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 ***********************************************************/
28 static unsigned int getStateCheckSum(int counter)
31 unsigned int mult = 1;
32 unsigned int checksum = 0;
34 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
36 static boolean first_game = TRUE;
38 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
44 lastFeld[x][y] = Feld[x][y];
45 else if (lastFeld[x][y] != Feld[x][y])
46 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
47 x, y, lastFeld[x][y], Feld[x][y]);
51 checksum += mult++ * Ur[x][y];
52 checksum += mult++ * Feld[x][y];
55 checksum += mult++ * MovPos[x][y];
56 checksum += mult++ * MovDir[x][y];
57 checksum += mult++ * MovDelay[x][y];
58 checksum += mult++ * Store[x][y];
59 checksum += mult++ * Store2[x][y];
60 checksum += mult++ * StorePlayer[x][y];
61 checksum += mult++ * Frame[x][y];
62 checksum += mult++ * AmoebaNr[x][y];
63 checksum += mult++ * JustHit[x][y];
64 checksum += mult++ * Stop[x][y];
68 if (counter == 3 && first_game)
76 void GetPlayerConfig()
78 if (sound_status == SOUND_OFF)
81 if (!sound_loops_allowed)
83 setup.sound_loops = FALSE;
84 setup.sound_music = FALSE;
87 setup.sound_simple = setup.sound;
95 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
96 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
98 /* don't play tapes over network */
99 network_playing = (options.network && !tape.playing);
101 for (i=0; i<MAX_PLAYERS; i++)
103 struct PlayerInfo *player = &stored_player[i];
105 player->index_nr = i;
106 player->element_nr = EL_SPIELER1 + i;
108 player->present = FALSE;
109 player->active = FALSE;
112 player->effective_action = 0;
115 player->gems_still_needed = level.edelsteine;
116 player->sokobanfields_still_needed = 0;
117 player->lights_still_needed = 0;
118 player->friends_still_needed = 0;
121 player->key[j] = FALSE;
123 player->dynamite = 0;
124 player->dynabomb_count = 0;
125 player->dynabomb_size = 0;
126 player->dynabombs_left = 0;
127 player->dynabomb_xl = FALSE;
129 player->MovDir = MV_NO_MOVING;
131 player->Pushing = FALSE;
135 player->actual_frame_counter = 0;
137 player->frame_reset_delay = 0;
139 player->push_delay = 0;
140 player->push_delay_value = 5;
142 player->move_delay = 0;
143 player->last_move_dir = MV_NO_MOVING;
145 player->snapped = FALSE;
147 player->gone = FALSE;
149 player->last_jx = player->last_jy = 0;
150 player->jx = player->jy = 0;
152 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
153 SnapField(player, 0, 0);
155 player->LevelSolved = FALSE;
156 player->GameOver = FALSE;
159 network_player_action_received = FALSE;
161 /* initial null action */
163 SendToServer_MovePlayer(MV_NO_MOVING);
170 TimeLeft = level.time;
172 ScreenMovDir = MV_NO_MOVING;
176 AllPlayersGone = SiebAktiv = FALSE;
178 for (i=0; i<MAX_NUM_AMOEBA; i++)
179 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
181 for (x=0; x<lev_fieldx; x++)
183 for (y=0; y<lev_fieldy; y++)
185 Feld[x][y] = Ur[x][y];
186 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
187 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
195 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
197 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
199 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
205 Feld[x][y] = EL_SPIELER1;
212 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
213 int jx = player->jx, jy = player->jy;
215 player->present = TRUE;
218 if (!network_playing || player->connected)
221 if (!options.network || player->connected)
223 player->active = TRUE;
225 /* remove potentially duplicate players */
226 if (StorePlayer[jx][jy] == Feld[x][y])
227 StorePlayer[jx][jy] = 0;
229 StorePlayer[x][y] = Feld[x][y];
231 printf("Player %d activated.\n", player->element_nr);
232 printf("[Local player is %d and currently %s.]\n",
233 local_player->element_nr,
234 local_player->active ? "active" : "not active");
237 Feld[x][y] = EL_LEERRAUM;
238 player->jx = player->last_jx = x;
239 player->jy = player->last_jy = y;
244 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
245 Feld[x][y] = EL_BADEWANNE1;
246 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
247 Feld[x][y] = EL_BADEWANNE2;
248 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
249 Feld[x][y] = EL_BADEWANNE3;
250 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
251 Feld[x][y] = EL_BADEWANNE4;
252 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
253 Feld[x][y] = EL_BADEWANNE5;
290 if (y == lev_fieldy - 1)
292 Feld[x][y] = EL_AMOEBING;
293 Store[x][y] = EL_AMOEBE_NASS;
300 local_player->lights_still_needed++;
302 case EL_SOKOBAN_FELD_LEER:
303 local_player->sokobanfields_still_needed++;
307 local_player->friends_still_needed++;
311 MovDir[x][y] = 1 << RND(4);
318 /* check if any connected player was not found in playfield */
319 for (i=0; i<MAX_PLAYERS; i++)
321 struct PlayerInfo *player = &stored_player[i];
323 if (player->connected && !player->present)
325 for (j=0; j<MAX_PLAYERS; j++)
327 struct PlayerInfo *some_player = &stored_player[j];
328 int jx = some_player->jx, jy = some_player->jy;
330 /* assign first free player found that is present in the playfield */
331 if (some_player->present && !some_player->connected)
333 player->present = TRUE;
334 player->active = TRUE;
335 some_player->present = FALSE;
337 StorePlayer[jx][jy] = player->element_nr;
338 player->jx = player->last_jx = jx;
339 player->jy = player->last_jy = jy;
347 /* when in single player mode, eliminate all but the first active player */
348 if (!options.network && !setup.team_mode)
350 for (i=0; i<MAX_PLAYERS; i++)
352 if (stored_player[i].active)
354 for (j=i+1; j<MAX_PLAYERS; j++)
356 struct PlayerInfo *player = &stored_player[j];
357 int jx = player->jx, jy = player->jy;
361 player->active = FALSE;
362 StorePlayer[jx][jy] = 0;
363 Feld[jx][jy] = EL_LEERRAUM;
370 for (i=0; i<MAX_PLAYERS; i++)
372 struct PlayerInfo *player = &stored_player[i];
374 printf("Player %d: present == %d, connected == %d, active == %d.\n",
379 if (local_player == player)
380 printf("Player %d is local player.\n", i+1);
384 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
385 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
387 scroll_x = scroll_y = -1;
388 if (local_player->jx >= MIDPOSX-1)
389 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
390 local_player->jx - MIDPOSX :
391 lev_fieldx - SCR_FIELDX + 1);
392 if (local_player->jy >= MIDPOSY-1)
393 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
394 local_player->jy - MIDPOSY :
395 lev_fieldy - SCR_FIELDY + 1);
397 CloseDoor(DOOR_CLOSE_1);
403 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
404 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
405 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
406 DrawTextExt(pix[PIX_DB_DOOR], gc,
407 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
408 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
409 DrawTextExt(pix[PIX_DB_DOOR], gc,
410 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
411 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
412 DrawTextExt(pix[PIX_DB_DOOR], gc,
413 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
414 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
415 DrawTextExt(pix[PIX_DB_DOOR], gc,
416 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
417 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
418 DrawTextExt(pix[PIX_DB_DOOR], gc,
419 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
420 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
422 DrawGameButton(BUTTON_GAME_STOP);
423 DrawGameButton(BUTTON_GAME_PAUSE);
424 DrawGameButton(BUTTON_GAME_PLAY);
425 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
426 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
427 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
428 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
429 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
430 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
431 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
432 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
434 OpenDoor(DOOR_OPEN_1);
436 if (setup.sound_music)
437 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
439 XAutoRepeatOff(display);
443 printf("Spieler %d %saktiv.\n",
444 i+1, (stored_player[i].active ? "" : "nicht "));
448 void InitMovDir(int x, int y)
450 int i, element = Feld[x][y];
451 static int xy[4][2] =
458 static int direction[2][4] =
460 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
461 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
470 Feld[x][y] = EL_KAEFER;
471 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
477 Feld[x][y] = EL_FLIEGER;
478 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
484 Feld[x][y] = EL_BUTTERFLY;
485 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
491 Feld[x][y] = EL_FIREFLY;
492 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
498 Feld[x][y] = EL_PACMAN;
499 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
502 MovDir[x][y] = 1 << RND(4);
503 if (element != EL_KAEFER &&
504 element != EL_FLIEGER &&
505 element != EL_BUTTERFLY &&
506 element != EL_FIREFLY)
511 int x1 = x + xy[i][0];
512 int y1 = y + xy[i][1];
514 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
516 if (element == EL_KAEFER || element == EL_BUTTERFLY)
518 MovDir[x][y] = direction[0][i];
521 else if (element == EL_FLIEGER || element == EL_FIREFLY)
523 MovDir[x][y] = direction[1][i];
532 void InitAmoebaNr(int x, int y)
535 int group_nr = AmoebeNachbarNr(x, y);
539 for (i=1; i<MAX_NUM_AMOEBA; i++)
541 if (AmoebaCnt[i] == 0)
549 AmoebaNr[x][y] = group_nr;
550 AmoebaCnt[group_nr]++;
551 AmoebaCnt2[group_nr]++;
557 int bumplevel = FALSE;
559 if (local_player->MovPos)
562 local_player->LevelSolved = FALSE;
566 if (setup.sound_loops)
567 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
571 if (!setup.sound_loops)
572 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
573 if (TimeLeft && !(TimeLeft % 10))
574 RaiseScore(level.score[SC_ZEITBONUS]);
575 if (TimeLeft > 100 && !(TimeLeft % 10))
579 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
584 if (setup.sound_loops)
590 /* Hero disappears */
591 DrawLevelField(ExitX, ExitY);
597 CloseDoor(DOOR_CLOSE_1);
602 SaveTape(tape.level_nr); /* Ask to save tape */
605 if ((hi_pos = NewHiScore()) >= 0)
607 game_status = HALLOFFAME;
608 DrawHallOfFame(hi_pos);
609 if (bumplevel && TAPE_IS_EMPTY(tape))
614 game_status = MAINMENU;
615 if (bumplevel && TAPE_IS_EMPTY(tape))
630 if (!strcmp(setup.player_name, EMPTY_ALIAS) ||
631 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
634 for (k=0; k<MAX_SCORE_ENTRIES; k++)
636 if (local_player->score > highscore[k].Score)
638 /* player has made it to the hall of fame */
640 if (k < MAX_SCORE_ENTRIES - 1)
642 int m = MAX_SCORE_ENTRIES - 1;
645 for (l=k; l<MAX_SCORE_ENTRIES; l++)
646 if (!strcmp(setup.player_name, highscore[l].Name))
648 if (m == k) /* player's new highscore overwrites his old one */
654 strcpy(highscore[l].Name, highscore[l - 1].Name);
655 highscore[l].Score = highscore[l - 1].Score;
662 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
663 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
664 highscore[k].Score = local_player->score;
670 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
671 break; /* player already there with a higher score */
682 void InitMovingField(int x, int y, int direction)
684 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
685 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
687 MovDir[x][y] = direction;
688 MovDir[newx][newy] = direction;
689 if (Feld[newx][newy] == EL_LEERRAUM)
690 Feld[newx][newy] = EL_BLOCKED;
693 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
695 int direction = MovDir[x][y];
696 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
697 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
703 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
705 int oldx = x, oldy = y;
706 int direction = MovDir[x][y];
708 if (direction == MV_LEFT)
710 else if (direction == MV_RIGHT)
712 else if (direction == MV_UP)
714 else if (direction == MV_DOWN)
717 *comes_from_x = oldx;
718 *comes_from_y = oldy;
721 int MovingOrBlocked2Element(int x, int y)
723 int element = Feld[x][y];
725 if (element == EL_BLOCKED)
729 Blocked2Moving(x, y, &oldx, &oldy);
730 return Feld[oldx][oldy];
736 static void RemoveField(int x, int y)
738 Feld[x][y] = EL_LEERRAUM;
744 void RemoveMovingField(int x, int y)
746 int oldx = x, oldy = y, newx = x, newy = y;
748 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
753 Moving2Blocked(x, y, &newx, &newy);
754 if (Feld[newx][newy] != EL_BLOCKED)
757 else if (Feld[x][y] == EL_BLOCKED)
759 Blocked2Moving(x, y, &oldx, &oldy);
760 if (!IS_MOVING(oldx, oldy))
764 if (Feld[x][y] == EL_BLOCKED &&
765 (Store[oldx][oldy] == EL_MORAST_LEER ||
766 Store[oldx][oldy] == EL_SIEB_LEER ||
767 Store[oldx][oldy] == EL_SIEB2_LEER ||
768 Store[oldx][oldy] == EL_AMOEBE_NASS))
770 Feld[oldx][oldy] = Store[oldx][oldy];
771 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
774 Feld[oldx][oldy] = EL_LEERRAUM;
776 Feld[newx][newy] = EL_LEERRAUM;
777 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
778 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
780 DrawLevelField(oldx, oldy);
781 DrawLevelField(newx, newy);
784 void DrawDynamite(int x, int y)
786 int sx = SCREENX(x), sy = SCREENY(y);
787 int graphic = el2gfx(Feld[x][y]);
790 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
794 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
796 if (Feld[x][y] == EL_DYNAMIT)
798 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
803 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
808 DrawGraphicThruMask(sx, sy, graphic + phase);
810 DrawGraphic(sx, sy, graphic + phase);
813 void CheckDynamite(int x, int y)
815 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
820 if (!(MovDelay[x][y] % 12))
821 PlaySoundLevel(x, y, SND_ZISCH);
823 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
825 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
832 StopSound(SND_ZISCH);
836 void Explode(int ex, int ey, int phase, int mode)
839 int num_phase = 9, delay = 2;
840 int last_phase = num_phase * delay;
841 int half_phase = (num_phase / 2) * delay;
843 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
845 int center_element = Feld[ex][ey];
847 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
849 center_element = MovingOrBlocked2Element(ex, ey);
850 RemoveMovingField(ex, ey);
853 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
855 int element = Feld[x][y];
857 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
859 element = MovingOrBlocked2Element(x, y);
860 RemoveMovingField(x, y);
863 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
866 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
870 if (element == EL_EXPLODING)
871 element = Store2[x][y];
873 if (IS_PLAYER(ex, ey))
875 switch(StorePlayer[ex][ey])
878 Store[x][y] = EL_EDELSTEIN_ROT;
881 Store[x][y] = EL_EDELSTEIN;
884 Store[x][y] = EL_EDELSTEIN_LILA;
888 Store[x][y] = EL_EDELSTEIN_GELB;
892 else if (center_element == EL_MAULWURF)
893 Store[x][y] = EL_EDELSTEIN_ROT;
894 else if (center_element == EL_PINGUIN)
895 Store[x][y] = EL_EDELSTEIN_LILA;
896 else if (center_element == EL_KAEFER)
897 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
898 else if (center_element == EL_BUTTERFLY)
899 Store[x][y] = EL_EDELSTEIN_BD;
900 else if (center_element == EL_MAMPFER)
901 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
902 else if (center_element == EL_AMOEBA2DIAM)
903 Store[x][y] = level.amoebe_inhalt;
904 else if (element == EL_ERZ_EDEL)
905 Store[x][y] = EL_EDELSTEIN;
906 else if (element == EL_ERZ_DIAM)
907 Store[x][y] = EL_DIAMANT;
908 else if (element == EL_ERZ_EDEL_BD)
909 Store[x][y] = EL_EDELSTEIN_BD;
910 else if (element == EL_ERZ_EDEL_GELB)
911 Store[x][y] = EL_EDELSTEIN_GELB;
912 else if (element == EL_ERZ_EDEL_ROT)
913 Store[x][y] = EL_EDELSTEIN_ROT;
914 else if (element == EL_ERZ_EDEL_LILA)
915 Store[x][y] = EL_EDELSTEIN_LILA;
916 else if (!IS_PFORTE(Store[x][y]))
917 Store[x][y] = EL_LEERRAUM;
919 if (x != ex || y != ey ||
920 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
921 Store2[x][y] = element;
923 if (AmoebaNr[x][y] &&
924 (element == EL_AMOEBE_VOLL ||
925 element == EL_AMOEBE_BD ||
926 element == EL_AMOEBING))
928 AmoebaCnt[AmoebaNr[x][y]]--;
929 AmoebaCnt2[AmoebaNr[x][y]]--;
932 Feld[x][y] = EL_EXPLODING;
933 MovDir[x][y] = MovPos[x][y] = 0;
939 if (center_element == EL_MAMPFER)
940 MampferNr = (MampferNr+1) % 4;
951 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
953 if (phase == half_phase)
955 int element = Store2[x][y];
958 KillHero(PLAYERINFO(x, y));
959 else if (IS_EXPLOSIVE(element))
961 Feld[x][y] = Store2[x][y];
965 else if (element == EL_AMOEBA2DIAM)
966 AmoebeUmwandeln(x, y);
969 if (phase == last_phase)
973 element = Feld[x][y] = Store[x][y];
974 Store[x][y] = Store2[x][y] = 0;
975 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
976 if (CAN_MOVE(element) || COULD_MOVE(element))
978 DrawLevelField(x, y);
980 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
983 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
985 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
989 void DynaExplode(int ex, int ey)
992 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
993 static int xy[4][2] =
1001 Store2[ex][ey] = 0; /* delete player information */
1003 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1007 for (j=1; j<=player->dynabomb_size; j++)
1009 int x = ex+j*xy[i%4][0];
1010 int y = ey+j*xy[i%4][1];
1013 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1016 element = Feld[x][y];
1017 Explode(x, y, EX_PHASE_START, EX_BORDER);
1019 if (element != EL_LEERRAUM &&
1020 element != EL_ERDREICH &&
1021 element != EL_EXPLODING &&
1022 !player->dynabomb_xl)
1027 player->dynabombs_left++;
1030 void Bang(int x, int y)
1032 int element = Feld[x][y];
1034 PlaySoundLevel(x, y, SND_ROAAAR);
1036 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1037 element = EL_LEERRAUM;
1049 RaiseScoreElement(element);
1050 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1053 case EL_DYNABOMB_NR:
1054 case EL_DYNABOMB_SZ:
1055 case EL_DYNABOMB_XL:
1062 Explode(x, y, EX_PHASE_START, EX_CENTER);
1065 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1070 void Blurb(int x, int y)
1072 int element = Feld[x][y];
1074 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1076 PlaySoundLevel(x, y, SND_BLURB);
1077 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1078 (!IN_LEV_FIELD(x-1, y-1) ||
1079 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1081 Feld[x-1][y] = EL_BLURB_LEFT;
1083 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1084 (!IN_LEV_FIELD(x+1, y-1) ||
1085 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1087 Feld[x+1][y] = EL_BLURB_RIGHT;
1092 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1094 if (!MovDelay[x][y]) /* initialize animation counter */
1097 if (MovDelay[x][y]) /* continue animation */
1100 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1101 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1103 if (!MovDelay[x][y])
1105 Feld[x][y] = EL_LEERRAUM;
1106 DrawLevelField(x, y);
1112 void Impact(int x, int y)
1114 boolean lastline = (y == lev_fieldy-1);
1115 boolean object_hit = FALSE;
1116 int element = Feld[x][y];
1119 if (!lastline) /* check if element below was hit */
1121 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1124 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1125 MovDir[x][y+1]!=MV_DOWN ||
1126 MovPos[x][y+1]<=TILEY/2));
1128 smashed = MovingOrBlocked2Element(x, y+1);
1131 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1137 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1143 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1145 if (object_hit && IS_PLAYER(x, y+1))
1146 KillHero(PLAYERINFO(x, y+1));
1147 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1151 Feld[x][y] = EL_AMOEBING;
1152 Store[x][y] = EL_AMOEBE_NASS;
1157 if (!lastline && object_hit) /* check which object was hit */
1159 if (CAN_CHANGE(element) &&
1160 (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv)
1161 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1163 if (IS_PLAYER(x, y+1))
1165 KillHero(PLAYERINFO(x, y+1));
1168 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1173 else if (element == EL_EDELSTEIN_BD)
1175 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1181 else if (element == EL_FELSBROCKEN)
1183 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1184 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1189 else if (!IS_MOVING(x, y+1))
1191 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1196 else if (smashed == EL_KOKOSNUSS)
1198 Feld[x][y+1] = EL_CRACKINGNUT;
1199 PlaySoundLevel(x, y, SND_KNACK);
1200 RaiseScoreElement(EL_KOKOSNUSS);
1203 else if (smashed == EL_DIAMANT)
1205 Feld[x][y+1] = EL_LEERRAUM;
1206 PlaySoundLevel(x, y, SND_QUIRK);
1213 /* play sound of magic wall / mill */
1215 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1217 PlaySoundLevel(x, y, SND_QUIRK);
1221 /* play sound of object that hits the ground */
1222 if (lastline || object_hit)
1229 case EL_EDELSTEIN_BD:
1230 case EL_EDELSTEIN_GELB:
1231 case EL_EDELSTEIN_ROT:
1232 case EL_EDELSTEIN_LILA:
1239 case EL_FELSBROCKEN:
1243 case EL_SCHLUESSEL1:
1244 case EL_SCHLUESSEL2:
1245 case EL_SCHLUESSEL3:
1246 case EL_SCHLUESSEL4:
1259 PlaySoundLevel(x, y, sound);
1263 void TurnRound(int x, int y)
1275 { 0, 0 }, { 0, 0 }, { 0, 0 },
1280 int left, right, back;
1284 { MV_DOWN, MV_UP, MV_RIGHT },
1285 { MV_UP, MV_DOWN, MV_LEFT },
1287 { MV_LEFT, MV_RIGHT, MV_DOWN },
1288 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1289 { MV_RIGHT, MV_LEFT, MV_UP }
1292 int element = Feld[x][y];
1293 int old_move_dir = MovDir[x][y];
1294 int left_dir = turn[old_move_dir].left;
1295 int right_dir = turn[old_move_dir].right;
1296 int back_dir = turn[old_move_dir].back;
1298 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1299 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1300 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1301 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1303 int left_x = x+left_dx, left_y = y+left_dy;
1304 int right_x = x+right_dx, right_y = y+right_dy;
1305 int move_x = x+move_dx, move_y = y+move_dy;
1307 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1309 TestIfBadThingHitsOtherBadThing(x, y);
1311 if (IN_LEV_FIELD(right_x, right_y) &&
1312 IS_FREE_OR_PLAYER(right_x, right_y))
1313 MovDir[x][y] = right_dir;
1314 else if (!IN_LEV_FIELD(move_x, move_y) ||
1315 !IS_FREE_OR_PLAYER(move_x, move_y))
1316 MovDir[x][y] = left_dir;
1318 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1320 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1323 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1325 TestIfBadThingHitsOtherBadThing(x, y);
1327 if (IN_LEV_FIELD(left_x, left_y) &&
1328 IS_FREE_OR_PLAYER(left_x, left_y))
1329 MovDir[x][y] = left_dir;
1330 else if (!IN_LEV_FIELD(move_x, move_y) ||
1331 !IS_FREE_OR_PLAYER(move_x, move_y))
1332 MovDir[x][y] = right_dir;
1334 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1336 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1339 else if (element == EL_MAMPFER)
1341 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1343 if (IN_LEV_FIELD(left_x, left_y) &&
1344 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1345 Feld[left_x][left_y] == EL_DIAMANT))
1346 can_turn_left = TRUE;
1347 if (IN_LEV_FIELD(right_x, right_y) &&
1348 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1349 Feld[right_x][right_y] == EL_DIAMANT))
1350 can_turn_right = TRUE;
1352 if (can_turn_left && can_turn_right)
1353 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1354 else if (can_turn_left)
1355 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1356 else if (can_turn_right)
1357 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1359 MovDir[x][y] = back_dir;
1361 MovDelay[x][y] = 16+16*RND(3);
1363 else if (element == EL_MAMPFER2)
1365 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1367 if (IN_LEV_FIELD(left_x, left_y) &&
1368 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1369 IS_MAMPF2(Feld[left_x][left_y])))
1370 can_turn_left = TRUE;
1371 if (IN_LEV_FIELD(right_x, right_y) &&
1372 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1373 IS_MAMPF2(Feld[right_x][right_y])))
1374 can_turn_right = TRUE;
1376 if (can_turn_left && can_turn_right)
1377 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1378 else if (can_turn_left)
1379 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1380 else if (can_turn_right)
1381 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1383 MovDir[x][y] = back_dir;
1385 MovDelay[x][y] = 16+16*RND(3);
1387 else if (element == EL_PACMAN)
1389 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1391 if (IN_LEV_FIELD(left_x, left_y) &&
1392 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1393 IS_AMOEBOID(Feld[left_x][left_y])))
1394 can_turn_left = TRUE;
1395 if (IN_LEV_FIELD(right_x, right_y) &&
1396 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1397 IS_AMOEBOID(Feld[right_x][right_y])))
1398 can_turn_right = TRUE;
1400 if (can_turn_left && can_turn_right)
1401 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1402 else if (can_turn_left)
1403 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1404 else if (can_turn_right)
1405 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1407 MovDir[x][y] = back_dir;
1409 MovDelay[x][y] = 6+RND(40);
1411 else if (element == EL_SCHWEIN)
1413 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1414 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1415 boolean should_move_on = FALSE;
1417 int rnd = RND(rnd_value);
1419 if (IN_LEV_FIELD(left_x, left_y) &&
1420 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1421 can_turn_left = TRUE;
1422 if (IN_LEV_FIELD(right_x, right_y) &&
1423 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1424 can_turn_right = TRUE;
1425 if (IN_LEV_FIELD(move_x, move_y) &&
1426 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1429 if (can_turn_left &&
1431 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1432 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1433 should_turn_left = TRUE;
1434 if (can_turn_right &&
1436 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1437 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1438 should_turn_right = TRUE;
1440 (!can_turn_left || !can_turn_right ||
1441 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1442 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1443 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1444 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1445 should_move_on = TRUE;
1447 if (should_turn_left || should_turn_right || should_move_on)
1449 if (should_turn_left && should_turn_right && should_move_on)
1450 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1451 rnd < 2*rnd_value/3 ? right_dir :
1453 else if (should_turn_left && should_turn_right)
1454 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1455 else if (should_turn_left && should_move_on)
1456 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1457 else if (should_turn_right && should_move_on)
1458 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1459 else if (should_turn_left)
1460 MovDir[x][y] = left_dir;
1461 else if (should_turn_right)
1462 MovDir[x][y] = right_dir;
1463 else if (should_move_on)
1464 MovDir[x][y] = old_move_dir;
1466 else if (can_move_on && rnd > rnd_value/8)
1467 MovDir[x][y] = old_move_dir;
1468 else if (can_turn_left && can_turn_right)
1469 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1470 else if (can_turn_left && rnd > rnd_value/8)
1471 MovDir[x][y] = left_dir;
1472 else if (can_turn_right && rnd > rnd_value/8)
1473 MovDir[x][y] = right_dir;
1475 MovDir[x][y] = back_dir;
1477 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1478 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1479 MovDir[x][y] = old_move_dir;
1483 else if (element == EL_DRACHE)
1485 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1487 int rnd = RND(rnd_value);
1489 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1490 can_turn_left = TRUE;
1491 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1492 can_turn_right = TRUE;
1493 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1496 if (can_move_on && rnd > rnd_value/8)
1497 MovDir[x][y] = old_move_dir;
1498 else if (can_turn_left && can_turn_right)
1499 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1500 else if (can_turn_left && rnd > rnd_value/8)
1501 MovDir[x][y] = left_dir;
1502 else if (can_turn_right && rnd > rnd_value/8)
1503 MovDir[x][y] = right_dir;
1505 MovDir[x][y] = back_dir;
1507 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1508 MovDir[x][y] = old_move_dir;
1512 else if (element == EL_ROBOT || element == EL_SONDE ||
1513 element == EL_MAULWURF || element == EL_PINGUIN)
1515 int attr_x = -1, attr_y = -1;
1526 for (i=0; i<MAX_PLAYERS; i++)
1528 struct PlayerInfo *player = &stored_player[i];
1529 int jx = player->jx, jy = player->jy;
1531 if (!player->active || player->gone)
1534 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1542 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1548 if (element == EL_MAULWURF || element == EL_PINGUIN)
1551 static int xy[4][2] =
1561 int ex = x + xy[i%4][0];
1562 int ey = y + xy[i%4][1];
1564 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1573 MovDir[x][y] = MV_NO_MOVING;
1575 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1577 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1579 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1581 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1583 if (element == EL_ROBOT)
1587 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1588 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1589 Moving2Blocked(x, y, &newx, &newy);
1591 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1592 MovDelay[x][y] = 8+8*!RND(3);
1594 MovDelay[x][y] = 16;
1602 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1604 boolean first_horiz = RND(2);
1605 int new_move_dir = MovDir[x][y];
1608 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1609 Moving2Blocked(x, y, &newx, &newy);
1611 if (IN_LEV_FIELD(newx, newy) &&
1612 (IS_FREE(newx, newy) ||
1613 Feld[newx][newy] == EL_SALZSAEURE ||
1614 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1615 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1616 IS_MAMPF3(Feld[newx][newy])))))
1620 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1621 Moving2Blocked(x, y, &newx, &newy);
1623 if (IN_LEV_FIELD(newx, newy) &&
1624 (IS_FREE(newx, newy) ||
1625 Feld[newx][newy] == EL_SALZSAEURE ||
1626 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1627 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1628 IS_MAMPF3(Feld[newx][newy])))))
1631 MovDir[x][y] = old_move_dir;
1638 static boolean JustBeingPushed(int x, int y)
1642 for (i=0; i<MAX_PLAYERS; i++)
1644 struct PlayerInfo *player = &stored_player[i];
1646 if (player->active && !player->gone &&
1647 player->Pushing && player->MovPos)
1649 int next_jx = player->jx + (player->jx - player->last_jx);
1650 int next_jy = player->jy + (player->jy - player->last_jy);
1652 if (x == next_jx && y == next_jy)
1660 void StartMoving(int x, int y)
1662 int element = Feld[x][y];
1667 if (CAN_FALL(element) && y<lev_fieldy-1)
1669 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1670 if (JustBeingPushed(x, y))
1673 if (element == EL_MORAST_VOLL)
1675 if (IS_FREE(x, y+1))
1677 InitMovingField(x, y, MV_DOWN);
1678 Feld[x][y] = EL_FELSBROCKEN;
1679 Store[x][y] = EL_MORAST_LEER;
1681 else if (Feld[x][y+1] == EL_MORAST_LEER)
1683 if (!MovDelay[x][y])
1684 MovDelay[x][y] = TILEY + 1;
1693 Feld[x][y] = EL_MORAST_LEER;
1694 Feld[x][y+1] = EL_MORAST_VOLL;
1697 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1699 InitMovingField(x, y, MV_DOWN);
1700 Store[x][y] = EL_MORAST_VOLL;
1702 else if (element == EL_SIEB_VOLL)
1704 if (IS_FREE(x, y+1))
1706 InitMovingField(x, y, MV_DOWN);
1707 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1708 Store[x][y] = EL_SIEB_LEER;
1710 else if (Feld[x][y+1] == EL_SIEB_LEER)
1712 if (!MovDelay[x][y])
1713 MovDelay[x][y] = TILEY/4 + 1;
1722 Feld[x][y] = EL_SIEB_LEER;
1723 Feld[x][y+1] = EL_SIEB_VOLL;
1724 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1728 else if (element == EL_SIEB2_VOLL)
1730 if (IS_FREE(x, y+1))
1732 InitMovingField(x, y, MV_DOWN);
1733 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1734 Store[x][y] = EL_SIEB2_LEER;
1736 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1738 if (!MovDelay[x][y])
1739 MovDelay[x][y] = TILEY/4 + 1;
1748 Feld[x][y] = EL_SIEB2_LEER;
1749 Feld[x][y+1] = EL_SIEB2_VOLL;
1750 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1754 else if (SiebAktiv && CAN_CHANGE(element) &&
1755 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1757 InitMovingField(x, y, MV_DOWN);
1759 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1760 Store2[x][y+1] = element;
1762 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1765 InitMovingField(x, y, MV_DOWN);
1766 Store[x][y] = EL_SALZSAEURE;
1768 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1772 else if (IS_FREE(x, y+1))
1774 InitMovingField(x, y, MV_DOWN);
1776 else if (element == EL_TROPFEN)
1778 Feld[x][y] = EL_AMOEBING;
1779 Store[x][y] = EL_AMOEBE_NASS;
1781 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1783 boolean left = (x>0 && IS_FREE(x-1, y) &&
1784 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1785 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1786 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1790 if (left && right && game_emulation != EMU_BOULDERDASH)
1791 left = !(right = RND(2));
1793 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1797 else if (CAN_MOVE(element))
1801 if (element == EL_SONDE && JustBeingPushed(x, y))
1804 if (!MovDelay[x][y]) /* start new movement phase */
1806 /* all objects that can change their move direction after each step */
1807 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1809 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1812 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1813 DrawLevelField(x, y);
1817 if (MovDelay[x][y]) /* wait some time before next movement */
1821 if (element == EL_ROBOT || element == EL_MAMPFER ||
1822 element == EL_MAMPFER2)
1824 int phase = MovDelay[x][y] % 8;
1829 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1830 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1832 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1833 && MovDelay[x][y]%4 == 3)
1834 PlaySoundLevel(x, y, SND_NJAM);
1836 else if (element == EL_DRACHE)
1839 int dir = MovDir[x][y];
1840 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1841 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1842 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1843 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1844 dir == MV_UP ? GFX_FLAMMEN_UP :
1845 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1846 int phase = FrameCounter % 2;
1848 for (i=1; i<=3; i++)
1850 int xx = x + i*dx, yy = y + i*dy;
1851 int sx = SCREENX(xx), sy = SCREENY(yy);
1853 if (!IN_LEV_FIELD(xx, yy) ||
1854 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
1859 int flamed = MovingOrBlocked2Element(xx, yy);
1861 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1864 RemoveMovingField(xx, yy);
1866 Feld[xx][yy] = EL_BURNING;
1867 if (IN_SCR_FIELD(sx, sy))
1868 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
1872 if (Feld[xx][yy] == EL_BURNING)
1873 Feld[xx][yy] = EL_LEERRAUM;
1874 DrawLevelField(xx, yy);
1883 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1885 PlaySoundLevel(x, y, SND_KLAPPER);
1887 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1889 PlaySoundLevel(x, y, SND_ROEHR);
1892 /* now make next step */
1894 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
1896 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
1898 /* enemy got the player */
1900 KillHero(PLAYERINFO(newx, newy));
1903 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1904 element == EL_ROBOT || element == EL_SONDE) &&
1905 IN_LEV_FIELD(newx, newy) &&
1906 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
1909 Store[x][y] = EL_SALZSAEURE;
1911 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1912 IN_LEV_FIELD(newx, newy))
1914 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1916 Feld[x][y] = EL_LEERRAUM;
1917 DrawLevelField(x, y);
1919 PlaySoundLevel(newx, newy, SND_BUING);
1920 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
1921 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
1923 local_player->friends_still_needed--;
1924 if (!local_player->friends_still_needed &&
1925 !local_player->GameOver && AllPlayersGone)
1926 local_player->LevelSolved = local_player->GameOver = TRUE;
1930 else if (IS_MAMPF3(Feld[newx][newy]))
1932 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
1933 DrawLevelField(newx, newy);
1935 MovDir[x][y] = MV_NO_MOVING;
1937 else if (!IS_FREE(newx, newy))
1939 if (IS_PLAYER(x, y))
1940 DrawPlayerField(x, y);
1942 DrawLevelField(x, y);
1946 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
1948 if (IS_GEM(Feld[newx][newy]))
1950 if (IS_MOVING(newx, newy))
1951 RemoveMovingField(newx, newy);
1954 Feld[newx][newy] = EL_LEERRAUM;
1955 DrawLevelField(newx, newy);
1958 else if (!IS_FREE(newx, newy))
1960 if (IS_PLAYER(x, y))
1961 DrawPlayerField(x, y);
1963 DrawLevelField(x, y);
1967 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
1969 if (!IS_FREE(newx, newy))
1971 if (IS_PLAYER(x, y))
1972 DrawPlayerField(x, y);
1974 DrawLevelField(x, y);
1979 boolean wanna_flame = !RND(10);
1980 int dx = newx - x, dy = newy - y;
1981 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1982 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1983 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
1984 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
1985 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
1986 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
1988 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1989 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1990 element1 != EL_BURNING && element2 != EL_BURNING)
1992 if (IS_PLAYER(x, y))
1993 DrawPlayerField(x, y);
1995 DrawLevelField(x, y);
1997 MovDelay[x][y] = 50;
1998 Feld[newx][newy] = EL_BURNING;
1999 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2000 Feld[newx1][newy1] = EL_BURNING;
2001 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2002 Feld[newx2][newy2] = EL_BURNING;
2007 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2008 Feld[newx][newy] == EL_DIAMANT)
2010 if (IS_MOVING(newx, newy))
2011 RemoveMovingField(newx, newy);
2014 Feld[newx][newy] = EL_LEERRAUM;
2015 DrawLevelField(newx, newy);
2018 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2019 IS_MAMPF2(Feld[newx][newy]))
2021 if (AmoebaNr[newx][newy])
2023 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2024 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2025 Feld[newx][newy] == EL_AMOEBE_BD)
2026 AmoebaCnt[AmoebaNr[newx][newy]]--;
2029 if (IS_MOVING(newx, newy))
2030 RemoveMovingField(newx, newy);
2033 Feld[newx][newy] = EL_LEERRAUM;
2034 DrawLevelField(newx, newy);
2037 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2038 IS_AMOEBOID(Feld[newx][newy]))
2040 if (AmoebaNr[newx][newy])
2042 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2043 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2044 Feld[newx][newy] == EL_AMOEBE_BD)
2045 AmoebaCnt[AmoebaNr[newx][newy]]--;
2048 Feld[newx][newy] = EL_LEERRAUM;
2049 DrawLevelField(newx, newy);
2051 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2053 /* object was running against a wall */
2057 if (element == EL_KAEFER || element == EL_FLIEGER)
2058 DrawLevelField(x, y);
2059 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2060 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2061 else if (element == EL_SONDE)
2062 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2067 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2068 PlaySoundLevel(x, y, SND_SCHLURF);
2070 InitMovingField(x, y, MovDir[x][y]);
2074 ContinueMoving(x, y);
2077 void ContinueMoving(int x, int y)
2079 int element = Feld[x][y];
2080 int direction = MovDir[x][y];
2081 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2082 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2083 int horiz_move = (dx!=0);
2084 int newx = x + dx, newy = y + dy;
2085 int step = (horiz_move ? dx : dy) * TILEX/8;
2087 if (CAN_FALL(element) && horiz_move)
2089 else if (element == EL_TROPFEN)
2091 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2094 MovPos[x][y] += step;
2096 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2098 Feld[x][y] = EL_LEERRAUM;
2099 Feld[newx][newy] = element;
2101 if (Store[x][y] == EL_MORAST_VOLL)
2104 Feld[newx][newy] = EL_MORAST_VOLL;
2105 element = EL_MORAST_VOLL;
2107 else if (Store[x][y] == EL_MORAST_LEER)
2110 Feld[x][y] = EL_MORAST_LEER;
2112 else if (Store[x][y] == EL_SIEB_VOLL)
2115 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2117 else if (Store[x][y] == EL_SIEB_LEER)
2119 Store[x][y] = Store2[x][y] = 0;
2120 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2122 else if (Store[x][y] == EL_SIEB2_VOLL)
2125 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2127 else if (Store[x][y] == EL_SIEB2_LEER)
2129 Store[x][y] = Store2[x][y] = 0;
2130 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2132 else if (Store[x][y] == EL_SALZSAEURE)
2135 Feld[newx][newy] = EL_SALZSAEURE;
2136 element = EL_SALZSAEURE;
2138 else if (Store[x][y] == EL_AMOEBE_NASS)
2141 Feld[x][y] = EL_AMOEBE_NASS;
2144 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2145 MovDelay[newx][newy] = 0;
2147 if (!CAN_MOVE(element))
2148 MovDir[newx][newy] = 0;
2150 DrawLevelField(x, y);
2151 DrawLevelField(newx, newy);
2153 Stop[newx][newy] = TRUE;
2154 JustHit[x][newy] = 3;
2156 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2158 TestIfBadThingHitsHero(newx, newy);
2159 TestIfBadThingHitsFriend(newx, newy);
2160 TestIfBadThingHitsOtherBadThing(newx, newy);
2162 else if (element == EL_PINGUIN)
2163 TestIfFriendHitsBadThing(newx, newy);
2165 if (CAN_SMASH(element) && direction == MV_DOWN &&
2166 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2169 else /* still moving on */
2170 DrawLevelField(x, y);
2173 int AmoebeNachbarNr(int ax, int ay)
2176 int element = Feld[ax][ay];
2178 static int xy[4][2] =
2188 int x = ax+xy[i%4][0];
2189 int y = ay+xy[i%4][1];
2191 if (!IN_LEV_FIELD(x, y))
2194 if (Feld[x][y] == element && AmoebaNr[x][y]>0)
2195 group_nr = AmoebaNr[x][y];
2201 void AmoebenVereinigen(int ax, int ay)
2203 int i, x, y, xx, yy;
2204 int new_group_nr = AmoebaNr[ax][ay];
2205 static int xy[4][2] =
2221 if (!IN_LEV_FIELD(x, y))
2224 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2225 Feld[x][y] == EL_AMOEBE_BD ||
2226 Feld[x][y] == EL_AMOEBE_TOT) &&
2227 AmoebaNr[x][y] != new_group_nr)
2229 int old_group_nr = AmoebaNr[x][y];
2231 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2232 AmoebaCnt[old_group_nr] = 0;
2233 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2234 AmoebaCnt2[old_group_nr] = 0;
2236 for (yy=0; yy<lev_fieldy; yy++) for (xx=0; xx<lev_fieldx; xx++)
2237 if (AmoebaNr[xx][yy] == old_group_nr)
2238 AmoebaNr[xx][yy] = new_group_nr;
2243 void AmoebeUmwandeln(int ax, int ay)
2246 int group_nr = AmoebaNr[ax][ay];
2247 static int xy[4][2] =
2255 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2257 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2259 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2262 Feld[x][y] = EL_AMOEBA2DIAM;
2274 if (!IN_LEV_FIELD(x, y))
2277 if (Feld[x][y] == EL_AMOEBA2DIAM)
2283 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2286 int group_nr = AmoebaNr[ax][ay];
2287 boolean done = FALSE;
2289 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2291 if (AmoebaNr[x][y] == group_nr &&
2292 (Feld[x][y] == EL_AMOEBE_TOT ||
2293 Feld[x][y] == EL_AMOEBE_BD ||
2294 Feld[x][y] == EL_AMOEBING))
2297 Feld[x][y] = new_element;
2298 DrawLevelField(x, y);
2304 PlaySoundLevel(ax, ay,
2305 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2308 void AmoebeWaechst(int x, int y)
2310 static long sound_delay = 0;
2311 static int sound_delay_value = 0;
2313 if (!MovDelay[x][y]) /* start new growing cycle */
2317 if (DelayReached(&sound_delay, sound_delay_value))
2319 PlaySoundLevel(x, y, SND_AMOEBE);
2320 sound_delay_value = 30;
2324 if (MovDelay[x][y]) /* wait some time before growing bigger */
2327 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2328 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING+3-MovDelay[x][y]/2);
2330 if (!MovDelay[x][y])
2332 Feld[x][y] = Store[x][y];
2334 DrawLevelField(x, y);
2339 void AmoebeAbleger(int ax, int ay)
2342 int element = Feld[ax][ay];
2343 int newax = ax, neway = ay;
2344 static int xy[4][2] =
2352 if (!level.tempo_amoebe)
2354 Feld[ax][ay] = EL_AMOEBE_TOT;
2355 DrawLevelField(ax, ay);
2359 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2360 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2362 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2365 if (MovDelay[ax][ay])
2369 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2372 int x = ax+xy[start][0];
2373 int y = ay+xy[start][1];
2375 if (!IN_LEV_FIELD(x, y))
2378 if (IS_FREE(x, y) ||
2379 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2385 if (newax == ax && neway == ay)
2388 else /* normal or "filled" amoeba */
2391 boolean waiting_for_player = FALSE;
2395 int j = (start+i)%4;
2396 int x = ax+xy[j][0];
2397 int y = ay+xy[j][1];
2399 if (!IN_LEV_FIELD(x, y))
2402 if (IS_FREE(x, y) ||
2403 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2409 else if (IS_PLAYER(x, y))
2410 waiting_for_player = TRUE;
2413 if (newax == ax && neway == ay)
2415 if (i == 4 && !waiting_for_player)
2417 Feld[ax][ay] = EL_AMOEBE_TOT;
2418 DrawLevelField(ax, ay);
2419 AmoebaCnt[AmoebaNr[ax][ay]]--;
2421 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* amoeba is completely dead */
2423 if (element == EL_AMOEBE_VOLL)
2424 AmoebeUmwandeln(ax, ay);
2425 else if (element == EL_AMOEBE_BD)
2426 AmoebeUmwandeln2(ax, ay, level.amoebe_inhalt);
2431 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2433 int new_group_nr = AmoebaNr[ax][ay];
2435 AmoebaNr[newax][neway] = new_group_nr;
2436 AmoebaCnt[new_group_nr]++;
2437 AmoebaCnt2[new_group_nr]++;
2438 AmoebenVereinigen(newax, neway);
2440 if (AmoebaCnt2[new_group_nr] >= 200 && element == EL_AMOEBE_BD)
2442 AmoebeUmwandeln2(newax, neway, EL_FELSBROCKEN);
2448 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax, neway) ||
2449 (neway == lev_fieldy-1 && newax!=ax))
2451 Feld[newax][neway] = EL_AMOEBING;
2452 Store[newax][neway] = element;
2454 else if (neway == ay)
2455 Feld[newax][neway] = EL_TROPFEN;
2458 InitMovingField(ax, ay, MV_DOWN);
2459 Feld[ax][ay] = EL_TROPFEN;
2460 Store[ax][ay] = EL_AMOEBE_NASS;
2461 ContinueMoving(ax, ay);
2465 DrawLevelField(newax, neway);
2468 void Life(int ax, int ay)
2471 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2473 int element = Feld[ax][ay];
2478 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2479 MovDelay[ax][ay] = life_time;
2481 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2484 if (MovDelay[ax][ay])
2488 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2490 int xx = ax+x1, yy = ay+y1;
2493 if (!IN_LEV_FIELD(xx, yy))
2496 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2498 int x = xx+x2, y = yy+y2;
2500 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2503 if (((Feld[x][y] == element ||
2504 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2506 (IS_FREE(x, y) && Stop[x][y]))
2510 if (xx == ax && yy == ay) /* field in the middle */
2512 if (nachbarn<life[0] || nachbarn>life[1])
2514 Feld[xx][yy] = EL_LEERRAUM;
2516 DrawLevelField(xx, yy);
2517 Stop[xx][yy] = TRUE;
2520 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2521 { /* free border field */
2522 if (nachbarn>=life[2] && nachbarn<=life[3])
2524 Feld[xx][yy] = element;
2525 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2527 DrawLevelField(xx, yy);
2528 Stop[xx][yy] = TRUE;
2534 void Ablenk(int x, int y)
2536 if (!MovDelay[x][y]) /* next animation frame */
2537 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2539 if (MovDelay[x][y]) /* wait some time before next frame */
2544 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2545 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2546 if (!(MovDelay[x][y]%4))
2547 PlaySoundLevel(x, y, SND_MIEP);
2552 Feld[x][y] = EL_ABLENK_AUS;
2553 DrawLevelField(x, y);
2554 if (ZX == x && ZY == y)
2558 void Birne(int x, int y)
2560 if (!MovDelay[x][y]) /* next animation frame */
2561 MovDelay[x][y] = 800;
2563 if (MovDelay[x][y]) /* wait some time before next frame */
2568 if (!(MovDelay[x][y]%5))
2570 if (!(MovDelay[x][y]%10))
2571 Feld[x][y]=EL_ABLENK_EIN;
2573 Feld[x][y]=EL_ABLENK_AUS;
2574 DrawLevelField(x, y);
2575 Feld[x][y]=EL_ABLENK_EIN;
2581 Feld[x][y]=EL_ABLENK_AUS;
2582 DrawLevelField(x, y);
2583 if (ZX == x && ZY == y)
2587 void Blubber(int x, int y)
2589 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2590 DrawLevelField(x, y-1);
2592 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2595 void NussKnacken(int x, int y)
2597 if (!MovDelay[x][y]) /* next animation frame */
2600 if (MovDelay[x][y]) /* wait some time before next frame */
2603 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2604 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2606 if (!MovDelay[x][y])
2608 Feld[x][y] = EL_EDELSTEIN;
2609 DrawLevelField(x, y);
2614 void SiebAktivieren(int x, int y, int typ)
2616 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2617 DrawGraphic(SCREENX(x), SCREENY(y),
2618 (typ == 1 ? GFX_SIEB_VOLL :
2619 GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4);
2622 void AusgangstuerPruefen(int x, int y)
2624 if (!local_player->gems_still_needed &&
2625 !local_player->sokobanfields_still_needed &&
2626 !local_player->lights_still_needed)
2628 Feld[x][y] = EL_AUSGANG_ACT;
2630 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2631 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2632 y < LEVELY(BY1) ? LEVELY(BY1) :
2633 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2638 void AusgangstuerOeffnen(int x, int y)
2642 if (!MovDelay[x][y]) /* next animation frame */
2643 MovDelay[x][y] = 5*delay;
2645 if (MovDelay[x][y]) /* wait some time before next frame */
2650 tuer = MovDelay[x][y]/delay;
2651 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2652 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2654 if (!MovDelay[x][y])
2656 Feld[x][y] = EL_AUSGANG_AUF;
2657 DrawLevelField(x, y);
2662 void AusgangstuerBlinken(int x, int y)
2664 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2667 void EdelsteinFunkeln(int x, int y)
2669 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2672 if (Feld[x][y] == EL_EDELSTEIN_BD)
2673 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2676 if (!MovDelay[x][y]) /* next animation frame */
2677 MovDelay[x][y] = 11 * !SimpleRND(500);
2679 if (MovDelay[x][y]) /* wait some time before next frame */
2683 if (setup.direct_draw && MovDelay[x][y])
2684 SetDrawtoField(DRAW_BUFFERED);
2686 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2690 int phase = (MovDelay[x][y]-1)/2;
2695 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2697 if (setup.direct_draw)
2701 dest_x = FX + SCREENX(x)*TILEX;
2702 dest_y = FY + SCREENY(y)*TILEY;
2704 XCopyArea(display, drawto_field, window, gc,
2705 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2706 SetDrawtoField(DRAW_DIRECT);
2713 void MauerWaechst(int x, int y)
2717 if (!MovDelay[x][y]) /* next animation frame */
2718 MovDelay[x][y] = 3*delay;
2720 if (MovDelay[x][y]) /* wait some time before next frame */
2725 phase = 2-MovDelay[x][y]/delay;
2726 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2727 DrawGraphic(SCREENX(x), SCREENY(y),
2728 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2729 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2730 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2731 GFX_MAUER_DOWN ) + phase);
2733 if (!MovDelay[x][y])
2735 if (MovDir[x][y] == MV_LEFT)
2737 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2738 DrawLevelField(x-1, y);
2740 else if (MovDir[x][y] == MV_RIGHT)
2742 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2743 DrawLevelField(x+1, y);
2745 else if (MovDir[x][y] == MV_UP)
2747 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2748 DrawLevelField(x, y-1);
2752 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2753 DrawLevelField(x, y+1);
2756 Feld[x][y] = Store[x][y];
2758 MovDir[x][y] = MV_NO_MOVING;
2759 DrawLevelField(x, y);
2764 void MauerAbleger(int ax, int ay)
2766 int element = Feld[ax][ay];
2767 boolean oben_frei = FALSE, unten_frei = FALSE;
2768 boolean links_frei = FALSE, rechts_frei = FALSE;
2769 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2770 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2772 if (!MovDelay[ax][ay]) /* start building new wall */
2773 MovDelay[ax][ay] = 6;
2775 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2778 if (MovDelay[ax][ay])
2782 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2784 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2786 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2788 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2791 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2795 Feld[ax][ay-1] = EL_MAUERND;
2796 Store[ax][ay-1] = element;
2797 MovDir[ax][ay-1] = MV_UP;
2798 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
2799 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
2803 Feld[ax][ay+1] = EL_MAUERND;
2804 Store[ax][ay+1] = element;
2805 MovDir[ax][ay+1] = MV_DOWN;
2806 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
2807 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
2811 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2812 element == EL_MAUER_LEBT)
2816 Feld[ax-1][ay] = EL_MAUERND;
2817 Store[ax-1][ay] = element;
2818 MovDir[ax-1][ay] = MV_LEFT;
2819 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
2820 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
2824 Feld[ax+1][ay] = EL_MAUERND;
2825 Store[ax+1][ay] = element;
2826 MovDir[ax+1][ay] = MV_RIGHT;
2827 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
2828 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
2832 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2833 DrawLevelField(ax, ay);
2835 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
2837 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
2838 unten_massiv = TRUE;
2839 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
2840 links_massiv = TRUE;
2841 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
2842 rechts_massiv = TRUE;
2844 if (((oben_massiv && unten_massiv) ||
2845 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2846 ((links_massiv && rechts_massiv) ||
2847 element == EL_MAUER_Y))
2848 Feld[ax][ay] = EL_MAUERWERK;
2851 void CheckForDragon(int x, int y)
2854 boolean dragon_found = FALSE;
2855 static int xy[4][2] =
2867 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2869 if (IN_LEV_FIELD(xx, yy) &&
2870 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2872 if (Feld[xx][yy] == EL_DRACHE)
2873 dragon_found = TRUE;
2886 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2888 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
2890 Feld[xx][yy] = EL_LEERRAUM;
2891 DrawLevelField(xx, yy);
2900 static void PlayerActions(struct PlayerInfo *player, byte player_action)
2902 static byte stored_player_action[MAX_PLAYERS];
2903 static int num_stored_actions = 0;
2904 static boolean save_tape_entry = FALSE;
2905 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2906 int jx = player->jx, jy = player->jy;
2907 int left = player_action & JOY_LEFT;
2908 int right = player_action & JOY_RIGHT;
2909 int up = player_action & JOY_UP;
2910 int down = player_action & JOY_DOWN;
2911 int button1 = player_action & JOY_BUTTON_1;
2912 int button2 = player_action & JOY_BUTTON_2;
2913 int dx = (left ? -1 : right ? 1 : 0);
2914 int dy = (up ? -1 : down ? 1 : 0);
2916 stored_player_action[player->index_nr] = 0;
2917 num_stored_actions++;
2919 if (!player->active || player->gone || tape.pausing)
2924 save_tape_entry = TRUE;
2925 player->frame_reset_delay = 0;
2928 snapped = SnapField(player, dx, dy);
2932 bombed = PlaceBomb(player);
2933 moved = MoveFigure(player, dx, dy);
2936 if (tape.recording && (moved || snapped || bombed))
2938 if (bombed && !moved)
2939 player_action &= JOY_BUTTON;
2941 stored_player_action[player->index_nr] = player_action;
2944 /* this allows cycled sequences of PlayerActions() */
2945 if (num_stored_actions >= MAX_PLAYERS)
2947 TapeRecordAction(stored_player_action);
2948 num_stored_actions = 0;
2953 else if (tape.playing && snapped)
2954 SnapField(player, 0, 0); /* stop snapping */
2958 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
2959 SnapField(player, 0, 0);
2960 if (++player->frame_reset_delay > MoveSpeed)
2964 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
2966 TapeRecordAction(stored_player_action);
2967 num_stored_actions = 0;
2968 save_tape_entry = FALSE;
2971 if (tape.playing && !tape.pausing && !player_action &&
2972 tape.counter < tape.length)
2975 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2977 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
2978 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
2980 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2982 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2984 int el = Feld[jx+dx][jy];
2985 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
2987 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2989 player->MovDir = next_joy;
2990 player->Frame = FrameCounter % 4;
2991 player->Pushing = TRUE;
3000 static long action_delay = 0;
3001 long action_delay_value;
3002 int sieb_x = 0, sieb_y = 0;
3003 int i, x, y, element;
3004 byte *recorded_player_action;
3005 byte summarized_player_action = 0;
3007 if (game_status != PLAYING)
3010 action_delay_value =
3011 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3013 /* main game synchronization point */
3014 WaitUntilDelayReached(&action_delay, action_delay_value);
3016 if (network_playing && !network_player_action_received)
3020 printf("DEBUG: try to get network player actions in time\n");
3024 /* last chance to get network player actions without main loop delay */
3027 if (game_status != PLAYING)
3030 if (!network_player_action_received)
3034 printf("DEBUG: failed to get network player actions in time\n");
3043 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3045 else if (tape.recording)
3054 else if (tape.recording)
3057 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3059 for (i=0; i<MAX_PLAYERS; i++)
3061 summarized_player_action |= stored_player[i].action;
3063 if (!network_playing)
3064 stored_player[i].effective_action = stored_player[i].action;
3067 if (network_playing)
3068 SendToServer_MovePlayer(summarized_player_action);
3070 if (!options.network && !setup.team_mode)
3071 local_player->effective_action = summarized_player_action;
3073 for (i=0; i<MAX_PLAYERS; i++)
3075 int actual_player_action = stored_player[i].effective_action;
3077 if (recorded_player_action)
3078 actual_player_action = recorded_player_action[i];
3080 PlayerActions(&stored_player[i], actual_player_action);
3081 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3084 network_player_action_received = FALSE;
3086 ScrollScreen(NULL, SCROLL_GO_ON);
3090 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3092 else if (tape.recording)
3102 if (TimeFrames == 0 && !local_player->gone)
3104 extern unsigned int last_RND();
3106 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3107 level.time - TimeLeft,
3109 getStateCheckSum(level.time - TimeLeft));
3118 if (GameFrameDelay >= 500)
3119 printf("FrameCounter == %d\n", FrameCounter);
3130 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3133 if (JustHit[x][y]>0)
3137 if (IS_BLOCKED(x, y))
3141 Blocked2Moving(x, y, &oldx, &oldy);
3142 if (!IS_MOVING(oldx, oldy))
3144 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3145 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3146 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3147 printf("GameActions(): This should never happen!\n");
3153 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3155 element = Feld[x][y];
3157 if (IS_INACTIVE(element))
3160 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3164 if (IS_GEM(element))
3165 EdelsteinFunkeln(x, y);
3167 else if (IS_MOVING(x, y))
3168 ContinueMoving(x, y);
3169 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3170 CheckDynamite(x, y);
3171 else if (element == EL_EXPLODING)
3172 Explode(x, y, Frame[x][y], EX_NORMAL);
3173 else if (element == EL_AMOEBING)
3174 AmoebeWaechst(x, y);
3175 else if (IS_AMOEBALIVE(element))
3176 AmoebeAbleger(x, y);
3177 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3179 else if (element == EL_ABLENK_EIN)
3181 else if (element == EL_SALZSAEURE)
3183 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3185 else if (element == EL_CRACKINGNUT)
3187 else if (element == EL_AUSGANG_ZU)
3188 AusgangstuerPruefen(x, y);
3189 else if (element == EL_AUSGANG_ACT)
3190 AusgangstuerOeffnen(x, y);
3191 else if (element == EL_AUSGANG_AUF)
3192 AusgangstuerBlinken(x, y);
3193 else if (element == EL_MAUERND)
3195 else if (element == EL_MAUER_LEBT ||
3196 element == EL_MAUER_X ||
3197 element == EL_MAUER_Y ||
3198 element == EL_MAUER_XY)
3200 else if (element == EL_BURNING)
3201 CheckForDragon(x, y);
3205 boolean sieb = FALSE;
3206 int jx = local_player->jx, jy = local_player->jy;
3208 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3209 Store[x][y] == EL_SIEB_LEER)
3211 SiebAktivieren(x, y, 1);
3214 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3215 Store[x][y] == EL_SIEB2_LEER)
3217 SiebAktivieren(x, y, 2);
3221 /* play the element sound at the position nearest to the player */
3222 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3233 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3237 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3239 element = Feld[x][y];
3240 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3242 Feld[x][y] = EL_SIEB_TOT;
3243 DrawLevelField(x, y);
3245 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3247 Feld[x][y] = EL_SIEB2_TOT;
3248 DrawLevelField(x, y);
3254 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3259 if (tape.recording || tape.playing)
3260 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3263 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3265 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3268 for (i=0; i<MAX_PLAYERS; i++)
3269 KillHero(&stored_player[i]);
3275 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3277 int min_x = x, min_y = y, max_x = x, max_y = y;
3280 for (i=0; i<MAX_PLAYERS; i++)
3282 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3284 if (!stored_player[i].active || stored_player[i].gone ||
3285 &stored_player[i] == player)
3288 min_x = MIN(min_x, jx);
3289 min_y = MIN(min_y, jy);
3290 max_x = MAX(max_x, jx);
3291 max_y = MAX(max_y, jy);
3294 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3297 static boolean AllPlayersInVisibleScreen()
3301 for (i=0; i<MAX_PLAYERS; i++)
3303 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3305 if (!stored_player[i].active || stored_player[i].gone)
3308 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3315 void ScrollLevel(int dx, int dy)
3317 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3320 XCopyArea(display, drawto_field, drawto_field, gc,
3321 FX + TILEX*(dx == -1) - softscroll_offset,
3322 FY + TILEY*(dy == -1) - softscroll_offset,
3323 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3324 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3325 FX + TILEX*(dx == 1) - softscroll_offset,
3326 FY + TILEY*(dy == 1) - softscroll_offset);
3330 x = (dx == 1 ? BX1 : BX2);
3331 for (y=BY1; y<=BY2; y++)
3332 DrawScreenField(x, y);
3336 y = (dy == 1 ? BY1 : BY2);
3337 for (x=BX1; x<=BX2; x++)
3338 DrawScreenField(x, y);
3341 redraw_mask |= REDRAW_FIELD;
3344 boolean MoveFigureOneStep(struct PlayerInfo *player,
3345 int dx, int dy, int real_dx, int real_dy)
3347 int jx = player->jx, jy = player->jy;
3348 int new_jx = jx+dx, new_jy = jy+dy;
3352 if (player->gone || (!dx && !dy))
3353 return MF_NO_ACTION;
3355 player->MovDir = (dx < 0 ? MV_LEFT :
3358 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3360 if (!IN_LEV_FIELD(new_jx, new_jy))
3361 return MF_NO_ACTION;
3363 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3364 return MF_NO_ACTION;
3366 element = MovingOrBlocked2Element(new_jx, new_jy);
3368 if (DONT_GO_TO(element))
3370 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3373 Feld[jx][jy] = EL_SPIELFIGUR;
3374 InitMovingField(jx, jy, MV_DOWN);
3375 Store[jx][jy] = EL_SALZSAEURE;
3376 ContinueMoving(jx, jy);
3385 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3386 if (can_move != MF_MOVING)
3389 StorePlayer[jx][jy] = 0;
3390 player->last_jx = jx;
3391 player->last_jy = jy;
3392 jx = player->jx = new_jx;
3393 jy = player->jy = new_jy;
3394 StorePlayer[jx][jy] = player->element_nr;
3396 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3398 ScrollFigure(player, SCROLL_INIT);
3403 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3405 int jx = player->jx, jy = player->jy;
3406 int old_jx = jx, old_jy = jy;
3407 int moved = MF_NO_ACTION;
3409 if (player->gone || (!dx && !dy))
3412 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3417 /* should only happen if pre-1.0 tape recordings are played */
3418 /* this is only for backward compatibility */
3421 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.0 LEVEL TAPES.\n");
3424 while (player->MovPos)
3426 ScrollFigure(player, SCROLL_GO_ON);
3427 ScrollScreen(NULL, SCROLL_GO_ON);
3434 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3436 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3437 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3441 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3442 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3448 if (moved & MF_MOVING && !ScreenMovPos &&
3449 (player == local_player || !options.network))
3451 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3452 int offset = (setup.scroll_delay ? 3 : 0);
3454 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3456 /* actual player has left the screen -- scroll in that direction */
3457 if (jx != old_jx) /* player has moved horizontally */
3458 scroll_x += (jx - old_jx);
3459 else /* player has moved vertically */
3460 scroll_y += (jy - old_jy);
3464 if (jx != old_jx) /* player has moved horizontally */
3466 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3467 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3468 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3470 /* don't scroll over playfield boundaries */
3471 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3472 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3474 /* don't scroll more than one field at a time */
3475 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3477 /* don't scroll against the player's moving direction */
3478 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3479 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3480 scroll_x = old_scroll_x;
3482 else /* player has moved vertically */
3484 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3485 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3486 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3488 /* don't scroll over playfield boundaries */
3489 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3490 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3492 /* don't scroll more than one field at a time */
3493 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3495 /* don't scroll against the player's moving direction */
3496 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3497 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3498 scroll_y = old_scroll_y;
3502 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3504 if (!options.network && !AllPlayersInVisibleScreen())
3506 scroll_x = old_scroll_x;
3507 scroll_y = old_scroll_y;
3511 ScrollScreen(player, SCROLL_INIT);
3512 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3517 if (!(moved & MF_MOVING) && !player->Pushing)
3520 player->Frame = (player->Frame + 1) % 4;
3522 if (moved & MF_MOVING)
3524 if (old_jx != jx && old_jy == jy)
3525 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3526 else if (old_jx == jx && old_jy != jy)
3527 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3529 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3531 player->last_move_dir = player->MovDir;
3534 player->last_move_dir = MV_NO_MOVING;
3536 TestIfHeroHitsBadThing(jx, jy);
3544 void ScrollFigure(struct PlayerInfo *player, int mode)
3546 int jx = player->jx, jy = player->jy;
3547 int last_jx = player->last_jx, last_jy = player->last_jy;
3549 if (!player->active || player->gone || !player->MovPos)
3552 if (mode == SCROLL_INIT)
3554 player->actual_frame_counter = FrameCounter;
3555 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3557 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3558 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3563 else if (!FrameReached(&player->actual_frame_counter, 1))
3566 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3567 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3569 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3570 Feld[last_jx][last_jy] = EL_LEERRAUM;
3574 if (!player->MovPos)
3576 player->last_jx = jx;
3577 player->last_jy = jy;
3579 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3583 if (!local_player->friends_still_needed)
3584 player->LevelSolved = player->GameOver = TRUE;
3589 void ScrollScreen(struct PlayerInfo *player, int mode)
3591 static long screen_frame_counter = 0;
3593 if (mode == SCROLL_INIT)
3595 screen_frame_counter = FrameCounter;
3596 ScreenMovDir = player->MovDir;
3597 ScreenMovPos = player->MovPos;
3598 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3601 else if (!FrameReached(&screen_frame_counter, 1))
3606 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3607 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3608 redraw_mask |= REDRAW_FIELD;
3611 ScreenMovDir = MV_NO_MOVING;
3614 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3616 int i, killx = goodx, killy = goody;
3617 static int xy[4][2] =
3624 static int harmless[4] =
3636 x = goodx + xy[i][0];
3637 y = goody + xy[i][1];
3638 if (!IN_LEV_FIELD(x, y))
3641 element = Feld[x][y];
3643 if (DONT_TOUCH(element))
3645 if (MovDir[x][y] == harmless[i])
3654 if (killx != goodx || killy != goody)
3656 if (IS_PLAYER(goodx, goody))
3657 KillHero(PLAYERINFO(goodx, goody));
3663 void TestIfBadThingHitsGoodThing(int badx, int bady)
3665 int i, killx = badx, killy = bady;
3666 static int xy[4][2] =
3673 static int harmless[4] =
3685 x = badx + xy[i][0];
3686 y = bady + xy[i][1];
3687 if (!IN_LEV_FIELD(x, y))
3690 element = Feld[x][y];
3692 if (IS_PLAYER(x, y))
3698 else if (element == EL_PINGUIN)
3700 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3709 if (killx != badx || killy != bady)
3711 if (IS_PLAYER(killx, killy))
3712 KillHero(PLAYERINFO(killx, killy));
3718 void TestIfHeroHitsBadThing(int x, int y)
3720 TestIfGoodThingHitsBadThing(x, y);
3723 void TestIfBadThingHitsHero(int x, int y)
3725 TestIfBadThingHitsGoodThing(x, y);
3728 void TestIfFriendHitsBadThing(int x, int y)
3730 TestIfGoodThingHitsBadThing(x, y);
3733 void TestIfBadThingHitsFriend(int x, int y)
3735 TestIfBadThingHitsGoodThing(x, y);
3738 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3740 int i, killx = badx, killy = bady;
3741 static int xy[4][2] =
3755 if (!IN_LEV_FIELD(x, y))
3758 element = Feld[x][y];
3759 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3760 element == EL_AMOEBING || element == EL_TROPFEN)
3768 if (killx != badx || killy != bady)
3772 void KillHero(struct PlayerInfo *player)
3774 int jx = player->jx, jy = player->jy;
3779 if (IS_PFORTE(Feld[jx][jy]))
3780 Feld[jx][jy] = EL_LEERRAUM;
3786 void BuryHero(struct PlayerInfo *player)
3788 int jx = player->jx, jy = player->jy;
3793 PlaySoundLevel(jx, jy, SND_AUTSCH);
3794 PlaySoundLevel(jx, jy, SND_LACHEN);
3796 player->GameOver = TRUE;
3800 void RemoveHero(struct PlayerInfo *player)
3802 int jx = player->jx, jy = player->jy;
3803 int i, found = FALSE;
3805 player->gone = TRUE;
3806 StorePlayer[jx][jy] = 0;
3808 for (i=0; i<MAX_PLAYERS; i++)
3809 if (stored_player[i].active && !stored_player[i].gone)
3813 AllPlayersGone = TRUE;
3819 int DigField(struct PlayerInfo *player,
3820 int x, int y, int real_dx, int real_dy, int mode)
3822 int jx = player->jx, jy = player->jy;
3823 int dx = x - jx, dy = y - jy;
3826 if (!player->MovPos)
3827 player->Pushing = FALSE;
3829 if (mode == DF_NO_PUSH)
3831 player->push_delay = 0;
3832 return MF_NO_ACTION;
3835 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
3836 return MF_NO_ACTION;
3838 element = Feld[x][y];
3846 Feld[x][y] = EL_LEERRAUM;
3850 case EL_EDELSTEIN_BD:
3851 case EL_EDELSTEIN_GELB:
3852 case EL_EDELSTEIN_ROT:
3853 case EL_EDELSTEIN_LILA:
3856 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3857 if (local_player->gems_still_needed < 0)
3858 local_player->gems_still_needed = 0;
3859 RaiseScoreElement(element);
3860 DrawText(DX_EMERALDS, DY_EMERALDS,
3861 int2str(local_player->gems_still_needed, 3),
3862 FS_SMALL, FC_YELLOW);
3863 PlaySoundLevel(x, y, SND_PONG);
3866 case EL_DYNAMIT_AUS:
3869 RaiseScoreElement(EL_DYNAMIT);
3870 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3871 int2str(local_player->dynamite, 3),
3872 FS_SMALL, FC_YELLOW);
3873 PlaySoundLevel(x, y, SND_PONG);
3876 case EL_DYNABOMB_NR:
3878 player->dynabomb_count++;
3879 player->dynabombs_left++;
3880 RaiseScoreElement(EL_DYNAMIT);
3881 PlaySoundLevel(x, y, SND_PONG);
3884 case EL_DYNABOMB_SZ:
3886 player->dynabomb_size++;
3887 RaiseScoreElement(EL_DYNAMIT);
3888 PlaySoundLevel(x, y, SND_PONG);
3891 case EL_DYNABOMB_XL:
3893 player->dynabomb_xl = TRUE;
3894 RaiseScoreElement(EL_DYNAMIT);
3895 PlaySoundLevel(x, y, SND_PONG);
3898 case EL_SCHLUESSEL1:
3899 case EL_SCHLUESSEL2:
3900 case EL_SCHLUESSEL3:
3901 case EL_SCHLUESSEL4:
3903 int key_nr = element-EL_SCHLUESSEL1;
3906 player->key[key_nr] = TRUE;
3907 RaiseScoreElement(EL_SCHLUESSEL);
3908 DrawMiniGraphicExt(drawto, gc,
3909 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
3910 GFX_SCHLUESSEL1+key_nr);
3911 DrawMiniGraphicExt(window, gc,
3912 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
3913 GFX_SCHLUESSEL1+key_nr);
3914 PlaySoundLevel(x, y, SND_PONG);
3919 Feld[x][y] = EL_ABLENK_EIN;
3922 DrawLevelField(x, y);
3926 case EL_FELSBROCKEN:
3930 if (dy || mode == DF_SNAP)
3931 return MF_NO_ACTION;
3933 player->Pushing = TRUE;
3935 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
3936 return MF_NO_ACTION;
3940 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3941 return MF_NO_ACTION;
3944 if (player->push_delay == 0)
3945 player->push_delay = FrameCounter;
3946 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3948 return MF_NO_ACTION;
3951 Feld[x+dx][y+dy] = element;
3953 player->push_delay_value = 2+RND(8);
3955 DrawLevelField(x+dx, y+dy);
3956 if (element == EL_FELSBROCKEN)
3957 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
3958 else if (element == EL_KOKOSNUSS)
3959 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
3961 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
3968 if (!player->key[element-EL_PFORTE1])
3969 return MF_NO_ACTION;
3976 if (!player->key[element-EL_PFORTE1X])
3977 return MF_NO_ACTION;
3981 case EL_AUSGANG_ACT:
3982 /* door is not (yet) open */
3983 return MF_NO_ACTION;
3986 case EL_AUSGANG_AUF:
3987 if (mode == DF_SNAP)
3988 return MF_NO_ACTION;
3990 PlaySoundLevel(x, y, SND_BUING);
3993 player->gone = TRUE;
3994 PlaySoundLevel(x, y, SND_BUING);
3996 if (!local_player->friends_still_needed)
3997 player->LevelSolved = player->GameOver = TRUE;
4003 Feld[x][y] = EL_BIRNE_EIN;
4004 local_player->lights_still_needed--;
4005 DrawLevelField(x, y);
4006 PlaySoundLevel(x, y, SND_DENG);
4011 Feld[x][y] = EL_ZEIT_LEER;
4013 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4014 DrawLevelField(x, y);
4015 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4019 case EL_SOKOBAN_FELD_LEER:
4022 case EL_SOKOBAN_FELD_VOLL:
4023 case EL_SOKOBAN_OBJEKT:
4025 if (mode == DF_SNAP)
4026 return MF_NO_ACTION;
4028 player->Pushing = TRUE;
4030 if (!IN_LEV_FIELD(x+dx, y+dy)
4031 || (!IS_FREE(x+dx, y+dy)
4032 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4033 || !IS_SB_ELEMENT(element))))
4034 return MF_NO_ACTION;
4038 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4039 return MF_NO_ACTION;
4041 else if (dy && real_dx)
4043 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4044 return MF_NO_ACTION;
4047 if (player->push_delay == 0)
4048 player->push_delay = FrameCounter;
4049 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4051 return MF_NO_ACTION;
4053 if (IS_SB_ELEMENT(element))
4055 if (element == EL_SOKOBAN_FELD_VOLL)
4057 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4058 local_player->sokobanfields_still_needed++;
4063 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4065 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4066 local_player->sokobanfields_still_needed--;
4067 if (element == EL_SOKOBAN_OBJEKT)
4068 PlaySoundLevel(x, y, SND_DENG);
4071 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4076 Feld[x+dx][y+dy] = element;
4079 player->push_delay_value = 2;
4081 DrawLevelField(x, y);
4082 DrawLevelField(x+dx, y+dy);
4083 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4085 if (IS_SB_ELEMENT(element) &&
4086 local_player->sokobanfields_still_needed == 0 &&
4087 game_emulation == EMU_SOKOBAN)
4089 player->LevelSolved = player->GameOver = TRUE;
4090 PlaySoundLevel(x, y, SND_BUING);
4102 return MF_NO_ACTION;
4106 player->push_delay = 0;
4111 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4113 int jx = player->jx, jy = player->jy;
4114 int x = jx + dx, y = jy + dy;
4116 if (player->gone || !IN_LEV_FIELD(x, y))
4124 player->snapped = FALSE;
4128 if (player->snapped)
4131 player->MovDir = (dx < 0 ? MV_LEFT :
4134 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4136 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4139 player->snapped = TRUE;
4140 DrawLevelField(x, y);
4146 boolean PlaceBomb(struct PlayerInfo *player)
4148 int jx = player->jx, jy = player->jy;
4151 if (player->gone || player->MovPos)
4154 element = Feld[jx][jy];
4156 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4157 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4158 element == EL_EXPLODING)
4161 if (element != EL_LEERRAUM)
4162 Store[jx][jy] = element;
4164 if (player->dynamite)
4166 Feld[jx][jy] = EL_DYNAMIT;
4167 MovDelay[jx][jy] = 96;
4169 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4170 FS_SMALL, FC_YELLOW);
4171 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4172 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4176 Feld[jx][jy] = EL_DYNABOMB;
4177 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4178 MovDelay[jx][jy] = 96;
4179 player->dynabombs_left--;
4180 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4181 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4187 void PlaySoundLevel(int x, int y, int sound_nr)
4189 int sx = SCREENX(x), sy = SCREENY(y);
4191 int silence_distance = 8;
4193 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4194 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4197 if (!IN_LEV_FIELD(x, y) ||
4198 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4199 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4202 volume = PSND_MAX_VOLUME;
4205 stereo = (sx-SCR_FIELDX/2)*12;
4207 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4208 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4209 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4212 if (!IN_SCR_FIELD(sx, sy))
4214 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4215 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4217 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4220 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4223 void RaiseScore(int value)
4225 local_player->score += value;
4226 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4227 FS_SMALL, FC_YELLOW);
4230 void RaiseScoreElement(int element)
4235 case EL_EDELSTEIN_BD:
4236 case EL_EDELSTEIN_GELB:
4237 case EL_EDELSTEIN_ROT:
4238 case EL_EDELSTEIN_LILA:
4239 RaiseScore(level.score[SC_EDELSTEIN]);
4242 RaiseScore(level.score[SC_DIAMANT]);
4246 RaiseScore(level.score[SC_KAEFER]);
4250 RaiseScore(level.score[SC_FLIEGER]);
4254 RaiseScore(level.score[SC_MAMPFER]);
4257 RaiseScore(level.score[SC_ROBOT]);
4260 RaiseScore(level.score[SC_PACMAN]);
4263 RaiseScore(level.score[SC_KOKOSNUSS]);
4266 RaiseScore(level.score[SC_DYNAMIT]);
4269 RaiseScore(level.score[SC_SCHLUESSEL]);