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 ***********************************************************/
26 void GetPlayerConfig()
28 if (sound_status == SOUND_OFF)
31 if (!sound_loops_allowed)
33 setup.sound_loops = FALSE;
34 setup.sound_music = FALSE;
37 setup.sound_simple = setup.sound;
45 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
46 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
48 /* don't play tapes over network */
49 network_playing = (options.network && !tape.playing);
51 for(i=0; i<MAX_PLAYERS; i++)
53 struct PlayerInfo *player = &stored_player[i];
56 player->element_nr = EL_SPIELER1 + i;
58 player->present = FALSE;
59 player->active = FALSE;
62 player->effective_action = 0;
65 player->gems_still_needed = level.edelsteine;
66 player->sokobanfields_still_needed = 0;
67 player->lights_still_needed = 0;
68 player->friends_still_needed = 0;
71 player->key[j] = FALSE;
74 player->dynabomb_count = 0;
75 player->dynabomb_size = 0;
76 player->dynabombs_left = 0;
77 player->dynabomb_xl = FALSE;
79 player->MovDir = MV_NO_MOVING;
81 player->Pushing = FALSE;
85 player->actual_frame_counter = 0;
87 player->frame_reset_delay = 0;
89 player->push_delay = 0;
90 player->push_delay_value = 5;
92 player->move_delay = 0;
93 player->last_move_dir = MV_NO_MOVING;
95 player->snapped = FALSE;
99 player->last_jx = player->last_jy = 0;
100 player->jx = player->jy = 0;
102 DigField(player, 0,0,0,0,DF_NO_PUSH);
103 SnapField(player, 0,0);
105 player->LevelSolved = FALSE;
106 player->GameOver = FALSE;
109 network_player_action_received = FALSE;
111 /* initial null action */
113 SendToServer_MovePlayer(MV_NO_MOVING);
120 TimeLeft = level.time;
122 ScreenMovDir = MV_NO_MOVING;
126 AllPlayersGone = SiebAktiv = FALSE;
128 for(i=0;i<MAX_NUM_AMOEBA;i++)
129 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
131 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
133 Feld[x][y] = Ur[x][y];
134 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
135 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
140 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
142 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
148 Feld[x][y] = EL_SPIELER1;
155 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
156 int jx = player->jx, jy = player->jy;
158 player->present = TRUE;
161 if (!network_playing || player->connected)
164 if (!options.network || player->connected)
166 player->active = TRUE;
168 /* remove potentially duplicate players */
169 if (StorePlayer[jx][jy] == Feld[x][y])
170 StorePlayer[jx][jy] = 0;
172 StorePlayer[x][y] = Feld[x][y];
174 printf("Player %d activated.\n", player->element_nr);
175 printf("[Local player is %d and currently %s.]\n",
176 local_player->element_nr,
177 local_player->active ? "active" : "not active");
180 Feld[x][y] = EL_LEERRAUM;
181 player->jx = player->last_jx = x;
182 player->jy = player->last_jy = y;
187 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
188 Feld[x][y] = EL_BADEWANNE1;
189 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
190 Feld[x][y] = EL_BADEWANNE2;
191 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
192 Feld[x][y] = EL_BADEWANNE3;
193 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
194 Feld[x][y] = EL_BADEWANNE4;
195 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
196 Feld[x][y] = EL_BADEWANNE5;
235 Feld[x][y] = EL_AMOEBING;
236 Store[x][y] = EL_AMOEBE_NASS;
243 local_player->lights_still_needed++;
245 case EL_SOKOBAN_FELD_LEER:
246 local_player->sokobanfields_still_needed++;
250 local_player->friends_still_needed++;
254 MovDir[x][y] = 1<<RND(4);
261 /* check if any connected player was not found in playfield */
262 for(i=0; i<MAX_PLAYERS; i++)
264 struct PlayerInfo *player = &stored_player[i];
266 if (player->connected && !player->present)
268 for(j=0; j<MAX_PLAYERS; j++)
270 struct PlayerInfo *some_player = &stored_player[j];
271 int jx = some_player->jx, jy = some_player->jy;
273 /* assign first free player found that is present in the playfield */
274 if (some_player->present && !some_player->connected)
276 player->present = TRUE;
277 player->active = TRUE;
278 some_player->present = FALSE;
280 StorePlayer[jx][jy] = player->element_nr;
281 player->jx = player->last_jx = jx;
282 player->jy = player->last_jy = jy;
290 /* when in single player mode, eliminate all but the first active player */
291 if (!options.network && !setup.team_mode)
293 for(i=0; i<MAX_PLAYERS; i++)
295 if (stored_player[i].active)
297 for(j=i+1; j<MAX_PLAYERS; j++)
299 struct PlayerInfo *player = &stored_player[j];
300 int jx = player->jx, jy = player->jy;
304 player->active = FALSE;
305 StorePlayer[jx][jy] = 0;
306 Feld[jx][jy] = EL_LEERRAUM;
313 for(i=0; i<MAX_PLAYERS; i++)
315 struct PlayerInfo *player = &stored_player[i];
317 printf("Player %d: present == %d, connected == %d, active == %d.\n",
322 if (local_player == player)
323 printf("Player %d is local player.\n", i+1);
327 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
328 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
330 scroll_x = scroll_y = -1;
331 if (local_player->jx >= MIDPOSX-1)
332 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
333 local_player->jx - MIDPOSX :
334 lev_fieldx - SCR_FIELDX + 1);
335 if (local_player->jy >= MIDPOSY-1)
336 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
337 local_player->jy - MIDPOSY :
338 lev_fieldy - SCR_FIELDY + 1);
340 CloseDoor(DOOR_CLOSE_1);
346 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
347 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
348 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
349 DrawTextExt(pix[PIX_DB_DOOR],gc,
350 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
351 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
352 DrawTextExt(pix[PIX_DB_DOOR],gc,
353 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
354 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
355 DrawTextExt(pix[PIX_DB_DOOR],gc,
356 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
357 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
358 DrawTextExt(pix[PIX_DB_DOOR],gc,
359 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
360 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
361 DrawTextExt(pix[PIX_DB_DOOR],gc,
362 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
363 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
365 DrawGameButton(BUTTON_GAME_STOP);
366 DrawGameButton(BUTTON_GAME_PAUSE);
367 DrawGameButton(BUTTON_GAME_PLAY);
368 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music));
369 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops));
370 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple));
371 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
372 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
373 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
374 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
375 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
377 OpenDoor(DOOR_OPEN_1);
379 if (setup.sound_music)
380 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
382 XAutoRepeatOff(display);
386 printf("Spieler %d %saktiv.\n",
387 i+1, (stored_player[i].active ? "" : "nicht "));
391 void InitMovDir(int x, int y)
393 int i, element = Feld[x][y];
394 static int xy[4][2] =
401 static int direction[2][4] =
403 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
404 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
413 Feld[x][y] = EL_KAEFER;
414 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
420 Feld[x][y] = EL_FLIEGER;
421 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
427 Feld[x][y] = EL_BUTTERFLY;
428 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
434 Feld[x][y] = EL_FIREFLY;
435 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
441 Feld[x][y] = EL_PACMAN;
442 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
445 MovDir[x][y] = 1<<RND(4);
446 if (element != EL_KAEFER &&
447 element != EL_FLIEGER &&
448 element != EL_BUTTERFLY &&
449 element != EL_FIREFLY)
459 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
461 if (element==EL_KAEFER || element==EL_BUTTERFLY)
463 MovDir[x][y] = direction[0][i];
466 else if (element==EL_FLIEGER || element==EL_FIREFLY)
468 MovDir[x][y] = direction[1][i];
477 void InitAmoebaNr(int x, int y)
480 int group_nr = AmoebeNachbarNr(x,y);
484 for(i=1;i<MAX_NUM_AMOEBA;i++)
494 AmoebaNr[x][y] = group_nr;
495 AmoebaCnt[group_nr]++;
496 AmoebaCnt2[group_nr]++;
502 int bumplevel = FALSE;
504 if (local_player->MovPos)
507 local_player->LevelSolved = FALSE;
511 if (setup.sound_loops)
512 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
516 if (!setup.sound_loops)
517 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
518 if (TimeLeft && !(TimeLeft % 10))
519 RaiseScore(level.score[SC_ZEITBONUS]);
520 if (TimeLeft > 100 && !(TimeLeft % 10))
524 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
529 if (setup.sound_loops)
535 /* Hero disappears */
536 DrawLevelField(ExitX, ExitY);
542 CloseDoor(DOOR_CLOSE_1);
547 SaveTape(tape.level_nr); /* Ask to save tape */
550 if ((hi_pos=NewHiScore()) >= 0)
552 game_status = HALLOFFAME;
553 DrawHallOfFame(hi_pos);
554 if (bumplevel && TAPE_IS_EMPTY(tape))
559 game_status = MAINMENU;
560 if (bumplevel && TAPE_IS_EMPTY(tape))
575 if (!strcmp(setup.alias_name,EMPTY_ALIAS) ||
576 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
579 for(k=0;k<MAX_SCORE_ENTRIES;k++)
581 if (local_player->score > highscore[k].Score)
583 /* Spieler kommt in Highscore-Liste */
585 if (k<MAX_SCORE_ENTRIES-1)
587 int m = MAX_SCORE_ENTRIES-1;
590 for(l=k;l<MAX_SCORE_ENTRIES;l++)
591 if (!strcmp(setup.alias_name,highscore[l].Name))
593 if (m==k) /* Spieler überschreibt seine alte Position */
599 strcpy(highscore[l].Name,highscore[l-1].Name);
600 highscore[l].Score = highscore[l-1].Score;
607 sprintf(highscore[k].Name,setup.alias_name);
608 highscore[k].Score = local_player->score;
614 else if (!strcmp(setup.alias_name,highscore[k].Name))
615 break; /* Spieler schon mit besserer Punktzahl in der Liste */
626 void InitMovingField(int x, int y, int direction)
628 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
629 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
631 MovDir[x][y] = direction;
632 MovDir[newx][newy] = direction;
633 if (Feld[newx][newy] == EL_LEERRAUM)
634 Feld[newx][newy] = EL_BLOCKED;
637 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
639 int direction = MovDir[x][y];
640 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
641 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
647 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
649 int oldx = x, oldy = y;
650 int direction = MovDir[x][y];
652 if (direction==MV_LEFT)
654 else if (direction==MV_RIGHT)
656 else if (direction==MV_UP)
658 else if (direction==MV_DOWN)
661 *comes_from_x = oldx;
662 *comes_from_y = oldy;
665 int MovingOrBlocked2Element(int x, int y)
667 int element = Feld[x][y];
669 if (element==EL_BLOCKED)
673 Blocked2Moving(x,y,&oldx,&oldy);
674 return(Feld[oldx][oldy]);
680 static void RemoveField(int x, int y)
682 Feld[x][y] = EL_LEERRAUM;
688 void RemoveMovingField(int x, int y)
690 int oldx = x,oldy = y, newx = x,newy = y;
692 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
697 Moving2Blocked(x,y,&newx,&newy);
698 if (Feld[newx][newy] != EL_BLOCKED)
701 else if (Feld[x][y]==EL_BLOCKED)
703 Blocked2Moving(x,y,&oldx,&oldy);
704 if (!IS_MOVING(oldx,oldy))
708 if (Feld[x][y]==EL_BLOCKED &&
709 (Store[oldx][oldy]==EL_MORAST_LEER ||
710 Store[oldx][oldy]==EL_SIEB_LEER ||
711 Store[oldx][oldy]==EL_SIEB2_LEER ||
712 Store[oldx][oldy]==EL_AMOEBE_NASS))
714 Feld[oldx][oldy] = Store[oldx][oldy];
715 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
718 Feld[oldx][oldy] = EL_LEERRAUM;
720 Feld[newx][newy] = EL_LEERRAUM;
721 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
722 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
724 DrawLevelField(oldx,oldy);
725 DrawLevelField(newx,newy);
728 void DrawDynamite(int x, int y)
730 int sx = SCREENX(x), sy = SCREENY(y);
731 int graphic = el2gfx(Feld[x][y]);
734 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
738 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
740 if (Feld[x][y]==EL_DYNAMIT)
742 if ((phase = (96-MovDelay[x][y])/12) > 6)
747 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
752 DrawGraphicThruMask(sx,sy, graphic + phase);
754 DrawGraphic(sx,sy, graphic + phase);
757 void CheckDynamite(int x, int y)
759 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
764 if (!(MovDelay[x][y] % 12))
765 PlaySoundLevel(x,y,SND_ZISCH);
767 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
769 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
776 StopSound(SND_ZISCH);
780 void Explode(int ex, int ey, int phase, int mode)
783 int num_phase = 9, delay = 2;
784 int last_phase = num_phase*delay;
785 int half_phase = (num_phase/2)*delay;
787 if (phase==0) /* Feld 'Store' initialisieren */
789 int center_element = Feld[ex][ey];
791 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
793 center_element = MovingOrBlocked2Element(ex,ey);
794 RemoveMovingField(ex,ey);
797 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
799 int element = Feld[x][y];
801 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
803 element = MovingOrBlocked2Element(x,y);
804 RemoveMovingField(x,y);
807 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
810 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
814 if (element==EL_EXPLODING)
815 element = Store2[x][y];
817 if (IS_PLAYER(ex,ey))
819 switch(StorePlayer[ex][ey])
822 Store[x][y] = EL_EDELSTEIN_ROT;
825 Store[x][y] = EL_EDELSTEIN;
828 Store[x][y] = EL_EDELSTEIN_LILA;
832 Store[x][y] = EL_EDELSTEIN_GELB;
836 else if (center_element==EL_MAULWURF)
837 Store[x][y] = EL_EDELSTEIN_ROT;
838 else if (center_element==EL_PINGUIN)
839 Store[x][y] = EL_EDELSTEIN_LILA;
840 else if (center_element==EL_KAEFER)
841 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
842 else if (center_element==EL_BUTTERFLY)
843 Store[x][y] = EL_EDELSTEIN_BD;
844 else if (center_element==EL_MAMPFER)
845 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
846 else if (center_element==EL_AMOEBA2DIAM)
847 Store[x][y] = level.amoebe_inhalt;
848 else if (element==EL_ERZ_EDEL)
849 Store[x][y] = EL_EDELSTEIN;
850 else if (element==EL_ERZ_DIAM)
851 Store[x][y] = EL_DIAMANT;
852 else if (element==EL_ERZ_EDEL_BD)
853 Store[x][y] = EL_EDELSTEIN_BD;
854 else if (element==EL_ERZ_EDEL_GELB)
855 Store[x][y] = EL_EDELSTEIN_GELB;
856 else if (element==EL_ERZ_EDEL_ROT)
857 Store[x][y] = EL_EDELSTEIN_ROT;
858 else if (element==EL_ERZ_EDEL_LILA)
859 Store[x][y] = EL_EDELSTEIN_LILA;
860 else if (!IS_PFORTE(Store[x][y]))
861 Store[x][y] = EL_LEERRAUM;
863 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
864 Store2[x][y] = element;
866 if (AmoebaNr[x][y] &&
867 (element==EL_AMOEBE_VOLL ||
868 element==EL_AMOEBE_BD ||
869 element==EL_AMOEBING))
871 AmoebaCnt[AmoebaNr[x][y]]--;
872 AmoebaCnt2[AmoebaNr[x][y]]--;
875 Feld[x][y] = EL_EXPLODING;
876 MovDir[x][y] = MovPos[x][y] = 0;
882 if (center_element==EL_MAMPFER)
883 MampferNr = (MampferNr+1) % 4;
894 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
896 if (phase==half_phase)
898 int element = Store2[x][y];
901 KillHero(PLAYERINFO(x,y));
902 else if (IS_EXPLOSIVE(element))
904 Feld[x][y] = Store2[x][y];
908 else if (element==EL_AMOEBA2DIAM)
909 AmoebeUmwandeln(x,y);
912 if (phase==last_phase)
916 element = Feld[x][y] = Store[x][y];
917 Store[x][y] = Store2[x][y] = 0;
918 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
919 if (CAN_MOVE(element) || COULD_MOVE(element))
923 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
926 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
928 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
932 void DynaExplode(int ex, int ey)
935 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
936 static int xy[4][2] =
944 Store2[ex][ey] = 0; /* delete player information */
946 Explode(ex,ey,0,EX_CENTER);
950 for(j=1; j<=player->dynabomb_size; j++)
952 int x = ex+j*xy[i%4][0];
953 int y = ey+j*xy[i%4][1];
956 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
959 element = Feld[x][y];
960 Explode(x,y,0,EX_BORDER);
962 if (element != EL_LEERRAUM &&
963 element != EL_ERDREICH &&
964 element != EL_EXPLODING &&
965 !player->dynabomb_xl)
970 player->dynabombs_left++;
973 void Bang(int x, int y)
975 int element = Feld[x][y];
977 PlaySoundLevel(x,y,SND_ROAAAR);
989 RaiseScoreElement(element);
990 Explode(x,y,0,EX_NORMAL);
1000 Explode(x,y,0,EX_CENTER);
1003 Explode(x,y,0,EX_NORMAL);
1008 void Blurb(int x, int y)
1010 int element = Feld[x][y];
1012 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
1014 PlaySoundLevel(x,y,SND_BLURB);
1015 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
1016 (!IN_LEV_FIELD(x-1,y-1) ||
1017 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
1019 Feld[x-1][y] = EL_BLURB_LEFT;
1021 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
1022 (!IN_LEV_FIELD(x+1,y-1) ||
1023 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
1025 Feld[x+1][y] = EL_BLURB_RIGHT;
1030 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1032 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1035 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1038 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1039 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1041 if (!MovDelay[x][y])
1043 Feld[x][y] = EL_LEERRAUM;
1044 DrawLevelField(x,y);
1050 void Impact(int x, int y)
1052 boolean lastline = (y==lev_fieldy-1);
1053 boolean object_hit = FALSE;
1054 int element = Feld[x][y];
1057 /* Element darunter berührt? */
1060 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1063 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1064 MovDir[x][y+1]!=MV_DOWN ||
1065 MovPos[x][y+1]<=TILEY/2));
1067 smashed = MovingOrBlocked2Element(x,y+1);
1070 /* Auftreffendes Element fällt in Salzsäure */
1071 if (!lastline && smashed==EL_SALZSAEURE)
1077 /* Auftreffendes Element ist Bombe */
1078 if (element==EL_BOMBE && (lastline || object_hit))
1084 /* Auftreffendes Element ist Säuretropfen */
1085 if (element==EL_TROPFEN && (lastline || object_hit))
1087 if (object_hit && IS_PLAYER(x,y+1))
1088 KillHero(PLAYERINFO(x,y+1));
1089 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1093 Feld[x][y] = EL_AMOEBING;
1094 Store[x][y] = EL_AMOEBE_NASS;
1099 /* Welches Element kriegt was auf die Rübe? */
1100 if (!lastline && object_hit)
1102 if (CAN_CHANGE(element) &&
1103 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1104 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1106 if (IS_PLAYER(x,y+1))
1108 KillHero(PLAYERINFO(x,y+1));
1111 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1116 else if (element==EL_EDELSTEIN_BD)
1118 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1124 else if (element==EL_FELSBROCKEN)
1126 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1127 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1132 else if (!IS_MOVING(x,y+1))
1134 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1139 else if (smashed==EL_KOKOSNUSS)
1141 Feld[x][y+1] = EL_CRACKINGNUT;
1142 PlaySoundLevel(x,y,SND_KNACK);
1143 RaiseScoreElement(EL_KOKOSNUSS);
1146 else if (smashed==EL_DIAMANT)
1148 Feld[x][y+1] = EL_LEERRAUM;
1149 PlaySoundLevel(x,y,SND_QUIRK);
1156 /* Geräusch beim Durchqueren des Siebes */
1157 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1159 PlaySoundLevel(x,y,SND_QUIRK);
1163 /* Geräusch beim Auftreffen */
1164 if (lastline || object_hit)
1171 case EL_EDELSTEIN_BD:
1172 case EL_EDELSTEIN_GELB:
1173 case EL_EDELSTEIN_ROT:
1174 case EL_EDELSTEIN_LILA:
1181 case EL_FELSBROCKEN:
1185 case EL_SCHLUESSEL1:
1186 case EL_SCHLUESSEL2:
1187 case EL_SCHLUESSEL3:
1188 case EL_SCHLUESSEL4:
1201 PlaySoundLevel(x,y,sound);
1205 void TurnRound(int x, int y)
1217 { 0,0 }, { 0,0 }, { 0,0 },
1222 int left,right,back;
1226 { MV_DOWN, MV_UP, MV_RIGHT },
1227 { MV_UP, MV_DOWN, MV_LEFT },
1229 { MV_LEFT, MV_RIGHT, MV_DOWN },
1230 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1231 { MV_RIGHT, MV_LEFT, MV_UP }
1234 int element = Feld[x][y];
1235 int old_move_dir = MovDir[x][y];
1236 int left_dir = turn[old_move_dir].left;
1237 int right_dir = turn[old_move_dir].right;
1238 int back_dir = turn[old_move_dir].back;
1240 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1241 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1242 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1243 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1245 int left_x = x+left_dx, left_y = y+left_dy;
1246 int right_x = x+right_dx, right_y = y+right_dy;
1247 int move_x = x+move_dx, move_y = y+move_dy;
1249 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1251 TestIfBadThingHitsOtherBadThing(x,y);
1253 if (IN_LEV_FIELD(right_x,right_y) &&
1254 IS_FREE_OR_PLAYER(right_x,right_y))
1255 MovDir[x][y] = right_dir;
1256 else if (!IN_LEV_FIELD(move_x,move_y) ||
1257 !IS_FREE_OR_PLAYER(move_x,move_y))
1258 MovDir[x][y] = left_dir;
1260 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1262 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1265 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1267 TestIfBadThingHitsOtherBadThing(x,y);
1269 if (IN_LEV_FIELD(left_x,left_y) &&
1270 IS_FREE_OR_PLAYER(left_x,left_y))
1271 MovDir[x][y] = left_dir;
1272 else if (!IN_LEV_FIELD(move_x,move_y) ||
1273 !IS_FREE_OR_PLAYER(move_x,move_y))
1274 MovDir[x][y] = right_dir;
1276 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1278 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1281 else if (element==EL_MAMPFER)
1283 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1285 if (IN_LEV_FIELD(left_x,left_y) &&
1286 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1287 Feld[left_x][left_y] == EL_DIAMANT))
1288 can_turn_left = TRUE;
1289 if (IN_LEV_FIELD(right_x,right_y) &&
1290 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1291 Feld[right_x][right_y] == EL_DIAMANT))
1292 can_turn_right = TRUE;
1294 if (can_turn_left && can_turn_right)
1295 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1296 else if (can_turn_left)
1297 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1298 else if (can_turn_right)
1299 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1301 MovDir[x][y] = back_dir;
1303 MovDelay[x][y] = 16+16*RND(3);
1305 else if (element==EL_MAMPFER2)
1307 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1309 if (IN_LEV_FIELD(left_x,left_y) &&
1310 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1311 IS_MAMPF2(Feld[left_x][left_y])))
1312 can_turn_left = TRUE;
1313 if (IN_LEV_FIELD(right_x,right_y) &&
1314 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1315 IS_MAMPF2(Feld[right_x][right_y])))
1316 can_turn_right = TRUE;
1318 if (can_turn_left && can_turn_right)
1319 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1320 else if (can_turn_left)
1321 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1322 else if (can_turn_right)
1323 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1325 MovDir[x][y] = back_dir;
1327 MovDelay[x][y] = 16+16*RND(3);
1329 else if (element==EL_PACMAN)
1331 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1333 if (IN_LEV_FIELD(left_x,left_y) &&
1334 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1335 IS_AMOEBOID(Feld[left_x][left_y])))
1336 can_turn_left = TRUE;
1337 if (IN_LEV_FIELD(right_x,right_y) &&
1338 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1339 IS_AMOEBOID(Feld[right_x][right_y])))
1340 can_turn_right = TRUE;
1342 if (can_turn_left && can_turn_right)
1343 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1344 else if (can_turn_left)
1345 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1346 else if (can_turn_right)
1347 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1349 MovDir[x][y] = back_dir;
1351 MovDelay[x][y] = 6+RND(40);
1353 else if (element==EL_SCHWEIN)
1355 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1356 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1357 boolean should_move_on = FALSE;
1359 int rnd = RND(rnd_value);
1361 if (IN_LEV_FIELD(left_x,left_y) &&
1362 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1363 can_turn_left = TRUE;
1364 if (IN_LEV_FIELD(right_x,right_y) &&
1365 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1366 can_turn_right = TRUE;
1367 if (IN_LEV_FIELD(move_x,move_y) &&
1368 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1371 if (can_turn_left &&
1373 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1374 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1375 should_turn_left = TRUE;
1376 if (can_turn_right &&
1378 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1379 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1380 should_turn_right = TRUE;
1382 (!can_turn_left || !can_turn_right ||
1383 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1384 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1385 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1386 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1387 should_move_on = TRUE;
1389 if (should_turn_left || should_turn_right || should_move_on)
1391 if (should_turn_left && should_turn_right && should_move_on)
1392 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1393 rnd < 2*rnd_value/3 ? right_dir :
1395 else if (should_turn_left && should_turn_right)
1396 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1397 else if (should_turn_left && should_move_on)
1398 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1399 else if (should_turn_right && should_move_on)
1400 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1401 else if (should_turn_left)
1402 MovDir[x][y] = left_dir;
1403 else if (should_turn_right)
1404 MovDir[x][y] = right_dir;
1405 else if (should_move_on)
1406 MovDir[x][y] = old_move_dir;
1408 else if (can_move_on && rnd > rnd_value/8)
1409 MovDir[x][y] = old_move_dir;
1410 else if (can_turn_left && can_turn_right)
1411 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1412 else if (can_turn_left && rnd > rnd_value/8)
1413 MovDir[x][y] = left_dir;
1414 else if (can_turn_right && rnd > rnd_value/8)
1415 MovDir[x][y] = right_dir;
1417 MovDir[x][y] = back_dir;
1419 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1420 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1421 MovDir[x][y] = old_move_dir;
1425 else if (element==EL_DRACHE)
1427 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1429 int rnd = RND(rnd_value);
1431 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1432 can_turn_left = TRUE;
1433 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1434 can_turn_right = TRUE;
1435 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1438 if (can_move_on && rnd > rnd_value/8)
1439 MovDir[x][y] = old_move_dir;
1440 else if (can_turn_left && can_turn_right)
1441 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1442 else if (can_turn_left && rnd > rnd_value/8)
1443 MovDir[x][y] = left_dir;
1444 else if (can_turn_right && rnd > rnd_value/8)
1445 MovDir[x][y] = right_dir;
1447 MovDir[x][y] = back_dir;
1449 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1450 MovDir[x][y] = old_move_dir;
1454 else if (element==EL_ROBOT || element==EL_SONDE ||
1455 element==EL_MAULWURF || element==EL_PINGUIN)
1457 int attr_x = -1, attr_y = -1;
1468 for(i=0; i<MAX_PLAYERS; i++)
1470 struct PlayerInfo *player = &stored_player[i];
1471 int jx = player->jx, jy = player->jy;
1473 if (!player->active || player->gone)
1476 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1484 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1490 if (element==EL_MAULWURF || element==EL_PINGUIN)
1493 static int xy[4][2] =
1503 int ex = x + xy[i%4][0];
1504 int ey = y + xy[i%4][1];
1506 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1515 MovDir[x][y] = MV_NO_MOVING;
1517 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1519 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1521 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1523 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1525 if (element==EL_ROBOT)
1529 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1530 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1531 Moving2Blocked(x,y,&newx,&newy);
1533 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1534 MovDelay[x][y] = 8+8*!RND(3);
1536 MovDelay[x][y] = 16;
1544 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1546 boolean first_horiz = RND(2);
1547 int new_move_dir = MovDir[x][y];
1550 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1551 Moving2Blocked(x,y,&newx,&newy);
1553 if (IN_LEV_FIELD(newx,newy) &&
1554 (IS_FREE(newx,newy) ||
1555 Feld[newx][newy] == EL_SALZSAEURE ||
1556 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1557 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1558 IS_MAMPF3(Feld[newx][newy])))))
1562 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1563 Moving2Blocked(x,y,&newx,&newy);
1565 if (IN_LEV_FIELD(newx,newy) &&
1566 (IS_FREE(newx,newy) ||
1567 Feld[newx][newy] == EL_SALZSAEURE ||
1568 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1569 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1570 IS_MAMPF3(Feld[newx][newy])))))
1573 MovDir[x][y] = old_move_dir;
1580 static boolean JustBeingPushed(int x, int y)
1584 for(i=0; i<MAX_PLAYERS; i++)
1586 struct PlayerInfo *player = &stored_player[i];
1588 if (player->active && !player->gone &&
1589 player->Pushing && player->MovPos)
1591 int next_jx = player->jx + (player->jx - player->last_jx);
1592 int next_jy = player->jy + (player->jy - player->last_jy);
1594 if (x == next_jx && y == next_jy)
1602 void StartMoving(int x, int y)
1604 int element = Feld[x][y];
1609 if (CAN_FALL(element) && y<lev_fieldy-1)
1611 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1612 if (JustBeingPushed(x,y))
1615 if (element==EL_MORAST_VOLL)
1619 InitMovingField(x,y,MV_DOWN);
1620 Feld[x][y] = EL_FELSBROCKEN;
1621 Store[x][y] = EL_MORAST_LEER;
1623 else if (Feld[x][y+1]==EL_MORAST_LEER)
1625 if (!MovDelay[x][y])
1626 MovDelay[x][y] = TILEY + 1;
1635 Feld[x][y] = EL_MORAST_LEER;
1636 Feld[x][y+1] = EL_MORAST_VOLL;
1639 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1641 InitMovingField(x,y,MV_DOWN);
1642 Store[x][y] = EL_MORAST_VOLL;
1644 else if (element==EL_SIEB_VOLL)
1648 InitMovingField(x,y,MV_DOWN);
1649 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1650 Store[x][y] = EL_SIEB_LEER;
1652 else if (Feld[x][y+1]==EL_SIEB_LEER)
1654 if (!MovDelay[x][y])
1655 MovDelay[x][y] = TILEY/4 + 1;
1664 Feld[x][y] = EL_SIEB_LEER;
1665 Feld[x][y+1] = EL_SIEB_VOLL;
1666 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1670 else if (element==EL_SIEB2_VOLL)
1674 InitMovingField(x,y,MV_DOWN);
1675 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1676 Store[x][y] = EL_SIEB2_LEER;
1678 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1680 if (!MovDelay[x][y])
1681 MovDelay[x][y] = TILEY/4 + 1;
1690 Feld[x][y] = EL_SIEB2_LEER;
1691 Feld[x][y+1] = EL_SIEB2_VOLL;
1692 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1696 else if (SiebAktiv && CAN_CHANGE(element) &&
1697 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1699 InitMovingField(x,y,MV_DOWN);
1701 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1702 Store2[x][y+1] = element;
1704 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1707 InitMovingField(x,y,MV_DOWN);
1708 Store[x][y] = EL_SALZSAEURE;
1710 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1714 else if (IS_FREE(x,y+1))
1716 InitMovingField(x,y,MV_DOWN);
1718 else if (element==EL_TROPFEN)
1720 Feld[x][y] = EL_AMOEBING;
1721 Store[x][y] = EL_AMOEBE_NASS;
1723 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1725 boolean left = (x>0 && IS_FREE(x-1,y) &&
1726 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1727 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1728 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1732 if (left && right && game_emulation != EMU_BOULDERDASH)
1733 left = !(right = RND(2));
1735 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1739 else if (CAN_MOVE(element))
1743 if (element == EL_SONDE && JustBeingPushed(x,y))
1746 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1748 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1749 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1752 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1755 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1756 DrawLevelField(x,y);
1760 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1764 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1766 int phase = MovDelay[x][y] % 8;
1771 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1772 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1774 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1775 && MovDelay[x][y]%4==3)
1776 PlaySoundLevel(x,y,SND_NJAM);
1778 else if (element==EL_DRACHE)
1781 int dir = MovDir[x][y];
1782 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1783 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1784 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1785 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1786 dir == MV_UP ? GFX_FLAMMEN_UP :
1787 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1788 int phase = FrameCounter % 2;
1792 int xx = x + i*dx, yy = y + i*dy;
1793 int sx = SCREENX(xx), sy = SCREENY(yy);
1795 if (!IN_LEV_FIELD(xx,yy) ||
1796 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1801 int flamed = MovingOrBlocked2Element(xx,yy);
1803 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1806 RemoveMovingField(xx,yy);
1808 Feld[xx][yy] = EL_BURNING;
1809 if (IN_SCR_FIELD(sx,sy))
1810 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1814 if (Feld[xx][yy] == EL_BURNING)
1815 Feld[xx][yy] = EL_LEERRAUM;
1816 DrawLevelField(xx,yy);
1825 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1827 PlaySoundLevel(x,y,SND_KLAPPER);
1829 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1831 PlaySoundLevel(x,y,SND_ROEHR);
1834 /* neuer Schritt / Wartezustand beendet */
1836 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1838 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1840 /* Spieler erwischt */
1842 KillHero(PLAYERINFO(newx,newy));
1845 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1846 element==EL_ROBOT || element==EL_SONDE) &&
1847 IN_LEV_FIELD(newx,newy) &&
1848 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1851 Store[x][y] = EL_SALZSAEURE;
1853 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1854 IN_LEV_FIELD(newx,newy))
1856 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1858 Feld[x][y] = EL_LEERRAUM;
1859 DrawLevelField(x,y);
1861 PlaySoundLevel(newx,newy,SND_BUING);
1862 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1863 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1865 local_player->friends_still_needed--;
1866 if (!local_player->friends_still_needed &&
1867 !local_player->GameOver && AllPlayersGone)
1868 local_player->LevelSolved = local_player->GameOver = TRUE;
1872 else if (IS_MAMPF3(Feld[newx][newy]))
1874 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1875 DrawLevelField(newx,newy);
1877 MovDir[x][y] = MV_NO_MOVING;
1879 else if (!IS_FREE(newx,newy))
1882 DrawPlayerField(x,y);
1884 DrawLevelField(x,y);
1888 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1890 if (IS_GEM(Feld[newx][newy]))
1892 if (IS_MOVING(newx,newy))
1893 RemoveMovingField(newx,newy);
1896 Feld[newx][newy] = EL_LEERRAUM;
1897 DrawLevelField(newx,newy);
1900 else if (!IS_FREE(newx,newy))
1903 DrawPlayerField(x,y);
1905 DrawLevelField(x,y);
1909 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1911 if (!IS_FREE(newx,newy))
1914 DrawPlayerField(x,y);
1916 DrawLevelField(x,y);
1921 boolean wanna_flame = !RND(10);
1922 int dx = newx - x, dy = newy - y;
1923 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1924 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1925 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1926 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1927 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1928 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1930 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1931 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1932 element1 != EL_BURNING && element2 != EL_BURNING)
1935 DrawPlayerField(x,y);
1937 DrawLevelField(x,y);
1939 MovDelay[x][y] = 50;
1940 Feld[newx][newy] = EL_BURNING;
1941 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1942 Feld[newx1][newy1] = EL_BURNING;
1943 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1944 Feld[newx2][newy2] = EL_BURNING;
1949 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1950 Feld[newx][newy]==EL_DIAMANT)
1952 if (IS_MOVING(newx,newy))
1953 RemoveMovingField(newx,newy);
1956 Feld[newx][newy] = EL_LEERRAUM;
1957 DrawLevelField(newx,newy);
1960 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1961 IS_MAMPF2(Feld[newx][newy]))
1963 if (AmoebaNr[newx][newy])
1965 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1966 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1967 AmoebaCnt[AmoebaNr[newx][newy]]--;
1970 if (IS_MOVING(newx,newy))
1971 RemoveMovingField(newx,newy);
1974 Feld[newx][newy] = EL_LEERRAUM;
1975 DrawLevelField(newx,newy);
1978 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1979 IS_AMOEBOID(Feld[newx][newy]))
1981 if (AmoebaNr[newx][newy])
1983 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1984 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1985 AmoebaCnt[AmoebaNr[newx][newy]]--;
1988 Feld[newx][newy] = EL_LEERRAUM;
1989 DrawLevelField(newx,newy);
1991 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1992 { /* gegen Wand gelaufen */
1995 if (element == EL_KAEFER || element == EL_FLIEGER)
1996 DrawLevelField(x,y);
1997 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1998 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1999 else if (element==EL_SONDE)
2000 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2005 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
2006 PlaySoundLevel(x,y,SND_SCHLURF);
2008 InitMovingField(x,y,MovDir[x][y]);
2012 ContinueMoving(x,y);
2015 void ContinueMoving(int x, int y)
2017 int element = Feld[x][y];
2018 int direction = MovDir[x][y];
2019 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
2020 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
2021 int horiz_move = (dx!=0);
2022 int newx = x + dx, newy = y + dy;
2023 int step = (horiz_move ? dx : dy) * TILEX/8;
2025 if (CAN_FALL(element) && horiz_move)
2027 else if (element==EL_TROPFEN)
2029 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2032 MovPos[x][y] += step;
2034 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2036 Feld[x][y] = EL_LEERRAUM;
2037 Feld[newx][newy] = element;
2039 if (Store[x][y]==EL_MORAST_VOLL)
2042 Feld[newx][newy] = EL_MORAST_VOLL;
2043 element = EL_MORAST_VOLL;
2045 else if (Store[x][y]==EL_MORAST_LEER)
2048 Feld[x][y] = EL_MORAST_LEER;
2050 else if (Store[x][y]==EL_SIEB_VOLL)
2053 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2055 else if (Store[x][y]==EL_SIEB_LEER)
2057 Store[x][y] = Store2[x][y] = 0;
2058 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2060 else if (Store[x][y]==EL_SIEB2_VOLL)
2063 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2065 else if (Store[x][y]==EL_SIEB2_LEER)
2067 Store[x][y] = Store2[x][y] = 0;
2068 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2070 else if (Store[x][y]==EL_SALZSAEURE)
2073 Feld[newx][newy] = EL_SALZSAEURE;
2074 element = EL_SALZSAEURE;
2076 else if (Store[x][y]==EL_AMOEBE_NASS)
2079 Feld[x][y] = EL_AMOEBE_NASS;
2082 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2083 MovDelay[newx][newy] = 0;
2085 if (!CAN_MOVE(element))
2086 MovDir[newx][newy] = 0;
2088 DrawLevelField(x,y);
2089 DrawLevelField(newx,newy);
2091 Stop[newx][newy] = TRUE;
2092 JustHit[x][newy] = 3;
2094 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2096 TestIfBadThingHitsHero(newx,newy);
2097 TestIfBadThingHitsFriend(newx,newy);
2098 TestIfBadThingHitsOtherBadThing(newx,newy);
2100 else if (element == EL_PINGUIN)
2101 TestIfFriendHitsBadThing(newx,newy);
2103 if (CAN_SMASH(element) && direction==MV_DOWN &&
2104 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2107 else /* noch in Bewegung */
2108 DrawLevelField(x,y);
2111 int AmoebeNachbarNr(int ax, int ay)
2114 int element = Feld[ax][ay];
2116 static int xy[4][2] =
2126 int x = ax+xy[i%4][0];
2127 int y = ay+xy[i%4][1];
2129 if (!IN_LEV_FIELD(x,y))
2132 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2133 group_nr = AmoebaNr[x][y];
2139 void AmoebenVereinigen(int ax, int ay)
2142 int new_group_nr = AmoebaNr[ax][ay];
2143 static int xy[4][2] =
2159 if (!IN_LEV_FIELD(x,y))
2162 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2163 Feld[x][y]==EL_AMOEBE_BD ||
2164 Feld[x][y]==EL_AMOEBE_TOT) &&
2165 AmoebaNr[x][y] != new_group_nr)
2167 int old_group_nr = AmoebaNr[x][y];
2169 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2170 AmoebaCnt[old_group_nr] = 0;
2171 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2172 AmoebaCnt2[old_group_nr] = 0;
2174 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2175 if (AmoebaNr[xx][yy]==old_group_nr)
2176 AmoebaNr[xx][yy] = new_group_nr;
2181 void AmoebeUmwandeln(int ax, int ay)
2184 int group_nr = AmoebaNr[ax][ay];
2185 static int xy[4][2] =
2193 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2195 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2197 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2200 Feld[x][y] = EL_AMOEBA2DIAM;
2212 if (!IN_LEV_FIELD(x,y))
2215 if (Feld[x][y]==EL_AMOEBA2DIAM)
2221 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2224 int group_nr = AmoebaNr[ax][ay];
2225 boolean done = FALSE;
2227 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2229 if (AmoebaNr[x][y]==group_nr &&
2230 (Feld[x][y]==EL_AMOEBE_TOT ||
2231 Feld[x][y]==EL_AMOEBE_BD ||
2232 Feld[x][y]==EL_AMOEBING))
2235 Feld[x][y] = new_element;
2236 DrawLevelField(x,y);
2242 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2245 void AmoebeWaechst(int x, int y)
2247 static long sound_delay = 0;
2248 static int sound_delay_value = 0;
2250 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2254 if (DelayReached(&sound_delay, sound_delay_value))
2256 PlaySoundLevel(x,y,SND_AMOEBE);
2257 sound_delay_value = 30;
2261 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2264 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2265 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2267 if (!MovDelay[x][y])
2269 Feld[x][y] = Store[x][y];
2271 DrawLevelField(x,y);
2276 void AmoebeAbleger(int ax, int ay)
2279 int element = Feld[ax][ay];
2280 int newax = ax, neway = ay;
2281 static int xy[4][2] =
2289 if (!level.tempo_amoebe)
2291 Feld[ax][ay] = EL_AMOEBE_TOT;
2292 DrawLevelField(ax,ay);
2296 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2297 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2299 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2302 if (MovDelay[ax][ay])
2306 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2309 int x = ax+xy[start][0];
2310 int y = ay+xy[start][1];
2312 if (!IN_LEV_FIELD(x,y))
2316 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2322 if (newax==ax && neway==ay)
2325 else /* normale oder "gefüllte" Amöbe */
2328 boolean waiting_for_player = FALSE;
2332 int j = (start+i)%4;
2333 int x = ax+xy[j][0];
2334 int y = ay+xy[j][1];
2336 if (!IN_LEV_FIELD(x,y))
2340 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2346 else if (IS_PLAYER(x,y))
2347 waiting_for_player = TRUE;
2350 if (newax==ax && neway==ay)
2352 if (i==4 && !waiting_for_player)
2354 Feld[ax][ay] = EL_AMOEBE_TOT;
2355 DrawLevelField(ax,ay);
2356 AmoebaCnt[AmoebaNr[ax][ay]]--;
2358 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2360 if (element==EL_AMOEBE_VOLL)
2361 AmoebeUmwandeln(ax,ay);
2362 else if (element==EL_AMOEBE_BD)
2363 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2368 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2370 int new_group_nr = AmoebaNr[ax][ay];
2372 AmoebaNr[newax][neway] = new_group_nr;
2373 AmoebaCnt[new_group_nr]++;
2374 AmoebaCnt2[new_group_nr]++;
2375 AmoebenVereinigen(newax,neway);
2377 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2379 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2385 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2386 (neway==lev_fieldy-1 && newax!=ax))
2388 Feld[newax][neway] = EL_AMOEBING;
2389 Store[newax][neway] = element;
2392 Feld[newax][neway] = EL_TROPFEN;
2395 InitMovingField(ax,ay,MV_DOWN);
2396 Feld[ax][ay] = EL_TROPFEN;
2397 Store[ax][ay] = EL_AMOEBE_NASS;
2398 ContinueMoving(ax,ay);
2402 DrawLevelField(newax,neway);
2405 void Life(int ax, int ay)
2408 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2410 int element = Feld[ax][ay];
2415 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2416 MovDelay[ax][ay] = life_time;
2418 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2421 if (MovDelay[ax][ay])
2425 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2427 int xx = ax+x1, yy = ay+y1;
2430 if (!IN_LEV_FIELD(xx,yy))
2433 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2435 int x = xx+x2, y = yy+y2;
2437 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2440 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2442 (IS_FREE(x,y) && Stop[x][y]))
2446 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2448 if (nachbarn<life[0] || nachbarn>life[1])
2450 Feld[xx][yy] = EL_LEERRAUM;
2452 DrawLevelField(xx,yy);
2453 Stop[xx][yy] = TRUE;
2456 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2457 { /* Randfeld ohne Amoebe */
2458 if (nachbarn>=life[2] && nachbarn<=life[3])
2460 Feld[xx][yy] = element;
2461 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2463 DrawLevelField(xx,yy);
2464 Stop[xx][yy] = TRUE;
2470 void Ablenk(int x, int y)
2472 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2473 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2475 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2480 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2481 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2482 if (!(MovDelay[x][y]%4))
2483 PlaySoundLevel(x,y,SND_MIEP);
2488 Feld[x][y] = EL_ABLENK_AUS;
2489 DrawLevelField(x,y);
2494 void Birne(int x, int y)
2496 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2497 MovDelay[x][y] = 800;
2499 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2504 if (!(MovDelay[x][y]%5))
2506 if (!(MovDelay[x][y]%10))
2507 Feld[x][y]=EL_ABLENK_EIN;
2509 Feld[x][y]=EL_ABLENK_AUS;
2510 DrawLevelField(x,y);
2511 Feld[x][y]=EL_ABLENK_EIN;
2517 Feld[x][y]=EL_ABLENK_AUS;
2518 DrawLevelField(x,y);
2523 void Blubber(int x, int y)
2525 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2526 DrawLevelField(x,y-1);
2528 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2531 void NussKnacken(int x, int y)
2533 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2536 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2539 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2540 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2542 if (!MovDelay[x][y])
2544 Feld[x][y] = EL_EDELSTEIN;
2545 DrawLevelField(x,y);
2550 void SiebAktivieren(int x, int y, int typ)
2552 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2553 DrawGraphic(SCREENX(x),SCREENY(y),
2554 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2557 void AusgangstuerPruefen(int x, int y)
2559 if (!local_player->gems_still_needed &&
2560 !local_player->sokobanfields_still_needed &&
2561 !local_player->lights_still_needed)
2563 Feld[x][y] = EL_AUSGANG_ACT;
2565 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2566 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2567 y < LEVELY(BY1) ? LEVELY(BY1) :
2568 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2573 void AusgangstuerOeffnen(int x, int y)
2577 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2578 MovDelay[x][y] = 5*delay;
2580 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2585 tuer = MovDelay[x][y]/delay;
2586 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2587 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2589 if (!MovDelay[x][y])
2591 Feld[x][y] = EL_AUSGANG_AUF;
2592 DrawLevelField(x,y);
2597 void AusgangstuerBlinken(int x, int y)
2599 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2602 void EdelsteinFunkeln(int x, int y)
2604 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2607 if (Feld[x][y] == EL_EDELSTEIN_BD)
2608 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2611 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2612 MovDelay[x][y] = 11 * !SimpleRND(500);
2614 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2618 if (setup.direct_draw && MovDelay[x][y])
2619 SetDrawtoField(DRAW_BUFFERED);
2621 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2625 int phase = (MovDelay[x][y]-1)/2;
2630 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2632 if (setup.direct_draw)
2636 dest_x = FX + SCREENX(x)*TILEX;
2637 dest_y = FY + SCREENY(y)*TILEY;
2639 XCopyArea(display,drawto_field,window,gc,
2640 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2641 SetDrawtoField(DRAW_DIRECT);
2648 void MauerWaechst(int x, int y)
2652 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2653 MovDelay[x][y] = 3*delay;
2655 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2660 phase = 2-MovDelay[x][y]/delay;
2661 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2662 DrawGraphic(SCREENX(x),SCREENY(y),
2663 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2664 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2665 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2666 GFX_MAUER_DOWN ) + phase);
2668 if (!MovDelay[x][y])
2670 if (MovDir[x][y] == MV_LEFT)
2672 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2673 DrawLevelField(x-1,y);
2675 else if (MovDir[x][y] == MV_RIGHT)
2677 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2678 DrawLevelField(x+1,y);
2680 else if (MovDir[x][y] == MV_UP)
2682 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2683 DrawLevelField(x,y-1);
2687 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2688 DrawLevelField(x,y+1);
2691 Feld[x][y] = Store[x][y];
2693 MovDir[x][y] = MV_NO_MOVING;
2694 DrawLevelField(x,y);
2699 void MauerAbleger(int ax, int ay)
2701 int element = Feld[ax][ay];
2702 boolean oben_frei = FALSE, unten_frei = FALSE;
2703 boolean links_frei = FALSE, rechts_frei = FALSE;
2704 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2705 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2707 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2708 MovDelay[ax][ay] = 6;
2710 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2713 if (MovDelay[ax][ay])
2717 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2719 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2721 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2723 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2726 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2730 Feld[ax][ay-1] = EL_MAUERND;
2731 Store[ax][ay-1] = element;
2732 MovDir[ax][ay-1] = MV_UP;
2733 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2734 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2738 Feld[ax][ay+1] = EL_MAUERND;
2739 Store[ax][ay+1] = element;
2740 MovDir[ax][ay+1] = MV_DOWN;
2741 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2742 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2746 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2747 element == EL_MAUER_LEBT)
2751 Feld[ax-1][ay] = EL_MAUERND;
2752 Store[ax-1][ay] = element;
2753 MovDir[ax-1][ay] = MV_LEFT;
2754 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2755 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2759 Feld[ax+1][ay] = EL_MAUERND;
2760 Store[ax+1][ay] = element;
2761 MovDir[ax+1][ay] = MV_RIGHT;
2762 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2763 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2767 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2768 DrawLevelField(ax,ay);
2770 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2772 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2773 unten_massiv = TRUE;
2774 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2775 links_massiv = TRUE;
2776 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2777 rechts_massiv = TRUE;
2779 if (((oben_massiv && unten_massiv) ||
2780 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2781 ((links_massiv && rechts_massiv) ||
2782 element == EL_MAUER_Y))
2783 Feld[ax][ay] = EL_MAUERWERK;
2786 void CheckForDragon(int x, int y)
2789 boolean dragon_found = FALSE;
2790 static int xy[4][2] =
2802 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2804 if (IN_LEV_FIELD(xx,yy) &&
2805 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2807 if (Feld[xx][yy] == EL_DRACHE)
2808 dragon_found = TRUE;
2821 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2823 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2825 Feld[xx][yy] = EL_LEERRAUM;
2826 DrawLevelField(xx,yy);
2835 static void PlayerActions(struct PlayerInfo *player, byte player_action)
2837 static byte stored_player_action[MAX_PLAYERS];
2838 static int num_stored_actions = 0;
2839 static boolean save_tape_entry = FALSE;
2840 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2841 int jx = player->jx, jy = player->jy;
2842 int left = player_action & JOY_LEFT;
2843 int right = player_action & JOY_RIGHT;
2844 int up = player_action & JOY_UP;
2845 int down = player_action & JOY_DOWN;
2846 int button1 = player_action & JOY_BUTTON_1;
2847 int button2 = player_action & JOY_BUTTON_2;
2848 int dx = (left ? -1 : right ? 1 : 0);
2849 int dy = (up ? -1 : down ? 1 : 0);
2851 stored_player_action[player->index_nr] = 0;
2852 num_stored_actions++;
2854 if (!player->active || player->gone || tape.pausing)
2859 save_tape_entry = TRUE;
2860 player->frame_reset_delay = 0;
2863 snapped = SnapField(player, dx,dy);
2867 bombed = PlaceBomb(player);
2868 moved = MoveFigure(player, dx,dy);
2871 if (tape.recording && (moved || snapped || bombed))
2873 if (bombed && !moved)
2874 player_action &= JOY_BUTTON;
2876 stored_player_action[player->index_nr] = player_action;
2879 /* this allows cycled sequences of PlayerActions() */
2880 if (num_stored_actions >= MAX_PLAYERS)
2882 TapeRecordAction(stored_player_action);
2883 num_stored_actions = 0;
2888 else if (tape.playing && snapped)
2889 SnapField(player, 0,0); /* stop snapping */
2893 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2894 SnapField(player, 0,0);
2895 if (++player->frame_reset_delay > MoveSpeed)
2899 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
2901 TapeRecordAction(stored_player_action);
2902 num_stored_actions = 0;
2903 save_tape_entry = FALSE;
2906 if (tape.playing && !tape.pausing && !player_action &&
2907 tape.counter < tape.length)
2910 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2912 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
2913 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
2915 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2917 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2919 int el = Feld[jx+dx][jy];
2920 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2922 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2924 player->MovDir = next_joy;
2925 player->Frame = FrameCounter % 4;
2926 player->Pushing = TRUE;
2935 static long action_delay = 0;
2936 long action_delay_value;
2937 int sieb_x = 0, sieb_y = 0;
2938 int i, x,y, element;
2939 byte *recorded_player_action;
2940 byte summarized_player_action = 0;
2942 if (game_status != PLAYING)
2945 action_delay_value =
2946 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2948 /* main game synchronization point */
2949 WaitUntilDelayReached(&action_delay, action_delay_value);
2951 if (network_playing && !network_player_action_received)
2955 printf("DEBUG: try to get network player actions in time\n");
2959 /* last chance to get network player actions without main loop delay */
2962 if (game_status != PLAYING)
2965 if (!network_player_action_received)
2969 printf("DEBUG: failed to get network player actions in time\n");
2978 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2980 else if (tape.recording)
2989 else if (tape.recording)
2992 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
2994 for(i=0; i<MAX_PLAYERS; i++)
2996 summarized_player_action |= stored_player[i].action;
2998 if (!network_playing)
2999 stored_player[i].effective_action = stored_player[i].action;
3002 if (network_playing)
3003 SendToServer_MovePlayer(summarized_player_action);
3005 if (!options.network && !setup.team_mode)
3006 local_player->effective_action = summarized_player_action;
3008 for(i=0; i<MAX_PLAYERS; i++)
3010 int actual_player_action = stored_player[i].effective_action;
3012 if (recorded_player_action)
3013 actual_player_action = recorded_player_action[i];
3015 PlayerActions(&stored_player[i], actual_player_action);
3016 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3019 network_player_action_received = FALSE;
3021 ScrollScreen(NULL, SCROLL_GO_ON);
3025 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3027 else if (tape.recording)
3035 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3038 if (JustHit[x][y]>0)
3042 if (IS_BLOCKED(x,y))
3046 Blocked2Moving(x,y,&oldx,&oldy);
3047 if (!IS_MOVING(oldx,oldy))
3049 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3050 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
3051 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
3052 printf("GameActions(): This should never happen!\n");
3058 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3060 element = Feld[x][y];
3062 if (IS_INACTIVE(element))
3065 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3069 if (IS_GEM(element))
3070 EdelsteinFunkeln(x,y);
3072 else if (IS_MOVING(x,y))
3073 ContinueMoving(x,y);
3074 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3076 else if (element==EL_EXPLODING)
3077 Explode(x,y,Frame[x][y],EX_NORMAL);
3078 else if (element==EL_AMOEBING)
3080 else if (IS_AMOEBALIVE(element))
3082 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3084 else if (element==EL_ABLENK_EIN)
3086 else if (element==EL_SALZSAEURE)
3088 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3090 else if (element==EL_CRACKINGNUT)
3092 else if (element==EL_AUSGANG_ZU)
3093 AusgangstuerPruefen(x,y);
3094 else if (element==EL_AUSGANG_ACT)
3095 AusgangstuerOeffnen(x,y);
3096 else if (element==EL_AUSGANG_AUF)
3097 AusgangstuerBlinken(x,y);
3098 else if (element==EL_MAUERND)
3100 else if (element==EL_MAUER_LEBT ||
3101 element==EL_MAUER_X ||
3102 element==EL_MAUER_Y ||
3103 element==EL_MAUER_XY)
3105 else if (element==EL_BURNING)
3106 CheckForDragon(x,y);
3110 boolean sieb = FALSE;
3111 int jx = local_player->jx, jy = local_player->jy;
3113 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3114 Store[x][y]==EL_SIEB_LEER)
3116 SiebAktivieren(x, y, 1);
3119 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3120 Store[x][y]==EL_SIEB2_LEER)
3122 SiebAktivieren(x, y, 2);
3126 /* play the element sound at the position nearest to the player */
3127 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3138 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3142 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3144 element = Feld[x][y];
3145 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3147 Feld[x][y] = EL_SIEB_TOT;
3148 DrawLevelField(x,y);
3150 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3152 Feld[x][y] = EL_SIEB2_TOT;
3153 DrawLevelField(x,y);
3159 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3164 if (tape.recording || tape.playing)
3165 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3168 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3170 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3173 for(i=0; i<MAX_PLAYERS; i++)
3174 KillHero(&stored_player[i]);
3180 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3182 int min_x = x, min_y = y, max_x = x, max_y = y;
3185 for(i=0; i<MAX_PLAYERS; i++)
3187 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3189 if (!stored_player[i].active || stored_player[i].gone ||
3190 &stored_player[i] == player)
3193 min_x = MIN(min_x, jx);
3194 min_y = MIN(min_y, jy);
3195 max_x = MAX(max_x, jx);
3196 max_y = MAX(max_y, jy);
3199 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3202 static boolean AllPlayersInVisibleScreen()
3206 for(i=0; i<MAX_PLAYERS; i++)
3208 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3210 if (!stored_player[i].active || stored_player[i].gone)
3213 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3220 void ScrollLevel(int dx, int dy)
3222 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3225 XCopyArea(display,drawto_field,drawto_field,gc,
3226 FX + TILEX*(dx==-1) - softscroll_offset,
3227 FY + TILEY*(dy==-1) - softscroll_offset,
3228 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3229 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3230 FX + TILEX*(dx==1) - softscroll_offset,
3231 FY + TILEY*(dy==1) - softscroll_offset);
3235 x = (dx==1 ? BX1 : BX2);
3236 for(y=BY1; y<=BY2; y++)
3237 DrawScreenField(x,y);
3241 y = (dy==1 ? BY1 : BY2);
3242 for(x=BX1; x<=BX2; x++)
3243 DrawScreenField(x,y);
3246 redraw_mask |= REDRAW_FIELD;
3249 boolean MoveFigureOneStep(struct PlayerInfo *player,
3250 int dx, int dy, int real_dx, int real_dy)
3252 int jx = player->jx, jy = player->jy;
3253 int new_jx = jx+dx, new_jy = jy+dy;
3257 if (player->gone || (!dx && !dy))
3258 return(MF_NO_ACTION);
3260 player->MovDir = (dx < 0 ? MV_LEFT :
3263 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3265 if (!IN_LEV_FIELD(new_jx,new_jy))
3266 return(MF_NO_ACTION);
3268 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3269 return(MF_NO_ACTION);
3271 element = MovingOrBlocked2Element(new_jx,new_jy);
3273 if (DONT_GO_TO(element))
3275 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3278 Feld[jx][jy] = EL_SPIELFIGUR;
3279 InitMovingField(jx,jy,MV_DOWN);
3280 Store[jx][jy] = EL_SALZSAEURE;
3281 ContinueMoving(jx,jy);
3290 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3291 if (can_move != MF_MOVING)
3294 StorePlayer[jx][jy] = 0;
3295 player->last_jx = jx;
3296 player->last_jy = jy;
3297 jx = player->jx = new_jx;
3298 jy = player->jy = new_jy;
3299 StorePlayer[jx][jy] = player->element_nr;
3301 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3303 ScrollFigure(player, SCROLL_INIT);
3308 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3310 int jx = player->jx, jy = player->jy;
3311 int old_jx = jx, old_jy = jy;
3312 int moved = MF_NO_ACTION;
3314 if (player->gone || (!dx && !dy))
3317 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3322 /* should only happen if pre-1.0 tape recordings are played */
3323 /* this is only for backward compatibility */
3326 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.0 LEVEL TAPES.\n");
3329 while (player->MovPos)
3331 ScrollFigure(player, SCROLL_GO_ON);
3332 ScrollScreen(NULL, SCROLL_GO_ON);
3339 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3341 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3342 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3346 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3347 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3353 if (moved & MF_MOVING && !ScreenMovPos &&
3354 (player == local_player || !options.network))
3356 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3357 int offset = (setup.scroll_delay ? 3 : 0);
3359 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3361 /* actual player has left the screen -- scroll in that direction */
3362 if (jx != old_jx) /* player has moved horizontally */
3363 scroll_x += (jx - old_jx);
3364 else /* player has moved vertically */
3365 scroll_y += (jy - old_jy);
3369 if (jx != old_jx) /* player has moved horizontally */
3371 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3372 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3373 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3375 /* don't scroll over playfield boundaries */
3376 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3377 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3379 /* don't scroll more than one field at a time */
3380 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3382 /* don't scroll against the player's moving direction */
3383 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3384 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3385 scroll_x = old_scroll_x;
3387 else /* player has moved vertically */
3389 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3390 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3391 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3393 /* don't scroll over playfield boundaries */
3394 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3395 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3397 /* don't scroll more than one field at a time */
3398 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3400 /* don't scroll against the player's moving direction */
3401 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3402 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3403 scroll_y = old_scroll_y;
3407 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3409 if (!options.network && !AllPlayersInVisibleScreen())
3411 scroll_x = old_scroll_x;
3412 scroll_y = old_scroll_y;
3416 ScrollScreen(player, SCROLL_INIT);
3417 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3422 if (!(moved & MF_MOVING) && !player->Pushing)
3425 player->Frame = (player->Frame + 1) % 4;
3427 if (moved & MF_MOVING)
3429 if (old_jx != jx && old_jy == jy)
3430 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3431 else if (old_jx == jx && old_jy != jy)
3432 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3434 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3436 player->last_move_dir = player->MovDir;
3439 player->last_move_dir = MV_NO_MOVING;
3441 TestIfHeroHitsBadThing(jx,jy);
3449 void ScrollFigure(struct PlayerInfo *player, int mode)
3451 int jx = player->jx, jy = player->jy;
3452 int last_jx = player->last_jx, last_jy = player->last_jy;
3454 if (!player->active || player->gone || !player->MovPos)
3457 if (mode == SCROLL_INIT)
3459 player->actual_frame_counter = FrameCounter;
3460 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3462 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3463 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3468 else if (!FrameReached(&player->actual_frame_counter,1))
3471 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3472 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3474 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3475 Feld[last_jx][last_jy] = EL_LEERRAUM;
3479 if (!player->MovPos)
3481 player->last_jx = jx;
3482 player->last_jy = jy;
3484 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3488 if (!local_player->friends_still_needed)
3489 player->LevelSolved = player->GameOver = TRUE;
3494 void ScrollScreen(struct PlayerInfo *player, int mode)
3496 static long screen_frame_counter = 0;
3498 if (mode == SCROLL_INIT)
3500 screen_frame_counter = FrameCounter;
3501 ScreenMovDir = player->MovDir;
3502 ScreenMovPos = player->MovPos;
3503 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3506 else if (!FrameReached(&screen_frame_counter,1))
3511 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3512 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3513 redraw_mask |= REDRAW_FIELD;
3516 ScreenMovDir = MV_NO_MOVING;
3519 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3521 int i, killx = goodx, killy = goody;
3522 static int xy[4][2] =
3529 static int harmless[4] =
3541 x = goodx + xy[i][0];
3542 y = goody + xy[i][1];
3543 if (!IN_LEV_FIELD(x,y))
3546 element = Feld[x][y];
3548 if (DONT_TOUCH(element))
3550 if (MovDir[x][y] == harmless[i])
3559 if (killx != goodx || killy != goody)
3561 if (IS_PLAYER(goodx,goody))
3562 KillHero(PLAYERINFO(goodx,goody));
3568 void TestIfBadThingHitsGoodThing(int badx, int bady)
3570 int i, killx = badx, killy = bady;
3571 static int xy[4][2] =
3578 static int harmless[4] =
3590 x = badx + xy[i][0];
3591 y = bady + xy[i][1];
3592 if (!IN_LEV_FIELD(x,y))
3595 element = Feld[x][y];
3603 else if (element == EL_PINGUIN)
3605 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3614 if (killx != badx || killy != bady)
3616 if (IS_PLAYER(killx,killy))
3617 KillHero(PLAYERINFO(killx,killy));
3623 void TestIfHeroHitsBadThing(int x, int y)
3625 TestIfGoodThingHitsBadThing(x,y);
3628 void TestIfBadThingHitsHero(int x, int y)
3630 TestIfBadThingHitsGoodThing(x,y);
3633 void TestIfFriendHitsBadThing(int x, int y)
3635 TestIfGoodThingHitsBadThing(x,y);
3638 void TestIfBadThingHitsFriend(int x, int y)
3640 TestIfBadThingHitsGoodThing(x,y);
3643 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3645 int i, killx = badx, killy = bady;
3646 static int xy[4][2] =
3660 if (!IN_LEV_FIELD(x,y))
3663 element = Feld[x][y];
3664 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3665 element == EL_AMOEBING || element == EL_TROPFEN)
3673 if (killx != badx || killy != bady)
3677 void KillHero(struct PlayerInfo *player)
3679 int jx = player->jx, jy = player->jy;
3684 if (IS_PFORTE(Feld[jx][jy]))
3685 Feld[jx][jy] = EL_LEERRAUM;
3691 void BuryHero(struct PlayerInfo *player)
3693 int jx = player->jx, jy = player->jy;
3698 PlaySoundLevel(jx,jy, SND_AUTSCH);
3699 PlaySoundLevel(jx,jy, SND_LACHEN);
3701 player->GameOver = TRUE;
3705 void RemoveHero(struct PlayerInfo *player)
3707 int jx = player->jx, jy = player->jy;
3708 int i, found = FALSE;
3710 player->gone = TRUE;
3711 StorePlayer[jx][jy] = 0;
3713 for(i=0; i<MAX_PLAYERS; i++)
3714 if (stored_player[i].active && !stored_player[i].gone)
3718 AllPlayersGone = TRUE;
3724 int DigField(struct PlayerInfo *player,
3725 int x, int y, int real_dx, int real_dy, int mode)
3727 int jx = player->jx, jy = player->jy;
3728 int dx = x - jx, dy = y - jy;
3731 if (!player->MovPos)
3732 player->Pushing = FALSE;
3734 if (mode == DF_NO_PUSH)
3736 player->push_delay = 0;
3737 return(MF_NO_ACTION);
3740 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3741 return(MF_NO_ACTION);
3743 element = Feld[x][y];
3751 Feld[x][y] = EL_LEERRAUM;
3755 case EL_EDELSTEIN_BD:
3756 case EL_EDELSTEIN_GELB:
3757 case EL_EDELSTEIN_ROT:
3758 case EL_EDELSTEIN_LILA:
3761 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3762 if (local_player->gems_still_needed < 0)
3763 local_player->gems_still_needed = 0;
3764 RaiseScoreElement(element);
3765 DrawText(DX_EMERALDS, DY_EMERALDS,
3766 int2str(local_player->gems_still_needed, 3),
3767 FS_SMALL, FC_YELLOW);
3768 PlaySoundLevel(x, y, SND_PONG);
3771 case EL_DYNAMIT_AUS:
3774 RaiseScoreElement(EL_DYNAMIT);
3775 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3776 int2str(local_player->dynamite, 3),
3777 FS_SMALL, FC_YELLOW);
3778 PlaySoundLevel(x,y,SND_PONG);
3781 case EL_DYNABOMB_NR:
3783 player->dynabomb_count++;
3784 player->dynabombs_left++;
3785 RaiseScoreElement(EL_DYNAMIT);
3786 PlaySoundLevel(x,y,SND_PONG);
3789 case EL_DYNABOMB_SZ:
3791 player->dynabomb_size++;
3792 RaiseScoreElement(EL_DYNAMIT);
3793 PlaySoundLevel(x,y,SND_PONG);
3796 case EL_DYNABOMB_XL:
3798 player->dynabomb_xl = TRUE;
3799 RaiseScoreElement(EL_DYNAMIT);
3800 PlaySoundLevel(x,y,SND_PONG);
3803 case EL_SCHLUESSEL1:
3804 case EL_SCHLUESSEL2:
3805 case EL_SCHLUESSEL3:
3806 case EL_SCHLUESSEL4:
3808 int key_nr = element-EL_SCHLUESSEL1;
3811 player->key[key_nr] = TRUE;
3812 RaiseScoreElement(EL_SCHLUESSEL);
3813 DrawMiniGraphicExt(drawto,gc,
3814 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3815 GFX_SCHLUESSEL1+key_nr);
3816 DrawMiniGraphicExt(window,gc,
3817 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3818 GFX_SCHLUESSEL1+key_nr);
3819 PlaySoundLevel(x,y,SND_PONG);
3824 Feld[x][y] = EL_ABLENK_EIN;
3827 DrawLevelField(x,y);
3831 case EL_FELSBROCKEN:
3835 if (dy || mode==DF_SNAP)
3836 return(MF_NO_ACTION);
3838 player->Pushing = TRUE;
3840 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3841 return(MF_NO_ACTION);
3845 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3846 return(MF_NO_ACTION);
3849 if (player->push_delay == 0)
3850 player->push_delay = FrameCounter;
3851 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3853 return(MF_NO_ACTION);
3856 Feld[x+dx][y+dy] = element;
3858 player->push_delay_value = 2+RND(8);
3860 DrawLevelField(x+dx,y+dy);
3861 if (element==EL_FELSBROCKEN)
3862 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3863 else if (element==EL_KOKOSNUSS)
3864 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3866 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3873 if (!player->key[element-EL_PFORTE1])
3874 return(MF_NO_ACTION);
3881 if (!player->key[element-EL_PFORTE1X])
3882 return(MF_NO_ACTION);
3886 case EL_AUSGANG_ACT:
3887 /* Tür ist (noch) nicht offen! */
3888 return(MF_NO_ACTION);
3891 case EL_AUSGANG_AUF:
3893 return(MF_NO_ACTION);
3895 PlaySoundLevel(x,y,SND_BUING);
3898 player->gone = TRUE;
3899 PlaySoundLevel(x,y,SND_BUING);
3901 if (!local_player->friends_still_needed)
3902 player->LevelSolved = player->GameOver = TRUE;
3908 Feld[x][y] = EL_BIRNE_EIN;
3909 local_player->lights_still_needed--;
3910 DrawLevelField(x,y);
3911 PlaySoundLevel(x,y,SND_DENG);
3916 Feld[x][y] = EL_ZEIT_LEER;
3918 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3919 DrawLevelField(x,y);
3920 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3924 case EL_SOKOBAN_FELD_LEER:
3927 case EL_SOKOBAN_FELD_VOLL:
3928 case EL_SOKOBAN_OBJEKT:
3931 return(MF_NO_ACTION);
3933 player->Pushing = TRUE;
3935 if (!IN_LEV_FIELD(x+dx,y+dy)
3936 || (!IS_FREE(x+dx,y+dy)
3937 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3938 || !IS_SB_ELEMENT(element))))
3939 return(MF_NO_ACTION);
3943 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3944 return(MF_NO_ACTION);
3946 else if (dy && real_dx)
3948 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3949 return(MF_NO_ACTION);
3952 if (player->push_delay == 0)
3953 player->push_delay = FrameCounter;
3954 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3956 return(MF_NO_ACTION);
3958 if (IS_SB_ELEMENT(element))
3960 if (element == EL_SOKOBAN_FELD_VOLL)
3962 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3963 local_player->sokobanfields_still_needed++;
3968 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3970 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3971 local_player->sokobanfields_still_needed--;
3972 if (element == EL_SOKOBAN_OBJEKT)
3973 PlaySoundLevel(x,y,SND_DENG);
3976 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3981 Feld[x+dx][y+dy] = element;
3984 player->push_delay_value = 2;
3986 DrawLevelField(x,y);
3987 DrawLevelField(x+dx,y+dy);
3988 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3990 if (IS_SB_ELEMENT(element) &&
3991 local_player->sokobanfields_still_needed == 0 &&
3992 game_emulation == EMU_SOKOBAN)
3994 player->LevelSolved = player->GameOver = TRUE;
3995 PlaySoundLevel(x,y,SND_BUING);
4007 return(MF_NO_ACTION);
4011 player->push_delay = 0;
4016 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4018 int jx = player->jx, jy = player->jy;
4019 int x = jx + dx, y = jy + dy;
4021 if (player->gone || !IN_LEV_FIELD(x,y))
4029 player->snapped = FALSE;
4033 if (player->snapped)
4036 player->MovDir = (dx < 0 ? MV_LEFT :
4039 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4041 if (!DigField(player, x,y, 0,0, DF_SNAP))
4044 player->snapped = TRUE;
4045 DrawLevelField(x,y);
4051 boolean PlaceBomb(struct PlayerInfo *player)
4053 int jx = player->jx, jy = player->jy;
4056 if (player->gone || player->MovPos)
4059 element = Feld[jx][jy];
4061 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4062 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4065 if (element != EL_LEERRAUM)
4066 Store[jx][jy] = element;
4068 if (player->dynamite)
4070 Feld[jx][jy] = EL_DYNAMIT;
4071 MovDelay[jx][jy] = 96;
4073 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4074 FS_SMALL, FC_YELLOW);
4075 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4076 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4080 Feld[jx][jy] = EL_DYNABOMB;
4081 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4082 MovDelay[jx][jy] = 96;
4083 player->dynabombs_left--;
4084 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4085 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4091 void PlaySoundLevel(int x, int y, int sound_nr)
4093 int sx = SCREENX(x), sy = SCREENY(y);
4095 int silence_distance = 8;
4097 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4098 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4101 if (!IN_LEV_FIELD(x,y) ||
4102 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4103 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4106 volume = PSND_MAX_VOLUME;
4109 stereo = (sx-SCR_FIELDX/2)*12;
4111 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4112 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4113 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4116 if (!IN_SCR_FIELD(sx,sy))
4118 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4119 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4121 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4124 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4127 void RaiseScore(int value)
4129 local_player->score += value;
4130 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4131 FS_SMALL, FC_YELLOW);
4134 void RaiseScoreElement(int element)
4139 case EL_EDELSTEIN_BD:
4140 case EL_EDELSTEIN_GELB:
4141 case EL_EDELSTEIN_ROT:
4142 case EL_EDELSTEIN_LILA:
4143 RaiseScore(level.score[SC_EDELSTEIN]);
4146 RaiseScore(level.score[SC_DIAMANT]);
4150 RaiseScore(level.score[SC_KAEFER]);
4154 RaiseScore(level.score[SC_FLIEGER]);
4158 RaiseScore(level.score[SC_MAMPFER]);
4161 RaiseScore(level.score[SC_ROBOT]);
4164 RaiseScore(level.score[SC_PACMAN]);
4167 RaiseScore(level.score[SC_KOKOSNUSS]);
4170 RaiseScore(level.score[SC_DYNAMIT]);
4173 RaiseScore(level.score[SC_SCHLUESSEL]);