1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
104 /* forward declaration for internal use */
105 static void MapGameButtons();
106 static void HandleGameButtons(struct GadgetInfo *);
108 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
114 static unsigned int getStateCheckSum(int counter)
117 unsigned int mult = 1;
118 unsigned int checksum = 0;
120 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
122 static boolean first_game = TRUE;
124 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
130 lastFeld[x][y] = Feld[x][y];
131 else if (lastFeld[x][y] != Feld[x][y])
132 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
133 x, y, lastFeld[x][y], Feld[x][y]);
137 checksum += mult++ * Ur[x][y];
138 checksum += mult++ * Feld[x][y];
141 checksum += mult++ * MovPos[x][y];
142 checksum += mult++ * MovDir[x][y];
143 checksum += mult++ * MovDelay[x][y];
144 checksum += mult++ * Store[x][y];
145 checksum += mult++ * Store2[x][y];
146 checksum += mult++ * StorePlayer[x][y];
147 checksum += mult++ * Frame[x][y];
148 checksum += mult++ * AmoebaNr[x][y];
149 checksum += mult++ * JustHit[x][y];
150 checksum += mult++ * Stop[x][y];
154 if (counter == 3 && first_game)
165 void GetPlayerConfig()
167 if (sound_status == SOUND_OFF)
170 if (!sound_loops_allowed)
172 setup.sound_loops = FALSE;
173 setup.sound_music = FALSE;
176 setup.sound_simple = setup.sound;
181 static void InitField(int x, int y, boolean init_game)
188 Feld[x][y] = EL_SPIELER1;
196 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
197 int jx = player->jx, jy = player->jy;
199 player->present = TRUE;
202 if (!network_playing || player->connected)
205 if (!options.network || player->connected)
207 player->active = TRUE;
209 /* remove potentially duplicate players */
210 if (StorePlayer[jx][jy] == Feld[x][y])
211 StorePlayer[jx][jy] = 0;
213 StorePlayer[x][y] = Feld[x][y];
217 printf("Player %d activated.\n", player->element_nr);
218 printf("[Local player is %d and currently %s.]\n",
219 local_player->element_nr,
220 local_player->active ? "active" : "not active");
224 Feld[x][y] = EL_LEERRAUM;
225 player->jx = player->last_jx = x;
226 player->jy = player->last_jy = y;
231 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE1;
233 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
234 Feld[x][y] = EL_BADEWANNE2;
235 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
236 Feld[x][y] = EL_BADEWANNE3;
237 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
238 Feld[x][y] = EL_BADEWANNE4;
239 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
240 Feld[x][y] = EL_BADEWANNE5;
282 if (y == lev_fieldy - 1)
284 Feld[x][y] = EL_AMOEBING;
285 Store[x][y] = EL_AMOEBE_NASS;
294 local_player->lights_still_needed++;
297 case EL_SOKOBAN_FELD_LEER:
298 local_player->sokobanfields_still_needed++;
303 local_player->friends_still_needed++;
308 MovDir[x][y] = 1 << RND(4);
312 Feld[x][y] = EL_LEERRAUM;
323 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
324 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
325 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
327 /* don't play tapes over network */
328 network_playing = (options.network && !tape.playing);
330 for (i=0; i<MAX_PLAYERS; i++)
332 struct PlayerInfo *player = &stored_player[i];
334 player->index_nr = i;
335 player->element_nr = EL_SPIELER1 + i;
337 player->present = FALSE;
338 player->active = FALSE;
341 player->effective_action = 0;
342 player->programmed_action = 0;
345 player->gems_still_needed = level.edelsteine;
346 player->sokobanfields_still_needed = 0;
347 player->lights_still_needed = 0;
348 player->friends_still_needed = 0;
351 player->key[j] = FALSE;
353 player->dynamite = 0;
354 player->dynabomb_count = 0;
355 player->dynabomb_size = 0;
356 player->dynabombs_left = 0;
357 player->dynabomb_xl = FALSE;
359 player->MovDir = MV_NO_MOVING;
361 player->Pushing = FALSE;
365 player->actual_frame_counter = 0;
367 player->frame_reset_delay = 0;
369 player->push_delay = 0;
370 player->push_delay_value = 5;
372 player->move_delay = 0;
373 player->last_move_dir = MV_NO_MOVING;
375 player->snapped = FALSE;
377 player->gone = FALSE;
379 player->last_jx = player->last_jy = 0;
380 player->jx = player->jy = 0;
382 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
383 SnapField(player, 0, 0);
385 player->LevelSolved = FALSE;
386 player->GameOver = FALSE;
389 network_player_action_received = FALSE;
392 /* initial null action */
394 SendToServer_MovePlayer(MV_NO_MOVING);
403 TimeLeft = level.time;
405 ScreenMovDir = MV_NO_MOVING;
409 MoveSpeed = (level.double_speed ? 4 : 8);
410 ScrollStepSize = TILEX / MoveSpeed;
412 AllPlayersGone = FALSE;
416 for (i=0; i<MAX_NUM_AMOEBA; i++)
417 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
419 for (x=0; x<lev_fieldx; x++)
421 for (y=0; y<lev_fieldy; y++)
423 Feld[x][y] = Ur[x][y];
424 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
425 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
433 for(y=0; y<lev_fieldy; y++)
435 for(x=0; x<lev_fieldx; x++)
437 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
439 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
441 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
444 InitField(x, y, TRUE);
448 /* check if any connected player was not found in playfield */
449 for (i=0; i<MAX_PLAYERS; i++)
451 struct PlayerInfo *player = &stored_player[i];
453 if (player->connected && !player->present)
455 for (j=0; j<MAX_PLAYERS; j++)
457 struct PlayerInfo *some_player = &stored_player[j];
458 int jx = some_player->jx, jy = some_player->jy;
460 /* assign first free player found that is present in the playfield */
461 if (some_player->present && !some_player->connected)
463 player->present = TRUE;
464 player->active = TRUE;
465 some_player->present = FALSE;
467 StorePlayer[jx][jy] = player->element_nr;
468 player->jx = player->last_jx = jx;
469 player->jy = player->last_jy = jy;
479 /* when playing a tape, eliminate all players who do not participate */
481 for (i=0; i<MAX_PLAYERS; i++)
483 if (stored_player[i].active && !tape.player_participates[i])
485 struct PlayerInfo *player = &stored_player[i];
486 int jx = player->jx, jy = player->jy;
488 player->active = FALSE;
489 StorePlayer[jx][jy] = 0;
490 Feld[jx][jy] = EL_LEERRAUM;
494 else if (!options.network && !setup.team_mode) /* && !tape.playing */
496 /* when in single player mode, eliminate all but the first active player */
498 for (i=0; i<MAX_PLAYERS; i++)
500 if (stored_player[i].active)
502 for (j=i+1; j<MAX_PLAYERS; j++)
504 if (stored_player[j].active)
506 struct PlayerInfo *player = &stored_player[j];
507 int jx = player->jx, jy = player->jy;
509 player->active = FALSE;
510 StorePlayer[jx][jy] = 0;
511 Feld[jx][jy] = EL_LEERRAUM;
518 /* when recording the game, store which players take part in the game */
521 for (i=0; i<MAX_PLAYERS; i++)
522 if (stored_player[i].active)
523 tape.player_participates[i] = TRUE;
528 for (i=0; i<MAX_PLAYERS; i++)
530 struct PlayerInfo *player = &stored_player[i];
532 printf("Player %d: present == %d, connected == %d, active == %d.\n",
537 if (local_player == player)
538 printf("Player %d is local player.\n", i+1);
542 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
543 emulate_sb ? EMU_SOKOBAN :
544 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
546 /* determine border element for this level */
549 if (BorderElement == EL_LEERRAUM)
552 SBX_Right = lev_fieldx - SCR_FIELDX;
554 SBY_Lower = lev_fieldy - SCR_FIELDY;
559 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
561 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
564 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
565 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
567 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
568 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
571 scroll_y = SBY_Upper;
572 if (local_player->jx >= SBX_Left + MIDPOSX)
573 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
574 local_player->jx - MIDPOSX :
576 if (local_player->jy >= SBY_Upper + MIDPOSY)
577 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
578 local_player->jy - MIDPOSY :
581 CloseDoor(DOOR_CLOSE_1);
587 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
588 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
589 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
590 DrawTextExt(pix[PIX_DB_DOOR], gc,
591 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
592 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
593 DrawTextExt(pix[PIX_DB_DOOR], gc,
594 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
595 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
596 DrawTextExt(pix[PIX_DB_DOOR], gc,
597 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
598 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
599 DrawTextExt(pix[PIX_DB_DOOR], gc,
600 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
601 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
602 DrawTextExt(pix[PIX_DB_DOOR], gc,
603 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
604 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
609 DrawGameButton(BUTTON_GAME_STOP);
610 DrawGameButton(BUTTON_GAME_PAUSE);
611 DrawGameButton(BUTTON_GAME_PLAY);
612 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
613 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
614 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
617 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
618 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
619 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
624 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
625 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
626 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
627 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
628 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
632 OpenDoor(DOOR_OPEN_ALL);
634 if (setup.sound_music)
635 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
637 XAutoRepeatOff(display);
642 printf("Spieler %d %saktiv.\n",
643 i+1, (stored_player[i].active ? "" : "nicht "));
647 void InitMovDir(int x, int y)
649 int i, element = Feld[x][y];
650 static int xy[4][2] =
657 static int direction[2][4] =
659 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
660 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
669 Feld[x][y] = EL_KAEFER;
670 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
677 Feld[x][y] = EL_FLIEGER;
678 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
685 Feld[x][y] = EL_BUTTERFLY;
686 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
693 Feld[x][y] = EL_FIREFLY;
694 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
701 Feld[x][y] = EL_PACMAN;
702 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
706 MovDir[x][y] = MV_UP;
710 MovDir[x][y] = MV_LEFT;
714 MovDir[x][y] = 1 << RND(4);
715 if (element != EL_KAEFER &&
716 element != EL_FLIEGER &&
717 element != EL_BUTTERFLY &&
718 element != EL_FIREFLY)
723 int x1 = x + xy[i][0];
724 int y1 = y + xy[i][1];
726 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
728 if (element == EL_KAEFER || element == EL_BUTTERFLY)
730 MovDir[x][y] = direction[0][i];
733 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
734 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
736 MovDir[x][y] = direction[1][i];
745 void InitAmoebaNr(int x, int y)
748 int group_nr = AmoebeNachbarNr(x, y);
752 for (i=1; i<MAX_NUM_AMOEBA; i++)
754 if (AmoebaCnt[i] == 0)
762 AmoebaNr[x][y] = group_nr;
763 AmoebaCnt[group_nr]++;
764 AmoebaCnt2[group_nr]++;
770 int bumplevel = FALSE;
772 if (local_player->MovPos)
775 local_player->LevelSolved = FALSE;
779 if (setup.sound_loops)
780 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
784 if (!setup.sound_loops)
785 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
786 if (TimeLeft > 0 && !(TimeLeft % 10))
787 RaiseScore(level.score[SC_ZEITBONUS]);
788 if (TimeLeft > 100 && !(TimeLeft % 10))
792 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
797 if (setup.sound_loops)
800 else if (level.time == 0) /* level without time limit */
802 if (setup.sound_loops)
803 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
805 while(TimePlayed < 999)
807 if (!setup.sound_loops)
808 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
809 if (TimePlayed < 999 && !(TimePlayed % 10))
810 RaiseScore(level.score[SC_ZEITBONUS]);
811 if (TimePlayed < 900 && !(TimePlayed % 10))
815 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
820 if (setup.sound_loops)
826 /* Hero disappears */
827 DrawLevelField(ExitX, ExitY);
833 CloseDoor(DOOR_CLOSE_1);
838 SaveTape(tape.level_nr); /* Ask to save tape */
841 if ((hi_pos = NewHiScore()) >= 0)
843 game_status = HALLOFFAME;
844 DrawHallOfFame(hi_pos);
845 if (bumplevel && TAPE_IS_EMPTY(tape))
850 game_status = MAINMENU;
851 if (bumplevel && TAPE_IS_EMPTY(tape))
866 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
867 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
870 for (k=0; k<MAX_SCORE_ENTRIES; k++)
872 if (local_player->score > highscore[k].Score)
874 /* player has made it to the hall of fame */
876 if (k < MAX_SCORE_ENTRIES - 1)
878 int m = MAX_SCORE_ENTRIES - 1;
881 for (l=k; l<MAX_SCORE_ENTRIES; l++)
882 if (!strcmp(setup.player_name, highscore[l].Name))
884 if (m == k) /* player's new highscore overwrites his old one */
890 strcpy(highscore[l].Name, highscore[l - 1].Name);
891 highscore[l].Score = highscore[l - 1].Score;
898 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
899 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
900 highscore[k].Score = local_player->score;
906 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
907 break; /* player already there with a higher score */
918 void InitMovingField(int x, int y, int direction)
920 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
921 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
923 MovDir[x][y] = direction;
924 MovDir[newx][newy] = direction;
925 if (Feld[newx][newy] == EL_LEERRAUM)
926 Feld[newx][newy] = EL_BLOCKED;
929 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
931 int direction = MovDir[x][y];
932 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
933 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
939 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
941 int oldx = x, oldy = y;
942 int direction = MovDir[x][y];
944 if (direction == MV_LEFT)
946 else if (direction == MV_RIGHT)
948 else if (direction == MV_UP)
950 else if (direction == MV_DOWN)
953 *comes_from_x = oldx;
954 *comes_from_y = oldy;
957 int MovingOrBlocked2Element(int x, int y)
959 int element = Feld[x][y];
961 if (element == EL_BLOCKED)
965 Blocked2Moving(x, y, &oldx, &oldy);
966 return Feld[oldx][oldy];
972 static void RemoveField(int x, int y)
974 Feld[x][y] = EL_LEERRAUM;
980 void RemoveMovingField(int x, int y)
982 int oldx = x, oldy = y, newx = x, newy = y;
984 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
989 Moving2Blocked(x, y, &newx, &newy);
990 if (Feld[newx][newy] != EL_BLOCKED)
993 else if (Feld[x][y] == EL_BLOCKED)
995 Blocked2Moving(x, y, &oldx, &oldy);
996 if (!IS_MOVING(oldx, oldy))
1000 if (Feld[x][y] == EL_BLOCKED &&
1001 (Store[oldx][oldy] == EL_MORAST_LEER ||
1002 Store[oldx][oldy] == EL_SIEB_LEER ||
1003 Store[oldx][oldy] == EL_SIEB2_LEER ||
1004 Store[oldx][oldy] == EL_AMOEBE_NASS))
1006 Feld[oldx][oldy] = Store[oldx][oldy];
1007 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1010 Feld[oldx][oldy] = EL_LEERRAUM;
1012 Feld[newx][newy] = EL_LEERRAUM;
1013 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1014 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1016 DrawLevelField(oldx, oldy);
1017 DrawLevelField(newx, newy);
1020 void DrawDynamite(int x, int y)
1022 int sx = SCREENX(x), sy = SCREENY(y);
1023 int graphic = el2gfx(Feld[x][y]);
1026 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1030 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1032 if (Feld[x][y] == EL_DYNAMIT)
1034 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1039 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1043 if (game_emulation == EMU_SUPAPLEX)
1044 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1045 else if (Store[x][y])
1046 DrawGraphicThruMask(sx, sy, graphic + phase);
1048 DrawGraphic(sx, sy, graphic + phase);
1051 void CheckDynamite(int x, int y)
1053 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1058 if (!(MovDelay[x][y] % 12))
1059 PlaySoundLevel(x, y, SND_ZISCH);
1061 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1063 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1070 StopSound(SND_ZISCH);
1074 void Explode(int ex, int ey, int phase, int mode)
1077 int num_phase = 9, delay = 2;
1078 int last_phase = num_phase * delay;
1079 int half_phase = (num_phase / 2) * delay;
1080 int first_phase_after_start = EX_PHASE_START + 1;
1082 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1084 int center_element = Feld[ex][ey];
1086 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1088 center_element = MovingOrBlocked2Element(ex, ey);
1089 RemoveMovingField(ex, ey);
1092 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1094 int element = Feld[x][y];
1096 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1098 element = MovingOrBlocked2Element(x, y);
1099 RemoveMovingField(x, y);
1102 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1105 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1109 if (element == EL_EXPLODING)
1110 element = Store2[x][y];
1112 if (IS_PLAYER(ex, ey))
1114 switch(StorePlayer[ex][ey])
1117 Store[x][y] = EL_EDELSTEIN_ROT;
1120 Store[x][y] = EL_EDELSTEIN;
1123 Store[x][y] = EL_EDELSTEIN_LILA;
1127 Store[x][y] = EL_EDELSTEIN_GELB;
1131 if (game_emulation == EMU_SUPAPLEX)
1132 Store[x][y] = EL_LEERRAUM;
1134 else if (center_element == EL_MAULWURF)
1135 Store[x][y] = EL_EDELSTEIN_ROT;
1136 else if (center_element == EL_PINGUIN)
1137 Store[x][y] = EL_EDELSTEIN_LILA;
1138 else if (center_element == EL_KAEFER)
1139 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1140 else if (center_element == EL_BUTTERFLY)
1141 Store[x][y] = EL_EDELSTEIN_BD;
1142 else if (center_element == EL_SP_ELECTRON)
1143 Store[x][y] = EL_SP_INFOTRON;
1144 else if (center_element == EL_MAMPFER)
1145 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1146 else if (center_element == EL_AMOEBA2DIAM)
1147 Store[x][y] = level.amoebe_inhalt;
1148 else if (element == EL_ERZ_EDEL)
1149 Store[x][y] = EL_EDELSTEIN;
1150 else if (element == EL_ERZ_DIAM)
1151 Store[x][y] = EL_DIAMANT;
1152 else if (element == EL_ERZ_EDEL_BD)
1153 Store[x][y] = EL_EDELSTEIN_BD;
1154 else if (element == EL_ERZ_EDEL_GELB)
1155 Store[x][y] = EL_EDELSTEIN_GELB;
1156 else if (element == EL_ERZ_EDEL_ROT)
1157 Store[x][y] = EL_EDELSTEIN_ROT;
1158 else if (element == EL_ERZ_EDEL_LILA)
1159 Store[x][y] = EL_EDELSTEIN_LILA;
1160 else if (!IS_PFORTE(Store[x][y]))
1161 Store[x][y] = EL_LEERRAUM;
1163 if (x != ex || y != ey ||
1164 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1165 Store2[x][y] = element;
1167 if (AmoebaNr[x][y] &&
1168 (element == EL_AMOEBE_VOLL ||
1169 element == EL_AMOEBE_BD ||
1170 element == EL_AMOEBING))
1172 AmoebaCnt[AmoebaNr[x][y]]--;
1173 AmoebaCnt2[AmoebaNr[x][y]]--;
1176 Feld[x][y] = EL_EXPLODING;
1177 MovDir[x][y] = MovPos[x][y] = 0;
1183 if (center_element == EL_MAMPFER)
1184 MampferNr = (MampferNr + 1) % MampferMax;
1195 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1197 if (phase == first_phase_after_start)
1199 int element = Store2[x][y];
1201 if (element == EL_BLACK_ORB)
1203 Feld[x][y] = Store2[x][y];
1208 else if (phase == half_phase)
1210 int element = Store2[x][y];
1212 if (IS_PLAYER(x, y))
1213 KillHero(PLAYERINFO(x, y));
1214 else if (IS_EXPLOSIVE(element))
1216 Feld[x][y] = Store2[x][y];
1220 else if (element == EL_AMOEBA2DIAM)
1221 AmoebeUmwandeln(x, y);
1224 if (phase == last_phase)
1228 element = Feld[x][y] = Store[x][y];
1229 Store[x][y] = Store2[x][y] = 0;
1230 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1231 InitField(x, y, FALSE);
1232 if (CAN_MOVE(element) || COULD_MOVE(element))
1234 DrawLevelField(x, y);
1236 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1238 int graphic = GFX_EXPLOSION;
1240 if (game_emulation == EMU_SUPAPLEX)
1241 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1242 GFX_SP_EXPLODE_INFOTRON :
1243 GFX_SP_EXPLODE_EMPTY);
1246 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1248 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1252 void DynaExplode(int ex, int ey)
1255 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1256 static int xy[4][2] =
1264 Store2[ex][ey] = 0; /* delete player information */
1266 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1270 for (j=1; j<=player->dynabomb_size; j++)
1272 int x = ex+j*xy[i%4][0];
1273 int y = ey+j*xy[i%4][1];
1276 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1279 element = Feld[x][y];
1280 Explode(x, y, EX_PHASE_START, EX_BORDER);
1282 if (element != EL_LEERRAUM &&
1283 element != EL_ERDREICH &&
1284 element != EL_EXPLODING &&
1285 !player->dynabomb_xl)
1290 player->dynabombs_left++;
1293 void Bang(int x, int y)
1295 int element = Feld[x][y];
1297 if (game_emulation == EMU_SUPAPLEX)
1298 PlaySoundLevel(x, y, SND_SP_BOOOM);
1300 PlaySoundLevel(x, y, SND_ROAAAR);
1302 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1303 element = EL_LEERRAUM;
1315 RaiseScoreElement(element);
1316 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1319 case EL_DYNABOMB_NR:
1320 case EL_DYNABOMB_SZ:
1321 case EL_DYNABOMB_XL:
1328 Explode(x, y, EX_PHASE_START, EX_CENTER);
1331 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1336 void Blurb(int x, int y)
1338 int element = Feld[x][y];
1340 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1342 PlaySoundLevel(x, y, SND_BLURB);
1343 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1344 (!IN_LEV_FIELD(x-1, y-1) ||
1345 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1347 Feld[x-1][y] = EL_BLURB_LEFT;
1349 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1350 (!IN_LEV_FIELD(x+1, y-1) ||
1351 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1353 Feld[x+1][y] = EL_BLURB_RIGHT;
1358 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1360 if (!MovDelay[x][y]) /* initialize animation counter */
1363 if (MovDelay[x][y]) /* continue animation */
1366 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1367 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1369 if (!MovDelay[x][y])
1371 Feld[x][y] = EL_LEERRAUM;
1372 DrawLevelField(x, y);
1378 void Impact(int x, int y)
1380 boolean lastline = (y == lev_fieldy-1);
1381 boolean object_hit = FALSE;
1382 int element = Feld[x][y];
1385 if (!lastline) /* check if element below was hit */
1387 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1390 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1391 MovDir[x][y+1]!=MV_DOWN ||
1392 MovPos[x][y+1]<=TILEY/2));
1394 smashed = MovingOrBlocked2Element(x, y+1);
1397 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1403 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1404 (lastline || object_hit)) /* element is bomb */
1410 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1412 if (object_hit && IS_PLAYER(x, y+1))
1413 KillHero(PLAYERINFO(x, y+1));
1414 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1418 Feld[x][y] = EL_AMOEBING;
1419 Store[x][y] = EL_AMOEBE_NASS;
1424 if (!lastline && object_hit) /* check which object was hit */
1426 if (CAN_CHANGE(element) &&
1427 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1430 int activated_magic_wall =
1431 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1433 /* activate magic wall / mill */
1435 for (y=0; y<lev_fieldy; y++)
1436 for (x=0; x<lev_fieldx; x++)
1437 if (Feld[x][y] == smashed)
1438 Feld[x][y] = activated_magic_wall;
1440 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1444 if (IS_PLAYER(x, y+1))
1446 KillHero(PLAYERINFO(x, y+1));
1449 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1454 else if (element == EL_EDELSTEIN_BD)
1456 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1462 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1464 if (IS_ENEMY(smashed) ||
1465 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1466 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1471 else if (!IS_MOVING(x, y+1))
1473 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1478 else if (smashed == EL_KOKOSNUSS)
1480 Feld[x][y+1] = EL_CRACKINGNUT;
1481 PlaySoundLevel(x, y, SND_KNACK);
1482 RaiseScoreElement(EL_KOKOSNUSS);
1485 else if (smashed == EL_DIAMANT)
1487 Feld[x][y+1] = EL_LEERRAUM;
1488 PlaySoundLevel(x, y, SND_QUIRK);
1495 /* play sound of magic wall / mill */
1497 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1499 PlaySoundLevel(x, y, SND_QUIRK);
1503 /* play sound of object that hits the ground */
1504 if (lastline || object_hit)
1511 case EL_EDELSTEIN_BD:
1512 case EL_EDELSTEIN_GELB:
1513 case EL_EDELSTEIN_ROT:
1514 case EL_EDELSTEIN_LILA:
1516 case EL_SP_INFOTRON:
1522 case EL_FELSBROCKEN:
1526 sound = SND_SP_ZONKDOWN;
1529 case EL_SCHLUESSEL1:
1530 case EL_SCHLUESSEL2:
1531 case EL_SCHLUESSEL3:
1532 case EL_SCHLUESSEL4:
1545 PlaySoundLevel(x, y, sound);
1549 void TurnRound(int x, int y)
1561 { 0, 0 }, { 0, 0 }, { 0, 0 },
1566 int left, right, back;
1570 { MV_DOWN, MV_UP, MV_RIGHT },
1571 { MV_UP, MV_DOWN, MV_LEFT },
1573 { MV_LEFT, MV_RIGHT, MV_DOWN },
1574 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1575 { MV_RIGHT, MV_LEFT, MV_UP }
1578 int element = Feld[x][y];
1579 int old_move_dir = MovDir[x][y];
1580 int left_dir = turn[old_move_dir].left;
1581 int right_dir = turn[old_move_dir].right;
1582 int back_dir = turn[old_move_dir].back;
1584 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1585 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1586 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1587 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1589 int left_x = x+left_dx, left_y = y+left_dy;
1590 int right_x = x+right_dx, right_y = y+right_dy;
1591 int move_x = x+move_dx, move_y = y+move_dy;
1593 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1595 TestIfBadThingHitsOtherBadThing(x, y);
1597 if (IN_LEV_FIELD(right_x, right_y) &&
1598 IS_FREE_OR_PLAYER(right_x, right_y))
1599 MovDir[x][y] = right_dir;
1600 else if (!IN_LEV_FIELD(move_x, move_y) ||
1601 !IS_FREE_OR_PLAYER(move_x, move_y))
1602 MovDir[x][y] = left_dir;
1604 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1606 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1609 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1610 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1612 TestIfBadThingHitsOtherBadThing(x, y);
1614 if (IN_LEV_FIELD(left_x, left_y) &&
1615 IS_FREE_OR_PLAYER(left_x, left_y))
1616 MovDir[x][y] = left_dir;
1617 else if (!IN_LEV_FIELD(move_x, move_y) ||
1618 !IS_FREE_OR_PLAYER(move_x, move_y))
1619 MovDir[x][y] = right_dir;
1621 if ((element == EL_FLIEGER ||
1622 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1623 && MovDir[x][y] != old_move_dir)
1625 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1628 else if (element == EL_MAMPFER)
1630 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1632 if (IN_LEV_FIELD(left_x, left_y) &&
1633 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1634 Feld[left_x][left_y] == EL_DIAMANT))
1635 can_turn_left = TRUE;
1636 if (IN_LEV_FIELD(right_x, right_y) &&
1637 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1638 Feld[right_x][right_y] == EL_DIAMANT))
1639 can_turn_right = TRUE;
1641 if (can_turn_left && can_turn_right)
1642 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1643 else if (can_turn_left)
1644 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1645 else if (can_turn_right)
1646 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1648 MovDir[x][y] = back_dir;
1650 MovDelay[x][y] = 16+16*RND(3);
1652 else if (element == EL_MAMPFER2)
1654 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1656 if (IN_LEV_FIELD(left_x, left_y) &&
1657 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1658 IS_MAMPF2(Feld[left_x][left_y])))
1659 can_turn_left = TRUE;
1660 if (IN_LEV_FIELD(right_x, right_y) &&
1661 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1662 IS_MAMPF2(Feld[right_x][right_y])))
1663 can_turn_right = TRUE;
1665 if (can_turn_left && can_turn_right)
1666 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1667 else if (can_turn_left)
1668 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1669 else if (can_turn_right)
1670 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1672 MovDir[x][y] = back_dir;
1674 MovDelay[x][y] = 16+16*RND(3);
1676 else if (element == EL_PACMAN)
1678 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1680 if (IN_LEV_FIELD(left_x, left_y) &&
1681 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1682 IS_AMOEBOID(Feld[left_x][left_y])))
1683 can_turn_left = TRUE;
1684 if (IN_LEV_FIELD(right_x, right_y) &&
1685 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1686 IS_AMOEBOID(Feld[right_x][right_y])))
1687 can_turn_right = TRUE;
1689 if (can_turn_left && can_turn_right)
1690 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1691 else if (can_turn_left)
1692 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1693 else if (can_turn_right)
1694 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1696 MovDir[x][y] = back_dir;
1698 MovDelay[x][y] = 6+RND(40);
1700 else if (element == EL_SCHWEIN)
1702 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1703 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1704 boolean should_move_on = FALSE;
1706 int rnd = RND(rnd_value);
1708 if (IN_LEV_FIELD(left_x, left_y) &&
1709 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1710 can_turn_left = TRUE;
1711 if (IN_LEV_FIELD(right_x, right_y) &&
1712 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1713 can_turn_right = TRUE;
1714 if (IN_LEV_FIELD(move_x, move_y) &&
1715 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1718 if (can_turn_left &&
1720 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1721 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1722 should_turn_left = TRUE;
1723 if (can_turn_right &&
1725 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1726 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1727 should_turn_right = TRUE;
1729 (!can_turn_left || !can_turn_right ||
1730 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1731 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1732 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1733 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1734 should_move_on = TRUE;
1736 if (should_turn_left || should_turn_right || should_move_on)
1738 if (should_turn_left && should_turn_right && should_move_on)
1739 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1740 rnd < 2*rnd_value/3 ? right_dir :
1742 else if (should_turn_left && should_turn_right)
1743 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1744 else if (should_turn_left && should_move_on)
1745 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1746 else if (should_turn_right && should_move_on)
1747 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1748 else if (should_turn_left)
1749 MovDir[x][y] = left_dir;
1750 else if (should_turn_right)
1751 MovDir[x][y] = right_dir;
1752 else if (should_move_on)
1753 MovDir[x][y] = old_move_dir;
1755 else if (can_move_on && rnd > rnd_value/8)
1756 MovDir[x][y] = old_move_dir;
1757 else if (can_turn_left && can_turn_right)
1758 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1759 else if (can_turn_left && rnd > rnd_value/8)
1760 MovDir[x][y] = left_dir;
1761 else if (can_turn_right && rnd > rnd_value/8)
1762 MovDir[x][y] = right_dir;
1764 MovDir[x][y] = back_dir;
1766 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1767 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1768 MovDir[x][y] = old_move_dir;
1772 else if (element == EL_DRACHE)
1774 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1776 int rnd = RND(rnd_value);
1778 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1779 can_turn_left = TRUE;
1780 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1781 can_turn_right = TRUE;
1782 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1785 if (can_move_on && rnd > rnd_value/8)
1786 MovDir[x][y] = old_move_dir;
1787 else if (can_turn_left && can_turn_right)
1788 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1789 else if (can_turn_left && rnd > rnd_value/8)
1790 MovDir[x][y] = left_dir;
1791 else if (can_turn_right && rnd > rnd_value/8)
1792 MovDir[x][y] = right_dir;
1794 MovDir[x][y] = back_dir;
1796 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1797 MovDir[x][y] = old_move_dir;
1801 else if (element == EL_ROBOT || element == EL_SONDE ||
1802 element == EL_MAULWURF || element == EL_PINGUIN)
1804 int attr_x = -1, attr_y = -1;
1815 for (i=0; i<MAX_PLAYERS; i++)
1817 struct PlayerInfo *player = &stored_player[i];
1818 int jx = player->jx, jy = player->jy;
1820 if (!player->active || player->gone)
1823 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1831 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1837 if (element == EL_MAULWURF || element == EL_PINGUIN)
1840 static int xy[4][2] =
1850 int ex = x + xy[i%4][0];
1851 int ey = y + xy[i%4][1];
1853 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1862 MovDir[x][y] = MV_NO_MOVING;
1864 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1866 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1868 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1870 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1872 if (element == EL_ROBOT)
1876 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1877 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1878 Moving2Blocked(x, y, &newx, &newy);
1880 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1881 MovDelay[x][y] = 8+8*!RND(3);
1883 MovDelay[x][y] = 16;
1891 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1893 boolean first_horiz = RND(2);
1894 int new_move_dir = MovDir[x][y];
1897 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1898 Moving2Blocked(x, y, &newx, &newy);
1900 if (IN_LEV_FIELD(newx, newy) &&
1901 (IS_FREE(newx, newy) ||
1902 Feld[newx][newy] == EL_SALZSAEURE ||
1903 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1904 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1905 IS_MAMPF3(Feld[newx][newy])))))
1909 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1910 Moving2Blocked(x, y, &newx, &newy);
1912 if (IN_LEV_FIELD(newx, newy) &&
1913 (IS_FREE(newx, newy) ||
1914 Feld[newx][newy] == EL_SALZSAEURE ||
1915 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1916 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1917 IS_MAMPF3(Feld[newx][newy])))))
1920 MovDir[x][y] = old_move_dir;
1927 static boolean JustBeingPushed(int x, int y)
1931 for (i=0; i<MAX_PLAYERS; i++)
1933 struct PlayerInfo *player = &stored_player[i];
1935 if (player->active && !player->gone &&
1936 player->Pushing && player->MovPos)
1938 int next_jx = player->jx + (player->jx - player->last_jx);
1939 int next_jy = player->jy + (player->jy - player->last_jy);
1941 if (x == next_jx && y == next_jy)
1949 void StartMoving(int x, int y)
1951 int element = Feld[x][y];
1956 if (CAN_FALL(element) && y<lev_fieldy-1)
1958 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1959 if (JustBeingPushed(x, y))
1962 if (element == EL_MORAST_VOLL)
1964 if (IS_FREE(x, y+1))
1966 InitMovingField(x, y, MV_DOWN);
1967 Feld[x][y] = EL_FELSBROCKEN;
1968 Store[x][y] = EL_MORAST_LEER;
1970 else if (Feld[x][y+1] == EL_MORAST_LEER)
1972 if (!MovDelay[x][y])
1973 MovDelay[x][y] = TILEY + 1;
1982 Feld[x][y] = EL_MORAST_LEER;
1983 Feld[x][y+1] = EL_MORAST_VOLL;
1986 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1988 InitMovingField(x, y, MV_DOWN);
1989 Store[x][y] = EL_MORAST_VOLL;
1991 else if (element == EL_SIEB_VOLL)
1993 if (IS_FREE(x, y+1))
1995 InitMovingField(x, y, MV_DOWN);
1996 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1997 Store[x][y] = EL_SIEB_LEER;
1999 else if (Feld[x][y+1] == EL_SIEB_LEER)
2001 if (!MovDelay[x][y])
2002 MovDelay[x][y] = TILEY/4 + 1;
2011 Feld[x][y] = EL_SIEB_LEER;
2012 Feld[x][y+1] = EL_SIEB_VOLL;
2013 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2017 else if (element == EL_SIEB2_VOLL)
2019 if (IS_FREE(x, y+1))
2021 InitMovingField(x, y, MV_DOWN);
2022 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2023 Store[x][y] = EL_SIEB2_LEER;
2025 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2027 if (!MovDelay[x][y])
2028 MovDelay[x][y] = TILEY/4 + 1;
2037 Feld[x][y] = EL_SIEB2_LEER;
2038 Feld[x][y+1] = EL_SIEB2_VOLL;
2039 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2043 else if (CAN_CHANGE(element) &&
2044 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2046 InitMovingField(x, y, MV_DOWN);
2048 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2049 Store2[x][y+1] = element;
2051 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2054 InitMovingField(x, y, MV_DOWN);
2055 Store[x][y] = EL_SALZSAEURE;
2057 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2061 else if (IS_FREE(x, y+1))
2063 InitMovingField(x, y, MV_DOWN);
2065 else if (element == EL_TROPFEN)
2067 Feld[x][y] = EL_AMOEBING;
2068 Store[x][y] = EL_AMOEBE_NASS;
2070 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2072 boolean left = (x>0 && IS_FREE(x-1, y) &&
2073 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2074 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2075 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2079 if (left && right && game_emulation != EMU_BOULDERDASH)
2080 left = !(right = RND(2));
2082 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2086 else if (CAN_MOVE(element))
2090 if (element == EL_SONDE && JustBeingPushed(x, y))
2093 if (!MovDelay[x][y]) /* start new movement phase */
2095 /* all objects that can change their move direction after each step */
2096 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2098 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2101 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2102 element == EL_SP_SNIKSNAK ||
2103 element == EL_SP_ELECTRON))
2104 DrawLevelField(x, y);
2108 if (MovDelay[x][y]) /* wait some time before next movement */
2112 if (element == EL_ROBOT ||
2113 element == EL_MAMPFER || element == EL_MAMPFER2)
2115 int phase = MovDelay[x][y] % 8;
2120 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2121 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2123 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2124 && MovDelay[x][y]%4 == 3)
2125 PlaySoundLevel(x, y, SND_NJAM);
2127 else if (element == EL_SP_ELECTRON)
2128 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2129 else if (element == EL_DRACHE)
2132 int dir = MovDir[x][y];
2133 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2134 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2135 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2136 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2137 dir == MV_UP ? GFX_FLAMMEN_UP :
2138 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2139 int phase = FrameCounter % 2;
2141 for (i=1; i<=3; i++)
2143 int xx = x + i*dx, yy = y + i*dy;
2144 int sx = SCREENX(xx), sy = SCREENY(yy);
2146 if (!IN_LEV_FIELD(xx, yy) ||
2147 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2152 int flamed = MovingOrBlocked2Element(xx, yy);
2154 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2157 RemoveMovingField(xx, yy);
2159 Feld[xx][yy] = EL_BURNING;
2160 if (IN_SCR_FIELD(sx, sy))
2161 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2165 if (Feld[xx][yy] == EL_BURNING)
2166 Feld[xx][yy] = EL_LEERRAUM;
2167 DrawLevelField(xx, yy);
2176 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2178 PlaySoundLevel(x, y, SND_KLAPPER);
2180 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2182 PlaySoundLevel(x, y, SND_ROEHR);
2185 /* now make next step */
2187 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2189 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2191 /* enemy got the player */
2193 KillHero(PLAYERINFO(newx, newy));
2196 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2197 element == EL_ROBOT || element == EL_SONDE) &&
2198 IN_LEV_FIELD(newx, newy) &&
2199 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2202 Store[x][y] = EL_SALZSAEURE;
2204 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2205 IN_LEV_FIELD(newx, newy))
2207 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2209 Feld[x][y] = EL_LEERRAUM;
2210 DrawLevelField(x, y);
2212 PlaySoundLevel(newx, newy, SND_BUING);
2213 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2214 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2216 local_player->friends_still_needed--;
2217 if (!local_player->friends_still_needed &&
2218 !local_player->GameOver && AllPlayersGone)
2219 local_player->LevelSolved = local_player->GameOver = TRUE;
2223 else if (IS_MAMPF3(Feld[newx][newy]))
2225 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2226 DrawLevelField(newx, newy);
2228 MovDir[x][y] = MV_NO_MOVING;
2230 else if (!IS_FREE(newx, newy))
2232 if (IS_PLAYER(x, y))
2233 DrawPlayerField(x, y);
2235 DrawLevelField(x, y);
2239 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2241 if (IS_GEM(Feld[newx][newy]))
2243 if (IS_MOVING(newx, newy))
2244 RemoveMovingField(newx, newy);
2247 Feld[newx][newy] = EL_LEERRAUM;
2248 DrawLevelField(newx, newy);
2251 else if (!IS_FREE(newx, newy))
2253 if (IS_PLAYER(x, y))
2254 DrawPlayerField(x, y);
2256 DrawLevelField(x, y);
2260 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2262 if (!IS_FREE(newx, newy))
2264 if (IS_PLAYER(x, y))
2265 DrawPlayerField(x, y);
2267 DrawLevelField(x, y);
2272 boolean wanna_flame = !RND(10);
2273 int dx = newx - x, dy = newy - y;
2274 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2275 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2276 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2277 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2278 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2279 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2281 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2282 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2283 element1 != EL_BURNING && element2 != EL_BURNING)
2285 if (IS_PLAYER(x, y))
2286 DrawPlayerField(x, y);
2288 DrawLevelField(x, y);
2290 MovDelay[x][y] = 50;
2291 Feld[newx][newy] = EL_BURNING;
2292 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2293 Feld[newx1][newy1] = EL_BURNING;
2294 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2295 Feld[newx2][newy2] = EL_BURNING;
2300 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2301 Feld[newx][newy] == EL_DIAMANT)
2303 if (IS_MOVING(newx, newy))
2304 RemoveMovingField(newx, newy);
2307 Feld[newx][newy] = EL_LEERRAUM;
2308 DrawLevelField(newx, newy);
2311 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2312 IS_MAMPF2(Feld[newx][newy]))
2314 if (AmoebaNr[newx][newy])
2316 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2317 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2318 Feld[newx][newy] == EL_AMOEBE_BD)
2319 AmoebaCnt[AmoebaNr[newx][newy]]--;
2322 if (IS_MOVING(newx, newy))
2323 RemoveMovingField(newx, newy);
2326 Feld[newx][newy] = EL_LEERRAUM;
2327 DrawLevelField(newx, newy);
2330 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2331 IS_AMOEBOID(Feld[newx][newy]))
2333 if (AmoebaNr[newx][newy])
2335 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2336 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2337 Feld[newx][newy] == EL_AMOEBE_BD)
2338 AmoebaCnt[AmoebaNr[newx][newy]]--;
2341 Feld[newx][newy] = EL_LEERRAUM;
2342 DrawLevelField(newx, newy);
2344 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2346 /* object was running against a wall */
2350 if (element == EL_KAEFER || element == EL_FLIEGER ||
2351 element == EL_SP_SNIKSNAK)
2352 DrawLevelField(x, y);
2353 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2354 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2355 else if (element == EL_SONDE)
2356 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2357 else if (element == EL_SP_ELECTRON)
2358 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2363 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2364 PlaySoundLevel(x, y, SND_SCHLURF);
2366 InitMovingField(x, y, MovDir[x][y]);
2370 ContinueMoving(x, y);
2373 void ContinueMoving(int x, int y)
2375 int element = Feld[x][y];
2376 int direction = MovDir[x][y];
2377 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2378 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2379 int horiz_move = (dx!=0);
2380 int newx = x + dx, newy = y + dy;
2381 int step = (horiz_move ? dx : dy) * TILEX/8;
2383 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2385 else if (element == EL_TROPFEN)
2387 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2390 MovPos[x][y] += step;
2392 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2394 Feld[x][y] = EL_LEERRAUM;
2395 Feld[newx][newy] = element;
2397 if (Store[x][y] == EL_MORAST_VOLL)
2400 Feld[newx][newy] = EL_MORAST_VOLL;
2401 element = EL_MORAST_VOLL;
2403 else if (Store[x][y] == EL_MORAST_LEER)
2406 Feld[x][y] = EL_MORAST_LEER;
2408 else if (Store[x][y] == EL_SIEB_VOLL)
2411 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2413 else if (Store[x][y] == EL_SIEB_LEER)
2415 Store[x][y] = Store2[x][y] = 0;
2416 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2418 else if (Store[x][y] == EL_SIEB2_VOLL)
2421 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2423 else if (Store[x][y] == EL_SIEB2_LEER)
2425 Store[x][y] = Store2[x][y] = 0;
2426 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2428 else if (Store[x][y] == EL_SALZSAEURE)
2431 Feld[newx][newy] = EL_SALZSAEURE;
2432 element = EL_SALZSAEURE;
2434 else if (Store[x][y] == EL_AMOEBE_NASS)
2437 Feld[x][y] = EL_AMOEBE_NASS;
2440 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2441 MovDelay[newx][newy] = 0;
2443 if (!CAN_MOVE(element))
2444 MovDir[newx][newy] = 0;
2446 DrawLevelField(x, y);
2447 DrawLevelField(newx, newy);
2449 Stop[newx][newy] = TRUE;
2450 JustHit[x][newy] = 3;
2452 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2454 TestIfBadThingHitsHero(newx, newy);
2455 TestIfBadThingHitsFriend(newx, newy);
2456 TestIfBadThingHitsOtherBadThing(newx, newy);
2458 else if (element == EL_PINGUIN)
2459 TestIfFriendHitsBadThing(newx, newy);
2461 if (CAN_SMASH(element) && direction == MV_DOWN &&
2462 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2465 else /* still moving on */
2466 DrawLevelField(x, y);
2469 int AmoebeNachbarNr(int ax, int ay)
2472 int element = Feld[ax][ay];
2474 static int xy[4][2] =
2484 int x = ax + xy[i][0];
2485 int y = ay + xy[i][1];
2487 if (!IN_LEV_FIELD(x, y))
2490 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2491 group_nr = AmoebaNr[x][y];
2497 void AmoebenVereinigen(int ax, int ay)
2499 int i, x, y, xx, yy;
2500 int new_group_nr = AmoebaNr[ax][ay];
2501 static int xy[4][2] =
2509 if (new_group_nr == 0)
2517 if (!IN_LEV_FIELD(x, y))
2520 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2521 Feld[x][y] == EL_AMOEBE_BD ||
2522 Feld[x][y] == EL_AMOEBE_TOT) &&
2523 AmoebaNr[x][y] != new_group_nr)
2525 int old_group_nr = AmoebaNr[x][y];
2527 if (old_group_nr == 0)
2530 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2531 AmoebaCnt[old_group_nr] = 0;
2532 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2533 AmoebaCnt2[old_group_nr] = 0;
2535 for (yy=0; yy<lev_fieldy; yy++)
2537 for (xx=0; xx<lev_fieldx; xx++)
2539 if (AmoebaNr[xx][yy] == old_group_nr)
2540 AmoebaNr[xx][yy] = new_group_nr;
2547 void AmoebeUmwandeln(int ax, int ay)
2551 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2553 int group_nr = AmoebaNr[ax][ay];
2558 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2559 printf("AmoebeUmwandeln(): This should never happen!\n");
2564 for (y=0; y<lev_fieldy; y++)
2566 for (x=0; x<lev_fieldx; x++)
2568 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2571 Feld[x][y] = EL_AMOEBA2DIAM;
2579 static int xy[4][2] =
2592 if (!IN_LEV_FIELD(x, y))
2595 if (Feld[x][y] == EL_AMOEBA2DIAM)
2601 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2604 int group_nr = AmoebaNr[ax][ay];
2605 boolean done = FALSE;
2610 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2611 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2616 for (y=0; y<lev_fieldy; y++)
2618 for (x=0; x<lev_fieldx; x++)
2620 if (AmoebaNr[x][y] == group_nr &&
2621 (Feld[x][y] == EL_AMOEBE_TOT ||
2622 Feld[x][y] == EL_AMOEBE_BD ||
2623 Feld[x][y] == EL_AMOEBING))
2626 Feld[x][y] = new_element;
2627 InitField(x, y, FALSE);
2628 DrawLevelField(x, y);
2635 PlaySoundLevel(ax, ay,
2636 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2639 void AmoebeWaechst(int x, int y)
2641 static unsigned long sound_delay = 0;
2642 static unsigned long sound_delay_value = 0;
2644 if (!MovDelay[x][y]) /* start new growing cycle */
2648 if (DelayReached(&sound_delay, sound_delay_value))
2650 PlaySoundLevel(x, y, SND_AMOEBE);
2651 sound_delay_value = 30;
2655 if (MovDelay[x][y]) /* wait some time before growing bigger */
2658 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2659 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2661 if (!MovDelay[x][y])
2663 Feld[x][y] = Store[x][y];
2665 DrawLevelField(x, y);
2670 void AmoebeAbleger(int ax, int ay)
2673 int element = Feld[ax][ay];
2674 int newax = ax, neway = ay;
2675 static int xy[4][2] =
2683 if (!level.tempo_amoebe)
2685 Feld[ax][ay] = EL_AMOEBE_TOT;
2686 DrawLevelField(ax, ay);
2690 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2691 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2693 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2696 if (MovDelay[ax][ay])
2700 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2703 int x = ax + xy[start][0];
2704 int y = ay + xy[start][1];
2706 if (!IN_LEV_FIELD(x, y))
2709 if (IS_FREE(x, y) ||
2710 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2716 if (newax == ax && neway == ay)
2719 else /* normal or "filled" (BD style) amoeba */
2722 boolean waiting_for_player = FALSE;
2726 int j = (start + i) % 4;
2727 int x = ax + xy[j][0];
2728 int y = ay + xy[j][1];
2730 if (!IN_LEV_FIELD(x, y))
2733 if (IS_FREE(x, y) ||
2734 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2740 else if (IS_PLAYER(x, y))
2741 waiting_for_player = TRUE;
2744 if (newax == ax && neway == ay) /* amoeba cannot grow */
2746 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2748 Feld[ax][ay] = EL_AMOEBE_TOT;
2749 DrawLevelField(ax, ay);
2750 AmoebaCnt[AmoebaNr[ax][ay]]--;
2752 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2754 if (element == EL_AMOEBE_VOLL)
2755 AmoebeUmwandeln(ax, ay);
2756 else if (element == EL_AMOEBE_BD)
2757 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2762 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2764 /* amoeba gets larger by growing in some direction */
2766 int new_group_nr = AmoebaNr[ax][ay];
2769 if (new_group_nr == 0)
2771 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2772 printf("AmoebeAbleger(): This should never happen!\n");
2777 AmoebaNr[newax][neway] = new_group_nr;
2778 AmoebaCnt[new_group_nr]++;
2779 AmoebaCnt2[new_group_nr]++;
2781 /* if amoeba touches other amoeba(s) after growing, unify them */
2782 AmoebenVereinigen(newax, neway);
2784 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2786 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2792 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2793 (neway == lev_fieldy - 1 && newax != ax))
2795 Feld[newax][neway] = EL_AMOEBING;
2796 Store[newax][neway] = element;
2798 else if (neway == ay)
2799 Feld[newax][neway] = EL_TROPFEN;
2802 InitMovingField(ax, ay, MV_DOWN);
2803 Feld[ax][ay] = EL_TROPFEN;
2804 Store[ax][ay] = EL_AMOEBE_NASS;
2805 ContinueMoving(ax, ay);
2809 DrawLevelField(newax, neway);
2812 void Life(int ax, int ay)
2815 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2817 int element = Feld[ax][ay];
2822 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2823 MovDelay[ax][ay] = life_time;
2825 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2828 if (MovDelay[ax][ay])
2832 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2834 int xx = ax+x1, yy = ay+y1;
2837 if (!IN_LEV_FIELD(xx, yy))
2840 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2842 int x = xx+x2, y = yy+y2;
2844 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2847 if (((Feld[x][y] == element ||
2848 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2850 (IS_FREE(x, y) && Stop[x][y]))
2854 if (xx == ax && yy == ay) /* field in the middle */
2856 if (nachbarn<life[0] || nachbarn>life[1])
2858 Feld[xx][yy] = EL_LEERRAUM;
2860 DrawLevelField(xx, yy);
2861 Stop[xx][yy] = TRUE;
2864 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2865 { /* free border field */
2866 if (nachbarn>=life[2] && nachbarn<=life[3])
2868 Feld[xx][yy] = element;
2869 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2871 DrawLevelField(xx, yy);
2872 Stop[xx][yy] = TRUE;
2878 void Ablenk(int x, int y)
2880 if (!MovDelay[x][y]) /* next animation frame */
2881 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2883 if (MovDelay[x][y]) /* wait some time before next frame */
2888 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2889 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2890 if (!(MovDelay[x][y]%4))
2891 PlaySoundLevel(x, y, SND_MIEP);
2896 Feld[x][y] = EL_ABLENK_AUS;
2897 DrawLevelField(x, y);
2898 if (ZX == x && ZY == y)
2902 void Birne(int x, int y)
2904 if (!MovDelay[x][y]) /* next animation frame */
2905 MovDelay[x][y] = 800;
2907 if (MovDelay[x][y]) /* wait some time before next frame */
2912 if (!(MovDelay[x][y]%5))
2914 if (!(MovDelay[x][y]%10))
2915 Feld[x][y]=EL_ABLENK_EIN;
2917 Feld[x][y]=EL_ABLENK_AUS;
2918 DrawLevelField(x, y);
2919 Feld[x][y]=EL_ABLENK_EIN;
2925 Feld[x][y]=EL_ABLENK_AUS;
2926 DrawLevelField(x, y);
2927 if (ZX == x && ZY == y)
2931 void Blubber(int x, int y)
2933 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2934 DrawLevelField(x, y-1);
2936 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2939 void NussKnacken(int x, int y)
2941 if (!MovDelay[x][y]) /* next animation frame */
2944 if (MovDelay[x][y]) /* wait some time before next frame */
2947 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2948 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2950 if (!MovDelay[x][y])
2952 Feld[x][y] = EL_EDELSTEIN;
2953 DrawLevelField(x, y);
2958 void SiebAktivieren(int x, int y, int typ)
2960 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2962 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2965 void AusgangstuerPruefen(int x, int y)
2967 if (!local_player->gems_still_needed &&
2968 !local_player->sokobanfields_still_needed &&
2969 !local_player->lights_still_needed)
2971 Feld[x][y] = EL_AUSGANG_ACT;
2973 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2974 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2975 y < LEVELY(BY1) ? LEVELY(BY1) :
2976 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2981 void AusgangstuerOeffnen(int x, int y)
2985 if (!MovDelay[x][y]) /* next animation frame */
2986 MovDelay[x][y] = 5*delay;
2988 if (MovDelay[x][y]) /* wait some time before next frame */
2993 tuer = MovDelay[x][y]/delay;
2994 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2995 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2997 if (!MovDelay[x][y])
2999 Feld[x][y] = EL_AUSGANG_AUF;
3000 DrawLevelField(x, y);
3005 void AusgangstuerBlinken(int x, int y)
3007 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3010 void EdelsteinFunkeln(int x, int y)
3012 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3015 if (Feld[x][y] == EL_EDELSTEIN_BD)
3016 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3019 if (!MovDelay[x][y]) /* next animation frame */
3020 MovDelay[x][y] = 11 * !SimpleRND(500);
3022 if (MovDelay[x][y]) /* wait some time before next frame */
3026 if (setup.direct_draw && MovDelay[x][y])
3027 SetDrawtoField(DRAW_BUFFERED);
3029 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3033 int phase = (MovDelay[x][y]-1)/2;
3038 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3040 if (setup.direct_draw)
3044 dest_x = FX + SCREENX(x)*TILEX;
3045 dest_y = FY + SCREENY(y)*TILEY;
3047 XCopyArea(display, drawto_field, window, gc,
3048 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3049 SetDrawtoField(DRAW_DIRECT);
3056 void MauerWaechst(int x, int y)
3060 if (!MovDelay[x][y]) /* next animation frame */
3061 MovDelay[x][y] = 3*delay;
3063 if (MovDelay[x][y]) /* wait some time before next frame */
3068 phase = 2-MovDelay[x][y]/delay;
3069 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3070 DrawGraphic(SCREENX(x), SCREENY(y),
3071 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3072 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3073 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3074 GFX_MAUER_DOWN ) + phase);
3076 if (!MovDelay[x][y])
3078 if (MovDir[x][y] == MV_LEFT)
3080 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3081 DrawLevelField(x-1, y);
3083 else if (MovDir[x][y] == MV_RIGHT)
3085 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3086 DrawLevelField(x+1, y);
3088 else if (MovDir[x][y] == MV_UP)
3090 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3091 DrawLevelField(x, y-1);
3095 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3096 DrawLevelField(x, y+1);
3099 Feld[x][y] = Store[x][y];
3101 MovDir[x][y] = MV_NO_MOVING;
3102 DrawLevelField(x, y);
3107 void MauerAbleger(int ax, int ay)
3109 int element = Feld[ax][ay];
3110 boolean oben_frei = FALSE, unten_frei = FALSE;
3111 boolean links_frei = FALSE, rechts_frei = FALSE;
3112 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3113 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3115 if (!MovDelay[ax][ay]) /* start building new wall */
3116 MovDelay[ax][ay] = 6;
3118 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3121 if (MovDelay[ax][ay])
3125 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3127 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3129 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3131 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3134 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3138 Feld[ax][ay-1] = EL_MAUERND;
3139 Store[ax][ay-1] = element;
3140 MovDir[ax][ay-1] = MV_UP;
3141 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3142 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3146 Feld[ax][ay+1] = EL_MAUERND;
3147 Store[ax][ay+1] = element;
3148 MovDir[ax][ay+1] = MV_DOWN;
3149 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3150 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3154 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3155 element == EL_MAUER_LEBT)
3159 Feld[ax-1][ay] = EL_MAUERND;
3160 Store[ax-1][ay] = element;
3161 MovDir[ax-1][ay] = MV_LEFT;
3162 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3163 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3167 Feld[ax+1][ay] = EL_MAUERND;
3168 Store[ax+1][ay] = element;
3169 MovDir[ax+1][ay] = MV_RIGHT;
3170 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3171 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3175 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3176 DrawLevelField(ax, ay);
3178 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3180 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3181 unten_massiv = TRUE;
3182 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3183 links_massiv = TRUE;
3184 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3185 rechts_massiv = TRUE;
3187 if (((oben_massiv && unten_massiv) ||
3188 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3189 ((links_massiv && rechts_massiv) ||
3190 element == EL_MAUER_Y))
3191 Feld[ax][ay] = EL_MAUERWERK;
3194 void CheckForDragon(int x, int y)
3197 boolean dragon_found = FALSE;
3198 static int xy[4][2] =
3210 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3212 if (IN_LEV_FIELD(xx, yy) &&
3213 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3215 if (Feld[xx][yy] == EL_DRACHE)
3216 dragon_found = TRUE;
3229 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3231 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3233 Feld[xx][yy] = EL_LEERRAUM;
3234 DrawLevelField(xx, yy);
3243 static void CheckBuggyBase(int x, int y)
3245 int element = Feld[x][y];
3247 if (element == EL_SP_BUG)
3249 if (!MovDelay[x][y]) /* start activating buggy base */
3250 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3252 if (MovDelay[x][y]) /* wait some time before activating base */
3255 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3256 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3260 Feld[x][y] = EL_SP_BUG_ACTIVE;
3263 else if (element == EL_SP_BUG_ACTIVE)
3265 if (!MovDelay[x][y]) /* start activating buggy base */
3266 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3268 if (MovDelay[x][y]) /* wait some time before activating base */
3274 static int xy[4][2] =
3282 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3283 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3287 int xx = x + xy[i][0], yy = y + xy[i][1];
3289 if (IS_PLAYER(xx, yy))
3291 PlaySoundLevel(x, y, SND_SP_BUG);
3299 Feld[x][y] = EL_SP_BUG;
3300 DrawLevelField(x, y);
3305 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3307 static byte stored_player_action[MAX_PLAYERS];
3308 static int num_stored_actions = 0;
3309 static boolean save_tape_entry = FALSE;
3310 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3311 int jx = player->jx, jy = player->jy;
3312 int left = player_action & JOY_LEFT;
3313 int right = player_action & JOY_RIGHT;
3314 int up = player_action & JOY_UP;
3315 int down = player_action & JOY_DOWN;
3316 int button1 = player_action & JOY_BUTTON_1;
3317 int button2 = player_action & JOY_BUTTON_2;
3318 int dx = (left ? -1 : right ? 1 : 0);
3319 int dy = (up ? -1 : down ? 1 : 0);
3321 stored_player_action[player->index_nr] = 0;
3322 num_stored_actions++;
3324 if (!player->active || player->gone || tape.pausing)
3329 save_tape_entry = TRUE;
3330 player->frame_reset_delay = 0;
3333 snapped = SnapField(player, dx, dy);
3337 bombed = PlaceBomb(player);
3338 moved = MoveFigure(player, dx, dy);
3341 if (tape.recording && (moved || snapped || bombed))
3343 if (bombed && !moved)
3344 player_action &= JOY_BUTTON;
3346 stored_player_action[player->index_nr] = player_action;
3349 /* this allows cycled sequences of PlayerActions() */
3350 if (num_stored_actions >= MAX_PLAYERS)
3352 TapeRecordAction(stored_player_action);
3353 num_stored_actions = 0;
3358 else if (tape.playing && snapped)
3359 SnapField(player, 0, 0); /* stop snapping */
3363 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3364 SnapField(player, 0, 0);
3365 if (++player->frame_reset_delay > MoveSpeed)
3369 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3371 TapeRecordAction(stored_player_action);
3372 num_stored_actions = 0;
3373 save_tape_entry = FALSE;
3376 if (tape.playing && !tape.pausing && !player_action &&
3377 tape.counter < tape.length)
3380 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3382 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3383 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3385 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3387 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3389 int el = Feld[jx+dx][jy];
3390 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3392 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3394 player->MovDir = next_joy;
3395 player->Frame = FrameCounter % 4;
3396 player->Pushing = TRUE;
3405 static unsigned long action_delay = 0;
3406 unsigned long action_delay_value;
3407 int sieb_x = 0, sieb_y = 0;
3408 int i, x, y, element;
3409 byte *recorded_player_action;
3410 byte summarized_player_action = 0;
3412 if (game_status != PLAYING)
3415 action_delay_value =
3416 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3419 if (tape.playing && tape.fast_forward)
3423 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3429 /* main game synchronization point */
3435 WaitUntilDelayReached(&action_delay, action_delay_value);
3438 while (!DelayReached(&action_delay, action_delay_value))
3442 sprintf(buf, "%ld %ld %ld",
3443 Counter(), action_delay, action_delay_value);
3446 print_debug("done");
3453 if (network_playing && !network_player_action_received)
3457 printf("DEBUG: try to get network player actions in time\n");
3462 /* last chance to get network player actions without main loop delay */
3466 if (game_status != PLAYING)
3469 if (!network_player_action_received)
3473 printf("DEBUG: failed to get network player actions in time\n");
3482 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3484 else if (tape.recording)
3493 else if (tape.recording)
3496 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3498 for (i=0; i<MAX_PLAYERS; i++)
3500 summarized_player_action |= stored_player[i].action;
3502 if (!network_playing)
3503 stored_player[i].effective_action = stored_player[i].action;
3507 if (network_playing)
3508 SendToServer_MovePlayer(summarized_player_action);
3511 if (!options.network && !setup.team_mode)
3512 local_player->effective_action = summarized_player_action;
3514 for (i=0; i<MAX_PLAYERS; i++)
3516 int actual_player_action = stored_player[i].effective_action;
3518 if (stored_player[i].programmed_action)
3520 /* this is very bad and need to be fixed!!! */
3521 unsigned long move_delay = stored_player[i].move_delay;
3523 if (FrameReached(&move_delay, MoveSpeed))
3525 actual_player_action = stored_player[i].programmed_action;
3526 stored_player[i].programmed_action = 0;
3530 if (recorded_player_action)
3531 actual_player_action = recorded_player_action[i];
3533 PlayerActions(&stored_player[i], actual_player_action);
3534 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3537 network_player_action_received = FALSE;
3539 ScrollScreen(NULL, SCROLL_GO_ON);
3543 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3545 else if (tape.recording)
3555 if (TimeFrames == 0 && !local_player->gone)
3557 extern unsigned int last_RND();
3559 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3562 getStateCheckSum(TimePlayed));
3571 if (GameFrameDelay >= 500)
3572 printf("FrameCounter == %d\n", FrameCounter);
3583 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3586 if (JustHit[x][y]>0)
3590 if (IS_BLOCKED(x, y))
3594 Blocked2Moving(x, y, &oldx, &oldy);
3595 if (!IS_MOVING(oldx, oldy))
3597 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3598 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3599 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3600 printf("GameActions(): This should never happen!\n");
3606 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3608 element = Feld[x][y];
3610 if (IS_INACTIVE(element))
3613 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3617 if (IS_GEM(element))
3618 EdelsteinFunkeln(x, y);
3620 else if (IS_MOVING(x, y))
3621 ContinueMoving(x, y);
3622 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3623 CheckDynamite(x, y);
3624 else if (element == EL_EXPLODING)
3625 Explode(x, y, Frame[x][y], EX_NORMAL);
3626 else if (element == EL_AMOEBING)
3627 AmoebeWaechst(x, y);
3628 else if (IS_AMOEBALIVE(element))
3629 AmoebeAbleger(x, y);
3630 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3632 else if (element == EL_ABLENK_EIN)
3634 else if (element == EL_SALZSAEURE)
3636 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3638 else if (element == EL_CRACKINGNUT)
3640 else if (element == EL_AUSGANG_ZU)
3641 AusgangstuerPruefen(x, y);
3642 else if (element == EL_AUSGANG_ACT)
3643 AusgangstuerOeffnen(x, y);
3644 else if (element == EL_AUSGANG_AUF)
3645 AusgangstuerBlinken(x, y);
3646 else if (element == EL_MAUERND)
3648 else if (element == EL_MAUER_LEBT ||
3649 element == EL_MAUER_X ||
3650 element == EL_MAUER_Y ||
3651 element == EL_MAUER_XY)
3653 else if (element == EL_BURNING)
3654 CheckForDragon(x, y);
3655 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3656 CheckBuggyBase(x, y);
3657 else if (element == EL_SP_TERMINAL)
3658 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3659 else if (element == EL_SP_TERMINAL_ACTIVE)
3660 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3664 boolean sieb = FALSE;
3665 int jx = local_player->jx, jy = local_player->jy;
3667 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3668 Store[x][y] == EL_SIEB_LEER)
3670 SiebAktivieren(x, y, 1);
3673 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3674 Store[x][y] == EL_SIEB2_LEER)
3676 SiebAktivieren(x, y, 2);
3680 /* play the element sound at the position nearest to the player */
3681 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3691 if (!(SiebCount % 4))
3692 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3699 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3701 element = Feld[x][y];
3702 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3704 Feld[x][y] = EL_SIEB_TOT;
3705 DrawLevelField(x, y);
3707 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3709 Feld[x][y] = EL_SIEB2_TOT;
3710 DrawLevelField(x, y);
3719 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3724 if (tape.recording || tape.playing)
3725 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3732 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3734 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3737 for (i=0; i<MAX_PLAYERS; i++)
3738 KillHero(&stored_player[i]);
3740 else if (level.time == 0) /* level without time limit */
3741 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3747 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3749 int min_x = x, min_y = y, max_x = x, max_y = y;
3752 for (i=0; i<MAX_PLAYERS; i++)
3754 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3756 if (!stored_player[i].active || stored_player[i].gone ||
3757 &stored_player[i] == player)
3760 min_x = MIN(min_x, jx);
3761 min_y = MIN(min_y, jy);
3762 max_x = MAX(max_x, jx);
3763 max_y = MAX(max_y, jy);
3766 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3769 static boolean AllPlayersInVisibleScreen()
3773 for (i=0; i<MAX_PLAYERS; i++)
3775 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3777 if (!stored_player[i].active || stored_player[i].gone)
3780 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3787 void ScrollLevel(int dx, int dy)
3789 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3792 XCopyArea(display, drawto_field, drawto_field, gc,
3793 FX + TILEX*(dx == -1) - softscroll_offset,
3794 FY + TILEY*(dy == -1) - softscroll_offset,
3795 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3796 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3797 FX + TILEX*(dx == 1) - softscroll_offset,
3798 FY + TILEY*(dy == 1) - softscroll_offset);
3802 x = (dx == 1 ? BX1 : BX2);
3803 for (y=BY1; y<=BY2; y++)
3804 DrawScreenField(x, y);
3808 y = (dy == 1 ? BY1 : BY2);
3809 for (x=BX1; x<=BX2; x++)
3810 DrawScreenField(x, y);
3813 redraw_mask |= REDRAW_FIELD;
3816 boolean MoveFigureOneStep(struct PlayerInfo *player,
3817 int dx, int dy, int real_dx, int real_dy)
3819 int jx = player->jx, jy = player->jy;
3820 int new_jx = jx+dx, new_jy = jy+dy;
3824 if (player->gone || (!dx && !dy))
3825 return MF_NO_ACTION;
3827 player->MovDir = (dx < 0 ? MV_LEFT :
3830 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3832 if (!IN_LEV_FIELD(new_jx, new_jy))
3833 return MF_NO_ACTION;
3835 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3836 return MF_NO_ACTION;
3838 element = MovingOrBlocked2Element(new_jx, new_jy);
3840 if (DONT_GO_TO(element))
3842 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3845 Feld[jx][jy] = EL_SPIELFIGUR;
3846 InitMovingField(jx, jy, MV_DOWN);
3847 Store[jx][jy] = EL_SALZSAEURE;
3848 ContinueMoving(jx, jy);
3857 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3858 if (can_move != MF_MOVING)
3861 StorePlayer[jx][jy] = 0;
3862 player->last_jx = jx;
3863 player->last_jy = jy;
3864 jx = player->jx = new_jx;
3865 jy = player->jy = new_jy;
3866 StorePlayer[jx][jy] = player->element_nr;
3868 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3870 ScrollFigure(player, SCROLL_INIT);
3875 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3877 int jx = player->jx, jy = player->jy;
3878 int old_jx = jx, old_jy = jy;
3879 int moved = MF_NO_ACTION;
3881 if (player->gone || (!dx && !dy))
3884 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3889 /* should only happen if pre-1.2 tape recordings are played */
3890 /* this is only for backward compatibility */
3892 int old_move_speed = MoveSpeed;
3895 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3898 /* scroll remaining steps with finest movement resolution */
3901 while (player->MovPos)
3903 ScrollFigure(player, SCROLL_GO_ON);
3904 ScrollScreen(NULL, SCROLL_GO_ON);
3910 MoveSpeed = old_move_speed;
3913 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3915 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3916 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3920 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3921 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3927 if (moved & MF_MOVING && !ScreenMovPos &&
3928 (player == local_player || !options.network))
3930 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3931 int offset = (setup.scroll_delay ? 3 : 0);
3933 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3935 /* actual player has left the screen -- scroll in that direction */
3936 if (jx != old_jx) /* player has moved horizontally */
3937 scroll_x += (jx - old_jx);
3938 else /* player has moved vertically */
3939 scroll_y += (jy - old_jy);
3943 if (jx != old_jx) /* player has moved horizontally */
3945 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3946 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3947 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3949 /* don't scroll over playfield boundaries */
3950 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3951 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3953 /* don't scroll more than one field at a time */
3954 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3956 /* don't scroll against the player's moving direction */
3957 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3958 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3959 scroll_x = old_scroll_x;
3961 else /* player has moved vertically */
3963 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3964 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3965 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3967 /* don't scroll over playfield boundaries */
3968 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3969 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3971 /* don't scroll more than one field at a time */
3972 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3974 /* don't scroll against the player's moving direction */
3975 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3976 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3977 scroll_y = old_scroll_y;
3981 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3983 if (!options.network && !AllPlayersInVisibleScreen())
3985 scroll_x = old_scroll_x;
3986 scroll_y = old_scroll_y;
3990 ScrollScreen(player, SCROLL_INIT);
3991 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3996 if (!(moved & MF_MOVING) && !player->Pushing)
3999 player->Frame = (player->Frame + 1) % 4;
4001 if (moved & MF_MOVING)
4003 if (old_jx != jx && old_jy == jy)
4004 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4005 else if (old_jx == jx && old_jy != jy)
4006 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4008 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4010 player->last_move_dir = player->MovDir;
4013 player->last_move_dir = MV_NO_MOVING;
4015 TestIfHeroHitsBadThing(jx, jy);
4023 void ScrollFigure(struct PlayerInfo *player, int mode)
4025 int jx = player->jx, jy = player->jy;
4026 int last_jx = player->last_jx, last_jy = player->last_jy;
4028 if (!player->active || player->gone || !player->MovPos)
4031 if (mode == SCROLL_INIT)
4033 player->actual_frame_counter = FrameCounter;
4034 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4036 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4037 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4042 else if (!FrameReached(&player->actual_frame_counter, 1))
4045 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4046 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4048 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4049 Feld[last_jx][last_jy] = EL_LEERRAUM;
4053 if (!player->MovPos)
4055 switch (Feld[last_jx][last_jy])
4057 case EL_SP_PORT1_LEFT:
4058 case EL_SP_PORT2_LEFT:
4059 case EL_SP_PORT1_RIGHT:
4060 case EL_SP_PORT2_RIGHT:
4061 case EL_SP_PORT1_UP:
4062 case EL_SP_PORT2_UP:
4063 case EL_SP_PORT1_DOWN:
4064 case EL_SP_PORT2_DOWN:
4068 /* continue with normal speed after moving through port */
4069 /* FIX THIS: what about player already having eaten a speed pill? */
4071 ScrollStepSize = TILEX / MoveSpeed;
4073 /* don't wait for the next move -- the whole move delay stuff
4074 is worse at the moment; FIX THIS! ;-) */
4075 player->move_delay = 0;
4082 player->last_jx = jx;
4083 player->last_jy = jy;
4085 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4089 if (!local_player->friends_still_needed)
4090 player->LevelSolved = player->GameOver = TRUE;
4095 void ScrollScreen(struct PlayerInfo *player, int mode)
4097 static unsigned long screen_frame_counter = 0;
4099 if (mode == SCROLL_INIT)
4101 screen_frame_counter = FrameCounter;
4102 ScreenMovDir = player->MovDir;
4103 ScreenMovPos = player->MovPos;
4104 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4107 else if (!FrameReached(&screen_frame_counter, 1))
4112 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4113 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4114 redraw_mask |= REDRAW_FIELD;
4117 ScreenMovDir = MV_NO_MOVING;
4120 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4122 int i, killx = goodx, killy = goody;
4123 static int xy[4][2] =
4130 static int harmless[4] =
4142 x = goodx + xy[i][0];
4143 y = goody + xy[i][1];
4144 if (!IN_LEV_FIELD(x, y))
4147 element = Feld[x][y];
4149 if (DONT_TOUCH(element))
4151 if (MovDir[x][y] == harmless[i])
4160 if (killx != goodx || killy != goody)
4162 if (IS_PLAYER(goodx, goody))
4163 KillHero(PLAYERINFO(goodx, goody));
4169 void TestIfBadThingHitsGoodThing(int badx, int bady)
4171 int i, killx = badx, killy = bady;
4172 static int xy[4][2] =
4179 static int harmless[4] =
4191 x = badx + xy[i][0];
4192 y = bady + xy[i][1];
4193 if (!IN_LEV_FIELD(x, y))
4196 element = Feld[x][y];
4198 if (IS_PLAYER(x, y))
4204 else if (element == EL_PINGUIN)
4206 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4215 if (killx != badx || killy != bady)
4217 if (IS_PLAYER(killx, killy))
4218 KillHero(PLAYERINFO(killx, killy));
4224 void TestIfHeroHitsBadThing(int x, int y)
4226 TestIfGoodThingHitsBadThing(x, y);
4229 void TestIfBadThingHitsHero(int x, int y)
4231 TestIfBadThingHitsGoodThing(x, y);
4234 void TestIfFriendHitsBadThing(int x, int y)
4236 TestIfGoodThingHitsBadThing(x, y);
4239 void TestIfBadThingHitsFriend(int x, int y)
4241 TestIfBadThingHitsGoodThing(x, y);
4244 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4246 int i, killx = badx, killy = bady;
4247 static int xy[4][2] =
4261 if (!IN_LEV_FIELD(x, y))
4264 element = Feld[x][y];
4265 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4266 element == EL_AMOEBING || element == EL_TROPFEN)
4274 if (killx != badx || killy != bady)
4278 void KillHero(struct PlayerInfo *player)
4280 int jx = player->jx, jy = player->jy;
4285 if (IS_PFORTE(Feld[jx][jy]))
4286 Feld[jx][jy] = EL_LEERRAUM;
4292 void BuryHero(struct PlayerInfo *player)
4294 int jx = player->jx, jy = player->jy;
4299 PlaySoundLevel(jx, jy, SND_AUTSCH);
4300 PlaySoundLevel(jx, jy, SND_LACHEN);
4302 player->GameOver = TRUE;
4306 void RemoveHero(struct PlayerInfo *player)
4308 int jx = player->jx, jy = player->jy;
4309 int i, found = FALSE;
4311 player->gone = TRUE;
4312 StorePlayer[jx][jy] = 0;
4314 for (i=0; i<MAX_PLAYERS; i++)
4315 if (stored_player[i].active && !stored_player[i].gone)
4319 AllPlayersGone = TRUE;
4325 int DigField(struct PlayerInfo *player,
4326 int x, int y, int real_dx, int real_dy, int mode)
4328 int jx = player->jx, jy = player->jy;
4329 int dx = x - jx, dy = y - jy;
4332 if (!player->MovPos)
4333 player->Pushing = FALSE;
4335 if (mode == DF_NO_PUSH)
4337 player->push_delay = 0;
4338 return MF_NO_ACTION;
4341 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4342 return MF_NO_ACTION;
4344 element = Feld[x][y];
4349 PlaySoundLevel(x, y, SND_EMPTY);
4353 Feld[x][y] = EL_LEERRAUM;
4354 PlaySoundLevel(x, y, SND_SCHLURF);
4359 Feld[x][y] = EL_LEERRAUM;
4360 PlaySoundLevel(x, y, SND_SP_BASE);
4364 case EL_EDELSTEIN_BD:
4365 case EL_EDELSTEIN_GELB:
4366 case EL_EDELSTEIN_ROT:
4367 case EL_EDELSTEIN_LILA:
4369 case EL_SP_INFOTRON:
4371 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4372 if (local_player->gems_still_needed < 0)
4373 local_player->gems_still_needed = 0;
4374 RaiseScoreElement(element);
4375 DrawText(DX_EMERALDS, DY_EMERALDS,
4376 int2str(local_player->gems_still_needed, 3),
4377 FS_SMALL, FC_YELLOW);
4378 if (element == EL_SP_INFOTRON)
4379 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4381 PlaySoundLevel(x, y, SND_PONG);
4387 ScrollStepSize = TILEX / MoveSpeed;
4388 PlaySoundLevel(x, y, SND_PONG);
4391 case EL_DYNAMIT_AUS:
4392 case EL_SP_DISK_RED:
4395 RaiseScoreElement(EL_DYNAMIT);
4396 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4397 int2str(local_player->dynamite, 3),
4398 FS_SMALL, FC_YELLOW);
4399 if (element == EL_SP_DISK_RED)
4400 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4402 PlaySoundLevel(x, y, SND_PONG);
4405 case EL_DYNABOMB_NR:
4407 player->dynabomb_count++;
4408 player->dynabombs_left++;
4409 RaiseScoreElement(EL_DYNAMIT);
4410 PlaySoundLevel(x, y, SND_PONG);
4413 case EL_DYNABOMB_SZ:
4415 player->dynabomb_size++;
4416 RaiseScoreElement(EL_DYNAMIT);
4417 PlaySoundLevel(x, y, SND_PONG);
4420 case EL_DYNABOMB_XL:
4422 player->dynabomb_xl = TRUE;
4423 RaiseScoreElement(EL_DYNAMIT);
4424 PlaySoundLevel(x, y, SND_PONG);
4427 case EL_SCHLUESSEL1:
4428 case EL_SCHLUESSEL2:
4429 case EL_SCHLUESSEL3:
4430 case EL_SCHLUESSEL4:
4432 int key_nr = element-EL_SCHLUESSEL1;
4435 player->key[key_nr] = TRUE;
4436 RaiseScoreElement(EL_SCHLUESSEL);
4437 DrawMiniGraphicExt(drawto, gc,
4438 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4439 GFX_SCHLUESSEL1+key_nr);
4440 DrawMiniGraphicExt(window, gc,
4441 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4442 GFX_SCHLUESSEL1+key_nr);
4443 PlaySoundLevel(x, y, SND_PONG);
4448 Feld[x][y] = EL_ABLENK_EIN;
4451 DrawLevelField(x, y);
4455 case EL_SP_TERMINAL:
4459 for (yy=0; yy<lev_fieldy; yy++)
4461 for (xx=0; xx<lev_fieldx; xx++)
4463 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4465 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4466 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4475 if (local_player->gems_still_needed > 0)
4476 return MF_NO_ACTION;
4478 player->LevelSolved = player->GameOver = TRUE;
4479 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4482 case EL_FELSBROCKEN:
4487 case EL_SP_DISK_ORANGE:
4488 if (dy || mode == DF_SNAP)
4489 return MF_NO_ACTION;
4491 player->Pushing = TRUE;
4493 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4494 return MF_NO_ACTION;
4498 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4499 return MF_NO_ACTION;
4502 if (player->push_delay == 0)
4503 player->push_delay = FrameCounter;
4504 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4506 return MF_NO_ACTION;
4509 Feld[x+dx][y+dy] = element;
4511 player->push_delay_value = 2+RND(8);
4513 DrawLevelField(x+dx, y+dy);
4514 if (element == EL_FELSBROCKEN)
4515 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4516 else if (element == EL_KOKOSNUSS)
4517 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4518 else if (IS_SP_ELEMENT(element))
4519 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4521 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4528 if (!player->key[element-EL_PFORTE1])
4529 return MF_NO_ACTION;
4536 if (!player->key[element-EL_PFORTE1X])
4537 return MF_NO_ACTION;
4540 case EL_SP_PORT1_LEFT:
4541 case EL_SP_PORT2_LEFT:
4542 case EL_SP_PORT1_RIGHT:
4543 case EL_SP_PORT2_RIGHT:
4544 case EL_SP_PORT1_UP:
4545 case EL_SP_PORT2_UP:
4546 case EL_SP_PORT1_DOWN:
4547 case EL_SP_PORT2_DOWN:
4552 element != EL_SP_PORT1_LEFT &&
4553 element != EL_SP_PORT2_LEFT &&
4554 element != EL_SP_PORT_X &&
4555 element != EL_SP_PORT_XY) ||
4557 element != EL_SP_PORT1_RIGHT &&
4558 element != EL_SP_PORT2_RIGHT &&
4559 element != EL_SP_PORT_X &&
4560 element != EL_SP_PORT_XY) ||
4562 element != EL_SP_PORT1_UP &&
4563 element != EL_SP_PORT2_UP &&
4564 element != EL_SP_PORT_Y &&
4565 element != EL_SP_PORT_XY) ||
4567 element != EL_SP_PORT1_DOWN &&
4568 element != EL_SP_PORT2_DOWN &&
4569 element != EL_SP_PORT_Y &&
4570 element != EL_SP_PORT_XY) ||
4571 !IN_LEV_FIELD(x + dx, y + dy) ||
4572 !IS_FREE(x + dx, y + dy))
4573 return MF_NO_ACTION;
4575 /* automatically move to field behind the port */
4576 player->programmed_action = (dx == -1 ? MV_LEFT :
4577 dx == +1 ? MV_RIGHT :
4579 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4580 /* move through port with double speed */
4582 ScrollStepSize = TILEX / MoveSpeed;
4586 case EL_AUSGANG_ACT:
4587 /* door is not (yet) open */
4588 return MF_NO_ACTION;
4591 case EL_AUSGANG_AUF:
4592 if (mode == DF_SNAP)
4593 return MF_NO_ACTION;
4595 PlaySoundLevel(x, y, SND_BUING);
4598 player->gone = TRUE;
4599 PlaySoundLevel(x, y, SND_BUING);
4601 if (!local_player->friends_still_needed)
4602 player->LevelSolved = player->GameOver = TRUE;
4608 Feld[x][y] = EL_BIRNE_EIN;
4609 local_player->lights_still_needed--;
4610 DrawLevelField(x, y);
4611 PlaySoundLevel(x, y, SND_DENG);
4616 Feld[x][y] = EL_ZEIT_LEER;
4618 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4619 DrawLevelField(x, y);
4620 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4624 case EL_SOKOBAN_FELD_LEER:
4627 case EL_SOKOBAN_FELD_VOLL:
4628 case EL_SOKOBAN_OBJEKT:
4630 case EL_SP_DISK_YELLOW:
4631 if (mode == DF_SNAP)
4632 return MF_NO_ACTION;
4634 player->Pushing = TRUE;
4636 if (!IN_LEV_FIELD(x+dx, y+dy)
4637 || (!IS_FREE(x+dx, y+dy)
4638 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4639 || !IS_SB_ELEMENT(element))))
4640 return MF_NO_ACTION;
4644 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4645 return MF_NO_ACTION;
4647 else if (dy && real_dx)
4649 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4650 return MF_NO_ACTION;
4653 if (player->push_delay == 0)
4654 player->push_delay = FrameCounter;
4655 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4657 return MF_NO_ACTION;
4659 if (IS_SB_ELEMENT(element))
4661 if (element == EL_SOKOBAN_FELD_VOLL)
4663 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4664 local_player->sokobanfields_still_needed++;
4669 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4671 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4672 local_player->sokobanfields_still_needed--;
4673 if (element == EL_SOKOBAN_OBJEKT)
4674 PlaySoundLevel(x, y, SND_DENG);
4677 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4682 Feld[x+dx][y+dy] = element;
4685 player->push_delay_value = 2;
4687 DrawLevelField(x, y);
4688 DrawLevelField(x+dx, y+dy);
4689 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4691 if (IS_SB_ELEMENT(element) &&
4692 local_player->sokobanfields_still_needed == 0 &&
4693 game_emulation == EMU_SOKOBAN)
4695 player->LevelSolved = player->GameOver = TRUE;
4696 PlaySoundLevel(x, y, SND_BUING);
4708 return MF_NO_ACTION;
4711 player->push_delay = 0;
4716 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4718 int jx = player->jx, jy = player->jy;
4719 int x = jx + dx, y = jy + dy;
4721 if (player->gone || !IN_LEV_FIELD(x, y))
4729 player->snapped = FALSE;
4733 if (player->snapped)
4736 player->MovDir = (dx < 0 ? MV_LEFT :
4739 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4741 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4744 player->snapped = TRUE;
4745 DrawLevelField(x, y);
4751 boolean PlaceBomb(struct PlayerInfo *player)
4753 int jx = player->jx, jy = player->jy;
4756 if (player->gone || player->MovPos)
4759 element = Feld[jx][jy];
4761 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4762 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4763 element == EL_EXPLODING)
4766 if (element != EL_LEERRAUM)
4767 Store[jx][jy] = element;
4769 if (player->dynamite)
4771 Feld[jx][jy] = EL_DYNAMIT;
4772 MovDelay[jx][jy] = 96;
4774 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4775 FS_SMALL, FC_YELLOW);
4776 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4778 if (game_emulation == EMU_SUPAPLEX)
4779 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4781 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4786 Feld[jx][jy] = EL_DYNABOMB;
4787 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4788 MovDelay[jx][jy] = 96;
4789 player->dynabombs_left--;
4790 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4791 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4797 void PlaySoundLevel(int x, int y, int sound_nr)
4799 int sx = SCREENX(x), sy = SCREENY(y);
4801 int silence_distance = 8;
4803 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4804 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4807 if (!IN_LEV_FIELD(x, y) ||
4808 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4809 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4812 volume = PSND_MAX_VOLUME;
4815 stereo = (sx-SCR_FIELDX/2)*12;
4817 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4818 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4819 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4822 if (!IN_SCR_FIELD(sx, sy))
4824 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4825 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4827 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4830 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4833 void RaiseScore(int value)
4835 local_player->score += value;
4836 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4837 FS_SMALL, FC_YELLOW);
4840 void RaiseScoreElement(int element)
4845 case EL_EDELSTEIN_BD:
4846 case EL_EDELSTEIN_GELB:
4847 case EL_EDELSTEIN_ROT:
4848 case EL_EDELSTEIN_LILA:
4849 RaiseScore(level.score[SC_EDELSTEIN]);
4852 RaiseScore(level.score[SC_DIAMANT]);
4856 RaiseScore(level.score[SC_KAEFER]);
4860 RaiseScore(level.score[SC_FLIEGER]);
4864 RaiseScore(level.score[SC_MAMPFER]);
4867 RaiseScore(level.score[SC_ROBOT]);
4870 RaiseScore(level.score[SC_PACMAN]);
4873 RaiseScore(level.score[SC_KOKOSNUSS]);
4876 RaiseScore(level.score[SC_DYNAMIT]);
4879 RaiseScore(level.score[SC_SCHLUESSEL]);
4886 /* ---------- new game button stuff ---------------------------------------- */
4888 /* graphic position values for game buttons */
4889 #define GAME_BUTTON_XSIZE 30
4890 #define GAME_BUTTON_YSIZE 30
4891 #define GAME_BUTTON_XPOS 5
4892 #define GAME_BUTTON_YPOS 215
4893 #define SOUND_BUTTON_XPOS 5
4894 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4896 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4897 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4898 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4899 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4900 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4901 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4908 } gamebutton_info[NUM_GAME_BUTTONS] =
4911 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4916 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4921 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4926 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4927 SOUND_CTRL_ID_MUSIC,
4928 "background music on/off"
4931 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4932 SOUND_CTRL_ID_LOOPS,
4933 "sound loops on/off"
4936 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4937 SOUND_CTRL_ID_SIMPLE,
4938 "normal sounds on/off"
4942 void CreateGameButtons()
4946 for (i=0; i<NUM_GAME_BUTTONS; i++)
4948 Pixmap gd_pixmap = pix[PIX_DOOR];
4949 struct GadgetInfo *gi;
4952 unsigned long event_mask;
4953 int gd_xoffset, gd_yoffset;
4954 int gd_x1, gd_x2, gd_y1, gd_y2;
4957 gd_xoffset = gamebutton_info[i].x;
4958 gd_yoffset = gamebutton_info[i].y;
4959 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
4960 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
4962 if (id == GAME_CTRL_ID_STOP ||
4963 id == GAME_CTRL_ID_PAUSE ||
4964 id == GAME_CTRL_ID_PLAY)
4966 button_type = GD_TYPE_NORMAL_BUTTON;
4968 event_mask = GD_EVENT_RELEASED;
4969 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4970 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4974 button_type = GD_TYPE_CHECK_BUTTON;
4976 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
4977 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
4978 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
4979 event_mask = GD_EVENT_PRESSED;
4980 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
4981 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4984 gi = CreateGadget(GDI_CUSTOM_ID, id,
4985 GDI_INFO_TEXT, gamebutton_info[i].infotext,
4986 GDI_X, DX + gd_xoffset,
4987 GDI_Y, DY + gd_yoffset,
4988 GDI_WIDTH, GAME_BUTTON_XSIZE,
4989 GDI_HEIGHT, GAME_BUTTON_YSIZE,
4990 GDI_TYPE, button_type,
4991 GDI_STATE, GD_BUTTON_UNPRESSED,
4992 GDI_CHECKED, checked,
4993 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
4994 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
4995 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
4996 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
4997 GDI_EVENT_MASK, event_mask,
4998 GDI_CALLBACK_ACTION, HandleGameButtons,
5002 Error(ERR_EXIT, "cannot create gadget");
5004 game_gadget[id] = gi;
5008 static void MapGameButtons()
5012 for (i=0; i<NUM_GAME_BUTTONS; i++)
5013 MapGadget(game_gadget[i]);
5016 void UnmapGameButtons()
5020 for (i=0; i<NUM_GAME_BUTTONS; i++)
5021 UnmapGadget(game_gadget[i]);
5024 static void HandleGameButtons(struct GadgetInfo *gi)
5026 int id = gi->custom_id;
5028 if (game_status != PLAYING)
5033 case GAME_CTRL_ID_STOP:
5036 CloseDoor(DOOR_CLOSE_1);
5037 game_status = MAINMENU;
5042 if (Request("Do you really want to quit the game ?",
5043 REQ_ASK | REQ_STAY_CLOSED))
5046 if (options.network)
5047 SendToServer_StopPlaying();
5051 game_status = MAINMENU;
5056 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5059 case GAME_CTRL_ID_PAUSE:
5060 if (options.network)
5064 SendToServer_ContinuePlaying();
5066 SendToServer_PausePlaying();
5073 case GAME_CTRL_ID_PLAY:
5077 if (options.network)
5078 SendToServer_ContinuePlaying();
5082 tape.pausing = FALSE;
5083 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5088 case SOUND_CTRL_ID_MUSIC:
5089 if (setup.sound_music)
5091 setup.sound_music = FALSE;
5092 FadeSound(background_loop[level_nr % num_bg_loops]);
5094 else if (sound_loops_allowed)
5096 setup.sound = setup.sound_music = TRUE;
5097 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5101 case SOUND_CTRL_ID_LOOPS:
5102 if (setup.sound_loops)
5103 setup.sound_loops = FALSE;
5104 else if (sound_loops_allowed)
5105 setup.sound = setup.sound_loops = TRUE;
5108 case SOUND_CTRL_ID_SIMPLE:
5109 if (setup.sound_simple)
5110 setup.sound_simple = FALSE;
5111 else if (sound_status==SOUND_AVAILABLE)
5112 setup.sound = setup.sound_simple = TRUE;