1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* values for player movement speed (which is in fact a delay value) */
82 #define MOVE_DELAY_NORMAL_SPEED 8
83 #define MOVE_DELAY_HIGH_SPEED 4
85 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
86 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
87 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
88 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
90 /* game button identifiers */
91 #define GAME_CTRL_ID_STOP 0
92 #define GAME_CTRL_ID_PAUSE 1
93 #define GAME_CTRL_ID_PLAY 2
94 #define SOUND_CTRL_ID_MUSIC 3
95 #define SOUND_CTRL_ID_LOOPS 4
96 #define SOUND_CTRL_ID_SIMPLE 5
98 #define NUM_GAME_BUTTONS 6
100 /* forward declaration for internal use */
101 static void CheckGravityMovement(struct PlayerInfo *);
103 static void MapGameButtons();
104 static void HandleGameButtons(struct GadgetInfo *);
106 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
112 static unsigned int getStateCheckSum(int counter)
115 unsigned int mult = 1;
116 unsigned int checksum = 0;
118 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
120 static boolean first_game = TRUE;
122 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
128 lastFeld[x][y] = Feld[x][y];
129 else if (lastFeld[x][y] != Feld[x][y])
130 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
131 x, y, lastFeld[x][y], Feld[x][y]);
135 checksum += mult++ * Ur[x][y];
136 checksum += mult++ * Feld[x][y];
139 checksum += mult++ * MovPos[x][y];
140 checksum += mult++ * MovDir[x][y];
141 checksum += mult++ * MovDelay[x][y];
142 checksum += mult++ * Store[x][y];
143 checksum += mult++ * Store2[x][y];
144 checksum += mult++ * StorePlayer[x][y];
145 checksum += mult++ * Frame[x][y];
146 checksum += mult++ * AmoebaNr[x][y];
147 checksum += mult++ * JustHit[x][y];
148 checksum += mult++ * Stop[x][y];
152 if (counter == 3 && first_game)
163 void GetPlayerConfig()
165 if (sound_status == SOUND_OFF)
168 if (!sound_loops_allowed)
170 setup.sound_loops = FALSE;
171 setup.sound_music = FALSE;
174 setup.sound_simple = setup.sound;
179 static void InitField(int x, int y, boolean init_game)
186 Feld[x][y] = EL_SPIELER1;
194 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
195 int jx = player->jx, jy = player->jy;
197 player->present = TRUE;
199 if (!options.network || player->connected)
201 player->active = TRUE;
203 /* remove potentially duplicate players */
204 if (StorePlayer[jx][jy] == Feld[x][y])
205 StorePlayer[jx][jy] = 0;
207 StorePlayer[x][y] = Feld[x][y];
211 printf("Player %d activated.\n", player->element_nr);
212 printf("[Local player is %d and currently %s.]\n",
213 local_player->element_nr,
214 local_player->active ? "active" : "not active");
218 Feld[x][y] = EL_LEERRAUM;
219 player->jx = player->last_jx = x;
220 player->jy = player->last_jy = y;
225 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
226 Feld[x][y] = EL_BADEWANNE1;
227 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
228 Feld[x][y] = EL_BADEWANNE2;
229 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
230 Feld[x][y] = EL_BADEWANNE3;
231 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE4;
233 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
234 Feld[x][y] = EL_BADEWANNE5;
276 if (y == lev_fieldy - 1)
278 Feld[x][y] = EL_AMOEBING;
279 Store[x][y] = EL_AMOEBE_NASS;
288 local_player->lights_still_needed++;
291 case EL_SOKOBAN_FELD_LEER:
292 local_player->sokobanfields_still_needed++;
297 local_player->friends_still_needed++;
302 MovDir[x][y] = 1 << RND(4);
306 Feld[x][y] = EL_LEERRAUM;
309 case EL_EM_KEY_1_FILE:
310 Feld[x][y] = EL_EM_KEY_1;
312 case EL_EM_KEY_2_FILE:
313 Feld[x][y] = EL_EM_KEY_2;
315 case EL_EM_KEY_3_FILE:
316 Feld[x][y] = EL_EM_KEY_3;
318 case EL_EM_KEY_4_FILE:
319 Feld[x][y] = EL_EM_KEY_4;
330 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
331 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
332 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
334 /* don't play tapes over network */
335 network_playing = (options.network && !tape.playing);
337 for (i=0; i<MAX_PLAYERS; i++)
339 struct PlayerInfo *player = &stored_player[i];
341 player->index_nr = i;
342 player->element_nr = EL_SPIELER1 + i;
344 player->present = FALSE;
345 player->active = FALSE;
348 player->effective_action = 0;
349 player->programmed_action = 0;
352 player->gems_still_needed = level.edelsteine;
353 player->sokobanfields_still_needed = 0;
354 player->lights_still_needed = 0;
355 player->friends_still_needed = 0;
358 player->key[j] = FALSE;
360 player->dynamite = 0;
361 player->dynabomb_count = 0;
362 player->dynabomb_size = 0;
363 player->dynabombs_left = 0;
364 player->dynabomb_xl = FALSE;
366 player->MovDir = MV_NO_MOVING;
368 player->Pushing = FALSE;
372 player->actual_frame_counter = 0;
374 player->frame_reset_delay = 0;
376 player->push_delay = 0;
377 player->push_delay_value = 5;
379 player->move_delay = 0;
380 player->last_move_dir = MV_NO_MOVING;
382 player->move_delay_value =
383 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
385 player->snapped = FALSE;
387 player->gone = FALSE;
389 player->last_jx = player->last_jy = 0;
390 player->jx = player->jy = 0;
392 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
393 SnapField(player, 0, 0);
395 player->LevelSolved = FALSE;
396 player->GameOver = FALSE;
399 network_player_action_received = FALSE;
402 /* initial null action */
404 SendToServer_MovePlayer(MV_NO_MOVING);
413 TimeLeft = level.time;
415 ScreenMovDir = MV_NO_MOVING;
419 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
421 AllPlayersGone = FALSE;
425 for (i=0; i<MAX_NUM_AMOEBA; i++)
426 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
428 for (x=0; x<lev_fieldx; x++)
430 for (y=0; y<lev_fieldy; y++)
432 Feld[x][y] = Ur[x][y];
433 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
434 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
442 for(y=0; y<lev_fieldy; y++)
444 for(x=0; x<lev_fieldx; x++)
446 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
448 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
450 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
453 InitField(x, y, TRUE);
457 /* check if any connected player was not found in playfield */
458 for (i=0; i<MAX_PLAYERS; i++)
460 struct PlayerInfo *player = &stored_player[i];
462 if (player->connected && !player->present)
464 for (j=0; j<MAX_PLAYERS; j++)
466 struct PlayerInfo *some_player = &stored_player[j];
467 int jx = some_player->jx, jy = some_player->jy;
469 /* assign first free player found that is present in the playfield */
470 if (some_player->present && !some_player->connected)
472 player->present = TRUE;
473 player->active = TRUE;
474 some_player->present = FALSE;
476 StorePlayer[jx][jy] = player->element_nr;
477 player->jx = player->last_jx = jx;
478 player->jy = player->last_jy = jy;
488 /* when playing a tape, eliminate all players who do not participate */
490 for (i=0; i<MAX_PLAYERS; i++)
492 if (stored_player[i].active && !tape.player_participates[i])
494 struct PlayerInfo *player = &stored_player[i];
495 int jx = player->jx, jy = player->jy;
497 player->active = FALSE;
498 StorePlayer[jx][jy] = 0;
499 Feld[jx][jy] = EL_LEERRAUM;
503 else if (!options.network && !setup.team_mode) /* && !tape.playing */
505 /* when in single player mode, eliminate all but the first active player */
507 for (i=0; i<MAX_PLAYERS; i++)
509 if (stored_player[i].active)
511 for (j=i+1; j<MAX_PLAYERS; j++)
513 if (stored_player[j].active)
515 struct PlayerInfo *player = &stored_player[j];
516 int jx = player->jx, jy = player->jy;
518 player->active = FALSE;
519 StorePlayer[jx][jy] = 0;
520 Feld[jx][jy] = EL_LEERRAUM;
527 /* when recording the game, store which players take part in the game */
530 for (i=0; i<MAX_PLAYERS; i++)
531 if (stored_player[i].active)
532 tape.player_participates[i] = TRUE;
537 for (i=0; i<MAX_PLAYERS; i++)
539 struct PlayerInfo *player = &stored_player[i];
541 printf("Player %d: present == %d, connected == %d, active == %d.\n",
546 if (local_player == player)
547 printf("Player %d is local player.\n", i+1);
551 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
552 emulate_sb ? EMU_SOKOBAN :
553 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
555 /* determine border element for this level */
558 if (BorderElement == EL_LEERRAUM)
561 SBX_Right = lev_fieldx - SCR_FIELDX;
563 SBY_Lower = lev_fieldy - SCR_FIELDY;
568 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
570 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
573 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
574 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
576 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
577 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
580 scroll_y = SBY_Upper;
581 if (local_player->jx >= SBX_Left + MIDPOSX)
582 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
583 local_player->jx - MIDPOSX :
585 if (local_player->jy >= SBY_Upper + MIDPOSY)
586 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
587 local_player->jy - MIDPOSY :
590 CloseDoor(DOOR_CLOSE_1);
596 /* copy default game door content to main double buffer */
597 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
598 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
600 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
601 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
602 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
603 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
604 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
605 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
606 DrawText(DX + XX_SCORE, DY + YY_SCORE,
607 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
608 DrawText(DX + XX_TIME, DY + YY_TIME,
609 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
612 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
613 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
614 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
618 /* copy actual game door content to door double buffer for OpenDoor() */
619 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
620 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
622 OpenDoor(DOOR_OPEN_ALL);
624 if (setup.sound_music)
625 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
627 XAutoRepeatOff(display);
632 printf("Player %d %sactive.\n",
633 i + 1, (stored_player[i].active ? "" : "not "));
637 void InitMovDir(int x, int y)
639 int i, element = Feld[x][y];
640 static int xy[4][2] =
647 static int direction[2][4] =
649 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
650 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
659 Feld[x][y] = EL_KAEFER;
660 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
667 Feld[x][y] = EL_FLIEGER;
668 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
675 Feld[x][y] = EL_BUTTERFLY;
676 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
683 Feld[x][y] = EL_FIREFLY;
684 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
691 Feld[x][y] = EL_PACMAN;
692 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
696 MovDir[x][y] = MV_UP;
700 MovDir[x][y] = MV_LEFT;
704 MovDir[x][y] = 1 << RND(4);
705 if (element != EL_KAEFER &&
706 element != EL_FLIEGER &&
707 element != EL_BUTTERFLY &&
708 element != EL_FIREFLY)
713 int x1 = x + xy[i][0];
714 int y1 = y + xy[i][1];
716 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
718 if (element == EL_KAEFER || element == EL_BUTTERFLY)
720 MovDir[x][y] = direction[0][i];
723 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
724 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
726 MovDir[x][y] = direction[1][i];
735 void InitAmoebaNr(int x, int y)
738 int group_nr = AmoebeNachbarNr(x, y);
742 for (i=1; i<MAX_NUM_AMOEBA; i++)
744 if (AmoebaCnt[i] == 0)
752 AmoebaNr[x][y] = group_nr;
753 AmoebaCnt[group_nr]++;
754 AmoebaCnt2[group_nr]++;
760 int bumplevel = FALSE;
762 if (local_player->MovPos)
765 local_player->LevelSolved = FALSE;
769 if (setup.sound_loops)
770 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
774 if (!setup.sound_loops)
775 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
776 if (TimeLeft > 0 && !(TimeLeft % 10))
777 RaiseScore(level.score[SC_ZEITBONUS]);
778 if (TimeLeft > 100 && !(TimeLeft % 10))
782 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
787 if (setup.sound_loops)
790 else if (level.time == 0) /* level without time limit */
792 if (setup.sound_loops)
793 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
795 while(TimePlayed < 999)
797 if (!setup.sound_loops)
798 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
799 if (TimePlayed < 999 && !(TimePlayed % 10))
800 RaiseScore(level.score[SC_ZEITBONUS]);
801 if (TimePlayed < 900 && !(TimePlayed % 10))
805 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
810 if (setup.sound_loops)
816 /* Hero disappears */
817 DrawLevelField(ExitX, ExitY);
823 CloseDoor(DOOR_CLOSE_1);
828 SaveTape(tape.level_nr); /* Ask to save tape */
831 if ((hi_pos = NewHiScore()) >= 0)
833 game_status = HALLOFFAME;
834 DrawHallOfFame(hi_pos);
835 if (bumplevel && TAPE_IS_EMPTY(tape))
840 game_status = MAINMENU;
841 if (bumplevel && TAPE_IS_EMPTY(tape))
856 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
857 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
860 for (k=0; k<MAX_SCORE_ENTRIES; k++)
862 if (local_player->score > highscore[k].Score)
864 /* player has made it to the hall of fame */
866 if (k < MAX_SCORE_ENTRIES - 1)
868 int m = MAX_SCORE_ENTRIES - 1;
871 for (l=k; l<MAX_SCORE_ENTRIES; l++)
872 if (!strcmp(setup.player_name, highscore[l].Name))
874 if (m == k) /* player's new highscore overwrites his old one */
880 strcpy(highscore[l].Name, highscore[l - 1].Name);
881 highscore[l].Score = highscore[l - 1].Score;
888 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
889 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
890 highscore[k].Score = local_player->score;
896 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
897 break; /* player already there with a higher score */
908 void InitMovingField(int x, int y, int direction)
910 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
911 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
913 MovDir[x][y] = direction;
914 MovDir[newx][newy] = direction;
915 if (Feld[newx][newy] == EL_LEERRAUM)
916 Feld[newx][newy] = EL_BLOCKED;
919 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
921 int direction = MovDir[x][y];
922 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
923 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
929 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
931 int oldx = x, oldy = y;
932 int direction = MovDir[x][y];
934 if (direction == MV_LEFT)
936 else if (direction == MV_RIGHT)
938 else if (direction == MV_UP)
940 else if (direction == MV_DOWN)
943 *comes_from_x = oldx;
944 *comes_from_y = oldy;
947 int MovingOrBlocked2Element(int x, int y)
949 int element = Feld[x][y];
951 if (element == EL_BLOCKED)
955 Blocked2Moving(x, y, &oldx, &oldy);
956 return Feld[oldx][oldy];
962 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
964 /* like MovingOrBlocked2Element(), but if element is moving
965 and (x,y) is the field the moving element is just leaving,
966 return EL_BLOCKED instead of the element value */
967 int element = Feld[x][y];
971 if (element == EL_BLOCKED)
975 Blocked2Moving(x, y, &oldx, &oldy);
976 return Feld[oldx][oldy];
985 static void RemoveField(int x, int y)
987 Feld[x][y] = EL_LEERRAUM;
993 void RemoveMovingField(int x, int y)
995 int oldx = x, oldy = y, newx = x, newy = y;
997 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1000 if (IS_MOVING(x, y))
1002 Moving2Blocked(x, y, &newx, &newy);
1003 if (Feld[newx][newy] != EL_BLOCKED)
1006 else if (Feld[x][y] == EL_BLOCKED)
1008 Blocked2Moving(x, y, &oldx, &oldy);
1009 if (!IS_MOVING(oldx, oldy))
1013 if (Feld[x][y] == EL_BLOCKED &&
1014 (Store[oldx][oldy] == EL_MORAST_LEER ||
1015 Store[oldx][oldy] == EL_SIEB_LEER ||
1016 Store[oldx][oldy] == EL_SIEB2_LEER ||
1017 Store[oldx][oldy] == EL_AMOEBE_NASS))
1019 Feld[oldx][oldy] = Store[oldx][oldy];
1020 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1023 Feld[oldx][oldy] = EL_LEERRAUM;
1025 Feld[newx][newy] = EL_LEERRAUM;
1026 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1027 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1029 DrawLevelField(oldx, oldy);
1030 DrawLevelField(newx, newy);
1033 void DrawDynamite(int x, int y)
1035 int sx = SCREENX(x), sy = SCREENY(y);
1036 int graphic = el2gfx(Feld[x][y]);
1039 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1043 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1045 if (Feld[x][y] == EL_DYNAMIT)
1047 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1052 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1056 if (game_emulation == EMU_SUPAPLEX)
1057 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1058 else if (Store[x][y])
1059 DrawGraphicThruMask(sx, sy, graphic + phase);
1061 DrawGraphic(sx, sy, graphic + phase);
1064 void CheckDynamite(int x, int y)
1066 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1071 if (!(MovDelay[x][y] % 12))
1072 PlaySoundLevel(x, y, SND_ZISCH);
1074 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1076 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1083 StopSound(SND_ZISCH);
1087 void Explode(int ex, int ey, int phase, int mode)
1090 int num_phase = 9, delay = 2;
1091 int last_phase = num_phase * delay;
1092 int half_phase = (num_phase / 2) * delay;
1093 int first_phase_after_start = EX_PHASE_START + 1;
1095 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1097 int center_element = Feld[ex][ey];
1099 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1101 center_element = MovingOrBlocked2Element(ex, ey);
1102 RemoveMovingField(ex, ey);
1105 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1107 int element = Feld[x][y];
1109 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1111 element = MovingOrBlocked2Element(x, y);
1112 RemoveMovingField(x, y);
1115 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1118 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1122 if (element == EL_EXPLODING)
1123 element = Store2[x][y];
1125 if (IS_PLAYER(ex, ey))
1127 switch(StorePlayer[ex][ey])
1130 Store[x][y] = EL_EDELSTEIN_ROT;
1133 Store[x][y] = EL_EDELSTEIN;
1136 Store[x][y] = EL_EDELSTEIN_LILA;
1140 Store[x][y] = EL_EDELSTEIN_GELB;
1144 if (game_emulation == EMU_SUPAPLEX)
1145 Store[x][y] = EL_LEERRAUM;
1147 else if (center_element == EL_MAULWURF)
1148 Store[x][y] = EL_EDELSTEIN_ROT;
1149 else if (center_element == EL_PINGUIN)
1150 Store[x][y] = EL_EDELSTEIN_LILA;
1151 else if (center_element == EL_KAEFER)
1152 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1153 else if (center_element == EL_BUTTERFLY)
1154 Store[x][y] = EL_EDELSTEIN_BD;
1155 else if (center_element == EL_SP_ELECTRON)
1156 Store[x][y] = EL_SP_INFOTRON;
1157 else if (center_element == EL_MAMPFER)
1158 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1159 else if (center_element == EL_AMOEBA2DIAM)
1160 Store[x][y] = level.amoebe_inhalt;
1161 else if (element == EL_ERZ_EDEL)
1162 Store[x][y] = EL_EDELSTEIN;
1163 else if (element == EL_ERZ_DIAM)
1164 Store[x][y] = EL_DIAMANT;
1165 else if (element == EL_ERZ_EDEL_BD)
1166 Store[x][y] = EL_EDELSTEIN_BD;
1167 else if (element == EL_ERZ_EDEL_GELB)
1168 Store[x][y] = EL_EDELSTEIN_GELB;
1169 else if (element == EL_ERZ_EDEL_ROT)
1170 Store[x][y] = EL_EDELSTEIN_ROT;
1171 else if (element == EL_ERZ_EDEL_LILA)
1172 Store[x][y] = EL_EDELSTEIN_LILA;
1173 else if (!IS_PFORTE(Store[x][y]))
1174 Store[x][y] = EL_LEERRAUM;
1176 if (x != ex || y != ey ||
1177 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1178 Store2[x][y] = element;
1180 if (AmoebaNr[x][y] &&
1181 (element == EL_AMOEBE_VOLL ||
1182 element == EL_AMOEBE_BD ||
1183 element == EL_AMOEBING))
1185 AmoebaCnt[AmoebaNr[x][y]]--;
1186 AmoebaCnt2[AmoebaNr[x][y]]--;
1189 Feld[x][y] = EL_EXPLODING;
1190 MovDir[x][y] = MovPos[x][y] = 0;
1196 if (center_element == EL_MAMPFER)
1197 MampferNr = (MampferNr + 1) % MampferMax;
1208 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1210 if (phase == first_phase_after_start)
1212 int element = Store2[x][y];
1214 if (element == EL_BLACK_ORB)
1216 Feld[x][y] = Store2[x][y];
1221 else if (phase == half_phase)
1223 int element = Store2[x][y];
1225 if (IS_PLAYER(x, y))
1226 KillHero(PLAYERINFO(x, y));
1227 else if (IS_EXPLOSIVE(element))
1229 Feld[x][y] = Store2[x][y];
1233 else if (element == EL_AMOEBA2DIAM)
1234 AmoebeUmwandeln(x, y);
1237 if (phase == last_phase)
1241 element = Feld[x][y] = Store[x][y];
1242 Store[x][y] = Store2[x][y] = 0;
1243 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1244 InitField(x, y, FALSE);
1245 if (CAN_MOVE(element) || COULD_MOVE(element))
1247 DrawLevelField(x, y);
1249 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1251 int graphic = GFX_EXPLOSION;
1253 if (game_emulation == EMU_SUPAPLEX)
1254 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1255 GFX_SP_EXPLODE_INFOTRON :
1256 GFX_SP_EXPLODE_EMPTY);
1259 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1261 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1265 void DynaExplode(int ex, int ey)
1268 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1269 static int xy[4][2] =
1277 Store2[ex][ey] = 0; /* delete player information */
1279 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1283 for (j=1; j<=player->dynabomb_size; j++)
1285 int x = ex+j*xy[i%4][0];
1286 int y = ey+j*xy[i%4][1];
1289 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1292 element = Feld[x][y];
1293 Explode(x, y, EX_PHASE_START, EX_BORDER);
1295 if (element != EL_LEERRAUM &&
1296 element != EL_ERDREICH &&
1297 element != EL_EXPLODING &&
1298 !player->dynabomb_xl)
1303 player->dynabombs_left++;
1306 void Bang(int x, int y)
1308 int element = Feld[x][y];
1310 if (game_emulation == EMU_SUPAPLEX)
1311 PlaySoundLevel(x, y, SND_SP_BOOOM);
1313 PlaySoundLevel(x, y, SND_ROAAAR);
1315 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1316 element = EL_LEERRAUM;
1328 RaiseScoreElement(element);
1329 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1332 case EL_DYNABOMB_NR:
1333 case EL_DYNABOMB_SZ:
1334 case EL_DYNABOMB_XL:
1341 Explode(x, y, EX_PHASE_START, EX_CENTER);
1344 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1349 void Blurb(int x, int y)
1351 int element = Feld[x][y];
1353 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1355 PlaySoundLevel(x, y, SND_BLURB);
1356 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1357 (!IN_LEV_FIELD(x-1, y-1) ||
1358 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1360 Feld[x-1][y] = EL_BLURB_LEFT;
1362 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1363 (!IN_LEV_FIELD(x+1, y-1) ||
1364 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1366 Feld[x+1][y] = EL_BLURB_RIGHT;
1371 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1373 if (!MovDelay[x][y]) /* initialize animation counter */
1376 if (MovDelay[x][y]) /* continue animation */
1379 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1380 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1382 if (!MovDelay[x][y])
1384 Feld[x][y] = EL_LEERRAUM;
1385 DrawLevelField(x, y);
1391 void Impact(int x, int y)
1393 boolean lastline = (y == lev_fieldy-1);
1394 boolean object_hit = FALSE;
1395 int element = Feld[x][y];
1398 if (!lastline) /* check if element below was hit */
1400 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1403 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1404 MovDir[x][y+1]!=MV_DOWN ||
1405 MovPos[x][y+1]<=TILEY/2));
1407 smashed = MovingOrBlocked2Element(x, y+1);
1410 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1416 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1417 (lastline || object_hit)) /* element is bomb */
1423 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1425 if (object_hit && IS_PLAYER(x, y+1))
1426 KillHero(PLAYERINFO(x, y+1));
1427 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1431 Feld[x][y] = EL_AMOEBING;
1432 Store[x][y] = EL_AMOEBE_NASS;
1437 if (!lastline && object_hit) /* check which object was hit */
1439 if (CAN_CHANGE(element) &&
1440 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1443 int activated_magic_wall =
1444 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1446 /* activate magic wall / mill */
1448 for (y=0; y<lev_fieldy; y++)
1449 for (x=0; x<lev_fieldx; x++)
1450 if (Feld[x][y] == smashed)
1451 Feld[x][y] = activated_magic_wall;
1453 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1457 if (IS_PLAYER(x, y+1))
1459 KillHero(PLAYERINFO(x, y+1));
1462 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1467 else if (element == EL_EDELSTEIN_BD)
1469 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1475 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1477 if (IS_ENEMY(smashed) ||
1478 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1479 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1484 else if (!IS_MOVING(x, y+1))
1486 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1491 else if (smashed == EL_KOKOSNUSS)
1493 Feld[x][y+1] = EL_CRACKINGNUT;
1494 PlaySoundLevel(x, y, SND_KNACK);
1495 RaiseScoreElement(EL_KOKOSNUSS);
1498 else if (smashed == EL_DIAMANT)
1500 Feld[x][y+1] = EL_LEERRAUM;
1501 PlaySoundLevel(x, y, SND_QUIRK);
1508 /* play sound of magic wall / mill */
1510 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1512 PlaySoundLevel(x, y, SND_QUIRK);
1516 /* play sound of object that hits the ground */
1517 if (lastline || object_hit)
1524 case EL_EDELSTEIN_BD:
1525 case EL_EDELSTEIN_GELB:
1526 case EL_EDELSTEIN_ROT:
1527 case EL_EDELSTEIN_LILA:
1529 case EL_SP_INFOTRON:
1535 case EL_FELSBROCKEN:
1539 sound = SND_SP_ZONKDOWN;
1542 case EL_SCHLUESSEL1:
1543 case EL_SCHLUESSEL2:
1544 case EL_SCHLUESSEL3:
1545 case EL_SCHLUESSEL4:
1562 PlaySoundLevel(x, y, sound);
1566 void TurnRound(int x, int y)
1578 { 0, 0 }, { 0, 0 }, { 0, 0 },
1583 int left, right, back;
1587 { MV_DOWN, MV_UP, MV_RIGHT },
1588 { MV_UP, MV_DOWN, MV_LEFT },
1590 { MV_LEFT, MV_RIGHT, MV_DOWN },
1591 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1592 { MV_RIGHT, MV_LEFT, MV_UP }
1595 int element = Feld[x][y];
1596 int old_move_dir = MovDir[x][y];
1597 int left_dir = turn[old_move_dir].left;
1598 int right_dir = turn[old_move_dir].right;
1599 int back_dir = turn[old_move_dir].back;
1601 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1602 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1603 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1604 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1606 int left_x = x+left_dx, left_y = y+left_dy;
1607 int right_x = x+right_dx, right_y = y+right_dy;
1608 int move_x = x+move_dx, move_y = y+move_dy;
1610 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1612 TestIfBadThingHitsOtherBadThing(x, y);
1614 if (IN_LEV_FIELD(right_x, right_y) &&
1615 IS_FREE_OR_PLAYER(right_x, right_y))
1616 MovDir[x][y] = right_dir;
1617 else if (!IN_LEV_FIELD(move_x, move_y) ||
1618 !IS_FREE_OR_PLAYER(move_x, move_y))
1619 MovDir[x][y] = left_dir;
1621 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1623 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1626 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1627 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1629 TestIfBadThingHitsOtherBadThing(x, y);
1631 if (IN_LEV_FIELD(left_x, left_y) &&
1632 IS_FREE_OR_PLAYER(left_x, left_y))
1633 MovDir[x][y] = left_dir;
1634 else if (!IN_LEV_FIELD(move_x, move_y) ||
1635 !IS_FREE_OR_PLAYER(move_x, move_y))
1636 MovDir[x][y] = right_dir;
1638 if ((element == EL_FLIEGER ||
1639 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1640 && MovDir[x][y] != old_move_dir)
1642 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1645 else if (element == EL_MAMPFER)
1647 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1649 if (IN_LEV_FIELD(left_x, left_y) &&
1650 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1651 Feld[left_x][left_y] == EL_DIAMANT))
1652 can_turn_left = TRUE;
1653 if (IN_LEV_FIELD(right_x, right_y) &&
1654 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1655 Feld[right_x][right_y] == EL_DIAMANT))
1656 can_turn_right = TRUE;
1658 if (can_turn_left && can_turn_right)
1659 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1660 else if (can_turn_left)
1661 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1662 else if (can_turn_right)
1663 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1665 MovDir[x][y] = back_dir;
1667 MovDelay[x][y] = 16+16*RND(3);
1669 else if (element == EL_MAMPFER2)
1671 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1673 if (IN_LEV_FIELD(left_x, left_y) &&
1674 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1675 IS_MAMPF2(Feld[left_x][left_y])))
1676 can_turn_left = TRUE;
1677 if (IN_LEV_FIELD(right_x, right_y) &&
1678 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1679 IS_MAMPF2(Feld[right_x][right_y])))
1680 can_turn_right = TRUE;
1682 if (can_turn_left && can_turn_right)
1683 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1684 else if (can_turn_left)
1685 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1686 else if (can_turn_right)
1687 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1689 MovDir[x][y] = back_dir;
1691 MovDelay[x][y] = 16+16*RND(3);
1693 else if (element == EL_PACMAN)
1695 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1697 if (IN_LEV_FIELD(left_x, left_y) &&
1698 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1699 IS_AMOEBOID(Feld[left_x][left_y])))
1700 can_turn_left = TRUE;
1701 if (IN_LEV_FIELD(right_x, right_y) &&
1702 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1703 IS_AMOEBOID(Feld[right_x][right_y])))
1704 can_turn_right = TRUE;
1706 if (can_turn_left && can_turn_right)
1707 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1708 else if (can_turn_left)
1709 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1710 else if (can_turn_right)
1711 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1713 MovDir[x][y] = back_dir;
1715 MovDelay[x][y] = 6+RND(40);
1717 else if (element == EL_SCHWEIN)
1719 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1720 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1721 boolean should_move_on = FALSE;
1723 int rnd = RND(rnd_value);
1725 if (IN_LEV_FIELD(left_x, left_y) &&
1726 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1727 can_turn_left = TRUE;
1728 if (IN_LEV_FIELD(right_x, right_y) &&
1729 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1730 can_turn_right = TRUE;
1731 if (IN_LEV_FIELD(move_x, move_y) &&
1732 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1735 if (can_turn_left &&
1737 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1738 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1739 should_turn_left = TRUE;
1740 if (can_turn_right &&
1742 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1743 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1744 should_turn_right = TRUE;
1746 (!can_turn_left || !can_turn_right ||
1747 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1748 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1749 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1750 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1751 should_move_on = TRUE;
1753 if (should_turn_left || should_turn_right || should_move_on)
1755 if (should_turn_left && should_turn_right && should_move_on)
1756 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1757 rnd < 2*rnd_value/3 ? right_dir :
1759 else if (should_turn_left && should_turn_right)
1760 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1761 else if (should_turn_left && should_move_on)
1762 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1763 else if (should_turn_right && should_move_on)
1764 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1765 else if (should_turn_left)
1766 MovDir[x][y] = left_dir;
1767 else if (should_turn_right)
1768 MovDir[x][y] = right_dir;
1769 else if (should_move_on)
1770 MovDir[x][y] = old_move_dir;
1772 else if (can_move_on && rnd > rnd_value/8)
1773 MovDir[x][y] = old_move_dir;
1774 else if (can_turn_left && can_turn_right)
1775 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1776 else if (can_turn_left && rnd > rnd_value/8)
1777 MovDir[x][y] = left_dir;
1778 else if (can_turn_right && rnd > rnd_value/8)
1779 MovDir[x][y] = right_dir;
1781 MovDir[x][y] = back_dir;
1783 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1784 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1785 MovDir[x][y] = old_move_dir;
1789 else if (element == EL_DRACHE)
1791 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1793 int rnd = RND(rnd_value);
1795 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1796 can_turn_left = TRUE;
1797 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1798 can_turn_right = TRUE;
1799 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1802 if (can_move_on && rnd > rnd_value/8)
1803 MovDir[x][y] = old_move_dir;
1804 else if (can_turn_left && can_turn_right)
1805 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1806 else if (can_turn_left && rnd > rnd_value/8)
1807 MovDir[x][y] = left_dir;
1808 else if (can_turn_right && rnd > rnd_value/8)
1809 MovDir[x][y] = right_dir;
1811 MovDir[x][y] = back_dir;
1813 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1814 MovDir[x][y] = old_move_dir;
1818 else if (element == EL_ROBOT || element == EL_SONDE ||
1819 element == EL_MAULWURF || element == EL_PINGUIN)
1821 int attr_x = -1, attr_y = -1;
1832 for (i=0; i<MAX_PLAYERS; i++)
1834 struct PlayerInfo *player = &stored_player[i];
1835 int jx = player->jx, jy = player->jy;
1837 if (!player->active || player->gone)
1840 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1848 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1854 if (element == EL_MAULWURF || element == EL_PINGUIN)
1857 static int xy[4][2] =
1867 int ex = x + xy[i%4][0];
1868 int ey = y + xy[i%4][1];
1870 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1879 MovDir[x][y] = MV_NO_MOVING;
1881 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1883 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1885 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1887 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1889 if (element == EL_ROBOT)
1893 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1894 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1895 Moving2Blocked(x, y, &newx, &newy);
1897 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1898 MovDelay[x][y] = 8+8*!RND(3);
1900 MovDelay[x][y] = 16;
1908 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1910 boolean first_horiz = RND(2);
1911 int new_move_dir = MovDir[x][y];
1914 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1915 Moving2Blocked(x, y, &newx, &newy);
1917 if (IN_LEV_FIELD(newx, newy) &&
1918 (IS_FREE(newx, newy) ||
1919 Feld[newx][newy] == EL_SALZSAEURE ||
1920 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1921 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1922 IS_MAMPF3(Feld[newx][newy])))))
1926 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1927 Moving2Blocked(x, y, &newx, &newy);
1929 if (IN_LEV_FIELD(newx, newy) &&
1930 (IS_FREE(newx, newy) ||
1931 Feld[newx][newy] == EL_SALZSAEURE ||
1932 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1933 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1934 IS_MAMPF3(Feld[newx][newy])))))
1937 MovDir[x][y] = old_move_dir;
1944 static boolean JustBeingPushed(int x, int y)
1948 for (i=0; i<MAX_PLAYERS; i++)
1950 struct PlayerInfo *player = &stored_player[i];
1952 if (player->active && !player->gone &&
1953 player->Pushing && player->MovPos)
1955 int next_jx = player->jx + (player->jx - player->last_jx);
1956 int next_jy = player->jy + (player->jy - player->last_jy);
1958 if (x == next_jx && y == next_jy)
1966 void StartMoving(int x, int y)
1968 int element = Feld[x][y];
1973 if (CAN_FALL(element) && y<lev_fieldy-1)
1975 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1976 if (JustBeingPushed(x, y))
1979 if (element == EL_MORAST_VOLL)
1981 if (IS_FREE(x, y+1))
1983 InitMovingField(x, y, MV_DOWN);
1984 Feld[x][y] = EL_FELSBROCKEN;
1985 Store[x][y] = EL_MORAST_LEER;
1987 else if (Feld[x][y+1] == EL_MORAST_LEER)
1989 if (!MovDelay[x][y])
1990 MovDelay[x][y] = TILEY + 1;
1999 Feld[x][y] = EL_MORAST_LEER;
2000 Feld[x][y+1] = EL_MORAST_VOLL;
2003 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2005 InitMovingField(x, y, MV_DOWN);
2006 Store[x][y] = EL_MORAST_VOLL;
2008 else if (element == EL_SIEB_VOLL)
2010 if (IS_FREE(x, y+1))
2012 InitMovingField(x, y, MV_DOWN);
2013 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2014 Store[x][y] = EL_SIEB_LEER;
2016 else if (Feld[x][y+1] == EL_SIEB_LEER)
2018 if (!MovDelay[x][y])
2019 MovDelay[x][y] = TILEY/4 + 1;
2028 Feld[x][y] = EL_SIEB_LEER;
2029 Feld[x][y+1] = EL_SIEB_VOLL;
2030 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2034 else if (element == EL_SIEB2_VOLL)
2036 if (IS_FREE(x, y+1))
2038 InitMovingField(x, y, MV_DOWN);
2039 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2040 Store[x][y] = EL_SIEB2_LEER;
2042 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2044 if (!MovDelay[x][y])
2045 MovDelay[x][y] = TILEY/4 + 1;
2054 Feld[x][y] = EL_SIEB2_LEER;
2055 Feld[x][y+1] = EL_SIEB2_VOLL;
2056 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2060 else if (CAN_CHANGE(element) &&
2061 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2063 InitMovingField(x, y, MV_DOWN);
2065 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2066 Store2[x][y+1] = element;
2068 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2071 InitMovingField(x, y, MV_DOWN);
2072 Store[x][y] = EL_SALZSAEURE;
2074 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2078 else if (IS_FREE(x, y+1))
2080 InitMovingField(x, y, MV_DOWN);
2082 else if (element == EL_TROPFEN)
2084 Feld[x][y] = EL_AMOEBING;
2085 Store[x][y] = EL_AMOEBE_NASS;
2087 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2089 boolean left = (x>0 && IS_FREE(x-1, y) &&
2090 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2091 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2092 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2096 if (left && right && game_emulation != EMU_BOULDERDASH)
2097 left = !(right = RND(2));
2099 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2103 else if (CAN_MOVE(element))
2107 if (element == EL_SONDE && JustBeingPushed(x, y))
2110 if (!MovDelay[x][y]) /* start new movement phase */
2112 /* all objects that can change their move direction after each step */
2113 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2115 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2118 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2119 element == EL_SP_SNIKSNAK ||
2120 element == EL_SP_ELECTRON))
2121 DrawLevelField(x, y);
2125 if (MovDelay[x][y]) /* wait some time before next movement */
2129 if (element == EL_ROBOT ||
2130 element == EL_MAMPFER || element == EL_MAMPFER2)
2132 int phase = MovDelay[x][y] % 8;
2137 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2138 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2140 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2141 && MovDelay[x][y]%4 == 3)
2142 PlaySoundLevel(x, y, SND_NJAM);
2144 else if (element == EL_SP_ELECTRON)
2145 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2146 else if (element == EL_DRACHE)
2149 int dir = MovDir[x][y];
2150 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2151 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2152 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2153 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2154 dir == MV_UP ? GFX_FLAMMEN_UP :
2155 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2156 int phase = FrameCounter % 2;
2158 for (i=1; i<=3; i++)
2160 int xx = x + i*dx, yy = y + i*dy;
2161 int sx = SCREENX(xx), sy = SCREENY(yy);
2163 if (!IN_LEV_FIELD(xx, yy) ||
2164 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2169 int flamed = MovingOrBlocked2Element(xx, yy);
2171 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2174 RemoveMovingField(xx, yy);
2176 Feld[xx][yy] = EL_BURNING;
2177 if (IN_SCR_FIELD(sx, sy))
2178 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2182 if (Feld[xx][yy] == EL_BURNING)
2183 Feld[xx][yy] = EL_LEERRAUM;
2184 DrawLevelField(xx, yy);
2193 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2195 PlaySoundLevel(x, y, SND_KLAPPER);
2197 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2199 PlaySoundLevel(x, y, SND_ROEHR);
2202 /* now make next step */
2204 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2206 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2208 /* enemy got the player */
2210 KillHero(PLAYERINFO(newx, newy));
2213 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2214 element == EL_ROBOT || element == EL_SONDE) &&
2215 IN_LEV_FIELD(newx, newy) &&
2216 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2219 Store[x][y] = EL_SALZSAEURE;
2221 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2222 IN_LEV_FIELD(newx, newy))
2224 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2226 Feld[x][y] = EL_LEERRAUM;
2227 DrawLevelField(x, y);
2229 PlaySoundLevel(newx, newy, SND_BUING);
2230 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2231 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2233 local_player->friends_still_needed--;
2234 if (!local_player->friends_still_needed &&
2235 !local_player->GameOver && AllPlayersGone)
2236 local_player->LevelSolved = local_player->GameOver = TRUE;
2240 else if (IS_MAMPF3(Feld[newx][newy]))
2242 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2243 DrawLevelField(newx, newy);
2245 MovDir[x][y] = MV_NO_MOVING;
2247 else if (!IS_FREE(newx, newy))
2249 if (IS_PLAYER(x, y))
2250 DrawPlayerField(x, y);
2252 DrawLevelField(x, y);
2256 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2258 if (IS_GEM(Feld[newx][newy]))
2260 if (IS_MOVING(newx, newy))
2261 RemoveMovingField(newx, newy);
2264 Feld[newx][newy] = EL_LEERRAUM;
2265 DrawLevelField(newx, newy);
2268 else if (!IS_FREE(newx, newy))
2270 if (IS_PLAYER(x, y))
2271 DrawPlayerField(x, y);
2273 DrawLevelField(x, y);
2277 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2279 if (!IS_FREE(newx, newy))
2281 if (IS_PLAYER(x, y))
2282 DrawPlayerField(x, y);
2284 DrawLevelField(x, y);
2289 boolean wanna_flame = !RND(10);
2290 int dx = newx - x, dy = newy - y;
2291 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2292 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2293 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2294 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2295 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2296 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2298 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2299 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2300 element1 != EL_BURNING && element2 != EL_BURNING)
2302 if (IS_PLAYER(x, y))
2303 DrawPlayerField(x, y);
2305 DrawLevelField(x, y);
2307 MovDelay[x][y] = 50;
2308 Feld[newx][newy] = EL_BURNING;
2309 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2310 Feld[newx1][newy1] = EL_BURNING;
2311 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2312 Feld[newx2][newy2] = EL_BURNING;
2317 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2318 Feld[newx][newy] == EL_DIAMANT)
2320 if (IS_MOVING(newx, newy))
2321 RemoveMovingField(newx, newy);
2324 Feld[newx][newy] = EL_LEERRAUM;
2325 DrawLevelField(newx, newy);
2328 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2329 IS_MAMPF2(Feld[newx][newy]))
2331 if (AmoebaNr[newx][newy])
2333 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2334 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2335 Feld[newx][newy] == EL_AMOEBE_BD)
2336 AmoebaCnt[AmoebaNr[newx][newy]]--;
2339 if (IS_MOVING(newx, newy))
2340 RemoveMovingField(newx, newy);
2343 Feld[newx][newy] = EL_LEERRAUM;
2344 DrawLevelField(newx, newy);
2347 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2348 IS_AMOEBOID(Feld[newx][newy]))
2350 if (AmoebaNr[newx][newy])
2352 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2353 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2354 Feld[newx][newy] == EL_AMOEBE_BD)
2355 AmoebaCnt[AmoebaNr[newx][newy]]--;
2358 Feld[newx][newy] = EL_LEERRAUM;
2359 DrawLevelField(newx, newy);
2361 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2363 /* object was running against a wall */
2367 if (element == EL_KAEFER || element == EL_FLIEGER ||
2368 element == EL_SP_SNIKSNAK)
2369 DrawLevelField(x, y);
2370 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2371 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2372 else if (element == EL_SONDE)
2373 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2374 else if (element == EL_SP_ELECTRON)
2375 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2380 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2381 PlaySoundLevel(x, y, SND_SCHLURF);
2383 InitMovingField(x, y, MovDir[x][y]);
2387 ContinueMoving(x, y);
2390 void ContinueMoving(int x, int y)
2392 int element = Feld[x][y];
2393 int direction = MovDir[x][y];
2394 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2395 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2396 int horiz_move = (dx!=0);
2397 int newx = x + dx, newy = y + dy;
2398 int step = (horiz_move ? dx : dy) * TILEX/8;
2400 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2402 else if (element == EL_TROPFEN)
2404 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2407 MovPos[x][y] += step;
2409 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2411 Feld[x][y] = EL_LEERRAUM;
2412 Feld[newx][newy] = element;
2414 if (Store[x][y] == EL_MORAST_VOLL)
2417 Feld[newx][newy] = EL_MORAST_VOLL;
2418 element = EL_MORAST_VOLL;
2420 else if (Store[x][y] == EL_MORAST_LEER)
2423 Feld[x][y] = EL_MORAST_LEER;
2425 else if (Store[x][y] == EL_SIEB_VOLL)
2428 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2430 else if (Store[x][y] == EL_SIEB_LEER)
2432 Store[x][y] = Store2[x][y] = 0;
2433 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2435 else if (Store[x][y] == EL_SIEB2_VOLL)
2438 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2440 else if (Store[x][y] == EL_SIEB2_LEER)
2442 Store[x][y] = Store2[x][y] = 0;
2443 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2445 else if (Store[x][y] == EL_SALZSAEURE)
2448 Feld[newx][newy] = EL_SALZSAEURE;
2449 element = EL_SALZSAEURE;
2451 else if (Store[x][y] == EL_AMOEBE_NASS)
2454 Feld[x][y] = EL_AMOEBE_NASS;
2457 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2458 MovDelay[newx][newy] = 0;
2460 if (!CAN_MOVE(element))
2461 MovDir[newx][newy] = 0;
2463 DrawLevelField(x, y);
2464 DrawLevelField(newx, newy);
2466 Stop[newx][newy] = TRUE;
2467 JustHit[x][newy] = 3;
2469 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2471 TestIfBadThingHitsHero(newx, newy);
2472 TestIfBadThingHitsFriend(newx, newy);
2473 TestIfBadThingHitsOtherBadThing(newx, newy);
2475 else if (element == EL_PINGUIN)
2476 TestIfFriendHitsBadThing(newx, newy);
2478 if (CAN_SMASH(element) && direction == MV_DOWN &&
2479 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2482 else /* still moving on */
2483 DrawLevelField(x, y);
2486 int AmoebeNachbarNr(int ax, int ay)
2489 int element = Feld[ax][ay];
2491 static int xy[4][2] =
2501 int x = ax + xy[i][0];
2502 int y = ay + xy[i][1];
2504 if (!IN_LEV_FIELD(x, y))
2507 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2508 group_nr = AmoebaNr[x][y];
2514 void AmoebenVereinigen(int ax, int ay)
2516 int i, x, y, xx, yy;
2517 int new_group_nr = AmoebaNr[ax][ay];
2518 static int xy[4][2] =
2526 if (new_group_nr == 0)
2534 if (!IN_LEV_FIELD(x, y))
2537 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2538 Feld[x][y] == EL_AMOEBE_BD ||
2539 Feld[x][y] == EL_AMOEBE_TOT) &&
2540 AmoebaNr[x][y] != new_group_nr)
2542 int old_group_nr = AmoebaNr[x][y];
2544 if (old_group_nr == 0)
2547 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2548 AmoebaCnt[old_group_nr] = 0;
2549 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2550 AmoebaCnt2[old_group_nr] = 0;
2552 for (yy=0; yy<lev_fieldy; yy++)
2554 for (xx=0; xx<lev_fieldx; xx++)
2556 if (AmoebaNr[xx][yy] == old_group_nr)
2557 AmoebaNr[xx][yy] = new_group_nr;
2564 void AmoebeUmwandeln(int ax, int ay)
2568 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2570 int group_nr = AmoebaNr[ax][ay];
2575 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2576 printf("AmoebeUmwandeln(): This should never happen!\n");
2581 for (y=0; y<lev_fieldy; y++)
2583 for (x=0; x<lev_fieldx; x++)
2585 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2588 Feld[x][y] = EL_AMOEBA2DIAM;
2596 static int xy[4][2] =
2609 if (!IN_LEV_FIELD(x, y))
2612 if (Feld[x][y] == EL_AMOEBA2DIAM)
2618 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2621 int group_nr = AmoebaNr[ax][ay];
2622 boolean done = FALSE;
2627 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2628 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2633 for (y=0; y<lev_fieldy; y++)
2635 for (x=0; x<lev_fieldx; x++)
2637 if (AmoebaNr[x][y] == group_nr &&
2638 (Feld[x][y] == EL_AMOEBE_TOT ||
2639 Feld[x][y] == EL_AMOEBE_BD ||
2640 Feld[x][y] == EL_AMOEBING))
2643 Feld[x][y] = new_element;
2644 InitField(x, y, FALSE);
2645 DrawLevelField(x, y);
2652 PlaySoundLevel(ax, ay,
2653 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2656 void AmoebeWaechst(int x, int y)
2658 static unsigned long sound_delay = 0;
2659 static unsigned long sound_delay_value = 0;
2661 if (!MovDelay[x][y]) /* start new growing cycle */
2665 if (DelayReached(&sound_delay, sound_delay_value))
2667 PlaySoundLevel(x, y, SND_AMOEBE);
2668 sound_delay_value = 30;
2672 if (MovDelay[x][y]) /* wait some time before growing bigger */
2675 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2676 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2678 if (!MovDelay[x][y])
2680 Feld[x][y] = Store[x][y];
2682 DrawLevelField(x, y);
2687 void AmoebeAbleger(int ax, int ay)
2690 int element = Feld[ax][ay];
2691 int newax = ax, neway = ay;
2692 static int xy[4][2] =
2700 if (!level.tempo_amoebe)
2702 Feld[ax][ay] = EL_AMOEBE_TOT;
2703 DrawLevelField(ax, ay);
2707 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2708 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2710 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2713 if (MovDelay[ax][ay])
2717 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2720 int x = ax + xy[start][0];
2721 int y = ay + xy[start][1];
2723 if (!IN_LEV_FIELD(x, y))
2726 if (IS_FREE(x, y) ||
2727 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2733 if (newax == ax && neway == ay)
2736 else /* normal or "filled" (BD style) amoeba */
2739 boolean waiting_for_player = FALSE;
2743 int j = (start + i) % 4;
2744 int x = ax + xy[j][0];
2745 int y = ay + xy[j][1];
2747 if (!IN_LEV_FIELD(x, y))
2750 if (IS_FREE(x, y) ||
2751 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2757 else if (IS_PLAYER(x, y))
2758 waiting_for_player = TRUE;
2761 if (newax == ax && neway == ay) /* amoeba cannot grow */
2763 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2765 Feld[ax][ay] = EL_AMOEBE_TOT;
2766 DrawLevelField(ax, ay);
2767 AmoebaCnt[AmoebaNr[ax][ay]]--;
2769 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2771 if (element == EL_AMOEBE_VOLL)
2772 AmoebeUmwandeln(ax, ay);
2773 else if (element == EL_AMOEBE_BD)
2774 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2779 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2781 /* amoeba gets larger by growing in some direction */
2783 int new_group_nr = AmoebaNr[ax][ay];
2786 if (new_group_nr == 0)
2788 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2789 printf("AmoebeAbleger(): This should never happen!\n");
2794 AmoebaNr[newax][neway] = new_group_nr;
2795 AmoebaCnt[new_group_nr]++;
2796 AmoebaCnt2[new_group_nr]++;
2798 /* if amoeba touches other amoeba(s) after growing, unify them */
2799 AmoebenVereinigen(newax, neway);
2801 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2803 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2809 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2810 (neway == lev_fieldy - 1 && newax != ax))
2812 Feld[newax][neway] = EL_AMOEBING;
2813 Store[newax][neway] = element;
2815 else if (neway == ay)
2816 Feld[newax][neway] = EL_TROPFEN;
2819 InitMovingField(ax, ay, MV_DOWN);
2820 Feld[ax][ay] = EL_TROPFEN;
2821 Store[ax][ay] = EL_AMOEBE_NASS;
2822 ContinueMoving(ax, ay);
2826 DrawLevelField(newax, neway);
2829 void Life(int ax, int ay)
2832 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2834 int element = Feld[ax][ay];
2839 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2840 MovDelay[ax][ay] = life_time;
2842 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2845 if (MovDelay[ax][ay])
2849 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2851 int xx = ax+x1, yy = ay+y1;
2854 if (!IN_LEV_FIELD(xx, yy))
2857 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2859 int x = xx+x2, y = yy+y2;
2861 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2864 if (((Feld[x][y] == element ||
2865 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2867 (IS_FREE(x, y) && Stop[x][y]))
2871 if (xx == ax && yy == ay) /* field in the middle */
2873 if (nachbarn<life[0] || nachbarn>life[1])
2875 Feld[xx][yy] = EL_LEERRAUM;
2877 DrawLevelField(xx, yy);
2878 Stop[xx][yy] = TRUE;
2881 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2882 { /* free border field */
2883 if (nachbarn>=life[2] && nachbarn<=life[3])
2885 Feld[xx][yy] = element;
2886 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2888 DrawLevelField(xx, yy);
2889 Stop[xx][yy] = TRUE;
2895 void Ablenk(int x, int y)
2897 if (!MovDelay[x][y]) /* next animation frame */
2898 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2900 if (MovDelay[x][y]) /* wait some time before next frame */
2905 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2906 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2907 if (!(MovDelay[x][y]%4))
2908 PlaySoundLevel(x, y, SND_MIEP);
2913 Feld[x][y] = EL_ABLENK_AUS;
2914 DrawLevelField(x, y);
2915 if (ZX == x && ZY == y)
2919 void Birne(int x, int y)
2921 if (!MovDelay[x][y]) /* next animation frame */
2922 MovDelay[x][y] = 800;
2924 if (MovDelay[x][y]) /* wait some time before next frame */
2929 if (!(MovDelay[x][y]%5))
2931 if (!(MovDelay[x][y]%10))
2932 Feld[x][y]=EL_ABLENK_EIN;
2934 Feld[x][y]=EL_ABLENK_AUS;
2935 DrawLevelField(x, y);
2936 Feld[x][y]=EL_ABLENK_EIN;
2942 Feld[x][y]=EL_ABLENK_AUS;
2943 DrawLevelField(x, y);
2944 if (ZX == x && ZY == y)
2948 void Blubber(int x, int y)
2950 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2951 DrawLevelField(x, y-1);
2953 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2956 void NussKnacken(int x, int y)
2958 if (!MovDelay[x][y]) /* next animation frame */
2961 if (MovDelay[x][y]) /* wait some time before next frame */
2964 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2965 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2967 if (!MovDelay[x][y])
2969 Feld[x][y] = EL_EDELSTEIN;
2970 DrawLevelField(x, y);
2975 void SiebAktivieren(int x, int y, int typ)
2977 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2979 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2982 void AusgangstuerPruefen(int x, int y)
2984 if (!local_player->gems_still_needed &&
2985 !local_player->sokobanfields_still_needed &&
2986 !local_player->lights_still_needed)
2988 Feld[x][y] = EL_AUSGANG_ACT;
2990 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2991 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2992 y < LEVELY(BY1) ? LEVELY(BY1) :
2993 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2998 void AusgangstuerOeffnen(int x, int y)
3002 if (!MovDelay[x][y]) /* next animation frame */
3003 MovDelay[x][y] = 5*delay;
3005 if (MovDelay[x][y]) /* wait some time before next frame */
3010 tuer = MovDelay[x][y]/delay;
3011 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3012 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3014 if (!MovDelay[x][y])
3016 Feld[x][y] = EL_AUSGANG_AUF;
3017 DrawLevelField(x, y);
3022 void AusgangstuerBlinken(int x, int y)
3024 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3027 void EdelsteinFunkeln(int x, int y)
3029 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3032 if (Feld[x][y] == EL_EDELSTEIN_BD)
3033 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3036 if (!MovDelay[x][y]) /* next animation frame */
3037 MovDelay[x][y] = 11 * !SimpleRND(500);
3039 if (MovDelay[x][y]) /* wait some time before next frame */
3043 if (setup.direct_draw && MovDelay[x][y])
3044 SetDrawtoField(DRAW_BUFFERED);
3046 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3050 int phase = (MovDelay[x][y]-1)/2;
3055 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3057 if (setup.direct_draw)
3061 dest_x = FX + SCREENX(x)*TILEX;
3062 dest_y = FY + SCREENY(y)*TILEY;
3064 XCopyArea(display, drawto_field, window, gc,
3065 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3066 SetDrawtoField(DRAW_DIRECT);
3073 void MauerWaechst(int x, int y)
3077 if (!MovDelay[x][y]) /* next animation frame */
3078 MovDelay[x][y] = 3*delay;
3080 if (MovDelay[x][y]) /* wait some time before next frame */
3085 phase = 2-MovDelay[x][y]/delay;
3086 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3087 DrawGraphic(SCREENX(x), SCREENY(y),
3088 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3089 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3090 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3091 GFX_MAUER_DOWN ) + phase);
3093 if (!MovDelay[x][y])
3095 if (MovDir[x][y] == MV_LEFT)
3097 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3098 DrawLevelField(x-1, y);
3100 else if (MovDir[x][y] == MV_RIGHT)
3102 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3103 DrawLevelField(x+1, y);
3105 else if (MovDir[x][y] == MV_UP)
3107 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3108 DrawLevelField(x, y-1);
3112 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3113 DrawLevelField(x, y+1);
3116 Feld[x][y] = Store[x][y];
3118 MovDir[x][y] = MV_NO_MOVING;
3119 DrawLevelField(x, y);
3124 void MauerAbleger(int ax, int ay)
3126 int element = Feld[ax][ay];
3127 boolean oben_frei = FALSE, unten_frei = FALSE;
3128 boolean links_frei = FALSE, rechts_frei = FALSE;
3129 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3130 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3132 if (!MovDelay[ax][ay]) /* start building new wall */
3133 MovDelay[ax][ay] = 6;
3135 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3138 if (MovDelay[ax][ay])
3142 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3144 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3146 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3148 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3151 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3155 Feld[ax][ay-1] = EL_MAUERND;
3156 Store[ax][ay-1] = element;
3157 MovDir[ax][ay-1] = MV_UP;
3158 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3159 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3163 Feld[ax][ay+1] = EL_MAUERND;
3164 Store[ax][ay+1] = element;
3165 MovDir[ax][ay+1] = MV_DOWN;
3166 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3167 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3171 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3172 element == EL_MAUER_LEBT)
3176 Feld[ax-1][ay] = EL_MAUERND;
3177 Store[ax-1][ay] = element;
3178 MovDir[ax-1][ay] = MV_LEFT;
3179 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3180 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3184 Feld[ax+1][ay] = EL_MAUERND;
3185 Store[ax+1][ay] = element;
3186 MovDir[ax+1][ay] = MV_RIGHT;
3187 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3188 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3192 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3193 DrawLevelField(ax, ay);
3195 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3197 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3198 unten_massiv = TRUE;
3199 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3200 links_massiv = TRUE;
3201 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3202 rechts_massiv = TRUE;
3204 if (((oben_massiv && unten_massiv) ||
3205 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3206 ((links_massiv && rechts_massiv) ||
3207 element == EL_MAUER_Y))
3208 Feld[ax][ay] = EL_MAUERWERK;
3211 void CheckForDragon(int x, int y)
3214 boolean dragon_found = FALSE;
3215 static int xy[4][2] =
3227 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3229 if (IN_LEV_FIELD(xx, yy) &&
3230 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3232 if (Feld[xx][yy] == EL_DRACHE)
3233 dragon_found = TRUE;
3246 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3248 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3250 Feld[xx][yy] = EL_LEERRAUM;
3251 DrawLevelField(xx, yy);
3260 static void CheckBuggyBase(int x, int y)
3262 int element = Feld[x][y];
3264 if (element == EL_SP_BUG)
3266 if (!MovDelay[x][y]) /* start activating buggy base */
3267 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3269 if (MovDelay[x][y]) /* wait some time before activating base */
3272 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3273 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3277 Feld[x][y] = EL_SP_BUG_ACTIVE;
3280 else if (element == EL_SP_BUG_ACTIVE)
3282 if (!MovDelay[x][y]) /* start activating buggy base */
3283 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3285 if (MovDelay[x][y]) /* wait some time before activating base */
3291 static int xy[4][2] =
3299 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3300 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3304 int xx = x + xy[i][0], yy = y + xy[i][1];
3306 if (IS_PLAYER(xx, yy))
3308 PlaySoundLevel(x, y, SND_SP_BUG);
3316 Feld[x][y] = EL_SP_BUG;
3317 DrawLevelField(x, y);
3322 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3324 static byte stored_player_action[MAX_PLAYERS];
3325 static int num_stored_actions = 0;
3326 static boolean save_tape_entry = FALSE;
3327 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3328 int jx = player->jx, jy = player->jy;
3329 int left = player_action & JOY_LEFT;
3330 int right = player_action & JOY_RIGHT;
3331 int up = player_action & JOY_UP;
3332 int down = player_action & JOY_DOWN;
3333 int button1 = player_action & JOY_BUTTON_1;
3334 int button2 = player_action & JOY_BUTTON_2;
3335 int dx = (left ? -1 : right ? 1 : 0);
3336 int dy = (up ? -1 : down ? 1 : 0);
3338 stored_player_action[player->index_nr] = 0;
3339 num_stored_actions++;
3341 if (!player->active || player->gone || tape.pausing)
3346 save_tape_entry = TRUE;
3347 player->frame_reset_delay = 0;
3350 snapped = SnapField(player, dx, dy);
3354 bombed = PlaceBomb(player);
3355 moved = MoveFigure(player, dx, dy);
3358 if (tape.recording && (moved || snapped || bombed))
3360 if (bombed && !moved)
3361 player_action &= JOY_BUTTON;
3363 stored_player_action[player->index_nr] = player_action;
3365 else if (tape.playing && snapped)
3366 SnapField(player, 0, 0); /* stop snapping */
3370 /* no actions for this player (no input at player's configured device) */
3372 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3373 SnapField(player, 0, 0);
3374 CheckGravityMovement(player);
3376 if (++player->frame_reset_delay > player->move_delay_value)
3380 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3382 TapeRecordAction(stored_player_action);
3383 num_stored_actions = 0;
3384 save_tape_entry = FALSE;
3387 if (tape.playing && !tape.pausing && !player_action &&
3388 tape.counter < tape.length)
3391 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3393 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3394 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3396 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3398 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3400 int el = Feld[jx+dx][jy];
3401 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3403 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3405 player->MovDir = next_joy;
3406 player->Frame = FrameCounter % 4;
3407 player->Pushing = TRUE;
3416 static unsigned long action_delay = 0;
3417 unsigned long action_delay_value;
3418 int sieb_x = 0, sieb_y = 0;
3419 int i, x, y, element;
3420 byte *recorded_player_action;
3421 byte summarized_player_action = 0;
3423 if (game_status != PLAYING)
3426 action_delay_value =
3427 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3429 /* ---------- main game synchronization point ---------- */
3431 WaitUntilDelayReached(&action_delay, action_delay_value);
3433 if (network_playing && !network_player_action_received)
3437 printf("DEBUG: try to get network player actions in time\n");
3442 /* last chance to get network player actions without main loop delay */
3446 if (game_status != PLAYING)
3449 if (!network_player_action_received)
3453 printf("DEBUG: failed to get network player actions in time\n");
3465 else if (tape.recording)
3468 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3470 for (i=0; i<MAX_PLAYERS; i++)
3472 summarized_player_action |= stored_player[i].action;
3474 if (!network_playing)
3475 stored_player[i].effective_action = stored_player[i].action;
3479 if (network_playing)
3480 SendToServer_MovePlayer(summarized_player_action);
3483 if (!options.network && !setup.team_mode)
3484 local_player->effective_action = summarized_player_action;
3486 for (i=0; i<MAX_PLAYERS; i++)
3488 int actual_player_action = stored_player[i].effective_action;
3490 if (stored_player[i].programmed_action)
3491 actual_player_action = stored_player[i].programmed_action;
3493 if (recorded_player_action)
3494 actual_player_action = recorded_player_action[i];
3496 PlayerActions(&stored_player[i], actual_player_action);
3497 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3500 network_player_action_received = FALSE;
3502 ScrollScreen(NULL, SCROLL_GO_ON);
3508 if (TimeFrames == 0 && !local_player->gone)
3510 extern unsigned int last_RND();
3512 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3513 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3520 if (GameFrameDelay >= 500)
3521 printf("FrameCounter == %d\n", FrameCounter);
3530 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3533 if (JustHit[x][y]>0)
3537 if (IS_BLOCKED(x, y))
3541 Blocked2Moving(x, y, &oldx, &oldy);
3542 if (!IS_MOVING(oldx, oldy))
3544 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3545 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3546 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3547 printf("GameActions(): This should never happen!\n");
3553 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3555 element = Feld[x][y];
3557 if (IS_INACTIVE(element))
3560 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3564 if (IS_GEM(element))
3565 EdelsteinFunkeln(x, y);
3567 else if (IS_MOVING(x, y))
3568 ContinueMoving(x, y);
3569 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3570 CheckDynamite(x, y);
3571 else if (element == EL_EXPLODING)
3572 Explode(x, y, Frame[x][y], EX_NORMAL);
3573 else if (element == EL_AMOEBING)
3574 AmoebeWaechst(x, y);
3575 else if (IS_AMOEBALIVE(element))
3576 AmoebeAbleger(x, y);
3577 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3579 else if (element == EL_ABLENK_EIN)
3581 else if (element == EL_SALZSAEURE)
3583 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3585 else if (element == EL_CRACKINGNUT)
3587 else if (element == EL_AUSGANG_ZU)
3588 AusgangstuerPruefen(x, y);
3589 else if (element == EL_AUSGANG_ACT)
3590 AusgangstuerOeffnen(x, y);
3591 else if (element == EL_AUSGANG_AUF)
3592 AusgangstuerBlinken(x, y);
3593 else if (element == EL_MAUERND)
3595 else if (element == EL_MAUER_LEBT ||
3596 element == EL_MAUER_X ||
3597 element == EL_MAUER_Y ||
3598 element == EL_MAUER_XY)
3600 else if (element == EL_BURNING)
3601 CheckForDragon(x, y);
3602 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3603 CheckBuggyBase(x, y);
3604 else if (element == EL_SP_TERMINAL)
3605 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3606 else if (element == EL_SP_TERMINAL_ACTIVE)
3607 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3611 boolean sieb = FALSE;
3612 int jx = local_player->jx, jy = local_player->jy;
3614 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3615 Store[x][y] == EL_SIEB_LEER)
3617 SiebAktivieren(x, y, 1);
3620 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3621 Store[x][y] == EL_SIEB2_LEER)
3623 SiebAktivieren(x, y, 2);
3627 /* play the element sound at the position nearest to the player */
3628 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3638 if (!(SiebCount % 4))
3639 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3646 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3648 element = Feld[x][y];
3649 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3651 Feld[x][y] = EL_SIEB_TOT;
3652 DrawLevelField(x, y);
3654 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3656 Feld[x][y] = EL_SIEB2_TOT;
3657 DrawLevelField(x, y);
3666 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3671 if (tape.recording || tape.playing)
3672 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3679 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3681 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3684 for (i=0; i<MAX_PLAYERS; i++)
3685 KillHero(&stored_player[i]);
3687 else if (level.time == 0) /* level without time limit */
3688 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3694 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3696 int min_x = x, min_y = y, max_x = x, max_y = y;
3699 for (i=0; i<MAX_PLAYERS; i++)
3701 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3703 if (!stored_player[i].active || stored_player[i].gone ||
3704 &stored_player[i] == player)
3707 min_x = MIN(min_x, jx);
3708 min_y = MIN(min_y, jy);
3709 max_x = MAX(max_x, jx);
3710 max_y = MAX(max_y, jy);
3713 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3716 static boolean AllPlayersInVisibleScreen()
3720 for (i=0; i<MAX_PLAYERS; i++)
3722 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3724 if (!stored_player[i].active || stored_player[i].gone)
3727 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3734 void ScrollLevel(int dx, int dy)
3736 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3739 XCopyArea(display, drawto_field, drawto_field, gc,
3740 FX + TILEX*(dx == -1) - softscroll_offset,
3741 FY + TILEY*(dy == -1) - softscroll_offset,
3742 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3743 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3744 FX + TILEX*(dx == 1) - softscroll_offset,
3745 FY + TILEY*(dy == 1) - softscroll_offset);
3749 x = (dx == 1 ? BX1 : BX2);
3750 for (y=BY1; y<=BY2; y++)
3751 DrawScreenField(x, y);
3755 y = (dy == 1 ? BY1 : BY2);
3756 for (x=BX1; x<=BX2; x++)
3757 DrawScreenField(x, y);
3760 redraw_mask |= REDRAW_FIELD;
3763 static void CheckGravityMovement(struct PlayerInfo *player)
3765 if (level.gravity && !player->programmed_action)
3767 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3768 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3770 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3771 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3772 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3773 int jx = player->jx, jy = player->jy;
3774 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3775 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3776 int new_jx = jx + dx, new_jy = jy + dy;
3777 boolean field_under_player_is_free =
3778 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3779 boolean player_is_moving_to_valid_field =
3780 (IN_LEV_FIELD(new_jx, new_jy) &&
3781 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3782 Feld[new_jx][new_jy] == EL_ERDREICH));
3784 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3785 player->programmed_action = MV_DOWN;
3789 boolean MoveFigureOneStep(struct PlayerInfo *player,
3790 int dx, int dy, int real_dx, int real_dy)
3792 int jx = player->jx, jy = player->jy;
3793 int new_jx = jx+dx, new_jy = jy+dy;
3797 if (player->gone || (!dx && !dy))
3798 return MF_NO_ACTION;
3800 player->MovDir = (dx < 0 ? MV_LEFT :
3803 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3805 if (!IN_LEV_FIELD(new_jx, new_jy))
3806 return MF_NO_ACTION;
3808 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3809 return MF_NO_ACTION;
3812 element = MovingOrBlocked2Element(new_jx, new_jy);
3814 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3817 if (DONT_GO_TO(element))
3819 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3822 Feld[jx][jy] = EL_SPIELFIGUR;
3823 InitMovingField(jx, jy, MV_DOWN);
3824 Store[jx][jy] = EL_SALZSAEURE;
3825 ContinueMoving(jx, jy);
3834 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3835 if (can_move != MF_MOVING)
3838 StorePlayer[jx][jy] = 0;
3839 player->last_jx = jx;
3840 player->last_jy = jy;
3841 jx = player->jx = new_jx;
3842 jy = player->jy = new_jy;
3843 StorePlayer[jx][jy] = player->element_nr;
3846 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3848 ScrollFigure(player, SCROLL_INIT);
3853 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3855 int jx = player->jx, jy = player->jy;
3856 int old_jx = jx, old_jy = jy;
3857 int moved = MF_NO_ACTION;
3859 if (player->gone || (!dx && !dy))
3862 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3866 /* remove the last programmed player action */
3867 player->programmed_action = 0;
3871 /* should only happen if pre-1.2 tape recordings are played */
3872 /* this is only for backward compatibility */
3874 int original_move_delay_value = player->move_delay_value;
3877 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3880 /* scroll remaining steps with finest movement resolution */
3881 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3883 while (player->MovPos)
3885 ScrollFigure(player, SCROLL_GO_ON);
3886 ScrollScreen(NULL, SCROLL_GO_ON);
3892 player->move_delay_value = original_move_delay_value;
3895 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3897 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3898 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3902 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3903 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3909 if (moved & MF_MOVING && !ScreenMovPos &&
3910 (player == local_player || !options.network))
3912 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3913 int offset = (setup.scroll_delay ? 3 : 0);
3915 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3917 /* actual player has left the screen -- scroll in that direction */
3918 if (jx != old_jx) /* player has moved horizontally */
3919 scroll_x += (jx - old_jx);
3920 else /* player has moved vertically */
3921 scroll_y += (jy - old_jy);
3925 if (jx != old_jx) /* player has moved horizontally */
3927 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3928 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3929 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3931 /* don't scroll over playfield boundaries */
3932 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3933 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3935 /* don't scroll more than one field at a time */
3936 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3938 /* don't scroll against the player's moving direction */
3939 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3940 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3941 scroll_x = old_scroll_x;
3943 else /* player has moved vertically */
3945 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3946 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3947 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3949 /* don't scroll over playfield boundaries */
3950 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3951 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3953 /* don't scroll more than one field at a time */
3954 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3956 /* don't scroll against the player's moving direction */
3957 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3958 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3959 scroll_y = old_scroll_y;
3963 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3965 if (!options.network && !AllPlayersInVisibleScreen())
3967 scroll_x = old_scroll_x;
3968 scroll_y = old_scroll_y;
3972 ScrollScreen(player, SCROLL_INIT);
3973 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3978 if (!(moved & MF_MOVING) && !player->Pushing)
3981 player->Frame = (player->Frame + 1) % 4;
3983 if (moved & MF_MOVING)
3985 if (old_jx != jx && old_jy == jy)
3986 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3987 else if (old_jx == jx && old_jy != jy)
3988 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3990 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3992 player->last_move_dir = player->MovDir;
3996 CheckGravityMovement(player);
3998 player->last_move_dir = MV_NO_MOVING;
4001 TestIfHeroHitsBadThing(jx, jy);
4009 void ScrollFigure(struct PlayerInfo *player, int mode)
4011 int jx = player->jx, jy = player->jy;
4012 int last_jx = player->last_jx, last_jy = player->last_jy;
4013 int move_stepsize = TILEX / player->move_delay_value;
4015 if (!player->active || player->gone || !player->MovPos)
4018 if (mode == SCROLL_INIT)
4020 player->actual_frame_counter = FrameCounter;
4021 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
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) * move_stepsize;
4033 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4035 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4036 Feld[last_jx][last_jy] = EL_LEERRAUM;
4038 /* before DrawPlayer() to draw correct player graphic for this case */
4039 if (player->MovPos == 0)
4040 CheckGravityMovement(player);
4044 if (player->MovPos == 0)
4046 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4048 /* continue with normal speed after quickly moving through gate */
4049 HALVE_PLAYER_SPEED(player);
4051 /* be able to make the next move without delay */
4052 player->move_delay = 0;
4055 player->last_jx = jx;
4056 player->last_jy = jy;
4058 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4062 if (!local_player->friends_still_needed)
4063 player->LevelSolved = player->GameOver = TRUE;
4068 void ScrollScreen(struct PlayerInfo *player, int mode)
4070 static unsigned long screen_frame_counter = 0;
4072 if (mode == SCROLL_INIT)
4074 /* set scrolling step size according to actual player's moving speed */
4075 ScrollStepSize = TILEX / player->move_delay_value;
4077 screen_frame_counter = FrameCounter;
4078 ScreenMovDir = player->MovDir;
4079 ScreenMovPos = player->MovPos;
4080 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4083 else if (!FrameReached(&screen_frame_counter, 1))
4088 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4089 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4090 redraw_mask |= REDRAW_FIELD;
4093 ScreenMovDir = MV_NO_MOVING;
4096 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4098 int i, killx = goodx, killy = goody;
4099 static int xy[4][2] =
4106 static int harmless[4] =
4118 x = goodx + xy[i][0];
4119 y = goody + xy[i][1];
4120 if (!IN_LEV_FIELD(x, y))
4124 element = Feld[x][y];
4126 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4129 if (DONT_TOUCH(element))
4131 if (MovDir[x][y] == harmless[i])
4140 if (killx != goodx || killy != goody)
4142 if (IS_PLAYER(goodx, goody))
4143 KillHero(PLAYERINFO(goodx, goody));
4149 void TestIfBadThingHitsGoodThing(int badx, int bady)
4151 int i, killx = badx, killy = bady;
4152 static int xy[4][2] =
4159 static int harmless[4] =
4171 x = badx + xy[i][0];
4172 y = bady + xy[i][1];
4173 if (!IN_LEV_FIELD(x, y))
4176 element = Feld[x][y];
4178 if (IS_PLAYER(x, y))
4184 else if (element == EL_PINGUIN)
4186 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4195 if (killx != badx || killy != bady)
4197 if (IS_PLAYER(killx, killy))
4198 KillHero(PLAYERINFO(killx, killy));
4204 void TestIfHeroHitsBadThing(int x, int y)
4206 TestIfGoodThingHitsBadThing(x, y);
4209 void TestIfBadThingHitsHero(int x, int y)
4211 TestIfBadThingHitsGoodThing(x, y);
4214 void TestIfFriendHitsBadThing(int x, int y)
4216 TestIfGoodThingHitsBadThing(x, y);
4219 void TestIfBadThingHitsFriend(int x, int y)
4221 TestIfBadThingHitsGoodThing(x, y);
4224 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4226 int i, killx = badx, killy = bady;
4227 static int xy[4][2] =
4241 if (!IN_LEV_FIELD(x, y))
4244 element = Feld[x][y];
4245 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4246 element == EL_AMOEBING || element == EL_TROPFEN)
4254 if (killx != badx || killy != bady)
4258 void KillHero(struct PlayerInfo *player)
4260 int jx = player->jx, jy = player->jy;
4265 if (IS_PFORTE(Feld[jx][jy]))
4266 Feld[jx][jy] = EL_LEERRAUM;
4272 void BuryHero(struct PlayerInfo *player)
4274 int jx = player->jx, jy = player->jy;
4279 PlaySoundLevel(jx, jy, SND_AUTSCH);
4280 PlaySoundLevel(jx, jy, SND_LACHEN);
4282 player->GameOver = TRUE;
4286 void RemoveHero(struct PlayerInfo *player)
4288 int jx = player->jx, jy = player->jy;
4289 int i, found = FALSE;
4291 player->gone = TRUE;
4292 StorePlayer[jx][jy] = 0;
4294 for (i=0; i<MAX_PLAYERS; i++)
4295 if (stored_player[i].active && !stored_player[i].gone)
4299 AllPlayersGone = TRUE;
4305 int DigField(struct PlayerInfo *player,
4306 int x, int y, int real_dx, int real_dy, int mode)
4308 int jx = player->jx, jy = player->jy;
4309 int dx = x - jx, dy = y - jy;
4310 int move_direction = (dx == -1 ? MV_LEFT :
4311 dx == +1 ? MV_RIGHT :
4313 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4316 if (!player->MovPos)
4317 player->Pushing = FALSE;
4319 if (mode == DF_NO_PUSH)
4321 player->push_delay = 0;
4322 return MF_NO_ACTION;
4325 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4326 return MF_NO_ACTION;
4328 element = Feld[x][y];
4333 PlaySoundLevel(x, y, SND_EMPTY);
4337 Feld[x][y] = EL_LEERRAUM;
4338 PlaySoundLevel(x, y, SND_SCHLURF);
4343 Feld[x][y] = EL_LEERRAUM;
4344 PlaySoundLevel(x, y, SND_SP_BASE);
4348 case EL_EDELSTEIN_BD:
4349 case EL_EDELSTEIN_GELB:
4350 case EL_EDELSTEIN_ROT:
4351 case EL_EDELSTEIN_LILA:
4353 case EL_SP_INFOTRON:
4355 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4356 if (local_player->gems_still_needed < 0)
4357 local_player->gems_still_needed = 0;
4358 RaiseScoreElement(element);
4359 DrawText(DX_EMERALDS, DY_EMERALDS,
4360 int2str(local_player->gems_still_needed, 3),
4361 FS_SMALL, FC_YELLOW);
4362 if (element == EL_SP_INFOTRON)
4363 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4365 PlaySoundLevel(x, y, SND_PONG);
4370 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4371 PlaySoundLevel(x, y, SND_PONG);
4374 case EL_DYNAMIT_AUS:
4375 case EL_SP_DISK_RED:
4378 RaiseScoreElement(EL_DYNAMIT);
4379 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4380 int2str(local_player->dynamite, 3),
4381 FS_SMALL, FC_YELLOW);
4382 if (element == EL_SP_DISK_RED)
4383 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4385 PlaySoundLevel(x, y, SND_PONG);
4388 case EL_DYNABOMB_NR:
4390 player->dynabomb_count++;
4391 player->dynabombs_left++;
4392 RaiseScoreElement(EL_DYNAMIT);
4393 PlaySoundLevel(x, y, SND_PONG);
4396 case EL_DYNABOMB_SZ:
4398 player->dynabomb_size++;
4399 RaiseScoreElement(EL_DYNAMIT);
4400 PlaySoundLevel(x, y, SND_PONG);
4403 case EL_DYNABOMB_XL:
4405 player->dynabomb_xl = TRUE;
4406 RaiseScoreElement(EL_DYNAMIT);
4407 PlaySoundLevel(x, y, SND_PONG);
4410 case EL_SCHLUESSEL1:
4411 case EL_SCHLUESSEL2:
4412 case EL_SCHLUESSEL3:
4413 case EL_SCHLUESSEL4:
4415 int key_nr = element - EL_SCHLUESSEL1;
4418 player->key[key_nr] = TRUE;
4419 RaiseScoreElement(EL_SCHLUESSEL);
4420 DrawMiniGraphicExt(drawto, gc,
4421 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4422 GFX_SCHLUESSEL1+key_nr);
4423 DrawMiniGraphicExt(window, gc,
4424 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4425 GFX_SCHLUESSEL1+key_nr);
4426 PlaySoundLevel(x, y, SND_PONG);
4435 int key_nr = element - EL_EM_KEY_1;
4438 player->key[key_nr] = TRUE;
4439 RaiseScoreElement(EL_SCHLUESSEL);
4440 DrawMiniGraphicExt(drawto, gc,
4441 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4442 GFX_SCHLUESSEL1+key_nr);
4443 DrawMiniGraphicExt(window, gc,
4444 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4445 GFX_SCHLUESSEL1+key_nr);
4446 PlaySoundLevel(x, y, SND_PONG);
4451 Feld[x][y] = EL_ABLENK_EIN;
4454 DrawLevelField(x, y);
4458 case EL_SP_TERMINAL:
4462 for (yy=0; yy<lev_fieldy; yy++)
4464 for (xx=0; xx<lev_fieldx; xx++)
4466 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4468 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4469 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4478 if (local_player->gems_still_needed > 0)
4479 return MF_NO_ACTION;
4481 player->LevelSolved = player->GameOver = TRUE;
4482 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4485 case EL_FELSBROCKEN:
4490 case EL_SP_DISK_ORANGE:
4491 if (dy || mode == DF_SNAP)
4492 return MF_NO_ACTION;
4494 player->Pushing = TRUE;
4496 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4497 return MF_NO_ACTION;
4501 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4502 return MF_NO_ACTION;
4505 if (player->push_delay == 0)
4506 player->push_delay = FrameCounter;
4507 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4509 return MF_NO_ACTION;
4512 Feld[x+dx][y+dy] = element;
4514 player->push_delay_value = 2+RND(8);
4516 DrawLevelField(x+dx, y+dy);
4517 if (element == EL_FELSBROCKEN)
4518 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4519 else if (element == EL_KOKOSNUSS)
4520 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4521 else if (IS_SP_ELEMENT(element))
4522 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4524 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4531 if (!player->key[element - EL_PFORTE1])
4532 return MF_NO_ACTION;
4539 if (!player->key[element - EL_PFORTE1X])
4540 return MF_NO_ACTION;
4547 if (!player->key[element - EL_EM_GATE_1])
4548 return MF_NO_ACTION;
4549 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4550 return MF_NO_ACTION;
4552 /* automatically move to the next field with double speed */
4553 player->programmed_action = move_direction;
4554 DOUBLE_PLAYER_SPEED(player);
4562 if (!player->key[element - EL_EM_GATE_1X])
4563 return MF_NO_ACTION;
4564 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4565 return MF_NO_ACTION;
4567 /* automatically move to the next field with double speed */
4568 player->programmed_action = move_direction;
4569 DOUBLE_PLAYER_SPEED(player);
4573 case EL_SP_PORT1_LEFT:
4574 case EL_SP_PORT2_LEFT:
4575 case EL_SP_PORT1_RIGHT:
4576 case EL_SP_PORT2_RIGHT:
4577 case EL_SP_PORT1_UP:
4578 case EL_SP_PORT2_UP:
4579 case EL_SP_PORT1_DOWN:
4580 case EL_SP_PORT2_DOWN:
4585 element != EL_SP_PORT1_LEFT &&
4586 element != EL_SP_PORT2_LEFT &&
4587 element != EL_SP_PORT_X &&
4588 element != EL_SP_PORT_XY) ||
4590 element != EL_SP_PORT1_RIGHT &&
4591 element != EL_SP_PORT2_RIGHT &&
4592 element != EL_SP_PORT_X &&
4593 element != EL_SP_PORT_XY) ||
4595 element != EL_SP_PORT1_UP &&
4596 element != EL_SP_PORT2_UP &&
4597 element != EL_SP_PORT_Y &&
4598 element != EL_SP_PORT_XY) ||
4600 element != EL_SP_PORT1_DOWN &&
4601 element != EL_SP_PORT2_DOWN &&
4602 element != EL_SP_PORT_Y &&
4603 element != EL_SP_PORT_XY) ||
4604 !IN_LEV_FIELD(x + dx, y + dy) ||
4605 !IS_FREE(x + dx, y + dy))
4606 return MF_NO_ACTION;
4608 /* automatically move to the next field with double speed */
4609 player->programmed_action = move_direction;
4610 DOUBLE_PLAYER_SPEED(player);
4615 case EL_AUSGANG_ACT:
4616 /* door is not (yet) open */
4617 return MF_NO_ACTION;
4620 case EL_AUSGANG_AUF:
4621 if (mode == DF_SNAP)
4622 return MF_NO_ACTION;
4624 PlaySoundLevel(x, y, SND_BUING);
4629 Feld[x][y] = EL_BIRNE_EIN;
4630 local_player->lights_still_needed--;
4631 DrawLevelField(x, y);
4632 PlaySoundLevel(x, y, SND_DENG);
4637 Feld[x][y] = EL_ZEIT_LEER;
4639 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4640 DrawLevelField(x, y);
4641 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4645 case EL_SOKOBAN_FELD_LEER:
4648 case EL_SOKOBAN_FELD_VOLL:
4649 case EL_SOKOBAN_OBJEKT:
4651 case EL_SP_DISK_YELLOW:
4652 if (mode == DF_SNAP)
4653 return MF_NO_ACTION;
4655 player->Pushing = TRUE;
4657 if (!IN_LEV_FIELD(x+dx, y+dy)
4658 || (!IS_FREE(x+dx, y+dy)
4659 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4660 || !IS_SB_ELEMENT(element))))
4661 return MF_NO_ACTION;
4665 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4666 return MF_NO_ACTION;
4668 else if (dy && real_dx)
4670 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4671 return MF_NO_ACTION;
4674 if (player->push_delay == 0)
4675 player->push_delay = FrameCounter;
4676 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4678 return MF_NO_ACTION;
4680 if (IS_SB_ELEMENT(element))
4682 if (element == EL_SOKOBAN_FELD_VOLL)
4684 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4685 local_player->sokobanfields_still_needed++;
4690 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4692 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4693 local_player->sokobanfields_still_needed--;
4694 if (element == EL_SOKOBAN_OBJEKT)
4695 PlaySoundLevel(x, y, SND_DENG);
4698 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4703 Feld[x+dx][y+dy] = element;
4706 player->push_delay_value = 2;
4708 DrawLevelField(x, y);
4709 DrawLevelField(x+dx, y+dy);
4710 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4712 if (IS_SB_ELEMENT(element) &&
4713 local_player->sokobanfields_still_needed == 0 &&
4714 game_emulation == EMU_SOKOBAN)
4716 player->LevelSolved = player->GameOver = TRUE;
4717 PlaySoundLevel(x, y, SND_BUING);
4729 return MF_NO_ACTION;
4732 player->push_delay = 0;
4737 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4739 int jx = player->jx, jy = player->jy;
4740 int x = jx + dx, y = jy + dy;
4742 if (player->gone || !IN_LEV_FIELD(x, y))
4750 player->snapped = FALSE;
4754 if (player->snapped)
4757 player->MovDir = (dx < 0 ? MV_LEFT :
4760 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4762 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4765 player->snapped = TRUE;
4766 DrawLevelField(x, y);
4772 boolean PlaceBomb(struct PlayerInfo *player)
4774 int jx = player->jx, jy = player->jy;
4777 if (player->gone || player->MovPos)
4780 element = Feld[jx][jy];
4782 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4783 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4784 element == EL_EXPLODING)
4787 if (element != EL_LEERRAUM)
4788 Store[jx][jy] = element;
4790 if (player->dynamite)
4792 Feld[jx][jy] = EL_DYNAMIT;
4793 MovDelay[jx][jy] = 96;
4795 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4796 FS_SMALL, FC_YELLOW);
4797 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4799 if (game_emulation == EMU_SUPAPLEX)
4800 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4802 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4807 Feld[jx][jy] = EL_DYNABOMB;
4808 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4809 MovDelay[jx][jy] = 96;
4810 player->dynabombs_left--;
4811 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4812 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4818 void PlaySoundLevel(int x, int y, int sound_nr)
4820 int sx = SCREENX(x), sy = SCREENY(y);
4822 int silence_distance = 8;
4824 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4825 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4828 if (!IN_LEV_FIELD(x, y) ||
4829 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4830 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4833 volume = PSND_MAX_VOLUME;
4836 stereo = (sx - SCR_FIELDX/2) * 12;
4838 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4839 if (stereo > PSND_MAX_RIGHT)
4840 stereo = PSND_MAX_RIGHT;
4841 if (stereo < PSND_MAX_LEFT)
4842 stereo = PSND_MAX_LEFT;
4845 if (!IN_SCR_FIELD(sx, sy))
4847 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4848 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4850 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4853 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4856 void RaiseScore(int value)
4858 local_player->score += value;
4859 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4860 FS_SMALL, FC_YELLOW);
4863 void RaiseScoreElement(int element)
4868 case EL_EDELSTEIN_BD:
4869 case EL_EDELSTEIN_GELB:
4870 case EL_EDELSTEIN_ROT:
4871 case EL_EDELSTEIN_LILA:
4872 RaiseScore(level.score[SC_EDELSTEIN]);
4875 RaiseScore(level.score[SC_DIAMANT]);
4879 RaiseScore(level.score[SC_KAEFER]);
4883 RaiseScore(level.score[SC_FLIEGER]);
4887 RaiseScore(level.score[SC_MAMPFER]);
4890 RaiseScore(level.score[SC_ROBOT]);
4893 RaiseScore(level.score[SC_PACMAN]);
4896 RaiseScore(level.score[SC_KOKOSNUSS]);
4899 RaiseScore(level.score[SC_DYNAMIT]);
4902 RaiseScore(level.score[SC_SCHLUESSEL]);
4909 /* ---------- new game button stuff ---------------------------------------- */
4911 /* graphic position values for game buttons */
4912 #define GAME_BUTTON_XSIZE 30
4913 #define GAME_BUTTON_YSIZE 30
4914 #define GAME_BUTTON_XPOS 5
4915 #define GAME_BUTTON_YPOS 215
4916 #define SOUND_BUTTON_XPOS 5
4917 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4919 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4920 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4921 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4922 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4923 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4924 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4931 } gamebutton_info[NUM_GAME_BUTTONS] =
4934 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4939 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4944 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4949 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4950 SOUND_CTRL_ID_MUSIC,
4951 "background music on/off"
4954 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4955 SOUND_CTRL_ID_LOOPS,
4956 "sound loops on/off"
4959 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4960 SOUND_CTRL_ID_SIMPLE,
4961 "normal sounds on/off"
4965 void CreateGameButtons()
4969 for (i=0; i<NUM_GAME_BUTTONS; i++)
4971 Pixmap gd_pixmap = pix[PIX_DOOR];
4972 struct GadgetInfo *gi;
4975 unsigned long event_mask;
4976 int gd_xoffset, gd_yoffset;
4977 int gd_x1, gd_x2, gd_y1, gd_y2;
4980 gd_xoffset = gamebutton_info[i].x;
4981 gd_yoffset = gamebutton_info[i].y;
4982 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
4983 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
4985 if (id == GAME_CTRL_ID_STOP ||
4986 id == GAME_CTRL_ID_PAUSE ||
4987 id == GAME_CTRL_ID_PLAY)
4989 button_type = GD_TYPE_NORMAL_BUTTON;
4991 event_mask = GD_EVENT_RELEASED;
4992 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4993 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4997 button_type = GD_TYPE_CHECK_BUTTON;
4999 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5000 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5001 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5002 event_mask = GD_EVENT_PRESSED;
5003 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5004 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5007 gi = CreateGadget(GDI_CUSTOM_ID, id,
5008 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5009 GDI_X, DX + gd_xoffset,
5010 GDI_Y, DY + gd_yoffset,
5011 GDI_WIDTH, GAME_BUTTON_XSIZE,
5012 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5013 GDI_TYPE, button_type,
5014 GDI_STATE, GD_BUTTON_UNPRESSED,
5015 GDI_CHECKED, checked,
5016 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5017 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5018 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5019 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5020 GDI_EVENT_MASK, event_mask,
5021 GDI_CALLBACK_ACTION, HandleGameButtons,
5025 Error(ERR_EXIT, "cannot create gadget");
5027 game_gadget[id] = gi;
5031 static void MapGameButtons()
5035 for (i=0; i<NUM_GAME_BUTTONS; i++)
5036 MapGadget(game_gadget[i]);
5039 void UnmapGameButtons()
5043 for (i=0; i<NUM_GAME_BUTTONS; i++)
5044 UnmapGadget(game_gadget[i]);
5047 static void HandleGameButtons(struct GadgetInfo *gi)
5049 int id = gi->custom_id;
5051 if (game_status != PLAYING)
5056 case GAME_CTRL_ID_STOP:
5059 CloseDoor(DOOR_CLOSE_1);
5060 game_status = MAINMENU;
5065 if (level_editor_test_game ||
5066 Request("Do you really want to quit the game ?",
5067 REQ_ASK | REQ_STAY_CLOSED))
5070 if (options.network)
5071 SendToServer_StopPlaying();
5075 game_status = MAINMENU;
5080 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5083 case GAME_CTRL_ID_PAUSE:
5084 if (options.network)
5088 SendToServer_ContinuePlaying();
5090 SendToServer_PausePlaying();
5097 case GAME_CTRL_ID_PLAY:
5101 if (options.network)
5102 SendToServer_ContinuePlaying();
5106 tape.pausing = FALSE;
5107 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5112 case SOUND_CTRL_ID_MUSIC:
5113 if (setup.sound_music)
5115 setup.sound_music = FALSE;
5116 FadeSound(background_loop[level_nr % num_bg_loops]);
5118 else if (sound_loops_allowed)
5120 setup.sound = setup.sound_music = TRUE;
5121 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5125 case SOUND_CTRL_ID_LOOPS:
5126 if (setup.sound_loops)
5127 setup.sound_loops = FALSE;
5128 else if (sound_loops_allowed)
5129 setup.sound = setup.sound_loops = TRUE;
5132 case SOUND_CTRL_ID_SIMPLE:
5133 if (setup.sound_simple)
5134 setup.sound_simple = FALSE;
5135 else if (sound_status==SOUND_AVAILABLE)
5136 setup.sound = setup.sound_simple = TRUE;