EL_ERZ_EDEL_BD)
1194 Store[x][y] = EL_EDELSTEIN_BD;
1195 else if (element == EL_ERZ_EDEL_GELB)
1196 Store[x][y] = EL_EDELSTEIN_GELB;
1197 else if (element == EL_ERZ_EDEL_ROT)
1198 Store[x][y] = EL_EDELSTEIN_ROT;
1199 else if (element == EL_ERZ_EDEL_LILA)
1200 Store[x][y] = EL_EDELSTEIN_LILA;
1201 else if (!IS_PFORTE(Store[x][y]))
1202 Store[x][y] = EL_LEERRAUM;
1204 if (x != ex || y != ey ||
1205 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1206 Store2[x][y] = element;
1208 if (AmoebaNr[x][y] &&
1209 (element == EL_AMOEBE_VOLL ||
1210 element == EL_AMOEBE_BD ||
1211 element == EL_AMOEBING))
1213 AmoebaCnt[AmoebaNr[x][y]]--;
1214 AmoebaCnt2[AmoebaNr[x][y]]--;
1217 Feld[x][y] = EL_EXPLODING;
1218 MovDir[x][y] = MovPos[x][y] = 0;
1224 if (center_element == EL_MAMPFER)
1225 MampferNr = (MampferNr + 1) % MampferMax;
1236 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1238 if (phase == first_phase_after_start)
1240 int element = Store2[x][y];
1242 if (element == EL_BLACK_ORB)
1244 Feld[x][y] = Store2[x][y];
1249 else if (phase == half_phase)
1251 int element = Store2[x][y];
1253 if (IS_PLAYER(x, y))
1254 KillHero(PLAYERINFO(x, y));
1255 else if (IS_EXPLOSIVE(element))
1257 Feld[x][y] = Store2[x][y];
1261 else if (element == EL_AMOEBA2DIAM)
1262 AmoebeUmwandeln(x, y);
1265 if (phase == last_phase)
1269 element = Feld[x][y] = Store[x][y];
1270 Store[x][y] = Store2[x][y] = 0;
1271 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1272 InitField(x, y, FALSE);
1273 if (CAN_MOVE(element) || COULD_MOVE(element))
1275 DrawLevelField(x, y);
1277 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1279 int graphic = GFX_EXPLOSION;
1281 if (game_emulation == EMU_SUPAPLEX)
1282 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1283 GFX_SP_EXPLODE_INFOTRON :
1284 GFX_SP_EXPLODE_EMPTY);
1287 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1289 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1293 void DynaExplode(int ex, int ey)
1296 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1297 static int xy[4][2] =
1305 Store2[ex][ey] = 0; /* delete player information */
1307 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1311 for (j=1; j<=player->dynabomb_size; j++)
1313 int x = ex+j*xy[i%4][0];
1314 int y = ey+j*xy[i%4][1];
1317 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1320 element = Feld[x][y];
1321 Explode(x, y, EX_PHASE_START, EX_BORDER);
1323 if (element != EL_LEERRAUM &&
1324 element != EL_ERDREICH &&
1325 element != EL_EXPLODING &&
1326 !player->dynabomb_xl)
1331 player->dynabombs_left++;
1334 void Bang(int x, int y)
1336 int element = Feld[x][y];
1338 if (game_emulation == EMU_SUPAPLEX)
1339 PlaySoundLevel(x, y, SND_SP_BOOOM);
1341 PlaySoundLevel(x, y, SND_ROAAAR);
1343 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1344 element = EL_LEERRAUM;
1356 RaiseScoreElement(element);
1357 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1360 case EL_DYNABOMB_NR:
1361 case EL_DYNABOMB_SZ:
1362 case EL_DYNABOMB_XL:
1369 Explode(x, y, EX_PHASE_START, EX_CENTER);
1372 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1377 void Blurb(int x, int y)
1379 int element = Feld[x][y];
1381 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1383 PlaySoundLevel(x, y, SND_BLURB);
1384 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1385 (!IN_LEV_FIELD(x-1, y-1) ||
1386 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1388 Feld[x-1][y] = EL_BLURB_LEFT;
1390 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1391 (!IN_LEV_FIELD(x+1, y-1) ||
1392 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1394 Feld[x+1][y] = EL_BLURB_RIGHT;
1399 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1401 if (!MovDelay[x][y]) /* initialize animation counter */
1404 if (MovDelay[x][y]) /* continue animation */
1407 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1408 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1410 if (!MovDelay[x][y])
1412 Feld[x][y] = EL_LEERRAUM;
1413 DrawLevelField(x, y);
1419 void Impact(int x, int y)
1421 boolean lastline = (y == lev_fieldy-1);
1422 boolean object_hit = FALSE;
1423 int element = Feld[x][y];
1426 if (!lastline) /* check if element below was hit */
1428 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1431 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1432 MovDir[x][y+1]!=MV_DOWN ||
1433 MovPos[x][y+1]<=TILEY/2));
1435 smashed = MovingOrBlocked2Element(x, y+1);
1438 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1444 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1445 (lastline || object_hit)) /* element is bomb */
1451 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1453 if (object_hit && IS_PLAYER(x, y+1))
1454 KillHero(PLAYERINFO(x, y+1));
1455 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1459 Feld[x][y] = EL_AMOEBING;
1460 Store[x][y] = EL_AMOEBE_NASS;
1465 if (!lastline && object_hit) /* check which object was hit */
1467 if (CAN_CHANGE(element) &&
1468 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1471 int activated_magic_wall =
1472 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1474 /* activate magic wall / mill */
1476 for (y=0; y<lev_fieldy; y++)
1477 for (x=0; x<lev_fieldx; x++)
1478 if (Feld[x][y] == smashed)
1479 Feld[x][y] = activated_magic_wall;
1481 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1485 if (IS_PLAYER(x, y+1))
1487 KillHero(PLAYERINFO(x, y+1));
1490 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1495 else if (element == EL_EDELSTEIN_BD)
1497 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1503 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1505 if (IS_ENEMY(smashed) ||
1506 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1507 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1512 else if (!IS_MOVING(x, y+1))
1514 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1519 else if (smashed == EL_KOKOSNUSS)
1521 Feld[x][y+1] = EL_CRACKINGNUT;
1522 PlaySoundLevel(x, y, SND_KNACK);
1523 RaiseScoreElement(EL_KOKOSNUSS);
1526 else if (smashed == EL_DIAMANT)
1528 Feld[x][y+1] = EL_LEERRAUM;
1529 PlaySoundLevel(x, y, SND_QUIRK);
1536 /* play sound of magic wall / mill */
1538 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1540 PlaySoundLevel(x, y, SND_QUIRK);
1544 /* play sound of object that hits the ground */
1545 if (lastline || object_hit)
1552 case EL_EDELSTEIN_BD:
1553 case EL_EDELSTEIN_GELB:
1554 case EL_EDELSTEIN_ROT:
1555 case EL_EDELSTEIN_LILA:
1557 case EL_SP_INFOTRON:
1563 case EL_FELSBROCKEN:
1567 sound = SND_SP_ZONKDOWN;
1570 case EL_SCHLUESSEL1:
1571 case EL_SCHLUESSEL2:
1572 case EL_SCHLUESSEL3:
1573 case EL_SCHLUESSEL4:
1590 PlaySoundLevel(x, y, sound);
1594 void TurnRound(int x, int y)
1606 { 0, 0 }, { 0, 0 }, { 0, 0 },
1611 int left, right, back;
1615 { MV_DOWN, MV_UP, MV_RIGHT },
1616 { MV_UP, MV_DOWN, MV_LEFT },
1618 { MV_LEFT, MV_RIGHT, MV_DOWN },
1619 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1620 { MV_RIGHT, MV_LEFT, MV_UP }
1623 int element = Feld[x][y];
1624 int old_move_dir = MovDir[x][y];
1625 int left_dir = turn[old_move_dir].left;
1626 int right_dir = turn[old_move_dir].right;
1627 int back_dir = turn[old_move_dir].back;
1629 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1630 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1631 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1632 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1634 int left_x = x+left_dx, left_y = y+left_dy;
1635 int right_x = x+right_dx, right_y = y+right_dy;
1636 int move_x = x+move_dx, move_y = y+move_dy;
1638 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1640 TestIfBadThingHitsOtherBadThing(x, y);
1642 if (IN_LEV_FIELD(right_x, right_y) &&
1643 IS_FREE_OR_PLAYER(right_x, right_y))
1644 MovDir[x][y] = right_dir;
1645 else if (!IN_LEV_FIELD(move_x, move_y) ||
1646 !IS_FREE_OR_PLAYER(move_x, move_y))
1647 MovDir[x][y] = left_dir;
1649 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1651 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1654 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1655 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1657 TestIfBadThingHitsOtherBadThing(x, y);
1659 if (IN_LEV_FIELD(left_x, left_y) &&
1660 IS_FREE_OR_PLAYER(left_x, left_y))
1661 MovDir[x][y] = left_dir;
1662 else if (!IN_LEV_FIELD(move_x, move_y) ||
1663 !IS_FREE_OR_PLAYER(move_x, move_y))
1664 MovDir[x][y] = right_dir;
1666 if ((element == EL_FLIEGER ||
1667 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1668 && MovDir[x][y] != old_move_dir)
1670 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1673 else if (element == EL_MAMPFER)
1675 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1677 if (IN_LEV_FIELD(left_x, left_y) &&
1678 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1679 Feld[left_x][left_y] == EL_DIAMANT))
1680 can_turn_left = TRUE;
1681 if (IN_LEV_FIELD(right_x, right_y) &&
1682 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1683 Feld[right_x][right_y] == EL_DIAMANT))
1684 can_turn_right = TRUE;
1686 if (can_turn_left && can_turn_right)
1687 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1688 else if (can_turn_left)
1689 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1690 else if (can_turn_right)
1691 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1693 MovDir[x][y] = back_dir;
1695 MovDelay[x][y] = 16+16*RND(3);
1697 else if (element == EL_MAMPFER2)
1699 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1701 if (IN_LEV_FIELD(left_x, left_y) &&
1702 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1703 IS_MAMPF2(Feld[left_x][left_y])))
1704 can_turn_left = TRUE;
1705 if (IN_LEV_FIELD(right_x, right_y) &&
1706 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1707 IS_MAMPF2(Feld[right_x][right_y])))
1708 can_turn_right = TRUE;
1710 if (can_turn_left && can_turn_right)
1711 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1712 else if (can_turn_left)
1713 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1714 else if (can_turn_right)
1715 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1717 MovDir[x][y] = back_dir;
1719 MovDelay[x][y] = 16+16*RND(3);
1721 else if (element == EL_PACMAN)
1723 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1725 if (IN_LEV_FIELD(left_x, left_y) &&
1726 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1727 IS_AMOEBOID(Feld[left_x][left_y])))
1728 can_turn_left = TRUE;
1729 if (IN_LEV_FIELD(right_x, right_y) &&
1730 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1731 IS_AMOEBOID(Feld[right_x][right_y])))
1732 can_turn_right = TRUE;
1734 if (can_turn_left && can_turn_right)
1735 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1736 else if (can_turn_left)
1737 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1738 else if (can_turn_right)
1739 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1741 MovDir[x][y] = back_dir;
1743 MovDelay[x][y] = 6+RND(40);
1745 else if (element == EL_SCHWEIN)
1747 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1748 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1749 boolean should_move_on = FALSE;
1751 int rnd = RND(rnd_value);
1753 if (IN_LEV_FIELD(left_x, left_y) &&
1754 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1755 can_turn_left = TRUE;
1756 if (IN_LEV_FIELD(right_x, right_y) &&
1757 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1758 can_turn_right = TRUE;
1759 if (IN_LEV_FIELD(move_x, move_y) &&
1760 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1763 if (can_turn_left &&
1765 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1766 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1767 should_turn_left = TRUE;
1768 if (can_turn_right &&
1770 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1771 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1772 should_turn_right = TRUE;
1774 (!can_turn_left || !can_turn_right ||
1775 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1776 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1777 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1778 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1779 should_move_on = TRUE;
1781 if (should_turn_left || should_turn_right || should_move_on)
1783 if (should_turn_left && should_turn_right && should_move_on)
1784 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1785 rnd < 2*rnd_value/3 ? right_dir :
1787 else if (should_turn_left && should_turn_right)
1788 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1789 else if (should_turn_left && should_move_on)
1790 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1791 else if (should_turn_right && should_move_on)
1792 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1793 else if (should_turn_left)
1794 MovDir[x][y] = left_dir;
1795 else if (should_turn_right)
1796 MovDir[x][y] = right_dir;
1797 else if (should_move_on)
1798 MovDir[x][y] = old_move_dir;
1800 else if (can_move_on && rnd > rnd_value/8)
1801 MovDir[x][y] = old_move_dir;
1802 else if (can_turn_left && can_turn_right)
1803 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1804 else if (can_turn_left && rnd > rnd_value/8)
1805 MovDir[x][y] = left_dir;
1806 else if (can_turn_right && rnd > rnd_value/8)
1807 MovDir[x][y] = right_dir;
1809 MovDir[x][y] = back_dir;
1811 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1812 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1813 MovDir[x][y] = old_move_dir;
1817 else if (element == EL_DRACHE)
1819 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1821 int rnd = RND(rnd_value);
1823 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1824 can_turn_left = TRUE;
1825 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1826 can_turn_right = TRUE;
1827 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1830 if (can_move_on && rnd > rnd_value/8)
1831 MovDir[x][y] = old_move_dir;
1832 else if (can_turn_left && can_turn_right)
1833 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1834 else if (can_turn_left && rnd > rnd_value/8)
1835 MovDir[x][y] = left_dir;
1836 else if (can_turn_right && rnd > rnd_value/8)
1837 MovDir[x][y] = right_dir;
1839 MovDir[x][y] = back_dir;
1841 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1842 MovDir[x][y] = old_move_dir;
1846 else if (element == EL_ROBOT || element == EL_SONDE ||
1847 element == EL_MAULWURF || element == EL_PINGUIN)
1849 int attr_x = -1, attr_y = -1;
1860 for (i=0; i<MAX_PLAYERS; i++)
1862 struct PlayerInfo *player = &stored_player[i];
1863 int jx = player->jx, jy = player->jy;
1865 if (!player->active || player->gone)
1868 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1876 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1882 if (element == EL_MAULWURF || element == EL_PINGUIN)
1885 static int xy[4][2] =
1895 int ex = x + xy[i%4][0];
1896 int ey = y + xy[i%4][1];
1898 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1907 MovDir[x][y] = MV_NO_MOVING;
1909 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1911 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1913 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1915 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1917 if (element == EL_ROBOT)
1921 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1922 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1923 Moving2Blocked(x, y, &newx, &newy);
1925 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1926 MovDelay[x][y] = 8+8*!RND(3);
1928 MovDelay[x][y] = 16;
1936 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1938 boolean first_horiz = RND(2);
1939 int new_move_dir = MovDir[x][y];
1942 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1943 Moving2Blocked(x, y, &newx, &newy);
1945 if (IN_LEV_FIELD(newx, newy) &&
1946 (IS_FREE(newx, newy) ||
1947 Feld[newx][newy] == EL_SALZSAEURE ||
1948 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1949 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1950 IS_MAMPF3(Feld[newx][newy])))))
1954 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1955 Moving2Blocked(x, y, &newx, &newy);
1957 if (IN_LEV_FIELD(newx, newy) &&
1958 (IS_FREE(newx, newy) ||
1959 Feld[newx][newy] == EL_SALZSAEURE ||
1960 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1961 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1962 IS_MAMPF3(Feld[newx][newy])))))
1965 MovDir[x][y] = old_move_dir;
1972 static boolean JustBeingPushed(int x, int y)
1976 for (i=0; i<MAX_PLAYERS; i++)
1978 struct PlayerInfo *player = &stored_player[i];
1980 if (player->active && !player->gone &&
1981 player->Pushing && player->MovPos)
1983 int next_jx = player->jx + (player->jx - player->last_jx);
1984 int next_jy = player->jy + (player->jy - player->last_jy);
1986 if (x == next_jx && y == next_jy)
1994 void StartMoving(int x, int y)
1996 int element = Feld[x][y];
2001 if (CAN_FALL(element) && y<lev_fieldy-1)
2003 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
2004 if (JustBeingPushed(x, y))
2007 if (element == EL_MORAST_VOLL)
2009 if (IS_FREE(x, y+1))
2011 InitMovingField(x, y, MV_DOWN);
2012 Feld[x][y] = EL_FELSBROCKEN;
2013 Store[x][y] = EL_MORAST_LEER;
2015 else if (Feld[x][y+1] == EL_MORAST_LEER)
2017 if (!MovDelay[x][y])
2018 MovDelay[x][y] = TILEY + 1;
2027 Feld[x][y] = EL_MORAST_LEER;
2028 Feld[x][y+1] = EL_MORAST_VOLL;
2031 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2033 InitMovingField(x, y, MV_DOWN);
2034 Store[x][y] = EL_MORAST_VOLL;
2036 else if (element == EL_SIEB_VOLL)
2038 if (IS_FREE(x, y+1))
2040 InitMovingField(x, y, MV_DOWN);
2041 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2042 Store[x][y] = EL_SIEB_LEER;
2044 else if (Feld[x][y+1] == EL_SIEB_LEER)
2046 if (!MovDelay[x][y])
2047 MovDelay[x][y] = TILEY/4 + 1;
2056 Feld[x][y] = EL_SIEB_LEER;
2057 Feld[x][y+1] = EL_SIEB_VOLL;
2058 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2062 else if (element == EL_SIEB2_VOLL)
2064 if (IS_FREE(x, y+1))
2066 InitMovingField(x, y, MV_DOWN);
2067 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2068 Store[x][y] = EL_SIEB2_LEER;
2070 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2072 if (!MovDelay[x][y])
2073 MovDelay[x][y] = TILEY/4 + 1;
2082 Feld[x][y] = EL_SIEB2_LEER;
2083 Feld[x][y+1] = EL_SIEB2_VOLL;
2084 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2088 else if (CAN_CHANGE(element) &&
2089 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2091 InitMovingField(x, y, MV_DOWN);
2093 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2094 Store2[x][y+1] = element;
2096 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2099 InitMovingField(x, y, MV_DOWN);
2100 Store[x][y] = EL_SALZSAEURE;
2102 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2106 else if (IS_FREE(x, y+1))
2108 InitMovingField(x, y, MV_DOWN);
2110 else if (element == EL_TROPFEN)
2112 Feld[x][y] = EL_AMOEBING;
2113 Store[x][y] = EL_AMOEBE_NASS;
2115 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2117 boolean left = (x>0 && IS_FREE(x-1, y) &&
2118 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2119 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2120 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2124 if (left && right && game_emulation != EMU_BOULDERDASH)
2125 left = !(right = RND(2));
2127 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2131 else if (CAN_MOVE(element))
2135 if (element == EL_SONDE && JustBeingPushed(x, y))
2138 if (!MovDelay[x][y]) /* start new movement phase */
2140 /* all objects that can change their move direction after each step */
2141 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2143 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2146 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2147 element == EL_SP_SNIKSNAK ||
2148 element == EL_SP_ELECTRON))
2149 DrawLevelField(x, y);
2153 if (MovDelay[x][y]) /* wait some time before next movement */
2157 if (element == EL_ROBOT ||
2158 element == EL_MAMPFER || element == EL_MAMPFER2)
2160 int phase = MovDelay[x][y] % 8;
2165 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2166 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2168 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2169 && MovDelay[x][y]%4 == 3)
2170 PlaySoundLevel(x, y, SND_NJAM);
2172 else if (element == EL_SP_ELECTRON)
2173 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2174 else if (element == EL_DRACHE)
2177 int dir = MovDir[x][y];
2178 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2179 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2180 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2181 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2182 dir == MV_UP ? GFX_FLAMMEN_UP :
2183 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2184 int phase = FrameCounter % 2;
2186 for (i=1; i<=3; i++)
2188 int xx = x + i*dx, yy = y + i*dy;
2189 int sx = SCREENX(xx), sy = SCREENY(yy);
2191 if (!IN_LEV_FIELD(xx, yy) ||
2192 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2197 int flamed = MovingOrBlocked2Element(xx, yy);
2199 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2202 RemoveMovingField(xx, yy);
2204 Feld[xx][yy] = EL_BURNING;
2205 if (IN_SCR_FIELD(sx, sy))
2206 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2210 if (Feld[xx][yy] == EL_BURNING)
2211 Feld[xx][yy] = EL_LEERRAUM;
2212 DrawLevelField(xx, yy);
2221 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2223 PlaySoundLevel(x, y, SND_KLAPPER);
2225 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2227 PlaySoundLevel(x, y, SND_ROEHR);
2230 /* now make next step */
2232 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2234 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2236 /* enemy got the player */
2238 KillHero(PLAYERINFO(newx, newy));
2241 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2242 element == EL_ROBOT || element == EL_SONDE) &&
2243 IN_LEV_FIELD(newx, newy) &&
2244 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2247 Store[x][y] = EL_SALZSAEURE;
2249 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2250 IN_LEV_FIELD(newx, newy))
2252 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2254 Feld[x][y] = EL_LEERRAUM;
2255 DrawLevelField(x, y);
2257 PlaySoundLevel(newx, newy, SND_BUING);
2258 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2259 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2261 local_player->friends_still_needed--;
2262 if (!local_player->friends_still_needed &&
2263 !local_player->GameOver && AllPlayersGone)
2264 local_player->LevelSolved = local_player->GameOver = TRUE;
2268 else if (IS_MAMPF3(Feld[newx][newy]))
2270 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2271 DrawLevelField(newx, newy);
2273 MovDir[x][y] = MV_NO_MOVING;
2275 else if (!IS_FREE(newx, newy))
2277 if (IS_PLAYER(x, y))
2278 DrawPlayerField(x, y);
2280 DrawLevelField(x, y);
2284 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2286 if (IS_GEM(Feld[newx][newy]))
2288 if (IS_MOVING(newx, newy))
2289 RemoveMovingField(newx, newy);
2292 Feld[newx][newy] = EL_LEERRAUM;
2293 DrawLevelField(newx, newy);
2296 else if (!IS_FREE(newx, newy))
2298 if (IS_PLAYER(x, y))
2299 DrawPlayerField(x, y);
2301 DrawLevelField(x, y);
2305 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2307 if (!IS_FREE(newx, newy))
2309 if (IS_PLAYER(x, y))
2310 DrawPlayerField(x, y);
2312 DrawLevelField(x, y);
2317 boolean wanna_flame = !RND(10);
2318 int dx = newx - x, dy = newy - y;
2319 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2320 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2321 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2322 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2323 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2324 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2326 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2327 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2328 element1 != EL_BURNING && element2 != EL_BURNING)
2330 if (IS_PLAYER(x, y))
2331 DrawPlayerField(x, y);
2333 DrawLevelField(x, y);
2335 MovDelay[x][y] = 50;
2336 Feld[newx][newy] = EL_BURNING;
2337 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2338 Feld[newx1][newy1] = EL_BURNING;
2339 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2340 Feld[newx2][newy2] = EL_BURNING;
2345 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2346 Feld[newx][newy] == EL_DIAMANT)
2348 if (IS_MOVING(newx, newy))
2349 RemoveMovingField(newx, newy);
2352 Feld[newx][newy] = EL_LEERRAUM;
2353 DrawLevelField(newx, newy);
2356 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2357 IS_MAMPF2(Feld[newx][newy]))
2359 if (AmoebaNr[newx][newy])
2361 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2362 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2363 Feld[newx][newy] == EL_AMOEBE_BD)
2364 AmoebaCnt[AmoebaNr[newx][newy]]--;
2367 if (IS_MOVING(newx, newy))
2368 RemoveMovingField(newx, newy);
2371 Feld[newx][newy] = EL_LEERRAUM;
2372 DrawLevelField(newx, newy);
2375 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2376 IS_AMOEBOID(Feld[newx][newy]))
2378 if (AmoebaNr[newx][newy])
2380 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2381 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2382 Feld[newx][newy] == EL_AMOEBE_BD)
2383 AmoebaCnt[AmoebaNr[newx][newy]]--;
2386 Feld[newx][newy] = EL_LEERRAUM;
2387 DrawLevelField(newx, newy);
2389 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2391 /* object was running against a wall */
2395 if (element == EL_KAEFER || element == EL_FLIEGER ||
2396 element == EL_SP_SNIKSNAK)
2397 DrawLevelField(x, y);
2398 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2399 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2400 else if (element == EL_SONDE)
2401 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2402 else if (element == EL_SP_ELECTRON)
2403 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2408 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2409 PlaySoundLevel(x, y, SND_SCHLURF);
2411 InitMovingField(x, y, MovDir[x][y]);
2415 ContinueMoving(x, y);
2418 void ContinueMoving(int x, int y)
2420 int element = Feld[x][y];
2421 int direction = MovDir[x][y];
2422 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2423 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2424 int horiz_move = (dx!=0);
2425 int newx = x + dx, newy = y + dy;
2426 int step = (horiz_move ? dx : dy) * TILEX/8;
2428 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2430 else if (element == EL_TROPFEN)
2432 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2435 MovPos[x][y] += step;
2437 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2439 Feld[x][y] = EL_LEERRAUM;
2440 Feld[newx][newy] = element;
2442 if (Store[x][y] == EL_MORAST_VOLL)
2445 Feld[newx][newy] = EL_MORAST_VOLL;
2446 element = EL_MORAST_VOLL;
2448 else if (Store[x][y] == EL_MORAST_LEER)
2451 Feld[x][y] = EL_MORAST_LEER;
2453 else if (Store[x][y] == EL_SIEB_VOLL)
2456 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2458 else if (Store[x][y] == EL_SIEB_LEER)
2460 Store[x][y] = Store2[x][y] = 0;
2461 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2463 else if (Store[x][y] == EL_SIEB2_VOLL)
2466 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2468 else if (Store[x][y] == EL_SIEB2_LEER)
2470 Store[x][y] = Store2[x][y] = 0;
2471 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2473 else if (Store[x][y] == EL_SALZSAEURE)
2476 Feld[newx][newy] = EL_SALZSAEURE;
2477 element = EL_SALZSAEURE;
2479 else if (Store[x][y] == EL_AMOEBE_NASS)
2482 Feld[x][y] = EL_AMOEBE_NASS;
2485 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2486 MovDelay[newx][newy] = 0;
2488 if (!CAN_MOVE(element))
2489 MovDir[newx][newy] = 0;
2491 DrawLevelField(x, y);
2492 DrawLevelField(newx, newy);
2494 Stop[newx][newy] = TRUE;
2495 JustHit[x][newy] = 3;
2497 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2499 TestIfBadThingHitsHero(newx, newy);
2500 TestIfBadThingHitsFriend(newx, newy);
2501 TestIfBadThingHitsOtherBadThing(newx, newy);
2503 else if (element == EL_PINGUIN)
2504 TestIfFriendHitsBadThing(newx, newy);
2506 if (CAN_SMASH(element) && direction == MV_DOWN &&
2507 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2510 else /* still moving on */
2511 DrawLevelField(x, y);
2514 int AmoebeNachbarNr(int ax, int ay)
2517 int element = Feld[ax][ay];
2519 static int xy[4][2] =
2529 int x = ax + xy[i][0];
2530 int y = ay + xy[i][1];
2532 if (!IN_LEV_FIELD(x, y))
2535 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2536 group_nr = AmoebaNr[x][y];
2542 void AmoebenVereinigen(int ax, int ay)
2544 int i, x, y, xx, yy;
2545 int new_group_nr = AmoebaNr[ax][ay];
2546 static int xy[4][2] =
2554 if (new_group_nr == 0)
2562 if (!IN_LEV_FIELD(x, y))
2565 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2566 Feld[x][y] == EL_AMOEBE_BD ||
2567 Feld[x][y] == EL_AMOEBE_TOT) &&
2568 AmoebaNr[x][y] != new_group_nr)
2570 int old_group_nr = AmoebaNr[x][y];
2572 if (old_group_nr == 0)
2575 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2576 AmoebaCnt[old_group_nr] = 0;
2577 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2578 AmoebaCnt2[old_group_nr] = 0;
2580 for (yy=0; yy<lev_fieldy; yy++)
2582 for (xx=0; xx<lev_fieldx; xx++)
2584 if (AmoebaNr[xx][yy] == old_group_nr)
2585 AmoebaNr[xx][yy] = new_group_nr;
2592 void AmoebeUmwandeln(int ax, int ay)
2596 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2598 int group_nr = AmoebaNr[ax][ay];
2603 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2604 printf("AmoebeUmwandeln(): This should never happen!\n");
2609 for (y=0; y<lev_fieldy; y++)
2611 for (x=0; x<lev_fieldx; x++)
2613 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2616 Feld[x][y] = EL_AMOEBA2DIAM;
2624 static int xy[4][2] =
2637 if (!IN_LEV_FIELD(x, y))
2640 if (Feld[x][y] == EL_AMOEBA2DIAM)
2646 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2649 int group_nr = AmoebaNr[ax][ay];
2650 boolean done = FALSE;
2655 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2656 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2661 for (y=0; y<lev_fieldy; y++)
2663 for (x=0; x<lev_fieldx; x++)
2665 if (AmoebaNr[x][y] == group_nr &&
2666 (Feld[x][y] == EL_AMOEBE_TOT ||
2667 Feld[x][y] == EL_AMOEBE_BD ||
2668 Feld[x][y] == EL_AMOEBING))
2671 Feld[x][y] = new_element;
2672 InitField(x, y, FALSE);
2673 DrawLevelField(x, y);
2680 PlaySoundLevel(ax, ay,
2681 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2684 void AmoebeWaechst(int x, int y)
2686 static unsigned long sound_delay = 0;
2687 static unsigned long sound_delay_value = 0;
2689 if (!MovDelay[x][y]) /* start new growing cycle */
2693 if (DelayReached(&sound_delay, sound_delay_value))
2695 PlaySoundLevel(x, y, SND_AMOEBE);
2696 sound_delay_value = 30;
2700 if (MovDelay[x][y]) /* wait some time before growing bigger */
2703 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2704 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2706 if (!MovDelay[x][y])
2708 Feld[x][y] = Store[x][y];
2710 DrawLevelField(x, y);
2715 void AmoebeAbleger(int ax, int ay)
2718 int element = Feld[ax][ay];
2719 int newax = ax, neway = ay;
2720 static int xy[4][2] =
2728 if (!level.tempo_amoebe)
2730 Feld[ax][ay] = EL_AMOEBE_TOT;
2731 DrawLevelField(ax, ay);
2735 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2736 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2738 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2741 if (MovDelay[ax][ay])
2745 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2748 int x = ax + xy[start][0];
2749 int y = ay + xy[start][1];
2751 if (!IN_LEV_FIELD(x, y))
2754 if (IS_FREE(x, y) ||
2755 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2761 if (newax == ax && neway == ay)
2764 else /* normal or "filled" (BD style) amoeba */
2767 boolean waiting_for_player = FALSE;
2771 int j = (start + i) % 4;
2772 int x = ax + xy[j][0];
2773 int y = ay + xy[j][1];
2775 if (!IN_LEV_FIELD(x, y))
2778 if (IS_FREE(x, y) ||
2779 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2785 else if (IS_PLAYER(x, y))
2786 waiting_for_player = TRUE;
2789 if (newax == ax && neway == ay) /* amoeba cannot grow */
2791 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2793 Feld[ax][ay] = EL_AMOEBE_TOT;
2794 DrawLevelField(ax, ay);
2795 AmoebaCnt[AmoebaNr[ax][ay]]--;
2797 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2799 if (element == EL_AMOEBE_VOLL)
2800 AmoebeUmwandeln(ax, ay);
2801 else if (element == EL_AMOEBE_BD)
2802 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2807 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2809 /* amoeba gets larger by growing in some direction */
2811 int new_group_nr = AmoebaNr[ax][ay];
2814 if (new_group_nr == 0)
2816 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2817 printf("AmoebeAbleger(): This should never happen!\n");
2822 AmoebaNr[newax][neway] = new_group_nr;
2823 AmoebaCnt[new_group_nr]++;
2824 AmoebaCnt2[new_group_nr]++;
2826 /* if amoeba touches other amoeba(s) after growing, unify them */
2827 AmoebenVereinigen(newax, neway);
2829 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2831 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2837 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2838 (neway == lev_fieldy - 1 && newax != ax))
2840 Feld[newax][neway] = EL_AMOEBING;
2841 Store[newax][neway] = element;
2843 else if (neway == ay)
2844 Feld[newax][neway] = EL_TROPFEN;
2847 InitMovingField(ax, ay, MV_DOWN);
2848 Feld[ax][ay] = EL_TROPFEN;
2849 Store[ax][ay] = EL_AMOEBE_NASS;
2850 ContinueMoving(ax, ay);
2854 DrawLevelField(newax, neway);
2857 void Life(int ax, int ay)
2860 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2862 int element = Feld[ax][ay];
2867 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2868 MovDelay[ax][ay] = life_time;
2870 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2873 if (MovDelay[ax][ay])
2877 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2879 int xx = ax+x1, yy = ay+y1;
2882 if (!IN_LEV_FIELD(xx, yy))
2885 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2887 int x = xx+x2, y = yy+y2;
2889 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2892 if (((Feld[x][y] == element ||
2893 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2895 (IS_FREE(x, y) && Stop[x][y]))
2899 if (xx == ax && yy == ay) /* field in the middle */
2901 if (nachbarn<life[0] || nachbarn>life[1])
2903 Feld[xx][yy] = EL_LEERRAUM;
2905 DrawLevelField(xx, yy);
2906 Stop[xx][yy] = TRUE;
2909 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2910 { /* free border field */
2911 if (nachbarn>=life[2] && nachbarn<=life[3])
2913 Feld[xx][yy] = element;
2914 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2916 DrawLevelField(xx, yy);
2917 Stop[xx][yy] = TRUE;
2923 void Ablenk(int x, int y)
2925 if (!MovDelay[x][y]) /* next animation frame */
2926 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2928 if (MovDelay[x][y]) /* wait some time before next frame */
2933 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2934 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2935 if (!(MovDelay[x][y]%4))
2936 PlaySoundLevel(x, y, SND_MIEP);
2941 Feld[x][y] = EL_ABLENK_AUS;
2942 DrawLevelField(x, y);
2943 if (ZX == x && ZY == y)
2947 void Birne(int x, int y)
2949 if (!MovDelay[x][y]) /* next animation frame */
2950 MovDelay[x][y] = 800;
2952 if (MovDelay[x][y]) /* wait some time before next frame */
2957 if (!(MovDelay[x][y]%5))
2959 if (!(MovDelay[x][y]%10))
2960 Feld[x][y]=EL_ABLENK_EIN;
2962 Feld[x][y]=EL_ABLENK_AUS;
2963 DrawLevelField(x, y);
2964 Feld[x][y]=EL_ABLENK_EIN;
2970 Feld[x][y]=EL_ABLENK_AUS;
2971 DrawLevelField(x, y);
2972 if (ZX == x && ZY == y)
2976 void Blubber(int x, int y)
2978 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2979 DrawLevelField(x, y-1);
2981 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2984 void NussKnacken(int x, int y)
2986 if (!MovDelay[x][y]) /* next animation frame */
2989 if (MovDelay[x][y]) /* wait some time before next frame */
2992 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2993 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2995 if (!MovDelay[x][y])
2997 Feld[x][y] = EL_EDELSTEIN;
2998 DrawLevelField(x, y);
3003 void SiebAktivieren(int x, int y, int typ)
3005 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
3007 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
3010 void AusgangstuerPruefen(int x, int y)
3012 if (!local_player->gems_still_needed &&
3013 !local_player->sokobanfields_still_needed &&
3014 !local_player->lights_still_needed)
3016 Feld[x][y] = EL_AUSGANG_ACT;
3018 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
3019 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
3020 y < LEVELY(BY1) ? LEVELY(BY1) :
3021 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3026 void AusgangstuerOeffnen(int x, int y)
3030 if (!MovDelay[x][y]) /* next animation frame */
3031 MovDelay[x][y] = 5*delay;
3033 if (MovDelay[x][y]) /* wait some time before next frame */
3038 tuer = MovDelay[x][y]/delay;
3039 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3040 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3042 if (!MovDelay[x][y])
3044 Feld[x][y] = EL_AUSGANG_AUF;
3045 DrawLevelField(x, y);
3050 void AusgangstuerBlinken(int x, int y)
3052 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3055 void EdelsteinFunkeln(int x, int y)
3057 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3060 if (Feld[x][y] == EL_EDELSTEIN_BD)
3061 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3064 if (!MovDelay[x][y]) /* next animation frame */
3065 MovDelay[x][y] = 11 * !SimpleRND(500);
3067 if (MovDelay[x][y]) /* wait some time before next frame */
3071 if (setup.direct_draw && MovDelay[x][y])
3072 SetDrawtoField(DRAW_BUFFERED);
3074 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3078 int phase = (MovDelay[x][y]-1)/2;
3083 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3085 if (setup.direct_draw)
3089 dest_x = FX + SCREENX(x)*TILEX;
3090 dest_y = FY + SCREENY(y)*TILEY;
3092 XCopyArea(display, drawto_field, window, gc,
3093 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3094 SetDrawtoField(DRAW_DIRECT);
3101 void MauerWaechst(int x, int y)
3105 if (!MovDelay[x][y]) /* next animation frame */
3106 MovDelay[x][y] = 3*delay;
3108 if (MovDelay[x][y]) /* wait some time before next frame */
3113 phase = 2-MovDelay[x][y]/delay;
3114 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3115 DrawGraphic(SCREENX(x), SCREENY(y),
3116 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3117 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3118 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3119 GFX_MAUER_DOWN ) + phase);
3121 if (!MovDelay[x][y])
3123 if (MovDir[x][y] == MV_LEFT)
3125 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3126 DrawLevelField(x-1, y);
3128 else if (MovDir[x][y] == MV_RIGHT)
3130 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3131 DrawLevelField(x+1, y);
3133 else if (MovDir[x][y] == MV_UP)
3135 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3136 DrawLevelField(x, y-1);
3140 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3141 DrawLevelField(x, y+1);
3144 Feld[x][y] = Store[x][y];
3146 MovDir[x][y] = MV_NO_MOVING;
3147 DrawLevelField(x, y);
3152 void MauerAbleger(int ax, int ay)
3154 int element = Feld[ax][ay];
3155 boolean oben_frei = FALSE, unten_frei = FALSE;
3156 boolean links_frei = FALSE, rechts_frei = FALSE;
3157 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3158 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3160 if (!MovDelay[ax][ay]) /* start building new wall */
3161 MovDelay[ax][ay] = 6;
3163 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3166 if (MovDelay[ax][ay])
3170 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3172 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3174 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3176 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3179 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3183 Feld[ax][ay-1] = EL_MAUERND;
3184 Store[ax][ay-1] = element;
3185 MovDir[ax][ay-1] = MV_UP;
3186 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3187 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3191 Feld[ax][ay+1] = EL_MAUERND;
3192 Store[ax][ay+1] = element;
3193 MovDir[ax][ay+1] = MV_DOWN;
3194 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3195 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3199 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3200 element == EL_MAUER_LEBT)
3204 Feld[ax-1][ay] = EL_MAUERND;
3205 Store[ax-1][ay] = element;
3206 MovDir[ax-1][ay] = MV_LEFT;
3207 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3208 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3212 Feld[ax+1][ay] = EL_MAUERND;
3213 Store[ax+1][ay] = element;
3214 MovDir[ax+1][ay] = MV_RIGHT;
3215 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3216 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3220 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3221 DrawLevelField(ax, ay);
3223 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3225 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3226 unten_massiv = TRUE;
3227 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3228 links_massiv = TRUE;
3229 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3230 rechts_massiv = TRUE;
3232 if (((oben_massiv && unten_massiv) ||
3233 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3234 ((links_massiv && rechts_massiv) ||
3235 element == EL_MAUER_Y))
3236 Feld[ax][ay] = EL_MAUERWERK;
3239 void CheckForDragon(int x, int y)
3242 boolean dragon_found = FALSE;
3243 static int xy[4][2] =
3255 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3257 if (IN_LEV_FIELD(xx, yy) &&
3258 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3260 if (Feld[xx][yy] == EL_DRACHE)
3261 dragon_found = TRUE;
3274 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3276 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3278 Feld[xx][yy] = EL_LEERRAUM;
3279 DrawLevelField(xx, yy);
3288 static void CheckBuggyBase(int x, int y)
3290 int element = Feld[x][y];
3292 if (element == EL_SP_BUG)
3294 if (!MovDelay[x][y]) /* start activating buggy base */
3295 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3297 if (MovDelay[x][y]) /* wait some time before activating base */
3300 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3301 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3305 Feld[x][y] = EL_SP_BUG_ACTIVE;
3308 else if (element == EL_SP_BUG_ACTIVE)
3310 if (!MovDelay[x][y]) /* start activating buggy base */
3311 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3313 if (MovDelay[x][y]) /* wait some time before activating base */
3319 static int xy[4][2] =
3327 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3328 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3332 int xx = x + xy[i][0], yy = y + xy[i][1];
3334 if (IS_PLAYER(xx, yy))
3336 PlaySoundLevel(x, y, SND_SP_BUG);
3344 Feld[x][y] = EL_SP_BUG;
3345 DrawLevelField(x, y);
3350 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3352 static byte stored_player_action[MAX_PLAYERS];
3353 static int num_stored_actions = 0;
3354 static boolean save_tape_entry = FALSE;
3355 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3356 int jx = player->jx, jy = player->jy;
3357 int left = player_action & JOY_LEFT;
3358 int right = player_action & JOY_RIGHT;
3359 int up = player_action & JOY_UP;
3360 int down = player_action & JOY_DOWN;
3361 int button1 = player_action & JOY_BUTTON_1;
3362 int button2 = player_action & JOY_BUTTON_2;
3363 int dx = (left ? -1 : right ? 1 : 0);
3364 int dy = (up ? -1 : down ? 1 : 0);
3366 stored_player_action[player->index_nr] = 0;
3367 num_stored_actions++;
3369 if (!player->active || player->gone || tape.pausing)
3374 save_tape_entry = TRUE;
3375 player->frame_reset_delay = 0;
3378 snapped = SnapField(player, dx, dy);
3382 bombed = PlaceBomb(player);
3383 moved = MoveFigure(player, dx, dy);
3386 if (tape.recording && (moved || snapped || bombed))
3388 if (bombed && !moved)
3389 player_action &= JOY_BUTTON;
3391 stored_player_action[player->index_nr] = player_action;
3394 /* this allows cycled sequences of PlayerActions() */
3395 if (num_stored_actions >= MAX_PLAYERS)
3397 TapeRecordAction(stored_player_action);
3398 num_stored_actions = 0;
3403 else if (tape.playing && snapped)
3404 SnapField(player, 0, 0); /* stop snapping */
3408 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3409 SnapField(player, 0, 0);
3412 if (++player->frame_reset_delay > MoveSpeed)
3416 if (++player->frame_reset_delay > player->move_speed)
3420 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3422 TapeRecordAction(stored_player_action);
3423 num_stored_actions = 0;
3424 save_tape_entry = FALSE;
3427 if (tape.playing && !tape.pausing && !player_action &&
3428 tape.counter < tape.length)
3431 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3433 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3434 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3436 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3438 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3440 int el = Feld[jx+dx][jy];
3441 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3443 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3445 player->MovDir = next_joy;
3446 player->Frame = FrameCounter % 4;
3447 player->Pushing = TRUE;
3456 static unsigned long action_delay = 0;
3457 unsigned long action_delay_value;
3458 int sieb_x = 0, sieb_y = 0;
3459 int i, x, y, element;
3460 byte *recorded_player_action;
3461 byte summarized_player_action = 0;
3463 if (game_status != PLAYING)
3466 action_delay_value =
3467 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3470 if (tape.playing && tape.fast_forward)
3474 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3480 /* main game synchronization point */
3486 WaitUntilDelayReached(&action_delay, action_delay_value);
3489 while (!DelayReached(&action_delay, action_delay_value))
3493 sprintf(buf, "%ld %ld %ld",
3494 Counter(), action_delay, action_delay_value);
3497 print_debug("done");
3504 if (network_playing && !network_player_action_received)
3508 printf("DEBUG: try to get network player actions in time\n");
3513 /* last chance to get network player actions without main loop delay */
3517 if (game_status != PLAYING)
3520 if (!network_player_action_received)
3524 printf("DEBUG: failed to get network player actions in time\n");
3533 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3535 else if (tape.recording)
3544 else if (tape.recording)
3547 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3549 for (i=0; i<MAX_PLAYERS; i++)
3551 summarized_player_action |= stored_player[i].action;
3553 if (!network_playing)
3554 stored_player[i].effective_action = stored_player[i].action;
3558 if (network_playing)
3559 SendToServer_MovePlayer(summarized_player_action);
3562 if (!options.network && !setup.team_mode)
3563 local_player->effective_action = summarized_player_action;
3565 for (i=0; i<MAX_PLAYERS; i++)
3567 int actual_player_action = stored_player[i].effective_action;
3569 if (stored_player[i].programmed_action)
3571 /* this is very bad and need to be fixed!!! */
3572 unsigned long move_delay = stored_player[i].move_delay;
3575 if (FrameReached(&move_delay, MoveSpeed))
3578 if (FrameReached(&move_delay, stored_player[i].move_speed))
3580 actual_player_action = stored_player[i].programmed_action;
3581 stored_player[i].programmed_action = 0;
3585 if (recorded_player_action)
3586 actual_player_action = recorded_player_action[i];
3588 PlayerActions(&stored_player[i], actual_player_action);
3589 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3592 network_player_action_received = FALSE;
3594 ScrollScreen(NULL, SCROLL_GO_ON);
3598 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3600 else if (tape.recording)
3610 if (TimeFrames == 0 && !local_player->gone)
3612 extern unsigned int last_RND();
3614 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3617 getStateCheckSum(TimePlayed));
3626 if (GameFrameDelay >= 500)
3627 printf("FrameCounter == %d\n", FrameCounter);
3638 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3641 if (JustHit[x][y]>0)
3645 if (IS_BLOCKED(x, y))
3649 Blocked2Moving(x, y, &oldx, &oldy);
3650 if (!IS_MOVING(oldx, oldy))
3652 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3653 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3654 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3655 printf("GameActions(): This should never happen!\n");
3661 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3663 element = Feld[x][y];
3665 if (IS_INACTIVE(element))
3668 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3672 if (IS_GEM(element))
3673 EdelsteinFunkeln(x, y);
3675 else if (IS_MOVING(x, y))
3676 ContinueMoving(x, y);
3677 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3678 CheckDynamite(x, y);
3679 else if (element == EL_EXPLODING)
3680 Explode(x, y, Frame[x][y], EX_NORMAL);
3681 else if (element == EL_AMOEBING)
3682 AmoebeWaechst(x, y);
3683 else if (IS_AMOEBALIVE(element))
3684 AmoebeAbleger(x, y);
3685 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3687 else if (element == EL_ABLENK_EIN)
3689 else if (element == EL_SALZSAEURE)
3691 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3693 else if (element == EL_CRACKINGNUT)
3695 else if (element == EL_AUSGANG_ZU)
3696 AusgangstuerPruefen(x, y);
3697 else if (element == EL_AUSGANG_ACT)
3698 AusgangstuerOeffnen(x, y);
3699 else if (element == EL_AUSGANG_AUF)
3700 AusgangstuerBlinken(x, y);
3701 else if (element == EL_MAUERND)
3703 else if (element == EL_MAUER_LEBT ||
3704 element == EL_MAUER_X ||
3705 element == EL_MAUER_Y ||
3706 element == EL_MAUER_XY)
3708 else if (element == EL_BURNING)
3709 CheckForDragon(x, y);
3710 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3711 CheckBuggyBase(x, y);
3712 else if (element == EL_SP_TERMINAL)
3713 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3714 else if (element == EL_SP_TERMINAL_ACTIVE)
3715 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3719 boolean sieb = FALSE;
3720 int jx = local_player->jx, jy = local_player->jy;
3722 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3723 Store[x][y] == EL_SIEB_LEER)
3725 SiebAktivieren(x, y, 1);
3728 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3729 Store[x][y] == EL_SIEB2_LEER)
3731 SiebAktivieren(x, y, 2);
3735 /* play the element sound at the position nearest to the player */
3736 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3746 if (!(SiebCount % 4))
3747 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3754 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3756 element = Feld[x][y];
3757 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3759 Feld[x][y] = EL_SIEB_TOT;
3760 DrawLevelField(x, y);
3762 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3764 Feld[x][y] = EL_SIEB2_TOT;
3765 DrawLevelField(x, y);
3774 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3779 if (tape.recording || tape.playing)
3780 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3787 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3789 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3792 for (i=0; i<MAX_PLAYERS; i++)
3793 KillHero(&stored_player[i]);
3795 else if (level.time == 0) /* level without time limit */
3796 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3802 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3804 int min_x = x, min_y = y, max_x = x, max_y = y;
3807 for (i=0; i<MAX_PLAYERS; i++)
3809 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3811 if (!stored_player[i].active || stored_player[i].gone ||
3812 &stored_player[i] == player)
3815 min_x = MIN(min_x, jx);
3816 min_y = MIN(min_y, jy);
3817 max_x = MAX(max_x, jx);
3818 max_y = MAX(max_y, jy);
3821 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3824 static boolean AllPlayersInVisibleScreen()
3828 for (i=0; i<MAX_PLAYERS; i++)
3830 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3832 if (!stored_player[i].active || stored_player[i].gone)
3835 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3842 void ScrollLevel(int dx, int dy)
3844 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3847 XCopyArea(display, drawto_field, drawto_field, gc,
3848 FX + TILEX*(dx == -1) - softscroll_offset,
3849 FY + TILEY*(dy == -1) - softscroll_offset,
3850 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3851 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3852 FX + TILEX*(dx == 1) - softscroll_offset,
3853 FY + TILEY*(dy == 1) - softscroll_offset);
3857 x = (dx == 1 ? BX1 : BX2);
3858 for (y=BY1; y<=BY2; y++)
3859 DrawScreenField(x, y);
3863 y = (dy == 1 ? BY1 : BY2);
3864 for (x=BX1; x<=BX2; x++)
3865 DrawScreenField(x, y);
3868 redraw_mask |= REDRAW_FIELD;
3871 boolean MoveFigureOneStep(struct PlayerInfo *player,
3872 int dx, int dy, int real_dx, int real_dy)
3874 int jx = player->jx, jy = player->jy;
3875 int new_jx = jx+dx, new_jy = jy+dy;
3879 if (player->gone || (!dx && !dy))
3880 return MF_NO_ACTION;
3882 player->MovDir = (dx < 0 ? MV_LEFT :
3885 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3887 if (!IN_LEV_FIELD(new_jx, new_jy))
3888 return MF_NO_ACTION;
3890 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3891 return MF_NO_ACTION;
3894 element = MovingOrBlocked2Element(new_jx, new_jy);
3896 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3899 if (DONT_GO_TO(element))
3901 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3904 Feld[jx][jy] = EL_SPIELFIGUR;
3905 InitMovingField(jx, jy, MV_DOWN);
3906 Store[jx][jy] = EL_SALZSAEURE;
3907 ContinueMoving(jx, jy);
3916 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3917 if (can_move != MF_MOVING)
3920 StorePlayer[jx][jy] = 0;
3921 player->last_jx = jx;
3922 player->last_jy = jy;
3923 jx = player->jx = new_jx;
3924 jy = player->jy = new_jy;
3925 StorePlayer[jx][jy] = player->element_nr;
3928 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3932 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_speed);
3934 ScrollFigure(player, SCROLL_INIT);
3939 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3941 int jx = player->jx, jy = player->jy;
3942 int old_jx = jx, old_jy = jy;
3943 int moved = MF_NO_ACTION;
3945 if (player->gone || (!dx && !dy))
3949 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3953 if (!FrameReached(&player->move_delay, player->move_speed) && !tape.playing)
3958 /* should only happen if pre-1.2 tape recordings are played */
3959 /* this is only for backward compatibility */
3962 int old_move_speed = MoveSpeed;
3965 int old_move_speed = player->move_speed;
3968 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3971 /* scroll remaining steps with finest movement resolution */
3977 player->move_speed = 8;
3979 while (player->MovPos)
3981 ScrollFigure(player, SCROLL_GO_ON);
3982 ScrollScreen(NULL, SCROLL_GO_ON);
3989 MoveSpeed = old_move_speed;
3992 player->move_speed = old_move_speed;
3996 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3998 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3999 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
4003 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
4004 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
4010 if (moved & MF_MOVING && !ScreenMovPos &&
4011 (player == local_player || !options.network))
4013 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
4014 int offset = (setup.scroll_delay ? 3 : 0);
4016 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
4018 /* actual player has left the screen -- scroll in that direction */
4019 if (jx != old_jx) /* player has moved horizontally */
4020 scroll_x += (jx - old_jx);
4021 else /* player has moved vertically */
4022 scroll_y += (jy - old_jy);
4026 if (jx != old_jx) /* player has moved horizontally */
4028 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
4029 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
4030 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
4032 /* don't scroll over playfield boundaries */
4033 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4034 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4036 /* don't scroll more than one field at a time */
4037 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
4039 /* don't scroll against the player's moving direction */
4040 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
4041 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
4042 scroll_x = old_scroll_x;
4044 else /* player has moved vertically */
4046 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4047 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4048 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4050 /* don't scroll over playfield boundaries */
4051 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4052 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4054 /* don't scroll more than one field at a time */
4055 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4057 /* don't scroll against the player's moving direction */
4058 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4059 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4060 scroll_y = old_scroll_y;
4064 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4066 if (!options.network && !AllPlayersInVisibleScreen())
4068 scroll_x = old_scroll_x;
4069 scroll_y = old_scroll_y;
4073 ScrollScreen(player, SCROLL_INIT);
4074 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4079 if (!(moved & MF_MOVING) && !player->Pushing)
4082 player->Frame = (player->Frame + 1) % 4;
4084 if (moved & MF_MOVING)
4086 if (old_jx != jx && old_jy == jy)
4087 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4088 else if (old_jx == jx && old_jy != jy)
4089 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4091 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4093 player->last_move_dir = player->MovDir;
4096 player->last_move_dir = MV_NO_MOVING;
4098 TestIfHeroHitsBadThing(jx, jy);
4106 void ScrollFigure(struct PlayerInfo *player, int mode)
4108 int jx = player->jx, jy = player->jy;
4109 int last_jx = player->last_jx, last_jy = player->last_jy;
4110 int move_stepsize = TILEX / player->move_speed;
4112 if (!player->active || player->gone || !player->MovPos)
4115 if (mode == SCROLL_INIT)
4117 player->actual_frame_counter = FrameCounter;
4118 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4120 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4121 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4126 else if (!FrameReached(&player->actual_frame_counter, 1))
4129 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4130 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4132 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4133 Feld[last_jx][last_jy] = EL_LEERRAUM;
4137 if (!player->MovPos)
4139 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4141 /* continue with normal speed after moving through port */
4142 /* FIX THIS: what about player already having eaten a speed pill? */
4146 ScrollStepSize = TILEX / MoveSpeed;
4149 player->move_speed = 8;
4151 /* don't wait for the next move -- the whole move delay stuff
4152 is worse at the moment; FIX THIS! ;-) */
4153 player->move_delay = 0;
4156 player->last_jx = jx;
4157 player->last_jy = jy;
4159 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4163 if (!local_player->friends_still_needed)
4164 player->LevelSolved = player->GameOver = TRUE;
4169 void ScrollScreen(struct PlayerInfo *player, int mode)
4171 static unsigned long screen_frame_counter = 0;
4173 if (mode == SCROLL_INIT)
4175 /* set scrolling step size according to actual player's moving speed */
4176 ScrollStepSize = TILEX / player->move_speed;
4178 screen_frame_counter = FrameCounter;
4179 ScreenMovDir = player->MovDir;
4180 ScreenMovPos = player->MovPos;
4181 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4184 else if (!FrameReached(&screen_frame_counter, 1))
4189 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4190 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4191 redraw_mask |= REDRAW_FIELD;
4194 ScreenMovDir = MV_NO_MOVING;
4197 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4199 int i, killx = goodx, killy = goody;
4200 static int xy[4][2] =
4207 static int harmless[4] =
4219 x = goodx + xy[i][0];
4220 y = goody + xy[i][1];
4221 if (!IN_LEV_FIELD(x, y))
4225 element = Feld[x][y];
4227 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4230 if (DONT_TOUCH(element))
4232 if (MovDir[x][y] == harmless[i])
4241 if (killx != goodx || killy != goody)
4243 if (IS_PLAYER(goodx, goody))
4244 KillHero(PLAYERINFO(goodx, goody));
4250 void TestIfBadThingHitsGoodThing(int badx, int bady)
4252 int i, killx = badx, killy = bady;
4253 static int xy[4][2] =
4260 static int harmless[4] =
4272 x = badx + xy[i][0];
4273 y = bady + xy[i][1];
4274 if (!IN_LEV_FIELD(x, y))
4277 element = Feld[x][y];
4279 if (IS_PLAYER(x, y))
4285 else if (element == EL_PINGUIN)
4287 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4296 if (killx != badx || killy != bady)
4298 if (IS_PLAYER(killx, killy))
4299 KillHero(PLAYERINFO(killx, killy));
4305 void TestIfHeroHitsBadThing(int x, int y)
4307 TestIfGoodThingHitsBadThing(x, y);
4310 void TestIfBadThingHitsHero(int x, int y)
4312 TestIfBadThingHitsGoodThing(x, y);
4315 void TestIfFriendHitsBadThing(int x, int y)
4317 TestIfGoodThingHitsBadThing(x, y);
4320 void TestIfBadThingHitsFriend(int x, int y)
4322 TestIfBadThingHitsGoodThing(x, y);
4325 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4327 int i, killx = badx, killy = bady;
4328 static int xy[4][2] =
4342 if (!IN_LEV_FIELD(x, y))
4345 element = Feld[x][y];
4346 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4347 element == EL_AMOEBING || element == EL_TROPFEN)
4355 if (killx != badx || killy != bady)
4359 void KillHero(struct PlayerInfo *player)
4361 int jx = player->jx, jy = player->jy;
4366 if (IS_PFORTE(Feld[jx][jy]))
4367 Feld[jx][jy] = EL_LEERRAUM;
4373 void BuryHero(struct PlayerInfo *player)
4375 int jx = player->jx, jy = player->jy;
4380 PlaySoundLevel(jx, jy, SND_AUTSCH);
4381 PlaySoundLevel(jx, jy, SND_LACHEN);
4383 player->GameOver = TRUE;
4387 void RemoveHero(struct PlayerInfo *player)
4389 int jx = player->jx, jy = player->jy;
4390 int i, found = FALSE;
4392 player->gone = TRUE;
4393 StorePlayer[jx][jy] = 0;
4395 for (i=0; i<MAX_PLAYERS; i++)
4396 if (stored_player[i].active && !stored_player[i].gone)
4400 AllPlayersGone = TRUE;
4406 int DigField(struct PlayerInfo *player,
4407 int x, int y, int real_dx, int real_dy, int mode)
4409 int jx = player->jx, jy = player->jy;
4410 int dx = x - jx, dy = y - jy;
4411 int move_direction = (dx == -1 ? MV_LEFT :
4412 dx == +1 ? MV_RIGHT :
4414 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4417 if (!player->MovPos)
4418 player->Pushing = FALSE;
4420 if (mode == DF_NO_PUSH)
4422 player->push_delay = 0;
4423 return MF_NO_ACTION;
4426 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4427 return MF_NO_ACTION;
4429 element = Feld[x][y];
4434 PlaySoundLevel(x, y, SND_EMPTY);
4438 Feld[x][y] = EL_LEERRAUM;
4439 PlaySoundLevel(x, y, SND_SCHLURF);
4444 Feld[x][y] = EL_LEERRAUM;
4445 PlaySoundLevel(x, y, SND_SP_BASE);
4449 case EL_EDELSTEIN_BD:
4450 case EL_EDELSTEIN_GELB:
4451 case EL_EDELSTEIN_ROT:
4452 case EL_EDELSTEIN_LILA:
4454 case EL_SP_INFOTRON:
4456 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4457 if (local_player->gems_still_needed < 0)
4458 local_player->gems_still_needed = 0;
4459 RaiseScoreElement(element);
4460 DrawText(DX_EMERALDS, DY_EMERALDS,
4461 int2str(local_player->gems_still_needed, 3),
4462 FS_SMALL, FC_YELLOW);
4463 if (element == EL_SP_INFOTRON)
4464 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4466 PlaySoundLevel(x, y, SND_PONG);
4472 player->move_speed = 4;
4476 ScrollStepSize = TILEX / MoveSpeed;
4479 PlaySoundLevel(x, y, SND_PONG);
4482 case EL_DYNAMIT_AUS:
4483 case EL_SP_DISK_RED:
4486 RaiseScoreElement(EL_DYNAMIT);
4487 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4488 int2str(local_player->dynamite, 3),
4489 FS_SMALL, FC_YELLOW);
4490 if (element == EL_SP_DISK_RED)
4491 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4493 PlaySoundLevel(x, y, SND_PONG);
4496 case EL_DYNABOMB_NR:
4498 player->dynabomb_count++;
4499 player->dynabombs_left++;
4500 RaiseScoreElement(EL_DYNAMIT);
4501 PlaySoundLevel(x, y, SND_PONG);
4504 case EL_DYNABOMB_SZ:
4506 player->dynabomb_size++;
4507 RaiseScoreElement(EL_DYNAMIT);
4508 PlaySoundLevel(x, y, SND_PONG);
4511 case EL_DYNABOMB_XL:
4513 player->dynabomb_xl = TRUE;
4514 RaiseScoreElement(EL_DYNAMIT);
4515 PlaySoundLevel(x, y, SND_PONG);
4518 case EL_SCHLUESSEL1:
4519 case EL_SCHLUESSEL2:
4520 case EL_SCHLUESSEL3:
4521 case EL_SCHLUESSEL4:
4523 int key_nr = element - EL_SCHLUESSEL1;
4526 player->key[key_nr] = TRUE;
4527 RaiseScoreElement(EL_SCHLUESSEL);
4528 DrawMiniGraphicExt(drawto, gc,
4529 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4530 GFX_SCHLUESSEL1+key_nr);
4531 DrawMiniGraphicExt(window, gc,
4532 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4533 GFX_SCHLUESSEL1+key_nr);
4534 PlaySoundLevel(x, y, SND_PONG);
4543 int key_nr = element - EL_EM_KEY_1;
4546 player->key[key_nr] = TRUE;
4547 RaiseScoreElement(EL_SCHLUESSEL);
4548 DrawMiniGraphicExt(drawto, gc,
4549 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4550 GFX_SCHLUESSEL1+key_nr);
4551 DrawMiniGraphicExt(window, gc,
4552 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4553 GFX_SCHLUESSEL1+key_nr);
4554 PlaySoundLevel(x, y, SND_PONG);
4559 Feld[x][y] = EL_ABLENK_EIN;
4562 DrawLevelField(x, y);
4566 case EL_SP_TERMINAL:
4570 for (yy=0; yy<lev_fieldy; yy++)
4572 for (xx=0; xx<lev_fieldx; xx++)
4574 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4576 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4577 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4586 if (local_player->gems_still_needed > 0)
4587 return MF_NO_ACTION;
4589 player->LevelSolved = player->GameOver = TRUE;
4590 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4593 case EL_FELSBROCKEN:
4598 case EL_SP_DISK_ORANGE:
4599 if (dy || mode == DF_SNAP)
4600 return MF_NO_ACTION;
4602 player->Pushing = TRUE;
4604 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4605 return MF_NO_ACTION;
4609 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4610 return MF_NO_ACTION;
4613 if (player->push_delay == 0)
4614 player->push_delay = FrameCounter;
4615 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4617 return MF_NO_ACTION;
4620 Feld[x+dx][y+dy] = element;
4622 player->push_delay_value = 2+RND(8);
4624 DrawLevelField(x+dx, y+dy);
4625 if (element == EL_FELSBROCKEN)
4626 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4627 else if (element == EL_KOKOSNUSS)
4628 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4629 else if (IS_SP_ELEMENT(element))
4630 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4632 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4639 if (!player->key[element - EL_PFORTE1])
4640 return MF_NO_ACTION;
4647 if (!player->key[element - EL_PFORTE1X])
4648 return MF_NO_ACTION;
4655 if (!player->key[element - EL_EM_GATE_1])
4656 return MF_NO_ACTION;
4658 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4659 return MF_NO_ACTION;
4661 /* automatically move to the next field with double speed */
4662 player->programmed_action = move_direction;
4663 player->move_speed = 4;
4671 if (!player->key[element - EL_EM_GATE_1X])
4672 return MF_NO_ACTION;
4674 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4675 return MF_NO_ACTION;
4677 /* automatically move to the next field with double speed */
4678 player->programmed_action = move_direction;
4679 player->move_speed = 4;
4683 case EL_SP_PORT1_LEFT:
4684 case EL_SP_PORT2_LEFT:
4685 case EL_SP_PORT1_RIGHT:
4686 case EL_SP_PORT2_RIGHT:
4687 case EL_SP_PORT1_UP:
4688 case EL_SP_PORT2_UP:
4689 case EL_SP_PORT1_DOWN:
4690 case EL_SP_PORT2_DOWN:
4695 element != EL_SP_PORT1_LEFT &&
4696 element != EL_SP_PORT2_LEFT &&
4697 element != EL_SP_PORT_X &&
4698 element != EL_SP_PORT_XY) ||
4700 element != EL_SP_PORT1_RIGHT &&
4701 element != EL_SP_PORT2_RIGHT &&
4702 element != EL_SP_PORT_X &&
4703 element != EL_SP_PORT_XY) ||
4705 element != EL_SP_PORT1_UP &&
4706 element != EL_SP_PORT2_UP &&
4707 element != EL_SP_PORT_Y &&
4708 element != EL_SP_PORT_XY) ||
4710 element != EL_SP_PORT1_DOWN &&
4711 element != EL_SP_PORT2_DOWN &&
4712 element != EL_SP_PORT_Y &&
4713 element != EL_SP_PORT_XY) ||
4714 !IN_LEV_FIELD(x + dx, y + dy) ||
4715 !IS_FREE(x + dx, y + dy))
4716 return MF_NO_ACTION;
4718 /* automatically move to the next field with double speed */
4719 player->programmed_action = move_direction;
4720 player->move_speed = 4;
4724 ScrollStepSize = TILEX / MoveSpeed;
4730 case EL_AUSGANG_ACT:
4731 /* door is not (yet) open */
4732 return MF_NO_ACTION;
4735 case EL_AUSGANG_AUF:
4736 if (mode == DF_SNAP)
4737 return MF_NO_ACTION;
4739 PlaySoundLevel(x, y, SND_BUING);
4742 player->gone = TRUE;
4743 PlaySoundLevel(x, y, SND_BUING);
4745 if (!local_player->friends_still_needed)
4746 player->LevelSolved = player->GameOver = TRUE;
4752 Feld[x][y] = EL_BIRNE_EIN;
4753 local_player->lights_still_needed--;
4754 DrawLevelField(x, y);
4755 PlaySoundLevel(x, y, SND_DENG);
4760 Feld[x][y] = EL_ZEIT_LEER;
4762 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4763 DrawLevelField(x, y);
4764 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4768 case EL_SOKOBAN_FELD_LEER:
4771 case EL_SOKOBAN_FELD_VOLL:
4772 case EL_SOKOBAN_OBJEKT:
4774 case EL_SP_DISK_YELLOW:
4775 if (mode == DF_SNAP)
4776 return MF_NO_ACTION;
4778 player->Pushing = TRUE;
4780 if (!IN_LEV_FIELD(x+dx, y+dy)
4781 || (!IS_FREE(x+dx, y+dy)
4782 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4783 || !IS_SB_ELEMENT(element))))
4784 return MF_NO_ACTION;
4788 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4789 return MF_NO_ACTION;
4791 else if (dy && real_dx)
4793 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4794 return MF_NO_ACTION;
4797 if (player->push_delay == 0)
4798 player->push_delay = FrameCounter;
4799 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4801 return MF_NO_ACTION;
4803 if (IS_SB_ELEMENT(element))
4805 if (element == EL_SOKOBAN_FELD_VOLL)
4807 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4808 local_player->sokobanfields_still_needed++;
4813 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4815 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4816 local_player->sokobanfields_still_needed--;
4817 if (element == EL_SOKOBAN_OBJEKT)
4818 PlaySoundLevel(x, y, SND_DENG);
4821 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4826 Feld[x+dx][y+dy] = element;
4829 player->push_delay_value = 2;
4831 DrawLevelField(x, y);
4832 DrawLevelField(x+dx, y+dy);
4833 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4835 if (IS_SB_ELEMENT(element) &&
4836 local_player->sokobanfields_still_needed == 0 &&
4837 game_emulation == EMU_SOKOBAN)
4839 player->LevelSolved = player->GameOver = TRUE;
4840 PlaySoundLevel(x, y, SND_BUING);
4852 return MF_NO_ACTION;
4855 player->push_delay = 0;
4860 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4862 int jx = player->jx, jy = player->jy;
4863 int x = jx + dx, y = jy + dy;
4865 if (player->gone || !IN_LEV_FIELD(x, y))
4873 player->snapped = FALSE;
4877 if (player->snapped)
4880 player->MovDir = (dx < 0 ? MV_LEFT :
4883 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4885 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4888 player->snapped = TRUE;
4889 DrawLevelField(x, y);
4895 boolean PlaceBomb(struct PlayerInfo *player)
4897 int jx = player->jx, jy = player->jy;
4900 if (player->gone || player->MovPos)
4903 element = Feld[jx][jy];
4905 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4906 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4907 element == EL_EXPLODING)
4910 if (element != EL_LEERRAUM)
4911 Store[jx][jy] = element;
4913 if (player->dynamite)
4915 Feld[jx][jy] = EL_DYNAMIT;
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;
4931 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4932 MovDelay[jx][jy] = 96;
4933 player->dynabombs_left--;
4934 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4935 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4941 void PlaySoundLevel(int x, int y, int sound_nr)
4943 int sx = SCREENX(x), sy = SCREENY(y);
4945 int silence_distance = 8;
4947 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4948 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4951 if (!IN_LEV_FIELD(x, y) ||
4952 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4953 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4956 volume = PSND_MAX_VOLUME;
4959 stereo = (sx-SCR_FIELDX/2)*12;
4961 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4962 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4963 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4966 if (!IN_SCR_FIELD(sx, sy))
4968 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4969 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4971 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4974 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4977 void RaiseScore(int value)
4979 local_player->score += value;
4980 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4981 FS_SMALL, FC_YELLOW);
4984 void RaiseScoreElement(int element)
4989 case EL_EDELSTEIN_BD:
4990 case EL_EDELSTEIN_GELB:
4991 case EL_EDELSTEIN_ROT:
4992 case EL_EDELSTEIN_LILA:
4993 RaiseScore(level.score[SC_EDELSTEIN]);
4996 RaiseScore(level.score[SC_DIAMANT]);
5000 RaiseScore(level.score[SC_KAEFER]);
5004 RaiseScore(level.score[SC_FLIEGER]);
5008 RaiseScore(level.score[SC_MAMPFER]);
5011 RaiseScore(level.score[SC_ROBOT]);
5014 RaiseScore(level.score[SC_PACMAN]);
5017 RaiseScore(level.score[SC_KOKOSNUSS]);
5020 RaiseScore(level.score[SC_DYNAMIT]);
5023 RaiseScore(level.score[SC_SCHLUESSEL]);
5030 /* ---------- new game button stuff ---------------------------------------- */
5032 /* graphic position values for game buttons */
5033 #define GAME_BUTTON_XSIZE 30
5034 #define GAME_BUTTON_YSIZE 30
5035 #define GAME_BUTTON_XPOS 5
5036 #define GAME_BUTTON_YPOS 215
5037 #define SOUND_BUTTON_XPOS 5
5038 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
5040 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5041 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5042 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5043 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
5044 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
5045 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
5052 } gamebutton_info[NUM_GAME_BUTTONS] =
5055 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
5060 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
5065 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5070 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5071 SOUND_CTRL_ID_MUSIC,
5072 "background music on/off"
5075 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5076 SOUND_CTRL_ID_LOOPS,
5077 "sound loops on/off"
5080 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5081 SOUND_CTRL_ID_SIMPLE,
5082 "normal sounds on/off"
5086 void CreateGameButtons()
5090 for (i=0; i<NUM_GAME_BUTTONS; i++)
5092 Pixmap gd_pixmap = pix[PIX_DOOR];
5093 struct GadgetInfo *gi;
5096 unsigned long event_mask;
5097 int gd_xoffset, gd_yoffset;
5098 int gd_x1, gd_x2, gd_y1, gd_y2;
5101 gd_xoffset = gamebutton_info[i].x;
5102 gd_yoffset = gamebutton_info[i].y;
5103 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5104 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5106 if (id == GAME_CTRL_ID_STOP ||
5107 id == GAME_CTRL_ID_PAUSE ||
5108 id == GAME_CTRL_ID_PLAY)
5110 button_type = GD_TYPE_NORMAL_BUTTON;
5112 event_mask = GD_EVENT_RELEASED;
5113 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5114 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5118 button_type = GD_TYPE_CHECK_BUTTON;
5120 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5121 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5122 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5123 event_mask = GD_EVENT_PRESSED;
5124 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5125 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5128 gi = CreateGadget(GDI_CUSTOM_ID, id,
5129 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5130 GDI_X, DX + gd_xoffset,
5131 GDI_Y, DY + gd_yoffset,
5132 GDI_WIDTH, GAME_BUTTON_XSIZE,
5133 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5134 GDI_TYPE, button_type,
5135 GDI_STATE, GD_BUTTON_UNPRESSED,
5136 GDI_CHECKED, checked,
5137 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5138 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5139 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5140 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5141 GDI_EVENT_MASK, event_mask,
5142 GDI_CALLBACK_ACTION, HandleGameButtons,
5146 Error(ERR_EXIT, "cannot create gadget");
5148 game_gadget[id] = gi;
5152 static void MapGameButtons()
5156 for (i=0; i<NUM_GAME_BUTTONS; i++)
5157 MapGadget(game_gadget[i]);
5160 void UnmapGameButtons()
5164 for (i=0; i<NUM_GAME_BUTTONS; i++)
5165 UnmapGadget(game_gadget[i]);
5168 static void HandleGameButtons(struct GadgetInfo *gi)
5170 int id = gi->custom_id;
5172 if (game_status != PLAYING)
5177 case GAME_CTRL_ID_STOP:
5180 CloseDoor(DOOR_CLOSE_1);
5181 game_status = MAINMENU;
5186 if (Request("Do you really want to quit the game ?",
5187 REQ_ASK | REQ_STAY_CLOSED))
5190 if (options.network)
5191 SendToServer_StopPlaying();
5195 game_status = MAINMENU;
5200 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5203 case GAME_CTRL_ID_PAUSE:
5204 if (options.network)
5208 SendToServer_ContinuePlaying();
5210 SendToServer_PausePlaying();
5217 case GAME_CTRL_ID_PLAY:
5221 if (options.network)
5222 SendToServer_ContinuePlaying();
5226 tape.pausing = FALSE;
5227 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5232 case SOUND_CTRL_ID_MUSIC:
5233 if (setup.sound_music)
5235 setup.sound_music = FALSE;
5236 FadeSound(background_loop[level_nr % num_bg_loops]);
5238 else if (sound_loops_allowed)
5240 setup.sound = setup.sound_music = TRUE;
5241 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5245 case SOUND_CTRL_ID_LOOPS:
5246 if (setup.sound_loops)
5247 setup.sound_loops = FALSE;
5248 else if (sound_loops_allowed)
5249 setup.sound = setup.sound_loops = TRUE;
5252 case SOUND_CTRL_ID_SIMPLE:
5253 if (setup.sound_simple)
5254 setup.sound_simple = FALSE;
5255 else if (sound_status==SOUND_AVAILABLE)
5256 setup.sound = setup.sound_simple = TRUE;