1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* values for game_emulation */
96 #define EMU_BOULDERDASH 1
99 /* to control special behaviour of certain game elements */
100 int game_emulation = EMU_NONE;
102 void GetPlayerConfig()
104 if (sound_status == SOUND_OFF)
107 if (!sound_loops_allowed)
109 setup.sound_loops = FALSE;
110 setup.sound_music = FALSE;
113 setup.sound_simple = setup.sound;
121 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
122 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
124 /* don't play tapes over network */
125 network_playing = (options.network && !tape.playing);
127 for (i=0; i<MAX_PLAYERS; i++)
129 struct PlayerInfo *player = &stored_player[i];
131 player->index_nr = i;
132 player->element_nr = EL_SPIELER1 + i;
134 player->present = FALSE;
135 player->active = FALSE;
138 player->effective_action = 0;
141 player->gems_still_needed = level.edelsteine;
142 player->sokobanfields_still_needed = 0;
143 player->lights_still_needed = 0;
144 player->friends_still_needed = 0;
147 player->key[j] = FALSE;
149 player->dynamite = 0;
150 player->dynabomb_count = 0;
151 player->dynabomb_size = 0;
152 player->dynabombs_left = 0;
153 player->dynabomb_xl = FALSE;
155 player->MovDir = MV_NO_MOVING;
157 player->Pushing = FALSE;
161 player->actual_frame_counter = 0;
163 player->frame_reset_delay = 0;
165 player->push_delay = 0;
166 player->push_delay_value = 5;
168 player->move_delay = 0;
169 player->last_move_dir = MV_NO_MOVING;
171 player->snapped = FALSE;
173 player->gone = FALSE;
175 player->last_jx = player->last_jy = 0;
176 player->jx = player->jy = 0;
178 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
179 SnapField(player, 0, 0);
181 player->LevelSolved = FALSE;
182 player->GameOver = FALSE;
185 network_player_action_received = FALSE;
188 /* initial null action */
190 SendToServer_MovePlayer(MV_NO_MOVING);
198 TimeLeft = level.time;
200 ScreenMovDir = MV_NO_MOVING;
204 AllPlayersGone = SiebAktiv = FALSE;
206 for (i=0; i<MAX_NUM_AMOEBA; i++)
207 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
209 for (x=0; x<lev_fieldx; x++)
211 for (y=0; y<lev_fieldy; y++)
213 Feld[x][y] = Ur[x][y];
214 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
215 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
223 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
225 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
227 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
233 Feld[x][y] = EL_SPIELER1;
240 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
241 int jx = player->jx, jy = player->jy;
243 player->present = TRUE;
246 if (!network_playing || player->connected)
249 if (!options.network || player->connected)
251 player->active = TRUE;
253 /* remove potentially duplicate players */
254 if (StorePlayer[jx][jy] == Feld[x][y])
255 StorePlayer[jx][jy] = 0;
257 StorePlayer[x][y] = Feld[x][y];
261 printf("Player %d activated.\n", player->element_nr);
262 printf("[Local player is %d and currently %s.]\n",
263 local_player->element_nr,
264 local_player->active ? "active" : "not active");
268 Feld[x][y] = EL_LEERRAUM;
269 player->jx = player->last_jx = x;
270 player->jy = player->last_jy = y;
275 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
276 Feld[x][y] = EL_BADEWANNE1;
277 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
278 Feld[x][y] = EL_BADEWANNE2;
279 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
280 Feld[x][y] = EL_BADEWANNE3;
281 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
282 Feld[x][y] = EL_BADEWANNE4;
283 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
284 Feld[x][y] = EL_BADEWANNE5;
321 if (y == lev_fieldy - 1)
323 Feld[x][y] = EL_AMOEBING;
324 Store[x][y] = EL_AMOEBE_NASS;
331 local_player->lights_still_needed++;
333 case EL_SOKOBAN_FELD_LEER:
334 local_player->sokobanfields_still_needed++;
338 local_player->friends_still_needed++;
342 MovDir[x][y] = 1 << RND(4);
349 /* check if any connected player was not found in playfield */
350 for (i=0; i<MAX_PLAYERS; i++)
352 struct PlayerInfo *player = &stored_player[i];
354 if (player->connected && !player->present)
356 for (j=0; j<MAX_PLAYERS; j++)
358 struct PlayerInfo *some_player = &stored_player[j];
359 int jx = some_player->jx, jy = some_player->jy;
361 /* assign first free player found that is present in the playfield */
362 if (some_player->present && !some_player->connected)
364 player->present = TRUE;
365 player->active = TRUE;
366 some_player->present = FALSE;
368 StorePlayer[jx][jy] = player->element_nr;
369 player->jx = player->last_jx = jx;
370 player->jy = player->last_jy = jy;
380 /* when playing a tape, eliminate all players who do not participate */
382 for (i=0; i<MAX_PLAYERS; i++)
384 if (stored_player[i].active && !tape.player_participates[i])
386 struct PlayerInfo *player = &stored_player[i];
387 int jx = player->jx, jy = player->jy;
389 player->active = FALSE;
390 StorePlayer[jx][jy] = 0;
391 Feld[jx][jy] = EL_LEERRAUM;
395 else if (!options.network && !setup.team_mode) /* && !tape.playing */
397 /* when in single player mode, eliminate all but the first active player */
399 for (i=0; i<MAX_PLAYERS; i++)
401 if (stored_player[i].active)
403 for (j=i+1; j<MAX_PLAYERS; j++)
405 if (stored_player[j].active)
407 struct PlayerInfo *player = &stored_player[j];
408 int jx = player->jx, jy = player->jy;
410 player->active = FALSE;
411 StorePlayer[jx][jy] = 0;
412 Feld[jx][jy] = EL_LEERRAUM;
419 /* when recording the game, store which players take part in the game */
422 for (i=0; i<MAX_PLAYERS; i++)
423 if (stored_player[i].active)
424 tape.player_participates[i] = TRUE;
429 for (i=0; i<MAX_PLAYERS; i++)
431 struct PlayerInfo *player = &stored_player[i];
433 printf("Player %d: present == %d, connected == %d, active == %d.\n",
438 if (local_player == player)
439 printf("Player %d is local player.\n", i+1);
443 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
444 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
446 scroll_x = scroll_y = -1;
447 if (local_player->jx >= MIDPOSX-1)
448 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
449 local_player->jx - MIDPOSX :
450 lev_fieldx - SCR_FIELDX + 1);
451 if (local_player->jy >= MIDPOSY-1)
452 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
453 local_player->jy - MIDPOSY :
454 lev_fieldy - SCR_FIELDY + 1);
456 CloseDoor(DOOR_CLOSE_1);
462 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
463 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
464 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
465 DrawTextExt(pix[PIX_DB_DOOR], gc,
466 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
467 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
468 DrawTextExt(pix[PIX_DB_DOOR], gc,
469 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
470 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
471 DrawTextExt(pix[PIX_DB_DOOR], gc,
472 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
473 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
474 DrawTextExt(pix[PIX_DB_DOOR], gc,
475 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
476 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
477 DrawTextExt(pix[PIX_DB_DOOR], gc,
478 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
479 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
481 DrawGameButton(BUTTON_GAME_STOP);
482 DrawGameButton(BUTTON_GAME_PAUSE);
483 DrawGameButton(BUTTON_GAME_PLAY);
484 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
485 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
486 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
487 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
488 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
489 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
490 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
491 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
493 OpenDoor(DOOR_OPEN_1);
495 if (setup.sound_music)
496 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
498 XAutoRepeatOff(display);
503 printf("Spieler %d %saktiv.\n",
504 i+1, (stored_player[i].active ? "" : "nicht "));
508 void InitMovDir(int x, int y)
510 int i, element = Feld[x][y];
511 static int xy[4][2] =
518 static int direction[2][4] =
520 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
521 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
530 Feld[x][y] = EL_KAEFER;
531 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
537 Feld[x][y] = EL_FLIEGER;
538 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
544 Feld[x][y] = EL_BUTTERFLY;
545 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
551 Feld[x][y] = EL_FIREFLY;
552 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
558 Feld[x][y] = EL_PACMAN;
559 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
562 MovDir[x][y] = 1 << RND(4);
563 if (element != EL_KAEFER &&
564 element != EL_FLIEGER &&
565 element != EL_BUTTERFLY &&
566 element != EL_FIREFLY)
571 int x1 = x + xy[i][0];
572 int y1 = y + xy[i][1];
574 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
576 if (element == EL_KAEFER || element == EL_BUTTERFLY)
578 MovDir[x][y] = direction[0][i];
581 else if (element == EL_FLIEGER || element == EL_FIREFLY)
583 MovDir[x][y] = direction[1][i];
592 void InitAmoebaNr(int x, int y)
595 int group_nr = AmoebeNachbarNr(x, y);
599 for (i=1; i<MAX_NUM_AMOEBA; i++)
601 if (AmoebaCnt[i] == 0)
609 AmoebaNr[x][y] = group_nr;
610 AmoebaCnt[group_nr]++;
611 AmoebaCnt2[group_nr]++;
617 int bumplevel = FALSE;
619 if (local_player->MovPos)
622 local_player->LevelSolved = FALSE;
626 if (setup.sound_loops)
627 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
631 if (!setup.sound_loops)
632 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
633 if (TimeLeft && !(TimeLeft % 10))
634 RaiseScore(level.score[SC_ZEITBONUS]);
635 if (TimeLeft > 100 && !(TimeLeft % 10))
639 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
644 if (setup.sound_loops)
650 /* Hero disappears */
651 DrawLevelField(ExitX, ExitY);
657 CloseDoor(DOOR_CLOSE_1);
662 SaveTape(tape.level_nr); /* Ask to save tape */
665 if ((hi_pos = NewHiScore()) >= 0)
667 game_status = HALLOFFAME;
668 DrawHallOfFame(hi_pos);
669 if (bumplevel && TAPE_IS_EMPTY(tape))
674 game_status = MAINMENU;
675 if (bumplevel && TAPE_IS_EMPTY(tape))
690 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
691 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
694 for (k=0; k<MAX_SCORE_ENTRIES; k++)
696 if (local_player->score > highscore[k].Score)
698 /* player has made it to the hall of fame */
700 if (k < MAX_SCORE_ENTRIES - 1)
702 int m = MAX_SCORE_ENTRIES - 1;
705 for (l=k; l<MAX_SCORE_ENTRIES; l++)
706 if (!strcmp(setup.player_name, highscore[l].Name))
708 if (m == k) /* player's new highscore overwrites his old one */
714 strcpy(highscore[l].Name, highscore[l - 1].Name);
715 highscore[l].Score = highscore[l - 1].Score;
722 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
723 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
724 highscore[k].Score = local_player->score;
730 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
731 break; /* player already there with a higher score */
742 void InitMovingField(int x, int y, int direction)
744 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
745 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
747 MovDir[x][y] = direction;
748 MovDir[newx][newy] = direction;
749 if (Feld[newx][newy] == EL_LEERRAUM)
750 Feld[newx][newy] = EL_BLOCKED;
753 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
755 int direction = MovDir[x][y];
756 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
757 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
763 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
765 int oldx = x, oldy = y;
766 int direction = MovDir[x][y];
768 if (direction == MV_LEFT)
770 else if (direction == MV_RIGHT)
772 else if (direction == MV_UP)
774 else if (direction == MV_DOWN)
777 *comes_from_x = oldx;
778 *comes_from_y = oldy;
781 int MovingOrBlocked2Element(int x, int y)
783 int element = Feld[x][y];
785 if (element == EL_BLOCKED)
789 Blocked2Moving(x, y, &oldx, &oldy);
790 return Feld[oldx][oldy];
796 static void RemoveField(int x, int y)
798 Feld[x][y] = EL_LEERRAUM;
804 void RemoveMovingField(int x, int y)
806 int oldx = x, oldy = y, newx = x, newy = y;
808 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
813 Moving2Blocked(x, y, &newx, &newy);
814 if (Feld[newx][newy] != EL_BLOCKED)
817 else if (Feld[x][y] == EL_BLOCKED)
819 Blocked2Moving(x, y, &oldx, &oldy);
820 if (!IS_MOVING(oldx, oldy))
824 if (Feld[x][y] == EL_BLOCKED &&
825 (Store[oldx][oldy] == EL_MORAST_LEER ||
826 Store[oldx][oldy] == EL_SIEB_LEER ||
827 Store[oldx][oldy] == EL_SIEB2_LEER ||
828 Store[oldx][oldy] == EL_AMOEBE_NASS))
830 Feld[oldx][oldy] = Store[oldx][oldy];
831 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
834 Feld[oldx][oldy] = EL_LEERRAUM;
836 Feld[newx][newy] = EL_LEERRAUM;
837 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
838 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
840 DrawLevelField(oldx, oldy);
841 DrawLevelField(newx, newy);
844 void DrawDynamite(int x, int y)
846 int sx = SCREENX(x), sy = SCREENY(y);
847 int graphic = el2gfx(Feld[x][y]);
850 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
854 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
856 if (Feld[x][y] == EL_DYNAMIT)
858 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
863 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
868 DrawGraphicThruMask(sx, sy, graphic + phase);
870 DrawGraphic(sx, sy, graphic + phase);
873 void CheckDynamite(int x, int y)
875 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
880 if (!(MovDelay[x][y] % 12))
881 PlaySoundLevel(x, y, SND_ZISCH);
883 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
885 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
892 StopSound(SND_ZISCH);
896 void Explode(int ex, int ey, int phase, int mode)
899 int num_phase = 9, delay = 2;
900 int last_phase = num_phase * delay;
901 int half_phase = (num_phase / 2) * delay;
903 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
905 int center_element = Feld[ex][ey];
907 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
909 center_element = MovingOrBlocked2Element(ex, ey);
910 RemoveMovingField(ex, ey);
913 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
915 int element = Feld[x][y];
917 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
919 element = MovingOrBlocked2Element(x, y);
920 RemoveMovingField(x, y);
923 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
926 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
930 if (element == EL_EXPLODING)
931 element = Store2[x][y];
933 if (IS_PLAYER(ex, ey))
935 switch(StorePlayer[ex][ey])
938 Store[x][y] = EL_EDELSTEIN_ROT;
941 Store[x][y] = EL_EDELSTEIN;
944 Store[x][y] = EL_EDELSTEIN_LILA;
948 Store[x][y] = EL_EDELSTEIN_GELB;
952 else if (center_element == EL_MAULWURF)
953 Store[x][y] = EL_EDELSTEIN_ROT;
954 else if (center_element == EL_PINGUIN)
955 Store[x][y] = EL_EDELSTEIN_LILA;
956 else if (center_element == EL_KAEFER)
957 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
958 else if (center_element == EL_BUTTERFLY)
959 Store[x][y] = EL_EDELSTEIN_BD;
960 else if (center_element == EL_MAMPFER)
961 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
962 else if (center_element == EL_AMOEBA2DIAM)
963 Store[x][y] = level.amoebe_inhalt;
964 else if (element == EL_ERZ_EDEL)
965 Store[x][y] = EL_EDELSTEIN;
966 else if (element == EL_ERZ_DIAM)
967 Store[x][y] = EL_DIAMANT;
968 else if (element == EL_ERZ_EDEL_BD)
969 Store[x][y] = EL_EDELSTEIN_BD;
970 else if (element == EL_ERZ_EDEL_GELB)
971 Store[x][y] = EL_EDELSTEIN_GELB;
972 else if (element == EL_ERZ_EDEL_ROT)
973 Store[x][y] = EL_EDELSTEIN_ROT;
974 else if (element == EL_ERZ_EDEL_LILA)
975 Store[x][y] = EL_EDELSTEIN_LILA;
976 else if (!IS_PFORTE(Store[x][y]))
977 Store[x][y] = EL_LEERRAUM;
979 if (x != ex || y != ey ||
980 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
981 Store2[x][y] = element;
983 if (AmoebaNr[x][y] &&
984 (element == EL_AMOEBE_VOLL ||
985 element == EL_AMOEBE_BD ||
986 element == EL_AMOEBING))
988 AmoebaCnt[AmoebaNr[x][y]]--;
989 AmoebaCnt2[AmoebaNr[x][y]]--;
992 Feld[x][y] = EL_EXPLODING;
993 MovDir[x][y] = MovPos[x][y] = 0;
999 if (center_element == EL_MAMPFER)
1000 MampferNr = (MampferNr+1) % 4;
1011 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1013 if (phase == half_phase)
1015 int element = Store2[x][y];
1017 if (IS_PLAYER(x, y))
1018 KillHero(PLAYERINFO(x, y));
1019 else if (IS_EXPLOSIVE(element))
1021 Feld[x][y] = Store2[x][y];
1025 else if (element == EL_AMOEBA2DIAM)
1026 AmoebeUmwandeln(x, y);
1029 if (phase == last_phase)
1033 element = Feld[x][y] = Store[x][y];
1034 Store[x][y] = Store2[x][y] = 0;
1035 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1036 if (CAN_MOVE(element) || COULD_MOVE(element))
1038 DrawLevelField(x, y);
1040 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1043 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1045 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
1049 void DynaExplode(int ex, int ey)
1052 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1053 static int xy[4][2] =
1061 Store2[ex][ey] = 0; /* delete player information */
1063 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1067 for (j=1; j<=player->dynabomb_size; j++)
1069 int x = ex+j*xy[i%4][0];
1070 int y = ey+j*xy[i%4][1];
1073 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1076 element = Feld[x][y];
1077 Explode(x, y, EX_PHASE_START, EX_BORDER);
1079 if (element != EL_LEERRAUM &&
1080 element != EL_ERDREICH &&
1081 element != EL_EXPLODING &&
1082 !player->dynabomb_xl)
1087 player->dynabombs_left++;
1090 void Bang(int x, int y)
1092 int element = Feld[x][y];
1094 PlaySoundLevel(x, y, SND_ROAAAR);
1096 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1097 element = EL_LEERRAUM;
1109 RaiseScoreElement(element);
1110 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1113 case EL_DYNABOMB_NR:
1114 case EL_DYNABOMB_SZ:
1115 case EL_DYNABOMB_XL:
1122 Explode(x, y, EX_PHASE_START, EX_CENTER);
1125 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1130 void Blurb(int x, int y)
1132 int element = Feld[x][y];
1134 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1136 PlaySoundLevel(x, y, SND_BLURB);
1137 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1138 (!IN_LEV_FIELD(x-1, y-1) ||
1139 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1141 Feld[x-1][y] = EL_BLURB_LEFT;
1143 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1144 (!IN_LEV_FIELD(x+1, y-1) ||
1145 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1147 Feld[x+1][y] = EL_BLURB_RIGHT;
1152 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1154 if (!MovDelay[x][y]) /* initialize animation counter */
1157 if (MovDelay[x][y]) /* continue animation */
1160 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1161 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1163 if (!MovDelay[x][y])
1165 Feld[x][y] = EL_LEERRAUM;
1166 DrawLevelField(x, y);
1172 void Impact(int x, int y)
1174 boolean lastline = (y == lev_fieldy-1);
1175 boolean object_hit = FALSE;
1176 int element = Feld[x][y];
1179 if (!lastline) /* check if element below was hit */
1181 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1184 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1185 MovDir[x][y+1]!=MV_DOWN ||
1186 MovPos[x][y+1]<=TILEY/2));
1188 smashed = MovingOrBlocked2Element(x, y+1);
1191 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1197 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1203 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1205 if (object_hit && IS_PLAYER(x, y+1))
1206 KillHero(PLAYERINFO(x, y+1));
1207 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1211 Feld[x][y] = EL_AMOEBING;
1212 Store[x][y] = EL_AMOEBE_NASS;
1217 if (!lastline && object_hit) /* check which object was hit */
1219 if (CAN_CHANGE(element) &&
1220 (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv)
1221 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1223 if (IS_PLAYER(x, y+1))
1225 KillHero(PLAYERINFO(x, y+1));
1228 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1233 else if (element == EL_EDELSTEIN_BD)
1235 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1241 else if (element == EL_FELSBROCKEN)
1243 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1244 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1249 else if (!IS_MOVING(x, y+1))
1251 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1256 else if (smashed == EL_KOKOSNUSS)
1258 Feld[x][y+1] = EL_CRACKINGNUT;
1259 PlaySoundLevel(x, y, SND_KNACK);
1260 RaiseScoreElement(EL_KOKOSNUSS);
1263 else if (smashed == EL_DIAMANT)
1265 Feld[x][y+1] = EL_LEERRAUM;
1266 PlaySoundLevel(x, y, SND_QUIRK);
1273 /* play sound of magic wall / mill */
1275 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1277 PlaySoundLevel(x, y, SND_QUIRK);
1281 /* play sound of object that hits the ground */
1282 if (lastline || object_hit)
1289 case EL_EDELSTEIN_BD:
1290 case EL_EDELSTEIN_GELB:
1291 case EL_EDELSTEIN_ROT:
1292 case EL_EDELSTEIN_LILA:
1299 case EL_FELSBROCKEN:
1303 case EL_SCHLUESSEL1:
1304 case EL_SCHLUESSEL2:
1305 case EL_SCHLUESSEL3:
1306 case EL_SCHLUESSEL4:
1319 PlaySoundLevel(x, y, sound);
1323 void TurnRound(int x, int y)
1335 { 0, 0 }, { 0, 0 }, { 0, 0 },
1340 int left, right, back;
1344 { MV_DOWN, MV_UP, MV_RIGHT },
1345 { MV_UP, MV_DOWN, MV_LEFT },
1347 { MV_LEFT, MV_RIGHT, MV_DOWN },
1348 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1349 { MV_RIGHT, MV_LEFT, MV_UP }
1352 int element = Feld[x][y];
1353 int old_move_dir = MovDir[x][y];
1354 int left_dir = turn[old_move_dir].left;
1355 int right_dir = turn[old_move_dir].right;
1356 int back_dir = turn[old_move_dir].back;
1358 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1359 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1360 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1361 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1363 int left_x = x+left_dx, left_y = y+left_dy;
1364 int right_x = x+right_dx, right_y = y+right_dy;
1365 int move_x = x+move_dx, move_y = y+move_dy;
1367 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1369 TestIfBadThingHitsOtherBadThing(x, y);
1371 if (IN_LEV_FIELD(right_x, right_y) &&
1372 IS_FREE_OR_PLAYER(right_x, right_y))
1373 MovDir[x][y] = right_dir;
1374 else if (!IN_LEV_FIELD(move_x, move_y) ||
1375 !IS_FREE_OR_PLAYER(move_x, move_y))
1376 MovDir[x][y] = left_dir;
1378 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1380 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1383 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1385 TestIfBadThingHitsOtherBadThing(x, y);
1387 if (IN_LEV_FIELD(left_x, left_y) &&
1388 IS_FREE_OR_PLAYER(left_x, left_y))
1389 MovDir[x][y] = left_dir;
1390 else if (!IN_LEV_FIELD(move_x, move_y) ||
1391 !IS_FREE_OR_PLAYER(move_x, move_y))
1392 MovDir[x][y] = right_dir;
1394 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1396 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1399 else if (element == EL_MAMPFER)
1401 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1403 if (IN_LEV_FIELD(left_x, left_y) &&
1404 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1405 Feld[left_x][left_y] == EL_DIAMANT))
1406 can_turn_left = TRUE;
1407 if (IN_LEV_FIELD(right_x, right_y) &&
1408 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1409 Feld[right_x][right_y] == EL_DIAMANT))
1410 can_turn_right = TRUE;
1412 if (can_turn_left && can_turn_right)
1413 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1414 else if (can_turn_left)
1415 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1416 else if (can_turn_right)
1417 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1419 MovDir[x][y] = back_dir;
1421 MovDelay[x][y] = 16+16*RND(3);
1423 else if (element == EL_MAMPFER2)
1425 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1427 if (IN_LEV_FIELD(left_x, left_y) &&
1428 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1429 IS_MAMPF2(Feld[left_x][left_y])))
1430 can_turn_left = TRUE;
1431 if (IN_LEV_FIELD(right_x, right_y) &&
1432 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1433 IS_MAMPF2(Feld[right_x][right_y])))
1434 can_turn_right = TRUE;
1436 if (can_turn_left && can_turn_right)
1437 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1438 else if (can_turn_left)
1439 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1440 else if (can_turn_right)
1441 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1443 MovDir[x][y] = back_dir;
1445 MovDelay[x][y] = 16+16*RND(3);
1447 else if (element == EL_PACMAN)
1449 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1451 if (IN_LEV_FIELD(left_x, left_y) &&
1452 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1453 IS_AMOEBOID(Feld[left_x][left_y])))
1454 can_turn_left = TRUE;
1455 if (IN_LEV_FIELD(right_x, right_y) &&
1456 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1457 IS_AMOEBOID(Feld[right_x][right_y])))
1458 can_turn_right = TRUE;
1460 if (can_turn_left && can_turn_right)
1461 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1462 else if (can_turn_left)
1463 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1464 else if (can_turn_right)
1465 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1467 MovDir[x][y] = back_dir;
1469 MovDelay[x][y] = 6+RND(40);
1471 else if (element == EL_SCHWEIN)
1473 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1474 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1475 boolean should_move_on = FALSE;
1477 int rnd = RND(rnd_value);
1479 if (IN_LEV_FIELD(left_x, left_y) &&
1480 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1481 can_turn_left = TRUE;
1482 if (IN_LEV_FIELD(right_x, right_y) &&
1483 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1484 can_turn_right = TRUE;
1485 if (IN_LEV_FIELD(move_x, move_y) &&
1486 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1489 if (can_turn_left &&
1491 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1492 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1493 should_turn_left = TRUE;
1494 if (can_turn_right &&
1496 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1497 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1498 should_turn_right = TRUE;
1500 (!can_turn_left || !can_turn_right ||
1501 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1502 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1503 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1504 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1505 should_move_on = TRUE;
1507 if (should_turn_left || should_turn_right || should_move_on)
1509 if (should_turn_left && should_turn_right && should_move_on)
1510 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1511 rnd < 2*rnd_value/3 ? right_dir :
1513 else if (should_turn_left && should_turn_right)
1514 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1515 else if (should_turn_left && should_move_on)
1516 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1517 else if (should_turn_right && should_move_on)
1518 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1519 else if (should_turn_left)
1520 MovDir[x][y] = left_dir;
1521 else if (should_turn_right)
1522 MovDir[x][y] = right_dir;
1523 else if (should_move_on)
1524 MovDir[x][y] = old_move_dir;
1526 else if (can_move_on && rnd > rnd_value/8)
1527 MovDir[x][y] = old_move_dir;
1528 else if (can_turn_left && can_turn_right)
1529 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1530 else if (can_turn_left && rnd > rnd_value/8)
1531 MovDir[x][y] = left_dir;
1532 else if (can_turn_right && rnd > rnd_value/8)
1533 MovDir[x][y] = right_dir;
1535 MovDir[x][y] = back_dir;
1537 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1538 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1539 MovDir[x][y] = old_move_dir;
1543 else if (element == EL_DRACHE)
1545 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1547 int rnd = RND(rnd_value);
1549 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1550 can_turn_left = TRUE;
1551 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1552 can_turn_right = TRUE;
1553 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1556 if (can_move_on && rnd > rnd_value/8)
1557 MovDir[x][y] = old_move_dir;
1558 else if (can_turn_left && can_turn_right)
1559 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1560 else if (can_turn_left && rnd > rnd_value/8)
1561 MovDir[x][y] = left_dir;
1562 else if (can_turn_right && rnd > rnd_value/8)
1563 MovDir[x][y] = right_dir;
1565 MovDir[x][y] = back_dir;
1567 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1568 MovDir[x][y] = old_move_dir;
1572 else if (element == EL_ROBOT || element == EL_SONDE ||
1573 element == EL_MAULWURF || element == EL_PINGUIN)
1575 int attr_x = -1, attr_y = -1;
1586 for (i=0; i<MAX_PLAYERS; i++)
1588 struct PlayerInfo *player = &stored_player[i];
1589 int jx = player->jx, jy = player->jy;
1591 if (!player->active || player->gone)
1594 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1602 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1608 if (element == EL_MAULWURF || element == EL_PINGUIN)
1611 static int xy[4][2] =
1621 int ex = x + xy[i%4][0];
1622 int ey = y + xy[i%4][1];
1624 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1633 MovDir[x][y] = MV_NO_MOVING;
1635 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1637 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1639 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1641 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1643 if (element == EL_ROBOT)
1647 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1648 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1649 Moving2Blocked(x, y, &newx, &newy);
1651 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1652 MovDelay[x][y] = 8+8*!RND(3);
1654 MovDelay[x][y] = 16;
1662 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1664 boolean first_horiz = RND(2);
1665 int new_move_dir = MovDir[x][y];
1668 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1669 Moving2Blocked(x, y, &newx, &newy);
1671 if (IN_LEV_FIELD(newx, newy) &&
1672 (IS_FREE(newx, newy) ||
1673 Feld[newx][newy] == EL_SALZSAEURE ||
1674 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1675 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1676 IS_MAMPF3(Feld[newx][newy])))))
1680 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1681 Moving2Blocked(x, y, &newx, &newy);
1683 if (IN_LEV_FIELD(newx, newy) &&
1684 (IS_FREE(newx, newy) ||
1685 Feld[newx][newy] == EL_SALZSAEURE ||
1686 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1687 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1688 IS_MAMPF3(Feld[newx][newy])))))
1691 MovDir[x][y] = old_move_dir;
1698 static boolean JustBeingPushed(int x, int y)
1702 for (i=0; i<MAX_PLAYERS; i++)
1704 struct PlayerInfo *player = &stored_player[i];
1706 if (player->active && !player->gone &&
1707 player->Pushing && player->MovPos)
1709 int next_jx = player->jx + (player->jx - player->last_jx);
1710 int next_jy = player->jy + (player->jy - player->last_jy);
1712 if (x == next_jx && y == next_jy)
1720 void StartMoving(int x, int y)
1722 int element = Feld[x][y];
1727 if (CAN_FALL(element) && y<lev_fieldy-1)
1729 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1730 if (JustBeingPushed(x, y))
1733 if (element == EL_MORAST_VOLL)
1735 if (IS_FREE(x, y+1))
1737 InitMovingField(x, y, MV_DOWN);
1738 Feld[x][y] = EL_FELSBROCKEN;
1739 Store[x][y] = EL_MORAST_LEER;
1741 else if (Feld[x][y+1] == EL_MORAST_LEER)
1743 if (!MovDelay[x][y])
1744 MovDelay[x][y] = TILEY + 1;
1753 Feld[x][y] = EL_MORAST_LEER;
1754 Feld[x][y+1] = EL_MORAST_VOLL;
1757 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1759 InitMovingField(x, y, MV_DOWN);
1760 Store[x][y] = EL_MORAST_VOLL;
1762 else if (element == EL_SIEB_VOLL)
1764 if (IS_FREE(x, y+1))
1766 InitMovingField(x, y, MV_DOWN);
1767 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1768 Store[x][y] = EL_SIEB_LEER;
1770 else if (Feld[x][y+1] == EL_SIEB_LEER)
1772 if (!MovDelay[x][y])
1773 MovDelay[x][y] = TILEY/4 + 1;
1782 Feld[x][y] = EL_SIEB_LEER;
1783 Feld[x][y+1] = EL_SIEB_VOLL;
1784 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1788 else if (element == EL_SIEB2_VOLL)
1790 if (IS_FREE(x, y+1))
1792 InitMovingField(x, y, MV_DOWN);
1793 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1794 Store[x][y] = EL_SIEB2_LEER;
1796 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1798 if (!MovDelay[x][y])
1799 MovDelay[x][y] = TILEY/4 + 1;
1808 Feld[x][y] = EL_SIEB2_LEER;
1809 Feld[x][y+1] = EL_SIEB2_VOLL;
1810 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1814 else if (SiebAktiv && CAN_CHANGE(element) &&
1815 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1817 InitMovingField(x, y, MV_DOWN);
1819 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1820 Store2[x][y+1] = element;
1822 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1825 InitMovingField(x, y, MV_DOWN);
1826 Store[x][y] = EL_SALZSAEURE;
1828 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1832 else if (IS_FREE(x, y+1))
1834 InitMovingField(x, y, MV_DOWN);
1836 else if (element == EL_TROPFEN)
1838 Feld[x][y] = EL_AMOEBING;
1839 Store[x][y] = EL_AMOEBE_NASS;
1841 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1843 boolean left = (x>0 && IS_FREE(x-1, y) &&
1844 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1845 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1846 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1850 if (left && right && game_emulation != EMU_BOULDERDASH)
1851 left = !(right = RND(2));
1853 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1857 else if (CAN_MOVE(element))
1861 if (element == EL_SONDE && JustBeingPushed(x, y))
1864 if (!MovDelay[x][y]) /* start new movement phase */
1866 /* all objects that can change their move direction after each step */
1867 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1869 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1872 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1873 DrawLevelField(x, y);
1877 if (MovDelay[x][y]) /* wait some time before next movement */
1881 if (element == EL_ROBOT || element == EL_MAMPFER ||
1882 element == EL_MAMPFER2)
1884 int phase = MovDelay[x][y] % 8;
1889 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1890 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1892 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1893 && MovDelay[x][y]%4 == 3)
1894 PlaySoundLevel(x, y, SND_NJAM);
1896 else if (element == EL_DRACHE)
1899 int dir = MovDir[x][y];
1900 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1901 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1902 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1903 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1904 dir == MV_UP ? GFX_FLAMMEN_UP :
1905 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1906 int phase = FrameCounter % 2;
1908 for (i=1; i<=3; i++)
1910 int xx = x + i*dx, yy = y + i*dy;
1911 int sx = SCREENX(xx), sy = SCREENY(yy);
1913 if (!IN_LEV_FIELD(xx, yy) ||
1914 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
1919 int flamed = MovingOrBlocked2Element(xx, yy);
1921 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1924 RemoveMovingField(xx, yy);
1926 Feld[xx][yy] = EL_BURNING;
1927 if (IN_SCR_FIELD(sx, sy))
1928 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
1932 if (Feld[xx][yy] == EL_BURNING)
1933 Feld[xx][yy] = EL_LEERRAUM;
1934 DrawLevelField(xx, yy);
1943 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1945 PlaySoundLevel(x, y, SND_KLAPPER);
1947 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1949 PlaySoundLevel(x, y, SND_ROEHR);
1952 /* now make next step */
1954 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
1956 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
1958 /* enemy got the player */
1960 KillHero(PLAYERINFO(newx, newy));
1963 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1964 element == EL_ROBOT || element == EL_SONDE) &&
1965 IN_LEV_FIELD(newx, newy) &&
1966 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
1969 Store[x][y] = EL_SALZSAEURE;
1971 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1972 IN_LEV_FIELD(newx, newy))
1974 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1976 Feld[x][y] = EL_LEERRAUM;
1977 DrawLevelField(x, y);
1979 PlaySoundLevel(newx, newy, SND_BUING);
1980 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
1981 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
1983 local_player->friends_still_needed--;
1984 if (!local_player->friends_still_needed &&
1985 !local_player->GameOver && AllPlayersGone)
1986 local_player->LevelSolved = local_player->GameOver = TRUE;
1990 else if (IS_MAMPF3(Feld[newx][newy]))
1992 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
1993 DrawLevelField(newx, newy);
1995 MovDir[x][y] = MV_NO_MOVING;
1997 else if (!IS_FREE(newx, newy))
1999 if (IS_PLAYER(x, y))
2000 DrawPlayerField(x, y);
2002 DrawLevelField(x, y);
2006 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2008 if (IS_GEM(Feld[newx][newy]))
2010 if (IS_MOVING(newx, newy))
2011 RemoveMovingField(newx, newy);
2014 Feld[newx][newy] = EL_LEERRAUM;
2015 DrawLevelField(newx, newy);
2018 else if (!IS_FREE(newx, newy))
2020 if (IS_PLAYER(x, y))
2021 DrawPlayerField(x, y);
2023 DrawLevelField(x, y);
2027 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2029 if (!IS_FREE(newx, newy))
2031 if (IS_PLAYER(x, y))
2032 DrawPlayerField(x, y);
2034 DrawLevelField(x, y);
2039 boolean wanna_flame = !RND(10);
2040 int dx = newx - x, dy = newy - y;
2041 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2042 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2043 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2044 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2045 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2046 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2048 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2049 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2050 element1 != EL_BURNING && element2 != EL_BURNING)
2052 if (IS_PLAYER(x, y))
2053 DrawPlayerField(x, y);
2055 DrawLevelField(x, y);
2057 MovDelay[x][y] = 50;
2058 Feld[newx][newy] = EL_BURNING;
2059 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2060 Feld[newx1][newy1] = EL_BURNING;
2061 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2062 Feld[newx2][newy2] = EL_BURNING;
2067 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2068 Feld[newx][newy] == EL_DIAMANT)
2070 if (IS_MOVING(newx, newy))
2071 RemoveMovingField(newx, newy);
2074 Feld[newx][newy] = EL_LEERRAUM;
2075 DrawLevelField(newx, newy);
2078 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2079 IS_MAMPF2(Feld[newx][newy]))
2081 if (AmoebaNr[newx][newy])
2083 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2084 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2085 Feld[newx][newy] == EL_AMOEBE_BD)
2086 AmoebaCnt[AmoebaNr[newx][newy]]--;
2089 if (IS_MOVING(newx, newy))
2090 RemoveMovingField(newx, newy);
2093 Feld[newx][newy] = EL_LEERRAUM;
2094 DrawLevelField(newx, newy);
2097 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2098 IS_AMOEBOID(Feld[newx][newy]))
2100 if (AmoebaNr[newx][newy])
2102 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2103 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2104 Feld[newx][newy] == EL_AMOEBE_BD)
2105 AmoebaCnt[AmoebaNr[newx][newy]]--;
2108 Feld[newx][newy] = EL_LEERRAUM;
2109 DrawLevelField(newx, newy);
2111 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2113 /* object was running against a wall */
2117 if (element == EL_KAEFER || element == EL_FLIEGER)
2118 DrawLevelField(x, y);
2119 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2120 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2121 else if (element == EL_SONDE)
2122 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2127 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2128 PlaySoundLevel(x, y, SND_SCHLURF);
2130 InitMovingField(x, y, MovDir[x][y]);
2134 ContinueMoving(x, y);
2137 void ContinueMoving(int x, int y)
2139 int element = Feld[x][y];
2140 int direction = MovDir[x][y];
2141 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2142 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2143 int horiz_move = (dx!=0);
2144 int newx = x + dx, newy = y + dy;
2145 int step = (horiz_move ? dx : dy) * TILEX/8;
2147 if (CAN_FALL(element) && horiz_move)
2149 else if (element == EL_TROPFEN)
2151 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2154 MovPos[x][y] += step;
2156 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2158 Feld[x][y] = EL_LEERRAUM;
2159 Feld[newx][newy] = element;
2161 if (Store[x][y] == EL_MORAST_VOLL)
2164 Feld[newx][newy] = EL_MORAST_VOLL;
2165 element = EL_MORAST_VOLL;
2167 else if (Store[x][y] == EL_MORAST_LEER)
2170 Feld[x][y] = EL_MORAST_LEER;
2172 else if (Store[x][y] == EL_SIEB_VOLL)
2175 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2177 else if (Store[x][y] == EL_SIEB_LEER)
2179 Store[x][y] = Store2[x][y] = 0;
2180 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2182 else if (Store[x][y] == EL_SIEB2_VOLL)
2185 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2187 else if (Store[x][y] == EL_SIEB2_LEER)
2189 Store[x][y] = Store2[x][y] = 0;
2190 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2192 else if (Store[x][y] == EL_SALZSAEURE)
2195 Feld[newx][newy] = EL_SALZSAEURE;
2196 element = EL_SALZSAEURE;
2198 else if (Store[x][y] == EL_AMOEBE_NASS)
2201 Feld[x][y] = EL_AMOEBE_NASS;
2204 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2205 MovDelay[newx][newy] = 0;
2207 if (!CAN_MOVE(element))
2208 MovDir[newx][newy] = 0;
2210 DrawLevelField(x, y);
2211 DrawLevelField(newx, newy);
2213 Stop[newx][newy] = TRUE;
2214 JustHit[x][newy] = 3;
2216 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2218 TestIfBadThingHitsHero(newx, newy);
2219 TestIfBadThingHitsFriend(newx, newy);
2220 TestIfBadThingHitsOtherBadThing(newx, newy);
2222 else if (element == EL_PINGUIN)
2223 TestIfFriendHitsBadThing(newx, newy);
2225 if (CAN_SMASH(element) && direction == MV_DOWN &&
2226 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2229 else /* still moving on */
2230 DrawLevelField(x, y);
2233 int AmoebeNachbarNr(int ax, int ay)
2236 int element = Feld[ax][ay];
2238 static int xy[4][2] =
2248 int x = ax+xy[i%4][0];
2249 int y = ay+xy[i%4][1];
2251 if (!IN_LEV_FIELD(x, y))
2254 if (Feld[x][y] == element && AmoebaNr[x][y]>0)
2255 group_nr = AmoebaNr[x][y];
2261 void AmoebenVereinigen(int ax, int ay)
2263 int i, x, y, xx, yy;
2264 int new_group_nr = AmoebaNr[ax][ay];
2265 static int xy[4][2] =
2281 if (!IN_LEV_FIELD(x, y))
2284 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2285 Feld[x][y] == EL_AMOEBE_BD ||
2286 Feld[x][y] == EL_AMOEBE_TOT) &&
2287 AmoebaNr[x][y] != new_group_nr)
2289 int old_group_nr = AmoebaNr[x][y];
2291 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2292 AmoebaCnt[old_group_nr] = 0;
2293 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2294 AmoebaCnt2[old_group_nr] = 0;
2296 for (yy=0; yy<lev_fieldy; yy++) for (xx=0; xx<lev_fieldx; xx++)
2297 if (AmoebaNr[xx][yy] == old_group_nr)
2298 AmoebaNr[xx][yy] = new_group_nr;
2303 void AmoebeUmwandeln(int ax, int ay)
2306 int group_nr = AmoebaNr[ax][ay];
2307 static int xy[4][2] =
2315 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2317 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2319 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2322 Feld[x][y] = EL_AMOEBA2DIAM;
2334 if (!IN_LEV_FIELD(x, y))
2337 if (Feld[x][y] == EL_AMOEBA2DIAM)
2343 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2346 int group_nr = AmoebaNr[ax][ay];
2347 boolean done = FALSE;
2349 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2351 if (AmoebaNr[x][y] == group_nr &&
2352 (Feld[x][y] == EL_AMOEBE_TOT ||
2353 Feld[x][y] == EL_AMOEBE_BD ||
2354 Feld[x][y] == EL_AMOEBING))
2357 Feld[x][y] = new_element;
2358 DrawLevelField(x, y);
2364 PlaySoundLevel(ax, ay,
2365 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2368 void AmoebeWaechst(int x, int y)
2370 static unsigned long sound_delay = 0;
2371 static unsigned long sound_delay_value = 0;
2373 if (!MovDelay[x][y]) /* start new growing cycle */
2377 if (DelayReached(&sound_delay, sound_delay_value))
2379 PlaySoundLevel(x, y, SND_AMOEBE);
2380 sound_delay_value = 30;
2384 if (MovDelay[x][y]) /* wait some time before growing bigger */
2387 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2388 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING+3-MovDelay[x][y]/2);
2390 if (!MovDelay[x][y])
2392 Feld[x][y] = Store[x][y];
2394 DrawLevelField(x, y);
2399 void AmoebeAbleger(int ax, int ay)
2402 int element = Feld[ax][ay];
2403 int newax = ax, neway = ay;
2404 static int xy[4][2] =
2412 if (!level.tempo_amoebe)
2414 Feld[ax][ay] = EL_AMOEBE_TOT;
2415 DrawLevelField(ax, ay);
2419 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2420 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2422 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2425 if (MovDelay[ax][ay])
2429 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2432 int x = ax+xy[start][0];
2433 int y = ay+xy[start][1];
2435 if (!IN_LEV_FIELD(x, y))
2438 if (IS_FREE(x, y) ||
2439 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2445 if (newax == ax && neway == ay)
2448 else /* normal or "filled" amoeba */
2451 boolean waiting_for_player = FALSE;
2455 int j = (start+i)%4;
2456 int x = ax+xy[j][0];
2457 int y = ay+xy[j][1];
2459 if (!IN_LEV_FIELD(x, y))
2462 if (IS_FREE(x, y) ||
2463 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2469 else if (IS_PLAYER(x, y))
2470 waiting_for_player = TRUE;
2473 if (newax == ax && neway == ay)
2475 if (i == 4 && !waiting_for_player)
2477 Feld[ax][ay] = EL_AMOEBE_TOT;
2478 DrawLevelField(ax, ay);
2479 AmoebaCnt[AmoebaNr[ax][ay]]--;
2481 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* amoeba is completely dead */
2483 if (element == EL_AMOEBE_VOLL)
2484 AmoebeUmwandeln(ax, ay);
2485 else if (element == EL_AMOEBE_BD)
2486 AmoebeUmwandeln2(ax, ay, level.amoebe_inhalt);
2491 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2493 int new_group_nr = AmoebaNr[ax][ay];
2495 AmoebaNr[newax][neway] = new_group_nr;
2496 AmoebaCnt[new_group_nr]++;
2497 AmoebaCnt2[new_group_nr]++;
2498 AmoebenVereinigen(newax, neway);
2500 if (AmoebaCnt2[new_group_nr] >= 200 && element == EL_AMOEBE_BD)
2502 AmoebeUmwandeln2(newax, neway, EL_FELSBROCKEN);
2508 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax, neway) ||
2509 (neway == lev_fieldy-1 && newax!=ax))
2511 Feld[newax][neway] = EL_AMOEBING;
2512 Store[newax][neway] = element;
2514 else if (neway == ay)
2515 Feld[newax][neway] = EL_TROPFEN;
2518 InitMovingField(ax, ay, MV_DOWN);
2519 Feld[ax][ay] = EL_TROPFEN;
2520 Store[ax][ay] = EL_AMOEBE_NASS;
2521 ContinueMoving(ax, ay);
2525 DrawLevelField(newax, neway);
2528 void Life(int ax, int ay)
2531 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2533 int element = Feld[ax][ay];
2538 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2539 MovDelay[ax][ay] = life_time;
2541 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2544 if (MovDelay[ax][ay])
2548 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2550 int xx = ax+x1, yy = ay+y1;
2553 if (!IN_LEV_FIELD(xx, yy))
2556 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2558 int x = xx+x2, y = yy+y2;
2560 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2563 if (((Feld[x][y] == element ||
2564 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2566 (IS_FREE(x, y) && Stop[x][y]))
2570 if (xx == ax && yy == ay) /* field in the middle */
2572 if (nachbarn<life[0] || nachbarn>life[1])
2574 Feld[xx][yy] = EL_LEERRAUM;
2576 DrawLevelField(xx, yy);
2577 Stop[xx][yy] = TRUE;
2580 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2581 { /* free border field */
2582 if (nachbarn>=life[2] && nachbarn<=life[3])
2584 Feld[xx][yy] = element;
2585 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2587 DrawLevelField(xx, yy);
2588 Stop[xx][yy] = TRUE;
2594 void Ablenk(int x, int y)
2596 if (!MovDelay[x][y]) /* next animation frame */
2597 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2599 if (MovDelay[x][y]) /* wait some time before next frame */
2604 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2605 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2606 if (!(MovDelay[x][y]%4))
2607 PlaySoundLevel(x, y, SND_MIEP);
2612 Feld[x][y] = EL_ABLENK_AUS;
2613 DrawLevelField(x, y);
2614 if (ZX == x && ZY == y)
2618 void Birne(int x, int y)
2620 if (!MovDelay[x][y]) /* next animation frame */
2621 MovDelay[x][y] = 800;
2623 if (MovDelay[x][y]) /* wait some time before next frame */
2628 if (!(MovDelay[x][y]%5))
2630 if (!(MovDelay[x][y]%10))
2631 Feld[x][y]=EL_ABLENK_EIN;
2633 Feld[x][y]=EL_ABLENK_AUS;
2634 DrawLevelField(x, y);
2635 Feld[x][y]=EL_ABLENK_EIN;
2641 Feld[x][y]=EL_ABLENK_AUS;
2642 DrawLevelField(x, y);
2643 if (ZX == x && ZY == y)
2647 void Blubber(int x, int y)
2649 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2650 DrawLevelField(x, y-1);
2652 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2655 void NussKnacken(int x, int y)
2657 if (!MovDelay[x][y]) /* next animation frame */
2660 if (MovDelay[x][y]) /* wait some time before next frame */
2663 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2664 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2666 if (!MovDelay[x][y])
2668 Feld[x][y] = EL_EDELSTEIN;
2669 DrawLevelField(x, y);
2674 void SiebAktivieren(int x, int y, int typ)
2676 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2677 DrawGraphic(SCREENX(x), SCREENY(y),
2678 (typ == 1 ? GFX_SIEB_VOLL :
2679 GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4);
2682 void AusgangstuerPruefen(int x, int y)
2684 if (!local_player->gems_still_needed &&
2685 !local_player->sokobanfields_still_needed &&
2686 !local_player->lights_still_needed)
2688 Feld[x][y] = EL_AUSGANG_ACT;
2690 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2691 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2692 y < LEVELY(BY1) ? LEVELY(BY1) :
2693 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2698 void AusgangstuerOeffnen(int x, int y)
2702 if (!MovDelay[x][y]) /* next animation frame */
2703 MovDelay[x][y] = 5*delay;
2705 if (MovDelay[x][y]) /* wait some time before next frame */
2710 tuer = MovDelay[x][y]/delay;
2711 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2712 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2714 if (!MovDelay[x][y])
2716 Feld[x][y] = EL_AUSGANG_AUF;
2717 DrawLevelField(x, y);
2722 void AusgangstuerBlinken(int x, int y)
2724 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2727 void EdelsteinFunkeln(int x, int y)
2729 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2732 if (Feld[x][y] == EL_EDELSTEIN_BD)
2733 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2736 if (!MovDelay[x][y]) /* next animation frame */
2737 MovDelay[x][y] = 11 * !SimpleRND(500);
2739 if (MovDelay[x][y]) /* wait some time before next frame */
2743 if (setup.direct_draw && MovDelay[x][y])
2744 SetDrawtoField(DRAW_BUFFERED);
2746 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2750 int phase = (MovDelay[x][y]-1)/2;
2755 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2757 if (setup.direct_draw)
2761 dest_x = FX + SCREENX(x)*TILEX;
2762 dest_y = FY + SCREENY(y)*TILEY;
2764 XCopyArea(display, drawto_field, window, gc,
2765 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2766 SetDrawtoField(DRAW_DIRECT);
2773 void MauerWaechst(int x, int y)
2777 if (!MovDelay[x][y]) /* next animation frame */
2778 MovDelay[x][y] = 3*delay;
2780 if (MovDelay[x][y]) /* wait some time before next frame */
2785 phase = 2-MovDelay[x][y]/delay;
2786 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2787 DrawGraphic(SCREENX(x), SCREENY(y),
2788 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2789 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2790 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2791 GFX_MAUER_DOWN ) + phase);
2793 if (!MovDelay[x][y])
2795 if (MovDir[x][y] == MV_LEFT)
2797 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2798 DrawLevelField(x-1, y);
2800 else if (MovDir[x][y] == MV_RIGHT)
2802 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2803 DrawLevelField(x+1, y);
2805 else if (MovDir[x][y] == MV_UP)
2807 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2808 DrawLevelField(x, y-1);
2812 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2813 DrawLevelField(x, y+1);
2816 Feld[x][y] = Store[x][y];
2818 MovDir[x][y] = MV_NO_MOVING;
2819 DrawLevelField(x, y);
2824 void MauerAbleger(int ax, int ay)
2826 int element = Feld[ax][ay];
2827 boolean oben_frei = FALSE, unten_frei = FALSE;
2828 boolean links_frei = FALSE, rechts_frei = FALSE;
2829 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2830 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2832 if (!MovDelay[ax][ay]) /* start building new wall */
2833 MovDelay[ax][ay] = 6;
2835 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2838 if (MovDelay[ax][ay])
2842 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2844 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2846 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2848 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2851 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2855 Feld[ax][ay-1] = EL_MAUERND;
2856 Store[ax][ay-1] = element;
2857 MovDir[ax][ay-1] = MV_UP;
2858 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
2859 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
2863 Feld[ax][ay+1] = EL_MAUERND;
2864 Store[ax][ay+1] = element;
2865 MovDir[ax][ay+1] = MV_DOWN;
2866 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
2867 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
2871 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2872 element == EL_MAUER_LEBT)
2876 Feld[ax-1][ay] = EL_MAUERND;
2877 Store[ax-1][ay] = element;
2878 MovDir[ax-1][ay] = MV_LEFT;
2879 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
2880 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
2884 Feld[ax+1][ay] = EL_MAUERND;
2885 Store[ax+1][ay] = element;
2886 MovDir[ax+1][ay] = MV_RIGHT;
2887 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
2888 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
2892 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2893 DrawLevelField(ax, ay);
2895 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
2897 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
2898 unten_massiv = TRUE;
2899 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
2900 links_massiv = TRUE;
2901 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
2902 rechts_massiv = TRUE;
2904 if (((oben_massiv && unten_massiv) ||
2905 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2906 ((links_massiv && rechts_massiv) ||
2907 element == EL_MAUER_Y))
2908 Feld[ax][ay] = EL_MAUERWERK;
2911 void CheckForDragon(int x, int y)
2914 boolean dragon_found = FALSE;
2915 static int xy[4][2] =
2927 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2929 if (IN_LEV_FIELD(xx, yy) &&
2930 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2932 if (Feld[xx][yy] == EL_DRACHE)
2933 dragon_found = TRUE;
2946 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2948 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
2950 Feld[xx][yy] = EL_LEERRAUM;
2951 DrawLevelField(xx, yy);
2960 static void PlayerActions(struct PlayerInfo *player, byte player_action)
2962 static byte stored_player_action[MAX_PLAYERS];
2963 static int num_stored_actions = 0;
2964 static boolean save_tape_entry = FALSE;
2965 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2966 int jx = player->jx, jy = player->jy;
2967 int left = player_action & JOY_LEFT;
2968 int right = player_action & JOY_RIGHT;
2969 int up = player_action & JOY_UP;
2970 int down = player_action & JOY_DOWN;
2971 int button1 = player_action & JOY_BUTTON_1;
2972 int button2 = player_action & JOY_BUTTON_2;
2973 int dx = (left ? -1 : right ? 1 : 0);
2974 int dy = (up ? -1 : down ? 1 : 0);
2976 stored_player_action[player->index_nr] = 0;
2977 num_stored_actions++;
2979 if (!player->active || player->gone || tape.pausing)
2984 save_tape_entry = TRUE;
2985 player->frame_reset_delay = 0;
2988 snapped = SnapField(player, dx, dy);
2992 bombed = PlaceBomb(player);
2993 moved = MoveFigure(player, dx, dy);
2996 if (tape.recording && (moved || snapped || bombed))
2998 if (bombed && !moved)
2999 player_action &= JOY_BUTTON;
3001 stored_player_action[player->index_nr] = player_action;
3004 /* this allows cycled sequences of PlayerActions() */
3005 if (num_stored_actions >= MAX_PLAYERS)
3007 TapeRecordAction(stored_player_action);
3008 num_stored_actions = 0;
3013 else if (tape.playing && snapped)
3014 SnapField(player, 0, 0); /* stop snapping */
3018 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3019 SnapField(player, 0, 0);
3020 if (++player->frame_reset_delay > MoveSpeed)
3024 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3026 TapeRecordAction(stored_player_action);
3027 num_stored_actions = 0;
3028 save_tape_entry = FALSE;
3031 if (tape.playing && !tape.pausing && !player_action &&
3032 tape.counter < tape.length)
3035 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3037 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3038 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3040 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3042 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3044 int el = Feld[jx+dx][jy];
3045 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3047 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3049 player->MovDir = next_joy;
3050 player->Frame = FrameCounter % 4;
3051 player->Pushing = TRUE;
3060 static unsigned long action_delay = 0;
3061 unsigned long action_delay_value;
3062 int sieb_x = 0, sieb_y = 0;
3063 int i, x, y, element;
3064 byte *recorded_player_action;
3065 byte summarized_player_action = 0;
3067 if (game_status != PLAYING)
3070 action_delay_value =
3071 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3074 if (tape.playing && tape.fast_forward)
3078 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3084 /* main game synchronization point */
3090 WaitUntilDelayReached(&action_delay, action_delay_value);
3093 while (!DelayReached(&action_delay, action_delay_value))
3097 sprintf(buf, "%ld %ld %ld",
3098 Counter(), action_delay, action_delay_value);
3101 print_debug("done");
3108 if (network_playing && !network_player_action_received)
3112 printf("DEBUG: try to get network player actions in time\n");
3117 /* last chance to get network player actions without main loop delay */
3121 if (game_status != PLAYING)
3124 if (!network_player_action_received)
3128 printf("DEBUG: failed to get network player actions in time\n");
3137 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3139 else if (tape.recording)
3148 else if (tape.recording)
3151 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3153 for (i=0; i<MAX_PLAYERS; i++)
3155 summarized_player_action |= stored_player[i].action;
3157 if (!network_playing)
3158 stored_player[i].effective_action = stored_player[i].action;
3162 if (network_playing)
3163 SendToServer_MovePlayer(summarized_player_action);
3166 if (!options.network && !setup.team_mode)
3167 local_player->effective_action = summarized_player_action;
3169 for (i=0; i<MAX_PLAYERS; i++)
3171 int actual_player_action = stored_player[i].effective_action;
3173 if (recorded_player_action)
3174 actual_player_action = recorded_player_action[i];
3176 PlayerActions(&stored_player[i], actual_player_action);
3177 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3180 network_player_action_received = FALSE;
3182 ScrollScreen(NULL, SCROLL_GO_ON);
3186 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3188 else if (tape.recording)
3198 if (TimeFrames == 0 && !local_player->gone)
3200 extern unsigned int last_RND();
3202 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3203 level.time - TimeLeft,
3205 getStateCheckSum(level.time - TimeLeft));
3214 if (GameFrameDelay >= 500)
3215 printf("FrameCounter == %d\n", FrameCounter);
3226 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3229 if (JustHit[x][y]>0)
3233 if (IS_BLOCKED(x, y))
3237 Blocked2Moving(x, y, &oldx, &oldy);
3238 if (!IS_MOVING(oldx, oldy))
3240 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3241 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3242 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3243 printf("GameActions(): This should never happen!\n");
3249 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3251 element = Feld[x][y];
3253 if (IS_INACTIVE(element))
3256 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3260 if (IS_GEM(element))
3261 EdelsteinFunkeln(x, y);
3263 else if (IS_MOVING(x, y))
3264 ContinueMoving(x, y);
3265 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3266 CheckDynamite(x, y);
3267 else if (element == EL_EXPLODING)
3268 Explode(x, y, Frame[x][y], EX_NORMAL);
3269 else if (element == EL_AMOEBING)
3270 AmoebeWaechst(x, y);
3271 else if (IS_AMOEBALIVE(element))
3272 AmoebeAbleger(x, y);
3273 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3275 else if (element == EL_ABLENK_EIN)
3277 else if (element == EL_SALZSAEURE)
3279 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3281 else if (element == EL_CRACKINGNUT)
3283 else if (element == EL_AUSGANG_ZU)
3284 AusgangstuerPruefen(x, y);
3285 else if (element == EL_AUSGANG_ACT)
3286 AusgangstuerOeffnen(x, y);
3287 else if (element == EL_AUSGANG_AUF)
3288 AusgangstuerBlinken(x, y);
3289 else if (element == EL_MAUERND)
3291 else if (element == EL_MAUER_LEBT ||
3292 element == EL_MAUER_X ||
3293 element == EL_MAUER_Y ||
3294 element == EL_MAUER_XY)
3296 else if (element == EL_BURNING)
3297 CheckForDragon(x, y);
3301 boolean sieb = FALSE;
3302 int jx = local_player->jx, jy = local_player->jy;
3304 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3305 Store[x][y] == EL_SIEB_LEER)
3307 SiebAktivieren(x, y, 1);
3310 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3311 Store[x][y] == EL_SIEB2_LEER)
3313 SiebAktivieren(x, y, 2);
3317 /* play the element sound at the position nearest to the player */
3318 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3329 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3333 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3335 element = Feld[x][y];
3336 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3338 Feld[x][y] = EL_SIEB_TOT;
3339 DrawLevelField(x, y);
3341 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3343 Feld[x][y] = EL_SIEB2_TOT;
3344 DrawLevelField(x, y);
3350 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3355 if (tape.recording || tape.playing)
3356 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3359 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3361 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3364 for (i=0; i<MAX_PLAYERS; i++)
3365 KillHero(&stored_player[i]);
3371 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3373 int min_x = x, min_y = y, max_x = x, max_y = y;
3376 for (i=0; i<MAX_PLAYERS; i++)
3378 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3380 if (!stored_player[i].active || stored_player[i].gone ||
3381 &stored_player[i] == player)
3384 min_x = MIN(min_x, jx);
3385 min_y = MIN(min_y, jy);
3386 max_x = MAX(max_x, jx);
3387 max_y = MAX(max_y, jy);
3390 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3393 static boolean AllPlayersInVisibleScreen()
3397 for (i=0; i<MAX_PLAYERS; i++)
3399 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3401 if (!stored_player[i].active || stored_player[i].gone)
3404 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3411 void ScrollLevel(int dx, int dy)
3413 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3416 XCopyArea(display, drawto_field, drawto_field, gc,
3417 FX + TILEX*(dx == -1) - softscroll_offset,
3418 FY + TILEY*(dy == -1) - softscroll_offset,
3419 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3420 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3421 FX + TILEX*(dx == 1) - softscroll_offset,
3422 FY + TILEY*(dy == 1) - softscroll_offset);
3426 x = (dx == 1 ? BX1 : BX2);
3427 for (y=BY1; y<=BY2; y++)
3428 DrawScreenField(x, y);
3432 y = (dy == 1 ? BY1 : BY2);
3433 for (x=BX1; x<=BX2; x++)
3434 DrawScreenField(x, y);
3437 redraw_mask |= REDRAW_FIELD;
3440 boolean MoveFigureOneStep(struct PlayerInfo *player,
3441 int dx, int dy, int real_dx, int real_dy)
3443 int jx = player->jx, jy = player->jy;
3444 int new_jx = jx+dx, new_jy = jy+dy;
3448 if (player->gone || (!dx && !dy))
3449 return MF_NO_ACTION;
3451 player->MovDir = (dx < 0 ? MV_LEFT :
3454 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3456 if (!IN_LEV_FIELD(new_jx, new_jy))
3457 return MF_NO_ACTION;
3459 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3460 return MF_NO_ACTION;
3462 element = MovingOrBlocked2Element(new_jx, new_jy);
3464 if (DONT_GO_TO(element))
3466 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3469 Feld[jx][jy] = EL_SPIELFIGUR;
3470 InitMovingField(jx, jy, MV_DOWN);
3471 Store[jx][jy] = EL_SALZSAEURE;
3472 ContinueMoving(jx, jy);
3481 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3482 if (can_move != MF_MOVING)
3485 StorePlayer[jx][jy] = 0;
3486 player->last_jx = jx;
3487 player->last_jy = jy;
3488 jx = player->jx = new_jx;
3489 jy = player->jy = new_jy;
3490 StorePlayer[jx][jy] = player->element_nr;
3492 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3494 ScrollFigure(player, SCROLL_INIT);
3499 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3501 int jx = player->jx, jy = player->jy;
3502 int old_jx = jx, old_jy = jy;
3503 int moved = MF_NO_ACTION;
3505 if (player->gone || (!dx && !dy))
3508 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3513 /* should only happen if pre-1.2 tape recordings are played */
3514 /* this is only for backward compatibility */
3517 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3520 while (player->MovPos)
3522 ScrollFigure(player, SCROLL_GO_ON);
3523 ScrollScreen(NULL, SCROLL_GO_ON);
3530 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3532 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3533 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3537 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3538 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3544 if (moved & MF_MOVING && !ScreenMovPos &&
3545 (player == local_player || !options.network))
3547 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3548 int offset = (setup.scroll_delay ? 3 : 0);
3550 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3552 /* actual player has left the screen -- scroll in that direction */
3553 if (jx != old_jx) /* player has moved horizontally */
3554 scroll_x += (jx - old_jx);
3555 else /* player has moved vertically */
3556 scroll_y += (jy - old_jy);
3560 if (jx != old_jx) /* player has moved horizontally */
3562 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3563 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3564 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3566 /* don't scroll over playfield boundaries */
3567 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3568 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3570 /* don't scroll more than one field at a time */
3571 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3573 /* don't scroll against the player's moving direction */
3574 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3575 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3576 scroll_x = old_scroll_x;
3578 else /* player has moved vertically */
3580 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3581 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3582 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3584 /* don't scroll over playfield boundaries */
3585 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3586 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3588 /* don't scroll more than one field at a time */
3589 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3591 /* don't scroll against the player's moving direction */
3592 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3593 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3594 scroll_y = old_scroll_y;
3598 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3600 if (!options.network && !AllPlayersInVisibleScreen())
3602 scroll_x = old_scroll_x;
3603 scroll_y = old_scroll_y;
3607 ScrollScreen(player, SCROLL_INIT);
3608 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3613 if (!(moved & MF_MOVING) && !player->Pushing)
3616 player->Frame = (player->Frame + 1) % 4;
3618 if (moved & MF_MOVING)
3620 if (old_jx != jx && old_jy == jy)
3621 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3622 else if (old_jx == jx && old_jy != jy)
3623 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3625 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3627 player->last_move_dir = player->MovDir;
3630 player->last_move_dir = MV_NO_MOVING;
3632 TestIfHeroHitsBadThing(jx, jy);
3640 void ScrollFigure(struct PlayerInfo *player, int mode)
3642 int jx = player->jx, jy = player->jy;
3643 int last_jx = player->last_jx, last_jy = player->last_jy;
3645 if (!player->active || player->gone || !player->MovPos)
3648 if (mode == SCROLL_INIT)
3650 player->actual_frame_counter = FrameCounter;
3651 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3653 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3654 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3659 else if (!FrameReached(&player->actual_frame_counter, 1))
3662 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3663 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3665 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3666 Feld[last_jx][last_jy] = EL_LEERRAUM;
3670 if (!player->MovPos)
3672 player->last_jx = jx;
3673 player->last_jy = jy;
3675 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3679 if (!local_player->friends_still_needed)
3680 player->LevelSolved = player->GameOver = TRUE;
3685 void ScrollScreen(struct PlayerInfo *player, int mode)
3687 static unsigned long screen_frame_counter = 0;
3689 if (mode == SCROLL_INIT)
3691 screen_frame_counter = FrameCounter;
3692 ScreenMovDir = player->MovDir;
3693 ScreenMovPos = player->MovPos;
3694 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3697 else if (!FrameReached(&screen_frame_counter, 1))
3702 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3703 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3704 redraw_mask |= REDRAW_FIELD;
3707 ScreenMovDir = MV_NO_MOVING;
3710 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3712 int i, killx = goodx, killy = goody;
3713 static int xy[4][2] =
3720 static int harmless[4] =
3732 x = goodx + xy[i][0];
3733 y = goody + xy[i][1];
3734 if (!IN_LEV_FIELD(x, y))
3737 element = Feld[x][y];
3739 if (DONT_TOUCH(element))
3741 if (MovDir[x][y] == harmless[i])
3750 if (killx != goodx || killy != goody)
3752 if (IS_PLAYER(goodx, goody))
3753 KillHero(PLAYERINFO(goodx, goody));
3759 void TestIfBadThingHitsGoodThing(int badx, int bady)
3761 int i, killx = badx, killy = bady;
3762 static int xy[4][2] =
3769 static int harmless[4] =
3781 x = badx + xy[i][0];
3782 y = bady + xy[i][1];
3783 if (!IN_LEV_FIELD(x, y))
3786 element = Feld[x][y];
3788 if (IS_PLAYER(x, y))
3794 else if (element == EL_PINGUIN)
3796 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3805 if (killx != badx || killy != bady)
3807 if (IS_PLAYER(killx, killy))
3808 KillHero(PLAYERINFO(killx, killy));
3814 void TestIfHeroHitsBadThing(int x, int y)
3816 TestIfGoodThingHitsBadThing(x, y);
3819 void TestIfBadThingHitsHero(int x, int y)
3821 TestIfBadThingHitsGoodThing(x, y);
3824 void TestIfFriendHitsBadThing(int x, int y)
3826 TestIfGoodThingHitsBadThing(x, y);
3829 void TestIfBadThingHitsFriend(int x, int y)
3831 TestIfBadThingHitsGoodThing(x, y);
3834 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3836 int i, killx = badx, killy = bady;
3837 static int xy[4][2] =
3851 if (!IN_LEV_FIELD(x, y))
3854 element = Feld[x][y];
3855 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3856 element == EL_AMOEBING || element == EL_TROPFEN)
3864 if (killx != badx || killy != bady)
3868 void KillHero(struct PlayerInfo *player)
3870 int jx = player->jx, jy = player->jy;
3875 if (IS_PFORTE(Feld[jx][jy]))
3876 Feld[jx][jy] = EL_LEERRAUM;
3882 void BuryHero(struct PlayerInfo *player)
3884 int jx = player->jx, jy = player->jy;
3889 PlaySoundLevel(jx, jy, SND_AUTSCH);
3890 PlaySoundLevel(jx, jy, SND_LACHEN);
3892 player->GameOver = TRUE;
3896 void RemoveHero(struct PlayerInfo *player)
3898 int jx = player->jx, jy = player->jy;
3899 int i, found = FALSE;
3901 player->gone = TRUE;
3902 StorePlayer[jx][jy] = 0;
3904 for (i=0; i<MAX_PLAYERS; i++)
3905 if (stored_player[i].active && !stored_player[i].gone)
3909 AllPlayersGone = TRUE;
3915 int DigField(struct PlayerInfo *player,
3916 int x, int y, int real_dx, int real_dy, int mode)
3918 int jx = player->jx, jy = player->jy;
3919 int dx = x - jx, dy = y - jy;
3922 if (!player->MovPos)
3923 player->Pushing = FALSE;
3925 if (mode == DF_NO_PUSH)
3927 player->push_delay = 0;
3928 return MF_NO_ACTION;
3931 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
3932 return MF_NO_ACTION;
3934 element = Feld[x][y];
3942 Feld[x][y] = EL_LEERRAUM;
3946 case EL_EDELSTEIN_BD:
3947 case EL_EDELSTEIN_GELB:
3948 case EL_EDELSTEIN_ROT:
3949 case EL_EDELSTEIN_LILA:
3952 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3953 if (local_player->gems_still_needed < 0)
3954 local_player->gems_still_needed = 0;
3955 RaiseScoreElement(element);
3956 DrawText(DX_EMERALDS, DY_EMERALDS,
3957 int2str(local_player->gems_still_needed, 3),
3958 FS_SMALL, FC_YELLOW);
3959 PlaySoundLevel(x, y, SND_PONG);
3962 case EL_DYNAMIT_AUS:
3965 RaiseScoreElement(EL_DYNAMIT);
3966 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3967 int2str(local_player->dynamite, 3),
3968 FS_SMALL, FC_YELLOW);
3969 PlaySoundLevel(x, y, SND_PONG);
3972 case EL_DYNABOMB_NR:
3974 player->dynabomb_count++;
3975 player->dynabombs_left++;
3976 RaiseScoreElement(EL_DYNAMIT);
3977 PlaySoundLevel(x, y, SND_PONG);
3980 case EL_DYNABOMB_SZ:
3982 player->dynabomb_size++;
3983 RaiseScoreElement(EL_DYNAMIT);
3984 PlaySoundLevel(x, y, SND_PONG);
3987 case EL_DYNABOMB_XL:
3989 player->dynabomb_xl = TRUE;
3990 RaiseScoreElement(EL_DYNAMIT);
3991 PlaySoundLevel(x, y, SND_PONG);
3994 case EL_SCHLUESSEL1:
3995 case EL_SCHLUESSEL2:
3996 case EL_SCHLUESSEL3:
3997 case EL_SCHLUESSEL4:
3999 int key_nr = element-EL_SCHLUESSEL1;
4002 player->key[key_nr] = TRUE;
4003 RaiseScoreElement(EL_SCHLUESSEL);
4004 DrawMiniGraphicExt(drawto, gc,
4005 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4006 GFX_SCHLUESSEL1+key_nr);
4007 DrawMiniGraphicExt(window, gc,
4008 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4009 GFX_SCHLUESSEL1+key_nr);
4010 PlaySoundLevel(x, y, SND_PONG);
4015 Feld[x][y] = EL_ABLENK_EIN;
4018 DrawLevelField(x, y);
4022 case EL_FELSBROCKEN:
4026 if (dy || mode == DF_SNAP)
4027 return MF_NO_ACTION;
4029 player->Pushing = TRUE;
4031 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4032 return MF_NO_ACTION;
4036 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4037 return MF_NO_ACTION;
4040 if (player->push_delay == 0)
4041 player->push_delay = FrameCounter;
4042 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4044 return MF_NO_ACTION;
4047 Feld[x+dx][y+dy] = element;
4049 player->push_delay_value = 2+RND(8);
4051 DrawLevelField(x+dx, y+dy);
4052 if (element == EL_FELSBROCKEN)
4053 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4054 else if (element == EL_KOKOSNUSS)
4055 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4057 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4064 if (!player->key[element-EL_PFORTE1])
4065 return MF_NO_ACTION;
4072 if (!player->key[element-EL_PFORTE1X])
4073 return MF_NO_ACTION;
4077 case EL_AUSGANG_ACT:
4078 /* door is not (yet) open */
4079 return MF_NO_ACTION;
4082 case EL_AUSGANG_AUF:
4083 if (mode == DF_SNAP)
4084 return MF_NO_ACTION;
4086 PlaySoundLevel(x, y, SND_BUING);
4089 player->gone = TRUE;
4090 PlaySoundLevel(x, y, SND_BUING);
4092 if (!local_player->friends_still_needed)
4093 player->LevelSolved = player->GameOver = TRUE;
4099 Feld[x][y] = EL_BIRNE_EIN;
4100 local_player->lights_still_needed--;
4101 DrawLevelField(x, y);
4102 PlaySoundLevel(x, y, SND_DENG);
4107 Feld[x][y] = EL_ZEIT_LEER;
4109 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4110 DrawLevelField(x, y);
4111 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4115 case EL_SOKOBAN_FELD_LEER:
4118 case EL_SOKOBAN_FELD_VOLL:
4119 case EL_SOKOBAN_OBJEKT:
4121 if (mode == DF_SNAP)
4122 return MF_NO_ACTION;
4124 player->Pushing = TRUE;
4126 if (!IN_LEV_FIELD(x+dx, y+dy)
4127 || (!IS_FREE(x+dx, y+dy)
4128 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4129 || !IS_SB_ELEMENT(element))))
4130 return MF_NO_ACTION;
4134 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4135 return MF_NO_ACTION;
4137 else if (dy && real_dx)
4139 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4140 return MF_NO_ACTION;
4143 if (player->push_delay == 0)
4144 player->push_delay = FrameCounter;
4145 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4147 return MF_NO_ACTION;
4149 if (IS_SB_ELEMENT(element))
4151 if (element == EL_SOKOBAN_FELD_VOLL)
4153 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4154 local_player->sokobanfields_still_needed++;
4159 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4161 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4162 local_player->sokobanfields_still_needed--;
4163 if (element == EL_SOKOBAN_OBJEKT)
4164 PlaySoundLevel(x, y, SND_DENG);
4167 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4172 Feld[x+dx][y+dy] = element;
4175 player->push_delay_value = 2;
4177 DrawLevelField(x, y);
4178 DrawLevelField(x+dx, y+dy);
4179 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4181 if (IS_SB_ELEMENT(element) &&
4182 local_player->sokobanfields_still_needed == 0 &&
4183 game_emulation == EMU_SOKOBAN)
4185 player->LevelSolved = player->GameOver = TRUE;
4186 PlaySoundLevel(x, y, SND_BUING);
4198 return MF_NO_ACTION;
4202 player->push_delay = 0;
4207 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4209 int jx = player->jx, jy = player->jy;
4210 int x = jx + dx, y = jy + dy;
4212 if (player->gone || !IN_LEV_FIELD(x, y))
4220 player->snapped = FALSE;
4224 if (player->snapped)
4227 player->MovDir = (dx < 0 ? MV_LEFT :
4230 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4232 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4235 player->snapped = TRUE;
4236 DrawLevelField(x, y);
4242 boolean PlaceBomb(struct PlayerInfo *player)
4244 int jx = player->jx, jy = player->jy;
4247 if (player->gone || player->MovPos)
4250 element = Feld[jx][jy];
4252 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4253 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4254 element == EL_EXPLODING)
4257 if (element != EL_LEERRAUM)
4258 Store[jx][jy] = element;
4260 if (player->dynamite)
4262 Feld[jx][jy] = EL_DYNAMIT;
4263 MovDelay[jx][jy] = 96;
4265 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4266 FS_SMALL, FC_YELLOW);
4267 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4268 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4272 Feld[jx][jy] = EL_DYNABOMB;
4273 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4274 MovDelay[jx][jy] = 96;
4275 player->dynabombs_left--;
4276 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4277 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4283 void PlaySoundLevel(int x, int y, int sound_nr)
4285 int sx = SCREENX(x), sy = SCREENY(y);
4287 int silence_distance = 8;
4289 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4290 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4293 if (!IN_LEV_FIELD(x, y) ||
4294 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4295 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4298 volume = PSND_MAX_VOLUME;
4301 stereo = (sx-SCR_FIELDX/2)*12;
4303 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4304 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4305 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4308 if (!IN_SCR_FIELD(sx, sy))
4310 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4311 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4313 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4316 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4319 void RaiseScore(int value)
4321 local_player->score += value;
4322 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4323 FS_SMALL, FC_YELLOW);
4326 void RaiseScoreElement(int element)
4331 case EL_EDELSTEIN_BD:
4332 case EL_EDELSTEIN_GELB:
4333 case EL_EDELSTEIN_ROT:
4334 case EL_EDELSTEIN_LILA:
4335 RaiseScore(level.score[SC_EDELSTEIN]);
4338 RaiseScore(level.score[SC_DIAMANT]);
4342 RaiseScore(level.score[SC_KAEFER]);
4346 RaiseScore(level.score[SC_FLIEGER]);
4350 RaiseScore(level.score[SC_MAMPFER]);
4353 RaiseScore(level.score[SC_ROBOT]);
4356 RaiseScore(level.score[SC_PACMAN]);
4359 RaiseScore(level.score[SC_KOKOSNUSS]);
4362 RaiseScore(level.score[SC_DYNAMIT]);
4365 RaiseScore(level.score[SC_SCHLUESSEL]);