1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 void GetPlayerConfig()
29 int old_joystick_nr = setup.input[0].joystick_nr;
33 if (sound_status == SOUND_OFF)
34 setup.sound_on = FALSE;
36 if (!sound_loops_allowed)
38 setup.sound_loops_on = FALSE;
39 setup.sound_music_on = FALSE;
42 setup.sound_simple_on = setup.sound_on;
46 setup.sound_on = setup.sound_simple_on = SETUP_SOUND_ON(local_player->setup);
47 setup.sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
48 setup.sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
49 setup.toons_on = SETUP_TOONS_ON(local_player->setup);
50 setup.direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
51 setup.fading_on = SETUP_FADING_ON(local_player->setup);
52 setup.autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
55 setup.joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
58 setup.input[0].joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
60 setup.quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
61 setup.scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
62 setup.soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
65 if (setup.input[0].joystick_nr != old_joystick_nr)
68 close(joystick_device);
80 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
81 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
83 /* don't play tapes over network */
84 network_playing = (options.network && !tape.playing);
86 for(i=0; i<MAX_PLAYERS; i++)
88 struct PlayerInfo *player = &stored_player[i];
91 player->element_nr = EL_SPIELER1 + i;
93 player->present = FALSE;
94 player->active = FALSE;
99 player->local = FALSE;
103 player->gems_still_needed = level.edelsteine;
104 player->sokobanfields_still_needed = 0;
105 player->lights_still_needed = 0;
106 player->friends_still_needed = 0;
109 player->key[j] = FALSE;
111 player->dynamite = 0;
112 player->dynabomb_count = 0;
113 player->dynabomb_size = 0;
114 player->dynabombs_left = 0;
115 player->dynabomb_xl = FALSE;
117 player->MovDir = MV_NO_MOVING;
119 player->Pushing = FALSE;
123 player->actual_frame_counter = 0;
125 player->frame_reset_delay = 0;
127 player->push_delay = 0;
128 player->push_delay_value = 5;
130 player->move_delay = 0;
131 player->last_move_dir = MV_NO_MOVING;
133 player->snapped = FALSE;
135 player->gone = FALSE;
137 player->last_jx = player->last_jy = 0;
138 player->jx = player->jy = 0;
140 DigField(player, 0,0,0,0,DF_NO_PUSH);
141 SnapField(player, 0,0);
147 stored_player[i].active = TRUE;
152 player->LevelSolved = FALSE;
153 player->GameOver = FALSE;
157 local_player->active = TRUE;
158 local_player->local = TRUE;
161 network_player_action_received = FALSE;
163 /* initial null action */
165 SendToServer_MovePlayer(MV_NO_MOVING);
172 TimeLeft = level.time;
174 ScreenMovDir = MV_NO_MOVING;
178 AllPlayersGone = SiebAktiv = FALSE;
180 for(i=0;i<MAX_NUM_AMOEBA;i++)
181 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
183 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
185 Feld[x][y] = Ur[x][y];
186 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
187 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
192 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
194 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
200 Feld[x][y] = EL_SPIELER1;
207 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
208 int jx = player->jx, jy = player->jy;
211 player->active = TRUE;
214 player->present = TRUE;
215 if (!network_playing || player->connected)
217 player->active = TRUE;
219 /* remove potentially duplicate players */
220 if (StorePlayer[jx][jy] == Feld[x][y])
221 StorePlayer[jx][jy] = 0;
223 StorePlayer[x][y] = Feld[x][y];
225 printf("Player %d activated.\n", player->element_nr);
226 printf("[Local player is %d and currently %s.]\n",
227 local_player->element_nr,
228 local_player->active ? "active" : "not active");
232 /* remove potentially duplicate players */
233 if (StorePlayer[jx][jy] == Feld[x][y])
234 StorePlayer[jx][jy] = 0;
236 StorePlayer[x][y] = Feld[x][y];
239 Feld[x][y] = EL_LEERRAUM;
240 player->jx = player->last_jx = x;
241 player->jy = player->last_jy = y;
246 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
247 Feld[x][y] = EL_BADEWANNE1;
248 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
249 Feld[x][y] = EL_BADEWANNE2;
250 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
251 Feld[x][y] = EL_BADEWANNE3;
252 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
253 Feld[x][y] = EL_BADEWANNE4;
254 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
255 Feld[x][y] = EL_BADEWANNE5;
294 Feld[x][y] = EL_AMOEBING;
295 Store[x][y] = EL_AMOEBE_NASS;
302 local_player->lights_still_needed++;
304 case EL_SOKOBAN_FELD_LEER:
305 local_player->sokobanfields_still_needed++;
309 local_player->friends_still_needed++;
313 MovDir[x][y] = 1<<RND(4);
320 /* check if any connected player was not found in playfield */
321 for(i=0; i<MAX_PLAYERS; i++)
323 struct PlayerInfo *player = &stored_player[i];
325 if (player->connected && !player->present)
330 for(j=0; j<MAX_PLAYERS; j++)
332 struct PlayerInfo *some_player = &stored_player[j];
333 int jx = some_player->jx, jy = some_player->jy;
335 /* assign first free player found that is present in the playfield */
336 if (some_player->present && !some_player->connected)
338 player->present = TRUE;
339 player->active = TRUE;
340 some_player->present = FALSE;
342 StorePlayer[jx][jy] = player->element_nr;
343 player->jx = player->last_jx = jx;
344 player->jy = player->last_jy = jy;
352 for(i=0; i<MAX_PLAYERS; i++)
354 struct PlayerInfo *player = &stored_player[i];
356 printf("Player %d: present == %d, connected == %d, active == %d.\n",
361 if (local_player == player)
362 printf("Player %d is local player.\n", i+1);
366 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
367 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
369 scroll_x = scroll_y = -1;
370 if (local_player->jx >= MIDPOSX-1)
371 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
372 local_player->jx - MIDPOSX :
373 lev_fieldx - SCR_FIELDX + 1);
374 if (local_player->jy >= MIDPOSY-1)
375 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
376 local_player->jy - MIDPOSY :
377 lev_fieldy - SCR_FIELDY + 1);
379 CloseDoor(DOOR_CLOSE_1);
385 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
386 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
387 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
388 DrawTextExt(pix[PIX_DB_DOOR],gc,
389 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
390 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
391 DrawTextExt(pix[PIX_DB_DOOR],gc,
392 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
393 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
394 DrawTextExt(pix[PIX_DB_DOOR],gc,
395 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
396 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
397 DrawTextExt(pix[PIX_DB_DOOR],gc,
398 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
399 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
400 DrawTextExt(pix[PIX_DB_DOOR],gc,
401 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
402 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
404 DrawGameButton(BUTTON_GAME_STOP);
405 DrawGameButton(BUTTON_GAME_PAUSE);
406 DrawGameButton(BUTTON_GAME_PLAY);
407 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music_on));
408 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops_on));
409 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple_on));
410 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
411 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
412 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
413 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
414 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
416 OpenDoor(DOOR_OPEN_1);
418 if (setup.sound_music_on)
419 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
421 XAutoRepeatOff(display);
425 printf("Spieler %d %saktiv.\n",
426 i+1, (stored_player[i].active ? "" : "nicht "));
430 void InitMovDir(int x, int y)
432 int i, element = Feld[x][y];
433 static int xy[4][2] =
440 static int direction[2][4] =
442 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
443 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
452 Feld[x][y] = EL_KAEFER;
453 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
459 Feld[x][y] = EL_FLIEGER;
460 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
466 Feld[x][y] = EL_BUTTERFLY;
467 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
473 Feld[x][y] = EL_FIREFLY;
474 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
480 Feld[x][y] = EL_PACMAN;
481 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
484 MovDir[x][y] = 1<<RND(4);
485 if (element != EL_KAEFER &&
486 element != EL_FLIEGER &&
487 element != EL_BUTTERFLY &&
488 element != EL_FIREFLY)
498 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
500 if (element==EL_KAEFER || element==EL_BUTTERFLY)
502 MovDir[x][y] = direction[0][i];
505 else if (element==EL_FLIEGER || element==EL_FIREFLY)
507 MovDir[x][y] = direction[1][i];
516 void InitAmoebaNr(int x, int y)
519 int group_nr = AmoebeNachbarNr(x,y);
523 for(i=1;i<MAX_NUM_AMOEBA;i++)
533 AmoebaNr[x][y] = group_nr;
534 AmoebaCnt[group_nr]++;
535 AmoebaCnt2[group_nr]++;
541 int bumplevel = FALSE;
543 local_player->LevelSolved = FALSE;
547 if (setup.sound_loops_on)
548 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
552 if (!setup.sound_loops_on)
553 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
554 if (TimeLeft && !(TimeLeft % 10))
555 RaiseScore(level.score[SC_ZEITBONUS]);
556 if (TimeLeft > 100 && !(TimeLeft % 10))
560 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
565 if (setup.sound_loops_on)
571 /* Hero disappears */
572 DrawLevelField(ExitX, ExitY);
578 CloseDoor(DOOR_CLOSE_1);
583 SaveLevelTape(tape.level_nr); /* Ask to save tape */
588 if (level_nr == local_player->handicap &&
589 level_nr < leveldir[leveldir_nr].levels-1)
591 local_player->handicap++;
596 SavePlayerInfo(PLAYER_LEVEL);
603 if ((hi_pos=NewHiScore()) >= 0)
605 game_status = HALLOFFAME;
606 DrawHallOfFame(hi_pos);
607 if (bumplevel && TAPE_IS_EMPTY(tape))
612 game_status = MAINMENU;
613 if (bumplevel && TAPE_IS_EMPTY(tape))
628 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
629 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
632 for(k=0;k<MAX_SCORE_ENTRIES;k++)
634 if (local_player->score > highscore[k].Score)
636 /* Spieler kommt in Highscore-Liste */
638 if (k<MAX_SCORE_ENTRIES-1)
640 int m = MAX_SCORE_ENTRIES-1;
643 for(l=k;l<MAX_SCORE_ENTRIES;l++)
644 if (!strcmp(local_player->alias_name,highscore[l].Name))
646 if (m==k) /* Spieler überschreibt seine alte Position */
652 strcpy(highscore[l].Name,highscore[l-1].Name);
653 highscore[l].Score = highscore[l-1].Score;
660 sprintf(highscore[k].Name,local_player->alias_name);
661 highscore[k].Score = local_player->score;
667 else if (!strcmp(local_player->alias_name,highscore[k].Name))
668 break; /* Spieler schon mit besserer Punktzahl in der Liste */
679 void InitMovingField(int x, int y, int direction)
681 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
682 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
684 MovDir[x][y] = direction;
685 MovDir[newx][newy] = direction;
686 if (Feld[newx][newy] == EL_LEERRAUM)
687 Feld[newx][newy] = EL_BLOCKED;
690 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
692 int direction = MovDir[x][y];
693 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
694 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
700 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
702 int oldx = x, oldy = y;
703 int direction = MovDir[x][y];
705 if (direction==MV_LEFT)
707 else if (direction==MV_RIGHT)
709 else if (direction==MV_UP)
711 else if (direction==MV_DOWN)
714 *comes_from_x = oldx;
715 *comes_from_y = oldy;
718 int MovingOrBlocked2Element(int x, int y)
720 int element = Feld[x][y];
722 if (element==EL_BLOCKED)
726 Blocked2Moving(x,y,&oldx,&oldy);
727 return(Feld[oldx][oldy]);
733 static void RemoveField(int x, int y)
735 Feld[x][y] = EL_LEERRAUM;
741 void RemoveMovingField(int x, int y)
743 int oldx = x,oldy = y, newx = x,newy = y;
745 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
750 Moving2Blocked(x,y,&newx,&newy);
751 if (Feld[newx][newy] != EL_BLOCKED)
754 else if (Feld[x][y]==EL_BLOCKED)
756 Blocked2Moving(x,y,&oldx,&oldy);
757 if (!IS_MOVING(oldx,oldy))
761 if (Feld[x][y]==EL_BLOCKED &&
762 (Store[oldx][oldy]==EL_MORAST_LEER ||
763 Store[oldx][oldy]==EL_SIEB_LEER ||
764 Store[oldx][oldy]==EL_SIEB2_LEER ||
765 Store[oldx][oldy]==EL_AMOEBE_NASS))
767 Feld[oldx][oldy] = Store[oldx][oldy];
768 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
771 Feld[oldx][oldy] = EL_LEERRAUM;
773 Feld[newx][newy] = EL_LEERRAUM;
774 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
775 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
777 DrawLevelField(oldx,oldy);
778 DrawLevelField(newx,newy);
781 void DrawDynamite(int x, int y)
783 int sx = SCREENX(x), sy = SCREENY(y);
784 int graphic = el2gfx(Feld[x][y]);
787 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
791 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
793 if (Feld[x][y]==EL_DYNAMIT)
795 if ((phase = (96-MovDelay[x][y])/12) > 6)
800 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
805 DrawGraphicThruMask(sx,sy, graphic + phase);
807 DrawGraphic(sx,sy, graphic + phase);
810 void CheckDynamite(int x, int y)
812 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
817 if (!(MovDelay[x][y] % 12))
818 PlaySoundLevel(x,y,SND_ZISCH);
820 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
822 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
829 StopSound(SND_ZISCH);
833 void Explode(int ex, int ey, int phase, int mode)
836 int num_phase = 9, delay = 2;
837 int last_phase = num_phase*delay;
838 int half_phase = (num_phase/2)*delay;
840 if (phase==0) /* Feld 'Store' initialisieren */
842 int center_element = Feld[ex][ey];
844 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
846 center_element = MovingOrBlocked2Element(ex,ey);
847 RemoveMovingField(ex,ey);
850 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
852 int element = Feld[x][y];
854 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
856 element = MovingOrBlocked2Element(x,y);
857 RemoveMovingField(x,y);
860 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
863 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
867 if (element==EL_EXPLODING)
868 element = Store2[x][y];
870 if (IS_PLAYER(ex,ey))
872 switch(StorePlayer[ex][ey])
875 Store[x][y] = EL_EDELSTEIN_ROT;
878 Store[x][y] = EL_EDELSTEIN;
881 Store[x][y] = EL_EDELSTEIN_LILA;
885 Store[x][y] = EL_EDELSTEIN_GELB;
889 else if (center_element==EL_MAULWURF)
890 Store[x][y] = EL_EDELSTEIN_ROT;
891 else if (center_element==EL_PINGUIN)
892 Store[x][y] = EL_EDELSTEIN_LILA;
893 else if (center_element==EL_KAEFER)
894 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
895 else if (center_element==EL_BUTTERFLY)
896 Store[x][y] = EL_EDELSTEIN_BD;
897 else if (center_element==EL_MAMPFER)
898 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
899 else if (center_element==EL_AMOEBA2DIAM)
900 Store[x][y] = level.amoebe_inhalt;
901 else if (element==EL_ERZ_EDEL)
902 Store[x][y] = EL_EDELSTEIN;
903 else if (element==EL_ERZ_DIAM)
904 Store[x][y] = EL_DIAMANT;
905 else if (element==EL_ERZ_EDEL_BD)
906 Store[x][y] = EL_EDELSTEIN_BD;
907 else if (element==EL_ERZ_EDEL_GELB)
908 Store[x][y] = EL_EDELSTEIN_GELB;
909 else if (element==EL_ERZ_EDEL_ROT)
910 Store[x][y] = EL_EDELSTEIN_ROT;
911 else if (element==EL_ERZ_EDEL_LILA)
912 Store[x][y] = EL_EDELSTEIN_LILA;
913 else if (!IS_PFORTE(Store[x][y]))
914 Store[x][y] = EL_LEERRAUM;
916 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
917 Store2[x][y] = element;
919 if (AmoebaNr[x][y] &&
920 (element==EL_AMOEBE_VOLL ||
921 element==EL_AMOEBE_BD ||
922 element==EL_AMOEBING))
924 AmoebaCnt[AmoebaNr[x][y]]--;
925 AmoebaCnt2[AmoebaNr[x][y]]--;
928 Feld[x][y] = EL_EXPLODING;
929 MovDir[x][y] = MovPos[x][y] = 0;
935 if (center_element==EL_MAMPFER)
936 MampferNr = (MampferNr+1) % 4;
947 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
949 if (phase==half_phase)
951 int element = Store2[x][y];
954 KillHero(PLAYERINFO(x,y));
955 else if (IS_EXPLOSIVE(element))
957 Feld[x][y] = Store2[x][y];
961 else if (element==EL_AMOEBA2DIAM)
962 AmoebeUmwandeln(x,y);
965 if (phase==last_phase)
969 element = Feld[x][y] = Store[x][y];
970 Store[x][y] = Store2[x][y] = 0;
971 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
972 if (CAN_MOVE(element) || COULD_MOVE(element))
976 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
979 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
981 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
985 void DynaExplode(int ex, int ey)
988 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
989 static int xy[4][2] =
997 Store2[ex][ey] = 0; /* delete player information */
999 Explode(ex,ey,0,EX_CENTER);
1003 for(j=1; j<=player->dynabomb_size; j++)
1005 int x = ex+j*xy[i%4][0];
1006 int y = ey+j*xy[i%4][1];
1009 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
1012 element = Feld[x][y];
1013 Explode(x,y,0,EX_BORDER);
1015 if (element != EL_LEERRAUM &&
1016 element != EL_ERDREICH &&
1017 element != EL_EXPLODING &&
1018 !player->dynabomb_xl)
1023 player->dynabombs_left++;
1026 void Bang(int x, int y)
1028 int element = Feld[x][y];
1030 PlaySoundLevel(x,y,SND_ROAAAR);
1042 RaiseScoreElement(element);
1043 Explode(x,y,0,EX_NORMAL);
1046 case EL_DYNABOMB_NR:
1047 case EL_DYNABOMB_SZ:
1048 case EL_DYNABOMB_XL:
1053 Explode(x,y,0,EX_CENTER);
1056 Explode(x,y,0,EX_NORMAL);
1061 void Blurb(int x, int y)
1063 int element = Feld[x][y];
1065 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
1067 PlaySoundLevel(x,y,SND_BLURB);
1068 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
1069 (!IN_LEV_FIELD(x-1,y-1) ||
1070 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
1072 Feld[x-1][y] = EL_BLURB_LEFT;
1074 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
1075 (!IN_LEV_FIELD(x+1,y-1) ||
1076 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
1078 Feld[x+1][y] = EL_BLURB_RIGHT;
1083 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1085 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1088 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1091 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1092 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1094 if (!MovDelay[x][y])
1096 Feld[x][y] = EL_LEERRAUM;
1097 DrawLevelField(x,y);
1103 void Impact(int x, int y)
1105 boolean lastline = (y==lev_fieldy-1);
1106 boolean object_hit = FALSE;
1107 int element = Feld[x][y];
1110 /* Element darunter berührt? */
1113 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1116 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1117 MovDir[x][y+1]!=MV_DOWN ||
1118 MovPos[x][y+1]<=TILEY/2));
1120 smashed = MovingOrBlocked2Element(x,y+1);
1123 /* Auftreffendes Element fällt in Salzsäure */
1124 if (!lastline && smashed==EL_SALZSAEURE)
1130 /* Auftreffendes Element ist Bombe */
1131 if (element==EL_BOMBE && (lastline || object_hit))
1137 /* Auftreffendes Element ist Säuretropfen */
1138 if (element==EL_TROPFEN && (lastline || object_hit))
1140 if (object_hit && IS_PLAYER(x,y+1))
1141 KillHero(PLAYERINFO(x,y+1));
1142 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1146 Feld[x][y] = EL_AMOEBING;
1147 Store[x][y] = EL_AMOEBE_NASS;
1152 /* Welches Element kriegt was auf die Rübe? */
1153 if (!lastline && object_hit)
1155 if (CAN_CHANGE(element) &&
1156 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1157 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1159 if (IS_PLAYER(x,y+1))
1161 KillHero(PLAYERINFO(x,y+1));
1164 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1169 else if (element==EL_EDELSTEIN_BD)
1171 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1177 else if (element==EL_FELSBROCKEN)
1179 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1180 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1185 else if (!IS_MOVING(x,y+1))
1187 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1192 else if (smashed==EL_KOKOSNUSS)
1194 Feld[x][y+1] = EL_CRACKINGNUT;
1195 PlaySoundLevel(x,y,SND_KNACK);
1196 RaiseScoreElement(EL_KOKOSNUSS);
1199 else if (smashed==EL_DIAMANT)
1201 Feld[x][y+1] = EL_LEERRAUM;
1202 PlaySoundLevel(x,y,SND_QUIRK);
1209 /* Geräusch beim Durchqueren des Siebes */
1210 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1212 PlaySoundLevel(x,y,SND_QUIRK);
1216 /* Geräusch beim Auftreffen */
1217 if (lastline || object_hit)
1224 case EL_EDELSTEIN_BD:
1225 case EL_EDELSTEIN_GELB:
1226 case EL_EDELSTEIN_ROT:
1227 case EL_EDELSTEIN_LILA:
1234 case EL_FELSBROCKEN:
1238 case EL_SCHLUESSEL1:
1239 case EL_SCHLUESSEL2:
1240 case EL_SCHLUESSEL3:
1241 case EL_SCHLUESSEL4:
1254 PlaySoundLevel(x,y,sound);
1258 void TurnRound(int x, int y)
1270 { 0,0 }, { 0,0 }, { 0,0 },
1275 int left,right,back;
1279 { MV_DOWN, MV_UP, MV_RIGHT },
1280 { MV_UP, MV_DOWN, MV_LEFT },
1282 { MV_LEFT, MV_RIGHT, MV_DOWN },
1283 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1284 { MV_RIGHT, MV_LEFT, MV_UP }
1287 int element = Feld[x][y];
1288 int old_move_dir = MovDir[x][y];
1289 int left_dir = turn[old_move_dir].left;
1290 int right_dir = turn[old_move_dir].right;
1291 int back_dir = turn[old_move_dir].back;
1293 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1294 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1295 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1296 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1298 int left_x = x+left_dx, left_y = y+left_dy;
1299 int right_x = x+right_dx, right_y = y+right_dy;
1300 int move_x = x+move_dx, move_y = y+move_dy;
1302 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1304 TestIfBadThingHitsOtherBadThing(x,y);
1306 if (IN_LEV_FIELD(right_x,right_y) &&
1307 IS_FREE_OR_PLAYER(right_x,right_y))
1308 MovDir[x][y] = right_dir;
1309 else if (!IN_LEV_FIELD(move_x,move_y) ||
1310 !IS_FREE_OR_PLAYER(move_x,move_y))
1311 MovDir[x][y] = left_dir;
1313 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1315 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1318 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1320 TestIfBadThingHitsOtherBadThing(x,y);
1322 if (IN_LEV_FIELD(left_x,left_y) &&
1323 IS_FREE_OR_PLAYER(left_x,left_y))
1324 MovDir[x][y] = left_dir;
1325 else if (!IN_LEV_FIELD(move_x,move_y) ||
1326 !IS_FREE_OR_PLAYER(move_x,move_y))
1327 MovDir[x][y] = right_dir;
1329 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1331 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1334 else if (element==EL_MAMPFER)
1336 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1338 if (IN_LEV_FIELD(left_x,left_y) &&
1339 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1340 Feld[left_x][left_y] == EL_DIAMANT))
1341 can_turn_left = TRUE;
1342 if (IN_LEV_FIELD(right_x,right_y) &&
1343 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1344 Feld[right_x][right_y] == EL_DIAMANT))
1345 can_turn_right = TRUE;
1347 if (can_turn_left && can_turn_right)
1348 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1349 else if (can_turn_left)
1350 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1351 else if (can_turn_right)
1352 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1354 MovDir[x][y] = back_dir;
1356 MovDelay[x][y] = 16+16*RND(3);
1358 else if (element==EL_MAMPFER2)
1360 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1362 if (IN_LEV_FIELD(left_x,left_y) &&
1363 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1364 IS_MAMPF2(Feld[left_x][left_y])))
1365 can_turn_left = TRUE;
1366 if (IN_LEV_FIELD(right_x,right_y) &&
1367 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1368 IS_MAMPF2(Feld[right_x][right_y])))
1369 can_turn_right = TRUE;
1371 if (can_turn_left && can_turn_right)
1372 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1373 else if (can_turn_left)
1374 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1375 else if (can_turn_right)
1376 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1378 MovDir[x][y] = back_dir;
1380 MovDelay[x][y] = 16+16*RND(3);
1382 else if (element==EL_PACMAN)
1384 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1386 if (IN_LEV_FIELD(left_x,left_y) &&
1387 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1388 IS_AMOEBOID(Feld[left_x][left_y])))
1389 can_turn_left = TRUE;
1390 if (IN_LEV_FIELD(right_x,right_y) &&
1391 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1392 IS_AMOEBOID(Feld[right_x][right_y])))
1393 can_turn_right = TRUE;
1395 if (can_turn_left && can_turn_right)
1396 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1397 else if (can_turn_left)
1398 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1399 else if (can_turn_right)
1400 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1402 MovDir[x][y] = back_dir;
1404 MovDelay[x][y] = 6+RND(40);
1406 else if (element==EL_SCHWEIN)
1408 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1409 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1410 boolean should_move_on = FALSE;
1412 int rnd = RND(rnd_value);
1414 if (IN_LEV_FIELD(left_x,left_y) &&
1415 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1416 can_turn_left = TRUE;
1417 if (IN_LEV_FIELD(right_x,right_y) &&
1418 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1419 can_turn_right = TRUE;
1420 if (IN_LEV_FIELD(move_x,move_y) &&
1421 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1424 if (can_turn_left &&
1426 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1427 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1428 should_turn_left = TRUE;
1429 if (can_turn_right &&
1431 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1432 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1433 should_turn_right = TRUE;
1435 (!can_turn_left || !can_turn_right ||
1436 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1437 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1438 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1439 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1440 should_move_on = TRUE;
1442 if (should_turn_left || should_turn_right || should_move_on)
1444 if (should_turn_left && should_turn_right && should_move_on)
1445 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1446 rnd < 2*rnd_value/3 ? right_dir :
1448 else if (should_turn_left && should_turn_right)
1449 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1450 else if (should_turn_left && should_move_on)
1451 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1452 else if (should_turn_right && should_move_on)
1453 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1454 else if (should_turn_left)
1455 MovDir[x][y] = left_dir;
1456 else if (should_turn_right)
1457 MovDir[x][y] = right_dir;
1458 else if (should_move_on)
1459 MovDir[x][y] = old_move_dir;
1461 else if (can_move_on && rnd > rnd_value/8)
1462 MovDir[x][y] = old_move_dir;
1463 else if (can_turn_left && can_turn_right)
1464 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1465 else if (can_turn_left && rnd > rnd_value/8)
1466 MovDir[x][y] = left_dir;
1467 else if (can_turn_right && rnd > rnd_value/8)
1468 MovDir[x][y] = right_dir;
1470 MovDir[x][y] = back_dir;
1472 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1473 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1474 MovDir[x][y] = old_move_dir;
1478 else if (element==EL_DRACHE)
1480 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1482 int rnd = RND(rnd_value);
1484 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1485 can_turn_left = TRUE;
1486 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1487 can_turn_right = TRUE;
1488 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1491 if (can_move_on && rnd > rnd_value/8)
1492 MovDir[x][y] = old_move_dir;
1493 else if (can_turn_left && can_turn_right)
1494 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1495 else if (can_turn_left && rnd > rnd_value/8)
1496 MovDir[x][y] = left_dir;
1497 else if (can_turn_right && rnd > rnd_value/8)
1498 MovDir[x][y] = right_dir;
1500 MovDir[x][y] = back_dir;
1502 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1503 MovDir[x][y] = old_move_dir;
1507 else if (element==EL_ROBOT || element==EL_SONDE ||
1508 element==EL_MAULWURF || element==EL_PINGUIN)
1510 int attr_x = -1, attr_y = -1;
1521 for(i=0; i<MAX_PLAYERS; i++)
1523 struct PlayerInfo *player = &stored_player[i];
1524 int jx = player->jx, jy = player->jy;
1526 if (!player->active || player->gone)
1529 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1537 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1543 if (element==EL_MAULWURF || element==EL_PINGUIN)
1546 static int xy[4][2] =
1556 int ex = x + xy[i%4][0];
1557 int ey = y + xy[i%4][1];
1559 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1568 MovDir[x][y] = MV_NO_MOVING;
1570 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1572 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1574 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1576 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1578 if (element==EL_ROBOT)
1582 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1583 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1584 Moving2Blocked(x,y,&newx,&newy);
1586 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1587 MovDelay[x][y] = 8+8*!RND(3);
1589 MovDelay[x][y] = 16;
1597 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1599 boolean first_horiz = RND(2);
1600 int new_move_dir = MovDir[x][y];
1603 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1604 Moving2Blocked(x,y,&newx,&newy);
1606 if (IN_LEV_FIELD(newx,newy) &&
1607 (IS_FREE(newx,newy) ||
1608 Feld[newx][newy] == EL_SALZSAEURE ||
1609 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1610 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1611 IS_MAMPF3(Feld[newx][newy])))))
1615 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1616 Moving2Blocked(x,y,&newx,&newy);
1618 if (IN_LEV_FIELD(newx,newy) &&
1619 (IS_FREE(newx,newy) ||
1620 Feld[newx][newy] == EL_SALZSAEURE ||
1621 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1622 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1623 IS_MAMPF3(Feld[newx][newy])))))
1626 MovDir[x][y] = old_move_dir;
1633 static boolean JustBeingPushed(int x, int y)
1637 for(i=0; i<MAX_PLAYERS; i++)
1639 struct PlayerInfo *player = &stored_player[i];
1641 if (player->active && !player->gone &&
1642 player->Pushing && player->MovPos)
1644 int next_jx = player->jx + (player->jx - player->last_jx);
1645 int next_jy = player->jy + (player->jy - player->last_jy);
1647 if (x == next_jx && y == next_jy)
1655 void StartMoving(int x, int y)
1657 int element = Feld[x][y];
1662 if (CAN_FALL(element) && y<lev_fieldy-1)
1664 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1665 if (JustBeingPushed(x,y))
1668 if (element==EL_MORAST_VOLL)
1672 InitMovingField(x,y,MV_DOWN);
1673 Feld[x][y] = EL_FELSBROCKEN;
1674 Store[x][y] = EL_MORAST_LEER;
1676 else if (Feld[x][y+1]==EL_MORAST_LEER)
1678 if (!MovDelay[x][y])
1679 MovDelay[x][y] = TILEY + 1;
1688 Feld[x][y] = EL_MORAST_LEER;
1689 Feld[x][y+1] = EL_MORAST_VOLL;
1692 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1694 InitMovingField(x,y,MV_DOWN);
1695 Store[x][y] = EL_MORAST_VOLL;
1697 else if (element==EL_SIEB_VOLL)
1701 InitMovingField(x,y,MV_DOWN);
1702 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1703 Store[x][y] = EL_SIEB_LEER;
1705 else if (Feld[x][y+1]==EL_SIEB_LEER)
1707 if (!MovDelay[x][y])
1708 MovDelay[x][y] = TILEY/4 + 1;
1717 Feld[x][y] = EL_SIEB_LEER;
1718 Feld[x][y+1] = EL_SIEB_VOLL;
1719 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1723 else if (element==EL_SIEB2_VOLL)
1727 InitMovingField(x,y,MV_DOWN);
1728 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1729 Store[x][y] = EL_SIEB2_LEER;
1731 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1733 if (!MovDelay[x][y])
1734 MovDelay[x][y] = TILEY/4 + 1;
1743 Feld[x][y] = EL_SIEB2_LEER;
1744 Feld[x][y+1] = EL_SIEB2_VOLL;
1745 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1749 else if (SiebAktiv && CAN_CHANGE(element) &&
1750 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1752 InitMovingField(x,y,MV_DOWN);
1754 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1755 Store2[x][y+1] = element;
1757 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1760 InitMovingField(x,y,MV_DOWN);
1761 Store[x][y] = EL_SALZSAEURE;
1763 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1767 else if (IS_FREE(x,y+1))
1769 InitMovingField(x,y,MV_DOWN);
1771 else if (element==EL_TROPFEN)
1773 Feld[x][y] = EL_AMOEBING;
1774 Store[x][y] = EL_AMOEBE_NASS;
1776 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1778 boolean left = (x>0 && IS_FREE(x-1,y) &&
1779 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1780 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1781 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1785 if (left && right && game_emulation != EMU_BOULDERDASH)
1786 left = !(right = RND(2));
1788 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1792 else if (CAN_MOVE(element))
1796 if (element == EL_SONDE && JustBeingPushed(x,y))
1799 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1801 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1802 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1805 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1808 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1809 DrawLevelField(x,y);
1813 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1817 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1819 int phase = MovDelay[x][y] % 8;
1824 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1825 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1827 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1828 && MovDelay[x][y]%4==3)
1829 PlaySoundLevel(x,y,SND_NJAM);
1831 else if (element==EL_DRACHE)
1834 int dir = MovDir[x][y];
1835 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1836 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1837 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1838 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1839 dir == MV_UP ? GFX_FLAMMEN_UP :
1840 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1841 int phase = FrameCounter % 2;
1845 int xx = x + i*dx, yy = y + i*dy;
1846 int sx = SCREENX(xx), sy = SCREENY(yy);
1848 if (!IN_LEV_FIELD(xx,yy) ||
1849 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1854 int flamed = MovingOrBlocked2Element(xx,yy);
1856 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1859 RemoveMovingField(xx,yy);
1861 Feld[xx][yy] = EL_BURNING;
1862 if (IN_SCR_FIELD(sx,sy))
1863 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1867 if (Feld[xx][yy] == EL_BURNING)
1868 Feld[xx][yy] = EL_LEERRAUM;
1869 DrawLevelField(xx,yy);
1878 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1880 PlaySoundLevel(x,y,SND_KLAPPER);
1882 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1884 PlaySoundLevel(x,y,SND_ROEHR);
1887 /* neuer Schritt / Wartezustand beendet */
1889 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1891 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1893 /* Spieler erwischt */
1895 KillHero(PLAYERINFO(newx,newy));
1898 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1899 element==EL_ROBOT || element==EL_SONDE) &&
1900 IN_LEV_FIELD(newx,newy) &&
1901 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1904 Store[x][y] = EL_SALZSAEURE;
1906 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1907 IN_LEV_FIELD(newx,newy))
1909 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1911 Feld[x][y] = EL_LEERRAUM;
1912 DrawLevelField(x,y);
1914 PlaySoundLevel(newx,newy,SND_BUING);
1915 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1916 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1918 local_player->friends_still_needed--;
1919 if (!local_player->friends_still_needed &&
1920 !local_player->GameOver && AllPlayersGone)
1921 local_player->LevelSolved = local_player->GameOver = TRUE;
1925 else if (IS_MAMPF3(Feld[newx][newy]))
1927 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1928 DrawLevelField(newx,newy);
1930 MovDir[x][y] = MV_NO_MOVING;
1932 else if (!IS_FREE(newx,newy))
1935 DrawPlayerField(x,y);
1937 DrawLevelField(x,y);
1941 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1943 if (IS_GEM(Feld[newx][newy]))
1945 if (IS_MOVING(newx,newy))
1946 RemoveMovingField(newx,newy);
1949 Feld[newx][newy] = EL_LEERRAUM;
1950 DrawLevelField(newx,newy);
1953 else if (!IS_FREE(newx,newy))
1956 DrawPlayerField(x,y);
1958 DrawLevelField(x,y);
1962 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1964 if (!IS_FREE(newx,newy))
1967 DrawPlayerField(x,y);
1969 DrawLevelField(x,y);
1974 boolean wanna_flame = !RND(10);
1975 int dx = newx - x, dy = newy - y;
1976 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1977 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1978 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1979 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1980 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1981 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1983 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1984 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1985 element1 != EL_BURNING && element2 != EL_BURNING)
1988 DrawPlayerField(x,y);
1990 DrawLevelField(x,y);
1992 MovDelay[x][y] = 50;
1993 Feld[newx][newy] = EL_BURNING;
1994 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1995 Feld[newx1][newy1] = EL_BURNING;
1996 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1997 Feld[newx2][newy2] = EL_BURNING;
2002 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
2003 Feld[newx][newy]==EL_DIAMANT)
2005 if (IS_MOVING(newx,newy))
2006 RemoveMovingField(newx,newy);
2009 Feld[newx][newy] = EL_LEERRAUM;
2010 DrawLevelField(newx,newy);
2013 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
2014 IS_MAMPF2(Feld[newx][newy]))
2016 if (AmoebaNr[newx][newy])
2018 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2019 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
2020 AmoebaCnt[AmoebaNr[newx][newy]]--;
2023 if (IS_MOVING(newx,newy))
2024 RemoveMovingField(newx,newy);
2027 Feld[newx][newy] = EL_LEERRAUM;
2028 DrawLevelField(newx,newy);
2031 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
2032 IS_AMOEBOID(Feld[newx][newy]))
2034 if (AmoebaNr[newx][newy])
2036 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2037 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
2038 AmoebaCnt[AmoebaNr[newx][newy]]--;
2041 Feld[newx][newy] = EL_LEERRAUM;
2042 DrawLevelField(newx,newy);
2044 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
2045 { /* gegen Wand gelaufen */
2048 if (element == EL_KAEFER || element == EL_FLIEGER)
2049 DrawLevelField(x,y);
2050 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2051 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
2052 else if (element==EL_SONDE)
2053 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2058 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
2059 PlaySoundLevel(x,y,SND_SCHLURF);
2061 InitMovingField(x,y,MovDir[x][y]);
2065 ContinueMoving(x,y);
2068 void ContinueMoving(int x, int y)
2070 int element = Feld[x][y];
2071 int direction = MovDir[x][y];
2072 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
2073 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
2074 int horiz_move = (dx!=0);
2075 int newx = x + dx, newy = y + dy;
2076 int step = (horiz_move ? dx : dy) * TILEX/8;
2078 if (CAN_FALL(element) && horiz_move)
2080 else if (element==EL_TROPFEN)
2082 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2085 MovPos[x][y] += step;
2087 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2089 Feld[x][y] = EL_LEERRAUM;
2090 Feld[newx][newy] = element;
2092 if (Store[x][y]==EL_MORAST_VOLL)
2095 Feld[newx][newy] = EL_MORAST_VOLL;
2096 element = EL_MORAST_VOLL;
2098 else if (Store[x][y]==EL_MORAST_LEER)
2101 Feld[x][y] = EL_MORAST_LEER;
2103 else if (Store[x][y]==EL_SIEB_VOLL)
2106 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2108 else if (Store[x][y]==EL_SIEB_LEER)
2110 Store[x][y] = Store2[x][y] = 0;
2111 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2113 else if (Store[x][y]==EL_SIEB2_VOLL)
2116 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2118 else if (Store[x][y]==EL_SIEB2_LEER)
2120 Store[x][y] = Store2[x][y] = 0;
2121 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2123 else if (Store[x][y]==EL_SALZSAEURE)
2126 Feld[newx][newy] = EL_SALZSAEURE;
2127 element = EL_SALZSAEURE;
2129 else if (Store[x][y]==EL_AMOEBE_NASS)
2132 Feld[x][y] = EL_AMOEBE_NASS;
2135 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2136 MovDelay[newx][newy] = 0;
2138 if (!CAN_MOVE(element))
2139 MovDir[newx][newy] = 0;
2141 DrawLevelField(x,y);
2142 DrawLevelField(newx,newy);
2144 Stop[newx][newy] = TRUE;
2145 JustHit[x][newy] = 3;
2147 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2149 TestIfBadThingHitsHero(newx,newy);
2150 TestIfBadThingHitsFriend(newx,newy);
2151 TestIfBadThingHitsOtherBadThing(newx,newy);
2153 else if (element == EL_PINGUIN)
2154 TestIfFriendHitsBadThing(newx,newy);
2156 if (CAN_SMASH(element) && direction==MV_DOWN &&
2157 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2160 else /* noch in Bewegung */
2161 DrawLevelField(x,y);
2164 int AmoebeNachbarNr(int ax, int ay)
2167 int element = Feld[ax][ay];
2169 static int xy[4][2] =
2179 int x = ax+xy[i%4][0];
2180 int y = ay+xy[i%4][1];
2182 if (!IN_LEV_FIELD(x,y))
2185 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2186 group_nr = AmoebaNr[x][y];
2192 void AmoebenVereinigen(int ax, int ay)
2195 int new_group_nr = AmoebaNr[ax][ay];
2196 static int xy[4][2] =
2212 if (!IN_LEV_FIELD(x,y))
2215 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2216 Feld[x][y]==EL_AMOEBE_BD ||
2217 Feld[x][y]==EL_AMOEBE_TOT) &&
2218 AmoebaNr[x][y] != new_group_nr)
2220 int old_group_nr = AmoebaNr[x][y];
2222 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2223 AmoebaCnt[old_group_nr] = 0;
2224 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2225 AmoebaCnt2[old_group_nr] = 0;
2227 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2228 if (AmoebaNr[xx][yy]==old_group_nr)
2229 AmoebaNr[xx][yy] = new_group_nr;
2234 void AmoebeUmwandeln(int ax, int ay)
2237 int group_nr = AmoebaNr[ax][ay];
2238 static int xy[4][2] =
2246 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2248 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2250 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2253 Feld[x][y] = EL_AMOEBA2DIAM;
2265 if (!IN_LEV_FIELD(x,y))
2268 if (Feld[x][y]==EL_AMOEBA2DIAM)
2274 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2277 int group_nr = AmoebaNr[ax][ay];
2278 boolean done = FALSE;
2280 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2282 if (AmoebaNr[x][y]==group_nr &&
2283 (Feld[x][y]==EL_AMOEBE_TOT ||
2284 Feld[x][y]==EL_AMOEBE_BD ||
2285 Feld[x][y]==EL_AMOEBING))
2288 Feld[x][y] = new_element;
2289 DrawLevelField(x,y);
2295 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2298 void AmoebeWaechst(int x, int y)
2300 static long sound_delay = 0;
2301 static int sound_delay_value = 0;
2303 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2307 if (DelayReached(&sound_delay, sound_delay_value))
2309 PlaySoundLevel(x,y,SND_AMOEBE);
2310 sound_delay_value = 30;
2314 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2317 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2318 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2320 if (!MovDelay[x][y])
2322 Feld[x][y] = Store[x][y];
2324 DrawLevelField(x,y);
2329 void AmoebeAbleger(int ax, int ay)
2332 int element = Feld[ax][ay];
2333 int newax = ax, neway = ay;
2334 static int xy[4][2] =
2342 if (!level.tempo_amoebe)
2344 Feld[ax][ay] = EL_AMOEBE_TOT;
2345 DrawLevelField(ax,ay);
2349 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2350 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2352 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2355 if (MovDelay[ax][ay])
2359 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2362 int x = ax+xy[start][0];
2363 int y = ay+xy[start][1];
2365 if (!IN_LEV_FIELD(x,y))
2369 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2375 if (newax==ax && neway==ay)
2378 else /* normale oder "gefüllte" Amöbe */
2381 boolean waiting_for_player = FALSE;
2385 int j = (start+i)%4;
2386 int x = ax+xy[j][0];
2387 int y = ay+xy[j][1];
2389 if (!IN_LEV_FIELD(x,y))
2393 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2399 else if (IS_PLAYER(x,y))
2400 waiting_for_player = TRUE;
2403 if (newax==ax && neway==ay)
2405 if (i==4 && !waiting_for_player)
2407 Feld[ax][ay] = EL_AMOEBE_TOT;
2408 DrawLevelField(ax,ay);
2409 AmoebaCnt[AmoebaNr[ax][ay]]--;
2411 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2413 if (element==EL_AMOEBE_VOLL)
2414 AmoebeUmwandeln(ax,ay);
2415 else if (element==EL_AMOEBE_BD)
2416 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2421 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2423 int new_group_nr = AmoebaNr[ax][ay];
2425 AmoebaNr[newax][neway] = new_group_nr;
2426 AmoebaCnt[new_group_nr]++;
2427 AmoebaCnt2[new_group_nr]++;
2428 AmoebenVereinigen(newax,neway);
2430 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2432 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2438 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2439 (neway==lev_fieldy-1 && newax!=ax))
2441 Feld[newax][neway] = EL_AMOEBING;
2442 Store[newax][neway] = element;
2445 Feld[newax][neway] = EL_TROPFEN;
2448 InitMovingField(ax,ay,MV_DOWN);
2449 Feld[ax][ay] = EL_TROPFEN;
2450 Store[ax][ay] = EL_AMOEBE_NASS;
2451 ContinueMoving(ax,ay);
2455 DrawLevelField(newax,neway);
2458 void Life(int ax, int ay)
2461 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2463 int element = Feld[ax][ay];
2468 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2469 MovDelay[ax][ay] = life_time;
2471 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2474 if (MovDelay[ax][ay])
2478 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2480 int xx = ax+x1, yy = ay+y1;
2483 if (!IN_LEV_FIELD(xx,yy))
2486 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2488 int x = xx+x2, y = yy+y2;
2490 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2493 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2495 (IS_FREE(x,y) && Stop[x][y]))
2499 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2501 if (nachbarn<life[0] || nachbarn>life[1])
2503 Feld[xx][yy] = EL_LEERRAUM;
2505 DrawLevelField(xx,yy);
2506 Stop[xx][yy] = TRUE;
2509 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2510 { /* Randfeld ohne Amoebe */
2511 if (nachbarn>=life[2] && nachbarn<=life[3])
2513 Feld[xx][yy] = element;
2514 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2516 DrawLevelField(xx,yy);
2517 Stop[xx][yy] = TRUE;
2523 void Ablenk(int x, int y)
2525 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2526 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2528 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2533 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2534 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2535 if (!(MovDelay[x][y]%4))
2536 PlaySoundLevel(x,y,SND_MIEP);
2541 Feld[x][y] = EL_ABLENK_AUS;
2542 DrawLevelField(x,y);
2547 void Birne(int x, int y)
2549 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2550 MovDelay[x][y] = 800;
2552 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2557 if (!(MovDelay[x][y]%5))
2559 if (!(MovDelay[x][y]%10))
2560 Feld[x][y]=EL_ABLENK_EIN;
2562 Feld[x][y]=EL_ABLENK_AUS;
2563 DrawLevelField(x,y);
2564 Feld[x][y]=EL_ABLENK_EIN;
2570 Feld[x][y]=EL_ABLENK_AUS;
2571 DrawLevelField(x,y);
2576 void Blubber(int x, int y)
2578 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2579 DrawLevelField(x,y-1);
2581 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2584 void NussKnacken(int x, int y)
2586 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2589 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2592 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2593 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2595 if (!MovDelay[x][y])
2597 Feld[x][y] = EL_EDELSTEIN;
2598 DrawLevelField(x,y);
2603 void SiebAktivieren(int x, int y, int typ)
2605 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2606 DrawGraphic(SCREENX(x),SCREENY(y),
2607 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2610 void AusgangstuerPruefen(int x, int y)
2612 if (!local_player->gems_still_needed &&
2613 !local_player->sokobanfields_still_needed &&
2614 !local_player->lights_still_needed)
2616 Feld[x][y] = EL_AUSGANG_ACT;
2618 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2619 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2620 y < LEVELY(BY1) ? LEVELY(BY1) :
2621 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2626 void AusgangstuerOeffnen(int x, int y)
2630 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2631 MovDelay[x][y] = 5*delay;
2633 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2638 tuer = MovDelay[x][y]/delay;
2639 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2640 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2642 if (!MovDelay[x][y])
2644 Feld[x][y] = EL_AUSGANG_AUF;
2645 DrawLevelField(x,y);
2650 void AusgangstuerBlinken(int x, int y)
2652 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2655 void EdelsteinFunkeln(int x, int y)
2657 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2660 if (Feld[x][y] == EL_EDELSTEIN_BD)
2661 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2664 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2665 MovDelay[x][y] = 11 * !SimpleRND(500);
2667 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2671 if (setup.direct_draw_on && MovDelay[x][y])
2672 SetDrawtoField(DRAW_BUFFERED);
2674 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2678 int phase = (MovDelay[x][y]-1)/2;
2683 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2685 if (setup.direct_draw_on)
2689 dest_x = FX + SCREENX(x)*TILEX;
2690 dest_y = FY + SCREENY(y)*TILEY;
2692 XCopyArea(display,drawto_field,window,gc,
2693 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2694 SetDrawtoField(DRAW_DIRECT);
2701 void MauerWaechst(int x, int y)
2705 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2706 MovDelay[x][y] = 3*delay;
2708 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2713 phase = 2-MovDelay[x][y]/delay;
2714 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2715 DrawGraphic(SCREENX(x),SCREENY(y),
2716 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2717 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2718 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2719 GFX_MAUER_DOWN ) + phase);
2721 if (!MovDelay[x][y])
2723 if (MovDir[x][y] == MV_LEFT)
2725 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2726 DrawLevelField(x-1,y);
2728 else if (MovDir[x][y] == MV_RIGHT)
2730 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2731 DrawLevelField(x+1,y);
2733 else if (MovDir[x][y] == MV_UP)
2735 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2736 DrawLevelField(x,y-1);
2740 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2741 DrawLevelField(x,y+1);
2744 Feld[x][y] = Store[x][y];
2746 MovDir[x][y] = MV_NO_MOVING;
2747 DrawLevelField(x,y);
2752 void MauerAbleger(int ax, int ay)
2754 int element = Feld[ax][ay];
2755 boolean oben_frei = FALSE, unten_frei = FALSE;
2756 boolean links_frei = FALSE, rechts_frei = FALSE;
2757 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2758 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2760 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2761 MovDelay[ax][ay] = 6;
2763 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2766 if (MovDelay[ax][ay])
2770 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2772 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2774 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2776 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2779 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2783 Feld[ax][ay-1] = EL_MAUERND;
2784 Store[ax][ay-1] = element;
2785 MovDir[ax][ay-1] = MV_UP;
2786 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2787 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2791 Feld[ax][ay+1] = EL_MAUERND;
2792 Store[ax][ay+1] = element;
2793 MovDir[ax][ay+1] = MV_DOWN;
2794 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2795 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2799 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2800 element == EL_MAUER_LEBT)
2804 Feld[ax-1][ay] = EL_MAUERND;
2805 Store[ax-1][ay] = element;
2806 MovDir[ax-1][ay] = MV_LEFT;
2807 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2808 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2812 Feld[ax+1][ay] = EL_MAUERND;
2813 Store[ax+1][ay] = element;
2814 MovDir[ax+1][ay] = MV_RIGHT;
2815 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2816 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2820 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2821 DrawLevelField(ax,ay);
2823 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2825 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2826 unten_massiv = TRUE;
2827 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2828 links_massiv = TRUE;
2829 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2830 rechts_massiv = TRUE;
2832 if (((oben_massiv && unten_massiv) ||
2833 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2834 ((links_massiv && rechts_massiv) ||
2835 element == EL_MAUER_Y))
2836 Feld[ax][ay] = EL_MAUERWERK;
2839 void CheckForDragon(int x, int y)
2842 boolean dragon_found = FALSE;
2843 static int xy[4][2] =
2855 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2857 if (IN_LEV_FIELD(xx,yy) &&
2858 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2860 if (Feld[xx][yy] == EL_DRACHE)
2861 dragon_found = TRUE;
2874 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2876 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2878 Feld[xx][yy] = EL_LEERRAUM;
2879 DrawLevelField(xx,yy);
2888 void PlayerActions(struct PlayerInfo *player, byte player_action)
2890 static byte stored_player_action[MAX_PLAYERS];
2891 static int num_stored_actions = 0;
2892 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2893 int jx = player->jx, jy = player->jy;
2894 int left = player_action & JOY_LEFT;
2895 int right = player_action & JOY_RIGHT;
2896 int up = player_action & JOY_UP;
2897 int down = player_action & JOY_DOWN;
2898 int button1 = player_action & JOY_BUTTON_1;
2899 int button2 = player_action & JOY_BUTTON_2;
2900 int dx = (left ? -1 : right ? 1 : 0);
2901 int dy = (up ? -1 : down ? 1 : 0);
2903 stored_player_action[player->index_nr] = 0;
2904 num_stored_actions++;
2906 if (!player->active || player->gone || tape.pausing)
2911 player->frame_reset_delay = 0;
2914 snapped = SnapField(player, dx,dy);
2918 bombed = PlaceBomb(player);
2919 moved = MoveFigure(player, dx,dy);
2922 if (tape.recording && (moved || snapped || bombed))
2924 if (bombed && !moved)
2925 player_action &= JOY_BUTTON;
2927 stored_player_action[player->index_nr] = player_action;
2929 /* this allows cycled sequences of PlayerActions() */
2930 if (num_stored_actions >= MAX_PLAYERS)
2932 TapeRecordAction(stored_player_action);
2933 num_stored_actions = 0;
2936 else if (tape.playing && snapped)
2937 SnapField(player, 0,0); /* stop snapping */
2941 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2942 SnapField(player, 0,0);
2943 if (++player->frame_reset_delay > MoveSpeed)
2947 if (tape.playing && !tape.pausing && !player_action &&
2948 tape.counter < tape.length)
2951 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2953 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2955 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2957 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2959 int el = Feld[jx+dx][jy];
2960 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2962 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2964 player->MovDir = next_joy;
2965 player->Frame = FrameCounter % 4;
2966 player->Pushing = TRUE;
2975 static long action_delay = 0;
2976 long action_delay_value;
2977 int sieb_x = 0, sieb_y = 0;
2978 int i, x,y, element;
2979 byte *recorded_player_action;
2981 if (game_status != PLAYING)
2984 action_delay_value =
2985 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2987 /* main game synchronization point */
2988 WaitUntilDelayReached(&action_delay, action_delay_value);
2990 if (network_playing && !network_player_action_received)
2994 printf("DEBUG: try to get network player actions in time\n");
2998 /* last chance to get network player actions without main loop delay */
3001 if (game_status != PLAYING)
3004 if (!network_player_action_received)
3008 printf("DEBUG: failed to get network player actions in time\n");
3016 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3018 else if (tape.recording)
3021 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3023 if (network_playing)
3024 SendToServer_MovePlayer(local_player->action);
3026 for(i=0; i<MAX_PLAYERS; i++)
3028 int actual_player_action = stored_player[i].action;
3030 /* TEST TEST TEST */
3033 if (i != TestPlayer && !stored_player[i].MovPos)
3034 actual_player_action = 0;
3038 if (!options.network && i != TestPlayer)
3039 actual_player_action = 0;
3042 /* TEST TEST TEST */
3045 if (recorded_player_action)
3046 actual_player_action = recorded_player_action[i];
3048 PlayerActions(&stored_player[i], actual_player_action);
3049 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3052 stored_player[i].action = 0;
3057 network_player_action_received = FALSE;
3059 ScrollScreen(NULL, SCROLL_GO_ON);
3066 printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
3070 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3073 if (JustHit[x][y]>0)
3077 if (IS_BLOCKED(x,y))
3081 Blocked2Moving(x,y,&oldx,&oldy);
3082 if (!IS_MOVING(oldx,oldy))
3084 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3085 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
3086 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
3087 printf("GameActions(): This should never happen!\n");
3093 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3095 element = Feld[x][y];
3097 if (IS_INACTIVE(element))
3100 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3104 if (IS_GEM(element))
3105 EdelsteinFunkeln(x,y);
3107 else if (IS_MOVING(x,y))
3108 ContinueMoving(x,y);
3109 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3111 else if (element==EL_EXPLODING)
3112 Explode(x,y,Frame[x][y],EX_NORMAL);
3113 else if (element==EL_AMOEBING)
3115 else if (IS_AMOEBALIVE(element))
3117 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3119 else if (element==EL_ABLENK_EIN)
3121 else if (element==EL_SALZSAEURE)
3123 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3125 else if (element==EL_CRACKINGNUT)
3127 else if (element==EL_AUSGANG_ZU)
3128 AusgangstuerPruefen(x,y);
3129 else if (element==EL_AUSGANG_ACT)
3130 AusgangstuerOeffnen(x,y);
3131 else if (element==EL_AUSGANG_AUF)
3132 AusgangstuerBlinken(x,y);
3133 else if (element==EL_MAUERND)
3135 else if (element==EL_MAUER_LEBT ||
3136 element==EL_MAUER_X ||
3137 element==EL_MAUER_Y ||
3138 element==EL_MAUER_XY)
3140 else if (element==EL_BURNING)
3141 CheckForDragon(x,y);
3145 boolean sieb = FALSE;
3146 int jx = local_player->jx, jy = local_player->jy;
3148 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3149 Store[x][y]==EL_SIEB_LEER)
3151 SiebAktivieren(x, y, 1);
3154 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3155 Store[x][y]==EL_SIEB2_LEER)
3157 SiebAktivieren(x, y, 2);
3161 /* play the element sound at the position nearest to the player */
3162 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3173 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3177 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3179 element = Feld[x][y];
3180 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3182 Feld[x][y] = EL_SIEB_TOT;
3183 DrawLevelField(x,y);
3185 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3187 Feld[x][y] = EL_SIEB2_TOT;
3188 DrawLevelField(x,y);
3194 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3199 if (tape.recording || tape.playing)
3200 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3203 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3205 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3208 for(i=0; i<MAX_PLAYERS; i++)
3209 KillHero(&stored_player[i]);
3215 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3217 int min_x = x, min_y = y, max_x = x, max_y = y;
3220 for(i=0; i<MAX_PLAYERS; i++)
3222 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3224 if (!stored_player[i].active || stored_player[i].gone ||
3225 &stored_player[i] == player)
3228 min_x = MIN(min_x, jx);
3229 min_y = MIN(min_y, jy);
3230 max_x = MAX(max_x, jx);
3231 max_y = MAX(max_y, jy);
3234 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3237 static boolean AllPlayersInVisibleScreen()
3241 for(i=0; i<MAX_PLAYERS; i++)
3243 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3245 if (!stored_player[i].active || stored_player[i].gone)
3248 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3255 void ScrollLevel(int dx, int dy)
3257 int softscroll_offset = (setup.soft_scrolling_on ? TILEX : 0);
3261 ScreenGfxPos = local_player->GfxPos;
3264 XCopyArea(display,drawto_field,drawto_field,gc,
3265 FX + TILEX*(dx==-1) - softscroll_offset,
3266 FY + TILEY*(dy==-1) - softscroll_offset,
3267 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3268 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3269 FX + TILEX*(dx==1) - softscroll_offset,
3270 FY + TILEY*(dy==1) - softscroll_offset);
3274 x = (dx==1 ? BX1 : BX2);
3275 for(y=BY1; y<=BY2; y++)
3276 DrawScreenField(x,y);
3280 y = (dy==1 ? BY1 : BY2);
3281 for(x=BX1; x<=BX2; x++)
3282 DrawScreenField(x,y);
3285 redraw_mask |= REDRAW_FIELD;
3288 boolean MoveFigureOneStep(struct PlayerInfo *player,
3289 int dx, int dy, int real_dx, int real_dy)
3291 int jx = player->jx, jy = player->jy;
3292 int new_jx = jx+dx, new_jy = jy+dy;
3296 if (player->gone || (!dx && !dy))
3297 return(MF_NO_ACTION);
3299 player->MovDir = (dx < 0 ? MV_LEFT :
3302 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3304 if (!IN_LEV_FIELD(new_jx,new_jy))
3305 return(MF_NO_ACTION);
3307 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3308 return(MF_NO_ACTION);
3310 element = MovingOrBlocked2Element(new_jx,new_jy);
3312 if (DONT_GO_TO(element))
3314 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3317 Feld[jx][jy] = EL_SPIELFIGUR;
3318 InitMovingField(jx,jy,MV_DOWN);
3319 Store[jx][jy] = EL_SALZSAEURE;
3320 ContinueMoving(jx,jy);
3329 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3330 if (can_move != MF_MOVING)
3333 StorePlayer[jx][jy] = 0;
3334 player->last_jx = jx;
3335 player->last_jy = jy;
3336 jx = player->jx = new_jx;
3337 jy = player->jy = new_jy;
3338 StorePlayer[jx][jy] = player->element_nr;
3340 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3342 ScrollFigure(player, SCROLL_INIT);
3347 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3349 int jx = player->jx, jy = player->jy;
3350 int old_jx = jx, old_jy = jy;
3351 int moved = MF_NO_ACTION;
3353 if (player->gone || (!dx && !dy))
3356 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3359 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3361 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3362 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3366 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3367 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3376 if (moved & MF_MOVING && player == local_player)
3379 if (moved & MF_MOVING && !ScreenMovPos &&
3380 (player == local_player || !options.network))
3382 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3383 int offset = (setup.scroll_delay_on ? 3 : 0);
3386 if (player == local_player)
3388 printf("MOVING LOCAL PLAYER && SCROLLING\n");
3392 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3394 /* actual player has left the screen -- scroll in that direction */
3395 if (jx != old_jx) /* player has moved horizontally */
3396 scroll_x += (jx - old_jx);
3397 else /* player has moved vertically */
3398 scroll_y += (jy - old_jy);
3402 if (jx != old_jx) /* player has moved horizontally */
3405 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3406 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3407 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3410 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3411 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3412 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3414 /* don't scroll over playfield boundaries */
3415 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 2)
3416 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 2);
3418 /* don't scroll more than one field at a time */
3419 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3421 /* don't scroll against the player's moving direction */
3422 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3423 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3424 scroll_x = old_scroll_x;
3426 else /* player has moved vertically */
3429 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3430 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3431 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3434 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3435 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3436 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3438 /* don't scroll over playfield boundaries */
3439 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 2)
3440 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 2);
3442 /* don't scroll more than one field at a time */
3443 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3445 /* don't scroll against the player's moving direction */
3446 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3447 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3448 scroll_y = old_scroll_y;
3453 if (player == local_player)
3455 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3456 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3457 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3458 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3459 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3460 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3462 /* don't scroll more than one field at a time */
3463 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3464 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3468 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3470 if (!options.network && !AllPlayersInVisibleScreen())
3472 scroll_x = old_scroll_x;
3473 scroll_y = old_scroll_y;
3477 ScrollScreen(player, SCROLL_INIT);
3478 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3483 if (!(moved & MF_MOVING) && !player->Pushing)
3486 player->Frame = (player->Frame + 1) % 4;
3488 if (moved & MF_MOVING)
3490 if (old_jx != jx && old_jy == jy)
3491 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3492 else if (old_jx == jx && old_jy != jy)
3493 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3495 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3497 player->last_move_dir = player->MovDir;
3500 player->last_move_dir = MV_NO_MOVING;
3502 TestIfHeroHitsBadThing(jx,jy);
3510 void ScrollFigure(struct PlayerInfo *player, int mode)
3512 int jx = player->jx, jy = player->jy;
3513 int last_jx = player->last_jx, last_jy = player->last_jy;
3515 if (!player->active || player->gone || !player->MovPos)
3518 if (mode == SCROLL_INIT)
3520 player->actual_frame_counter = FrameCounter;
3521 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3523 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3524 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3529 else if (!FrameReached(&player->actual_frame_counter,1))
3532 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3533 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3535 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3536 Feld[last_jx][last_jy] = EL_LEERRAUM;
3540 if (!player->MovPos)
3542 player->last_jx = jx;
3543 player->last_jy = jy;
3545 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3549 if (!local_player->friends_still_needed)
3550 player->LevelSolved = player->GameOver = TRUE;
3555 void ScrollScreen(struct PlayerInfo *player, int mode)
3557 static long screen_frame_counter = 0;
3559 if (mode == SCROLL_INIT)
3561 screen_frame_counter = FrameCounter;
3562 ScreenMovDir = player->MovDir;
3563 ScreenMovPos = player->MovPos;
3564 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3567 else if (!FrameReached(&screen_frame_counter,1))
3572 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3573 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3574 redraw_mask |= REDRAW_FIELD;
3577 ScreenMovDir = MV_NO_MOVING;
3580 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3582 int i, killx = goodx, killy = goody;
3583 static int xy[4][2] =
3590 static int harmless[4] =
3602 x = goodx + xy[i][0];
3603 y = goody + xy[i][1];
3604 if (!IN_LEV_FIELD(x,y))
3607 element = Feld[x][y];
3609 if (DONT_TOUCH(element))
3611 if (MovDir[x][y] == harmless[i])
3620 if (killx != goodx || killy != goody)
3622 if (IS_PLAYER(goodx,goody))
3623 KillHero(PLAYERINFO(goodx,goody));
3629 void TestIfBadThingHitsGoodThing(int badx, int bady)
3631 int i, killx = badx, killy = bady;
3632 static int xy[4][2] =
3639 static int harmless[4] =
3651 x = badx + xy[i][0];
3652 y = bady + xy[i][1];
3653 if (!IN_LEV_FIELD(x,y))
3656 element = Feld[x][y];
3664 else if (element == EL_PINGUIN)
3666 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3675 if (killx != badx || killy != bady)
3677 if (IS_PLAYER(killx,killy))
3678 KillHero(PLAYERINFO(killx,killy));
3684 void TestIfHeroHitsBadThing(int x, int y)
3686 TestIfGoodThingHitsBadThing(x,y);
3689 void TestIfBadThingHitsHero(int x, int y)
3692 TestIfGoodThingHitsBadThing(JX,JY);
3695 TestIfBadThingHitsGoodThing(x,y);
3698 void TestIfFriendHitsBadThing(int x, int y)
3700 TestIfGoodThingHitsBadThing(x,y);
3703 void TestIfBadThingHitsFriend(int x, int y)
3705 TestIfBadThingHitsGoodThing(x,y);
3708 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3710 int i, killx = badx, killy = bady;
3711 static int xy[4][2] =
3725 if (!IN_LEV_FIELD(x,y))
3728 element = Feld[x][y];
3729 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3730 element == EL_AMOEBING || element == EL_TROPFEN)
3738 if (killx != badx || killy != bady)
3742 void KillHero(struct PlayerInfo *player)
3744 int jx = player->jx, jy = player->jy;
3749 if (IS_PFORTE(Feld[jx][jy]))
3750 Feld[jx][jy] = EL_LEERRAUM;
3756 void BuryHero(struct PlayerInfo *player)
3758 int jx = player->jx, jy = player->jy;
3763 PlaySoundLevel(jx,jy, SND_AUTSCH);
3764 PlaySoundLevel(jx,jy, SND_LACHEN);
3766 player->GameOver = TRUE;
3770 void RemoveHero(struct PlayerInfo *player)
3772 int jx = player->jx, jy = player->jy;
3773 int i, found = FALSE;
3775 player->gone = TRUE;
3776 StorePlayer[jx][jy] = 0;
3778 for(i=0; i<MAX_PLAYERS; i++)
3779 if (stored_player[i].active && !stored_player[i].gone)
3783 AllPlayersGone = TRUE;
3789 int DigField(struct PlayerInfo *player,
3790 int x, int y, int real_dx, int real_dy, int mode)
3792 int jx = player->jx, jy = player->jy;
3793 int dx = x - jx, dy = y - jy;
3796 if (!player->MovPos)
3797 player->Pushing = FALSE;
3799 if (mode == DF_NO_PUSH)
3801 player->push_delay = 0;
3802 return(MF_NO_ACTION);
3805 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3806 return(MF_NO_ACTION);
3808 element = Feld[x][y];
3816 Feld[x][y] = EL_LEERRAUM;
3820 case EL_EDELSTEIN_BD:
3821 case EL_EDELSTEIN_GELB:
3822 case EL_EDELSTEIN_ROT:
3823 case EL_EDELSTEIN_LILA:
3826 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3827 if (local_player->gems_still_needed < 0)
3828 local_player->gems_still_needed = 0;
3829 RaiseScoreElement(element);
3830 DrawText(DX_EMERALDS, DY_EMERALDS,
3831 int2str(local_player->gems_still_needed, 3),
3832 FS_SMALL, FC_YELLOW);
3833 PlaySoundLevel(x, y, SND_PONG);
3836 case EL_DYNAMIT_AUS:
3839 RaiseScoreElement(EL_DYNAMIT);
3840 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3841 int2str(local_player->dynamite, 3),
3842 FS_SMALL, FC_YELLOW);
3843 PlaySoundLevel(x,y,SND_PONG);
3846 case EL_DYNABOMB_NR:
3848 player->dynabomb_count++;
3849 player->dynabombs_left++;
3850 RaiseScoreElement(EL_DYNAMIT);
3851 PlaySoundLevel(x,y,SND_PONG);
3854 case EL_DYNABOMB_SZ:
3856 player->dynabomb_size++;
3857 RaiseScoreElement(EL_DYNAMIT);
3858 PlaySoundLevel(x,y,SND_PONG);
3861 case EL_DYNABOMB_XL:
3863 player->dynabomb_xl = TRUE;
3864 RaiseScoreElement(EL_DYNAMIT);
3865 PlaySoundLevel(x,y,SND_PONG);
3868 case EL_SCHLUESSEL1:
3869 case EL_SCHLUESSEL2:
3870 case EL_SCHLUESSEL3:
3871 case EL_SCHLUESSEL4:
3873 int key_nr = element-EL_SCHLUESSEL1;
3876 player->key[key_nr] = TRUE;
3877 RaiseScoreElement(EL_SCHLUESSEL);
3878 DrawMiniGraphicExt(drawto,gc,
3879 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3880 GFX_SCHLUESSEL1+key_nr);
3881 DrawMiniGraphicExt(window,gc,
3882 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3883 GFX_SCHLUESSEL1+key_nr);
3884 PlaySoundLevel(x,y,SND_PONG);
3889 Feld[x][y] = EL_ABLENK_EIN;
3892 DrawLevelField(x,y);
3896 case EL_FELSBROCKEN:
3900 if (dy || mode==DF_SNAP)
3901 return(MF_NO_ACTION);
3903 player->Pushing = TRUE;
3905 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3906 return(MF_NO_ACTION);
3910 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3911 return(MF_NO_ACTION);
3914 if (player->push_delay == 0)
3915 player->push_delay = FrameCounter;
3916 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3918 return(MF_NO_ACTION);
3921 Feld[x+dx][y+dy] = element;
3923 player->push_delay_value = 2+RND(8);
3925 DrawLevelField(x+dx,y+dy);
3926 if (element==EL_FELSBROCKEN)
3927 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3928 else if (element==EL_KOKOSNUSS)
3929 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3931 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3938 if (!player->key[element-EL_PFORTE1])
3939 return(MF_NO_ACTION);
3946 if (!player->key[element-EL_PFORTE1X])
3947 return(MF_NO_ACTION);
3951 case EL_AUSGANG_ACT:
3952 /* Tür ist (noch) nicht offen! */
3953 return(MF_NO_ACTION);
3956 case EL_AUSGANG_AUF:
3958 return(MF_NO_ACTION);
3960 PlaySoundLevel(x,y,SND_BUING);
3963 player->gone = TRUE;
3964 PlaySoundLevel(x,y,SND_BUING);
3966 if (!local_player->friends_still_needed)
3967 player->LevelSolved = player->GameOver = TRUE;
3973 Feld[x][y] = EL_BIRNE_EIN;
3974 local_player->lights_still_needed--;
3975 DrawLevelField(x,y);
3976 PlaySoundLevel(x,y,SND_DENG);
3981 Feld[x][y] = EL_ZEIT_LEER;
3983 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3984 DrawLevelField(x,y);
3985 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3989 case EL_SOKOBAN_FELD_LEER:
3992 case EL_SOKOBAN_FELD_VOLL:
3993 case EL_SOKOBAN_OBJEKT:
3996 return(MF_NO_ACTION);
3998 player->Pushing = TRUE;
4000 if (!IN_LEV_FIELD(x+dx,y+dy)
4001 || (!IS_FREE(x+dx,y+dy)
4002 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4003 || !IS_SB_ELEMENT(element))))
4004 return(MF_NO_ACTION);
4008 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4009 return(MF_NO_ACTION);
4011 else if (dy && real_dx)
4013 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4014 return(MF_NO_ACTION);
4017 if (player->push_delay == 0)
4018 player->push_delay = FrameCounter;
4019 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4021 return(MF_NO_ACTION);
4023 if (IS_SB_ELEMENT(element))
4025 if (element == EL_SOKOBAN_FELD_VOLL)
4027 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4028 local_player->sokobanfields_still_needed++;
4033 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4035 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4036 local_player->sokobanfields_still_needed--;
4037 if (element == EL_SOKOBAN_OBJEKT)
4038 PlaySoundLevel(x,y,SND_DENG);
4041 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4046 Feld[x+dx][y+dy] = element;
4049 player->push_delay_value = 2;
4051 DrawLevelField(x,y);
4052 DrawLevelField(x+dx,y+dy);
4053 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
4055 if (IS_SB_ELEMENT(element) &&
4056 local_player->sokobanfields_still_needed == 0 &&
4057 game_emulation == EMU_SOKOBAN)
4059 player->LevelSolved = player->GameOver = TRUE;
4060 PlaySoundLevel(x,y,SND_BUING);
4072 return(MF_NO_ACTION);
4076 player->push_delay = 0;
4081 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4083 int jx = player->jx, jy = player->jy;
4084 int x = jx + dx, y = jy + dy;
4086 if (player->gone || !IN_LEV_FIELD(x,y))
4094 player->snapped = FALSE;
4098 if (player->snapped)
4101 player->MovDir = (dx < 0 ? MV_LEFT :
4104 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4106 if (!DigField(player, x,y, 0,0, DF_SNAP))
4109 player->snapped = TRUE;
4110 DrawLevelField(x,y);
4116 boolean PlaceBomb(struct PlayerInfo *player)
4118 int jx = player->jx, jy = player->jy;
4121 if (player->gone || player->MovPos)
4124 element = Feld[jx][jy];
4126 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4127 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4130 if (element != EL_LEERRAUM)
4131 Store[jx][jy] = element;
4133 if (player->dynamite)
4135 Feld[jx][jy] = EL_DYNAMIT;
4136 MovDelay[jx][jy] = 96;
4138 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4139 FS_SMALL, FC_YELLOW);
4140 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4141 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4145 Feld[jx][jy] = EL_DYNABOMB;
4146 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4147 MovDelay[jx][jy] = 96;
4148 player->dynabombs_left--;
4149 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4150 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4156 void PlaySoundLevel(int x, int y, int sound_nr)
4158 int sx = SCREENX(x), sy = SCREENY(y);
4160 int silence_distance = 8;
4162 if ((!setup.sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4163 (!setup.sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4166 if (!IN_LEV_FIELD(x,y) ||
4167 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4168 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4171 volume = PSND_MAX_VOLUME;
4173 stereo = (sx-SCR_FIELDX/2)*12;
4175 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4176 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4177 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4180 if (!IN_SCR_FIELD(sx,sy))
4182 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4183 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4185 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4188 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4191 void RaiseScore(int value)
4193 local_player->score += value;
4194 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4195 FS_SMALL, FC_YELLOW);
4198 void RaiseScoreElement(int element)
4203 case EL_EDELSTEIN_BD:
4204 case EL_EDELSTEIN_GELB:
4205 case EL_EDELSTEIN_ROT:
4206 case EL_EDELSTEIN_LILA:
4207 RaiseScore(level.score[SC_EDELSTEIN]);
4210 RaiseScore(level.score[SC_DIAMANT]);
4214 RaiseScore(level.score[SC_KAEFER]);
4218 RaiseScore(level.score[SC_FLIEGER]);
4222 RaiseScore(level.score[SC_MAMPFER]);
4225 RaiseScore(level.score[SC_ROBOT]);
4228 RaiseScore(level.score[SC_PACMAN]);
4231 RaiseScore(level.score[SC_KOKOSNUSS]);
4234 RaiseScore(level.score[SC_DYNAMIT]);
4237 RaiseScore(level.score[SC_SCHLUESSEL]);