1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* values for player movement speed (which is in fact a delay value) */
82 #define MOVE_DELAY_NORMAL_SPEED 8
83 #define MOVE_DELAY_HIGH_SPEED 4
85 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
86 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
87 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
88 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
90 /* game button identifiers */
91 #define GAME_CTRL_ID_STOP 0
92 #define GAME_CTRL_ID_PAUSE 1
93 #define GAME_CTRL_ID_PLAY 2
94 #define SOUND_CTRL_ID_MUSIC 3
95 #define SOUND_CTRL_ID_LOOPS 4
96 #define SOUND_CTRL_ID_SIMPLE 5
98 #define NUM_GAME_BUTTONS 6
100 /* forward declaration for internal use */
101 static void CheckGravityMovement(struct PlayerInfo *);
103 static void MapGameButtons();
104 static void HandleGameButtons(struct GadgetInfo *);
106 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
112 static unsigned int getStateCheckSum(int counter)
115 unsigned int mult = 1;
116 unsigned int checksum = 0;
118 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
120 static boolean first_game = TRUE;
122 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
128 lastFeld[x][y] = Feld[x][y];
129 else if (lastFeld[x][y] != Feld[x][y])
130 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
131 x, y, lastFeld[x][y], Feld[x][y]);
135 checksum += mult++ * Ur[x][y];
136 checksum += mult++ * Feld[x][y];
139 checksum += mult++ * MovPos[x][y];
140 checksum += mult++ * MovDir[x][y];
141 checksum += mult++ * MovDelay[x][y];
142 checksum += mult++ * Store[x][y];
143 checksum += mult++ * Store2[x][y];
144 checksum += mult++ * StorePlayer[x][y];
145 checksum += mult++ * Frame[x][y];
146 checksum += mult++ * AmoebaNr[x][y];
147 checksum += mult++ * JustHit[x][y];
148 checksum += mult++ * Stop[x][y];
152 if (counter == 3 && first_game)
163 void GetPlayerConfig()
165 if (sound_status == SOUND_OFF)
168 if (!sound_loops_allowed)
170 setup.sound_loops = FALSE;
171 setup.sound_music = FALSE;
174 setup.sound_simple = setup.sound;
179 static void InitField(int x, int y, boolean init_game)
186 Feld[x][y] = EL_SPIELER1;
194 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
195 int jx = player->jx, jy = player->jy;
197 player->present = TRUE;
199 if (!options.network || player->connected)
201 player->active = TRUE;
203 /* remove potentially duplicate players */
204 if (StorePlayer[jx][jy] == Feld[x][y])
205 StorePlayer[jx][jy] = 0;
207 StorePlayer[x][y] = Feld[x][y];
211 printf("Player %d activated.\n", player->element_nr);
212 printf("[Local player is %d and currently %s.]\n",
213 local_player->element_nr,
214 local_player->active ? "active" : "not active");
218 Feld[x][y] = EL_LEERRAUM;
219 player->jx = player->last_jx = x;
220 player->jy = player->last_jy = y;
225 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
226 Feld[x][y] = EL_BADEWANNE1;
227 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
228 Feld[x][y] = EL_BADEWANNE2;
229 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
230 Feld[x][y] = EL_BADEWANNE3;
231 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE4;
233 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
234 Feld[x][y] = EL_BADEWANNE5;
276 if (y == lev_fieldy - 1)
278 Feld[x][y] = EL_AMOEBING;
279 Store[x][y] = EL_AMOEBE_NASS;
288 local_player->lights_still_needed++;
291 case EL_SOKOBAN_FELD_LEER:
292 local_player->sokobanfields_still_needed++;
297 local_player->friends_still_needed++;
302 MovDir[x][y] = 1 << RND(4);
306 Feld[x][y] = EL_LEERRAUM;
309 case EL_EM_KEY_1_FILE:
310 Feld[x][y] = EL_EM_KEY_1;
312 case EL_EM_KEY_2_FILE:
313 Feld[x][y] = EL_EM_KEY_2;
315 case EL_EM_KEY_3_FILE:
316 Feld[x][y] = EL_EM_KEY_3;
318 case EL_EM_KEY_4_FILE:
319 Feld[x][y] = EL_EM_KEY_4;
330 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
331 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
332 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
334 /* don't play tapes over network */
335 network_playing = (options.network && !tape.playing);
337 for (i=0; i<MAX_PLAYERS; i++)
339 struct PlayerInfo *player = &stored_player[i];
341 player->index_nr = i;
342 player->element_nr = EL_SPIELER1 + i;
344 player->present = FALSE;
345 player->active = FALSE;
348 player->effective_action = 0;
349 player->programmed_action = 0;
352 player->gems_still_needed = level.gems_needed;
353 player->sokobanfields_still_needed = 0;
354 player->lights_still_needed = 0;
355 player->friends_still_needed = 0;
358 player->key[j] = FALSE;
360 player->dynamite = 0;
361 player->dynabomb_count = 0;
362 player->dynabomb_size = 0;
363 player->dynabombs_left = 0;
364 player->dynabomb_xl = FALSE;
366 player->MovDir = MV_NO_MOVING;
368 player->Pushing = FALSE;
372 player->actual_frame_counter = 0;
374 player->frame_reset_delay = 0;
376 player->push_delay = 0;
377 player->push_delay_value = 5;
379 player->move_delay = 0;
380 player->last_move_dir = MV_NO_MOVING;
382 player->move_delay_value =
383 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
385 player->snapped = FALSE;
387 player->last_jx = player->last_jy = 0;
388 player->jx = player->jy = 0;
390 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
391 SnapField(player, 0, 0);
393 player->LevelSolved = FALSE;
394 player->GameOver = FALSE;
397 network_player_action_received = FALSE;
400 /* initial null action */
402 SendToServer_MovePlayer(MV_NO_MOVING);
407 game.yam_content_nr = 0;
411 TimeLeft = level.time;
413 ScreenMovDir = MV_NO_MOVING;
417 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
419 AllPlayersGone = FALSE;
420 game.magic_wall_active = FALSE;
421 game.magic_wall_time_left = 0;
423 for (i=0; i<MAX_NUM_AMOEBA; i++)
424 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
426 for (x=0; x<lev_fieldx; x++)
428 for (y=0; y<lev_fieldy; y++)
430 Feld[x][y] = Ur[x][y];
431 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
432 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
440 for(y=0; y<lev_fieldy; y++)
442 for(x=0; x<lev_fieldx; x++)
444 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
446 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
448 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
451 InitField(x, y, TRUE);
455 /* check if any connected player was not found in playfield */
456 for (i=0; i<MAX_PLAYERS; i++)
458 struct PlayerInfo *player = &stored_player[i];
460 if (player->connected && !player->present)
462 for (j=0; j<MAX_PLAYERS; j++)
464 struct PlayerInfo *some_player = &stored_player[j];
465 int jx = some_player->jx, jy = some_player->jy;
467 /* assign first free player found that is present in the playfield */
468 if (some_player->present && !some_player->connected)
470 player->present = TRUE;
471 player->active = TRUE;
472 some_player->present = FALSE;
474 StorePlayer[jx][jy] = player->element_nr;
475 player->jx = player->last_jx = jx;
476 player->jy = player->last_jy = jy;
486 /* when playing a tape, eliminate all players who do not participate */
488 for (i=0; i<MAX_PLAYERS; i++)
490 if (stored_player[i].active && !tape.player_participates[i])
492 struct PlayerInfo *player = &stored_player[i];
493 int jx = player->jx, jy = player->jy;
495 player->active = FALSE;
496 StorePlayer[jx][jy] = 0;
497 Feld[jx][jy] = EL_LEERRAUM;
501 else if (!options.network && !setup.team_mode) /* && !tape.playing */
503 /* when in single player mode, eliminate all but the first active player */
505 for (i=0; i<MAX_PLAYERS; i++)
507 if (stored_player[i].active)
509 for (j=i+1; j<MAX_PLAYERS; j++)
511 if (stored_player[j].active)
513 struct PlayerInfo *player = &stored_player[j];
514 int jx = player->jx, jy = player->jy;
516 player->active = FALSE;
517 StorePlayer[jx][jy] = 0;
518 Feld[jx][jy] = EL_LEERRAUM;
525 /* when recording the game, store which players take part in the game */
528 for (i=0; i<MAX_PLAYERS; i++)
529 if (stored_player[i].active)
530 tape.player_participates[i] = TRUE;
535 for (i=0; i<MAX_PLAYERS; i++)
537 struct PlayerInfo *player = &stored_player[i];
539 printf("Player %d: present == %d, connected == %d, active == %d.\n",
544 if (local_player == player)
545 printf("Player %d is local player.\n", i+1);
549 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
550 emulate_sb ? EMU_SOKOBAN :
551 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
553 /* determine border element for this level */
556 if (BorderElement == EL_LEERRAUM)
559 SBX_Right = lev_fieldx - SCR_FIELDX;
561 SBY_Lower = lev_fieldy - SCR_FIELDY;
566 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
568 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
571 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
572 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
574 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
575 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
578 scroll_y = SBY_Upper;
579 if (local_player->jx >= SBX_Left + MIDPOSX)
580 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
581 local_player->jx - MIDPOSX :
583 if (local_player->jy >= SBY_Upper + MIDPOSY)
584 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
585 local_player->jy - MIDPOSY :
588 CloseDoor(DOOR_CLOSE_1);
594 /* copy default game door content to main double buffer */
595 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
596 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
598 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
599 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
600 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
601 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
602 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
603 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
604 DrawText(DX + XX_SCORE, DY + YY_SCORE,
605 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
606 DrawText(DX + XX_TIME, DY + YY_TIME,
607 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
610 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
611 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
612 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
616 /* copy actual game door content to door double buffer for OpenDoor() */
617 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
618 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
620 OpenDoor(DOOR_OPEN_ALL);
622 if (setup.sound_music)
623 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
625 XAutoRepeatOff(display);
630 printf("Player %d %sactive.\n",
631 i + 1, (stored_player[i].active ? "" : "not "));
635 void InitMovDir(int x, int y)
637 int i, element = Feld[x][y];
638 static int xy[4][2] =
645 static int direction[2][4] =
647 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
648 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
657 Feld[x][y] = EL_KAEFER;
658 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
665 Feld[x][y] = EL_FLIEGER;
666 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
673 Feld[x][y] = EL_BUTTERFLY;
674 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
681 Feld[x][y] = EL_FIREFLY;
682 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
689 Feld[x][y] = EL_PACMAN;
690 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
694 MovDir[x][y] = MV_UP;
698 MovDir[x][y] = MV_LEFT;
702 MovDir[x][y] = 1 << RND(4);
703 if (element != EL_KAEFER &&
704 element != EL_FLIEGER &&
705 element != EL_BUTTERFLY &&
706 element != EL_FIREFLY)
711 int x1 = x + xy[i][0];
712 int y1 = y + xy[i][1];
714 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
716 if (element == EL_KAEFER || element == EL_BUTTERFLY)
718 MovDir[x][y] = direction[0][i];
721 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
722 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
724 MovDir[x][y] = direction[1][i];
733 void InitAmoebaNr(int x, int y)
736 int group_nr = AmoebeNachbarNr(x, y);
740 for (i=1; i<MAX_NUM_AMOEBA; i++)
742 if (AmoebaCnt[i] == 0)
750 AmoebaNr[x][y] = group_nr;
751 AmoebaCnt[group_nr]++;
752 AmoebaCnt2[group_nr]++;
758 int bumplevel = FALSE;
760 if (local_player->MovPos)
763 local_player->LevelSolved = FALSE;
767 if (setup.sound_loops)
768 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
772 if (!setup.sound_loops)
773 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
774 if (TimeLeft > 0 && !(TimeLeft % 10))
775 RaiseScore(level.score[SC_ZEITBONUS]);
776 if (TimeLeft > 100 && !(TimeLeft % 10))
780 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
785 if (setup.sound_loops)
788 else if (level.time == 0) /* level without time limit */
790 if (setup.sound_loops)
791 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
793 while(TimePlayed < 999)
795 if (!setup.sound_loops)
796 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
797 if (TimePlayed < 999 && !(TimePlayed % 10))
798 RaiseScore(level.score[SC_ZEITBONUS]);
799 if (TimePlayed < 900 && !(TimePlayed % 10))
803 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
808 if (setup.sound_loops)
814 /* Hero disappears */
815 DrawLevelField(ExitX, ExitY);
821 CloseDoor(DOOR_CLOSE_1);
826 SaveTape(tape.level_nr); /* Ask to save tape */
829 if ((hi_pos = NewHiScore()) >= 0)
831 game_status = HALLOFFAME;
832 DrawHallOfFame(hi_pos);
833 if (bumplevel && TAPE_IS_EMPTY(tape))
838 game_status = MAINMENU;
839 if (bumplevel && TAPE_IS_EMPTY(tape))
854 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
855 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
858 for (k=0; k<MAX_SCORE_ENTRIES; k++)
860 if (local_player->score > highscore[k].Score)
862 /* player has made it to the hall of fame */
864 if (k < MAX_SCORE_ENTRIES - 1)
866 int m = MAX_SCORE_ENTRIES - 1;
869 for (l=k; l<MAX_SCORE_ENTRIES; l++)
870 if (!strcmp(setup.player_name, highscore[l].Name))
872 if (m == k) /* player's new highscore overwrites his old one */
878 strcpy(highscore[l].Name, highscore[l - 1].Name);
879 highscore[l].Score = highscore[l - 1].Score;
886 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
887 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
888 highscore[k].Score = local_player->score;
894 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
895 break; /* player already there with a higher score */
906 void InitMovingField(int x, int y, int direction)
908 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
909 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
911 MovDir[x][y] = direction;
912 MovDir[newx][newy] = direction;
913 if (Feld[newx][newy] == EL_LEERRAUM)
914 Feld[newx][newy] = EL_BLOCKED;
917 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
919 int direction = MovDir[x][y];
920 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
921 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
927 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
929 int oldx = x, oldy = y;
930 int direction = MovDir[x][y];
932 if (direction == MV_LEFT)
934 else if (direction == MV_RIGHT)
936 else if (direction == MV_UP)
938 else if (direction == MV_DOWN)
941 *comes_from_x = oldx;
942 *comes_from_y = oldy;
945 int MovingOrBlocked2Element(int x, int y)
947 int element = Feld[x][y];
949 if (element == EL_BLOCKED)
953 Blocked2Moving(x, y, &oldx, &oldy);
954 return Feld[oldx][oldy];
960 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
962 /* like MovingOrBlocked2Element(), but if element is moving
963 and (x,y) is the field the moving element is just leaving,
964 return EL_BLOCKED instead of the element value */
965 int element = Feld[x][y];
969 if (element == EL_BLOCKED)
973 Blocked2Moving(x, y, &oldx, &oldy);
974 return Feld[oldx][oldy];
983 static void RemoveField(int x, int y)
985 Feld[x][y] = EL_LEERRAUM;
991 void RemoveMovingField(int x, int y)
993 int oldx = x, oldy = y, newx = x, newy = y;
995 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1000 Moving2Blocked(x, y, &newx, &newy);
1001 if (Feld[newx][newy] != EL_BLOCKED)
1004 else if (Feld[x][y] == EL_BLOCKED)
1006 Blocked2Moving(x, y, &oldx, &oldy);
1007 if (!IS_MOVING(oldx, oldy))
1011 if (Feld[x][y] == EL_BLOCKED &&
1012 (Store[oldx][oldy] == EL_MORAST_LEER ||
1013 Store[oldx][oldy] == EL_SIEB_LEER ||
1014 Store[oldx][oldy] == EL_SIEB2_LEER ||
1015 Store[oldx][oldy] == EL_AMOEBE_NASS))
1017 Feld[oldx][oldy] = Store[oldx][oldy];
1018 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1021 Feld[oldx][oldy] = EL_LEERRAUM;
1023 Feld[newx][newy] = EL_LEERRAUM;
1024 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1025 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1027 DrawLevelField(oldx, oldy);
1028 DrawLevelField(newx, newy);
1031 void DrawDynamite(int x, int y)
1033 int sx = SCREENX(x), sy = SCREENY(y);
1034 int graphic = el2gfx(Feld[x][y]);
1037 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1041 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1043 if (Feld[x][y] == EL_DYNAMIT)
1045 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1050 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1054 if (game.emulation == EMU_SUPAPLEX)
1055 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1056 else if (Store[x][y])
1057 DrawGraphicThruMask(sx, sy, graphic + phase);
1059 DrawGraphic(sx, sy, graphic + phase);
1062 void CheckDynamite(int x, int y)
1064 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1069 if (!(MovDelay[x][y] % 12))
1070 PlaySoundLevel(x, y, SND_ZISCH);
1072 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1074 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1081 StopSound(SND_ZISCH);
1085 void Explode(int ex, int ey, int phase, int mode)
1088 int num_phase = 9, delay = 2;
1089 int last_phase = num_phase * delay;
1090 int half_phase = (num_phase / 2) * delay;
1091 int first_phase_after_start = EX_PHASE_START + 1;
1093 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1095 int center_element = Feld[ex][ey];
1097 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1099 center_element = MovingOrBlocked2Element(ex, ey);
1100 RemoveMovingField(ex, ey);
1103 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1105 int element = Feld[x][y];
1107 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1109 element = MovingOrBlocked2Element(x, y);
1110 RemoveMovingField(x, y);
1113 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1116 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1120 if (element == EL_EXPLODING)
1121 element = Store2[x][y];
1123 if (IS_PLAYER(ex, ey))
1125 switch(StorePlayer[ex][ey])
1128 Store[x][y] = EL_EDELSTEIN_ROT;
1131 Store[x][y] = EL_EDELSTEIN;
1134 Store[x][y] = EL_EDELSTEIN_LILA;
1138 Store[x][y] = EL_EDELSTEIN_GELB;
1142 if (game.emulation == EMU_SUPAPLEX)
1143 Store[x][y] = EL_LEERRAUM;
1145 else if (center_element == EL_MAULWURF)
1146 Store[x][y] = EL_EDELSTEIN_ROT;
1147 else if (center_element == EL_PINGUIN)
1148 Store[x][y] = EL_EDELSTEIN_LILA;
1149 else if (center_element == EL_KAEFER)
1150 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1151 else if (center_element == EL_BUTTERFLY)
1152 Store[x][y] = EL_EDELSTEIN_BD;
1153 else if (center_element == EL_SP_ELECTRON)
1154 Store[x][y] = EL_SP_INFOTRON;
1155 else if (center_element == EL_MAMPFER)
1156 Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1];
1157 else if (center_element == EL_AMOEBA2DIAM)
1158 Store[x][y] = level.amoeba_content;
1159 else if (element == EL_ERZ_EDEL)
1160 Store[x][y] = EL_EDELSTEIN;
1161 else if (element == EL_ERZ_DIAM)
1162 Store[x][y] = EL_DIAMANT;
1163 else if (element == EL_ERZ_EDEL_BD)
1164 Store[x][y] = EL_EDELSTEIN_BD;
1165 else if (element == EL_ERZ_EDEL_GELB)
1166 Store[x][y] = EL_EDELSTEIN_GELB;
1167 else if (element == EL_ERZ_EDEL_ROT)
1168 Store[x][y] = EL_EDELSTEIN_ROT;
1169 else if (element == EL_ERZ_EDEL_LILA)
1170 Store[x][y] = EL_EDELSTEIN_LILA;
1171 else if (!IS_PFORTE(Store[x][y]))
1172 Store[x][y] = EL_LEERRAUM;
1174 if (x != ex || y != ey ||
1175 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1176 Store2[x][y] = element;
1178 if (AmoebaNr[x][y] &&
1179 (element == EL_AMOEBE_VOLL ||
1180 element == EL_AMOEBE_BD ||
1181 element == EL_AMOEBING))
1183 AmoebaCnt[AmoebaNr[x][y]]--;
1184 AmoebaCnt2[AmoebaNr[x][y]]--;
1187 Feld[x][y] = EL_EXPLODING;
1188 MovDir[x][y] = MovPos[x][y] = 0;
1194 if (center_element == EL_MAMPFER)
1195 game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents;
1206 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1208 if (phase == first_phase_after_start)
1210 int element = Store2[x][y];
1212 if (element == EL_BLACK_ORB)
1214 Feld[x][y] = Store2[x][y];
1219 else if (phase == half_phase)
1221 int element = Store2[x][y];
1223 if (IS_PLAYER(x, y))
1224 KillHero(PLAYERINFO(x, y));
1225 else if (IS_EXPLOSIVE(element))
1227 Feld[x][y] = Store2[x][y];
1231 else if (element == EL_AMOEBA2DIAM)
1232 AmoebeUmwandeln(x, y);
1235 if (phase == last_phase)
1239 element = Feld[x][y] = Store[x][y];
1240 Store[x][y] = Store2[x][y] = 0;
1241 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1242 InitField(x, y, FALSE);
1243 if (CAN_MOVE(element) || COULD_MOVE(element))
1245 DrawLevelField(x, y);
1247 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1249 int graphic = GFX_EXPLOSION;
1251 if (game.emulation == EMU_SUPAPLEX)
1252 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1253 GFX_SP_EXPLODE_INFOTRON :
1254 GFX_SP_EXPLODE_EMPTY);
1257 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1259 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1263 void DynaExplode(int ex, int ey)
1266 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1267 static int xy[4][2] =
1275 Store2[ex][ey] = 0; /* delete player information */
1277 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1281 for (j=1; j<=player->dynabomb_size; j++)
1283 int x = ex+j*xy[i%4][0];
1284 int y = ey+j*xy[i%4][1];
1287 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1290 element = Feld[x][y];
1291 Explode(x, y, EX_PHASE_START, EX_BORDER);
1293 if (element != EL_LEERRAUM &&
1294 element != EL_ERDREICH &&
1295 element != EL_EXPLODING &&
1296 !player->dynabomb_xl)
1301 player->dynabombs_left++;
1304 void Bang(int x, int y)
1306 int element = Feld[x][y];
1308 if (game.emulation == EMU_SUPAPLEX)
1309 PlaySoundLevel(x, y, SND_SP_BOOOM);
1311 PlaySoundLevel(x, y, SND_ROAAAR);
1313 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1314 element = EL_LEERRAUM;
1326 RaiseScoreElement(element);
1327 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1330 case EL_DYNABOMB_NR:
1331 case EL_DYNABOMB_SZ:
1332 case EL_DYNABOMB_XL:
1339 Explode(x, y, EX_PHASE_START, EX_CENTER);
1342 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1347 void Blurb(int x, int y)
1349 int element = Feld[x][y];
1351 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1353 PlaySoundLevel(x, y, SND_BLURB);
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_LEFT;
1360 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1361 (!IN_LEV_FIELD(x+1, y-1) ||
1362 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1364 Feld[x+1][y] = EL_BLURB_RIGHT;
1369 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1371 if (!MovDelay[x][y]) /* initialize animation counter */
1374 if (MovDelay[x][y]) /* continue animation */
1377 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1378 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1380 if (!MovDelay[x][y])
1382 Feld[x][y] = EL_LEERRAUM;
1383 DrawLevelField(x, y);
1389 void Impact(int x, int y)
1391 boolean lastline = (y == lev_fieldy-1);
1392 boolean object_hit = FALSE;
1393 int element = Feld[x][y];
1396 if (!lastline) /* check if element below was hit */
1398 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1401 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1402 MovDir[x][y+1]!=MV_DOWN ||
1403 MovPos[x][y+1]<=TILEY/2));
1405 smashed = MovingOrBlocked2Element(x, y+1);
1408 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1414 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1415 (lastline || object_hit)) /* element is bomb */
1421 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1423 if (object_hit && IS_PLAYER(x, y+1))
1424 KillHero(PLAYERINFO(x, y+1));
1425 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1429 Feld[x][y] = EL_AMOEBING;
1430 Store[x][y] = EL_AMOEBE_NASS;
1435 if (!lastline && object_hit) /* check which object was hit */
1437 if (CAN_CHANGE(element) &&
1438 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1441 int activated_magic_wall =
1442 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1444 /* activate magic wall / mill */
1446 for (y=0; y<lev_fieldy; y++)
1447 for (x=0; x<lev_fieldx; x++)
1448 if (Feld[x][y] == smashed)
1449 Feld[x][y] = activated_magic_wall;
1451 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
1452 game.magic_wall_active = TRUE;
1455 if (IS_PLAYER(x, y+1))
1457 KillHero(PLAYERINFO(x, y+1));
1460 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1465 else if (element == EL_EDELSTEIN_BD)
1467 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1473 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1475 if (IS_ENEMY(smashed) ||
1476 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1477 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1482 else if (!IS_MOVING(x, y+1))
1484 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1489 else if (smashed == EL_KOKOSNUSS)
1491 Feld[x][y+1] = EL_CRACKINGNUT;
1492 PlaySoundLevel(x, y, SND_KNACK);
1493 RaiseScoreElement(EL_KOKOSNUSS);
1496 else if (smashed == EL_DIAMANT)
1498 Feld[x][y+1] = EL_LEERRAUM;
1499 PlaySoundLevel(x, y, SND_QUIRK);
1506 /* play sound of magic wall / mill */
1508 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1510 PlaySoundLevel(x, y, SND_QUIRK);
1514 /* play sound of object that hits the ground */
1515 if (lastline || object_hit)
1522 case EL_EDELSTEIN_BD:
1523 case EL_EDELSTEIN_GELB:
1524 case EL_EDELSTEIN_ROT:
1525 case EL_EDELSTEIN_LILA:
1527 case EL_SP_INFOTRON:
1533 case EL_FELSBROCKEN:
1537 sound = SND_SP_ZONKDOWN;
1540 case EL_SCHLUESSEL1:
1541 case EL_SCHLUESSEL2:
1542 case EL_SCHLUESSEL3:
1543 case EL_SCHLUESSEL4:
1560 PlaySoundLevel(x, y, sound);
1564 void TurnRound(int x, int y)
1576 { 0, 0 }, { 0, 0 }, { 0, 0 },
1581 int left, right, back;
1585 { MV_DOWN, MV_UP, MV_RIGHT },
1586 { MV_UP, MV_DOWN, MV_LEFT },
1588 { MV_LEFT, MV_RIGHT, MV_DOWN },
1589 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1590 { MV_RIGHT, MV_LEFT, MV_UP }
1593 int element = Feld[x][y];
1594 int old_move_dir = MovDir[x][y];
1595 int left_dir = turn[old_move_dir].left;
1596 int right_dir = turn[old_move_dir].right;
1597 int back_dir = turn[old_move_dir].back;
1599 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1600 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1601 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1602 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1604 int left_x = x+left_dx, left_y = y+left_dy;
1605 int right_x = x+right_dx, right_y = y+right_dy;
1606 int move_x = x+move_dx, move_y = y+move_dy;
1608 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1610 TestIfBadThingHitsOtherBadThing(x, y);
1612 if (IN_LEV_FIELD(right_x, right_y) &&
1613 IS_FREE_OR_PLAYER(right_x, right_y))
1614 MovDir[x][y] = right_dir;
1615 else if (!IN_LEV_FIELD(move_x, move_y) ||
1616 !IS_FREE_OR_PLAYER(move_x, move_y))
1617 MovDir[x][y] = left_dir;
1619 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1621 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1624 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1625 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1627 TestIfBadThingHitsOtherBadThing(x, y);
1629 if (IN_LEV_FIELD(left_x, left_y) &&
1630 IS_FREE_OR_PLAYER(left_x, left_y))
1631 MovDir[x][y] = left_dir;
1632 else if (!IN_LEV_FIELD(move_x, move_y) ||
1633 !IS_FREE_OR_PLAYER(move_x, move_y))
1634 MovDir[x][y] = right_dir;
1636 if ((element == EL_FLIEGER ||
1637 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1638 && MovDir[x][y] != old_move_dir)
1640 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1643 else if (element == EL_MAMPFER)
1645 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1647 if (IN_LEV_FIELD(left_x, left_y) &&
1648 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1649 Feld[left_x][left_y] == EL_DIAMANT))
1650 can_turn_left = TRUE;
1651 if (IN_LEV_FIELD(right_x, right_y) &&
1652 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1653 Feld[right_x][right_y] == EL_DIAMANT))
1654 can_turn_right = TRUE;
1656 if (can_turn_left && can_turn_right)
1657 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1658 else if (can_turn_left)
1659 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1660 else if (can_turn_right)
1661 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1663 MovDir[x][y] = back_dir;
1665 MovDelay[x][y] = 16+16*RND(3);
1667 else if (element == EL_MAMPFER2)
1669 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1671 if (IN_LEV_FIELD(left_x, left_y) &&
1672 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1673 IS_MAMPF2(Feld[left_x][left_y])))
1674 can_turn_left = TRUE;
1675 if (IN_LEV_FIELD(right_x, right_y) &&
1676 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1677 IS_MAMPF2(Feld[right_x][right_y])))
1678 can_turn_right = TRUE;
1680 if (can_turn_left && can_turn_right)
1681 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1682 else if (can_turn_left)
1683 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1684 else if (can_turn_right)
1685 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1687 MovDir[x][y] = back_dir;
1689 MovDelay[x][y] = 16+16*RND(3);
1691 else if (element == EL_PACMAN)
1693 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1695 if (IN_LEV_FIELD(left_x, left_y) &&
1696 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1697 IS_AMOEBOID(Feld[left_x][left_y])))
1698 can_turn_left = TRUE;
1699 if (IN_LEV_FIELD(right_x, right_y) &&
1700 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1701 IS_AMOEBOID(Feld[right_x][right_y])))
1702 can_turn_right = TRUE;
1704 if (can_turn_left && can_turn_right)
1705 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1706 else if (can_turn_left)
1707 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1708 else if (can_turn_right)
1709 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1711 MovDir[x][y] = back_dir;
1713 MovDelay[x][y] = 6+RND(40);
1715 else if (element == EL_SCHWEIN)
1717 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1718 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1719 boolean should_move_on = FALSE;
1721 int rnd = RND(rnd_value);
1723 if (IN_LEV_FIELD(left_x, left_y) &&
1724 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1725 can_turn_left = TRUE;
1726 if (IN_LEV_FIELD(right_x, right_y) &&
1727 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1728 can_turn_right = TRUE;
1729 if (IN_LEV_FIELD(move_x, move_y) &&
1730 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1733 if (can_turn_left &&
1735 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1736 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1737 should_turn_left = TRUE;
1738 if (can_turn_right &&
1740 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1741 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1742 should_turn_right = TRUE;
1744 (!can_turn_left || !can_turn_right ||
1745 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1746 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1747 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1748 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1749 should_move_on = TRUE;
1751 if (should_turn_left || should_turn_right || should_move_on)
1753 if (should_turn_left && should_turn_right && should_move_on)
1754 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1755 rnd < 2*rnd_value/3 ? right_dir :
1757 else if (should_turn_left && should_turn_right)
1758 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1759 else if (should_turn_left && should_move_on)
1760 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1761 else if (should_turn_right && should_move_on)
1762 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1763 else if (should_turn_left)
1764 MovDir[x][y] = left_dir;
1765 else if (should_turn_right)
1766 MovDir[x][y] = right_dir;
1767 else if (should_move_on)
1768 MovDir[x][y] = old_move_dir;
1770 else if (can_move_on && rnd > rnd_value/8)
1771 MovDir[x][y] = old_move_dir;
1772 else if (can_turn_left && can_turn_right)
1773 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1774 else if (can_turn_left && rnd > rnd_value/8)
1775 MovDir[x][y] = left_dir;
1776 else if (can_turn_right && rnd > rnd_value/8)
1777 MovDir[x][y] = right_dir;
1779 MovDir[x][y] = back_dir;
1781 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1782 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1783 MovDir[x][y] = old_move_dir;
1787 else if (element == EL_DRACHE)
1789 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1791 int rnd = RND(rnd_value);
1793 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1794 can_turn_left = TRUE;
1795 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1796 can_turn_right = TRUE;
1797 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1800 if (can_move_on && rnd > rnd_value/8)
1801 MovDir[x][y] = old_move_dir;
1802 else if (can_turn_left && can_turn_right)
1803 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1804 else if (can_turn_left && rnd > rnd_value/8)
1805 MovDir[x][y] = left_dir;
1806 else if (can_turn_right && rnd > rnd_value/8)
1807 MovDir[x][y] = right_dir;
1809 MovDir[x][y] = back_dir;
1811 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1812 MovDir[x][y] = old_move_dir;
1816 else if (element == EL_ROBOT || element == EL_SONDE ||
1817 element == EL_MAULWURF || element == EL_PINGUIN)
1819 int attr_x = -1, attr_y = -1;
1830 for (i=0; i<MAX_PLAYERS; i++)
1832 struct PlayerInfo *player = &stored_player[i];
1833 int jx = player->jx, jy = player->jy;
1835 if (!player->active)
1838 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1846 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1852 if (element == EL_MAULWURF || element == EL_PINGUIN)
1855 static int xy[4][2] =
1865 int ex = x + xy[i%4][0];
1866 int ey = y + xy[i%4][1];
1868 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1877 MovDir[x][y] = MV_NO_MOVING;
1879 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1881 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1883 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1885 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1887 if (element == EL_ROBOT)
1891 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1892 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1893 Moving2Blocked(x, y, &newx, &newy);
1895 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1896 MovDelay[x][y] = 8+8*!RND(3);
1898 MovDelay[x][y] = 16;
1906 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1908 boolean first_horiz = RND(2);
1909 int new_move_dir = MovDir[x][y];
1912 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1913 Moving2Blocked(x, y, &newx, &newy);
1915 if (IN_LEV_FIELD(newx, newy) &&
1916 (IS_FREE(newx, newy) ||
1917 Feld[newx][newy] == EL_SALZSAEURE ||
1918 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1919 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1920 IS_MAMPF3(Feld[newx][newy])))))
1924 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1925 Moving2Blocked(x, y, &newx, &newy);
1927 if (IN_LEV_FIELD(newx, newy) &&
1928 (IS_FREE(newx, newy) ||
1929 Feld[newx][newy] == EL_SALZSAEURE ||
1930 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1931 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1932 IS_MAMPF3(Feld[newx][newy])))))
1935 MovDir[x][y] = old_move_dir;
1942 static boolean JustBeingPushed(int x, int y)
1946 for (i=0; i<MAX_PLAYERS; i++)
1948 struct PlayerInfo *player = &stored_player[i];
1950 if (player->active && player->Pushing && player->MovPos)
1952 int next_jx = player->jx + (player->jx - player->last_jx);
1953 int next_jy = player->jy + (player->jy - player->last_jy);
1955 if (x == next_jx && y == next_jy)
1963 void StartMoving(int x, int y)
1965 int element = Feld[x][y];
1970 if (CAN_FALL(element) && y<lev_fieldy-1)
1972 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1973 if (JustBeingPushed(x, y))
1976 if (element == EL_MORAST_VOLL)
1978 if (IS_FREE(x, y+1))
1980 InitMovingField(x, y, MV_DOWN);
1981 Feld[x][y] = EL_FELSBROCKEN;
1982 Store[x][y] = EL_MORAST_LEER;
1984 else if (Feld[x][y+1] == EL_MORAST_LEER)
1986 if (!MovDelay[x][y])
1987 MovDelay[x][y] = TILEY + 1;
1996 Feld[x][y] = EL_MORAST_LEER;
1997 Feld[x][y+1] = EL_MORAST_VOLL;
2000 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2002 InitMovingField(x, y, MV_DOWN);
2003 Store[x][y] = EL_MORAST_VOLL;
2005 else if (element == EL_SIEB_VOLL)
2007 if (IS_FREE(x, y+1))
2009 InitMovingField(x, y, MV_DOWN);
2010 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2011 Store[x][y] = EL_SIEB_LEER;
2013 else if (Feld[x][y+1] == EL_SIEB_LEER)
2015 if (!MovDelay[x][y])
2016 MovDelay[x][y] = TILEY/4 + 1;
2025 Feld[x][y] = EL_SIEB_LEER;
2026 Feld[x][y+1] = EL_SIEB_VOLL;
2027 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2031 else if (element == EL_SIEB2_VOLL)
2033 if (IS_FREE(x, y+1))
2035 InitMovingField(x, y, MV_DOWN);
2036 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2037 Store[x][y] = EL_SIEB2_LEER;
2039 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2041 if (!MovDelay[x][y])
2042 MovDelay[x][y] = TILEY/4 + 1;
2051 Feld[x][y] = EL_SIEB2_LEER;
2052 Feld[x][y+1] = EL_SIEB2_VOLL;
2053 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2057 else if (CAN_CHANGE(element) &&
2058 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2060 InitMovingField(x, y, MV_DOWN);
2062 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2063 Store2[x][y+1] = element;
2065 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2068 InitMovingField(x, y, MV_DOWN);
2069 Store[x][y] = EL_SALZSAEURE;
2071 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2075 else if (IS_FREE(x, y+1))
2077 InitMovingField(x, y, MV_DOWN);
2079 else if (element == EL_TROPFEN)
2081 Feld[x][y] = EL_AMOEBING;
2082 Store[x][y] = EL_AMOEBE_NASS;
2084 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2086 boolean left = (x>0 && IS_FREE(x-1, y) &&
2087 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2088 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2089 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2093 if (left && right && game.emulation != EMU_BOULDERDASH)
2094 left = !(right = RND(2));
2096 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2100 else if (CAN_MOVE(element))
2104 if (element == EL_SONDE && JustBeingPushed(x, y))
2107 if (!MovDelay[x][y]) /* start new movement phase */
2109 /* all objects that can change their move direction after each step */
2110 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2112 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2115 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2116 element == EL_SP_SNIKSNAK ||
2117 element == EL_SP_ELECTRON))
2118 DrawLevelField(x, y);
2122 if (MovDelay[x][y]) /* wait some time before next movement */
2126 if (element == EL_ROBOT ||
2127 element == EL_MAMPFER || element == EL_MAMPFER2)
2129 int phase = MovDelay[x][y] % 8;
2134 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2135 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2137 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2138 && MovDelay[x][y]%4 == 3)
2139 PlaySoundLevel(x, y, SND_NJAM);
2141 else if (element == EL_SP_ELECTRON)
2142 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2143 else if (element == EL_DRACHE)
2146 int dir = MovDir[x][y];
2147 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2148 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2149 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2150 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2151 dir == MV_UP ? GFX_FLAMMEN_UP :
2152 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2153 int phase = FrameCounter % 2;
2155 for (i=1; i<=3; i++)
2157 int xx = x + i*dx, yy = y + i*dy;
2158 int sx = SCREENX(xx), sy = SCREENY(yy);
2160 if (!IN_LEV_FIELD(xx, yy) ||
2161 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2166 int flamed = MovingOrBlocked2Element(xx, yy);
2168 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2171 RemoveMovingField(xx, yy);
2173 Feld[xx][yy] = EL_BURNING;
2174 if (IN_SCR_FIELD(sx, sy))
2175 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2179 if (Feld[xx][yy] == EL_BURNING)
2180 Feld[xx][yy] = EL_LEERRAUM;
2181 DrawLevelField(xx, yy);
2190 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2192 PlaySoundLevel(x, y, SND_KLAPPER);
2194 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2196 PlaySoundLevel(x, y, SND_ROEHR);
2199 /* now make next step */
2201 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2203 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2205 /* enemy got the player */
2207 KillHero(PLAYERINFO(newx, newy));
2210 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2211 element == EL_ROBOT || element == EL_SONDE) &&
2212 IN_LEV_FIELD(newx, newy) &&
2213 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2216 Store[x][y] = EL_SALZSAEURE;
2218 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2219 IN_LEV_FIELD(newx, newy))
2221 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2223 Feld[x][y] = EL_LEERRAUM;
2224 DrawLevelField(x, y);
2226 PlaySoundLevel(newx, newy, SND_BUING);
2227 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2228 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2230 local_player->friends_still_needed--;
2231 if (!local_player->friends_still_needed &&
2232 !local_player->GameOver && AllPlayersGone)
2233 local_player->LevelSolved = local_player->GameOver = TRUE;
2237 else if (IS_MAMPF3(Feld[newx][newy]))
2239 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2240 DrawLevelField(newx, newy);
2242 MovDir[x][y] = MV_NO_MOVING;
2244 else if (!IS_FREE(newx, newy))
2246 if (IS_PLAYER(x, y))
2247 DrawPlayerField(x, y);
2249 DrawLevelField(x, y);
2253 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2255 if (IS_GEM(Feld[newx][newy]))
2257 if (IS_MOVING(newx, newy))
2258 RemoveMovingField(newx, newy);
2261 Feld[newx][newy] = EL_LEERRAUM;
2262 DrawLevelField(newx, newy);
2265 else if (!IS_FREE(newx, newy))
2267 if (IS_PLAYER(x, y))
2268 DrawPlayerField(x, y);
2270 DrawLevelField(x, y);
2274 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2276 if (!IS_FREE(newx, newy))
2278 if (IS_PLAYER(x, y))
2279 DrawPlayerField(x, y);
2281 DrawLevelField(x, y);
2286 boolean wanna_flame = !RND(10);
2287 int dx = newx - x, dy = newy - y;
2288 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2289 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2290 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2291 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2292 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2293 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2295 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2296 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2297 element1 != EL_BURNING && element2 != EL_BURNING)
2299 if (IS_PLAYER(x, y))
2300 DrawPlayerField(x, y);
2302 DrawLevelField(x, y);
2304 MovDelay[x][y] = 50;
2305 Feld[newx][newy] = EL_BURNING;
2306 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2307 Feld[newx1][newy1] = EL_BURNING;
2308 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2309 Feld[newx2][newy2] = EL_BURNING;
2314 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2315 Feld[newx][newy] == EL_DIAMANT)
2317 if (IS_MOVING(newx, newy))
2318 RemoveMovingField(newx, newy);
2321 Feld[newx][newy] = EL_LEERRAUM;
2322 DrawLevelField(newx, newy);
2325 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2326 IS_MAMPF2(Feld[newx][newy]))
2328 if (AmoebaNr[newx][newy])
2330 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2331 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2332 Feld[newx][newy] == EL_AMOEBE_BD)
2333 AmoebaCnt[AmoebaNr[newx][newy]]--;
2336 if (IS_MOVING(newx, newy))
2337 RemoveMovingField(newx, newy);
2340 Feld[newx][newy] = EL_LEERRAUM;
2341 DrawLevelField(newx, newy);
2344 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2345 IS_AMOEBOID(Feld[newx][newy]))
2347 if (AmoebaNr[newx][newy])
2349 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2350 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2351 Feld[newx][newy] == EL_AMOEBE_BD)
2352 AmoebaCnt[AmoebaNr[newx][newy]]--;
2355 Feld[newx][newy] = EL_LEERRAUM;
2356 DrawLevelField(newx, newy);
2358 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2360 /* object was running against a wall */
2364 if (element == EL_KAEFER || element == EL_FLIEGER ||
2365 element == EL_SP_SNIKSNAK)
2366 DrawLevelField(x, y);
2367 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2368 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2369 else if (element == EL_SONDE)
2370 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2371 else if (element == EL_SP_ELECTRON)
2372 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2377 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2378 PlaySoundLevel(x, y, SND_SCHLURF);
2380 InitMovingField(x, y, MovDir[x][y]);
2384 ContinueMoving(x, y);
2387 void ContinueMoving(int x, int y)
2389 int element = Feld[x][y];
2390 int direction = MovDir[x][y];
2391 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2392 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2393 int horiz_move = (dx!=0);
2394 int newx = x + dx, newy = y + dy;
2395 int step = (horiz_move ? dx : dy) * TILEX/8;
2397 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2399 else if (element == EL_TROPFEN)
2401 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2404 MovPos[x][y] += step;
2406 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2408 Feld[x][y] = EL_LEERRAUM;
2409 Feld[newx][newy] = element;
2411 if (Store[x][y] == EL_MORAST_VOLL)
2414 Feld[newx][newy] = EL_MORAST_VOLL;
2415 element = EL_MORAST_VOLL;
2417 else if (Store[x][y] == EL_MORAST_LEER)
2420 Feld[x][y] = EL_MORAST_LEER;
2422 else if (Store[x][y] == EL_SIEB_VOLL)
2425 element = Feld[newx][newy] =
2426 (game.magic_wall_active ? EL_SIEB_VOLL : EL_SIEB_TOT);
2428 else if (Store[x][y] == EL_SIEB_LEER)
2430 Store[x][y] = Store2[x][y] = 0;
2431 Feld[x][y] = (game.magic_wall_active ? EL_SIEB_LEER : EL_SIEB_TOT);
2433 else if (Store[x][y] == EL_SIEB2_VOLL)
2436 element = Feld[newx][newy] =
2437 (game.magic_wall_active ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2439 else if (Store[x][y] == EL_SIEB2_LEER)
2441 Store[x][y] = Store2[x][y] = 0;
2442 Feld[x][y] = (game.magic_wall_active ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2444 else if (Store[x][y] == EL_SALZSAEURE)
2447 Feld[newx][newy] = EL_SALZSAEURE;
2448 element = EL_SALZSAEURE;
2450 else if (Store[x][y] == EL_AMOEBE_NASS)
2453 Feld[x][y] = EL_AMOEBE_NASS;
2456 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2457 MovDelay[newx][newy] = 0;
2459 if (!CAN_MOVE(element))
2460 MovDir[newx][newy] = 0;
2462 DrawLevelField(x, y);
2463 DrawLevelField(newx, newy);
2465 Stop[newx][newy] = TRUE;
2466 JustHit[x][newy] = 3;
2468 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2470 TestIfBadThingHitsHero(newx, newy);
2471 TestIfBadThingHitsFriend(newx, newy);
2472 TestIfBadThingHitsOtherBadThing(newx, newy);
2474 else if (element == EL_PINGUIN)
2475 TestIfFriendHitsBadThing(newx, newy);
2477 if (CAN_SMASH(element) && direction == MV_DOWN &&
2478 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2481 else /* still moving on */
2482 DrawLevelField(x, y);
2485 int AmoebeNachbarNr(int ax, int ay)
2488 int element = Feld[ax][ay];
2490 static int xy[4][2] =
2500 int x = ax + xy[i][0];
2501 int y = ay + xy[i][1];
2503 if (!IN_LEV_FIELD(x, y))
2506 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2507 group_nr = AmoebaNr[x][y];
2513 void AmoebenVereinigen(int ax, int ay)
2515 int i, x, y, xx, yy;
2516 int new_group_nr = AmoebaNr[ax][ay];
2517 static int xy[4][2] =
2525 if (new_group_nr == 0)
2533 if (!IN_LEV_FIELD(x, y))
2536 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2537 Feld[x][y] == EL_AMOEBE_BD ||
2538 Feld[x][y] == EL_AMOEBE_TOT) &&
2539 AmoebaNr[x][y] != new_group_nr)
2541 int old_group_nr = AmoebaNr[x][y];
2543 if (old_group_nr == 0)
2546 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2547 AmoebaCnt[old_group_nr] = 0;
2548 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2549 AmoebaCnt2[old_group_nr] = 0;
2551 for (yy=0; yy<lev_fieldy; yy++)
2553 for (xx=0; xx<lev_fieldx; xx++)
2555 if (AmoebaNr[xx][yy] == old_group_nr)
2556 AmoebaNr[xx][yy] = new_group_nr;
2563 void AmoebeUmwandeln(int ax, int ay)
2567 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2569 int group_nr = AmoebaNr[ax][ay];
2574 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2575 printf("AmoebeUmwandeln(): This should never happen!\n");
2580 for (y=0; y<lev_fieldy; y++)
2582 for (x=0; x<lev_fieldx; x++)
2584 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2587 Feld[x][y] = EL_AMOEBA2DIAM;
2595 static int xy[4][2] =
2608 if (!IN_LEV_FIELD(x, y))
2611 if (Feld[x][y] == EL_AMOEBA2DIAM)
2617 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2620 int group_nr = AmoebaNr[ax][ay];
2621 boolean done = FALSE;
2626 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2627 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2632 for (y=0; y<lev_fieldy; y++)
2634 for (x=0; x<lev_fieldx; x++)
2636 if (AmoebaNr[x][y] == group_nr &&
2637 (Feld[x][y] == EL_AMOEBE_TOT ||
2638 Feld[x][y] == EL_AMOEBE_BD ||
2639 Feld[x][y] == EL_AMOEBING))
2642 Feld[x][y] = new_element;
2643 InitField(x, y, FALSE);
2644 DrawLevelField(x, y);
2651 PlaySoundLevel(ax, ay,
2652 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2655 void AmoebeWaechst(int x, int y)
2657 static unsigned long sound_delay = 0;
2658 static unsigned long sound_delay_value = 0;
2660 if (!MovDelay[x][y]) /* start new growing cycle */
2664 if (DelayReached(&sound_delay, sound_delay_value))
2666 PlaySoundLevel(x, y, SND_AMOEBE);
2667 sound_delay_value = 30;
2671 if (MovDelay[x][y]) /* wait some time before growing bigger */
2674 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2675 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2677 if (!MovDelay[x][y])
2679 Feld[x][y] = Store[x][y];
2681 DrawLevelField(x, y);
2686 void AmoebeAbleger(int ax, int ay)
2689 int element = Feld[ax][ay];
2690 int newax = ax, neway = ay;
2691 static int xy[4][2] =
2699 if (!level.amoeba_speed)
2701 Feld[ax][ay] = EL_AMOEBE_TOT;
2702 DrawLevelField(ax, ay);
2706 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2707 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
2709 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2712 if (MovDelay[ax][ay])
2716 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2719 int x = ax + xy[start][0];
2720 int y = ay + xy[start][1];
2722 if (!IN_LEV_FIELD(x, y))
2725 if (IS_FREE(x, y) ||
2726 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2732 if (newax == ax && neway == ay)
2735 else /* normal or "filled" (BD style) amoeba */
2738 boolean waiting_for_player = FALSE;
2742 int j = (start + i) % 4;
2743 int x = ax + xy[j][0];
2744 int y = ay + xy[j][1];
2746 if (!IN_LEV_FIELD(x, y))
2749 if (IS_FREE(x, y) ||
2750 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2756 else if (IS_PLAYER(x, y))
2757 waiting_for_player = TRUE;
2760 if (newax == ax && neway == ay) /* amoeba cannot grow */
2762 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
2764 Feld[ax][ay] = EL_AMOEBE_TOT;
2765 DrawLevelField(ax, ay);
2766 AmoebaCnt[AmoebaNr[ax][ay]]--;
2768 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2770 if (element == EL_AMOEBE_VOLL)
2771 AmoebeUmwandeln(ax, ay);
2772 else if (element == EL_AMOEBE_BD)
2773 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
2778 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2780 /* amoeba gets larger by growing in some direction */
2782 int new_group_nr = AmoebaNr[ax][ay];
2785 if (new_group_nr == 0)
2787 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2788 printf("AmoebeAbleger(): This should never happen!\n");
2793 AmoebaNr[newax][neway] = new_group_nr;
2794 AmoebaCnt[new_group_nr]++;
2795 AmoebaCnt2[new_group_nr]++;
2797 /* if amoeba touches other amoeba(s) after growing, unify them */
2798 AmoebenVereinigen(newax, neway);
2800 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2802 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2808 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2809 (neway == lev_fieldy - 1 && newax != ax))
2811 Feld[newax][neway] = EL_AMOEBING;
2812 Store[newax][neway] = element;
2814 else if (neway == ay)
2815 Feld[newax][neway] = EL_TROPFEN;
2818 InitMovingField(ax, ay, MV_DOWN);
2819 Feld[ax][ay] = EL_TROPFEN;
2820 Store[ax][ay] = EL_AMOEBE_NASS;
2821 ContinueMoving(ax, ay);
2825 DrawLevelField(newax, neway);
2828 void Life(int ax, int ay)
2831 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2833 int element = Feld[ax][ay];
2838 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2839 MovDelay[ax][ay] = life_time;
2841 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2844 if (MovDelay[ax][ay])
2848 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2850 int xx = ax+x1, yy = ay+y1;
2853 if (!IN_LEV_FIELD(xx, yy))
2856 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2858 int x = xx+x2, y = yy+y2;
2860 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2863 if (((Feld[x][y] == element ||
2864 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2866 (IS_FREE(x, y) && Stop[x][y]))
2870 if (xx == ax && yy == ay) /* field in the middle */
2872 if (nachbarn<life[0] || nachbarn>life[1])
2874 Feld[xx][yy] = EL_LEERRAUM;
2876 DrawLevelField(xx, yy);
2877 Stop[xx][yy] = TRUE;
2880 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2881 { /* free border field */
2882 if (nachbarn>=life[2] && nachbarn<=life[3])
2884 Feld[xx][yy] = element;
2885 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2887 DrawLevelField(xx, yy);
2888 Stop[xx][yy] = TRUE;
2894 void Ablenk(int x, int y)
2896 if (!MovDelay[x][y]) /* next animation frame */
2897 MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
2899 if (MovDelay[x][y]) /* wait some time before next frame */
2904 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2905 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2906 if (!(MovDelay[x][y]%4))
2907 PlaySoundLevel(x, y, SND_MIEP);
2912 Feld[x][y] = EL_ABLENK_AUS;
2913 DrawLevelField(x, y);
2914 if (ZX == x && ZY == y)
2918 void Birne(int x, int y)
2920 if (!MovDelay[x][y]) /* next animation frame */
2921 MovDelay[x][y] = 800;
2923 if (MovDelay[x][y]) /* wait some time before next frame */
2928 if (!(MovDelay[x][y]%5))
2930 if (!(MovDelay[x][y]%10))
2931 Feld[x][y]=EL_ABLENK_EIN;
2933 Feld[x][y]=EL_ABLENK_AUS;
2934 DrawLevelField(x, y);
2935 Feld[x][y]=EL_ABLENK_EIN;
2941 Feld[x][y]=EL_ABLENK_AUS;
2942 DrawLevelField(x, y);
2943 if (ZX == x && ZY == y)
2947 void Blubber(int x, int y)
2949 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2950 DrawLevelField(x, y-1);
2952 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2955 void NussKnacken(int x, int y)
2957 if (!MovDelay[x][y]) /* next animation frame */
2960 if (MovDelay[x][y]) /* wait some time before next frame */
2963 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2964 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2966 if (!MovDelay[x][y])
2968 Feld[x][y] = EL_EDELSTEIN;
2969 DrawLevelField(x, y);
2974 void SiebAktivieren(int x, int y, int typ)
2976 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2978 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2981 void AusgangstuerPruefen(int x, int y)
2983 if (!local_player->gems_still_needed &&
2984 !local_player->sokobanfields_still_needed &&
2985 !local_player->lights_still_needed)
2987 Feld[x][y] = EL_AUSGANG_ACT;
2989 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2990 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2991 y < LEVELY(BY1) ? LEVELY(BY1) :
2992 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2997 void AusgangstuerOeffnen(int x, int y)
3001 if (!MovDelay[x][y]) /* next animation frame */
3002 MovDelay[x][y] = 5*delay;
3004 if (MovDelay[x][y]) /* wait some time before next frame */
3009 tuer = MovDelay[x][y]/delay;
3010 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3011 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3013 if (!MovDelay[x][y])
3015 Feld[x][y] = EL_AUSGANG_AUF;
3016 DrawLevelField(x, y);
3021 void AusgangstuerBlinken(int x, int y)
3023 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3026 void EdelsteinFunkeln(int x, int y)
3028 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3031 if (Feld[x][y] == EL_EDELSTEIN_BD)
3032 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3035 if (!MovDelay[x][y]) /* next animation frame */
3036 MovDelay[x][y] = 11 * !SimpleRND(500);
3038 if (MovDelay[x][y]) /* wait some time before next frame */
3042 if (setup.direct_draw && MovDelay[x][y])
3043 SetDrawtoField(DRAW_BUFFERED);
3045 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3049 int phase = (MovDelay[x][y]-1)/2;
3054 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3056 if (setup.direct_draw)
3060 dest_x = FX + SCREENX(x)*TILEX;
3061 dest_y = FY + SCREENY(y)*TILEY;
3063 XCopyArea(display, drawto_field, window, gc,
3064 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3065 SetDrawtoField(DRAW_DIRECT);
3072 void MauerWaechst(int x, int y)
3076 if (!MovDelay[x][y]) /* next animation frame */
3077 MovDelay[x][y] = 3*delay;
3079 if (MovDelay[x][y]) /* wait some time before next frame */
3084 phase = 2-MovDelay[x][y]/delay;
3085 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3086 DrawGraphic(SCREENX(x), SCREENY(y),
3087 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3088 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3089 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3090 GFX_MAUER_DOWN ) + phase);
3092 if (!MovDelay[x][y])
3094 if (MovDir[x][y] == MV_LEFT)
3096 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3097 DrawLevelField(x-1, y);
3099 else if (MovDir[x][y] == MV_RIGHT)
3101 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3102 DrawLevelField(x+1, y);
3104 else if (MovDir[x][y] == MV_UP)
3106 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3107 DrawLevelField(x, y-1);
3111 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3112 DrawLevelField(x, y+1);
3115 Feld[x][y] = Store[x][y];
3117 MovDir[x][y] = MV_NO_MOVING;
3118 DrawLevelField(x, y);
3123 void MauerAbleger(int ax, int ay)
3125 int element = Feld[ax][ay];
3126 boolean oben_frei = FALSE, unten_frei = FALSE;
3127 boolean links_frei = FALSE, rechts_frei = FALSE;
3128 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3129 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3131 if (!MovDelay[ax][ay]) /* start building new wall */
3132 MovDelay[ax][ay] = 6;
3134 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3137 if (MovDelay[ax][ay])
3141 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3143 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3145 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3147 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3150 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3154 Feld[ax][ay-1] = EL_MAUERND;
3155 Store[ax][ay-1] = element;
3156 MovDir[ax][ay-1] = MV_UP;
3157 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3158 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3162 Feld[ax][ay+1] = EL_MAUERND;
3163 Store[ax][ay+1] = element;
3164 MovDir[ax][ay+1] = MV_DOWN;
3165 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3166 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3170 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3171 element == EL_MAUER_LEBT)
3175 Feld[ax-1][ay] = EL_MAUERND;
3176 Store[ax-1][ay] = element;
3177 MovDir[ax-1][ay] = MV_LEFT;
3178 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3179 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3183 Feld[ax+1][ay] = EL_MAUERND;
3184 Store[ax+1][ay] = element;
3185 MovDir[ax+1][ay] = MV_RIGHT;
3186 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3187 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3191 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3192 DrawLevelField(ax, ay);
3194 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3196 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3197 unten_massiv = TRUE;
3198 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3199 links_massiv = TRUE;
3200 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3201 rechts_massiv = TRUE;
3203 if (((oben_massiv && unten_massiv) ||
3204 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3205 ((links_massiv && rechts_massiv) ||
3206 element == EL_MAUER_Y))
3207 Feld[ax][ay] = EL_MAUERWERK;
3210 void CheckForDragon(int x, int y)
3213 boolean dragon_found = FALSE;
3214 static int xy[4][2] =
3226 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3228 if (IN_LEV_FIELD(xx, yy) &&
3229 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3231 if (Feld[xx][yy] == EL_DRACHE)
3232 dragon_found = TRUE;
3245 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3247 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3249 Feld[xx][yy] = EL_LEERRAUM;
3250 DrawLevelField(xx, yy);
3259 static void CheckBuggyBase(int x, int y)
3261 int element = Feld[x][y];
3263 if (element == EL_SP_BUG)
3265 if (!MovDelay[x][y]) /* start activating buggy base */
3266 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3268 if (MovDelay[x][y]) /* wait some time before activating base */
3271 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3272 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3276 Feld[x][y] = EL_SP_BUG_ACTIVE;
3279 else if (element == EL_SP_BUG_ACTIVE)
3281 if (!MovDelay[x][y]) /* start activating buggy base */
3282 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3284 if (MovDelay[x][y]) /* wait some time before activating base */
3290 static int xy[4][2] =
3298 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3299 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3303 int xx = x + xy[i][0], yy = y + xy[i][1];
3305 if (IS_PLAYER(xx, yy))
3307 PlaySoundLevel(x, y, SND_SP_BUG);
3315 Feld[x][y] = EL_SP_BUG;
3316 DrawLevelField(x, y);
3321 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3323 static byte stored_player_action[MAX_PLAYERS];
3324 static int num_stored_actions = 0;
3325 static boolean save_tape_entry = FALSE;
3326 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3327 int jx = player->jx, jy = player->jy;
3328 int left = player_action & JOY_LEFT;
3329 int right = player_action & JOY_RIGHT;
3330 int up = player_action & JOY_UP;
3331 int down = player_action & JOY_DOWN;
3332 int button1 = player_action & JOY_BUTTON_1;
3333 int button2 = player_action & JOY_BUTTON_2;
3334 int dx = (left ? -1 : right ? 1 : 0);
3335 int dy = (up ? -1 : down ? 1 : 0);
3337 stored_player_action[player->index_nr] = 0;
3338 num_stored_actions++;
3340 if (!player->active || tape.pausing)
3345 save_tape_entry = TRUE;
3346 player->frame_reset_delay = 0;
3349 snapped = SnapField(player, dx, dy);
3353 bombed = PlaceBomb(player);
3354 moved = MoveFigure(player, dx, dy);
3357 if (tape.recording && (moved || snapped || bombed))
3359 if (bombed && !moved)
3360 player_action &= JOY_BUTTON;
3362 stored_player_action[player->index_nr] = player_action;
3364 else if (tape.playing && snapped)
3365 SnapField(player, 0, 0); /* stop snapping */
3369 /* no actions for this player (no input at player's configured device) */
3371 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3372 SnapField(player, 0, 0);
3373 CheckGravityMovement(player);
3375 if (++player->frame_reset_delay > player->move_delay_value)
3379 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3381 TapeRecordAction(stored_player_action);
3382 num_stored_actions = 0;
3383 save_tape_entry = FALSE;
3386 if (tape.playing && !tape.pausing && !player_action &&
3387 tape.counter < tape.length)
3390 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3392 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3393 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3395 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3397 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3399 int el = Feld[jx+dx][jy];
3400 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3402 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3404 player->MovDir = next_joy;
3405 player->Frame = FrameCounter % 4;
3406 player->Pushing = TRUE;
3415 static unsigned long action_delay = 0;
3416 unsigned long action_delay_value;
3417 int sieb_x = 0, sieb_y = 0;
3418 int i, x, y, element;
3419 byte *recorded_player_action;
3420 byte summarized_player_action = 0;
3422 if (game_status != PLAYING)
3425 action_delay_value =
3426 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3428 /* ---------- main game synchronization point ---------- */
3430 WaitUntilDelayReached(&action_delay, action_delay_value);
3432 if (network_playing && !network_player_action_received)
3436 printf("DEBUG: try to get network player actions in time\n");
3441 /* last chance to get network player actions without main loop delay */
3445 if (game_status != PLAYING)
3448 if (!network_player_action_received)
3452 printf("DEBUG: failed to get network player actions in time\n");
3464 else if (tape.recording)
3467 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3469 for (i=0; i<MAX_PLAYERS; i++)
3471 summarized_player_action |= stored_player[i].action;
3473 if (!network_playing)
3474 stored_player[i].effective_action = stored_player[i].action;
3478 if (network_playing)
3479 SendToServer_MovePlayer(summarized_player_action);
3482 if (!options.network && !setup.team_mode)
3483 local_player->effective_action = summarized_player_action;
3485 for (i=0; i<MAX_PLAYERS; i++)
3487 int actual_player_action = stored_player[i].effective_action;
3489 if (stored_player[i].programmed_action)
3490 actual_player_action = stored_player[i].programmed_action;
3492 if (recorded_player_action)
3493 actual_player_action = recorded_player_action[i];
3495 PlayerActions(&stored_player[i], actual_player_action);
3496 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3499 network_player_action_received = FALSE;
3501 ScrollScreen(NULL, SCROLL_GO_ON);
3507 if (TimeFrames == 0 && local_player->active)
3509 extern unsigned int last_RND();
3511 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3512 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3519 if (GameFrameDelay >= 500)
3520 printf("FrameCounter == %d\n", FrameCounter);
3529 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3532 if (JustHit[x][y]>0)
3536 if (IS_BLOCKED(x, y))
3540 Blocked2Moving(x, y, &oldx, &oldy);
3541 if (!IS_MOVING(oldx, oldy))
3543 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3544 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3545 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3546 printf("GameActions(): This should never happen!\n");
3552 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3554 element = Feld[x][y];
3556 if (IS_INACTIVE(element))
3559 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3563 if (IS_GEM(element))
3564 EdelsteinFunkeln(x, y);
3566 else if (IS_MOVING(x, y))
3567 ContinueMoving(x, y);
3568 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3569 CheckDynamite(x, y);
3570 else if (element == EL_EXPLODING)
3571 Explode(x, y, Frame[x][y], EX_NORMAL);
3572 else if (element == EL_AMOEBING)
3573 AmoebeWaechst(x, y);
3574 else if (IS_AMOEBALIVE(element))
3575 AmoebeAbleger(x, y);
3576 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3578 else if (element == EL_ABLENK_EIN)
3580 else if (element == EL_SALZSAEURE)
3582 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3584 else if (element == EL_CRACKINGNUT)
3586 else if (element == EL_AUSGANG_ZU)
3587 AusgangstuerPruefen(x, y);
3588 else if (element == EL_AUSGANG_ACT)
3589 AusgangstuerOeffnen(x, y);
3590 else if (element == EL_AUSGANG_AUF)
3591 AusgangstuerBlinken(x, y);
3592 else if (element == EL_MAUERND)
3594 else if (element == EL_MAUER_LEBT ||
3595 element == EL_MAUER_X ||
3596 element == EL_MAUER_Y ||
3597 element == EL_MAUER_XY)
3599 else if (element == EL_BURNING)
3600 CheckForDragon(x, y);
3601 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3602 CheckBuggyBase(x, y);
3603 else if (element == EL_SP_TERMINAL)
3604 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3605 else if (element == EL_SP_TERMINAL_ACTIVE)
3606 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3608 if (game.magic_wall_active)
3610 boolean sieb = FALSE;
3611 int jx = local_player->jx, jy = local_player->jy;
3613 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3614 Store[x][y] == EL_SIEB_LEER)
3616 SiebAktivieren(x, y, 1);
3619 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3620 Store[x][y] == EL_SIEB2_LEER)
3622 SiebAktivieren(x, y, 2);
3626 /* play the element sound at the position nearest to the player */
3627 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3635 if (game.magic_wall_active)
3637 if (!(game.magic_wall_time_left % 4))
3638 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3640 if (game.magic_wall_time_left > 0)
3642 game.magic_wall_time_left--;
3643 if (!game.magic_wall_time_left)
3645 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3647 element = Feld[x][y];
3648 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3650 Feld[x][y] = EL_SIEB_TOT;
3651 DrawLevelField(x, y);
3653 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3655 Feld[x][y] = EL_SIEB2_TOT;
3656 DrawLevelField(x, y);
3660 game.magic_wall_active = FALSE;
3665 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3670 if (tape.recording || tape.playing)
3671 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3678 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3680 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3683 for (i=0; i<MAX_PLAYERS; i++)
3684 KillHero(&stored_player[i]);
3686 else if (level.time == 0) /* level without time limit */
3687 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3693 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3695 int min_x = x, min_y = y, max_x = x, max_y = y;
3698 for (i=0; i<MAX_PLAYERS; i++)
3700 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3702 if (!stored_player[i].active || &stored_player[i] == player)
3705 min_x = MIN(min_x, jx);
3706 min_y = MIN(min_y, jy);
3707 max_x = MAX(max_x, jx);
3708 max_y = MAX(max_y, jy);
3711 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3714 static boolean AllPlayersInVisibleScreen()
3718 for (i=0; i<MAX_PLAYERS; i++)
3720 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3722 if (!stored_player[i].active)
3725 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3732 void ScrollLevel(int dx, int dy)
3734 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3737 XCopyArea(display, drawto_field, drawto_field, gc,
3738 FX + TILEX*(dx == -1) - softscroll_offset,
3739 FY + TILEY*(dy == -1) - softscroll_offset,
3740 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3741 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3742 FX + TILEX*(dx == 1) - softscroll_offset,
3743 FY + TILEY*(dy == 1) - softscroll_offset);
3747 x = (dx == 1 ? BX1 : BX2);
3748 for (y=BY1; y<=BY2; y++)
3749 DrawScreenField(x, y);
3753 y = (dy == 1 ? BY1 : BY2);
3754 for (x=BX1; x<=BX2; x++)
3755 DrawScreenField(x, y);
3758 redraw_mask |= REDRAW_FIELD;
3761 static void CheckGravityMovement(struct PlayerInfo *player)
3763 if (level.gravity && !player->programmed_action)
3765 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3766 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3768 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3769 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3770 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3771 int jx = player->jx, jy = player->jy;
3772 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3773 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3774 int new_jx = jx + dx, new_jy = jy + dy;
3775 boolean field_under_player_is_free =
3776 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3777 boolean player_is_moving_to_valid_field =
3778 (IN_LEV_FIELD(new_jx, new_jy) &&
3779 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3780 Feld[new_jx][new_jy] == EL_ERDREICH));
3782 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3783 player->programmed_action = MV_DOWN;
3787 boolean MoveFigureOneStep(struct PlayerInfo *player,
3788 int dx, int dy, int real_dx, int real_dy)
3790 int jx = player->jx, jy = player->jy;
3791 int new_jx = jx+dx, new_jy = jy+dy;
3795 if (!player->active || (!dx && !dy))
3796 return MF_NO_ACTION;
3798 player->MovDir = (dx < 0 ? MV_LEFT :
3801 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3803 if (!IN_LEV_FIELD(new_jx, new_jy))
3804 return MF_NO_ACTION;
3806 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3807 return MF_NO_ACTION;
3810 element = MovingOrBlocked2Element(new_jx, new_jy);
3812 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3815 if (DONT_GO_TO(element))
3817 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3820 Feld[jx][jy] = EL_SPIELFIGUR;
3821 InitMovingField(jx, jy, MV_DOWN);
3822 Store[jx][jy] = EL_SALZSAEURE;
3823 ContinueMoving(jx, jy);
3832 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3833 if (can_move != MF_MOVING)
3836 StorePlayer[jx][jy] = 0;
3837 player->last_jx = jx;
3838 player->last_jy = jy;
3839 jx = player->jx = new_jx;
3840 jy = player->jy = new_jy;
3841 StorePlayer[jx][jy] = player->element_nr;
3844 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3846 ScrollFigure(player, SCROLL_INIT);
3851 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3853 int jx = player->jx, jy = player->jy;
3854 int old_jx = jx, old_jy = jy;
3855 int moved = MF_NO_ACTION;
3857 if (!player->active || (!dx && !dy))
3860 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3864 /* remove the last programmed player action */
3865 player->programmed_action = 0;
3869 /* should only happen if pre-1.2 tape recordings are played */
3870 /* this is only for backward compatibility */
3872 int original_move_delay_value = player->move_delay_value;
3875 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3878 /* scroll remaining steps with finest movement resolution */
3879 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3881 while (player->MovPos)
3883 ScrollFigure(player, SCROLL_GO_ON);
3884 ScrollScreen(NULL, SCROLL_GO_ON);
3890 player->move_delay_value = original_move_delay_value;
3893 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3895 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3896 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3900 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3901 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3907 if (moved & MF_MOVING && !ScreenMovPos &&
3908 (player == local_player || !options.network))
3910 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3911 int offset = (setup.scroll_delay ? 3 : 0);
3913 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3915 /* actual player has left the screen -- scroll in that direction */
3916 if (jx != old_jx) /* player has moved horizontally */
3917 scroll_x += (jx - old_jx);
3918 else /* player has moved vertically */
3919 scroll_y += (jy - old_jy);
3923 if (jx != old_jx) /* player has moved horizontally */
3925 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3926 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3927 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3929 /* don't scroll over playfield boundaries */
3930 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3931 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3933 /* don't scroll more than one field at a time */
3934 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3936 /* don't scroll against the player's moving direction */
3937 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3938 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3939 scroll_x = old_scroll_x;
3941 else /* player has moved vertically */
3943 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3944 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3945 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3947 /* don't scroll over playfield boundaries */
3948 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3949 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3951 /* don't scroll more than one field at a time */
3952 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3954 /* don't scroll against the player's moving direction */
3955 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3956 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3957 scroll_y = old_scroll_y;
3961 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3963 if (!options.network && !AllPlayersInVisibleScreen())
3965 scroll_x = old_scroll_x;
3966 scroll_y = old_scroll_y;
3970 ScrollScreen(player, SCROLL_INIT);
3971 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3976 if (!(moved & MF_MOVING) && !player->Pushing)
3979 player->Frame = (player->Frame + 1) % 4;
3981 if (moved & MF_MOVING)
3983 if (old_jx != jx && old_jy == jy)
3984 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3985 else if (old_jx == jx && old_jy != jy)
3986 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3988 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3990 player->last_move_dir = player->MovDir;
3994 CheckGravityMovement(player);
3996 player->last_move_dir = MV_NO_MOVING;
3999 TestIfHeroHitsBadThing(jx, jy);
4001 if (!player->active)
4007 void ScrollFigure(struct PlayerInfo *player, int mode)
4009 int jx = player->jx, jy = player->jy;
4010 int last_jx = player->last_jx, last_jy = player->last_jy;
4011 int move_stepsize = TILEX / player->move_delay_value;
4013 if (!player->active || !player->MovPos)
4016 if (mode == SCROLL_INIT)
4018 player->actual_frame_counter = FrameCounter;
4019 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4021 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4022 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4027 else if (!FrameReached(&player->actual_frame_counter, 1))
4030 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4031 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4033 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4034 Feld[last_jx][last_jy] = EL_LEERRAUM;
4036 /* before DrawPlayer() to draw correct player graphic for this case */
4037 if (player->MovPos == 0)
4038 CheckGravityMovement(player);
4042 if (player->MovPos == 0)
4044 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4046 /* continue with normal speed after quickly moving through gate */
4047 HALVE_PLAYER_SPEED(player);
4049 /* be able to make the next move without delay */
4050 player->move_delay = 0;
4053 player->last_jx = jx;
4054 player->last_jy = jy;
4056 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4060 if (!local_player->friends_still_needed)
4061 player->LevelSolved = player->GameOver = TRUE;
4066 void ScrollScreen(struct PlayerInfo *player, int mode)
4068 static unsigned long screen_frame_counter = 0;
4070 if (mode == SCROLL_INIT)
4072 /* set scrolling step size according to actual player's moving speed */
4073 ScrollStepSize = TILEX / player->move_delay_value;
4075 screen_frame_counter = FrameCounter;
4076 ScreenMovDir = player->MovDir;
4077 ScreenMovPos = player->MovPos;
4078 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4081 else if (!FrameReached(&screen_frame_counter, 1))
4086 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4087 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4088 redraw_mask |= REDRAW_FIELD;
4091 ScreenMovDir = MV_NO_MOVING;
4094 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4096 int i, killx = goodx, killy = goody;
4097 static int xy[4][2] =
4104 static int harmless[4] =
4116 x = goodx + xy[i][0];
4117 y = goody + xy[i][1];
4118 if (!IN_LEV_FIELD(x, y))
4122 element = Feld[x][y];
4124 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4127 if (DONT_TOUCH(element))
4129 if (MovDir[x][y] == harmless[i])
4138 if (killx != goodx || killy != goody)
4140 if (IS_PLAYER(goodx, goody))
4141 KillHero(PLAYERINFO(goodx, goody));
4147 void TestIfBadThingHitsGoodThing(int badx, int bady)
4149 int i, killx = badx, killy = bady;
4150 static int xy[4][2] =
4157 static int harmless[4] =
4169 x = badx + xy[i][0];
4170 y = bady + xy[i][1];
4171 if (!IN_LEV_FIELD(x, y))
4174 element = Feld[x][y];
4176 if (IS_PLAYER(x, y))
4182 else if (element == EL_PINGUIN)
4184 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4193 if (killx != badx || killy != bady)
4195 if (IS_PLAYER(killx, killy))
4196 KillHero(PLAYERINFO(killx, killy));
4202 void TestIfHeroHitsBadThing(int x, int y)
4204 TestIfGoodThingHitsBadThing(x, y);
4207 void TestIfBadThingHitsHero(int x, int y)
4209 TestIfBadThingHitsGoodThing(x, y);
4212 void TestIfFriendHitsBadThing(int x, int y)
4214 TestIfGoodThingHitsBadThing(x, y);
4217 void TestIfBadThingHitsFriend(int x, int y)
4219 TestIfBadThingHitsGoodThing(x, y);
4222 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4224 int i, killx = badx, killy = bady;
4225 static int xy[4][2] =
4239 if (!IN_LEV_FIELD(x, y))
4242 element = Feld[x][y];
4243 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4244 element == EL_AMOEBING || element == EL_TROPFEN)
4252 if (killx != badx || killy != bady)
4256 void KillHero(struct PlayerInfo *player)
4258 int jx = player->jx, jy = player->jy;
4260 if (!player->active)
4263 if (IS_PFORTE(Feld[jx][jy]))
4264 Feld[jx][jy] = EL_LEERRAUM;
4270 void BuryHero(struct PlayerInfo *player)
4272 int jx = player->jx, jy = player->jy;
4274 if (!player->active)
4277 PlaySoundLevel(jx, jy, SND_AUTSCH);
4278 PlaySoundLevel(jx, jy, SND_LACHEN);
4280 player->GameOver = TRUE;
4284 void RemoveHero(struct PlayerInfo *player)
4286 int jx = player->jx, jy = player->jy;
4287 int i, found = FALSE;
4289 player->present = FALSE;
4290 player->active = FALSE;
4292 StorePlayer[jx][jy] = 0;
4294 for (i=0; i<MAX_PLAYERS; i++)
4295 if (stored_player[i].active)
4299 AllPlayersGone = TRUE;
4305 int DigField(struct PlayerInfo *player,
4306 int x, int y, int real_dx, int real_dy, int mode)
4308 int jx = player->jx, jy = player->jy;
4309 int dx = x - jx, dy = y - jy;
4310 int move_direction = (dx == -1 ? MV_LEFT :
4311 dx == +1 ? MV_RIGHT :
4313 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4316 if (!player->MovPos)
4317 player->Pushing = FALSE;
4319 if (mode == DF_NO_PUSH)
4321 player->push_delay = 0;
4322 return MF_NO_ACTION;
4325 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4326 return MF_NO_ACTION;
4328 element = Feld[x][y];
4333 PlaySoundLevel(x, y, SND_EMPTY);
4337 Feld[x][y] = EL_LEERRAUM;
4338 PlaySoundLevel(x, y, SND_SCHLURF);
4343 Feld[x][y] = EL_LEERRAUM;
4344 PlaySoundLevel(x, y, SND_SP_BASE);
4348 case EL_EDELSTEIN_BD:
4349 case EL_EDELSTEIN_GELB:
4350 case EL_EDELSTEIN_ROT:
4351 case EL_EDELSTEIN_LILA:
4353 case EL_SP_INFOTRON:
4355 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4356 if (local_player->gems_still_needed < 0)
4357 local_player->gems_still_needed = 0;
4358 RaiseScoreElement(element);
4359 DrawText(DX_EMERALDS, DY_EMERALDS,
4360 int2str(local_player->gems_still_needed, 3),
4361 FS_SMALL, FC_YELLOW);
4362 if (element == EL_SP_INFOTRON)
4363 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4365 PlaySoundLevel(x, y, SND_PONG);
4370 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4371 PlaySoundLevel(x, y, SND_PONG);
4374 case EL_DYNAMIT_AUS:
4375 case EL_SP_DISK_RED:
4378 RaiseScoreElement(EL_DYNAMIT);
4379 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4380 int2str(local_player->dynamite, 3),
4381 FS_SMALL, FC_YELLOW);
4382 if (element == EL_SP_DISK_RED)
4383 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4385 PlaySoundLevel(x, y, SND_PONG);
4388 case EL_DYNABOMB_NR:
4390 player->dynabomb_count++;
4391 player->dynabombs_left++;
4392 RaiseScoreElement(EL_DYNAMIT);
4393 PlaySoundLevel(x, y, SND_PONG);
4396 case EL_DYNABOMB_SZ:
4398 player->dynabomb_size++;
4399 RaiseScoreElement(EL_DYNAMIT);
4400 PlaySoundLevel(x, y, SND_PONG);
4403 case EL_DYNABOMB_XL:
4405 player->dynabomb_xl = TRUE;
4406 RaiseScoreElement(EL_DYNAMIT);
4407 PlaySoundLevel(x, y, SND_PONG);
4410 case EL_SCHLUESSEL1:
4411 case EL_SCHLUESSEL2:
4412 case EL_SCHLUESSEL3:
4413 case EL_SCHLUESSEL4:
4415 int key_nr = element - EL_SCHLUESSEL1;
4418 player->key[key_nr] = TRUE;
4419 RaiseScoreElement(EL_SCHLUESSEL);
4420 DrawMiniGraphicExt(drawto, gc,
4421 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4422 GFX_SCHLUESSEL1+key_nr);
4423 DrawMiniGraphicExt(window, gc,
4424 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4425 GFX_SCHLUESSEL1+key_nr);
4426 PlaySoundLevel(x, y, SND_PONG);
4435 int key_nr = element - EL_EM_KEY_1;
4438 player->key[key_nr] = TRUE;
4439 RaiseScoreElement(EL_SCHLUESSEL);
4440 DrawMiniGraphicExt(drawto, gc,
4441 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4442 GFX_SCHLUESSEL1+key_nr);
4443 DrawMiniGraphicExt(window, gc,
4444 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4445 GFX_SCHLUESSEL1+key_nr);
4446 PlaySoundLevel(x, y, SND_PONG);
4451 Feld[x][y] = EL_ABLENK_EIN;
4454 DrawLevelField(x, y);
4458 case EL_SP_TERMINAL:
4462 for (yy=0; yy<lev_fieldy; yy++)
4464 for (xx=0; xx<lev_fieldx; xx++)
4466 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4468 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4469 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4478 if (local_player->gems_still_needed > 0)
4479 return MF_NO_ACTION;
4481 player->LevelSolved = player->GameOver = TRUE;
4482 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4485 case EL_FELSBROCKEN:
4490 case EL_SP_DISK_ORANGE:
4491 if (dy || mode == DF_SNAP)
4492 return MF_NO_ACTION;
4494 player->Pushing = TRUE;
4496 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4497 return MF_NO_ACTION;
4501 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4502 return MF_NO_ACTION;
4505 if (player->push_delay == 0)
4506 player->push_delay = FrameCounter;
4507 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4509 return MF_NO_ACTION;
4512 Feld[x+dx][y+dy] = element;
4514 player->push_delay_value = 2+RND(8);
4516 DrawLevelField(x+dx, y+dy);
4517 if (element == EL_FELSBROCKEN)
4518 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4519 else if (element == EL_KOKOSNUSS)
4520 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4521 else if (IS_SP_ELEMENT(element))
4522 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4524 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4531 if (!player->key[element - EL_PFORTE1])
4532 return MF_NO_ACTION;
4539 if (!player->key[element - EL_PFORTE1X])
4540 return MF_NO_ACTION;
4547 if (!player->key[element - EL_EM_GATE_1])
4548 return MF_NO_ACTION;
4549 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4550 return MF_NO_ACTION;
4552 /* automatically move to the next field with double speed */
4553 player->programmed_action = move_direction;
4554 DOUBLE_PLAYER_SPEED(player);
4562 if (!player->key[element - EL_EM_GATE_1X])
4563 return MF_NO_ACTION;
4564 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4565 return MF_NO_ACTION;
4567 /* automatically move to the next field with double speed */
4568 player->programmed_action = move_direction;
4569 DOUBLE_PLAYER_SPEED(player);
4573 case EL_SP_PORT1_LEFT:
4574 case EL_SP_PORT2_LEFT:
4575 case EL_SP_PORT1_RIGHT:
4576 case EL_SP_PORT2_RIGHT:
4577 case EL_SP_PORT1_UP:
4578 case EL_SP_PORT2_UP:
4579 case EL_SP_PORT1_DOWN:
4580 case EL_SP_PORT2_DOWN:
4585 element != EL_SP_PORT1_LEFT &&
4586 element != EL_SP_PORT2_LEFT &&
4587 element != EL_SP_PORT_X &&
4588 element != EL_SP_PORT_XY) ||
4590 element != EL_SP_PORT1_RIGHT &&
4591 element != EL_SP_PORT2_RIGHT &&
4592 element != EL_SP_PORT_X &&
4593 element != EL_SP_PORT_XY) ||
4595 element != EL_SP_PORT1_UP &&
4596 element != EL_SP_PORT2_UP &&
4597 element != EL_SP_PORT_Y &&
4598 element != EL_SP_PORT_XY) ||
4600 element != EL_SP_PORT1_DOWN &&
4601 element != EL_SP_PORT2_DOWN &&
4602 element != EL_SP_PORT_Y &&
4603 element != EL_SP_PORT_XY) ||
4604 !IN_LEV_FIELD(x + dx, y + dy) ||
4605 !IS_FREE(x + dx, y + dy))
4606 return MF_NO_ACTION;
4608 /* automatically move to the next field with double speed */
4609 player->programmed_action = move_direction;
4610 DOUBLE_PLAYER_SPEED(player);
4615 case EL_AUSGANG_ACT:
4616 /* door is not (yet) open */
4617 return MF_NO_ACTION;
4620 case EL_AUSGANG_AUF:
4621 if (mode == DF_SNAP)
4622 return MF_NO_ACTION;
4624 PlaySoundLevel(x, y, SND_BUING);
4629 Feld[x][y] = EL_BIRNE_EIN;
4630 local_player->lights_still_needed--;
4631 DrawLevelField(x, y);
4632 PlaySoundLevel(x, y, SND_DENG);
4637 Feld[x][y] = EL_ZEIT_LEER;
4639 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4640 DrawLevelField(x, y);
4641 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4645 case EL_SOKOBAN_FELD_LEER:
4648 case EL_SOKOBAN_FELD_VOLL:
4649 case EL_SOKOBAN_OBJEKT:
4651 case EL_SP_DISK_YELLOW:
4652 if (mode == DF_SNAP)
4653 return MF_NO_ACTION;
4655 player->Pushing = TRUE;
4657 if (!IN_LEV_FIELD(x+dx, y+dy)
4658 || (!IS_FREE(x+dx, y+dy)
4659 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4660 || !IS_SB_ELEMENT(element))))
4661 return MF_NO_ACTION;
4665 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4666 return MF_NO_ACTION;
4668 else if (dy && real_dx)
4670 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4671 return MF_NO_ACTION;
4674 if (player->push_delay == 0)
4675 player->push_delay = FrameCounter;
4676 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4678 return MF_NO_ACTION;
4680 if (IS_SB_ELEMENT(element))
4682 if (element == EL_SOKOBAN_FELD_VOLL)
4684 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4685 local_player->sokobanfields_still_needed++;
4690 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4692 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4693 local_player->sokobanfields_still_needed--;
4694 if (element == EL_SOKOBAN_OBJEKT)
4695 PlaySoundLevel(x, y, SND_DENG);
4698 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4703 Feld[x+dx][y+dy] = element;
4706 player->push_delay_value = 2;
4708 DrawLevelField(x, y);
4709 DrawLevelField(x+dx, y+dy);
4710 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4712 if (IS_SB_ELEMENT(element) &&
4713 local_player->sokobanfields_still_needed == 0 &&
4714 game.emulation == EMU_SOKOBAN)
4716 player->LevelSolved = player->GameOver = TRUE;
4717 PlaySoundLevel(x, y, SND_BUING);
4729 return MF_NO_ACTION;
4732 player->push_delay = 0;
4737 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4739 int jx = player->jx, jy = player->jy;
4740 int x = jx + dx, y = jy + dy;
4742 if (!player->active || !IN_LEV_FIELD(x, y))
4750 player->snapped = FALSE;
4754 if (player->snapped)
4757 player->MovDir = (dx < 0 ? MV_LEFT :
4760 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4762 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4765 player->snapped = TRUE;
4766 DrawLevelField(x, y);
4772 boolean PlaceBomb(struct PlayerInfo *player)
4774 int jx = player->jx, jy = player->jy;
4777 if (!player->active || player->MovPos)
4780 element = Feld[jx][jy];
4782 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4783 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4784 element == EL_EXPLODING)
4787 if (element != EL_LEERRAUM)
4788 Store[jx][jy] = element;
4790 if (player->dynamite)
4792 Feld[jx][jy] = EL_DYNAMIT;
4793 MovDelay[jx][jy] = 96;
4795 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4796 FS_SMALL, FC_YELLOW);
4797 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4799 if (game.emulation == EMU_SUPAPLEX)
4800 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4802 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4807 Feld[jx][jy] = EL_DYNABOMB;
4808 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4809 MovDelay[jx][jy] = 96;
4810 player->dynabombs_left--;
4811 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4812 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4818 void PlaySoundLevel(int x, int y, int sound_nr)
4820 int sx = SCREENX(x), sy = SCREENY(y);
4822 int silence_distance = 8;
4824 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4825 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4828 if (!IN_LEV_FIELD(x, y) ||
4829 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4830 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4833 volume = PSND_MAX_VOLUME;
4836 stereo = (sx - SCR_FIELDX/2) * 12;
4838 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4839 if (stereo > PSND_MAX_RIGHT)
4840 stereo = PSND_MAX_RIGHT;
4841 if (stereo < PSND_MAX_LEFT)
4842 stereo = PSND_MAX_LEFT;
4845 if (!IN_SCR_FIELD(sx, sy))
4847 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4848 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4850 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4853 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4856 void RaiseScore(int value)
4858 local_player->score += value;
4859 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4860 FS_SMALL, FC_YELLOW);
4863 void RaiseScoreElement(int element)
4868 case EL_EDELSTEIN_BD:
4869 case EL_EDELSTEIN_GELB:
4870 case EL_EDELSTEIN_ROT:
4871 case EL_EDELSTEIN_LILA:
4872 RaiseScore(level.score[SC_EDELSTEIN]);
4875 RaiseScore(level.score[SC_DIAMANT]);
4879 RaiseScore(level.score[SC_KAEFER]);
4883 RaiseScore(level.score[SC_FLIEGER]);
4887 RaiseScore(level.score[SC_MAMPFER]);
4890 RaiseScore(level.score[SC_ROBOT]);
4893 RaiseScore(level.score[SC_PACMAN]);
4896 RaiseScore(level.score[SC_KOKOSNUSS]);
4899 RaiseScore(level.score[SC_DYNAMIT]);
4902 RaiseScore(level.score[SC_SCHLUESSEL]);
4909 /* ---------- new game button stuff ---------------------------------------- */
4911 /* graphic position values for game buttons */
4912 #define GAME_BUTTON_XSIZE 30
4913 #define GAME_BUTTON_YSIZE 30
4914 #define GAME_BUTTON_XPOS 5
4915 #define GAME_BUTTON_YPOS 215
4916 #define SOUND_BUTTON_XPOS 5
4917 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4919 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4920 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4921 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4922 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4923 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4924 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4931 } gamebutton_info[NUM_GAME_BUTTONS] =
4934 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4939 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4944 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4949 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4950 SOUND_CTRL_ID_MUSIC,
4951 "background music on/off"
4954 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4955 SOUND_CTRL_ID_LOOPS,
4956 "sound loops on/off"
4959 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4960 SOUND_CTRL_ID_SIMPLE,
4961 "normal sounds on/off"
4965 void CreateGameButtons()
4969 for (i=0; i<NUM_GAME_BUTTONS; i++)
4971 Pixmap gd_pixmap = pix[PIX_DOOR];
4972 struct GadgetInfo *gi;
4975 unsigned long event_mask;
4976 int gd_xoffset, gd_yoffset;
4977 int gd_x1, gd_x2, gd_y1, gd_y2;
4980 gd_xoffset = gamebutton_info[i].x;
4981 gd_yoffset = gamebutton_info[i].y;
4982 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
4983 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
4985 if (id == GAME_CTRL_ID_STOP ||
4986 id == GAME_CTRL_ID_PAUSE ||
4987 id == GAME_CTRL_ID_PLAY)
4989 button_type = GD_TYPE_NORMAL_BUTTON;
4991 event_mask = GD_EVENT_RELEASED;
4992 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4993 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4997 button_type = GD_TYPE_CHECK_BUTTON;
4999 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5000 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5001 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5002 event_mask = GD_EVENT_PRESSED;
5003 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5004 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5007 gi = CreateGadget(GDI_CUSTOM_ID, id,
5008 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5009 GDI_X, DX + gd_xoffset,
5010 GDI_Y, DY + gd_yoffset,
5011 GDI_WIDTH, GAME_BUTTON_XSIZE,
5012 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5013 GDI_TYPE, button_type,
5014 GDI_STATE, GD_BUTTON_UNPRESSED,
5015 GDI_CHECKED, checked,
5016 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5017 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5018 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5019 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5020 GDI_EVENT_MASK, event_mask,
5021 GDI_CALLBACK_ACTION, HandleGameButtons,
5025 Error(ERR_EXIT, "cannot create gadget");
5027 game_gadget[id] = gi;
5031 static void MapGameButtons()
5035 for (i=0; i<NUM_GAME_BUTTONS; i++)
5036 MapGadget(game_gadget[i]);
5039 void UnmapGameButtons()
5043 for (i=0; i<NUM_GAME_BUTTONS; i++)
5044 UnmapGadget(game_gadget[i]);
5047 static void HandleGameButtons(struct GadgetInfo *gi)
5049 int id = gi->custom_id;
5051 if (game_status != PLAYING)
5056 case GAME_CTRL_ID_STOP:
5059 CloseDoor(DOOR_CLOSE_1);
5060 game_status = MAINMENU;
5065 if (level_editor_test_game ||
5066 Request("Do you really want to quit the game ?",
5067 REQ_ASK | REQ_STAY_CLOSED))
5070 if (options.network)
5071 SendToServer_StopPlaying();
5075 game_status = MAINMENU;
5080 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5083 case GAME_CTRL_ID_PAUSE:
5084 if (options.network)
5088 SendToServer_ContinuePlaying();
5090 SendToServer_PausePlaying();
5097 case GAME_CTRL_ID_PLAY:
5101 if (options.network)
5102 SendToServer_ContinuePlaying();
5106 tape.pausing = FALSE;
5107 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5112 case SOUND_CTRL_ID_MUSIC:
5113 if (setup.sound_music)
5115 setup.sound_music = FALSE;
5116 FadeSound(background_loop[level_nr % num_bg_loops]);
5118 else if (sound_loops_allowed)
5120 setup.sound = setup.sound_music = TRUE;
5121 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5125 case SOUND_CTRL_ID_LOOPS:
5126 if (setup.sound_loops)
5127 setup.sound_loops = FALSE;
5128 else if (sound_loops_allowed)
5129 setup.sound = setup.sound_loops = TRUE;
5132 case SOUND_CTRL_ID_SIMPLE:
5133 if (setup.sound_simple)
5134 setup.sound_simple = FALSE;
5135 else if (sound_status==SOUND_AVAILABLE)
5136 setup.sound = setup.sound_simple = TRUE;