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->move_speed = (level.double_speed ? 4 : 8);
376 player->snapped = FALSE;
378 player->gone = FALSE;
380 player->last_jx = player->last_jy = 0;
381 player->jx = player->jy = 0;
383 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
384 SnapField(player, 0, 0);
386 player->LevelSolved = FALSE;
387 player->GameOver = FALSE;
390 network_player_action_received = FALSE;
393 /* initial null action */
395 SendToServer_MovePlayer(MV_NO_MOVING);
404 TimeLeft = level.time;
406 ScreenMovDir = MV_NO_MOVING;
411 MoveSpeed = (level.double_speed ? 4 : 8);
412 ScrollStepSize = TILEX / MoveSpeed;
417 AllPlayersGone = FALSE;
421 for (i=0; i<MAX_NUM_AMOEBA; i++)
422 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
424 for (x=0; x<lev_fieldx; x++)
426 for (y=0; y<lev_fieldy; y++)
428 Feld[x][y] = Ur[x][y];
429 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
430 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
438 for(y=0; y<lev_fieldy; y++)
440 for(x=0; x<lev_fieldx; x++)
442 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
444 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
446 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
449 InitField(x, y, TRUE);
453 /* check if any connected player was not found in playfield */
454 for (i=0; i<MAX_PLAYERS; i++)
456 struct PlayerInfo *player = &stored_player[i];
458 if (player->connected && !player->present)
460 for (j=0; j<MAX_PLAYERS; j++)
462 struct PlayerInfo *some_player = &stored_player[j];
463 int jx = some_player->jx, jy = some_player->jy;
465 /* assign first free player found that is present in the playfield */
466 if (some_player->present && !some_player->connected)
468 player->present = TRUE;
469 player->active = TRUE;
470 some_player->present = FALSE;
472 StorePlayer[jx][jy] = player->element_nr;
473 player->jx = player->last_jx = jx;
474 player->jy = player->last_jy = jy;
484 /* when playing a tape, eliminate all players who do not participate */
486 for (i=0; i<MAX_PLAYERS; i++)
488 if (stored_player[i].active && !tape.player_participates[i])
490 struct PlayerInfo *player = &stored_player[i];
491 int jx = player->jx, jy = player->jy;
493 player->active = FALSE;
494 StorePlayer[jx][jy] = 0;
495 Feld[jx][jy] = EL_LEERRAUM;
499 else if (!options.network && !setup.team_mode) /* && !tape.playing */
501 /* when in single player mode, eliminate all but the first active player */
503 for (i=0; i<MAX_PLAYERS; i++)
505 if (stored_player[i].active)
507 for (j=i+1; j<MAX_PLAYERS; j++)
509 if (stored_player[j].active)
511 struct PlayerInfo *player = &stored_player[j];
512 int jx = player->jx, jy = player->jy;
514 player->active = FALSE;
515 StorePlayer[jx][jy] = 0;
516 Feld[jx][jy] = EL_LEERRAUM;
523 /* when recording the game, store which players take part in the game */
526 for (i=0; i<MAX_PLAYERS; i++)
527 if (stored_player[i].active)
528 tape.player_participates[i] = TRUE;
533 for (i=0; i<MAX_PLAYERS; i++)
535 struct PlayerInfo *player = &stored_player[i];
537 printf("Player %d: present == %d, connected == %d, active == %d.\n",
542 if (local_player == player)
543 printf("Player %d is local player.\n", i+1);
547 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
548 emulate_sb ? EMU_SOKOBAN :
549 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
551 /* determine border element for this level */
554 if (BorderElement == EL_LEERRAUM)
557 SBX_Right = lev_fieldx - SCR_FIELDX;
559 SBY_Lower = lev_fieldy - SCR_FIELDY;
564 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
566 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
569 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
570 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
572 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
573 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
576 scroll_y = SBY_Upper;
577 if (local_player->jx >= SBX_Left + MIDPOSX)
578 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
579 local_player->jx - MIDPOSX :
581 if (local_player->jy >= SBY_Upper + MIDPOSY)
582 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
583 local_player->jy - MIDPOSY :
586 CloseDoor(DOOR_CLOSE_1);
592 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
593 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
594 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
595 DrawTextExt(pix[PIX_DB_DOOR], gc,
596 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
597 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
598 DrawTextExt(pix[PIX_DB_DOOR], gc,
599 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
600 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
601 DrawTextExt(pix[PIX_DB_DOOR], gc,
602 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
603 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
604 DrawTextExt(pix[PIX_DB_DOOR], gc,
605 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
606 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
607 DrawTextExt(pix[PIX_DB_DOOR], gc,
608 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
609 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
614 DrawGameButton(BUTTON_GAME_STOP);
615 DrawGameButton(BUTTON_GAME_PAUSE);
616 DrawGameButton(BUTTON_GAME_PLAY);
617 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
618 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
619 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
622 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
623 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
624 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
629 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
630 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
631 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
632 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
633 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
637 OpenDoor(DOOR_OPEN_ALL);
639 if (setup.sound_music)
640 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
642 XAutoRepeatOff(display);
647 printf("Spieler %d %saktiv.\n",
648 i+1, (stored_player[i].active ? "" : "nicht "));
652 void InitMovDir(int x, int y)
654 int i, element = Feld[x][y];
655 static int xy[4][2] =
662 static int direction[2][4] =
664 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
665 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
674 Feld[x][y] = EL_KAEFER;
675 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
682 Feld[x][y] = EL_FLIEGER;
683 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
690 Feld[x][y] = EL_BUTTERFLY;
691 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
698 Feld[x][y] = EL_FIREFLY;
699 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
706 Feld[x][y] = EL_PACMAN;
707 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
711 MovDir[x][y] = MV_UP;
715 MovDir[x][y] = MV_LEFT;
719 MovDir[x][y] = 1 << RND(4);
720 if (element != EL_KAEFER &&
721 element != EL_FLIEGER &&
722 element != EL_BUTTERFLY &&
723 element != EL_FIREFLY)
728 int x1 = x + xy[i][0];
729 int y1 = y + xy[i][1];
731 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
733 if (element == EL_KAEFER || element == EL_BUTTERFLY)
735 MovDir[x][y] = direction[0][i];
738 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
739 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
741 MovDir[x][y] = direction[1][i];
750 void InitAmoebaNr(int x, int y)
753 int group_nr = AmoebeNachbarNr(x, y);
757 for (i=1; i<MAX_NUM_AMOEBA; i++)
759 if (AmoebaCnt[i] == 0)
767 AmoebaNr[x][y] = group_nr;
768 AmoebaCnt[group_nr]++;
769 AmoebaCnt2[group_nr]++;
775 int bumplevel = FALSE;
777 if (local_player->MovPos)
780 local_player->LevelSolved = FALSE;
784 if (setup.sound_loops)
785 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
789 if (!setup.sound_loops)
790 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
791 if (TimeLeft > 0 && !(TimeLeft % 10))
792 RaiseScore(level.score[SC_ZEITBONUS]);
793 if (TimeLeft > 100 && !(TimeLeft % 10))
797 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
802 if (setup.sound_loops)
805 else if (level.time == 0) /* level without time limit */
807 if (setup.sound_loops)
808 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
810 while(TimePlayed < 999)
812 if (!setup.sound_loops)
813 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
814 if (TimePlayed < 999 && !(TimePlayed % 10))
815 RaiseScore(level.score[SC_ZEITBONUS]);
816 if (TimePlayed < 900 && !(TimePlayed % 10))
820 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
825 if (setup.sound_loops)
831 /* Hero disappears */
832 DrawLevelField(ExitX, ExitY);
838 CloseDoor(DOOR_CLOSE_1);
843 SaveTape(tape.level_nr); /* Ask to save tape */
846 if ((hi_pos = NewHiScore()) >= 0)
848 game_status = HALLOFFAME;
849 DrawHallOfFame(hi_pos);
850 if (bumplevel && TAPE_IS_EMPTY(tape))
855 game_status = MAINMENU;
856 if (bumplevel && TAPE_IS_EMPTY(tape))
871 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
872 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
875 for (k=0; k<MAX_SCORE_ENTRIES; k++)
877 if (local_player->score > highscore[k].Score)
879 /* player has made it to the hall of fame */
881 if (k < MAX_SCORE_ENTRIES - 1)
883 int m = MAX_SCORE_ENTRIES - 1;
886 for (l=k; l<MAX_SCORE_ENTRIES; l++)
887 if (!strcmp(setup.player_name, highscore[l].Name))
889 if (m == k) /* player's new highscore overwrites his old one */
895 strcpy(highscore[l].Name, highscore[l - 1].Name);
896 highscore[l].Score = highscore[l - 1].Score;
903 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
904 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
905 highscore[k].Score = local_player->score;
911 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
912 break; /* player already there with a higher score */
923 void InitMovingField(int x, int y, int direction)
925 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
926 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
928 MovDir[x][y] = direction;
929 MovDir[newx][newy] = direction;
930 if (Feld[newx][newy] == EL_LEERRAUM)
931 Feld[newx][newy] = EL_BLOCKED;
934 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
936 int direction = MovDir[x][y];
937 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
938 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
944 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
946 int oldx = x, oldy = y;
947 int direction = MovDir[x][y];
949 if (direction == MV_LEFT)
951 else if (direction == MV_RIGHT)
953 else if (direction == MV_UP)
955 else if (direction == MV_DOWN)
958 *comes_from_x = oldx;
959 *comes_from_y = oldy;
962 int MovingOrBlocked2Element(int x, int y)
964 int element = Feld[x][y];
966 if (element == EL_BLOCKED)
970 Blocked2Moving(x, y, &oldx, &oldy);
971 return Feld[oldx][oldy];
977 static void RemoveField(int x, int y)
979 Feld[x][y] = EL_LEERRAUM;
985 void RemoveMovingField(int x, int y)
987 int oldx = x, oldy = y, newx = x, newy = y;
989 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
994 Moving2Blocked(x, y, &newx, &newy);
995 if (Feld[newx][newy] != EL_BLOCKED)
998 else if (Feld[x][y] == EL_BLOCKED)
1000 Blocked2Moving(x, y, &oldx, &oldy);
1001 if (!IS_MOVING(oldx, oldy))
1005 if (Feld[x][y] == EL_BLOCKED &&
1006 (Store[oldx][oldy] == EL_MORAST_LEER ||
1007 Store[oldx][oldy] == EL_SIEB_LEER ||
1008 Store[oldx][oldy] == EL_SIEB2_LEER ||
1009 Store[oldx][oldy] == EL_AMOEBE_NASS))
1011 Feld[oldx][oldy] = Store[oldx][oldy];
1012 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1015 Feld[oldx][oldy] = EL_LEERRAUM;
1017 Feld[newx][newy] = EL_LEERRAUM;
1018 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1019 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1021 DrawLevelField(oldx, oldy);
1022 DrawLevelField(newx, newy);
1025 void DrawDynamite(int x, int y)
1027 int sx = SCREENX(x), sy = SCREENY(y);
1028 int graphic = el2gfx(Feld[x][y]);
1031 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1035 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1037 if (Feld[x][y] == EL_DYNAMIT)
1039 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1044 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1048 if (game_emulation == EMU_SUPAPLEX)
1049 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1050 else if (Store[x][y])
1051 DrawGraphicThruMask(sx, sy, graphic + phase);
1053 DrawGraphic(sx, sy, graphic + phase);
1056 void CheckDynamite(int x, int y)
1058 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1063 if (!(MovDelay[x][y] % 12))
1064 PlaySoundLevel(x, y, SND_ZISCH);
1066 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1068 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1075 StopSound(SND_ZISCH);
1079 void Explode(int ex, int ey, int phase, int mode)
1082 int num_phase = 9, delay = 2;
1083 int last_phase = num_phase * delay;
1084 int half_phase = (num_phase / 2) * delay;
1085 int first_phase_after_start = EX_PHASE_START + 1;
1087 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1089 int center_element = Feld[ex][ey];
1091 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1093 center_element = MovingOrBlocked2Element(ex, ey);
1094 RemoveMovingField(ex, ey);
1097 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1099 int element = Feld[x][y];
1101 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1103 element = MovingOrBlocked2Element(x, y);
1104 RemoveMovingField(x, y);
1107 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1110 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1114 if (element == EL_EXPLODING)
1115 element = Store2[x][y];
1117 if (IS_PLAYER(ex, ey))
1119 switch(StorePlayer[ex][ey])
1122 Store[x][y] = EL_EDELSTEIN_ROT;
1125 Store[x][y] = EL_EDELSTEIN;
1128 Store[x][y] = EL_EDELSTEIN_LILA;
1132 Store[x][y] = EL_EDELSTEIN_GELB;
1136 if (game_emulation == EMU_SUPAPLEX)
1137 Store[x][y] = EL_LEERRAUM;
1139 else if (center_element == EL_MAULWURF)
1140 Store[x][y] = EL_EDELSTEIN_ROT;
1141 else if (center_element == EL_PINGUIN)
1142 Store[x][y] = EL_EDELSTEIN_LILA;
1143 else if (center_element == EL_KAEFER)
1144 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1145 else if (center_element == EL_BUTTERFLY)
1146 Store[x][y] = EL_EDELSTEIN_BD;
1147 else if (center_element == EL_SP_ELECTRON)
1148 Store[x][y] = EL_SP_INFOTRON;
1149 else if (center_element == EL_MAMPFER)
1150 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1151 else if (center_element == EL_AMOEBA2DIAM)
1152 Store[x][y] = level.amoebe_inhalt;
1153 else if (element == EL_ERZ_EDEL)
1154 Store[x][y] = EL_EDELSTEIN;
1155 else if (element == EL_ERZ_DIAM)
1156 Store[x][y] = EL_DIAMANT;
1157 else if (element == EL_ERZ_EDEL_BD)
1158 Store[x][y] = EL_EDELSTEIN_BD;
1159 else if (element == EL_ERZ_EDEL_GELB)
1160 Store[x][y] = EL_EDELSTEIN_GELB;
1161 else if (element == EL_ERZ_EDEL_ROT)
1162 Store[x][y] = EL_EDELSTEIN_ROT;
1163 else if (element == EL_ERZ_EDEL_LILA)
1164 Store[x][y] = EL_EDELSTEIN_LILA;
1165 else if (!IS_PFORTE(Store[x][y]))
1166 Store[x][y] = EL_LEERRAUM;
1168 if (x != ex || y != ey ||
1169 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1170 Store2[x][y] = element;
1172 if (AmoebaNr[x][y] &&
1173 (element == EL_AMOEBE_VOLL ||
1174 element == EL_AMOEBE_BD ||
1175 element == EL_AMOEBING))
1177 AmoebaCnt[AmoebaNr[x][y]]--;
1178 AmoebaCnt2[AmoebaNr[x][y]]--;
1181 Feld[x][y] = EL_EXPLODING;
1182 MovDir[x][y] = MovPos[x][y] = 0;
1188 if (center_element == EL_MAMPFER)
1189 MampferNr = (MampferNr + 1) % MampferMax;
1200 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1202 if (phase == first_phase_after_start)
1204 int element = Store2[x][y];
1206 if (element == EL_BLACK_ORB)
1208 Feld[x][y] = Store2[x][y];
1213 else if (phase == half_phase)
1215 int element = Store2[x][y];
1217 if (IS_PLAYER(x, y))
1218 KillHero(PLAYERINFO(x, y));
1219 else if (IS_EXPLOSIVE(element))
1221 Feld[x][y] = Store2[x][y];
1225 else if (element == EL_AMOEBA2DIAM)
1226 AmoebeUmwandeln(x, y);
1229 if (phase == last_phase)
1233 element = Feld[x][y] = Store[x][y];
1234 Store[x][y] = Store2[x][y] = 0;
1235 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1236 InitField(x, y, FALSE);
1237 if (CAN_MOVE(element) || COULD_MOVE(element))
1239 DrawLevelField(x, y);
1241 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1243 int graphic = GFX_EXPLOSION;
1245 if (game_emulation == EMU_SUPAPLEX)
1246 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1247 GFX_SP_EXPLODE_INFOTRON :
1248 GFX_SP_EXPLODE_EMPTY);
1251 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1253 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1257 void DynaExplode(int ex, int ey)
1260 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1261 static int xy[4][2] =
1269 Store2[ex][ey] = 0; /* delete player information */
1271 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1275 for (j=1; j<=player->dynabomb_size; j++)
1277 int x = ex+j*xy[i%4][0];
1278 int y = ey+j*xy[i%4][1];
1281 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1284 element = Feld[x][y];
1285 Explode(x, y, EX_PHASE_START, EX_BORDER);
1287 if (element != EL_LEERRAUM &&
1288 element != EL_ERDREICH &&
1289 element != EL_EXPLODING &&
1290 !player->dynabomb_xl)
1295 player->dynabombs_left++;
1298 void Bang(int x, int y)
1300 int element = Feld[x][y];
1302 if (game_emulation == EMU_SUPAPLEX)
1303 PlaySoundLevel(x, y, SND_SP_BOOOM);
1305 PlaySoundLevel(x, y, SND_ROAAAR);
1307 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1308 element = EL_LEERRAUM;
1320 RaiseScoreElement(element);
1321 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1324 case EL_DYNABOMB_NR:
1325 case EL_DYNABOMB_SZ:
1326 case EL_DYNABOMB_XL:
1333 Explode(x, y, EX_PHASE_START, EX_CENTER);
1336 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1341 void Blurb(int x, int y)
1343 int element = Feld[x][y];
1345 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1347 PlaySoundLevel(x, y, SND_BLURB);
1348 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1349 (!IN_LEV_FIELD(x-1, y-1) ||
1350 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1352 Feld[x-1][y] = EL_BLURB_LEFT;
1354 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1355 (!IN_LEV_FIELD(x+1, y-1) ||
1356 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1358 Feld[x+1][y] = EL_BLURB_RIGHT;
1363 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1365 if (!MovDelay[x][y]) /* initialize animation counter */
1368 if (MovDelay[x][y]) /* continue animation */
1371 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1372 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1374 if (!MovDelay[x][y])
1376 Feld[x][y] = EL_LEERRAUM;
1377 DrawLevelField(x, y);
1383 void Impact(int x, int y)
1385 boolean lastline = (y == lev_fieldy-1);
1386 boolean object_hit = FALSE;
1387 int element = Feld[x][y];
1390 if (!lastline) /* check if element below was hit */
1392 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1395 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1396 MovDir[x][y+1]!=MV_DOWN ||
1397 MovPos[x][y+1]<=TILEY/2));
1399 smashed = MovingOrBlocked2Element(x, y+1);
1402 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1408 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1409 (lastline || object_hit)) /* element is bomb */
1415 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1417 if (object_hit && IS_PLAYER(x, y+1))
1418 KillHero(PLAYERINFO(x, y+1));
1419 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1423 Feld[x][y] = EL_AMOEBING;
1424 Store[x][y] = EL_AMOEBE_NASS;
1429 if (!lastline && object_hit) /* check which object was hit */
1431 if (CAN_CHANGE(element) &&
1432 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1435 int activated_magic_wall =
1436 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1438 /* activate magic wall / mill */
1440 for (y=0; y<lev_fieldy; y++)
1441 for (x=0; x<lev_fieldx; x++)
1442 if (Feld[x][y] == smashed)
1443 Feld[x][y] = activated_magic_wall;
1445 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1449 if (IS_PLAYER(x, y+1))
1451 KillHero(PLAYERINFO(x, y+1));
1454 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1459 else if (element == EL_EDELSTEIN_BD)
1461 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1467 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1469 if (IS_ENEMY(smashed) ||
1470 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1471 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1476 else if (!IS_MOVING(x, y+1))
1478 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1483 else if (smashed == EL_KOKOSNUSS)
1485 Feld[x][y+1] = EL_CRACKINGNUT;
1486 PlaySoundLevel(x, y, SND_KNACK);
1487 RaiseScoreElement(EL_KOKOSNUSS);
1490 else if (smashed == EL_DIAMANT)
1492 Feld[x][y+1] = EL_LEERRAUM;
1493 PlaySoundLevel(x, y, SND_QUIRK);
1500 /* play sound of magic wall / mill */
1502 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1504 PlaySoundLevel(x, y, SND_QUIRK);
1508 /* play sound of object that hits the ground */
1509 if (lastline || object_hit)
1516 case EL_EDELSTEIN_BD:
1517 case EL_EDELSTEIN_GELB:
1518 case EL_EDELSTEIN_ROT:
1519 case EL_EDELSTEIN_LILA:
1521 case EL_SP_INFOTRON:
1527 case EL_FELSBROCKEN:
1531 sound = SND_SP_ZONKDOWN;
1534 case EL_SCHLUESSEL1:
1535 case EL_SCHLUESSEL2:
1536 case EL_SCHLUESSEL3:
1537 case EL_SCHLUESSEL4:
1550 PlaySoundLevel(x, y, sound);
1554 void TurnRound(int x, int y)
1566 { 0, 0 }, { 0, 0 }, { 0, 0 },
1571 int left, right, back;
1575 { MV_DOWN, MV_UP, MV_RIGHT },
1576 { MV_UP, MV_DOWN, MV_LEFT },
1578 { MV_LEFT, MV_RIGHT, MV_DOWN },
1579 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1580 { MV_RIGHT, MV_LEFT, MV_UP }
1583 int element = Feld[x][y];
1584 int old_move_dir = MovDir[x][y];
1585 int left_dir = turn[old_move_dir].left;
1586 int right_dir = turn[old_move_dir].right;
1587 int back_dir = turn[old_move_dir].back;
1589 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1590 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1591 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1592 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1594 int left_x = x+left_dx, left_y = y+left_dy;
1595 int right_x = x+right_dx, right_y = y+right_dy;
1596 int move_x = x+move_dx, move_y = y+move_dy;
1598 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1600 TestIfBadThingHitsOtherBadThing(x, y);
1602 if (IN_LEV_FIELD(right_x, right_y) &&
1603 IS_FREE_OR_PLAYER(right_x, right_y))
1604 MovDir[x][y] = right_dir;
1605 else if (!IN_LEV_FIELD(move_x, move_y) ||
1606 !IS_FREE_OR_PLAYER(move_x, move_y))
1607 MovDir[x][y] = left_dir;
1609 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1611 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1614 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1615 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1617 TestIfBadThingHitsOtherBadThing(x, y);
1619 if (IN_LEV_FIELD(left_x, left_y) &&
1620 IS_FREE_OR_PLAYER(left_x, left_y))
1621 MovDir[x][y] = left_dir;
1622 else if (!IN_LEV_FIELD(move_x, move_y) ||
1623 !IS_FREE_OR_PLAYER(move_x, move_y))
1624 MovDir[x][y] = right_dir;
1626 if ((element == EL_FLIEGER ||
1627 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1628 && MovDir[x][y] != old_move_dir)
1630 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1633 else if (element == EL_MAMPFER)
1635 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1637 if (IN_LEV_FIELD(left_x, left_y) &&
1638 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1639 Feld[left_x][left_y] == EL_DIAMANT))
1640 can_turn_left = TRUE;
1641 if (IN_LEV_FIELD(right_x, right_y) &&
1642 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1643 Feld[right_x][right_y] == EL_DIAMANT))
1644 can_turn_right = TRUE;
1646 if (can_turn_left && can_turn_right)
1647 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1648 else if (can_turn_left)
1649 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1650 else if (can_turn_right)
1651 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1653 MovDir[x][y] = back_dir;
1655 MovDelay[x][y] = 16+16*RND(3);
1657 else if (element == EL_MAMPFER2)
1659 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1661 if (IN_LEV_FIELD(left_x, left_y) &&
1662 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1663 IS_MAMPF2(Feld[left_x][left_y])))
1664 can_turn_left = TRUE;
1665 if (IN_LEV_FIELD(right_x, right_y) &&
1666 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1667 IS_MAMPF2(Feld[right_x][right_y])))
1668 can_turn_right = TRUE;
1670 if (can_turn_left && can_turn_right)
1671 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1672 else if (can_turn_left)
1673 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1674 else if (can_turn_right)
1675 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1677 MovDir[x][y] = back_dir;
1679 MovDelay[x][y] = 16+16*RND(3);
1681 else if (element == EL_PACMAN)
1683 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1685 if (IN_LEV_FIELD(left_x, left_y) &&
1686 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1687 IS_AMOEBOID(Feld[left_x][left_y])))
1688 can_turn_left = TRUE;
1689 if (IN_LEV_FIELD(right_x, right_y) &&
1690 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1691 IS_AMOEBOID(Feld[right_x][right_y])))
1692 can_turn_right = TRUE;
1694 if (can_turn_left && can_turn_right)
1695 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1696 else if (can_turn_left)
1697 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1698 else if (can_turn_right)
1699 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1701 MovDir[x][y] = back_dir;
1703 MovDelay[x][y] = 6+RND(40);
1705 else if (element == EL_SCHWEIN)
1707 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1708 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1709 boolean should_move_on = FALSE;
1711 int rnd = RND(rnd_value);
1713 if (IN_LEV_FIELD(left_x, left_y) &&
1714 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1715 can_turn_left = TRUE;
1716 if (IN_LEV_FIELD(right_x, right_y) &&
1717 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1718 can_turn_right = TRUE;
1719 if (IN_LEV_FIELD(move_x, move_y) &&
1720 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1723 if (can_turn_left &&
1725 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1726 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1727 should_turn_left = TRUE;
1728 if (can_turn_right &&
1730 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1731 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1732 should_turn_right = TRUE;
1734 (!can_turn_left || !can_turn_right ||
1735 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1736 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1737 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1738 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1739 should_move_on = TRUE;
1741 if (should_turn_left || should_turn_right || should_move_on)
1743 if (should_turn_left && should_turn_right && should_move_on)
1744 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1745 rnd < 2*rnd_value/3 ? right_dir :
1747 else if (should_turn_left && should_turn_right)
1748 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1749 else if (should_turn_left && should_move_on)
1750 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1751 else if (should_turn_right && should_move_on)
1752 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1753 else if (should_turn_left)
1754 MovDir[x][y] = left_dir;
1755 else if (should_turn_right)
1756 MovDir[x][y] = right_dir;
1757 else if (should_move_on)
1758 MovDir[x][y] = old_move_dir;
1760 else if (can_move_on && rnd > rnd_value/8)
1761 MovDir[x][y] = old_move_dir;
1762 else if (can_turn_left && can_turn_right)
1763 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1764 else if (can_turn_left && rnd > rnd_value/8)
1765 MovDir[x][y] = left_dir;
1766 else if (can_turn_right && rnd > rnd_value/8)
1767 MovDir[x][y] = right_dir;
1769 MovDir[x][y] = back_dir;
1771 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1772 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1773 MovDir[x][y] = old_move_dir;
1777 else if (element == EL_DRACHE)
1779 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1781 int rnd = RND(rnd_value);
1783 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1784 can_turn_left = TRUE;
1785 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1786 can_turn_right = TRUE;
1787 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1790 if (can_move_on && rnd > rnd_value/8)
1791 MovDir[x][y] = old_move_dir;
1792 else if (can_turn_left && can_turn_right)
1793 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1794 else if (can_turn_left && rnd > rnd_value/8)
1795 MovDir[x][y] = left_dir;
1796 else if (can_turn_right && rnd > rnd_value/8)
1797 MovDir[x][y] = right_dir;
1799 MovDir[x][y] = back_dir;
1801 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1802 MovDir[x][y] = old_move_dir;
1806 else if (element == EL_ROBOT || element == EL_SONDE ||
1807 element == EL_MAULWURF || element == EL_PINGUIN)
1809 int attr_x = -1, attr_y = -1;
1820 for (i=0; i<MAX_PLAYERS; i++)
1822 struct PlayerInfo *player = &stored_player[i];
1823 int jx = player->jx, jy = player->jy;
1825 if (!player->active || player->gone)
1828 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1836 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1842 if (element == EL_MAULWURF || element == EL_PINGUIN)
1845 static int xy[4][2] =
1855 int ex = x + xy[i%4][0];
1856 int ey = y + xy[i%4][1];
1858 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1867 MovDir[x][y] = MV_NO_MOVING;
1869 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1871 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1873 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1875 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1877 if (element == EL_ROBOT)
1881 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1882 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1883 Moving2Blocked(x, y, &newx, &newy);
1885 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1886 MovDelay[x][y] = 8+8*!RND(3);
1888 MovDelay[x][y] = 16;
1896 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1898 boolean first_horiz = RND(2);
1899 int new_move_dir = MovDir[x][y];
1902 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1903 Moving2Blocked(x, y, &newx, &newy);
1905 if (IN_LEV_FIELD(newx, newy) &&
1906 (IS_FREE(newx, newy) ||
1907 Feld[newx][newy] == EL_SALZSAEURE ||
1908 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1909 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1910 IS_MAMPF3(Feld[newx][newy])))))
1914 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1915 Moving2Blocked(x, y, &newx, &newy);
1917 if (IN_LEV_FIELD(newx, newy) &&
1918 (IS_FREE(newx, newy) ||
1919 Feld[newx][newy] == EL_SALZSAEURE ||
1920 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1921 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1922 IS_MAMPF3(Feld[newx][newy])))))
1925 MovDir[x][y] = old_move_dir;
1932 static boolean JustBeingPushed(int x, int y)
1936 for (i=0; i<MAX_PLAYERS; i++)
1938 struct PlayerInfo *player = &stored_player[i];
1940 if (player->active && !player->gone &&
1941 player->Pushing && player->MovPos)
1943 int next_jx = player->jx + (player->jx - player->last_jx);
1944 int next_jy = player->jy + (player->jy - player->last_jy);
1946 if (x == next_jx && y == next_jy)
1954 void StartMoving(int x, int y)
1956 int element = Feld[x][y];
1961 if (CAN_FALL(element) && y<lev_fieldy-1)
1963 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1964 if (JustBeingPushed(x, y))
1967 if (element == EL_MORAST_VOLL)
1969 if (IS_FREE(x, y+1))
1971 InitMovingField(x, y, MV_DOWN);
1972 Feld[x][y] = EL_FELSBROCKEN;
1973 Store[x][y] = EL_MORAST_LEER;
1975 else if (Feld[x][y+1] == EL_MORAST_LEER)
1977 if (!MovDelay[x][y])
1978 MovDelay[x][y] = TILEY + 1;
1987 Feld[x][y] = EL_MORAST_LEER;
1988 Feld[x][y+1] = EL_MORAST_VOLL;
1991 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1993 InitMovingField(x, y, MV_DOWN);
1994 Store[x][y] = EL_MORAST_VOLL;
1996 else if (element == EL_SIEB_VOLL)
1998 if (IS_FREE(x, y+1))
2000 InitMovingField(x, y, MV_DOWN);
2001 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2002 Store[x][y] = EL_SIEB_LEER;
2004 else if (Feld[x][y+1] == EL_SIEB_LEER)
2006 if (!MovDelay[x][y])
2007 MovDelay[x][y] = TILEY/4 + 1;
2016 Feld[x][y] = EL_SIEB_LEER;
2017 Feld[x][y+1] = EL_SIEB_VOLL;
2018 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2022 else if (element == EL_SIEB2_VOLL)
2024 if (IS_FREE(x, y+1))
2026 InitMovingField(x, y, MV_DOWN);
2027 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2028 Store[x][y] = EL_SIEB2_LEER;
2030 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2032 if (!MovDelay[x][y])
2033 MovDelay[x][y] = TILEY/4 + 1;
2042 Feld[x][y] = EL_SIEB2_LEER;
2043 Feld[x][y+1] = EL_SIEB2_VOLL;
2044 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2048 else if (CAN_CHANGE(element) &&
2049 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2051 InitMovingField(x, y, MV_DOWN);
2053 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2054 Store2[x][y+1] = element;
2056 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2059 InitMovingField(x, y, MV_DOWN);
2060 Store[x][y] = EL_SALZSAEURE;
2062 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2066 else if (IS_FREE(x, y+1))
2068 InitMovingField(x, y, MV_DOWN);
2070 else if (element == EL_TROPFEN)
2072 Feld[x][y] = EL_AMOEBING;
2073 Store[x][y] = EL_AMOEBE_NASS;
2075 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2077 boolean left = (x>0 && IS_FREE(x-1, y) &&
2078 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2079 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2080 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2084 if (left && right && game_emulation != EMU_BOULDERDASH)
2085 left = !(right = RND(2));
2087 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2091 else if (CAN_MOVE(element))
2095 if (element == EL_SONDE && JustBeingPushed(x, y))
2098 if (!MovDelay[x][y]) /* start new movement phase */
2100 /* all objects that can change their move direction after each step */
2101 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2103 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2106 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2107 element == EL_SP_SNIKSNAK ||
2108 element == EL_SP_ELECTRON))
2109 DrawLevelField(x, y);
2113 if (MovDelay[x][y]) /* wait some time before next movement */
2117 if (element == EL_ROBOT ||
2118 element == EL_MAMPFER || element == EL_MAMPFER2)
2120 int phase = MovDelay[x][y] % 8;
2125 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2126 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2128 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2129 && MovDelay[x][y]%4 == 3)
2130 PlaySoundLevel(x, y, SND_NJAM);
2132 else if (element == EL_SP_ELECTRON)
2133 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2134 else if (element == EL_DRACHE)
2137 int dir = MovDir[x][y];
2138 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2139 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2140 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2141 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2142 dir == MV_UP ? GFX_FLAMMEN_UP :
2143 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2144 int phase = FrameCounter % 2;
2146 for (i=1; i<=3; i++)
2148 int xx = x + i*dx, yy = y + i*dy;
2149 int sx = SCREENX(xx), sy = SCREENY(yy);
2151 if (!IN_LEV_FIELD(xx, yy) ||
2152 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2157 int flamed = MovingOrBlocked2Element(xx, yy);
2159 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2162 RemoveMovingField(xx, yy);
2164 Feld[xx][yy] = EL_BURNING;
2165 if (IN_SCR_FIELD(sx, sy))
2166 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2170 if (Feld[xx][yy] == EL_BURNING)
2171 Feld[xx][yy] = EL_LEERRAUM;
2172 DrawLevelField(xx, yy);
2181 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2183 PlaySoundLevel(x, y, SND_KLAPPER);
2185 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2187 PlaySoundLevel(x, y, SND_ROEHR);
2190 /* now make next step */
2192 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2194 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2196 /* enemy got the player */
2198 KillHero(PLAYERINFO(newx, newy));
2201 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2202 element == EL_ROBOT || element == EL_SONDE) &&
2203 IN_LEV_FIELD(newx, newy) &&
2204 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2207 Store[x][y] = EL_SALZSAEURE;
2209 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2210 IN_LEV_FIELD(newx, newy))
2212 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2214 Feld[x][y] = EL_LEERRAUM;
2215 DrawLevelField(x, y);
2217 PlaySoundLevel(newx, newy, SND_BUING);
2218 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2219 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2221 local_player->friends_still_needed--;
2222 if (!local_player->friends_still_needed &&
2223 !local_player->GameOver && AllPlayersGone)
2224 local_player->LevelSolved = local_player->GameOver = TRUE;
2228 else if (IS_MAMPF3(Feld[newx][newy]))
2230 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2231 DrawLevelField(newx, newy);
2233 MovDir[x][y] = MV_NO_MOVING;
2235 else if (!IS_FREE(newx, newy))
2237 if (IS_PLAYER(x, y))
2238 DrawPlayerField(x, y);
2240 DrawLevelField(x, y);
2244 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2246 if (IS_GEM(Feld[newx][newy]))
2248 if (IS_MOVING(newx, newy))
2249 RemoveMovingField(newx, newy);
2252 Feld[newx][newy] = EL_LEERRAUM;
2253 DrawLevelField(newx, newy);
2256 else if (!IS_FREE(newx, newy))
2258 if (IS_PLAYER(x, y))
2259 DrawPlayerField(x, y);
2261 DrawLevelField(x, y);
2265 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2267 if (!IS_FREE(newx, newy))
2269 if (IS_PLAYER(x, y))
2270 DrawPlayerField(x, y);
2272 DrawLevelField(x, y);
2277 boolean wanna_flame = !RND(10);
2278 int dx = newx - x, dy = newy - y;
2279 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2280 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2281 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2282 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2283 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2284 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2286 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2287 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2288 element1 != EL_BURNING && element2 != EL_BURNING)
2290 if (IS_PLAYER(x, y))
2291 DrawPlayerField(x, y);
2293 DrawLevelField(x, y);
2295 MovDelay[x][y] = 50;
2296 Feld[newx][newy] = EL_BURNING;
2297 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2298 Feld[newx1][newy1] = EL_BURNING;
2299 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2300 Feld[newx2][newy2] = EL_BURNING;
2305 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2306 Feld[newx][newy] == EL_DIAMANT)
2308 if (IS_MOVING(newx, newy))
2309 RemoveMovingField(newx, newy);
2312 Feld[newx][newy] = EL_LEERRAUM;
2313 DrawLevelField(newx, newy);
2316 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2317 IS_MAMPF2(Feld[newx][newy]))
2319 if (AmoebaNr[newx][newy])
2321 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2322 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2323 Feld[newx][newy] == EL_AMOEBE_BD)
2324 AmoebaCnt[AmoebaNr[newx][newy]]--;
2327 if (IS_MOVING(newx, newy))
2328 RemoveMovingField(newx, newy);
2331 Feld[newx][newy] = EL_LEERRAUM;
2332 DrawLevelField(newx, newy);
2335 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2336 IS_AMOEBOID(Feld[newx][newy]))
2338 if (AmoebaNr[newx][newy])
2340 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2341 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2342 Feld[newx][newy] == EL_AMOEBE_BD)
2343 AmoebaCnt[AmoebaNr[newx][newy]]--;
2346 Feld[newx][newy] = EL_LEERRAUM;
2347 DrawLevelField(newx, newy);
2349 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2351 /* object was running against a wall */
2355 if (element == EL_KAEFER || element == EL_FLIEGER ||
2356 element == EL_SP_SNIKSNAK)
2357 DrawLevelField(x, y);
2358 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2359 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2360 else if (element == EL_SONDE)
2361 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2362 else if (element == EL_SP_ELECTRON)
2363 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2368 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2369 PlaySoundLevel(x, y, SND_SCHLURF);
2371 InitMovingField(x, y, MovDir[x][y]);
2375 ContinueMoving(x, y);
2378 void ContinueMoving(int x, int y)
2380 int element = Feld[x][y];
2381 int direction = MovDir[x][y];
2382 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2383 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2384 int horiz_move = (dx!=0);
2385 int newx = x + dx, newy = y + dy;
2386 int step = (horiz_move ? dx : dy) * TILEX/8;
2388 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2390 else if (element == EL_TROPFEN)
2392 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2395 MovPos[x][y] += step;
2397 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2399 Feld[x][y] = EL_LEERRAUM;
2400 Feld[newx][newy] = element;
2402 if (Store[x][y] == EL_MORAST_VOLL)
2405 Feld[newx][newy] = EL_MORAST_VOLL;
2406 element = EL_MORAST_VOLL;
2408 else if (Store[x][y] == EL_MORAST_LEER)
2411 Feld[x][y] = EL_MORAST_LEER;
2413 else if (Store[x][y] == EL_SIEB_VOLL)
2416 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2418 else if (Store[x][y] == EL_SIEB_LEER)
2420 Store[x][y] = Store2[x][y] = 0;
2421 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2423 else if (Store[x][y] == EL_SIEB2_VOLL)
2426 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2428 else if (Store[x][y] == EL_SIEB2_LEER)
2430 Store[x][y] = Store2[x][y] = 0;
2431 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2433 else if (Store[x][y] == EL_SALZSAEURE)
2436 Feld[newx][newy] = EL_SALZSAEURE;
2437 element = EL_SALZSAEURE;
2439 else if (Store[x][y] == EL_AMOEBE_NASS)
2442 Feld[x][y] = EL_AMOEBE_NASS;
2445 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2446 MovDelay[newx][newy] = 0;
2448 if (!CAN_MOVE(element))
2449 MovDir[newx][newy] = 0;
2451 DrawLevelField(x, y);
2452 DrawLevelField(newx, newy);
2454 Stop[newx][newy] = TRUE;
2455 JustHit[x][newy] = 3;
2457 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2459 TestIfBadThingHitsHero(newx, newy);
2460 TestIfBadThingHitsFriend(newx, newy);
2461 TestIfBadThingHitsOtherBadThing(newx, newy);
2463 else if (element == EL_PINGUIN)
2464 TestIfFriendHitsBadThing(newx, newy);
2466 if (CAN_SMASH(element) && direction == MV_DOWN &&
2467 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2470 else /* still moving on */
2471 DrawLevelField(x, y);
2474 int AmoebeNachbarNr(int ax, int ay)
2477 int element = Feld[ax][ay];
2479 static int xy[4][2] =
2489 int x = ax + xy[i][0];
2490 int y = ay + xy[i][1];
2492 if (!IN_LEV_FIELD(x, y))
2495 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2496 group_nr = AmoebaNr[x][y];
2502 void AmoebenVereinigen(int ax, int ay)
2504 int i, x, y, xx, yy;
2505 int new_group_nr = AmoebaNr[ax][ay];
2506 static int xy[4][2] =
2514 if (new_group_nr == 0)
2522 if (!IN_LEV_FIELD(x, y))
2525 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2526 Feld[x][y] == EL_AMOEBE_BD ||
2527 Feld[x][y] == EL_AMOEBE_TOT) &&
2528 AmoebaNr[x][y] != new_group_nr)
2530 int old_group_nr = AmoebaNr[x][y];
2532 if (old_group_nr == 0)
2535 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2536 AmoebaCnt[old_group_nr] = 0;
2537 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2538 AmoebaCnt2[old_group_nr] = 0;
2540 for (yy=0; yy<lev_fieldy; yy++)
2542 for (xx=0; xx<lev_fieldx; xx++)
2544 if (AmoebaNr[xx][yy] == old_group_nr)
2545 AmoebaNr[xx][yy] = new_group_nr;
2552 void AmoebeUmwandeln(int ax, int ay)
2556 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2558 int group_nr = AmoebaNr[ax][ay];
2563 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2564 printf("AmoebeUmwandeln(): This should never happen!\n");
2569 for (y=0; y<lev_fieldy; y++)
2571 for (x=0; x<lev_fieldx; x++)
2573 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2576 Feld[x][y] = EL_AMOEBA2DIAM;
2584 static int xy[4][2] =
2597 if (!IN_LEV_FIELD(x, y))
2600 if (Feld[x][y] == EL_AMOEBA2DIAM)
2606 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2609 int group_nr = AmoebaNr[ax][ay];
2610 boolean done = FALSE;
2615 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2616 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2621 for (y=0; y<lev_fieldy; y++)
2623 for (x=0; x<lev_fieldx; x++)
2625 if (AmoebaNr[x][y] == group_nr &&
2626 (Feld[x][y] == EL_AMOEBE_TOT ||
2627 Feld[x][y] == EL_AMOEBE_BD ||
2628 Feld[x][y] == EL_AMOEBING))
2631 Feld[x][y] = new_element;
2632 InitField(x, y, FALSE);
2633 DrawLevelField(x, y);
2640 PlaySoundLevel(ax, ay,
2641 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2644 void AmoebeWaechst(int x, int y)
2646 static unsigned long sound_delay = 0;
2647 static unsigned long sound_delay_value = 0;
2649 if (!MovDelay[x][y]) /* start new growing cycle */
2653 if (DelayReached(&sound_delay, sound_delay_value))
2655 PlaySoundLevel(x, y, SND_AMOEBE);
2656 sound_delay_value = 30;
2660 if (MovDelay[x][y]) /* wait some time before growing bigger */
2663 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2664 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2666 if (!MovDelay[x][y])
2668 Feld[x][y] = Store[x][y];
2670 DrawLevelField(x, y);
2675 void AmoebeAbleger(int ax, int ay)
2678 int element = Feld[ax][ay];
2679 int newax = ax, neway = ay;
2680 static int xy[4][2] =
2688 if (!level.tempo_amoebe)
2690 Feld[ax][ay] = EL_AMOEBE_TOT;
2691 DrawLevelField(ax, ay);
2695 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2696 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2698 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2701 if (MovDelay[ax][ay])
2705 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2708 int x = ax + xy[start][0];
2709 int y = ay + xy[start][1];
2711 if (!IN_LEV_FIELD(x, y))
2714 if (IS_FREE(x, y) ||
2715 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2721 if (newax == ax && neway == ay)
2724 else /* normal or "filled" (BD style) amoeba */
2727 boolean waiting_for_player = FALSE;
2731 int j = (start + i) % 4;
2732 int x = ax + xy[j][0];
2733 int y = ay + xy[j][1];
2735 if (!IN_LEV_FIELD(x, y))
2738 if (IS_FREE(x, y) ||
2739 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2745 else if (IS_PLAYER(x, y))
2746 waiting_for_player = TRUE;
2749 if (newax == ax && neway == ay) /* amoeba cannot grow */
2751 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2753 Feld[ax][ay] = EL_AMOEBE_TOT;
2754 DrawLevelField(ax, ay);
2755 AmoebaCnt[AmoebaNr[ax][ay]]--;
2757 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2759 if (element == EL_AMOEBE_VOLL)
2760 AmoebeUmwandeln(ax, ay);
2761 else if (element == EL_AMOEBE_BD)
2762 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2767 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2769 /* amoeba gets larger by growing in some direction */
2771 int new_group_nr = AmoebaNr[ax][ay];
2774 if (new_group_nr == 0)
2776 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2777 printf("AmoebeAbleger(): This should never happen!\n");
2782 AmoebaNr[newax][neway] = new_group_nr;
2783 AmoebaCnt[new_group_nr]++;
2784 AmoebaCnt2[new_group_nr]++;
2786 /* if amoeba touches other amoeba(s) after growing, unify them */
2787 AmoebenVereinigen(newax, neway);
2789 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2791 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2797 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2798 (neway == lev_fieldy - 1 && newax != ax))
2800 Feld[newax][neway] = EL_AMOEBING;
2801 Store[newax][neway] = element;
2803 else if (neway == ay)
2804 Feld[newax][neway] = EL_TROPFEN;
2807 InitMovingField(ax, ay, MV_DOWN);
2808 Feld[ax][ay] = EL_TROPFEN;
2809 Store[ax][ay] = EL_AMOEBE_NASS;
2810 ContinueMoving(ax, ay);
2814 DrawLevelField(newax, neway);
2817 void Life(int ax, int ay)
2820 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2822 int element = Feld[ax][ay];
2827 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2828 MovDelay[ax][ay] = life_time;
2830 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2833 if (MovDelay[ax][ay])
2837 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2839 int xx = ax+x1, yy = ay+y1;
2842 if (!IN_LEV_FIELD(xx, yy))
2845 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2847 int x = xx+x2, y = yy+y2;
2849 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2852 if (((Feld[x][y] == element ||
2853 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2855 (IS_FREE(x, y) && Stop[x][y]))
2859 if (xx == ax && yy == ay) /* field in the middle */
2861 if (nachbarn<life[0] || nachbarn>life[1])
2863 Feld[xx][yy] = EL_LEERRAUM;
2865 DrawLevelField(xx, yy);
2866 Stop[xx][yy] = TRUE;
2869 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2870 { /* free border field */
2871 if (nachbarn>=life[2] && nachbarn<=life[3])
2873 Feld[xx][yy] = element;
2874 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2876 DrawLevelField(xx, yy);
2877 Stop[xx][yy] = TRUE;
2883 void Ablenk(int x, int y)
2885 if (!MovDelay[x][y]) /* next animation frame */
2886 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2888 if (MovDelay[x][y]) /* wait some time before next frame */
2893 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2894 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2895 if (!(MovDelay[x][y]%4))
2896 PlaySoundLevel(x, y, SND_MIEP);
2901 Feld[x][y] = EL_ABLENK_AUS;
2902 DrawLevelField(x, y);
2903 if (ZX == x && ZY == y)
2907 void Birne(int x, int y)
2909 if (!MovDelay[x][y]) /* next animation frame */
2910 MovDelay[x][y] = 800;
2912 if (MovDelay[x][y]) /* wait some time before next frame */
2917 if (!(MovDelay[x][y]%5))
2919 if (!(MovDelay[x][y]%10))
2920 Feld[x][y]=EL_ABLENK_EIN;
2922 Feld[x][y]=EL_ABLENK_AUS;
2923 DrawLevelField(x, y);
2924 Feld[x][y]=EL_ABLENK_EIN;
2930 Feld[x][y]=EL_ABLENK_AUS;
2931 DrawLevelField(x, y);
2932 if (ZX == x && ZY == y)
2936 void Blubber(int x, int y)
2938 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2939 DrawLevelField(x, y-1);
2941 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2944 void NussKnacken(int x, int y)
2946 if (!MovDelay[x][y]) /* next animation frame */
2949 if (MovDelay[x][y]) /* wait some time before next frame */
2952 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2953 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2955 if (!MovDelay[x][y])
2957 Feld[x][y] = EL_EDELSTEIN;
2958 DrawLevelField(x, y);
2963 void SiebAktivieren(int x, int y, int typ)
2965 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2967 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2970 void AusgangstuerPruefen(int x, int y)
2972 if (!local_player->gems_still_needed &&
2973 !local_player->sokobanfields_still_needed &&
2974 !local_player->lights_still_needed)
2976 Feld[x][y] = EL_AUSGANG_ACT;
2978 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2979 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2980 y < LEVELY(BY1) ? LEVELY(BY1) :
2981 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2986 void AusgangstuerOeffnen(int x, int y)
2990 if (!MovDelay[x][y]) /* next animation frame */
2991 MovDelay[x][y] = 5*delay;
2993 if (MovDelay[x][y]) /* wait some time before next frame */
2998 tuer = MovDelay[x][y]/delay;
2999 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3000 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3002 if (!MovDelay[x][y])
3004 Feld[x][y] = EL_AUSGANG_AUF;
3005 DrawLevelField(x, y);
3010 void AusgangstuerBlinken(int x, int y)
3012 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3015 void EdelsteinFunkeln(int x, int y)
3017 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3020 if (Feld[x][y] == EL_EDELSTEIN_BD)
3021 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3024 if (!MovDelay[x][y]) /* next animation frame */
3025 MovDelay[x][y] = 11 * !SimpleRND(500);
3027 if (MovDelay[x][y]) /* wait some time before next frame */
3031 if (setup.direct_draw && MovDelay[x][y])
3032 SetDrawtoField(DRAW_BUFFERED);
3034 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3038 int phase = (MovDelay[x][y]-1)/2;
3043 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3045 if (setup.direct_draw)
3049 dest_x = FX + SCREENX(x)*TILEX;
3050 dest_y = FY + SCREENY(y)*TILEY;
3052 XCopyArea(display, drawto_field, window, gc,
3053 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3054 SetDrawtoField(DRAW_DIRECT);
3061 void MauerWaechst(int x, int y)
3065 if (!MovDelay[x][y]) /* next animation frame */
3066 MovDelay[x][y] = 3*delay;
3068 if (MovDelay[x][y]) /* wait some time before next frame */
3073 phase = 2-MovDelay[x][y]/delay;
3074 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3075 DrawGraphic(SCREENX(x), SCREENY(y),
3076 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3077 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3078 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3079 GFX_MAUER_DOWN ) + phase);
3081 if (!MovDelay[x][y])
3083 if (MovDir[x][y] == MV_LEFT)
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_RIGHT)
3090 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3091 DrawLevelField(x+1, y);
3093 else if (MovDir[x][y] == MV_UP)
3095 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3096 DrawLevelField(x, y-1);
3100 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3101 DrawLevelField(x, y+1);
3104 Feld[x][y] = Store[x][y];
3106 MovDir[x][y] = MV_NO_MOVING;
3107 DrawLevelField(x, y);
3112 void MauerAbleger(int ax, int ay)
3114 int element = Feld[ax][ay];
3115 boolean oben_frei = FALSE, unten_frei = FALSE;
3116 boolean links_frei = FALSE, rechts_frei = FALSE;
3117 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3118 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3120 if (!MovDelay[ax][ay]) /* start building new wall */
3121 MovDelay[ax][ay] = 6;
3123 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3126 if (MovDelay[ax][ay])
3130 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3132 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3134 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3136 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3139 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3143 Feld[ax][ay-1] = EL_MAUERND;
3144 Store[ax][ay-1] = element;
3145 MovDir[ax][ay-1] = MV_UP;
3146 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3147 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3151 Feld[ax][ay+1] = EL_MAUERND;
3152 Store[ax][ay+1] = element;
3153 MovDir[ax][ay+1] = MV_DOWN;
3154 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3155 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3159 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3160 element == EL_MAUER_LEBT)
3164 Feld[ax-1][ay] = EL_MAUERND;
3165 Store[ax-1][ay] = element;
3166 MovDir[ax-1][ay] = MV_LEFT;
3167 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3168 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3172 Feld[ax+1][ay] = EL_MAUERND;
3173 Store[ax+1][ay] = element;
3174 MovDir[ax+1][ay] = MV_RIGHT;
3175 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3176 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3180 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3181 DrawLevelField(ax, ay);
3183 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3185 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3186 unten_massiv = TRUE;
3187 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3188 links_massiv = TRUE;
3189 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3190 rechts_massiv = TRUE;
3192 if (((oben_massiv && unten_massiv) ||
3193 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3194 ((links_massiv && rechts_massiv) ||
3195 element == EL_MAUER_Y))
3196 Feld[ax][ay] = EL_MAUERWERK;
3199 void CheckForDragon(int x, int y)
3202 boolean dragon_found = FALSE;
3203 static int xy[4][2] =
3215 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3217 if (IN_LEV_FIELD(xx, yy) &&
3218 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3220 if (Feld[xx][yy] == EL_DRACHE)
3221 dragon_found = TRUE;
3234 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3236 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3238 Feld[xx][yy] = EL_LEERRAUM;
3239 DrawLevelField(xx, yy);
3248 static void CheckBuggyBase(int x, int y)
3250 int element = Feld[x][y];
3252 if (element == EL_SP_BUG)
3254 if (!MovDelay[x][y]) /* start activating buggy base */
3255 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3257 if (MovDelay[x][y]) /* wait some time before activating base */
3260 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3261 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3265 Feld[x][y] = EL_SP_BUG_ACTIVE;
3268 else if (element == EL_SP_BUG_ACTIVE)
3270 if (!MovDelay[x][y]) /* start activating buggy base */
3271 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3273 if (MovDelay[x][y]) /* wait some time before activating base */
3279 static int xy[4][2] =
3287 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3288 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3292 int xx = x + xy[i][0], yy = y + xy[i][1];
3294 if (IS_PLAYER(xx, yy))
3296 PlaySoundLevel(x, y, SND_SP_BUG);
3304 Feld[x][y] = EL_SP_BUG;
3305 DrawLevelField(x, y);
3310 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3312 static byte stored_player_action[MAX_PLAYERS];
3313 static int num_stored_actions = 0;
3314 static boolean save_tape_entry = FALSE;
3315 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3316 int jx = player->jx, jy = player->jy;
3317 int left = player_action & JOY_LEFT;
3318 int right = player_action & JOY_RIGHT;
3319 int up = player_action & JOY_UP;
3320 int down = player_action & JOY_DOWN;
3321 int button1 = player_action & JOY_BUTTON_1;
3322 int button2 = player_action & JOY_BUTTON_2;
3323 int dx = (left ? -1 : right ? 1 : 0);
3324 int dy = (up ? -1 : down ? 1 : 0);
3326 stored_player_action[player->index_nr] = 0;
3327 num_stored_actions++;
3329 if (!player->active || player->gone || tape.pausing)
3334 save_tape_entry = TRUE;
3335 player->frame_reset_delay = 0;
3338 snapped = SnapField(player, dx, dy);
3342 bombed = PlaceBomb(player);
3343 moved = MoveFigure(player, dx, dy);
3346 if (tape.recording && (moved || snapped || bombed))
3348 if (bombed && !moved)
3349 player_action &= JOY_BUTTON;
3351 stored_player_action[player->index_nr] = player_action;
3354 /* this allows cycled sequences of PlayerActions() */
3355 if (num_stored_actions >= MAX_PLAYERS)
3357 TapeRecordAction(stored_player_action);
3358 num_stored_actions = 0;
3363 else if (tape.playing && snapped)
3364 SnapField(player, 0, 0); /* stop snapping */
3368 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3369 SnapField(player, 0, 0);
3372 if (++player->frame_reset_delay > MoveSpeed)
3376 if (++player->frame_reset_delay > player->move_speed)
3380 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3382 TapeRecordAction(stored_player_action);
3383 num_stored_actions = 0;
3384 save_tape_entry = FALSE;
3387 if (tape.playing && !tape.pausing && !player_action &&
3388 tape.counter < tape.length)
3391 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3393 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3394 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3396 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3398 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3400 int el = Feld[jx+dx][jy];
3401 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3403 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3405 player->MovDir = next_joy;
3406 player->Frame = FrameCounter % 4;
3407 player->Pushing = TRUE;
3416 static unsigned long action_delay = 0;
3417 unsigned long action_delay_value;
3418 int sieb_x = 0, sieb_y = 0;
3419 int i, x, y, element;
3420 byte *recorded_player_action;
3421 byte summarized_player_action = 0;
3423 if (game_status != PLAYING)
3426 action_delay_value =
3427 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3430 if (tape.playing && tape.fast_forward)
3434 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3440 /* main game synchronization point */
3446 WaitUntilDelayReached(&action_delay, action_delay_value);
3449 while (!DelayReached(&action_delay, action_delay_value))
3453 sprintf(buf, "%ld %ld %ld",
3454 Counter(), action_delay, action_delay_value);
3457 print_debug("done");
3464 if (network_playing && !network_player_action_received)
3468 printf("DEBUG: try to get network player actions in time\n");
3473 /* last chance to get network player actions without main loop delay */
3477 if (game_status != PLAYING)
3480 if (!network_player_action_received)
3484 printf("DEBUG: failed to get network player actions in time\n");
3493 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3495 else if (tape.recording)
3504 else if (tape.recording)
3507 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3509 for (i=0; i<MAX_PLAYERS; i++)
3511 summarized_player_action |= stored_player[i].action;
3513 if (!network_playing)
3514 stored_player[i].effective_action = stored_player[i].action;
3518 if (network_playing)
3519 SendToServer_MovePlayer(summarized_player_action);
3522 if (!options.network && !setup.team_mode)
3523 local_player->effective_action = summarized_player_action;
3525 for (i=0; i<MAX_PLAYERS; i++)
3527 int actual_player_action = stored_player[i].effective_action;
3529 if (stored_player[i].programmed_action)
3531 /* this is very bad and need to be fixed!!! */
3532 unsigned long move_delay = stored_player[i].move_delay;
3535 if (FrameReached(&move_delay, MoveSpeed))
3538 if (FrameReached(&move_delay, stored_player[i].move_speed))
3540 actual_player_action = stored_player[i].programmed_action;
3541 stored_player[i].programmed_action = 0;
3545 if (recorded_player_action)
3546 actual_player_action = recorded_player_action[i];
3548 PlayerActions(&stored_player[i], actual_player_action);
3549 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3552 network_player_action_received = FALSE;
3554 ScrollScreen(NULL, SCROLL_GO_ON);
3558 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3560 else if (tape.recording)
3570 if (TimeFrames == 0 && !local_player->gone)
3572 extern unsigned int last_RND();
3574 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3577 getStateCheckSum(TimePlayed));
3586 if (GameFrameDelay >= 500)
3587 printf("FrameCounter == %d\n", FrameCounter);
3598 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3601 if (JustHit[x][y]>0)
3605 if (IS_BLOCKED(x, y))
3609 Blocked2Moving(x, y, &oldx, &oldy);
3610 if (!IS_MOVING(oldx, oldy))
3612 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3613 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3614 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3615 printf("GameActions(): This should never happen!\n");
3621 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3623 element = Feld[x][y];
3625 if (IS_INACTIVE(element))
3628 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3632 if (IS_GEM(element))
3633 EdelsteinFunkeln(x, y);
3635 else if (IS_MOVING(x, y))
3636 ContinueMoving(x, y);
3637 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3638 CheckDynamite(x, y);
3639 else if (element == EL_EXPLODING)
3640 Explode(x, y, Frame[x][y], EX_NORMAL);
3641 else if (element == EL_AMOEBING)
3642 AmoebeWaechst(x, y);
3643 else if (IS_AMOEBALIVE(element))
3644 AmoebeAbleger(x, y);
3645 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3647 else if (element == EL_ABLENK_EIN)
3649 else if (element == EL_SALZSAEURE)
3651 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3653 else if (element == EL_CRACKINGNUT)
3655 else if (element == EL_AUSGANG_ZU)
3656 AusgangstuerPruefen(x, y);
3657 else if (element == EL_AUSGANG_ACT)
3658 AusgangstuerOeffnen(x, y);
3659 else if (element == EL_AUSGANG_AUF)
3660 AusgangstuerBlinken(x, y);
3661 else if (element == EL_MAUERND)
3663 else if (element == EL_MAUER_LEBT ||
3664 element == EL_MAUER_X ||
3665 element == EL_MAUER_Y ||
3666 element == EL_MAUER_XY)
3668 else if (element == EL_BURNING)
3669 CheckForDragon(x, y);
3670 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3671 CheckBuggyBase(x, y);
3672 else if (element == EL_SP_TERMINAL)
3673 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3674 else if (element == EL_SP_TERMINAL_ACTIVE)
3675 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3679 boolean sieb = FALSE;
3680 int jx = local_player->jx, jy = local_player->jy;
3682 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3683 Store[x][y] == EL_SIEB_LEER)
3685 SiebAktivieren(x, y, 1);
3688 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3689 Store[x][y] == EL_SIEB2_LEER)
3691 SiebAktivieren(x, y, 2);
3695 /* play the element sound at the position nearest to the player */
3696 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3706 if (!(SiebCount % 4))
3707 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3714 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3716 element = Feld[x][y];
3717 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3719 Feld[x][y] = EL_SIEB_TOT;
3720 DrawLevelField(x, y);
3722 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3724 Feld[x][y] = EL_SIEB2_TOT;
3725 DrawLevelField(x, y);
3734 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3739 if (tape.recording || tape.playing)
3740 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3747 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3749 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3752 for (i=0; i<MAX_PLAYERS; i++)
3753 KillHero(&stored_player[i]);
3755 else if (level.time == 0) /* level without time limit */
3756 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3762 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3764 int min_x = x, min_y = y, max_x = x, max_y = y;
3767 for (i=0; i<MAX_PLAYERS; i++)
3769 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3771 if (!stored_player[i].active || stored_player[i].gone ||
3772 &stored_player[i] == player)
3775 min_x = MIN(min_x, jx);
3776 min_y = MIN(min_y, jy);
3777 max_x = MAX(max_x, jx);
3778 max_y = MAX(max_y, jy);
3781 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3784 static boolean AllPlayersInVisibleScreen()
3788 for (i=0; i<MAX_PLAYERS; i++)
3790 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3792 if (!stored_player[i].active || stored_player[i].gone)
3795 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3802 void ScrollLevel(int dx, int dy)
3804 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3807 XCopyArea(display, drawto_field, drawto_field, gc,
3808 FX + TILEX*(dx == -1) - softscroll_offset,
3809 FY + TILEY*(dy == -1) - softscroll_offset,
3810 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3811 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3812 FX + TILEX*(dx == 1) - softscroll_offset,
3813 FY + TILEY*(dy == 1) - softscroll_offset);
3817 x = (dx == 1 ? BX1 : BX2);
3818 for (y=BY1; y<=BY2; y++)
3819 DrawScreenField(x, y);
3823 y = (dy == 1 ? BY1 : BY2);
3824 for (x=BX1; x<=BX2; x++)
3825 DrawScreenField(x, y);
3828 redraw_mask |= REDRAW_FIELD;
3831 boolean MoveFigureOneStep(struct PlayerInfo *player,
3832 int dx, int dy, int real_dx, int real_dy)
3834 int jx = player->jx, jy = player->jy;
3835 int new_jx = jx+dx, new_jy = jy+dy;
3839 if (player->gone || (!dx && !dy))
3840 return MF_NO_ACTION;
3842 player->MovDir = (dx < 0 ? MV_LEFT :
3845 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3847 if (!IN_LEV_FIELD(new_jx, new_jy))
3848 return MF_NO_ACTION;
3850 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3851 return MF_NO_ACTION;
3853 element = MovingOrBlocked2Element(new_jx, new_jy);
3855 if (DONT_GO_TO(element))
3857 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3860 Feld[jx][jy] = EL_SPIELFIGUR;
3861 InitMovingField(jx, jy, MV_DOWN);
3862 Store[jx][jy] = EL_SALZSAEURE;
3863 ContinueMoving(jx, jy);
3872 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3873 if (can_move != MF_MOVING)
3876 StorePlayer[jx][jy] = 0;
3877 player->last_jx = jx;
3878 player->last_jy = jy;
3879 jx = player->jx = new_jx;
3880 jy = player->jy = new_jy;
3881 StorePlayer[jx][jy] = player->element_nr;
3884 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3888 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_speed);
3890 ScrollFigure(player, SCROLL_INIT);
3895 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3897 int jx = player->jx, jy = player->jy;
3898 int old_jx = jx, old_jy = jy;
3899 int moved = MF_NO_ACTION;
3901 if (player->gone || (!dx && !dy))
3905 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3909 if (!FrameReached(&player->move_delay, player->move_speed) && !tape.playing)
3914 /* should only happen if pre-1.2 tape recordings are played */
3915 /* this is only for backward compatibility */
3918 int old_move_speed = MoveSpeed;
3921 int old_move_speed = player->move_speed;
3924 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3927 /* scroll remaining steps with finest movement resolution */
3933 player->move_speed = 8;
3935 while (player->MovPos)
3937 ScrollFigure(player, SCROLL_GO_ON);
3938 ScrollScreen(NULL, SCROLL_GO_ON);
3945 MoveSpeed = old_move_speed;
3948 player->move_speed = old_move_speed;
3952 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3954 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3955 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3959 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3960 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3966 if (moved & MF_MOVING && !ScreenMovPos &&
3967 (player == local_player || !options.network))
3969 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3970 int offset = (setup.scroll_delay ? 3 : 0);
3972 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3974 /* actual player has left the screen -- scroll in that direction */
3975 if (jx != old_jx) /* player has moved horizontally */
3976 scroll_x += (jx - old_jx);
3977 else /* player has moved vertically */
3978 scroll_y += (jy - old_jy);
3982 if (jx != old_jx) /* player has moved horizontally */
3984 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3985 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3986 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3988 /* don't scroll over playfield boundaries */
3989 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3990 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3992 /* don't scroll more than one field at a time */
3993 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3995 /* don't scroll against the player's moving direction */
3996 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3997 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3998 scroll_x = old_scroll_x;
4000 else /* player has moved vertically */
4002 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
4003 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
4004 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
4006 /* don't scroll over playfield boundaries */
4007 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4008 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4010 /* don't scroll more than one field at a time */
4011 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
4013 /* don't scroll against the player's moving direction */
4014 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
4015 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
4016 scroll_y = old_scroll_y;
4020 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
4022 if (!options.network && !AllPlayersInVisibleScreen())
4024 scroll_x = old_scroll_x;
4025 scroll_y = old_scroll_y;
4029 ScrollScreen(player, SCROLL_INIT);
4030 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
4035 if (!(moved & MF_MOVING) && !player->Pushing)
4038 player->Frame = (player->Frame + 1) % 4;
4040 if (moved & MF_MOVING)
4042 if (old_jx != jx && old_jy == jy)
4043 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
4044 else if (old_jx == jx && old_jy != jy)
4045 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
4047 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
4049 player->last_move_dir = player->MovDir;
4052 player->last_move_dir = MV_NO_MOVING;
4054 TestIfHeroHitsBadThing(jx, jy);
4062 void ScrollFigure(struct PlayerInfo *player, int mode)
4064 int jx = player->jx, jy = player->jy;
4065 int last_jx = player->last_jx, last_jy = player->last_jy;
4066 int move_stepsize = TILEX / player->move_speed;
4068 if (!player->active || player->gone || !player->MovPos)
4071 if (mode == SCROLL_INIT)
4073 player->actual_frame_counter = FrameCounter;
4074 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4076 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4077 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4082 else if (!FrameReached(&player->actual_frame_counter, 1))
4085 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4086 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4088 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4089 Feld[last_jx][last_jy] = EL_LEERRAUM;
4093 if (!player->MovPos)
4095 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4097 /* continue with normal speed after moving through port */
4098 /* FIX THIS: what about player already having eaten a speed pill? */
4102 ScrollStepSize = TILEX / MoveSpeed;
4105 player->move_speed = 8;
4107 /* don't wait for the next move -- the whole move delay stuff
4108 is worse at the moment; FIX THIS! ;-) */
4109 player->move_delay = 0;
4112 player->last_jx = jx;
4113 player->last_jy = jy;
4115 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4119 if (!local_player->friends_still_needed)
4120 player->LevelSolved = player->GameOver = TRUE;
4125 void ScrollScreen(struct PlayerInfo *player, int mode)
4127 static unsigned long screen_frame_counter = 0;
4129 if (mode == SCROLL_INIT)
4131 /* set scrolling step size according to actual player's moving speed */
4132 ScrollStepSize = TILEX / player->move_speed;
4134 screen_frame_counter = FrameCounter;
4135 ScreenMovDir = player->MovDir;
4136 ScreenMovPos = player->MovPos;
4137 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4140 else if (!FrameReached(&screen_frame_counter, 1))
4145 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4146 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4147 redraw_mask |= REDRAW_FIELD;
4150 ScreenMovDir = MV_NO_MOVING;
4153 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4155 int i, killx = goodx, killy = goody;
4156 static int xy[4][2] =
4163 static int harmless[4] =
4175 x = goodx + xy[i][0];
4176 y = goody + xy[i][1];
4177 if (!IN_LEV_FIELD(x, y))
4180 element = Feld[x][y];
4182 if (DONT_TOUCH(element))
4184 if (MovDir[x][y] == harmless[i])
4193 if (killx != goodx || killy != goody)
4195 if (IS_PLAYER(goodx, goody))
4196 KillHero(PLAYERINFO(goodx, goody));
4202 void TestIfBadThingHitsGoodThing(int badx, int bady)
4204 int i, killx = badx, killy = bady;
4205 static int xy[4][2] =
4212 static int harmless[4] =
4224 x = badx + xy[i][0];
4225 y = bady + xy[i][1];
4226 if (!IN_LEV_FIELD(x, y))
4229 element = Feld[x][y];
4231 if (IS_PLAYER(x, y))
4237 else if (element == EL_PINGUIN)
4239 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4248 if (killx != badx || killy != bady)
4250 if (IS_PLAYER(killx, killy))
4251 KillHero(PLAYERINFO(killx, killy));
4257 void TestIfHeroHitsBadThing(int x, int y)
4259 TestIfGoodThingHitsBadThing(x, y);
4262 void TestIfBadThingHitsHero(int x, int y)
4264 TestIfBadThingHitsGoodThing(x, y);
4267 void TestIfFriendHitsBadThing(int x, int y)
4269 TestIfGoodThingHitsBadThing(x, y);
4272 void TestIfBadThingHitsFriend(int x, int y)
4274 TestIfBadThingHitsGoodThing(x, y);
4277 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4279 int i, killx = badx, killy = bady;
4280 static int xy[4][2] =
4294 if (!IN_LEV_FIELD(x, y))
4297 element = Feld[x][y];
4298 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4299 element == EL_AMOEBING || element == EL_TROPFEN)
4307 if (killx != badx || killy != bady)
4311 void KillHero(struct PlayerInfo *player)
4313 int jx = player->jx, jy = player->jy;
4318 if (IS_PFORTE(Feld[jx][jy]))
4319 Feld[jx][jy] = EL_LEERRAUM;
4325 void BuryHero(struct PlayerInfo *player)
4327 int jx = player->jx, jy = player->jy;
4332 PlaySoundLevel(jx, jy, SND_AUTSCH);
4333 PlaySoundLevel(jx, jy, SND_LACHEN);
4335 player->GameOver = TRUE;
4339 void RemoveHero(struct PlayerInfo *player)
4341 int jx = player->jx, jy = player->jy;
4342 int i, found = FALSE;
4344 player->gone = TRUE;
4345 StorePlayer[jx][jy] = 0;
4347 for (i=0; i<MAX_PLAYERS; i++)
4348 if (stored_player[i].active && !stored_player[i].gone)
4352 AllPlayersGone = TRUE;
4358 int DigField(struct PlayerInfo *player,
4359 int x, int y, int real_dx, int real_dy, int mode)
4361 int jx = player->jx, jy = player->jy;
4362 int dx = x - jx, dy = y - jy;
4363 int move_direction = (dx == -1 ? MV_LEFT :
4364 dx == +1 ? MV_RIGHT :
4366 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4369 if (!player->MovPos)
4370 player->Pushing = FALSE;
4372 if (mode == DF_NO_PUSH)
4374 player->push_delay = 0;
4375 return MF_NO_ACTION;
4378 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4379 return MF_NO_ACTION;
4381 element = Feld[x][y];
4386 PlaySoundLevel(x, y, SND_EMPTY);
4390 Feld[x][y] = EL_LEERRAUM;
4391 PlaySoundLevel(x, y, SND_SCHLURF);
4396 Feld[x][y] = EL_LEERRAUM;
4397 PlaySoundLevel(x, y, SND_SP_BASE);
4401 case EL_EDELSTEIN_BD:
4402 case EL_EDELSTEIN_GELB:
4403 case EL_EDELSTEIN_ROT:
4404 case EL_EDELSTEIN_LILA:
4406 case EL_SP_INFOTRON:
4408 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4409 if (local_player->gems_still_needed < 0)
4410 local_player->gems_still_needed = 0;
4411 RaiseScoreElement(element);
4412 DrawText(DX_EMERALDS, DY_EMERALDS,
4413 int2str(local_player->gems_still_needed, 3),
4414 FS_SMALL, FC_YELLOW);
4415 if (element == EL_SP_INFOTRON)
4416 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4418 PlaySoundLevel(x, y, SND_PONG);
4424 player->move_speed = 4;
4428 ScrollStepSize = TILEX / MoveSpeed;
4431 PlaySoundLevel(x, y, SND_PONG);
4434 case EL_DYNAMIT_AUS:
4435 case EL_SP_DISK_RED:
4438 RaiseScoreElement(EL_DYNAMIT);
4439 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4440 int2str(local_player->dynamite, 3),
4441 FS_SMALL, FC_YELLOW);
4442 if (element == EL_SP_DISK_RED)
4443 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4445 PlaySoundLevel(x, y, SND_PONG);
4448 case EL_DYNABOMB_NR:
4450 player->dynabomb_count++;
4451 player->dynabombs_left++;
4452 RaiseScoreElement(EL_DYNAMIT);
4453 PlaySoundLevel(x, y, SND_PONG);
4456 case EL_DYNABOMB_SZ:
4458 player->dynabomb_size++;
4459 RaiseScoreElement(EL_DYNAMIT);
4460 PlaySoundLevel(x, y, SND_PONG);
4463 case EL_DYNABOMB_XL:
4465 player->dynabomb_xl = TRUE;
4466 RaiseScoreElement(EL_DYNAMIT);
4467 PlaySoundLevel(x, y, SND_PONG);
4470 case EL_SCHLUESSEL1:
4471 case EL_SCHLUESSEL2:
4472 case EL_SCHLUESSEL3:
4473 case EL_SCHLUESSEL4:
4475 int key_nr = element-EL_SCHLUESSEL1;
4478 player->key[key_nr] = TRUE;
4479 RaiseScoreElement(EL_SCHLUESSEL);
4480 DrawMiniGraphicExt(drawto, gc,
4481 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4482 GFX_SCHLUESSEL1+key_nr);
4483 DrawMiniGraphicExt(window, gc,
4484 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4485 GFX_SCHLUESSEL1+key_nr);
4486 PlaySoundLevel(x, y, SND_PONG);
4491 Feld[x][y] = EL_ABLENK_EIN;
4494 DrawLevelField(x, y);
4498 case EL_SP_TERMINAL:
4502 for (yy=0; yy<lev_fieldy; yy++)
4504 for (xx=0; xx<lev_fieldx; xx++)
4506 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4508 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4509 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4518 if (local_player->gems_still_needed > 0)
4519 return MF_NO_ACTION;
4521 player->LevelSolved = player->GameOver = TRUE;
4522 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4525 case EL_FELSBROCKEN:
4530 case EL_SP_DISK_ORANGE:
4531 if (dy || mode == DF_SNAP)
4532 return MF_NO_ACTION;
4534 player->Pushing = TRUE;
4536 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4537 return MF_NO_ACTION;
4541 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4542 return MF_NO_ACTION;
4545 if (player->push_delay == 0)
4546 player->push_delay = FrameCounter;
4547 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4549 return MF_NO_ACTION;
4552 Feld[x+dx][y+dy] = element;
4554 player->push_delay_value = 2+RND(8);
4556 DrawLevelField(x+dx, y+dy);
4557 if (element == EL_FELSBROCKEN)
4558 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4559 else if (element == EL_KOKOSNUSS)
4560 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4561 else if (IS_SP_ELEMENT(element))
4562 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4564 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4571 if (!player->key[element - EL_PFORTE1])
4572 return MF_NO_ACTION;
4579 if (!player->key[element - EL_PFORTE1X])
4580 return MF_NO_ACTION;
4587 if (!player->key[element - EL_EM_GATE_1])
4588 return MF_NO_ACTION;
4590 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4591 return MF_NO_ACTION;
4593 /* automatically move to the next field with double speed */
4594 player->programmed_action = move_direction;
4595 player->move_speed = 4;
4603 if (!player->key[element - EL_EM_GATE_1X])
4604 return MF_NO_ACTION;
4606 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4607 return MF_NO_ACTION;
4609 /* automatically move to the next field with double speed */
4610 player->programmed_action = move_direction;
4611 player->move_speed = 4;
4615 case EL_SP_PORT1_LEFT:
4616 case EL_SP_PORT2_LEFT:
4617 case EL_SP_PORT1_RIGHT:
4618 case EL_SP_PORT2_RIGHT:
4619 case EL_SP_PORT1_UP:
4620 case EL_SP_PORT2_UP:
4621 case EL_SP_PORT1_DOWN:
4622 case EL_SP_PORT2_DOWN:
4627 element != EL_SP_PORT1_LEFT &&
4628 element != EL_SP_PORT2_LEFT &&
4629 element != EL_SP_PORT_X &&
4630 element != EL_SP_PORT_XY) ||
4632 element != EL_SP_PORT1_RIGHT &&
4633 element != EL_SP_PORT2_RIGHT &&
4634 element != EL_SP_PORT_X &&
4635 element != EL_SP_PORT_XY) ||
4637 element != EL_SP_PORT1_UP &&
4638 element != EL_SP_PORT2_UP &&
4639 element != EL_SP_PORT_Y &&
4640 element != EL_SP_PORT_XY) ||
4642 element != EL_SP_PORT1_DOWN &&
4643 element != EL_SP_PORT2_DOWN &&
4644 element != EL_SP_PORT_Y &&
4645 element != EL_SP_PORT_XY) ||
4646 !IN_LEV_FIELD(x + dx, y + dy) ||
4647 !IS_FREE(x + dx, y + dy))
4648 return MF_NO_ACTION;
4650 /* automatically move to the next field with double speed */
4651 player->programmed_action = move_direction;
4652 player->move_speed = 4;
4656 ScrollStepSize = TILEX / MoveSpeed;
4662 case EL_AUSGANG_ACT:
4663 /* door is not (yet) open */
4664 return MF_NO_ACTION;
4667 case EL_AUSGANG_AUF:
4668 if (mode == DF_SNAP)
4669 return MF_NO_ACTION;
4671 PlaySoundLevel(x, y, SND_BUING);
4674 player->gone = TRUE;
4675 PlaySoundLevel(x, y, SND_BUING);
4677 if (!local_player->friends_still_needed)
4678 player->LevelSolved = player->GameOver = TRUE;
4684 Feld[x][y] = EL_BIRNE_EIN;
4685 local_player->lights_still_needed--;
4686 DrawLevelField(x, y);
4687 PlaySoundLevel(x, y, SND_DENG);
4692 Feld[x][y] = EL_ZEIT_LEER;
4694 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4695 DrawLevelField(x, y);
4696 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4700 case EL_SOKOBAN_FELD_LEER:
4703 case EL_SOKOBAN_FELD_VOLL:
4704 case EL_SOKOBAN_OBJEKT:
4706 case EL_SP_DISK_YELLOW:
4707 if (mode == DF_SNAP)
4708 return MF_NO_ACTION;
4710 player->Pushing = TRUE;
4712 if (!IN_LEV_FIELD(x+dx, y+dy)
4713 || (!IS_FREE(x+dx, y+dy)
4714 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4715 || !IS_SB_ELEMENT(element))))
4716 return MF_NO_ACTION;
4720 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4721 return MF_NO_ACTION;
4723 else if (dy && real_dx)
4725 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4726 return MF_NO_ACTION;
4729 if (player->push_delay == 0)
4730 player->push_delay = FrameCounter;
4731 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4733 return MF_NO_ACTION;
4735 if (IS_SB_ELEMENT(element))
4737 if (element == EL_SOKOBAN_FELD_VOLL)
4739 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4740 local_player->sokobanfields_still_needed++;
4745 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4747 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4748 local_player->sokobanfields_still_needed--;
4749 if (element == EL_SOKOBAN_OBJEKT)
4750 PlaySoundLevel(x, y, SND_DENG);
4753 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4758 Feld[x+dx][y+dy] = element;
4761 player->push_delay_value = 2;
4763 DrawLevelField(x, y);
4764 DrawLevelField(x+dx, y+dy);
4765 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4767 if (IS_SB_ELEMENT(element) &&
4768 local_player->sokobanfields_still_needed == 0 &&
4769 game_emulation == EMU_SOKOBAN)
4771 player->LevelSolved = player->GameOver = TRUE;
4772 PlaySoundLevel(x, y, SND_BUING);
4784 return MF_NO_ACTION;
4787 player->push_delay = 0;
4792 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4794 int jx = player->jx, jy = player->jy;
4795 int x = jx + dx, y = jy + dy;
4797 if (player->gone || !IN_LEV_FIELD(x, y))
4805 player->snapped = FALSE;
4809 if (player->snapped)
4812 player->MovDir = (dx < 0 ? MV_LEFT :
4815 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4817 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4820 player->snapped = TRUE;
4821 DrawLevelField(x, y);
4827 boolean PlaceBomb(struct PlayerInfo *player)
4829 int jx = player->jx, jy = player->jy;
4832 if (player->gone || player->MovPos)
4835 element = Feld[jx][jy];
4837 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4838 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4839 element == EL_EXPLODING)
4842 if (element != EL_LEERRAUM)
4843 Store[jx][jy] = element;
4845 if (player->dynamite)
4847 Feld[jx][jy] = EL_DYNAMIT;
4848 MovDelay[jx][jy] = 96;
4850 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4851 FS_SMALL, FC_YELLOW);
4852 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4854 if (game_emulation == EMU_SUPAPLEX)
4855 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4857 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4862 Feld[jx][jy] = EL_DYNABOMB;
4863 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4864 MovDelay[jx][jy] = 96;
4865 player->dynabombs_left--;
4866 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4867 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4873 void PlaySoundLevel(int x, int y, int sound_nr)
4875 int sx = SCREENX(x), sy = SCREENY(y);
4877 int silence_distance = 8;
4879 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4880 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4883 if (!IN_LEV_FIELD(x, y) ||
4884 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4885 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4888 volume = PSND_MAX_VOLUME;
4891 stereo = (sx-SCR_FIELDX/2)*12;
4893 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4894 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4895 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4898 if (!IN_SCR_FIELD(sx, sy))
4900 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4901 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4903 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4906 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4909 void RaiseScore(int value)
4911 local_player->score += value;
4912 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4913 FS_SMALL, FC_YELLOW);
4916 void RaiseScoreElement(int element)
4921 case EL_EDELSTEIN_BD:
4922 case EL_EDELSTEIN_GELB:
4923 case EL_EDELSTEIN_ROT:
4924 case EL_EDELSTEIN_LILA:
4925 RaiseScore(level.score[SC_EDELSTEIN]);
4928 RaiseScore(level.score[SC_DIAMANT]);
4932 RaiseScore(level.score[SC_KAEFER]);
4936 RaiseScore(level.score[SC_FLIEGER]);
4940 RaiseScore(level.score[SC_MAMPFER]);
4943 RaiseScore(level.score[SC_ROBOT]);
4946 RaiseScore(level.score[SC_PACMAN]);
4949 RaiseScore(level.score[SC_KOKOSNUSS]);
4952 RaiseScore(level.score[SC_DYNAMIT]);
4955 RaiseScore(level.score[SC_SCHLUESSEL]);
4962 /* ---------- new game button stuff ---------------------------------------- */
4964 /* graphic position values for game buttons */
4965 #define GAME_BUTTON_XSIZE 30
4966 #define GAME_BUTTON_YSIZE 30
4967 #define GAME_BUTTON_XPOS 5
4968 #define GAME_BUTTON_YPOS 215
4969 #define SOUND_BUTTON_XPOS 5
4970 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4972 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4973 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4974 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4975 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4976 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4977 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4984 } gamebutton_info[NUM_GAME_BUTTONS] =
4987 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4992 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4997 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
5002 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
5003 SOUND_CTRL_ID_MUSIC,
5004 "background music on/off"
5007 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
5008 SOUND_CTRL_ID_LOOPS,
5009 "sound loops on/off"
5012 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
5013 SOUND_CTRL_ID_SIMPLE,
5014 "normal sounds on/off"
5018 void CreateGameButtons()
5022 for (i=0; i<NUM_GAME_BUTTONS; i++)
5024 Pixmap gd_pixmap = pix[PIX_DOOR];
5025 struct GadgetInfo *gi;
5028 unsigned long event_mask;
5029 int gd_xoffset, gd_yoffset;
5030 int gd_x1, gd_x2, gd_y1, gd_y2;
5033 gd_xoffset = gamebutton_info[i].x;
5034 gd_yoffset = gamebutton_info[i].y;
5035 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
5036 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
5038 if (id == GAME_CTRL_ID_STOP ||
5039 id == GAME_CTRL_ID_PAUSE ||
5040 id == GAME_CTRL_ID_PLAY)
5042 button_type = GD_TYPE_NORMAL_BUTTON;
5044 event_mask = GD_EVENT_RELEASED;
5045 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5046 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5050 button_type = GD_TYPE_CHECK_BUTTON;
5052 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5053 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5054 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5055 event_mask = GD_EVENT_PRESSED;
5056 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5057 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5060 gi = CreateGadget(GDI_CUSTOM_ID, id,
5061 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5062 GDI_X, DX + gd_xoffset,
5063 GDI_Y, DY + gd_yoffset,
5064 GDI_WIDTH, GAME_BUTTON_XSIZE,
5065 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5066 GDI_TYPE, button_type,
5067 GDI_STATE, GD_BUTTON_UNPRESSED,
5068 GDI_CHECKED, checked,
5069 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5070 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5071 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5072 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5073 GDI_EVENT_MASK, event_mask,
5074 GDI_CALLBACK_ACTION, HandleGameButtons,
5078 Error(ERR_EXIT, "cannot create gadget");
5080 game_gadget[id] = gi;
5084 static void MapGameButtons()
5088 for (i=0; i<NUM_GAME_BUTTONS; i++)
5089 MapGadget(game_gadget[i]);
5092 void UnmapGameButtons()
5096 for (i=0; i<NUM_GAME_BUTTONS; i++)
5097 UnmapGadget(game_gadget[i]);
5100 static void HandleGameButtons(struct GadgetInfo *gi)
5102 int id = gi->custom_id;
5104 if (game_status != PLAYING)
5109 case GAME_CTRL_ID_STOP:
5112 CloseDoor(DOOR_CLOSE_1);
5113 game_status = MAINMENU;
5118 if (Request("Do you really want to quit the game ?",
5119 REQ_ASK | REQ_STAY_CLOSED))
5122 if (options.network)
5123 SendToServer_StopPlaying();
5127 game_status = MAINMENU;
5132 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5135 case GAME_CTRL_ID_PAUSE:
5136 if (options.network)
5140 SendToServer_ContinuePlaying();
5142 SendToServer_PausePlaying();
5149 case GAME_CTRL_ID_PLAY:
5153 if (options.network)
5154 SendToServer_ContinuePlaying();
5158 tape.pausing = FALSE;
5159 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5164 case SOUND_CTRL_ID_MUSIC:
5165 if (setup.sound_music)
5167 setup.sound_music = FALSE;
5168 FadeSound(background_loop[level_nr % num_bg_loops]);
5170 else if (sound_loops_allowed)
5172 setup.sound = setup.sound_music = TRUE;
5173 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5177 case SOUND_CTRL_ID_LOOPS:
5178 if (setup.sound_loops)
5179 setup.sound_loops = FALSE;
5180 else if (sound_loops_allowed)
5181 setup.sound = setup.sound_loops = TRUE;
5184 case SOUND_CTRL_ID_SIMPLE:
5185 if (setup.sound_simple)
5186 setup.sound_simple = FALSE;
5187 else if (sound_status==SOUND_AVAILABLE)
5188 setup.sound = setup.sound_simple = TRUE;