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 if (sound_status == SOUND_OFF)
31 if (!sound_loops_allowed)
33 setup.sound_loops = FALSE;
34 setup.sound_music = FALSE;
37 setup.sound_simple = setup.sound;
45 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
46 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
48 /* don't play tapes over network */
49 network_playing = (options.network && !tape.playing);
51 for(i=0; i<MAX_PLAYERS; i++)
53 struct PlayerInfo *player = &stored_player[i];
56 player->element_nr = EL_SPIELER1 + i;
58 player->present = FALSE;
59 player->active = FALSE;
62 player->potential_action = 0;
65 player->gems_still_needed = level.edelsteine;
66 player->sokobanfields_still_needed = 0;
67 player->lights_still_needed = 0;
68 player->friends_still_needed = 0;
71 player->key[j] = FALSE;
74 player->dynabomb_count = 0;
75 player->dynabomb_size = 0;
76 player->dynabombs_left = 0;
77 player->dynabomb_xl = FALSE;
79 player->MovDir = MV_NO_MOVING;
81 player->Pushing = FALSE;
85 player->actual_frame_counter = 0;
87 player->frame_reset_delay = 0;
89 player->push_delay = 0;
90 player->push_delay_value = 5;
92 player->move_delay = 0;
93 player->last_move_dir = MV_NO_MOVING;
95 player->snapped = FALSE;
99 player->last_jx = player->last_jy = 0;
100 player->jx = player->jy = 0;
102 DigField(player, 0,0,0,0,DF_NO_PUSH);
103 SnapField(player, 0,0);
105 player->LevelSolved = FALSE;
106 player->GameOver = FALSE;
109 network_player_action_received = FALSE;
111 /* initial null action */
113 SendToServer_MovePlayer(MV_NO_MOVING);
120 TimeLeft = level.time;
122 ScreenMovDir = MV_NO_MOVING;
126 AllPlayersGone = SiebAktiv = FALSE;
128 for(i=0;i<MAX_NUM_AMOEBA;i++)
129 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
131 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
133 Feld[x][y] = Ur[x][y];
134 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
135 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
140 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
142 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
148 Feld[x][y] = EL_SPIELER1;
155 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
156 int jx = player->jx, jy = player->jy;
158 player->present = TRUE;
159 if (!network_playing || player->connected)
161 player->active = TRUE;
163 /* remove potentially duplicate players */
164 if (StorePlayer[jx][jy] == Feld[x][y])
165 StorePlayer[jx][jy] = 0;
167 StorePlayer[x][y] = Feld[x][y];
169 printf("Player %d activated.\n", player->element_nr);
170 printf("[Local player is %d and currently %s.]\n",
171 local_player->element_nr,
172 local_player->active ? "active" : "not active");
175 Feld[x][y] = EL_LEERRAUM;
176 player->jx = player->last_jx = x;
177 player->jy = player->last_jy = y;
182 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
183 Feld[x][y] = EL_BADEWANNE1;
184 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
185 Feld[x][y] = EL_BADEWANNE2;
186 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
187 Feld[x][y] = EL_BADEWANNE3;
188 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
189 Feld[x][y] = EL_BADEWANNE4;
190 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
191 Feld[x][y] = EL_BADEWANNE5;
230 Feld[x][y] = EL_AMOEBING;
231 Store[x][y] = EL_AMOEBE_NASS;
238 local_player->lights_still_needed++;
240 case EL_SOKOBAN_FELD_LEER:
241 local_player->sokobanfields_still_needed++;
245 local_player->friends_still_needed++;
249 MovDir[x][y] = 1<<RND(4);
256 /* check if any connected player was not found in playfield */
257 for(i=0; i<MAX_PLAYERS; i++)
259 struct PlayerInfo *player = &stored_player[i];
261 if (player->connected && !player->present)
266 for(j=0; j<MAX_PLAYERS; j++)
268 struct PlayerInfo *some_player = &stored_player[j];
269 int jx = some_player->jx, jy = some_player->jy;
271 /* assign first free player found that is present in the playfield */
272 if (some_player->present && !some_player->connected)
274 player->present = TRUE;
275 player->active = TRUE;
276 some_player->present = FALSE;
278 StorePlayer[jx][jy] = player->element_nr;
279 player->jx = player->last_jx = jx;
280 player->jy = player->last_jy = jy;
289 for(i=0; i<MAX_PLAYERS; i++)
291 struct PlayerInfo *player = &stored_player[i];
293 printf("Player %d: present == %d, connected == %d, active == %d.\n",
298 if (local_player == player)
299 printf("Player %d is local player.\n", i+1);
303 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
304 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
306 scroll_x = scroll_y = -1;
307 if (local_player->jx >= MIDPOSX-1)
308 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
309 local_player->jx - MIDPOSX :
310 lev_fieldx - SCR_FIELDX + 1);
311 if (local_player->jy >= MIDPOSY-1)
312 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
313 local_player->jy - MIDPOSY :
314 lev_fieldy - SCR_FIELDY + 1);
316 CloseDoor(DOOR_CLOSE_1);
322 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
323 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
324 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
325 DrawTextExt(pix[PIX_DB_DOOR],gc,
326 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
327 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
328 DrawTextExt(pix[PIX_DB_DOOR],gc,
329 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
330 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
331 DrawTextExt(pix[PIX_DB_DOOR],gc,
332 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
333 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
334 DrawTextExt(pix[PIX_DB_DOOR],gc,
335 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
336 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
337 DrawTextExt(pix[PIX_DB_DOOR],gc,
338 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
339 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
341 DrawGameButton(BUTTON_GAME_STOP);
342 DrawGameButton(BUTTON_GAME_PAUSE);
343 DrawGameButton(BUTTON_GAME_PLAY);
344 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music));
345 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops));
346 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple));
347 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
348 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
349 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
350 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
351 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
353 OpenDoor(DOOR_OPEN_1);
355 if (setup.sound_music)
356 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
358 XAutoRepeatOff(display);
362 printf("Spieler %d %saktiv.\n",
363 i+1, (stored_player[i].active ? "" : "nicht "));
367 void InitMovDir(int x, int y)
369 int i, element = Feld[x][y];
370 static int xy[4][2] =
377 static int direction[2][4] =
379 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
380 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
389 Feld[x][y] = EL_KAEFER;
390 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
396 Feld[x][y] = EL_FLIEGER;
397 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
403 Feld[x][y] = EL_BUTTERFLY;
404 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
410 Feld[x][y] = EL_FIREFLY;
411 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
417 Feld[x][y] = EL_PACMAN;
418 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
421 MovDir[x][y] = 1<<RND(4);
422 if (element != EL_KAEFER &&
423 element != EL_FLIEGER &&
424 element != EL_BUTTERFLY &&
425 element != EL_FIREFLY)
435 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
437 if (element==EL_KAEFER || element==EL_BUTTERFLY)
439 MovDir[x][y] = direction[0][i];
442 else if (element==EL_FLIEGER || element==EL_FIREFLY)
444 MovDir[x][y] = direction[1][i];
453 void InitAmoebaNr(int x, int y)
456 int group_nr = AmoebeNachbarNr(x,y);
460 for(i=1;i<MAX_NUM_AMOEBA;i++)
470 AmoebaNr[x][y] = group_nr;
471 AmoebaCnt[group_nr]++;
472 AmoebaCnt2[group_nr]++;
478 int bumplevel = FALSE;
480 local_player->LevelSolved = FALSE;
484 if (setup.sound_loops)
485 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
489 if (!setup.sound_loops)
490 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
491 if (TimeLeft && !(TimeLeft % 10))
492 RaiseScore(level.score[SC_ZEITBONUS]);
493 if (TimeLeft > 100 && !(TimeLeft % 10))
497 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
502 if (setup.sound_loops)
508 /* Hero disappears */
509 DrawLevelField(ExitX, ExitY);
515 CloseDoor(DOOR_CLOSE_1);
520 SaveLevelTape(tape.level_nr); /* Ask to save tape */
523 if ((hi_pos=NewHiScore()) >= 0)
525 game_status = HALLOFFAME;
526 DrawHallOfFame(hi_pos);
527 if (bumplevel && TAPE_IS_EMPTY(tape))
532 game_status = MAINMENU;
533 if (bumplevel && TAPE_IS_EMPTY(tape))
548 if (!strcmp(setup.alias_name,EMPTY_ALIAS) ||
549 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
552 for(k=0;k<MAX_SCORE_ENTRIES;k++)
554 if (local_player->score > highscore[k].Score)
556 /* Spieler kommt in Highscore-Liste */
558 if (k<MAX_SCORE_ENTRIES-1)
560 int m = MAX_SCORE_ENTRIES-1;
563 for(l=k;l<MAX_SCORE_ENTRIES;l++)
564 if (!strcmp(setup.alias_name,highscore[l].Name))
566 if (m==k) /* Spieler überschreibt seine alte Position */
572 strcpy(highscore[l].Name,highscore[l-1].Name);
573 highscore[l].Score = highscore[l-1].Score;
580 sprintf(highscore[k].Name,setup.alias_name);
581 highscore[k].Score = local_player->score;
587 else if (!strcmp(setup.alias_name,highscore[k].Name))
588 break; /* Spieler schon mit besserer Punktzahl in der Liste */
599 void InitMovingField(int x, int y, int direction)
601 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
602 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
604 MovDir[x][y] = direction;
605 MovDir[newx][newy] = direction;
606 if (Feld[newx][newy] == EL_LEERRAUM)
607 Feld[newx][newy] = EL_BLOCKED;
610 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
612 int direction = MovDir[x][y];
613 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
614 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
620 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
622 int oldx = x, oldy = y;
623 int direction = MovDir[x][y];
625 if (direction==MV_LEFT)
627 else if (direction==MV_RIGHT)
629 else if (direction==MV_UP)
631 else if (direction==MV_DOWN)
634 *comes_from_x = oldx;
635 *comes_from_y = oldy;
638 int MovingOrBlocked2Element(int x, int y)
640 int element = Feld[x][y];
642 if (element==EL_BLOCKED)
646 Blocked2Moving(x,y,&oldx,&oldy);
647 return(Feld[oldx][oldy]);
653 static void RemoveField(int x, int y)
655 Feld[x][y] = EL_LEERRAUM;
661 void RemoveMovingField(int x, int y)
663 int oldx = x,oldy = y, newx = x,newy = y;
665 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
670 Moving2Blocked(x,y,&newx,&newy);
671 if (Feld[newx][newy] != EL_BLOCKED)
674 else if (Feld[x][y]==EL_BLOCKED)
676 Blocked2Moving(x,y,&oldx,&oldy);
677 if (!IS_MOVING(oldx,oldy))
681 if (Feld[x][y]==EL_BLOCKED &&
682 (Store[oldx][oldy]==EL_MORAST_LEER ||
683 Store[oldx][oldy]==EL_SIEB_LEER ||
684 Store[oldx][oldy]==EL_SIEB2_LEER ||
685 Store[oldx][oldy]==EL_AMOEBE_NASS))
687 Feld[oldx][oldy] = Store[oldx][oldy];
688 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
691 Feld[oldx][oldy] = EL_LEERRAUM;
693 Feld[newx][newy] = EL_LEERRAUM;
694 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
695 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
697 DrawLevelField(oldx,oldy);
698 DrawLevelField(newx,newy);
701 void DrawDynamite(int x, int y)
703 int sx = SCREENX(x), sy = SCREENY(y);
704 int graphic = el2gfx(Feld[x][y]);
707 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
711 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
713 if (Feld[x][y]==EL_DYNAMIT)
715 if ((phase = (96-MovDelay[x][y])/12) > 6)
720 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
725 DrawGraphicThruMask(sx,sy, graphic + phase);
727 DrawGraphic(sx,sy, graphic + phase);
730 void CheckDynamite(int x, int y)
732 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
737 if (!(MovDelay[x][y] % 12))
738 PlaySoundLevel(x,y,SND_ZISCH);
740 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
742 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
749 StopSound(SND_ZISCH);
753 void Explode(int ex, int ey, int phase, int mode)
756 int num_phase = 9, delay = 2;
757 int last_phase = num_phase*delay;
758 int half_phase = (num_phase/2)*delay;
760 if (phase==0) /* Feld 'Store' initialisieren */
762 int center_element = Feld[ex][ey];
764 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
766 center_element = MovingOrBlocked2Element(ex,ey);
767 RemoveMovingField(ex,ey);
770 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
772 int element = Feld[x][y];
774 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
776 element = MovingOrBlocked2Element(x,y);
777 RemoveMovingField(x,y);
780 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
783 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
787 if (element==EL_EXPLODING)
788 element = Store2[x][y];
790 if (IS_PLAYER(ex,ey))
792 switch(StorePlayer[ex][ey])
795 Store[x][y] = EL_EDELSTEIN_ROT;
798 Store[x][y] = EL_EDELSTEIN;
801 Store[x][y] = EL_EDELSTEIN_LILA;
805 Store[x][y] = EL_EDELSTEIN_GELB;
809 else if (center_element==EL_MAULWURF)
810 Store[x][y] = EL_EDELSTEIN_ROT;
811 else if (center_element==EL_PINGUIN)
812 Store[x][y] = EL_EDELSTEIN_LILA;
813 else if (center_element==EL_KAEFER)
814 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
815 else if (center_element==EL_BUTTERFLY)
816 Store[x][y] = EL_EDELSTEIN_BD;
817 else if (center_element==EL_MAMPFER)
818 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
819 else if (center_element==EL_AMOEBA2DIAM)
820 Store[x][y] = level.amoebe_inhalt;
821 else if (element==EL_ERZ_EDEL)
822 Store[x][y] = EL_EDELSTEIN;
823 else if (element==EL_ERZ_DIAM)
824 Store[x][y] = EL_DIAMANT;
825 else if (element==EL_ERZ_EDEL_BD)
826 Store[x][y] = EL_EDELSTEIN_BD;
827 else if (element==EL_ERZ_EDEL_GELB)
828 Store[x][y] = EL_EDELSTEIN_GELB;
829 else if (element==EL_ERZ_EDEL_ROT)
830 Store[x][y] = EL_EDELSTEIN_ROT;
831 else if (element==EL_ERZ_EDEL_LILA)
832 Store[x][y] = EL_EDELSTEIN_LILA;
833 else if (!IS_PFORTE(Store[x][y]))
834 Store[x][y] = EL_LEERRAUM;
836 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
837 Store2[x][y] = element;
839 if (AmoebaNr[x][y] &&
840 (element==EL_AMOEBE_VOLL ||
841 element==EL_AMOEBE_BD ||
842 element==EL_AMOEBING))
844 AmoebaCnt[AmoebaNr[x][y]]--;
845 AmoebaCnt2[AmoebaNr[x][y]]--;
848 Feld[x][y] = EL_EXPLODING;
849 MovDir[x][y] = MovPos[x][y] = 0;
855 if (center_element==EL_MAMPFER)
856 MampferNr = (MampferNr+1) % 4;
867 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
869 if (phase==half_phase)
871 int element = Store2[x][y];
874 KillHero(PLAYERINFO(x,y));
875 else if (IS_EXPLOSIVE(element))
877 Feld[x][y] = Store2[x][y];
881 else if (element==EL_AMOEBA2DIAM)
882 AmoebeUmwandeln(x,y);
885 if (phase==last_phase)
889 element = Feld[x][y] = Store[x][y];
890 Store[x][y] = Store2[x][y] = 0;
891 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
892 if (CAN_MOVE(element) || COULD_MOVE(element))
896 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
899 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
901 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
905 void DynaExplode(int ex, int ey)
908 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
909 static int xy[4][2] =
917 Store2[ex][ey] = 0; /* delete player information */
919 Explode(ex,ey,0,EX_CENTER);
923 for(j=1; j<=player->dynabomb_size; j++)
925 int x = ex+j*xy[i%4][0];
926 int y = ey+j*xy[i%4][1];
929 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
932 element = Feld[x][y];
933 Explode(x,y,0,EX_BORDER);
935 if (element != EL_LEERRAUM &&
936 element != EL_ERDREICH &&
937 element != EL_EXPLODING &&
938 !player->dynabomb_xl)
943 player->dynabombs_left++;
946 void Bang(int x, int y)
948 int element = Feld[x][y];
950 PlaySoundLevel(x,y,SND_ROAAAR);
962 RaiseScoreElement(element);
963 Explode(x,y,0,EX_NORMAL);
973 Explode(x,y,0,EX_CENTER);
976 Explode(x,y,0,EX_NORMAL);
981 void Blurb(int x, int y)
983 int element = Feld[x][y];
985 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
987 PlaySoundLevel(x,y,SND_BLURB);
988 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
989 (!IN_LEV_FIELD(x-1,y-1) ||
990 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
992 Feld[x-1][y] = EL_BLURB_LEFT;
994 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
995 (!IN_LEV_FIELD(x+1,y-1) ||
996 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
998 Feld[x+1][y] = EL_BLURB_RIGHT;
1003 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1005 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1008 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1011 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1012 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1014 if (!MovDelay[x][y])
1016 Feld[x][y] = EL_LEERRAUM;
1017 DrawLevelField(x,y);
1023 void Impact(int x, int y)
1025 boolean lastline = (y==lev_fieldy-1);
1026 boolean object_hit = FALSE;
1027 int element = Feld[x][y];
1030 /* Element darunter berührt? */
1033 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1036 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1037 MovDir[x][y+1]!=MV_DOWN ||
1038 MovPos[x][y+1]<=TILEY/2));
1040 smashed = MovingOrBlocked2Element(x,y+1);
1043 /* Auftreffendes Element fällt in Salzsäure */
1044 if (!lastline && smashed==EL_SALZSAEURE)
1050 /* Auftreffendes Element ist Bombe */
1051 if (element==EL_BOMBE && (lastline || object_hit))
1057 /* Auftreffendes Element ist Säuretropfen */
1058 if (element==EL_TROPFEN && (lastline || object_hit))
1060 if (object_hit && IS_PLAYER(x,y+1))
1061 KillHero(PLAYERINFO(x,y+1));
1062 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1066 Feld[x][y] = EL_AMOEBING;
1067 Store[x][y] = EL_AMOEBE_NASS;
1072 /* Welches Element kriegt was auf die Rübe? */
1073 if (!lastline && object_hit)
1075 if (CAN_CHANGE(element) &&
1076 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1077 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1079 if (IS_PLAYER(x,y+1))
1081 KillHero(PLAYERINFO(x,y+1));
1084 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1089 else if (element==EL_EDELSTEIN_BD)
1091 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1097 else if (element==EL_FELSBROCKEN)
1099 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1100 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1105 else if (!IS_MOVING(x,y+1))
1107 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1112 else if (smashed==EL_KOKOSNUSS)
1114 Feld[x][y+1] = EL_CRACKINGNUT;
1115 PlaySoundLevel(x,y,SND_KNACK);
1116 RaiseScoreElement(EL_KOKOSNUSS);
1119 else if (smashed==EL_DIAMANT)
1121 Feld[x][y+1] = EL_LEERRAUM;
1122 PlaySoundLevel(x,y,SND_QUIRK);
1129 /* Geräusch beim Durchqueren des Siebes */
1130 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1132 PlaySoundLevel(x,y,SND_QUIRK);
1136 /* Geräusch beim Auftreffen */
1137 if (lastline || object_hit)
1144 case EL_EDELSTEIN_BD:
1145 case EL_EDELSTEIN_GELB:
1146 case EL_EDELSTEIN_ROT:
1147 case EL_EDELSTEIN_LILA:
1154 case EL_FELSBROCKEN:
1158 case EL_SCHLUESSEL1:
1159 case EL_SCHLUESSEL2:
1160 case EL_SCHLUESSEL3:
1161 case EL_SCHLUESSEL4:
1174 PlaySoundLevel(x,y,sound);
1178 void TurnRound(int x, int y)
1190 { 0,0 }, { 0,0 }, { 0,0 },
1195 int left,right,back;
1199 { MV_DOWN, MV_UP, MV_RIGHT },
1200 { MV_UP, MV_DOWN, MV_LEFT },
1202 { MV_LEFT, MV_RIGHT, MV_DOWN },
1203 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1204 { MV_RIGHT, MV_LEFT, MV_UP }
1207 int element = Feld[x][y];
1208 int old_move_dir = MovDir[x][y];
1209 int left_dir = turn[old_move_dir].left;
1210 int right_dir = turn[old_move_dir].right;
1211 int back_dir = turn[old_move_dir].back;
1213 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1214 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1215 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1216 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1218 int left_x = x+left_dx, left_y = y+left_dy;
1219 int right_x = x+right_dx, right_y = y+right_dy;
1220 int move_x = x+move_dx, move_y = y+move_dy;
1222 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1224 TestIfBadThingHitsOtherBadThing(x,y);
1226 if (IN_LEV_FIELD(right_x,right_y) &&
1227 IS_FREE_OR_PLAYER(right_x,right_y))
1228 MovDir[x][y] = right_dir;
1229 else if (!IN_LEV_FIELD(move_x,move_y) ||
1230 !IS_FREE_OR_PLAYER(move_x,move_y))
1231 MovDir[x][y] = left_dir;
1233 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1235 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1238 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1240 TestIfBadThingHitsOtherBadThing(x,y);
1242 if (IN_LEV_FIELD(left_x,left_y) &&
1243 IS_FREE_OR_PLAYER(left_x,left_y))
1244 MovDir[x][y] = left_dir;
1245 else if (!IN_LEV_FIELD(move_x,move_y) ||
1246 !IS_FREE_OR_PLAYER(move_x,move_y))
1247 MovDir[x][y] = right_dir;
1249 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1251 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1254 else if (element==EL_MAMPFER)
1256 boolean 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 Feld[left_x][left_y] == EL_DIAMANT))
1261 can_turn_left = TRUE;
1262 if (IN_LEV_FIELD(right_x,right_y) &&
1263 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1264 Feld[right_x][right_y] == EL_DIAMANT))
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_MAMPFER2)
1280 boolean 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_MAMPF2(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_MAMPF2(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] = 16+16*RND(3);
1302 else if (element==EL_PACMAN)
1304 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1306 if (IN_LEV_FIELD(left_x,left_y) &&
1307 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1308 IS_AMOEBOID(Feld[left_x][left_y])))
1309 can_turn_left = TRUE;
1310 if (IN_LEV_FIELD(right_x,right_y) &&
1311 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1312 IS_AMOEBOID(Feld[right_x][right_y])))
1313 can_turn_right = TRUE;
1315 if (can_turn_left && can_turn_right)
1316 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1317 else if (can_turn_left)
1318 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1319 else if (can_turn_right)
1320 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1322 MovDir[x][y] = back_dir;
1324 MovDelay[x][y] = 6+RND(40);
1326 else if (element==EL_SCHWEIN)
1328 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1329 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1330 boolean should_move_on = FALSE;
1332 int rnd = RND(rnd_value);
1334 if (IN_LEV_FIELD(left_x,left_y) &&
1335 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1336 can_turn_left = TRUE;
1337 if (IN_LEV_FIELD(right_x,right_y) &&
1338 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1339 can_turn_right = TRUE;
1340 if (IN_LEV_FIELD(move_x,move_y) &&
1341 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1344 if (can_turn_left &&
1346 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1347 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1348 should_turn_left = TRUE;
1349 if (can_turn_right &&
1351 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1352 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1353 should_turn_right = TRUE;
1355 (!can_turn_left || !can_turn_right ||
1356 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1357 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1358 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1359 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1360 should_move_on = TRUE;
1362 if (should_turn_left || should_turn_right || should_move_on)
1364 if (should_turn_left && should_turn_right && should_move_on)
1365 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1366 rnd < 2*rnd_value/3 ? right_dir :
1368 else if (should_turn_left && should_turn_right)
1369 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1370 else if (should_turn_left && should_move_on)
1371 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1372 else if (should_turn_right && should_move_on)
1373 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1374 else if (should_turn_left)
1375 MovDir[x][y] = left_dir;
1376 else if (should_turn_right)
1377 MovDir[x][y] = right_dir;
1378 else if (should_move_on)
1379 MovDir[x][y] = old_move_dir;
1381 else if (can_move_on && rnd > rnd_value/8)
1382 MovDir[x][y] = old_move_dir;
1383 else if (can_turn_left && can_turn_right)
1384 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1385 else if (can_turn_left && rnd > rnd_value/8)
1386 MovDir[x][y] = left_dir;
1387 else if (can_turn_right && rnd > rnd_value/8)
1388 MovDir[x][y] = right_dir;
1390 MovDir[x][y] = back_dir;
1392 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1393 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1394 MovDir[x][y] = old_move_dir;
1398 else if (element==EL_DRACHE)
1400 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1402 int rnd = RND(rnd_value);
1404 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1405 can_turn_left = TRUE;
1406 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1407 can_turn_right = TRUE;
1408 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1411 if (can_move_on && rnd > rnd_value/8)
1412 MovDir[x][y] = old_move_dir;
1413 else if (can_turn_left && can_turn_right)
1414 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1415 else if (can_turn_left && rnd > rnd_value/8)
1416 MovDir[x][y] = left_dir;
1417 else if (can_turn_right && rnd > rnd_value/8)
1418 MovDir[x][y] = right_dir;
1420 MovDir[x][y] = back_dir;
1422 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1423 MovDir[x][y] = old_move_dir;
1427 else if (element==EL_ROBOT || element==EL_SONDE ||
1428 element==EL_MAULWURF || element==EL_PINGUIN)
1430 int attr_x = -1, attr_y = -1;
1441 for(i=0; i<MAX_PLAYERS; i++)
1443 struct PlayerInfo *player = &stored_player[i];
1444 int jx = player->jx, jy = player->jy;
1446 if (!player->active || player->gone)
1449 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1457 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1463 if (element==EL_MAULWURF || element==EL_PINGUIN)
1466 static int xy[4][2] =
1476 int ex = x + xy[i%4][0];
1477 int ey = y + xy[i%4][1];
1479 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1488 MovDir[x][y] = MV_NO_MOVING;
1490 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1492 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1494 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1496 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1498 if (element==EL_ROBOT)
1502 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1503 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1504 Moving2Blocked(x,y,&newx,&newy);
1506 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1507 MovDelay[x][y] = 8+8*!RND(3);
1509 MovDelay[x][y] = 16;
1517 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1519 boolean first_horiz = RND(2);
1520 int new_move_dir = MovDir[x][y];
1523 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1524 Moving2Blocked(x,y,&newx,&newy);
1526 if (IN_LEV_FIELD(newx,newy) &&
1527 (IS_FREE(newx,newy) ||
1528 Feld[newx][newy] == EL_SALZSAEURE ||
1529 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1530 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1531 IS_MAMPF3(Feld[newx][newy])))))
1535 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1536 Moving2Blocked(x,y,&newx,&newy);
1538 if (IN_LEV_FIELD(newx,newy) &&
1539 (IS_FREE(newx,newy) ||
1540 Feld[newx][newy] == EL_SALZSAEURE ||
1541 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1542 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1543 IS_MAMPF3(Feld[newx][newy])))))
1546 MovDir[x][y] = old_move_dir;
1553 static boolean JustBeingPushed(int x, int y)
1557 for(i=0; i<MAX_PLAYERS; i++)
1559 struct PlayerInfo *player = &stored_player[i];
1561 if (player->active && !player->gone &&
1562 player->Pushing && player->MovPos)
1564 int next_jx = player->jx + (player->jx - player->last_jx);
1565 int next_jy = player->jy + (player->jy - player->last_jy);
1567 if (x == next_jx && y == next_jy)
1575 void StartMoving(int x, int y)
1577 int element = Feld[x][y];
1582 if (CAN_FALL(element) && y<lev_fieldy-1)
1584 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1585 if (JustBeingPushed(x,y))
1588 if (element==EL_MORAST_VOLL)
1592 InitMovingField(x,y,MV_DOWN);
1593 Feld[x][y] = EL_FELSBROCKEN;
1594 Store[x][y] = EL_MORAST_LEER;
1596 else if (Feld[x][y+1]==EL_MORAST_LEER)
1598 if (!MovDelay[x][y])
1599 MovDelay[x][y] = TILEY + 1;
1608 Feld[x][y] = EL_MORAST_LEER;
1609 Feld[x][y+1] = EL_MORAST_VOLL;
1612 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1614 InitMovingField(x,y,MV_DOWN);
1615 Store[x][y] = EL_MORAST_VOLL;
1617 else if (element==EL_SIEB_VOLL)
1621 InitMovingField(x,y,MV_DOWN);
1622 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1623 Store[x][y] = EL_SIEB_LEER;
1625 else if (Feld[x][y+1]==EL_SIEB_LEER)
1627 if (!MovDelay[x][y])
1628 MovDelay[x][y] = TILEY/4 + 1;
1637 Feld[x][y] = EL_SIEB_LEER;
1638 Feld[x][y+1] = EL_SIEB_VOLL;
1639 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1643 else if (element==EL_SIEB2_VOLL)
1647 InitMovingField(x,y,MV_DOWN);
1648 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1649 Store[x][y] = EL_SIEB2_LEER;
1651 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1653 if (!MovDelay[x][y])
1654 MovDelay[x][y] = TILEY/4 + 1;
1663 Feld[x][y] = EL_SIEB2_LEER;
1664 Feld[x][y+1] = EL_SIEB2_VOLL;
1665 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1669 else if (SiebAktiv && CAN_CHANGE(element) &&
1670 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1672 InitMovingField(x,y,MV_DOWN);
1674 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1675 Store2[x][y+1] = element;
1677 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1680 InitMovingField(x,y,MV_DOWN);
1681 Store[x][y] = EL_SALZSAEURE;
1683 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1687 else if (IS_FREE(x,y+1))
1689 InitMovingField(x,y,MV_DOWN);
1691 else if (element==EL_TROPFEN)
1693 Feld[x][y] = EL_AMOEBING;
1694 Store[x][y] = EL_AMOEBE_NASS;
1696 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1698 boolean left = (x>0 && IS_FREE(x-1,y) &&
1699 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1700 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1701 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1705 if (left && right && game_emulation != EMU_BOULDERDASH)
1706 left = !(right = RND(2));
1708 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1712 else if (CAN_MOVE(element))
1716 if (element == EL_SONDE && JustBeingPushed(x,y))
1719 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1721 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1722 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1725 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1728 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1729 DrawLevelField(x,y);
1733 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1737 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1739 int phase = MovDelay[x][y] % 8;
1744 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1745 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1747 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1748 && MovDelay[x][y]%4==3)
1749 PlaySoundLevel(x,y,SND_NJAM);
1751 else if (element==EL_DRACHE)
1754 int dir = MovDir[x][y];
1755 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1756 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1757 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1758 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1759 dir == MV_UP ? GFX_FLAMMEN_UP :
1760 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1761 int phase = FrameCounter % 2;
1765 int xx = x + i*dx, yy = y + i*dy;
1766 int sx = SCREENX(xx), sy = SCREENY(yy);
1768 if (!IN_LEV_FIELD(xx,yy) ||
1769 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1774 int flamed = MovingOrBlocked2Element(xx,yy);
1776 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1779 RemoveMovingField(xx,yy);
1781 Feld[xx][yy] = EL_BURNING;
1782 if (IN_SCR_FIELD(sx,sy))
1783 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1787 if (Feld[xx][yy] == EL_BURNING)
1788 Feld[xx][yy] = EL_LEERRAUM;
1789 DrawLevelField(xx,yy);
1798 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1800 PlaySoundLevel(x,y,SND_KLAPPER);
1802 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1804 PlaySoundLevel(x,y,SND_ROEHR);
1807 /* neuer Schritt / Wartezustand beendet */
1809 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1811 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1813 /* Spieler erwischt */
1815 KillHero(PLAYERINFO(newx,newy));
1818 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1819 element==EL_ROBOT || element==EL_SONDE) &&
1820 IN_LEV_FIELD(newx,newy) &&
1821 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1824 Store[x][y] = EL_SALZSAEURE;
1826 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1827 IN_LEV_FIELD(newx,newy))
1829 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1831 Feld[x][y] = EL_LEERRAUM;
1832 DrawLevelField(x,y);
1834 PlaySoundLevel(newx,newy,SND_BUING);
1835 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1836 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1838 local_player->friends_still_needed--;
1839 if (!local_player->friends_still_needed &&
1840 !local_player->GameOver && AllPlayersGone)
1841 local_player->LevelSolved = local_player->GameOver = TRUE;
1845 else if (IS_MAMPF3(Feld[newx][newy]))
1847 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1848 DrawLevelField(newx,newy);
1850 MovDir[x][y] = MV_NO_MOVING;
1852 else if (!IS_FREE(newx,newy))
1855 DrawPlayerField(x,y);
1857 DrawLevelField(x,y);
1861 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1863 if (IS_GEM(Feld[newx][newy]))
1865 if (IS_MOVING(newx,newy))
1866 RemoveMovingField(newx,newy);
1869 Feld[newx][newy] = EL_LEERRAUM;
1870 DrawLevelField(newx,newy);
1873 else if (!IS_FREE(newx,newy))
1876 DrawPlayerField(x,y);
1878 DrawLevelField(x,y);
1882 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1884 if (!IS_FREE(newx,newy))
1887 DrawPlayerField(x,y);
1889 DrawLevelField(x,y);
1894 boolean wanna_flame = !RND(10);
1895 int dx = newx - x, dy = newy - y;
1896 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1897 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1898 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1899 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1900 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1901 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1903 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1904 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1905 element1 != EL_BURNING && element2 != EL_BURNING)
1908 DrawPlayerField(x,y);
1910 DrawLevelField(x,y);
1912 MovDelay[x][y] = 50;
1913 Feld[newx][newy] = EL_BURNING;
1914 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1915 Feld[newx1][newy1] = EL_BURNING;
1916 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1917 Feld[newx2][newy2] = EL_BURNING;
1922 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1923 Feld[newx][newy]==EL_DIAMANT)
1925 if (IS_MOVING(newx,newy))
1926 RemoveMovingField(newx,newy);
1929 Feld[newx][newy] = EL_LEERRAUM;
1930 DrawLevelField(newx,newy);
1933 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1934 IS_MAMPF2(Feld[newx][newy]))
1936 if (AmoebaNr[newx][newy])
1938 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1939 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1940 AmoebaCnt[AmoebaNr[newx][newy]]--;
1943 if (IS_MOVING(newx,newy))
1944 RemoveMovingField(newx,newy);
1947 Feld[newx][newy] = EL_LEERRAUM;
1948 DrawLevelField(newx,newy);
1951 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1952 IS_AMOEBOID(Feld[newx][newy]))
1954 if (AmoebaNr[newx][newy])
1956 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1957 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1958 AmoebaCnt[AmoebaNr[newx][newy]]--;
1961 Feld[newx][newy] = EL_LEERRAUM;
1962 DrawLevelField(newx,newy);
1964 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1965 { /* gegen Wand gelaufen */
1968 if (element == EL_KAEFER || element == EL_FLIEGER)
1969 DrawLevelField(x,y);
1970 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1971 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1972 else if (element==EL_SONDE)
1973 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1978 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1979 PlaySoundLevel(x,y,SND_SCHLURF);
1981 InitMovingField(x,y,MovDir[x][y]);
1985 ContinueMoving(x,y);
1988 void ContinueMoving(int x, int y)
1990 int element = Feld[x][y];
1991 int direction = MovDir[x][y];
1992 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1993 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1994 int horiz_move = (dx!=0);
1995 int newx = x + dx, newy = y + dy;
1996 int step = (horiz_move ? dx : dy) * TILEX/8;
1998 if (CAN_FALL(element) && horiz_move)
2000 else if (element==EL_TROPFEN)
2002 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2005 MovPos[x][y] += step;
2007 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2009 Feld[x][y] = EL_LEERRAUM;
2010 Feld[newx][newy] = element;
2012 if (Store[x][y]==EL_MORAST_VOLL)
2015 Feld[newx][newy] = EL_MORAST_VOLL;
2016 element = EL_MORAST_VOLL;
2018 else if (Store[x][y]==EL_MORAST_LEER)
2021 Feld[x][y] = EL_MORAST_LEER;
2023 else if (Store[x][y]==EL_SIEB_VOLL)
2026 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2028 else if (Store[x][y]==EL_SIEB_LEER)
2030 Store[x][y] = Store2[x][y] = 0;
2031 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2033 else if (Store[x][y]==EL_SIEB2_VOLL)
2036 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2038 else if (Store[x][y]==EL_SIEB2_LEER)
2040 Store[x][y] = Store2[x][y] = 0;
2041 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2043 else if (Store[x][y]==EL_SALZSAEURE)
2046 Feld[newx][newy] = EL_SALZSAEURE;
2047 element = EL_SALZSAEURE;
2049 else if (Store[x][y]==EL_AMOEBE_NASS)
2052 Feld[x][y] = EL_AMOEBE_NASS;
2055 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2056 MovDelay[newx][newy] = 0;
2058 if (!CAN_MOVE(element))
2059 MovDir[newx][newy] = 0;
2061 DrawLevelField(x,y);
2062 DrawLevelField(newx,newy);
2064 Stop[newx][newy] = TRUE;
2065 JustHit[x][newy] = 3;
2067 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2069 TestIfBadThingHitsHero(newx,newy);
2070 TestIfBadThingHitsFriend(newx,newy);
2071 TestIfBadThingHitsOtherBadThing(newx,newy);
2073 else if (element == EL_PINGUIN)
2074 TestIfFriendHitsBadThing(newx,newy);
2076 if (CAN_SMASH(element) && direction==MV_DOWN &&
2077 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2080 else /* noch in Bewegung */
2081 DrawLevelField(x,y);
2084 int AmoebeNachbarNr(int ax, int ay)
2087 int element = Feld[ax][ay];
2089 static int xy[4][2] =
2099 int x = ax+xy[i%4][0];
2100 int y = ay+xy[i%4][1];
2102 if (!IN_LEV_FIELD(x,y))
2105 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2106 group_nr = AmoebaNr[x][y];
2112 void AmoebenVereinigen(int ax, int ay)
2115 int new_group_nr = AmoebaNr[ax][ay];
2116 static int xy[4][2] =
2132 if (!IN_LEV_FIELD(x,y))
2135 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2136 Feld[x][y]==EL_AMOEBE_BD ||
2137 Feld[x][y]==EL_AMOEBE_TOT) &&
2138 AmoebaNr[x][y] != new_group_nr)
2140 int old_group_nr = AmoebaNr[x][y];
2142 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2143 AmoebaCnt[old_group_nr] = 0;
2144 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2145 AmoebaCnt2[old_group_nr] = 0;
2147 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2148 if (AmoebaNr[xx][yy]==old_group_nr)
2149 AmoebaNr[xx][yy] = new_group_nr;
2154 void AmoebeUmwandeln(int ax, int ay)
2157 int group_nr = AmoebaNr[ax][ay];
2158 static int xy[4][2] =
2166 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2168 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2170 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2173 Feld[x][y] = EL_AMOEBA2DIAM;
2185 if (!IN_LEV_FIELD(x,y))
2188 if (Feld[x][y]==EL_AMOEBA2DIAM)
2194 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2197 int group_nr = AmoebaNr[ax][ay];
2198 boolean done = FALSE;
2200 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2202 if (AmoebaNr[x][y]==group_nr &&
2203 (Feld[x][y]==EL_AMOEBE_TOT ||
2204 Feld[x][y]==EL_AMOEBE_BD ||
2205 Feld[x][y]==EL_AMOEBING))
2208 Feld[x][y] = new_element;
2209 DrawLevelField(x,y);
2215 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2218 void AmoebeWaechst(int x, int y)
2220 static long sound_delay = 0;
2221 static int sound_delay_value = 0;
2223 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2227 if (DelayReached(&sound_delay, sound_delay_value))
2229 PlaySoundLevel(x,y,SND_AMOEBE);
2230 sound_delay_value = 30;
2234 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2237 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2238 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2240 if (!MovDelay[x][y])
2242 Feld[x][y] = Store[x][y];
2244 DrawLevelField(x,y);
2249 void AmoebeAbleger(int ax, int ay)
2252 int element = Feld[ax][ay];
2253 int newax = ax, neway = ay;
2254 static int xy[4][2] =
2262 if (!level.tempo_amoebe)
2264 Feld[ax][ay] = EL_AMOEBE_TOT;
2265 DrawLevelField(ax,ay);
2269 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2270 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2272 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2275 if (MovDelay[ax][ay])
2279 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2282 int x = ax+xy[start][0];
2283 int y = ay+xy[start][1];
2285 if (!IN_LEV_FIELD(x,y))
2289 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2295 if (newax==ax && neway==ay)
2298 else /* normale oder "gefüllte" Amöbe */
2301 boolean waiting_for_player = FALSE;
2305 int j = (start+i)%4;
2306 int x = ax+xy[j][0];
2307 int y = ay+xy[j][1];
2309 if (!IN_LEV_FIELD(x,y))
2313 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2319 else if (IS_PLAYER(x,y))
2320 waiting_for_player = TRUE;
2323 if (newax==ax && neway==ay)
2325 if (i==4 && !waiting_for_player)
2327 Feld[ax][ay] = EL_AMOEBE_TOT;
2328 DrawLevelField(ax,ay);
2329 AmoebaCnt[AmoebaNr[ax][ay]]--;
2331 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2333 if (element==EL_AMOEBE_VOLL)
2334 AmoebeUmwandeln(ax,ay);
2335 else if (element==EL_AMOEBE_BD)
2336 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2341 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2343 int new_group_nr = AmoebaNr[ax][ay];
2345 AmoebaNr[newax][neway] = new_group_nr;
2346 AmoebaCnt[new_group_nr]++;
2347 AmoebaCnt2[new_group_nr]++;
2348 AmoebenVereinigen(newax,neway);
2350 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2352 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2358 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2359 (neway==lev_fieldy-1 && newax!=ax))
2361 Feld[newax][neway] = EL_AMOEBING;
2362 Store[newax][neway] = element;
2365 Feld[newax][neway] = EL_TROPFEN;
2368 InitMovingField(ax,ay,MV_DOWN);
2369 Feld[ax][ay] = EL_TROPFEN;
2370 Store[ax][ay] = EL_AMOEBE_NASS;
2371 ContinueMoving(ax,ay);
2375 DrawLevelField(newax,neway);
2378 void Life(int ax, int ay)
2381 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2383 int element = Feld[ax][ay];
2388 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2389 MovDelay[ax][ay] = life_time;
2391 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2394 if (MovDelay[ax][ay])
2398 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2400 int xx = ax+x1, yy = ay+y1;
2403 if (!IN_LEV_FIELD(xx,yy))
2406 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2408 int x = xx+x2, y = yy+y2;
2410 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2413 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2415 (IS_FREE(x,y) && Stop[x][y]))
2419 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2421 if (nachbarn<life[0] || nachbarn>life[1])
2423 Feld[xx][yy] = EL_LEERRAUM;
2425 DrawLevelField(xx,yy);
2426 Stop[xx][yy] = TRUE;
2429 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2430 { /* Randfeld ohne Amoebe */
2431 if (nachbarn>=life[2] && nachbarn<=life[3])
2433 Feld[xx][yy] = element;
2434 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2436 DrawLevelField(xx,yy);
2437 Stop[xx][yy] = TRUE;
2443 void Ablenk(int x, int y)
2445 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2446 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2448 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2453 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2454 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2455 if (!(MovDelay[x][y]%4))
2456 PlaySoundLevel(x,y,SND_MIEP);
2461 Feld[x][y] = EL_ABLENK_AUS;
2462 DrawLevelField(x,y);
2467 void Birne(int x, int y)
2469 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2470 MovDelay[x][y] = 800;
2472 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2477 if (!(MovDelay[x][y]%5))
2479 if (!(MovDelay[x][y]%10))
2480 Feld[x][y]=EL_ABLENK_EIN;
2482 Feld[x][y]=EL_ABLENK_AUS;
2483 DrawLevelField(x,y);
2484 Feld[x][y]=EL_ABLENK_EIN;
2490 Feld[x][y]=EL_ABLENK_AUS;
2491 DrawLevelField(x,y);
2496 void Blubber(int x, int y)
2498 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2499 DrawLevelField(x,y-1);
2501 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2504 void NussKnacken(int x, int y)
2506 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2509 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2512 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2513 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2515 if (!MovDelay[x][y])
2517 Feld[x][y] = EL_EDELSTEIN;
2518 DrawLevelField(x,y);
2523 void SiebAktivieren(int x, int y, int typ)
2525 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2526 DrawGraphic(SCREENX(x),SCREENY(y),
2527 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2530 void AusgangstuerPruefen(int x, int y)
2532 if (!local_player->gems_still_needed &&
2533 !local_player->sokobanfields_still_needed &&
2534 !local_player->lights_still_needed)
2536 Feld[x][y] = EL_AUSGANG_ACT;
2538 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2539 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2540 y < LEVELY(BY1) ? LEVELY(BY1) :
2541 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2546 void AusgangstuerOeffnen(int x, int y)
2550 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2551 MovDelay[x][y] = 5*delay;
2553 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2558 tuer = MovDelay[x][y]/delay;
2559 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2560 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2562 if (!MovDelay[x][y])
2564 Feld[x][y] = EL_AUSGANG_AUF;
2565 DrawLevelField(x,y);
2570 void AusgangstuerBlinken(int x, int y)
2572 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2575 void EdelsteinFunkeln(int x, int y)
2577 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2580 if (Feld[x][y] == EL_EDELSTEIN_BD)
2581 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2584 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2585 MovDelay[x][y] = 11 * !SimpleRND(500);
2587 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2591 if (setup.direct_draw && MovDelay[x][y])
2592 SetDrawtoField(DRAW_BUFFERED);
2594 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2598 int phase = (MovDelay[x][y]-1)/2;
2603 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2605 if (setup.direct_draw)
2609 dest_x = FX + SCREENX(x)*TILEX;
2610 dest_y = FY + SCREENY(y)*TILEY;
2612 XCopyArea(display,drawto_field,window,gc,
2613 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2614 SetDrawtoField(DRAW_DIRECT);
2621 void MauerWaechst(int x, int y)
2625 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2626 MovDelay[x][y] = 3*delay;
2628 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2633 phase = 2-MovDelay[x][y]/delay;
2634 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2635 DrawGraphic(SCREENX(x),SCREENY(y),
2636 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2637 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2638 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2639 GFX_MAUER_DOWN ) + phase);
2641 if (!MovDelay[x][y])
2643 if (MovDir[x][y] == MV_LEFT)
2645 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2646 DrawLevelField(x-1,y);
2648 else if (MovDir[x][y] == MV_RIGHT)
2650 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2651 DrawLevelField(x+1,y);
2653 else if (MovDir[x][y] == MV_UP)
2655 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2656 DrawLevelField(x,y-1);
2660 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2661 DrawLevelField(x,y+1);
2664 Feld[x][y] = Store[x][y];
2666 MovDir[x][y] = MV_NO_MOVING;
2667 DrawLevelField(x,y);
2672 void MauerAbleger(int ax, int ay)
2674 int element = Feld[ax][ay];
2675 boolean oben_frei = FALSE, unten_frei = FALSE;
2676 boolean links_frei = FALSE, rechts_frei = FALSE;
2677 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2678 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2680 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2681 MovDelay[ax][ay] = 6;
2683 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2686 if (MovDelay[ax][ay])
2690 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2692 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2694 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2696 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2699 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2703 Feld[ax][ay-1] = EL_MAUERND;
2704 Store[ax][ay-1] = element;
2705 MovDir[ax][ay-1] = MV_UP;
2706 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2707 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2711 Feld[ax][ay+1] = EL_MAUERND;
2712 Store[ax][ay+1] = element;
2713 MovDir[ax][ay+1] = MV_DOWN;
2714 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2715 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2719 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2720 element == EL_MAUER_LEBT)
2724 Feld[ax-1][ay] = EL_MAUERND;
2725 Store[ax-1][ay] = element;
2726 MovDir[ax-1][ay] = MV_LEFT;
2727 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2728 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2732 Feld[ax+1][ay] = EL_MAUERND;
2733 Store[ax+1][ay] = element;
2734 MovDir[ax+1][ay] = MV_RIGHT;
2735 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2736 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2740 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2741 DrawLevelField(ax,ay);
2743 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2745 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2746 unten_massiv = TRUE;
2747 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2748 links_massiv = TRUE;
2749 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2750 rechts_massiv = TRUE;
2752 if (((oben_massiv && unten_massiv) ||
2753 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2754 ((links_massiv && rechts_massiv) ||
2755 element == EL_MAUER_Y))
2756 Feld[ax][ay] = EL_MAUERWERK;
2759 void CheckForDragon(int x, int y)
2762 boolean dragon_found = FALSE;
2763 static int xy[4][2] =
2775 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2777 if (IN_LEV_FIELD(xx,yy) &&
2778 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2780 if (Feld[xx][yy] == EL_DRACHE)
2781 dragon_found = TRUE;
2794 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2796 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2798 Feld[xx][yy] = EL_LEERRAUM;
2799 DrawLevelField(xx,yy);
2808 void PlayerActions(struct PlayerInfo *player, byte player_action)
2810 static byte stored_player_action[MAX_PLAYERS];
2811 static int num_stored_actions = 0;
2812 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2813 int jx = player->jx, jy = player->jy;
2814 int left = player_action & JOY_LEFT;
2815 int right = player_action & JOY_RIGHT;
2816 int up = player_action & JOY_UP;
2817 int down = player_action & JOY_DOWN;
2818 int button1 = player_action & JOY_BUTTON_1;
2819 int button2 = player_action & JOY_BUTTON_2;
2820 int dx = (left ? -1 : right ? 1 : 0);
2821 int dy = (up ? -1 : down ? 1 : 0);
2823 stored_player_action[player->index_nr] = 0;
2824 num_stored_actions++;
2826 if (!player->active || player->gone || tape.pausing)
2831 player->frame_reset_delay = 0;
2834 snapped = SnapField(player, dx,dy);
2838 bombed = PlaceBomb(player);
2839 moved = MoveFigure(player, dx,dy);
2842 if (tape.recording && (moved || snapped || bombed))
2844 if (bombed && !moved)
2845 player_action &= JOY_BUTTON;
2847 stored_player_action[player->index_nr] = player_action;
2849 /* this allows cycled sequences of PlayerActions() */
2850 if (num_stored_actions >= MAX_PLAYERS)
2852 TapeRecordAction(stored_player_action);
2853 num_stored_actions = 0;
2856 else if (tape.playing && snapped)
2857 SnapField(player, 0,0); /* stop snapping */
2861 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2862 SnapField(player, 0,0);
2863 if (++player->frame_reset_delay > MoveSpeed)
2867 if (tape.playing && !tape.pausing && !player_action &&
2868 tape.counter < tape.length)
2871 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2873 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2875 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2877 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2879 int el = Feld[jx+dx][jy];
2880 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2882 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2884 player->MovDir = next_joy;
2885 player->Frame = FrameCounter % 4;
2886 player->Pushing = TRUE;
2895 static long action_delay = 0;
2896 long action_delay_value;
2897 int sieb_x = 0, sieb_y = 0;
2898 int i, x,y, element;
2899 byte *recorded_player_action;
2901 if (game_status != PLAYING)
2904 action_delay_value =
2905 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2907 /* main game synchronization point */
2908 WaitUntilDelayReached(&action_delay, action_delay_value);
2910 if (network_playing && !network_player_action_received)
2914 printf("DEBUG: try to get network player actions in time\n");
2918 /* last chance to get network player actions without main loop delay */
2921 if (game_status != PLAYING)
2924 if (!network_player_action_received)
2928 printf("DEBUG: failed to get network player actions in time\n");
2936 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2938 else if (tape.recording)
2941 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
2943 if (network_playing)
2944 SendToServer_MovePlayer(local_player->potential_action);
2946 for(i=0; i<MAX_PLAYERS; i++)
2948 int actual_player_action = stored_player[i].action;
2950 if (recorded_player_action)
2951 actual_player_action = recorded_player_action[i];
2953 PlayerActions(&stored_player[i], actual_player_action);
2954 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2957 network_player_action_received = FALSE;
2959 ScrollScreen(NULL, SCROLL_GO_ON);
2964 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2967 if (JustHit[x][y]>0)
2971 if (IS_BLOCKED(x,y))
2975 Blocked2Moving(x,y,&oldx,&oldy);
2976 if (!IS_MOVING(oldx,oldy))
2978 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2979 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2980 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2981 printf("GameActions(): This should never happen!\n");
2987 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2989 element = Feld[x][y];
2991 if (IS_INACTIVE(element))
2994 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2998 if (IS_GEM(element))
2999 EdelsteinFunkeln(x,y);
3001 else if (IS_MOVING(x,y))
3002 ContinueMoving(x,y);
3003 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3005 else if (element==EL_EXPLODING)
3006 Explode(x,y,Frame[x][y],EX_NORMAL);
3007 else if (element==EL_AMOEBING)
3009 else if (IS_AMOEBALIVE(element))
3011 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3013 else if (element==EL_ABLENK_EIN)
3015 else if (element==EL_SALZSAEURE)
3017 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3019 else if (element==EL_CRACKINGNUT)
3021 else if (element==EL_AUSGANG_ZU)
3022 AusgangstuerPruefen(x,y);
3023 else if (element==EL_AUSGANG_ACT)
3024 AusgangstuerOeffnen(x,y);
3025 else if (element==EL_AUSGANG_AUF)
3026 AusgangstuerBlinken(x,y);
3027 else if (element==EL_MAUERND)
3029 else if (element==EL_MAUER_LEBT ||
3030 element==EL_MAUER_X ||
3031 element==EL_MAUER_Y ||
3032 element==EL_MAUER_XY)
3034 else if (element==EL_BURNING)
3035 CheckForDragon(x,y);
3039 boolean sieb = FALSE;
3040 int jx = local_player->jx, jy = local_player->jy;
3042 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3043 Store[x][y]==EL_SIEB_LEER)
3045 SiebAktivieren(x, y, 1);
3048 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3049 Store[x][y]==EL_SIEB2_LEER)
3051 SiebAktivieren(x, y, 2);
3055 /* play the element sound at the position nearest to the player */
3056 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3067 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3071 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3073 element = Feld[x][y];
3074 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3076 Feld[x][y] = EL_SIEB_TOT;
3077 DrawLevelField(x,y);
3079 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3081 Feld[x][y] = EL_SIEB2_TOT;
3082 DrawLevelField(x,y);
3088 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3093 if (tape.recording || tape.playing)
3094 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3097 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3099 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3102 for(i=0; i<MAX_PLAYERS; i++)
3103 KillHero(&stored_player[i]);
3109 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3111 int min_x = x, min_y = y, max_x = x, max_y = y;
3114 for(i=0; i<MAX_PLAYERS; i++)
3116 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3118 if (!stored_player[i].active || stored_player[i].gone ||
3119 &stored_player[i] == player)
3122 min_x = MIN(min_x, jx);
3123 min_y = MIN(min_y, jy);
3124 max_x = MAX(max_x, jx);
3125 max_y = MAX(max_y, jy);
3128 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3131 static boolean AllPlayersInVisibleScreen()
3135 for(i=0; i<MAX_PLAYERS; i++)
3137 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3139 if (!stored_player[i].active || stored_player[i].gone)
3142 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3149 void ScrollLevel(int dx, int dy)
3151 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3154 XCopyArea(display,drawto_field,drawto_field,gc,
3155 FX + TILEX*(dx==-1) - softscroll_offset,
3156 FY + TILEY*(dy==-1) - softscroll_offset,
3157 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3158 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3159 FX + TILEX*(dx==1) - softscroll_offset,
3160 FY + TILEY*(dy==1) - softscroll_offset);
3164 x = (dx==1 ? BX1 : BX2);
3165 for(y=BY1; y<=BY2; y++)
3166 DrawScreenField(x,y);
3170 y = (dy==1 ? BY1 : BY2);
3171 for(x=BX1; x<=BX2; x++)
3172 DrawScreenField(x,y);
3175 redraw_mask |= REDRAW_FIELD;
3178 boolean MoveFigureOneStep(struct PlayerInfo *player,
3179 int dx, int dy, int real_dx, int real_dy)
3181 int jx = player->jx, jy = player->jy;
3182 int new_jx = jx+dx, new_jy = jy+dy;
3186 if (player->gone || (!dx && !dy))
3187 return(MF_NO_ACTION);
3189 player->MovDir = (dx < 0 ? MV_LEFT :
3192 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3194 if (!IN_LEV_FIELD(new_jx,new_jy))
3195 return(MF_NO_ACTION);
3197 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3198 return(MF_NO_ACTION);
3200 element = MovingOrBlocked2Element(new_jx,new_jy);
3202 if (DONT_GO_TO(element))
3204 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3207 Feld[jx][jy] = EL_SPIELFIGUR;
3208 InitMovingField(jx,jy,MV_DOWN);
3209 Store[jx][jy] = EL_SALZSAEURE;
3210 ContinueMoving(jx,jy);
3219 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3220 if (can_move != MF_MOVING)
3223 StorePlayer[jx][jy] = 0;
3224 player->last_jx = jx;
3225 player->last_jy = jy;
3226 jx = player->jx = new_jx;
3227 jy = player->jy = new_jy;
3228 StorePlayer[jx][jy] = player->element_nr;
3230 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3232 ScrollFigure(player, SCROLL_INIT);
3237 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3239 int jx = player->jx, jy = player->jy;
3240 int old_jx = jx, old_jy = jy;
3241 int moved = MF_NO_ACTION;
3243 if (player->gone || (!dx && !dy))
3246 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3249 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3251 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3252 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3256 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3257 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3263 if (moved & MF_MOVING && !ScreenMovPos &&
3264 (player == local_player || !options.network))
3266 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3267 int offset = (setup.scroll_delay ? 3 : 0);
3269 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3271 /* actual player has left the screen -- scroll in that direction */
3272 if (jx != old_jx) /* player has moved horizontally */
3273 scroll_x += (jx - old_jx);
3274 else /* player has moved vertically */
3275 scroll_y += (jy - old_jy);
3279 if (jx != old_jx) /* player has moved horizontally */
3281 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3282 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3283 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3285 /* don't scroll over playfield boundaries */
3286 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 2)
3287 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 2);
3289 /* don't scroll more than one field at a time */
3290 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3292 /* don't scroll against the player's moving direction */
3293 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3294 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3295 scroll_x = old_scroll_x;
3297 else /* player has moved vertically */
3299 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3300 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3301 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3303 /* don't scroll over playfield boundaries */
3304 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 2)
3305 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 2);
3307 /* don't scroll more than one field at a time */
3308 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3310 /* don't scroll against the player's moving direction */
3311 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3312 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3313 scroll_y = old_scroll_y;
3317 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3319 if (!options.network && !AllPlayersInVisibleScreen())
3321 scroll_x = old_scroll_x;
3322 scroll_y = old_scroll_y;
3326 ScrollScreen(player, SCROLL_INIT);
3327 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3332 if (!(moved & MF_MOVING) && !player->Pushing)
3335 player->Frame = (player->Frame + 1) % 4;
3337 if (moved & MF_MOVING)
3339 if (old_jx != jx && old_jy == jy)
3340 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3341 else if (old_jx == jx && old_jy != jy)
3342 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3344 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3346 player->last_move_dir = player->MovDir;
3349 player->last_move_dir = MV_NO_MOVING;
3351 TestIfHeroHitsBadThing(jx,jy);
3359 void ScrollFigure(struct PlayerInfo *player, int mode)
3361 int jx = player->jx, jy = player->jy;
3362 int last_jx = player->last_jx, last_jy = player->last_jy;
3364 if (!player->active || player->gone || !player->MovPos)
3367 if (mode == SCROLL_INIT)
3369 player->actual_frame_counter = FrameCounter;
3370 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3372 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3373 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3378 else if (!FrameReached(&player->actual_frame_counter,1))
3381 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3382 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3384 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3385 Feld[last_jx][last_jy] = EL_LEERRAUM;
3389 if (!player->MovPos)
3391 player->last_jx = jx;
3392 player->last_jy = jy;
3394 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3398 if (!local_player->friends_still_needed)
3399 player->LevelSolved = player->GameOver = TRUE;
3404 void ScrollScreen(struct PlayerInfo *player, int mode)
3406 static long screen_frame_counter = 0;
3408 if (mode == SCROLL_INIT)
3410 screen_frame_counter = FrameCounter;
3411 ScreenMovDir = player->MovDir;
3412 ScreenMovPos = player->MovPos;
3413 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3416 else if (!FrameReached(&screen_frame_counter,1))
3421 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3422 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3423 redraw_mask |= REDRAW_FIELD;
3426 ScreenMovDir = MV_NO_MOVING;
3429 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3431 int i, killx = goodx, killy = goody;
3432 static int xy[4][2] =
3439 static int harmless[4] =
3451 x = goodx + xy[i][0];
3452 y = goody + xy[i][1];
3453 if (!IN_LEV_FIELD(x,y))
3456 element = Feld[x][y];
3458 if (DONT_TOUCH(element))
3460 if (MovDir[x][y] == harmless[i])
3469 if (killx != goodx || killy != goody)
3471 if (IS_PLAYER(goodx,goody))
3472 KillHero(PLAYERINFO(goodx,goody));
3478 void TestIfBadThingHitsGoodThing(int badx, int bady)
3480 int i, killx = badx, killy = bady;
3481 static int xy[4][2] =
3488 static int harmless[4] =
3500 x = badx + xy[i][0];
3501 y = bady + xy[i][1];
3502 if (!IN_LEV_FIELD(x,y))
3505 element = Feld[x][y];
3513 else if (element == EL_PINGUIN)
3515 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3524 if (killx != badx || killy != bady)
3526 if (IS_PLAYER(killx,killy))
3527 KillHero(PLAYERINFO(killx,killy));
3533 void TestIfHeroHitsBadThing(int x, int y)
3535 TestIfGoodThingHitsBadThing(x,y);
3538 void TestIfBadThingHitsHero(int x, int y)
3540 TestIfBadThingHitsGoodThing(x,y);
3543 void TestIfFriendHitsBadThing(int x, int y)
3545 TestIfGoodThingHitsBadThing(x,y);
3548 void TestIfBadThingHitsFriend(int x, int y)
3550 TestIfBadThingHitsGoodThing(x,y);
3553 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3555 int i, killx = badx, killy = bady;
3556 static int xy[4][2] =
3570 if (!IN_LEV_FIELD(x,y))
3573 element = Feld[x][y];
3574 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3575 element == EL_AMOEBING || element == EL_TROPFEN)
3583 if (killx != badx || killy != bady)
3587 void KillHero(struct PlayerInfo *player)
3589 int jx = player->jx, jy = player->jy;
3594 if (IS_PFORTE(Feld[jx][jy]))
3595 Feld[jx][jy] = EL_LEERRAUM;
3601 void BuryHero(struct PlayerInfo *player)
3603 int jx = player->jx, jy = player->jy;
3608 PlaySoundLevel(jx,jy, SND_AUTSCH);
3609 PlaySoundLevel(jx,jy, SND_LACHEN);
3611 player->GameOver = TRUE;
3615 void RemoveHero(struct PlayerInfo *player)
3617 int jx = player->jx, jy = player->jy;
3618 int i, found = FALSE;
3620 player->gone = TRUE;
3621 StorePlayer[jx][jy] = 0;
3623 for(i=0; i<MAX_PLAYERS; i++)
3624 if (stored_player[i].active && !stored_player[i].gone)
3628 AllPlayersGone = TRUE;
3634 int DigField(struct PlayerInfo *player,
3635 int x, int y, int real_dx, int real_dy, int mode)
3637 int jx = player->jx, jy = player->jy;
3638 int dx = x - jx, dy = y - jy;
3641 if (!player->MovPos)
3642 player->Pushing = FALSE;
3644 if (mode == DF_NO_PUSH)
3646 player->push_delay = 0;
3647 return(MF_NO_ACTION);
3650 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3651 return(MF_NO_ACTION);
3653 element = Feld[x][y];
3661 Feld[x][y] = EL_LEERRAUM;
3665 case EL_EDELSTEIN_BD:
3666 case EL_EDELSTEIN_GELB:
3667 case EL_EDELSTEIN_ROT:
3668 case EL_EDELSTEIN_LILA:
3671 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3672 if (local_player->gems_still_needed < 0)
3673 local_player->gems_still_needed = 0;
3674 RaiseScoreElement(element);
3675 DrawText(DX_EMERALDS, DY_EMERALDS,
3676 int2str(local_player->gems_still_needed, 3),
3677 FS_SMALL, FC_YELLOW);
3678 PlaySoundLevel(x, y, SND_PONG);
3681 case EL_DYNAMIT_AUS:
3684 RaiseScoreElement(EL_DYNAMIT);
3685 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3686 int2str(local_player->dynamite, 3),
3687 FS_SMALL, FC_YELLOW);
3688 PlaySoundLevel(x,y,SND_PONG);
3691 case EL_DYNABOMB_NR:
3693 player->dynabomb_count++;
3694 player->dynabombs_left++;
3695 RaiseScoreElement(EL_DYNAMIT);
3696 PlaySoundLevel(x,y,SND_PONG);
3699 case EL_DYNABOMB_SZ:
3701 player->dynabomb_size++;
3702 RaiseScoreElement(EL_DYNAMIT);
3703 PlaySoundLevel(x,y,SND_PONG);
3706 case EL_DYNABOMB_XL:
3708 player->dynabomb_xl = TRUE;
3709 RaiseScoreElement(EL_DYNAMIT);
3710 PlaySoundLevel(x,y,SND_PONG);
3713 case EL_SCHLUESSEL1:
3714 case EL_SCHLUESSEL2:
3715 case EL_SCHLUESSEL3:
3716 case EL_SCHLUESSEL4:
3718 int key_nr = element-EL_SCHLUESSEL1;
3721 player->key[key_nr] = TRUE;
3722 RaiseScoreElement(EL_SCHLUESSEL);
3723 DrawMiniGraphicExt(drawto,gc,
3724 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3725 GFX_SCHLUESSEL1+key_nr);
3726 DrawMiniGraphicExt(window,gc,
3727 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3728 GFX_SCHLUESSEL1+key_nr);
3729 PlaySoundLevel(x,y,SND_PONG);
3734 Feld[x][y] = EL_ABLENK_EIN;
3737 DrawLevelField(x,y);
3741 case EL_FELSBROCKEN:
3745 if (dy || mode==DF_SNAP)
3746 return(MF_NO_ACTION);
3748 player->Pushing = TRUE;
3750 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3751 return(MF_NO_ACTION);
3755 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3756 return(MF_NO_ACTION);
3759 if (player->push_delay == 0)
3760 player->push_delay = FrameCounter;
3761 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3763 return(MF_NO_ACTION);
3766 Feld[x+dx][y+dy] = element;
3768 player->push_delay_value = 2+RND(8);
3770 DrawLevelField(x+dx,y+dy);
3771 if (element==EL_FELSBROCKEN)
3772 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3773 else if (element==EL_KOKOSNUSS)
3774 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3776 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3783 if (!player->key[element-EL_PFORTE1])
3784 return(MF_NO_ACTION);
3791 if (!player->key[element-EL_PFORTE1X])
3792 return(MF_NO_ACTION);
3796 case EL_AUSGANG_ACT:
3797 /* Tür ist (noch) nicht offen! */
3798 return(MF_NO_ACTION);
3801 case EL_AUSGANG_AUF:
3803 return(MF_NO_ACTION);
3805 PlaySoundLevel(x,y,SND_BUING);
3808 player->gone = TRUE;
3809 PlaySoundLevel(x,y,SND_BUING);
3811 if (!local_player->friends_still_needed)
3812 player->LevelSolved = player->GameOver = TRUE;
3818 Feld[x][y] = EL_BIRNE_EIN;
3819 local_player->lights_still_needed--;
3820 DrawLevelField(x,y);
3821 PlaySoundLevel(x,y,SND_DENG);
3826 Feld[x][y] = EL_ZEIT_LEER;
3828 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3829 DrawLevelField(x,y);
3830 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3834 case EL_SOKOBAN_FELD_LEER:
3837 case EL_SOKOBAN_FELD_VOLL:
3838 case EL_SOKOBAN_OBJEKT:
3841 return(MF_NO_ACTION);
3843 player->Pushing = TRUE;
3845 if (!IN_LEV_FIELD(x+dx,y+dy)
3846 || (!IS_FREE(x+dx,y+dy)
3847 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3848 || !IS_SB_ELEMENT(element))))
3849 return(MF_NO_ACTION);
3853 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3854 return(MF_NO_ACTION);
3856 else if (dy && real_dx)
3858 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3859 return(MF_NO_ACTION);
3862 if (player->push_delay == 0)
3863 player->push_delay = FrameCounter;
3864 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3866 return(MF_NO_ACTION);
3868 if (IS_SB_ELEMENT(element))
3870 if (element == EL_SOKOBAN_FELD_VOLL)
3872 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3873 local_player->sokobanfields_still_needed++;
3878 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3880 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3881 local_player->sokobanfields_still_needed--;
3882 if (element == EL_SOKOBAN_OBJEKT)
3883 PlaySoundLevel(x,y,SND_DENG);
3886 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3891 Feld[x+dx][y+dy] = element;
3894 player->push_delay_value = 2;
3896 DrawLevelField(x,y);
3897 DrawLevelField(x+dx,y+dy);
3898 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3900 if (IS_SB_ELEMENT(element) &&
3901 local_player->sokobanfields_still_needed == 0 &&
3902 game_emulation == EMU_SOKOBAN)
3904 player->LevelSolved = player->GameOver = TRUE;
3905 PlaySoundLevel(x,y,SND_BUING);
3917 return(MF_NO_ACTION);
3921 player->push_delay = 0;
3926 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
3928 int jx = player->jx, jy = player->jy;
3929 int x = jx + dx, y = jy + dy;
3931 if (player->gone || !IN_LEV_FIELD(x,y))
3939 player->snapped = FALSE;
3943 if (player->snapped)
3946 player->MovDir = (dx < 0 ? MV_LEFT :
3949 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3951 if (!DigField(player, x,y, 0,0, DF_SNAP))
3954 player->snapped = TRUE;
3955 DrawLevelField(x,y);
3961 boolean PlaceBomb(struct PlayerInfo *player)
3963 int jx = player->jx, jy = player->jy;
3966 if (player->gone || player->MovPos)
3969 element = Feld[jx][jy];
3971 if ((player->dynamite==0 && player->dynabombs_left==0) ||
3972 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3975 if (element != EL_LEERRAUM)
3976 Store[jx][jy] = element;
3978 if (player->dynamite)
3980 Feld[jx][jy] = EL_DYNAMIT;
3981 MovDelay[jx][jy] = 96;
3983 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
3984 FS_SMALL, FC_YELLOW);
3985 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
3986 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
3990 Feld[jx][jy] = EL_DYNABOMB;
3991 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
3992 MovDelay[jx][jy] = 96;
3993 player->dynabombs_left--;
3994 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
3995 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4001 void PlaySoundLevel(int x, int y, int sound_nr)
4003 int sx = SCREENX(x), sy = SCREENY(y);
4005 int silence_distance = 8;
4007 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4008 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4011 if (!IN_LEV_FIELD(x,y) ||
4012 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4013 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4016 volume = PSND_MAX_VOLUME;
4019 stereo = (sx-SCR_FIELDX/2)*12;
4021 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4022 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4023 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4026 if (!IN_SCR_FIELD(sx,sy))
4028 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4029 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4031 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4034 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4037 void RaiseScore(int value)
4039 local_player->score += value;
4040 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4041 FS_SMALL, FC_YELLOW);
4044 void RaiseScoreElement(int element)
4049 case EL_EDELSTEIN_BD:
4050 case EL_EDELSTEIN_GELB:
4051 case EL_EDELSTEIN_ROT:
4052 case EL_EDELSTEIN_LILA:
4053 RaiseScore(level.score[SC_EDELSTEIN]);
4056 RaiseScore(level.score[SC_DIAMANT]);
4060 RaiseScore(level.score[SC_KAEFER]);
4064 RaiseScore(level.score[SC_FLIEGER]);
4068 RaiseScore(level.score[SC_MAMPFER]);
4071 RaiseScore(level.score[SC_ROBOT]);
4074 RaiseScore(level.score[SC_PACMAN]);
4077 RaiseScore(level.score[SC_KOKOSNUSS]);
4080 RaiseScore(level.score[SC_DYNAMIT]);
4083 RaiseScore(level.score[SC_SCHLUESSEL]);