1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* values for player movement speed (which is in fact a delay value) */
82 #define MOVE_DELAY_NORMAL_SPEED 8
83 #define MOVE_DELAY_HIGH_SPEED 4
85 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
86 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
87 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
88 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
90 /* game button identifiers */
91 #define GAME_CTRL_ID_STOP 0
92 #define GAME_CTRL_ID_PAUSE 1
93 #define GAME_CTRL_ID_PLAY 2
94 #define SOUND_CTRL_ID_MUSIC 3
95 #define SOUND_CTRL_ID_LOOPS 4
96 #define SOUND_CTRL_ID_SIMPLE 5
98 #define NUM_GAME_BUTTONS 6
100 /* forward declaration for internal use */
101 static void CheckGravityMovement(struct PlayerInfo *);
103 static void MapGameButtons();
104 static void HandleGameButtons(struct GadgetInfo *);
106 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
112 static unsigned int getStateCheckSum(int counter)
115 unsigned int mult = 1;
116 unsigned int checksum = 0;
118 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
120 static boolean first_game = TRUE;
122 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
128 lastFeld[x][y] = Feld[x][y];
129 else if (lastFeld[x][y] != Feld[x][y])
130 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
131 x, y, lastFeld[x][y], Feld[x][y]);
135 checksum += mult++ * Ur[x][y];
136 checksum += mult++ * Feld[x][y];
139 checksum += mult++ * MovPos[x][y];
140 checksum += mult++ * MovDir[x][y];
141 checksum += mult++ * MovDelay[x][y];
142 checksum += mult++ * Store[x][y];
143 checksum += mult++ * Store2[x][y];
144 checksum += mult++ * StorePlayer[x][y];
145 checksum += mult++ * Frame[x][y];
146 checksum += mult++ * AmoebaNr[x][y];
147 checksum += mult++ * JustHit[x][y];
148 checksum += mult++ * Stop[x][y];
152 if (counter == 3 && first_game)
163 void GetPlayerConfig()
165 if (sound_status == SOUND_OFF)
168 if (!sound_loops_allowed)
170 setup.sound_loops = FALSE;
171 setup.sound_music = FALSE;
174 setup.sound_simple = setup.sound;
179 static void InitField(int x, int y, boolean init_game)
186 Feld[x][y] = EL_SPIELER1;
194 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
195 int jx = player->jx, jy = player->jy;
197 player->present = TRUE;
199 if (!options.network || player->connected)
201 player->active = TRUE;
202 player->gone = FALSE;
204 /* remove potentially duplicate players */
205 if (StorePlayer[jx][jy] == Feld[x][y])
206 StorePlayer[jx][jy] = 0;
208 StorePlayer[x][y] = Feld[x][y];
212 printf("Player %d activated.\n", player->element_nr);
213 printf("[Local player is %d and currently %s.]\n",
214 local_player->element_nr,
215 local_player->active ? "active" : "not active");
219 Feld[x][y] = EL_LEERRAUM;
220 player->jx = player->last_jx = x;
221 player->jy = player->last_jy = y;
226 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
227 Feld[x][y] = EL_BADEWANNE1;
228 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
229 Feld[x][y] = EL_BADEWANNE2;
230 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
231 Feld[x][y] = EL_BADEWANNE3;
232 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
233 Feld[x][y] = EL_BADEWANNE4;
234 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
235 Feld[x][y] = EL_BADEWANNE5;
277 if (y == lev_fieldy - 1)
279 Feld[x][y] = EL_AMOEBING;
280 Store[x][y] = EL_AMOEBE_NASS;
289 local_player->lights_still_needed++;
292 case EL_SOKOBAN_FELD_LEER:
293 local_player->sokobanfields_still_needed++;
298 local_player->friends_still_needed++;
303 MovDir[x][y] = 1 << RND(4);
307 Feld[x][y] = EL_LEERRAUM;
310 case EL_EM_KEY_1_FILE:
311 Feld[x][y] = EL_EM_KEY_1;
313 case EL_EM_KEY_2_FILE:
314 Feld[x][y] = EL_EM_KEY_2;
316 case EL_EM_KEY_3_FILE:
317 Feld[x][y] = EL_EM_KEY_3;
319 case EL_EM_KEY_4_FILE:
320 Feld[x][y] = EL_EM_KEY_4;
331 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
332 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
333 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
335 /* don't play tapes over network */
336 network_playing = (options.network && !tape.playing);
338 for (i=0; i<MAX_PLAYERS; i++)
340 struct PlayerInfo *player = &stored_player[i];
342 player->index_nr = i;
343 player->element_nr = EL_SPIELER1 + i;
345 player->present = FALSE;
346 player->active = FALSE;
349 player->effective_action = 0;
350 player->programmed_action = 0;
353 player->gems_still_needed = level.edelsteine;
354 player->sokobanfields_still_needed = 0;
355 player->lights_still_needed = 0;
356 player->friends_still_needed = 0;
359 player->key[j] = FALSE;
361 player->dynamite = 0;
362 player->dynabomb_count = 0;
363 player->dynabomb_size = 0;
364 player->dynabombs_left = 0;
365 player->dynabomb_xl = FALSE;
367 player->MovDir = MV_NO_MOVING;
369 player->Pushing = FALSE;
373 player->actual_frame_counter = 0;
375 player->frame_reset_delay = 0;
377 player->push_delay = 0;
378 player->push_delay_value = 5;
380 player->move_delay = 0;
381 player->last_move_dir = MV_NO_MOVING;
383 player->move_delay_value =
384 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
386 player->snapped = FALSE;
390 player->last_jx = player->last_jy = 0;
391 player->jx = player->jy = 0;
393 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
394 SnapField(player, 0, 0);
396 player->LevelSolved = FALSE;
397 player->GameOver = FALSE;
400 network_player_action_received = FALSE;
403 /* initial null action */
405 SendToServer_MovePlayer(MV_NO_MOVING);
414 TimeLeft = level.time;
416 ScreenMovDir = MV_NO_MOVING;
420 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
422 AllPlayersGone = FALSE;
426 for (i=0; i<MAX_NUM_AMOEBA; i++)
427 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
429 for (x=0; x<lev_fieldx; x++)
431 for (y=0; y<lev_fieldy; y++)
433 Feld[x][y] = Ur[x][y];
434 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
435 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
443 for(y=0; y<lev_fieldy; y++)
445 for(x=0; x<lev_fieldx; x++)
447 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
449 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
451 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
454 InitField(x, y, TRUE);
458 /* check if any connected player was not found in playfield */
459 for (i=0; i<MAX_PLAYERS; i++)
461 struct PlayerInfo *player = &stored_player[i];
463 if (player->connected && !player->present)
465 for (j=0; j<MAX_PLAYERS; j++)
467 struct PlayerInfo *some_player = &stored_player[j];
468 int jx = some_player->jx, jy = some_player->jy;
470 /* assign first free player found that is present in the playfield */
471 if (some_player->present && !some_player->connected)
473 player->present = TRUE;
474 player->active = TRUE;
475 player->gone = FALSE;
476 some_player->present = FALSE;
478 StorePlayer[jx][jy] = player->element_nr;
479 player->jx = player->last_jx = jx;
480 player->jy = player->last_jy = jy;
490 /* when playing a tape, eliminate all players who do not participate */
492 for (i=0; i<MAX_PLAYERS; i++)
494 if (stored_player[i].active && !tape.player_participates[i])
496 struct PlayerInfo *player = &stored_player[i];
497 int jx = player->jx, jy = player->jy;
499 player->active = FALSE;
501 StorePlayer[jx][jy] = 0;
502 Feld[jx][jy] = EL_LEERRAUM;
506 else if (!options.network && !setup.team_mode) /* && !tape.playing */
508 /* when in single player mode, eliminate all but the first active player */
510 for (i=0; i<MAX_PLAYERS; i++)
512 if (stored_player[i].active)
514 for (j=i+1; j<MAX_PLAYERS; j++)
516 if (stored_player[j].active)
518 struct PlayerInfo *player = &stored_player[j];
519 int jx = player->jx, jy = player->jy;
521 player->active = FALSE;
523 StorePlayer[jx][jy] = 0;
524 Feld[jx][jy] = EL_LEERRAUM;
531 /* when recording the game, store which players take part in the game */
534 for (i=0; i<MAX_PLAYERS; i++)
535 if (stored_player[i].active)
536 tape.player_participates[i] = TRUE;
541 for (i=0; i<MAX_PLAYERS; i++)
543 struct PlayerInfo *player = &stored_player[i];
545 printf("Player %d: present == %d, connected == %d, active == %d.\n",
550 if (local_player == player)
551 printf("Player %d is local player.\n", i+1);
555 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
556 emulate_sb ? EMU_SOKOBAN :
557 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
559 /* determine border element for this level */
562 if (BorderElement == EL_LEERRAUM)
565 SBX_Right = lev_fieldx - SCR_FIELDX;
567 SBY_Lower = lev_fieldy - SCR_FIELDY;
572 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
574 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
577 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
578 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
580 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
581 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
584 scroll_y = SBY_Upper;
585 if (local_player->jx >= SBX_Left + MIDPOSX)
586 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
587 local_player->jx - MIDPOSX :
589 if (local_player->jy >= SBY_Upper + MIDPOSY)
590 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
591 local_player->jy - MIDPOSY :
594 CloseDoor(DOOR_CLOSE_1);
600 /* copy default game door content to main double buffer */
601 XCopyArea(display, pix[PIX_DOOR], drawto, gc,
602 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
604 DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
605 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
606 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
607 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
608 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
609 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
610 DrawText(DX + XX_SCORE, DY + YY_SCORE,
611 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
612 DrawText(DX + XX_TIME, DY + YY_TIME,
613 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
616 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
617 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
618 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
622 /* copy actual game door content to door double buffer for OpenDoor() */
623 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
624 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
626 OpenDoor(DOOR_OPEN_ALL);
628 if (setup.sound_music)
629 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
631 XAutoRepeatOff(display);
636 printf("Player %d %sactive.\n",
637 i + 1, (stored_player[i].active ? "" : "not "));
641 void InitMovDir(int x, int y)
643 int i, element = Feld[x][y];
644 static int xy[4][2] =
651 static int direction[2][4] =
653 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
654 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
663 Feld[x][y] = EL_KAEFER;
664 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
671 Feld[x][y] = EL_FLIEGER;
672 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
679 Feld[x][y] = EL_BUTTERFLY;
680 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
687 Feld[x][y] = EL_FIREFLY;
688 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
695 Feld[x][y] = EL_PACMAN;
696 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
700 MovDir[x][y] = MV_UP;
704 MovDir[x][y] = MV_LEFT;
708 MovDir[x][y] = 1 << RND(4);
709 if (element != EL_KAEFER &&
710 element != EL_FLIEGER &&
711 element != EL_BUTTERFLY &&
712 element != EL_FIREFLY)
717 int x1 = x + xy[i][0];
718 int y1 = y + xy[i][1];
720 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
722 if (element == EL_KAEFER || element == EL_BUTTERFLY)
724 MovDir[x][y] = direction[0][i];
727 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
728 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
730 MovDir[x][y] = direction[1][i];
739 void InitAmoebaNr(int x, int y)
742 int group_nr = AmoebeNachbarNr(x, y);
746 for (i=1; i<MAX_NUM_AMOEBA; i++)
748 if (AmoebaCnt[i] == 0)
756 AmoebaNr[x][y] = group_nr;
757 AmoebaCnt[group_nr]++;
758 AmoebaCnt2[group_nr]++;
764 int bumplevel = FALSE;
766 if (local_player->MovPos)
769 local_player->LevelSolved = FALSE;
773 if (setup.sound_loops)
774 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
778 if (!setup.sound_loops)
779 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
780 if (TimeLeft > 0 && !(TimeLeft % 10))
781 RaiseScore(level.score[SC_ZEITBONUS]);
782 if (TimeLeft > 100 && !(TimeLeft % 10))
786 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
791 if (setup.sound_loops)
794 else if (level.time == 0) /* level without time limit */
796 if (setup.sound_loops)
797 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
799 while(TimePlayed < 999)
801 if (!setup.sound_loops)
802 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
803 if (TimePlayed < 999 && !(TimePlayed % 10))
804 RaiseScore(level.score[SC_ZEITBONUS]);
805 if (TimePlayed < 900 && !(TimePlayed % 10))
809 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
814 if (setup.sound_loops)
820 /* Hero disappears */
821 DrawLevelField(ExitX, ExitY);
827 CloseDoor(DOOR_CLOSE_1);
832 SaveTape(tape.level_nr); /* Ask to save tape */
835 if ((hi_pos = NewHiScore()) >= 0)
837 game_status = HALLOFFAME;
838 DrawHallOfFame(hi_pos);
839 if (bumplevel && TAPE_IS_EMPTY(tape))
844 game_status = MAINMENU;
845 if (bumplevel && TAPE_IS_EMPTY(tape))
860 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
861 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
864 for (k=0; k<MAX_SCORE_ENTRIES; k++)
866 if (local_player->score > highscore[k].Score)
868 /* player has made it to the hall of fame */
870 if (k < MAX_SCORE_ENTRIES - 1)
872 int m = MAX_SCORE_ENTRIES - 1;
875 for (l=k; l<MAX_SCORE_ENTRIES; l++)
876 if (!strcmp(setup.player_name, highscore[l].Name))
878 if (m == k) /* player's new highscore overwrites his old one */
884 strcpy(highscore[l].Name, highscore[l - 1].Name);
885 highscore[l].Score = highscore[l - 1].Score;
892 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
893 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
894 highscore[k].Score = local_player->score;
900 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
901 break; /* player already there with a higher score */
912 void InitMovingField(int x, int y, int direction)
914 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
915 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
917 MovDir[x][y] = direction;
918 MovDir[newx][newy] = direction;
919 if (Feld[newx][newy] == EL_LEERRAUM)
920 Feld[newx][newy] = EL_BLOCKED;
923 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
925 int direction = MovDir[x][y];
926 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
927 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
933 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
935 int oldx = x, oldy = y;
936 int direction = MovDir[x][y];
938 if (direction == MV_LEFT)
940 else if (direction == MV_RIGHT)
942 else if (direction == MV_UP)
944 else if (direction == MV_DOWN)
947 *comes_from_x = oldx;
948 *comes_from_y = oldy;
951 int MovingOrBlocked2Element(int x, int y)
953 int element = Feld[x][y];
955 if (element == EL_BLOCKED)
959 Blocked2Moving(x, y, &oldx, &oldy);
960 return Feld[oldx][oldy];
966 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
968 /* like MovingOrBlocked2Element(), but if element is moving
969 and (x,y) is the field the moving element is just leaving,
970 return EL_BLOCKED instead of the element value */
971 int element = Feld[x][y];
975 if (element == EL_BLOCKED)
979 Blocked2Moving(x, y, &oldx, &oldy);
980 return Feld[oldx][oldy];
989 static void RemoveField(int x, int y)
991 Feld[x][y] = EL_LEERRAUM;
997 void RemoveMovingField(int x, int y)
999 int oldx = x, oldy = y, newx = x, newy = y;
1001 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1004 if (IS_MOVING(x, y))
1006 Moving2Blocked(x, y, &newx, &newy);
1007 if (Feld[newx][newy] != EL_BLOCKED)
1010 else if (Feld[x][y] == EL_BLOCKED)
1012 Blocked2Moving(x, y, &oldx, &oldy);
1013 if (!IS_MOVING(oldx, oldy))
1017 if (Feld[x][y] == EL_BLOCKED &&
1018 (Store[oldx][oldy] == EL_MORAST_LEER ||
1019 Store[oldx][oldy] == EL_SIEB_LEER ||
1020 Store[oldx][oldy] == EL_SIEB2_LEER ||
1021 Store[oldx][oldy] == EL_AMOEBE_NASS))
1023 Feld[oldx][oldy] = Store[oldx][oldy];
1024 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1027 Feld[oldx][oldy] = EL_LEERRAUM;
1029 Feld[newx][newy] = EL_LEERRAUM;
1030 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1031 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1033 DrawLevelField(oldx, oldy);
1034 DrawLevelField(newx, newy);
1037 void DrawDynamite(int x, int y)
1039 int sx = SCREENX(x), sy = SCREENY(y);
1040 int graphic = el2gfx(Feld[x][y]);
1043 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1047 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1049 if (Feld[x][y] == EL_DYNAMIT)
1051 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1056 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1060 if (game_emulation == EMU_SUPAPLEX)
1061 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1062 else if (Store[x][y])
1063 DrawGraphicThruMask(sx, sy, graphic + phase);
1065 DrawGraphic(sx, sy, graphic + phase);
1068 void CheckDynamite(int x, int y)
1070 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1075 if (!(MovDelay[x][y] % 12))
1076 PlaySoundLevel(x, y, SND_ZISCH);
1078 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1080 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1087 StopSound(SND_ZISCH);
1091 void Explode(int ex, int ey, int phase, int mode)
1094 int num_phase = 9, delay = 2;
1095 int last_phase = num_phase * delay;
1096 int half_phase = (num_phase / 2) * delay;
1097 int first_phase_after_start = EX_PHASE_START + 1;
1099 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1101 int center_element = Feld[ex][ey];
1103 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1105 center_element = MovingOrBlocked2Element(ex, ey);
1106 RemoveMovingField(ex, ey);
1109 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1111 int element = Feld[x][y];
1113 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1115 element = MovingOrBlocked2Element(x, y);
1116 RemoveMovingField(x, y);
1119 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1122 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1126 if (element == EL_EXPLODING)
1127 element = Store2[x][y];
1129 if (IS_PLAYER(ex, ey))
1131 switch(StorePlayer[ex][ey])
1134 Store[x][y] = EL_EDELSTEIN_ROT;
1137 Store[x][y] = EL_EDELSTEIN;
1140 Store[x][y] = EL_EDELSTEIN_LILA;
1144 Store[x][y] = EL_EDELSTEIN_GELB;
1148 if (game_emulation == EMU_SUPAPLEX)
1149 Store[x][y] = EL_LEERRAUM;
1151 else if (center_element == EL_MAULWURF)
1152 Store[x][y] = EL_EDELSTEIN_ROT;
1153 else if (center_element == EL_PINGUIN)
1154 Store[x][y] = EL_EDELSTEIN_LILA;
1155 else if (center_element == EL_KAEFER)
1156 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1157 else if (center_element == EL_BUTTERFLY)
1158 Store[x][y] = EL_EDELSTEIN_BD;
1159 else if (center_element == EL_SP_ELECTRON)
1160 Store[x][y] = EL_SP_INFOTRON;
1161 else if (center_element == EL_MAMPFER)
1162 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1163 else if (center_element == EL_AMOEBA2DIAM)
1164 Store[x][y] = level.amoebe_inhalt;
1165 else if (element == EL_ERZ_EDEL)
1166 Store[x][y] = EL_EDELSTEIN;
1167 else if (element == EL_ERZ_DIAM)
1168 Store[x][y] = EL_DIAMANT;
1169 else if (element == EL_ERZ_EDEL_BD)
1170 Store[x][y] = EL_EDELSTEIN_BD;
1171 else if (element == EL_ERZ_EDEL_GELB)
1172 Store[x][y] = EL_EDELSTEIN_GELB;
1173 else if (element == EL_ERZ_EDEL_ROT)
1174 Store[x][y] = EL_EDELSTEIN_ROT;
1175 else if (element == EL_ERZ_EDEL_LILA)
1176 Store[x][y] = EL_EDELSTEIN_LILA;
1177 else if (!IS_PFORTE(Store[x][y]))
1178 Store[x][y] = EL_LEERRAUM;
1180 if (x != ex || y != ey ||
1181 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1182 Store2[x][y] = element;
1184 if (AmoebaNr[x][y] &&
1185 (element == EL_AMOEBE_VOLL ||
1186 element == EL_AMOEBE_BD ||
1187 element == EL_AMOEBING))
1189 AmoebaCnt[AmoebaNr[x][y]]--;
1190 AmoebaCnt2[AmoebaNr[x][y]]--;
1193 Feld[x][y] = EL_EXPLODING;
1194 MovDir[x][y] = MovPos[x][y] = 0;
1200 if (center_element == EL_MAMPFER)
1201 MampferNr = (MampferNr + 1) % MampferMax;
1212 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1214 if (phase == first_phase_after_start)
1216 int element = Store2[x][y];
1218 if (element == EL_BLACK_ORB)
1220 Feld[x][y] = Store2[x][y];
1225 else if (phase == half_phase)
1227 int element = Store2[x][y];
1229 if (IS_PLAYER(x, y))
1230 KillHero(PLAYERINFO(x, y));
1231 else if (IS_EXPLOSIVE(element))
1233 Feld[x][y] = Store2[x][y];
1237 else if (element == EL_AMOEBA2DIAM)
1238 AmoebeUmwandeln(x, y);
1241 if (phase == last_phase)
1245 element = Feld[x][y] = Store[x][y];
1246 Store[x][y] = Store2[x][y] = 0;
1247 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1248 InitField(x, y, FALSE);
1249 if (CAN_MOVE(element) || COULD_MOVE(element))
1251 DrawLevelField(x, y);
1253 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1255 int graphic = GFX_EXPLOSION;
1257 if (game_emulation == EMU_SUPAPLEX)
1258 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1259 GFX_SP_EXPLODE_INFOTRON :
1260 GFX_SP_EXPLODE_EMPTY);
1263 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1265 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1269 void DynaExplode(int ex, int ey)
1272 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1273 static int xy[4][2] =
1281 Store2[ex][ey] = 0; /* delete player information */
1283 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1287 for (j=1; j<=player->dynabomb_size; j++)
1289 int x = ex+j*xy[i%4][0];
1290 int y = ey+j*xy[i%4][1];
1293 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1296 element = Feld[x][y];
1297 Explode(x, y, EX_PHASE_START, EX_BORDER);
1299 if (element != EL_LEERRAUM &&
1300 element != EL_ERDREICH &&
1301 element != EL_EXPLODING &&
1302 !player->dynabomb_xl)
1307 player->dynabombs_left++;
1310 void Bang(int x, int y)
1312 int element = Feld[x][y];
1314 if (game_emulation == EMU_SUPAPLEX)
1315 PlaySoundLevel(x, y, SND_SP_BOOOM);
1317 PlaySoundLevel(x, y, SND_ROAAAR);
1319 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1320 element = EL_LEERRAUM;
1332 RaiseScoreElement(element);
1333 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1336 case EL_DYNABOMB_NR:
1337 case EL_DYNABOMB_SZ:
1338 case EL_DYNABOMB_XL:
1345 Explode(x, y, EX_PHASE_START, EX_CENTER);
1348 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1353 void Blurb(int x, int y)
1355 int element = Feld[x][y];
1357 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1359 PlaySoundLevel(x, y, SND_BLURB);
1360 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1361 (!IN_LEV_FIELD(x-1, y-1) ||
1362 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1364 Feld[x-1][y] = EL_BLURB_LEFT;
1366 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1367 (!IN_LEV_FIELD(x+1, y-1) ||
1368 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1370 Feld[x+1][y] = EL_BLURB_RIGHT;
1375 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1377 if (!MovDelay[x][y]) /* initialize animation counter */
1380 if (MovDelay[x][y]) /* continue animation */
1383 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1384 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1386 if (!MovDelay[x][y])
1388 Feld[x][y] = EL_LEERRAUM;
1389 DrawLevelField(x, y);
1395 void Impact(int x, int y)
1397 boolean lastline = (y == lev_fieldy-1);
1398 boolean object_hit = FALSE;
1399 int element = Feld[x][y];
1402 if (!lastline) /* check if element below was hit */
1404 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1407 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1408 MovDir[x][y+1]!=MV_DOWN ||
1409 MovPos[x][y+1]<=TILEY/2));
1411 smashed = MovingOrBlocked2Element(x, y+1);
1414 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1420 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1421 (lastline || object_hit)) /* element is bomb */
1427 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1429 if (object_hit && IS_PLAYER(x, y+1))
1430 KillHero(PLAYERINFO(x, y+1));
1431 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1435 Feld[x][y] = EL_AMOEBING;
1436 Store[x][y] = EL_AMOEBE_NASS;
1441 if (!lastline && object_hit) /* check which object was hit */
1443 if (CAN_CHANGE(element) &&
1444 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1447 int activated_magic_wall =
1448 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1450 /* activate magic wall / mill */
1452 for (y=0; y<lev_fieldy; y++)
1453 for (x=0; x<lev_fieldx; x++)
1454 if (Feld[x][y] == smashed)
1455 Feld[x][y] = activated_magic_wall;
1457 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1461 if (IS_PLAYER(x, y+1))
1463 KillHero(PLAYERINFO(x, y+1));
1466 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1471 else if (element == EL_EDELSTEIN_BD)
1473 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1479 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1481 if (IS_ENEMY(smashed) ||
1482 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1483 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1488 else if (!IS_MOVING(x, y+1))
1490 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1495 else if (smashed == EL_KOKOSNUSS)
1497 Feld[x][y+1] = EL_CRACKINGNUT;
1498 PlaySoundLevel(x, y, SND_KNACK);
1499 RaiseScoreElement(EL_KOKOSNUSS);
1502 else if (smashed == EL_DIAMANT)
1504 Feld[x][y+1] = EL_LEERRAUM;
1505 PlaySoundLevel(x, y, SND_QUIRK);
1512 /* play sound of magic wall / mill */
1514 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1516 PlaySoundLevel(x, y, SND_QUIRK);
1520 /* play sound of object that hits the ground */
1521 if (lastline || object_hit)
1528 case EL_EDELSTEIN_BD:
1529 case EL_EDELSTEIN_GELB:
1530 case EL_EDELSTEIN_ROT:
1531 case EL_EDELSTEIN_LILA:
1533 case EL_SP_INFOTRON:
1539 case EL_FELSBROCKEN:
1543 sound = SND_SP_ZONKDOWN;
1546 case EL_SCHLUESSEL1:
1547 case EL_SCHLUESSEL2:
1548 case EL_SCHLUESSEL3:
1549 case EL_SCHLUESSEL4:
1566 PlaySoundLevel(x, y, sound);
1570 void TurnRound(int x, int y)
1582 { 0, 0 }, { 0, 0 }, { 0, 0 },
1587 int left, right, back;
1591 { MV_DOWN, MV_UP, MV_RIGHT },
1592 { MV_UP, MV_DOWN, MV_LEFT },
1594 { MV_LEFT, MV_RIGHT, MV_DOWN },
1595 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1596 { MV_RIGHT, MV_LEFT, MV_UP }
1599 int element = Feld[x][y];
1600 int old_move_dir = MovDir[x][y];
1601 int left_dir = turn[old_move_dir].left;
1602 int right_dir = turn[old_move_dir].right;
1603 int back_dir = turn[old_move_dir].back;
1605 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1606 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1607 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1608 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1610 int left_x = x+left_dx, left_y = y+left_dy;
1611 int right_x = x+right_dx, right_y = y+right_dy;
1612 int move_x = x+move_dx, move_y = y+move_dy;
1614 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1616 TestIfBadThingHitsOtherBadThing(x, y);
1618 if (IN_LEV_FIELD(right_x, right_y) &&
1619 IS_FREE_OR_PLAYER(right_x, right_y))
1620 MovDir[x][y] = right_dir;
1621 else if (!IN_LEV_FIELD(move_x, move_y) ||
1622 !IS_FREE_OR_PLAYER(move_x, move_y))
1623 MovDir[x][y] = left_dir;
1625 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1627 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1630 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1631 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1633 TestIfBadThingHitsOtherBadThing(x, y);
1635 if (IN_LEV_FIELD(left_x, left_y) &&
1636 IS_FREE_OR_PLAYER(left_x, left_y))
1637 MovDir[x][y] = left_dir;
1638 else if (!IN_LEV_FIELD(move_x, move_y) ||
1639 !IS_FREE_OR_PLAYER(move_x, move_y))
1640 MovDir[x][y] = right_dir;
1642 if ((element == EL_FLIEGER ||
1643 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1644 && MovDir[x][y] != old_move_dir)
1646 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1649 else if (element == EL_MAMPFER)
1651 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1653 if (IN_LEV_FIELD(left_x, left_y) &&
1654 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1655 Feld[left_x][left_y] == EL_DIAMANT))
1656 can_turn_left = TRUE;
1657 if (IN_LEV_FIELD(right_x, right_y) &&
1658 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1659 Feld[right_x][right_y] == EL_DIAMANT))
1660 can_turn_right = TRUE;
1662 if (can_turn_left && can_turn_right)
1663 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1664 else if (can_turn_left)
1665 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1666 else if (can_turn_right)
1667 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1669 MovDir[x][y] = back_dir;
1671 MovDelay[x][y] = 16+16*RND(3);
1673 else if (element == EL_MAMPFER2)
1675 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1677 if (IN_LEV_FIELD(left_x, left_y) &&
1678 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1679 IS_MAMPF2(Feld[left_x][left_y])))
1680 can_turn_left = TRUE;
1681 if (IN_LEV_FIELD(right_x, right_y) &&
1682 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1683 IS_MAMPF2(Feld[right_x][right_y])))
1684 can_turn_right = TRUE;
1686 if (can_turn_left && can_turn_right)
1687 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1688 else if (can_turn_left)
1689 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1690 else if (can_turn_right)
1691 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1693 MovDir[x][y] = back_dir;
1695 MovDelay[x][y] = 16+16*RND(3);
1697 else if (element == EL_PACMAN)
1699 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1701 if (IN_LEV_FIELD(left_x, left_y) &&
1702 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1703 IS_AMOEBOID(Feld[left_x][left_y])))
1704 can_turn_left = TRUE;
1705 if (IN_LEV_FIELD(right_x, right_y) &&
1706 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1707 IS_AMOEBOID(Feld[right_x][right_y])))
1708 can_turn_right = TRUE;
1710 if (can_turn_left && can_turn_right)
1711 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1712 else if (can_turn_left)
1713 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1714 else if (can_turn_right)
1715 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1717 MovDir[x][y] = back_dir;
1719 MovDelay[x][y] = 6+RND(40);
1721 else if (element == EL_SCHWEIN)
1723 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1724 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1725 boolean should_move_on = FALSE;
1727 int rnd = RND(rnd_value);
1729 if (IN_LEV_FIELD(left_x, left_y) &&
1730 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1731 can_turn_left = TRUE;
1732 if (IN_LEV_FIELD(right_x, right_y) &&
1733 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1734 can_turn_right = TRUE;
1735 if (IN_LEV_FIELD(move_x, move_y) &&
1736 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1739 if (can_turn_left &&
1741 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1742 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1743 should_turn_left = TRUE;
1744 if (can_turn_right &&
1746 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1747 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1748 should_turn_right = TRUE;
1750 (!can_turn_left || !can_turn_right ||
1751 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1752 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1753 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1754 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1755 should_move_on = TRUE;
1757 if (should_turn_left || should_turn_right || should_move_on)
1759 if (should_turn_left && should_turn_right && should_move_on)
1760 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1761 rnd < 2*rnd_value/3 ? right_dir :
1763 else if (should_turn_left && should_turn_right)
1764 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1765 else if (should_turn_left && should_move_on)
1766 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1767 else if (should_turn_right && should_move_on)
1768 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1769 else if (should_turn_left)
1770 MovDir[x][y] = left_dir;
1771 else if (should_turn_right)
1772 MovDir[x][y] = right_dir;
1773 else if (should_move_on)
1774 MovDir[x][y] = old_move_dir;
1776 else if (can_move_on && rnd > rnd_value/8)
1777 MovDir[x][y] = old_move_dir;
1778 else if (can_turn_left && can_turn_right)
1779 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1780 else if (can_turn_left && rnd > rnd_value/8)
1781 MovDir[x][y] = left_dir;
1782 else if (can_turn_right && rnd > rnd_value/8)
1783 MovDir[x][y] = right_dir;
1785 MovDir[x][y] = back_dir;
1787 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1788 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1789 MovDir[x][y] = old_move_dir;
1793 else if (element == EL_DRACHE)
1795 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1797 int rnd = RND(rnd_value);
1799 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1800 can_turn_left = TRUE;
1801 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1802 can_turn_right = TRUE;
1803 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1806 if (can_move_on && rnd > rnd_value/8)
1807 MovDir[x][y] = old_move_dir;
1808 else if (can_turn_left && can_turn_right)
1809 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1810 else if (can_turn_left && rnd > rnd_value/8)
1811 MovDir[x][y] = left_dir;
1812 else if (can_turn_right && rnd > rnd_value/8)
1813 MovDir[x][y] = right_dir;
1815 MovDir[x][y] = back_dir;
1817 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1818 MovDir[x][y] = old_move_dir;
1822 else if (element == EL_ROBOT || element == EL_SONDE ||
1823 element == EL_MAULWURF || element == EL_PINGUIN)
1825 int attr_x = -1, attr_y = -1;
1836 for (i=0; i<MAX_PLAYERS; i++)
1838 struct PlayerInfo *player = &stored_player[i];
1839 int jx = player->jx, jy = player->jy;
1841 if (!player->active || player->gone)
1844 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1852 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1858 if (element == EL_MAULWURF || element == EL_PINGUIN)
1861 static int xy[4][2] =
1871 int ex = x + xy[i%4][0];
1872 int ey = y + xy[i%4][1];
1874 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1883 MovDir[x][y] = MV_NO_MOVING;
1885 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1887 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1889 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1891 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1893 if (element == EL_ROBOT)
1897 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1898 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1899 Moving2Blocked(x, y, &newx, &newy);
1901 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1902 MovDelay[x][y] = 8+8*!RND(3);
1904 MovDelay[x][y] = 16;
1912 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1914 boolean first_horiz = RND(2);
1915 int new_move_dir = MovDir[x][y];
1918 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1919 Moving2Blocked(x, y, &newx, &newy);
1921 if (IN_LEV_FIELD(newx, newy) &&
1922 (IS_FREE(newx, newy) ||
1923 Feld[newx][newy] == EL_SALZSAEURE ||
1924 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1925 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1926 IS_MAMPF3(Feld[newx][newy])))))
1930 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1931 Moving2Blocked(x, y, &newx, &newy);
1933 if (IN_LEV_FIELD(newx, newy) &&
1934 (IS_FREE(newx, newy) ||
1935 Feld[newx][newy] == EL_SALZSAEURE ||
1936 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1937 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1938 IS_MAMPF3(Feld[newx][newy])))))
1941 MovDir[x][y] = old_move_dir;
1948 static boolean JustBeingPushed(int x, int y)
1952 for (i=0; i<MAX_PLAYERS; i++)
1954 struct PlayerInfo *player = &stored_player[i];
1956 if (player->active && !player->gone &&
1957 player->Pushing && player->MovPos)
1959 int next_jx = player->jx + (player->jx - player->last_jx);
1960 int next_jy = player->jy + (player->jy - player->last_jy);
1962 if (x == next_jx && y == next_jy)
1970 void StartMoving(int x, int y)
1972 int element = Feld[x][y];
1977 if (CAN_FALL(element) && y<lev_fieldy-1)
1979 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1980 if (JustBeingPushed(x, y))
1983 if (element == EL_MORAST_VOLL)
1985 if (IS_FREE(x, y+1))
1987 InitMovingField(x, y, MV_DOWN);
1988 Feld[x][y] = EL_FELSBROCKEN;
1989 Store[x][y] = EL_MORAST_LEER;
1991 else if (Feld[x][y+1] == EL_MORAST_LEER)
1993 if (!MovDelay[x][y])
1994 MovDelay[x][y] = TILEY + 1;
2003 Feld[x][y] = EL_MORAST_LEER;
2004 Feld[x][y+1] = EL_MORAST_VOLL;
2007 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
2009 InitMovingField(x, y, MV_DOWN);
2010 Store[x][y] = EL_MORAST_VOLL;
2012 else if (element == EL_SIEB_VOLL)
2014 if (IS_FREE(x, y+1))
2016 InitMovingField(x, y, MV_DOWN);
2017 Feld[x][y] = EL_CHANGED(Store2[x][y]);
2018 Store[x][y] = EL_SIEB_LEER;
2020 else if (Feld[x][y+1] == EL_SIEB_LEER)
2022 if (!MovDelay[x][y])
2023 MovDelay[x][y] = TILEY/4 + 1;
2032 Feld[x][y] = EL_SIEB_LEER;
2033 Feld[x][y+1] = EL_SIEB_VOLL;
2034 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2038 else if (element == EL_SIEB2_VOLL)
2040 if (IS_FREE(x, y+1))
2042 InitMovingField(x, y, MV_DOWN);
2043 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2044 Store[x][y] = EL_SIEB2_LEER;
2046 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2048 if (!MovDelay[x][y])
2049 MovDelay[x][y] = TILEY/4 + 1;
2058 Feld[x][y] = EL_SIEB2_LEER;
2059 Feld[x][y+1] = EL_SIEB2_VOLL;
2060 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2064 else if (CAN_CHANGE(element) &&
2065 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2067 InitMovingField(x, y, MV_DOWN);
2069 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2070 Store2[x][y+1] = element;
2072 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2075 InitMovingField(x, y, MV_DOWN);
2076 Store[x][y] = EL_SALZSAEURE;
2078 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2082 else if (IS_FREE(x, y+1))
2084 InitMovingField(x, y, MV_DOWN);
2086 else if (element == EL_TROPFEN)
2088 Feld[x][y] = EL_AMOEBING;
2089 Store[x][y] = EL_AMOEBE_NASS;
2091 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2093 boolean left = (x>0 && IS_FREE(x-1, y) &&
2094 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2095 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2096 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2100 if (left && right && game_emulation != EMU_BOULDERDASH)
2101 left = !(right = RND(2));
2103 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2107 else if (CAN_MOVE(element))
2111 if (element == EL_SONDE && JustBeingPushed(x, y))
2114 if (!MovDelay[x][y]) /* start new movement phase */
2116 /* all objects that can change their move direction after each step */
2117 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2119 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2122 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2123 element == EL_SP_SNIKSNAK ||
2124 element == EL_SP_ELECTRON))
2125 DrawLevelField(x, y);
2129 if (MovDelay[x][y]) /* wait some time before next movement */
2133 if (element == EL_ROBOT ||
2134 element == EL_MAMPFER || element == EL_MAMPFER2)
2136 int phase = MovDelay[x][y] % 8;
2141 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2142 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2144 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2145 && MovDelay[x][y]%4 == 3)
2146 PlaySoundLevel(x, y, SND_NJAM);
2148 else if (element == EL_SP_ELECTRON)
2149 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2150 else if (element == EL_DRACHE)
2153 int dir = MovDir[x][y];
2154 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2155 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2156 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2157 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2158 dir == MV_UP ? GFX_FLAMMEN_UP :
2159 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2160 int phase = FrameCounter % 2;
2162 for (i=1; i<=3; i++)
2164 int xx = x + i*dx, yy = y + i*dy;
2165 int sx = SCREENX(xx), sy = SCREENY(yy);
2167 if (!IN_LEV_FIELD(xx, yy) ||
2168 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2173 int flamed = MovingOrBlocked2Element(xx, yy);
2175 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2178 RemoveMovingField(xx, yy);
2180 Feld[xx][yy] = EL_BURNING;
2181 if (IN_SCR_FIELD(sx, sy))
2182 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2186 if (Feld[xx][yy] == EL_BURNING)
2187 Feld[xx][yy] = EL_LEERRAUM;
2188 DrawLevelField(xx, yy);
2197 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2199 PlaySoundLevel(x, y, SND_KLAPPER);
2201 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2203 PlaySoundLevel(x, y, SND_ROEHR);
2206 /* now make next step */
2208 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2210 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2212 /* enemy got the player */
2214 KillHero(PLAYERINFO(newx, newy));
2217 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2218 element == EL_ROBOT || element == EL_SONDE) &&
2219 IN_LEV_FIELD(newx, newy) &&
2220 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2223 Store[x][y] = EL_SALZSAEURE;
2225 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2226 IN_LEV_FIELD(newx, newy))
2228 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2230 Feld[x][y] = EL_LEERRAUM;
2231 DrawLevelField(x, y);
2233 PlaySoundLevel(newx, newy, SND_BUING);
2234 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2235 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2237 local_player->friends_still_needed--;
2238 if (!local_player->friends_still_needed &&
2239 !local_player->GameOver && AllPlayersGone)
2240 local_player->LevelSolved = local_player->GameOver = TRUE;
2244 else if (IS_MAMPF3(Feld[newx][newy]))
2246 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2247 DrawLevelField(newx, newy);
2249 MovDir[x][y] = MV_NO_MOVING;
2251 else if (!IS_FREE(newx, newy))
2253 if (IS_PLAYER(x, y))
2254 DrawPlayerField(x, y);
2256 DrawLevelField(x, y);
2260 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2262 if (IS_GEM(Feld[newx][newy]))
2264 if (IS_MOVING(newx, newy))
2265 RemoveMovingField(newx, newy);
2268 Feld[newx][newy] = EL_LEERRAUM;
2269 DrawLevelField(newx, newy);
2272 else if (!IS_FREE(newx, newy))
2274 if (IS_PLAYER(x, y))
2275 DrawPlayerField(x, y);
2277 DrawLevelField(x, y);
2281 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2283 if (!IS_FREE(newx, newy))
2285 if (IS_PLAYER(x, y))
2286 DrawPlayerField(x, y);
2288 DrawLevelField(x, y);
2293 boolean wanna_flame = !RND(10);
2294 int dx = newx - x, dy = newy - y;
2295 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2296 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2297 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2298 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2299 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2300 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2302 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2303 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2304 element1 != EL_BURNING && element2 != EL_BURNING)
2306 if (IS_PLAYER(x, y))
2307 DrawPlayerField(x, y);
2309 DrawLevelField(x, y);
2311 MovDelay[x][y] = 50;
2312 Feld[newx][newy] = EL_BURNING;
2313 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2314 Feld[newx1][newy1] = EL_BURNING;
2315 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2316 Feld[newx2][newy2] = EL_BURNING;
2321 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2322 Feld[newx][newy] == EL_DIAMANT)
2324 if (IS_MOVING(newx, newy))
2325 RemoveMovingField(newx, newy);
2328 Feld[newx][newy] = EL_LEERRAUM;
2329 DrawLevelField(newx, newy);
2332 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2333 IS_MAMPF2(Feld[newx][newy]))
2335 if (AmoebaNr[newx][newy])
2337 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2338 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2339 Feld[newx][newy] == EL_AMOEBE_BD)
2340 AmoebaCnt[AmoebaNr[newx][newy]]--;
2343 if (IS_MOVING(newx, newy))
2344 RemoveMovingField(newx, newy);
2347 Feld[newx][newy] = EL_LEERRAUM;
2348 DrawLevelField(newx, newy);
2351 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2352 IS_AMOEBOID(Feld[newx][newy]))
2354 if (AmoebaNr[newx][newy])
2356 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2357 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2358 Feld[newx][newy] == EL_AMOEBE_BD)
2359 AmoebaCnt[AmoebaNr[newx][newy]]--;
2362 Feld[newx][newy] = EL_LEERRAUM;
2363 DrawLevelField(newx, newy);
2365 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2367 /* object was running against a wall */
2371 if (element == EL_KAEFER || element == EL_FLIEGER ||
2372 element == EL_SP_SNIKSNAK)
2373 DrawLevelField(x, y);
2374 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2375 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2376 else if (element == EL_SONDE)
2377 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2378 else if (element == EL_SP_ELECTRON)
2379 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2384 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2385 PlaySoundLevel(x, y, SND_SCHLURF);
2387 InitMovingField(x, y, MovDir[x][y]);
2391 ContinueMoving(x, y);
2394 void ContinueMoving(int x, int y)
2396 int element = Feld[x][y];
2397 int direction = MovDir[x][y];
2398 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2399 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2400 int horiz_move = (dx!=0);
2401 int newx = x + dx, newy = y + dy;
2402 int step = (horiz_move ? dx : dy) * TILEX/8;
2404 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2406 else if (element == EL_TROPFEN)
2408 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2411 MovPos[x][y] += step;
2413 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2415 Feld[x][y] = EL_LEERRAUM;
2416 Feld[newx][newy] = element;
2418 if (Store[x][y] == EL_MORAST_VOLL)
2421 Feld[newx][newy] = EL_MORAST_VOLL;
2422 element = EL_MORAST_VOLL;
2424 else if (Store[x][y] == EL_MORAST_LEER)
2427 Feld[x][y] = EL_MORAST_LEER;
2429 else if (Store[x][y] == EL_SIEB_VOLL)
2432 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2434 else if (Store[x][y] == EL_SIEB_LEER)
2436 Store[x][y] = Store2[x][y] = 0;
2437 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2439 else if (Store[x][y] == EL_SIEB2_VOLL)
2442 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2444 else if (Store[x][y] == EL_SIEB2_LEER)
2446 Store[x][y] = Store2[x][y] = 0;
2447 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2449 else if (Store[x][y] == EL_SALZSAEURE)
2452 Feld[newx][newy] = EL_SALZSAEURE;
2453 element = EL_SALZSAEURE;
2455 else if (Store[x][y] == EL_AMOEBE_NASS)
2458 Feld[x][y] = EL_AMOEBE_NASS;
2461 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2462 MovDelay[newx][newy] = 0;
2464 if (!CAN_MOVE(element))
2465 MovDir[newx][newy] = 0;
2467 DrawLevelField(x, y);
2468 DrawLevelField(newx, newy);
2470 Stop[newx][newy] = TRUE;
2471 JustHit[x][newy] = 3;
2473 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2475 TestIfBadThingHitsHero(newx, newy);
2476 TestIfBadThingHitsFriend(newx, newy);
2477 TestIfBadThingHitsOtherBadThing(newx, newy);
2479 else if (element == EL_PINGUIN)
2480 TestIfFriendHitsBadThing(newx, newy);
2482 if (CAN_SMASH(element) && direction == MV_DOWN &&
2483 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2486 else /* still moving on */
2487 DrawLevelField(x, y);
2490 int AmoebeNachbarNr(int ax, int ay)
2493 int element = Feld[ax][ay];
2495 static int xy[4][2] =
2505 int x = ax + xy[i][0];
2506 int y = ay + xy[i][1];
2508 if (!IN_LEV_FIELD(x, y))
2511 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2512 group_nr = AmoebaNr[x][y];
2518 void AmoebenVereinigen(int ax, int ay)
2520 int i, x, y, xx, yy;
2521 int new_group_nr = AmoebaNr[ax][ay];
2522 static int xy[4][2] =
2530 if (new_group_nr == 0)
2538 if (!IN_LEV_FIELD(x, y))
2541 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2542 Feld[x][y] == EL_AMOEBE_BD ||
2543 Feld[x][y] == EL_AMOEBE_TOT) &&
2544 AmoebaNr[x][y] != new_group_nr)
2546 int old_group_nr = AmoebaNr[x][y];
2548 if (old_group_nr == 0)
2551 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2552 AmoebaCnt[old_group_nr] = 0;
2553 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2554 AmoebaCnt2[old_group_nr] = 0;
2556 for (yy=0; yy<lev_fieldy; yy++)
2558 for (xx=0; xx<lev_fieldx; xx++)
2560 if (AmoebaNr[xx][yy] == old_group_nr)
2561 AmoebaNr[xx][yy] = new_group_nr;
2568 void AmoebeUmwandeln(int ax, int ay)
2572 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2574 int group_nr = AmoebaNr[ax][ay];
2579 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2580 printf("AmoebeUmwandeln(): This should never happen!\n");
2585 for (y=0; y<lev_fieldy; y++)
2587 for (x=0; x<lev_fieldx; x++)
2589 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2592 Feld[x][y] = EL_AMOEBA2DIAM;
2600 static int xy[4][2] =
2613 if (!IN_LEV_FIELD(x, y))
2616 if (Feld[x][y] == EL_AMOEBA2DIAM)
2622 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2625 int group_nr = AmoebaNr[ax][ay];
2626 boolean done = FALSE;
2631 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2632 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2637 for (y=0; y<lev_fieldy; y++)
2639 for (x=0; x<lev_fieldx; x++)
2641 if (AmoebaNr[x][y] == group_nr &&
2642 (Feld[x][y] == EL_AMOEBE_TOT ||
2643 Feld[x][y] == EL_AMOEBE_BD ||
2644 Feld[x][y] == EL_AMOEBING))
2647 Feld[x][y] = new_element;
2648 InitField(x, y, FALSE);
2649 DrawLevelField(x, y);
2656 PlaySoundLevel(ax, ay,
2657 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2660 void AmoebeWaechst(int x, int y)
2662 static unsigned long sound_delay = 0;
2663 static unsigned long sound_delay_value = 0;
2665 if (!MovDelay[x][y]) /* start new growing cycle */
2669 if (DelayReached(&sound_delay, sound_delay_value))
2671 PlaySoundLevel(x, y, SND_AMOEBE);
2672 sound_delay_value = 30;
2676 if (MovDelay[x][y]) /* wait some time before growing bigger */
2679 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2680 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2682 if (!MovDelay[x][y])
2684 Feld[x][y] = Store[x][y];
2686 DrawLevelField(x, y);
2691 void AmoebeAbleger(int ax, int ay)
2694 int element = Feld[ax][ay];
2695 int newax = ax, neway = ay;
2696 static int xy[4][2] =
2704 if (!level.tempo_amoebe)
2706 Feld[ax][ay] = EL_AMOEBE_TOT;
2707 DrawLevelField(ax, ay);
2711 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2712 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2714 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2717 if (MovDelay[ax][ay])
2721 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2724 int x = ax + xy[start][0];
2725 int y = ay + xy[start][1];
2727 if (!IN_LEV_FIELD(x, y))
2730 if (IS_FREE(x, y) ||
2731 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2737 if (newax == ax && neway == ay)
2740 else /* normal or "filled" (BD style) amoeba */
2743 boolean waiting_for_player = FALSE;
2747 int j = (start + i) % 4;
2748 int x = ax + xy[j][0];
2749 int y = ay + xy[j][1];
2751 if (!IN_LEV_FIELD(x, y))
2754 if (IS_FREE(x, y) ||
2755 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2761 else if (IS_PLAYER(x, y))
2762 waiting_for_player = TRUE;
2765 if (newax == ax && neway == ay) /* amoeba cannot grow */
2767 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2769 Feld[ax][ay] = EL_AMOEBE_TOT;
2770 DrawLevelField(ax, ay);
2771 AmoebaCnt[AmoebaNr[ax][ay]]--;
2773 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2775 if (element == EL_AMOEBE_VOLL)
2776 AmoebeUmwandeln(ax, ay);
2777 else if (element == EL_AMOEBE_BD)
2778 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2783 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2785 /* amoeba gets larger by growing in some direction */
2787 int new_group_nr = AmoebaNr[ax][ay];
2790 if (new_group_nr == 0)
2792 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2793 printf("AmoebeAbleger(): This should never happen!\n");
2798 AmoebaNr[newax][neway] = new_group_nr;
2799 AmoebaCnt[new_group_nr]++;
2800 AmoebaCnt2[new_group_nr]++;
2802 /* if amoeba touches other amoeba(s) after growing, unify them */
2803 AmoebenVereinigen(newax, neway);
2805 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2807 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2813 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2814 (neway == lev_fieldy - 1 && newax != ax))
2816 Feld[newax][neway] = EL_AMOEBING;
2817 Store[newax][neway] = element;
2819 else if (neway == ay)
2820 Feld[newax][neway] = EL_TROPFEN;
2823 InitMovingField(ax, ay, MV_DOWN);
2824 Feld[ax][ay] = EL_TROPFEN;
2825 Store[ax][ay] = EL_AMOEBE_NASS;
2826 ContinueMoving(ax, ay);
2830 DrawLevelField(newax, neway);
2833 void Life(int ax, int ay)
2836 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2838 int element = Feld[ax][ay];
2843 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2844 MovDelay[ax][ay] = life_time;
2846 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2849 if (MovDelay[ax][ay])
2853 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2855 int xx = ax+x1, yy = ay+y1;
2858 if (!IN_LEV_FIELD(xx, yy))
2861 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2863 int x = xx+x2, y = yy+y2;
2865 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2868 if (((Feld[x][y] == element ||
2869 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2871 (IS_FREE(x, y) && Stop[x][y]))
2875 if (xx == ax && yy == ay) /* field in the middle */
2877 if (nachbarn<life[0] || nachbarn>life[1])
2879 Feld[xx][yy] = EL_LEERRAUM;
2881 DrawLevelField(xx, yy);
2882 Stop[xx][yy] = TRUE;
2885 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2886 { /* free border field */
2887 if (nachbarn>=life[2] && nachbarn<=life[3])
2889 Feld[xx][yy] = element;
2890 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2892 DrawLevelField(xx, yy);
2893 Stop[xx][yy] = TRUE;
2899 void Ablenk(int x, int y)
2901 if (!MovDelay[x][y]) /* next animation frame */
2902 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2904 if (MovDelay[x][y]) /* wait some time before next frame */
2909 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2910 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2911 if (!(MovDelay[x][y]%4))
2912 PlaySoundLevel(x, y, SND_MIEP);
2917 Feld[x][y] = EL_ABLENK_AUS;
2918 DrawLevelField(x, y);
2919 if (ZX == x && ZY == y)
2923 void Birne(int x, int y)
2925 if (!MovDelay[x][y]) /* next animation frame */
2926 MovDelay[x][y] = 800;
2928 if (MovDelay[x][y]) /* wait some time before next frame */
2933 if (!(MovDelay[x][y]%5))
2935 if (!(MovDelay[x][y]%10))
2936 Feld[x][y]=EL_ABLENK_EIN;
2938 Feld[x][y]=EL_ABLENK_AUS;
2939 DrawLevelField(x, y);
2940 Feld[x][y]=EL_ABLENK_EIN;
2946 Feld[x][y]=EL_ABLENK_AUS;
2947 DrawLevelField(x, y);
2948 if (ZX == x && ZY == y)
2952 void Blubber(int x, int y)
2954 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2955 DrawLevelField(x, y-1);
2957 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2960 void NussKnacken(int x, int y)
2962 if (!MovDelay[x][y]) /* next animation frame */
2965 if (MovDelay[x][y]) /* wait some time before next frame */
2968 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2969 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2971 if (!MovDelay[x][y])
2973 Feld[x][y] = EL_EDELSTEIN;
2974 DrawLevelField(x, y);
2979 void SiebAktivieren(int x, int y, int typ)
2981 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2983 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2986 void AusgangstuerPruefen(int x, int y)
2988 if (!local_player->gems_still_needed &&
2989 !local_player->sokobanfields_still_needed &&
2990 !local_player->lights_still_needed)
2992 Feld[x][y] = EL_AUSGANG_ACT;
2994 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2995 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2996 y < LEVELY(BY1) ? LEVELY(BY1) :
2997 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
3002 void AusgangstuerOeffnen(int x, int y)
3006 if (!MovDelay[x][y]) /* next animation frame */
3007 MovDelay[x][y] = 5*delay;
3009 if (MovDelay[x][y]) /* wait some time before next frame */
3014 tuer = MovDelay[x][y]/delay;
3015 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3016 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
3018 if (!MovDelay[x][y])
3020 Feld[x][y] = EL_AUSGANG_AUF;
3021 DrawLevelField(x, y);
3026 void AusgangstuerBlinken(int x, int y)
3028 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3031 void EdelsteinFunkeln(int x, int y)
3033 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3036 if (Feld[x][y] == EL_EDELSTEIN_BD)
3037 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3040 if (!MovDelay[x][y]) /* next animation frame */
3041 MovDelay[x][y] = 11 * !SimpleRND(500);
3043 if (MovDelay[x][y]) /* wait some time before next frame */
3047 if (setup.direct_draw && MovDelay[x][y])
3048 SetDrawtoField(DRAW_BUFFERED);
3050 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3054 int phase = (MovDelay[x][y]-1)/2;
3059 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3061 if (setup.direct_draw)
3065 dest_x = FX + SCREENX(x)*TILEX;
3066 dest_y = FY + SCREENY(y)*TILEY;
3068 XCopyArea(display, drawto_field, window, gc,
3069 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3070 SetDrawtoField(DRAW_DIRECT);
3077 void MauerWaechst(int x, int y)
3081 if (!MovDelay[x][y]) /* next animation frame */
3082 MovDelay[x][y] = 3*delay;
3084 if (MovDelay[x][y]) /* wait some time before next frame */
3089 phase = 2-MovDelay[x][y]/delay;
3090 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3091 DrawGraphic(SCREENX(x), SCREENY(y),
3092 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3093 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3094 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3095 GFX_MAUER_DOWN ) + phase);
3097 if (!MovDelay[x][y])
3099 if (MovDir[x][y] == MV_LEFT)
3101 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3102 DrawLevelField(x-1, y);
3104 else if (MovDir[x][y] == MV_RIGHT)
3106 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3107 DrawLevelField(x+1, y);
3109 else if (MovDir[x][y] == MV_UP)
3111 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3112 DrawLevelField(x, y-1);
3116 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3117 DrawLevelField(x, y+1);
3120 Feld[x][y] = Store[x][y];
3122 MovDir[x][y] = MV_NO_MOVING;
3123 DrawLevelField(x, y);
3128 void MauerAbleger(int ax, int ay)
3130 int element = Feld[ax][ay];
3131 boolean oben_frei = FALSE, unten_frei = FALSE;
3132 boolean links_frei = FALSE, rechts_frei = FALSE;
3133 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3134 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3136 if (!MovDelay[ax][ay]) /* start building new wall */
3137 MovDelay[ax][ay] = 6;
3139 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3142 if (MovDelay[ax][ay])
3146 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3148 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3150 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3152 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3155 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3159 Feld[ax][ay-1] = EL_MAUERND;
3160 Store[ax][ay-1] = element;
3161 MovDir[ax][ay-1] = MV_UP;
3162 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3163 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3167 Feld[ax][ay+1] = EL_MAUERND;
3168 Store[ax][ay+1] = element;
3169 MovDir[ax][ay+1] = MV_DOWN;
3170 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3171 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3175 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3176 element == EL_MAUER_LEBT)
3180 Feld[ax-1][ay] = EL_MAUERND;
3181 Store[ax-1][ay] = element;
3182 MovDir[ax-1][ay] = MV_LEFT;
3183 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3184 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3188 Feld[ax+1][ay] = EL_MAUERND;
3189 Store[ax+1][ay] = element;
3190 MovDir[ax+1][ay] = MV_RIGHT;
3191 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3192 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3196 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3197 DrawLevelField(ax, ay);
3199 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3201 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3202 unten_massiv = TRUE;
3203 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3204 links_massiv = TRUE;
3205 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3206 rechts_massiv = TRUE;
3208 if (((oben_massiv && unten_massiv) ||
3209 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3210 ((links_massiv && rechts_massiv) ||
3211 element == EL_MAUER_Y))
3212 Feld[ax][ay] = EL_MAUERWERK;
3215 void CheckForDragon(int x, int y)
3218 boolean dragon_found = FALSE;
3219 static int xy[4][2] =
3231 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3233 if (IN_LEV_FIELD(xx, yy) &&
3234 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3236 if (Feld[xx][yy] == EL_DRACHE)
3237 dragon_found = TRUE;
3250 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3252 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3254 Feld[xx][yy] = EL_LEERRAUM;
3255 DrawLevelField(xx, yy);
3264 static void CheckBuggyBase(int x, int y)
3266 int element = Feld[x][y];
3268 if (element == EL_SP_BUG)
3270 if (!MovDelay[x][y]) /* start activating buggy base */
3271 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3273 if (MovDelay[x][y]) /* wait some time before activating base */
3276 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3277 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3281 Feld[x][y] = EL_SP_BUG_ACTIVE;
3284 else if (element == EL_SP_BUG_ACTIVE)
3286 if (!MovDelay[x][y]) /* start activating buggy base */
3287 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3289 if (MovDelay[x][y]) /* wait some time before activating base */
3295 static int xy[4][2] =
3303 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3304 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3308 int xx = x + xy[i][0], yy = y + xy[i][1];
3310 if (IS_PLAYER(xx, yy))
3312 PlaySoundLevel(x, y, SND_SP_BUG);
3320 Feld[x][y] = EL_SP_BUG;
3321 DrawLevelField(x, y);
3326 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3328 static byte stored_player_action[MAX_PLAYERS];
3329 static int num_stored_actions = 0;
3330 static boolean save_tape_entry = FALSE;
3331 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3332 int jx = player->jx, jy = player->jy;
3333 int left = player_action & JOY_LEFT;
3334 int right = player_action & JOY_RIGHT;
3335 int up = player_action & JOY_UP;
3336 int down = player_action & JOY_DOWN;
3337 int button1 = player_action & JOY_BUTTON_1;
3338 int button2 = player_action & JOY_BUTTON_2;
3339 int dx = (left ? -1 : right ? 1 : 0);
3340 int dy = (up ? -1 : down ? 1 : 0);
3342 stored_player_action[player->index_nr] = 0;
3343 num_stored_actions++;
3345 if (!player->active || player->gone || tape.pausing)
3350 save_tape_entry = TRUE;
3351 player->frame_reset_delay = 0;
3354 snapped = SnapField(player, dx, dy);
3358 bombed = PlaceBomb(player);
3359 moved = MoveFigure(player, dx, dy);
3362 if (tape.recording && (moved || snapped || bombed))
3364 if (bombed && !moved)
3365 player_action &= JOY_BUTTON;
3367 stored_player_action[player->index_nr] = player_action;
3369 else if (tape.playing && snapped)
3370 SnapField(player, 0, 0); /* stop snapping */
3374 /* no actions for this player (no input at player's configured device) */
3376 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3377 SnapField(player, 0, 0);
3378 CheckGravityMovement(player);
3380 if (++player->frame_reset_delay > player->move_delay_value)
3384 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3386 TapeRecordAction(stored_player_action);
3387 num_stored_actions = 0;
3388 save_tape_entry = FALSE;
3391 if (tape.playing && !tape.pausing && !player_action &&
3392 tape.counter < tape.length)
3395 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3397 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3398 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3400 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3402 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3404 int el = Feld[jx+dx][jy];
3405 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3407 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3409 player->MovDir = next_joy;
3410 player->Frame = FrameCounter % 4;
3411 player->Pushing = TRUE;
3420 static unsigned long action_delay = 0;
3421 unsigned long action_delay_value;
3422 int sieb_x = 0, sieb_y = 0;
3423 int i, x, y, element;
3424 byte *recorded_player_action;
3425 byte summarized_player_action = 0;
3427 if (game_status != PLAYING)
3430 action_delay_value =
3431 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3433 /* ---------- main game synchronization point ---------- */
3435 WaitUntilDelayReached(&action_delay, action_delay_value);
3437 if (network_playing && !network_player_action_received)
3441 printf("DEBUG: try to get network player actions in time\n");
3446 /* last chance to get network player actions without main loop delay */
3450 if (game_status != PLAYING)
3453 if (!network_player_action_received)
3457 printf("DEBUG: failed to get network player actions in time\n");
3469 else if (tape.recording)
3472 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3474 for (i=0; i<MAX_PLAYERS; i++)
3476 summarized_player_action |= stored_player[i].action;
3478 if (!network_playing)
3479 stored_player[i].effective_action = stored_player[i].action;
3483 if (network_playing)
3484 SendToServer_MovePlayer(summarized_player_action);
3487 if (!options.network && !setup.team_mode)
3488 local_player->effective_action = summarized_player_action;
3490 for (i=0; i<MAX_PLAYERS; i++)
3492 int actual_player_action = stored_player[i].effective_action;
3494 if (stored_player[i].programmed_action)
3495 actual_player_action = stored_player[i].programmed_action;
3497 if (recorded_player_action)
3498 actual_player_action = recorded_player_action[i];
3500 PlayerActions(&stored_player[i], actual_player_action);
3501 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3504 network_player_action_received = FALSE;
3506 ScrollScreen(NULL, SCROLL_GO_ON);
3512 if (TimeFrames == 0 && !local_player->gone)
3514 extern unsigned int last_RND();
3516 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3517 TimePlayed, last_RND(), getStateCheckSum(TimePlayed));
3524 if (GameFrameDelay >= 500)
3525 printf("FrameCounter == %d\n", FrameCounter);
3534 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3537 if (JustHit[x][y]>0)
3541 if (IS_BLOCKED(x, y))
3545 Blocked2Moving(x, y, &oldx, &oldy);
3546 if (!IS_MOVING(oldx, oldy))
3548 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
3549 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3550 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3551 printf("GameActions(): This should never happen!\n");
3557 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3559 element = Feld[x][y];
3561 if (IS_INACTIVE(element))
3564 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3568 if (IS_GEM(element))
3569 EdelsteinFunkeln(x, y);
3571 else if (IS_MOVING(x, y))
3572 ContinueMoving(x, y);
3573 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3574 CheckDynamite(x, y);
3575 else if (element == EL_EXPLODING)
3576 Explode(x, y, Frame[x][y], EX_NORMAL);
3577 else if (element == EL_AMOEBING)
3578 AmoebeWaechst(x, y);
3579 else if (IS_AMOEBALIVE(element))
3580 AmoebeAbleger(x, y);
3581 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3583 else if (element == EL_ABLENK_EIN)
3585 else if (element == EL_SALZSAEURE)
3587 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3589 else if (element == EL_CRACKINGNUT)
3591 else if (element == EL_AUSGANG_ZU)
3592 AusgangstuerPruefen(x, y);
3593 else if (element == EL_AUSGANG_ACT)
3594 AusgangstuerOeffnen(x, y);
3595 else if (element == EL_AUSGANG_AUF)
3596 AusgangstuerBlinken(x, y);
3597 else if (element == EL_MAUERND)
3599 else if (element == EL_MAUER_LEBT ||
3600 element == EL_MAUER_X ||
3601 element == EL_MAUER_Y ||
3602 element == EL_MAUER_XY)
3604 else if (element == EL_BURNING)
3605 CheckForDragon(x, y);
3606 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3607 CheckBuggyBase(x, y);
3608 else if (element == EL_SP_TERMINAL)
3609 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3610 else if (element == EL_SP_TERMINAL_ACTIVE)
3611 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3615 boolean sieb = FALSE;
3616 int jx = local_player->jx, jy = local_player->jy;
3618 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3619 Store[x][y] == EL_SIEB_LEER)
3621 SiebAktivieren(x, y, 1);
3624 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3625 Store[x][y] == EL_SIEB2_LEER)
3627 SiebAktivieren(x, y, 2);
3631 /* play the element sound at the position nearest to the player */
3632 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3642 if (!(SiebCount % 4))
3643 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3650 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3652 element = Feld[x][y];
3653 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3655 Feld[x][y] = EL_SIEB_TOT;
3656 DrawLevelField(x, y);
3658 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3660 Feld[x][y] = EL_SIEB2_TOT;
3661 DrawLevelField(x, y);
3670 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3675 if (tape.recording || tape.playing)
3676 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3683 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3685 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3688 for (i=0; i<MAX_PLAYERS; i++)
3689 KillHero(&stored_player[i]);
3691 else if (level.time == 0) /* level without time limit */
3692 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3698 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3700 int min_x = x, min_y = y, max_x = x, max_y = y;
3703 for (i=0; i<MAX_PLAYERS; i++)
3705 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3707 if (!stored_player[i].active || stored_player[i].gone ||
3708 &stored_player[i] == player)
3711 min_x = MIN(min_x, jx);
3712 min_y = MIN(min_y, jy);
3713 max_x = MAX(max_x, jx);
3714 max_y = MAX(max_y, jy);
3717 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3720 static boolean AllPlayersInVisibleScreen()
3724 for (i=0; i<MAX_PLAYERS; i++)
3726 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3728 if (!stored_player[i].active || stored_player[i].gone)
3731 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3738 void ScrollLevel(int dx, int dy)
3740 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3743 XCopyArea(display, drawto_field, drawto_field, gc,
3744 FX + TILEX*(dx == -1) - softscroll_offset,
3745 FY + TILEY*(dy == -1) - softscroll_offset,
3746 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3747 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3748 FX + TILEX*(dx == 1) - softscroll_offset,
3749 FY + TILEY*(dy == 1) - softscroll_offset);
3753 x = (dx == 1 ? BX1 : BX2);
3754 for (y=BY1; y<=BY2; y++)
3755 DrawScreenField(x, y);
3759 y = (dy == 1 ? BY1 : BY2);
3760 for (x=BX1; x<=BX2; x++)
3761 DrawScreenField(x, y);
3764 redraw_mask |= REDRAW_FIELD;
3767 static void CheckGravityMovement(struct PlayerInfo *player)
3769 if (level.gravity && !player->programmed_action)
3771 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
3772 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
3774 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
3775 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
3776 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
3777 int jx = player->jx, jy = player->jy;
3778 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
3779 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
3780 int new_jx = jx + dx, new_jy = jy + dy;
3781 boolean field_under_player_is_free =
3782 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
3783 boolean player_is_moving_to_valid_field =
3784 (IN_LEV_FIELD(new_jx, new_jy) &&
3785 (Feld[new_jx][new_jy] == EL_SP_BASE ||
3786 Feld[new_jx][new_jy] == EL_ERDREICH));
3788 if (field_under_player_is_free && !player_is_moving_to_valid_field)
3789 player->programmed_action = MV_DOWN;
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;
3816 element = MovingOrBlocked2Element(new_jx, new_jy);
3818 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
3821 if (DONT_GO_TO(element))
3823 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3826 Feld[jx][jy] = EL_SPIELFIGUR;
3827 InitMovingField(jx, jy, MV_DOWN);
3828 Store[jx][jy] = EL_SALZSAEURE;
3829 ContinueMoving(jx, jy);
3838 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3839 if (can_move != MF_MOVING)
3842 StorePlayer[jx][jy] = 0;
3843 player->last_jx = jx;
3844 player->last_jy = jy;
3845 jx = player->jx = new_jx;
3846 jy = player->jy = new_jy;
3847 StorePlayer[jx][jy] = player->element_nr;
3850 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
3852 ScrollFigure(player, SCROLL_INIT);
3857 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3859 int jx = player->jx, jy = player->jy;
3860 int old_jx = jx, old_jy = jy;
3861 int moved = MF_NO_ACTION;
3863 if (player->gone || (!dx && !dy))
3866 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
3870 /* remove the last programmed player action */
3871 player->programmed_action = 0;
3875 /* should only happen if pre-1.2 tape recordings are played */
3876 /* this is only for backward compatibility */
3878 int original_move_delay_value = player->move_delay_value;
3881 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3884 /* scroll remaining steps with finest movement resolution */
3885 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
3887 while (player->MovPos)
3889 ScrollFigure(player, SCROLL_GO_ON);
3890 ScrollScreen(NULL, SCROLL_GO_ON);
3896 player->move_delay_value = original_move_delay_value;
3899 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3901 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3902 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3906 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3907 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3913 if (moved & MF_MOVING && !ScreenMovPos &&
3914 (player == local_player || !options.network))
3916 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3917 int offset = (setup.scroll_delay ? 3 : 0);
3919 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3921 /* actual player has left the screen -- scroll in that direction */
3922 if (jx != old_jx) /* player has moved horizontally */
3923 scroll_x += (jx - old_jx);
3924 else /* player has moved vertically */
3925 scroll_y += (jy - old_jy);
3929 if (jx != old_jx) /* player has moved horizontally */
3931 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3932 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3933 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3935 /* don't scroll over playfield boundaries */
3936 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3937 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3939 /* don't scroll more than one field at a time */
3940 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3942 /* don't scroll against the player's moving direction */
3943 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3944 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3945 scroll_x = old_scroll_x;
3947 else /* player has moved vertically */
3949 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3950 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3951 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3953 /* don't scroll over playfield boundaries */
3954 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3955 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3957 /* don't scroll more than one field at a time */
3958 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3960 /* don't scroll against the player's moving direction */
3961 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3962 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3963 scroll_y = old_scroll_y;
3967 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3969 if (!options.network && !AllPlayersInVisibleScreen())
3971 scroll_x = old_scroll_x;
3972 scroll_y = old_scroll_y;
3976 ScrollScreen(player, SCROLL_INIT);
3977 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3982 if (!(moved & MF_MOVING) && !player->Pushing)
3985 player->Frame = (player->Frame + 1) % 4;
3987 if (moved & MF_MOVING)
3989 if (old_jx != jx && old_jy == jy)
3990 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3991 else if (old_jx == jx && old_jy != jy)
3992 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3994 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3996 player->last_move_dir = player->MovDir;
4000 CheckGravityMovement(player);
4002 player->last_move_dir = MV_NO_MOVING;
4005 TestIfHeroHitsBadThing(jx, jy);
4013 void ScrollFigure(struct PlayerInfo *player, int mode)
4015 int jx = player->jx, jy = player->jy;
4016 int last_jx = player->last_jx, last_jy = player->last_jy;
4017 int move_stepsize = TILEX / player->move_delay_value;
4019 if (!player->active || player->gone || !player->MovPos)
4022 if (mode == SCROLL_INIT)
4024 player->actual_frame_counter = FrameCounter;
4025 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4027 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4028 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4033 else if (!FrameReached(&player->actual_frame_counter, 1))
4036 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
4037 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
4039 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4040 Feld[last_jx][last_jy] = EL_LEERRAUM;
4042 /* before DrawPlayer() to draw correct player graphic for this case */
4043 if (player->MovPos == 0)
4044 CheckGravityMovement(player);
4048 if (player->MovPos == 0)
4050 if (IS_QUICK_GATE(Feld[last_jx][last_jy]))
4052 /* continue with normal speed after quickly moving through gate */
4053 HALVE_PLAYER_SPEED(player);
4055 /* be able to make the next move without delay */
4056 player->move_delay = 0;
4059 player->last_jx = jx;
4060 player->last_jy = jy;
4062 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4066 if (!local_player->friends_still_needed)
4067 player->LevelSolved = player->GameOver = TRUE;
4072 void ScrollScreen(struct PlayerInfo *player, int mode)
4074 static unsigned long screen_frame_counter = 0;
4076 if (mode == SCROLL_INIT)
4078 /* set scrolling step size according to actual player's moving speed */
4079 ScrollStepSize = TILEX / player->move_delay_value;
4081 screen_frame_counter = FrameCounter;
4082 ScreenMovDir = player->MovDir;
4083 ScreenMovPos = player->MovPos;
4084 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4087 else if (!FrameReached(&screen_frame_counter, 1))
4092 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
4093 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4094 redraw_mask |= REDRAW_FIELD;
4097 ScreenMovDir = MV_NO_MOVING;
4100 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4102 int i, killx = goodx, killy = goody;
4103 static int xy[4][2] =
4110 static int harmless[4] =
4122 x = goodx + xy[i][0];
4123 y = goody + xy[i][1];
4124 if (!IN_LEV_FIELD(x, y))
4128 element = Feld[x][y];
4130 element = MovingOrBlocked2ElementIfNotLeaving(x, y);
4133 if (DONT_TOUCH(element))
4135 if (MovDir[x][y] == harmless[i])
4144 if (killx != goodx || killy != goody)
4146 if (IS_PLAYER(goodx, goody))
4147 KillHero(PLAYERINFO(goodx, goody));
4153 void TestIfBadThingHitsGoodThing(int badx, int bady)
4155 int i, killx = badx, killy = bady;
4156 static int xy[4][2] =
4163 static int harmless[4] =
4175 x = badx + xy[i][0];
4176 y = bady + xy[i][1];
4177 if (!IN_LEV_FIELD(x, y))
4180 element = Feld[x][y];
4182 if (IS_PLAYER(x, y))
4188 else if (element == EL_PINGUIN)
4190 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4199 if (killx != badx || killy != bady)
4201 if (IS_PLAYER(killx, killy))
4202 KillHero(PLAYERINFO(killx, killy));
4208 void TestIfHeroHitsBadThing(int x, int y)
4210 TestIfGoodThingHitsBadThing(x, y);
4213 void TestIfBadThingHitsHero(int x, int y)
4215 TestIfBadThingHitsGoodThing(x, y);
4218 void TestIfFriendHitsBadThing(int x, int y)
4220 TestIfGoodThingHitsBadThing(x, y);
4223 void TestIfBadThingHitsFriend(int x, int y)
4225 TestIfBadThingHitsGoodThing(x, y);
4228 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4230 int i, killx = badx, killy = bady;
4231 static int xy[4][2] =
4245 if (!IN_LEV_FIELD(x, y))
4248 element = Feld[x][y];
4249 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4250 element == EL_AMOEBING || element == EL_TROPFEN)
4258 if (killx != badx || killy != bady)
4262 void KillHero(struct PlayerInfo *player)
4264 int jx = player->jx, jy = player->jy;
4269 if (IS_PFORTE(Feld[jx][jy]))
4270 Feld[jx][jy] = EL_LEERRAUM;
4276 void BuryHero(struct PlayerInfo *player)
4278 int jx = player->jx, jy = player->jy;
4283 PlaySoundLevel(jx, jy, SND_AUTSCH);
4284 PlaySoundLevel(jx, jy, SND_LACHEN);
4286 player->GameOver = TRUE;
4290 void RemoveHero(struct PlayerInfo *player)
4292 int jx = player->jx, jy = player->jy;
4293 int i, found = FALSE;
4295 player->gone = TRUE;
4296 StorePlayer[jx][jy] = 0;
4298 for (i=0; i<MAX_PLAYERS; i++)
4299 if (stored_player[i].active && !stored_player[i].gone)
4303 AllPlayersGone = TRUE;
4309 int DigField(struct PlayerInfo *player,
4310 int x, int y, int real_dx, int real_dy, int mode)
4312 int jx = player->jx, jy = player->jy;
4313 int dx = x - jx, dy = y - jy;
4314 int move_direction = (dx == -1 ? MV_LEFT :
4315 dx == +1 ? MV_RIGHT :
4317 dy == +1 ? MV_DOWN : MV_NO_MOVING);
4320 if (!player->MovPos)
4321 player->Pushing = FALSE;
4323 if (mode == DF_NO_PUSH)
4325 player->push_delay = 0;
4326 return MF_NO_ACTION;
4329 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4330 return MF_NO_ACTION;
4332 element = Feld[x][y];
4337 PlaySoundLevel(x, y, SND_EMPTY);
4341 Feld[x][y] = EL_LEERRAUM;
4342 PlaySoundLevel(x, y, SND_SCHLURF);
4347 Feld[x][y] = EL_LEERRAUM;
4348 PlaySoundLevel(x, y, SND_SP_BASE);
4352 case EL_EDELSTEIN_BD:
4353 case EL_EDELSTEIN_GELB:
4354 case EL_EDELSTEIN_ROT:
4355 case EL_EDELSTEIN_LILA:
4357 case EL_SP_INFOTRON:
4359 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4360 if (local_player->gems_still_needed < 0)
4361 local_player->gems_still_needed = 0;
4362 RaiseScoreElement(element);
4363 DrawText(DX_EMERALDS, DY_EMERALDS,
4364 int2str(local_player->gems_still_needed, 3),
4365 FS_SMALL, FC_YELLOW);
4366 if (element == EL_SP_INFOTRON)
4367 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4369 PlaySoundLevel(x, y, SND_PONG);
4374 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
4375 PlaySoundLevel(x, y, SND_PONG);
4378 case EL_DYNAMIT_AUS:
4379 case EL_SP_DISK_RED:
4382 RaiseScoreElement(EL_DYNAMIT);
4383 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4384 int2str(local_player->dynamite, 3),
4385 FS_SMALL, FC_YELLOW);
4386 if (element == EL_SP_DISK_RED)
4387 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4389 PlaySoundLevel(x, y, SND_PONG);
4392 case EL_DYNABOMB_NR:
4394 player->dynabomb_count++;
4395 player->dynabombs_left++;
4396 RaiseScoreElement(EL_DYNAMIT);
4397 PlaySoundLevel(x, y, SND_PONG);
4400 case EL_DYNABOMB_SZ:
4402 player->dynabomb_size++;
4403 RaiseScoreElement(EL_DYNAMIT);
4404 PlaySoundLevel(x, y, SND_PONG);
4407 case EL_DYNABOMB_XL:
4409 player->dynabomb_xl = TRUE;
4410 RaiseScoreElement(EL_DYNAMIT);
4411 PlaySoundLevel(x, y, SND_PONG);
4414 case EL_SCHLUESSEL1:
4415 case EL_SCHLUESSEL2:
4416 case EL_SCHLUESSEL3:
4417 case EL_SCHLUESSEL4:
4419 int key_nr = element - EL_SCHLUESSEL1;
4422 player->key[key_nr] = TRUE;
4423 RaiseScoreElement(EL_SCHLUESSEL);
4424 DrawMiniGraphicExt(drawto, gc,
4425 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4426 GFX_SCHLUESSEL1+key_nr);
4427 DrawMiniGraphicExt(window, gc,
4428 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4429 GFX_SCHLUESSEL1+key_nr);
4430 PlaySoundLevel(x, y, SND_PONG);
4439 int key_nr = element - EL_EM_KEY_1;
4442 player->key[key_nr] = TRUE;
4443 RaiseScoreElement(EL_SCHLUESSEL);
4444 DrawMiniGraphicExt(drawto, gc,
4445 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4446 GFX_SCHLUESSEL1+key_nr);
4447 DrawMiniGraphicExt(window, gc,
4448 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4449 GFX_SCHLUESSEL1+key_nr);
4450 PlaySoundLevel(x, y, SND_PONG);
4455 Feld[x][y] = EL_ABLENK_EIN;
4458 DrawLevelField(x, y);
4462 case EL_SP_TERMINAL:
4466 for (yy=0; yy<lev_fieldy; yy++)
4468 for (xx=0; xx<lev_fieldx; xx++)
4470 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4472 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4473 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4482 if (local_player->gems_still_needed > 0)
4483 return MF_NO_ACTION;
4485 player->LevelSolved = player->GameOver = TRUE;
4486 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4489 case EL_FELSBROCKEN:
4494 case EL_SP_DISK_ORANGE:
4495 if (dy || mode == DF_SNAP)
4496 return MF_NO_ACTION;
4498 player->Pushing = TRUE;
4500 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4501 return MF_NO_ACTION;
4505 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4506 return MF_NO_ACTION;
4509 if (player->push_delay == 0)
4510 player->push_delay = FrameCounter;
4511 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4513 return MF_NO_ACTION;
4516 Feld[x+dx][y+dy] = element;
4518 player->push_delay_value = 2+RND(8);
4520 DrawLevelField(x+dx, y+dy);
4521 if (element == EL_FELSBROCKEN)
4522 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4523 else if (element == EL_KOKOSNUSS)
4524 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4525 else if (IS_SP_ELEMENT(element))
4526 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4528 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4535 if (!player->key[element - EL_PFORTE1])
4536 return MF_NO_ACTION;
4543 if (!player->key[element - EL_PFORTE1X])
4544 return MF_NO_ACTION;
4551 if (!player->key[element - EL_EM_GATE_1])
4552 return MF_NO_ACTION;
4553 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4554 return MF_NO_ACTION;
4556 /* automatically move to the next field with double speed */
4557 player->programmed_action = move_direction;
4558 DOUBLE_PLAYER_SPEED(player);
4566 if (!player->key[element - EL_EM_GATE_1X])
4567 return MF_NO_ACTION;
4568 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
4569 return MF_NO_ACTION;
4571 /* automatically move to the next field with double speed */
4572 player->programmed_action = move_direction;
4573 DOUBLE_PLAYER_SPEED(player);
4577 case EL_SP_PORT1_LEFT:
4578 case EL_SP_PORT2_LEFT:
4579 case EL_SP_PORT1_RIGHT:
4580 case EL_SP_PORT2_RIGHT:
4581 case EL_SP_PORT1_UP:
4582 case EL_SP_PORT2_UP:
4583 case EL_SP_PORT1_DOWN:
4584 case EL_SP_PORT2_DOWN:
4589 element != EL_SP_PORT1_LEFT &&
4590 element != EL_SP_PORT2_LEFT &&
4591 element != EL_SP_PORT_X &&
4592 element != EL_SP_PORT_XY) ||
4594 element != EL_SP_PORT1_RIGHT &&
4595 element != EL_SP_PORT2_RIGHT &&
4596 element != EL_SP_PORT_X &&
4597 element != EL_SP_PORT_XY) ||
4599 element != EL_SP_PORT1_UP &&
4600 element != EL_SP_PORT2_UP &&
4601 element != EL_SP_PORT_Y &&
4602 element != EL_SP_PORT_XY) ||
4604 element != EL_SP_PORT1_DOWN &&
4605 element != EL_SP_PORT2_DOWN &&
4606 element != EL_SP_PORT_Y &&
4607 element != EL_SP_PORT_XY) ||
4608 !IN_LEV_FIELD(x + dx, y + dy) ||
4609 !IS_FREE(x + dx, y + dy))
4610 return MF_NO_ACTION;
4612 /* automatically move to the next field with double speed */
4613 player->programmed_action = move_direction;
4614 DOUBLE_PLAYER_SPEED(player);
4619 case EL_AUSGANG_ACT:
4620 /* door is not (yet) open */
4621 return MF_NO_ACTION;
4624 case EL_AUSGANG_AUF:
4625 if (mode == DF_SNAP)
4626 return MF_NO_ACTION;
4628 PlaySoundLevel(x, y, SND_BUING);
4633 Feld[x][y] = EL_BIRNE_EIN;
4634 local_player->lights_still_needed--;
4635 DrawLevelField(x, y);
4636 PlaySoundLevel(x, y, SND_DENG);
4641 Feld[x][y] = EL_ZEIT_LEER;
4643 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4644 DrawLevelField(x, y);
4645 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4649 case EL_SOKOBAN_FELD_LEER:
4652 case EL_SOKOBAN_FELD_VOLL:
4653 case EL_SOKOBAN_OBJEKT:
4655 case EL_SP_DISK_YELLOW:
4656 if (mode == DF_SNAP)
4657 return MF_NO_ACTION;
4659 player->Pushing = TRUE;
4661 if (!IN_LEV_FIELD(x+dx, y+dy)
4662 || (!IS_FREE(x+dx, y+dy)
4663 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4664 || !IS_SB_ELEMENT(element))))
4665 return MF_NO_ACTION;
4669 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4670 return MF_NO_ACTION;
4672 else if (dy && real_dx)
4674 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4675 return MF_NO_ACTION;
4678 if (player->push_delay == 0)
4679 player->push_delay = FrameCounter;
4680 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4682 return MF_NO_ACTION;
4684 if (IS_SB_ELEMENT(element))
4686 if (element == EL_SOKOBAN_FELD_VOLL)
4688 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4689 local_player->sokobanfields_still_needed++;
4694 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4696 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4697 local_player->sokobanfields_still_needed--;
4698 if (element == EL_SOKOBAN_OBJEKT)
4699 PlaySoundLevel(x, y, SND_DENG);
4702 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4707 Feld[x+dx][y+dy] = element;
4710 player->push_delay_value = 2;
4712 DrawLevelField(x, y);
4713 DrawLevelField(x+dx, y+dy);
4714 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4716 if (IS_SB_ELEMENT(element) &&
4717 local_player->sokobanfields_still_needed == 0 &&
4718 game_emulation == EMU_SOKOBAN)
4720 player->LevelSolved = player->GameOver = TRUE;
4721 PlaySoundLevel(x, y, SND_BUING);
4733 return MF_NO_ACTION;
4736 player->push_delay = 0;
4741 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4743 int jx = player->jx, jy = player->jy;
4744 int x = jx + dx, y = jy + dy;
4746 if (player->gone || !IN_LEV_FIELD(x, y))
4754 player->snapped = FALSE;
4758 if (player->snapped)
4761 player->MovDir = (dx < 0 ? MV_LEFT :
4764 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4766 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4769 player->snapped = TRUE;
4770 DrawLevelField(x, y);
4776 boolean PlaceBomb(struct PlayerInfo *player)
4778 int jx = player->jx, jy = player->jy;
4781 if (player->gone || player->MovPos)
4784 element = Feld[jx][jy];
4786 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4787 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4788 element == EL_EXPLODING)
4791 if (element != EL_LEERRAUM)
4792 Store[jx][jy] = element;
4794 if (player->dynamite)
4796 Feld[jx][jy] = EL_DYNAMIT;
4797 MovDelay[jx][jy] = 96;
4799 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4800 FS_SMALL, FC_YELLOW);
4801 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4803 if (game_emulation == EMU_SUPAPLEX)
4804 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4806 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4811 Feld[jx][jy] = EL_DYNABOMB;
4812 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4813 MovDelay[jx][jy] = 96;
4814 player->dynabombs_left--;
4815 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4816 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4822 void PlaySoundLevel(int x, int y, int sound_nr)
4824 int sx = SCREENX(x), sy = SCREENY(y);
4826 int silence_distance = 8;
4828 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4829 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4832 if (!IN_LEV_FIELD(x, y) ||
4833 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4834 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4837 volume = PSND_MAX_VOLUME;
4840 stereo = (sx - SCR_FIELDX/2) * 12;
4842 stereo = PSND_MIDDLE + (2 * sx - (SCR_FIELDX - 1)) * 5;
4843 if (stereo > PSND_MAX_RIGHT)
4844 stereo = PSND_MAX_RIGHT;
4845 if (stereo < PSND_MAX_LEFT)
4846 stereo = PSND_MAX_LEFT;
4849 if (!IN_SCR_FIELD(sx, sy))
4851 int dx = ABS(sx - SCR_FIELDX/2) - SCR_FIELDX/2;
4852 int dy = ABS(sy - SCR_FIELDY/2) - SCR_FIELDY/2;
4854 volume -= volume * (dx > dy ? dx : dy) / silence_distance;
4857 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4860 void RaiseScore(int value)
4862 local_player->score += value;
4863 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4864 FS_SMALL, FC_YELLOW);
4867 void RaiseScoreElement(int element)
4872 case EL_EDELSTEIN_BD:
4873 case EL_EDELSTEIN_GELB:
4874 case EL_EDELSTEIN_ROT:
4875 case EL_EDELSTEIN_LILA:
4876 RaiseScore(level.score[SC_EDELSTEIN]);
4879 RaiseScore(level.score[SC_DIAMANT]);
4883 RaiseScore(level.score[SC_KAEFER]);
4887 RaiseScore(level.score[SC_FLIEGER]);
4891 RaiseScore(level.score[SC_MAMPFER]);
4894 RaiseScore(level.score[SC_ROBOT]);
4897 RaiseScore(level.score[SC_PACMAN]);
4900 RaiseScore(level.score[SC_KOKOSNUSS]);
4903 RaiseScore(level.score[SC_DYNAMIT]);
4906 RaiseScore(level.score[SC_SCHLUESSEL]);
4913 /* ---------- new game button stuff ---------------------------------------- */
4915 /* graphic position values for game buttons */
4916 #define GAME_BUTTON_XSIZE 30
4917 #define GAME_BUTTON_YSIZE 30
4918 #define GAME_BUTTON_XPOS 5
4919 #define GAME_BUTTON_YPOS 215
4920 #define SOUND_BUTTON_XPOS 5
4921 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4923 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4924 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4925 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4926 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4927 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4928 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4935 } gamebutton_info[NUM_GAME_BUTTONS] =
4938 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4943 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4948 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4953 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4954 SOUND_CTRL_ID_MUSIC,
4955 "background music on/off"
4958 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4959 SOUND_CTRL_ID_LOOPS,
4960 "sound loops on/off"
4963 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4964 SOUND_CTRL_ID_SIMPLE,
4965 "normal sounds on/off"
4969 void CreateGameButtons()
4973 for (i=0; i<NUM_GAME_BUTTONS; i++)
4975 Pixmap gd_pixmap = pix[PIX_DOOR];
4976 struct GadgetInfo *gi;
4979 unsigned long event_mask;
4980 int gd_xoffset, gd_yoffset;
4981 int gd_x1, gd_x2, gd_y1, gd_y2;
4984 gd_xoffset = gamebutton_info[i].x;
4985 gd_yoffset = gamebutton_info[i].y;
4986 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
4987 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
4989 if (id == GAME_CTRL_ID_STOP ||
4990 id == GAME_CTRL_ID_PAUSE ||
4991 id == GAME_CTRL_ID_PLAY)
4993 button_type = GD_TYPE_NORMAL_BUTTON;
4995 event_mask = GD_EVENT_RELEASED;
4996 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4997 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5001 button_type = GD_TYPE_CHECK_BUTTON;
5003 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
5004 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
5005 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
5006 event_mask = GD_EVENT_PRESSED;
5007 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
5008 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
5011 gi = CreateGadget(GDI_CUSTOM_ID, id,
5012 GDI_INFO_TEXT, gamebutton_info[i].infotext,
5013 GDI_X, DX + gd_xoffset,
5014 GDI_Y, DY + gd_yoffset,
5015 GDI_WIDTH, GAME_BUTTON_XSIZE,
5016 GDI_HEIGHT, GAME_BUTTON_YSIZE,
5017 GDI_TYPE, button_type,
5018 GDI_STATE, GD_BUTTON_UNPRESSED,
5019 GDI_CHECKED, checked,
5020 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
5021 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
5022 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
5023 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
5024 GDI_EVENT_MASK, event_mask,
5025 GDI_CALLBACK_ACTION, HandleGameButtons,
5029 Error(ERR_EXIT, "cannot create gadget");
5031 game_gadget[id] = gi;
5035 static void MapGameButtons()
5039 for (i=0; i<NUM_GAME_BUTTONS; i++)
5040 MapGadget(game_gadget[i]);
5043 void UnmapGameButtons()
5047 for (i=0; i<NUM_GAME_BUTTONS; i++)
5048 UnmapGadget(game_gadget[i]);
5051 static void HandleGameButtons(struct GadgetInfo *gi)
5053 int id = gi->custom_id;
5055 if (game_status != PLAYING)
5060 case GAME_CTRL_ID_STOP:
5063 CloseDoor(DOOR_CLOSE_1);
5064 game_status = MAINMENU;
5069 if (level_editor_test_game ||
5070 Request("Do you really want to quit the game ?",
5071 REQ_ASK | REQ_STAY_CLOSED))
5074 if (options.network)
5075 SendToServer_StopPlaying();
5079 game_status = MAINMENU;
5084 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5087 case GAME_CTRL_ID_PAUSE:
5088 if (options.network)
5092 SendToServer_ContinuePlaying();
5094 SendToServer_PausePlaying();
5101 case GAME_CTRL_ID_PLAY:
5105 if (options.network)
5106 SendToServer_ContinuePlaying();
5110 tape.pausing = FALSE;
5111 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5116 case SOUND_CTRL_ID_MUSIC:
5117 if (setup.sound_music)
5119 setup.sound_music = FALSE;
5120 FadeSound(background_loop[level_nr % num_bg_loops]);
5122 else if (sound_loops_allowed)
5124 setup.sound = setup.sound_music = TRUE;
5125 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5129 case SOUND_CTRL_ID_LOOPS:
5130 if (setup.sound_loops)
5131 setup.sound_loops = FALSE;
5132 else if (sound_loops_allowed)
5133 setup.sound = setup.sound_loops = TRUE;
5136 case SOUND_CTRL_ID_SIMPLE:
5137 if (setup.sound_simple)
5138 setup.sound_simple = FALSE;
5139 else if (sound_status==SOUND_AVAILABLE)
5140 setup.sound = setup.sound_simple = TRUE;