1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* game button identifiers */
95 #define GAME_CTRL_ID_STOP 0
96 #define GAME_CTRL_ID_PAUSE 1
97 #define GAME_CTRL_ID_PLAY 2
98 #define SOUND_CTRL_ID_MUSIC 3
99 #define SOUND_CTRL_ID_LOOPS 4
100 #define SOUND_CTRL_ID_SIMPLE 5
102 #define NUM_GAME_BUTTONS 6
104 /* forward declaration for internal use */
105 static void MapGameButtons();
106 static void HandleGameButtons(struct GadgetInfo *);
108 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
114 static unsigned int getStateCheckSum(int counter)
117 unsigned int mult = 1;
118 unsigned int checksum = 0;
120 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
122 static boolean first_game = TRUE;
124 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
130 lastFeld[x][y] = Feld[x][y];
131 else if (lastFeld[x][y] != Feld[x][y])
132 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
133 x, y, lastFeld[x][y], Feld[x][y]);
137 checksum += mult++ * Ur[x][y];
138 checksum += mult++ * Feld[x][y];
141 checksum += mult++ * MovPos[x][y];
142 checksum += mult++ * MovDir[x][y];
143 checksum += mult++ * MovDelay[x][y];
144 checksum += mult++ * Store[x][y];
145 checksum += mult++ * Store2[x][y];
146 checksum += mult++ * StorePlayer[x][y];
147 checksum += mult++ * Frame[x][y];
148 checksum += mult++ * AmoebaNr[x][y];
149 checksum += mult++ * JustHit[x][y];
150 checksum += mult++ * Stop[x][y];
154 if (counter == 3 && first_game)
165 void GetPlayerConfig()
167 if (sound_status == SOUND_OFF)
170 if (!sound_loops_allowed)
172 setup.sound_loops = FALSE;
173 setup.sound_music = FALSE;
176 setup.sound_simple = setup.sound;
181 static void InitField(int x, int y, boolean init_game)
188 Feld[x][y] = EL_SPIELER1;
196 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
197 int jx = player->jx, jy = player->jy;
199 player->present = TRUE;
202 if (!network_playing || player->connected)
205 if (!options.network || player->connected)
207 player->active = TRUE;
209 /* remove potentially duplicate players */
210 if (StorePlayer[jx][jy] == Feld[x][y])
211 StorePlayer[jx][jy] = 0;
213 StorePlayer[x][y] = Feld[x][y];
217 printf("Player %d activated.\n", player->element_nr);
218 printf("[Local player is %d and currently %s.]\n",
219 local_player->element_nr,
220 local_player->active ? "active" : "not active");
224 Feld[x][y] = EL_LEERRAUM;
225 player->jx = player->last_jx = x;
226 player->jy = player->last_jy = y;
231 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
232 Feld[x][y] = EL_BADEWANNE1;
233 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
234 Feld[x][y] = EL_BADEWANNE2;
235 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
236 Feld[x][y] = EL_BADEWANNE3;
237 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
238 Feld[x][y] = EL_BADEWANNE4;
239 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
240 Feld[x][y] = EL_BADEWANNE5;
282 if (y == lev_fieldy - 1)
284 Feld[x][y] = EL_AMOEBING;
285 Store[x][y] = EL_AMOEBE_NASS;
294 local_player->lights_still_needed++;
297 case EL_SOKOBAN_FELD_LEER:
298 local_player->sokobanfields_still_needed++;
303 local_player->friends_still_needed++;
308 MovDir[x][y] = 1 << RND(4);
312 Feld[x][y] = EL_LEERRAUM;
323 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
324 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
325 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
327 /* don't play tapes over network */
328 network_playing = (options.network && !tape.playing);
330 for (i=0; i<MAX_PLAYERS; i++)
332 struct PlayerInfo *player = &stored_player[i];
334 player->index_nr = i;
335 player->element_nr = EL_SPIELER1 + i;
337 player->present = FALSE;
338 player->active = FALSE;
341 player->effective_action = 0;
344 player->gems_still_needed = level.edelsteine;
345 player->sokobanfields_still_needed = 0;
346 player->lights_still_needed = 0;
347 player->friends_still_needed = 0;
350 player->key[j] = FALSE;
352 player->dynamite = 0;
353 player->dynabomb_count = 0;
354 player->dynabomb_size = 0;
355 player->dynabombs_left = 0;
356 player->dynabomb_xl = FALSE;
358 player->MovDir = MV_NO_MOVING;
360 player->Pushing = FALSE;
364 player->actual_frame_counter = 0;
366 player->frame_reset_delay = 0;
368 player->push_delay = 0;
369 player->push_delay_value = 5;
371 player->move_delay = 0;
372 player->last_move_dir = MV_NO_MOVING;
374 player->snapped = FALSE;
376 player->gone = FALSE;
378 player->last_jx = player->last_jy = 0;
379 player->jx = player->jy = 0;
381 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
382 SnapField(player, 0, 0);
384 player->LevelSolved = FALSE;
385 player->GameOver = FALSE;
388 network_player_action_received = FALSE;
391 /* initial null action */
393 SendToServer_MovePlayer(MV_NO_MOVING);
402 TimeLeft = level.time;
404 ScreenMovDir = MV_NO_MOVING;
408 MoveSpeed = (level.double_speed ? 4 : 8);
409 ScrollStepSize = TILEX / MoveSpeed;
411 AllPlayersGone = FALSE;
415 for (i=0; i<MAX_NUM_AMOEBA; i++)
416 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
418 for (x=0; x<lev_fieldx; x++)
420 for (y=0; y<lev_fieldy; y++)
422 Feld[x][y] = Ur[x][y];
423 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
424 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
432 for(y=0; y<lev_fieldy; y++)
434 for(x=0; x<lev_fieldx; x++)
436 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
438 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
440 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
443 InitField(x, y, TRUE);
447 /* check if any connected player was not found in playfield */
448 for (i=0; i<MAX_PLAYERS; i++)
450 struct PlayerInfo *player = &stored_player[i];
452 if (player->connected && !player->present)
454 for (j=0; j<MAX_PLAYERS; j++)
456 struct PlayerInfo *some_player = &stored_player[j];
457 int jx = some_player->jx, jy = some_player->jy;
459 /* assign first free player found that is present in the playfield */
460 if (some_player->present && !some_player->connected)
462 player->present = TRUE;
463 player->active = TRUE;
464 some_player->present = FALSE;
466 StorePlayer[jx][jy] = player->element_nr;
467 player->jx = player->last_jx = jx;
468 player->jy = player->last_jy = jy;
478 /* when playing a tape, eliminate all players who do not participate */
480 for (i=0; i<MAX_PLAYERS; i++)
482 if (stored_player[i].active && !tape.player_participates[i])
484 struct PlayerInfo *player = &stored_player[i];
485 int jx = player->jx, jy = player->jy;
487 player->active = FALSE;
488 StorePlayer[jx][jy] = 0;
489 Feld[jx][jy] = EL_LEERRAUM;
493 else if (!options.network && !setup.team_mode) /* && !tape.playing */
495 /* when in single player mode, eliminate all but the first active player */
497 for (i=0; i<MAX_PLAYERS; i++)
499 if (stored_player[i].active)
501 for (j=i+1; j<MAX_PLAYERS; j++)
503 if (stored_player[j].active)
505 struct PlayerInfo *player = &stored_player[j];
506 int jx = player->jx, jy = player->jy;
508 player->active = FALSE;
509 StorePlayer[jx][jy] = 0;
510 Feld[jx][jy] = EL_LEERRAUM;
517 /* when recording the game, store which players take part in the game */
520 for (i=0; i<MAX_PLAYERS; i++)
521 if (stored_player[i].active)
522 tape.player_participates[i] = TRUE;
527 for (i=0; i<MAX_PLAYERS; i++)
529 struct PlayerInfo *player = &stored_player[i];
531 printf("Player %d: present == %d, connected == %d, active == %d.\n",
536 if (local_player == player)
537 printf("Player %d is local player.\n", i+1);
541 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
542 emulate_sb ? EMU_SOKOBAN :
543 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
545 /* determine border element for this level */
548 if (BorderElement == EL_LEERRAUM)
551 SBX_Right = lev_fieldx - SCR_FIELDX;
553 SBY_Lower = lev_fieldy - SCR_FIELDY;
558 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
560 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
563 if (lev_fieldx < SCR_FIELDX)
564 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
566 if (lev_fieldy < SCR_FIELDY)
567 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
570 scroll_y = SBY_Upper;
571 if (local_player->jx >= SBX_Left + MIDPOSX)
572 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
573 local_player->jx - MIDPOSX :
575 if (local_player->jy >= SBY_Upper + MIDPOSY)
576 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
577 local_player->jy - MIDPOSY :
580 CloseDoor(DOOR_CLOSE_1);
586 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
587 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
588 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
589 DrawTextExt(pix[PIX_DB_DOOR], gc,
590 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
591 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
592 DrawTextExt(pix[PIX_DB_DOOR], gc,
593 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
594 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
595 DrawTextExt(pix[PIX_DB_DOOR], gc,
596 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
597 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
598 DrawTextExt(pix[PIX_DB_DOOR], gc,
599 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
600 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
601 DrawTextExt(pix[PIX_DB_DOOR], gc,
602 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
603 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
608 DrawGameButton(BUTTON_GAME_STOP);
609 DrawGameButton(BUTTON_GAME_PAUSE);
610 DrawGameButton(BUTTON_GAME_PLAY);
611 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
612 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
613 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
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 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
623 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
624 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
625 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
626 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
630 OpenDoor(DOOR_OPEN_ALL);
632 if (setup.sound_music)
633 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
635 XAutoRepeatOff(display);
640 printf("Spieler %d %saktiv.\n",
641 i+1, (stored_player[i].active ? "" : "nicht "));
645 void InitMovDir(int x, int y)
647 int i, element = Feld[x][y];
648 static int xy[4][2] =
655 static int direction[2][4] =
657 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
658 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
667 Feld[x][y] = EL_KAEFER;
668 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
675 Feld[x][y] = EL_FLIEGER;
676 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
683 Feld[x][y] = EL_BUTTERFLY;
684 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
691 Feld[x][y] = EL_FIREFLY;
692 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
699 Feld[x][y] = EL_PACMAN;
700 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
704 MovDir[x][y] = MV_UP;
708 MovDir[x][y] = MV_LEFT;
712 MovDir[x][y] = 1 << RND(4);
713 if (element != EL_KAEFER &&
714 element != EL_FLIEGER &&
715 element != EL_BUTTERFLY &&
716 element != EL_FIREFLY)
721 int x1 = x + xy[i][0];
722 int y1 = y + xy[i][1];
724 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
726 if (element == EL_KAEFER || element == EL_BUTTERFLY)
728 MovDir[x][y] = direction[0][i];
731 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
732 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
734 MovDir[x][y] = direction[1][i];
743 void InitAmoebaNr(int x, int y)
746 int group_nr = AmoebeNachbarNr(x, y);
750 for (i=1; i<MAX_NUM_AMOEBA; i++)
752 if (AmoebaCnt[i] == 0)
760 AmoebaNr[x][y] = group_nr;
761 AmoebaCnt[group_nr]++;
762 AmoebaCnt2[group_nr]++;
768 int bumplevel = FALSE;
770 if (local_player->MovPos)
773 local_player->LevelSolved = FALSE;
777 if (setup.sound_loops)
778 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
782 if (!setup.sound_loops)
783 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
784 if (TimeLeft > 0 && !(TimeLeft % 10))
785 RaiseScore(level.score[SC_ZEITBONUS]);
786 if (TimeLeft > 100 && !(TimeLeft % 10))
790 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
795 if (setup.sound_loops)
798 else if (level.time == 0) /* level without time limit */
800 if (setup.sound_loops)
801 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
803 while(TimePlayed < 999)
805 if (!setup.sound_loops)
806 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
807 if (TimePlayed < 999 && !(TimePlayed % 10))
808 RaiseScore(level.score[SC_ZEITBONUS]);
809 if (TimePlayed < 900 && !(TimePlayed % 10))
813 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
818 if (setup.sound_loops)
824 /* Hero disappears */
825 DrawLevelField(ExitX, ExitY);
831 CloseDoor(DOOR_CLOSE_1);
836 SaveTape(tape.level_nr); /* Ask to save tape */
839 if ((hi_pos = NewHiScore()) >= 0)
841 game_status = HALLOFFAME;
842 DrawHallOfFame(hi_pos);
843 if (bumplevel && TAPE_IS_EMPTY(tape))
848 game_status = MAINMENU;
849 if (bumplevel && TAPE_IS_EMPTY(tape))
864 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
865 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
868 for (k=0; k<MAX_SCORE_ENTRIES; k++)
870 if (local_player->score > highscore[k].Score)
872 /* player has made it to the hall of fame */
874 if (k < MAX_SCORE_ENTRIES - 1)
876 int m = MAX_SCORE_ENTRIES - 1;
879 for (l=k; l<MAX_SCORE_ENTRIES; l++)
880 if (!strcmp(setup.player_name, highscore[l].Name))
882 if (m == k) /* player's new highscore overwrites his old one */
888 strcpy(highscore[l].Name, highscore[l - 1].Name);
889 highscore[l].Score = highscore[l - 1].Score;
896 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
897 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
898 highscore[k].Score = local_player->score;
904 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
905 break; /* player already there with a higher score */
916 void InitMovingField(int x, int y, int direction)
918 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
919 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
921 MovDir[x][y] = direction;
922 MovDir[newx][newy] = direction;
923 if (Feld[newx][newy] == EL_LEERRAUM)
924 Feld[newx][newy] = EL_BLOCKED;
927 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
929 int direction = MovDir[x][y];
930 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
931 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
937 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
939 int oldx = x, oldy = y;
940 int direction = MovDir[x][y];
942 if (direction == MV_LEFT)
944 else if (direction == MV_RIGHT)
946 else if (direction == MV_UP)
948 else if (direction == MV_DOWN)
951 *comes_from_x = oldx;
952 *comes_from_y = oldy;
955 int MovingOrBlocked2Element(int x, int y)
957 int element = Feld[x][y];
959 if (element == EL_BLOCKED)
963 Blocked2Moving(x, y, &oldx, &oldy);
964 return Feld[oldx][oldy];
970 static void RemoveField(int x, int y)
972 Feld[x][y] = EL_LEERRAUM;
978 void RemoveMovingField(int x, int y)
980 int oldx = x, oldy = y, newx = x, newy = y;
982 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
987 Moving2Blocked(x, y, &newx, &newy);
988 if (Feld[newx][newy] != EL_BLOCKED)
991 else if (Feld[x][y] == EL_BLOCKED)
993 Blocked2Moving(x, y, &oldx, &oldy);
994 if (!IS_MOVING(oldx, oldy))
998 if (Feld[x][y] == EL_BLOCKED &&
999 (Store[oldx][oldy] == EL_MORAST_LEER ||
1000 Store[oldx][oldy] == EL_SIEB_LEER ||
1001 Store[oldx][oldy] == EL_SIEB2_LEER ||
1002 Store[oldx][oldy] == EL_AMOEBE_NASS))
1004 Feld[oldx][oldy] = Store[oldx][oldy];
1005 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1008 Feld[oldx][oldy] = EL_LEERRAUM;
1010 Feld[newx][newy] = EL_LEERRAUM;
1011 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1012 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1014 DrawLevelField(oldx, oldy);
1015 DrawLevelField(newx, newy);
1018 void DrawDynamite(int x, int y)
1020 int sx = SCREENX(x), sy = SCREENY(y);
1021 int graphic = el2gfx(Feld[x][y]);
1024 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1028 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
1030 if (Feld[x][y] == EL_DYNAMIT)
1032 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
1037 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
1041 if (game_emulation == EMU_SUPAPLEX)
1042 DrawGraphic(sx, sy, GFX_SP_DISK_RED);
1043 else if (Store[x][y])
1044 DrawGraphicThruMask(sx, sy, graphic + phase);
1046 DrawGraphic(sx, sy, graphic + phase);
1049 void CheckDynamite(int x, int y)
1051 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
1056 if (!(MovDelay[x][y] % 12))
1057 PlaySoundLevel(x, y, SND_ZISCH);
1059 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
1061 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
1068 StopSound(SND_ZISCH);
1072 void Explode(int ex, int ey, int phase, int mode)
1075 int num_phase = 9, delay = 2;
1076 int last_phase = num_phase * delay;
1077 int half_phase = (num_phase / 2) * delay;
1078 int first_phase_after_start = EX_PHASE_START + 1;
1080 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1082 int center_element = Feld[ex][ey];
1084 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1086 center_element = MovingOrBlocked2Element(ex, ey);
1087 RemoveMovingField(ex, ey);
1090 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1092 int element = Feld[x][y];
1094 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1096 element = MovingOrBlocked2Element(x, y);
1097 RemoveMovingField(x, y);
1100 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(element) || element == EL_BURNING)
1103 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1107 if (element == EL_EXPLODING)
1108 element = Store2[x][y];
1110 if (IS_PLAYER(ex, ey))
1112 switch(StorePlayer[ex][ey])
1115 Store[x][y] = EL_EDELSTEIN_ROT;
1118 Store[x][y] = EL_EDELSTEIN;
1121 Store[x][y] = EL_EDELSTEIN_LILA;
1125 Store[x][y] = EL_EDELSTEIN_GELB;
1129 if (game_emulation == EMU_SUPAPLEX)
1130 Store[x][y] = EL_LEERRAUM;
1132 else if (center_element == EL_MAULWURF)
1133 Store[x][y] = EL_EDELSTEIN_ROT;
1134 else if (center_element == EL_PINGUIN)
1135 Store[x][y] = EL_EDELSTEIN_LILA;
1136 else if (center_element == EL_KAEFER)
1137 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1138 else if (center_element == EL_BUTTERFLY)
1139 Store[x][y] = EL_EDELSTEIN_BD;
1140 else if (center_element == EL_SP_ELECTRON)
1141 Store[x][y] = EL_SP_INFOTRON;
1142 else if (center_element == EL_MAMPFER)
1143 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1144 else if (center_element == EL_AMOEBA2DIAM)
1145 Store[x][y] = level.amoebe_inhalt;
1146 else if (element == EL_ERZ_EDEL)
1147 Store[x][y] = EL_EDELSTEIN;
1148 else if (element == EL_ERZ_DIAM)
1149 Store[x][y] = EL_DIAMANT;
1150 else if (element == EL_ERZ_EDEL_BD)
1151 Store[x][y] = EL_EDELSTEIN_BD;
1152 else if (element == EL_ERZ_EDEL_GELB)
1153 Store[x][y] = EL_EDELSTEIN_GELB;
1154 else if (element == EL_ERZ_EDEL_ROT)
1155 Store[x][y] = EL_EDELSTEIN_ROT;
1156 else if (element == EL_ERZ_EDEL_LILA)
1157 Store[x][y] = EL_EDELSTEIN_LILA;
1158 else if (!IS_PFORTE(Store[x][y]))
1159 Store[x][y] = EL_LEERRAUM;
1161 if (x != ex || y != ey ||
1162 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1163 Store2[x][y] = element;
1165 if (AmoebaNr[x][y] &&
1166 (element == EL_AMOEBE_VOLL ||
1167 element == EL_AMOEBE_BD ||
1168 element == EL_AMOEBING))
1170 AmoebaCnt[AmoebaNr[x][y]]--;
1171 AmoebaCnt2[AmoebaNr[x][y]]--;
1174 Feld[x][y] = EL_EXPLODING;
1175 MovDir[x][y] = MovPos[x][y] = 0;
1181 if (center_element == EL_MAMPFER)
1182 MampferNr = (MampferNr + 1) % MampferMax;
1193 Frame[x][y] = (phase < last_phase ? phase + 1 : 0);
1195 if (phase == first_phase_after_start)
1197 int element = Store2[x][y];
1199 if (element == EL_BLACK_ORB)
1201 Feld[x][y] = Store2[x][y];
1206 else if (phase == half_phase)
1208 int element = Store2[x][y];
1210 if (IS_PLAYER(x, y))
1211 KillHero(PLAYERINFO(x, y));
1212 else if (IS_EXPLOSIVE(element))
1214 Feld[x][y] = Store2[x][y];
1218 else if (element == EL_AMOEBA2DIAM)
1219 AmoebeUmwandeln(x, y);
1222 if (phase == last_phase)
1226 element = Feld[x][y] = Store[x][y];
1227 Store[x][y] = Store2[x][y] = 0;
1228 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1229 InitField(x, y, FALSE);
1230 if (CAN_MOVE(element) || COULD_MOVE(element))
1232 DrawLevelField(x, y);
1234 else if (!(phase % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1236 int graphic = GFX_EXPLOSION;
1238 if (game_emulation == EMU_SUPAPLEX)
1239 graphic = (Store[x][y] == EL_SP_INFOTRON ?
1240 GFX_SP_EXPLODE_INFOTRON :
1241 GFX_SP_EXPLODE_EMPTY);
1244 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1246 DrawGraphic(SCREENX(x), SCREENY(y), graphic + (phase / delay - 1));
1250 void DynaExplode(int ex, int ey)
1253 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1254 static int xy[4][2] =
1262 Store2[ex][ey] = 0; /* delete player information */
1264 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1268 for (j=1; j<=player->dynabomb_size; j++)
1270 int x = ex+j*xy[i%4][0];
1271 int y = ey+j*xy[i%4][1];
1274 if (!IN_LEV_FIELD(x, y) || IS_MASSIVE(Feld[x][y]))
1277 element = Feld[x][y];
1278 Explode(x, y, EX_PHASE_START, EX_BORDER);
1280 if (element != EL_LEERRAUM &&
1281 element != EL_ERDREICH &&
1282 element != EL_EXPLODING &&
1283 !player->dynabomb_xl)
1288 player->dynabombs_left++;
1291 void Bang(int x, int y)
1293 int element = Feld[x][y];
1295 if (game_emulation == EMU_SUPAPLEX)
1296 PlaySoundLevel(x, y, SND_SP_BOOOM);
1298 PlaySoundLevel(x, y, SND_ROAAAR);
1300 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1301 element = EL_LEERRAUM;
1313 RaiseScoreElement(element);
1314 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1317 case EL_DYNABOMB_NR:
1318 case EL_DYNABOMB_SZ:
1319 case EL_DYNABOMB_XL:
1326 Explode(x, y, EX_PHASE_START, EX_CENTER);
1329 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1334 void Blurb(int x, int y)
1336 int element = Feld[x][y];
1338 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1340 PlaySoundLevel(x, y, SND_BLURB);
1341 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1342 (!IN_LEV_FIELD(x-1, y-1) ||
1343 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1345 Feld[x-1][y] = EL_BLURB_LEFT;
1347 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1348 (!IN_LEV_FIELD(x+1, y-1) ||
1349 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1351 Feld[x+1][y] = EL_BLURB_RIGHT;
1356 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1358 if (!MovDelay[x][y]) /* initialize animation counter */
1361 if (MovDelay[x][y]) /* continue animation */
1364 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1365 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1367 if (!MovDelay[x][y])
1369 Feld[x][y] = EL_LEERRAUM;
1370 DrawLevelField(x, y);
1376 void Impact(int x, int y)
1378 boolean lastline = (y == lev_fieldy-1);
1379 boolean object_hit = FALSE;
1380 int element = Feld[x][y];
1383 if (!lastline) /* check if element below was hit */
1385 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1388 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1389 MovDir[x][y+1]!=MV_DOWN ||
1390 MovPos[x][y+1]<=TILEY/2));
1392 smashed = MovingOrBlocked2Element(x, y+1);
1395 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1401 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1402 (lastline || object_hit)) /* element is bomb */
1408 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1410 if (object_hit && IS_PLAYER(x, y+1))
1411 KillHero(PLAYERINFO(x, y+1));
1412 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1416 Feld[x][y] = EL_AMOEBING;
1417 Store[x][y] = EL_AMOEBE_NASS;
1422 if (!lastline && object_hit) /* check which object was hit */
1424 if (CAN_CHANGE(element) &&
1425 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1428 int activated_magic_wall =
1429 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1431 /* activate magic wall / mill */
1433 for (y=0; y<lev_fieldy; y++)
1434 for (x=0; x<lev_fieldx; x++)
1435 if (Feld[x][y] == smashed)
1436 Feld[x][y] = activated_magic_wall;
1438 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1442 if (IS_PLAYER(x, y+1))
1444 KillHero(PLAYERINFO(x, y+1));
1447 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1452 else if (element == EL_EDELSTEIN_BD)
1454 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1460 else if (element == EL_FELSBROCKEN || element == EL_SP_ZONK)
1462 if (IS_ENEMY(smashed) ||
1463 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1464 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1469 else if (!IS_MOVING(x, y+1))
1471 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1476 else if (smashed == EL_KOKOSNUSS)
1478 Feld[x][y+1] = EL_CRACKINGNUT;
1479 PlaySoundLevel(x, y, SND_KNACK);
1480 RaiseScoreElement(EL_KOKOSNUSS);
1483 else if (smashed == EL_DIAMANT)
1485 Feld[x][y+1] = EL_LEERRAUM;
1486 PlaySoundLevel(x, y, SND_QUIRK);
1493 /* play sound of magic wall / mill */
1495 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1497 PlaySoundLevel(x, y, SND_QUIRK);
1501 /* play sound of object that hits the ground */
1502 if (lastline || object_hit)
1509 case EL_EDELSTEIN_BD:
1510 case EL_EDELSTEIN_GELB:
1511 case EL_EDELSTEIN_ROT:
1512 case EL_EDELSTEIN_LILA:
1514 case EL_SP_INFOTRON:
1520 case EL_FELSBROCKEN:
1524 sound = SND_SP_ZONKDOWN;
1527 case EL_SCHLUESSEL1:
1528 case EL_SCHLUESSEL2:
1529 case EL_SCHLUESSEL3:
1530 case EL_SCHLUESSEL4:
1543 PlaySoundLevel(x, y, sound);
1547 void TurnRound(int x, int y)
1559 { 0, 0 }, { 0, 0 }, { 0, 0 },
1564 int left, right, back;
1568 { MV_DOWN, MV_UP, MV_RIGHT },
1569 { MV_UP, MV_DOWN, MV_LEFT },
1571 { MV_LEFT, MV_RIGHT, MV_DOWN },
1572 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1573 { MV_RIGHT, MV_LEFT, MV_UP }
1576 int element = Feld[x][y];
1577 int old_move_dir = MovDir[x][y];
1578 int left_dir = turn[old_move_dir].left;
1579 int right_dir = turn[old_move_dir].right;
1580 int back_dir = turn[old_move_dir].back;
1582 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1583 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1584 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1585 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1587 int left_x = x+left_dx, left_y = y+left_dy;
1588 int right_x = x+right_dx, right_y = y+right_dy;
1589 int move_x = x+move_dx, move_y = y+move_dy;
1591 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1593 TestIfBadThingHitsOtherBadThing(x, y);
1595 if (IN_LEV_FIELD(right_x, right_y) &&
1596 IS_FREE_OR_PLAYER(right_x, right_y))
1597 MovDir[x][y] = right_dir;
1598 else if (!IN_LEV_FIELD(move_x, move_y) ||
1599 !IS_FREE_OR_PLAYER(move_x, move_y))
1600 MovDir[x][y] = left_dir;
1602 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1604 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1607 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1608 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1610 TestIfBadThingHitsOtherBadThing(x, y);
1612 if (IN_LEV_FIELD(left_x, left_y) &&
1613 IS_FREE_OR_PLAYER(left_x, left_y))
1614 MovDir[x][y] = left_dir;
1615 else if (!IN_LEV_FIELD(move_x, move_y) ||
1616 !IS_FREE_OR_PLAYER(move_x, move_y))
1617 MovDir[x][y] = right_dir;
1619 if ((element == EL_FLIEGER ||
1620 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1621 && MovDir[x][y] != old_move_dir)
1623 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1626 else if (element == EL_MAMPFER)
1628 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1630 if (IN_LEV_FIELD(left_x, left_y) &&
1631 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1632 Feld[left_x][left_y] == EL_DIAMANT))
1633 can_turn_left = TRUE;
1634 if (IN_LEV_FIELD(right_x, right_y) &&
1635 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1636 Feld[right_x][right_y] == EL_DIAMANT))
1637 can_turn_right = TRUE;
1639 if (can_turn_left && can_turn_right)
1640 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1641 else if (can_turn_left)
1642 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1643 else if (can_turn_right)
1644 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1646 MovDir[x][y] = back_dir;
1648 MovDelay[x][y] = 16+16*RND(3);
1650 else if (element == EL_MAMPFER2)
1652 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1654 if (IN_LEV_FIELD(left_x, left_y) &&
1655 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1656 IS_MAMPF2(Feld[left_x][left_y])))
1657 can_turn_left = TRUE;
1658 if (IN_LEV_FIELD(right_x, right_y) &&
1659 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1660 IS_MAMPF2(Feld[right_x][right_y])))
1661 can_turn_right = TRUE;
1663 if (can_turn_left && can_turn_right)
1664 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1665 else if (can_turn_left)
1666 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1667 else if (can_turn_right)
1668 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1670 MovDir[x][y] = back_dir;
1672 MovDelay[x][y] = 16+16*RND(3);
1674 else if (element == EL_PACMAN)
1676 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1678 if (IN_LEV_FIELD(left_x, left_y) &&
1679 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1680 IS_AMOEBOID(Feld[left_x][left_y])))
1681 can_turn_left = TRUE;
1682 if (IN_LEV_FIELD(right_x, right_y) &&
1683 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1684 IS_AMOEBOID(Feld[right_x][right_y])))
1685 can_turn_right = TRUE;
1687 if (can_turn_left && can_turn_right)
1688 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1689 else if (can_turn_left)
1690 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1691 else if (can_turn_right)
1692 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1694 MovDir[x][y] = back_dir;
1696 MovDelay[x][y] = 6+RND(40);
1698 else if (element == EL_SCHWEIN)
1700 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1701 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1702 boolean should_move_on = FALSE;
1704 int rnd = RND(rnd_value);
1706 if (IN_LEV_FIELD(left_x, left_y) &&
1707 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1708 can_turn_left = TRUE;
1709 if (IN_LEV_FIELD(right_x, right_y) &&
1710 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1711 can_turn_right = TRUE;
1712 if (IN_LEV_FIELD(move_x, move_y) &&
1713 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1716 if (can_turn_left &&
1718 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1719 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1720 should_turn_left = TRUE;
1721 if (can_turn_right &&
1723 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1724 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1725 should_turn_right = TRUE;
1727 (!can_turn_left || !can_turn_right ||
1728 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1729 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1730 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1731 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1732 should_move_on = TRUE;
1734 if (should_turn_left || should_turn_right || should_move_on)
1736 if (should_turn_left && should_turn_right && should_move_on)
1737 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1738 rnd < 2*rnd_value/3 ? right_dir :
1740 else if (should_turn_left && should_turn_right)
1741 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1742 else if (should_turn_left && should_move_on)
1743 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1744 else if (should_turn_right && should_move_on)
1745 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1746 else if (should_turn_left)
1747 MovDir[x][y] = left_dir;
1748 else if (should_turn_right)
1749 MovDir[x][y] = right_dir;
1750 else if (should_move_on)
1751 MovDir[x][y] = old_move_dir;
1753 else if (can_move_on && rnd > rnd_value/8)
1754 MovDir[x][y] = old_move_dir;
1755 else if (can_turn_left && can_turn_right)
1756 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1757 else if (can_turn_left && rnd > rnd_value/8)
1758 MovDir[x][y] = left_dir;
1759 else if (can_turn_right && rnd > rnd_value/8)
1760 MovDir[x][y] = right_dir;
1762 MovDir[x][y] = back_dir;
1764 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1765 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1766 MovDir[x][y] = old_move_dir;
1770 else if (element == EL_DRACHE)
1772 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1774 int rnd = RND(rnd_value);
1776 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1777 can_turn_left = TRUE;
1778 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1779 can_turn_right = TRUE;
1780 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1783 if (can_move_on && rnd > rnd_value/8)
1784 MovDir[x][y] = old_move_dir;
1785 else if (can_turn_left && can_turn_right)
1786 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1787 else if (can_turn_left && rnd > rnd_value/8)
1788 MovDir[x][y] = left_dir;
1789 else if (can_turn_right && rnd > rnd_value/8)
1790 MovDir[x][y] = right_dir;
1792 MovDir[x][y] = back_dir;
1794 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1795 MovDir[x][y] = old_move_dir;
1799 else if (element == EL_ROBOT || element == EL_SONDE ||
1800 element == EL_MAULWURF || element == EL_PINGUIN)
1802 int attr_x = -1, attr_y = -1;
1813 for (i=0; i<MAX_PLAYERS; i++)
1815 struct PlayerInfo *player = &stored_player[i];
1816 int jx = player->jx, jy = player->jy;
1818 if (!player->active || player->gone)
1821 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1829 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1835 if (element == EL_MAULWURF || element == EL_PINGUIN)
1838 static int xy[4][2] =
1848 int ex = x + xy[i%4][0];
1849 int ey = y + xy[i%4][1];
1851 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1860 MovDir[x][y] = MV_NO_MOVING;
1862 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1864 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1866 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1868 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1870 if (element == EL_ROBOT)
1874 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1875 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1876 Moving2Blocked(x, y, &newx, &newy);
1878 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1879 MovDelay[x][y] = 8+8*!RND(3);
1881 MovDelay[x][y] = 16;
1889 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1891 boolean first_horiz = RND(2);
1892 int new_move_dir = MovDir[x][y];
1895 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1896 Moving2Blocked(x, y, &newx, &newy);
1898 if (IN_LEV_FIELD(newx, newy) &&
1899 (IS_FREE(newx, newy) ||
1900 Feld[newx][newy] == EL_SALZSAEURE ||
1901 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1902 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1903 IS_MAMPF3(Feld[newx][newy])))))
1907 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1908 Moving2Blocked(x, y, &newx, &newy);
1910 if (IN_LEV_FIELD(newx, newy) &&
1911 (IS_FREE(newx, newy) ||
1912 Feld[newx][newy] == EL_SALZSAEURE ||
1913 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1914 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1915 IS_MAMPF3(Feld[newx][newy])))))
1918 MovDir[x][y] = old_move_dir;
1925 static boolean JustBeingPushed(int x, int y)
1929 for (i=0; i<MAX_PLAYERS; i++)
1931 struct PlayerInfo *player = &stored_player[i];
1933 if (player->active && !player->gone &&
1934 player->Pushing && player->MovPos)
1936 int next_jx = player->jx + (player->jx - player->last_jx);
1937 int next_jy = player->jy + (player->jy - player->last_jy);
1939 if (x == next_jx && y == next_jy)
1947 void StartMoving(int x, int y)
1949 int element = Feld[x][y];
1954 if (CAN_FALL(element) && y<lev_fieldy-1)
1956 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1957 if (JustBeingPushed(x, y))
1960 if (element == EL_MORAST_VOLL)
1962 if (IS_FREE(x, y+1))
1964 InitMovingField(x, y, MV_DOWN);
1965 Feld[x][y] = EL_FELSBROCKEN;
1966 Store[x][y] = EL_MORAST_LEER;
1968 else if (Feld[x][y+1] == EL_MORAST_LEER)
1970 if (!MovDelay[x][y])
1971 MovDelay[x][y] = TILEY + 1;
1980 Feld[x][y] = EL_MORAST_LEER;
1981 Feld[x][y+1] = EL_MORAST_VOLL;
1984 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1986 InitMovingField(x, y, MV_DOWN);
1987 Store[x][y] = EL_MORAST_VOLL;
1989 else if (element == EL_SIEB_VOLL)
1991 if (IS_FREE(x, y+1))
1993 InitMovingField(x, y, MV_DOWN);
1994 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1995 Store[x][y] = EL_SIEB_LEER;
1997 else if (Feld[x][y+1] == EL_SIEB_LEER)
1999 if (!MovDelay[x][y])
2000 MovDelay[x][y] = TILEY/4 + 1;
2009 Feld[x][y] = EL_SIEB_LEER;
2010 Feld[x][y+1] = EL_SIEB_VOLL;
2011 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
2015 else if (element == EL_SIEB2_VOLL)
2017 if (IS_FREE(x, y+1))
2019 InitMovingField(x, y, MV_DOWN);
2020 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
2021 Store[x][y] = EL_SIEB2_LEER;
2023 else if (Feld[x][y+1] == EL_SIEB2_LEER)
2025 if (!MovDelay[x][y])
2026 MovDelay[x][y] = TILEY/4 + 1;
2035 Feld[x][y] = EL_SIEB2_LEER;
2036 Feld[x][y+1] = EL_SIEB2_VOLL;
2037 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
2041 else if (CAN_CHANGE(element) &&
2042 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
2044 InitMovingField(x, y, MV_DOWN);
2046 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
2047 Store2[x][y+1] = element;
2049 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
2052 InitMovingField(x, y, MV_DOWN);
2053 Store[x][y] = EL_SALZSAEURE;
2055 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
2059 else if (IS_FREE(x, y+1))
2061 InitMovingField(x, y, MV_DOWN);
2063 else if (element == EL_TROPFEN)
2065 Feld[x][y] = EL_AMOEBING;
2066 Store[x][y] = EL_AMOEBE_NASS;
2068 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
2070 boolean left = (x>0 && IS_FREE(x-1, y) &&
2071 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
2072 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
2073 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
2077 if (left && right && game_emulation != EMU_BOULDERDASH)
2078 left = !(right = RND(2));
2080 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
2084 else if (CAN_MOVE(element))
2088 if (element == EL_SONDE && JustBeingPushed(x, y))
2091 if (!MovDelay[x][y]) /* start new movement phase */
2093 /* all objects that can change their move direction after each step */
2094 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
2096 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
2099 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
2100 element == EL_SP_SNIKSNAK ||
2101 element == EL_SP_ELECTRON))
2102 DrawLevelField(x, y);
2106 if (MovDelay[x][y]) /* wait some time before next movement */
2110 if (element == EL_ROBOT ||
2111 element == EL_MAMPFER || element == EL_MAMPFER2)
2113 int phase = MovDelay[x][y] % 8;
2118 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2119 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2121 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2122 && MovDelay[x][y]%4 == 3)
2123 PlaySoundLevel(x, y, SND_NJAM);
2125 else if (element == EL_SP_ELECTRON)
2126 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2127 else if (element == EL_DRACHE)
2130 int dir = MovDir[x][y];
2131 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2132 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2133 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2134 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2135 dir == MV_UP ? GFX_FLAMMEN_UP :
2136 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2137 int phase = FrameCounter % 2;
2139 for (i=1; i<=3; i++)
2141 int xx = x + i*dx, yy = y + i*dy;
2142 int sx = SCREENX(xx), sy = SCREENY(yy);
2144 if (!IN_LEV_FIELD(xx, yy) ||
2145 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2150 int flamed = MovingOrBlocked2Element(xx, yy);
2152 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2155 RemoveMovingField(xx, yy);
2157 Feld[xx][yy] = EL_BURNING;
2158 if (IN_SCR_FIELD(sx, sy))
2159 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2163 if (Feld[xx][yy] == EL_BURNING)
2164 Feld[xx][yy] = EL_LEERRAUM;
2165 DrawLevelField(xx, yy);
2174 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2176 PlaySoundLevel(x, y, SND_KLAPPER);
2178 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2180 PlaySoundLevel(x, y, SND_ROEHR);
2183 /* now make next step */
2185 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2187 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2189 /* enemy got the player */
2191 KillHero(PLAYERINFO(newx, newy));
2194 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2195 element == EL_ROBOT || element == EL_SONDE) &&
2196 IN_LEV_FIELD(newx, newy) &&
2197 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2200 Store[x][y] = EL_SALZSAEURE;
2202 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2203 IN_LEV_FIELD(newx, newy))
2205 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2207 Feld[x][y] = EL_LEERRAUM;
2208 DrawLevelField(x, y);
2210 PlaySoundLevel(newx, newy, SND_BUING);
2211 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2212 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2214 local_player->friends_still_needed--;
2215 if (!local_player->friends_still_needed &&
2216 !local_player->GameOver && AllPlayersGone)
2217 local_player->LevelSolved = local_player->GameOver = TRUE;
2221 else if (IS_MAMPF3(Feld[newx][newy]))
2223 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2224 DrawLevelField(newx, newy);
2226 MovDir[x][y] = MV_NO_MOVING;
2228 else if (!IS_FREE(newx, newy))
2230 if (IS_PLAYER(x, y))
2231 DrawPlayerField(x, y);
2233 DrawLevelField(x, y);
2237 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2239 if (IS_GEM(Feld[newx][newy]))
2241 if (IS_MOVING(newx, newy))
2242 RemoveMovingField(newx, newy);
2245 Feld[newx][newy] = EL_LEERRAUM;
2246 DrawLevelField(newx, newy);
2249 else if (!IS_FREE(newx, newy))
2251 if (IS_PLAYER(x, y))
2252 DrawPlayerField(x, y);
2254 DrawLevelField(x, y);
2258 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2260 if (!IS_FREE(newx, newy))
2262 if (IS_PLAYER(x, y))
2263 DrawPlayerField(x, y);
2265 DrawLevelField(x, y);
2270 boolean wanna_flame = !RND(10);
2271 int dx = newx - x, dy = newy - y;
2272 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2273 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2274 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2275 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2276 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2277 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2279 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2280 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2281 element1 != EL_BURNING && element2 != EL_BURNING)
2283 if (IS_PLAYER(x, y))
2284 DrawPlayerField(x, y);
2286 DrawLevelField(x, y);
2288 MovDelay[x][y] = 50;
2289 Feld[newx][newy] = EL_BURNING;
2290 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2291 Feld[newx1][newy1] = EL_BURNING;
2292 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2293 Feld[newx2][newy2] = EL_BURNING;
2298 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2299 Feld[newx][newy] == EL_DIAMANT)
2301 if (IS_MOVING(newx, newy))
2302 RemoveMovingField(newx, newy);
2305 Feld[newx][newy] = EL_LEERRAUM;
2306 DrawLevelField(newx, newy);
2309 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2310 IS_MAMPF2(Feld[newx][newy]))
2312 if (AmoebaNr[newx][newy])
2314 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2315 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2316 Feld[newx][newy] == EL_AMOEBE_BD)
2317 AmoebaCnt[AmoebaNr[newx][newy]]--;
2320 if (IS_MOVING(newx, newy))
2321 RemoveMovingField(newx, newy);
2324 Feld[newx][newy] = EL_LEERRAUM;
2325 DrawLevelField(newx, newy);
2328 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2329 IS_AMOEBOID(Feld[newx][newy]))
2331 if (AmoebaNr[newx][newy])
2333 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2334 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2335 Feld[newx][newy] == EL_AMOEBE_BD)
2336 AmoebaCnt[AmoebaNr[newx][newy]]--;
2339 Feld[newx][newy] = EL_LEERRAUM;
2340 DrawLevelField(newx, newy);
2342 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2344 /* object was running against a wall */
2348 if (element == EL_KAEFER || element == EL_FLIEGER ||
2349 element == EL_SP_SNIKSNAK)
2350 DrawLevelField(x, y);
2351 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2352 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2353 else if (element == EL_SONDE)
2354 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2355 else if (element == EL_SP_ELECTRON)
2356 DrawGraphicAnimation(x, y, GFX2_SP_ELECTRON, 8, 2, ANIM_NORMAL);
2361 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2362 PlaySoundLevel(x, y, SND_SCHLURF);
2364 InitMovingField(x, y, MovDir[x][y]);
2368 ContinueMoving(x, y);
2371 void ContinueMoving(int x, int y)
2373 int element = Feld[x][y];
2374 int direction = MovDir[x][y];
2375 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2376 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2377 int horiz_move = (dx!=0);
2378 int newx = x + dx, newy = y + dy;
2379 int step = (horiz_move ? dx : dy) * TILEX/8;
2381 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2383 else if (element == EL_TROPFEN)
2385 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2388 MovPos[x][y] += step;
2390 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2392 Feld[x][y] = EL_LEERRAUM;
2393 Feld[newx][newy] = element;
2395 if (Store[x][y] == EL_MORAST_VOLL)
2398 Feld[newx][newy] = EL_MORAST_VOLL;
2399 element = EL_MORAST_VOLL;
2401 else if (Store[x][y] == EL_MORAST_LEER)
2404 Feld[x][y] = EL_MORAST_LEER;
2406 else if (Store[x][y] == EL_SIEB_VOLL)
2409 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2411 else if (Store[x][y] == EL_SIEB_LEER)
2413 Store[x][y] = Store2[x][y] = 0;
2414 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2416 else if (Store[x][y] == EL_SIEB2_VOLL)
2419 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2421 else if (Store[x][y] == EL_SIEB2_LEER)
2423 Store[x][y] = Store2[x][y] = 0;
2424 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2426 else if (Store[x][y] == EL_SALZSAEURE)
2429 Feld[newx][newy] = EL_SALZSAEURE;
2430 element = EL_SALZSAEURE;
2432 else if (Store[x][y] == EL_AMOEBE_NASS)
2435 Feld[x][y] = EL_AMOEBE_NASS;
2438 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2439 MovDelay[newx][newy] = 0;
2441 if (!CAN_MOVE(element))
2442 MovDir[newx][newy] = 0;
2444 DrawLevelField(x, y);
2445 DrawLevelField(newx, newy);
2447 Stop[newx][newy] = TRUE;
2448 JustHit[x][newy] = 3;
2450 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2452 TestIfBadThingHitsHero(newx, newy);
2453 TestIfBadThingHitsFriend(newx, newy);
2454 TestIfBadThingHitsOtherBadThing(newx, newy);
2456 else if (element == EL_PINGUIN)
2457 TestIfFriendHitsBadThing(newx, newy);
2459 if (CAN_SMASH(element) && direction == MV_DOWN &&
2460 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2463 else /* still moving on */
2464 DrawLevelField(x, y);
2467 int AmoebeNachbarNr(int ax, int ay)
2470 int element = Feld[ax][ay];
2472 static int xy[4][2] =
2482 int x = ax + xy[i][0];
2483 int y = ay + xy[i][1];
2485 if (!IN_LEV_FIELD(x, y))
2488 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2489 group_nr = AmoebaNr[x][y];
2495 void AmoebenVereinigen(int ax, int ay)
2497 int i, x, y, xx, yy;
2498 int new_group_nr = AmoebaNr[ax][ay];
2499 static int xy[4][2] =
2507 if (new_group_nr == 0)
2515 if (!IN_LEV_FIELD(x, y))
2518 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2519 Feld[x][y] == EL_AMOEBE_BD ||
2520 Feld[x][y] == EL_AMOEBE_TOT) &&
2521 AmoebaNr[x][y] != new_group_nr)
2523 int old_group_nr = AmoebaNr[x][y];
2525 if (old_group_nr == 0)
2528 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2529 AmoebaCnt[old_group_nr] = 0;
2530 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2531 AmoebaCnt2[old_group_nr] = 0;
2533 for (yy=0; yy<lev_fieldy; yy++)
2535 for (xx=0; xx<lev_fieldx; xx++)
2537 if (AmoebaNr[xx][yy] == old_group_nr)
2538 AmoebaNr[xx][yy] = new_group_nr;
2545 void AmoebeUmwandeln(int ax, int ay)
2549 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2551 int group_nr = AmoebaNr[ax][ay];
2556 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2557 printf("AmoebeUmwandeln(): This should never happen!\n");
2562 for (y=0; y<lev_fieldy; y++)
2564 for (x=0; x<lev_fieldx; x++)
2566 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2569 Feld[x][y] = EL_AMOEBA2DIAM;
2577 static int xy[4][2] =
2590 if (!IN_LEV_FIELD(x, y))
2593 if (Feld[x][y] == EL_AMOEBA2DIAM)
2599 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2602 int group_nr = AmoebaNr[ax][ay];
2603 boolean done = FALSE;
2608 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2609 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2614 for (y=0; y<lev_fieldy; y++)
2616 for (x=0; x<lev_fieldx; x++)
2618 if (AmoebaNr[x][y] == group_nr &&
2619 (Feld[x][y] == EL_AMOEBE_TOT ||
2620 Feld[x][y] == EL_AMOEBE_BD ||
2621 Feld[x][y] == EL_AMOEBING))
2624 Feld[x][y] = new_element;
2625 InitField(x, y, FALSE);
2626 DrawLevelField(x, y);
2633 PlaySoundLevel(ax, ay,
2634 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2637 void AmoebeWaechst(int x, int y)
2639 static unsigned long sound_delay = 0;
2640 static unsigned long sound_delay_value = 0;
2642 if (!MovDelay[x][y]) /* start new growing cycle */
2646 if (DelayReached(&sound_delay, sound_delay_value))
2648 PlaySoundLevel(x, y, SND_AMOEBE);
2649 sound_delay_value = 30;
2653 if (MovDelay[x][y]) /* wait some time before growing bigger */
2656 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2657 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2659 if (!MovDelay[x][y])
2661 Feld[x][y] = Store[x][y];
2663 DrawLevelField(x, y);
2668 void AmoebeAbleger(int ax, int ay)
2671 int element = Feld[ax][ay];
2672 int newax = ax, neway = ay;
2673 static int xy[4][2] =
2681 if (!level.tempo_amoebe)
2683 Feld[ax][ay] = EL_AMOEBE_TOT;
2684 DrawLevelField(ax, ay);
2688 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2689 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2691 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2694 if (MovDelay[ax][ay])
2698 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2701 int x = ax + xy[start][0];
2702 int y = ay + xy[start][1];
2704 if (!IN_LEV_FIELD(x, y))
2707 if (IS_FREE(x, y) ||
2708 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2714 if (newax == ax && neway == ay)
2717 else /* normal or "filled" (BD style) amoeba */
2720 boolean waiting_for_player = FALSE;
2724 int j = (start + i) % 4;
2725 int x = ax + xy[j][0];
2726 int y = ay + xy[j][1];
2728 if (!IN_LEV_FIELD(x, y))
2731 if (IS_FREE(x, y) ||
2732 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2738 else if (IS_PLAYER(x, y))
2739 waiting_for_player = TRUE;
2742 if (newax == ax && neway == ay) /* amoeba cannot grow */
2744 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2746 Feld[ax][ay] = EL_AMOEBE_TOT;
2747 DrawLevelField(ax, ay);
2748 AmoebaCnt[AmoebaNr[ax][ay]]--;
2750 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2752 if (element == EL_AMOEBE_VOLL)
2753 AmoebeUmwandeln(ax, ay);
2754 else if (element == EL_AMOEBE_BD)
2755 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2760 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2762 /* amoeba gets larger by growing in some direction */
2764 int new_group_nr = AmoebaNr[ax][ay];
2767 if (new_group_nr == 0)
2769 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2770 printf("AmoebeAbleger(): This should never happen!\n");
2775 AmoebaNr[newax][neway] = new_group_nr;
2776 AmoebaCnt[new_group_nr]++;
2777 AmoebaCnt2[new_group_nr]++;
2779 /* if amoeba touches other amoeba(s) after growing, unify them */
2780 AmoebenVereinigen(newax, neway);
2782 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2784 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2790 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2791 (neway == lev_fieldy - 1 && newax != ax))
2793 Feld[newax][neway] = EL_AMOEBING;
2794 Store[newax][neway] = element;
2796 else if (neway == ay)
2797 Feld[newax][neway] = EL_TROPFEN;
2800 InitMovingField(ax, ay, MV_DOWN);
2801 Feld[ax][ay] = EL_TROPFEN;
2802 Store[ax][ay] = EL_AMOEBE_NASS;
2803 ContinueMoving(ax, ay);
2807 DrawLevelField(newax, neway);
2810 void Life(int ax, int ay)
2813 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2815 int element = Feld[ax][ay];
2820 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2821 MovDelay[ax][ay] = life_time;
2823 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2826 if (MovDelay[ax][ay])
2830 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2832 int xx = ax+x1, yy = ay+y1;
2835 if (!IN_LEV_FIELD(xx, yy))
2838 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2840 int x = xx+x2, y = yy+y2;
2842 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2845 if (((Feld[x][y] == element ||
2846 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2848 (IS_FREE(x, y) && Stop[x][y]))
2852 if (xx == ax && yy == ay) /* field in the middle */
2854 if (nachbarn<life[0] || nachbarn>life[1])
2856 Feld[xx][yy] = EL_LEERRAUM;
2858 DrawLevelField(xx, yy);
2859 Stop[xx][yy] = TRUE;
2862 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2863 { /* free border field */
2864 if (nachbarn>=life[2] && nachbarn<=life[3])
2866 Feld[xx][yy] = element;
2867 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2869 DrawLevelField(xx, yy);
2870 Stop[xx][yy] = TRUE;
2876 void Ablenk(int x, int y)
2878 if (!MovDelay[x][y]) /* next animation frame */
2879 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2881 if (MovDelay[x][y]) /* wait some time before next frame */
2886 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2887 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2888 if (!(MovDelay[x][y]%4))
2889 PlaySoundLevel(x, y, SND_MIEP);
2894 Feld[x][y] = EL_ABLENK_AUS;
2895 DrawLevelField(x, y);
2896 if (ZX == x && ZY == y)
2900 void Birne(int x, int y)
2902 if (!MovDelay[x][y]) /* next animation frame */
2903 MovDelay[x][y] = 800;
2905 if (MovDelay[x][y]) /* wait some time before next frame */
2910 if (!(MovDelay[x][y]%5))
2912 if (!(MovDelay[x][y]%10))
2913 Feld[x][y]=EL_ABLENK_EIN;
2915 Feld[x][y]=EL_ABLENK_AUS;
2916 DrawLevelField(x, y);
2917 Feld[x][y]=EL_ABLENK_EIN;
2923 Feld[x][y]=EL_ABLENK_AUS;
2924 DrawLevelField(x, y);
2925 if (ZX == x && ZY == y)
2929 void Blubber(int x, int y)
2931 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2932 DrawLevelField(x, y-1);
2934 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2937 void NussKnacken(int x, int y)
2939 if (!MovDelay[x][y]) /* next animation frame */
2942 if (MovDelay[x][y]) /* wait some time before next frame */
2945 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2946 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2948 if (!MovDelay[x][y])
2950 Feld[x][y] = EL_EDELSTEIN;
2951 DrawLevelField(x, y);
2956 void SiebAktivieren(int x, int y, int typ)
2958 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2960 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2963 void AusgangstuerPruefen(int x, int y)
2965 if (!local_player->gems_still_needed &&
2966 !local_player->sokobanfields_still_needed &&
2967 !local_player->lights_still_needed)
2969 Feld[x][y] = EL_AUSGANG_ACT;
2971 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2972 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2973 y < LEVELY(BY1) ? LEVELY(BY1) :
2974 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2979 void AusgangstuerOeffnen(int x, int y)
2983 if (!MovDelay[x][y]) /* next animation frame */
2984 MovDelay[x][y] = 5*delay;
2986 if (MovDelay[x][y]) /* wait some time before next frame */
2991 tuer = MovDelay[x][y]/delay;
2992 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2993 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2995 if (!MovDelay[x][y])
2997 Feld[x][y] = EL_AUSGANG_AUF;
2998 DrawLevelField(x, y);
3003 void AusgangstuerBlinken(int x, int y)
3005 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
3008 void EdelsteinFunkeln(int x, int y)
3010 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
3013 if (Feld[x][y] == EL_EDELSTEIN_BD)
3014 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
3017 if (!MovDelay[x][y]) /* next animation frame */
3018 MovDelay[x][y] = 11 * !SimpleRND(500);
3020 if (MovDelay[x][y]) /* wait some time before next frame */
3024 if (setup.direct_draw && MovDelay[x][y])
3025 SetDrawtoField(DRAW_BUFFERED);
3027 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
3031 int phase = (MovDelay[x][y]-1)/2;
3036 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
3038 if (setup.direct_draw)
3042 dest_x = FX + SCREENX(x)*TILEX;
3043 dest_y = FY + SCREENY(y)*TILEY;
3045 XCopyArea(display, drawto_field, window, gc,
3046 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
3047 SetDrawtoField(DRAW_DIRECT);
3054 void MauerWaechst(int x, int y)
3058 if (!MovDelay[x][y]) /* next animation frame */
3059 MovDelay[x][y] = 3*delay;
3061 if (MovDelay[x][y]) /* wait some time before next frame */
3066 phase = 2-MovDelay[x][y]/delay;
3067 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3068 DrawGraphic(SCREENX(x), SCREENY(y),
3069 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
3070 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
3071 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
3072 GFX_MAUER_DOWN ) + phase);
3074 if (!MovDelay[x][y])
3076 if (MovDir[x][y] == MV_LEFT)
3078 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
3079 DrawLevelField(x-1, y);
3081 else if (MovDir[x][y] == MV_RIGHT)
3083 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
3084 DrawLevelField(x+1, y);
3086 else if (MovDir[x][y] == MV_UP)
3088 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
3089 DrawLevelField(x, y-1);
3093 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
3094 DrawLevelField(x, y+1);
3097 Feld[x][y] = Store[x][y];
3099 MovDir[x][y] = MV_NO_MOVING;
3100 DrawLevelField(x, y);
3105 void MauerAbleger(int ax, int ay)
3107 int element = Feld[ax][ay];
3108 boolean oben_frei = FALSE, unten_frei = FALSE;
3109 boolean links_frei = FALSE, rechts_frei = FALSE;
3110 boolean oben_massiv = FALSE, unten_massiv = FALSE;
3111 boolean links_massiv = FALSE, rechts_massiv = FALSE;
3113 if (!MovDelay[ax][ay]) /* start building new wall */
3114 MovDelay[ax][ay] = 6;
3116 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3119 if (MovDelay[ax][ay])
3123 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3125 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3127 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3129 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3132 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3136 Feld[ax][ay-1] = EL_MAUERND;
3137 Store[ax][ay-1] = element;
3138 MovDir[ax][ay-1] = MV_UP;
3139 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3140 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3144 Feld[ax][ay+1] = EL_MAUERND;
3145 Store[ax][ay+1] = element;
3146 MovDir[ax][ay+1] = MV_DOWN;
3147 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3148 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3152 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3153 element == EL_MAUER_LEBT)
3157 Feld[ax-1][ay] = EL_MAUERND;
3158 Store[ax-1][ay] = element;
3159 MovDir[ax-1][ay] = MV_LEFT;
3160 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3161 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3165 Feld[ax+1][ay] = EL_MAUERND;
3166 Store[ax+1][ay] = element;
3167 MovDir[ax+1][ay] = MV_RIGHT;
3168 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3169 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3173 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3174 DrawLevelField(ax, ay);
3176 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3178 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3179 unten_massiv = TRUE;
3180 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3181 links_massiv = TRUE;
3182 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3183 rechts_massiv = TRUE;
3185 if (((oben_massiv && unten_massiv) ||
3186 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3187 ((links_massiv && rechts_massiv) ||
3188 element == EL_MAUER_Y))
3189 Feld[ax][ay] = EL_MAUERWERK;
3192 void CheckForDragon(int x, int y)
3195 boolean dragon_found = FALSE;
3196 static int xy[4][2] =
3208 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3210 if (IN_LEV_FIELD(xx, yy) &&
3211 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3213 if (Feld[xx][yy] == EL_DRACHE)
3214 dragon_found = TRUE;
3227 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3229 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3231 Feld[xx][yy] = EL_LEERRAUM;
3232 DrawLevelField(xx, yy);
3241 static void CheckBuggyBase(int x, int y)
3243 int element = Feld[x][y];
3245 if (element == EL_SP_BUG)
3247 if (!MovDelay[x][y]) /* start activating buggy base */
3248 MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
3250 if (MovDelay[x][y]) /* wait some time before activating base */
3253 if (MovDelay[x][y] < 5 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3254 DrawGraphic(SCREENX(x), SCREENY(y), GFX_SP_BUG_WARNING);
3258 Feld[x][y] = EL_SP_BUG_ACTIVE;
3261 else if (element == EL_SP_BUG_ACTIVE)
3263 if (!MovDelay[x][y]) /* start activating buggy base */
3264 MovDelay[x][y] = 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND);
3266 if (MovDelay[x][y]) /* wait some time before activating base */
3272 static int xy[4][2] =
3280 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3281 DrawGraphic(SCREENX(x),SCREENY(y), GFX_SP_BUG_ACTIVE + SimpleRND(4));
3285 int xx = x + xy[i][0], yy = y + xy[i][1];
3287 if (IS_PLAYER(xx, yy))
3289 PlaySoundLevel(x, y, SND_SP_BUG);
3297 Feld[x][y] = EL_SP_BUG;
3298 DrawLevelField(x, y);
3303 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3305 static byte stored_player_action[MAX_PLAYERS];
3306 static int num_stored_actions = 0;
3307 static boolean save_tape_entry = FALSE;
3308 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3309 int jx = player->jx, jy = player->jy;
3310 int left = player_action & JOY_LEFT;
3311 int right = player_action & JOY_RIGHT;
3312 int up = player_action & JOY_UP;
3313 int down = player_action & JOY_DOWN;
3314 int button1 = player_action & JOY_BUTTON_1;
3315 int button2 = player_action & JOY_BUTTON_2;
3316 int dx = (left ? -1 : right ? 1 : 0);
3317 int dy = (up ? -1 : down ? 1 : 0);
3319 stored_player_action[player->index_nr] = 0;
3320 num_stored_actions++;
3322 if (!player->active || player->gone || tape.pausing)
3327 save_tape_entry = TRUE;
3328 player->frame_reset_delay = 0;
3331 snapped = SnapField(player, dx, dy);
3335 bombed = PlaceBomb(player);
3336 moved = MoveFigure(player, dx, dy);
3339 if (tape.recording && (moved || snapped || bombed))
3341 if (bombed && !moved)
3342 player_action &= JOY_BUTTON;
3344 stored_player_action[player->index_nr] = player_action;
3347 /* this allows cycled sequences of PlayerActions() */
3348 if (num_stored_actions >= MAX_PLAYERS)
3350 TapeRecordAction(stored_player_action);
3351 num_stored_actions = 0;
3356 else if (tape.playing && snapped)
3357 SnapField(player, 0, 0); /* stop snapping */
3361 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3362 SnapField(player, 0, 0);
3363 if (++player->frame_reset_delay > MoveSpeed)
3367 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3369 TapeRecordAction(stored_player_action);
3370 num_stored_actions = 0;
3371 save_tape_entry = FALSE;
3374 if (tape.playing && !tape.pausing && !player_action &&
3375 tape.counter < tape.length)
3378 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3380 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3381 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3383 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3385 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3387 int el = Feld[jx+dx][jy];
3388 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3390 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3392 player->MovDir = next_joy;
3393 player->Frame = FrameCounter % 4;
3394 player->Pushing = TRUE;
3403 static unsigned long action_delay = 0;
3404 unsigned long action_delay_value;
3405 int sieb_x = 0, sieb_y = 0;
3406 int i, x, y, element;
3407 byte *recorded_player_action;
3408 byte summarized_player_action = 0;
3410 if (game_status != PLAYING)
3413 action_delay_value =
3414 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3417 if (tape.playing && tape.fast_forward)
3421 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3427 /* main game synchronization point */
3433 WaitUntilDelayReached(&action_delay, action_delay_value);
3436 while (!DelayReached(&action_delay, action_delay_value))
3440 sprintf(buf, "%ld %ld %ld",
3441 Counter(), action_delay, action_delay_value);
3444 print_debug("done");
3451 if (network_playing && !network_player_action_received)
3455 printf("DEBUG: try to get network player actions in time\n");
3460 /* last chance to get network player actions without main loop delay */
3464 if (game_status != PLAYING)
3467 if (!network_player_action_received)
3471 printf("DEBUG: failed to get network player actions in time\n");
3480 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3482 else if (tape.recording)
3491 else if (tape.recording)
3494 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3496 for (i=0; i<MAX_PLAYERS; i++)
3498 summarized_player_action |= stored_player[i].action;
3500 if (!network_playing)
3501 stored_player[i].effective_action = stored_player[i].action;
3505 if (network_playing)
3506 SendToServer_MovePlayer(summarized_player_action);
3509 if (!options.network && !setup.team_mode)
3510 local_player->effective_action = summarized_player_action;
3512 for (i=0; i<MAX_PLAYERS; i++)
3514 int actual_player_action = stored_player[i].effective_action;
3516 if (recorded_player_action)
3517 actual_player_action = recorded_player_action[i];
3519 PlayerActions(&stored_player[i], actual_player_action);
3520 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3523 network_player_action_received = FALSE;
3525 ScrollScreen(NULL, SCROLL_GO_ON);
3529 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3531 else if (tape.recording)
3541 if (TimeFrames == 0 && !local_player->gone)
3543 extern unsigned int last_RND();
3545 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3548 getStateCheckSum(TimePlayed));
3557 if (GameFrameDelay >= 500)
3558 printf("FrameCounter == %d\n", FrameCounter);
3569 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3572 if (JustHit[x][y]>0)
3576 if (IS_BLOCKED(x, y))
3580 Blocked2Moving(x, y, &oldx, &oldy);
3581 if (!IS_MOVING(oldx, oldy))
3583 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3584 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3585 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3586 printf("GameActions(): This should never happen!\n");
3592 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3594 element = Feld[x][y];
3596 if (IS_INACTIVE(element))
3599 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3603 if (IS_GEM(element))
3604 EdelsteinFunkeln(x, y);
3606 else if (IS_MOVING(x, y))
3607 ContinueMoving(x, y);
3608 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3609 CheckDynamite(x, y);
3610 else if (element == EL_EXPLODING)
3611 Explode(x, y, Frame[x][y], EX_NORMAL);
3612 else if (element == EL_AMOEBING)
3613 AmoebeWaechst(x, y);
3614 else if (IS_AMOEBALIVE(element))
3615 AmoebeAbleger(x, y);
3616 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3618 else if (element == EL_ABLENK_EIN)
3620 else if (element == EL_SALZSAEURE)
3622 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3624 else if (element == EL_CRACKINGNUT)
3626 else if (element == EL_AUSGANG_ZU)
3627 AusgangstuerPruefen(x, y);
3628 else if (element == EL_AUSGANG_ACT)
3629 AusgangstuerOeffnen(x, y);
3630 else if (element == EL_AUSGANG_AUF)
3631 AusgangstuerBlinken(x, y);
3632 else if (element == EL_MAUERND)
3634 else if (element == EL_MAUER_LEBT ||
3635 element == EL_MAUER_X ||
3636 element == EL_MAUER_Y ||
3637 element == EL_MAUER_XY)
3639 else if (element == EL_BURNING)
3640 CheckForDragon(x, y);
3641 else if (element == EL_SP_BUG || element == EL_SP_BUG_ACTIVE)
3642 CheckBuggyBase(x, y);
3643 else if (element == EL_SP_TERMINAL)
3644 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL, 7, 12, ANIM_NORMAL);
3645 else if (element == EL_SP_TERMINAL_ACTIVE)
3646 DrawGraphicAnimation(x, y, GFX2_SP_TERMINAL_ACTIVE, 7, 4, ANIM_NORMAL);
3650 boolean sieb = FALSE;
3651 int jx = local_player->jx, jy = local_player->jy;
3653 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3654 Store[x][y] == EL_SIEB_LEER)
3656 SiebAktivieren(x, y, 1);
3659 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3660 Store[x][y] == EL_SIEB2_LEER)
3662 SiebAktivieren(x, y, 2);
3666 /* play the element sound at the position nearest to the player */
3667 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3677 if (!(SiebCount % 4))
3678 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3685 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3687 element = Feld[x][y];
3688 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3690 Feld[x][y] = EL_SIEB_TOT;
3691 DrawLevelField(x, y);
3693 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3695 Feld[x][y] = EL_SIEB2_TOT;
3696 DrawLevelField(x, y);
3705 if (TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3710 if (tape.recording || tape.playing)
3711 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
3718 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3720 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3723 for (i=0; i<MAX_PLAYERS; i++)
3724 KillHero(&stored_player[i]);
3726 else if (level.time == 0) /* level without time limit */
3727 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FS_SMALL, FC_YELLOW);
3733 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3735 int min_x = x, min_y = y, max_x = x, max_y = y;
3738 for (i=0; i<MAX_PLAYERS; i++)
3740 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3742 if (!stored_player[i].active || stored_player[i].gone ||
3743 &stored_player[i] == player)
3746 min_x = MIN(min_x, jx);
3747 min_y = MIN(min_y, jy);
3748 max_x = MAX(max_x, jx);
3749 max_y = MAX(max_y, jy);
3752 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3755 static boolean AllPlayersInVisibleScreen()
3759 for (i=0; i<MAX_PLAYERS; i++)
3761 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3763 if (!stored_player[i].active || stored_player[i].gone)
3766 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3773 void ScrollLevel(int dx, int dy)
3775 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3778 XCopyArea(display, drawto_field, drawto_field, gc,
3779 FX + TILEX*(dx == -1) - softscroll_offset,
3780 FY + TILEY*(dy == -1) - softscroll_offset,
3781 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3782 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3783 FX + TILEX*(dx == 1) - softscroll_offset,
3784 FY + TILEY*(dy == 1) - softscroll_offset);
3788 x = (dx == 1 ? BX1 : BX2);
3789 for (y=BY1; y<=BY2; y++)
3790 DrawScreenField(x, y);
3794 y = (dy == 1 ? BY1 : BY2);
3795 for (x=BX1; x<=BX2; x++)
3796 DrawScreenField(x, y);
3799 redraw_mask |= REDRAW_FIELD;
3802 boolean MoveFigureOneStep(struct PlayerInfo *player,
3803 int dx, int dy, int real_dx, int real_dy)
3805 int jx = player->jx, jy = player->jy;
3806 int new_jx = jx+dx, new_jy = jy+dy;
3810 if (player->gone || (!dx && !dy))
3811 return MF_NO_ACTION;
3813 player->MovDir = (dx < 0 ? MV_LEFT :
3816 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3818 if (!IN_LEV_FIELD(new_jx, new_jy))
3819 return MF_NO_ACTION;
3821 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3822 return MF_NO_ACTION;
3824 element = MovingOrBlocked2Element(new_jx, new_jy);
3826 if (DONT_GO_TO(element))
3828 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3831 Feld[jx][jy] = EL_SPIELFIGUR;
3832 InitMovingField(jx, jy, MV_DOWN);
3833 Store[jx][jy] = EL_SALZSAEURE;
3834 ContinueMoving(jx, jy);
3843 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3844 if (can_move != MF_MOVING)
3847 StorePlayer[jx][jy] = 0;
3848 player->last_jx = jx;
3849 player->last_jy = jy;
3850 jx = player->jx = new_jx;
3851 jy = player->jy = new_jy;
3852 StorePlayer[jx][jy] = player->element_nr;
3854 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3856 ScrollFigure(player, SCROLL_INIT);
3861 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3863 int jx = player->jx, jy = player->jy;
3864 int old_jx = jx, old_jy = jy;
3865 int moved = MF_NO_ACTION;
3867 if (player->gone || (!dx && !dy))
3870 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3875 /* should only happen if pre-1.2 tape recordings are played */
3876 /* this is only for backward compatibility */
3878 int old_move_speed = MoveSpeed;
3881 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3884 /* scroll remaining steps with finest movement resolution */
3887 while (player->MovPos)
3889 ScrollFigure(player, SCROLL_GO_ON);
3890 ScrollScreen(NULL, SCROLL_GO_ON);
3896 MoveSpeed = old_move_speed;
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;
3999 player->last_move_dir = MV_NO_MOVING;
4001 TestIfHeroHitsBadThing(jx, jy);
4009 void ScrollFigure(struct PlayerInfo *player, int mode)
4011 int jx = player->jx, jy = player->jy;
4012 int last_jx = player->last_jx, last_jy = player->last_jy;
4014 if (!player->active || player->gone || !player->MovPos)
4017 if (mode == SCROLL_INIT)
4019 player->actual_frame_counter = FrameCounter;
4020 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4022 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
4023 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
4028 else if (!FrameReached(&player->actual_frame_counter, 1))
4031 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4032 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
4034 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
4035 Feld[last_jx][last_jy] = EL_LEERRAUM;
4039 if (!player->MovPos)
4041 player->last_jx = jx;
4042 player->last_jy = jy;
4044 if (Feld[jx][jy] == EL_AUSGANG_AUF)
4048 if (!local_player->friends_still_needed)
4049 player->LevelSolved = player->GameOver = TRUE;
4054 void ScrollScreen(struct PlayerInfo *player, int mode)
4056 static unsigned long screen_frame_counter = 0;
4058 if (mode == SCROLL_INIT)
4060 screen_frame_counter = FrameCounter;
4061 ScreenMovDir = player->MovDir;
4062 ScreenMovPos = player->MovPos;
4063 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4066 else if (!FrameReached(&screen_frame_counter, 1))
4071 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
4072 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
4073 redraw_mask |= REDRAW_FIELD;
4076 ScreenMovDir = MV_NO_MOVING;
4079 void TestIfGoodThingHitsBadThing(int goodx, int goody)
4081 int i, killx = goodx, killy = goody;
4082 static int xy[4][2] =
4089 static int harmless[4] =
4101 x = goodx + xy[i][0];
4102 y = goody + xy[i][1];
4103 if (!IN_LEV_FIELD(x, y))
4106 element = Feld[x][y];
4108 if (DONT_TOUCH(element))
4110 if (MovDir[x][y] == harmless[i])
4119 if (killx != goodx || killy != goody)
4121 if (IS_PLAYER(goodx, goody))
4122 KillHero(PLAYERINFO(goodx, goody));
4128 void TestIfBadThingHitsGoodThing(int badx, int bady)
4130 int i, killx = badx, killy = bady;
4131 static int xy[4][2] =
4138 static int harmless[4] =
4150 x = badx + xy[i][0];
4151 y = bady + xy[i][1];
4152 if (!IN_LEV_FIELD(x, y))
4155 element = Feld[x][y];
4157 if (IS_PLAYER(x, y))
4163 else if (element == EL_PINGUIN)
4165 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
4174 if (killx != badx || killy != bady)
4176 if (IS_PLAYER(killx, killy))
4177 KillHero(PLAYERINFO(killx, killy));
4183 void TestIfHeroHitsBadThing(int x, int y)
4185 TestIfGoodThingHitsBadThing(x, y);
4188 void TestIfBadThingHitsHero(int x, int y)
4190 TestIfBadThingHitsGoodThing(x, y);
4193 void TestIfFriendHitsBadThing(int x, int y)
4195 TestIfGoodThingHitsBadThing(x, y);
4198 void TestIfBadThingHitsFriend(int x, int y)
4200 TestIfBadThingHitsGoodThing(x, y);
4203 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4205 int i, killx = badx, killy = bady;
4206 static int xy[4][2] =
4220 if (!IN_LEV_FIELD(x, y))
4223 element = Feld[x][y];
4224 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4225 element == EL_AMOEBING || element == EL_TROPFEN)
4233 if (killx != badx || killy != bady)
4237 void KillHero(struct PlayerInfo *player)
4239 int jx = player->jx, jy = player->jy;
4244 if (IS_PFORTE(Feld[jx][jy]))
4245 Feld[jx][jy] = EL_LEERRAUM;
4251 void BuryHero(struct PlayerInfo *player)
4253 int jx = player->jx, jy = player->jy;
4258 PlaySoundLevel(jx, jy, SND_AUTSCH);
4259 PlaySoundLevel(jx, jy, SND_LACHEN);
4261 player->GameOver = TRUE;
4265 void RemoveHero(struct PlayerInfo *player)
4267 int jx = player->jx, jy = player->jy;
4268 int i, found = FALSE;
4270 player->gone = TRUE;
4271 StorePlayer[jx][jy] = 0;
4273 for (i=0; i<MAX_PLAYERS; i++)
4274 if (stored_player[i].active && !stored_player[i].gone)
4278 AllPlayersGone = TRUE;
4284 int DigField(struct PlayerInfo *player,
4285 int x, int y, int real_dx, int real_dy, int mode)
4287 int jx = player->jx, jy = player->jy;
4288 int dx = x - jx, dy = y - jy;
4291 if (!player->MovPos)
4292 player->Pushing = FALSE;
4294 if (mode == DF_NO_PUSH)
4296 player->push_delay = 0;
4297 return MF_NO_ACTION;
4300 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4301 return MF_NO_ACTION;
4303 element = Feld[x][y];
4308 PlaySoundLevel(x, y, SND_EMPTY);
4312 Feld[x][y] = EL_LEERRAUM;
4313 PlaySoundLevel(x, y, SND_SCHLURF);
4318 Feld[x][y] = EL_LEERRAUM;
4319 PlaySoundLevel(x, y, SND_SP_BASE);
4323 case EL_EDELSTEIN_BD:
4324 case EL_EDELSTEIN_GELB:
4325 case EL_EDELSTEIN_ROT:
4326 case EL_EDELSTEIN_LILA:
4328 case EL_SP_INFOTRON:
4330 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4331 if (local_player->gems_still_needed < 0)
4332 local_player->gems_still_needed = 0;
4333 RaiseScoreElement(element);
4334 DrawText(DX_EMERALDS, DY_EMERALDS,
4335 int2str(local_player->gems_still_needed, 3),
4336 FS_SMALL, FC_YELLOW);
4337 if (element == EL_SP_INFOTRON)
4338 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4340 PlaySoundLevel(x, y, SND_PONG);
4346 ScrollStepSize = TILEX/4;
4347 PlaySoundLevel(x, y, SND_PONG);
4350 case EL_DYNAMIT_AUS:
4351 case EL_SP_DISK_RED:
4354 RaiseScoreElement(EL_DYNAMIT);
4355 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4356 int2str(local_player->dynamite, 3),
4357 FS_SMALL, FC_YELLOW);
4358 if (element == EL_SP_DISK_RED)
4359 PlaySoundLevel(x, y, SND_SP_INFOTRON);
4361 PlaySoundLevel(x, y, SND_PONG);
4364 case EL_DYNABOMB_NR:
4366 player->dynabomb_count++;
4367 player->dynabombs_left++;
4368 RaiseScoreElement(EL_DYNAMIT);
4369 PlaySoundLevel(x, y, SND_PONG);
4372 case EL_DYNABOMB_SZ:
4374 player->dynabomb_size++;
4375 RaiseScoreElement(EL_DYNAMIT);
4376 PlaySoundLevel(x, y, SND_PONG);
4379 case EL_DYNABOMB_XL:
4381 player->dynabomb_xl = TRUE;
4382 RaiseScoreElement(EL_DYNAMIT);
4383 PlaySoundLevel(x, y, SND_PONG);
4386 case EL_SCHLUESSEL1:
4387 case EL_SCHLUESSEL2:
4388 case EL_SCHLUESSEL3:
4389 case EL_SCHLUESSEL4:
4391 int key_nr = element-EL_SCHLUESSEL1;
4394 player->key[key_nr] = TRUE;
4395 RaiseScoreElement(EL_SCHLUESSEL);
4396 DrawMiniGraphicExt(drawto, gc,
4397 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4398 GFX_SCHLUESSEL1+key_nr);
4399 DrawMiniGraphicExt(window, gc,
4400 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4401 GFX_SCHLUESSEL1+key_nr);
4402 PlaySoundLevel(x, y, SND_PONG);
4407 Feld[x][y] = EL_ABLENK_EIN;
4410 DrawLevelField(x, y);
4414 case EL_SP_TERMINAL:
4418 for (yy=0; yy<lev_fieldy; yy++)
4420 for (xx=0; xx<lev_fieldx; xx++)
4422 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4424 else if (Feld[xx][yy] == EL_SP_TERMINAL)
4425 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
4434 if (local_player->gems_still_needed > 0)
4435 return MF_NO_ACTION;
4437 player->LevelSolved = player->GameOver = TRUE;
4438 PlaySoundStereo(SND_SP_EXIT, PSND_MAX_RIGHT);
4441 case EL_FELSBROCKEN:
4446 case EL_SP_DISK_ORANGE:
4447 if (dy || mode == DF_SNAP)
4448 return MF_NO_ACTION;
4450 player->Pushing = TRUE;
4452 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4453 return MF_NO_ACTION;
4457 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4458 return MF_NO_ACTION;
4461 if (player->push_delay == 0)
4462 player->push_delay = FrameCounter;
4463 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4465 return MF_NO_ACTION;
4468 Feld[x+dx][y+dy] = element;
4470 player->push_delay_value = 2+RND(8);
4472 DrawLevelField(x+dx, y+dy);
4473 if (element == EL_FELSBROCKEN)
4474 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4475 else if (element == EL_KOKOSNUSS)
4476 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4477 else if (IS_SP_ELEMENT(element))
4478 PlaySoundLevel(x+dx, y+dy, SND_SP_ZONKPUSH);
4480 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4487 if (!player->key[element-EL_PFORTE1])
4488 return MF_NO_ACTION;
4495 if (!player->key[element-EL_PFORTE1X])
4496 return MF_NO_ACTION;
4499 case EL_SP_PORT1_LEFT:
4500 case EL_SP_PORT2_LEFT:
4501 case EL_SP_PORT1_RIGHT:
4502 case EL_SP_PORT2_RIGHT:
4503 case EL_SP_PORT1_UP:
4504 case EL_SP_PORT2_UP:
4505 case EL_SP_PORT1_DOWN:
4506 case EL_SP_PORT2_DOWN:
4511 element != EL_SP_PORT1_LEFT &&
4512 element != EL_SP_PORT2_LEFT &&
4513 element != EL_SP_PORT_X &&
4514 element != EL_SP_PORT_XY) ||
4516 element != EL_SP_PORT1_RIGHT &&
4517 element != EL_SP_PORT2_RIGHT &&
4518 element != EL_SP_PORT_X &&
4519 element != EL_SP_PORT_XY) ||
4521 element != EL_SP_PORT1_UP &&
4522 element != EL_SP_PORT2_UP &&
4523 element != EL_SP_PORT_Y &&
4524 element != EL_SP_PORT_XY) ||
4526 element != EL_SP_PORT1_DOWN &&
4527 element != EL_SP_PORT2_DOWN &&
4528 element != EL_SP_PORT_Y &&
4529 element != EL_SP_PORT_XY) ||
4530 !IN_LEV_FIELD(x + dx, y + dy) ||
4531 !IS_FREE(x + dx, y + dy))
4532 return MF_NO_ACTION;
4536 case EL_AUSGANG_ACT:
4537 /* door is not (yet) open */
4538 return MF_NO_ACTION;
4541 case EL_AUSGANG_AUF:
4542 if (mode == DF_SNAP)
4543 return MF_NO_ACTION;
4545 PlaySoundLevel(x, y, SND_BUING);
4548 player->gone = TRUE;
4549 PlaySoundLevel(x, y, SND_BUING);
4551 if (!local_player->friends_still_needed)
4552 player->LevelSolved = player->GameOver = TRUE;
4558 Feld[x][y] = EL_BIRNE_EIN;
4559 local_player->lights_still_needed--;
4560 DrawLevelField(x, y);
4561 PlaySoundLevel(x, y, SND_DENG);
4566 Feld[x][y] = EL_ZEIT_LEER;
4568 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4569 DrawLevelField(x, y);
4570 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4574 case EL_SOKOBAN_FELD_LEER:
4577 case EL_SOKOBAN_FELD_VOLL:
4578 case EL_SOKOBAN_OBJEKT:
4580 case EL_SP_DISK_YELLOW:
4581 if (mode == DF_SNAP)
4582 return MF_NO_ACTION;
4584 player->Pushing = TRUE;
4586 if (!IN_LEV_FIELD(x+dx, y+dy)
4587 || (!IS_FREE(x+dx, y+dy)
4588 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4589 || !IS_SB_ELEMENT(element))))
4590 return MF_NO_ACTION;
4594 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4595 return MF_NO_ACTION;
4597 else if (dy && real_dx)
4599 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4600 return MF_NO_ACTION;
4603 if (player->push_delay == 0)
4604 player->push_delay = FrameCounter;
4605 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4607 return MF_NO_ACTION;
4609 if (IS_SB_ELEMENT(element))
4611 if (element == EL_SOKOBAN_FELD_VOLL)
4613 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4614 local_player->sokobanfields_still_needed++;
4619 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4621 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4622 local_player->sokobanfields_still_needed--;
4623 if (element == EL_SOKOBAN_OBJEKT)
4624 PlaySoundLevel(x, y, SND_DENG);
4627 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4632 Feld[x+dx][y+dy] = element;
4635 player->push_delay_value = 2;
4637 DrawLevelField(x, y);
4638 DrawLevelField(x+dx, y+dy);
4639 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4641 if (IS_SB_ELEMENT(element) &&
4642 local_player->sokobanfields_still_needed == 0 &&
4643 game_emulation == EMU_SOKOBAN)
4645 player->LevelSolved = player->GameOver = TRUE;
4646 PlaySoundLevel(x, y, SND_BUING);
4658 return MF_NO_ACTION;
4661 player->push_delay = 0;
4666 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4668 int jx = player->jx, jy = player->jy;
4669 int x = jx + dx, y = jy + dy;
4671 if (player->gone || !IN_LEV_FIELD(x, y))
4679 player->snapped = FALSE;
4683 if (player->snapped)
4686 player->MovDir = (dx < 0 ? MV_LEFT :
4689 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4691 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4694 player->snapped = TRUE;
4695 DrawLevelField(x, y);
4701 boolean PlaceBomb(struct PlayerInfo *player)
4703 int jx = player->jx, jy = player->jy;
4706 if (player->gone || player->MovPos)
4709 element = Feld[jx][jy];
4711 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4712 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4713 element == EL_EXPLODING)
4716 if (element != EL_LEERRAUM)
4717 Store[jx][jy] = element;
4719 if (player->dynamite)
4721 Feld[jx][jy] = EL_DYNAMIT;
4722 MovDelay[jx][jy] = 96;
4724 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4725 FS_SMALL, FC_YELLOW);
4726 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4728 if (game_emulation == EMU_SUPAPLEX)
4729 DrawGraphic(SCREENX(jx), SCREENY(jy), GFX_SP_DISK_RED);
4731 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4736 Feld[jx][jy] = EL_DYNABOMB;
4737 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4738 MovDelay[jx][jy] = 96;
4739 player->dynabombs_left--;
4740 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4741 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4747 void PlaySoundLevel(int x, int y, int sound_nr)
4749 int sx = SCREENX(x), sy = SCREENY(y);
4751 int silence_distance = 8;
4753 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4754 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4757 if (!IN_LEV_FIELD(x, y) ||
4758 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4759 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4762 volume = PSND_MAX_VOLUME;
4765 stereo = (sx-SCR_FIELDX/2)*12;
4767 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4768 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4769 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4772 if (!IN_SCR_FIELD(sx, sy))
4774 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4775 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4777 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4780 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4783 void RaiseScore(int value)
4785 local_player->score += value;
4786 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4787 FS_SMALL, FC_YELLOW);
4790 void RaiseScoreElement(int element)
4795 case EL_EDELSTEIN_BD:
4796 case EL_EDELSTEIN_GELB:
4797 case EL_EDELSTEIN_ROT:
4798 case EL_EDELSTEIN_LILA:
4799 RaiseScore(level.score[SC_EDELSTEIN]);
4802 RaiseScore(level.score[SC_DIAMANT]);
4806 RaiseScore(level.score[SC_KAEFER]);
4810 RaiseScore(level.score[SC_FLIEGER]);
4814 RaiseScore(level.score[SC_MAMPFER]);
4817 RaiseScore(level.score[SC_ROBOT]);
4820 RaiseScore(level.score[SC_PACMAN]);
4823 RaiseScore(level.score[SC_KOKOSNUSS]);
4826 RaiseScore(level.score[SC_DYNAMIT]);
4829 RaiseScore(level.score[SC_SCHLUESSEL]);
4836 /* ---------- new game button stuff ---------------------------------------- */
4838 /* graphic position values for game buttons */
4839 #define GAME_BUTTON_XSIZE 30
4840 #define GAME_BUTTON_YSIZE 30
4841 #define GAME_BUTTON_XPOS 5
4842 #define GAME_BUTTON_YPOS 215
4843 #define SOUND_BUTTON_XPOS 5
4844 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
4846 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4847 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4848 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4849 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
4850 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
4851 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
4858 } gamebutton_info[NUM_GAME_BUTTONS] =
4861 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
4866 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
4871 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
4876 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
4877 SOUND_CTRL_ID_MUSIC,
4878 "background music on/off"
4881 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
4882 SOUND_CTRL_ID_LOOPS,
4883 "sound loops on/off"
4886 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
4887 SOUND_CTRL_ID_SIMPLE,
4888 "normal sounds on/off"
4892 void CreateGameButtons()
4896 for (i=0; i<NUM_GAME_BUTTONS; i++)
4898 Pixmap gd_pixmap = pix[PIX_DOOR];
4899 struct GadgetInfo *gi;
4902 unsigned long event_mask;
4903 int gd_xoffset, gd_yoffset;
4904 int gd_x1, gd_x2, gd_y1, gd_y2;
4907 gd_xoffset = gamebutton_info[i].x;
4908 gd_yoffset = gamebutton_info[i].y;
4909 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
4910 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
4912 if (id == GAME_CTRL_ID_STOP ||
4913 id == GAME_CTRL_ID_PAUSE ||
4914 id == GAME_CTRL_ID_PLAY)
4916 button_type = GD_TYPE_NORMAL_BUTTON;
4918 event_mask = GD_EVENT_RELEASED;
4919 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4920 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4924 button_type = GD_TYPE_CHECK_BUTTON;
4926 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
4927 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
4928 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
4929 event_mask = GD_EVENT_PRESSED;
4930 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
4931 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
4934 gi = CreateGadget(GDI_CUSTOM_ID, id,
4935 GDI_INFO_TEXT, gamebutton_info[i].infotext,
4936 GDI_X, DX + gd_xoffset,
4937 GDI_Y, DY + gd_yoffset,
4938 GDI_WIDTH, GAME_BUTTON_XSIZE,
4939 GDI_HEIGHT, GAME_BUTTON_YSIZE,
4940 GDI_TYPE, button_type,
4941 GDI_STATE, GD_BUTTON_UNPRESSED,
4942 GDI_CHECKED, checked,
4943 GDI_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y1,
4944 GDI_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y1,
4945 GDI_ALT_DESIGN_UNPRESSED, gd_pixmap, gd_x1, gd_y2,
4946 GDI_ALT_DESIGN_PRESSED, gd_pixmap, gd_x2, gd_y2,
4947 GDI_EVENT_MASK, event_mask,
4948 GDI_CALLBACK_ACTION, HandleGameButtons,
4952 Error(ERR_EXIT, "cannot create gadget");
4954 game_gadget[id] = gi;
4958 static void MapGameButtons()
4962 for (i=0; i<NUM_GAME_BUTTONS; i++)
4963 MapGadget(game_gadget[i]);
4966 void UnmapGameButtons()
4970 for (i=0; i<NUM_GAME_BUTTONS; i++)
4971 UnmapGadget(game_gadget[i]);
4974 static void HandleGameButtons(struct GadgetInfo *gi)
4976 int id = gi->custom_id;
4978 if (game_status != PLAYING)
4983 case GAME_CTRL_ID_STOP:
4986 CloseDoor(DOOR_CLOSE_1);
4987 game_status = MAINMENU;
4992 if (Request("Do you really want to quit the game ?",
4993 REQ_ASK | REQ_STAY_CLOSED))
4996 if (options.network)
4997 SendToServer_StopPlaying();
5001 game_status = MAINMENU;
5006 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
5009 case GAME_CTRL_ID_PAUSE:
5010 if (options.network)
5014 SendToServer_ContinuePlaying();
5016 SendToServer_PausePlaying();
5023 case GAME_CTRL_ID_PLAY:
5027 if (options.network)
5028 SendToServer_ContinuePlaying();
5032 tape.pausing = FALSE;
5033 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
5038 case SOUND_CTRL_ID_MUSIC:
5039 if (setup.sound_music)
5041 setup.sound_music = FALSE;
5042 FadeSound(background_loop[level_nr % num_bg_loops]);
5044 else if (sound_loops_allowed)
5046 setup.sound = setup.sound_music = TRUE;
5047 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
5051 case SOUND_CTRL_ID_LOOPS:
5052 if (setup.sound_loops)
5053 setup.sound_loops = FALSE;
5054 else if (sound_loops_allowed)
5055 setup.sound = setup.sound_loops = TRUE;
5058 case SOUND_CTRL_ID_SIMPLE:
5059 if (setup.sound_simple)
5060 setup.sound_simple = FALSE;
5061 else if (sound_status==SOUND_AVAILABLE)
5062 setup.sound = setup.sound_simple = TRUE;