1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = joystick_nr;
30 if (sound_status==SOUND_OFF)
31 local_player->setup &= ~SETUP_SOUND;
32 if (!sound_loops_allowed)
34 local_player->setup &= ~SETUP_SOUND_LOOPS;
35 local_player->setup &= ~SETUP_SOUND_MUSIC;
38 sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 toons_on = SETUP_TOONS_ON(local_player->setup);
42 direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 fading_on = SETUP_FADING_ON(local_player->setup);
44 autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
45 joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
46 quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
47 scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
48 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
51 if (joystick_nr != old_joystick_nr)
54 close(joystick_device);
63 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
64 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
66 for(i=0; i<MAX_PLAYERS; i++)
68 struct PlayerInfo *player = &stored_player[i];
71 player->element_nr = EL_SPIELER1 + i;
72 player->active = FALSE;
73 player->local = FALSE;
76 player->gems_still_needed = level.edelsteine;
77 player->sokobanfields_still_needed = 0;
78 player->lights_still_needed = 0;
79 player->friends_still_needed = 0;
82 player->key[j] = FALSE;
85 player->dynabomb_count = 0;
86 player->dynabomb_size = 0;
87 player->dynabombs_left = 0;
88 player->dynabomb_xl = FALSE;
90 player->MovDir = MV_NO_MOVING;
92 player->Pushing = FALSE;
96 player->actual_frame_counter = 0;
98 player->frame_reset_delay = 0;
100 player->push_delay = 0;
101 player->push_delay_value = 5;
103 player->move_delay = 0;
104 player->last_move_dir = MV_NO_MOVING;
106 player->snapped = FALSE;
108 player->gone = FALSE;
110 player->last_jx = player->last_jy = 0;
111 player->jx = player->jy = 0;
113 DigField(player, 0,0,0,0,DF_NO_PUSH);
114 SnapField(player, 0,0);
120 stored_player[i].active = TRUE;
125 player->LevelSolved = FALSE;
126 player->GameOver = FALSE;
129 local_player->active = TRUE;
130 local_player->local = TRUE;
132 network_player_action_received = FALSE;
136 /* initial null action */
137 SendToServer_MovePlayer(MV_NO_MOVING);
152 TimeLeft = level.time;
154 ScreenMovDir = MV_NO_MOVING;
158 AllPlayersGone = SiebAktiv = FALSE;
160 for(i=0;i<MAX_NUM_AMOEBA;i++)
161 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
163 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
165 Feld[x][y] = Ur[x][y];
166 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
167 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
172 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
174 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
180 Feld[x][y] = EL_SPIELER1;
187 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
188 int jx = player->jx, jy = player->jy;
190 /* remove duplicate players */
191 if (StorePlayer[jx][jy] == Feld[x][y])
192 StorePlayer[jx][jy] = 0;
194 player->active = TRUE;
196 StorePlayer[x][y] = Feld[x][y];
197 Feld[x][y] = EL_LEERRAUM;
198 player->jx = player->last_jx = x;
199 player->jy = player->last_jy = y;
203 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
204 Feld[x][y] = EL_BADEWANNE1;
205 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
206 Feld[x][y] = EL_BADEWANNE2;
207 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
208 Feld[x][y] = EL_BADEWANNE3;
209 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
210 Feld[x][y] = EL_BADEWANNE4;
211 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
212 Feld[x][y] = EL_BADEWANNE5;
251 Feld[x][y] = EL_AMOEBING;
252 Store[x][y] = EL_AMOEBE_NASS;
259 local_player->lights_still_needed++;
261 case EL_SOKOBAN_FELD_LEER:
262 local_player->sokobanfields_still_needed++;
266 local_player->friends_still_needed++;
270 MovDir[x][y] = 1<<RND(4);
277 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
278 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
280 scroll_x = scroll_y = -1;
281 if (local_player->jx >= MIDPOSX-1)
282 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
283 local_player->jx - MIDPOSX :
284 lev_fieldx - SCR_FIELDX + 1);
285 if (local_player->jy >= MIDPOSY-1)
286 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
287 local_player->jy - MIDPOSY :
288 lev_fieldy - SCR_FIELDY + 1);
290 CloseDoor(DOOR_CLOSE_1);
296 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
297 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
298 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
299 DrawTextExt(pix[PIX_DB_DOOR],gc,
300 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
301 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
302 DrawTextExt(pix[PIX_DB_DOOR],gc,
303 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
304 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
305 DrawTextExt(pix[PIX_DB_DOOR],gc,
306 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
307 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
308 DrawTextExt(pix[PIX_DB_DOOR],gc,
309 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
310 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
311 DrawTextExt(pix[PIX_DB_DOOR],gc,
312 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
313 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
315 DrawGameButton(BUTTON_GAME_STOP);
316 DrawGameButton(BUTTON_GAME_PAUSE);
317 DrawGameButton(BUTTON_GAME_PLAY);
318 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
319 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
320 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
321 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
322 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
323 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
324 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
325 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
327 OpenDoor(DOOR_OPEN_1);
330 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
332 XAutoRepeatOff(display);
335 void InitMovDir(int x, int y)
337 int i, element = Feld[x][y];
338 static int xy[4][2] =
345 static int direction[2][4] =
347 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
348 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
357 Feld[x][y] = EL_KAEFER;
358 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
364 Feld[x][y] = EL_FLIEGER;
365 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
371 Feld[x][y] = EL_BUTTERFLY;
372 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
378 Feld[x][y] = EL_FIREFLY;
379 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
385 Feld[x][y] = EL_PACMAN;
386 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
389 MovDir[x][y] = 1<<RND(4);
390 if (element != EL_KAEFER &&
391 element != EL_FLIEGER &&
392 element != EL_BUTTERFLY &&
393 element != EL_FIREFLY)
403 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
405 if (element==EL_KAEFER || element==EL_BUTTERFLY)
407 MovDir[x][y] = direction[0][i];
410 else if (element==EL_FLIEGER || element==EL_FIREFLY)
412 MovDir[x][y] = direction[1][i];
421 void InitAmoebaNr(int x, int y)
424 int group_nr = AmoebeNachbarNr(x,y);
428 for(i=1;i<MAX_NUM_AMOEBA;i++)
438 AmoebaNr[x][y] = group_nr;
439 AmoebaCnt[group_nr]++;
440 AmoebaCnt2[group_nr]++;
446 int bumplevel = FALSE;
448 local_player->LevelSolved = FALSE;
453 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
458 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
459 if (TimeLeft && !(TimeLeft % 10))
460 RaiseScore(level.score[SC_ZEITBONUS]);
461 if (TimeLeft > 100 && !(TimeLeft % 10))
465 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
476 /* Hero disappears */
477 DrawLevelField(ExitX, ExitY);
483 CloseDoor(DOOR_CLOSE_1);
488 SaveLevelTape(tape.level_nr); /* Ask to save tape */
491 if (level_nr == local_player->handicap &&
492 level_nr < leveldir[leveldir_nr].levels-1)
494 local_player->handicap++;
496 SavePlayerInfo(PLAYER_LEVEL);
499 if ((hi_pos=NewHiScore()) >= 0)
501 game_status = HALLOFFAME;
502 DrawHallOfFame(hi_pos);
503 if (bumplevel && TAPE_IS_EMPTY(tape))
508 game_status = MAINMENU;
509 if (bumplevel && TAPE_IS_EMPTY(tape))
524 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
525 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
528 for(k=0;k<MAX_SCORE_ENTRIES;k++)
530 if (local_player->score > highscore[k].Score)
532 /* Spieler kommt in Highscore-Liste */
534 if (k<MAX_SCORE_ENTRIES-1)
536 int m = MAX_SCORE_ENTRIES-1;
539 for(l=k;l<MAX_SCORE_ENTRIES;l++)
540 if (!strcmp(local_player->alias_name,highscore[l].Name))
542 if (m==k) /* Spieler überschreibt seine alte Position */
548 strcpy(highscore[l].Name,highscore[l-1].Name);
549 highscore[l].Score = highscore[l-1].Score;
556 sprintf(highscore[k].Name,local_player->alias_name);
557 highscore[k].Score = local_player->score;
563 else if (!strcmp(local_player->alias_name,highscore[k].Name))
564 break; /* Spieler schon mit besserer Punktzahl in der Liste */
575 void InitMovingField(int x, int y, int direction)
577 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
578 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
580 MovDir[x][y] = direction;
581 MovDir[newx][newy] = direction;
582 if (Feld[newx][newy] == EL_LEERRAUM)
583 Feld[newx][newy] = EL_BLOCKED;
586 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
588 int direction = MovDir[x][y];
589 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
590 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
596 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
598 int oldx = x, oldy = y;
599 int direction = MovDir[x][y];
601 if (direction==MV_LEFT)
603 else if (direction==MV_RIGHT)
605 else if (direction==MV_UP)
607 else if (direction==MV_DOWN)
610 *comes_from_x = oldx;
611 *comes_from_y = oldy;
614 int MovingOrBlocked2Element(int x, int y)
616 int element = Feld[x][y];
618 if (element==EL_BLOCKED)
622 Blocked2Moving(x,y,&oldx,&oldy);
623 return(Feld[oldx][oldy]);
629 static void RemoveField(int x, int y)
631 Feld[x][y] = EL_LEERRAUM;
637 void RemoveMovingField(int x, int y)
639 int oldx = x,oldy = y, newx = x,newy = y;
641 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
646 Moving2Blocked(x,y,&newx,&newy);
647 if (Feld[newx][newy] != EL_BLOCKED)
650 else if (Feld[x][y]==EL_BLOCKED)
652 Blocked2Moving(x,y,&oldx,&oldy);
653 if (!IS_MOVING(oldx,oldy))
657 if (Feld[x][y]==EL_BLOCKED &&
658 (Store[oldx][oldy]==EL_MORAST_LEER ||
659 Store[oldx][oldy]==EL_SIEB_LEER ||
660 Store[oldx][oldy]==EL_SIEB2_LEER ||
661 Store[oldx][oldy]==EL_AMOEBE_NASS))
663 Feld[oldx][oldy] = Store[oldx][oldy];
664 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
667 Feld[oldx][oldy] = EL_LEERRAUM;
669 Feld[newx][newy] = EL_LEERRAUM;
670 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
671 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
673 DrawLevelField(oldx,oldy);
674 DrawLevelField(newx,newy);
677 void DrawDynamite(int x, int y)
679 int sx = SCREENX(x), sy = SCREENY(y);
680 int graphic = el2gfx(Feld[x][y]);
683 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
687 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
689 if (Feld[x][y]==EL_DYNAMIT)
691 if ((phase = (96-MovDelay[x][y])/12) > 6)
696 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
701 DrawGraphicThruMask(sx,sy, graphic + phase);
703 DrawGraphic(sx,sy, graphic + phase);
706 void CheckDynamite(int x, int y)
708 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
713 if (!(MovDelay[x][y] % 12))
714 PlaySoundLevel(x,y,SND_ZISCH);
716 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
718 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
725 StopSound(SND_ZISCH);
729 void Explode(int ex, int ey, int phase, int mode)
732 int num_phase = 9, delay = 2;
733 int last_phase = num_phase*delay;
734 int half_phase = (num_phase/2)*delay;
736 if (phase==0) /* Feld 'Store' initialisieren */
738 int center_element = Feld[ex][ey];
740 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
742 center_element = MovingOrBlocked2Element(ex,ey);
743 RemoveMovingField(ex,ey);
746 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
748 int element = Feld[x][y];
750 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
752 element = MovingOrBlocked2Element(x,y);
753 RemoveMovingField(x,y);
756 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
759 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
763 if (element==EL_EXPLODING)
764 element = Store2[x][y];
766 if (IS_PLAYER(ex,ey))
768 switch(StorePlayer[ex][ey])
771 Store[x][y] = EL_EDELSTEIN_ROT;
774 Store[x][y] = EL_EDELSTEIN;
777 Store[x][y] = EL_EDELSTEIN_LILA;
781 Store[x][y] = EL_EDELSTEIN_GELB;
785 else if (center_element==EL_MAULWURF)
786 Store[x][y] = EL_EDELSTEIN_ROT;
787 else if (center_element==EL_PINGUIN)
788 Store[x][y] = EL_EDELSTEIN_LILA;
789 else if (center_element==EL_KAEFER)
790 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
791 else if (center_element==EL_BUTTERFLY)
792 Store[x][y] = EL_EDELSTEIN_BD;
793 else if (center_element==EL_MAMPFER)
794 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
795 else if (center_element==EL_AMOEBA2DIAM)
796 Store[x][y] = level.amoebe_inhalt;
797 else if (element==EL_ERZ_EDEL)
798 Store[x][y] = EL_EDELSTEIN;
799 else if (element==EL_ERZ_DIAM)
800 Store[x][y] = EL_DIAMANT;
801 else if (element==EL_ERZ_EDEL_BD)
802 Store[x][y] = EL_EDELSTEIN_BD;
803 else if (element==EL_ERZ_EDEL_GELB)
804 Store[x][y] = EL_EDELSTEIN_GELB;
805 else if (element==EL_ERZ_EDEL_ROT)
806 Store[x][y] = EL_EDELSTEIN_ROT;
807 else if (element==EL_ERZ_EDEL_LILA)
808 Store[x][y] = EL_EDELSTEIN_LILA;
809 else if (!IS_PFORTE(Store[x][y]))
810 Store[x][y] = EL_LEERRAUM;
812 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
813 Store2[x][y] = element;
815 if (AmoebaNr[x][y] &&
816 (element==EL_AMOEBE_VOLL ||
817 element==EL_AMOEBE_BD ||
818 element==EL_AMOEBING))
820 AmoebaCnt[AmoebaNr[x][y]]--;
821 AmoebaCnt2[AmoebaNr[x][y]]--;
824 Feld[x][y] = EL_EXPLODING;
825 MovDir[x][y] = MovPos[x][y] = 0;
831 if (center_element==EL_MAMPFER)
832 MampferNr = (MampferNr+1) % 4;
843 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
845 if (phase==half_phase)
847 int element = Store2[x][y];
850 KillHero(PLAYERINFO(x,y));
851 else if (IS_EXPLOSIVE(element))
853 Feld[x][y] = Store2[x][y];
857 else if (element==EL_AMOEBA2DIAM)
858 AmoebeUmwandeln(x,y);
861 if (phase==last_phase)
865 element = Feld[x][y] = Store[x][y];
866 Store[x][y] = Store2[x][y] = 0;
867 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
868 if (CAN_MOVE(element) || COULD_MOVE(element))
872 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
875 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
877 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
881 void DynaExplode(int ex, int ey)
884 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
885 static int xy[4][2] =
893 Store2[ex][ey] = 0; /* delete player information */
895 Explode(ex,ey,0,EX_CENTER);
899 for(j=1; j<=player->dynabomb_size; j++)
901 int x = ex+j*xy[i%4][0];
902 int y = ey+j*xy[i%4][1];
905 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
908 element = Feld[x][y];
909 Explode(x,y,0,EX_BORDER);
911 if (element != EL_LEERRAUM &&
912 element != EL_ERDREICH &&
913 element != EL_EXPLODING &&
914 !player->dynabomb_xl)
919 player->dynabombs_left++;
922 void Bang(int x, int y)
924 int element = Feld[x][y];
926 PlaySoundLevel(x,y,SND_ROAAAR);
938 RaiseScoreElement(element);
939 Explode(x,y,0,EX_NORMAL);
949 Explode(x,y,0,EX_CENTER);
952 Explode(x,y,0,EX_NORMAL);
957 void Blurb(int x, int y)
959 int element = Feld[x][y];
961 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
963 PlaySoundLevel(x,y,SND_BLURB);
964 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
965 (!IN_LEV_FIELD(x-1,y-1) ||
966 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
968 Feld[x-1][y] = EL_BLURB_LEFT;
970 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
971 (!IN_LEV_FIELD(x+1,y-1) ||
972 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
974 Feld[x+1][y] = EL_BLURB_RIGHT;
979 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
981 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
984 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
987 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
988 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
992 Feld[x][y] = EL_LEERRAUM;
999 void Impact(int x, int y)
1001 BOOL lastline = (y==lev_fieldy-1);
1002 BOOL object_hit = FALSE;
1003 int element = Feld[x][y];
1006 /* Element darunter berührt? */
1009 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1012 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1013 MovDir[x][y+1]!=MV_DOWN ||
1014 MovPos[x][y+1]<=TILEY/2));
1016 smashed = MovingOrBlocked2Element(x,y+1);
1019 /* Auftreffendes Element fällt in Salzsäure */
1020 if (!lastline && smashed==EL_SALZSAEURE)
1026 /* Auftreffendes Element ist Bombe */
1027 if (element==EL_BOMBE && (lastline || object_hit))
1033 /* Auftreffendes Element ist Säuretropfen */
1034 if (element==EL_TROPFEN && (lastline || object_hit))
1036 if (object_hit && IS_PLAYER(x,y+1))
1037 KillHero(PLAYERINFO(x,y+1));
1038 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1042 Feld[x][y] = EL_AMOEBING;
1043 Store[x][y] = EL_AMOEBE_NASS;
1048 /* Welches Element kriegt was auf die Rübe? */
1049 if (!lastline && object_hit)
1051 if (CAN_CHANGE(element) &&
1052 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1053 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1055 if (IS_PLAYER(x,y+1))
1057 KillHero(PLAYERINFO(x,y+1));
1060 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1065 else if (element==EL_EDELSTEIN_BD)
1067 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1073 else if (element==EL_FELSBROCKEN)
1075 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1076 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1081 else if (!IS_MOVING(x,y+1))
1083 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1088 else if (smashed==EL_KOKOSNUSS)
1090 Feld[x][y+1] = EL_CRACKINGNUT;
1091 PlaySoundLevel(x,y,SND_KNACK);
1092 RaiseScoreElement(EL_KOKOSNUSS);
1095 else if (smashed==EL_DIAMANT)
1097 Feld[x][y+1] = EL_LEERRAUM;
1098 PlaySoundLevel(x,y,SND_QUIRK);
1105 /* Geräusch beim Durchqueren des Siebes */
1106 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1108 PlaySoundLevel(x,y,SND_QUIRK);
1112 /* Geräusch beim Auftreffen */
1113 if (lastline || object_hit)
1120 case EL_EDELSTEIN_BD:
1121 case EL_EDELSTEIN_GELB:
1122 case EL_EDELSTEIN_ROT:
1123 case EL_EDELSTEIN_LILA:
1130 case EL_FELSBROCKEN:
1134 case EL_SCHLUESSEL1:
1135 case EL_SCHLUESSEL2:
1136 case EL_SCHLUESSEL3:
1137 case EL_SCHLUESSEL4:
1150 PlaySoundLevel(x,y,sound);
1154 void TurnRound(int x, int y)
1166 { 0,0 }, { 0,0 }, { 0,0 },
1171 int left,right,back;
1175 { MV_DOWN, MV_UP, MV_RIGHT },
1176 { MV_UP, MV_DOWN, MV_LEFT },
1178 { MV_LEFT, MV_RIGHT, MV_DOWN },
1179 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1180 { MV_RIGHT, MV_LEFT, MV_UP }
1183 int element = Feld[x][y];
1184 int old_move_dir = MovDir[x][y];
1185 int left_dir = turn[old_move_dir].left;
1186 int right_dir = turn[old_move_dir].right;
1187 int back_dir = turn[old_move_dir].back;
1189 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1190 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1191 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1192 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1194 int left_x = x+left_dx, left_y = y+left_dy;
1195 int right_x = x+right_dx, right_y = y+right_dy;
1196 int move_x = x+move_dx, move_y = y+move_dy;
1198 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1200 TestIfBadThingHitsOtherBadThing(x,y);
1202 if (IN_LEV_FIELD(right_x,right_y) &&
1203 IS_FREE_OR_PLAYER(right_x,right_y))
1204 MovDir[x][y] = right_dir;
1205 else if (!IN_LEV_FIELD(move_x,move_y) ||
1206 !IS_FREE_OR_PLAYER(move_x,move_y))
1207 MovDir[x][y] = left_dir;
1209 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1211 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1214 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1216 TestIfBadThingHitsOtherBadThing(x,y);
1218 if (IN_LEV_FIELD(left_x,left_y) &&
1219 IS_FREE_OR_PLAYER(left_x,left_y))
1220 MovDir[x][y] = left_dir;
1221 else if (!IN_LEV_FIELD(move_x,move_y) ||
1222 !IS_FREE_OR_PLAYER(move_x,move_y))
1223 MovDir[x][y] = right_dir;
1225 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1227 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1230 else if (element==EL_MAMPFER)
1232 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1234 if (IN_LEV_FIELD(left_x,left_y) &&
1235 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1236 Feld[left_x][left_y] == EL_DIAMANT))
1237 can_turn_left = TRUE;
1238 if (IN_LEV_FIELD(right_x,right_y) &&
1239 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1240 Feld[right_x][right_y] == EL_DIAMANT))
1241 can_turn_right = TRUE;
1243 if (can_turn_left && can_turn_right)
1244 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1245 else if (can_turn_left)
1246 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1247 else if (can_turn_right)
1248 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1250 MovDir[x][y] = back_dir;
1252 MovDelay[x][y] = 16+16*RND(3);
1254 else if (element==EL_MAMPFER2)
1256 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1258 if (IN_LEV_FIELD(left_x,left_y) &&
1259 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1260 IS_MAMPF2(Feld[left_x][left_y])))
1261 can_turn_left = TRUE;
1262 if (IN_LEV_FIELD(right_x,right_y) &&
1263 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1264 IS_MAMPF2(Feld[right_x][right_y])))
1265 can_turn_right = TRUE;
1267 if (can_turn_left && can_turn_right)
1268 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1269 else if (can_turn_left)
1270 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1271 else if (can_turn_right)
1272 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1274 MovDir[x][y] = back_dir;
1276 MovDelay[x][y] = 16+16*RND(3);
1278 else if (element==EL_PACMAN)
1280 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1282 if (IN_LEV_FIELD(left_x,left_y) &&
1283 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1284 IS_AMOEBOID(Feld[left_x][left_y])))
1285 can_turn_left = TRUE;
1286 if (IN_LEV_FIELD(right_x,right_y) &&
1287 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1288 IS_AMOEBOID(Feld[right_x][right_y])))
1289 can_turn_right = TRUE;
1291 if (can_turn_left && can_turn_right)
1292 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1293 else if (can_turn_left)
1294 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1295 else if (can_turn_right)
1296 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1298 MovDir[x][y] = back_dir;
1300 MovDelay[x][y] = 6+RND(40);
1302 else if (element==EL_SCHWEIN)
1304 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1305 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1306 BOOL should_move_on = FALSE;
1308 int rnd = RND(rnd_value);
1310 if (IN_LEV_FIELD(left_x,left_y) &&
1311 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1312 can_turn_left = TRUE;
1313 if (IN_LEV_FIELD(right_x,right_y) &&
1314 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1315 can_turn_right = TRUE;
1316 if (IN_LEV_FIELD(move_x,move_y) &&
1317 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1320 if (can_turn_left &&
1322 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1323 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1324 should_turn_left = TRUE;
1325 if (can_turn_right &&
1327 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1328 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1329 should_turn_right = TRUE;
1331 (!can_turn_left || !can_turn_right ||
1332 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1333 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1334 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1335 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1336 should_move_on = TRUE;
1338 if (should_turn_left || should_turn_right || should_move_on)
1340 if (should_turn_left && should_turn_right && should_move_on)
1341 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1342 rnd < 2*rnd_value/3 ? right_dir :
1344 else if (should_turn_left && should_turn_right)
1345 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1346 else if (should_turn_left && should_move_on)
1347 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1348 else if (should_turn_right && should_move_on)
1349 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1350 else if (should_turn_left)
1351 MovDir[x][y] = left_dir;
1352 else if (should_turn_right)
1353 MovDir[x][y] = right_dir;
1354 else if (should_move_on)
1355 MovDir[x][y] = old_move_dir;
1357 else if (can_move_on && rnd > rnd_value/8)
1358 MovDir[x][y] = old_move_dir;
1359 else if (can_turn_left && can_turn_right)
1360 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1361 else if (can_turn_left && rnd > rnd_value/8)
1362 MovDir[x][y] = left_dir;
1363 else if (can_turn_right && rnd > rnd_value/8)
1364 MovDir[x][y] = right_dir;
1366 MovDir[x][y] = back_dir;
1368 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1369 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1370 MovDir[x][y] = old_move_dir;
1374 else if (element==EL_DRACHE)
1376 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1378 int rnd = RND(rnd_value);
1380 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1381 can_turn_left = TRUE;
1382 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1383 can_turn_right = TRUE;
1384 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1387 if (can_move_on && rnd > rnd_value/8)
1388 MovDir[x][y] = old_move_dir;
1389 else if (can_turn_left && can_turn_right)
1390 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1391 else if (can_turn_left && rnd > rnd_value/8)
1392 MovDir[x][y] = left_dir;
1393 else if (can_turn_right && rnd > rnd_value/8)
1394 MovDir[x][y] = right_dir;
1396 MovDir[x][y] = back_dir;
1398 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1399 MovDir[x][y] = old_move_dir;
1403 else if (element==EL_ROBOT || element==EL_SONDE ||
1404 element==EL_MAULWURF || element==EL_PINGUIN)
1406 int attr_x = -1, attr_y = -1;
1417 for(i=0; i<MAX_PLAYERS; i++)
1419 struct PlayerInfo *player = &stored_player[i];
1420 int jx = player->jx, jy = player->jy;
1422 if (!player->active || player->gone)
1425 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1433 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1439 if (element==EL_MAULWURF || element==EL_PINGUIN)
1442 static int xy[4][2] =
1452 int ex = x + xy[i%4][0];
1453 int ey = y + xy[i%4][1];
1455 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1464 MovDir[x][y] = MV_NO_MOVING;
1466 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1468 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1470 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1472 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1474 if (element==EL_ROBOT)
1478 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1479 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1480 Moving2Blocked(x,y,&newx,&newy);
1482 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1483 MovDelay[x][y] = 8+8*!RND(3);
1485 MovDelay[x][y] = 16;
1493 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1495 BOOL first_horiz = RND(2);
1496 int new_move_dir = MovDir[x][y];
1499 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1500 Moving2Blocked(x,y,&newx,&newy);
1502 if (IN_LEV_FIELD(newx,newy) &&
1503 (IS_FREE(newx,newy) ||
1504 Feld[newx][newy] == EL_SALZSAEURE ||
1505 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1506 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1507 IS_MAMPF3(Feld[newx][newy])))))
1511 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1512 Moving2Blocked(x,y,&newx,&newy);
1514 if (IN_LEV_FIELD(newx,newy) &&
1515 (IS_FREE(newx,newy) ||
1516 Feld[newx][newy] == EL_SALZSAEURE ||
1517 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1518 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1519 IS_MAMPF3(Feld[newx][newy])))))
1522 MovDir[x][y] = old_move_dir;
1529 static BOOL JustBeingPushed(int x, int y)
1533 for(i=0; i<MAX_PLAYERS; i++)
1535 struct PlayerInfo *player = &stored_player[i];
1537 if (player->active && !player->gone &&
1538 player->Pushing && player->MovPos)
1540 int next_jx = player->jx + (player->jx - player->last_jx);
1541 int next_jy = player->jy + (player->jy - player->last_jy);
1543 if (x == next_jx && y == next_jy)
1551 void StartMoving(int x, int y)
1553 int element = Feld[x][y];
1558 if (CAN_FALL(element) && y<lev_fieldy-1)
1560 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1561 if (JustBeingPushed(x,y))
1564 if (element==EL_MORAST_VOLL)
1568 InitMovingField(x,y,MV_DOWN);
1569 Feld[x][y] = EL_FELSBROCKEN;
1570 Store[x][y] = EL_MORAST_LEER;
1572 else if (Feld[x][y+1]==EL_MORAST_LEER)
1574 if (!MovDelay[x][y])
1575 MovDelay[x][y] = TILEY + 1;
1584 Feld[x][y] = EL_MORAST_LEER;
1585 Feld[x][y+1] = EL_MORAST_VOLL;
1588 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1590 InitMovingField(x,y,MV_DOWN);
1591 Store[x][y] = EL_MORAST_VOLL;
1593 else if (element==EL_SIEB_VOLL)
1597 InitMovingField(x,y,MV_DOWN);
1598 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1599 Store[x][y] = EL_SIEB_LEER;
1601 else if (Feld[x][y+1]==EL_SIEB_LEER)
1603 if (!MovDelay[x][y])
1604 MovDelay[x][y] = TILEY/4 + 1;
1613 Feld[x][y] = EL_SIEB_LEER;
1614 Feld[x][y+1] = EL_SIEB_VOLL;
1615 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1619 else if (element==EL_SIEB2_VOLL)
1623 InitMovingField(x,y,MV_DOWN);
1624 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1625 Store[x][y] = EL_SIEB2_LEER;
1627 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1629 if (!MovDelay[x][y])
1630 MovDelay[x][y] = TILEY/4 + 1;
1639 Feld[x][y] = EL_SIEB2_LEER;
1640 Feld[x][y+1] = EL_SIEB2_VOLL;
1641 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1645 else if (SiebAktiv && CAN_CHANGE(element) &&
1646 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1648 InitMovingField(x,y,MV_DOWN);
1650 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1651 Store2[x][y+1] = element;
1653 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1656 InitMovingField(x,y,MV_DOWN);
1657 Store[x][y] = EL_SALZSAEURE;
1659 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1663 else if (IS_FREE(x,y+1))
1665 InitMovingField(x,y,MV_DOWN);
1667 else if (element==EL_TROPFEN)
1669 Feld[x][y] = EL_AMOEBING;
1670 Store[x][y] = EL_AMOEBE_NASS;
1672 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1674 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1675 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1676 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1677 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1681 if (left && right && game_emulation != EMU_BOULDERDASH)
1682 left = !(right = RND(2));
1684 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1688 else if (CAN_MOVE(element))
1692 if (element == EL_SONDE && JustBeingPushed(x,y))
1695 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1697 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1698 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1701 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1704 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1705 DrawLevelField(x,y);
1709 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1713 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1715 int phase = MovDelay[x][y] % 8;
1720 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1721 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1723 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1724 && MovDelay[x][y]%4==3)
1725 PlaySoundLevel(x,y,SND_NJAM);
1727 else if (element==EL_DRACHE)
1730 int dir = MovDir[x][y];
1731 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1732 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1733 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1734 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1735 dir == MV_UP ? GFX_FLAMMEN_UP :
1736 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1737 int phase = FrameCounter % 2;
1741 int xx = x + i*dx, yy = y + i*dy;
1742 int sx = SCREENX(xx), sy = SCREENY(yy);
1744 if (!IN_LEV_FIELD(xx,yy) ||
1745 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1750 int flamed = MovingOrBlocked2Element(xx,yy);
1752 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1755 RemoveMovingField(xx,yy);
1757 Feld[xx][yy] = EL_BURNING;
1758 if (IN_SCR_FIELD(sx,sy))
1759 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1763 if (Feld[xx][yy] == EL_BURNING)
1764 Feld[xx][yy] = EL_LEERRAUM;
1765 DrawLevelField(xx,yy);
1774 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1776 PlaySoundLevel(x,y,SND_KLAPPER);
1778 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1780 PlaySoundLevel(x,y,SND_ROEHR);
1783 /* neuer Schritt / Wartezustand beendet */
1785 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1787 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1789 /* Spieler erwischt */
1791 KillHero(PLAYERINFO(newx,newy));
1794 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1795 element==EL_ROBOT || element==EL_SONDE) &&
1796 IN_LEV_FIELD(newx,newy) &&
1797 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1800 Store[x][y] = EL_SALZSAEURE;
1802 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1803 IN_LEV_FIELD(newx,newy))
1805 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1807 Feld[x][y] = EL_LEERRAUM;
1808 DrawLevelField(x,y);
1810 PlaySoundLevel(newx,newy,SND_BUING);
1811 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1812 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1814 local_player->friends_still_needed--;
1815 if (!local_player->friends_still_needed &&
1816 !local_player->GameOver && AllPlayersGone)
1817 local_player->LevelSolved = local_player->GameOver = TRUE;
1821 else if (IS_MAMPF3(Feld[newx][newy]))
1823 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1824 DrawLevelField(newx,newy);
1826 MovDir[x][y] = MV_NO_MOVING;
1828 else if (!IS_FREE(newx,newy))
1831 DrawPlayerField(x,y);
1833 DrawLevelField(x,y);
1837 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1839 if (IS_GEM(Feld[newx][newy]))
1841 if (IS_MOVING(newx,newy))
1842 RemoveMovingField(newx,newy);
1845 Feld[newx][newy] = EL_LEERRAUM;
1846 DrawLevelField(newx,newy);
1849 else if (!IS_FREE(newx,newy))
1852 DrawPlayerField(x,y);
1854 DrawLevelField(x,y);
1858 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1860 if (!IS_FREE(newx,newy))
1863 DrawPlayerField(x,y);
1865 DrawLevelField(x,y);
1870 BOOL wanna_flame = !RND(10);
1871 int dx = newx - x, dy = newy - y;
1872 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1873 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1874 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1875 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1876 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1877 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1879 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1880 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1881 element1 != EL_BURNING && element2 != EL_BURNING)
1884 DrawPlayerField(x,y);
1886 DrawLevelField(x,y);
1888 MovDelay[x][y] = 50;
1889 Feld[newx][newy] = EL_BURNING;
1890 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1891 Feld[newx1][newy1] = EL_BURNING;
1892 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1893 Feld[newx2][newy2] = EL_BURNING;
1898 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1899 Feld[newx][newy]==EL_DIAMANT)
1901 if (IS_MOVING(newx,newy))
1902 RemoveMovingField(newx,newy);
1905 Feld[newx][newy] = EL_LEERRAUM;
1906 DrawLevelField(newx,newy);
1909 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1910 IS_MAMPF2(Feld[newx][newy]))
1912 if (AmoebaNr[newx][newy])
1914 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1915 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1916 AmoebaCnt[AmoebaNr[newx][newy]]--;
1919 if (IS_MOVING(newx,newy))
1920 RemoveMovingField(newx,newy);
1923 Feld[newx][newy] = EL_LEERRAUM;
1924 DrawLevelField(newx,newy);
1927 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1928 IS_AMOEBOID(Feld[newx][newy]))
1930 if (AmoebaNr[newx][newy])
1932 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1933 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1934 AmoebaCnt[AmoebaNr[newx][newy]]--;
1937 Feld[newx][newy] = EL_LEERRAUM;
1938 DrawLevelField(newx,newy);
1940 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1941 { /* gegen Wand gelaufen */
1944 if (element == EL_KAEFER || element == EL_FLIEGER)
1945 DrawLevelField(x,y);
1946 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1947 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1948 else if (element==EL_SONDE)
1949 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1954 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1955 PlaySoundLevel(x,y,SND_SCHLURF);
1957 InitMovingField(x,y,MovDir[x][y]);
1961 ContinueMoving(x,y);
1964 void ContinueMoving(int x, int y)
1966 int element = Feld[x][y];
1967 int direction = MovDir[x][y];
1968 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1969 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1970 int horiz_move = (dx!=0);
1971 int newx = x + dx, newy = y + dy;
1972 int step = (horiz_move ? dx : dy) * TILEX/8;
1974 if (CAN_FALL(element) && horiz_move)
1976 else if (element==EL_TROPFEN)
1978 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1981 MovPos[x][y] += step;
1983 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1985 Feld[x][y] = EL_LEERRAUM;
1986 Feld[newx][newy] = element;
1988 if (Store[x][y]==EL_MORAST_VOLL)
1991 Feld[newx][newy] = EL_MORAST_VOLL;
1992 element = EL_MORAST_VOLL;
1994 else if (Store[x][y]==EL_MORAST_LEER)
1997 Feld[x][y] = EL_MORAST_LEER;
1999 else if (Store[x][y]==EL_SIEB_VOLL)
2002 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2004 else if (Store[x][y]==EL_SIEB_LEER)
2006 Store[x][y] = Store2[x][y] = 0;
2007 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2009 else if (Store[x][y]==EL_SIEB2_VOLL)
2012 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2014 else if (Store[x][y]==EL_SIEB2_LEER)
2016 Store[x][y] = Store2[x][y] = 0;
2017 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2019 else if (Store[x][y]==EL_SALZSAEURE)
2022 Feld[newx][newy] = EL_SALZSAEURE;
2023 element = EL_SALZSAEURE;
2025 else if (Store[x][y]==EL_AMOEBE_NASS)
2028 Feld[x][y] = EL_AMOEBE_NASS;
2031 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2032 MovDelay[newx][newy] = 0;
2034 if (!CAN_MOVE(element))
2035 MovDir[newx][newy] = 0;
2037 DrawLevelField(x,y);
2038 DrawLevelField(newx,newy);
2040 Stop[newx][newy] = TRUE;
2041 JustHit[x][newy] = 3;
2043 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2045 TestIfBadThingHitsHero(newx,newy);
2046 TestIfBadThingHitsFriend(newx,newy);
2047 TestIfBadThingHitsOtherBadThing(newx,newy);
2049 else if (element == EL_PINGUIN)
2050 TestIfFriendHitsBadThing(newx,newy);
2052 if (CAN_SMASH(element) && direction==MV_DOWN &&
2053 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2056 else /* noch in Bewegung */
2057 DrawLevelField(x,y);
2060 int AmoebeNachbarNr(int ax, int ay)
2063 int element = Feld[ax][ay];
2065 static int xy[4][2] =
2075 int x = ax+xy[i%4][0];
2076 int y = ay+xy[i%4][1];
2078 if (!IN_LEV_FIELD(x,y))
2081 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2082 group_nr = AmoebaNr[x][y];
2088 void AmoebenVereinigen(int ax, int ay)
2091 int new_group_nr = AmoebaNr[ax][ay];
2092 static int xy[4][2] =
2108 if (!IN_LEV_FIELD(x,y))
2111 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2112 Feld[x][y]==EL_AMOEBE_BD ||
2113 Feld[x][y]==EL_AMOEBE_TOT) &&
2114 AmoebaNr[x][y] != new_group_nr)
2116 int old_group_nr = AmoebaNr[x][y];
2118 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2119 AmoebaCnt[old_group_nr] = 0;
2120 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2121 AmoebaCnt2[old_group_nr] = 0;
2123 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2124 if (AmoebaNr[xx][yy]==old_group_nr)
2125 AmoebaNr[xx][yy] = new_group_nr;
2130 void AmoebeUmwandeln(int ax, int ay)
2133 int group_nr = AmoebaNr[ax][ay];
2134 static int xy[4][2] =
2142 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2144 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2146 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2149 Feld[x][y] = EL_AMOEBA2DIAM;
2161 if (!IN_LEV_FIELD(x,y))
2164 if (Feld[x][y]==EL_AMOEBA2DIAM)
2170 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2173 int group_nr = AmoebaNr[ax][ay];
2176 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2178 if (AmoebaNr[x][y]==group_nr &&
2179 (Feld[x][y]==EL_AMOEBE_TOT ||
2180 Feld[x][y]==EL_AMOEBE_BD ||
2181 Feld[x][y]==EL_AMOEBING))
2184 Feld[x][y] = new_element;
2185 DrawLevelField(x,y);
2191 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2194 void AmoebeWaechst(int x, int y)
2196 static long sound_delay = 0;
2197 static int sound_delay_value = 0;
2199 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2203 if (DelayReached(&sound_delay, sound_delay_value))
2205 PlaySoundLevel(x,y,SND_AMOEBE);
2206 sound_delay_value = 30;
2210 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2213 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2214 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2216 if (!MovDelay[x][y])
2218 Feld[x][y] = Store[x][y];
2220 DrawLevelField(x,y);
2225 void AmoebeAbleger(int ax, int ay)
2228 int element = Feld[ax][ay];
2229 int newax = ax, neway = ay;
2230 static int xy[4][2] =
2238 if (!level.tempo_amoebe)
2240 Feld[ax][ay] = EL_AMOEBE_TOT;
2241 DrawLevelField(ax,ay);
2245 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2246 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2248 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2251 if (MovDelay[ax][ay])
2255 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2258 int x = ax+xy[start][0];
2259 int y = ay+xy[start][1];
2261 if (!IN_LEV_FIELD(x,y))
2265 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2271 if (newax==ax && neway==ay)
2274 else /* normale oder "gefüllte" Amöbe */
2277 BOOL waiting_for_player = FALSE;
2281 int j = (start+i)%4;
2282 int x = ax+xy[j][0];
2283 int y = ay+xy[j][1];
2285 if (!IN_LEV_FIELD(x,y))
2289 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2295 else if (IS_PLAYER(x,y))
2296 waiting_for_player = TRUE;
2299 if (newax==ax && neway==ay)
2301 if (i==4 && !waiting_for_player)
2303 Feld[ax][ay] = EL_AMOEBE_TOT;
2304 DrawLevelField(ax,ay);
2305 AmoebaCnt[AmoebaNr[ax][ay]]--;
2307 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2309 if (element==EL_AMOEBE_VOLL)
2310 AmoebeUmwandeln(ax,ay);
2311 else if (element==EL_AMOEBE_BD)
2312 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2317 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2319 int new_group_nr = AmoebaNr[ax][ay];
2321 AmoebaNr[newax][neway] = new_group_nr;
2322 AmoebaCnt[new_group_nr]++;
2323 AmoebaCnt2[new_group_nr]++;
2324 AmoebenVereinigen(newax,neway);
2326 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2328 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2334 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2335 (neway==lev_fieldy-1 && newax!=ax))
2337 Feld[newax][neway] = EL_AMOEBING;
2338 Store[newax][neway] = element;
2341 Feld[newax][neway] = EL_TROPFEN;
2344 InitMovingField(ax,ay,MV_DOWN);
2345 Feld[ax][ay] = EL_TROPFEN;
2346 Store[ax][ay] = EL_AMOEBE_NASS;
2347 ContinueMoving(ax,ay);
2351 DrawLevelField(newax,neway);
2354 void Life(int ax, int ay)
2357 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2359 int element = Feld[ax][ay];
2364 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2365 MovDelay[ax][ay] = life_time;
2367 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2370 if (MovDelay[ax][ay])
2374 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2376 int xx = ax+x1, yy = ay+y1;
2379 if (!IN_LEV_FIELD(xx,yy))
2382 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2384 int x = xx+x2, y = yy+y2;
2386 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2389 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2391 (IS_FREE(x,y) && Stop[x][y]))
2395 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2397 if (nachbarn<life[0] || nachbarn>life[1])
2399 Feld[xx][yy] = EL_LEERRAUM;
2401 DrawLevelField(xx,yy);
2402 Stop[xx][yy] = TRUE;
2405 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2406 { /* Randfeld ohne Amoebe */
2407 if (nachbarn>=life[2] && nachbarn<=life[3])
2409 Feld[xx][yy] = element;
2410 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2412 DrawLevelField(xx,yy);
2413 Stop[xx][yy] = TRUE;
2419 void Ablenk(int x, int y)
2421 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2422 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2424 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2429 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2430 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2431 if (!(MovDelay[x][y]%4))
2432 PlaySoundLevel(x,y,SND_MIEP);
2437 Feld[x][y] = EL_ABLENK_AUS;
2438 DrawLevelField(x,y);
2443 void Birne(int x, int y)
2445 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2446 MovDelay[x][y] = 800;
2448 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2453 if (!(MovDelay[x][y]%5))
2455 if (!(MovDelay[x][y]%10))
2456 Feld[x][y]=EL_ABLENK_EIN;
2458 Feld[x][y]=EL_ABLENK_AUS;
2459 DrawLevelField(x,y);
2460 Feld[x][y]=EL_ABLENK_EIN;
2466 Feld[x][y]=EL_ABLENK_AUS;
2467 DrawLevelField(x,y);
2472 void Blubber(int x, int y)
2474 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2475 DrawLevelField(x,y-1);
2477 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2480 void NussKnacken(int x, int y)
2482 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2485 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2488 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2489 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2491 if (!MovDelay[x][y])
2493 Feld[x][y] = EL_EDELSTEIN;
2494 DrawLevelField(x,y);
2499 void SiebAktivieren(int x, int y, int typ)
2501 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2502 DrawGraphic(SCREENX(x),SCREENY(y),
2503 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2506 void AusgangstuerPruefen(int x, int y)
2508 if (!local_player->gems_still_needed &&
2509 !local_player->sokobanfields_still_needed &&
2510 !local_player->lights_still_needed)
2512 Feld[x][y] = EL_AUSGANG_ACT;
2514 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2515 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2516 y < LEVELY(BY1) ? LEVELY(BY1) :
2517 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2522 void AusgangstuerOeffnen(int x, int y)
2526 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2527 MovDelay[x][y] = 5*delay;
2529 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2534 tuer = MovDelay[x][y]/delay;
2535 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2536 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2538 if (!MovDelay[x][y])
2540 Feld[x][y] = EL_AUSGANG_AUF;
2541 DrawLevelField(x,y);
2546 void AusgangstuerBlinken(int x, int y)
2548 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2551 void EdelsteinFunkeln(int x, int y)
2553 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2556 if (Feld[x][y] == EL_EDELSTEIN_BD)
2557 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2560 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2561 MovDelay[x][y] = 11 * !SimpleRND(500);
2563 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2567 if (direct_draw_on && MovDelay[x][y])
2568 SetDrawtoField(DRAW_BUFFERED);
2570 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2574 int phase = (MovDelay[x][y]-1)/2;
2579 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2585 dest_x = FX + SCREENX(x)*TILEX;
2586 dest_y = FY + SCREENY(y)*TILEY;
2588 XCopyArea(display,drawto_field,window,gc,
2589 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2590 SetDrawtoField(DRAW_DIRECT);
2597 void MauerWaechst(int x, int y)
2601 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2602 MovDelay[x][y] = 3*delay;
2604 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2609 phase = 2-MovDelay[x][y]/delay;
2610 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2611 DrawGraphic(SCREENX(x),SCREENY(y),
2612 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2613 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2614 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2615 GFX_MAUER_DOWN ) + phase);
2617 if (!MovDelay[x][y])
2619 if (MovDir[x][y] == MV_LEFT)
2621 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2622 DrawLevelField(x-1,y);
2624 else if (MovDir[x][y] == MV_RIGHT)
2626 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2627 DrawLevelField(x+1,y);
2629 else if (MovDir[x][y] == MV_UP)
2631 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2632 DrawLevelField(x,y-1);
2636 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2637 DrawLevelField(x,y+1);
2640 Feld[x][y] = Store[x][y];
2642 MovDir[x][y] = MV_NO_MOVING;
2643 DrawLevelField(x,y);
2648 void MauerAbleger(int ax, int ay)
2650 int element = Feld[ax][ay];
2651 BOOL oben_frei = FALSE, unten_frei = FALSE;
2652 BOOL links_frei = FALSE, rechts_frei = FALSE;
2653 BOOL oben_massiv = FALSE, unten_massiv = FALSE;
2654 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2656 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2657 MovDelay[ax][ay] = 6;
2659 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2662 if (MovDelay[ax][ay])
2666 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2668 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2670 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2672 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2675 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2679 Feld[ax][ay-1] = EL_MAUERND;
2680 Store[ax][ay-1] = element;
2681 MovDir[ax][ay-1] = MV_UP;
2682 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2683 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2687 Feld[ax][ay+1] = EL_MAUERND;
2688 Store[ax][ay+1] = element;
2689 MovDir[ax][ay+1] = MV_DOWN;
2690 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2691 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2695 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2696 element == EL_MAUER_LEBT)
2700 Feld[ax-1][ay] = EL_MAUERND;
2701 Store[ax-1][ay] = element;
2702 MovDir[ax-1][ay] = MV_LEFT;
2703 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2704 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2708 Feld[ax+1][ay] = EL_MAUERND;
2709 Store[ax+1][ay] = element;
2710 MovDir[ax+1][ay] = MV_RIGHT;
2711 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2712 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2716 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2717 DrawLevelField(ax,ay);
2719 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2721 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2722 unten_massiv = TRUE;
2723 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2724 links_massiv = TRUE;
2725 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2726 rechts_massiv = TRUE;
2728 if (((oben_massiv && unten_massiv) ||
2729 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2730 ((links_massiv && rechts_massiv) ||
2731 element == EL_MAUER_Y))
2732 Feld[ax][ay] = EL_MAUERWERK;
2735 void CheckForDragon(int x, int y)
2738 BOOL dragon_found = FALSE;
2739 static int xy[4][2] =
2751 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2753 if (IN_LEV_FIELD(xx,yy) &&
2754 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2756 if (Feld[xx][yy] == EL_DRACHE)
2757 dragon_found = TRUE;
2770 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2772 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2774 Feld[xx][yy] = EL_LEERRAUM;
2775 DrawLevelField(xx,yy);
2784 void PlayerActions(struct PlayerInfo *player, byte player_action)
2786 static byte stored_player_action[MAX_PLAYERS];
2787 static int num_stored_actions = 0;
2788 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2789 int jx = player->jx, jy = player->jy;
2790 int left = player_action & JOY_LEFT;
2791 int right = player_action & JOY_RIGHT;
2792 int up = player_action & JOY_UP;
2793 int down = player_action & JOY_DOWN;
2794 int button1 = player_action & JOY_BUTTON_1;
2795 int button2 = player_action & JOY_BUTTON_2;
2796 int dx = (left ? -1 : right ? 1 : 0);
2797 int dy = (up ? -1 : down ? 1 : 0);
2799 stored_player_action[player->index_nr] = 0;
2800 num_stored_actions++;
2802 if (!player->active || player->gone)
2807 player->frame_reset_delay = 0;
2810 snapped = SnapField(player, dx,dy);
2814 bombed = PlaceBomb(player);
2815 moved = MoveFigure(player, dx,dy);
2818 if (tape.recording && (moved || snapped || bombed))
2820 if (bombed && !moved)
2821 player_action &= JOY_BUTTON;
2823 stored_player_action[player->index_nr] = player_action;
2825 /* this allows cycled sequences of PlayerActions() */
2826 if (num_stored_actions >= MAX_PLAYERS)
2828 TapeRecordAction(stored_player_action);
2829 num_stored_actions = 0;
2832 else if (tape.playing && snapped)
2833 SnapField(player, 0,0); /* stop snapping */
2837 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2838 SnapField(player, 0,0);
2839 if (++player->frame_reset_delay > MoveSpeed)
2843 if (tape.playing && !tape.pausing && !player_action &&
2844 tape.counter < tape.length)
2847 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2849 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2851 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2853 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2855 int el = Feld[jx+dx][jy];
2856 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2858 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2860 player->MovDir = next_joy;
2861 player->Frame = FrameCounter % 4;
2862 player->Pushing = TRUE;
2869 void GameActions(byte player_action)
2871 static long action_delay = 0;
2872 long action_delay_value;
2873 int sieb_x = 0, sieb_y = 0;
2874 int i, x,y, element;
2875 int *recorded_player_action;
2877 if (game_status != PLAYING)
2881 action_delay_value =
2882 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2884 action_delay_value =
2885 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2888 /* main game synchronization point */
2889 WaitUntilDelayReached(&action_delay, action_delay_value);
2891 if (!standalone && !network_player_action_received)
2895 printf("DEBUG: try to get network player actions in time\n");
2899 /* last chance to get network player actions without main loop delay */
2902 if (game_status != PLAYING)
2905 if (!network_player_action_received)
2909 printf("DEBUG: failed to get network player actions in time\n");
2917 recorded_player_action = TapePlayAction();
2919 recorded_player_action = NULL;
2922 SendToServer_MovePlayer(player_action);
2924 for(i=0; i<MAX_PLAYERS; i++)
2926 int actual_player_action =
2927 (standalone ? player_action : network_player_action[i]);
2930 int actual_player_action = network_player_action[i];
2934 int actual_player_action = player_action;
2937 /* TEST TEST TEST */
2940 if (i != TestPlayer && !stored_player[i].MovPos)
2941 actual_player_action = 0;
2944 if (standalone && i != TestPlayer)
2945 actual_player_action = 0;
2947 /* TEST TEST TEST */
2949 if (recorded_player_action)
2950 actual_player_action = recorded_player_action[i];
2952 PlayerActions(&stored_player[i], actual_player_action);
2953 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2955 network_player_action[i] = 0;
2958 network_player_action_received = FALSE;
2960 ScrollScreen(NULL, SCROLL_GO_ON);
2962 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2964 else if (tape.recording)
2972 printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
2976 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2979 if (JustHit[x][y]>0)
2983 if (IS_BLOCKED(x,y))
2987 Blocked2Moving(x,y,&oldx,&oldy);
2988 if (!IS_MOVING(oldx,oldy))
2990 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2991 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2992 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2993 printf("GameActions(): This should never happen!\n");
2999 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3001 element = Feld[x][y];
3003 if (IS_INACTIVE(element))
3006 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3010 if (IS_GEM(element))
3011 EdelsteinFunkeln(x,y);
3013 else if (IS_MOVING(x,y))
3014 ContinueMoving(x,y);
3015 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3017 else if (element==EL_EXPLODING)
3018 Explode(x,y,Frame[x][y],EX_NORMAL);
3019 else if (element==EL_AMOEBING)
3021 else if (IS_AMOEBALIVE(element))
3023 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3025 else if (element==EL_ABLENK_EIN)
3027 else if (element==EL_SALZSAEURE)
3029 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3031 else if (element==EL_CRACKINGNUT)
3033 else if (element==EL_AUSGANG_ZU)
3034 AusgangstuerPruefen(x,y);
3035 else if (element==EL_AUSGANG_ACT)
3036 AusgangstuerOeffnen(x,y);
3037 else if (element==EL_AUSGANG_AUF)
3038 AusgangstuerBlinken(x,y);
3039 else if (element==EL_MAUERND)
3041 else if (element==EL_MAUER_LEBT ||
3042 element==EL_MAUER_X ||
3043 element==EL_MAUER_Y ||
3044 element==EL_MAUER_XY)
3046 else if (element==EL_BURNING)
3047 CheckForDragon(x,y);
3052 int jx = local_player->jx, jy = local_player->jy;
3054 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3055 Store[x][y]==EL_SIEB_LEER)
3057 SiebAktivieren(x, y, 1);
3060 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3061 Store[x][y]==EL_SIEB2_LEER)
3063 SiebAktivieren(x, y, 2);
3067 /* play the element sound at the position nearest to the player */
3068 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3079 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3083 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3085 element = Feld[x][y];
3086 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3088 Feld[x][y] = EL_SIEB_TOT;
3089 DrawLevelField(x,y);
3091 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3093 Feld[x][y] = EL_SIEB2_TOT;
3094 DrawLevelField(x,y);
3100 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3105 if (tape.recording || tape.playing)
3106 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3109 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3111 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3114 for(i=0; i<MAX_PLAYERS; i++)
3115 KillHero(&stored_player[i]);
3121 static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3123 int min_x = x, min_y = y, max_x = x, max_y = y;
3126 for(i=0; i<MAX_PLAYERS; i++)
3128 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3130 if (!stored_player[i].active || stored_player[i].gone ||
3131 &stored_player[i] == player)
3134 min_x = MIN(min_x, jx);
3135 min_y = MIN(min_y, jy);
3136 max_x = MAX(max_x, jx);
3137 max_y = MAX(max_y, jy);
3140 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3143 static BOOL AllPlayersInVisibleScreen()
3147 for(i=0; i<MAX_PLAYERS; i++)
3149 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3151 if (!stored_player[i].active || stored_player[i].gone)
3154 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3161 void ScrollLevel(int dx, int dy)
3163 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
3167 ScreenGfxPos = local_player->GfxPos;
3170 XCopyArea(display,drawto_field,drawto_field,gc,
3171 FX + TILEX*(dx==-1) - softscroll_offset,
3172 FY + TILEY*(dy==-1) - softscroll_offset,
3173 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3174 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3175 FX + TILEX*(dx==1) - softscroll_offset,
3176 FY + TILEY*(dy==1) - softscroll_offset);
3180 x = (dx==1 ? BX1 : BX2);
3181 for(y=BY1; y<=BY2; y++)
3182 DrawScreenField(x,y);
3186 y = (dy==1 ? BY1 : BY2);
3187 for(x=BX1; x<=BX2; x++)
3188 DrawScreenField(x,y);
3191 redraw_mask |= REDRAW_FIELD;
3194 BOOL MoveFigureOneStep(struct PlayerInfo *player,
3195 int dx, int dy, int real_dx, int real_dy)
3197 int jx = player->jx, jy = player->jy;
3198 int new_jx = jx+dx, new_jy = jy+dy;
3202 if (player->gone || (!dx && !dy))
3203 return(MF_NO_ACTION);
3205 player->MovDir = (dx < 0 ? MV_LEFT :
3208 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3210 if (!IN_LEV_FIELD(new_jx,new_jy))
3211 return(MF_NO_ACTION);
3213 if (standalone && !AllPlayersInSight(player, new_jx,new_jy))
3214 return(MF_NO_ACTION);
3216 element = MovingOrBlocked2Element(new_jx,new_jy);
3218 if (DONT_GO_TO(element))
3220 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3223 Feld[jx][jy] = EL_SPIELFIGUR;
3224 InitMovingField(jx,jy,MV_DOWN);
3225 Store[jx][jy] = EL_SALZSAEURE;
3226 ContinueMoving(jx,jy);
3235 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3236 if (can_move != MF_MOVING)
3239 StorePlayer[jx][jy] = 0;
3240 player->last_jx = jx;
3241 player->last_jy = jy;
3242 jx = player->jx = new_jx;
3243 jy = player->jy = new_jy;
3244 StorePlayer[jx][jy] = player->element_nr;
3246 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3248 ScrollFigure(player, SCROLL_INIT);
3253 BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
3255 int jx = player->jx, jy = player->jy;
3256 int old_jx = jx, old_jy = jy;
3257 int moved = MF_NO_ACTION;
3259 if (player->gone || (!dx && !dy))
3262 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3265 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3267 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3268 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3272 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3273 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3282 if (moved & MF_MOVING && player == local_player)
3285 if (moved & MF_MOVING && !ScreenMovPos &&
3286 (player == local_player || standalone))
3288 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3289 int offset = (scroll_delay_on ? 3 : 0);
3292 if (player == local_player)
3294 printf("MOVING LOCAL PLAYER && SCROLLING\n");
3298 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3300 /* actual player has left the screen -- scroll in that direction */
3301 if (jx != old_jx) /* player has moved horizontally */
3302 scroll_x += (jx - old_jx);
3303 else /* player has moved vertically */
3304 scroll_y += (jy - old_jy);
3308 if (jx != old_jx) /* player has moved horizontally */
3310 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3311 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3312 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3314 /* don't scroll more than one field at a time */
3315 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3317 /* don't scroll against the player's moving direction */
3318 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3319 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3320 scroll_x = old_scroll_x;
3322 else /* player has moved vertically */
3324 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3325 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3326 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3328 /* don't scroll more than one field at a time */
3329 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3331 /* don't scroll against the player's moving direction */
3332 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3333 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3334 scroll_y = old_scroll_y;
3339 if (player == local_player)
3341 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3342 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3343 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3344 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3345 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3346 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3348 /* don't scroll more than one field at a time */
3349 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3350 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3354 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3356 if (standalone && !AllPlayersInVisibleScreen())
3358 scroll_x = old_scroll_x;
3359 scroll_y = old_scroll_y;
3363 ScrollScreen(player, SCROLL_INIT);
3364 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3369 if (!(moved & MF_MOVING) && !player->Pushing)
3372 player->Frame = (player->Frame + 1) % 4;
3374 if (moved & MF_MOVING)
3376 if (old_jx != jx && old_jy == jy)
3377 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3378 else if (old_jx == jx && old_jy != jy)
3379 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3381 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3383 player->last_move_dir = player->MovDir;
3386 player->last_move_dir = MV_NO_MOVING;
3388 TestIfHeroHitsBadThing(jx,jy);
3396 void ScrollFigure(struct PlayerInfo *player, int mode)
3398 int jx = player->jx, jy = player->jy;
3399 int last_jx = player->last_jx, last_jy = player->last_jy;
3401 if (!player->active || player->gone || !player->MovPos)
3404 if (mode == SCROLL_INIT)
3406 player->actual_frame_counter = FrameCounter;
3407 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3409 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3410 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3415 else if (!FrameReached(&player->actual_frame_counter,1))
3418 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3419 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3421 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3422 Feld[last_jx][last_jy] = EL_LEERRAUM;
3426 if (!player->MovPos)
3428 player->last_jx = jx;
3429 player->last_jy = jy;
3431 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3435 if (!local_player->friends_still_needed)
3436 player->LevelSolved = player->GameOver = TRUE;
3441 void ScrollScreen(struct PlayerInfo *player, int mode)
3443 static long screen_frame_counter = 0;
3445 if (mode == SCROLL_INIT)
3447 screen_frame_counter = FrameCounter;
3448 ScreenMovDir = player->MovDir;
3449 ScreenMovPos = player->MovPos;
3450 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3453 else if (!FrameReached(&screen_frame_counter,1))
3458 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3459 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3460 redraw_mask |= REDRAW_FIELD;
3463 ScreenMovDir = MV_NO_MOVING;
3466 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3468 int i, killx = goodx, killy = goody;
3469 static int xy[4][2] =
3476 static int harmless[4] =
3488 x = goodx + xy[i][0];
3489 y = goody + xy[i][1];
3490 if (!IN_LEV_FIELD(x,y))
3493 element = Feld[x][y];
3495 if (DONT_TOUCH(element))
3497 if (MovDir[x][y] == harmless[i])
3506 if (killx != goodx || killy != goody)
3508 if (IS_PLAYER(goodx,goody))
3509 KillHero(PLAYERINFO(goodx,goody));
3515 void TestIfBadThingHitsGoodThing(int badx, int bady)
3517 int i, killx = badx, killy = bady;
3518 static int xy[4][2] =
3525 static int harmless[4] =
3537 x = badx + xy[i][0];
3538 y = bady + xy[i][1];
3539 if (!IN_LEV_FIELD(x,y))
3542 element = Feld[x][y];
3550 else if (element == EL_PINGUIN)
3552 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3561 if (killx != badx || killy != bady)
3563 if (IS_PLAYER(killx,killy))
3564 KillHero(PLAYERINFO(killx,killy));
3570 void TestIfHeroHitsBadThing(int x, int y)
3572 TestIfGoodThingHitsBadThing(x,y);
3575 void TestIfBadThingHitsHero(int x, int y)
3578 TestIfGoodThingHitsBadThing(JX,JY);
3581 TestIfBadThingHitsGoodThing(x,y);
3584 void TestIfFriendHitsBadThing(int x, int y)
3586 TestIfGoodThingHitsBadThing(x,y);
3589 void TestIfBadThingHitsFriend(int x, int y)
3591 TestIfBadThingHitsGoodThing(x,y);
3594 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3596 int i, killx = badx, killy = bady;
3597 static int xy[4][2] =
3611 if (!IN_LEV_FIELD(x,y))
3614 element = Feld[x][y];
3615 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3616 element == EL_AMOEBING || element == EL_TROPFEN)
3624 if (killx != badx || killy != bady)
3628 void KillHero(struct PlayerInfo *player)
3630 int jx = player->jx, jy = player->jy;
3635 if (IS_PFORTE(Feld[jx][jy]))
3636 Feld[jx][jy] = EL_LEERRAUM;
3642 void BuryHero(struct PlayerInfo *player)
3644 int jx = player->jx, jy = player->jy;
3649 PlaySoundLevel(jx,jy, SND_AUTSCH);
3650 PlaySoundLevel(jx,jy, SND_LACHEN);
3652 player->GameOver = TRUE;
3656 void RemoveHero(struct PlayerInfo *player)
3658 int jx = player->jx, jy = player->jy;
3659 int i, found = FALSE;
3661 player->gone = TRUE;
3662 StorePlayer[jx][jy] = 0;
3664 for(i=0; i<MAX_PLAYERS; i++)
3665 if (stored_player[i].active && !stored_player[i].gone)
3669 AllPlayersGone = TRUE;
3675 int DigField(struct PlayerInfo *player,
3676 int x, int y, int real_dx, int real_dy, int mode)
3678 int jx = player->jx, jy = player->jy;
3679 int dx = x - jx, dy = y - jy;
3682 if (!player->MovPos)
3683 player->Pushing = FALSE;
3685 if (mode == DF_NO_PUSH)
3687 player->push_delay = 0;
3688 return(MF_NO_ACTION);
3691 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3692 return(MF_NO_ACTION);
3694 element = Feld[x][y];
3702 Feld[x][y] = EL_LEERRAUM;
3706 case EL_EDELSTEIN_BD:
3707 case EL_EDELSTEIN_GELB:
3708 case EL_EDELSTEIN_ROT:
3709 case EL_EDELSTEIN_LILA:
3712 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3713 if (local_player->gems_still_needed < 0)
3714 local_player->gems_still_needed = 0;
3715 RaiseScoreElement(element);
3716 DrawText(DX_EMERALDS, DY_EMERALDS,
3717 int2str(local_player->gems_still_needed, 3),
3718 FS_SMALL, FC_YELLOW);
3719 PlaySoundLevel(x, y, SND_PONG);
3722 case EL_DYNAMIT_AUS:
3725 RaiseScoreElement(EL_DYNAMIT);
3726 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3727 int2str(local_player->dynamite, 3),
3728 FS_SMALL, FC_YELLOW);
3729 PlaySoundLevel(x,y,SND_PONG);
3732 case EL_DYNABOMB_NR:
3734 player->dynabomb_count++;
3735 player->dynabombs_left++;
3736 RaiseScoreElement(EL_DYNAMIT);
3737 PlaySoundLevel(x,y,SND_PONG);
3740 case EL_DYNABOMB_SZ:
3742 player->dynabomb_size++;
3743 RaiseScoreElement(EL_DYNAMIT);
3744 PlaySoundLevel(x,y,SND_PONG);
3747 case EL_DYNABOMB_XL:
3749 player->dynabomb_xl = TRUE;
3750 RaiseScoreElement(EL_DYNAMIT);
3751 PlaySoundLevel(x,y,SND_PONG);
3754 case EL_SCHLUESSEL1:
3755 case EL_SCHLUESSEL2:
3756 case EL_SCHLUESSEL3:
3757 case EL_SCHLUESSEL4:
3759 int key_nr = element-EL_SCHLUESSEL1;
3762 player->key[key_nr] = TRUE;
3763 RaiseScoreElement(EL_SCHLUESSEL);
3764 DrawMiniGraphicExt(drawto,gc,
3765 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3766 GFX_SCHLUESSEL1+key_nr);
3767 DrawMiniGraphicExt(window,gc,
3768 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3769 GFX_SCHLUESSEL1+key_nr);
3770 PlaySoundLevel(x,y,SND_PONG);
3775 Feld[x][y] = EL_ABLENK_EIN;
3778 DrawLevelField(x,y);
3782 case EL_FELSBROCKEN:
3786 if (dy || mode==DF_SNAP)
3787 return(MF_NO_ACTION);
3789 player->Pushing = TRUE;
3791 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3792 return(MF_NO_ACTION);
3796 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3797 return(MF_NO_ACTION);
3800 if (player->push_delay == 0)
3801 player->push_delay = FrameCounter;
3802 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3804 return(MF_NO_ACTION);
3807 Feld[x+dx][y+dy] = element;
3809 player->push_delay_value = 2+RND(8);
3811 DrawLevelField(x+dx,y+dy);
3812 if (element==EL_FELSBROCKEN)
3813 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3814 else if (element==EL_KOKOSNUSS)
3815 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3817 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3824 if (!player->key[element-EL_PFORTE1])
3825 return(MF_NO_ACTION);
3832 if (!player->key[element-EL_PFORTE1X])
3833 return(MF_NO_ACTION);
3837 case EL_AUSGANG_ACT:
3838 /* Tür ist (noch) nicht offen! */
3839 return(MF_NO_ACTION);
3842 case EL_AUSGANG_AUF:
3844 return(MF_NO_ACTION);
3846 PlaySoundLevel(x,y,SND_BUING);
3849 player->gone = TRUE;
3850 PlaySoundLevel(x,y,SND_BUING);
3852 if (!local_player->friends_still_needed)
3853 player->LevelSolved = player->GameOver = TRUE;
3859 Feld[x][y] = EL_BIRNE_EIN;
3860 local_player->lights_still_needed--;
3861 DrawLevelField(x,y);
3862 PlaySoundLevel(x,y,SND_DENG);
3867 Feld[x][y] = EL_ZEIT_LEER;
3869 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3870 DrawLevelField(x,y);
3871 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3875 case EL_SOKOBAN_FELD_LEER:
3878 case EL_SOKOBAN_FELD_VOLL:
3879 case EL_SOKOBAN_OBJEKT:
3882 return(MF_NO_ACTION);
3884 player->Pushing = TRUE;
3886 if (!IN_LEV_FIELD(x+dx,y+dy)
3887 || (!IS_FREE(x+dx,y+dy)
3888 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3889 || !IS_SB_ELEMENT(element))))
3890 return(MF_NO_ACTION);
3894 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3895 return(MF_NO_ACTION);
3897 else if (dy && real_dx)
3899 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3900 return(MF_NO_ACTION);
3903 if (player->push_delay == 0)
3904 player->push_delay = FrameCounter;
3905 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3907 return(MF_NO_ACTION);
3909 if (IS_SB_ELEMENT(element))
3911 if (element == EL_SOKOBAN_FELD_VOLL)
3913 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3914 local_player->sokobanfields_still_needed++;
3919 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3921 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3922 local_player->sokobanfields_still_needed--;
3923 if (element == EL_SOKOBAN_OBJEKT)
3924 PlaySoundLevel(x,y,SND_DENG);
3927 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3932 Feld[x+dx][y+dy] = element;
3935 player->push_delay_value = 2;
3937 DrawLevelField(x,y);
3938 DrawLevelField(x+dx,y+dy);
3939 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3941 if (IS_SB_ELEMENT(element) &&
3942 local_player->sokobanfields_still_needed == 0 &&
3943 game_emulation == EMU_SOKOBAN)
3945 player->LevelSolved = player->GameOver = TRUE;
3946 PlaySoundLevel(x,y,SND_BUING);
3958 return(MF_NO_ACTION);
3962 player->push_delay = 0;
3967 BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
3969 int jx = player->jx, jy = player->jy;
3970 int x = jx + dx, y = jy + dy;
3972 if (player->gone || !IN_LEV_FIELD(x,y))
3980 player->snapped = FALSE;
3984 if (player->snapped)
3987 player->MovDir = (dx < 0 ? MV_LEFT :
3990 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3992 if (!DigField(player, x,y, 0,0, DF_SNAP))
3995 player->snapped = TRUE;
3996 DrawLevelField(x,y);
4002 BOOL PlaceBomb(struct PlayerInfo *player)
4004 int jx = player->jx, jy = player->jy;
4007 if (player->gone || player->MovPos)
4010 element = Feld[jx][jy];
4012 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4013 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4016 if (element != EL_LEERRAUM)
4017 Store[jx][jy] = element;
4019 if (player->dynamite)
4021 Feld[jx][jy] = EL_DYNAMIT;
4022 MovDelay[jx][jy] = 96;
4024 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4025 FS_SMALL, FC_YELLOW);
4026 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4027 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4031 Feld[jx][jy] = EL_DYNABOMB;
4032 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4033 MovDelay[jx][jy] = 96;
4034 player->dynabombs_left--;
4035 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4036 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4042 void PlaySoundLevel(int x, int y, int sound_nr)
4044 int sx = SCREENX(x), sy = SCREENY(y);
4046 int silence_distance = 8;
4048 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4049 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4052 if (!IN_LEV_FIELD(x,y) ||
4053 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4054 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4057 volume = PSND_MAX_VOLUME;
4059 stereo = (sx-SCR_FIELDX/2)*12;
4061 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4062 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4063 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4066 if (!IN_SCR_FIELD(sx,sy))
4068 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4069 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4071 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4074 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4077 void RaiseScore(int value)
4079 local_player->score += value;
4080 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4081 FS_SMALL, FC_YELLOW);
4084 void RaiseScoreElement(int element)
4089 case EL_EDELSTEIN_BD:
4090 case EL_EDELSTEIN_GELB:
4091 case EL_EDELSTEIN_ROT:
4092 case EL_EDELSTEIN_LILA:
4093 RaiseScore(level.score[SC_EDELSTEIN]);
4096 RaiseScore(level.score[SC_DIAMANT]);
4100 RaiseScore(level.score[SC_KAEFER]);
4104 RaiseScore(level.score[SC_FLIEGER]);
4108 RaiseScore(level.score[SC_MAMPFER]);
4111 RaiseScore(level.score[SC_ROBOT]);
4114 RaiseScore(level.score[SC_PACMAN]);
4117 RaiseScore(level.score[SC_KOKOSNUSS]);
4120 RaiseScore(level.score[SC_DYNAMIT]);
4123 RaiseScore(level.score[SC_SCHLUESSEL]);