1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
104 /* forward declaration for internal use */
105 static void MapGameButtons();
106 static void HandleGameButtons(struct GadgetInfo *);
108 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
114 static unsigned int getStateCheckSum(int counter)
117 unsigned int mult = 1;
118 unsigned int checksum = 0;
120 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
122 static boolean first_game = TRUE;
124 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
130 lastFeld[x][y] = Feld[x][y];
131 else if (lastFeld[x][y] != Feld[x][y])
132 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
133 x, y, lastFeld[x][y], Feld[x][y]);
137 checksum += mult++ * Ur[x][y];
138 checksum += mult++ * Feld[x][y];
141 checksum += mult++ * MovPos[x][y];
142 checksum += mult++ * MovDir[x][y];
143 checksum += mult++ * MovDelay[x][y];
144 checksum += mult++ * Store[x][y];
145 checksum += mult++ * Store2[x][y];
146 checksum += mult++ * StorePlayer[x][y];
147 checksum += mult++ * Frame[x][y];
148 checksum += mult++ * AmoebaNr[x][y];
149 checksum += mult++ * JustHit[x][y];
150 checksum += mult++ * Stop[x][y];
154 if (counter == 3 && first_game)
165 void GetPlayerConfig()
167 if (sound_status == SOUND_OFF)
170 if (!sound_loops_allowed)
172 setup.sound_loops = FALSE;
173 setup.sound_music = FALSE;
176 setup.sound_simple = setup.sound;
181 static void InitField(int x, int y, boolean init_game)
188 Feld[x][y] = EL_SPIELER1;
196 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
197 int jx = player->jx, jy = player->jy;
199 player->present = TRUE;
202 if (!network_playing || player->connected)
205 if (!options.network || player->connected)
207 player->active = TRUE;
209 /* remove potentially duplicate players */
210 if (StorePlayer[jx][jy] == Feld[x][y])
211 StorePlayer[jx][jy] = 0;
213 StorePlayer[x][y] = Feld[x][y];
217 printf("Player %d activated.\n", player->element_nr);
218 printf("[Local player is %d and currently %s.]\n",
219 local_player->element_nr,
220 local_player->active ? "active" : "not active");
224 Feld[x][y] = EL_LEERRAUM;
225 player->jx = player->last_jx = x;
226 player->jy = player->last_jy = y;
231 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE1;
233 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
234 Feld[x][y] = EL_BADEWANNE2;
235 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
236 Feld[x][y] = EL_BADEWANNE3;
237 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
238 Feld[x][y] = EL_BADEWANNE4;
239 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
240 Feld[x][y] = EL_BADEWANNE5;
282 if (y == lev_fieldy - 1)
284 Feld[x][y] = EL_AMOEBING;
285 Store[x][y] = EL_AMOEBE_NASS;
294 local_player->lights_still_needed++;
297 case EL_SOKOBAN_FELD_LEER:
298 local_player->sokobanfields_still_needed++;
303 local_player->friends_still_needed++;
308 MovDir[x][y] = 1 << RND(4);
312 Feld[x][y] = EL_LEERRAUM;
323 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
324 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
325 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
327 /* don't play tapes over network */
328 network_playing = (options.network && !tape.playing);
330 for (i=0; i<MAX_PLAYERS; i++)
332 struct PlayerInfo *player = &stored_player[i];
334 player->index_nr = i;
335 player->element_nr = EL_SPIELER1 + i;
337 player->present = FALSE;
338 player->active = FALSE;
341 player->effective_action = 0;
344 player->gems_still_needed = level.edelsteine;
345 player->sokobanfields_still_needed = 0;
346 player->lights_still_needed = 0;
347 player->friends_still_needed = 0;
350 player->key[j] = FALSE;
352 player->dynamite = 0;
353 player->dynabomb_count = 0;
354 player->dynabomb_size = 0;
355 player->dynabombs_left = 0;
356 player->dynabomb_xl = FALSE;
358 player->MovDir = MV_NO_MOVING;
360 player->Pushing = FALSE;
364 player->actual_frame_counter = 0;
366 player->frame_reset_delay = 0;
368 player->push_delay = 0;
369 player->push_delay_value = 5;
371 player->move_delay = 0;
372 player->last_move_dir = MV_NO_MOVING;
374 player->snapped = FALSE;
376 player->gone = FALSE;
378 player->last_jx = player->last_jy = 0;
379 player->jx = player->jy = 0;
381 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
382 SnapField(player, 0, 0);
384 player->LevelSolved = FALSE;
385 player->GameOver = FALSE;
388 network_player_action_received = FALSE;
391 /* initial null action */
393 SendToServer_MovePlayer(MV_NO_MOVING);
402 TimeLeft = level.time;
404 ScreenMovDir = MV_NO_MOVING;
408 MoveSpeed = (level.double_speed ? 4 : 8);
409 ScrollStepSize = TILEX / MoveSpeed;
411 AllPlayersGone = FALSE;
415 for (i=0; i<MAX_NUM_AMOEBA; i++)
416 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
418 for (x=0; x<lev_fieldx; x++)
420 for (y=0; y<lev_fieldy; y++)
422 Feld[x][y] = Ur[x][y];
423 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
424 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
432 for(y=0; y<lev_fieldy; y++)
434 for(x=0; x<lev_fieldx; x++)
436 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
438 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
440 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
443 InitField(x, y, TRUE);
447 /* check if any connected player was not found in playfield */
448 for (i=0; i<MAX_PLAYERS; i++)
450 struct PlayerInfo *player = &stored_player[i];
452 if (player->connected && !player->present)
454 for (j=0; j<MAX_PLAYERS; j++)
456 struct PlayerInfo *some_player = &stored_player[j];
457 int jx = some_player->jx, jy = some_player->jy;
459 /* assign first free player found that is present in the playfield */
460 if (some_player->present && !some_player->connected)
462 player->present = TRUE;
463 player->active = TRUE;
464 some_player->present = FALSE;
466 StorePlayer[jx][jy] = player->element_nr;
467 player->jx = player->last_jx = jx;
468 player->jy = player->last_jy = jy;
478 /* when playing a tape, eliminate all players who do not participate */
480 for (i=0; i<MAX_PLAYERS; i++)
482 if (stored_player[i].active && !tape.player_participates[i])
484 struct PlayerInfo *player = &stored_player[i];
485 int jx = player->jx, jy = player->jy;
487 player->active = FALSE;
488 StorePlayer[jx][jy] = 0;
489 Feld[jx][jy] = EL_LEERRAUM;
493 else if (!options.network && !setup.team_mode) /* && !tape.playing */
495 /* when in single player mode, eliminate all but the first active player */
497 for (i=0; i<MAX_PLAYERS; i++)
499 if (stored_player[i].active)
501 for (j=i+1; j<MAX_PLAYERS; j++)
503 if (stored_player[j].active)
505 struct PlayerInfo *player = &stored_player[j];
506 int jx = player->jx, jy = player->jy;
508 player->active = FALSE;
509 StorePlayer[jx][jy] = 0;
510 Feld[jx][jy] = EL_LEERRAUM;
517 /* when recording the game, store which players take part in the game */
520 for (i=0; i<MAX_PLAYERS; i++)
521 if (stored_player[i].active)
522 tape.player_participates[i] = TRUE;
527 for (i=0; i<MAX_PLAYERS; i++)
529 struct PlayerInfo *player = &stored_player[i];
531 printf("Player %d: present == %d, connected == %d, active == %d.\n",
536 if (local_player == player)
537 printf("Player %d is local player.\n", i+1);
541 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
542 emulate_sb ? EMU_SOKOBAN :
543 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
545 /* determine border element for this level */
548 if (BorderElement == EL_LEERRAUM)
551 SBX_Right = lev_fieldx - SCR_FIELDX;
553 SBY_Lower = lev_fieldy - SCR_FIELDY;
558 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
560 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
563 if (lev_fieldx < SCR_FIELDX)
564 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
566 if (lev_fieldy < SCR_FIELDY)
567 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
570 scroll_y = SBY_Upper;
571 if (local_player->jx >= SBX_Left + MIDPOSX)
572 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
573 local_player->jx - MIDPOSX :
575 if (local_player->jy >= SBY_Upper + MIDPOSY)
576 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
577 local_player->jy - MIDPOSY :
580 CloseDoor(DOOR_CLOSE_1);
586 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
587 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
588 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
589 DrawTextExt(pix[PIX_DB_DOOR], gc,
590 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
591 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
592 DrawTextExt(pix[PIX_DB_DOOR], gc,
593 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
594 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
595 DrawTextExt(pix[PIX_DB_DOOR], gc,
596 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
597 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
598 DrawTextExt(pix[PIX_DB_DOOR], gc,
599 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
600 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
601 DrawTextExt(pix[PIX_DB_DOOR], gc,
602 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
603 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
608 DrawGameButton(BUTTON_GAME_STOP);
609 DrawGameButton(BUTTON_GAME_PAUSE);
610 DrawGameButton(BUTTON_GAME_PLAY);
611 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
612 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
613 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
616 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
617 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
618 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
623 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
624 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
625 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
626 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
627 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
631 OpenDoor(DOOR_OPEN_ALL);
633 if (setup.sound_music)
634 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
636 XAutoRepeatOff(display);
641 printf("Spieler %d %saktiv.\n",
642 i+1, (stored_player[i].active ? "" : "nicht "));
646 void InitMovDir(int x, int y)
648 int i, element = Feld[x][y];
649 static int xy[4][2] =
656 static int direction[2][4] =
658 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
659 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
668 Feld[x][y] = EL_KAEFER;
669 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
676 Feld[x][y] = EL_FLIEGER;
677 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
684 Feld[x][y] = EL_BUTTERFLY;
685 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
692 Feld[x][y] = EL_FIREFLY;
693 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
700 Feld[x][y] = EL_PACMAN;
701 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
705 MovDir[x][y] = MV_UP;
709 MovDir[x][y] = MV_LEFT;
713 MovDir[x][y] = 1 << RND(4);
714 if (element != EL_KAEFER &&
715 element != EL_FLIEGER &&
716 element != EL_BUTTERFLY &&
717 element != EL_FIREFLY)
722 int x1 = x + xy[i][0];
723 int y1 = y + xy[i][1];
725 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
727 if (element == EL_KAEFER || element == EL_BUTTERFLY)
729 MovDir[x][y] = direction[0][i];
732 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
733 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
735 MovDir[x][y] = direction[1][i];
744 void InitAmoebaNr(int x, int y)
747 int group_nr = AmoebeNachbarNr(x, y);
751 for (i=1; i<MAX_NUM_AMOEBA; i++)
753 if (AmoebaCnt[i] == 0)
761 AmoebaNr[x][y] = group_nr;
762 AmoebaCnt[group_nr]++;
763 AmoebaCnt2[group_nr]++;
769 int bumplevel = FALSE;
771 if (local_player->MovPos)
774 local_player->LevelSolved = FALSE;
778 if (setup.sound_loops)
779 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
783 if (!setup.sound_loops)
784 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
785 if (TimeLeft > 0 && !(TimeLeft % 10))
786 RaiseScore(level.score[SC_ZEITBONUS]);
787 if (TimeLeft > 100 && !(TimeLeft % 10))
791 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
796 if (setup.sound_loops)
799 else if (level.time == 0) /* level without time limit */
801 if (setup.sound_loops)
802 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
804 while(TimePlayed < 999)
806 if (!setup.sound_loops)
807 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
808 if (TimePlayed < 999 && !(TimePlayed % 10))
809 RaiseScore(level.score[SC_ZEITBONUS]);
810 if (TimePlayed < 900 && !(TimePlayed % 10))
814 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
819 if (setup.sound_loops)
825 /* Hero disappears */
826 DrawLevelField(ExitX, ExitY);
832 CloseDoor(DOOR_CLOSE_1);
837 SaveTape(tape.level_nr); /* Ask to save tape */
840 if ((hi_pos = NewHiScore()) >= 0)
842 game_status = HALLOFFAME;
843 DrawHallOfFame(hi_pos);
844 if (bumplevel && TAPE_IS_EMPTY(tape))
849 game_status = MAINMENU;
850 if (bumplevel && TAPE_IS_EMPTY(tape))
865 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
866 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
869 for (k=0; k<MAX_SCORE_ENTRIES; k++)
871 if (local_player->score > highscore[k].Score)
873 /* player has made it to the hall of fame */
875 if (k < MAX_SCORE_ENTRIES - 1)
877 int m = MAX_SCORE_ENTRIES - 1;
880 for (l=k; l<MAX_SCORE_ENTRIES; l++)
881 if (!strcmp(setup.player_name, highscore[l].Name))
883 if (m == k) /* player's new highscore overwrites his old one */
889 strcpy(highscore[l].Name, highscore[l - 1].Name);
890 highscore[l].Score = highscore[l - 1].Score;
897 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
898 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
899 highscore[k].Score = local_player->score;
905 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
906 break; /* player already there with a higher score */
917 void InitMovingField(int x, int y, int direction)
919 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
920 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
922 MovDir[x][y] = direction;
923 MovDir[newx][newy] = direction;
924 if (Feld[newx][newy] == EL_LEERRAUM)
925 Feld[newx][newy] = EL_BLOCKED;
928 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
930 int direction = MovDir[x][y];
931 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
932 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
938 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
940 int oldx = x, oldy = y;
941 int direction = MovDir[x][y];
943 if (direction == MV_LEFT)
945 else if (direction == MV_RIGHT)
947 else if (direction == MV_UP)
949 else if (direction == MV_DOWN)
952 *comes_from_x = oldx;
953 *comes_from_y = oldy;
956 int MovingOrBlocked2Element(int x, int y)
958 int element = Feld[x][y];
960 if (element == EL_BLOCKED)
964 Blocked2Moving(x, y, &oldx, &oldy);
965 return Feld[oldx][oldy];
971 static void RemoveField(int x, int y)
973 Feld[x][y] = EL_LEERRAUM;
979 void RemoveMovingField(int x, int y)
981 int oldx = x, oldy = y, newx = x, newy = y;
983 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
988 Moving2Blocked(x, y, &newx, &newy);
989 if (Feld[newx][newy] != EL_BLOCKED)
992 else if (Feld[x][y] == EL_BLOCKED)
994 Blocked2Moving(x, y, &oldx, &oldy);
995 if (!IS_MOVING(oldx, oldy))
999 if (Feld[x][y] == EL_BLOCKED &&
1000 (Store[oldx][oldy] == EL_MORAST_LEER ||
1001 Store[oldx][oldy] == EL_SIEB_LEER ||
1002 Store[oldx][oldy] == EL_SIEB2_LEER ||
1003 Store[oldx][oldy] == EL_AMOEBE_NASS))
1005 Feld[oldx][oldy] = Store[oldx][oldy];
1006 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1009 Feld[oldx][oldy] = EL_LEERRAUM;
1011 Feld[newx][newy] = EL_LEERRAUM;
1012 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1013 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1015 DrawLevelField(oldx, oldy);
1016 DrawLevelField(newx, newy);
1019 void DrawDynamite(int x, int y)
1021 int sx = SCREENX(x), sy = SCREENY(y);
1022 int graphic = el2gfx(Feld[x][y]);
1025 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1029 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1031 if (Feld[x][y] == EL_DYNAMIT)
1033 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1038 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1042 if (game_emulation == EMU_SUPAPLEX)
1043 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1044 else if (Store[x][y])
1045 DrawGraphicThruMask(sx, sy, graphic + phase);
1047 DrawGraphic(sx, sy, graphic + phase);
1050 void CheckDynamite(int x, int y)
1052 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1057 if (!(MovDelay[x][y] % 12))
1058 PlaySoundLevel(x, y, SND_ZISCH);
1060 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1062 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1069 StopSound(SND_ZISCH);
1073 void Explode(int ex, int ey, int phase, int mode)
1076 int num_phase = 9, delay = 2;
1077 int last_phase = num_phase * delay;
1078 int half_phase = (num_phase / 2) * delay;
1079 int first_phase_after_start = EX_PHASE_START + 1;
1081 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1083 int center_element = Feld[ex][ey];
1085 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1087 center_element = MovingOrBlocked2Element(ex, ey);
1088 RemoveMovingField(ex, ey);
1091 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1093 int element = Feld[x][y];
1095 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1097 element = MovingOrBlocked2Element(x, y);
1098 RemoveMovingField(x, y);
1101 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1104 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1108 if (element == EL_EXPLODING)
1109 element = Store2[x][y];
1111 if (IS_PLAYER(ex, ey))
1113 switch(StorePlayer[ex][ey])
1116 Store[x][y] = EL_EDELSTEIN_ROT;
1119 Store[x][y] = EL_EDELSTEIN;
1122 Store[x][y] = EL_EDELSTEIN_LILA;
1126 Store[x][y] = EL_EDELSTEIN_GELB;
1130 if (game_emulation == EMU_SUPAPLEX)
1131 Store[x][y] = EL_LEERRAUM;
1133 else if (center_element == EL_MAULWURF)
1134 Store[x][y] = EL_EDELSTEIN_ROT;
1135 else if (center_element == EL_PINGUIN)
1136 Store[x][y] = EL_EDELSTEIN_LILA;
1137 else if (center_element == EL_KAEFER)
1138 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1139 else if (center_element == EL_BUTTERFLY)
1140 Store[x][y] = EL_EDELSTEIN_BD;
1141 else if (center_element == EL_SP_ELECTRON)
1142 Store[x][y] = EL_SP_INFOTRON;
1143 else if (center_element == EL_MAMPFER)
1144 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1145 else if (center_element == EL_AMOEBA2DIAM)
1146 Store[x][y] = level.amoebe_inhalt;
1147 else if (element == EL_ERZ_EDEL)
1148 Store[x][y] = EL_EDELSTEIN;
1149 else if (element == EL_ERZ_DIAM)
1150 Store[x][y] = EL_DIAMANT;
1151 else if (element == EL_ERZ_EDEL_BD)
1152 Store[x][y] = EL_EDELSTEIN_BD;
1153 else if (element == EL_ERZ_EDEL_GELB)
1154 Store[x][y] = EL_EDELSTEIN_GELB;
1155 else if (element == EL_ERZ_EDEL_ROT)
1156 Store[x][y] = EL_EDELSTEIN_ROT;
1157 else if (element == EL_ERZ_EDEL_LILA)
1158 Store[x][y] = EL_EDELSTEIN_LILA;
1159 else if (!IS_PFORTE(Store[x][y]))
1160 Store[x][y] = EL_LEERRAUM;
1162 if (x != ex || y != ey ||
1163 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1164 Store2[x][y] = element;
1166 if (AmoebaNr[x][y] &&
1167 (element == EL_AMOEBE_VOLL ||
1168 element == EL_AMOEBE_BD ||
1169 element == EL_AMOEBING))
1171 AmoebaCnt[AmoebaNr[x][y]]--;
1172 AmoebaCnt2[AmoebaNr[x][y]]--;
1175 Feld[x][y] = EL_EXPLODING;
1176 MovDir[x][y] = MovPos[x][y] = 0;
1182 if (center_element == EL_MAMPFER)
1183 MampferNr = (MampferNr + 1) % MampferMax;
1194 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1196 if (phase == first_phase_after_start)
1198 int element = Store2[x][y];
1200 if (element == EL_BLACK_ORB)
1202 Feld[x][y] = Store2[x][y];
1207 else if (phase == half_phase)
1209 int element = Store2[x][y];
1211 if (IS_PLAYER(x, y))
1212 KillHero(PLAYERINFO(x, y));
1213 else if (IS_EXPLOSIVE(element))
1215 Feld[x][y] = Store2[x][y];
1219 else if (element == EL_AMOEBA2DIAM)
1220 AmoebeUmwandeln(x, y);
1223 if (phase == last_phase)
1227 element = Feld[x][y] = Store[x][y];
1228 Store[x][y] = Store2[x][y] = 0;
1229 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1230 InitField(x, y, FALSE);
1231 if (CAN_MOVE(element) || COULD_MOVE(element))
1233 DrawLevelField(x, y);
1235 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1237 int graphic = GFX_EXPLOSION;
1239 if (game_emulation == EMU_SUPAPLEX)
1240 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1241 GFX_SP_EXPLODE_INFOTRON :
1242 GFX_SP_EXPLODE_EMPTY);
1245 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1247 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1251 void DynaExplode(int ex, int ey)
1254 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1255 static int xy[4][2] =
1263 Store2[ex][ey] = 0; /* delete player information */
1265 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1269 for (j=1; j<=player->dynabomb_size; j++)
1271 int x = ex+j*xy[i%4][0];
1272 int y = ey+j*xy[i%4][1];
1275 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1278 element = Feld[x][y];
1279 Explode(x, y, EX_PHASE_START, EX_BORDER);
1281 if (element != EL_LEERRAUM &&
1282 element != EL_ERDREICH &&
1283 element != EL_EXPLODING &&
1284 !player->dynabomb_xl)
1289 player->dynabombs_left++;
1292 void Bang(int x, int y)
1294 int element = Feld[x][y];
1296 if (game_emulation == EMU_SUPAPLEX)
1297 PlaySoundLevel(x, y, SND_SP_BOOOM);
1299 PlaySoundLevel(x, y, SND_ROAAAR);
1301 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1302 element = EL_LEERRAUM;
1314 RaiseScoreElement(element);
1315 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1318 case EL_DYNABOMB_NR:
1319 case EL_DYNABOMB_SZ:
1320 case EL_DYNABOMB_XL:
1327 Explode(x, y, EX_PHASE_START, EX_CENTER);
1330 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1335 void Blurb(int x, int y)
1337 int element = Feld[x][y];
1339 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1341 PlaySoundLevel(x, y, SND_BLURB);
1342 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1343 (!IN_LEV_FIELD(x-1, y-1) ||
1344 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1346 Feld[x-1][y] = EL_BLURB_LEFT;
1348 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1349 (!IN_LEV_FIELD(x+1, y-1) ||
1350 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1352 Feld[x+1][y] = EL_BLURB_RIGHT;
1357 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1359 if (!MovDelay[x][y]) /* initialize animation counter */
1362 if (MovDelay[x][y]) /* continue animation */
1365 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1366 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1368 if (!MovDelay[x][y])
1370 Feld[x][y] = EL_LEERRAUM;
1371 DrawLevelField(x, y);
1377 void Impact(int x, int y)
1379 boolean lastline = (y == lev_fieldy-1);
1380 boolean object_hit = FALSE;
1381 int element = Feld[x][y];
1384 if (!lastline) /* check if element below was hit */
1386 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1389 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1390 MovDir[x][y+1]!=MV_DOWN ||
1391 MovPos[x][y+1]<=TILEY/2));
1393 smashed = MovingOrBlocked2Element(x, y+1);
1396 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1402 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1403 (lastline || object_hit)) /* element is bomb */
1409 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1411 if (object_hit && IS_PLAYER(x, y+1))
1412 KillHero(PLAYERINFO(x, y+1));
1413 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1417 Feld[x][y] = EL_AMOEBING;
1418 Store[x][y] = EL_AMOEBE_NASS;
1423 if (!lastline && object_hit) /* check which object was hit */
1425 if (CAN_CHANGE(element) &&
1426 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1429 int activated_magic_wall =
1430 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1432 /* activate magic wall / mill */
1434 for (y=0; y<lev_fieldy; y++)
1435 for (x=0; x<lev_fieldx; x++)
1436 if (Feld[x][y] == smashed)
1437 Feld[x][y] = activated_magic_wall;
1439 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1443 if (IS_PLAYER(x, y+1))
1445 KillHero(PLAYERINFO(x, y+1));
1448 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1453 else if (element == EL_EDELSTEIN_BD)
1455 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1461 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1463 if (IS_ENEMY(smashed) ||
1464 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1465 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1470 else if (!IS_MOVING(x, y+1))
1472 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1477 else if (smashed == EL_KOKOSNUSS)
1479 Feld[x][y+1] = EL_CRACKINGNUT;
1480 PlaySoundLevel(x, y, SND_KNACK);
1481 RaiseScoreElement(EL_KOKOSNUSS);
1484 else if (smashed == EL_DIAMANT)
1486 Feld[x][y+1] = EL_LEERRAUM;
1487 PlaySoundLevel(x, y, SND_QUIRK);
1494 /* play sound of magic wall / mill */
1496 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1498 PlaySoundLevel(x, y, SND_QUIRK);
1502 /* play sound of object that hits the ground */
1503 if (lastline || object_hit)
1510 case EL_EDELSTEIN_BD:
1511 case EL_EDELSTEIN_GELB:
1512 case EL_EDELSTEIN_ROT:
1513 case EL_EDELSTEIN_LILA:
1515 case EL_SP_INFOTRON:
1521 case EL_FELSBROCKEN:
1525 sound = SND_SP_ZONKDOWN;
1528 case EL_SCHLUESSEL1:
1529 case EL_SCHLUESSEL2:
1530 case EL_SCHLUESSEL3:
1531 case EL_SCHLUESSEL4:
1544 PlaySoundLevel(x, y, sound);
1548 void TurnRound(int x, int y)
1560 { 0, 0 }, { 0, 0 }, { 0, 0 },
1565 int left, right, back;
1569 { MV_DOWN, MV_UP, MV_RIGHT },
1570 { MV_UP, MV_DOWN, MV_LEFT },
1572 { MV_LEFT, MV_RIGHT, MV_DOWN },
1573 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1574 { MV_RIGHT, MV_LEFT, MV_UP }
1577 int element = Feld[x][y];
1578 int old_move_dir = MovDir[x][y];
1579 int left_dir = turn[old_move_dir].left;
1580 int right_dir = turn[old_move_dir].right;
1581 int back_dir = turn[old_move_dir].back;
1583 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1584 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1585 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1586 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1588 int left_x = x+left_dx, left_y = y+left_dy;
1589 int right_x = x+right_dx, right_y = y+right_dy;
1590 int move_x = x+move_dx, move_y = y+move_dy;
1592 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1594 TestIfBadThingHitsOtherBadThing(x, y);
1596 if (IN_LEV_FIELD(right_x, right_y) &&
1597 IS_FREE_OR_PLAYER(right_x, right_y))
1598 MovDir[x][y] = right_dir;
1599 else if (!IN_LEV_FIELD(move_x, move_y) ||
1600 !IS_FREE_OR_PLAYER(move_x, move_y))
1601 MovDir[x][y] = left_dir;
1603 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1605 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1608 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1609 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1611 TestIfBadThingHitsOtherBadThing(x, y);
1613 if (IN_LEV_FIELD(left_x, left_y) &&
1614 IS_FREE_OR_PLAYER(left_x, left_y))
1615 MovDir[x][y] = left_dir;
1616 else if (!IN_LEV_FIELD(move_x, move_y) ||
1617 !IS_FREE_OR_PLAYER(move_x, move_y))
1618 MovDir[x][y] = right_dir;
1620 if ((element == EL_FLIEGER ||
1621 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1622 && MovDir[x][y] != old_move_dir)
1624 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1627 else if (element == EL_MAMPFER)
1629 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1631 if (IN_LEV_FIELD(left_x, left_y) &&
1632 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1633 Feld[left_x][left_y] == EL_DIAMANT))
1634 can_turn_left = TRUE;
1635 if (IN_LEV_FIELD(right_x, right_y) &&
1636 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1637 Feld[right_x][right_y] == EL_DIAMANT))
1638 can_turn_right = TRUE;
1640 if (can_turn_left && can_turn_right)
1641 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1642 else if (can_turn_left)
1643 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1644 else if (can_turn_right)
1645 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1647 MovDir[x][y] = back_dir;
1649 MovDelay[x][y] = 16+16*RND(3);
1651 else if (element == EL_MAMPFER2)
1653 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1655 if (IN_LEV_FIELD(left_x, left_y) &&
1656 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1657 IS_MAMPF2(Feld[left_x][left_y])))
1658 can_turn_left = TRUE;
1659 if (IN_LEV_FIELD(right_x, right_y) &&
1660 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1661 IS_MAMPF2(Feld[right_x][right_y])))
1662 can_turn_right = TRUE;
1664 if (can_turn_left && can_turn_right)
1665 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1666 else if (can_turn_left)
1667 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1668 else if (can_turn_right)
1669 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1671 MovDir[x][y] = back_dir;
1673 MovDelay[x][y] = 16+16*RND(3);
1675 else if (element == EL_PACMAN)
1677 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1679 if (IN_LEV_FIELD(left_x, left_y) &&
1680 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1681 IS_AMOEBOID(Feld[left_x][left_y])))
1682 can_turn_left = TRUE;
1683 if (IN_LEV_FIELD(right_x, right_y) &&
1684 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1685 IS_AMOEBOID(Feld[right_x][right_y])))
1686 can_turn_right = TRUE;
1688 if (can_turn_left && can_turn_right)
1689 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1690 else if (can_turn_left)
1691 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1692 else if (can_turn_right)
1693 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1695 MovDir[x][y] = back_dir;
1697 MovDelay[x][y] = 6+RND(40);
1699 else if (element == EL_SCHWEIN)
1701 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1702 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1703 boolean should_move_on = FALSE;
1705 int rnd = RND(rnd_value);
1707 if (IN_LEV_FIELD(left_x, left_y) &&
1708 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1709 can_turn_left = TRUE;
1710 if (IN_LEV_FIELD(right_x, right_y) &&
1711 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1712 can_turn_right = TRUE;
1713 if (IN_LEV_FIELD(move_x, move_y) &&
1714 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1717 if (can_turn_left &&
1719 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1720 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1721 should_turn_left = TRUE;
1722 if (can_turn_right &&
1724 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1725 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1726 should_turn_right = TRUE;
1728 (!can_turn_left || !can_turn_right ||
1729 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1730 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1731 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1732 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1733 should_move_on = TRUE;
1735 if (should_turn_left || should_turn_right || should_move_on)
1737 if (should_turn_left && should_turn_right && should_move_on)
1738 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1739 rnd < 2*rnd_value/3 ? right_dir :
1741 else if (should_turn_left && should_turn_right)
1742 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1743 else if (should_turn_left && should_move_on)
1744 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1745 else if (should_turn_right && should_move_on)
1746 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1747 else if (should_turn_left)
1748 MovDir[x][y] = left_dir;
1749 else if (should_turn_right)
1750 MovDir[x][y] = right_dir;
1751 else if (should_move_on)
1752 MovDir[x][y] = old_move_dir;
1754 else if (can_move_on && rnd > rnd_value/8)
1755 MovDir[x][y] = old_move_dir;
1756 else if (can_turn_left && can_turn_right)
1757 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1758 else if (can_turn_left && rnd > rnd_value/8)
1759 MovDir[x][y] = left_dir;
1760 else if (can_turn_right && rnd > rnd_value/8)
1761 MovDir[x][y] = right_dir;
1763 MovDir[x][y] = back_dir;
1765 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1766 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1767 MovDir[x][y] = old_move_dir;
1771 else if (element == EL_DRACHE)
1773 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1775 int rnd = RND(rnd_value);
1777 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1778 can_turn_left = TRUE;
1779 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1780 can_turn_right = TRUE;
1781 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1784 if (can_move_on && rnd > rnd_value/8)
1785 MovDir[x][y] = old_move_dir;
1786 else if (can_turn_left && can_turn_right)
1787 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1788 else if (can_turn_left && rnd > rnd_value/8)
1789 MovDir[x][y] = left_dir;
1790 else if (can_turn_right && rnd > rnd_value/8)
1791 MovDir[x][y] = right_dir;
1793 MovDir[x][y] = back_dir;
1795 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1796 MovDir[x][y] = old_move_dir;
1800 else if (element == EL_ROBOT || element == EL_SONDE ||
1801 element == EL_MAULWURF || element == EL_PINGUIN)
1803 int attr_x = -1, attr_y = -1;
1814 for (i=0; i<MAX_PLAYERS; i++)
1816 struct PlayerInfo *player = &stored_player[i];
1817 int jx = player->jx, jy = player->jy;
1819 if (!player->active || player->gone)
1822 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1830 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1836 if (element == EL_MAULWURF || element == EL_PINGUIN)
1839 static int xy[4][2] =
1849 int ex = x + xy[i%4][0];
1850 int ey = y + xy[i%4][1];
1852 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1861 MovDir[x][y] = MV_NO_MOVING;
1863 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1865 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1867 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1869 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1871 if (element == EL_ROBOT)
1875 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1876 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1877 Moving2Blocked(x, y, &newx, &newy);
1879 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1880 MovDelay[x][y] = 8+8*!RND(3);
1882 MovDelay[x][y] = 16;
1890 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1892 boolean first_horiz = RND(2);
1893 int new_move_dir = MovDir[x][y];
1896 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1897 Moving2Blocked(x, y, &newx, &newy);
1899 if (IN_LEV_FIELD(newx, newy) &&
1900 (IS_FREE(newx, newy) ||
1901 Feld[newx][newy] == EL_SALZSAEURE ||
1902 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1903 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1904 IS_MAMPF3(Feld[newx][newy])))))
1908 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1909 Moving2Blocked(x, y, &newx, &newy);
1911 if (IN_LEV_FIELD(newx, newy) &&
1912 (IS_FREE(newx, newy) ||
1913 Feld[newx][newy] == EL_SALZSAEURE ||
1914 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1915 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1916 IS_MAMPF3(Feld[newx][newy])))))
1919 MovDir[x][y] = old_move_dir;
1926 static boolean JustBeingPushed(int x, int y)
1930 for (i=0; i<MAX_PLAYERS; i++)
1932 struct PlayerInfo *player = &stored_player[i];
1934 if (player->active && !player->gone &&
1935 player->Pushing && player->MovPos)
1937 int next_jx = player->jx + (player->jx - player->last_jx);
1938 int next_jy = player->jy + (player->jy - player->last_jy);
1940 if (x == next_jx && y == next_jy)
1948 void StartMoving(int x, int y)
1950 int element = Feld[x][y];
1955 if (CAN_FALL(element) && y<lev_fieldy-1)
1957 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1958 if (JustBeingPushed(x, y))
1961 if (element == EL_MORAST_VOLL)
1963 if (IS_FREE(x, y+1))
1965 InitMovingField(x, y, MV_DOWN);
1966 Feld[x][y] = EL_FELSBROCKEN;
1967 Store[x][y] = EL_MORAST_LEER;
1969 else if (Feld[x][y+1] == EL_MORAST_LEER)
1971 if (!MovDelay[x][y])
1972 MovDelay[x][y] = TILEY + 1;
1981 Feld[x][y] = EL_MORAST_LEER;
1982 Feld[x][y+1] = EL_MORAST_VOLL;
1985 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1987 InitMovingField(x, y, MV_DOWN);
1988 Store[x][y] = EL_MORAST_VOLL;
1990 else if (element == EL_SIEB_VOLL)
1992 if (IS_FREE(x, y+1))
1994 InitMovingField(x, y, MV_DOWN);
1995 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1996 Store[x][y] = EL_SIEB_LEER;
1998 else if (Feld[x][y+1] == EL_SIEB_LEER)
2000 if (!MovDelay[x][y])
2001 MovDelay[x][y] = TILEY/4 + 1;
2010 Feld[x][y] = EL_SIEB_LEER;
2011 Feld[x][y+1] = EL_SIEB_VOLL;
2012 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2016 else if (element == EL_SIEB2_VOLL)
2018 if (IS_FREE(x, y+1))
2020 InitMovingField(x, y, MV_DOWN);
2021 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2022 Store[x][y] = EL_SIEB2_LEER;
2024 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2026 if (!MovDelay[x][y])
2027 MovDelay[x][y] = TILEY/4 + 1;
2036 Feld[x][y] = EL_SIEB2_LEER;
2037 Feld[x][y+1] = EL_SIEB2_VOLL;
2038 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2042 else if (CAN_CHANGE(element) &&
2043 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2045 InitMovingField(x, y, MV_DOWN);
2047 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2048 Store2[x][y+1] = element;
2050 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2053 InitMovingField(x, y, MV_DOWN);
2054 Store[x][y] = EL_SALZSAEURE;
2056 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2060 else if (IS_FREE(x, y+1))
2062 InitMovingField(x, y, MV_DOWN);
2064 else if (element == EL_TROPFEN)
2066 Feld[x][y] = EL_AMOEBING;
2067 Store[x][y] = EL_AMOEBE_NASS;
2069 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2071 boolean left = (x>0 && IS_FREE(x-1, y) &&
2072 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2073 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2074 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2078 if (left && right && game_emulation != EMU_BOULDERDASH)
2079 left = !(right = RND(2));
2081 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2085 else if (CAN_MOVE(element))
2089 if (element == EL_SONDE && JustBeingPushed(x, y))
2092 if (!MovDelay[x][y]) /* start new movement phase */
2094 /* all objects that can change their move direction after each step */
2095 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2097 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2100 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2101 element == EL_SP_SNIKSNAK ||
2102 element == EL_SP_ELECTRON))
2103 DrawLevelField(x, y);
2107 if (MovDelay[x][y]) /* wait some time before next movement */
2111 if (element == EL_ROBOT ||
2112 element == EL_MAMPFER || element == EL_MAMPFER2)
2114 int phase = MovDelay[x][y] % 8;
2119 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2120 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2122 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2123 && MovDelay[x][y]%4 == 3)
2124 PlaySoundLevel(x, y, SND_NJAM);
2126 else if (element == EL_SP_ELECTRON)
2127 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2128 else if (element == EL_DRACHE)
2131 int dir = MovDir[x][y];
2132 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2133 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2134 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2135 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2136 dir == MV_UP ? GFX_FLAMMEN_UP :
2137 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2138 int phase = FrameCounter % 2;
2140 for (i=1; i<=3; i++)
2142 int xx = x + i*dx, yy = y + i*dy;
2143 int sx = SCREENX(xx), sy = SCREENY(yy);
2145 if (!IN_LEV_FIELD(xx, yy) ||
2146 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2151 int flamed = MovingOrBlocked2Element(xx, yy);
2153 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2156 RemoveMovingField(xx, yy);
2158 Feld[xx][yy] = EL_BURNING;
2159 if (IN_SCR_FIELD(sx, sy))
2160 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2164 if (Feld[xx][yy] == EL_BURNING)
2165 Feld[xx][yy] = EL_LEERRAUM;
2166 DrawLevelField(xx, yy);
2175 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2177 PlaySoundLevel(x, y, SND_KLAPPER);
2179 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2181 PlaySoundLevel(x, y, SND_ROEHR);
2184 /* now make next step */
2186 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2188 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2190 /* enemy got the player */
2192 KillHero(PLAYERINFO(newx, newy));
2195 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2196 element == EL_ROBOT || element == EL_SONDE) &&
2197 IN_LEV_FIELD(newx, newy) &&
2198 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2201 Store[x][y] = EL_SALZSAEURE;
2203 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2204 IN_LEV_FIELD(newx, newy))
2206 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2208 Feld[x][y] = EL_LEERRAUM;
2209 DrawLevelField(x, y);
2211 PlaySoundLevel(newx, newy, SND_BUING);
2212 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2213 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2215 local_player->friends_still_needed--;
2216 if (!local_player->friends_still_needed &&
2217 !local_player->GameOver && AllPlayersGone)
2218 local_player->LevelSolved = local_player->GameOver = TRUE;
2222 else if (IS_MAMPF3(Feld[newx][newy]))
2224 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2225 DrawLevelField(newx, newy);
2227 MovDir[x][y] = MV_NO_MOVING;
2229 else if (!IS_FREE(newx, newy))
2231 if (IS_PLAYER(x, y))
2232 DrawPlayerField(x, y);
2234 DrawLevelField(x, y);
2238 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2240 if (IS_GEM(Feld[newx][newy]))
2242 if (IS_MOVING(newx, newy))
2243 RemoveMovingField(newx, newy);
2246 Feld[newx][newy] = EL_LEERRAUM;
2247 DrawLevelField(newx, newy);
2250 else if (!IS_FREE(newx, newy))
2252 if (IS_PLAYER(x, y))
2253 DrawPlayerField(x, y);
2255 DrawLevelField(x, y);
2259 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2261 if (!IS_FREE(newx, newy))
2263 if (IS_PLAYER(x, y))
2264 DrawPlayerField(x, y);
2266 DrawLevelField(x, y);
2271 boolean wanna_flame = !RND(10);
2272 int dx = newx - x, dy = newy - y;
2273 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2274 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2275 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2276 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2277 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2278 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2280 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2281 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2282 element1 != EL_BURNING && element2 != EL_BURNING)
2284 if (IS_PLAYER(x, y))
2285 DrawPlayerField(x, y);
2287 DrawLevelField(x, y);
2289 MovDelay[x][y] = 50;
2290 Feld[newx][newy] = EL_BURNING;
2291 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2292 Feld[newx1][newy1] = EL_BURNING;
2293 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2294 Feld[newx2][newy2] = EL_BURNING;
2299 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2300 Feld[newx][newy] == EL_DIAMANT)
2302 if (IS_MOVING(newx, newy))
2303 RemoveMovingField(newx, newy);
2306 Feld[newx][newy] = EL_LEERRAUM;
2307 DrawLevelField(newx, newy);
2310 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2311 IS_MAMPF2(Feld[newx][newy]))
2313 if (AmoebaNr[newx][newy])
2315 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2316 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2317 Feld[newx][newy] == EL_AMOEBE_BD)
2318 AmoebaCnt[AmoebaNr[newx][newy]]--;
2321 if (IS_MOVING(newx, newy))
2322 RemoveMovingField(newx, newy);
2325 Feld[newx][newy] = EL_LEERRAUM;
2326 DrawLevelField(newx, newy);
2329 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2330 IS_AMOEBOID(Feld[newx][newy]))
2332 if (AmoebaNr[newx][newy])
2334 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2335 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2336 Feld[newx][newy] == EL_AMOEBE_BD)
2337 AmoebaCnt[AmoebaNr[newx][newy]]--;
2340 Feld[newx][newy] = EL_LEERRAUM;
2341 DrawLevelField(newx, newy);
2343 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2345 /* object was running against a wall */
2349 if (element == EL_KAEFER || element == EL_FLIEGER ||
2350 element == EL_SP_SNIKSNAK)
2351 DrawLevelField(x, y);
2352 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2353 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2354 else if (element == EL_SONDE)
2355 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2356 else if (element == EL_SP_ELECTRON)
2357 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2362 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2363 PlaySoundLevel(x, y, SND_SCHLURF);
2365 InitMovingField(x, y, MovDir[x][y]);
2369 ContinueMoving(x, y);
2372 void ContinueMoving(int x, int y)
2374 int element = Feld[x][y];
2375 int direction = MovDir[x][y];
2376 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2377 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2378 int horiz_move = (dx!=0);
2379 int newx = x + dx, newy = y + dy;
2380 int step = (horiz_move ? dx : dy) * TILEX/8;
2382 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2384 else if (element == EL_TROPFEN)
2386 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2389 MovPos[x][y] += step;
2391 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2393 Feld[x][y] = EL_LEERRAUM;
2394 Feld[newx][newy] = element;
2396 if (Store[x][y] == EL_MORAST_VOLL)
2399 Feld[newx][newy] = EL_MORAST_VOLL;
2400 element = EL_MORAST_VOLL;
2402 else if (Store[x][y] == EL_MORAST_LEER)
2405 Feld[x][y] = EL_MORAST_LEER;
2407 else if (Store[x][y] == EL_SIEB_VOLL)
2410 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2412 else if (Store[x][y] == EL_SIEB_LEER)
2414 Store[x][y] = Store2[x][y] = 0;
2415 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2417 else if (Store[x][y] == EL_SIEB2_VOLL)
2420 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2422 else if (Store[x][y] == EL_SIEB2_LEER)
2424 Store[x][y] = Store2[x][y] = 0;
2425 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2427 else if (Store[x][y] == EL_SALZSAEURE)
2430 Feld[newx][newy] = EL_SALZSAEURE;
2431 element = EL_SALZSAEURE;
2433 else if (Store[x][y] == EL_AMOEBE_NASS)
2436 Feld[x][y] = EL_AMOEBE_NASS;
2439 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2440 MovDelay[newx][newy] = 0;
2442 if (!CAN_MOVE(element))
2443 MovDir[newx][newy] = 0;
2445 DrawLevelField(x, y);
2446 DrawLevelField(newx, newy);
2448 Stop[newx][newy] = TRUE;
2449 JustHit[x][newy] = 3;
2451 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2453 TestIfBadThingHitsHero(newx, newy);
2454 TestIfBadThingHitsFriend(newx, newy);
2455 TestIfBadThingHitsOtherBadThing(newx, newy);
2457 else if (element == EL_PINGUIN)
2458 TestIfFriendHitsBadThing(newx, newy);
2460 if (CAN_SMASH(element) && direction == MV_DOWN &&
2461 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2464 else /* still moving on */
2465 DrawLevelField(x, y);
2468 int AmoebeNachbarNr(int ax, int ay)
2471 int element = Feld[ax][ay];
2473 static int xy[4][2] =
2483 int x = ax + xy[i][0];
2484 int y = ay + xy[i][1];
2486 if (!IN_LEV_FIELD(x, y))
2489 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2490 group_nr = AmoebaNr[x][y];
2496 void AmoebenVereinigen(int ax, int ay)
2498 int i, x, y, xx, yy;
2499 int new_group_nr = AmoebaNr[ax][ay];
2500 static int xy[4][2] =
2508 if (new_group_nr == 0)
2516 if (!IN_LEV_FIELD(x, y))
2519 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2520 Feld[x][y] == EL_AMOEBE_BD ||
2521 Feld[x][y] == EL_AMOEBE_TOT) &&
2522 AmoebaNr[x][y] != new_group_nr)
2524 int old_group_nr = AmoebaNr[x][y];
2526 if (old_group_nr == 0)
2529 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2530 AmoebaCnt[old_group_nr] = 0;
2531 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2532 AmoebaCnt2[old_group_nr] = 0;
2534 for (yy=0; yy<lev_fieldy; yy++)
2536 for (xx=0; xx<lev_fieldx; xx++)
2538 if (AmoebaNr[xx][yy] == old_group_nr)
2539 AmoebaNr[xx][yy] = new_group_nr;
2546 void AmoebeUmwandeln(int ax, int ay)
2550 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2552 int group_nr = AmoebaNr[ax][ay];
2557 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2558 printf("AmoebeUmwandeln(): This should never happen!\n");
2563 for (y=0; y<lev_fieldy; y++)
2565 for (x=0; x<lev_fieldx; x++)
2567 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2570 Feld[x][y] = EL_AMOEBA2DIAM;
2578 static int xy[4][2] =
2591 if (!IN_LEV_FIELD(x, y))
2594 if (Feld[x][y] == EL_AMOEBA2DIAM)
2600 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2603 int group_nr = AmoebaNr[ax][ay];
2604 boolean done = FALSE;
2609 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2610 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2615 for (y=0; y<lev_fieldy; y++)
2617 for (x=0; x<lev_fieldx; x++)
2619 if (AmoebaNr[x][y] == group_nr &&
2620 (Feld[x][y] == EL_AMOEBE_TOT ||
2621 Feld[x][y] == EL_AMOEBE_BD ||
2622 Feld[x][y] == EL_AMOEBING))
2625 Feld[x][y] = new_element;
2626 InitField(x, y, FALSE);
2627 DrawLevelField(x, y);
2634 PlaySoundLevel(ax, ay,
2635 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2638 void AmoebeWaechst(int x, int y)
2640 static unsigned long sound_delay = 0;
2641 static unsigned long sound_delay_value = 0;
2643 if (!MovDelay[x][y]) /* start new growing cycle */
2647 if (DelayReached(&sound_delay, sound_delay_value))
2649 PlaySoundLevel(x, y, SND_AMOEBE);
2650 sound_delay_value = 30;
2654 if (MovDelay[x][y]) /* wait some time before growing bigger */
2657 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2658 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2660 if (!MovDelay[x][y])
2662 Feld[x][y] = Store[x][y];
2664 DrawLevelField(x, y);
2669 void AmoebeAbleger(int ax, int ay)
2672 int element = Feld[ax][ay];
2673 int newax = ax, neway = ay;
2674 static int xy[4][2] =
2682 if (!level.tempo_amoebe)
2684 Feld[ax][ay] = EL_AMOEBE_TOT;
2685 DrawLevelField(ax, ay);
2689 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2690 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2692 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2695 if (MovDelay[ax][ay])
2699 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2702 int x = ax + xy[start][0];
2703 int y = ay + xy[start][1];
2705 if (!IN_LEV_FIELD(x, y))
2708 if (IS_FREE(x, y) ||
2709 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2715 if (newax == ax && neway == ay)
2718 else /* normal or "filled" (BD style) amoeba */
2721 boolean waiting_for_player = FALSE;
2725 int j = (start + i) % 4;
2726 int x = ax + xy[j][0];
2727 int y = ay + xy[j][1];
2729 if (!IN_LEV_FIELD(x, y))
2732 if (IS_FREE(x, y) ||
2733 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2739 else if (IS_PLAYER(x, y))
2740 waiting_for_player = TRUE;
2743 if (newax == ax && neway == ay) /* amoeba cannot grow */
2745 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2747 Feld[ax][ay] = EL_AMOEBE_TOT;
2748 DrawLevelField(ax, ay);
2749 AmoebaCnt[AmoebaNr[ax][ay]]--;
2751 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2753 if (element == EL_AMOEBE_VOLL)
2754 AmoebeUmwandeln(ax, ay);
2755 else if (element == EL_AMOEBE_BD)
2756 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2761 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2763 /* amoeba gets larger by growing in some direction */
2765 int new_group_nr = AmoebaNr[ax][ay];
2768 if (new_group_nr == 0)
2770 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2771 printf("AmoebeAbleger(): This should never happen!\n");
2776 AmoebaNr[newax][neway] = new_group_nr;
2777 AmoebaCnt[new_group_nr]++;
2778 AmoebaCnt2[new_group_nr]++;
2780 /* if amoeba touches other amoeba(s) after growing, unify them */
2781 AmoebenVereinigen(newax, neway);
2783 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2785 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2791 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2792 (neway == lev_fieldy - 1 && newax != ax))
2794 Feld[newax][neway] = EL_AMOEBING;
2795 Store[newax][neway] = element;
2797 else if (neway == ay)
2798 Feld[newax][neway] = EL_TROPFEN;
2801 InitMovingField(ax, ay, MV_DOWN);
2802 Feld[ax][ay] = EL_TROPFEN;
2803 Store[ax][ay] = EL_AMOEBE_NASS;
2804 ContinueMoving(ax, ay);
2808 DrawLevelField(newax, neway);
2811 void Life(int ax, int ay)
2814 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2816 int element = Feld[ax][ay];
2821 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2822 MovDelay[ax][ay] = life_time;
2824 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2827 if (MovDelay[ax][ay])
2831 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2833 int xx = ax+x1, yy = ay+y1;
2836 if (!IN_LEV_FIELD(xx, yy))
2839 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2841 int x = xx+x2, y = yy+y2;
2843 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2846 if (((Feld[x][y] == element ||
2847 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2849 (IS_FREE(x, y) && Stop[x][y]))
2853 if (xx == ax && yy == ay) /* field in the middle */
2855 if (nachbarn<life[0] || nachbarn>life[1])
2857 Feld[xx][yy] = EL_LEERRAUM;
2859 DrawLevelField(xx, yy);
2860 Stop[xx][yy] = TRUE;
2863 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2864 { /* free border field */
2865 if (nachbarn>=life[2] && nachbarn<=life[3])
2867 Feld[xx][yy] = element;
2868 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2870 DrawLevelField(xx, yy);
2871 Stop[xx][yy] = TRUE;
2877 void Ablenk(int x, int y)
2879 if (!MovDelay[x][y]) /* next animation frame */
2880 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2882 if (MovDelay[x][y]) /* wait some time before next frame */
2887 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2888 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2889 if (!(MovDelay[x][y]%4))
2890 PlaySoundLevel(x, y, SND_MIEP);
2895 Feld[x][y] = EL_ABLENK_AUS;
2896 DrawLevelField(x, y);
2897 if (ZX == x && ZY == y)
2901 void Birne(int x, int y)
2903 if (!MovDelay[x][y]) /* next animation frame */
2904 MovDelay[x][y] = 800;
2906 if (MovDelay[x][y]) /* wait some time before next frame */
2911 if (!(MovDelay[x][y]%5))
2913 if (!(MovDelay[x][y]%10))
2914 Feld[x][y]=EL_ABLENK_EIN;
2916 Feld[x][y]=EL_ABLENK_AUS;
2917 DrawLevelField(x, y);
2918 Feld[x][y]=EL_ABLENK_EIN;
2924 Feld[x][y]=EL_ABLENK_AUS;
2925 DrawLevelField(x, y);
2926 if (ZX == x && ZY == y)
2930 void Blubber(int x, int y)
2932 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2933 DrawLevelField(x, y-1);
2935 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2938 void NussKnacken(int x, int y)
2940 if (!MovDelay[x][y]) /* next animation frame */
2943 if (MovDelay[x][y]) /* wait some time before next frame */
2946 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2947 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2949 if (!MovDelay[x][y])
2951 Feld[x][y] = EL_EDELSTEIN;
2952 DrawLevelField(x, y);
2957 void SiebAktivieren(int x, int y, int typ)
2959 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2961 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2964 void AusgangstuerPruefen(int x, int y)
2966 if (!local_player->gems_still_needed &&
2967 !local_player->sokobanfields_still_needed &&
2968 !local_player->lights_still_needed)
2970 Feld[x][y] = EL_AUSGANG_ACT;
2972 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2973 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2974 y < LEVELY(BY1) ? LEVELY(BY1) :
2975 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2980 void AusgangstuerOeffnen(int x, int y)
2984 if (!MovDelay[x][y]) /* next animation frame */
2985 MovDelay[x][y] = 5*delay;
2987 if (MovDelay[x][y]) /* wait some time before next frame */
2992 tuer = MovDelay[x][y]/delay;
2993 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2994 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2996 if (!MovDelay[x][y])
2998 Feld[x][y] = EL_AUSGANG_AUF;
2999 DrawLevelField(x, y);
3004 void AusgangstuerBlinken(int x, int y)
3006 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3009 void EdelsteinFunkeln(int x, int y)
3011 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3014 if (Feld[x][y] == EL_EDELSTEIN_BD)
3015 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3018 if (!MovDelay[x][y]) /* next animation frame */
3019 MovDelay[x][y] = 11 * !SimpleRND(500);
3021 if (MovDelay[x][y]) /* wait some time before next frame */
3025 if (setup.direct_draw && MovDelay[x][y])
3026 SetDrawtoField(DRAW_BUFFERED);
3028 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3032 int phase = (MovDelay[x][y]-1)/2;
3037 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3039 if (setup.direct_draw)
3043 dest_x = FX + SCREENX(x)*TILEX;
3044 dest_y = FY + SCREENY(y)*TILEY;
3046 XCopyArea(display, drawto_field, window, gc,
3047 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3048 SetDrawtoField(DRAW_DIRECT);
3055 void MauerWaechst(int x, int y)
3059 if (!MovDelay[x][y]) /* next animation frame */
3060 MovDelay[x][y] = 3*delay;
3062 if (MovDelay[x][y]) /* wait some time before next frame */
3067 phase = 2-MovDelay[x][y]/delay;
3068 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3069 DrawGraphic(SCREENX(x), SCREENY(y),
3070 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3071 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3072 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3073 GFX_MAUER_DOWN ) + phase);
3075 if (!MovDelay[x][y])
3077 if (MovDir[x][y] == MV_LEFT)
3079 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3080 DrawLevelField(x-1, y);
3082 else if (MovDir[x][y] == MV_RIGHT)
3084 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3085 DrawLevelField(x+1, y);
3087 else if (MovDir[x][y] == MV_UP)
3089 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3090 DrawLevelField(x, y-1);
3094 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3095 DrawLevelField(x, y+1);
3098 Feld[x][y] = Store[x][y];
3100 MovDir[x][y] = MV_NO_MOVING;
3101 DrawLevelField(x, y);
3106 void MauerAbleger(int ax, int ay)
3108 int element = Feld[ax][ay];
3109 boolean oben_frei = FALSE, unten_frei = FALSE;
3110 boolean links_frei = FALSE, rechts_frei = FALSE;
3111 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3112 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3114 if (!MovDelay[ax][ay]) /* start building new wall */
3115 MovDelay[ax][ay] = 6;
3117 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3120 if (MovDelay[ax][ay])
3124 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3126 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3128 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3130 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3133 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3137 Feld[ax][ay-1] = EL_MAUERND;
3138 Store[ax][ay-1] = element;
3139 MovDir[ax][ay-1] = MV_UP;
3140 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3141 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3145 Feld[ax][ay+1] = EL_MAUERND;
3146 Store[ax][ay+1] = element;
3147 MovDir[ax][ay+1] = MV_DOWN;
3148 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3149 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3153 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3154 element == EL_MAUER_LEBT)
3158 Feld[ax-1][ay] = EL_MAUERND;
3159 Store[ax-1][ay] = element;
3160 MovDir[ax-1][ay] = MV_LEFT;
3161 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3162 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3166 Feld[ax+1][ay] = EL_MAUERND;
3167 Store[ax+1][ay] = element;
3168 MovDir[ax+1][ay] = MV_RIGHT;
3169 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3170 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3174 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3175 DrawLevelField(ax, ay);
3177 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3179 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3180 unten_massiv = TRUE;
3181 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3182 links_massiv = TRUE;
3183 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3184 rechts_massiv = TRUE;
3186 if (((oben_massiv && unten_massiv) ||
3187 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3188 ((links_massiv && rechts_massiv) ||
3189 element == EL_MAUER_Y))
3190 Feld[ax][ay] = EL_MAUERWERK;
3193 void CheckForDragon(int x, int y)
3196 boolean dragon_found = FALSE;
3197 static int xy[4][2] =
3209 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3211 if (IN_LEV_FIELD(xx, yy) &&
3212 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3214 if (Feld[xx][yy] == EL_DRACHE)
3215 dragon_found = TRUE;
3228 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3230 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3232 Feld[xx][yy] = EL_LEERRAUM;
3233 DrawLevelField(xx, yy);
3242 static void CheckBuggyBase(int x, int y)
3244 int element = Feld[x][y];
3246 if (element == EL_SP_BUG)
3248 if (!MovDelay[x][y]) /* start activating buggy base */
3249 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3251 if (MovDelay[x][y]) /* wait some time before activating base */
3254 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3255 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3259 Feld[x][y] = EL_SP_BUG_ACTIVE;
3262 else if (element == EL_SP_BUG_ACTIVE)
3264 if (!MovDelay[x][y]) /* start activating buggy base */
3265 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3267 if (MovDelay[x][y]) /* wait some time before activating base */
3273 static int xy[4][2] =
3281 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3282 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3286 int xx = x + xy[i][0], yy = y + xy[i][1];
3288 if (IS_PLAYER(xx, yy))
3290 PlaySoundLevel(x, y, SND_SP_BUG);
3298 Feld[x][y] = EL_SP_BUG;
3299 DrawLevelField(x, y);
3304 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3306 static byte stored_player_action[MAX_PLAYERS];
3307 static int num_stored_actions = 0;
3308 static boolean save_tape_entry = FALSE;
3309 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3310 int jx = player->jx, jy = player->jy;
3311 int left = player_action & JOY_LEFT;
3312 int right = player_action & JOY_RIGHT;
3313 int up = player_action & JOY_UP;
3314 int down = player_action & JOY_DOWN;
3315 int button1 = player_action & JOY_BUTTON_1;
3316 int button2 = player_action & JOY_BUTTON_2;
3317 int dx = (left ? -1 : right ? 1 : 0);
3318 int dy = (up ? -1 : down ? 1 : 0);
3320 stored_player_action[player->index_nr] = 0;
3321 num_stored_actions++;
3323 if (!player->active || player->gone || tape.pausing)
3328 save_tape_entry = TRUE;
3329 player->frame_reset_delay = 0;
3332 snapped = SnapField(player, dx, dy);
3336 bombed = PlaceBomb(player);
3337 moved = MoveFigure(player, dx, dy);
3340 if (tape.recording && (moved || snapped || bombed))
3342 if (bombed && !moved)
3343 player_action &= JOY_BUTTON;
3345 stored_player_action[player->index_nr] = player_action;
3348 /* this allows cycled sequences of PlayerActions() */
3349 if (num_stored_actions >= MAX_PLAYERS)
3351 TapeRecordAction(stored_player_action);
3352 num_stored_actions = 0;
3357 else if (tape.playing && snapped)
3358 SnapField(player, 0, 0); /* stop snapping */
3362 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3363 SnapField(player, 0, 0);
3364 if (++player->frame_reset_delay > MoveSpeed)
3368 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3370 TapeRecordAction(stored_player_action);
3371 num_stored_actions = 0;
3372 save_tape_entry = FALSE;
3375 if (tape.playing && !tape.pausing && !player_action &&
3376 tape.counter < tape.length)
3379 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3381 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3382 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3384 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3386 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3388 int el = Feld[jx+dx][jy];
3389 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3391 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3393 player->MovDir = next_joy;
3394 player->Frame = FrameCounter % 4;
3395 player->Pushing = TRUE;
3404 static unsigned long action_delay = 0;
3405 unsigned long action_delay_value;
3406 int sieb_x = 0, sieb_y = 0;
3407 int i, x, y, element;
3408 byte *recorded_player_action;
3409 byte summarized_player_action = 0;
3411 if (game_status != PLAYING)
3414 action_delay_value =
3415 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3418 if (tape.playing && tape.fast_forward)
3422 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3428 /* main game synchronization point */
3434 WaitUntilDelayReached(&action_delay, action_delay_value);
3437 while (!DelayReached(&action_delay, action_delay_value))
3441 sprintf(buf, "%ld %ld %ld",
3442 Counter(), action_delay, action_delay_value);
3445 print_debug("done");
3452 if (network_playing && !network_player_action_received)
3456 printf("DEBUG: try to get network player actions in time\n");
3461 /* last chance to get network player actions without main loop delay */
3465 if (game_status != PLAYING)
3468 if (!network_player_action_received)
3472 printf("DEBUG: failed to get network player actions in time\n");
3481 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3483 else if (tape.recording)
3492 else if (tape.recording)
3495 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3497 for (i=0; i<MAX_PLAYERS; i++)
3499 summarized_player_action |= stored_player[i].action;
3501 if (!network_playing)
3502 stored_player[i].effective_action = stored_player[i].action;
3506 if (network_playing)
3507 SendToServer_MovePlayer(summarized_player_action);
3510 if (!options.network && !setup.team_mode)
3511 local_player->effective_action = summarized_player_action;
3513 for (i=0; i<MAX_PLAYERS; i++)
3515 int actual_player_action = stored_player[i].effective_action;
3517 if (recorded_player_action)
3518 actual_player_action = recorded_player_action[i];
3520 PlayerActions(&stored_player[i], actual_player_action);
3521 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3524 network_player_action_received = FALSE;
3526 ScrollScreen(NULL, SCROLL_GO_ON);
3530 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3532 else if (tape.recording)
3542 if (TimeFrames == 0 && !local_player->gone)
3544 extern unsigned int last_RND();
3546 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3549 getStateCheckSum(TimePlayed));
3558 if (GameFrameDelay >= 500)
3559 printf("FrameCounter == %d\n", FrameCounter);
3570 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3573 if (JustHit[x][y]>0)
3577 if (IS_BLOCKED(x, y))
3581 Blocked2Moving(x, y, &oldx, &oldy);
3582 if (!IS_MOVING(oldx, oldy))
3584 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3585 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3586 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3587 printf("GameActions(): This should never happen!\n");
3593 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3595 element = Feld[x][y];
3597 if (IS_INACTIVE(element))
3600 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3604 if (IS_GEM(element))
3605 EdelsteinFunkeln(x, y);
3607 else if (IS_MOVING(x, y))
3608 ContinueMoving(x, y);
3609 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3610 CheckDynamite(x, y);
3611 else if (element == EL_EXPLODING)
3612 Explode(x, y, Frame[x][y], EX_NORMAL);
3613 else if (element == EL_AMOEBING)
3614 AmoebeWaechst(x, y);
3615 else if (IS_AMOEBALIVE(element))
3616 AmoebeAbleger(x, y);
3617 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3619 else if (element == EL_ABLENK_EIN)
3621 else if (element == EL_SALZSAEURE)
3623 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3625 else if (element == EL_CRACKINGNUT)
3627 else if (element == EL_AUSGANG_ZU)
3628 AusgangstuerPruefen(x, y);
3629 else if (element == EL_AUSGANG_ACT)
3630 AusgangstuerOeffnen(x, y);
3631 else if (element == EL_AUSGANG_AUF)
3632 AusgangstuerBlinken(x, y);
3633 else if (element == EL_MAUERND)
3635 else if (element == EL_MAUER_LEBT ||
3636 element == EL_MAUER_X ||
3637 element == EL_MAUER_Y ||
3638 element == EL_MAUER_XY)
3640 else if (element == EL_BURNING)
3641 CheckForDragon(x, y);
3642 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3643 CheckBuggyBase(x, y);
3644 else if (element == EL_SP_TERMINAL)
3645 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3646 else if (element == EL_SP_TERMINAL_ACTIVE)
3647 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3651 boolean sieb = FALSE;
3652 int jx = local_player->jx, jy = local_player->jy;
3654 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3655 Store[x][y] == EL_SIEB_LEER)
3657 SiebAktivieren(x, y, 1);
3660 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3661 Store[x][y] == EL_SIEB2_LEER)
3663 SiebAktivieren(x, y, 2);
3667 /* play the element sound at the position nearest to the player */
3668 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3678 if (!(SiebCount % 4))
3679 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3686 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3688 element = Feld[x][y];
3689 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3691 Feld[x][y] = EL_SIEB_TOT;
3692 DrawLevelField(x, y);
3694 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3696 Feld[x][y] = EL_SIEB2_TOT;
3697 DrawLevelField(x, y);
3706 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3711 if (tape.recording || tape.playing)
3712 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3719 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3721 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3724 for (i=0; i<MAX_PLAYERS; i++)
3725 KillHero(&stored_player[i]);
3727 else if (level.time == 0) /* level without time limit */
3728 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3734 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3736 int min_x = x, min_y = y, max_x = x, max_y = y;
3739 for (i=0; i<MAX_PLAYERS; i++)
3741 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3743 if (!stored_player[i].active || stored_player[i].gone ||
3744 &stored_player[i] == player)
3747 min_x = MIN(min_x, jx);
3748 min_y = MIN(min_y, jy);
3749 max_x = MAX(max_x, jx);
3750 max_y = MAX(max_y, jy);
3753 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3756 static boolean AllPlayersInVisibleScreen()
3760 for (i=0; i<MAX_PLAYERS; i++)
3762 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3764 if (!stored_player[i].active || stored_player[i].gone)
3767 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3774 void ScrollLevel(int dx, int dy)
3776 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3779 XCopyArea(display, drawto_field, drawto_field, gc,
3780 FX + TILEX*(dx == -1) - softscroll_offset,
3781 FY + TILEY*(dy == -1) - softscroll_offset,
3782 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3783 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3784 FX + TILEX*(dx == 1) - softscroll_offset,
3785 FY + TILEY*(dy == 1) - softscroll_offset);
3789 x = (dx == 1 ? BX1 : BX2);
3790 for (y=BY1; y<=BY2; y++)
3791 DrawScreenField(x, y);
3795 y = (dy == 1 ? BY1 : BY2);
3796 for (x=BX1; x<=BX2; x++)
3797 DrawScreenField(x, y);
3800 redraw_mask |= REDRAW_FIELD;
3803 boolean MoveFigureOneStep(struct PlayerInfo *player,
3804 int dx, int dy, int real_dx, int real_dy)
3806 int jx = player->jx, jy = player->jy;
3807 int new_jx = jx+dx, new_jy = jy+dy;
3811 if (player->gone || (!dx && !dy))
3812 return MF_NO_ACTION;
3814 player->MovDir = (dx < 0 ? MV_LEFT :
3817 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3819 if (!IN_LEV_FIELD(new_jx, new_jy))
3820 return MF_NO_ACTION;
3822 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3823 return MF_NO_ACTION;
3825 element = MovingOrBlocked2Element(new_jx, new_jy);
3827 if (DONT_GO_TO(element))
3829 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3832 Feld[jx][jy] = EL_SPIELFIGUR;
3833 InitMovingField(jx, jy, MV_DOWN);
3834 Store[jx][jy] = EL_SALZSAEURE;
3835 ContinueMoving(jx, jy);
3844 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3845 if (can_move != MF_MOVING)
3848 StorePlayer[jx][jy] = 0;
3849 player->last_jx = jx;
3850 player->last_jy = jy;
3851 jx = player->jx = new_jx;
3852 jy = player->jy = new_jy;
3853 StorePlayer[jx][jy] = player->element_nr;
3855 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3857 ScrollFigure(player, SCROLL_INIT);
3862 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3864 int jx = player->jx, jy = player->jy;
3865 int old_jx = jx, old_jy = jy;
3866 int moved = MF_NO_ACTION;
3868 if (player->gone || (!dx && !dy))
3871 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3876 /* should only happen if pre-1.2 tape recordings are played */
3877 /* this is only for backward compatibility */
3879 int old_move_speed = MoveSpeed;
3882 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3885 /* scroll remaining steps with finest movement resolution */
3888 while (player->MovPos)
3890 ScrollFigure(player, SCROLL_GO_ON);
3891 ScrollScreen(NULL, SCROLL_GO_ON);
3897 MoveSpeed = old_move_speed;
3900 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3902 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3903 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3907 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3908 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3914 if (moved & MF_MOVING && !ScreenMovPos &&
3915 (player == local_player || !options.network))
3917 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3918 int offset = (setup.scroll_delay ? 3 : 0);
3920 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3922 /* actual player has left the screen -- scroll in that direction */
3923 if (jx != old_jx) /* player has moved horizontally */
3924 scroll_x += (jx - old_jx);
3925 else /* player has moved vertically */
3926 scroll_y += (jy - old_jy);
3930 if (jx != old_jx) /* player has moved horizontally */
3932 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3933 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3934 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3936 /* don't scroll over playfield boundaries */
3937 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3938 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3940 /* don't scroll more than one field at a time */
3941 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3943 /* don't scroll against the player's moving direction */
3944 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3945 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3946 scroll_x = old_scroll_x;
3948 else /* player has moved vertically */
3950 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3951 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3952 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3954 /* don't scroll over playfield boundaries */
3955 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3956 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3958 /* don't scroll more than one field at a time */
3959 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3961 /* don't scroll against the player's moving direction */
3962 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3963 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3964 scroll_y = old_scroll_y;
3968 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3970 if (!options.network && !AllPlayersInVisibleScreen())
3972 scroll_x = old_scroll_x;
3973 scroll_y = old_scroll_y;
3977 ScrollScreen(player, SCROLL_INIT);
3978 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3983 if (!(moved & MF_MOVING) && !player->Pushing)
3986 player->Frame = (player->Frame + 1) % 4;
3988 if (moved & MF_MOVING)
3990 if (old_jx != jx && old_jy == jy)
3991 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3992 else if (old_jx == jx && old_jy != jy)
3993 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3995 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3997 player->last_move_dir = player->MovDir;
4000 player->last_move_dir = MV_NO_MOVING;
4002 TestIfHeroHitsBadThing(jx, jy);
4010 void ScrollFigure(struct PlayerInfo *player, int mode)
4012 int jx = player->jx, jy = player->jy;
4013 int last_jx = player->last_jx, last_jy = player->last_jy;
4015 if (!player->active || player->gone || !player->MovPos)
4018 if (mode == SCROLL_INIT)
4020 player->actual_frame_counter = FrameCounter;
4021 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4023 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4024 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4029 else if (!FrameReached(&player->actual_frame_counter, 1))
4032 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4033 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4035 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4036 Feld[last_jx][last_jy] = EL_LEERRAUM;
4040 if (!player->MovPos)
4042 player->last_jx = jx;
4043 player->last_jy = jy;
4045 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4049 if (!local_player->friends_still_needed)
4050 player->LevelSolved = player->GameOver = TRUE;
4055 void ScrollScreen(struct PlayerInfo *player, int mode)
4057 static unsigned long screen_frame_counter = 0;
4059 if (mode == SCROLL_INIT)
4061 screen_frame_counter = FrameCounter;
4062 ScreenMovDir = player->MovDir;
4063 ScreenMovPos = player->MovPos;
4064 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4067 else if (!FrameReached(&screen_frame_counter, 1))
4072 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4073 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4074 redraw_mask |= REDRAW_FIELD;
4077 ScreenMovDir = MV_NO_MOVING;
4080 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4082 int i, killx = goodx, killy = goody;
4083 static int xy[4][2] =
4090 static int harmless[4] =
4102 x = goodx + xy[i][0];
4103 y = goody + xy[i][1];
4104 if (!IN_LEV_FIELD(x, y))
4107 element = Feld[x][y];
4109 if (DONT_TOUCH(element))
4111 if (MovDir[x][y] == harmless[i])
4120 if (killx != goodx || killy != goody)
4122 if (IS_PLAYER(goodx, goody))
4123 KillHero(PLAYERINFO(goodx, goody));
4129 void TestIfBadThingHitsGoodThing(int badx, int bady)
4131 int i, killx = badx, killy = bady;
4132 static int xy[4][2] =
4139 static int harmless[4] =
4151 x = badx + xy[i][0];
4152 y = bady + xy[i][1];
4153 if (!IN_LEV_FIELD(x, y))
4156 element = Feld[x][y];
4158 if (IS_PLAYER(x, y))
4164 else if (element == EL_PINGUIN)
4166 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4175 if (killx != badx || killy != bady)
4177 if (IS_PLAYER(killx, killy))
4178 KillHero(PLAYERINFO(killx, killy));
4184 void TestIfHeroHitsBadThing(int x, int y)
4186 TestIfGoodThingHitsBadThing(x, y);
4189 void TestIfBadThingHitsHero(int x, int y)
4191 TestIfBadThingHitsGoodThing(x, y);
4194 void TestIfFriendHitsBadThing(int x, int y)
4196 TestIfGoodThingHitsBadThing(x, y);
4199 void TestIfBadThingHitsFriend(int x, int y)
4201 TestIfBadThingHitsGoodThing(x, y);
4204 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4206 int i, killx = badx, killy = bady;
4207 static int xy[4][2] =
4221 if (!IN_LEV_FIELD(x, y))
4224 element = Feld[x][y];
4225 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4226 element == EL_AMOEBING || element == EL_TROPFEN)
4234 if (killx != badx || killy != bady)
4238 void KillHero(struct PlayerInfo *player)
4240 int jx = player->jx, jy = player->jy;
4245 if (IS_PFORTE(Feld[jx][jy]))
4246 Feld[jx][jy] = EL_LEERRAUM;
4252 void BuryHero(struct PlayerInfo *player)
4254 int jx = player->jx, jy = player->jy;
4259 PlaySoundLevel(jx, jy, SND_AUTSCH);
4260 PlaySoundLevel(jx, jy, SND_LACHEN);
4262 player->GameOver = TRUE;
4266 void RemoveHero(struct PlayerInfo *player)
4268 int jx = player->jx, jy = player->jy;
4269 int i, found = FALSE;
4271 player->gone = TRUE;
4272 StorePlayer[jx][jy] = 0;
4274 for (i=0; i<MAX_PLAYERS; i++)
4275 if (stored_player[i].active && !stored_player[i].gone)
4279 AllPlayersGone = TRUE;
4285 int DigField(struct PlayerInfo *player,
4286 int x, int y, int real_dx, int real_dy, int mode)
4288 int jx = player->jx, jy = player->jy;
4289 int dx = x - jx, dy = y - jy;
4292 if (!player->MovPos)
4293 player->Pushing = FALSE;
4295 if (mode == DF_NO_PUSH)
4297 player->push_delay = 0;
4298 return MF_NO_ACTION;
4301 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4302 return MF_NO_ACTION;
4304 element = Feld[x][y];
4309 PlaySoundLevel(x, y, SND_EMPTY);
4313 Feld[x][y] = EL_LEERRAUM;
4314 PlaySoundLevel(x, y, SND_SCHLURF);
4319 Feld[x][y] = EL_LEERRAUM;
4320 PlaySoundLevel(x, y, SND_SP_BASE);
4324 case EL_EDELSTEIN_BD:
4325 case EL_EDELSTEIN_GELB:
4326 case EL_EDELSTEIN_ROT:
4327 case EL_EDELSTEIN_LILA:
4329 case EL_SP_INFOTRON:
4331 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4332 if (local_player->gems_still_needed < 0)
4333 local_player->gems_still_needed = 0;
4334 RaiseScoreElement(element);
4335 DrawText(DX_EMERALDS, DY_EMERALDS,
4336 int2str(local_player->gems_still_needed, 3),
4337 FS_SMALL, FC_YELLOW);
4338 if (element == EL_SP_INFOTRON)
4339 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4341 PlaySoundLevel(x, y, SND_PONG);
4347 ScrollStepSize = TILEX/4;
4348 PlaySoundLevel(x, y, SND_PONG);
4351 case EL_DYNAMIT_AUS:
4352 case EL_SP_DISK_RED:
4355 RaiseScoreElement(EL_DYNAMIT);
4356 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4357 int2str(local_player->dynamite, 3),
4358 FS_SMALL, FC_YELLOW);
4359 if (element == EL_SP_DISK_RED)
4360 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4362 PlaySoundLevel(x, y, SND_PONG);
4365 case EL_DYNABOMB_NR:
4367 player->dynabomb_count++;
4368 player->dynabombs_left++;
4369 RaiseScoreElement(EL_DYNAMIT);
4370 PlaySoundLevel(x, y, SND_PONG);
4373 case EL_DYNABOMB_SZ:
4375 player->dynabomb_size++;
4376 RaiseScoreElement(EL_DYNAMIT);
4377 PlaySoundLevel(x, y, SND_PONG);
4380 case EL_DYNABOMB_XL:
4382 player->dynabomb_xl = TRUE;
4383 RaiseScoreElement(EL_DYNAMIT);
4384 PlaySoundLevel(x, y, SND_PONG);
4387 case EL_SCHLUESSEL1:
4388 case EL_SCHLUESSEL2:
4389 case EL_SCHLUESSEL3:
4390 case EL_SCHLUESSEL4:
4392 int key_nr = element-EL_SCHLUESSEL1;
4395 player->key[key_nr] = TRUE;
4396 RaiseScoreElement(EL_SCHLUESSEL);
4397 DrawMiniGraphicExt(drawto, gc,
4398 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4399 GFX_SCHLUESSEL1+key_nr);
4400 DrawMiniGraphicExt(window, gc,
4401 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4402 GFX_SCHLUESSEL1+key_nr);
4403 PlaySoundLevel(x, y, SND_PONG);
4408 Feld[x][y] = EL_ABLENK_EIN;
4411 DrawLevelField(x, y);
4415 case EL_SP_TERMINAL:
4419 for (yy=0; yy<lev_fieldy; yy++)
4421 for (xx=0; xx<lev_fieldx; xx++)
4423 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4425 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4426 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4435 if (local_player->gems_still_needed > 0)
4436 return MF_NO_ACTION;
4438 player->LevelSolved = player->GameOver = TRUE;
4439 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4442 case EL_FELSBROCKEN:
4447 case EL_SP_DISK_ORANGE:
4448 if (dy || mode == DF_SNAP)
4449 return MF_NO_ACTION;
4451 player->Pushing = TRUE;
4453 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4454 return MF_NO_ACTION;
4458 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4459 return MF_NO_ACTION;
4462 if (player->push_delay == 0)
4463 player->push_delay = FrameCounter;
4464 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4466 return MF_NO_ACTION;
4469 Feld[x+dx][y+dy] = element;
4471 player->push_delay_value = 2+RND(8);
4473 DrawLevelField(x+dx, y+dy);
4474 if (element == EL_FELSBROCKEN)
4475 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4476 else if (element == EL_KOKOSNUSS)
4477 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4478 else if (IS_SP_ELEMENT(element))
4479 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4481 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4488 if (!player->key[element-EL_PFORTE1])
4489 return MF_NO_ACTION;
4496 if (!player->key[element-EL_PFORTE1X])
4497 return MF_NO_ACTION;
4500 case EL_SP_PORT1_LEFT:
4501 case EL_SP_PORT2_LEFT:
4502 case EL_SP_PORT1_RIGHT:
4503 case EL_SP_PORT2_RIGHT:
4504 case EL_SP_PORT1_UP:
4505 case EL_SP_PORT2_UP:
4506 case EL_SP_PORT1_DOWN:
4507 case EL_SP_PORT2_DOWN:
4512 element != EL_SP_PORT1_LEFT &&
4513 element != EL_SP_PORT2_LEFT &&
4514 element != EL_SP_PORT_X &&
4515 element != EL_SP_PORT_XY) ||
4517 element != EL_SP_PORT1_RIGHT &&
4518 element != EL_SP_PORT2_RIGHT &&
4519 element != EL_SP_PORT_X &&
4520 element != EL_SP_PORT_XY) ||
4522 element != EL_SP_PORT1_UP &&
4523 element != EL_SP_PORT2_UP &&
4524 element != EL_SP_PORT_Y &&
4525 element != EL_SP_PORT_XY) ||
4527 element != EL_SP_PORT1_DOWN &&
4528 element != EL_SP_PORT2_DOWN &&
4529 element != EL_SP_PORT_Y &&
4530 element != EL_SP_PORT_XY) ||
4531 !IN_LEV_FIELD(x + dx, y + dy) ||
4532 !IS_FREE(x + dx, y + dy))
4533 return MF_NO_ACTION;
4537 case EL_AUSGANG_ACT:
4538 /* door is not (yet) open */
4539 return MF_NO_ACTION;
4542 case EL_AUSGANG_AUF:
4543 if (mode == DF_SNAP)
4544 return MF_NO_ACTION;
4546 PlaySoundLevel(x, y, SND_BUING);
4549 player->gone = TRUE;
4550 PlaySoundLevel(x, y, SND_BUING);
4552 if (!local_player->friends_still_needed)
4553 player->LevelSolved = player->GameOver = TRUE;
4559 Feld[x][y] = EL_BIRNE_EIN;
4560 local_player->lights_still_needed--;
4561 DrawLevelField(x, y);
4562 PlaySoundLevel(x, y, SND_DENG);
4567 Feld[x][y] = EL_ZEIT_LEER;
4569 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4570 DrawLevelField(x, y);
4571 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4575 case EL_SOKOBAN_FELD_LEER:
4578 case EL_SOKOBAN_FELD_VOLL:
4579 case EL_SOKOBAN_OBJEKT:
4581 case EL_SP_DISK_YELLOW:
4582 if (mode == DF_SNAP)
4583 return MF_NO_ACTION;
4585 player->Pushing = TRUE;
4587 if (!IN_LEV_FIELD(x+dx, y+dy)
4588 || (!IS_FREE(x+dx, y+dy)
4589 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4590 || !IS_SB_ELEMENT(element))))
4591 return MF_NO_ACTION;
4595 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4596 return MF_NO_ACTION;
4598 else if (dy && real_dx)
4600 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4601 return MF_NO_ACTION;
4604 if (player->push_delay == 0)
4605 player->push_delay = FrameCounter;
4606 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4608 return MF_NO_ACTION;
4610 if (IS_SB_ELEMENT(element))
4612 if (element == EL_SOKOBAN_FELD_VOLL)
4614 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4615 local_player->sokobanfields_still_needed++;
4620 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4622 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4623 local_player->sokobanfields_still_needed--;
4624 if (element == EL_SOKOBAN_OBJEKT)
4625 PlaySoundLevel(x, y, SND_DENG);
4628 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4633 Feld[x+dx][y+dy] = element;
4636 player->push_delay_value = 2;
4638 DrawLevelField(x, y);
4639 DrawLevelField(x+dx, y+dy);
4640 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4642 if (IS_SB_ELEMENT(element) &&
4643 local_player->sokobanfields_still_needed == 0 &&
4644 game_emulation == EMU_SOKOBAN)
4646 player->LevelSolved = player->GameOver = TRUE;
4647 PlaySoundLevel(x, y, SND_BUING);
4659 return MF_NO_ACTION;
4662 player->push_delay = 0;
4667 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4669 int jx = player->jx, jy = player->jy;
4670 int x = jx + dx, y = jy + dy;
4672 if (player->gone || !IN_LEV_FIELD(x, y))
4680 player->snapped = FALSE;
4684 if (player->snapped)
4687 player->MovDir = (dx < 0 ? MV_LEFT :
4690 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4692 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4695 player->snapped = TRUE;
4696 DrawLevelField(x, y);
4702 boolean PlaceBomb(struct PlayerInfo *player)
4704 int jx = player->jx, jy = player->jy;
4707 if (player->gone || player->MovPos)
4710 element = Feld[jx][jy];
4712 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4713 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4714 element == EL_EXPLODING)
4717 if (element != EL_LEERRAUM)
4718 Store[jx][jy] = element;
4720 if (player->dynamite)
4722 Feld[jx][jy] = EL_DYNAMIT;
4723 MovDelay[jx][jy] = 96;
4725 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4726 FS_SMALL, FC_YELLOW);
4727 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4729 if (game_emulation == EMU_SUPAPLEX)
4730 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4732 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4737 Feld[jx][jy] = EL_DYNABOMB;
4738 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4739 MovDelay[jx][jy] = 96;
4740 player->dynabombs_left--;
4741 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4742 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4748 void PlaySoundLevel(int x, int y, int sound_nr)
4750 int sx = SCREENX(x), sy = SCREENY(y);
4752 int silence_distance = 8;
4754 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4755 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4758 if (!IN_LEV_FIELD(x, y) ||
4759 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4760 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4763 volume = PSND_MAX_VOLUME;
4766 stereo = (sx-SCR_FIELDX/2)*12;
4768 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4769 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4770 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4773 if (!IN_SCR_FIELD(sx, sy))
4775 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4776 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4778 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4781 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4784 void RaiseScore(int value)
4786 local_player->score += value;
4787 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4788 FS_SMALL, FC_YELLOW);
4791 void RaiseScoreElement(int element)
4796 case EL_EDELSTEIN_BD:
4797 case EL_EDELSTEIN_GELB:
4798 case EL_EDELSTEIN_ROT:
4799 case EL_EDELSTEIN_LILA:
4800 RaiseScore(level.score[SC_EDELSTEIN]);
4803 RaiseScore(level.score[SC_DIAMANT]);
4807 RaiseScore(level.score[SC_KAEFER]);
4811 RaiseScore(level.score[SC_FLIEGER]);
4815 RaiseScore(level.score[SC_MAMPFER]);
4818 RaiseScore(level.score[SC_ROBOT]);
4821 RaiseScore(level.score[SC_PACMAN]);
4824 RaiseScore(level.score[SC_KOKOSNUSS]);
4827 RaiseScore(level.score[SC_DYNAMIT]);
4830 RaiseScore(level.score[SC_SCHLUESSEL]);
4837 /* ---------- new game button stuff ---------------------------------------- */
4839 /* graphic position values for game buttons */
4840 #define GAME_BUTTON_XSIZE 30
4841 #define GAME_BUTTON_YSIZE 30
4842 #define GAME_BUTTON_XPOS 5
4843 #define GAME_BUTTON_YPOS 215
4844 #define SOUND_BUTTON_XPOS 5
4845 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4847 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4848 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4849 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4850 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4851 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4852 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4859 } gamebutton_info[NUM_GAME_BUTTONS] =
4862 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4867 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4872 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4877 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4878 SOUND_CTRL_ID_MUSIC,
4879 "background music on/off"
4882 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4883 SOUND_CTRL_ID_LOOPS,
4884 "sound loops on/off"
4887 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4888 SOUND_CTRL_ID_SIMPLE,
4889 "normal sounds on/off"
4893 void CreateGameButtons()
4897 for (i=0; i<NUM_GAME_BUTTONS; i++)
4899 Pixmap gd_pixmap = pix[PIX_DOOR];
4900 struct GadgetInfo *gi;
4903 unsigned long event_mask;
4904 int gd_xoffset, gd_yoffset;
4905 int gd_x1, gd_x2, gd_y1, gd_y2;
4908 gd_xoffset = gamebutton_info[i].x;
4909 gd_yoffset = gamebutton_info[i].y;
4910 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
4911 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
4913 if (id == GAME_CTRL_ID_STOP ||
4914 id == GAME_CTRL_ID_PAUSE ||
4915 id == GAME_CTRL_ID_PLAY)
4917 button_type = GD_TYPE_NORMAL_BUTTON;
4919 event_mask = GD_EVENT_RELEASED;
4920 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4921 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4925 button_type = GD_TYPE_CHECK_BUTTON;
4927 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
4928 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
4929 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
4930 event_mask = GD_EVENT_PRESSED;
4931 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
4932 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4935 gi = CreateGadget(GDI_CUSTOM_ID, id,
4936 GDI_INFO_TEXT, gamebutton_info[i].infotext,
4937 GDI_X, DX + gd_xoffset,
4938 GDI_Y, DY + gd_yoffset,
4939 GDI_WIDTH, GAME_BUTTON_XSIZE,
4940 GDI_HEIGHT, GAME_BUTTON_YSIZE,
4941 GDI_TYPE, button_type,
4942 GDI_STATE, GD_BUTTON_UNPRESSED,
4943 GDI_CHECKED, checked,
4944 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
4945 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
4946 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
4947 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
4948 GDI_EVENT_MASK, event_mask,
4949 GDI_CALLBACK_ACTION, HandleGameButtons,
4953 Error(ERR_EXIT, "cannot create gadget");
4955 game_gadget[id] = gi;
4959 static void MapGameButtons()
4963 for (i=0; i<NUM_GAME_BUTTONS; i++)
4964 MapGadget(game_gadget[i]);
4967 void UnmapGameButtons()
4971 for (i=0; i<NUM_GAME_BUTTONS; i++)
4972 UnmapGadget(game_gadget[i]);
4975 static void HandleGameButtons(struct GadgetInfo *gi)
4977 int id = gi->custom_id;
4979 if (game_status != PLAYING)
4984 case GAME_CTRL_ID_STOP:
4987 CloseDoor(DOOR_CLOSE_1);
4988 game_status = MAINMENU;
4993 if (Request("Do you really want to quit the game ?",
4994 REQ_ASK | REQ_STAY_CLOSED))
4997 if (options.network)
4998 SendToServer_StopPlaying();
5002 game_status = MAINMENU;
5007 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5010 case GAME_CTRL_ID_PAUSE:
5011 if (options.network)
5015 SendToServer_ContinuePlaying();
5017 SendToServer_PausePlaying();
5024 case GAME_CTRL_ID_PLAY:
5028 if (options.network)
5029 SendToServer_ContinuePlaying();
5033 tape.pausing = FALSE;
5034 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5039 case SOUND_CTRL_ID_MUSIC:
5040 if (setup.sound_music)
5042 setup.sound_music = FALSE;
5043 FadeSound(background_loop[level_nr % num_bg_loops]);
5045 else if (sound_loops_allowed)
5047 setup.sound = setup.sound_music = TRUE;
5048 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5052 case SOUND_CTRL_ID_LOOPS:
5053 if (setup.sound_loops)
5054 setup.sound_loops = FALSE;
5055 else if (sound_loops_allowed)
5056 setup.sound = setup.sound_loops = TRUE;
5059 case SOUND_CTRL_ID_SIMPLE:
5060 if (setup.sound_simple)
5061 setup.sound_simple = FALSE;
5062 else if (sound_status==SOUND_AVAILABLE)
5063 setup.sound = setup.sound_simple = TRUE;