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 ***********************************************************/
25 void GetPlayerConfig()
27 int old_joystick_nr = joystick_nr;
29 if (sound_status==SOUND_OFF)
30 local_player->setup &= ~SETUP_SOUND;
31 if (!sound_loops_allowed)
33 local_player->setup &= ~SETUP_SOUND_LOOPS;
34 local_player->setup &= ~SETUP_SOUND_MUSIC;
37 sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
38 sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
39 sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
40 toons_on = SETUP_TOONS_ON(local_player->setup);
41 direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
42 fading_on = SETUP_FADING_ON(local_player->setup);
43 autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
44 joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
45 quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
46 scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
47 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
50 if (joystick_nr != old_joystick_nr)
53 close(joystick_device);
62 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
63 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
65 for(i=0; i<MAX_PLAYERS; i++)
67 struct PlayerInfo *player = &stored_player[i];
70 player->active = FALSE;
71 player->local = FALSE;
74 player->gems_still_needed = level.edelsteine;
75 player->sokobanfields_still_needed = 0;
76 player->lights_still_needed = 0;
77 player->friends_still_needed = 0;
80 player->key[j] = FALSE;
83 player->dynabomb_count = 0;
84 player->dynabomb_size = 0;
85 player->dynabombs_left = 0;
86 player->dynabomb_xl = FALSE;
88 player->MovDir = MV_NO_MOVING;
90 player->Pushing = FALSE;
94 player->actual_frame_counter = 0;
96 player->frame_reset_delay = 0;
98 player->push_delay = 0;
99 player->push_delay_value = 5;
101 player->move_delay = 0;
102 player->last_move_dir = MV_NO_MOVING;
104 player->snapped = FALSE;
106 player->gone = FALSE;
108 player->last_jx = player->last_jy = 0;
109 player->jx = player->jy = 0;
111 DigField(player, 0,0,0,0,DF_NO_PUSH);
112 SnapField(player, 0,0);
118 stored_player[i].active = TRUE;
123 player->LevelSolved = FALSE;
124 player->GameOver = FALSE;
127 local_player->active = TRUE;
128 local_player->local = TRUE;
135 TimeLeft = level.time;
137 ScreenMovDir = MV_NO_MOVING;
141 AllPlayersGone = SiebAktiv = FALSE;
143 for(i=0;i<MAX_NUM_AMOEBA;i++)
144 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
146 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
148 Feld[x][y] = Ur[x][y];
149 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
150 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
155 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
157 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
163 Feld[x][y] = EL_SPIELER1;
170 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
171 int jx = player->jx, jy = player->jy;
173 /* remove duplicate players */
174 if (StorePlayer[jx][jy] == Feld[x][y])
175 StorePlayer[jx][jy] = 0;
177 player->active = TRUE;
179 StorePlayer[x][y] = Feld[x][y];
180 Feld[x][y] = EL_LEERRAUM;
181 player->jx = player->last_jx = x;
182 player->jy = player->last_jy = y;
186 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
187 Feld[x][y] = EL_BADEWANNE1;
188 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
189 Feld[x][y] = EL_BADEWANNE2;
190 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
191 Feld[x][y] = EL_BADEWANNE3;
192 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
193 Feld[x][y] = EL_BADEWANNE4;
194 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
195 Feld[x][y] = EL_BADEWANNE5;
234 Feld[x][y] = EL_AMOEBING;
235 Store[x][y] = EL_AMOEBE_NASS;
242 local_player->lights_still_needed++;
244 case EL_SOKOBAN_FELD_LEER:
245 local_player->sokobanfields_still_needed++;
249 local_player->friends_still_needed++;
253 MovDir[x][y] = 1<<RND(4);
260 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
261 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
263 scroll_x = scroll_y = -1;
264 if (local_player->jx >= MIDPOSX-1)
265 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
266 local_player->jx - MIDPOSX :
267 lev_fieldx - SCR_FIELDX + 1);
268 if (local_player->jy >= MIDPOSY-1)
269 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
270 local_player->jy - MIDPOSY :
271 lev_fieldy - SCR_FIELDY + 1);
273 CloseDoor(DOOR_CLOSE_1);
279 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
280 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
281 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
282 DrawTextExt(pix[PIX_DB_DOOR],gc,
283 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
284 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
285 DrawTextExt(pix[PIX_DB_DOOR],gc,
286 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
287 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
288 DrawTextExt(pix[PIX_DB_DOOR],gc,
289 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
290 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
291 DrawTextExt(pix[PIX_DB_DOOR],gc,
292 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
293 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
294 DrawTextExt(pix[PIX_DB_DOOR],gc,
295 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
296 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
298 DrawGameButton(BUTTON_GAME_STOP);
299 DrawGameButton(BUTTON_GAME_PAUSE);
300 DrawGameButton(BUTTON_GAME_PLAY);
301 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
302 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
303 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
304 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
305 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
306 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
307 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
308 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
310 OpenDoor(DOOR_OPEN_1);
313 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
315 XAutoRepeatOff(display);
318 void InitMovDir(int x, int y)
320 int i, element = Feld[x][y];
321 static int xy[4][2] =
328 static int direction[2][4] =
330 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
331 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
340 Feld[x][y] = EL_KAEFER;
341 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
347 Feld[x][y] = EL_FLIEGER;
348 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
354 Feld[x][y] = EL_BUTTERFLY;
355 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
361 Feld[x][y] = EL_FIREFLY;
362 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
368 Feld[x][y] = EL_PACMAN;
369 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
372 MovDir[x][y] = 1<<RND(4);
373 if (element != EL_KAEFER &&
374 element != EL_FLIEGER &&
375 element != EL_BUTTERFLY &&
376 element != EL_FIREFLY)
386 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
388 if (element==EL_KAEFER || element==EL_BUTTERFLY)
390 MovDir[x][y] = direction[0][i];
393 else if (element==EL_FLIEGER || element==EL_FIREFLY)
395 MovDir[x][y] = direction[1][i];
404 void InitAmoebaNr(int x, int y)
407 int group_nr = AmoebeNachbarNr(x,y);
411 for(i=1;i<MAX_NUM_AMOEBA;i++)
421 AmoebaNr[x][y] = group_nr;
422 AmoebaCnt[group_nr]++;
423 AmoebaCnt2[group_nr]++;
429 int bumplevel = FALSE;
431 local_player->LevelSolved = FALSE;
436 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
441 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
442 if (TimeLeft && !(TimeLeft % 10))
443 RaiseScore(level.score[SC_ZEITBONUS]);
444 if (TimeLeft > 100 && !(TimeLeft % 10))
448 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
459 /* Hero disappears */
460 DrawLevelField(ExitX, ExitY);
466 CloseDoor(DOOR_CLOSE_1);
471 SaveLevelTape(tape.level_nr); /* Ask to save tape */
474 if (level_nr == local_player->handicap &&
475 level_nr < leveldir[leveldir_nr].levels-1)
477 local_player->handicap++;
479 SavePlayerInfo(PLAYER_LEVEL);
482 if ((hi_pos=NewHiScore()) >= 0)
484 game_status = HALLOFFAME;
485 DrawHallOfFame(hi_pos);
486 if (bumplevel && TAPE_IS_EMPTY(tape))
491 game_status = MAINMENU;
492 if (bumplevel && TAPE_IS_EMPTY(tape))
507 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
508 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
511 for(k=0;k<MAX_SCORE_ENTRIES;k++)
513 if (local_player->score > highscore[k].Score)
515 /* Spieler kommt in Highscore-Liste */
517 if (k<MAX_SCORE_ENTRIES-1)
519 int m = MAX_SCORE_ENTRIES-1;
522 for(l=k;l<MAX_SCORE_ENTRIES;l++)
523 if (!strcmp(local_player->alias_name,highscore[l].Name))
525 if (m==k) /* Spieler überschreibt seine alte Position */
531 strcpy(highscore[l].Name,highscore[l-1].Name);
532 highscore[l].Score = highscore[l-1].Score;
539 sprintf(highscore[k].Name,local_player->alias_name);
540 highscore[k].Score = local_player->score;
546 else if (!strcmp(local_player->alias_name,highscore[k].Name))
547 break; /* Spieler schon mit besserer Punktzahl in der Liste */
558 void InitMovingField(int x, int y, int direction)
560 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
561 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
563 MovDir[x][y] = direction;
564 MovDir[newx][newy] = direction;
565 if (Feld[newx][newy] == EL_LEERRAUM)
566 Feld[newx][newy] = EL_BLOCKED;
569 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
571 int direction = MovDir[x][y];
572 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
573 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
579 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
581 int oldx = x, oldy = y;
582 int direction = MovDir[x][y];
584 if (direction==MV_LEFT)
586 else if (direction==MV_RIGHT)
588 else if (direction==MV_UP)
590 else if (direction==MV_DOWN)
593 *comes_from_x = oldx;
594 *comes_from_y = oldy;
597 int MovingOrBlocked2Element(int x, int y)
599 int element = Feld[x][y];
601 if (element==EL_BLOCKED)
605 Blocked2Moving(x,y,&oldx,&oldy);
606 return(Feld[oldx][oldy]);
612 static void RemoveField(int x, int y)
614 Feld[x][y] = EL_LEERRAUM;
620 void RemoveMovingField(int x, int y)
622 int oldx = x,oldy = y, newx = x,newy = y;
624 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
629 Moving2Blocked(x,y,&newx,&newy);
630 if (Feld[newx][newy] != EL_BLOCKED)
633 else if (Feld[x][y]==EL_BLOCKED)
635 Blocked2Moving(x,y,&oldx,&oldy);
636 if (!IS_MOVING(oldx,oldy))
640 if (Feld[x][y]==EL_BLOCKED &&
641 (Store[oldx][oldy]==EL_MORAST_LEER ||
642 Store[oldx][oldy]==EL_SIEB_LEER ||
643 Store[oldx][oldy]==EL_SIEB2_LEER ||
644 Store[oldx][oldy]==EL_AMOEBE_NASS))
646 Feld[oldx][oldy] = Store[oldx][oldy];
647 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
650 Feld[oldx][oldy] = EL_LEERRAUM;
652 Feld[newx][newy] = EL_LEERRAUM;
653 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
654 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
656 DrawLevelField(oldx,oldy);
657 DrawLevelField(newx,newy);
660 void DrawDynamite(int x, int y)
662 int sx = SCREENX(x), sy = SCREENY(y);
663 int graphic = el2gfx(Feld[x][y]);
666 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
670 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
672 if (Feld[x][y]==EL_DYNAMIT)
674 if ((phase = (96-MovDelay[x][y])/12) > 6)
679 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
684 DrawGraphicThruMask(sx,sy, graphic + phase);
686 DrawGraphic(sx,sy, graphic + phase);
689 void CheckDynamite(int x, int y)
691 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
696 if (!(MovDelay[x][y] % 12))
697 PlaySoundLevel(x,y,SND_ZISCH);
699 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
701 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
708 StopSound(SND_ZISCH);
712 void Explode(int ex, int ey, int phase, int mode)
715 int num_phase = 9, delay = 2;
716 int last_phase = num_phase*delay;
717 int half_phase = (num_phase/2)*delay;
719 if (phase==0) /* Feld 'Store' initialisieren */
721 int center_element = Feld[ex][ey];
723 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
725 center_element = MovingOrBlocked2Element(ex,ey);
726 RemoveMovingField(ex,ey);
729 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
731 int element = Feld[x][y];
733 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
735 element = MovingOrBlocked2Element(x,y);
736 RemoveMovingField(x,y);
739 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
742 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
746 if (element==EL_EXPLODING)
747 element = Store2[x][y];
749 if (IS_PLAYER(ex,ey))
751 switch(StorePlayer[ex][ey])
754 Store[x][y] = EL_EDELSTEIN_ROT;
757 Store[x][y] = EL_EDELSTEIN;
760 Store[x][y] = EL_EDELSTEIN_LILA;
764 Store[x][y] = EL_EDELSTEIN_GELB;
768 else if (center_element==EL_MAULWURF)
769 Store[x][y] = EL_EDELSTEIN_ROT;
770 else if (center_element==EL_PINGUIN)
771 Store[x][y] = EL_EDELSTEIN_LILA;
772 else if (center_element==EL_KAEFER)
773 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
774 else if (center_element==EL_BUTTERFLY)
775 Store[x][y] = EL_EDELSTEIN_BD;
776 else if (center_element==EL_MAMPFER)
777 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
778 else if (center_element==EL_AMOEBA2DIAM)
779 Store[x][y] = level.amoebe_inhalt;
780 else if (element==EL_ERZ_EDEL)
781 Store[x][y] = EL_EDELSTEIN;
782 else if (element==EL_ERZ_DIAM)
783 Store[x][y] = EL_DIAMANT;
784 else if (element==EL_ERZ_EDEL_BD)
785 Store[x][y] = EL_EDELSTEIN_BD;
786 else if (element==EL_ERZ_EDEL_GELB)
787 Store[x][y] = EL_EDELSTEIN_GELB;
788 else if (element==EL_ERZ_EDEL_ROT)
789 Store[x][y] = EL_EDELSTEIN_ROT;
790 else if (element==EL_ERZ_EDEL_LILA)
791 Store[x][y] = EL_EDELSTEIN_LILA;
792 else if (!IS_PFORTE(Store[x][y]))
793 Store[x][y] = EL_LEERRAUM;
795 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
796 Store2[x][y] = element;
798 if (AmoebaNr[x][y] &&
799 (element==EL_AMOEBE_VOLL ||
800 element==EL_AMOEBE_BD ||
801 element==EL_AMOEBING))
803 AmoebaCnt[AmoebaNr[x][y]]--;
804 AmoebaCnt2[AmoebaNr[x][y]]--;
807 Feld[x][y] = EL_EXPLODING;
808 MovDir[x][y] = MovPos[x][y] = 0;
814 if (center_element==EL_MAMPFER)
815 MampferNr = (MampferNr+1) % 4;
826 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
828 if (phase==half_phase)
830 int element = Store2[x][y];
833 KillHero(PLAYERINFO(x,y));
834 else if (IS_EXPLOSIVE(element))
836 Feld[x][y] = Store2[x][y];
840 else if (element==EL_AMOEBA2DIAM)
841 AmoebeUmwandeln(x,y);
844 if (phase==last_phase)
848 element = Feld[x][y] = Store[x][y];
849 Store[x][y] = Store2[x][y] = 0;
850 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
851 if (CAN_MOVE(element) || COULD_MOVE(element))
855 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
858 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
860 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
864 void DynaExplode(int ex, int ey)
867 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
868 static int xy[4][2] =
876 Store2[ex][ey] = 0; /* delete player information */
878 Explode(ex,ey,0,EX_CENTER);
882 for(j=1; j<=player->dynabomb_size; j++)
884 int x = ex+j*xy[i%4][0];
885 int y = ey+j*xy[i%4][1];
888 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
891 element = Feld[x][y];
892 Explode(x,y,0,EX_BORDER);
894 if (element != EL_LEERRAUM &&
895 element != EL_ERDREICH &&
896 element != EL_EXPLODING &&
897 !player->dynabomb_xl)
902 player->dynabombs_left++;
905 void Bang(int x, int y)
907 int element = Feld[x][y];
909 PlaySoundLevel(x,y,SND_ROAAAR);
921 RaiseScoreElement(element);
922 Explode(x,y,0,EX_NORMAL);
932 Explode(x,y,0,EX_CENTER);
935 Explode(x,y,0,EX_NORMAL);
940 void Blurb(int x, int y)
942 int element = Feld[x][y];
944 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
946 PlaySoundLevel(x,y,SND_BLURB);
947 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
948 (!IN_LEV_FIELD(x-1,y-1) ||
949 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
951 Feld[x-1][y] = EL_BLURB_LEFT;
953 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
954 (!IN_LEV_FIELD(x+1,y-1) ||
955 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
957 Feld[x+1][y] = EL_BLURB_RIGHT;
962 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
964 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
967 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
970 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
971 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
975 Feld[x][y] = EL_LEERRAUM;
982 void Impact(int x, int y)
984 BOOL lastline = (y==lev_fieldy-1);
985 BOOL object_hit = FALSE;
986 int element = Feld[x][y];
989 /* Element darunter berührt? */
992 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
993 MovDir[x][y+1]!=MV_DOWN ||
994 MovPos[x][y+1]<=TILEY/2));
996 smashed = MovingOrBlocked2Element(x,y+1);
999 /* Auftreffendes Element fällt in Salzsäure */
1000 if (!lastline && smashed==EL_SALZSAEURE)
1006 /* Auftreffendes Element ist Bombe */
1007 if (element==EL_BOMBE && (lastline || object_hit))
1013 /* Auftreffendes Element ist Säuretropfen */
1014 if (element==EL_TROPFEN && (lastline || object_hit))
1016 if (object_hit && IS_PLAYER(x,y+1))
1017 KillHero(PLAYERINFO(x,y+1));
1018 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1022 Feld[x][y] = EL_AMOEBING;
1023 Store[x][y] = EL_AMOEBE_NASS;
1028 /* Welches Element kriegt was auf die Rübe? */
1029 if (!lastline && object_hit)
1031 if (CAN_CHANGE(element) &&
1032 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1033 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1035 if (IS_PLAYER(x,y+1))
1037 KillHero(PLAYERINFO(x,y+1));
1040 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1045 else if (element==EL_EDELSTEIN_BD)
1047 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1053 else if (element==EL_FELSBROCKEN)
1055 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1056 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1061 else if (!IS_MOVING(x,y+1))
1063 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1068 else if (smashed==EL_KOKOSNUSS)
1070 Feld[x][y+1] = EL_CRACKINGNUT;
1071 PlaySoundLevel(x,y,SND_KNACK);
1072 RaiseScoreElement(EL_KOKOSNUSS);
1075 else if (smashed==EL_DIAMANT)
1077 Feld[x][y+1] = EL_LEERRAUM;
1078 PlaySoundLevel(x,y,SND_QUIRK);
1085 /* Geräusch beim Durchqueren des Siebes */
1086 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1088 PlaySoundLevel(x,y,SND_QUIRK);
1092 /* Geräusch beim Auftreffen */
1093 if (lastline || object_hit)
1100 case EL_EDELSTEIN_BD:
1101 case EL_EDELSTEIN_GELB:
1102 case EL_EDELSTEIN_ROT:
1103 case EL_EDELSTEIN_LILA:
1110 case EL_FELSBROCKEN:
1114 case EL_SCHLUESSEL1:
1115 case EL_SCHLUESSEL2:
1116 case EL_SCHLUESSEL3:
1117 case EL_SCHLUESSEL4:
1130 PlaySoundLevel(x,y,sound);
1134 void TurnRound(int x, int y)
1146 { 0,0 }, { 0,0 }, { 0,0 },
1151 int left,right,back;
1155 { MV_DOWN, MV_UP, MV_RIGHT },
1156 { MV_UP, MV_DOWN, MV_LEFT },
1158 { MV_LEFT, MV_RIGHT, MV_DOWN },
1159 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1160 { MV_RIGHT, MV_LEFT, MV_UP }
1163 int element = Feld[x][y];
1164 int old_move_dir = MovDir[x][y];
1165 int left_dir = turn[old_move_dir].left;
1166 int right_dir = turn[old_move_dir].right;
1167 int back_dir = turn[old_move_dir].back;
1169 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1170 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1171 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1172 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1174 int left_x = x+left_dx, left_y = y+left_dy;
1175 int right_x = x+right_dx, right_y = y+right_dy;
1176 int move_x = x+move_dx, move_y = y+move_dy;
1178 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1180 TestIfBadThingHitsOtherBadThing(x,y);
1182 if (IN_LEV_FIELD(right_x,right_y) &&
1183 IS_FREE_OR_PLAYER(right_x,right_y))
1184 MovDir[x][y] = right_dir;
1185 else if (!IN_LEV_FIELD(move_x,move_y) ||
1186 !IS_FREE_OR_PLAYER(move_x,move_y))
1187 MovDir[x][y] = left_dir;
1189 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1191 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1194 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1196 TestIfBadThingHitsOtherBadThing(x,y);
1198 if (IN_LEV_FIELD(left_x,left_y) &&
1199 IS_FREE_OR_PLAYER(left_x,left_y))
1200 MovDir[x][y] = left_dir;
1201 else if (!IN_LEV_FIELD(move_x,move_y) ||
1202 !IS_FREE_OR_PLAYER(move_x,move_y))
1203 MovDir[x][y] = right_dir;
1205 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1207 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1210 else if (element==EL_MAMPFER)
1212 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1214 if (IN_LEV_FIELD(left_x,left_y) &&
1215 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1216 Feld[left_x][left_y] == EL_DIAMANT))
1217 can_turn_left = TRUE;
1218 if (IN_LEV_FIELD(right_x,right_y) &&
1219 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1220 Feld[right_x][right_y] == EL_DIAMANT))
1221 can_turn_right = TRUE;
1223 if (can_turn_left && can_turn_right)
1224 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1225 else if (can_turn_left)
1226 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1227 else if (can_turn_right)
1228 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1230 MovDir[x][y] = back_dir;
1232 MovDelay[x][y] = 16+16*RND(3);
1234 else if (element==EL_MAMPFER2)
1236 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1238 if (IN_LEV_FIELD(left_x,left_y) &&
1239 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1240 IS_MAMPF2(Feld[left_x][left_y])))
1241 can_turn_left = TRUE;
1242 if (IN_LEV_FIELD(right_x,right_y) &&
1243 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1244 IS_MAMPF2(Feld[right_x][right_y])))
1245 can_turn_right = TRUE;
1247 if (can_turn_left && can_turn_right)
1248 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1249 else if (can_turn_left)
1250 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1251 else if (can_turn_right)
1252 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1254 MovDir[x][y] = back_dir;
1256 MovDelay[x][y] = 16+16*RND(3);
1258 else if (element==EL_PACMAN)
1260 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1262 if (IN_LEV_FIELD(left_x,left_y) &&
1263 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1264 IS_AMOEBOID(Feld[left_x][left_y])))
1265 can_turn_left = TRUE;
1266 if (IN_LEV_FIELD(right_x,right_y) &&
1267 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1268 IS_AMOEBOID(Feld[right_x][right_y])))
1269 can_turn_right = TRUE;
1271 if (can_turn_left && can_turn_right)
1272 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1273 else if (can_turn_left)
1274 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1275 else if (can_turn_right)
1276 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1278 MovDir[x][y] = back_dir;
1280 MovDelay[x][y] = 6+RND(40);
1282 else if (element==EL_SCHWEIN)
1284 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1285 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1286 BOOL should_move_on = FALSE;
1288 int rnd = RND(rnd_value);
1290 if (IN_LEV_FIELD(left_x,left_y) &&
1291 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1292 can_turn_left = TRUE;
1293 if (IN_LEV_FIELD(right_x,right_y) &&
1294 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1295 can_turn_right = TRUE;
1296 if (IN_LEV_FIELD(move_x,move_y) &&
1297 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1300 if (can_turn_left &&
1302 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1303 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1304 should_turn_left = TRUE;
1305 if (can_turn_right &&
1307 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1308 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1309 should_turn_right = TRUE;
1311 (!can_turn_left || !can_turn_right ||
1312 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1313 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1314 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1315 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1316 should_move_on = TRUE;
1318 if (should_turn_left || should_turn_right || should_move_on)
1320 if (should_turn_left && should_turn_right && should_move_on)
1321 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1322 rnd < 2*rnd_value/3 ? right_dir :
1324 else if (should_turn_left && should_turn_right)
1325 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1326 else if (should_turn_left && should_move_on)
1327 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1328 else if (should_turn_right && should_move_on)
1329 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1330 else if (should_turn_left)
1331 MovDir[x][y] = left_dir;
1332 else if (should_turn_right)
1333 MovDir[x][y] = right_dir;
1334 else if (should_move_on)
1335 MovDir[x][y] = old_move_dir;
1337 else if (can_move_on && rnd > rnd_value/8)
1338 MovDir[x][y] = old_move_dir;
1339 else if (can_turn_left && can_turn_right)
1340 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1341 else if (can_turn_left && rnd > rnd_value/8)
1342 MovDir[x][y] = left_dir;
1343 else if (can_turn_right && rnd > rnd_value/8)
1344 MovDir[x][y] = right_dir;
1346 MovDir[x][y] = back_dir;
1348 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1349 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1350 MovDir[x][y] = old_move_dir;
1354 else if (element==EL_DRACHE)
1356 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1358 int rnd = RND(rnd_value);
1360 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1361 can_turn_left = TRUE;
1362 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1363 can_turn_right = TRUE;
1364 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1367 if (can_move_on && rnd > rnd_value/8)
1368 MovDir[x][y] = old_move_dir;
1369 else if (can_turn_left && can_turn_right)
1370 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1371 else if (can_turn_left && rnd > rnd_value/8)
1372 MovDir[x][y] = left_dir;
1373 else if (can_turn_right && rnd > rnd_value/8)
1374 MovDir[x][y] = right_dir;
1376 MovDir[x][y] = back_dir;
1378 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1379 MovDir[x][y] = old_move_dir;
1383 else if (element==EL_ROBOT || element==EL_SONDE ||
1384 element==EL_MAULWURF || element==EL_PINGUIN)
1386 int attr_x = -1, attr_y = -1;
1397 for(i=0; i<MAX_PLAYERS; i++)
1399 struct PlayerInfo *player = &stored_player[i];
1400 int jx = player->jx, jy = player->jy;
1402 if (!player->active || player->gone)
1405 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1413 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1419 if (element==EL_MAULWURF || element==EL_PINGUIN)
1422 static int xy[4][2] =
1432 int ex = x + xy[i%4][0];
1433 int ey = y + xy[i%4][1];
1435 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1444 MovDir[x][y] = MV_NO_MOVING;
1446 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1448 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1450 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1452 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1454 if (element==EL_ROBOT)
1458 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1459 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1460 Moving2Blocked(x,y,&newx,&newy);
1462 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1463 MovDelay[x][y] = 8+8*!RND(3);
1465 MovDelay[x][y] = 16;
1473 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1475 BOOL first_horiz = RND(2);
1476 int new_move_dir = MovDir[x][y];
1479 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1480 Moving2Blocked(x,y,&newx,&newy);
1482 if (IN_LEV_FIELD(newx,newy) &&
1483 (IS_FREE(newx,newy) ||
1484 Feld[newx][newy] == EL_SALZSAEURE ||
1485 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1486 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1487 IS_MAMPF3(Feld[newx][newy])))))
1491 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1492 Moving2Blocked(x,y,&newx,&newy);
1494 if (IN_LEV_FIELD(newx,newy) &&
1495 (IS_FREE(newx,newy) ||
1496 Feld[newx][newy] == EL_SALZSAEURE ||
1497 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1498 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1499 IS_MAMPF3(Feld[newx][newy])))))
1502 MovDir[x][y] = old_move_dir;
1509 static BOOL JustBeingPushed(int x, int y)
1513 for(i=0; i<MAX_PLAYERS; i++)
1515 struct PlayerInfo *player = &stored_player[i];
1517 if (player->active && !player->gone &&
1518 player->Pushing && player->MovPos)
1520 int next_jx = player->jx + (player->jx - player->last_jx);
1521 int next_jy = player->jy + (player->jy - player->last_jy);
1523 if (x == next_jx && y == next_jy)
1531 void StartMoving(int x, int y)
1533 int element = Feld[x][y];
1538 if (CAN_FALL(element) && y<lev_fieldy-1)
1540 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1541 if (JustBeingPushed(x,y))
1544 if (element==EL_MORAST_VOLL)
1548 InitMovingField(x,y,MV_DOWN);
1549 Feld[x][y] = EL_FELSBROCKEN;
1550 Store[x][y] = EL_MORAST_LEER;
1552 else if (Feld[x][y+1]==EL_MORAST_LEER)
1554 if (!MovDelay[x][y])
1555 MovDelay[x][y] = TILEY + 1;
1564 Feld[x][y] = EL_MORAST_LEER;
1565 Feld[x][y+1] = EL_MORAST_VOLL;
1568 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1570 InitMovingField(x,y,MV_DOWN);
1571 Store[x][y] = EL_MORAST_VOLL;
1573 else if (element==EL_SIEB_VOLL)
1577 InitMovingField(x,y,MV_DOWN);
1578 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1579 Store[x][y] = EL_SIEB_LEER;
1581 else if (Feld[x][y+1]==EL_SIEB_LEER)
1583 if (!MovDelay[x][y])
1584 MovDelay[x][y] = TILEY/4 + 1;
1593 Feld[x][y] = EL_SIEB_LEER;
1594 Feld[x][y+1] = EL_SIEB_VOLL;
1595 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1599 else if (element==EL_SIEB2_VOLL)
1603 InitMovingField(x,y,MV_DOWN);
1604 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1605 Store[x][y] = EL_SIEB2_LEER;
1607 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1609 if (!MovDelay[x][y])
1610 MovDelay[x][y] = TILEY/4 + 1;
1619 Feld[x][y] = EL_SIEB2_LEER;
1620 Feld[x][y+1] = EL_SIEB2_VOLL;
1621 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1625 else if (SiebAktiv && CAN_CHANGE(element) &&
1626 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1628 InitMovingField(x,y,MV_DOWN);
1630 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1631 Store2[x][y+1] = element;
1633 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1636 InitMovingField(x,y,MV_DOWN);
1637 Store[x][y] = EL_SALZSAEURE;
1639 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1643 else if (IS_FREE(x,y+1))
1645 InitMovingField(x,y,MV_DOWN);
1647 else if (element==EL_TROPFEN)
1649 Feld[x][y] = EL_AMOEBING;
1650 Store[x][y] = EL_AMOEBE_NASS;
1652 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1654 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1655 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1656 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1657 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1661 if (left && right && game_emulation != EMU_BOULDERDASH)
1662 left = !(right = RND(2));
1664 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1668 else if (CAN_MOVE(element))
1672 if (element == EL_SONDE && JustBeingPushed(x,y))
1675 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1677 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1678 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1681 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1684 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1685 DrawLevelField(x,y);
1689 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1693 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1695 int phase = MovDelay[x][y] % 8;
1700 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1701 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1703 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1704 && MovDelay[x][y]%4==3)
1705 PlaySoundLevel(x,y,SND_NJAM);
1707 else if (element==EL_DRACHE)
1710 int dir = MovDir[x][y];
1711 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1712 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1713 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1714 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1715 dir == MV_UP ? GFX_FLAMMEN_UP :
1716 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1717 int phase = FrameCounter % 2;
1721 int xx = x + i*dx, yy = y + i*dy;
1722 int sx = SCREENX(xx), sy = SCREENY(yy);
1724 if (!IN_LEV_FIELD(xx,yy) ||
1725 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1730 int flamed = MovingOrBlocked2Element(xx,yy);
1732 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1735 RemoveMovingField(xx,yy);
1737 Feld[xx][yy] = EL_BURNING;
1738 if (IN_SCR_FIELD(sx,sy))
1739 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1743 if (Feld[xx][yy] == EL_BURNING)
1744 Feld[xx][yy] = EL_LEERRAUM;
1745 DrawLevelField(xx,yy);
1754 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1756 PlaySoundLevel(x,y,SND_KLAPPER);
1758 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1760 PlaySoundLevel(x,y,SND_ROEHR);
1763 /* neuer Schritt / Wartezustand beendet */
1765 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1767 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1769 /* Spieler erwischt */
1771 KillHero(PLAYERINFO(newx,newy));
1774 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1775 element==EL_ROBOT || element==EL_SONDE) &&
1776 IN_LEV_FIELD(newx,newy) &&
1777 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1780 Store[x][y] = EL_SALZSAEURE;
1782 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1783 IN_LEV_FIELD(newx,newy))
1785 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1787 Feld[x][y] = EL_LEERRAUM;
1788 DrawLevelField(x,y);
1790 PlaySoundLevel(newx,newy,SND_BUING);
1791 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1792 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1794 local_player->friends_still_needed--;
1795 if (!local_player->friends_still_needed &&
1796 !local_player->GameOver && AllPlayersGone)
1797 local_player->LevelSolved = local_player->GameOver = TRUE;
1801 else if (IS_MAMPF3(Feld[newx][newy]))
1803 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1804 DrawLevelField(newx,newy);
1806 MovDir[x][y] = MV_NO_MOVING;
1808 else if (!IS_FREE(newx,newy))
1811 DrawPlayerField(x,y);
1813 DrawLevelField(x,y);
1817 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1819 if (IS_GEM(Feld[newx][newy]))
1821 if (IS_MOVING(newx,newy))
1822 RemoveMovingField(newx,newy);
1825 Feld[newx][newy] = EL_LEERRAUM;
1826 DrawLevelField(newx,newy);
1829 else if (!IS_FREE(newx,newy))
1832 DrawPlayerField(x,y);
1834 DrawLevelField(x,y);
1838 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1840 if (!IS_FREE(newx,newy))
1843 DrawPlayerField(x,y);
1845 DrawLevelField(x,y);
1850 BOOL wanna_flame = !RND(10);
1851 int dx = newx - x, dy = newy - y;
1852 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1853 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1854 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1855 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1856 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1857 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1859 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1860 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1861 element1 != EL_BURNING && element2 != EL_BURNING)
1864 DrawPlayerField(x,y);
1866 DrawLevelField(x,y);
1868 MovDelay[x][y] = 50;
1869 Feld[newx][newy] = EL_BURNING;
1870 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1871 Feld[newx1][newy1] = EL_BURNING;
1872 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1873 Feld[newx2][newy2] = EL_BURNING;
1878 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1879 Feld[newx][newy]==EL_DIAMANT)
1881 if (IS_MOVING(newx,newy))
1882 RemoveMovingField(newx,newy);
1885 Feld[newx][newy] = EL_LEERRAUM;
1886 DrawLevelField(newx,newy);
1889 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1890 IS_MAMPF2(Feld[newx][newy]))
1892 if (AmoebaNr[newx][newy])
1894 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1895 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1896 AmoebaCnt[AmoebaNr[newx][newy]]--;
1899 if (IS_MOVING(newx,newy))
1900 RemoveMovingField(newx,newy);
1903 Feld[newx][newy] = EL_LEERRAUM;
1904 DrawLevelField(newx,newy);
1907 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1908 IS_AMOEBOID(Feld[newx][newy]))
1910 if (AmoebaNr[newx][newy])
1912 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1913 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1914 AmoebaCnt[AmoebaNr[newx][newy]]--;
1917 Feld[newx][newy] = EL_LEERRAUM;
1918 DrawLevelField(newx,newy);
1920 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1921 { /* gegen Wand gelaufen */
1924 if (element == EL_KAEFER || element == EL_FLIEGER)
1925 DrawLevelField(x,y);
1926 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1927 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1928 else if (element==EL_SONDE)
1929 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1934 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1935 PlaySoundLevel(x,y,SND_SCHLURF);
1937 InitMovingField(x,y,MovDir[x][y]);
1941 ContinueMoving(x,y);
1944 void ContinueMoving(int x, int y)
1946 int element = Feld[x][y];
1947 int direction = MovDir[x][y];
1948 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1949 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1950 int horiz_move = (dx!=0);
1951 int newx = x + dx, newy = y + dy;
1952 int step = (horiz_move ? dx : dy) * TILEX/8;
1954 if (CAN_FALL(element) && horiz_move)
1956 else if (element==EL_TROPFEN)
1958 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1961 MovPos[x][y] += step;
1963 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1965 Feld[x][y] = EL_LEERRAUM;
1966 Feld[newx][newy] = element;
1968 if (Store[x][y]==EL_MORAST_VOLL)
1971 Feld[newx][newy] = EL_MORAST_VOLL;
1972 element = EL_MORAST_VOLL;
1974 else if (Store[x][y]==EL_MORAST_LEER)
1977 Feld[x][y] = EL_MORAST_LEER;
1979 else if (Store[x][y]==EL_SIEB_VOLL)
1982 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1984 else if (Store[x][y]==EL_SIEB_LEER)
1986 Store[x][y] = Store2[x][y] = 0;
1987 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1989 else if (Store[x][y]==EL_SIEB2_VOLL)
1992 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1994 else if (Store[x][y]==EL_SIEB2_LEER)
1996 Store[x][y] = Store2[x][y] = 0;
1997 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1999 else if (Store[x][y]==EL_SALZSAEURE)
2002 Feld[newx][newy] = EL_SALZSAEURE;
2003 element = EL_SALZSAEURE;
2005 else if (Store[x][y]==EL_AMOEBE_NASS)
2008 Feld[x][y] = EL_AMOEBE_NASS;
2011 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2012 MovDelay[newx][newy] = 0;
2014 if (!CAN_MOVE(element))
2015 MovDir[newx][newy] = 0;
2017 DrawLevelField(x,y);
2018 DrawLevelField(newx,newy);
2020 Stop[newx][newy] = TRUE;
2021 JustHit[x][newy] = 3;
2023 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2025 TestIfBadThingHitsHero(newx,newy);
2026 TestIfBadThingHitsFriend(newx,newy);
2027 TestIfBadThingHitsOtherBadThing(newx,newy);
2029 else if (element == EL_PINGUIN)
2030 TestIfFriendHitsBadThing(newx,newy);
2032 if (CAN_SMASH(element) && direction==MV_DOWN &&
2033 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2036 else /* noch in Bewegung */
2037 DrawLevelField(x,y);
2040 int AmoebeNachbarNr(int ax, int ay)
2043 int element = Feld[ax][ay];
2045 static int xy[4][2] =
2055 int x = ax+xy[i%4][0];
2056 int y = ay+xy[i%4][1];
2058 if (!IN_LEV_FIELD(x,y))
2061 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2062 group_nr = AmoebaNr[x][y];
2068 void AmoebenVereinigen(int ax, int ay)
2071 int new_group_nr = AmoebaNr[ax][ay];
2072 static int xy[4][2] =
2088 if (!IN_LEV_FIELD(x,y))
2091 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2092 Feld[x][y]==EL_AMOEBE_BD ||
2093 Feld[x][y]==EL_AMOEBE_TOT) &&
2094 AmoebaNr[x][y] != new_group_nr)
2096 int old_group_nr = AmoebaNr[x][y];
2098 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2099 AmoebaCnt[old_group_nr] = 0;
2100 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2101 AmoebaCnt2[old_group_nr] = 0;
2103 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2104 if (AmoebaNr[xx][yy]==old_group_nr)
2105 AmoebaNr[xx][yy] = new_group_nr;
2110 void AmoebeUmwandeln(int ax, int ay)
2113 int group_nr = AmoebaNr[ax][ay];
2114 static int xy[4][2] =
2122 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2124 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2126 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2129 Feld[x][y] = EL_AMOEBA2DIAM;
2141 if (!IN_LEV_FIELD(x,y))
2144 if (Feld[x][y]==EL_AMOEBA2DIAM)
2150 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2153 int group_nr = AmoebaNr[ax][ay];
2156 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2158 if (AmoebaNr[x][y]==group_nr &&
2159 (Feld[x][y]==EL_AMOEBE_TOT ||
2160 Feld[x][y]==EL_AMOEBE_BD ||
2161 Feld[x][y]==EL_AMOEBING))
2164 Feld[x][y] = new_element;
2165 DrawLevelField(x,y);
2171 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2174 void AmoebeWaechst(int x, int y)
2176 static long sound_delay = 0;
2177 static int sound_delay_value = 0;
2179 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2183 if (DelayReached(&sound_delay, sound_delay_value))
2185 PlaySoundLevel(x,y,SND_AMOEBE);
2186 sound_delay_value = 30;
2190 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2193 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2194 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2196 if (!MovDelay[x][y])
2198 Feld[x][y] = Store[x][y];
2200 DrawLevelField(x,y);
2205 void AmoebeAbleger(int ax, int ay)
2208 int element = Feld[ax][ay];
2209 int newax = ax, neway = ay;
2210 static int xy[4][2] =
2218 if (!level.tempo_amoebe)
2220 Feld[ax][ay] = EL_AMOEBE_TOT;
2221 DrawLevelField(ax,ay);
2225 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2226 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2228 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2231 if (MovDelay[ax][ay])
2235 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2238 int x = ax+xy[start][0];
2239 int y = ay+xy[start][1];
2241 if (!IN_LEV_FIELD(x,y))
2245 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2251 if (newax==ax && neway==ay)
2254 else /* normale oder "gefüllte" Amöbe */
2257 BOOL waiting_for_player = FALSE;
2261 int j = (start+i)%4;
2262 int x = ax+xy[j][0];
2263 int y = ay+xy[j][1];
2265 if (!IN_LEV_FIELD(x,y))
2269 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2275 else if (IS_PLAYER(x,y))
2276 waiting_for_player = TRUE;
2279 if (newax==ax && neway==ay)
2281 if (i==4 && !waiting_for_player)
2283 Feld[ax][ay] = EL_AMOEBE_TOT;
2284 DrawLevelField(ax,ay);
2285 AmoebaCnt[AmoebaNr[ax][ay]]--;
2287 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2289 if (element==EL_AMOEBE_VOLL)
2290 AmoebeUmwandeln(ax,ay);
2291 else if (element==EL_AMOEBE_BD)
2292 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2297 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2299 int new_group_nr = AmoebaNr[ax][ay];
2301 AmoebaNr[newax][neway] = new_group_nr;
2302 AmoebaCnt[new_group_nr]++;
2303 AmoebaCnt2[new_group_nr]++;
2304 AmoebenVereinigen(newax,neway);
2306 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2308 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2314 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2315 (neway==lev_fieldy-1 && newax!=ax))
2317 Feld[newax][neway] = EL_AMOEBING;
2318 Store[newax][neway] = element;
2321 Feld[newax][neway] = EL_TROPFEN;
2324 InitMovingField(ax,ay,MV_DOWN);
2325 Feld[ax][ay] = EL_TROPFEN;
2326 Store[ax][ay] = EL_AMOEBE_NASS;
2327 ContinueMoving(ax,ay);
2331 DrawLevelField(newax,neway);
2334 void Life(int ax, int ay)
2337 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2339 int element = Feld[ax][ay];
2344 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2345 MovDelay[ax][ay] = life_time;
2347 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2350 if (MovDelay[ax][ay])
2354 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2356 int xx = ax+x1, yy = ay+y1;
2359 if (!IN_LEV_FIELD(xx,yy))
2362 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2364 int x = xx+x2, y = yy+y2;
2366 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2369 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2371 (IS_FREE(x,y) && Stop[x][y]))
2375 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2377 if (nachbarn<life[0] || nachbarn>life[1])
2379 Feld[xx][yy] = EL_LEERRAUM;
2381 DrawLevelField(xx,yy);
2382 Stop[xx][yy] = TRUE;
2385 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2386 { /* Randfeld ohne Amoebe */
2387 if (nachbarn>=life[2] && nachbarn<=life[3])
2389 Feld[xx][yy] = element;
2390 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2392 DrawLevelField(xx,yy);
2393 Stop[xx][yy] = TRUE;
2399 void Ablenk(int x, int y)
2401 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2402 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2404 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2409 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2410 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2411 if (!(MovDelay[x][y]%4))
2412 PlaySoundLevel(x,y,SND_MIEP);
2417 Feld[x][y] = EL_ABLENK_AUS;
2418 DrawLevelField(x,y);
2423 void Birne(int x, int y)
2425 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2426 MovDelay[x][y] = 800;
2428 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2433 if (!(MovDelay[x][y]%5))
2435 if (!(MovDelay[x][y]%10))
2436 Feld[x][y]=EL_ABLENK_EIN;
2438 Feld[x][y]=EL_ABLENK_AUS;
2439 DrawLevelField(x,y);
2440 Feld[x][y]=EL_ABLENK_EIN;
2446 Feld[x][y]=EL_ABLENK_AUS;
2447 DrawLevelField(x,y);
2452 void Blubber(int x, int y)
2454 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2455 DrawLevelField(x,y-1);
2457 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2460 void NussKnacken(int x, int y)
2462 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2465 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2468 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2469 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2471 if (!MovDelay[x][y])
2473 Feld[x][y] = EL_EDELSTEIN;
2474 DrawLevelField(x,y);
2479 void SiebAktivieren(int x, int y, int typ)
2481 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2482 DrawGraphic(SCREENX(x),SCREENY(y),
2483 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2486 void AusgangstuerPruefen(int x, int y)
2488 if (!local_player->gems_still_needed &&
2489 !local_player->sokobanfields_still_needed &&
2490 !local_player->lights_still_needed)
2492 Feld[x][y] = EL_AUSGANG_ACT;
2494 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2495 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2496 y < LEVELY(BY1) ? LEVELY(BY1) :
2497 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2502 void AusgangstuerOeffnen(int x, int y)
2506 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2507 MovDelay[x][y] = 5*delay;
2509 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2514 tuer = MovDelay[x][y]/delay;
2515 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2516 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2518 if (!MovDelay[x][y])
2520 Feld[x][y] = EL_AUSGANG_AUF;
2521 DrawLevelField(x,y);
2526 void AusgangstuerBlinken(int x, int y)
2528 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2531 void EdelsteinFunkeln(int x, int y)
2533 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2536 if (Feld[x][y] == EL_EDELSTEIN_BD)
2537 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2540 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2541 MovDelay[x][y] = 11 * !SimpleRND(500);
2543 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2547 if (direct_draw_on && MovDelay[x][y])
2548 SetDrawtoField(DRAW_BUFFERED);
2550 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2554 int phase = (MovDelay[x][y]-1)/2;
2559 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2565 dest_x = FX + SCREENX(x)*TILEX;
2566 dest_y = FY + SCREENY(y)*TILEY;
2568 XCopyArea(display,drawto_field,window,gc,
2569 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2570 SetDrawtoField(DRAW_DIRECT);
2577 void MauerWaechst(int x, int y)
2581 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2582 MovDelay[x][y] = 3*delay;
2584 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2589 phase = 2-MovDelay[x][y]/delay;
2590 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2591 DrawGraphic(SCREENX(x),SCREENY(y),
2592 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2594 if (!MovDelay[x][y])
2596 if (Store[x][y]==MV_LEFT)
2598 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2599 DrawLevelField(x-1,y);
2603 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2604 DrawLevelField(x+1,y);
2607 Feld[x][y] = EL_MAUER_LEBT;
2609 DrawLevelField(x,y);
2614 void MauerAbleger(int ax, int ay)
2616 BOOL links_frei = FALSE, rechts_frei = FALSE;
2617 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2619 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2620 MovDelay[ax][ay] = 6;
2622 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2625 if (MovDelay[ax][ay])
2629 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2631 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2636 Feld[ax-1][ay] = EL_MAUERND;
2637 Store[ax-1][ay] = MV_LEFT;
2638 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2639 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_L1);
2643 Feld[ax+1][ay] = EL_MAUERND;
2644 Store[ax+1][ay] = MV_RIGHT;
2645 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2646 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_R1);
2649 if (links_frei || rechts_frei)
2650 DrawLevelField(ax,ay);
2652 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2653 links_massiv = TRUE;
2654 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2655 rechts_massiv = TRUE;
2657 if (links_massiv && rechts_massiv)
2658 Feld[ax][ay] = EL_MAUERWERK;
2661 void CheckForDragon(int x, int y)
2664 BOOL dragon_found = FALSE;
2665 static int xy[4][2] =
2677 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2679 if (IN_LEV_FIELD(xx,yy) &&
2680 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2682 if (Feld[xx][yy] == EL_DRACHE)
2683 dragon_found = TRUE;
2696 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2698 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2700 Feld[xx][yy] = EL_LEERRAUM;
2701 DrawLevelField(xx,yy);
2710 void PlayerActions(struct PlayerInfo *player, int player_action)
2712 static int stored_player_action[MAX_PLAYERS];
2713 static int num_stored_actions = 0;
2714 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2715 int jx = player->jx, jy = player->jy;
2716 int left = player_action & JOY_LEFT;
2717 int right = player_action & JOY_RIGHT;
2718 int up = player_action & JOY_UP;
2719 int down = player_action & JOY_DOWN;
2720 int button1 = player_action & JOY_BUTTON_1;
2721 int button2 = player_action & JOY_BUTTON_2;
2722 int dx = (left ? -1 : right ? 1 : 0);
2723 int dy = (up ? -1 : down ? 1 : 0);
2725 stored_player_action[player->nr] = 0;
2726 num_stored_actions++;
2728 if (!player->active || player->gone)
2733 player->frame_reset_delay = 0;
2736 snapped = SnapField(player, dx,dy);
2740 bombed = PlaceBomb(player);
2741 moved = MoveFigure(player, dx,dy);
2744 if (tape.recording && (moved || snapped || bombed))
2746 if (bombed && !moved)
2747 player_action &= JOY_BUTTON;
2749 stored_player_action[player->nr] = player_action;
2751 /* this allows cycled sequences of PlayerActions() */
2752 if (num_stored_actions >= MAX_PLAYERS)
2754 TapeRecordAction(stored_player_action);
2755 num_stored_actions = 0;
2758 else if (tape.playing && snapped)
2759 SnapField(player, 0,0); /* stop snapping */
2763 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2764 SnapField(player, 0,0);
2765 if (++player->frame_reset_delay > MoveSpeed)
2769 if (tape.playing && !tape.pausing && !player_action &&
2770 tape.counter < tape.length)
2773 tape.pos[tape.counter].joystickdata[player->nr] & (JOY_LEFT|JOY_RIGHT);
2775 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2777 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2779 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2781 int el = Feld[jx+dx][jy];
2782 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2784 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2786 player->MovDir = next_joy;
2787 player->Frame = FrameCounter % 4;
2788 player->Pushing = TRUE;
2795 void GameActions(int player_action)
2797 static long action_delay = 0;
2798 long action_delay_value;
2799 int sieb_x = 0, sieb_y = 0;
2800 int i, x,y, element;
2801 int *recorded_player_action;
2803 if (game_status != PLAYING)
2807 action_delay_value =
2808 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2810 action_delay_value =
2811 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2814 /* main game synchronization point */
2815 WaitUntilDelayReached(&action_delay, action_delay_value);
2818 recorded_player_action = TapePlayAction();
2820 recorded_player_action = NULL;
2822 for(i=0; i<MAX_PLAYERS; i++)
2824 int actual_player_action = player_action;
2825 /* TEST TEST TEST */
2827 if (i != TestPlayer && !stored_player[i].MovPos)
2828 actual_player_action = 0;
2830 /* TEST TEST TEST */
2832 if (recorded_player_action)
2833 actual_player_action = recorded_player_action[i];
2835 PlayerActions(&stored_player[i], actual_player_action);
2836 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2839 ScrollScreen(NULL, SCROLL_GO_ON);
2841 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2843 else if (tape.recording)
2849 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2852 if (JustHit[x][y]>0)
2856 if (IS_BLOCKED(x,y))
2860 Blocked2Moving(x,y,&oldx,&oldy);
2861 if (!IS_MOVING(oldx,oldy))
2863 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2864 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2865 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2866 printf("GameActions(): This should never happen!\n");
2872 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2874 element = Feld[x][y];
2876 if (IS_INACTIVE(element))
2879 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2883 if (IS_GEM(element))
2884 EdelsteinFunkeln(x,y);
2886 else if (IS_MOVING(x,y))
2887 ContinueMoving(x,y);
2888 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2890 else if (element==EL_EXPLODING)
2891 Explode(x,y,Frame[x][y],EX_NORMAL);
2892 else if (element==EL_AMOEBING)
2894 else if (IS_AMOEBALIVE(element))
2896 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2898 else if (element==EL_ABLENK_EIN)
2900 else if (element==EL_SALZSAEURE)
2902 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2904 else if (element==EL_CRACKINGNUT)
2906 else if (element==EL_AUSGANG_ZU)
2907 AusgangstuerPruefen(x,y);
2908 else if (element==EL_AUSGANG_ACT)
2909 AusgangstuerOeffnen(x,y);
2910 else if (element==EL_AUSGANG_AUF)
2911 AusgangstuerBlinken(x,y);
2912 else if (element==EL_MAUERND)
2914 else if (element==EL_MAUER_LEBT)
2916 else if (element==EL_BURNING)
2917 CheckForDragon(x,y);
2922 int jx = local_player->jx, jy = local_player->jy;
2924 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2925 Store[x][y]==EL_SIEB_LEER)
2927 SiebAktivieren(x, y, 1);
2930 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2931 Store[x][y]==EL_SIEB2_LEER)
2933 SiebAktivieren(x, y, 2);
2937 /* play the element sound at the position nearest to the player */
2938 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
2949 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2953 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2955 element = Feld[x][y];
2956 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2958 Feld[x][y] = EL_SIEB_TOT;
2959 DrawLevelField(x,y);
2961 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2963 Feld[x][y] = EL_SIEB2_TOT;
2964 DrawLevelField(x,y);
2970 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
2975 if (tape.recording || tape.playing)
2976 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2979 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2981 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2984 for(i=0; i<MAX_PLAYERS; i++)
2985 KillHero(&stored_player[i]);
2991 static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
2993 int min_x = x, min_y = y, max_x = x, max_y = y;
2996 for(i=0; i<MAX_PLAYERS; i++)
2998 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3000 if (!stored_player[i].active || stored_player[i].gone ||
3001 &stored_player[i] == player)
3004 min_x = MIN(min_x, jx);
3005 min_y = MIN(min_y, jy);
3006 max_x = MAX(max_x, jx);
3007 max_y = MAX(max_y, jy);
3010 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3013 static BOOL AllPlayersInVisibleScreen()
3017 for(i=0; i<MAX_PLAYERS; i++)
3019 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3021 if (!stored_player[i].active || stored_player[i].gone)
3024 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3031 void ScrollLevel(int dx, int dy)
3033 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
3037 ScreenGfxPos = local_player->GfxPos;
3040 XCopyArea(display,drawto_field,drawto_field,gc,
3041 FX + TILEX*(dx==-1) - softscroll_offset,
3042 FY + TILEY*(dy==-1) - softscroll_offset,
3043 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3044 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3045 FX + TILEX*(dx==1) - softscroll_offset,
3046 FY + TILEY*(dy==1) - softscroll_offset);
3050 x = (dx==1 ? BX1 : BX2);
3051 for(y=BY1; y<=BY2; y++)
3052 DrawScreenField(x,y);
3056 y = (dy==1 ? BY1 : BY2);
3057 for(x=BX1; x<=BX2; x++)
3058 DrawScreenField(x,y);
3061 redraw_mask |= REDRAW_FIELD;
3064 BOOL MoveFigureOneStep(struct PlayerInfo *player,
3065 int dx, int dy, int real_dx, int real_dy)
3067 int jx = player->jx, jy = player->jy;
3068 int new_jx = jx+dx, new_jy = jy+dy;
3072 if (player->gone || (!dx && !dy))
3073 return(MF_NO_ACTION);
3075 player->MovDir = (dx < 0 ? MV_LEFT :
3078 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3080 if (!IN_LEV_FIELD(new_jx,new_jy))
3081 return(MF_NO_ACTION);
3083 if (!networking && !AllPlayersInSight(player, new_jx,new_jy))
3084 return(MF_NO_ACTION);
3086 element = MovingOrBlocked2Element(new_jx,new_jy);
3088 if (DONT_GO_TO(element))
3090 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3093 Feld[jx][jy] = EL_SPIELFIGUR;
3094 InitMovingField(jx,jy,MV_DOWN);
3095 Store[jx][jy] = EL_SALZSAEURE;
3096 ContinueMoving(jx,jy);
3105 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3106 if (can_move != MF_MOVING)
3109 StorePlayer[jx][jy] = 0;
3110 player->last_jx = jx;
3111 player->last_jy = jy;
3112 jx = player->jx = new_jx;
3113 jy = player->jy = new_jy;
3114 StorePlayer[jx][jy] = EL_SPIELER1 + player->nr;
3116 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3118 ScrollFigure(player, SCROLL_INIT);
3123 BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
3125 int jx = player->jx, jy = player->jy;
3126 int old_jx = jx, old_jy = jy;
3127 int moved = MF_NO_ACTION;
3129 if (player->gone || (!dx && !dy))
3132 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3135 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3137 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3138 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3142 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3143 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3152 if (moved & MF_MOVING && player == local_player)
3155 if (moved & MF_MOVING && !ScreenMovPos)
3157 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3158 int offset = (scroll_delay_on ? 3 : 0);
3160 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3162 /* actual player has left the screen -- scroll in that direction */
3163 if (jx != old_jx) /* player has moved horizontally */
3164 scroll_x += (jx - old_jx);
3165 else /* player has moved vertically */
3166 scroll_y += (jy - old_jy);
3170 if (jx != old_jx) /* player has moved horizontally */
3172 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3173 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3174 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3176 /* don't scroll more than one field at a time */
3177 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3179 /* don't scroll against the player's moving direction */
3180 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3181 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3182 scroll_x = old_scroll_x;
3184 else /* player has moved vertically */
3186 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3187 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3188 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3190 /* don't scroll more than one field at a time */
3191 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3193 /* don't scroll against the player's moving direction */
3194 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3195 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3196 scroll_y = old_scroll_y;
3201 if (player == local_player)
3203 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3204 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3205 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3206 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3207 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3208 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3210 /* don't scroll more than one field at a time */
3211 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3212 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3216 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3218 if (networking || AllPlayersInVisibleScreen())
3220 ScrollScreen(player, SCROLL_INIT);
3223 ScreenMovDir = player->MovDir;
3224 ScreenMovPos = player->MovPos;
3225 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3228 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3232 scroll_x = old_scroll_x;
3233 scroll_y = old_scroll_y;
3238 if (!(moved & MF_MOVING) && !player->Pushing)
3241 player->Frame = (player->Frame + 1) % 4;
3243 if (moved & MF_MOVING)
3245 if (old_jx != jx && old_jy == jy)
3246 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3247 else if (old_jx == jx && old_jy != jy)
3248 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3250 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3252 player->last_move_dir = player->MovDir;
3255 player->last_move_dir = MV_NO_MOVING;
3257 TestIfHeroHitsBadThing(jx,jy);
3265 void ScrollFigure(struct PlayerInfo *player, int mode)
3267 int jx = player->jx, jy = player->jy;
3268 int last_jx = player->last_jx, last_jy = player->last_jy;
3270 if (!player->active || player->gone || !player->MovPos)
3273 if (mode == SCROLL_INIT)
3275 player->actual_frame_counter = FrameCounter;
3276 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3279 ScreenGfxPos = local_player->GfxPos;
3282 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3283 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3288 else if (!FrameReached(&player->actual_frame_counter,1))
3291 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3292 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3297 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3298 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3303 if (ScreenGfxPos && ScreenGfxPos != local_player->GfxPos)
3305 ScreenGfxPos = local_player->GfxPos;
3306 redraw_mask |= REDRAW_FIELD;
3310 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3311 Feld[last_jx][last_jy] = EL_LEERRAUM;
3315 if (!player->MovPos)
3317 player->last_jx = jx;
3318 player->last_jy = jy;
3320 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3324 if (!local_player->friends_still_needed)
3325 player->LevelSolved = player->GameOver = TRUE;
3330 void ScrollScreen(struct PlayerInfo *player, int mode)
3332 static long screen_frame_counter = 0;
3334 if (mode == SCROLL_INIT)
3336 screen_frame_counter = FrameCounter;
3337 ScreenMovDir = player->MovDir;
3338 ScreenMovPos = player->MovPos;
3339 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3342 else if (!FrameReached(&screen_frame_counter,1))
3348 printf("ScreenMovDir = %d, ", ScreenMovDir);
3349 printf("ScreenMovPos = %d, ", ScreenMovPos);
3350 printf("ScreenGfxPos = %d\n", ScreenGfxPos);
3353 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3354 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3355 redraw_mask |= REDRAW_FIELD;
3358 ScreenMovDir = MV_NO_MOVING;
3361 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3363 int i, killx = goodx, killy = goody;
3364 static int xy[4][2] =
3371 static int harmless[4] =
3383 x = goodx + xy[i][0];
3384 y = goody + xy[i][1];
3385 if (!IN_LEV_FIELD(x,y))
3388 element = Feld[x][y];
3390 if (DONT_TOUCH(element))
3392 if (MovDir[x][y] == harmless[i])
3401 if (killx != goodx || killy != goody)
3403 if (IS_PLAYER(goodx,goody))
3404 KillHero(PLAYERINFO(goodx,goody));
3410 void TestIfBadThingHitsGoodThing(int badx, int bady)
3412 int i, killx = badx, killy = bady;
3413 static int xy[4][2] =
3420 static int harmless[4] =
3432 x = badx + xy[i][0];
3433 y = bady + xy[i][1];
3434 if (!IN_LEV_FIELD(x,y))
3437 element = Feld[x][y];
3445 else if (element == EL_PINGUIN)
3447 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3456 if (killx != badx || killy != bady)
3458 if (IS_PLAYER(killx,killy))
3459 KillHero(PLAYERINFO(killx,killy));
3465 void TestIfHeroHitsBadThing(int x, int y)
3467 TestIfGoodThingHitsBadThing(x,y);
3470 void TestIfBadThingHitsHero(int x, int y)
3473 TestIfGoodThingHitsBadThing(JX,JY);
3476 TestIfBadThingHitsGoodThing(x,y);
3479 void TestIfFriendHitsBadThing(int x, int y)
3481 TestIfGoodThingHitsBadThing(x,y);
3484 void TestIfBadThingHitsFriend(int x, int y)
3486 TestIfBadThingHitsGoodThing(x,y);
3489 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3491 int i, killx = badx, killy = bady;
3492 static int xy[4][2] =
3506 if (!IN_LEV_FIELD(x,y))
3509 element = Feld[x][y];
3510 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3511 element == EL_AMOEBING || element == EL_TROPFEN)
3519 if (killx != badx || killy != bady)
3523 void KillHero(struct PlayerInfo *player)
3525 int jx = player->jx, jy = player->jy;
3530 if (IS_PFORTE(Feld[jx][jy]))
3531 Feld[jx][jy] = EL_LEERRAUM;
3537 void BuryHero(struct PlayerInfo *player)
3539 int jx = player->jx, jy = player->jy;
3544 PlaySoundLevel(jx,jy, SND_AUTSCH);
3545 PlaySoundLevel(jx,jy, SND_LACHEN);
3547 player->GameOver = TRUE;
3551 void RemoveHero(struct PlayerInfo *player)
3553 int jx = player->jx, jy = player->jy;
3554 int i, found = FALSE;
3556 player->gone = TRUE;
3557 StorePlayer[jx][jy] = 0;
3559 for(i=0; i<MAX_PLAYERS; i++)
3560 if (stored_player[i].active && !stored_player[i].gone)
3564 AllPlayersGone = TRUE;
3570 int DigField(struct PlayerInfo *player,
3571 int x, int y, int real_dx, int real_dy, int mode)
3573 int jx = player->jx, jy = player->jy;
3574 int dx = x - jx, dy = y - jy;
3577 if (!player->MovPos)
3578 player->Pushing = FALSE;
3580 if (mode == DF_NO_PUSH)
3582 player->push_delay = 0;
3583 return(MF_NO_ACTION);
3586 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3587 return(MF_NO_ACTION);
3589 element = Feld[x][y];
3597 Feld[x][y] = EL_LEERRAUM;
3601 case EL_EDELSTEIN_BD:
3602 case EL_EDELSTEIN_GELB:
3603 case EL_EDELSTEIN_ROT:
3604 case EL_EDELSTEIN_LILA:
3607 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3608 if (local_player->gems_still_needed < 0)
3609 local_player->gems_still_needed = 0;
3610 RaiseScoreElement(element);
3611 DrawText(DX_EMERALDS, DY_EMERALDS,
3612 int2str(local_player->gems_still_needed, 3),
3613 FS_SMALL, FC_YELLOW);
3614 PlaySoundLevel(x, y, SND_PONG);
3617 case EL_DYNAMIT_AUS:
3620 RaiseScoreElement(EL_DYNAMIT);
3621 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3622 int2str(local_player->dynamite, 3),
3623 FS_SMALL, FC_YELLOW);
3624 PlaySoundLevel(x,y,SND_PONG);
3627 case EL_DYNABOMB_NR:
3629 player->dynabomb_count++;
3630 player->dynabombs_left++;
3631 RaiseScoreElement(EL_DYNAMIT);
3632 PlaySoundLevel(x,y,SND_PONG);
3635 case EL_DYNABOMB_SZ:
3637 player->dynabomb_size++;
3638 RaiseScoreElement(EL_DYNAMIT);
3639 PlaySoundLevel(x,y,SND_PONG);
3642 case EL_DYNABOMB_XL:
3644 player->dynabomb_xl = TRUE;
3645 RaiseScoreElement(EL_DYNAMIT);
3646 PlaySoundLevel(x,y,SND_PONG);
3649 case EL_SCHLUESSEL1:
3650 case EL_SCHLUESSEL2:
3651 case EL_SCHLUESSEL3:
3652 case EL_SCHLUESSEL4:
3654 int key_nr = element-EL_SCHLUESSEL1;
3657 player->key[key_nr] = TRUE;
3658 RaiseScoreElement(EL_SCHLUESSEL);
3659 DrawMiniGraphicExt(drawto,gc,
3660 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3661 GFX_SCHLUESSEL1+key_nr);
3662 DrawMiniGraphicExt(window,gc,
3663 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3664 GFX_SCHLUESSEL1+key_nr);
3665 PlaySoundLevel(x,y,SND_PONG);
3670 Feld[x][y] = EL_ABLENK_EIN;
3673 DrawLevelField(x,y);
3677 case EL_FELSBROCKEN:
3681 if (dy || mode==DF_SNAP)
3682 return(MF_NO_ACTION);
3684 player->Pushing = TRUE;
3686 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3687 return(MF_NO_ACTION);
3691 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3692 return(MF_NO_ACTION);
3695 if (player->push_delay == 0)
3696 player->push_delay = FrameCounter;
3697 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3699 return(MF_NO_ACTION);
3702 Feld[x+dx][y+dy] = element;
3704 player->push_delay_value = 2+RND(8);
3706 DrawLevelField(x+dx,y+dy);
3707 if (element==EL_FELSBROCKEN)
3708 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3709 else if (element==EL_KOKOSNUSS)
3710 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3712 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3719 if (!player->key[element-EL_PFORTE1])
3720 return(MF_NO_ACTION);
3727 if (!player->key[element-EL_PFORTE1X])
3728 return(MF_NO_ACTION);
3732 case EL_AUSGANG_ACT:
3733 /* Tür ist (noch) nicht offen! */
3734 return(MF_NO_ACTION);
3737 case EL_AUSGANG_AUF:
3739 return(MF_NO_ACTION);
3741 PlaySoundLevel(x,y,SND_BUING);
3744 player->gone = TRUE;
3745 PlaySoundLevel(x,y,SND_BUING);
3747 if (!local_player->friends_still_needed)
3748 player->LevelSolved = player->GameOver = TRUE;
3754 Feld[x][y] = EL_BIRNE_EIN;
3755 local_player->lights_still_needed--;
3756 DrawLevelField(x,y);
3757 PlaySoundLevel(x,y,SND_DENG);
3762 Feld[x][y] = EL_ZEIT_LEER;
3764 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3765 DrawLevelField(x,y);
3766 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3770 case EL_SOKOBAN_FELD_LEER:
3773 case EL_SOKOBAN_FELD_VOLL:
3774 case EL_SOKOBAN_OBJEKT:
3777 return(MF_NO_ACTION);
3779 player->Pushing = TRUE;
3781 if (!IN_LEV_FIELD(x+dx,y+dy)
3782 || (!IS_FREE(x+dx,y+dy)
3783 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3784 || !IS_SB_ELEMENT(element))))
3785 return(MF_NO_ACTION);
3789 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3790 return(MF_NO_ACTION);
3792 else if (dy && real_dx)
3794 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3795 return(MF_NO_ACTION);
3798 if (player->push_delay == 0)
3799 player->push_delay = FrameCounter;
3800 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3802 return(MF_NO_ACTION);
3804 if (IS_SB_ELEMENT(element))
3806 if (element == EL_SOKOBAN_FELD_VOLL)
3808 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3809 local_player->sokobanfields_still_needed++;
3814 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3816 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3817 local_player->sokobanfields_still_needed--;
3818 if (element == EL_SOKOBAN_OBJEKT)
3819 PlaySoundLevel(x,y,SND_DENG);
3822 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3827 Feld[x+dx][y+dy] = element;
3830 player->push_delay_value = 2;
3832 DrawLevelField(x,y);
3833 DrawLevelField(x+dx,y+dy);
3834 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3836 if (IS_SB_ELEMENT(element) &&
3837 local_player->sokobanfields_still_needed == 0 &&
3838 game_emulation == EMU_SOKOBAN)
3840 player->LevelSolved = player->GameOver = TRUE;
3841 PlaySoundLevel(x,y,SND_BUING);
3853 return(MF_NO_ACTION);
3857 player->push_delay = 0;
3862 BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
3864 int jx = player->jx, jy = player->jy;
3865 int x = jx + dx, y = jy + dy;
3867 if (player->gone || !IN_LEV_FIELD(x,y))
3875 player->snapped = FALSE;
3879 if (player->snapped)
3882 player->MovDir = (dx < 0 ? MV_LEFT :
3885 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3887 if (!DigField(player, x,y, 0,0, DF_SNAP))
3890 player->snapped = TRUE;
3891 DrawLevelField(x,y);
3897 BOOL PlaceBomb(struct PlayerInfo *player)
3899 int jx = player->jx, jy = player->jy;
3902 if (player->gone || player->MovPos)
3905 element = Feld[jx][jy];
3907 if ((player->dynamite==0 && player->dynabombs_left==0) ||
3908 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3911 if (element != EL_LEERRAUM)
3912 Store[jx][jy] = element;
3914 if (player->dynamite)
3916 Feld[jx][jy] = EL_DYNAMIT;
3917 MovDelay[jx][jy] = 96;
3919 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
3920 FS_SMALL, FC_YELLOW);
3921 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
3925 Feld[jx][jy] = EL_DYNABOMB;
3926 Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */
3927 MovDelay[jx][jy] = 96;
3928 player->dynabombs_left--;
3929 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
3935 void PlaySoundLevel(int x, int y, int sound_nr)
3937 int sx = SCREENX(x), sy = SCREENY(y);
3939 int silence_distance = 8;
3941 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3942 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3945 if (!IN_LEV_FIELD(x,y) ||
3946 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3947 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3950 volume = PSND_MAX_VOLUME;
3952 stereo = (sx-SCR_FIELDX/2)*12;
3954 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
3955 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
3956 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
3959 if (!IN_SCR_FIELD(sx,sy))
3961 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3962 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3964 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3967 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3970 void RaiseScore(int value)
3972 local_player->score += value;
3973 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
3974 FS_SMALL, FC_YELLOW);
3977 void RaiseScoreElement(int element)
3982 case EL_EDELSTEIN_BD:
3983 case EL_EDELSTEIN_GELB:
3984 case EL_EDELSTEIN_ROT:
3985 case EL_EDELSTEIN_LILA:
3986 RaiseScore(level.score[SC_EDELSTEIN]);
3989 RaiseScore(level.score[SC_DIAMANT]);
3993 RaiseScore(level.score[SC_KAEFER]);
3997 RaiseScore(level.score[SC_FLIEGER]);
4001 RaiseScore(level.score[SC_MAMPFER]);
4004 RaiseScore(level.score[SC_ROBOT]);
4007 RaiseScore(level.score[SC_PACMAN]);
4010 RaiseScore(level.score[SC_KOKOSNUSS]);
4013 RaiseScore(level.score[SC_DYNAMIT]);
4016 RaiseScore(level.score[SC_SCHLUESSEL]);