1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
99 static unsigned int getStateCheckSum(int counter)
102 unsigned int mult = 1;
103 unsigned int checksum = 0;
105 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
107 static boolean first_game = TRUE;
109 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
115 lastFeld[x][y] = Feld[x][y];
116 else if (lastFeld[x][y] != Feld[x][y])
117 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
118 x, y, lastFeld[x][y], Feld[x][y]);
122 checksum += mult++ * Ur[x][y];
123 checksum += mult++ * Feld[x][y];
126 checksum += mult++ * MovPos[x][y];
127 checksum += mult++ * MovDir[x][y];
128 checksum += mult++ * MovDelay[x][y];
129 checksum += mult++ * Store[x][y];
130 checksum += mult++ * Store2[x][y];
131 checksum += mult++ * StorePlayer[x][y];
132 checksum += mult++ * Frame[x][y];
133 checksum += mult++ * AmoebaNr[x][y];
134 checksum += mult++ * JustHit[x][y];
135 checksum += mult++ * Stop[x][y];
139 if (counter == 3 && first_game)
150 void GetPlayerConfig()
152 if (sound_status == SOUND_OFF)
155 if (!sound_loops_allowed)
157 setup.sound_loops = FALSE;
158 setup.sound_music = FALSE;
161 setup.sound_simple = setup.sound;
166 static void InitField(int x, int y, boolean init_game)
173 Feld[x][y] = EL_SPIELER1;
181 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
182 int jx = player->jx, jy = player->jy;
184 player->present = TRUE;
187 if (!network_playing || player->connected)
190 if (!options.network || player->connected)
192 player->active = TRUE;
194 /* remove potentially duplicate players */
195 if (StorePlayer[jx][jy] == Feld[x][y])
196 StorePlayer[jx][jy] = 0;
198 StorePlayer[x][y] = Feld[x][y];
202 printf("Player %d activated.\n", player->element_nr);
203 printf("[Local player is %d and currently %s.]\n",
204 local_player->element_nr,
205 local_player->active ? "active" : "not active");
209 Feld[x][y] = EL_LEERRAUM;
210 player->jx = player->last_jx = x;
211 player->jy = player->last_jy = y;
216 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
217 Feld[x][y] = EL_BADEWANNE1;
218 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
219 Feld[x][y] = EL_BADEWANNE2;
220 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
221 Feld[x][y] = EL_BADEWANNE3;
222 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
223 Feld[x][y] = EL_BADEWANNE4;
224 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
225 Feld[x][y] = EL_BADEWANNE5;
267 if (y == lev_fieldy - 1)
269 Feld[x][y] = EL_AMOEBING;
270 Store[x][y] = EL_AMOEBE_NASS;
279 local_player->lights_still_needed++;
282 case EL_SOKOBAN_FELD_LEER:
283 local_player->sokobanfields_still_needed++;
288 local_player->friends_still_needed++;
293 MovDir[x][y] = 1 << RND(4);
297 Feld[x][y] = EL_LEERRAUM;
308 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
309 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
310 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
312 /* don't play tapes over network */
313 network_playing = (options.network && !tape.playing);
315 for (i=0; i<MAX_PLAYERS; i++)
317 struct PlayerInfo *player = &stored_player[i];
319 player->index_nr = i;
320 player->element_nr = EL_SPIELER1 + i;
322 player->present = FALSE;
323 player->active = FALSE;
326 player->effective_action = 0;
329 player->gems_still_needed = level.edelsteine;
330 player->sokobanfields_still_needed = 0;
331 player->lights_still_needed = 0;
332 player->friends_still_needed = 0;
335 player->key[j] = FALSE;
337 player->dynamite = 0;
338 player->dynabomb_count = 0;
339 player->dynabomb_size = 0;
340 player->dynabombs_left = 0;
341 player->dynabomb_xl = FALSE;
343 player->MovDir = MV_NO_MOVING;
345 player->Pushing = FALSE;
349 player->actual_frame_counter = 0;
351 player->frame_reset_delay = 0;
353 player->push_delay = 0;
354 player->push_delay_value = 5;
356 player->move_delay = 0;
357 player->last_move_dir = MV_NO_MOVING;
359 player->snapped = FALSE;
361 player->gone = FALSE;
363 player->last_jx = player->last_jy = 0;
364 player->jx = player->jy = 0;
366 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
367 SnapField(player, 0, 0);
369 player->LevelSolved = FALSE;
370 player->GameOver = FALSE;
373 network_player_action_received = FALSE;
376 /* initial null action */
378 SendToServer_MovePlayer(MV_NO_MOVING);
387 TimeLeft = level.time;
389 ScreenMovDir = MV_NO_MOVING;
393 if (level.high_speed)
396 ScrollStepSize = TILEX/4;
401 ScrollStepSize = TILEX/8;
404 AllPlayersGone = FALSE;
408 for (i=0; i<MAX_NUM_AMOEBA; i++)
409 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
411 for (x=0; x<lev_fieldx; x++)
413 for (y=0; y<lev_fieldy; y++)
415 Feld[x][y] = Ur[x][y];
416 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
417 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
425 for(y=0; y<lev_fieldy; y++)
427 for(x=0; x<lev_fieldx; x++)
429 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
431 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
433 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
436 InitField(x, y, TRUE);
440 /* check if any connected player was not found in playfield */
441 for (i=0; i<MAX_PLAYERS; i++)
443 struct PlayerInfo *player = &stored_player[i];
445 if (player->connected && !player->present)
447 for (j=0; j<MAX_PLAYERS; j++)
449 struct PlayerInfo *some_player = &stored_player[j];
450 int jx = some_player->jx, jy = some_player->jy;
452 /* assign first free player found that is present in the playfield */
453 if (some_player->present && !some_player->connected)
455 player->present = TRUE;
456 player->active = TRUE;
457 some_player->present = FALSE;
459 StorePlayer[jx][jy] = player->element_nr;
460 player->jx = player->last_jx = jx;
461 player->jy = player->last_jy = jy;
471 /* when playing a tape, eliminate all players who do not participate */
473 for (i=0; i<MAX_PLAYERS; i++)
475 if (stored_player[i].active && !tape.player_participates[i])
477 struct PlayerInfo *player = &stored_player[i];
478 int jx = player->jx, jy = player->jy;
480 player->active = FALSE;
481 StorePlayer[jx][jy] = 0;
482 Feld[jx][jy] = EL_LEERRAUM;
486 else if (!options.network && !setup.team_mode) /* && !tape.playing */
488 /* when in single player mode, eliminate all but the first active player */
490 for (i=0; i<MAX_PLAYERS; i++)
492 if (stored_player[i].active)
494 for (j=i+1; j<MAX_PLAYERS; j++)
496 if (stored_player[j].active)
498 struct PlayerInfo *player = &stored_player[j];
499 int jx = player->jx, jy = player->jy;
501 player->active = FALSE;
502 StorePlayer[jx][jy] = 0;
503 Feld[jx][jy] = EL_LEERRAUM;
510 /* when recording the game, store which players take part in the game */
513 for (i=0; i<MAX_PLAYERS; i++)
514 if (stored_player[i].active)
515 tape.player_participates[i] = TRUE;
520 for (i=0; i<MAX_PLAYERS; i++)
522 struct PlayerInfo *player = &stored_player[i];
524 printf("Player %d: present == %d, connected == %d, active == %d.\n",
529 if (local_player == player)
530 printf("Player %d is local player.\n", i+1);
534 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
535 emulate_sb ? EMU_SOKOBAN :
536 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
538 if (BorderElement == EL_LEERRAUM)
541 SBX_Right = lev_fieldx - SCR_FIELDX;
543 SBY_Lower = lev_fieldy - SCR_FIELDY;
548 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
550 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
553 if (lev_fieldx < SCR_FIELDX)
555 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
558 SBX_Left -= (SCR_FIELDX - lev_fieldx) / 2;
559 SBX_Right -= (SCR_FIELDX - lev_fieldx) / 2;
563 if (lev_fieldy < SCR_FIELDY)
565 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
568 SBY_Upper -= (SCR_FIELDY - lev_fieldy) / 2;
569 SBY_Lower -= (SCR_FIELDY - lev_fieldy) / 2;
575 scroll_y = SBY_Upper;
576 if (local_player->jx >= SBX_Left + MIDPOSX)
577 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
578 local_player->jx - MIDPOSX :
580 if (local_player->jy >= SBY_Upper + MIDPOSY)
581 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
582 local_player->jy - MIDPOSY :
585 scroll_x = scroll_y = -1;
586 if (local_player->jx >= MIDPOSX-1)
587 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
588 local_player->jx - MIDPOSX :
589 lev_fieldx - SCR_FIELDX + 1);
590 if (local_player->jy >= MIDPOSY-1)
591 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
592 local_player->jy - MIDPOSY :
593 lev_fieldy - SCR_FIELDY + 1);
596 CloseDoor(DOOR_CLOSE_1);
602 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
603 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
604 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
605 DrawTextExt(pix[PIX_DB_DOOR], gc,
606 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
607 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
608 DrawTextExt(pix[PIX_DB_DOOR], gc,
609 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
610 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
611 DrawTextExt(pix[PIX_DB_DOOR], gc,
612 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
613 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
614 DrawTextExt(pix[PIX_DB_DOOR], gc,
615 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
616 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
617 DrawTextExt(pix[PIX_DB_DOOR], gc,
618 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
619 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
621 DrawGameButton(BUTTON_GAME_STOP);
622 DrawGameButton(BUTTON_GAME_PAUSE);
623 DrawGameButton(BUTTON_GAME_PLAY);
624 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
625 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
626 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
627 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
628 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
629 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
630 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
631 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
633 OpenDoor(DOOR_OPEN_1);
635 if (setup.sound_music)
636 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
638 XAutoRepeatOff(display);
643 printf("Spieler %d %saktiv.\n",
644 i+1, (stored_player[i].active ? "" : "nicht "));
648 void InitMovDir(int x, int y)
650 int i, element = Feld[x][y];
651 static int xy[4][2] =
658 static int direction[2][4] =
660 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
661 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
670 Feld[x][y] = EL_KAEFER;
671 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
678 Feld[x][y] = EL_FLIEGER;
679 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
686 Feld[x][y] = EL_BUTTERFLY;
687 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
694 Feld[x][y] = EL_FIREFLY;
695 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
702 Feld[x][y] = EL_PACMAN;
703 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
707 MovDir[x][y] = MV_UP;
711 MovDir[x][y] = MV_LEFT;
715 MovDir[x][y] = 1 << RND(4);
716 if (element != EL_KAEFER &&
717 element != EL_FLIEGER &&
718 element != EL_BUTTERFLY &&
719 element != EL_FIREFLY)
724 int x1 = x + xy[i][0];
725 int y1 = y + xy[i][1];
727 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
729 if (element == EL_KAEFER || element == EL_BUTTERFLY)
731 MovDir[x][y] = direction[0][i];
734 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
735 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
737 MovDir[x][y] = direction[1][i];
746 void InitAmoebaNr(int x, int y)
749 int group_nr = AmoebeNachbarNr(x, y);
753 for (i=1; i<MAX_NUM_AMOEBA; i++)
755 if (AmoebaCnt[i] == 0)
763 AmoebaNr[x][y] = group_nr;
764 AmoebaCnt[group_nr]++;
765 AmoebaCnt2[group_nr]++;
771 int bumplevel = FALSE;
773 if (local_player->MovPos)
776 local_player->LevelSolved = FALSE;
780 if (setup.sound_loops)
781 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
785 if (!setup.sound_loops)
786 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
787 if (TimeLeft > 0 && !(TimeLeft % 10))
788 RaiseScore(level.score[SC_ZEITBONUS]);
789 if (TimeLeft > 100 && !(TimeLeft % 10))
793 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
798 if (setup.sound_loops)
801 else if (level.time == 0) /* level without time limit */
803 if (setup.sound_loops)
804 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
806 while(TimePlayed < 999)
808 if (!setup.sound_loops)
809 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
810 if (TimePlayed < 999 && !(TimePlayed % 10))
811 RaiseScore(level.score[SC_ZEITBONUS]);
812 if (TimePlayed < 900 && !(TimePlayed % 10))
816 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
821 if (setup.sound_loops)
827 /* Hero disappears */
828 DrawLevelField(ExitX, ExitY);
834 CloseDoor(DOOR_CLOSE_1);
839 SaveTape(tape.level_nr); /* Ask to save tape */
842 if ((hi_pos = NewHiScore()) >= 0)
844 game_status = HALLOFFAME;
845 DrawHallOfFame(hi_pos);
846 if (bumplevel && TAPE_IS_EMPTY(tape))
851 game_status = MAINMENU;
852 if (bumplevel && TAPE_IS_EMPTY(tape))
867 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
868 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
871 for (k=0; k<MAX_SCORE_ENTRIES; k++)
873 if (local_player->score > highscore[k].Score)
875 /* player has made it to the hall of fame */
877 if (k < MAX_SCORE_ENTRIES - 1)
879 int m = MAX_SCORE_ENTRIES - 1;
882 for (l=k; l<MAX_SCORE_ENTRIES; l++)
883 if (!strcmp(setup.player_name, highscore[l].Name))
885 if (m == k) /* player's new highscore overwrites his old one */
891 strcpy(highscore[l].Name, highscore[l - 1].Name);
892 highscore[l].Score = highscore[l - 1].Score;
899 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
900 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
901 highscore[k].Score = local_player->score;
907 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
908 break; /* player already there with a higher score */
919 void InitMovingField(int x, int y, int direction)
921 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
922 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
924 MovDir[x][y] = direction;
925 MovDir[newx][newy] = direction;
926 if (Feld[newx][newy] == EL_LEERRAUM)
927 Feld[newx][newy] = EL_BLOCKED;
930 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
932 int direction = MovDir[x][y];
933 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
934 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
940 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
942 int oldx = x, oldy = y;
943 int direction = MovDir[x][y];
945 if (direction == MV_LEFT)
947 else if (direction == MV_RIGHT)
949 else if (direction == MV_UP)
951 else if (direction == MV_DOWN)
954 *comes_from_x = oldx;
955 *comes_from_y = oldy;
958 int MovingOrBlocked2Element(int x, int y)
960 int element = Feld[x][y];
962 if (element == EL_BLOCKED)
966 Blocked2Moving(x, y, &oldx, &oldy);
967 return Feld[oldx][oldy];
973 static void RemoveField(int x, int y)
975 Feld[x][y] = EL_LEERRAUM;
981 void RemoveMovingField(int x, int y)
983 int oldx = x, oldy = y, newx = x, newy = y;
985 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
990 Moving2Blocked(x, y, &newx, &newy);
991 if (Feld[newx][newy] != EL_BLOCKED)
994 else if (Feld[x][y] == EL_BLOCKED)
996 Blocked2Moving(x, y, &oldx, &oldy);
997 if (!IS_MOVING(oldx, oldy))
1001 if (Feld[x][y] == EL_BLOCKED &&
1002 (Store[oldx][oldy] == EL_MORAST_LEER ||
1003 Store[oldx][oldy] == EL_SIEB_LEER ||
1004 Store[oldx][oldy] == EL_SIEB2_LEER ||
1005 Store[oldx][oldy] == EL_AMOEBE_NASS))
1007 Feld[oldx][oldy] = Store[oldx][oldy];
1008 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1011 Feld[oldx][oldy] = EL_LEERRAUM;
1013 Feld[newx][newy] = EL_LEERRAUM;
1014 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1015 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1017 DrawLevelField(oldx, oldy);
1018 DrawLevelField(newx, newy);
1021 void DrawDynamite(int x, int y)
1023 int sx = SCREENX(x), sy = SCREENY(y);
1024 int graphic = el2gfx(Feld[x][y]);
1027 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1031 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1033 if (Feld[x][y] == EL_DYNAMIT)
1035 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1040 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1044 if (game_emulation == EMU_SUPAPLEX)
1045 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1046 else if (Store[x][y])
1047 DrawGraphicThruMask(sx, sy, graphic + phase);
1049 DrawGraphic(sx, sy, graphic + phase);
1052 void CheckDynamite(int x, int y)
1054 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1059 if (!(MovDelay[x][y] % 12))
1060 PlaySoundLevel(x, y, SND_ZISCH);
1062 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1064 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1071 StopSound(SND_ZISCH);
1075 void Explode(int ex, int ey, int phase, int mode)
1078 int num_phase = 9, delay = 2;
1079 int last_phase = num_phase * delay;
1080 int half_phase = (num_phase / 2) * delay;
1082 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1084 int center_element = Feld[ex][ey];
1086 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1088 center_element = MovingOrBlocked2Element(ex, ey);
1089 RemoveMovingField(ex, ey);
1092 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1094 int element = Feld[x][y];
1096 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1098 element = MovingOrBlocked2Element(x, y);
1099 RemoveMovingField(x, y);
1102 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1105 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1109 if (element == EL_EXPLODING)
1110 element = Store2[x][y];
1112 if (IS_PLAYER(ex, ey))
1114 switch(StorePlayer[ex][ey])
1117 Store[x][y] = EL_EDELSTEIN_ROT;
1120 Store[x][y] = EL_EDELSTEIN;
1123 Store[x][y] = EL_EDELSTEIN_LILA;
1127 Store[x][y] = EL_EDELSTEIN_GELB;
1131 if (game_emulation == EMU_SUPAPLEX)
1132 Store[x][y] = EL_LEERRAUM;
1134 else if (center_element == EL_MAULWURF)
1135 Store[x][y] = EL_EDELSTEIN_ROT;
1136 else if (center_element == EL_PINGUIN)
1137 Store[x][y] = EL_EDELSTEIN_LILA;
1138 else if (center_element == EL_KAEFER)
1139 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1140 else if (center_element == EL_BUTTERFLY)
1141 Store[x][y] = EL_EDELSTEIN_BD;
1142 else if (center_element == EL_SP_ELECTRON)
1143 Store[x][y] = EL_SP_INFOTRON;
1144 else if (center_element == EL_MAMPFER)
1145 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1146 else if (center_element == EL_AMOEBA2DIAM)
1147 Store[x][y] = level.amoebe_inhalt;
1148 else if (element == EL_ERZ_EDEL)
1149 Store[x][y] = EL_EDELSTEIN;
1150 else if (element == EL_ERZ_DIAM)
1151 Store[x][y] = EL_DIAMANT;
1152 else if (element == EL_ERZ_EDEL_BD)
1153 Store[x][y] = EL_EDELSTEIN_BD;
1154 else if (element == EL_ERZ_EDEL_GELB)
1155 Store[x][y] = EL_EDELSTEIN_GELB;
1156 else if (element == EL_ERZ_EDEL_ROT)
1157 Store[x][y] = EL_EDELSTEIN_ROT;
1158 else if (element == EL_ERZ_EDEL_LILA)
1159 Store[x][y] = EL_EDELSTEIN_LILA;
1160 else if (!IS_PFORTE(Store[x][y]))
1161 Store[x][y] = EL_LEERRAUM;
1163 if (x != ex || y != ey ||
1164 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1165 Store2[x][y] = element;
1167 if (AmoebaNr[x][y] &&
1168 (element == EL_AMOEBE_VOLL ||
1169 element == EL_AMOEBE_BD ||
1170 element == EL_AMOEBING))
1172 AmoebaCnt[AmoebaNr[x][y]]--;
1173 AmoebaCnt2[AmoebaNr[x][y]]--;
1176 Feld[x][y] = EL_EXPLODING;
1177 MovDir[x][y] = MovPos[x][y] = 0;
1183 if (center_element == EL_MAMPFER)
1184 MampferNr = (MampferNr + 1) % MampferMax;
1195 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1197 if (phase == half_phase)
1199 int element = Store2[x][y];
1201 if (IS_PLAYER(x, y))
1202 KillHero(PLAYERINFO(x, y));
1203 else if (IS_EXPLOSIVE(element))
1205 Feld[x][y] = Store2[x][y];
1209 else if (element == EL_AMOEBA2DIAM)
1210 AmoebeUmwandeln(x, y);
1213 if (phase == last_phase)
1217 element = Feld[x][y] = Store[x][y];
1218 Store[x][y] = Store2[x][y] = 0;
1219 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1220 InitField(x, y, FALSE);
1221 if (CAN_MOVE(element) || COULD_MOVE(element))
1223 DrawLevelField(x, y);
1225 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1227 int graphic = GFX_EXPLOSION;
1229 if (game_emulation == EMU_SUPAPLEX)
1230 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1231 GFX_SP_EXPLODE_INFOTRON :
1232 GFX_SP_EXPLODE_EMPTY);
1235 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1237 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1241 void DynaExplode(int ex, int ey)
1244 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1245 static int xy[4][2] =
1253 Store2[ex][ey] = 0; /* delete player information */
1255 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1259 for (j=1; j<=player->dynabomb_size; j++)
1261 int x = ex+j*xy[i%4][0];
1262 int y = ey+j*xy[i%4][1];
1265 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1268 element = Feld[x][y];
1269 Explode(x, y, EX_PHASE_START, EX_BORDER);
1271 if (element != EL_LEERRAUM &&
1272 element != EL_ERDREICH &&
1273 element != EL_EXPLODING &&
1274 !player->dynabomb_xl)
1279 player->dynabombs_left++;
1282 void Bang(int x, int y)
1284 int element = Feld[x][y];
1286 if (game_emulation == EMU_SUPAPLEX)
1287 PlaySoundLevel(x, y, SND_SP_BOOOM);
1289 PlaySoundLevel(x, y, SND_ROAAAR);
1291 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1292 element = EL_LEERRAUM;
1304 RaiseScoreElement(element);
1305 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1308 case EL_DYNABOMB_NR:
1309 case EL_DYNABOMB_SZ:
1310 case EL_DYNABOMB_XL:
1317 Explode(x, y, EX_PHASE_START, EX_CENTER);
1320 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1325 void Blurb(int x, int y)
1327 int element = Feld[x][y];
1329 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1331 PlaySoundLevel(x, y, SND_BLURB);
1332 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1333 (!IN_LEV_FIELD(x-1, y-1) ||
1334 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1336 Feld[x-1][y] = EL_BLURB_LEFT;
1338 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1339 (!IN_LEV_FIELD(x+1, y-1) ||
1340 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1342 Feld[x+1][y] = EL_BLURB_RIGHT;
1347 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1349 if (!MovDelay[x][y]) /* initialize animation counter */
1352 if (MovDelay[x][y]) /* continue animation */
1355 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1356 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1358 if (!MovDelay[x][y])
1360 Feld[x][y] = EL_LEERRAUM;
1361 DrawLevelField(x, y);
1367 void Impact(int x, int y)
1369 boolean lastline = (y == lev_fieldy-1);
1370 boolean object_hit = FALSE;
1371 int element = Feld[x][y];
1374 if (!lastline) /* check if element below was hit */
1376 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1379 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1380 MovDir[x][y+1]!=MV_DOWN ||
1381 MovPos[x][y+1]<=TILEY/2));
1383 smashed = MovingOrBlocked2Element(x, y+1);
1386 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1392 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1393 (lastline || object_hit)) /* element is bomb */
1399 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1401 if (object_hit && IS_PLAYER(x, y+1))
1402 KillHero(PLAYERINFO(x, y+1));
1403 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1407 Feld[x][y] = EL_AMOEBING;
1408 Store[x][y] = EL_AMOEBE_NASS;
1413 if (!lastline && object_hit) /* check which object was hit */
1415 if (CAN_CHANGE(element) &&
1416 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1419 int activated_magic_wall =
1420 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1422 /* activate magic wall / mill */
1424 for (y=0; y<lev_fieldy; y++)
1425 for (x=0; x<lev_fieldx; x++)
1426 if (Feld[x][y] == smashed)
1427 Feld[x][y] = activated_magic_wall;
1429 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1433 if (IS_PLAYER(x, y+1))
1435 KillHero(PLAYERINFO(x, y+1));
1438 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1443 else if (element == EL_EDELSTEIN_BD)
1445 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1451 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1453 if (IS_ENEMY(smashed) ||
1454 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1455 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1460 else if (!IS_MOVING(x, y+1))
1462 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1467 else if (smashed == EL_KOKOSNUSS)
1469 Feld[x][y+1] = EL_CRACKINGNUT;
1470 PlaySoundLevel(x, y, SND_KNACK);
1471 RaiseScoreElement(EL_KOKOSNUSS);
1474 else if (smashed == EL_DIAMANT)
1476 Feld[x][y+1] = EL_LEERRAUM;
1477 PlaySoundLevel(x, y, SND_QUIRK);
1484 /* play sound of magic wall / mill */
1486 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1488 PlaySoundLevel(x, y, SND_QUIRK);
1492 /* play sound of object that hits the ground */
1493 if (lastline || object_hit)
1500 case EL_EDELSTEIN_BD:
1501 case EL_EDELSTEIN_GELB:
1502 case EL_EDELSTEIN_ROT:
1503 case EL_EDELSTEIN_LILA:
1505 case EL_SP_INFOTRON:
1511 case EL_FELSBROCKEN:
1515 sound = SND_SP_ZONKDOWN;
1518 case EL_SCHLUESSEL1:
1519 case EL_SCHLUESSEL2:
1520 case EL_SCHLUESSEL3:
1521 case EL_SCHLUESSEL4:
1534 PlaySoundLevel(x, y, sound);
1538 void TurnRound(int x, int y)
1550 { 0, 0 }, { 0, 0 }, { 0, 0 },
1555 int left, right, back;
1559 { MV_DOWN, MV_UP, MV_RIGHT },
1560 { MV_UP, MV_DOWN, MV_LEFT },
1562 { MV_LEFT, MV_RIGHT, MV_DOWN },
1563 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1564 { MV_RIGHT, MV_LEFT, MV_UP }
1567 int element = Feld[x][y];
1568 int old_move_dir = MovDir[x][y];
1569 int left_dir = turn[old_move_dir].left;
1570 int right_dir = turn[old_move_dir].right;
1571 int back_dir = turn[old_move_dir].back;
1573 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1574 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1575 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1576 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1578 int left_x = x+left_dx, left_y = y+left_dy;
1579 int right_x = x+right_dx, right_y = y+right_dy;
1580 int move_x = x+move_dx, move_y = y+move_dy;
1582 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1584 TestIfBadThingHitsOtherBadThing(x, y);
1586 if (IN_LEV_FIELD(right_x, right_y) &&
1587 IS_FREE_OR_PLAYER(right_x, right_y))
1588 MovDir[x][y] = right_dir;
1589 else if (!IN_LEV_FIELD(move_x, move_y) ||
1590 !IS_FREE_OR_PLAYER(move_x, move_y))
1591 MovDir[x][y] = left_dir;
1593 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1595 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1598 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1599 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1601 TestIfBadThingHitsOtherBadThing(x, y);
1603 if (IN_LEV_FIELD(left_x, left_y) &&
1604 IS_FREE_OR_PLAYER(left_x, left_y))
1605 MovDir[x][y] = left_dir;
1606 else if (!IN_LEV_FIELD(move_x, move_y) ||
1607 !IS_FREE_OR_PLAYER(move_x, move_y))
1608 MovDir[x][y] = right_dir;
1610 if ((element == EL_FLIEGER ||
1611 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1612 && MovDir[x][y] != old_move_dir)
1614 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1617 else if (element == EL_MAMPFER)
1619 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1621 if (IN_LEV_FIELD(left_x, left_y) &&
1622 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1623 Feld[left_x][left_y] == EL_DIAMANT))
1624 can_turn_left = TRUE;
1625 if (IN_LEV_FIELD(right_x, right_y) &&
1626 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1627 Feld[right_x][right_y] == EL_DIAMANT))
1628 can_turn_right = TRUE;
1630 if (can_turn_left && can_turn_right)
1631 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1632 else if (can_turn_left)
1633 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1634 else if (can_turn_right)
1635 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1637 MovDir[x][y] = back_dir;
1639 MovDelay[x][y] = 16+16*RND(3);
1641 else if (element == EL_MAMPFER2)
1643 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1645 if (IN_LEV_FIELD(left_x, left_y) &&
1646 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1647 IS_MAMPF2(Feld[left_x][left_y])))
1648 can_turn_left = TRUE;
1649 if (IN_LEV_FIELD(right_x, right_y) &&
1650 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1651 IS_MAMPF2(Feld[right_x][right_y])))
1652 can_turn_right = TRUE;
1654 if (can_turn_left && can_turn_right)
1655 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1656 else if (can_turn_left)
1657 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1658 else if (can_turn_right)
1659 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1661 MovDir[x][y] = back_dir;
1663 MovDelay[x][y] = 16+16*RND(3);
1665 else if (element == EL_PACMAN)
1667 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1669 if (IN_LEV_FIELD(left_x, left_y) &&
1670 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1671 IS_AMOEBOID(Feld[left_x][left_y])))
1672 can_turn_left = TRUE;
1673 if (IN_LEV_FIELD(right_x, right_y) &&
1674 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1675 IS_AMOEBOID(Feld[right_x][right_y])))
1676 can_turn_right = TRUE;
1678 if (can_turn_left && can_turn_right)
1679 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1680 else if (can_turn_left)
1681 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1682 else if (can_turn_right)
1683 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1685 MovDir[x][y] = back_dir;
1687 MovDelay[x][y] = 6+RND(40);
1689 else if (element == EL_SCHWEIN)
1691 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1692 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1693 boolean should_move_on = FALSE;
1695 int rnd = RND(rnd_value);
1697 if (IN_LEV_FIELD(left_x, left_y) &&
1698 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1699 can_turn_left = TRUE;
1700 if (IN_LEV_FIELD(right_x, right_y) &&
1701 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1702 can_turn_right = TRUE;
1703 if (IN_LEV_FIELD(move_x, move_y) &&
1704 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1707 if (can_turn_left &&
1709 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1710 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1711 should_turn_left = TRUE;
1712 if (can_turn_right &&
1714 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1715 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1716 should_turn_right = TRUE;
1718 (!can_turn_left || !can_turn_right ||
1719 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1720 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1721 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1722 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1723 should_move_on = TRUE;
1725 if (should_turn_left || should_turn_right || should_move_on)
1727 if (should_turn_left && should_turn_right && should_move_on)
1728 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1729 rnd < 2*rnd_value/3 ? right_dir :
1731 else if (should_turn_left && should_turn_right)
1732 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1733 else if (should_turn_left && should_move_on)
1734 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1735 else if (should_turn_right && should_move_on)
1736 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1737 else if (should_turn_left)
1738 MovDir[x][y] = left_dir;
1739 else if (should_turn_right)
1740 MovDir[x][y] = right_dir;
1741 else if (should_move_on)
1742 MovDir[x][y] = old_move_dir;
1744 else if (can_move_on && rnd > rnd_value/8)
1745 MovDir[x][y] = old_move_dir;
1746 else if (can_turn_left && can_turn_right)
1747 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1748 else if (can_turn_left && rnd > rnd_value/8)
1749 MovDir[x][y] = left_dir;
1750 else if (can_turn_right && rnd > rnd_value/8)
1751 MovDir[x][y] = right_dir;
1753 MovDir[x][y] = back_dir;
1755 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1756 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1757 MovDir[x][y] = old_move_dir;
1761 else if (element == EL_DRACHE)
1763 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1765 int rnd = RND(rnd_value);
1767 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1768 can_turn_left = TRUE;
1769 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1770 can_turn_right = TRUE;
1771 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1774 if (can_move_on && rnd > rnd_value/8)
1775 MovDir[x][y] = old_move_dir;
1776 else if (can_turn_left && can_turn_right)
1777 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1778 else if (can_turn_left && rnd > rnd_value/8)
1779 MovDir[x][y] = left_dir;
1780 else if (can_turn_right && rnd > rnd_value/8)
1781 MovDir[x][y] = right_dir;
1783 MovDir[x][y] = back_dir;
1785 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1786 MovDir[x][y] = old_move_dir;
1790 else if (element == EL_ROBOT || element == EL_SONDE ||
1791 element == EL_MAULWURF || element == EL_PINGUIN)
1793 int attr_x = -1, attr_y = -1;
1804 for (i=0; i<MAX_PLAYERS; i++)
1806 struct PlayerInfo *player = &stored_player[i];
1807 int jx = player->jx, jy = player->jy;
1809 if (!player->active || player->gone)
1812 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1820 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1826 if (element == EL_MAULWURF || element == EL_PINGUIN)
1829 static int xy[4][2] =
1839 int ex = x + xy[i%4][0];
1840 int ey = y + xy[i%4][1];
1842 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1851 MovDir[x][y] = MV_NO_MOVING;
1853 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1855 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1857 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1859 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1861 if (element == EL_ROBOT)
1865 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1866 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1867 Moving2Blocked(x, y, &newx, &newy);
1869 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1870 MovDelay[x][y] = 8+8*!RND(3);
1872 MovDelay[x][y] = 16;
1880 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1882 boolean first_horiz = RND(2);
1883 int new_move_dir = MovDir[x][y];
1886 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1887 Moving2Blocked(x, y, &newx, &newy);
1889 if (IN_LEV_FIELD(newx, newy) &&
1890 (IS_FREE(newx, newy) ||
1891 Feld[newx][newy] == EL_SALZSAEURE ||
1892 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1893 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1894 IS_MAMPF3(Feld[newx][newy])))))
1898 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1899 Moving2Blocked(x, y, &newx, &newy);
1901 if (IN_LEV_FIELD(newx, newy) &&
1902 (IS_FREE(newx, newy) ||
1903 Feld[newx][newy] == EL_SALZSAEURE ||
1904 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1905 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1906 IS_MAMPF3(Feld[newx][newy])))))
1909 MovDir[x][y] = old_move_dir;
1916 static boolean JustBeingPushed(int x, int y)
1920 for (i=0; i<MAX_PLAYERS; i++)
1922 struct PlayerInfo *player = &stored_player[i];
1924 if (player->active && !player->gone &&
1925 player->Pushing && player->MovPos)
1927 int next_jx = player->jx + (player->jx - player->last_jx);
1928 int next_jy = player->jy + (player->jy - player->last_jy);
1930 if (x == next_jx && y == next_jy)
1938 void StartMoving(int x, int y)
1940 int element = Feld[x][y];
1945 if (CAN_FALL(element) && y<lev_fieldy-1)
1947 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1948 if (JustBeingPushed(x, y))
1951 if (element == EL_MORAST_VOLL)
1953 if (IS_FREE(x, y+1))
1955 InitMovingField(x, y, MV_DOWN);
1956 Feld[x][y] = EL_FELSBROCKEN;
1957 Store[x][y] = EL_MORAST_LEER;
1959 else if (Feld[x][y+1] == EL_MORAST_LEER)
1961 if (!MovDelay[x][y])
1962 MovDelay[x][y] = TILEY + 1;
1971 Feld[x][y] = EL_MORAST_LEER;
1972 Feld[x][y+1] = EL_MORAST_VOLL;
1975 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1977 InitMovingField(x, y, MV_DOWN);
1978 Store[x][y] = EL_MORAST_VOLL;
1980 else if (element == EL_SIEB_VOLL)
1982 if (IS_FREE(x, y+1))
1984 InitMovingField(x, y, MV_DOWN);
1985 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1986 Store[x][y] = EL_SIEB_LEER;
1988 else if (Feld[x][y+1] == EL_SIEB_LEER)
1990 if (!MovDelay[x][y])
1991 MovDelay[x][y] = TILEY/4 + 1;
2000 Feld[x][y] = EL_SIEB_LEER;
2001 Feld[x][y+1] = EL_SIEB_VOLL;
2002 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2006 else if (element == EL_SIEB2_VOLL)
2008 if (IS_FREE(x, y+1))
2010 InitMovingField(x, y, MV_DOWN);
2011 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2012 Store[x][y] = EL_SIEB2_LEER;
2014 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2016 if (!MovDelay[x][y])
2017 MovDelay[x][y] = TILEY/4 + 1;
2026 Feld[x][y] = EL_SIEB2_LEER;
2027 Feld[x][y+1] = EL_SIEB2_VOLL;
2028 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2032 else if (CAN_CHANGE(element) &&
2033 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2035 InitMovingField(x, y, MV_DOWN);
2037 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2038 Store2[x][y+1] = element;
2040 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2043 InitMovingField(x, y, MV_DOWN);
2044 Store[x][y] = EL_SALZSAEURE;
2046 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2050 else if (IS_FREE(x, y+1))
2052 InitMovingField(x, y, MV_DOWN);
2054 else if (element == EL_TROPFEN)
2056 Feld[x][y] = EL_AMOEBING;
2057 Store[x][y] = EL_AMOEBE_NASS;
2059 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2061 boolean left = (x>0 && IS_FREE(x-1, y) &&
2062 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2063 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2064 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2068 if (left && right && game_emulation != EMU_BOULDERDASH)
2069 left = !(right = RND(2));
2071 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2075 else if (CAN_MOVE(element))
2079 if (element == EL_SONDE && JustBeingPushed(x, y))
2082 if (!MovDelay[x][y]) /* start new movement phase */
2084 /* all objects that can change their move direction after each step */
2085 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2087 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2090 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2091 element == EL_SP_SNIKSNAK ||
2092 element == EL_SP_ELECTRON))
2093 DrawLevelField(x, y);
2097 if (MovDelay[x][y]) /* wait some time before next movement */
2101 if (element == EL_ROBOT ||
2102 element == EL_MAMPFER || element == EL_MAMPFER2)
2104 int phase = MovDelay[x][y] % 8;
2109 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2110 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2112 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2113 && MovDelay[x][y]%4 == 3)
2114 PlaySoundLevel(x, y, SND_NJAM);
2116 else if (element == EL_SP_ELECTRON)
2117 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2118 else if (element == EL_DRACHE)
2121 int dir = MovDir[x][y];
2122 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2123 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2124 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2125 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2126 dir == MV_UP ? GFX_FLAMMEN_UP :
2127 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2128 int phase = FrameCounter % 2;
2130 for (i=1; i<=3; i++)
2132 int xx = x + i*dx, yy = y + i*dy;
2133 int sx = SCREENX(xx), sy = SCREENY(yy);
2135 if (!IN_LEV_FIELD(xx, yy) ||
2136 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2141 int flamed = MovingOrBlocked2Element(xx, yy);
2143 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2146 RemoveMovingField(xx, yy);
2148 Feld[xx][yy] = EL_BURNING;
2149 if (IN_SCR_FIELD(sx, sy))
2150 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2154 if (Feld[xx][yy] == EL_BURNING)
2155 Feld[xx][yy] = EL_LEERRAUM;
2156 DrawLevelField(xx, yy);
2165 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2167 PlaySoundLevel(x, y, SND_KLAPPER);
2169 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2171 PlaySoundLevel(x, y, SND_ROEHR);
2174 /* now make next step */
2176 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2178 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2180 /* enemy got the player */
2182 KillHero(PLAYERINFO(newx, newy));
2185 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2186 element == EL_ROBOT || element == EL_SONDE) &&
2187 IN_LEV_FIELD(newx, newy) &&
2188 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2191 Store[x][y] = EL_SALZSAEURE;
2193 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2194 IN_LEV_FIELD(newx, newy))
2196 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2198 Feld[x][y] = EL_LEERRAUM;
2199 DrawLevelField(x, y);
2201 PlaySoundLevel(newx, newy, SND_BUING);
2202 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2203 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2205 local_player->friends_still_needed--;
2206 if (!local_player->friends_still_needed &&
2207 !local_player->GameOver && AllPlayersGone)
2208 local_player->LevelSolved = local_player->GameOver = TRUE;
2212 else if (IS_MAMPF3(Feld[newx][newy]))
2214 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2215 DrawLevelField(newx, newy);
2217 MovDir[x][y] = MV_NO_MOVING;
2219 else if (!IS_FREE(newx, newy))
2221 if (IS_PLAYER(x, y))
2222 DrawPlayerField(x, y);
2224 DrawLevelField(x, y);
2228 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2230 if (IS_GEM(Feld[newx][newy]))
2232 if (IS_MOVING(newx, newy))
2233 RemoveMovingField(newx, newy);
2236 Feld[newx][newy] = EL_LEERRAUM;
2237 DrawLevelField(newx, newy);
2240 else if (!IS_FREE(newx, newy))
2242 if (IS_PLAYER(x, y))
2243 DrawPlayerField(x, y);
2245 DrawLevelField(x, y);
2249 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2251 if (!IS_FREE(newx, newy))
2253 if (IS_PLAYER(x, y))
2254 DrawPlayerField(x, y);
2256 DrawLevelField(x, y);
2261 boolean wanna_flame = !RND(10);
2262 int dx = newx - x, dy = newy - y;
2263 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2264 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2265 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2266 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2267 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2268 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2270 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2271 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2272 element1 != EL_BURNING && element2 != EL_BURNING)
2274 if (IS_PLAYER(x, y))
2275 DrawPlayerField(x, y);
2277 DrawLevelField(x, y);
2279 MovDelay[x][y] = 50;
2280 Feld[newx][newy] = EL_BURNING;
2281 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2282 Feld[newx1][newy1] = EL_BURNING;
2283 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2284 Feld[newx2][newy2] = EL_BURNING;
2289 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2290 Feld[newx][newy] == EL_DIAMANT)
2292 if (IS_MOVING(newx, newy))
2293 RemoveMovingField(newx, newy);
2296 Feld[newx][newy] = EL_LEERRAUM;
2297 DrawLevelField(newx, newy);
2300 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2301 IS_MAMPF2(Feld[newx][newy]))
2303 if (AmoebaNr[newx][newy])
2305 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2306 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2307 Feld[newx][newy] == EL_AMOEBE_BD)
2308 AmoebaCnt[AmoebaNr[newx][newy]]--;
2311 if (IS_MOVING(newx, newy))
2312 RemoveMovingField(newx, newy);
2315 Feld[newx][newy] = EL_LEERRAUM;
2316 DrawLevelField(newx, newy);
2319 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2320 IS_AMOEBOID(Feld[newx][newy]))
2322 if (AmoebaNr[newx][newy])
2324 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2325 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2326 Feld[newx][newy] == EL_AMOEBE_BD)
2327 AmoebaCnt[AmoebaNr[newx][newy]]--;
2330 Feld[newx][newy] = EL_LEERRAUM;
2331 DrawLevelField(newx, newy);
2333 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2335 /* object was running against a wall */
2339 if (element == EL_KAEFER || element == EL_FLIEGER ||
2340 element == EL_SP_SNIKSNAK)
2341 DrawLevelField(x, y);
2342 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2343 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2344 else if (element == EL_SONDE)
2345 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2346 else if (element == EL_SP_ELECTRON)
2347 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2352 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2353 PlaySoundLevel(x, y, SND_SCHLURF);
2355 InitMovingField(x, y, MovDir[x][y]);
2359 ContinueMoving(x, y);
2362 void ContinueMoving(int x, int y)
2364 int element = Feld[x][y];
2365 int direction = MovDir[x][y];
2366 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2367 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2368 int horiz_move = (dx!=0);
2369 int newx = x + dx, newy = y + dy;
2370 int step = (horiz_move ? dx : dy) * TILEX/8;
2372 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2374 else if (element == EL_TROPFEN)
2376 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2379 MovPos[x][y] += step;
2381 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2383 Feld[x][y] = EL_LEERRAUM;
2384 Feld[newx][newy] = element;
2386 if (Store[x][y] == EL_MORAST_VOLL)
2389 Feld[newx][newy] = EL_MORAST_VOLL;
2390 element = EL_MORAST_VOLL;
2392 else if (Store[x][y] == EL_MORAST_LEER)
2395 Feld[x][y] = EL_MORAST_LEER;
2397 else if (Store[x][y] == EL_SIEB_VOLL)
2400 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2402 else if (Store[x][y] == EL_SIEB_LEER)
2404 Store[x][y] = Store2[x][y] = 0;
2405 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2407 else if (Store[x][y] == EL_SIEB2_VOLL)
2410 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2412 else if (Store[x][y] == EL_SIEB2_LEER)
2414 Store[x][y] = Store2[x][y] = 0;
2415 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2417 else if (Store[x][y] == EL_SALZSAEURE)
2420 Feld[newx][newy] = EL_SALZSAEURE;
2421 element = EL_SALZSAEURE;
2423 else if (Store[x][y] == EL_AMOEBE_NASS)
2426 Feld[x][y] = EL_AMOEBE_NASS;
2429 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2430 MovDelay[newx][newy] = 0;
2432 if (!CAN_MOVE(element))
2433 MovDir[newx][newy] = 0;
2435 DrawLevelField(x, y);
2436 DrawLevelField(newx, newy);
2438 Stop[newx][newy] = TRUE;
2439 JustHit[x][newy] = 3;
2441 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2443 TestIfBadThingHitsHero(newx, newy);
2444 TestIfBadThingHitsFriend(newx, newy);
2445 TestIfBadThingHitsOtherBadThing(newx, newy);
2447 else if (element == EL_PINGUIN)
2448 TestIfFriendHitsBadThing(newx, newy);
2450 if (CAN_SMASH(element) && direction == MV_DOWN &&
2451 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2454 else /* still moving on */
2455 DrawLevelField(x, y);
2458 int AmoebeNachbarNr(int ax, int ay)
2461 int element = Feld[ax][ay];
2463 static int xy[4][2] =
2473 int x = ax + xy[i][0];
2474 int y = ay + xy[i][1];
2476 if (!IN_LEV_FIELD(x, y))
2479 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2480 group_nr = AmoebaNr[x][y];
2486 void AmoebenVereinigen(int ax, int ay)
2488 int i, x, y, xx, yy;
2489 int new_group_nr = AmoebaNr[ax][ay];
2490 static int xy[4][2] =
2498 if (new_group_nr == 0)
2506 if (!IN_LEV_FIELD(x, y))
2509 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2510 Feld[x][y] == EL_AMOEBE_BD ||
2511 Feld[x][y] == EL_AMOEBE_TOT) &&
2512 AmoebaNr[x][y] != new_group_nr)
2514 int old_group_nr = AmoebaNr[x][y];
2516 if (old_group_nr == 0)
2519 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2520 AmoebaCnt[old_group_nr] = 0;
2521 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2522 AmoebaCnt2[old_group_nr] = 0;
2524 for (yy=0; yy<lev_fieldy; yy++)
2526 for (xx=0; xx<lev_fieldx; xx++)
2528 if (AmoebaNr[xx][yy] == old_group_nr)
2529 AmoebaNr[xx][yy] = new_group_nr;
2536 void AmoebeUmwandeln(int ax, int ay)
2540 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2542 int group_nr = AmoebaNr[ax][ay];
2547 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2548 printf("AmoebeUmwandeln(): This should never happen!\n");
2553 for (y=0; y<lev_fieldy; y++)
2555 for (x=0; x<lev_fieldx; x++)
2557 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2560 Feld[x][y] = EL_AMOEBA2DIAM;
2568 static int xy[4][2] =
2581 if (!IN_LEV_FIELD(x, y))
2584 if (Feld[x][y] == EL_AMOEBA2DIAM)
2590 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2593 int group_nr = AmoebaNr[ax][ay];
2594 boolean done = FALSE;
2599 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2600 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2605 for (y=0; y<lev_fieldy; y++)
2607 for (x=0; x<lev_fieldx; x++)
2609 if (AmoebaNr[x][y] == group_nr &&
2610 (Feld[x][y] == EL_AMOEBE_TOT ||
2611 Feld[x][y] == EL_AMOEBE_BD ||
2612 Feld[x][y] == EL_AMOEBING))
2615 Feld[x][y] = new_element;
2616 InitField(x, y, FALSE);
2617 DrawLevelField(x, y);
2624 PlaySoundLevel(ax, ay,
2625 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2628 void AmoebeWaechst(int x, int y)
2630 static unsigned long sound_delay = 0;
2631 static unsigned long sound_delay_value = 0;
2633 if (!MovDelay[x][y]) /* start new growing cycle */
2637 if (DelayReached(&sound_delay, sound_delay_value))
2639 PlaySoundLevel(x, y, SND_AMOEBE);
2640 sound_delay_value = 30;
2644 if (MovDelay[x][y]) /* wait some time before growing bigger */
2647 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2648 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2650 if (!MovDelay[x][y])
2652 Feld[x][y] = Store[x][y];
2654 DrawLevelField(x, y);
2659 void AmoebeAbleger(int ax, int ay)
2662 int element = Feld[ax][ay];
2663 int newax = ax, neway = ay;
2664 static int xy[4][2] =
2672 if (!level.tempo_amoebe)
2674 Feld[ax][ay] = EL_AMOEBE_TOT;
2675 DrawLevelField(ax, ay);
2679 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2680 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2682 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2685 if (MovDelay[ax][ay])
2689 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2692 int x = ax + xy[start][0];
2693 int y = ay + xy[start][1];
2695 if (!IN_LEV_FIELD(x, y))
2698 if (IS_FREE(x, y) ||
2699 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2705 if (newax == ax && neway == ay)
2708 else /* normal or "filled" (BD style) amoeba */
2711 boolean waiting_for_player = FALSE;
2715 int j = (start + i) % 4;
2716 int x = ax + xy[j][0];
2717 int y = ay + xy[j][1];
2719 if (!IN_LEV_FIELD(x, y))
2722 if (IS_FREE(x, y) ||
2723 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2729 else if (IS_PLAYER(x, y))
2730 waiting_for_player = TRUE;
2733 if (newax == ax && neway == ay) /* amoeba cannot grow */
2735 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2737 Feld[ax][ay] = EL_AMOEBE_TOT;
2738 DrawLevelField(ax, ay);
2739 AmoebaCnt[AmoebaNr[ax][ay]]--;
2741 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2743 if (element == EL_AMOEBE_VOLL)
2744 AmoebeUmwandeln(ax, ay);
2745 else if (element == EL_AMOEBE_BD)
2746 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2751 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2753 /* amoeba gets larger by growing in some direction */
2755 int new_group_nr = AmoebaNr[ax][ay];
2758 if (new_group_nr == 0)
2760 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2761 printf("AmoebeAbleger(): This should never happen!\n");
2766 AmoebaNr[newax][neway] = new_group_nr;
2767 AmoebaCnt[new_group_nr]++;
2768 AmoebaCnt2[new_group_nr]++;
2770 /* if amoeba touches other amoeba(s) after growing, unify them */
2771 AmoebenVereinigen(newax, neway);
2773 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2775 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2781 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2782 (neway == lev_fieldy - 1 && newax != ax))
2784 Feld[newax][neway] = EL_AMOEBING;
2785 Store[newax][neway] = element;
2787 else if (neway == ay)
2788 Feld[newax][neway] = EL_TROPFEN;
2791 InitMovingField(ax, ay, MV_DOWN);
2792 Feld[ax][ay] = EL_TROPFEN;
2793 Store[ax][ay] = EL_AMOEBE_NASS;
2794 ContinueMoving(ax, ay);
2798 DrawLevelField(newax, neway);
2801 void Life(int ax, int ay)
2804 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2806 int element = Feld[ax][ay];
2811 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2812 MovDelay[ax][ay] = life_time;
2814 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2817 if (MovDelay[ax][ay])
2821 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2823 int xx = ax+x1, yy = ay+y1;
2826 if (!IN_LEV_FIELD(xx, yy))
2829 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2831 int x = xx+x2, y = yy+y2;
2833 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2836 if (((Feld[x][y] == element ||
2837 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2839 (IS_FREE(x, y) && Stop[x][y]))
2843 if (xx == ax && yy == ay) /* field in the middle */
2845 if (nachbarn<life[0] || nachbarn>life[1])
2847 Feld[xx][yy] = EL_LEERRAUM;
2849 DrawLevelField(xx, yy);
2850 Stop[xx][yy] = TRUE;
2853 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2854 { /* free border field */
2855 if (nachbarn>=life[2] && nachbarn<=life[3])
2857 Feld[xx][yy] = element;
2858 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2860 DrawLevelField(xx, yy);
2861 Stop[xx][yy] = TRUE;
2867 void Ablenk(int x, int y)
2869 if (!MovDelay[x][y]) /* next animation frame */
2870 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2872 if (MovDelay[x][y]) /* wait some time before next frame */
2877 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2878 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2879 if (!(MovDelay[x][y]%4))
2880 PlaySoundLevel(x, y, SND_MIEP);
2885 Feld[x][y] = EL_ABLENK_AUS;
2886 DrawLevelField(x, y);
2887 if (ZX == x && ZY == y)
2891 void Birne(int x, int y)
2893 if (!MovDelay[x][y]) /* next animation frame */
2894 MovDelay[x][y] = 800;
2896 if (MovDelay[x][y]) /* wait some time before next frame */
2901 if (!(MovDelay[x][y]%5))
2903 if (!(MovDelay[x][y]%10))
2904 Feld[x][y]=EL_ABLENK_EIN;
2906 Feld[x][y]=EL_ABLENK_AUS;
2907 DrawLevelField(x, y);
2908 Feld[x][y]=EL_ABLENK_EIN;
2914 Feld[x][y]=EL_ABLENK_AUS;
2915 DrawLevelField(x, y);
2916 if (ZX == x && ZY == y)
2920 void Blubber(int x, int y)
2922 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2923 DrawLevelField(x, y-1);
2925 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2928 void NussKnacken(int x, int y)
2930 if (!MovDelay[x][y]) /* next animation frame */
2933 if (MovDelay[x][y]) /* wait some time before next frame */
2936 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2937 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2939 if (!MovDelay[x][y])
2941 Feld[x][y] = EL_EDELSTEIN;
2942 DrawLevelField(x, y);
2947 void SiebAktivieren(int x, int y, int typ)
2949 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2951 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2954 void AusgangstuerPruefen(int x, int y)
2956 if (!local_player->gems_still_needed &&
2957 !local_player->sokobanfields_still_needed &&
2958 !local_player->lights_still_needed)
2960 Feld[x][y] = EL_AUSGANG_ACT;
2962 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2963 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2964 y < LEVELY(BY1) ? LEVELY(BY1) :
2965 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2970 void AusgangstuerOeffnen(int x, int y)
2974 if (!MovDelay[x][y]) /* next animation frame */
2975 MovDelay[x][y] = 5*delay;
2977 if (MovDelay[x][y]) /* wait some time before next frame */
2982 tuer = MovDelay[x][y]/delay;
2983 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2984 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2986 if (!MovDelay[x][y])
2988 Feld[x][y] = EL_AUSGANG_AUF;
2989 DrawLevelField(x, y);
2994 void AusgangstuerBlinken(int x, int y)
2996 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2999 void EdelsteinFunkeln(int x, int y)
3001 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3004 if (Feld[x][y] == EL_EDELSTEIN_BD)
3005 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3008 if (!MovDelay[x][y]) /* next animation frame */
3009 MovDelay[x][y] = 11 * !SimpleRND(500);
3011 if (MovDelay[x][y]) /* wait some time before next frame */
3015 if (setup.direct_draw && MovDelay[x][y])
3016 SetDrawtoField(DRAW_BUFFERED);
3018 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3022 int phase = (MovDelay[x][y]-1)/2;
3027 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3029 if (setup.direct_draw)
3033 dest_x = FX + SCREENX(x)*TILEX;
3034 dest_y = FY + SCREENY(y)*TILEY;
3036 XCopyArea(display, drawto_field, window, gc,
3037 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3038 SetDrawtoField(DRAW_DIRECT);
3045 void MauerWaechst(int x, int y)
3049 if (!MovDelay[x][y]) /* next animation frame */
3050 MovDelay[x][y] = 3*delay;
3052 if (MovDelay[x][y]) /* wait some time before next frame */
3057 phase = 2-MovDelay[x][y]/delay;
3058 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3059 DrawGraphic(SCREENX(x), SCREENY(y),
3060 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3061 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3062 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3063 GFX_MAUER_DOWN ) + phase);
3065 if (!MovDelay[x][y])
3067 if (MovDir[x][y] == MV_LEFT)
3069 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3070 DrawLevelField(x-1, y);
3072 else if (MovDir[x][y] == MV_RIGHT)
3074 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3075 DrawLevelField(x+1, y);
3077 else if (MovDir[x][y] == MV_UP)
3079 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3080 DrawLevelField(x, y-1);
3084 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3085 DrawLevelField(x, y+1);
3088 Feld[x][y] = Store[x][y];
3090 MovDir[x][y] = MV_NO_MOVING;
3091 DrawLevelField(x, y);
3096 void MauerAbleger(int ax, int ay)
3098 int element = Feld[ax][ay];
3099 boolean oben_frei = FALSE, unten_frei = FALSE;
3100 boolean links_frei = FALSE, rechts_frei = FALSE;
3101 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3102 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3104 if (!MovDelay[ax][ay]) /* start building new wall */
3105 MovDelay[ax][ay] = 6;
3107 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3110 if (MovDelay[ax][ay])
3114 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3116 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3118 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3120 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3123 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3127 Feld[ax][ay-1] = EL_MAUERND;
3128 Store[ax][ay-1] = element;
3129 MovDir[ax][ay-1] = MV_UP;
3130 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3131 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3135 Feld[ax][ay+1] = EL_MAUERND;
3136 Store[ax][ay+1] = element;
3137 MovDir[ax][ay+1] = MV_DOWN;
3138 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3139 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3143 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3144 element == EL_MAUER_LEBT)
3148 Feld[ax-1][ay] = EL_MAUERND;
3149 Store[ax-1][ay] = element;
3150 MovDir[ax-1][ay] = MV_LEFT;
3151 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3152 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3156 Feld[ax+1][ay] = EL_MAUERND;
3157 Store[ax+1][ay] = element;
3158 MovDir[ax+1][ay] = MV_RIGHT;
3159 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3160 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3164 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3165 DrawLevelField(ax, ay);
3167 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3169 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3170 unten_massiv = TRUE;
3171 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3172 links_massiv = TRUE;
3173 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3174 rechts_massiv = TRUE;
3176 if (((oben_massiv && unten_massiv) ||
3177 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3178 ((links_massiv && rechts_massiv) ||
3179 element == EL_MAUER_Y))
3180 Feld[ax][ay] = EL_MAUERWERK;
3183 void CheckForDragon(int x, int y)
3186 boolean dragon_found = FALSE;
3187 static int xy[4][2] =
3199 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3201 if (IN_LEV_FIELD(xx, yy) &&
3202 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3204 if (Feld[xx][yy] == EL_DRACHE)
3205 dragon_found = TRUE;
3218 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3220 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3222 Feld[xx][yy] = EL_LEERRAUM;
3223 DrawLevelField(xx, yy);
3232 static void CheckBuggyBase(int x, int y)
3234 int element = Feld[x][y];
3236 if (element == EL_SP_BUG)
3238 if (!MovDelay[x][y]) /* start activating buggy base */
3239 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3241 if (MovDelay[x][y]) /* wait some time before activating base */
3244 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3245 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3249 Feld[x][y] = EL_SP_BUG_ACTIVE;
3252 else if (element == EL_SP_BUG_ACTIVE)
3254 if (!MovDelay[x][y]) /* start activating buggy base */
3255 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3257 if (MovDelay[x][y]) /* wait some time before activating base */
3263 static int xy[4][2] =
3271 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3272 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3276 int xx = x + xy[i][0], yy = y + xy[i][1];
3278 if (IS_PLAYER(xx, yy))
3280 PlaySoundLevel(x, y, SND_SP_BUG);
3288 Feld[x][y] = EL_SP_BUG;
3289 DrawLevelField(x, y);
3294 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3296 static byte stored_player_action[MAX_PLAYERS];
3297 static int num_stored_actions = 0;
3298 static boolean save_tape_entry = FALSE;
3299 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3300 int jx = player->jx, jy = player->jy;
3301 int left = player_action & JOY_LEFT;
3302 int right = player_action & JOY_RIGHT;
3303 int up = player_action & JOY_UP;
3304 int down = player_action & JOY_DOWN;
3305 int button1 = player_action & JOY_BUTTON_1;
3306 int button2 = player_action & JOY_BUTTON_2;
3307 int dx = (left ? -1 : right ? 1 : 0);
3308 int dy = (up ? -1 : down ? 1 : 0);
3310 stored_player_action[player->index_nr] = 0;
3311 num_stored_actions++;
3313 if (!player->active || player->gone || tape.pausing)
3318 save_tape_entry = TRUE;
3319 player->frame_reset_delay = 0;
3322 snapped = SnapField(player, dx, dy);
3326 bombed = PlaceBomb(player);
3327 moved = MoveFigure(player, dx, dy);
3330 if (tape.recording && (moved || snapped || bombed))
3332 if (bombed && !moved)
3333 player_action &= JOY_BUTTON;
3335 stored_player_action[player->index_nr] = player_action;
3338 /* this allows cycled sequences of PlayerActions() */
3339 if (num_stored_actions >= MAX_PLAYERS)
3341 TapeRecordAction(stored_player_action);
3342 num_stored_actions = 0;
3347 else if (tape.playing && snapped)
3348 SnapField(player, 0, 0); /* stop snapping */
3352 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3353 SnapField(player, 0, 0);
3354 if (++player->frame_reset_delay > MoveSpeed)
3358 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3360 TapeRecordAction(stored_player_action);
3361 num_stored_actions = 0;
3362 save_tape_entry = FALSE;
3365 if (tape.playing && !tape.pausing && !player_action &&
3366 tape.counter < tape.length)
3369 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3371 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3372 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3374 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3376 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3378 int el = Feld[jx+dx][jy];
3379 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3381 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3383 player->MovDir = next_joy;
3384 player->Frame = FrameCounter % 4;
3385 player->Pushing = TRUE;
3394 static unsigned long action_delay = 0;
3395 unsigned long action_delay_value;
3396 int sieb_x = 0, sieb_y = 0;
3397 int i, x, y, element;
3398 byte *recorded_player_action;
3399 byte summarized_player_action = 0;
3401 if (game_status != PLAYING)
3404 action_delay_value =
3405 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3408 if (tape.playing && tape.fast_forward)
3412 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3418 /* main game synchronization point */
3424 WaitUntilDelayReached(&action_delay, action_delay_value);
3427 while (!DelayReached(&action_delay, action_delay_value))
3431 sprintf(buf, "%ld %ld %ld",
3432 Counter(), action_delay, action_delay_value);
3435 print_debug("done");
3442 if (network_playing && !network_player_action_received)
3446 printf("DEBUG: try to get network player actions in time\n");
3451 /* last chance to get network player actions without main loop delay */
3455 if (game_status != PLAYING)
3458 if (!network_player_action_received)
3462 printf("DEBUG: failed to get network player actions in time\n");
3471 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3473 else if (tape.recording)
3482 else if (tape.recording)
3485 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3487 for (i=0; i<MAX_PLAYERS; i++)
3489 summarized_player_action |= stored_player[i].action;
3491 if (!network_playing)
3492 stored_player[i].effective_action = stored_player[i].action;
3496 if (network_playing)
3497 SendToServer_MovePlayer(summarized_player_action);
3500 if (!options.network && !setup.team_mode)
3501 local_player->effective_action = summarized_player_action;
3503 for (i=0; i<MAX_PLAYERS; i++)
3505 int actual_player_action = stored_player[i].effective_action;
3507 if (recorded_player_action)
3508 actual_player_action = recorded_player_action[i];
3510 PlayerActions(&stored_player[i], actual_player_action);
3511 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3514 network_player_action_received = FALSE;
3516 ScrollScreen(NULL, SCROLL_GO_ON);
3520 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3522 else if (tape.recording)
3532 if (TimeFrames == 0 && !local_player->gone)
3534 extern unsigned int last_RND();
3536 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3539 getStateCheckSum(TimePlayed));
3548 if (GameFrameDelay >= 500)
3549 printf("FrameCounter == %d\n", FrameCounter);
3560 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3563 if (JustHit[x][y]>0)
3567 if (IS_BLOCKED(x, y))
3571 Blocked2Moving(x, y, &oldx, &oldy);
3572 if (!IS_MOVING(oldx, oldy))
3574 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3575 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3576 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3577 printf("GameActions(): This should never happen!\n");
3583 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3585 element = Feld[x][y];
3587 if (IS_INACTIVE(element))
3590 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3594 if (IS_GEM(element))
3595 EdelsteinFunkeln(x, y);
3597 else if (IS_MOVING(x, y))
3598 ContinueMoving(x, y);
3599 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3600 CheckDynamite(x, y);
3601 else if (element == EL_EXPLODING)
3602 Explode(x, y, Frame[x][y], EX_NORMAL);
3603 else if (element == EL_AMOEBING)
3604 AmoebeWaechst(x, y);
3605 else if (IS_AMOEBALIVE(element))
3606 AmoebeAbleger(x, y);
3607 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3609 else if (element == EL_ABLENK_EIN)
3611 else if (element == EL_SALZSAEURE)
3613 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3615 else if (element == EL_CRACKINGNUT)
3617 else if (element == EL_AUSGANG_ZU)
3618 AusgangstuerPruefen(x, y);
3619 else if (element == EL_AUSGANG_ACT)
3620 AusgangstuerOeffnen(x, y);
3621 else if (element == EL_AUSGANG_AUF)
3622 AusgangstuerBlinken(x, y);
3623 else if (element == EL_MAUERND)
3625 else if (element == EL_MAUER_LEBT ||
3626 element == EL_MAUER_X ||
3627 element == EL_MAUER_Y ||
3628 element == EL_MAUER_XY)
3630 else if (element == EL_BURNING)
3631 CheckForDragon(x, y);
3632 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3633 CheckBuggyBase(x, y);
3634 else if (element == EL_SP_TERMINAL)
3635 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3636 else if (element == EL_SP_TERMINAL_ACTIVE)
3637 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3641 boolean sieb = FALSE;
3642 int jx = local_player->jx, jy = local_player->jy;
3644 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3645 Store[x][y] == EL_SIEB_LEER)
3647 SiebAktivieren(x, y, 1);
3650 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3651 Store[x][y] == EL_SIEB2_LEER)
3653 SiebAktivieren(x, y, 2);
3657 /* play the element sound at the position nearest to the player */
3658 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3668 if (!(SiebCount % 4))
3669 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3676 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3678 element = Feld[x][y];
3679 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3681 Feld[x][y] = EL_SIEB_TOT;
3682 DrawLevelField(x, y);
3684 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3686 Feld[x][y] = EL_SIEB2_TOT;
3687 DrawLevelField(x, y);
3696 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3701 if (tape.recording || tape.playing)
3702 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3709 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3711 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3714 for (i=0; i<MAX_PLAYERS; i++)
3715 KillHero(&stored_player[i]);
3717 else if (level.time == 0) /* level without time limit */
3718 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3724 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3726 int min_x = x, min_y = y, max_x = x, max_y = y;
3729 for (i=0; i<MAX_PLAYERS; i++)
3731 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3733 if (!stored_player[i].active || stored_player[i].gone ||
3734 &stored_player[i] == player)
3737 min_x = MIN(min_x, jx);
3738 min_y = MIN(min_y, jy);
3739 max_x = MAX(max_x, jx);
3740 max_y = MAX(max_y, jy);
3743 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3746 static boolean AllPlayersInVisibleScreen()
3750 for (i=0; i<MAX_PLAYERS; i++)
3752 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3754 if (!stored_player[i].active || stored_player[i].gone)
3757 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3764 void ScrollLevel(int dx, int dy)
3766 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3769 XCopyArea(display, drawto_field, drawto_field, gc,
3770 FX + TILEX*(dx == -1) - softscroll_offset,
3771 FY + TILEY*(dy == -1) - softscroll_offset,
3772 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3773 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3774 FX + TILEX*(dx == 1) - softscroll_offset,
3775 FY + TILEY*(dy == 1) - softscroll_offset);
3779 x = (dx == 1 ? BX1 : BX2);
3780 for (y=BY1; y<=BY2; y++)
3781 DrawScreenField(x, y);
3785 y = (dy == 1 ? BY1 : BY2);
3786 for (x=BX1; x<=BX2; x++)
3787 DrawScreenField(x, y);
3790 redraw_mask |= REDRAW_FIELD;
3793 boolean MoveFigureOneStep(struct PlayerInfo *player,
3794 int dx, int dy, int real_dx, int real_dy)
3796 int jx = player->jx, jy = player->jy;
3797 int new_jx = jx+dx, new_jy = jy+dy;
3801 if (player->gone || (!dx && !dy))
3802 return MF_NO_ACTION;
3804 player->MovDir = (dx < 0 ? MV_LEFT :
3807 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3809 if (!IN_LEV_FIELD(new_jx, new_jy))
3810 return MF_NO_ACTION;
3812 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3813 return MF_NO_ACTION;
3815 element = MovingOrBlocked2Element(new_jx, new_jy);
3817 if (DONT_GO_TO(element))
3819 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3822 Feld[jx][jy] = EL_SPIELFIGUR;
3823 InitMovingField(jx, jy, MV_DOWN);
3824 Store[jx][jy] = EL_SALZSAEURE;
3825 ContinueMoving(jx, jy);
3834 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3835 if (can_move != MF_MOVING)
3838 StorePlayer[jx][jy] = 0;
3839 player->last_jx = jx;
3840 player->last_jy = jy;
3841 jx = player->jx = new_jx;
3842 jy = player->jy = new_jy;
3843 StorePlayer[jx][jy] = player->element_nr;
3845 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3847 ScrollFigure(player, SCROLL_INIT);
3852 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3854 int jx = player->jx, jy = player->jy;
3855 int old_jx = jx, old_jy = jy;
3856 int moved = MF_NO_ACTION;
3858 if (player->gone || (!dx && !dy))
3861 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3866 /* should only happen if pre-1.2 tape recordings are played */
3867 /* this is only for backward compatibility */
3869 int old_move_speed = MoveSpeed;
3872 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3875 /* scroll remaining steps with finest movement resolution */
3878 while (player->MovPos)
3880 ScrollFigure(player, SCROLL_GO_ON);
3881 ScrollScreen(NULL, SCROLL_GO_ON);
3887 MoveSpeed = old_move_speed;
3890 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3892 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3893 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3897 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3898 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3904 if (moved & MF_MOVING && !ScreenMovPos &&
3905 (player == local_player || !options.network))
3907 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3908 int offset = (setup.scroll_delay ? 3 : 0);
3910 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3912 /* actual player has left the screen -- scroll in that direction */
3913 if (jx != old_jx) /* player has moved horizontally */
3914 scroll_x += (jx - old_jx);
3915 else /* player has moved vertically */
3916 scroll_y += (jy - old_jy);
3920 if (jx != old_jx) /* player has moved horizontally */
3922 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3923 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3924 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3927 /* don't scroll over playfield boundaries */
3928 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3929 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3931 /* don't scroll over playfield boundaries */
3932 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3933 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3936 /* don't scroll more than one field at a time */
3937 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3939 /* don't scroll against the player's moving direction */
3940 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3941 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3942 scroll_x = old_scroll_x;
3944 else /* player has moved vertically */
3946 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3947 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3948 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3951 /* don't scroll over playfield boundaries */
3952 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3953 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3955 /* don't scroll over playfield boundaries */
3956 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3957 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3960 /* don't scroll more than one field at a time */
3961 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3963 /* don't scroll against the player's moving direction */
3964 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3965 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3966 scroll_y = old_scroll_y;
3970 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3972 if (!options.network && !AllPlayersInVisibleScreen())
3974 scroll_x = old_scroll_x;
3975 scroll_y = old_scroll_y;
3979 ScrollScreen(player, SCROLL_INIT);
3980 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3985 if (!(moved & MF_MOVING) && !player->Pushing)
3988 player->Frame = (player->Frame + 1) % 4;
3990 if (moved & MF_MOVING)
3992 if (old_jx != jx && old_jy == jy)
3993 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3994 else if (old_jx == jx && old_jy != jy)
3995 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3997 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3999 player->last_move_dir = player->MovDir;
4002 player->last_move_dir = MV_NO_MOVING;
4004 TestIfHeroHitsBadThing(jx, jy);
4012 void ScrollFigure(struct PlayerInfo *player, int mode)
4014 int jx = player->jx, jy = player->jy;
4015 int last_jx = player->last_jx, last_jy = player->last_jy;
4017 if (!player->active || player->gone || !player->MovPos)
4020 if (mode == SCROLL_INIT)
4022 player->actual_frame_counter = FrameCounter;
4023 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4025 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4026 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4031 else if (!FrameReached(&player->actual_frame_counter, 1))
4034 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4035 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4037 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4038 Feld[last_jx][last_jy] = EL_LEERRAUM;
4042 if (!player->MovPos)
4044 player->last_jx = jx;
4045 player->last_jy = jy;
4047 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4051 if (!local_player->friends_still_needed)
4052 player->LevelSolved = player->GameOver = TRUE;
4057 void ScrollScreen(struct PlayerInfo *player, int mode)
4059 static unsigned long screen_frame_counter = 0;
4061 if (mode == SCROLL_INIT)
4063 screen_frame_counter = FrameCounter;
4064 ScreenMovDir = player->MovDir;
4065 ScreenMovPos = player->MovPos;
4066 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4069 else if (!FrameReached(&screen_frame_counter, 1))
4074 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4075 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4076 redraw_mask |= REDRAW_FIELD;
4079 ScreenMovDir = MV_NO_MOVING;
4082 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4084 int i, killx = goodx, killy = goody;
4085 static int xy[4][2] =
4092 static int harmless[4] =
4104 x = goodx + xy[i][0];
4105 y = goody + xy[i][1];
4106 if (!IN_LEV_FIELD(x, y))
4109 element = Feld[x][y];
4111 if (DONT_TOUCH(element))
4113 if (MovDir[x][y] == harmless[i])
4122 if (killx != goodx || killy != goody)
4124 if (IS_PLAYER(goodx, goody))
4125 KillHero(PLAYERINFO(goodx, goody));
4131 void TestIfBadThingHitsGoodThing(int badx, int bady)
4133 int i, killx = badx, killy = bady;
4134 static int xy[4][2] =
4141 static int harmless[4] =
4153 x = badx + xy[i][0];
4154 y = bady + xy[i][1];
4155 if (!IN_LEV_FIELD(x, y))
4158 element = Feld[x][y];
4160 if (IS_PLAYER(x, y))
4166 else if (element == EL_PINGUIN)
4168 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4177 if (killx != badx || killy != bady)
4179 if (IS_PLAYER(killx, killy))
4180 KillHero(PLAYERINFO(killx, killy));
4186 void TestIfHeroHitsBadThing(int x, int y)
4188 TestIfGoodThingHitsBadThing(x, y);
4191 void TestIfBadThingHitsHero(int x, int y)
4193 TestIfBadThingHitsGoodThing(x, y);
4196 void TestIfFriendHitsBadThing(int x, int y)
4198 TestIfGoodThingHitsBadThing(x, y);
4201 void TestIfBadThingHitsFriend(int x, int y)
4203 TestIfBadThingHitsGoodThing(x, y);
4206 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4208 int i, killx = badx, killy = bady;
4209 static int xy[4][2] =
4223 if (!IN_LEV_FIELD(x, y))
4226 element = Feld[x][y];
4227 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4228 element == EL_AMOEBING || element == EL_TROPFEN)
4236 if (killx != badx || killy != bady)
4240 void KillHero(struct PlayerInfo *player)
4242 int jx = player->jx, jy = player->jy;
4247 if (IS_PFORTE(Feld[jx][jy]))
4248 Feld[jx][jy] = EL_LEERRAUM;
4254 void BuryHero(struct PlayerInfo *player)
4256 int jx = player->jx, jy = player->jy;
4261 PlaySoundLevel(jx, jy, SND_AUTSCH);
4262 PlaySoundLevel(jx, jy, SND_LACHEN);
4264 player->GameOver = TRUE;
4268 void RemoveHero(struct PlayerInfo *player)
4270 int jx = player->jx, jy = player->jy;
4271 int i, found = FALSE;
4273 player->gone = TRUE;
4274 StorePlayer[jx][jy] = 0;
4276 for (i=0; i<MAX_PLAYERS; i++)
4277 if (stored_player[i].active && !stored_player[i].gone)
4281 AllPlayersGone = TRUE;
4287 int DigField(struct PlayerInfo *player,
4288 int x, int y, int real_dx, int real_dy, int mode)
4290 int jx = player->jx, jy = player->jy;
4291 int dx = x - jx, dy = y - jy;
4294 if (!player->MovPos)
4295 player->Pushing = FALSE;
4297 if (mode == DF_NO_PUSH)
4299 player->push_delay = 0;
4300 return MF_NO_ACTION;
4303 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4304 return MF_NO_ACTION;
4306 element = Feld[x][y];
4311 PlaySoundLevel(x, y, SND_EMPTY);
4315 Feld[x][y] = EL_LEERRAUM;
4316 PlaySoundLevel(x, y, SND_SCHLURF);
4321 Feld[x][y] = EL_LEERRAUM;
4322 PlaySoundLevel(x, y, SND_SP_BASE);
4326 case EL_EDELSTEIN_BD:
4327 case EL_EDELSTEIN_GELB:
4328 case EL_EDELSTEIN_ROT:
4329 case EL_EDELSTEIN_LILA:
4331 case EL_SP_INFOTRON:
4333 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4334 if (local_player->gems_still_needed < 0)
4335 local_player->gems_still_needed = 0;
4336 RaiseScoreElement(element);
4337 DrawText(DX_EMERALDS, DY_EMERALDS,
4338 int2str(local_player->gems_still_needed, 3),
4339 FS_SMALL, FC_YELLOW);
4340 if (element == EL_SP_INFOTRON)
4341 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4343 PlaySoundLevel(x, y, SND_PONG);
4349 ScrollStepSize = TILEX/4;
4350 PlaySoundLevel(x, y, SND_PONG);
4353 case EL_DYNAMIT_AUS:
4354 case EL_SP_DISK_RED:
4357 RaiseScoreElement(EL_DYNAMIT);
4358 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4359 int2str(local_player->dynamite, 3),
4360 FS_SMALL, FC_YELLOW);
4361 if (element == EL_SP_DISK_RED)
4362 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4364 PlaySoundLevel(x, y, SND_PONG);
4367 case EL_DYNABOMB_NR:
4369 player->dynabomb_count++;
4370 player->dynabombs_left++;
4371 RaiseScoreElement(EL_DYNAMIT);
4372 PlaySoundLevel(x, y, SND_PONG);
4375 case EL_DYNABOMB_SZ:
4377 player->dynabomb_size++;
4378 RaiseScoreElement(EL_DYNAMIT);
4379 PlaySoundLevel(x, y, SND_PONG);
4382 case EL_DYNABOMB_XL:
4384 player->dynabomb_xl = TRUE;
4385 RaiseScoreElement(EL_DYNAMIT);
4386 PlaySoundLevel(x, y, SND_PONG);
4389 case EL_SCHLUESSEL1:
4390 case EL_SCHLUESSEL2:
4391 case EL_SCHLUESSEL3:
4392 case EL_SCHLUESSEL4:
4394 int key_nr = element-EL_SCHLUESSEL1;
4397 player->key[key_nr] = TRUE;
4398 RaiseScoreElement(EL_SCHLUESSEL);
4399 DrawMiniGraphicExt(drawto, gc,
4400 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4401 GFX_SCHLUESSEL1+key_nr);
4402 DrawMiniGraphicExt(window, gc,
4403 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4404 GFX_SCHLUESSEL1+key_nr);
4405 PlaySoundLevel(x, y, SND_PONG);
4410 Feld[x][y] = EL_ABLENK_EIN;
4413 DrawLevelField(x, y);
4417 case EL_SP_TERMINAL:
4421 for (yy=0; yy<lev_fieldy; yy++)
4423 for (xx=0; xx<lev_fieldx; xx++)
4425 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4427 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4428 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4437 if (local_player->gems_still_needed > 0)
4438 return MF_NO_ACTION;
4440 player->LevelSolved = player->GameOver = TRUE;
4441 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4444 case EL_FELSBROCKEN:
4449 case EL_SP_DISK_ORANGE:
4450 if (dy || mode == DF_SNAP)
4451 return MF_NO_ACTION;
4453 player->Pushing = TRUE;
4455 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4456 return MF_NO_ACTION;
4460 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4461 return MF_NO_ACTION;
4464 if (player->push_delay == 0)
4465 player->push_delay = FrameCounter;
4466 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4468 return MF_NO_ACTION;
4471 Feld[x+dx][y+dy] = element;
4473 player->push_delay_value = 2+RND(8);
4475 DrawLevelField(x+dx, y+dy);
4476 if (element == EL_FELSBROCKEN)
4477 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4478 else if (element == EL_KOKOSNUSS)
4479 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4480 else if (IS_SP_ELEMENT(element))
4481 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4483 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4490 if (!player->key[element-EL_PFORTE1])
4491 return MF_NO_ACTION;
4498 if (!player->key[element-EL_PFORTE1X])
4499 return MF_NO_ACTION;
4502 case EL_SP_PORT1_LEFT:
4503 case EL_SP_PORT2_LEFT:
4504 case EL_SP_PORT1_RIGHT:
4505 case EL_SP_PORT2_RIGHT:
4506 case EL_SP_PORT1_UP:
4507 case EL_SP_PORT2_UP:
4508 case EL_SP_PORT1_DOWN:
4509 case EL_SP_PORT2_DOWN:
4514 element != EL_SP_PORT1_LEFT &&
4515 element != EL_SP_PORT2_LEFT &&
4516 element != EL_SP_PORT_X &&
4517 element != EL_SP_PORT_XY) ||
4519 element != EL_SP_PORT1_RIGHT &&
4520 element != EL_SP_PORT2_RIGHT &&
4521 element != EL_SP_PORT_X &&
4522 element != EL_SP_PORT_XY) ||
4524 element != EL_SP_PORT1_UP &&
4525 element != EL_SP_PORT2_UP &&
4526 element != EL_SP_PORT_Y &&
4527 element != EL_SP_PORT_XY) ||
4529 element != EL_SP_PORT1_DOWN &&
4530 element != EL_SP_PORT2_DOWN &&
4531 element != EL_SP_PORT_Y &&
4532 element != EL_SP_PORT_XY) ||
4533 !IN_LEV_FIELD(x + dx, y + dy) ||
4534 !IS_FREE(x + dx, y + dy))
4535 return MF_NO_ACTION;
4539 case EL_AUSGANG_ACT:
4540 /* door is not (yet) open */
4541 return MF_NO_ACTION;
4544 case EL_AUSGANG_AUF:
4545 if (mode == DF_SNAP)
4546 return MF_NO_ACTION;
4548 PlaySoundLevel(x, y, SND_BUING);
4551 player->gone = TRUE;
4552 PlaySoundLevel(x, y, SND_BUING);
4554 if (!local_player->friends_still_needed)
4555 player->LevelSolved = player->GameOver = TRUE;
4561 Feld[x][y] = EL_BIRNE_EIN;
4562 local_player->lights_still_needed--;
4563 DrawLevelField(x, y);
4564 PlaySoundLevel(x, y, SND_DENG);
4569 Feld[x][y] = EL_ZEIT_LEER;
4571 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4572 DrawLevelField(x, y);
4573 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4577 case EL_SOKOBAN_FELD_LEER:
4580 case EL_SOKOBAN_FELD_VOLL:
4581 case EL_SOKOBAN_OBJEKT:
4583 case EL_SP_DISK_YELLOW:
4584 if (mode == DF_SNAP)
4585 return MF_NO_ACTION;
4587 player->Pushing = TRUE;
4589 if (!IN_LEV_FIELD(x+dx, y+dy)
4590 || (!IS_FREE(x+dx, y+dy)
4591 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4592 || !IS_SB_ELEMENT(element))))
4593 return MF_NO_ACTION;
4597 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4598 return MF_NO_ACTION;
4600 else if (dy && real_dx)
4602 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4603 return MF_NO_ACTION;
4606 if (player->push_delay == 0)
4607 player->push_delay = FrameCounter;
4608 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4610 return MF_NO_ACTION;
4612 if (IS_SB_ELEMENT(element))
4614 if (element == EL_SOKOBAN_FELD_VOLL)
4616 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4617 local_player->sokobanfields_still_needed++;
4622 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4624 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4625 local_player->sokobanfields_still_needed--;
4626 if (element == EL_SOKOBAN_OBJEKT)
4627 PlaySoundLevel(x, y, SND_DENG);
4630 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4635 Feld[x+dx][y+dy] = element;
4638 player->push_delay_value = 2;
4640 DrawLevelField(x, y);
4641 DrawLevelField(x+dx, y+dy);
4642 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4644 if (IS_SB_ELEMENT(element) &&
4645 local_player->sokobanfields_still_needed == 0 &&
4646 game_emulation == EMU_SOKOBAN)
4648 player->LevelSolved = player->GameOver = TRUE;
4649 PlaySoundLevel(x, y, SND_BUING);
4661 return MF_NO_ACTION;
4664 player->push_delay = 0;
4669 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4671 int jx = player->jx, jy = player->jy;
4672 int x = jx + dx, y = jy + dy;
4674 if (player->gone || !IN_LEV_FIELD(x, y))
4682 player->snapped = FALSE;
4686 if (player->snapped)
4689 player->MovDir = (dx < 0 ? MV_LEFT :
4692 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4694 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4697 player->snapped = TRUE;
4698 DrawLevelField(x, y);
4704 boolean PlaceBomb(struct PlayerInfo *player)
4706 int jx = player->jx, jy = player->jy;
4709 if (player->gone || player->MovPos)
4712 element = Feld[jx][jy];
4714 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4715 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4716 element == EL_EXPLODING)
4719 if (element != EL_LEERRAUM)
4720 Store[jx][jy] = element;
4722 if (player->dynamite)
4724 Feld[jx][jy] = EL_DYNAMIT;
4725 MovDelay[jx][jy] = 96;
4727 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4728 FS_SMALL, FC_YELLOW);
4729 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4731 if (game_emulation == EMU_SUPAPLEX)
4732 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4734 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4739 Feld[jx][jy] = EL_DYNABOMB;
4740 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4741 MovDelay[jx][jy] = 96;
4742 player->dynabombs_left--;
4743 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4744 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4750 void PlaySoundLevel(int x, int y, int sound_nr)
4752 int sx = SCREENX(x), sy = SCREENY(y);
4754 int silence_distance = 8;
4756 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4757 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4760 if (!IN_LEV_FIELD(x, y) ||
4761 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4762 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4765 volume = PSND_MAX_VOLUME;
4768 stereo = (sx-SCR_FIELDX/2)*12;
4770 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4771 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4772 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4775 if (!IN_SCR_FIELD(sx, sy))
4777 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4778 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4780 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4783 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4786 void RaiseScore(int value)
4788 local_player->score += value;
4789 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4790 FS_SMALL, FC_YELLOW);
4793 void RaiseScoreElement(int element)
4798 case EL_EDELSTEIN_BD:
4799 case EL_EDELSTEIN_GELB:
4800 case EL_EDELSTEIN_ROT:
4801 case EL_EDELSTEIN_LILA:
4802 RaiseScore(level.score[SC_EDELSTEIN]);
4805 RaiseScore(level.score[SC_DIAMANT]);
4809 RaiseScore(level.score[SC_KAEFER]);
4813 RaiseScore(level.score[SC_FLIEGER]);
4817 RaiseScore(level.score[SC_MAMPFER]);
4820 RaiseScore(level.score[SC_ROBOT]);
4823 RaiseScore(level.score[SC_PACMAN]);
4826 RaiseScore(level.score[SC_KOKOSNUSS]);
4829 RaiseScore(level.score[SC_DYNAMIT]);
4832 RaiseScore(level.score[SC_SCHLUESSEL]);