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 int old_joystick_nr = setup.joy_input[0].joystick_nr;
30 if (sound_status==SOUND_OFF)
31 local_player->setup &= ~SETUP_SOUND;
32 if (!sound_loops_allowed)
34 local_player->setup &= ~SETUP_SOUND_LOOPS;
35 local_player->setup &= ~SETUP_SOUND_MUSIC;
38 setup.sound_on = setup.sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 setup.sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 setup.sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 setup.toons_on = SETUP_TOONS_ON(local_player->setup);
42 setup.direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 setup.fading_on = SETUP_FADING_ON(local_player->setup);
44 setup.autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
47 setup.joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
50 setup.joy_input[0].joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
52 setup.quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
53 setup.scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
54 setup.soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
57 if (setup.joy_input[0].joystick_nr != old_joystick_nr)
60 close(joystick_device);
69 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
70 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
72 /* don't play tapes over network */
73 network_playing = (options.network && !tape.playing);
75 for(i=0; i<MAX_PLAYERS; i++)
77 struct PlayerInfo *player = &stored_player[i];
80 player->element_nr = EL_SPIELER1 + i;
82 player->present = FALSE;
83 player->active = FALSE;
86 player->local = FALSE;
90 player->gems_still_needed = level.edelsteine;
91 player->sokobanfields_still_needed = 0;
92 player->lights_still_needed = 0;
93 player->friends_still_needed = 0;
96 player->key[j] = FALSE;
99 player->dynabomb_count = 0;
100 player->dynabomb_size = 0;
101 player->dynabombs_left = 0;
102 player->dynabomb_xl = FALSE;
104 player->MovDir = MV_NO_MOVING;
106 player->Pushing = FALSE;
110 player->actual_frame_counter = 0;
112 player->frame_reset_delay = 0;
114 player->push_delay = 0;
115 player->push_delay_value = 5;
117 player->move_delay = 0;
118 player->last_move_dir = MV_NO_MOVING;
120 player->snapped = FALSE;
122 player->gone = FALSE;
124 player->last_jx = player->last_jy = 0;
125 player->jx = player->jy = 0;
127 DigField(player, 0,0,0,0,DF_NO_PUSH);
128 SnapField(player, 0,0);
134 stored_player[i].active = TRUE;
139 player->LevelSolved = FALSE;
140 player->GameOver = FALSE;
144 local_player->active = TRUE;
145 local_player->local = TRUE;
148 network_player_action_received = FALSE;
150 /* initial null action */
152 SendToServer_MovePlayer(MV_NO_MOVING);
159 TimeLeft = level.time;
161 ScreenMovDir = MV_NO_MOVING;
165 AllPlayersGone = SiebAktiv = FALSE;
167 for(i=0;i<MAX_NUM_AMOEBA;i++)
168 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
170 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
172 Feld[x][y] = Ur[x][y];
173 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
174 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
179 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
181 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
187 Feld[x][y] = EL_SPIELER1;
194 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
195 int jx = player->jx, jy = player->jy;
198 player->active = TRUE;
201 player->present = TRUE;
202 if (player->connected)
204 player->active = TRUE;
206 /* remove potentially duplicate players */
207 if (StorePlayer[jx][jy] == Feld[x][y])
208 StorePlayer[jx][jy] = 0;
210 StorePlayer[x][y] = Feld[x][y];
212 printf("Player %d activated.\n", player->element_nr);
213 printf("[Local player is %d and currently %s.]\n",
214 local_player->element_nr,
215 local_player->active ? "active" : "not active");
219 /* remove potentially duplicate players */
220 if (StorePlayer[jx][jy] == Feld[x][y])
221 StorePlayer[jx][jy] = 0;
223 StorePlayer[x][y] = Feld[x][y];
226 Feld[x][y] = EL_LEERRAUM;
227 player->jx = player->last_jx = x;
228 player->jy = player->last_jy = y;
233 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
234 Feld[x][y] = EL_BADEWANNE1;
235 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
236 Feld[x][y] = EL_BADEWANNE2;
237 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
238 Feld[x][y] = EL_BADEWANNE3;
239 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
240 Feld[x][y] = EL_BADEWANNE4;
241 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
242 Feld[x][y] = EL_BADEWANNE5;
281 Feld[x][y] = EL_AMOEBING;
282 Store[x][y] = EL_AMOEBE_NASS;
289 local_player->lights_still_needed++;
291 case EL_SOKOBAN_FELD_LEER:
292 local_player->sokobanfields_still_needed++;
296 local_player->friends_still_needed++;
300 MovDir[x][y] = 1<<RND(4);
307 /* check if any connected player was not found in playfield */
308 for(i=0; i<MAX_PLAYERS; i++)
310 struct PlayerInfo *player = &stored_player[i];
312 if (player->connected && !player->present)
317 for(j=0; j<MAX_PLAYERS; j++)
319 struct PlayerInfo *some_player = &stored_player[j];
320 int jx = some_player->jx, jy = some_player->jy;
322 /* assign first free player found that is present in the playfield */
323 if (some_player->present && !some_player->connected)
325 player->present = TRUE;
326 player->active = TRUE;
327 some_player->present = FALSE;
329 StorePlayer[jx][jy] = player->element_nr;
330 player->jx = player->last_jx = jx;
331 player->jy = player->last_jy = jy;
339 for(i=0; i<MAX_PLAYERS; i++)
341 struct PlayerInfo *player = &stored_player[i];
343 printf("Player %d: present == %d, connected == %d, active == %d.\n",
348 if (local_player == player)
349 printf("Player %d is local player.\n", i+1);
353 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
354 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
356 scroll_x = scroll_y = -1;
357 if (local_player->jx >= MIDPOSX-1)
358 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
359 local_player->jx - MIDPOSX :
360 lev_fieldx - SCR_FIELDX + 1);
361 if (local_player->jy >= MIDPOSY-1)
362 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
363 local_player->jy - MIDPOSY :
364 lev_fieldy - SCR_FIELDY + 1);
366 CloseDoor(DOOR_CLOSE_1);
372 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
373 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
374 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
375 DrawTextExt(pix[PIX_DB_DOOR],gc,
376 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
377 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
378 DrawTextExt(pix[PIX_DB_DOOR],gc,
379 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
380 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
381 DrawTextExt(pix[PIX_DB_DOOR],gc,
382 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
383 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
384 DrawTextExt(pix[PIX_DB_DOOR],gc,
385 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
386 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
387 DrawTextExt(pix[PIX_DB_DOOR],gc,
388 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
389 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
391 DrawGameButton(BUTTON_GAME_STOP);
392 DrawGameButton(BUTTON_GAME_PAUSE);
393 DrawGameButton(BUTTON_GAME_PLAY);
394 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music_on));
395 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops_on));
396 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple_on));
397 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
398 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
399 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
400 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
401 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
403 OpenDoor(DOOR_OPEN_1);
405 if (setup.sound_music_on)
406 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
408 XAutoRepeatOff(display);
412 printf("Spieler %d %saktiv.\n",
413 i+1, (stored_player[i].active ? "" : "nicht "));
417 void InitMovDir(int x, int y)
419 int i, element = Feld[x][y];
420 static int xy[4][2] =
427 static int direction[2][4] =
429 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
430 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
439 Feld[x][y] = EL_KAEFER;
440 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
446 Feld[x][y] = EL_FLIEGER;
447 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
453 Feld[x][y] = EL_BUTTERFLY;
454 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
460 Feld[x][y] = EL_FIREFLY;
461 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
467 Feld[x][y] = EL_PACMAN;
468 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
471 MovDir[x][y] = 1<<RND(4);
472 if (element != EL_KAEFER &&
473 element != EL_FLIEGER &&
474 element != EL_BUTTERFLY &&
475 element != EL_FIREFLY)
485 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
487 if (element==EL_KAEFER || element==EL_BUTTERFLY)
489 MovDir[x][y] = direction[0][i];
492 else if (element==EL_FLIEGER || element==EL_FIREFLY)
494 MovDir[x][y] = direction[1][i];
503 void InitAmoebaNr(int x, int y)
506 int group_nr = AmoebeNachbarNr(x,y);
510 for(i=1;i<MAX_NUM_AMOEBA;i++)
520 AmoebaNr[x][y] = group_nr;
521 AmoebaCnt[group_nr]++;
522 AmoebaCnt2[group_nr]++;
528 int bumplevel = FALSE;
530 local_player->LevelSolved = FALSE;
534 if (setup.sound_loops_on)
535 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
539 if (!setup.sound_loops_on)
540 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
541 if (TimeLeft && !(TimeLeft % 10))
542 RaiseScore(level.score[SC_ZEITBONUS]);
543 if (TimeLeft > 100 && !(TimeLeft % 10))
547 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
552 if (setup.sound_loops_on)
558 /* Hero disappears */
559 DrawLevelField(ExitX, ExitY);
565 CloseDoor(DOOR_CLOSE_1);
570 SaveLevelTape(tape.level_nr); /* Ask to save tape */
573 if (level_nr == local_player->handicap &&
574 level_nr < leveldir[leveldir_nr].levels-1)
576 local_player->handicap++;
578 SavePlayerInfo(PLAYER_LEVEL);
581 if ((hi_pos=NewHiScore()) >= 0)
583 game_status = HALLOFFAME;
584 DrawHallOfFame(hi_pos);
585 if (bumplevel && TAPE_IS_EMPTY(tape))
590 game_status = MAINMENU;
591 if (bumplevel && TAPE_IS_EMPTY(tape))
606 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
607 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
610 for(k=0;k<MAX_SCORE_ENTRIES;k++)
612 if (local_player->score > highscore[k].Score)
614 /* Spieler kommt in Highscore-Liste */
616 if (k<MAX_SCORE_ENTRIES-1)
618 int m = MAX_SCORE_ENTRIES-1;
621 for(l=k;l<MAX_SCORE_ENTRIES;l++)
622 if (!strcmp(local_player->alias_name,highscore[l].Name))
624 if (m==k) /* Spieler überschreibt seine alte Position */
630 strcpy(highscore[l].Name,highscore[l-1].Name);
631 highscore[l].Score = highscore[l-1].Score;
638 sprintf(highscore[k].Name,local_player->alias_name);
639 highscore[k].Score = local_player->score;
645 else if (!strcmp(local_player->alias_name,highscore[k].Name))
646 break; /* Spieler schon mit besserer Punktzahl in der Liste */
657 void InitMovingField(int x, int y, int direction)
659 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
660 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
662 MovDir[x][y] = direction;
663 MovDir[newx][newy] = direction;
664 if (Feld[newx][newy] == EL_LEERRAUM)
665 Feld[newx][newy] = EL_BLOCKED;
668 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
670 int direction = MovDir[x][y];
671 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
672 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
678 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
680 int oldx = x, oldy = y;
681 int direction = MovDir[x][y];
683 if (direction==MV_LEFT)
685 else if (direction==MV_RIGHT)
687 else if (direction==MV_UP)
689 else if (direction==MV_DOWN)
692 *comes_from_x = oldx;
693 *comes_from_y = oldy;
696 int MovingOrBlocked2Element(int x, int y)
698 int element = Feld[x][y];
700 if (element==EL_BLOCKED)
704 Blocked2Moving(x,y,&oldx,&oldy);
705 return(Feld[oldx][oldy]);
711 static void RemoveField(int x, int y)
713 Feld[x][y] = EL_LEERRAUM;
719 void RemoveMovingField(int x, int y)
721 int oldx = x,oldy = y, newx = x,newy = y;
723 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
728 Moving2Blocked(x,y,&newx,&newy);
729 if (Feld[newx][newy] != EL_BLOCKED)
732 else if (Feld[x][y]==EL_BLOCKED)
734 Blocked2Moving(x,y,&oldx,&oldy);
735 if (!IS_MOVING(oldx,oldy))
739 if (Feld[x][y]==EL_BLOCKED &&
740 (Store[oldx][oldy]==EL_MORAST_LEER ||
741 Store[oldx][oldy]==EL_SIEB_LEER ||
742 Store[oldx][oldy]==EL_SIEB2_LEER ||
743 Store[oldx][oldy]==EL_AMOEBE_NASS))
745 Feld[oldx][oldy] = Store[oldx][oldy];
746 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
749 Feld[oldx][oldy] = EL_LEERRAUM;
751 Feld[newx][newy] = EL_LEERRAUM;
752 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
753 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
755 DrawLevelField(oldx,oldy);
756 DrawLevelField(newx,newy);
759 void DrawDynamite(int x, int y)
761 int sx = SCREENX(x), sy = SCREENY(y);
762 int graphic = el2gfx(Feld[x][y]);
765 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
769 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
771 if (Feld[x][y]==EL_DYNAMIT)
773 if ((phase = (96-MovDelay[x][y])/12) > 6)
778 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
783 DrawGraphicThruMask(sx,sy, graphic + phase);
785 DrawGraphic(sx,sy, graphic + phase);
788 void CheckDynamite(int x, int y)
790 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
795 if (!(MovDelay[x][y] % 12))
796 PlaySoundLevel(x,y,SND_ZISCH);
798 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
800 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
807 StopSound(SND_ZISCH);
811 void Explode(int ex, int ey, int phase, int mode)
814 int num_phase = 9, delay = 2;
815 int last_phase = num_phase*delay;
816 int half_phase = (num_phase/2)*delay;
818 if (phase==0) /* Feld 'Store' initialisieren */
820 int center_element = Feld[ex][ey];
822 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
824 center_element = MovingOrBlocked2Element(ex,ey);
825 RemoveMovingField(ex,ey);
828 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
830 int element = Feld[x][y];
832 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
834 element = MovingOrBlocked2Element(x,y);
835 RemoveMovingField(x,y);
838 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
841 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
845 if (element==EL_EXPLODING)
846 element = Store2[x][y];
848 if (IS_PLAYER(ex,ey))
850 switch(StorePlayer[ex][ey])
853 Store[x][y] = EL_EDELSTEIN_ROT;
856 Store[x][y] = EL_EDELSTEIN;
859 Store[x][y] = EL_EDELSTEIN_LILA;
863 Store[x][y] = EL_EDELSTEIN_GELB;
867 else if (center_element==EL_MAULWURF)
868 Store[x][y] = EL_EDELSTEIN_ROT;
869 else if (center_element==EL_PINGUIN)
870 Store[x][y] = EL_EDELSTEIN_LILA;
871 else if (center_element==EL_KAEFER)
872 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
873 else if (center_element==EL_BUTTERFLY)
874 Store[x][y] = EL_EDELSTEIN_BD;
875 else if (center_element==EL_MAMPFER)
876 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
877 else if (center_element==EL_AMOEBA2DIAM)
878 Store[x][y] = level.amoebe_inhalt;
879 else if (element==EL_ERZ_EDEL)
880 Store[x][y] = EL_EDELSTEIN;
881 else if (element==EL_ERZ_DIAM)
882 Store[x][y] = EL_DIAMANT;
883 else if (element==EL_ERZ_EDEL_BD)
884 Store[x][y] = EL_EDELSTEIN_BD;
885 else if (element==EL_ERZ_EDEL_GELB)
886 Store[x][y] = EL_EDELSTEIN_GELB;
887 else if (element==EL_ERZ_EDEL_ROT)
888 Store[x][y] = EL_EDELSTEIN_ROT;
889 else if (element==EL_ERZ_EDEL_LILA)
890 Store[x][y] = EL_EDELSTEIN_LILA;
891 else if (!IS_PFORTE(Store[x][y]))
892 Store[x][y] = EL_LEERRAUM;
894 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
895 Store2[x][y] = element;
897 if (AmoebaNr[x][y] &&
898 (element==EL_AMOEBE_VOLL ||
899 element==EL_AMOEBE_BD ||
900 element==EL_AMOEBING))
902 AmoebaCnt[AmoebaNr[x][y]]--;
903 AmoebaCnt2[AmoebaNr[x][y]]--;
906 Feld[x][y] = EL_EXPLODING;
907 MovDir[x][y] = MovPos[x][y] = 0;
913 if (center_element==EL_MAMPFER)
914 MampferNr = (MampferNr+1) % 4;
925 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
927 if (phase==half_phase)
929 int element = Store2[x][y];
932 KillHero(PLAYERINFO(x,y));
933 else if (IS_EXPLOSIVE(element))
935 Feld[x][y] = Store2[x][y];
939 else if (element==EL_AMOEBA2DIAM)
940 AmoebeUmwandeln(x,y);
943 if (phase==last_phase)
947 element = Feld[x][y] = Store[x][y];
948 Store[x][y] = Store2[x][y] = 0;
949 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
950 if (CAN_MOVE(element) || COULD_MOVE(element))
954 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
957 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
959 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
963 void DynaExplode(int ex, int ey)
966 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
967 static int xy[4][2] =
975 Store2[ex][ey] = 0; /* delete player information */
977 Explode(ex,ey,0,EX_CENTER);
981 for(j=1; j<=player->dynabomb_size; j++)
983 int x = ex+j*xy[i%4][0];
984 int y = ey+j*xy[i%4][1];
987 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
990 element = Feld[x][y];
991 Explode(x,y,0,EX_BORDER);
993 if (element != EL_LEERRAUM &&
994 element != EL_ERDREICH &&
995 element != EL_EXPLODING &&
996 !player->dynabomb_xl)
1001 player->dynabombs_left++;
1004 void Bang(int x, int y)
1006 int element = Feld[x][y];
1008 PlaySoundLevel(x,y,SND_ROAAAR);
1020 RaiseScoreElement(element);
1021 Explode(x,y,0,EX_NORMAL);
1024 case EL_DYNABOMB_NR:
1025 case EL_DYNABOMB_SZ:
1026 case EL_DYNABOMB_XL:
1031 Explode(x,y,0,EX_CENTER);
1034 Explode(x,y,0,EX_NORMAL);
1039 void Blurb(int x, int y)
1041 int element = Feld[x][y];
1043 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
1045 PlaySoundLevel(x,y,SND_BLURB);
1046 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
1047 (!IN_LEV_FIELD(x-1,y-1) ||
1048 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
1050 Feld[x-1][y] = EL_BLURB_LEFT;
1052 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
1053 (!IN_LEV_FIELD(x+1,y-1) ||
1054 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
1056 Feld[x+1][y] = EL_BLURB_RIGHT;
1061 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1063 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1066 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1069 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1070 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1072 if (!MovDelay[x][y])
1074 Feld[x][y] = EL_LEERRAUM;
1075 DrawLevelField(x,y);
1081 void Impact(int x, int y)
1083 boolean lastline = (y==lev_fieldy-1);
1084 boolean object_hit = FALSE;
1085 int element = Feld[x][y];
1088 /* Element darunter berührt? */
1091 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1094 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1095 MovDir[x][y+1]!=MV_DOWN ||
1096 MovPos[x][y+1]<=TILEY/2));
1098 smashed = MovingOrBlocked2Element(x,y+1);
1101 /* Auftreffendes Element fällt in Salzsäure */
1102 if (!lastline && smashed==EL_SALZSAEURE)
1108 /* Auftreffendes Element ist Bombe */
1109 if (element==EL_BOMBE && (lastline || object_hit))
1115 /* Auftreffendes Element ist Säuretropfen */
1116 if (element==EL_TROPFEN && (lastline || object_hit))
1118 if (object_hit && IS_PLAYER(x,y+1))
1119 KillHero(PLAYERINFO(x,y+1));
1120 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1124 Feld[x][y] = EL_AMOEBING;
1125 Store[x][y] = EL_AMOEBE_NASS;
1130 /* Welches Element kriegt was auf die Rübe? */
1131 if (!lastline && object_hit)
1133 if (CAN_CHANGE(element) &&
1134 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1135 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1137 if (IS_PLAYER(x,y+1))
1139 KillHero(PLAYERINFO(x,y+1));
1142 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1147 else if (element==EL_EDELSTEIN_BD)
1149 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1155 else if (element==EL_FELSBROCKEN)
1157 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1158 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1163 else if (!IS_MOVING(x,y+1))
1165 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1170 else if (smashed==EL_KOKOSNUSS)
1172 Feld[x][y+1] = EL_CRACKINGNUT;
1173 PlaySoundLevel(x,y,SND_KNACK);
1174 RaiseScoreElement(EL_KOKOSNUSS);
1177 else if (smashed==EL_DIAMANT)
1179 Feld[x][y+1] = EL_LEERRAUM;
1180 PlaySoundLevel(x,y,SND_QUIRK);
1187 /* Geräusch beim Durchqueren des Siebes */
1188 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1190 PlaySoundLevel(x,y,SND_QUIRK);
1194 /* Geräusch beim Auftreffen */
1195 if (lastline || object_hit)
1202 case EL_EDELSTEIN_BD:
1203 case EL_EDELSTEIN_GELB:
1204 case EL_EDELSTEIN_ROT:
1205 case EL_EDELSTEIN_LILA:
1212 case EL_FELSBROCKEN:
1216 case EL_SCHLUESSEL1:
1217 case EL_SCHLUESSEL2:
1218 case EL_SCHLUESSEL3:
1219 case EL_SCHLUESSEL4:
1232 PlaySoundLevel(x,y,sound);
1236 void TurnRound(int x, int y)
1248 { 0,0 }, { 0,0 }, { 0,0 },
1253 int left,right,back;
1257 { MV_DOWN, MV_UP, MV_RIGHT },
1258 { MV_UP, MV_DOWN, MV_LEFT },
1260 { MV_LEFT, MV_RIGHT, MV_DOWN },
1261 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1262 { MV_RIGHT, MV_LEFT, MV_UP }
1265 int element = Feld[x][y];
1266 int old_move_dir = MovDir[x][y];
1267 int left_dir = turn[old_move_dir].left;
1268 int right_dir = turn[old_move_dir].right;
1269 int back_dir = turn[old_move_dir].back;
1271 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1272 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1273 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1274 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1276 int left_x = x+left_dx, left_y = y+left_dy;
1277 int right_x = x+right_dx, right_y = y+right_dy;
1278 int move_x = x+move_dx, move_y = y+move_dy;
1280 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1282 TestIfBadThingHitsOtherBadThing(x,y);
1284 if (IN_LEV_FIELD(right_x,right_y) &&
1285 IS_FREE_OR_PLAYER(right_x,right_y))
1286 MovDir[x][y] = right_dir;
1287 else if (!IN_LEV_FIELD(move_x,move_y) ||
1288 !IS_FREE_OR_PLAYER(move_x,move_y))
1289 MovDir[x][y] = left_dir;
1291 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1293 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1296 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1298 TestIfBadThingHitsOtherBadThing(x,y);
1300 if (IN_LEV_FIELD(left_x,left_y) &&
1301 IS_FREE_OR_PLAYER(left_x,left_y))
1302 MovDir[x][y] = left_dir;
1303 else if (!IN_LEV_FIELD(move_x,move_y) ||
1304 !IS_FREE_OR_PLAYER(move_x,move_y))
1305 MovDir[x][y] = right_dir;
1307 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1309 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1312 else if (element==EL_MAMPFER)
1314 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1316 if (IN_LEV_FIELD(left_x,left_y) &&
1317 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1318 Feld[left_x][left_y] == EL_DIAMANT))
1319 can_turn_left = TRUE;
1320 if (IN_LEV_FIELD(right_x,right_y) &&
1321 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1322 Feld[right_x][right_y] == EL_DIAMANT))
1323 can_turn_right = TRUE;
1325 if (can_turn_left && can_turn_right)
1326 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1327 else if (can_turn_left)
1328 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1329 else if (can_turn_right)
1330 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1332 MovDir[x][y] = back_dir;
1334 MovDelay[x][y] = 16+16*RND(3);
1336 else if (element==EL_MAMPFER2)
1338 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1340 if (IN_LEV_FIELD(left_x,left_y) &&
1341 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1342 IS_MAMPF2(Feld[left_x][left_y])))
1343 can_turn_left = TRUE;
1344 if (IN_LEV_FIELD(right_x,right_y) &&
1345 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1346 IS_MAMPF2(Feld[right_x][right_y])))
1347 can_turn_right = TRUE;
1349 if (can_turn_left && can_turn_right)
1350 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1351 else if (can_turn_left)
1352 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1353 else if (can_turn_right)
1354 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1356 MovDir[x][y] = back_dir;
1358 MovDelay[x][y] = 16+16*RND(3);
1360 else if (element==EL_PACMAN)
1362 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1364 if (IN_LEV_FIELD(left_x,left_y) &&
1365 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1366 IS_AMOEBOID(Feld[left_x][left_y])))
1367 can_turn_left = TRUE;
1368 if (IN_LEV_FIELD(right_x,right_y) &&
1369 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1370 IS_AMOEBOID(Feld[right_x][right_y])))
1371 can_turn_right = TRUE;
1373 if (can_turn_left && can_turn_right)
1374 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1375 else if (can_turn_left)
1376 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1377 else if (can_turn_right)
1378 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1380 MovDir[x][y] = back_dir;
1382 MovDelay[x][y] = 6+RND(40);
1384 else if (element==EL_SCHWEIN)
1386 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1387 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1388 boolean should_move_on = FALSE;
1390 int rnd = RND(rnd_value);
1392 if (IN_LEV_FIELD(left_x,left_y) &&
1393 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1394 can_turn_left = TRUE;
1395 if (IN_LEV_FIELD(right_x,right_y) &&
1396 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1397 can_turn_right = TRUE;
1398 if (IN_LEV_FIELD(move_x,move_y) &&
1399 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1402 if (can_turn_left &&
1404 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1405 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1406 should_turn_left = TRUE;
1407 if (can_turn_right &&
1409 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1410 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1411 should_turn_right = TRUE;
1413 (!can_turn_left || !can_turn_right ||
1414 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1415 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1416 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1417 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1418 should_move_on = TRUE;
1420 if (should_turn_left || should_turn_right || should_move_on)
1422 if (should_turn_left && should_turn_right && should_move_on)
1423 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1424 rnd < 2*rnd_value/3 ? right_dir :
1426 else if (should_turn_left && should_turn_right)
1427 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1428 else if (should_turn_left && should_move_on)
1429 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1430 else if (should_turn_right && should_move_on)
1431 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1432 else if (should_turn_left)
1433 MovDir[x][y] = left_dir;
1434 else if (should_turn_right)
1435 MovDir[x][y] = right_dir;
1436 else if (should_move_on)
1437 MovDir[x][y] = old_move_dir;
1439 else if (can_move_on && rnd > rnd_value/8)
1440 MovDir[x][y] = old_move_dir;
1441 else if (can_turn_left && can_turn_right)
1442 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1443 else if (can_turn_left && rnd > rnd_value/8)
1444 MovDir[x][y] = left_dir;
1445 else if (can_turn_right && rnd > rnd_value/8)
1446 MovDir[x][y] = right_dir;
1448 MovDir[x][y] = back_dir;
1450 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1451 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1452 MovDir[x][y] = old_move_dir;
1456 else if (element==EL_DRACHE)
1458 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1460 int rnd = RND(rnd_value);
1462 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1463 can_turn_left = TRUE;
1464 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1465 can_turn_right = TRUE;
1466 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1469 if (can_move_on && rnd > rnd_value/8)
1470 MovDir[x][y] = old_move_dir;
1471 else if (can_turn_left && can_turn_right)
1472 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1473 else if (can_turn_left && rnd > rnd_value/8)
1474 MovDir[x][y] = left_dir;
1475 else if (can_turn_right && rnd > rnd_value/8)
1476 MovDir[x][y] = right_dir;
1478 MovDir[x][y] = back_dir;
1480 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1481 MovDir[x][y] = old_move_dir;
1485 else if (element==EL_ROBOT || element==EL_SONDE ||
1486 element==EL_MAULWURF || element==EL_PINGUIN)
1488 int attr_x = -1, attr_y = -1;
1499 for(i=0; i<MAX_PLAYERS; i++)
1501 struct PlayerInfo *player = &stored_player[i];
1502 int jx = player->jx, jy = player->jy;
1504 if (!player->active || player->gone)
1507 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1515 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1521 if (element==EL_MAULWURF || element==EL_PINGUIN)
1524 static int xy[4][2] =
1534 int ex = x + xy[i%4][0];
1535 int ey = y + xy[i%4][1];
1537 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1546 MovDir[x][y] = MV_NO_MOVING;
1548 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1550 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1552 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1554 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1556 if (element==EL_ROBOT)
1560 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1561 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1562 Moving2Blocked(x,y,&newx,&newy);
1564 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1565 MovDelay[x][y] = 8+8*!RND(3);
1567 MovDelay[x][y] = 16;
1575 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1577 boolean first_horiz = RND(2);
1578 int new_move_dir = MovDir[x][y];
1581 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1582 Moving2Blocked(x,y,&newx,&newy);
1584 if (IN_LEV_FIELD(newx,newy) &&
1585 (IS_FREE(newx,newy) ||
1586 Feld[newx][newy] == EL_SALZSAEURE ||
1587 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1588 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1589 IS_MAMPF3(Feld[newx][newy])))))
1593 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1594 Moving2Blocked(x,y,&newx,&newy);
1596 if (IN_LEV_FIELD(newx,newy) &&
1597 (IS_FREE(newx,newy) ||
1598 Feld[newx][newy] == EL_SALZSAEURE ||
1599 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1600 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1601 IS_MAMPF3(Feld[newx][newy])))))
1604 MovDir[x][y] = old_move_dir;
1611 static boolean JustBeingPushed(int x, int y)
1615 for(i=0; i<MAX_PLAYERS; i++)
1617 struct PlayerInfo *player = &stored_player[i];
1619 if (player->active && !player->gone &&
1620 player->Pushing && player->MovPos)
1622 int next_jx = player->jx + (player->jx - player->last_jx);
1623 int next_jy = player->jy + (player->jy - player->last_jy);
1625 if (x == next_jx && y == next_jy)
1633 void StartMoving(int x, int y)
1635 int element = Feld[x][y];
1640 if (CAN_FALL(element) && y<lev_fieldy-1)
1642 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1643 if (JustBeingPushed(x,y))
1646 if (element==EL_MORAST_VOLL)
1650 InitMovingField(x,y,MV_DOWN);
1651 Feld[x][y] = EL_FELSBROCKEN;
1652 Store[x][y] = EL_MORAST_LEER;
1654 else if (Feld[x][y+1]==EL_MORAST_LEER)
1656 if (!MovDelay[x][y])
1657 MovDelay[x][y] = TILEY + 1;
1666 Feld[x][y] = EL_MORAST_LEER;
1667 Feld[x][y+1] = EL_MORAST_VOLL;
1670 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1672 InitMovingField(x,y,MV_DOWN);
1673 Store[x][y] = EL_MORAST_VOLL;
1675 else if (element==EL_SIEB_VOLL)
1679 InitMovingField(x,y,MV_DOWN);
1680 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1681 Store[x][y] = EL_SIEB_LEER;
1683 else if (Feld[x][y+1]==EL_SIEB_LEER)
1685 if (!MovDelay[x][y])
1686 MovDelay[x][y] = TILEY/4 + 1;
1695 Feld[x][y] = EL_SIEB_LEER;
1696 Feld[x][y+1] = EL_SIEB_VOLL;
1697 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1701 else if (element==EL_SIEB2_VOLL)
1705 InitMovingField(x,y,MV_DOWN);
1706 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1707 Store[x][y] = EL_SIEB2_LEER;
1709 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1711 if (!MovDelay[x][y])
1712 MovDelay[x][y] = TILEY/4 + 1;
1721 Feld[x][y] = EL_SIEB2_LEER;
1722 Feld[x][y+1] = EL_SIEB2_VOLL;
1723 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1727 else if (SiebAktiv && CAN_CHANGE(element) &&
1728 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1730 InitMovingField(x,y,MV_DOWN);
1732 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1733 Store2[x][y+1] = element;
1735 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1738 InitMovingField(x,y,MV_DOWN);
1739 Store[x][y] = EL_SALZSAEURE;
1741 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1745 else if (IS_FREE(x,y+1))
1747 InitMovingField(x,y,MV_DOWN);
1749 else if (element==EL_TROPFEN)
1751 Feld[x][y] = EL_AMOEBING;
1752 Store[x][y] = EL_AMOEBE_NASS;
1754 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1756 boolean left = (x>0 && IS_FREE(x-1,y) &&
1757 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1758 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1759 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1763 if (left && right && game_emulation != EMU_BOULDERDASH)
1764 left = !(right = RND(2));
1766 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1770 else if (CAN_MOVE(element))
1774 if (element == EL_SONDE && JustBeingPushed(x,y))
1777 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1779 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1780 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1783 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1786 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1787 DrawLevelField(x,y);
1791 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1795 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1797 int phase = MovDelay[x][y] % 8;
1802 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1803 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1805 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1806 && MovDelay[x][y]%4==3)
1807 PlaySoundLevel(x,y,SND_NJAM);
1809 else if (element==EL_DRACHE)
1812 int dir = MovDir[x][y];
1813 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1814 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1815 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1816 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1817 dir == MV_UP ? GFX_FLAMMEN_UP :
1818 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1819 int phase = FrameCounter % 2;
1823 int xx = x + i*dx, yy = y + i*dy;
1824 int sx = SCREENX(xx), sy = SCREENY(yy);
1826 if (!IN_LEV_FIELD(xx,yy) ||
1827 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1832 int flamed = MovingOrBlocked2Element(xx,yy);
1834 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1837 RemoveMovingField(xx,yy);
1839 Feld[xx][yy] = EL_BURNING;
1840 if (IN_SCR_FIELD(sx,sy))
1841 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1845 if (Feld[xx][yy] == EL_BURNING)
1846 Feld[xx][yy] = EL_LEERRAUM;
1847 DrawLevelField(xx,yy);
1856 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1858 PlaySoundLevel(x,y,SND_KLAPPER);
1860 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1862 PlaySoundLevel(x,y,SND_ROEHR);
1865 /* neuer Schritt / Wartezustand beendet */
1867 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1869 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1871 /* Spieler erwischt */
1873 KillHero(PLAYERINFO(newx,newy));
1876 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1877 element==EL_ROBOT || element==EL_SONDE) &&
1878 IN_LEV_FIELD(newx,newy) &&
1879 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1882 Store[x][y] = EL_SALZSAEURE;
1884 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1885 IN_LEV_FIELD(newx,newy))
1887 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1889 Feld[x][y] = EL_LEERRAUM;
1890 DrawLevelField(x,y);
1892 PlaySoundLevel(newx,newy,SND_BUING);
1893 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1894 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1896 local_player->friends_still_needed--;
1897 if (!local_player->friends_still_needed &&
1898 !local_player->GameOver && AllPlayersGone)
1899 local_player->LevelSolved = local_player->GameOver = TRUE;
1903 else if (IS_MAMPF3(Feld[newx][newy]))
1905 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1906 DrawLevelField(newx,newy);
1908 MovDir[x][y] = MV_NO_MOVING;
1910 else if (!IS_FREE(newx,newy))
1913 DrawPlayerField(x,y);
1915 DrawLevelField(x,y);
1919 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1921 if (IS_GEM(Feld[newx][newy]))
1923 if (IS_MOVING(newx,newy))
1924 RemoveMovingField(newx,newy);
1927 Feld[newx][newy] = EL_LEERRAUM;
1928 DrawLevelField(newx,newy);
1931 else if (!IS_FREE(newx,newy))
1934 DrawPlayerField(x,y);
1936 DrawLevelField(x,y);
1940 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1942 if (!IS_FREE(newx,newy))
1945 DrawPlayerField(x,y);
1947 DrawLevelField(x,y);
1952 boolean wanna_flame = !RND(10);
1953 int dx = newx - x, dy = newy - y;
1954 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1955 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1956 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1957 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1958 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1959 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1961 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1962 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1963 element1 != EL_BURNING && element2 != EL_BURNING)
1966 DrawPlayerField(x,y);
1968 DrawLevelField(x,y);
1970 MovDelay[x][y] = 50;
1971 Feld[newx][newy] = EL_BURNING;
1972 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1973 Feld[newx1][newy1] = EL_BURNING;
1974 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1975 Feld[newx2][newy2] = EL_BURNING;
1980 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1981 Feld[newx][newy]==EL_DIAMANT)
1983 if (IS_MOVING(newx,newy))
1984 RemoveMovingField(newx,newy);
1987 Feld[newx][newy] = EL_LEERRAUM;
1988 DrawLevelField(newx,newy);
1991 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1992 IS_MAMPF2(Feld[newx][newy]))
1994 if (AmoebaNr[newx][newy])
1996 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1997 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1998 AmoebaCnt[AmoebaNr[newx][newy]]--;
2001 if (IS_MOVING(newx,newy))
2002 RemoveMovingField(newx,newy);
2005 Feld[newx][newy] = EL_LEERRAUM;
2006 DrawLevelField(newx,newy);
2009 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
2010 IS_AMOEBOID(Feld[newx][newy]))
2012 if (AmoebaNr[newx][newy])
2014 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2015 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
2016 AmoebaCnt[AmoebaNr[newx][newy]]--;
2019 Feld[newx][newy] = EL_LEERRAUM;
2020 DrawLevelField(newx,newy);
2022 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
2023 { /* gegen Wand gelaufen */
2026 if (element == EL_KAEFER || element == EL_FLIEGER)
2027 DrawLevelField(x,y);
2028 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2029 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
2030 else if (element==EL_SONDE)
2031 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2036 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
2037 PlaySoundLevel(x,y,SND_SCHLURF);
2039 InitMovingField(x,y,MovDir[x][y]);
2043 ContinueMoving(x,y);
2046 void ContinueMoving(int x, int y)
2048 int element = Feld[x][y];
2049 int direction = MovDir[x][y];
2050 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
2051 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
2052 int horiz_move = (dx!=0);
2053 int newx = x + dx, newy = y + dy;
2054 int step = (horiz_move ? dx : dy) * TILEX/8;
2056 if (CAN_FALL(element) && horiz_move)
2058 else if (element==EL_TROPFEN)
2060 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2063 MovPos[x][y] += step;
2065 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2067 Feld[x][y] = EL_LEERRAUM;
2068 Feld[newx][newy] = element;
2070 if (Store[x][y]==EL_MORAST_VOLL)
2073 Feld[newx][newy] = EL_MORAST_VOLL;
2074 element = EL_MORAST_VOLL;
2076 else if (Store[x][y]==EL_MORAST_LEER)
2079 Feld[x][y] = EL_MORAST_LEER;
2081 else if (Store[x][y]==EL_SIEB_VOLL)
2084 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2086 else if (Store[x][y]==EL_SIEB_LEER)
2088 Store[x][y] = Store2[x][y] = 0;
2089 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2091 else if (Store[x][y]==EL_SIEB2_VOLL)
2094 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2096 else if (Store[x][y]==EL_SIEB2_LEER)
2098 Store[x][y] = Store2[x][y] = 0;
2099 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2101 else if (Store[x][y]==EL_SALZSAEURE)
2104 Feld[newx][newy] = EL_SALZSAEURE;
2105 element = EL_SALZSAEURE;
2107 else if (Store[x][y]==EL_AMOEBE_NASS)
2110 Feld[x][y] = EL_AMOEBE_NASS;
2113 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2114 MovDelay[newx][newy] = 0;
2116 if (!CAN_MOVE(element))
2117 MovDir[newx][newy] = 0;
2119 DrawLevelField(x,y);
2120 DrawLevelField(newx,newy);
2122 Stop[newx][newy] = TRUE;
2123 JustHit[x][newy] = 3;
2125 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2127 TestIfBadThingHitsHero(newx,newy);
2128 TestIfBadThingHitsFriend(newx,newy);
2129 TestIfBadThingHitsOtherBadThing(newx,newy);
2131 else if (element == EL_PINGUIN)
2132 TestIfFriendHitsBadThing(newx,newy);
2134 if (CAN_SMASH(element) && direction==MV_DOWN &&
2135 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2138 else /* noch in Bewegung */
2139 DrawLevelField(x,y);
2142 int AmoebeNachbarNr(int ax, int ay)
2145 int element = Feld[ax][ay];
2147 static int xy[4][2] =
2157 int x = ax+xy[i%4][0];
2158 int y = ay+xy[i%4][1];
2160 if (!IN_LEV_FIELD(x,y))
2163 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2164 group_nr = AmoebaNr[x][y];
2170 void AmoebenVereinigen(int ax, int ay)
2173 int new_group_nr = AmoebaNr[ax][ay];
2174 static int xy[4][2] =
2190 if (!IN_LEV_FIELD(x,y))
2193 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2194 Feld[x][y]==EL_AMOEBE_BD ||
2195 Feld[x][y]==EL_AMOEBE_TOT) &&
2196 AmoebaNr[x][y] != new_group_nr)
2198 int old_group_nr = AmoebaNr[x][y];
2200 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2201 AmoebaCnt[old_group_nr] = 0;
2202 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2203 AmoebaCnt2[old_group_nr] = 0;
2205 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2206 if (AmoebaNr[xx][yy]==old_group_nr)
2207 AmoebaNr[xx][yy] = new_group_nr;
2212 void AmoebeUmwandeln(int ax, int ay)
2215 int group_nr = AmoebaNr[ax][ay];
2216 static int xy[4][2] =
2224 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2226 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2228 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2231 Feld[x][y] = EL_AMOEBA2DIAM;
2243 if (!IN_LEV_FIELD(x,y))
2246 if (Feld[x][y]==EL_AMOEBA2DIAM)
2252 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2255 int group_nr = AmoebaNr[ax][ay];
2256 boolean done = FALSE;
2258 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2260 if (AmoebaNr[x][y]==group_nr &&
2261 (Feld[x][y]==EL_AMOEBE_TOT ||
2262 Feld[x][y]==EL_AMOEBE_BD ||
2263 Feld[x][y]==EL_AMOEBING))
2266 Feld[x][y] = new_element;
2267 DrawLevelField(x,y);
2273 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2276 void AmoebeWaechst(int x, int y)
2278 static long sound_delay = 0;
2279 static int sound_delay_value = 0;
2281 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2285 if (DelayReached(&sound_delay, sound_delay_value))
2287 PlaySoundLevel(x,y,SND_AMOEBE);
2288 sound_delay_value = 30;
2292 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2295 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2296 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2298 if (!MovDelay[x][y])
2300 Feld[x][y] = Store[x][y];
2302 DrawLevelField(x,y);
2307 void AmoebeAbleger(int ax, int ay)
2310 int element = Feld[ax][ay];
2311 int newax = ax, neway = ay;
2312 static int xy[4][2] =
2320 if (!level.tempo_amoebe)
2322 Feld[ax][ay] = EL_AMOEBE_TOT;
2323 DrawLevelField(ax,ay);
2327 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2328 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2330 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2333 if (MovDelay[ax][ay])
2337 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2340 int x = ax+xy[start][0];
2341 int y = ay+xy[start][1];
2343 if (!IN_LEV_FIELD(x,y))
2347 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2353 if (newax==ax && neway==ay)
2356 else /* normale oder "gefüllte" Amöbe */
2359 boolean waiting_for_player = FALSE;
2363 int j = (start+i)%4;
2364 int x = ax+xy[j][0];
2365 int y = ay+xy[j][1];
2367 if (!IN_LEV_FIELD(x,y))
2371 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2377 else if (IS_PLAYER(x,y))
2378 waiting_for_player = TRUE;
2381 if (newax==ax && neway==ay)
2383 if (i==4 && !waiting_for_player)
2385 Feld[ax][ay] = EL_AMOEBE_TOT;
2386 DrawLevelField(ax,ay);
2387 AmoebaCnt[AmoebaNr[ax][ay]]--;
2389 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2391 if (element==EL_AMOEBE_VOLL)
2392 AmoebeUmwandeln(ax,ay);
2393 else if (element==EL_AMOEBE_BD)
2394 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2399 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2401 int new_group_nr = AmoebaNr[ax][ay];
2403 AmoebaNr[newax][neway] = new_group_nr;
2404 AmoebaCnt[new_group_nr]++;
2405 AmoebaCnt2[new_group_nr]++;
2406 AmoebenVereinigen(newax,neway);
2408 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2410 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2416 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2417 (neway==lev_fieldy-1 && newax!=ax))
2419 Feld[newax][neway] = EL_AMOEBING;
2420 Store[newax][neway] = element;
2423 Feld[newax][neway] = EL_TROPFEN;
2426 InitMovingField(ax,ay,MV_DOWN);
2427 Feld[ax][ay] = EL_TROPFEN;
2428 Store[ax][ay] = EL_AMOEBE_NASS;
2429 ContinueMoving(ax,ay);
2433 DrawLevelField(newax,neway);
2436 void Life(int ax, int ay)
2439 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2441 int element = Feld[ax][ay];
2446 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2447 MovDelay[ax][ay] = life_time;
2449 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2452 if (MovDelay[ax][ay])
2456 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2458 int xx = ax+x1, yy = ay+y1;
2461 if (!IN_LEV_FIELD(xx,yy))
2464 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2466 int x = xx+x2, y = yy+y2;
2468 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2471 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2473 (IS_FREE(x,y) && Stop[x][y]))
2477 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2479 if (nachbarn<life[0] || nachbarn>life[1])
2481 Feld[xx][yy] = EL_LEERRAUM;
2483 DrawLevelField(xx,yy);
2484 Stop[xx][yy] = TRUE;
2487 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2488 { /* Randfeld ohne Amoebe */
2489 if (nachbarn>=life[2] && nachbarn<=life[3])
2491 Feld[xx][yy] = element;
2492 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2494 DrawLevelField(xx,yy);
2495 Stop[xx][yy] = TRUE;
2501 void Ablenk(int x, int y)
2503 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2504 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2506 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2511 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2512 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2513 if (!(MovDelay[x][y]%4))
2514 PlaySoundLevel(x,y,SND_MIEP);
2519 Feld[x][y] = EL_ABLENK_AUS;
2520 DrawLevelField(x,y);
2525 void Birne(int x, int y)
2527 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2528 MovDelay[x][y] = 800;
2530 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2535 if (!(MovDelay[x][y]%5))
2537 if (!(MovDelay[x][y]%10))
2538 Feld[x][y]=EL_ABLENK_EIN;
2540 Feld[x][y]=EL_ABLENK_AUS;
2541 DrawLevelField(x,y);
2542 Feld[x][y]=EL_ABLENK_EIN;
2548 Feld[x][y]=EL_ABLENK_AUS;
2549 DrawLevelField(x,y);
2554 void Blubber(int x, int y)
2556 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2557 DrawLevelField(x,y-1);
2559 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2562 void NussKnacken(int x, int y)
2564 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2567 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2570 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2571 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2573 if (!MovDelay[x][y])
2575 Feld[x][y] = EL_EDELSTEIN;
2576 DrawLevelField(x,y);
2581 void SiebAktivieren(int x, int y, int typ)
2583 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2584 DrawGraphic(SCREENX(x),SCREENY(y),
2585 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2588 void AusgangstuerPruefen(int x, int y)
2590 if (!local_player->gems_still_needed &&
2591 !local_player->sokobanfields_still_needed &&
2592 !local_player->lights_still_needed)
2594 Feld[x][y] = EL_AUSGANG_ACT;
2596 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2597 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2598 y < LEVELY(BY1) ? LEVELY(BY1) :
2599 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2604 void AusgangstuerOeffnen(int x, int y)
2608 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2609 MovDelay[x][y] = 5*delay;
2611 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2616 tuer = MovDelay[x][y]/delay;
2617 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2618 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2620 if (!MovDelay[x][y])
2622 Feld[x][y] = EL_AUSGANG_AUF;
2623 DrawLevelField(x,y);
2628 void AusgangstuerBlinken(int x, int y)
2630 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2633 void EdelsteinFunkeln(int x, int y)
2635 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2638 if (Feld[x][y] == EL_EDELSTEIN_BD)
2639 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2642 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2643 MovDelay[x][y] = 11 * !SimpleRND(500);
2645 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2649 if (setup.direct_draw_on && MovDelay[x][y])
2650 SetDrawtoField(DRAW_BUFFERED);
2652 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2656 int phase = (MovDelay[x][y]-1)/2;
2661 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2663 if (setup.direct_draw_on)
2667 dest_x = FX + SCREENX(x)*TILEX;
2668 dest_y = FY + SCREENY(y)*TILEY;
2670 XCopyArea(display,drawto_field,window,gc,
2671 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2672 SetDrawtoField(DRAW_DIRECT);
2679 void MauerWaechst(int x, int y)
2683 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2684 MovDelay[x][y] = 3*delay;
2686 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2691 phase = 2-MovDelay[x][y]/delay;
2692 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2693 DrawGraphic(SCREENX(x),SCREENY(y),
2694 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2695 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2696 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2697 GFX_MAUER_DOWN ) + phase);
2699 if (!MovDelay[x][y])
2701 if (MovDir[x][y] == MV_LEFT)
2703 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2704 DrawLevelField(x-1,y);
2706 else if (MovDir[x][y] == MV_RIGHT)
2708 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2709 DrawLevelField(x+1,y);
2711 else if (MovDir[x][y] == MV_UP)
2713 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2714 DrawLevelField(x,y-1);
2718 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2719 DrawLevelField(x,y+1);
2722 Feld[x][y] = Store[x][y];
2724 MovDir[x][y] = MV_NO_MOVING;
2725 DrawLevelField(x,y);
2730 void MauerAbleger(int ax, int ay)
2732 int element = Feld[ax][ay];
2733 boolean oben_frei = FALSE, unten_frei = FALSE;
2734 boolean links_frei = FALSE, rechts_frei = FALSE;
2735 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2736 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2738 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2739 MovDelay[ax][ay] = 6;
2741 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2744 if (MovDelay[ax][ay])
2748 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2750 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2752 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2754 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2757 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2761 Feld[ax][ay-1] = EL_MAUERND;
2762 Store[ax][ay-1] = element;
2763 MovDir[ax][ay-1] = MV_UP;
2764 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2765 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2769 Feld[ax][ay+1] = EL_MAUERND;
2770 Store[ax][ay+1] = element;
2771 MovDir[ax][ay+1] = MV_DOWN;
2772 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2773 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2777 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2778 element == EL_MAUER_LEBT)
2782 Feld[ax-1][ay] = EL_MAUERND;
2783 Store[ax-1][ay] = element;
2784 MovDir[ax-1][ay] = MV_LEFT;
2785 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2786 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2790 Feld[ax+1][ay] = EL_MAUERND;
2791 Store[ax+1][ay] = element;
2792 MovDir[ax+1][ay] = MV_RIGHT;
2793 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2794 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2798 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2799 DrawLevelField(ax,ay);
2801 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2803 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2804 unten_massiv = TRUE;
2805 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2806 links_massiv = TRUE;
2807 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2808 rechts_massiv = TRUE;
2810 if (((oben_massiv && unten_massiv) ||
2811 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2812 ((links_massiv && rechts_massiv) ||
2813 element == EL_MAUER_Y))
2814 Feld[ax][ay] = EL_MAUERWERK;
2817 void CheckForDragon(int x, int y)
2820 boolean dragon_found = FALSE;
2821 static int xy[4][2] =
2833 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2835 if (IN_LEV_FIELD(xx,yy) &&
2836 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2838 if (Feld[xx][yy] == EL_DRACHE)
2839 dragon_found = TRUE;
2852 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2854 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2856 Feld[xx][yy] = EL_LEERRAUM;
2857 DrawLevelField(xx,yy);
2866 void PlayerActions(struct PlayerInfo *player, byte player_action)
2868 static byte stored_player_action[MAX_PLAYERS];
2869 static int num_stored_actions = 0;
2870 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2871 int jx = player->jx, jy = player->jy;
2872 int left = player_action & JOY_LEFT;
2873 int right = player_action & JOY_RIGHT;
2874 int up = player_action & JOY_UP;
2875 int down = player_action & JOY_DOWN;
2876 int button1 = player_action & JOY_BUTTON_1;
2877 int button2 = player_action & JOY_BUTTON_2;
2878 int dx = (left ? -1 : right ? 1 : 0);
2879 int dy = (up ? -1 : down ? 1 : 0);
2881 stored_player_action[player->index_nr] = 0;
2882 num_stored_actions++;
2884 if (!player->active || player->gone)
2889 player->frame_reset_delay = 0;
2892 snapped = SnapField(player, dx,dy);
2896 bombed = PlaceBomb(player);
2897 moved = MoveFigure(player, dx,dy);
2900 if (tape.recording && (moved || snapped || bombed))
2902 if (bombed && !moved)
2903 player_action &= JOY_BUTTON;
2905 stored_player_action[player->index_nr] = player_action;
2907 /* this allows cycled sequences of PlayerActions() */
2908 if (num_stored_actions >= MAX_PLAYERS)
2910 TapeRecordAction(stored_player_action);
2911 num_stored_actions = 0;
2914 else if (tape.playing && snapped)
2915 SnapField(player, 0,0); /* stop snapping */
2919 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2920 SnapField(player, 0,0);
2921 if (++player->frame_reset_delay > MoveSpeed)
2925 if (tape.playing && !tape.pausing && !player_action &&
2926 tape.counter < tape.length)
2929 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2931 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2933 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2935 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2937 int el = Feld[jx+dx][jy];
2938 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2940 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2942 player->MovDir = next_joy;
2943 player->Frame = FrameCounter % 4;
2944 player->Pushing = TRUE;
2951 void GameActions(byte player_action)
2953 static long action_delay = 0;
2954 long action_delay_value;
2955 int sieb_x = 0, sieb_y = 0;
2956 int i, x,y, element;
2957 byte *recorded_player_action;
2959 if (game_status != PLAYING)
2962 action_delay_value =
2963 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2965 /* main game synchronization point */
2966 WaitUntilDelayReached(&action_delay, action_delay_value);
2968 if (network_playing && !network_player_action_received)
2972 printf("DEBUG: try to get network player actions in time\n");
2976 /* last chance to get network player actions without main loop delay */
2979 if (game_status != PLAYING)
2982 if (!network_player_action_received)
2986 printf("DEBUG: failed to get network player actions in time\n");
2994 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2996 else if (tape.recording)
2999 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3001 if (network_playing)
3002 SendToServer_MovePlayer(player_action);
3004 for(i=0; i<MAX_PLAYERS; i++)
3006 int actual_player_action =
3007 (network_playing ? network_player_action[i] : player_action);
3010 /* TEST TEST TEST */
3013 if (i != TestPlayer && !stored_player[i].MovPos)
3014 actual_player_action = 0;
3017 if (!options.network && i != TestPlayer)
3018 actual_player_action = 0;
3020 /* TEST TEST TEST */
3023 if (recorded_player_action)
3024 actual_player_action = recorded_player_action[i];
3026 PlayerActions(&stored_player[i], actual_player_action);
3027 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3029 network_player_action[i] = 0;
3032 network_player_action_received = FALSE;
3034 ScrollScreen(NULL, SCROLL_GO_ON);
3041 printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
3045 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3048 if (JustHit[x][y]>0)
3052 if (IS_BLOCKED(x,y))
3056 Blocked2Moving(x,y,&oldx,&oldy);
3057 if (!IS_MOVING(oldx,oldy))
3059 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3060 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
3061 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
3062 printf("GameActions(): This should never happen!\n");
3068 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3070 element = Feld[x][y];
3072 if (IS_INACTIVE(element))
3075 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3079 if (IS_GEM(element))
3080 EdelsteinFunkeln(x,y);
3082 else if (IS_MOVING(x,y))
3083 ContinueMoving(x,y);
3084 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3086 else if (element==EL_EXPLODING)
3087 Explode(x,y,Frame[x][y],EX_NORMAL);
3088 else if (element==EL_AMOEBING)
3090 else if (IS_AMOEBALIVE(element))
3092 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3094 else if (element==EL_ABLENK_EIN)
3096 else if (element==EL_SALZSAEURE)
3098 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3100 else if (element==EL_CRACKINGNUT)
3102 else if (element==EL_AUSGANG_ZU)
3103 AusgangstuerPruefen(x,y);
3104 else if (element==EL_AUSGANG_ACT)
3105 AusgangstuerOeffnen(x,y);
3106 else if (element==EL_AUSGANG_AUF)
3107 AusgangstuerBlinken(x,y);
3108 else if (element==EL_MAUERND)
3110 else if (element==EL_MAUER_LEBT ||
3111 element==EL_MAUER_X ||
3112 element==EL_MAUER_Y ||
3113 element==EL_MAUER_XY)
3115 else if (element==EL_BURNING)
3116 CheckForDragon(x,y);
3120 boolean sieb = FALSE;
3121 int jx = local_player->jx, jy = local_player->jy;
3123 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3124 Store[x][y]==EL_SIEB_LEER)
3126 SiebAktivieren(x, y, 1);
3129 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3130 Store[x][y]==EL_SIEB2_LEER)
3132 SiebAktivieren(x, y, 2);
3136 /* play the element sound at the position nearest to the player */
3137 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3148 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3152 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3154 element = Feld[x][y];
3155 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3157 Feld[x][y] = EL_SIEB_TOT;
3158 DrawLevelField(x,y);
3160 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3162 Feld[x][y] = EL_SIEB2_TOT;
3163 DrawLevelField(x,y);
3169 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3174 if (tape.recording || tape.playing)
3175 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3178 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3180 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3183 for(i=0; i<MAX_PLAYERS; i++)
3184 KillHero(&stored_player[i]);
3190 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3192 int min_x = x, min_y = y, max_x = x, max_y = y;
3195 for(i=0; i<MAX_PLAYERS; i++)
3197 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3199 if (!stored_player[i].active || stored_player[i].gone ||
3200 &stored_player[i] == player)
3203 min_x = MIN(min_x, jx);
3204 min_y = MIN(min_y, jy);
3205 max_x = MAX(max_x, jx);
3206 max_y = MAX(max_y, jy);
3209 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3212 static boolean AllPlayersInVisibleScreen()
3216 for(i=0; i<MAX_PLAYERS; i++)
3218 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3220 if (!stored_player[i].active || stored_player[i].gone)
3223 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3230 void ScrollLevel(int dx, int dy)
3232 int softscroll_offset = (setup.soft_scrolling_on ? TILEX : 0);
3236 ScreenGfxPos = local_player->GfxPos;
3239 XCopyArea(display,drawto_field,drawto_field,gc,
3240 FX + TILEX*(dx==-1) - softscroll_offset,
3241 FY + TILEY*(dy==-1) - softscroll_offset,
3242 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3243 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3244 FX + TILEX*(dx==1) - softscroll_offset,
3245 FY + TILEY*(dy==1) - softscroll_offset);
3249 x = (dx==1 ? BX1 : BX2);
3250 for(y=BY1; y<=BY2; y++)
3251 DrawScreenField(x,y);
3255 y = (dy==1 ? BY1 : BY2);
3256 for(x=BX1; x<=BX2; x++)
3257 DrawScreenField(x,y);
3260 redraw_mask |= REDRAW_FIELD;
3263 boolean MoveFigureOneStep(struct PlayerInfo *player,
3264 int dx, int dy, int real_dx, int real_dy)
3266 int jx = player->jx, jy = player->jy;
3267 int new_jx = jx+dx, new_jy = jy+dy;
3271 if (player->gone || (!dx && !dy))
3272 return(MF_NO_ACTION);
3274 player->MovDir = (dx < 0 ? MV_LEFT :
3277 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3279 if (!IN_LEV_FIELD(new_jx,new_jy))
3280 return(MF_NO_ACTION);
3282 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3283 return(MF_NO_ACTION);
3285 element = MovingOrBlocked2Element(new_jx,new_jy);
3287 if (DONT_GO_TO(element))
3289 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3292 Feld[jx][jy] = EL_SPIELFIGUR;
3293 InitMovingField(jx,jy,MV_DOWN);
3294 Store[jx][jy] = EL_SALZSAEURE;
3295 ContinueMoving(jx,jy);
3304 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3305 if (can_move != MF_MOVING)
3308 StorePlayer[jx][jy] = 0;
3309 player->last_jx = jx;
3310 player->last_jy = jy;
3311 jx = player->jx = new_jx;
3312 jy = player->jy = new_jy;
3313 StorePlayer[jx][jy] = player->element_nr;
3315 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3317 ScrollFigure(player, SCROLL_INIT);
3322 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3324 int jx = player->jx, jy = player->jy;
3325 int old_jx = jx, old_jy = jy;
3326 int moved = MF_NO_ACTION;
3328 if (player->gone || (!dx && !dy))
3331 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3334 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3336 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3337 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3341 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3342 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3351 if (moved & MF_MOVING && player == local_player)
3354 if (moved & MF_MOVING && !ScreenMovPos &&
3355 (player == local_player || !options.network))
3357 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3358 int offset = (setup.scroll_delay_on ? 3 : 0);
3361 if (player == local_player)
3363 printf("MOVING LOCAL PLAYER && SCROLLING\n");
3367 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3369 /* actual player has left the screen -- scroll in that direction */
3370 if (jx != old_jx) /* player has moved horizontally */
3371 scroll_x += (jx - old_jx);
3372 else /* player has moved vertically */
3373 scroll_y += (jy - old_jy);
3377 if (jx != old_jx) /* player has moved horizontally */
3379 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3380 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3381 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3383 /* don't scroll more than one field at a time */
3384 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3386 /* don't scroll against the player's moving direction */
3387 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3388 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3389 scroll_x = old_scroll_x;
3391 else /* player has moved vertically */
3393 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3394 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3395 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
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;
3408 if (player == local_player)
3410 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3411 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3412 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3413 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3414 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3415 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3417 /* don't scroll more than one field at a time */
3418 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3419 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3423 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3425 if (!options.network && !AllPlayersInVisibleScreen())
3427 scroll_x = old_scroll_x;
3428 scroll_y = old_scroll_y;
3432 ScrollScreen(player, SCROLL_INIT);
3433 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3438 if (!(moved & MF_MOVING) && !player->Pushing)
3441 player->Frame = (player->Frame + 1) % 4;
3443 if (moved & MF_MOVING)
3445 if (old_jx != jx && old_jy == jy)
3446 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3447 else if (old_jx == jx && old_jy != jy)
3448 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3450 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3452 player->last_move_dir = player->MovDir;
3455 player->last_move_dir = MV_NO_MOVING;
3457 TestIfHeroHitsBadThing(jx,jy);
3465 void ScrollFigure(struct PlayerInfo *player, int mode)
3467 int jx = player->jx, jy = player->jy;
3468 int last_jx = player->last_jx, last_jy = player->last_jy;
3470 if (!player->active || player->gone || !player->MovPos)
3473 if (mode == SCROLL_INIT)
3475 player->actual_frame_counter = FrameCounter;
3476 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3478 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3479 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3484 else if (!FrameReached(&player->actual_frame_counter,1))
3487 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3488 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3490 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3491 Feld[last_jx][last_jy] = EL_LEERRAUM;
3495 if (!player->MovPos)
3497 player->last_jx = jx;
3498 player->last_jy = jy;
3500 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3504 if (!local_player->friends_still_needed)
3505 player->LevelSolved = player->GameOver = TRUE;
3510 void ScrollScreen(struct PlayerInfo *player, int mode)
3512 static long screen_frame_counter = 0;
3514 if (mode == SCROLL_INIT)
3516 screen_frame_counter = FrameCounter;
3517 ScreenMovDir = player->MovDir;
3518 ScreenMovPos = player->MovPos;
3519 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3522 else if (!FrameReached(&screen_frame_counter,1))
3527 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3528 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3529 redraw_mask |= REDRAW_FIELD;
3532 ScreenMovDir = MV_NO_MOVING;
3535 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3537 int i, killx = goodx, killy = goody;
3538 static int xy[4][2] =
3545 static int harmless[4] =
3557 x = goodx + xy[i][0];
3558 y = goody + xy[i][1];
3559 if (!IN_LEV_FIELD(x,y))
3562 element = Feld[x][y];
3564 if (DONT_TOUCH(element))
3566 if (MovDir[x][y] == harmless[i])
3575 if (killx != goodx || killy != goody)
3577 if (IS_PLAYER(goodx,goody))
3578 KillHero(PLAYERINFO(goodx,goody));
3584 void TestIfBadThingHitsGoodThing(int badx, int bady)
3586 int i, killx = badx, killy = bady;
3587 static int xy[4][2] =
3594 static int harmless[4] =
3606 x = badx + xy[i][0];
3607 y = bady + xy[i][1];
3608 if (!IN_LEV_FIELD(x,y))
3611 element = Feld[x][y];
3619 else if (element == EL_PINGUIN)
3621 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3630 if (killx != badx || killy != bady)
3632 if (IS_PLAYER(killx,killy))
3633 KillHero(PLAYERINFO(killx,killy));
3639 void TestIfHeroHitsBadThing(int x, int y)
3641 TestIfGoodThingHitsBadThing(x,y);
3644 void TestIfBadThingHitsHero(int x, int y)
3647 TestIfGoodThingHitsBadThing(JX,JY);
3650 TestIfBadThingHitsGoodThing(x,y);
3653 void TestIfFriendHitsBadThing(int x, int y)
3655 TestIfGoodThingHitsBadThing(x,y);
3658 void TestIfBadThingHitsFriend(int x, int y)
3660 TestIfBadThingHitsGoodThing(x,y);
3663 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3665 int i, killx = badx, killy = bady;
3666 static int xy[4][2] =
3680 if (!IN_LEV_FIELD(x,y))
3683 element = Feld[x][y];
3684 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3685 element == EL_AMOEBING || element == EL_TROPFEN)
3693 if (killx != badx || killy != bady)
3697 void KillHero(struct PlayerInfo *player)
3699 int jx = player->jx, jy = player->jy;
3704 if (IS_PFORTE(Feld[jx][jy]))
3705 Feld[jx][jy] = EL_LEERRAUM;
3711 void BuryHero(struct PlayerInfo *player)
3713 int jx = player->jx, jy = player->jy;
3718 PlaySoundLevel(jx,jy, SND_AUTSCH);
3719 PlaySoundLevel(jx,jy, SND_LACHEN);
3721 player->GameOver = TRUE;
3725 void RemoveHero(struct PlayerInfo *player)
3727 int jx = player->jx, jy = player->jy;
3728 int i, found = FALSE;
3730 player->gone = TRUE;
3731 StorePlayer[jx][jy] = 0;
3733 for(i=0; i<MAX_PLAYERS; i++)
3734 if (stored_player[i].active && !stored_player[i].gone)
3738 AllPlayersGone = TRUE;
3744 int DigField(struct PlayerInfo *player,
3745 int x, int y, int real_dx, int real_dy, int mode)
3747 int jx = player->jx, jy = player->jy;
3748 int dx = x - jx, dy = y - jy;
3751 if (!player->MovPos)
3752 player->Pushing = FALSE;
3754 if (mode == DF_NO_PUSH)
3756 player->push_delay = 0;
3757 return(MF_NO_ACTION);
3760 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3761 return(MF_NO_ACTION);
3763 element = Feld[x][y];
3771 Feld[x][y] = EL_LEERRAUM;
3775 case EL_EDELSTEIN_BD:
3776 case EL_EDELSTEIN_GELB:
3777 case EL_EDELSTEIN_ROT:
3778 case EL_EDELSTEIN_LILA:
3781 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3782 if (local_player->gems_still_needed < 0)
3783 local_player->gems_still_needed = 0;
3784 RaiseScoreElement(element);
3785 DrawText(DX_EMERALDS, DY_EMERALDS,
3786 int2str(local_player->gems_still_needed, 3),
3787 FS_SMALL, FC_YELLOW);
3788 PlaySoundLevel(x, y, SND_PONG);
3791 case EL_DYNAMIT_AUS:
3794 RaiseScoreElement(EL_DYNAMIT);
3795 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3796 int2str(local_player->dynamite, 3),
3797 FS_SMALL, FC_YELLOW);
3798 PlaySoundLevel(x,y,SND_PONG);
3801 case EL_DYNABOMB_NR:
3803 player->dynabomb_count++;
3804 player->dynabombs_left++;
3805 RaiseScoreElement(EL_DYNAMIT);
3806 PlaySoundLevel(x,y,SND_PONG);
3809 case EL_DYNABOMB_SZ:
3811 player->dynabomb_size++;
3812 RaiseScoreElement(EL_DYNAMIT);
3813 PlaySoundLevel(x,y,SND_PONG);
3816 case EL_DYNABOMB_XL:
3818 player->dynabomb_xl = TRUE;
3819 RaiseScoreElement(EL_DYNAMIT);
3820 PlaySoundLevel(x,y,SND_PONG);
3823 case EL_SCHLUESSEL1:
3824 case EL_SCHLUESSEL2:
3825 case EL_SCHLUESSEL3:
3826 case EL_SCHLUESSEL4:
3828 int key_nr = element-EL_SCHLUESSEL1;
3831 player->key[key_nr] = TRUE;
3832 RaiseScoreElement(EL_SCHLUESSEL);
3833 DrawMiniGraphicExt(drawto,gc,
3834 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3835 GFX_SCHLUESSEL1+key_nr);
3836 DrawMiniGraphicExt(window,gc,
3837 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3838 GFX_SCHLUESSEL1+key_nr);
3839 PlaySoundLevel(x,y,SND_PONG);
3844 Feld[x][y] = EL_ABLENK_EIN;
3847 DrawLevelField(x,y);
3851 case EL_FELSBROCKEN:
3855 if (dy || mode==DF_SNAP)
3856 return(MF_NO_ACTION);
3858 player->Pushing = TRUE;
3860 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3861 return(MF_NO_ACTION);
3865 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3866 return(MF_NO_ACTION);
3869 if (player->push_delay == 0)
3870 player->push_delay = FrameCounter;
3871 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3873 return(MF_NO_ACTION);
3876 Feld[x+dx][y+dy] = element;
3878 player->push_delay_value = 2+RND(8);
3880 DrawLevelField(x+dx,y+dy);
3881 if (element==EL_FELSBROCKEN)
3882 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3883 else if (element==EL_KOKOSNUSS)
3884 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3886 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3893 if (!player->key[element-EL_PFORTE1])
3894 return(MF_NO_ACTION);
3901 if (!player->key[element-EL_PFORTE1X])
3902 return(MF_NO_ACTION);
3906 case EL_AUSGANG_ACT:
3907 /* Tür ist (noch) nicht offen! */
3908 return(MF_NO_ACTION);
3911 case EL_AUSGANG_AUF:
3913 return(MF_NO_ACTION);
3915 PlaySoundLevel(x,y,SND_BUING);
3918 player->gone = TRUE;
3919 PlaySoundLevel(x,y,SND_BUING);
3921 if (!local_player->friends_still_needed)
3922 player->LevelSolved = player->GameOver = TRUE;
3928 Feld[x][y] = EL_BIRNE_EIN;
3929 local_player->lights_still_needed--;
3930 DrawLevelField(x,y);
3931 PlaySoundLevel(x,y,SND_DENG);
3936 Feld[x][y] = EL_ZEIT_LEER;
3938 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3939 DrawLevelField(x,y);
3940 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3944 case EL_SOKOBAN_FELD_LEER:
3947 case EL_SOKOBAN_FELD_VOLL:
3948 case EL_SOKOBAN_OBJEKT:
3951 return(MF_NO_ACTION);
3953 player->Pushing = TRUE;
3955 if (!IN_LEV_FIELD(x+dx,y+dy)
3956 || (!IS_FREE(x+dx,y+dy)
3957 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3958 || !IS_SB_ELEMENT(element))))
3959 return(MF_NO_ACTION);
3963 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3964 return(MF_NO_ACTION);
3966 else if (dy && real_dx)
3968 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3969 return(MF_NO_ACTION);
3972 if (player->push_delay == 0)
3973 player->push_delay = FrameCounter;
3974 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3976 return(MF_NO_ACTION);
3978 if (IS_SB_ELEMENT(element))
3980 if (element == EL_SOKOBAN_FELD_VOLL)
3982 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3983 local_player->sokobanfields_still_needed++;
3988 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3990 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3991 local_player->sokobanfields_still_needed--;
3992 if (element == EL_SOKOBAN_OBJEKT)
3993 PlaySoundLevel(x,y,SND_DENG);
3996 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4001 Feld[x+dx][y+dy] = element;
4004 player->push_delay_value = 2;
4006 DrawLevelField(x,y);
4007 DrawLevelField(x+dx,y+dy);
4008 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
4010 if (IS_SB_ELEMENT(element) &&
4011 local_player->sokobanfields_still_needed == 0 &&
4012 game_emulation == EMU_SOKOBAN)
4014 player->LevelSolved = player->GameOver = TRUE;
4015 PlaySoundLevel(x,y,SND_BUING);
4027 return(MF_NO_ACTION);
4031 player->push_delay = 0;
4036 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4038 int jx = player->jx, jy = player->jy;
4039 int x = jx + dx, y = jy + dy;
4041 if (player->gone || !IN_LEV_FIELD(x,y))
4049 player->snapped = FALSE;
4053 if (player->snapped)
4056 player->MovDir = (dx < 0 ? MV_LEFT :
4059 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4061 if (!DigField(player, x,y, 0,0, DF_SNAP))
4064 player->snapped = TRUE;
4065 DrawLevelField(x,y);
4071 boolean PlaceBomb(struct PlayerInfo *player)
4073 int jx = player->jx, jy = player->jy;
4076 if (player->gone || player->MovPos)
4079 element = Feld[jx][jy];
4081 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4082 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4085 if (element != EL_LEERRAUM)
4086 Store[jx][jy] = element;
4088 if (player->dynamite)
4090 Feld[jx][jy] = EL_DYNAMIT;
4091 MovDelay[jx][jy] = 96;
4093 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4094 FS_SMALL, FC_YELLOW);
4095 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4096 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4100 Feld[jx][jy] = EL_DYNABOMB;
4101 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4102 MovDelay[jx][jy] = 96;
4103 player->dynabombs_left--;
4104 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4105 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4111 void PlaySoundLevel(int x, int y, int sound_nr)
4113 int sx = SCREENX(x), sy = SCREENY(y);
4115 int silence_distance = 8;
4117 if ((!setup.sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4118 (!setup.sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4121 if (!IN_LEV_FIELD(x,y) ||
4122 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4123 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4126 volume = PSND_MAX_VOLUME;
4128 stereo = (sx-SCR_FIELDX/2)*12;
4130 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4131 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4132 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4135 if (!IN_SCR_FIELD(sx,sy))
4137 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4138 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4140 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4143 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4146 void RaiseScore(int value)
4148 local_player->score += value;
4149 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4150 FS_SMALL, FC_YELLOW);
4153 void RaiseScoreElement(int element)
4158 case EL_EDELSTEIN_BD:
4159 case EL_EDELSTEIN_GELB:
4160 case EL_EDELSTEIN_ROT:
4161 case EL_EDELSTEIN_LILA:
4162 RaiseScore(level.score[SC_EDELSTEIN]);
4165 RaiseScore(level.score[SC_DIAMANT]);
4169 RaiseScore(level.score[SC_KAEFER]);
4173 RaiseScore(level.score[SC_FLIEGER]);
4177 RaiseScore(level.score[SC_MAMPFER]);
4180 RaiseScore(level.score[SC_ROBOT]);
4183 RaiseScore(level.score[SC_PACMAN]);
4186 RaiseScore(level.score[SC_KOKOSNUSS]);
4189 RaiseScore(level.score[SC_DYNAMIT]);
4192 RaiseScore(level.score[SC_SCHLUESSEL]);