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->potential_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;
291 for(i=0; i<MAX_PLAYERS; i++)
293 struct PlayerInfo *player = &stored_player[i];
295 printf("Player %d: present == %d, connected == %d, active == %d.\n",
300 if (local_player == player)
301 printf("Player %d is local player.\n", i+1);
305 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
306 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
308 scroll_x = scroll_y = -1;
309 if (local_player->jx >= MIDPOSX-1)
310 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
311 local_player->jx - MIDPOSX :
312 lev_fieldx - SCR_FIELDX + 1);
313 if (local_player->jy >= MIDPOSY-1)
314 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
315 local_player->jy - MIDPOSY :
316 lev_fieldy - SCR_FIELDY + 1);
318 CloseDoor(DOOR_CLOSE_1);
324 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
325 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
326 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
327 DrawTextExt(pix[PIX_DB_DOOR],gc,
328 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
329 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
330 DrawTextExt(pix[PIX_DB_DOOR],gc,
331 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
332 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
333 DrawTextExt(pix[PIX_DB_DOOR],gc,
334 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
335 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
336 DrawTextExt(pix[PIX_DB_DOOR],gc,
337 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
338 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
339 DrawTextExt(pix[PIX_DB_DOOR],gc,
340 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
341 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
343 DrawGameButton(BUTTON_GAME_STOP);
344 DrawGameButton(BUTTON_GAME_PAUSE);
345 DrawGameButton(BUTTON_GAME_PLAY);
346 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music));
347 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops));
348 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple));
349 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
350 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
351 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
352 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
353 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
355 OpenDoor(DOOR_OPEN_1);
357 if (setup.sound_music)
358 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
360 XAutoRepeatOff(display);
364 printf("Spieler %d %saktiv.\n",
365 i+1, (stored_player[i].active ? "" : "nicht "));
369 void InitMovDir(int x, int y)
371 int i, element = Feld[x][y];
372 static int xy[4][2] =
379 static int direction[2][4] =
381 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
382 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
391 Feld[x][y] = EL_KAEFER;
392 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
398 Feld[x][y] = EL_FLIEGER;
399 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
405 Feld[x][y] = EL_BUTTERFLY;
406 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
412 Feld[x][y] = EL_FIREFLY;
413 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
419 Feld[x][y] = EL_PACMAN;
420 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
423 MovDir[x][y] = 1<<RND(4);
424 if (element != EL_KAEFER &&
425 element != EL_FLIEGER &&
426 element != EL_BUTTERFLY &&
427 element != EL_FIREFLY)
437 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
439 if (element==EL_KAEFER || element==EL_BUTTERFLY)
441 MovDir[x][y] = direction[0][i];
444 else if (element==EL_FLIEGER || element==EL_FIREFLY)
446 MovDir[x][y] = direction[1][i];
455 void InitAmoebaNr(int x, int y)
458 int group_nr = AmoebeNachbarNr(x,y);
462 for(i=1;i<MAX_NUM_AMOEBA;i++)
472 AmoebaNr[x][y] = group_nr;
473 AmoebaCnt[group_nr]++;
474 AmoebaCnt2[group_nr]++;
480 int bumplevel = FALSE;
482 if (local_player->MovPos)
485 local_player->LevelSolved = FALSE;
489 if (setup.sound_loops)
490 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
494 if (!setup.sound_loops)
495 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
496 if (TimeLeft && !(TimeLeft % 10))
497 RaiseScore(level.score[SC_ZEITBONUS]);
498 if (TimeLeft > 100 && !(TimeLeft % 10))
502 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
507 if (setup.sound_loops)
513 /* Hero disappears */
514 DrawLevelField(ExitX, ExitY);
520 CloseDoor(DOOR_CLOSE_1);
525 SaveLevelTape(tape.level_nr); /* Ask to save tape */
528 if ((hi_pos=NewHiScore()) >= 0)
530 game_status = HALLOFFAME;
531 DrawHallOfFame(hi_pos);
532 if (bumplevel && TAPE_IS_EMPTY(tape))
537 game_status = MAINMENU;
538 if (bumplevel && TAPE_IS_EMPTY(tape))
553 if (!strcmp(setup.alias_name,EMPTY_ALIAS) ||
554 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
557 for(k=0;k<MAX_SCORE_ENTRIES;k++)
559 if (local_player->score > highscore[k].Score)
561 /* Spieler kommt in Highscore-Liste */
563 if (k<MAX_SCORE_ENTRIES-1)
565 int m = MAX_SCORE_ENTRIES-1;
568 for(l=k;l<MAX_SCORE_ENTRIES;l++)
569 if (!strcmp(setup.alias_name,highscore[l].Name))
571 if (m==k) /* Spieler überschreibt seine alte Position */
577 strcpy(highscore[l].Name,highscore[l-1].Name);
578 highscore[l].Score = highscore[l-1].Score;
585 sprintf(highscore[k].Name,setup.alias_name);
586 highscore[k].Score = local_player->score;
592 else if (!strcmp(setup.alias_name,highscore[k].Name))
593 break; /* Spieler schon mit besserer Punktzahl in der Liste */
604 void InitMovingField(int x, int y, int direction)
606 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
607 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
609 MovDir[x][y] = direction;
610 MovDir[newx][newy] = direction;
611 if (Feld[newx][newy] == EL_LEERRAUM)
612 Feld[newx][newy] = EL_BLOCKED;
615 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
617 int direction = MovDir[x][y];
618 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
619 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
625 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
627 int oldx = x, oldy = y;
628 int direction = MovDir[x][y];
630 if (direction==MV_LEFT)
632 else if (direction==MV_RIGHT)
634 else if (direction==MV_UP)
636 else if (direction==MV_DOWN)
639 *comes_from_x = oldx;
640 *comes_from_y = oldy;
643 int MovingOrBlocked2Element(int x, int y)
645 int element = Feld[x][y];
647 if (element==EL_BLOCKED)
651 Blocked2Moving(x,y,&oldx,&oldy);
652 return(Feld[oldx][oldy]);
658 static void RemoveField(int x, int y)
660 Feld[x][y] = EL_LEERRAUM;
666 void RemoveMovingField(int x, int y)
668 int oldx = x,oldy = y, newx = x,newy = y;
670 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
675 Moving2Blocked(x,y,&newx,&newy);
676 if (Feld[newx][newy] != EL_BLOCKED)
679 else if (Feld[x][y]==EL_BLOCKED)
681 Blocked2Moving(x,y,&oldx,&oldy);
682 if (!IS_MOVING(oldx,oldy))
686 if (Feld[x][y]==EL_BLOCKED &&
687 (Store[oldx][oldy]==EL_MORAST_LEER ||
688 Store[oldx][oldy]==EL_SIEB_LEER ||
689 Store[oldx][oldy]==EL_SIEB2_LEER ||
690 Store[oldx][oldy]==EL_AMOEBE_NASS))
692 Feld[oldx][oldy] = Store[oldx][oldy];
693 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
696 Feld[oldx][oldy] = EL_LEERRAUM;
698 Feld[newx][newy] = EL_LEERRAUM;
699 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
700 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
702 DrawLevelField(oldx,oldy);
703 DrawLevelField(newx,newy);
706 void DrawDynamite(int x, int y)
708 int sx = SCREENX(x), sy = SCREENY(y);
709 int graphic = el2gfx(Feld[x][y]);
712 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
716 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
718 if (Feld[x][y]==EL_DYNAMIT)
720 if ((phase = (96-MovDelay[x][y])/12) > 6)
725 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
730 DrawGraphicThruMask(sx,sy, graphic + phase);
732 DrawGraphic(sx,sy, graphic + phase);
735 void CheckDynamite(int x, int y)
737 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
742 if (!(MovDelay[x][y] % 12))
743 PlaySoundLevel(x,y,SND_ZISCH);
745 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
747 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
754 StopSound(SND_ZISCH);
758 void Explode(int ex, int ey, int phase, int mode)
761 int num_phase = 9, delay = 2;
762 int last_phase = num_phase*delay;
763 int half_phase = (num_phase/2)*delay;
765 if (phase==0) /* Feld 'Store' initialisieren */
767 int center_element = Feld[ex][ey];
769 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
771 center_element = MovingOrBlocked2Element(ex,ey);
772 RemoveMovingField(ex,ey);
775 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
777 int element = Feld[x][y];
779 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
781 element = MovingOrBlocked2Element(x,y);
782 RemoveMovingField(x,y);
785 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
788 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
792 if (element==EL_EXPLODING)
793 element = Store2[x][y];
795 if (IS_PLAYER(ex,ey))
797 switch(StorePlayer[ex][ey])
800 Store[x][y] = EL_EDELSTEIN_ROT;
803 Store[x][y] = EL_EDELSTEIN;
806 Store[x][y] = EL_EDELSTEIN_LILA;
810 Store[x][y] = EL_EDELSTEIN_GELB;
814 else if (center_element==EL_MAULWURF)
815 Store[x][y] = EL_EDELSTEIN_ROT;
816 else if (center_element==EL_PINGUIN)
817 Store[x][y] = EL_EDELSTEIN_LILA;
818 else if (center_element==EL_KAEFER)
819 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
820 else if (center_element==EL_BUTTERFLY)
821 Store[x][y] = EL_EDELSTEIN_BD;
822 else if (center_element==EL_MAMPFER)
823 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
824 else if (center_element==EL_AMOEBA2DIAM)
825 Store[x][y] = level.amoebe_inhalt;
826 else if (element==EL_ERZ_EDEL)
827 Store[x][y] = EL_EDELSTEIN;
828 else if (element==EL_ERZ_DIAM)
829 Store[x][y] = EL_DIAMANT;
830 else if (element==EL_ERZ_EDEL_BD)
831 Store[x][y] = EL_EDELSTEIN_BD;
832 else if (element==EL_ERZ_EDEL_GELB)
833 Store[x][y] = EL_EDELSTEIN_GELB;
834 else if (element==EL_ERZ_EDEL_ROT)
835 Store[x][y] = EL_EDELSTEIN_ROT;
836 else if (element==EL_ERZ_EDEL_LILA)
837 Store[x][y] = EL_EDELSTEIN_LILA;
838 else if (!IS_PFORTE(Store[x][y]))
839 Store[x][y] = EL_LEERRAUM;
841 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
842 Store2[x][y] = element;
844 if (AmoebaNr[x][y] &&
845 (element==EL_AMOEBE_VOLL ||
846 element==EL_AMOEBE_BD ||
847 element==EL_AMOEBING))
849 AmoebaCnt[AmoebaNr[x][y]]--;
850 AmoebaCnt2[AmoebaNr[x][y]]--;
853 Feld[x][y] = EL_EXPLODING;
854 MovDir[x][y] = MovPos[x][y] = 0;
860 if (center_element==EL_MAMPFER)
861 MampferNr = (MampferNr+1) % 4;
872 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
874 if (phase==half_phase)
876 int element = Store2[x][y];
879 KillHero(PLAYERINFO(x,y));
880 else if (IS_EXPLOSIVE(element))
882 Feld[x][y] = Store2[x][y];
886 else if (element==EL_AMOEBA2DIAM)
887 AmoebeUmwandeln(x,y);
890 if (phase==last_phase)
894 element = Feld[x][y] = Store[x][y];
895 Store[x][y] = Store2[x][y] = 0;
896 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
897 if (CAN_MOVE(element) || COULD_MOVE(element))
901 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
904 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
906 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
910 void DynaExplode(int ex, int ey)
913 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
914 static int xy[4][2] =
922 Store2[ex][ey] = 0; /* delete player information */
924 Explode(ex,ey,0,EX_CENTER);
928 for(j=1; j<=player->dynabomb_size; j++)
930 int x = ex+j*xy[i%4][0];
931 int y = ey+j*xy[i%4][1];
934 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
937 element = Feld[x][y];
938 Explode(x,y,0,EX_BORDER);
940 if (element != EL_LEERRAUM &&
941 element != EL_ERDREICH &&
942 element != EL_EXPLODING &&
943 !player->dynabomb_xl)
948 player->dynabombs_left++;
951 void Bang(int x, int y)
953 int element = Feld[x][y];
955 PlaySoundLevel(x,y,SND_ROAAAR);
967 RaiseScoreElement(element);
968 Explode(x,y,0,EX_NORMAL);
978 Explode(x,y,0,EX_CENTER);
981 Explode(x,y,0,EX_NORMAL);
986 void Blurb(int x, int y)
988 int element = Feld[x][y];
990 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
992 PlaySoundLevel(x,y,SND_BLURB);
993 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
994 (!IN_LEV_FIELD(x-1,y-1) ||
995 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
997 Feld[x-1][y] = EL_BLURB_LEFT;
999 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
1000 (!IN_LEV_FIELD(x+1,y-1) ||
1001 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
1003 Feld[x+1][y] = EL_BLURB_RIGHT;
1008 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1010 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1013 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1016 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1017 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1019 if (!MovDelay[x][y])
1021 Feld[x][y] = EL_LEERRAUM;
1022 DrawLevelField(x,y);
1028 void Impact(int x, int y)
1030 boolean lastline = (y==lev_fieldy-1);
1031 boolean object_hit = FALSE;
1032 int element = Feld[x][y];
1035 /* Element darunter berührt? */
1038 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1041 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1042 MovDir[x][y+1]!=MV_DOWN ||
1043 MovPos[x][y+1]<=TILEY/2));
1045 smashed = MovingOrBlocked2Element(x,y+1);
1048 /* Auftreffendes Element fällt in Salzsäure */
1049 if (!lastline && smashed==EL_SALZSAEURE)
1055 /* Auftreffendes Element ist Bombe */
1056 if (element==EL_BOMBE && (lastline || object_hit))
1062 /* Auftreffendes Element ist Säuretropfen */
1063 if (element==EL_TROPFEN && (lastline || object_hit))
1065 if (object_hit && IS_PLAYER(x,y+1))
1066 KillHero(PLAYERINFO(x,y+1));
1067 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1071 Feld[x][y] = EL_AMOEBING;
1072 Store[x][y] = EL_AMOEBE_NASS;
1077 /* Welches Element kriegt was auf die Rübe? */
1078 if (!lastline && object_hit)
1080 if (CAN_CHANGE(element) &&
1081 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1082 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1084 if (IS_PLAYER(x,y+1))
1086 KillHero(PLAYERINFO(x,y+1));
1089 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1094 else if (element==EL_EDELSTEIN_BD)
1096 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1102 else if (element==EL_FELSBROCKEN)
1104 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1105 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1110 else if (!IS_MOVING(x,y+1))
1112 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1117 else if (smashed==EL_KOKOSNUSS)
1119 Feld[x][y+1] = EL_CRACKINGNUT;
1120 PlaySoundLevel(x,y,SND_KNACK);
1121 RaiseScoreElement(EL_KOKOSNUSS);
1124 else if (smashed==EL_DIAMANT)
1126 Feld[x][y+1] = EL_LEERRAUM;
1127 PlaySoundLevel(x,y,SND_QUIRK);
1134 /* Geräusch beim Durchqueren des Siebes */
1135 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1137 PlaySoundLevel(x,y,SND_QUIRK);
1141 /* Geräusch beim Auftreffen */
1142 if (lastline || object_hit)
1149 case EL_EDELSTEIN_BD:
1150 case EL_EDELSTEIN_GELB:
1151 case EL_EDELSTEIN_ROT:
1152 case EL_EDELSTEIN_LILA:
1159 case EL_FELSBROCKEN:
1163 case EL_SCHLUESSEL1:
1164 case EL_SCHLUESSEL2:
1165 case EL_SCHLUESSEL3:
1166 case EL_SCHLUESSEL4:
1179 PlaySoundLevel(x,y,sound);
1183 void TurnRound(int x, int y)
1195 { 0,0 }, { 0,0 }, { 0,0 },
1200 int left,right,back;
1204 { MV_DOWN, MV_UP, MV_RIGHT },
1205 { MV_UP, MV_DOWN, MV_LEFT },
1207 { MV_LEFT, MV_RIGHT, MV_DOWN },
1208 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1209 { MV_RIGHT, MV_LEFT, MV_UP }
1212 int element = Feld[x][y];
1213 int old_move_dir = MovDir[x][y];
1214 int left_dir = turn[old_move_dir].left;
1215 int right_dir = turn[old_move_dir].right;
1216 int back_dir = turn[old_move_dir].back;
1218 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1219 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1220 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1221 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1223 int left_x = x+left_dx, left_y = y+left_dy;
1224 int right_x = x+right_dx, right_y = y+right_dy;
1225 int move_x = x+move_dx, move_y = y+move_dy;
1227 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1229 TestIfBadThingHitsOtherBadThing(x,y);
1231 if (IN_LEV_FIELD(right_x,right_y) &&
1232 IS_FREE_OR_PLAYER(right_x,right_y))
1233 MovDir[x][y] = right_dir;
1234 else if (!IN_LEV_FIELD(move_x,move_y) ||
1235 !IS_FREE_OR_PLAYER(move_x,move_y))
1236 MovDir[x][y] = left_dir;
1238 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1240 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1243 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1245 TestIfBadThingHitsOtherBadThing(x,y);
1247 if (IN_LEV_FIELD(left_x,left_y) &&
1248 IS_FREE_OR_PLAYER(left_x,left_y))
1249 MovDir[x][y] = left_dir;
1250 else if (!IN_LEV_FIELD(move_x,move_y) ||
1251 !IS_FREE_OR_PLAYER(move_x,move_y))
1252 MovDir[x][y] = right_dir;
1254 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1256 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1259 else if (element==EL_MAMPFER)
1261 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1263 if (IN_LEV_FIELD(left_x,left_y) &&
1264 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1265 Feld[left_x][left_y] == EL_DIAMANT))
1266 can_turn_left = TRUE;
1267 if (IN_LEV_FIELD(right_x,right_y) &&
1268 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1269 Feld[right_x][right_y] == EL_DIAMANT))
1270 can_turn_right = TRUE;
1272 if (can_turn_left && can_turn_right)
1273 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1274 else if (can_turn_left)
1275 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1276 else if (can_turn_right)
1277 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1279 MovDir[x][y] = back_dir;
1281 MovDelay[x][y] = 16+16*RND(3);
1283 else if (element==EL_MAMPFER2)
1285 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1287 if (IN_LEV_FIELD(left_x,left_y) &&
1288 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1289 IS_MAMPF2(Feld[left_x][left_y])))
1290 can_turn_left = TRUE;
1291 if (IN_LEV_FIELD(right_x,right_y) &&
1292 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1293 IS_MAMPF2(Feld[right_x][right_y])))
1294 can_turn_right = TRUE;
1296 if (can_turn_left && can_turn_right)
1297 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1298 else if (can_turn_left)
1299 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1300 else if (can_turn_right)
1301 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1303 MovDir[x][y] = back_dir;
1305 MovDelay[x][y] = 16+16*RND(3);
1307 else if (element==EL_PACMAN)
1309 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1311 if (IN_LEV_FIELD(left_x,left_y) &&
1312 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1313 IS_AMOEBOID(Feld[left_x][left_y])))
1314 can_turn_left = TRUE;
1315 if (IN_LEV_FIELD(right_x,right_y) &&
1316 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1317 IS_AMOEBOID(Feld[right_x][right_y])))
1318 can_turn_right = TRUE;
1320 if (can_turn_left && can_turn_right)
1321 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1322 else if (can_turn_left)
1323 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1324 else if (can_turn_right)
1325 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1327 MovDir[x][y] = back_dir;
1329 MovDelay[x][y] = 6+RND(40);
1331 else if (element==EL_SCHWEIN)
1333 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1334 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1335 boolean should_move_on = FALSE;
1337 int rnd = RND(rnd_value);
1339 if (IN_LEV_FIELD(left_x,left_y) &&
1340 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1341 can_turn_left = TRUE;
1342 if (IN_LEV_FIELD(right_x,right_y) &&
1343 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1344 can_turn_right = TRUE;
1345 if (IN_LEV_FIELD(move_x,move_y) &&
1346 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1349 if (can_turn_left &&
1351 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1352 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1353 should_turn_left = TRUE;
1354 if (can_turn_right &&
1356 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1357 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1358 should_turn_right = TRUE;
1360 (!can_turn_left || !can_turn_right ||
1361 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1362 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1363 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1364 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1365 should_move_on = TRUE;
1367 if (should_turn_left || should_turn_right || should_move_on)
1369 if (should_turn_left && should_turn_right && should_move_on)
1370 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1371 rnd < 2*rnd_value/3 ? right_dir :
1373 else if (should_turn_left && should_turn_right)
1374 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1375 else if (should_turn_left && should_move_on)
1376 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1377 else if (should_turn_right && should_move_on)
1378 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1379 else if (should_turn_left)
1380 MovDir[x][y] = left_dir;
1381 else if (should_turn_right)
1382 MovDir[x][y] = right_dir;
1383 else if (should_move_on)
1384 MovDir[x][y] = old_move_dir;
1386 else if (can_move_on && rnd > rnd_value/8)
1387 MovDir[x][y] = old_move_dir;
1388 else if (can_turn_left && can_turn_right)
1389 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1390 else if (can_turn_left && rnd > rnd_value/8)
1391 MovDir[x][y] = left_dir;
1392 else if (can_turn_right && rnd > rnd_value/8)
1393 MovDir[x][y] = right_dir;
1395 MovDir[x][y] = back_dir;
1397 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1398 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1399 MovDir[x][y] = old_move_dir;
1403 else if (element==EL_DRACHE)
1405 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1407 int rnd = RND(rnd_value);
1409 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1410 can_turn_left = TRUE;
1411 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1412 can_turn_right = TRUE;
1413 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1416 if (can_move_on && rnd > rnd_value/8)
1417 MovDir[x][y] = old_move_dir;
1418 else if (can_turn_left && can_turn_right)
1419 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1420 else if (can_turn_left && rnd > rnd_value/8)
1421 MovDir[x][y] = left_dir;
1422 else if (can_turn_right && rnd > rnd_value/8)
1423 MovDir[x][y] = right_dir;
1425 MovDir[x][y] = back_dir;
1427 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1428 MovDir[x][y] = old_move_dir;
1432 else if (element==EL_ROBOT || element==EL_SONDE ||
1433 element==EL_MAULWURF || element==EL_PINGUIN)
1435 int attr_x = -1, attr_y = -1;
1446 for(i=0; i<MAX_PLAYERS; i++)
1448 struct PlayerInfo *player = &stored_player[i];
1449 int jx = player->jx, jy = player->jy;
1451 if (!player->active || player->gone)
1454 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1462 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1468 if (element==EL_MAULWURF || element==EL_PINGUIN)
1471 static int xy[4][2] =
1481 int ex = x + xy[i%4][0];
1482 int ey = y + xy[i%4][1];
1484 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1493 MovDir[x][y] = MV_NO_MOVING;
1495 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1497 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1499 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1501 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1503 if (element==EL_ROBOT)
1507 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1508 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1509 Moving2Blocked(x,y,&newx,&newy);
1511 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1512 MovDelay[x][y] = 8+8*!RND(3);
1514 MovDelay[x][y] = 16;
1522 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1524 boolean first_horiz = RND(2);
1525 int new_move_dir = MovDir[x][y];
1528 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1529 Moving2Blocked(x,y,&newx,&newy);
1531 if (IN_LEV_FIELD(newx,newy) &&
1532 (IS_FREE(newx,newy) ||
1533 Feld[newx][newy] == EL_SALZSAEURE ||
1534 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1535 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1536 IS_MAMPF3(Feld[newx][newy])))))
1540 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1541 Moving2Blocked(x,y,&newx,&newy);
1543 if (IN_LEV_FIELD(newx,newy) &&
1544 (IS_FREE(newx,newy) ||
1545 Feld[newx][newy] == EL_SALZSAEURE ||
1546 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1547 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1548 IS_MAMPF3(Feld[newx][newy])))))
1551 MovDir[x][y] = old_move_dir;
1558 static boolean JustBeingPushed(int x, int y)
1562 for(i=0; i<MAX_PLAYERS; i++)
1564 struct PlayerInfo *player = &stored_player[i];
1566 if (player->active && !player->gone &&
1567 player->Pushing && player->MovPos)
1569 int next_jx = player->jx + (player->jx - player->last_jx);
1570 int next_jy = player->jy + (player->jy - player->last_jy);
1572 if (x == next_jx && y == next_jy)
1580 void StartMoving(int x, int y)
1582 int element = Feld[x][y];
1587 if (CAN_FALL(element) && y<lev_fieldy-1)
1589 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1590 if (JustBeingPushed(x,y))
1593 if (element==EL_MORAST_VOLL)
1597 InitMovingField(x,y,MV_DOWN);
1598 Feld[x][y] = EL_FELSBROCKEN;
1599 Store[x][y] = EL_MORAST_LEER;
1601 else if (Feld[x][y+1]==EL_MORAST_LEER)
1603 if (!MovDelay[x][y])
1604 MovDelay[x][y] = TILEY + 1;
1613 Feld[x][y] = EL_MORAST_LEER;
1614 Feld[x][y+1] = EL_MORAST_VOLL;
1617 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1619 InitMovingField(x,y,MV_DOWN);
1620 Store[x][y] = EL_MORAST_VOLL;
1622 else if (element==EL_SIEB_VOLL)
1626 InitMovingField(x,y,MV_DOWN);
1627 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1628 Store[x][y] = EL_SIEB_LEER;
1630 else if (Feld[x][y+1]==EL_SIEB_LEER)
1632 if (!MovDelay[x][y])
1633 MovDelay[x][y] = TILEY/4 + 1;
1642 Feld[x][y] = EL_SIEB_LEER;
1643 Feld[x][y+1] = EL_SIEB_VOLL;
1644 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1648 else if (element==EL_SIEB2_VOLL)
1652 InitMovingField(x,y,MV_DOWN);
1653 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1654 Store[x][y] = EL_SIEB2_LEER;
1656 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1658 if (!MovDelay[x][y])
1659 MovDelay[x][y] = TILEY/4 + 1;
1668 Feld[x][y] = EL_SIEB2_LEER;
1669 Feld[x][y+1] = EL_SIEB2_VOLL;
1670 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1674 else if (SiebAktiv && CAN_CHANGE(element) &&
1675 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1677 InitMovingField(x,y,MV_DOWN);
1679 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1680 Store2[x][y+1] = element;
1682 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1685 InitMovingField(x,y,MV_DOWN);
1686 Store[x][y] = EL_SALZSAEURE;
1688 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1692 else if (IS_FREE(x,y+1))
1694 InitMovingField(x,y,MV_DOWN);
1696 else if (element==EL_TROPFEN)
1698 Feld[x][y] = EL_AMOEBING;
1699 Store[x][y] = EL_AMOEBE_NASS;
1701 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1703 boolean left = (x>0 && IS_FREE(x-1,y) &&
1704 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1705 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1706 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1710 if (left && right && game_emulation != EMU_BOULDERDASH)
1711 left = !(right = RND(2));
1713 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1717 else if (CAN_MOVE(element))
1721 if (element == EL_SONDE && JustBeingPushed(x,y))
1724 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1726 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1727 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1730 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1733 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1734 DrawLevelField(x,y);
1738 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1742 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1744 int phase = MovDelay[x][y] % 8;
1749 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1750 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1752 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1753 && MovDelay[x][y]%4==3)
1754 PlaySoundLevel(x,y,SND_NJAM);
1756 else if (element==EL_DRACHE)
1759 int dir = MovDir[x][y];
1760 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1761 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1762 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1763 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1764 dir == MV_UP ? GFX_FLAMMEN_UP :
1765 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1766 int phase = FrameCounter % 2;
1770 int xx = x + i*dx, yy = y + i*dy;
1771 int sx = SCREENX(xx), sy = SCREENY(yy);
1773 if (!IN_LEV_FIELD(xx,yy) ||
1774 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1779 int flamed = MovingOrBlocked2Element(xx,yy);
1781 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1784 RemoveMovingField(xx,yy);
1786 Feld[xx][yy] = EL_BURNING;
1787 if (IN_SCR_FIELD(sx,sy))
1788 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1792 if (Feld[xx][yy] == EL_BURNING)
1793 Feld[xx][yy] = EL_LEERRAUM;
1794 DrawLevelField(xx,yy);
1803 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1805 PlaySoundLevel(x,y,SND_KLAPPER);
1807 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1809 PlaySoundLevel(x,y,SND_ROEHR);
1812 /* neuer Schritt / Wartezustand beendet */
1814 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1816 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1818 /* Spieler erwischt */
1820 KillHero(PLAYERINFO(newx,newy));
1823 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1824 element==EL_ROBOT || element==EL_SONDE) &&
1825 IN_LEV_FIELD(newx,newy) &&
1826 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1829 Store[x][y] = EL_SALZSAEURE;
1831 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1832 IN_LEV_FIELD(newx,newy))
1834 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1836 Feld[x][y] = EL_LEERRAUM;
1837 DrawLevelField(x,y);
1839 PlaySoundLevel(newx,newy,SND_BUING);
1840 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1841 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1843 local_player->friends_still_needed--;
1844 if (!local_player->friends_still_needed &&
1845 !local_player->GameOver && AllPlayersGone)
1846 local_player->LevelSolved = local_player->GameOver = TRUE;
1850 else if (IS_MAMPF3(Feld[newx][newy]))
1852 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1853 DrawLevelField(newx,newy);
1855 MovDir[x][y] = MV_NO_MOVING;
1857 else if (!IS_FREE(newx,newy))
1860 DrawPlayerField(x,y);
1862 DrawLevelField(x,y);
1866 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1868 if (IS_GEM(Feld[newx][newy]))
1870 if (IS_MOVING(newx,newy))
1871 RemoveMovingField(newx,newy);
1874 Feld[newx][newy] = EL_LEERRAUM;
1875 DrawLevelField(newx,newy);
1878 else if (!IS_FREE(newx,newy))
1881 DrawPlayerField(x,y);
1883 DrawLevelField(x,y);
1887 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1889 if (!IS_FREE(newx,newy))
1892 DrawPlayerField(x,y);
1894 DrawLevelField(x,y);
1899 boolean wanna_flame = !RND(10);
1900 int dx = newx - x, dy = newy - y;
1901 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1902 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1903 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1904 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1905 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1906 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1908 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1909 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1910 element1 != EL_BURNING && element2 != EL_BURNING)
1913 DrawPlayerField(x,y);
1915 DrawLevelField(x,y);
1917 MovDelay[x][y] = 50;
1918 Feld[newx][newy] = EL_BURNING;
1919 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1920 Feld[newx1][newy1] = EL_BURNING;
1921 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1922 Feld[newx2][newy2] = EL_BURNING;
1927 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1928 Feld[newx][newy]==EL_DIAMANT)
1930 if (IS_MOVING(newx,newy))
1931 RemoveMovingField(newx,newy);
1934 Feld[newx][newy] = EL_LEERRAUM;
1935 DrawLevelField(newx,newy);
1938 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1939 IS_MAMPF2(Feld[newx][newy]))
1941 if (AmoebaNr[newx][newy])
1943 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1944 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1945 AmoebaCnt[AmoebaNr[newx][newy]]--;
1948 if (IS_MOVING(newx,newy))
1949 RemoveMovingField(newx,newy);
1952 Feld[newx][newy] = EL_LEERRAUM;
1953 DrawLevelField(newx,newy);
1956 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1957 IS_AMOEBOID(Feld[newx][newy]))
1959 if (AmoebaNr[newx][newy])
1961 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1962 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1963 AmoebaCnt[AmoebaNr[newx][newy]]--;
1966 Feld[newx][newy] = EL_LEERRAUM;
1967 DrawLevelField(newx,newy);
1969 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1970 { /* gegen Wand gelaufen */
1973 if (element == EL_KAEFER || element == EL_FLIEGER)
1974 DrawLevelField(x,y);
1975 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1976 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1977 else if (element==EL_SONDE)
1978 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1983 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1984 PlaySoundLevel(x,y,SND_SCHLURF);
1986 InitMovingField(x,y,MovDir[x][y]);
1990 ContinueMoving(x,y);
1993 void ContinueMoving(int x, int y)
1995 int element = Feld[x][y];
1996 int direction = MovDir[x][y];
1997 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1998 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1999 int horiz_move = (dx!=0);
2000 int newx = x + dx, newy = y + dy;
2001 int step = (horiz_move ? dx : dy) * TILEX/8;
2003 if (CAN_FALL(element) && horiz_move)
2005 else if (element==EL_TROPFEN)
2007 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2010 MovPos[x][y] += step;
2012 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2014 Feld[x][y] = EL_LEERRAUM;
2015 Feld[newx][newy] = element;
2017 if (Store[x][y]==EL_MORAST_VOLL)
2020 Feld[newx][newy] = EL_MORAST_VOLL;
2021 element = EL_MORAST_VOLL;
2023 else if (Store[x][y]==EL_MORAST_LEER)
2026 Feld[x][y] = EL_MORAST_LEER;
2028 else if (Store[x][y]==EL_SIEB_VOLL)
2031 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2033 else if (Store[x][y]==EL_SIEB_LEER)
2035 Store[x][y] = Store2[x][y] = 0;
2036 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2038 else if (Store[x][y]==EL_SIEB2_VOLL)
2041 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2043 else if (Store[x][y]==EL_SIEB2_LEER)
2045 Store[x][y] = Store2[x][y] = 0;
2046 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2048 else if (Store[x][y]==EL_SALZSAEURE)
2051 Feld[newx][newy] = EL_SALZSAEURE;
2052 element = EL_SALZSAEURE;
2054 else if (Store[x][y]==EL_AMOEBE_NASS)
2057 Feld[x][y] = EL_AMOEBE_NASS;
2060 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2061 MovDelay[newx][newy] = 0;
2063 if (!CAN_MOVE(element))
2064 MovDir[newx][newy] = 0;
2066 DrawLevelField(x,y);
2067 DrawLevelField(newx,newy);
2069 Stop[newx][newy] = TRUE;
2070 JustHit[x][newy] = 3;
2072 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2074 TestIfBadThingHitsHero(newx,newy);
2075 TestIfBadThingHitsFriend(newx,newy);
2076 TestIfBadThingHitsOtherBadThing(newx,newy);
2078 else if (element == EL_PINGUIN)
2079 TestIfFriendHitsBadThing(newx,newy);
2081 if (CAN_SMASH(element) && direction==MV_DOWN &&
2082 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2085 else /* noch in Bewegung */
2086 DrawLevelField(x,y);
2089 int AmoebeNachbarNr(int ax, int ay)
2092 int element = Feld[ax][ay];
2094 static int xy[4][2] =
2104 int x = ax+xy[i%4][0];
2105 int y = ay+xy[i%4][1];
2107 if (!IN_LEV_FIELD(x,y))
2110 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2111 group_nr = AmoebaNr[x][y];
2117 void AmoebenVereinigen(int ax, int ay)
2120 int new_group_nr = AmoebaNr[ax][ay];
2121 static int xy[4][2] =
2137 if (!IN_LEV_FIELD(x,y))
2140 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2141 Feld[x][y]==EL_AMOEBE_BD ||
2142 Feld[x][y]==EL_AMOEBE_TOT) &&
2143 AmoebaNr[x][y] != new_group_nr)
2145 int old_group_nr = AmoebaNr[x][y];
2147 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2148 AmoebaCnt[old_group_nr] = 0;
2149 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2150 AmoebaCnt2[old_group_nr] = 0;
2152 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2153 if (AmoebaNr[xx][yy]==old_group_nr)
2154 AmoebaNr[xx][yy] = new_group_nr;
2159 void AmoebeUmwandeln(int ax, int ay)
2162 int group_nr = AmoebaNr[ax][ay];
2163 static int xy[4][2] =
2171 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2173 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2175 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2178 Feld[x][y] = EL_AMOEBA2DIAM;
2190 if (!IN_LEV_FIELD(x,y))
2193 if (Feld[x][y]==EL_AMOEBA2DIAM)
2199 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2202 int group_nr = AmoebaNr[ax][ay];
2203 boolean done = FALSE;
2205 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2207 if (AmoebaNr[x][y]==group_nr &&
2208 (Feld[x][y]==EL_AMOEBE_TOT ||
2209 Feld[x][y]==EL_AMOEBE_BD ||
2210 Feld[x][y]==EL_AMOEBING))
2213 Feld[x][y] = new_element;
2214 DrawLevelField(x,y);
2220 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2223 void AmoebeWaechst(int x, int y)
2225 static long sound_delay = 0;
2226 static int sound_delay_value = 0;
2228 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2232 if (DelayReached(&sound_delay, sound_delay_value))
2234 PlaySoundLevel(x,y,SND_AMOEBE);
2235 sound_delay_value = 30;
2239 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2242 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2243 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2245 if (!MovDelay[x][y])
2247 Feld[x][y] = Store[x][y];
2249 DrawLevelField(x,y);
2254 void AmoebeAbleger(int ax, int ay)
2257 int element = Feld[ax][ay];
2258 int newax = ax, neway = ay;
2259 static int xy[4][2] =
2267 if (!level.tempo_amoebe)
2269 Feld[ax][ay] = EL_AMOEBE_TOT;
2270 DrawLevelField(ax,ay);
2274 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2275 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2277 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2280 if (MovDelay[ax][ay])
2284 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2287 int x = ax+xy[start][0];
2288 int y = ay+xy[start][1];
2290 if (!IN_LEV_FIELD(x,y))
2294 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2300 if (newax==ax && neway==ay)
2303 else /* normale oder "gefüllte" Amöbe */
2306 boolean waiting_for_player = FALSE;
2310 int j = (start+i)%4;
2311 int x = ax+xy[j][0];
2312 int y = ay+xy[j][1];
2314 if (!IN_LEV_FIELD(x,y))
2318 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2324 else if (IS_PLAYER(x,y))
2325 waiting_for_player = TRUE;
2328 if (newax==ax && neway==ay)
2330 if (i==4 && !waiting_for_player)
2332 Feld[ax][ay] = EL_AMOEBE_TOT;
2333 DrawLevelField(ax,ay);
2334 AmoebaCnt[AmoebaNr[ax][ay]]--;
2336 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2338 if (element==EL_AMOEBE_VOLL)
2339 AmoebeUmwandeln(ax,ay);
2340 else if (element==EL_AMOEBE_BD)
2341 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2346 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2348 int new_group_nr = AmoebaNr[ax][ay];
2350 AmoebaNr[newax][neway] = new_group_nr;
2351 AmoebaCnt[new_group_nr]++;
2352 AmoebaCnt2[new_group_nr]++;
2353 AmoebenVereinigen(newax,neway);
2355 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2357 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2363 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2364 (neway==lev_fieldy-1 && newax!=ax))
2366 Feld[newax][neway] = EL_AMOEBING;
2367 Store[newax][neway] = element;
2370 Feld[newax][neway] = EL_TROPFEN;
2373 InitMovingField(ax,ay,MV_DOWN);
2374 Feld[ax][ay] = EL_TROPFEN;
2375 Store[ax][ay] = EL_AMOEBE_NASS;
2376 ContinueMoving(ax,ay);
2380 DrawLevelField(newax,neway);
2383 void Life(int ax, int ay)
2386 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2388 int element = Feld[ax][ay];
2393 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2394 MovDelay[ax][ay] = life_time;
2396 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2399 if (MovDelay[ax][ay])
2403 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2405 int xx = ax+x1, yy = ay+y1;
2408 if (!IN_LEV_FIELD(xx,yy))
2411 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2413 int x = xx+x2, y = yy+y2;
2415 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2418 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2420 (IS_FREE(x,y) && Stop[x][y]))
2424 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2426 if (nachbarn<life[0] || nachbarn>life[1])
2428 Feld[xx][yy] = EL_LEERRAUM;
2430 DrawLevelField(xx,yy);
2431 Stop[xx][yy] = TRUE;
2434 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2435 { /* Randfeld ohne Amoebe */
2436 if (nachbarn>=life[2] && nachbarn<=life[3])
2438 Feld[xx][yy] = element;
2439 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2441 DrawLevelField(xx,yy);
2442 Stop[xx][yy] = TRUE;
2448 void Ablenk(int x, int y)
2450 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2451 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2453 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2458 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2459 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2460 if (!(MovDelay[x][y]%4))
2461 PlaySoundLevel(x,y,SND_MIEP);
2466 Feld[x][y] = EL_ABLENK_AUS;
2467 DrawLevelField(x,y);
2472 void Birne(int x, int y)
2474 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2475 MovDelay[x][y] = 800;
2477 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2482 if (!(MovDelay[x][y]%5))
2484 if (!(MovDelay[x][y]%10))
2485 Feld[x][y]=EL_ABLENK_EIN;
2487 Feld[x][y]=EL_ABLENK_AUS;
2488 DrawLevelField(x,y);
2489 Feld[x][y]=EL_ABLENK_EIN;
2495 Feld[x][y]=EL_ABLENK_AUS;
2496 DrawLevelField(x,y);
2501 void Blubber(int x, int y)
2503 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2504 DrawLevelField(x,y-1);
2506 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2509 void NussKnacken(int x, int y)
2511 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2514 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2517 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2518 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2520 if (!MovDelay[x][y])
2522 Feld[x][y] = EL_EDELSTEIN;
2523 DrawLevelField(x,y);
2528 void SiebAktivieren(int x, int y, int typ)
2530 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2531 DrawGraphic(SCREENX(x),SCREENY(y),
2532 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2535 void AusgangstuerPruefen(int x, int y)
2537 if (!local_player->gems_still_needed &&
2538 !local_player->sokobanfields_still_needed &&
2539 !local_player->lights_still_needed)
2541 Feld[x][y] = EL_AUSGANG_ACT;
2543 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2544 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2545 y < LEVELY(BY1) ? LEVELY(BY1) :
2546 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2551 void AusgangstuerOeffnen(int x, int y)
2555 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2556 MovDelay[x][y] = 5*delay;
2558 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2563 tuer = MovDelay[x][y]/delay;
2564 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2565 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2567 if (!MovDelay[x][y])
2569 Feld[x][y] = EL_AUSGANG_AUF;
2570 DrawLevelField(x,y);
2575 void AusgangstuerBlinken(int x, int y)
2577 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2580 void EdelsteinFunkeln(int x, int y)
2582 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2585 if (Feld[x][y] == EL_EDELSTEIN_BD)
2586 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2589 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2590 MovDelay[x][y] = 11 * !SimpleRND(500);
2592 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2596 if (setup.direct_draw && MovDelay[x][y])
2597 SetDrawtoField(DRAW_BUFFERED);
2599 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2603 int phase = (MovDelay[x][y]-1)/2;
2608 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2610 if (setup.direct_draw)
2614 dest_x = FX + SCREENX(x)*TILEX;
2615 dest_y = FY + SCREENY(y)*TILEY;
2617 XCopyArea(display,drawto_field,window,gc,
2618 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2619 SetDrawtoField(DRAW_DIRECT);
2626 void MauerWaechst(int x, int y)
2630 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2631 MovDelay[x][y] = 3*delay;
2633 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2638 phase = 2-MovDelay[x][y]/delay;
2639 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2640 DrawGraphic(SCREENX(x),SCREENY(y),
2641 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2642 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2643 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2644 GFX_MAUER_DOWN ) + phase);
2646 if (!MovDelay[x][y])
2648 if (MovDir[x][y] == MV_LEFT)
2650 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2651 DrawLevelField(x-1,y);
2653 else if (MovDir[x][y] == MV_RIGHT)
2655 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2656 DrawLevelField(x+1,y);
2658 else if (MovDir[x][y] == MV_UP)
2660 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2661 DrawLevelField(x,y-1);
2665 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2666 DrawLevelField(x,y+1);
2669 Feld[x][y] = Store[x][y];
2671 MovDir[x][y] = MV_NO_MOVING;
2672 DrawLevelField(x,y);
2677 void MauerAbleger(int ax, int ay)
2679 int element = Feld[ax][ay];
2680 boolean oben_frei = FALSE, unten_frei = FALSE;
2681 boolean links_frei = FALSE, rechts_frei = FALSE;
2682 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2683 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2685 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2686 MovDelay[ax][ay] = 6;
2688 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2691 if (MovDelay[ax][ay])
2695 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2697 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2699 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2701 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2704 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2708 Feld[ax][ay-1] = EL_MAUERND;
2709 Store[ax][ay-1] = element;
2710 MovDir[ax][ay-1] = MV_UP;
2711 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2712 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2716 Feld[ax][ay+1] = EL_MAUERND;
2717 Store[ax][ay+1] = element;
2718 MovDir[ax][ay+1] = MV_DOWN;
2719 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2720 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2724 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2725 element == EL_MAUER_LEBT)
2729 Feld[ax-1][ay] = EL_MAUERND;
2730 Store[ax-1][ay] = element;
2731 MovDir[ax-1][ay] = MV_LEFT;
2732 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2733 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2737 Feld[ax+1][ay] = EL_MAUERND;
2738 Store[ax+1][ay] = element;
2739 MovDir[ax+1][ay] = MV_RIGHT;
2740 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2741 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2745 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2746 DrawLevelField(ax,ay);
2748 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2750 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2751 unten_massiv = TRUE;
2752 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2753 links_massiv = TRUE;
2754 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2755 rechts_massiv = TRUE;
2757 if (((oben_massiv && unten_massiv) ||
2758 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2759 ((links_massiv && rechts_massiv) ||
2760 element == EL_MAUER_Y))
2761 Feld[ax][ay] = EL_MAUERWERK;
2764 void CheckForDragon(int x, int y)
2767 boolean dragon_found = FALSE;
2768 static int xy[4][2] =
2780 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2782 if (IN_LEV_FIELD(xx,yy) &&
2783 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2785 if (Feld[xx][yy] == EL_DRACHE)
2786 dragon_found = TRUE;
2799 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2801 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2803 Feld[xx][yy] = EL_LEERRAUM;
2804 DrawLevelField(xx,yy);
2813 void PlayerActions(struct PlayerInfo *player, byte player_action)
2815 static byte stored_player_action[MAX_PLAYERS];
2816 static int num_stored_actions = 0;
2817 static boolean save_tape_entry = FALSE;
2818 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2819 int jx = player->jx, jy = player->jy;
2820 int left = player_action & JOY_LEFT;
2821 int right = player_action & JOY_RIGHT;
2822 int up = player_action & JOY_UP;
2823 int down = player_action & JOY_DOWN;
2824 int button1 = player_action & JOY_BUTTON_1;
2825 int button2 = player_action & JOY_BUTTON_2;
2826 int dx = (left ? -1 : right ? 1 : 0);
2827 int dy = (up ? -1 : down ? 1 : 0);
2829 stored_player_action[player->index_nr] = 0;
2830 num_stored_actions++;
2832 if (!player->active || player->gone || tape.pausing)
2837 save_tape_entry = TRUE;
2838 player->frame_reset_delay = 0;
2841 snapped = SnapField(player, dx,dy);
2845 bombed = PlaceBomb(player);
2846 moved = MoveFigure(player, dx,dy);
2849 if (tape.recording && (moved || snapped || bombed))
2851 if (bombed && !moved)
2852 player_action &= JOY_BUTTON;
2854 stored_player_action[player->index_nr] = player_action;
2857 /* this allows cycled sequences of PlayerActions() */
2858 if (num_stored_actions >= MAX_PLAYERS)
2860 TapeRecordAction(stored_player_action);
2861 num_stored_actions = 0;
2866 else if (tape.playing && snapped)
2867 SnapField(player, 0,0); /* stop snapping */
2871 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2872 SnapField(player, 0,0);
2873 if (++player->frame_reset_delay > MoveSpeed)
2877 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
2879 TapeRecordAction(stored_player_action);
2880 num_stored_actions = 0;
2881 save_tape_entry = FALSE;
2884 if (tape.playing && !tape.pausing && !player_action &&
2885 tape.counter < tape.length)
2888 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2890 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
2891 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
2893 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2895 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2897 int el = Feld[jx+dx][jy];
2898 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2900 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2902 player->MovDir = next_joy;
2903 player->Frame = FrameCounter % 4;
2904 player->Pushing = TRUE;
2913 static long action_delay = 0;
2914 long action_delay_value;
2915 int sieb_x = 0, sieb_y = 0;
2916 int i, x,y, element;
2917 byte *recorded_player_action;
2919 if (game_status != PLAYING)
2922 action_delay_value =
2923 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2925 /* main game synchronization point */
2926 WaitUntilDelayReached(&action_delay, action_delay_value);
2928 if (network_playing && !network_player_action_received)
2932 printf("DEBUG: try to get network player actions in time\n");
2936 /* last chance to get network player actions without main loop delay */
2939 if (game_status != PLAYING)
2942 if (!network_player_action_received)
2946 printf("DEBUG: failed to get network player actions in time\n");
2955 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2957 else if (tape.recording)
2966 else if (tape.recording)
2969 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
2971 if (network_playing)
2973 byte local_potential_action = 0;
2975 for(i=0; i<MAX_PLAYERS; i++)
2976 local_potential_action |= stored_player[i].potential_action;
2978 SendToServer_MovePlayer(local_potential_action);
2981 for(i=0; i<MAX_PLAYERS; i++)
2983 int actual_player_action = stored_player[i].action;
2985 if (recorded_player_action)
2986 actual_player_action = recorded_player_action[i];
2988 PlayerActions(&stored_player[i], actual_player_action);
2989 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2992 network_player_action_received = FALSE;
2994 ScrollScreen(NULL, SCROLL_GO_ON);
2998 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3000 else if (tape.recording)
3008 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3011 if (JustHit[x][y]>0)
3015 if (IS_BLOCKED(x,y))
3019 Blocked2Moving(x,y,&oldx,&oldy);
3020 if (!IS_MOVING(oldx,oldy))
3022 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3023 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
3024 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
3025 printf("GameActions(): This should never happen!\n");
3031 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3033 element = Feld[x][y];
3035 if (IS_INACTIVE(element))
3038 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3042 if (IS_GEM(element))
3043 EdelsteinFunkeln(x,y);
3045 else if (IS_MOVING(x,y))
3046 ContinueMoving(x,y);
3047 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3049 else if (element==EL_EXPLODING)
3050 Explode(x,y,Frame[x][y],EX_NORMAL);
3051 else if (element==EL_AMOEBING)
3053 else if (IS_AMOEBALIVE(element))
3055 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3057 else if (element==EL_ABLENK_EIN)
3059 else if (element==EL_SALZSAEURE)
3061 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3063 else if (element==EL_CRACKINGNUT)
3065 else if (element==EL_AUSGANG_ZU)
3066 AusgangstuerPruefen(x,y);
3067 else if (element==EL_AUSGANG_ACT)
3068 AusgangstuerOeffnen(x,y);
3069 else if (element==EL_AUSGANG_AUF)
3070 AusgangstuerBlinken(x,y);
3071 else if (element==EL_MAUERND)
3073 else if (element==EL_MAUER_LEBT ||
3074 element==EL_MAUER_X ||
3075 element==EL_MAUER_Y ||
3076 element==EL_MAUER_XY)
3078 else if (element==EL_BURNING)
3079 CheckForDragon(x,y);
3083 boolean sieb = FALSE;
3084 int jx = local_player->jx, jy = local_player->jy;
3086 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3087 Store[x][y]==EL_SIEB_LEER)
3089 SiebAktivieren(x, y, 1);
3092 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3093 Store[x][y]==EL_SIEB2_LEER)
3095 SiebAktivieren(x, y, 2);
3099 /* play the element sound at the position nearest to the player */
3100 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3111 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3115 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3117 element = Feld[x][y];
3118 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3120 Feld[x][y] = EL_SIEB_TOT;
3121 DrawLevelField(x,y);
3123 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3125 Feld[x][y] = EL_SIEB2_TOT;
3126 DrawLevelField(x,y);
3132 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3137 if (tape.recording || tape.playing)
3138 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3141 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3143 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3146 for(i=0; i<MAX_PLAYERS; i++)
3147 KillHero(&stored_player[i]);
3153 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3155 int min_x = x, min_y = y, max_x = x, max_y = y;
3158 for(i=0; i<MAX_PLAYERS; i++)
3160 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3162 if (!stored_player[i].active || stored_player[i].gone ||
3163 &stored_player[i] == player)
3166 min_x = MIN(min_x, jx);
3167 min_y = MIN(min_y, jy);
3168 max_x = MAX(max_x, jx);
3169 max_y = MAX(max_y, jy);
3172 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3175 static boolean AllPlayersInVisibleScreen()
3179 for(i=0; i<MAX_PLAYERS; i++)
3181 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3183 if (!stored_player[i].active || stored_player[i].gone)
3186 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3193 void ScrollLevel(int dx, int dy)
3195 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3198 XCopyArea(display,drawto_field,drawto_field,gc,
3199 FX + TILEX*(dx==-1) - softscroll_offset,
3200 FY + TILEY*(dy==-1) - softscroll_offset,
3201 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3202 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3203 FX + TILEX*(dx==1) - softscroll_offset,
3204 FY + TILEY*(dy==1) - softscroll_offset);
3208 x = (dx==1 ? BX1 : BX2);
3209 for(y=BY1; y<=BY2; y++)
3210 DrawScreenField(x,y);
3214 y = (dy==1 ? BY1 : BY2);
3215 for(x=BX1; x<=BX2; x++)
3216 DrawScreenField(x,y);
3219 redraw_mask |= REDRAW_FIELD;
3222 boolean MoveFigureOneStep(struct PlayerInfo *player,
3223 int dx, int dy, int real_dx, int real_dy)
3225 int jx = player->jx, jy = player->jy;
3226 int new_jx = jx+dx, new_jy = jy+dy;
3230 if (player->gone || (!dx && !dy))
3231 return(MF_NO_ACTION);
3233 player->MovDir = (dx < 0 ? MV_LEFT :
3236 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3238 if (!IN_LEV_FIELD(new_jx,new_jy))
3239 return(MF_NO_ACTION);
3241 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3242 return(MF_NO_ACTION);
3244 element = MovingOrBlocked2Element(new_jx,new_jy);
3246 if (DONT_GO_TO(element))
3248 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3251 Feld[jx][jy] = EL_SPIELFIGUR;
3252 InitMovingField(jx,jy,MV_DOWN);
3253 Store[jx][jy] = EL_SALZSAEURE;
3254 ContinueMoving(jx,jy);
3263 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3264 if (can_move != MF_MOVING)
3267 StorePlayer[jx][jy] = 0;
3268 player->last_jx = jx;
3269 player->last_jy = jy;
3270 jx = player->jx = new_jx;
3271 jy = player->jy = new_jy;
3272 StorePlayer[jx][jy] = player->element_nr;
3274 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3276 ScrollFigure(player, SCROLL_INIT);
3281 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3283 int jx = player->jx, jy = player->jy;
3284 int old_jx = jx, old_jy = jy;
3285 int moved = MF_NO_ACTION;
3287 if (player->gone || (!dx && !dy))
3290 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3295 /* should only happen if pre-1.0 tape recordings are played */
3296 /* this is only for backward compatibility */
3299 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.0 LEVEL TAPES.\n");
3302 while (player->MovPos)
3304 ScrollFigure(player, SCROLL_GO_ON);
3305 ScrollScreen(NULL, SCROLL_GO_ON);
3312 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3314 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3315 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3319 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3320 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3326 if (moved & MF_MOVING && !ScreenMovPos &&
3327 (player == local_player || !options.network))
3329 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3330 int offset = (setup.scroll_delay ? 3 : 0);
3332 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3334 /* actual player has left the screen -- scroll in that direction */
3335 if (jx != old_jx) /* player has moved horizontally */
3336 scroll_x += (jx - old_jx);
3337 else /* player has moved vertically */
3338 scroll_y += (jy - old_jy);
3342 if (jx != old_jx) /* player has moved horizontally */
3344 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3345 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3346 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3348 /* don't scroll over playfield boundaries */
3349 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 2)
3350 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 2);
3352 /* don't scroll more than one field at a time */
3353 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3355 /* don't scroll against the player's moving direction */
3356 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3357 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3358 scroll_x = old_scroll_x;
3360 else /* player has moved vertically */
3362 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3363 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3364 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3366 /* don't scroll over playfield boundaries */
3367 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 2)
3368 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 2);
3370 /* don't scroll more than one field at a time */
3371 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3373 /* don't scroll against the player's moving direction */
3374 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3375 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3376 scroll_y = old_scroll_y;
3380 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3382 if (!options.network && !AllPlayersInVisibleScreen())
3384 scroll_x = old_scroll_x;
3385 scroll_y = old_scroll_y;
3389 ScrollScreen(player, SCROLL_INIT);
3390 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3395 if (!(moved & MF_MOVING) && !player->Pushing)
3398 player->Frame = (player->Frame + 1) % 4;
3400 if (moved & MF_MOVING)
3402 if (old_jx != jx && old_jy == jy)
3403 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3404 else if (old_jx == jx && old_jy != jy)
3405 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3407 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3409 player->last_move_dir = player->MovDir;
3412 player->last_move_dir = MV_NO_MOVING;
3414 TestIfHeroHitsBadThing(jx,jy);
3422 void ScrollFigure(struct PlayerInfo *player, int mode)
3424 int jx = player->jx, jy = player->jy;
3425 int last_jx = player->last_jx, last_jy = player->last_jy;
3427 if (!player->active || player->gone || !player->MovPos)
3430 if (mode == SCROLL_INIT)
3432 player->actual_frame_counter = FrameCounter;
3433 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3435 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3436 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3441 else if (!FrameReached(&player->actual_frame_counter,1))
3444 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3445 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3447 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3448 Feld[last_jx][last_jy] = EL_LEERRAUM;
3452 if (!player->MovPos)
3454 player->last_jx = jx;
3455 player->last_jy = jy;
3457 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3461 if (!local_player->friends_still_needed)
3462 player->LevelSolved = player->GameOver = TRUE;
3467 void ScrollScreen(struct PlayerInfo *player, int mode)
3469 static long screen_frame_counter = 0;
3471 if (mode == SCROLL_INIT)
3473 screen_frame_counter = FrameCounter;
3474 ScreenMovDir = player->MovDir;
3475 ScreenMovPos = player->MovPos;
3476 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3479 else if (!FrameReached(&screen_frame_counter,1))
3484 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3485 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3486 redraw_mask |= REDRAW_FIELD;
3489 ScreenMovDir = MV_NO_MOVING;
3492 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3494 int i, killx = goodx, killy = goody;
3495 static int xy[4][2] =
3502 static int harmless[4] =
3514 x = goodx + xy[i][0];
3515 y = goody + xy[i][1];
3516 if (!IN_LEV_FIELD(x,y))
3519 element = Feld[x][y];
3521 if (DONT_TOUCH(element))
3523 if (MovDir[x][y] == harmless[i])
3532 if (killx != goodx || killy != goody)
3534 if (IS_PLAYER(goodx,goody))
3535 KillHero(PLAYERINFO(goodx,goody));
3541 void TestIfBadThingHitsGoodThing(int badx, int bady)
3543 int i, killx = badx, killy = bady;
3544 static int xy[4][2] =
3551 static int harmless[4] =
3563 x = badx + xy[i][0];
3564 y = bady + xy[i][1];
3565 if (!IN_LEV_FIELD(x,y))
3568 element = Feld[x][y];
3576 else if (element == EL_PINGUIN)
3578 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3587 if (killx != badx || killy != bady)
3589 if (IS_PLAYER(killx,killy))
3590 KillHero(PLAYERINFO(killx,killy));
3596 void TestIfHeroHitsBadThing(int x, int y)
3598 TestIfGoodThingHitsBadThing(x,y);
3601 void TestIfBadThingHitsHero(int x, int y)
3603 TestIfBadThingHitsGoodThing(x,y);
3606 void TestIfFriendHitsBadThing(int x, int y)
3608 TestIfGoodThingHitsBadThing(x,y);
3611 void TestIfBadThingHitsFriend(int x, int y)
3613 TestIfBadThingHitsGoodThing(x,y);
3616 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3618 int i, killx = badx, killy = bady;
3619 static int xy[4][2] =
3633 if (!IN_LEV_FIELD(x,y))
3636 element = Feld[x][y];
3637 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3638 element == EL_AMOEBING || element == EL_TROPFEN)
3646 if (killx != badx || killy != bady)
3650 void KillHero(struct PlayerInfo *player)
3652 int jx = player->jx, jy = player->jy;
3657 if (IS_PFORTE(Feld[jx][jy]))
3658 Feld[jx][jy] = EL_LEERRAUM;
3664 void BuryHero(struct PlayerInfo *player)
3666 int jx = player->jx, jy = player->jy;
3671 PlaySoundLevel(jx,jy, SND_AUTSCH);
3672 PlaySoundLevel(jx,jy, SND_LACHEN);
3674 player->GameOver = TRUE;
3678 void RemoveHero(struct PlayerInfo *player)
3680 int jx = player->jx, jy = player->jy;
3681 int i, found = FALSE;
3683 player->gone = TRUE;
3684 StorePlayer[jx][jy] = 0;
3686 for(i=0; i<MAX_PLAYERS; i++)
3687 if (stored_player[i].active && !stored_player[i].gone)
3691 AllPlayersGone = TRUE;
3697 int DigField(struct PlayerInfo *player,
3698 int x, int y, int real_dx, int real_dy, int mode)
3700 int jx = player->jx, jy = player->jy;
3701 int dx = x - jx, dy = y - jy;
3704 if (!player->MovPos)
3705 player->Pushing = FALSE;
3707 if (mode == DF_NO_PUSH)
3709 player->push_delay = 0;
3710 return(MF_NO_ACTION);
3713 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3714 return(MF_NO_ACTION);
3716 element = Feld[x][y];
3724 Feld[x][y] = EL_LEERRAUM;
3728 case EL_EDELSTEIN_BD:
3729 case EL_EDELSTEIN_GELB:
3730 case EL_EDELSTEIN_ROT:
3731 case EL_EDELSTEIN_LILA:
3734 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3735 if (local_player->gems_still_needed < 0)
3736 local_player->gems_still_needed = 0;
3737 RaiseScoreElement(element);
3738 DrawText(DX_EMERALDS, DY_EMERALDS,
3739 int2str(local_player->gems_still_needed, 3),
3740 FS_SMALL, FC_YELLOW);
3741 PlaySoundLevel(x, y, SND_PONG);
3744 case EL_DYNAMIT_AUS:
3747 RaiseScoreElement(EL_DYNAMIT);
3748 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3749 int2str(local_player->dynamite, 3),
3750 FS_SMALL, FC_YELLOW);
3751 PlaySoundLevel(x,y,SND_PONG);
3754 case EL_DYNABOMB_NR:
3756 player->dynabomb_count++;
3757 player->dynabombs_left++;
3758 RaiseScoreElement(EL_DYNAMIT);
3759 PlaySoundLevel(x,y,SND_PONG);
3762 case EL_DYNABOMB_SZ:
3764 player->dynabomb_size++;
3765 RaiseScoreElement(EL_DYNAMIT);
3766 PlaySoundLevel(x,y,SND_PONG);
3769 case EL_DYNABOMB_XL:
3771 player->dynabomb_xl = TRUE;
3772 RaiseScoreElement(EL_DYNAMIT);
3773 PlaySoundLevel(x,y,SND_PONG);
3776 case EL_SCHLUESSEL1:
3777 case EL_SCHLUESSEL2:
3778 case EL_SCHLUESSEL3:
3779 case EL_SCHLUESSEL4:
3781 int key_nr = element-EL_SCHLUESSEL1;
3784 player->key[key_nr] = TRUE;
3785 RaiseScoreElement(EL_SCHLUESSEL);
3786 DrawMiniGraphicExt(drawto,gc,
3787 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3788 GFX_SCHLUESSEL1+key_nr);
3789 DrawMiniGraphicExt(window,gc,
3790 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3791 GFX_SCHLUESSEL1+key_nr);
3792 PlaySoundLevel(x,y,SND_PONG);
3797 Feld[x][y] = EL_ABLENK_EIN;
3800 DrawLevelField(x,y);
3804 case EL_FELSBROCKEN:
3808 if (dy || mode==DF_SNAP)
3809 return(MF_NO_ACTION);
3811 player->Pushing = TRUE;
3813 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3814 return(MF_NO_ACTION);
3818 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3819 return(MF_NO_ACTION);
3822 if (player->push_delay == 0)
3823 player->push_delay = FrameCounter;
3824 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3826 return(MF_NO_ACTION);
3829 Feld[x+dx][y+dy] = element;
3831 player->push_delay_value = 2+RND(8);
3833 DrawLevelField(x+dx,y+dy);
3834 if (element==EL_FELSBROCKEN)
3835 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3836 else if (element==EL_KOKOSNUSS)
3837 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3839 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3846 if (!player->key[element-EL_PFORTE1])
3847 return(MF_NO_ACTION);
3854 if (!player->key[element-EL_PFORTE1X])
3855 return(MF_NO_ACTION);
3859 case EL_AUSGANG_ACT:
3860 /* Tür ist (noch) nicht offen! */
3861 return(MF_NO_ACTION);
3864 case EL_AUSGANG_AUF:
3866 return(MF_NO_ACTION);
3868 PlaySoundLevel(x,y,SND_BUING);
3871 player->gone = TRUE;
3872 PlaySoundLevel(x,y,SND_BUING);
3874 if (!local_player->friends_still_needed)
3875 player->LevelSolved = player->GameOver = TRUE;
3881 Feld[x][y] = EL_BIRNE_EIN;
3882 local_player->lights_still_needed--;
3883 DrawLevelField(x,y);
3884 PlaySoundLevel(x,y,SND_DENG);
3889 Feld[x][y] = EL_ZEIT_LEER;
3891 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3892 DrawLevelField(x,y);
3893 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3897 case EL_SOKOBAN_FELD_LEER:
3900 case EL_SOKOBAN_FELD_VOLL:
3901 case EL_SOKOBAN_OBJEKT:
3904 return(MF_NO_ACTION);
3906 player->Pushing = TRUE;
3908 if (!IN_LEV_FIELD(x+dx,y+dy)
3909 || (!IS_FREE(x+dx,y+dy)
3910 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3911 || !IS_SB_ELEMENT(element))))
3912 return(MF_NO_ACTION);
3916 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3917 return(MF_NO_ACTION);
3919 else if (dy && real_dx)
3921 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3922 return(MF_NO_ACTION);
3925 if (player->push_delay == 0)
3926 player->push_delay = FrameCounter;
3927 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3929 return(MF_NO_ACTION);
3931 if (IS_SB_ELEMENT(element))
3933 if (element == EL_SOKOBAN_FELD_VOLL)
3935 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3936 local_player->sokobanfields_still_needed++;
3941 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3943 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3944 local_player->sokobanfields_still_needed--;
3945 if (element == EL_SOKOBAN_OBJEKT)
3946 PlaySoundLevel(x,y,SND_DENG);
3949 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3954 Feld[x+dx][y+dy] = element;
3957 player->push_delay_value = 2;
3959 DrawLevelField(x,y);
3960 DrawLevelField(x+dx,y+dy);
3961 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3963 if (IS_SB_ELEMENT(element) &&
3964 local_player->sokobanfields_still_needed == 0 &&
3965 game_emulation == EMU_SOKOBAN)
3967 player->LevelSolved = player->GameOver = TRUE;
3968 PlaySoundLevel(x,y,SND_BUING);
3980 return(MF_NO_ACTION);
3984 player->push_delay = 0;
3989 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
3991 int jx = player->jx, jy = player->jy;
3992 int x = jx + dx, y = jy + dy;
3994 if (player->gone || !IN_LEV_FIELD(x,y))
4002 player->snapped = FALSE;
4006 if (player->snapped)
4009 player->MovDir = (dx < 0 ? MV_LEFT :
4012 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4014 if (!DigField(player, x,y, 0,0, DF_SNAP))
4017 player->snapped = TRUE;
4018 DrawLevelField(x,y);
4024 boolean PlaceBomb(struct PlayerInfo *player)
4026 int jx = player->jx, jy = player->jy;
4029 if (player->gone || player->MovPos)
4032 element = Feld[jx][jy];
4034 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4035 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4038 if (element != EL_LEERRAUM)
4039 Store[jx][jy] = element;
4041 if (player->dynamite)
4043 Feld[jx][jy] = EL_DYNAMIT;
4044 MovDelay[jx][jy] = 96;
4046 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4047 FS_SMALL, FC_YELLOW);
4048 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4049 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4053 Feld[jx][jy] = EL_DYNABOMB;
4054 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4055 MovDelay[jx][jy] = 96;
4056 player->dynabombs_left--;
4057 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4058 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4064 void PlaySoundLevel(int x, int y, int sound_nr)
4066 int sx = SCREENX(x), sy = SCREENY(y);
4068 int silence_distance = 8;
4070 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4071 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4074 if (!IN_LEV_FIELD(x,y) ||
4075 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4076 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4079 volume = PSND_MAX_VOLUME;
4082 stereo = (sx-SCR_FIELDX/2)*12;
4084 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4085 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4086 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4089 if (!IN_SCR_FIELD(sx,sy))
4091 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4092 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4094 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4097 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4100 void RaiseScore(int value)
4102 local_player->score += value;
4103 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4104 FS_SMALL, FC_YELLOW);
4107 void RaiseScoreElement(int element)
4112 case EL_EDELSTEIN_BD:
4113 case EL_EDELSTEIN_GELB:
4114 case EL_EDELSTEIN_ROT:
4115 case EL_EDELSTEIN_LILA:
4116 RaiseScore(level.score[SC_EDELSTEIN]);
4119 RaiseScore(level.score[SC_DIAMANT]);
4123 RaiseScore(level.score[SC_KAEFER]);
4127 RaiseScore(level.score[SC_FLIEGER]);
4131 RaiseScore(level.score[SC_MAMPFER]);
4134 RaiseScore(level.score[SC_ROBOT]);
4137 RaiseScore(level.score[SC_PACMAN]);
4140 RaiseScore(level.score[SC_KOKOSNUSS]);
4143 RaiseScore(level.score[SC_DYNAMIT]);
4146 RaiseScore(level.score[SC_SCHLUESSEL]);