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 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* values for game_emulation */
96 #define EMU_BOULDERDASH 1
99 /* to control special behaviour of certain game elements */
100 int game_emulation = EMU_NONE;
107 static unsigned int getStateCheckSum(int counter)
110 unsigned int mult = 1;
111 unsigned int checksum = 0;
113 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
115 static boolean first_game = TRUE;
117 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
123 lastFeld[x][y] = Feld[x][y];
124 else if (lastFeld[x][y] != Feld[x][y])
125 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
126 x, y, lastFeld[x][y], Feld[x][y]);
130 checksum += mult++ * Ur[x][y];
131 checksum += mult++ * Feld[x][y];
134 checksum += mult++ * MovPos[x][y];
135 checksum += mult++ * MovDir[x][y];
136 checksum += mult++ * MovDelay[x][y];
137 checksum += mult++ * Store[x][y];
138 checksum += mult++ * Store2[x][y];
139 checksum += mult++ * StorePlayer[x][y];
140 checksum += mult++ * Frame[x][y];
141 checksum += mult++ * AmoebaNr[x][y];
142 checksum += mult++ * JustHit[x][y];
143 checksum += mult++ * Stop[x][y];
147 if (counter == 3 && first_game)
158 void GetPlayerConfig()
160 if (sound_status == SOUND_OFF)
163 if (!sound_loops_allowed)
165 setup.sound_loops = FALSE;
166 setup.sound_music = FALSE;
169 setup.sound_simple = setup.sound;
177 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
178 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
180 /* don't play tapes over network */
181 network_playing = (options.network && !tape.playing);
183 for (i=0; i<MAX_PLAYERS; i++)
185 struct PlayerInfo *player = &stored_player[i];
187 player->index_nr = i;
188 player->element_nr = EL_SPIELER1 + i;
190 player->present = FALSE;
191 player->active = FALSE;
194 player->effective_action = 0;
197 player->gems_still_needed = level.edelsteine;
198 player->sokobanfields_still_needed = 0;
199 player->lights_still_needed = 0;
200 player->friends_still_needed = 0;
203 player->key[j] = FALSE;
205 player->dynamite = 0;
206 player->dynabomb_count = 0;
207 player->dynabomb_size = 0;
208 player->dynabombs_left = 0;
209 player->dynabomb_xl = FALSE;
211 player->MovDir = MV_NO_MOVING;
213 player->Pushing = FALSE;
217 player->actual_frame_counter = 0;
219 player->frame_reset_delay = 0;
221 player->push_delay = 0;
222 player->push_delay_value = 5;
224 player->move_delay = 0;
225 player->last_move_dir = MV_NO_MOVING;
227 player->snapped = FALSE;
229 player->gone = FALSE;
231 player->last_jx = player->last_jy = 0;
232 player->jx = player->jy = 0;
234 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
235 SnapField(player, 0, 0);
237 player->LevelSolved = FALSE;
238 player->GameOver = FALSE;
241 network_player_action_received = FALSE;
244 /* initial null action */
246 SendToServer_MovePlayer(MV_NO_MOVING);
254 TimeLeft = level.time;
256 ScreenMovDir = MV_NO_MOVING;
260 AllPlayersGone = SiebAktiv = FALSE;
262 for (i=0; i<MAX_NUM_AMOEBA; i++)
263 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
265 for (x=0; x<lev_fieldx; x++)
267 for (y=0; y<lev_fieldy; y++)
269 Feld[x][y] = Ur[x][y];
270 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
271 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
279 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
281 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
283 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
289 Feld[x][y] = EL_SPIELER1;
296 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
297 int jx = player->jx, jy = player->jy;
299 player->present = TRUE;
302 if (!network_playing || player->connected)
305 if (!options.network || player->connected)
307 player->active = TRUE;
309 /* remove potentially duplicate players */
310 if (StorePlayer[jx][jy] == Feld[x][y])
311 StorePlayer[jx][jy] = 0;
313 StorePlayer[x][y] = Feld[x][y];
317 printf("Player %d activated.\n", player->element_nr);
318 printf("[Local player is %d and currently %s.]\n",
319 local_player->element_nr,
320 local_player->active ? "active" : "not active");
324 Feld[x][y] = EL_LEERRAUM;
325 player->jx = player->last_jx = x;
326 player->jy = player->last_jy = y;
331 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
332 Feld[x][y] = EL_BADEWANNE1;
333 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
334 Feld[x][y] = EL_BADEWANNE2;
335 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
336 Feld[x][y] = EL_BADEWANNE3;
337 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
338 Feld[x][y] = EL_BADEWANNE4;
339 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
340 Feld[x][y] = EL_BADEWANNE5;
377 if (y == lev_fieldy - 1)
379 Feld[x][y] = EL_AMOEBING;
380 Store[x][y] = EL_AMOEBE_NASS;
387 local_player->lights_still_needed++;
389 case EL_SOKOBAN_FELD_LEER:
390 local_player->sokobanfields_still_needed++;
394 local_player->friends_still_needed++;
398 MovDir[x][y] = 1 << RND(4);
405 /* check if any connected player was not found in playfield */
406 for (i=0; i<MAX_PLAYERS; i++)
408 struct PlayerInfo *player = &stored_player[i];
410 if (player->connected && !player->present)
412 for (j=0; j<MAX_PLAYERS; j++)
414 struct PlayerInfo *some_player = &stored_player[j];
415 int jx = some_player->jx, jy = some_player->jy;
417 /* assign first free player found that is present in the playfield */
418 if (some_player->present && !some_player->connected)
420 player->present = TRUE;
421 player->active = TRUE;
422 some_player->present = FALSE;
424 StorePlayer[jx][jy] = player->element_nr;
425 player->jx = player->last_jx = jx;
426 player->jy = player->last_jy = jy;
436 /* when playing a tape, eliminate all players who do not participate */
438 for (i=0; i<MAX_PLAYERS; i++)
440 if (stored_player[i].active && !tape.player_participates[i])
442 struct PlayerInfo *player = &stored_player[i];
443 int jx = player->jx, jy = player->jy;
445 player->active = FALSE;
446 StorePlayer[jx][jy] = 0;
447 Feld[jx][jy] = EL_LEERRAUM;
451 else if (!options.network && !setup.team_mode) /* && !tape.playing */
453 /* when in single player mode, eliminate all but the first active player */
455 for (i=0; i<MAX_PLAYERS; i++)
457 if (stored_player[i].active)
459 for (j=i+1; j<MAX_PLAYERS; j++)
461 if (stored_player[j].active)
463 struct PlayerInfo *player = &stored_player[j];
464 int jx = player->jx, jy = player->jy;
466 player->active = FALSE;
467 StorePlayer[jx][jy] = 0;
468 Feld[jx][jy] = EL_LEERRAUM;
475 /* when recording the game, store which players take part in the game */
478 for (i=0; i<MAX_PLAYERS; i++)
479 if (stored_player[i].active)
480 tape.player_participates[i] = TRUE;
485 for (i=0; i<MAX_PLAYERS; i++)
487 struct PlayerInfo *player = &stored_player[i];
489 printf("Player %d: present == %d, connected == %d, active == %d.\n",
494 if (local_player == player)
495 printf("Player %d is local player.\n", i+1);
499 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
500 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
502 scroll_x = scroll_y = -1;
503 if (local_player->jx >= MIDPOSX-1)
504 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
505 local_player->jx - MIDPOSX :
506 lev_fieldx - SCR_FIELDX + 1);
507 if (local_player->jy >= MIDPOSY-1)
508 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
509 local_player->jy - MIDPOSY :
510 lev_fieldy - SCR_FIELDY + 1);
512 CloseDoor(DOOR_CLOSE_1);
518 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
519 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
520 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
521 DrawTextExt(pix[PIX_DB_DOOR], gc,
522 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
523 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
524 DrawTextExt(pix[PIX_DB_DOOR], gc,
525 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
526 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
527 DrawTextExt(pix[PIX_DB_DOOR], gc,
528 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
529 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
530 DrawTextExt(pix[PIX_DB_DOOR], gc,
531 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
532 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
533 DrawTextExt(pix[PIX_DB_DOOR], gc,
534 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
535 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
537 DrawGameButton(BUTTON_GAME_STOP);
538 DrawGameButton(BUTTON_GAME_PAUSE);
539 DrawGameButton(BUTTON_GAME_PLAY);
540 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
541 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
542 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
543 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
544 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
545 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
546 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
547 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
549 OpenDoor(DOOR_OPEN_1);
551 if (setup.sound_music)
552 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
554 XAutoRepeatOff(display);
559 printf("Spieler %d %saktiv.\n",
560 i+1, (stored_player[i].active ? "" : "nicht "));
564 void InitMovDir(int x, int y)
566 int i, element = Feld[x][y];
567 static int xy[4][2] =
574 static int direction[2][4] =
576 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
577 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
586 Feld[x][y] = EL_KAEFER;
587 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
593 Feld[x][y] = EL_FLIEGER;
594 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
600 Feld[x][y] = EL_BUTTERFLY;
601 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
607 Feld[x][y] = EL_FIREFLY;
608 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
614 Feld[x][y] = EL_PACMAN;
615 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
618 MovDir[x][y] = 1 << RND(4);
619 if (element != EL_KAEFER &&
620 element != EL_FLIEGER &&
621 element != EL_BUTTERFLY &&
622 element != EL_FIREFLY)
627 int x1 = x + xy[i][0];
628 int y1 = y + xy[i][1];
630 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
632 if (element == EL_KAEFER || element == EL_BUTTERFLY)
634 MovDir[x][y] = direction[0][i];
637 else if (element == EL_FLIEGER || element == EL_FIREFLY)
639 MovDir[x][y] = direction[1][i];
648 void InitAmoebaNr(int x, int y)
651 int group_nr = AmoebeNachbarNr(x, y);
655 for (i=1; i<MAX_NUM_AMOEBA; i++)
657 if (AmoebaCnt[i] == 0)
665 AmoebaNr[x][y] = group_nr;
666 AmoebaCnt[group_nr]++;
667 AmoebaCnt2[group_nr]++;
673 int bumplevel = FALSE;
675 if (local_player->MovPos)
678 local_player->LevelSolved = FALSE;
682 if (setup.sound_loops)
683 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
687 if (!setup.sound_loops)
688 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
689 if (TimeLeft && !(TimeLeft % 10))
690 RaiseScore(level.score[SC_ZEITBONUS]);
691 if (TimeLeft > 100 && !(TimeLeft % 10))
695 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
700 if (setup.sound_loops)
706 /* Hero disappears */
707 DrawLevelField(ExitX, ExitY);
713 CloseDoor(DOOR_CLOSE_1);
718 SaveTape(tape.level_nr); /* Ask to save tape */
721 if ((hi_pos = NewHiScore()) >= 0)
723 game_status = HALLOFFAME;
724 DrawHallOfFame(hi_pos);
725 if (bumplevel && TAPE_IS_EMPTY(tape))
730 game_status = MAINMENU;
731 if (bumplevel && TAPE_IS_EMPTY(tape))
746 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
747 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
750 for (k=0; k<MAX_SCORE_ENTRIES; k++)
752 if (local_player->score > highscore[k].Score)
754 /* player has made it to the hall of fame */
756 if (k < MAX_SCORE_ENTRIES - 1)
758 int m = MAX_SCORE_ENTRIES - 1;
761 for (l=k; l<MAX_SCORE_ENTRIES; l++)
762 if (!strcmp(setup.player_name, highscore[l].Name))
764 if (m == k) /* player's new highscore overwrites his old one */
770 strcpy(highscore[l].Name, highscore[l - 1].Name);
771 highscore[l].Score = highscore[l - 1].Score;
778 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
779 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
780 highscore[k].Score = local_player->score;
786 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
787 break; /* player already there with a higher score */
798 void InitMovingField(int x, int y, int direction)
800 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
801 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
803 MovDir[x][y] = direction;
804 MovDir[newx][newy] = direction;
805 if (Feld[newx][newy] == EL_LEERRAUM)
806 Feld[newx][newy] = EL_BLOCKED;
809 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
811 int direction = MovDir[x][y];
812 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
813 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
819 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
821 int oldx = x, oldy = y;
822 int direction = MovDir[x][y];
824 if (direction == MV_LEFT)
826 else if (direction == MV_RIGHT)
828 else if (direction == MV_UP)
830 else if (direction == MV_DOWN)
833 *comes_from_x = oldx;
834 *comes_from_y = oldy;
837 int MovingOrBlocked2Element(int x, int y)
839 int element = Feld[x][y];
841 if (element == EL_BLOCKED)
845 Blocked2Moving(x, y, &oldx, &oldy);
846 return Feld[oldx][oldy];
852 static void RemoveField(int x, int y)
854 Feld[x][y] = EL_LEERRAUM;
860 void RemoveMovingField(int x, int y)
862 int oldx = x, oldy = y, newx = x, newy = y;
864 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
869 Moving2Blocked(x, y, &newx, &newy);
870 if (Feld[newx][newy] != EL_BLOCKED)
873 else if (Feld[x][y] == EL_BLOCKED)
875 Blocked2Moving(x, y, &oldx, &oldy);
876 if (!IS_MOVING(oldx, oldy))
880 if (Feld[x][y] == EL_BLOCKED &&
881 (Store[oldx][oldy] == EL_MORAST_LEER ||
882 Store[oldx][oldy] == EL_SIEB_LEER ||
883 Store[oldx][oldy] == EL_SIEB2_LEER ||
884 Store[oldx][oldy] == EL_AMOEBE_NASS))
886 Feld[oldx][oldy] = Store[oldx][oldy];
887 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
890 Feld[oldx][oldy] = EL_LEERRAUM;
892 Feld[newx][newy] = EL_LEERRAUM;
893 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
894 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
896 DrawLevelField(oldx, oldy);
897 DrawLevelField(newx, newy);
900 void DrawDynamite(int x, int y)
902 int sx = SCREENX(x), sy = SCREENY(y);
903 int graphic = el2gfx(Feld[x][y]);
906 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
910 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
912 if (Feld[x][y] == EL_DYNAMIT)
914 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
919 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
924 DrawGraphicThruMask(sx, sy, graphic + phase);
926 DrawGraphic(sx, sy, graphic + phase);
929 void CheckDynamite(int x, int y)
931 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
936 if (!(MovDelay[x][y] % 12))
937 PlaySoundLevel(x, y, SND_ZISCH);
939 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
941 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
948 StopSound(SND_ZISCH);
952 void Explode(int ex, int ey, int phase, int mode)
955 int num_phase = 9, delay = 2;
956 int last_phase = num_phase * delay;
957 int half_phase = (num_phase / 2) * delay;
959 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
961 int center_element = Feld[ex][ey];
963 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
965 center_element = MovingOrBlocked2Element(ex, ey);
966 RemoveMovingField(ex, ey);
969 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
971 int element = Feld[x][y];
973 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
975 element = MovingOrBlocked2Element(x, y);
976 RemoveMovingField(x, y);
979 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
982 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
986 if (element == EL_EXPLODING)
987 element = Store2[x][y];
989 if (IS_PLAYER(ex, ey))
991 switch(StorePlayer[ex][ey])
994 Store[x][y] = EL_EDELSTEIN_ROT;
997 Store[x][y] = EL_EDELSTEIN;
1000 Store[x][y] = EL_EDELSTEIN_LILA;
1004 Store[x][y] = EL_EDELSTEIN_GELB;
1008 else if (center_element == EL_MAULWURF)
1009 Store[x][y] = EL_EDELSTEIN_ROT;
1010 else if (center_element == EL_PINGUIN)
1011 Store[x][y] = EL_EDELSTEIN_LILA;
1012 else if (center_element == EL_KAEFER)
1013 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1014 else if (center_element == EL_BUTTERFLY)
1015 Store[x][y] = EL_EDELSTEIN_BD;
1016 else if (center_element == EL_MAMPFER)
1017 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1018 else if (center_element == EL_AMOEBA2DIAM)
1019 Store[x][y] = level.amoebe_inhalt;
1020 else if (element == EL_ERZ_EDEL)
1021 Store[x][y] = EL_EDELSTEIN;
1022 else if (element == EL_ERZ_DIAM)
1023 Store[x][y] = EL_DIAMANT;
1024 else if (element == EL_ERZ_EDEL_BD)
1025 Store[x][y] = EL_EDELSTEIN_BD;
1026 else if (element == EL_ERZ_EDEL_GELB)
1027 Store[x][y] = EL_EDELSTEIN_GELB;
1028 else if (element == EL_ERZ_EDEL_ROT)
1029 Store[x][y] = EL_EDELSTEIN_ROT;
1030 else if (element == EL_ERZ_EDEL_LILA)
1031 Store[x][y] = EL_EDELSTEIN_LILA;
1032 else if (!IS_PFORTE(Store[x][y]))
1033 Store[x][y] = EL_LEERRAUM;
1035 if (x != ex || y != ey ||
1036 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1037 Store2[x][y] = element;
1039 if (AmoebaNr[x][y] &&
1040 (element == EL_AMOEBE_VOLL ||
1041 element == EL_AMOEBE_BD ||
1042 element == EL_AMOEBING))
1044 AmoebaCnt[AmoebaNr[x][y]]--;
1045 AmoebaCnt2[AmoebaNr[x][y]]--;
1048 Feld[x][y] = EL_EXPLODING;
1049 MovDir[x][y] = MovPos[x][y] = 0;
1055 if (center_element == EL_MAMPFER)
1056 MampferNr = (MampferNr+1) % 4;
1067 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1069 if (phase == half_phase)
1071 int element = Store2[x][y];
1073 if (IS_PLAYER(x, y))
1074 KillHero(PLAYERINFO(x, y));
1075 else if (IS_EXPLOSIVE(element))
1077 Feld[x][y] = Store2[x][y];
1081 else if (element == EL_AMOEBA2DIAM)
1082 AmoebeUmwandeln(x, y);
1085 if (phase == last_phase)
1089 element = Feld[x][y] = Store[x][y];
1090 Store[x][y] = Store2[x][y] = 0;
1091 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1092 if (CAN_MOVE(element) || COULD_MOVE(element))
1094 DrawLevelField(x, y);
1096 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1099 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1101 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
1105 void DynaExplode(int ex, int ey)
1108 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1109 static int xy[4][2] =
1117 Store2[ex][ey] = 0; /* delete player information */
1119 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1123 for (j=1; j<=player->dynabomb_size; j++)
1125 int x = ex+j*xy[i%4][0];
1126 int y = ey+j*xy[i%4][1];
1129 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1132 element = Feld[x][y];
1133 Explode(x, y, EX_PHASE_START, EX_BORDER);
1135 if (element != EL_LEERRAUM &&
1136 element != EL_ERDREICH &&
1137 element != EL_EXPLODING &&
1138 !player->dynabomb_xl)
1143 player->dynabombs_left++;
1146 void Bang(int x, int y)
1148 int element = Feld[x][y];
1150 PlaySoundLevel(x, y, SND_ROAAAR);
1152 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1153 element = EL_LEERRAUM;
1165 RaiseScoreElement(element);
1166 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1169 case EL_DYNABOMB_NR:
1170 case EL_DYNABOMB_SZ:
1171 case EL_DYNABOMB_XL:
1178 Explode(x, y, EX_PHASE_START, EX_CENTER);
1181 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1186 void Blurb(int x, int y)
1188 int element = Feld[x][y];
1190 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1192 PlaySoundLevel(x, y, SND_BLURB);
1193 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1194 (!IN_LEV_FIELD(x-1, y-1) ||
1195 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1197 Feld[x-1][y] = EL_BLURB_LEFT;
1199 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1200 (!IN_LEV_FIELD(x+1, y-1) ||
1201 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1203 Feld[x+1][y] = EL_BLURB_RIGHT;
1208 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1210 if (!MovDelay[x][y]) /* initialize animation counter */
1213 if (MovDelay[x][y]) /* continue animation */
1216 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1217 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1219 if (!MovDelay[x][y])
1221 Feld[x][y] = EL_LEERRAUM;
1222 DrawLevelField(x, y);
1228 void Impact(int x, int y)
1230 boolean lastline = (y == lev_fieldy-1);
1231 boolean object_hit = FALSE;
1232 int element = Feld[x][y];
1235 if (!lastline) /* check if element below was hit */
1237 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1240 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1241 MovDir[x][y+1]!=MV_DOWN ||
1242 MovPos[x][y+1]<=TILEY/2));
1244 smashed = MovingOrBlocked2Element(x, y+1);
1247 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1253 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1259 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1261 if (object_hit && IS_PLAYER(x, y+1))
1262 KillHero(PLAYERINFO(x, y+1));
1263 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1267 Feld[x][y] = EL_AMOEBING;
1268 Store[x][y] = EL_AMOEBE_NASS;
1273 if (!lastline && object_hit) /* check which object was hit */
1275 if (CAN_CHANGE(element) &&
1276 (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv)
1277 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1279 if (IS_PLAYER(x, y+1))
1281 KillHero(PLAYERINFO(x, y+1));
1284 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1289 else if (element == EL_EDELSTEIN_BD)
1291 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1297 else if (element == EL_FELSBROCKEN)
1299 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1300 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1305 else if (!IS_MOVING(x, y+1))
1307 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1312 else if (smashed == EL_KOKOSNUSS)
1314 Feld[x][y+1] = EL_CRACKINGNUT;
1315 PlaySoundLevel(x, y, SND_KNACK);
1316 RaiseScoreElement(EL_KOKOSNUSS);
1319 else if (smashed == EL_DIAMANT)
1321 Feld[x][y+1] = EL_LEERRAUM;
1322 PlaySoundLevel(x, y, SND_QUIRK);
1329 /* play sound of magic wall / mill */
1331 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1333 PlaySoundLevel(x, y, SND_QUIRK);
1337 /* play sound of object that hits the ground */
1338 if (lastline || object_hit)
1345 case EL_EDELSTEIN_BD:
1346 case EL_EDELSTEIN_GELB:
1347 case EL_EDELSTEIN_ROT:
1348 case EL_EDELSTEIN_LILA:
1355 case EL_FELSBROCKEN:
1359 case EL_SCHLUESSEL1:
1360 case EL_SCHLUESSEL2:
1361 case EL_SCHLUESSEL3:
1362 case EL_SCHLUESSEL4:
1375 PlaySoundLevel(x, y, sound);
1379 void TurnRound(int x, int y)
1391 { 0, 0 }, { 0, 0 }, { 0, 0 },
1396 int left, right, back;
1400 { MV_DOWN, MV_UP, MV_RIGHT },
1401 { MV_UP, MV_DOWN, MV_LEFT },
1403 { MV_LEFT, MV_RIGHT, MV_DOWN },
1404 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1405 { MV_RIGHT, MV_LEFT, MV_UP }
1408 int element = Feld[x][y];
1409 int old_move_dir = MovDir[x][y];
1410 int left_dir = turn[old_move_dir].left;
1411 int right_dir = turn[old_move_dir].right;
1412 int back_dir = turn[old_move_dir].back;
1414 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1415 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1416 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1417 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1419 int left_x = x+left_dx, left_y = y+left_dy;
1420 int right_x = x+right_dx, right_y = y+right_dy;
1421 int move_x = x+move_dx, move_y = y+move_dy;
1423 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1425 TestIfBadThingHitsOtherBadThing(x, y);
1427 if (IN_LEV_FIELD(right_x, right_y) &&
1428 IS_FREE_OR_PLAYER(right_x, right_y))
1429 MovDir[x][y] = right_dir;
1430 else if (!IN_LEV_FIELD(move_x, move_y) ||
1431 !IS_FREE_OR_PLAYER(move_x, move_y))
1432 MovDir[x][y] = left_dir;
1434 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1436 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1439 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1441 TestIfBadThingHitsOtherBadThing(x, y);
1443 if (IN_LEV_FIELD(left_x, left_y) &&
1444 IS_FREE_OR_PLAYER(left_x, left_y))
1445 MovDir[x][y] = left_dir;
1446 else if (!IN_LEV_FIELD(move_x, move_y) ||
1447 !IS_FREE_OR_PLAYER(move_x, move_y))
1448 MovDir[x][y] = right_dir;
1450 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1452 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1455 else if (element == EL_MAMPFER)
1457 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1459 if (IN_LEV_FIELD(left_x, left_y) &&
1460 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1461 Feld[left_x][left_y] == EL_DIAMANT))
1462 can_turn_left = TRUE;
1463 if (IN_LEV_FIELD(right_x, right_y) &&
1464 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1465 Feld[right_x][right_y] == EL_DIAMANT))
1466 can_turn_right = TRUE;
1468 if (can_turn_left && can_turn_right)
1469 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1470 else if (can_turn_left)
1471 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1472 else if (can_turn_right)
1473 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1475 MovDir[x][y] = back_dir;
1477 MovDelay[x][y] = 16+16*RND(3);
1479 else if (element == EL_MAMPFER2)
1481 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1483 if (IN_LEV_FIELD(left_x, left_y) &&
1484 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1485 IS_MAMPF2(Feld[left_x][left_y])))
1486 can_turn_left = TRUE;
1487 if (IN_LEV_FIELD(right_x, right_y) &&
1488 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1489 IS_MAMPF2(Feld[right_x][right_y])))
1490 can_turn_right = TRUE;
1492 if (can_turn_left && can_turn_right)
1493 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1494 else if (can_turn_left)
1495 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1496 else if (can_turn_right)
1497 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1499 MovDir[x][y] = back_dir;
1501 MovDelay[x][y] = 16+16*RND(3);
1503 else if (element == EL_PACMAN)
1505 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1507 if (IN_LEV_FIELD(left_x, left_y) &&
1508 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1509 IS_AMOEBOID(Feld[left_x][left_y])))
1510 can_turn_left = TRUE;
1511 if (IN_LEV_FIELD(right_x, right_y) &&
1512 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1513 IS_AMOEBOID(Feld[right_x][right_y])))
1514 can_turn_right = TRUE;
1516 if (can_turn_left && can_turn_right)
1517 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1518 else if (can_turn_left)
1519 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1520 else if (can_turn_right)
1521 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1523 MovDir[x][y] = back_dir;
1525 MovDelay[x][y] = 6+RND(40);
1527 else if (element == EL_SCHWEIN)
1529 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1530 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1531 boolean should_move_on = FALSE;
1533 int rnd = RND(rnd_value);
1535 if (IN_LEV_FIELD(left_x, left_y) &&
1536 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1537 can_turn_left = TRUE;
1538 if (IN_LEV_FIELD(right_x, right_y) &&
1539 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1540 can_turn_right = TRUE;
1541 if (IN_LEV_FIELD(move_x, move_y) &&
1542 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1545 if (can_turn_left &&
1547 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1548 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1549 should_turn_left = TRUE;
1550 if (can_turn_right &&
1552 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1553 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1554 should_turn_right = TRUE;
1556 (!can_turn_left || !can_turn_right ||
1557 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1558 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1559 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1560 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1561 should_move_on = TRUE;
1563 if (should_turn_left || should_turn_right || should_move_on)
1565 if (should_turn_left && should_turn_right && should_move_on)
1566 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1567 rnd < 2*rnd_value/3 ? right_dir :
1569 else if (should_turn_left && should_turn_right)
1570 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1571 else if (should_turn_left && should_move_on)
1572 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1573 else if (should_turn_right && should_move_on)
1574 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1575 else if (should_turn_left)
1576 MovDir[x][y] = left_dir;
1577 else if (should_turn_right)
1578 MovDir[x][y] = right_dir;
1579 else if (should_move_on)
1580 MovDir[x][y] = old_move_dir;
1582 else if (can_move_on && rnd > rnd_value/8)
1583 MovDir[x][y] = old_move_dir;
1584 else if (can_turn_left && can_turn_right)
1585 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1586 else if (can_turn_left && rnd > rnd_value/8)
1587 MovDir[x][y] = left_dir;
1588 else if (can_turn_right && rnd > rnd_value/8)
1589 MovDir[x][y] = right_dir;
1591 MovDir[x][y] = back_dir;
1593 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1594 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1595 MovDir[x][y] = old_move_dir;
1599 else if (element == EL_DRACHE)
1601 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1603 int rnd = RND(rnd_value);
1605 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1606 can_turn_left = TRUE;
1607 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1608 can_turn_right = TRUE;
1609 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1612 if (can_move_on && rnd > rnd_value/8)
1613 MovDir[x][y] = old_move_dir;
1614 else if (can_turn_left && can_turn_right)
1615 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1616 else if (can_turn_left && rnd > rnd_value/8)
1617 MovDir[x][y] = left_dir;
1618 else if (can_turn_right && rnd > rnd_value/8)
1619 MovDir[x][y] = right_dir;
1621 MovDir[x][y] = back_dir;
1623 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1624 MovDir[x][y] = old_move_dir;
1628 else if (element == EL_ROBOT || element == EL_SONDE ||
1629 element == EL_MAULWURF || element == EL_PINGUIN)
1631 int attr_x = -1, attr_y = -1;
1642 for (i=0; i<MAX_PLAYERS; i++)
1644 struct PlayerInfo *player = &stored_player[i];
1645 int jx = player->jx, jy = player->jy;
1647 if (!player->active || player->gone)
1650 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1658 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1664 if (element == EL_MAULWURF || element == EL_PINGUIN)
1667 static int xy[4][2] =
1677 int ex = x + xy[i%4][0];
1678 int ey = y + xy[i%4][1];
1680 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1689 MovDir[x][y] = MV_NO_MOVING;
1691 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1693 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1695 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1697 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1699 if (element == EL_ROBOT)
1703 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1704 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1705 Moving2Blocked(x, y, &newx, &newy);
1707 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1708 MovDelay[x][y] = 8+8*!RND(3);
1710 MovDelay[x][y] = 16;
1718 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1720 boolean first_horiz = RND(2);
1721 int new_move_dir = MovDir[x][y];
1724 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1725 Moving2Blocked(x, y, &newx, &newy);
1727 if (IN_LEV_FIELD(newx, newy) &&
1728 (IS_FREE(newx, newy) ||
1729 Feld[newx][newy] == EL_SALZSAEURE ||
1730 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1731 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1732 IS_MAMPF3(Feld[newx][newy])))))
1736 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1737 Moving2Blocked(x, y, &newx, &newy);
1739 if (IN_LEV_FIELD(newx, newy) &&
1740 (IS_FREE(newx, newy) ||
1741 Feld[newx][newy] == EL_SALZSAEURE ||
1742 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1743 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1744 IS_MAMPF3(Feld[newx][newy])))))
1747 MovDir[x][y] = old_move_dir;
1754 static boolean JustBeingPushed(int x, int y)
1758 for (i=0; i<MAX_PLAYERS; i++)
1760 struct PlayerInfo *player = &stored_player[i];
1762 if (player->active && !player->gone &&
1763 player->Pushing && player->MovPos)
1765 int next_jx = player->jx + (player->jx - player->last_jx);
1766 int next_jy = player->jy + (player->jy - player->last_jy);
1768 if (x == next_jx && y == next_jy)
1776 void StartMoving(int x, int y)
1778 int element = Feld[x][y];
1783 if (CAN_FALL(element) && y<lev_fieldy-1)
1785 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1786 if (JustBeingPushed(x, y))
1789 if (element == EL_MORAST_VOLL)
1791 if (IS_FREE(x, y+1))
1793 InitMovingField(x, y, MV_DOWN);
1794 Feld[x][y] = EL_FELSBROCKEN;
1795 Store[x][y] = EL_MORAST_LEER;
1797 else if (Feld[x][y+1] == EL_MORAST_LEER)
1799 if (!MovDelay[x][y])
1800 MovDelay[x][y] = TILEY + 1;
1809 Feld[x][y] = EL_MORAST_LEER;
1810 Feld[x][y+1] = EL_MORAST_VOLL;
1813 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1815 InitMovingField(x, y, MV_DOWN);
1816 Store[x][y] = EL_MORAST_VOLL;
1818 else if (element == EL_SIEB_VOLL)
1820 if (IS_FREE(x, y+1))
1822 InitMovingField(x, y, MV_DOWN);
1823 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1824 Store[x][y] = EL_SIEB_LEER;
1826 else if (Feld[x][y+1] == EL_SIEB_LEER)
1828 if (!MovDelay[x][y])
1829 MovDelay[x][y] = TILEY/4 + 1;
1838 Feld[x][y] = EL_SIEB_LEER;
1839 Feld[x][y+1] = EL_SIEB_VOLL;
1840 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1844 else if (element == EL_SIEB2_VOLL)
1846 if (IS_FREE(x, y+1))
1848 InitMovingField(x, y, MV_DOWN);
1849 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1850 Store[x][y] = EL_SIEB2_LEER;
1852 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1854 if (!MovDelay[x][y])
1855 MovDelay[x][y] = TILEY/4 + 1;
1864 Feld[x][y] = EL_SIEB2_LEER;
1865 Feld[x][y+1] = EL_SIEB2_VOLL;
1866 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1870 else if (SiebAktiv && CAN_CHANGE(element) &&
1871 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1873 InitMovingField(x, y, MV_DOWN);
1875 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1876 Store2[x][y+1] = element;
1878 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1881 InitMovingField(x, y, MV_DOWN);
1882 Store[x][y] = EL_SALZSAEURE;
1884 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1888 else if (IS_FREE(x, y+1))
1890 InitMovingField(x, y, MV_DOWN);
1892 else if (element == EL_TROPFEN)
1894 Feld[x][y] = EL_AMOEBING;
1895 Store[x][y] = EL_AMOEBE_NASS;
1897 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1899 boolean left = (x>0 && IS_FREE(x-1, y) &&
1900 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1901 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1902 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1906 if (left && right && game_emulation != EMU_BOULDERDASH)
1907 left = !(right = RND(2));
1909 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1913 else if (CAN_MOVE(element))
1917 if (element == EL_SONDE && JustBeingPushed(x, y))
1920 if (!MovDelay[x][y]) /* start new movement phase */
1922 /* all objects that can change their move direction after each step */
1923 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1925 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1928 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1929 DrawLevelField(x, y);
1933 if (MovDelay[x][y]) /* wait some time before next movement */
1937 if (element == EL_ROBOT || element == EL_MAMPFER ||
1938 element == EL_MAMPFER2)
1940 int phase = MovDelay[x][y] % 8;
1945 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1946 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1948 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1949 && MovDelay[x][y]%4 == 3)
1950 PlaySoundLevel(x, y, SND_NJAM);
1952 else if (element == EL_DRACHE)
1955 int dir = MovDir[x][y];
1956 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1957 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1958 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1959 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1960 dir == MV_UP ? GFX_FLAMMEN_UP :
1961 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1962 int phase = FrameCounter % 2;
1964 for (i=1; i<=3; i++)
1966 int xx = x + i*dx, yy = y + i*dy;
1967 int sx = SCREENX(xx), sy = SCREENY(yy);
1969 if (!IN_LEV_FIELD(xx, yy) ||
1970 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
1975 int flamed = MovingOrBlocked2Element(xx, yy);
1977 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1980 RemoveMovingField(xx, yy);
1982 Feld[xx][yy] = EL_BURNING;
1983 if (IN_SCR_FIELD(sx, sy))
1984 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
1988 if (Feld[xx][yy] == EL_BURNING)
1989 Feld[xx][yy] = EL_LEERRAUM;
1990 DrawLevelField(xx, yy);
1999 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2001 PlaySoundLevel(x, y, SND_KLAPPER);
2003 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2005 PlaySoundLevel(x, y, SND_ROEHR);
2008 /* now make next step */
2010 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2012 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2014 /* enemy got the player */
2016 KillHero(PLAYERINFO(newx, newy));
2019 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2020 element == EL_ROBOT || element == EL_SONDE) &&
2021 IN_LEV_FIELD(newx, newy) &&
2022 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2025 Store[x][y] = EL_SALZSAEURE;
2027 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2028 IN_LEV_FIELD(newx, newy))
2030 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2032 Feld[x][y] = EL_LEERRAUM;
2033 DrawLevelField(x, y);
2035 PlaySoundLevel(newx, newy, SND_BUING);
2036 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2037 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2039 local_player->friends_still_needed--;
2040 if (!local_player->friends_still_needed &&
2041 !local_player->GameOver && AllPlayersGone)
2042 local_player->LevelSolved = local_player->GameOver = TRUE;
2046 else if (IS_MAMPF3(Feld[newx][newy]))
2048 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2049 DrawLevelField(newx, newy);
2051 MovDir[x][y] = MV_NO_MOVING;
2053 else if (!IS_FREE(newx, newy))
2055 if (IS_PLAYER(x, y))
2056 DrawPlayerField(x, y);
2058 DrawLevelField(x, y);
2062 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2064 if (IS_GEM(Feld[newx][newy]))
2066 if (IS_MOVING(newx, newy))
2067 RemoveMovingField(newx, newy);
2070 Feld[newx][newy] = EL_LEERRAUM;
2071 DrawLevelField(newx, newy);
2074 else if (!IS_FREE(newx, newy))
2076 if (IS_PLAYER(x, y))
2077 DrawPlayerField(x, y);
2079 DrawLevelField(x, y);
2083 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2085 if (!IS_FREE(newx, newy))
2087 if (IS_PLAYER(x, y))
2088 DrawPlayerField(x, y);
2090 DrawLevelField(x, y);
2095 boolean wanna_flame = !RND(10);
2096 int dx = newx - x, dy = newy - y;
2097 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2098 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2099 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2100 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2101 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2102 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2104 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2105 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2106 element1 != EL_BURNING && element2 != EL_BURNING)
2108 if (IS_PLAYER(x, y))
2109 DrawPlayerField(x, y);
2111 DrawLevelField(x, y);
2113 MovDelay[x][y] = 50;
2114 Feld[newx][newy] = EL_BURNING;
2115 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2116 Feld[newx1][newy1] = EL_BURNING;
2117 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2118 Feld[newx2][newy2] = EL_BURNING;
2123 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2124 Feld[newx][newy] == EL_DIAMANT)
2126 if (IS_MOVING(newx, newy))
2127 RemoveMovingField(newx, newy);
2130 Feld[newx][newy] = EL_LEERRAUM;
2131 DrawLevelField(newx, newy);
2134 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2135 IS_MAMPF2(Feld[newx][newy]))
2137 if (AmoebaNr[newx][newy])
2139 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2140 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2141 Feld[newx][newy] == EL_AMOEBE_BD)
2142 AmoebaCnt[AmoebaNr[newx][newy]]--;
2145 if (IS_MOVING(newx, newy))
2146 RemoveMovingField(newx, newy);
2149 Feld[newx][newy] = EL_LEERRAUM;
2150 DrawLevelField(newx, newy);
2153 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2154 IS_AMOEBOID(Feld[newx][newy]))
2156 if (AmoebaNr[newx][newy])
2158 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2159 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2160 Feld[newx][newy] == EL_AMOEBE_BD)
2161 AmoebaCnt[AmoebaNr[newx][newy]]--;
2164 Feld[newx][newy] = EL_LEERRAUM;
2165 DrawLevelField(newx, newy);
2167 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2169 /* object was running against a wall */
2173 if (element == EL_KAEFER || element == EL_FLIEGER)
2174 DrawLevelField(x, y);
2175 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2176 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2177 else if (element == EL_SONDE)
2178 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2183 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2184 PlaySoundLevel(x, y, SND_SCHLURF);
2186 InitMovingField(x, y, MovDir[x][y]);
2190 ContinueMoving(x, y);
2193 void ContinueMoving(int x, int y)
2195 int element = Feld[x][y];
2196 int direction = MovDir[x][y];
2197 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2198 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2199 int horiz_move = (dx!=0);
2200 int newx = x + dx, newy = y + dy;
2201 int step = (horiz_move ? dx : dy) * TILEX/8;
2203 if (CAN_FALL(element) && horiz_move)
2205 else if (element == EL_TROPFEN)
2207 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2210 MovPos[x][y] += step;
2212 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2214 Feld[x][y] = EL_LEERRAUM;
2215 Feld[newx][newy] = element;
2217 if (Store[x][y] == EL_MORAST_VOLL)
2220 Feld[newx][newy] = EL_MORAST_VOLL;
2221 element = EL_MORAST_VOLL;
2223 else if (Store[x][y] == EL_MORAST_LEER)
2226 Feld[x][y] = EL_MORAST_LEER;
2228 else if (Store[x][y] == EL_SIEB_VOLL)
2231 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2233 else if (Store[x][y] == EL_SIEB_LEER)
2235 Store[x][y] = Store2[x][y] = 0;
2236 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2238 else if (Store[x][y] == EL_SIEB2_VOLL)
2241 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2243 else if (Store[x][y] == EL_SIEB2_LEER)
2245 Store[x][y] = Store2[x][y] = 0;
2246 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2248 else if (Store[x][y] == EL_SALZSAEURE)
2251 Feld[newx][newy] = EL_SALZSAEURE;
2252 element = EL_SALZSAEURE;
2254 else if (Store[x][y] == EL_AMOEBE_NASS)
2257 Feld[x][y] = EL_AMOEBE_NASS;
2260 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2261 MovDelay[newx][newy] = 0;
2263 if (!CAN_MOVE(element))
2264 MovDir[newx][newy] = 0;
2266 DrawLevelField(x, y);
2267 DrawLevelField(newx, newy);
2269 Stop[newx][newy] = TRUE;
2270 JustHit[x][newy] = 3;
2272 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2274 TestIfBadThingHitsHero(newx, newy);
2275 TestIfBadThingHitsFriend(newx, newy);
2276 TestIfBadThingHitsOtherBadThing(newx, newy);
2278 else if (element == EL_PINGUIN)
2279 TestIfFriendHitsBadThing(newx, newy);
2281 if (CAN_SMASH(element) && direction == MV_DOWN &&
2282 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2285 else /* still moving on */
2286 DrawLevelField(x, y);
2289 int AmoebeNachbarNr(int ax, int ay)
2292 int element = Feld[ax][ay];
2294 static int xy[4][2] =
2304 int x = ax+xy[i%4][0];
2305 int y = ay+xy[i%4][1];
2307 if (!IN_LEV_FIELD(x, y))
2310 if (Feld[x][y] == element && AmoebaNr[x][y]>0)
2311 group_nr = AmoebaNr[x][y];
2317 void AmoebenVereinigen(int ax, int ay)
2319 int i, x, y, xx, yy;
2320 int new_group_nr = AmoebaNr[ax][ay];
2321 static int xy[4][2] =
2337 if (!IN_LEV_FIELD(x, y))
2340 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2341 Feld[x][y] == EL_AMOEBE_BD ||
2342 Feld[x][y] == EL_AMOEBE_TOT) &&
2343 AmoebaNr[x][y] != new_group_nr)
2345 int old_group_nr = AmoebaNr[x][y];
2347 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2348 AmoebaCnt[old_group_nr] = 0;
2349 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2350 AmoebaCnt2[old_group_nr] = 0;
2352 for (yy=0; yy<lev_fieldy; yy++) for (xx=0; xx<lev_fieldx; xx++)
2353 if (AmoebaNr[xx][yy] == old_group_nr)
2354 AmoebaNr[xx][yy] = new_group_nr;
2359 void AmoebeUmwandeln(int ax, int ay)
2362 int group_nr = AmoebaNr[ax][ay];
2363 static int xy[4][2] =
2371 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2373 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2375 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2378 Feld[x][y] = EL_AMOEBA2DIAM;
2390 if (!IN_LEV_FIELD(x, y))
2393 if (Feld[x][y] == EL_AMOEBA2DIAM)
2399 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2402 int group_nr = AmoebaNr[ax][ay];
2403 boolean done = FALSE;
2405 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2407 if (AmoebaNr[x][y] == group_nr &&
2408 (Feld[x][y] == EL_AMOEBE_TOT ||
2409 Feld[x][y] == EL_AMOEBE_BD ||
2410 Feld[x][y] == EL_AMOEBING))
2413 Feld[x][y] = new_element;
2414 DrawLevelField(x, y);
2420 PlaySoundLevel(ax, ay,
2421 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2424 void AmoebeWaechst(int x, int y)
2426 static unsigned long sound_delay = 0;
2427 static unsigned long sound_delay_value = 0;
2429 if (!MovDelay[x][y]) /* start new growing cycle */
2433 if (DelayReached(&sound_delay, sound_delay_value))
2435 PlaySoundLevel(x, y, SND_AMOEBE);
2436 sound_delay_value = 30;
2440 if (MovDelay[x][y]) /* wait some time before growing bigger */
2443 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2444 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING+3-MovDelay[x][y]/2);
2446 if (!MovDelay[x][y])
2448 Feld[x][y] = Store[x][y];
2450 DrawLevelField(x, y);
2455 void AmoebeAbleger(int ax, int ay)
2458 int element = Feld[ax][ay];
2459 int newax = ax, neway = ay;
2460 static int xy[4][2] =
2468 if (!level.tempo_amoebe)
2470 Feld[ax][ay] = EL_AMOEBE_TOT;
2471 DrawLevelField(ax, ay);
2475 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2476 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2478 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2481 if (MovDelay[ax][ay])
2485 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2488 int x = ax+xy[start][0];
2489 int y = ay+xy[start][1];
2491 if (!IN_LEV_FIELD(x, y))
2494 if (IS_FREE(x, y) ||
2495 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2501 if (newax == ax && neway == ay)
2504 else /* normal or "filled" amoeba */
2507 boolean waiting_for_player = FALSE;
2511 int j = (start+i)%4;
2512 int x = ax+xy[j][0];
2513 int y = ay+xy[j][1];
2515 if (!IN_LEV_FIELD(x, y))
2518 if (IS_FREE(x, y) ||
2519 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2525 else if (IS_PLAYER(x, y))
2526 waiting_for_player = TRUE;
2529 if (newax == ax && neway == ay)
2531 if (i == 4 && !waiting_for_player)
2533 Feld[ax][ay] = EL_AMOEBE_TOT;
2534 DrawLevelField(ax, ay);
2535 AmoebaCnt[AmoebaNr[ax][ay]]--;
2537 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* amoeba is completely dead */
2539 if (element == EL_AMOEBE_VOLL)
2540 AmoebeUmwandeln(ax, ay);
2541 else if (element == EL_AMOEBE_BD)
2542 AmoebeUmwandeln2(ax, ay, level.amoebe_inhalt);
2547 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2549 int new_group_nr = AmoebaNr[ax][ay];
2551 AmoebaNr[newax][neway] = new_group_nr;
2552 AmoebaCnt[new_group_nr]++;
2553 AmoebaCnt2[new_group_nr]++;
2554 AmoebenVereinigen(newax, neway);
2556 if (AmoebaCnt2[new_group_nr] >= 200 && element == EL_AMOEBE_BD)
2558 AmoebeUmwandeln2(newax, neway, EL_FELSBROCKEN);
2564 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax, neway) ||
2565 (neway == lev_fieldy-1 && newax!=ax))
2567 Feld[newax][neway] = EL_AMOEBING;
2568 Store[newax][neway] = element;
2570 else if (neway == ay)
2571 Feld[newax][neway] = EL_TROPFEN;
2574 InitMovingField(ax, ay, MV_DOWN);
2575 Feld[ax][ay] = EL_TROPFEN;
2576 Store[ax][ay] = EL_AMOEBE_NASS;
2577 ContinueMoving(ax, ay);
2581 DrawLevelField(newax, neway);
2584 void Life(int ax, int ay)
2587 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2589 int element = Feld[ax][ay];
2594 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2595 MovDelay[ax][ay] = life_time;
2597 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2600 if (MovDelay[ax][ay])
2604 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2606 int xx = ax+x1, yy = ay+y1;
2609 if (!IN_LEV_FIELD(xx, yy))
2612 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2614 int x = xx+x2, y = yy+y2;
2616 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2619 if (((Feld[x][y] == element ||
2620 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2622 (IS_FREE(x, y) && Stop[x][y]))
2626 if (xx == ax && yy == ay) /* field in the middle */
2628 if (nachbarn<life[0] || nachbarn>life[1])
2630 Feld[xx][yy] = EL_LEERRAUM;
2632 DrawLevelField(xx, yy);
2633 Stop[xx][yy] = TRUE;
2636 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2637 { /* free border field */
2638 if (nachbarn>=life[2] && nachbarn<=life[3])
2640 Feld[xx][yy] = element;
2641 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2643 DrawLevelField(xx, yy);
2644 Stop[xx][yy] = TRUE;
2650 void Ablenk(int x, int y)
2652 if (!MovDelay[x][y]) /* next animation frame */
2653 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2655 if (MovDelay[x][y]) /* wait some time before next frame */
2660 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2661 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2662 if (!(MovDelay[x][y]%4))
2663 PlaySoundLevel(x, y, SND_MIEP);
2668 Feld[x][y] = EL_ABLENK_AUS;
2669 DrawLevelField(x, y);
2670 if (ZX == x && ZY == y)
2674 void Birne(int x, int y)
2676 if (!MovDelay[x][y]) /* next animation frame */
2677 MovDelay[x][y] = 800;
2679 if (MovDelay[x][y]) /* wait some time before next frame */
2684 if (!(MovDelay[x][y]%5))
2686 if (!(MovDelay[x][y]%10))
2687 Feld[x][y]=EL_ABLENK_EIN;
2689 Feld[x][y]=EL_ABLENK_AUS;
2690 DrawLevelField(x, y);
2691 Feld[x][y]=EL_ABLENK_EIN;
2697 Feld[x][y]=EL_ABLENK_AUS;
2698 DrawLevelField(x, y);
2699 if (ZX == x && ZY == y)
2703 void Blubber(int x, int y)
2705 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2706 DrawLevelField(x, y-1);
2708 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2711 void NussKnacken(int x, int y)
2713 if (!MovDelay[x][y]) /* next animation frame */
2716 if (MovDelay[x][y]) /* wait some time before next frame */
2719 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2720 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2722 if (!MovDelay[x][y])
2724 Feld[x][y] = EL_EDELSTEIN;
2725 DrawLevelField(x, y);
2730 void SiebAktivieren(int x, int y, int typ)
2732 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2733 DrawGraphic(SCREENX(x), SCREENY(y),
2734 (typ == 1 ? GFX_SIEB_VOLL :
2735 GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4);
2738 void AusgangstuerPruefen(int x, int y)
2740 if (!local_player->gems_still_needed &&
2741 !local_player->sokobanfields_still_needed &&
2742 !local_player->lights_still_needed)
2744 Feld[x][y] = EL_AUSGANG_ACT;
2746 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2747 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2748 y < LEVELY(BY1) ? LEVELY(BY1) :
2749 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2754 void AusgangstuerOeffnen(int x, int y)
2758 if (!MovDelay[x][y]) /* next animation frame */
2759 MovDelay[x][y] = 5*delay;
2761 if (MovDelay[x][y]) /* wait some time before next frame */
2766 tuer = MovDelay[x][y]/delay;
2767 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2768 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2770 if (!MovDelay[x][y])
2772 Feld[x][y] = EL_AUSGANG_AUF;
2773 DrawLevelField(x, y);
2778 void AusgangstuerBlinken(int x, int y)
2780 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2783 void EdelsteinFunkeln(int x, int y)
2785 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2788 if (Feld[x][y] == EL_EDELSTEIN_BD)
2789 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2792 if (!MovDelay[x][y]) /* next animation frame */
2793 MovDelay[x][y] = 11 * !SimpleRND(500);
2795 if (MovDelay[x][y]) /* wait some time before next frame */
2799 if (setup.direct_draw && MovDelay[x][y])
2800 SetDrawtoField(DRAW_BUFFERED);
2802 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2806 int phase = (MovDelay[x][y]-1)/2;
2811 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2813 if (setup.direct_draw)
2817 dest_x = FX + SCREENX(x)*TILEX;
2818 dest_y = FY + SCREENY(y)*TILEY;
2820 XCopyArea(display, drawto_field, window, gc,
2821 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2822 SetDrawtoField(DRAW_DIRECT);
2829 void MauerWaechst(int x, int y)
2833 if (!MovDelay[x][y]) /* next animation frame */
2834 MovDelay[x][y] = 3*delay;
2836 if (MovDelay[x][y]) /* wait some time before next frame */
2841 phase = 2-MovDelay[x][y]/delay;
2842 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2843 DrawGraphic(SCREENX(x), SCREENY(y),
2844 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2845 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2846 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2847 GFX_MAUER_DOWN ) + phase);
2849 if (!MovDelay[x][y])
2851 if (MovDir[x][y] == MV_LEFT)
2853 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2854 DrawLevelField(x-1, y);
2856 else if (MovDir[x][y] == MV_RIGHT)
2858 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2859 DrawLevelField(x+1, y);
2861 else if (MovDir[x][y] == MV_UP)
2863 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2864 DrawLevelField(x, y-1);
2868 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2869 DrawLevelField(x, y+1);
2872 Feld[x][y] = Store[x][y];
2874 MovDir[x][y] = MV_NO_MOVING;
2875 DrawLevelField(x, y);
2880 void MauerAbleger(int ax, int ay)
2882 int element = Feld[ax][ay];
2883 boolean oben_frei = FALSE, unten_frei = FALSE;
2884 boolean links_frei = FALSE, rechts_frei = FALSE;
2885 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2886 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2888 if (!MovDelay[ax][ay]) /* start building new wall */
2889 MovDelay[ax][ay] = 6;
2891 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2894 if (MovDelay[ax][ay])
2898 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2900 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2902 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2904 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2907 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2911 Feld[ax][ay-1] = EL_MAUERND;
2912 Store[ax][ay-1] = element;
2913 MovDir[ax][ay-1] = MV_UP;
2914 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
2915 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
2919 Feld[ax][ay+1] = EL_MAUERND;
2920 Store[ax][ay+1] = element;
2921 MovDir[ax][ay+1] = MV_DOWN;
2922 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
2923 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
2927 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2928 element == EL_MAUER_LEBT)
2932 Feld[ax-1][ay] = EL_MAUERND;
2933 Store[ax-1][ay] = element;
2934 MovDir[ax-1][ay] = MV_LEFT;
2935 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
2936 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
2940 Feld[ax+1][ay] = EL_MAUERND;
2941 Store[ax+1][ay] = element;
2942 MovDir[ax+1][ay] = MV_RIGHT;
2943 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
2944 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
2948 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2949 DrawLevelField(ax, ay);
2951 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
2953 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
2954 unten_massiv = TRUE;
2955 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
2956 links_massiv = TRUE;
2957 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
2958 rechts_massiv = TRUE;
2960 if (((oben_massiv && unten_massiv) ||
2961 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2962 ((links_massiv && rechts_massiv) ||
2963 element == EL_MAUER_Y))
2964 Feld[ax][ay] = EL_MAUERWERK;
2967 void CheckForDragon(int x, int y)
2970 boolean dragon_found = FALSE;
2971 static int xy[4][2] =
2983 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2985 if (IN_LEV_FIELD(xx, yy) &&
2986 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2988 if (Feld[xx][yy] == EL_DRACHE)
2989 dragon_found = TRUE;
3002 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3004 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3006 Feld[xx][yy] = EL_LEERRAUM;
3007 DrawLevelField(xx, yy);
3016 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3018 static byte stored_player_action[MAX_PLAYERS];
3019 static int num_stored_actions = 0;
3020 static boolean save_tape_entry = FALSE;
3021 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3022 int jx = player->jx, jy = player->jy;
3023 int left = player_action & JOY_LEFT;
3024 int right = player_action & JOY_RIGHT;
3025 int up = player_action & JOY_UP;
3026 int down = player_action & JOY_DOWN;
3027 int button1 = player_action & JOY_BUTTON_1;
3028 int button2 = player_action & JOY_BUTTON_2;
3029 int dx = (left ? -1 : right ? 1 : 0);
3030 int dy = (up ? -1 : down ? 1 : 0);
3032 stored_player_action[player->index_nr] = 0;
3033 num_stored_actions++;
3035 if (!player->active || player->gone || tape.pausing)
3040 save_tape_entry = TRUE;
3041 player->frame_reset_delay = 0;
3044 snapped = SnapField(player, dx, dy);
3048 bombed = PlaceBomb(player);
3049 moved = MoveFigure(player, dx, dy);
3052 if (tape.recording && (moved || snapped || bombed))
3054 if (bombed && !moved)
3055 player_action &= JOY_BUTTON;
3057 stored_player_action[player->index_nr] = player_action;
3060 /* this allows cycled sequences of PlayerActions() */
3061 if (num_stored_actions >= MAX_PLAYERS)
3063 TapeRecordAction(stored_player_action);
3064 num_stored_actions = 0;
3069 else if (tape.playing && snapped)
3070 SnapField(player, 0, 0); /* stop snapping */
3074 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3075 SnapField(player, 0, 0);
3076 if (++player->frame_reset_delay > MoveSpeed)
3080 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3082 TapeRecordAction(stored_player_action);
3083 num_stored_actions = 0;
3084 save_tape_entry = FALSE;
3087 if (tape.playing && !tape.pausing && !player_action &&
3088 tape.counter < tape.length)
3091 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3093 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3094 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3096 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3098 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3100 int el = Feld[jx+dx][jy];
3101 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3103 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3105 player->MovDir = next_joy;
3106 player->Frame = FrameCounter % 4;
3107 player->Pushing = TRUE;
3116 static unsigned long action_delay = 0;
3117 unsigned long action_delay_value;
3118 int sieb_x = 0, sieb_y = 0;
3119 int i, x, y, element;
3120 byte *recorded_player_action;
3121 byte summarized_player_action = 0;
3123 if (game_status != PLAYING)
3126 action_delay_value =
3127 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3130 if (tape.playing && tape.fast_forward)
3134 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3140 /* main game synchronization point */
3146 WaitUntilDelayReached(&action_delay, action_delay_value);
3149 while (!DelayReached(&action_delay, action_delay_value))
3153 sprintf(buf, "%ld %ld %ld",
3154 Counter(), action_delay, action_delay_value);
3157 print_debug("done");
3164 if (network_playing && !network_player_action_received)
3168 printf("DEBUG: try to get network player actions in time\n");
3173 /* last chance to get network player actions without main loop delay */
3177 if (game_status != PLAYING)
3180 if (!network_player_action_received)
3184 printf("DEBUG: failed to get network player actions in time\n");
3193 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3195 else if (tape.recording)
3204 else if (tape.recording)
3207 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3209 for (i=0; i<MAX_PLAYERS; i++)
3211 summarized_player_action |= stored_player[i].action;
3213 if (!network_playing)
3214 stored_player[i].effective_action = stored_player[i].action;
3218 if (network_playing)
3219 SendToServer_MovePlayer(summarized_player_action);
3222 if (!options.network && !setup.team_mode)
3223 local_player->effective_action = summarized_player_action;
3225 for (i=0; i<MAX_PLAYERS; i++)
3227 int actual_player_action = stored_player[i].effective_action;
3229 if (recorded_player_action)
3230 actual_player_action = recorded_player_action[i];
3232 PlayerActions(&stored_player[i], actual_player_action);
3233 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3236 network_player_action_received = FALSE;
3238 ScrollScreen(NULL, SCROLL_GO_ON);
3242 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3244 else if (tape.recording)
3254 if (TimeFrames == 0 && !local_player->gone)
3256 extern unsigned int last_RND();
3258 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3259 level.time - TimeLeft,
3261 getStateCheckSum(level.time - TimeLeft));
3270 if (GameFrameDelay >= 500)
3271 printf("FrameCounter == %d\n", FrameCounter);
3282 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3285 if (JustHit[x][y]>0)
3289 if (IS_BLOCKED(x, y))
3293 Blocked2Moving(x, y, &oldx, &oldy);
3294 if (!IS_MOVING(oldx, oldy))
3296 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3297 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3298 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3299 printf("GameActions(): This should never happen!\n");
3305 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3307 element = Feld[x][y];
3309 if (IS_INACTIVE(element))
3312 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3316 if (IS_GEM(element))
3317 EdelsteinFunkeln(x, y);
3319 else if (IS_MOVING(x, y))
3320 ContinueMoving(x, y);
3321 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3322 CheckDynamite(x, y);
3323 else if (element == EL_EXPLODING)
3324 Explode(x, y, Frame[x][y], EX_NORMAL);
3325 else if (element == EL_AMOEBING)
3326 AmoebeWaechst(x, y);
3327 else if (IS_AMOEBALIVE(element))
3328 AmoebeAbleger(x, y);
3329 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3331 else if (element == EL_ABLENK_EIN)
3333 else if (element == EL_SALZSAEURE)
3335 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3337 else if (element == EL_CRACKINGNUT)
3339 else if (element == EL_AUSGANG_ZU)
3340 AusgangstuerPruefen(x, y);
3341 else if (element == EL_AUSGANG_ACT)
3342 AusgangstuerOeffnen(x, y);
3343 else if (element == EL_AUSGANG_AUF)
3344 AusgangstuerBlinken(x, y);
3345 else if (element == EL_MAUERND)
3347 else if (element == EL_MAUER_LEBT ||
3348 element == EL_MAUER_X ||
3349 element == EL_MAUER_Y ||
3350 element == EL_MAUER_XY)
3352 else if (element == EL_BURNING)
3353 CheckForDragon(x, y);
3357 boolean sieb = FALSE;
3358 int jx = local_player->jx, jy = local_player->jy;
3360 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3361 Store[x][y] == EL_SIEB_LEER)
3363 SiebAktivieren(x, y, 1);
3366 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3367 Store[x][y] == EL_SIEB2_LEER)
3369 SiebAktivieren(x, y, 2);
3373 /* play the element sound at the position nearest to the player */
3374 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3385 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3389 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3391 element = Feld[x][y];
3392 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3394 Feld[x][y] = EL_SIEB_TOT;
3395 DrawLevelField(x, y);
3397 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3399 Feld[x][y] = EL_SIEB2_TOT;
3400 DrawLevelField(x, y);
3406 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3411 if (tape.recording || tape.playing)
3412 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3415 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3417 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3420 for (i=0; i<MAX_PLAYERS; i++)
3421 KillHero(&stored_player[i]);
3427 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3429 int min_x = x, min_y = y, max_x = x, max_y = y;
3432 for (i=0; i<MAX_PLAYERS; i++)
3434 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3436 if (!stored_player[i].active || stored_player[i].gone ||
3437 &stored_player[i] == player)
3440 min_x = MIN(min_x, jx);
3441 min_y = MIN(min_y, jy);
3442 max_x = MAX(max_x, jx);
3443 max_y = MAX(max_y, jy);
3446 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3449 static boolean AllPlayersInVisibleScreen()
3453 for (i=0; i<MAX_PLAYERS; i++)
3455 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3457 if (!stored_player[i].active || stored_player[i].gone)
3460 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3467 void ScrollLevel(int dx, int dy)
3469 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3472 XCopyArea(display, drawto_field, drawto_field, gc,
3473 FX + TILEX*(dx == -1) - softscroll_offset,
3474 FY + TILEY*(dy == -1) - softscroll_offset,
3475 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3476 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3477 FX + TILEX*(dx == 1) - softscroll_offset,
3478 FY + TILEY*(dy == 1) - softscroll_offset);
3482 x = (dx == 1 ? BX1 : BX2);
3483 for (y=BY1; y<=BY2; y++)
3484 DrawScreenField(x, y);
3488 y = (dy == 1 ? BY1 : BY2);
3489 for (x=BX1; x<=BX2; x++)
3490 DrawScreenField(x, y);
3493 redraw_mask |= REDRAW_FIELD;
3496 boolean MoveFigureOneStep(struct PlayerInfo *player,
3497 int dx, int dy, int real_dx, int real_dy)
3499 int jx = player->jx, jy = player->jy;
3500 int new_jx = jx+dx, new_jy = jy+dy;
3504 if (player->gone || (!dx && !dy))
3505 return MF_NO_ACTION;
3507 player->MovDir = (dx < 0 ? MV_LEFT :
3510 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3512 if (!IN_LEV_FIELD(new_jx, new_jy))
3513 return MF_NO_ACTION;
3515 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3516 return MF_NO_ACTION;
3518 element = MovingOrBlocked2Element(new_jx, new_jy);
3520 if (DONT_GO_TO(element))
3522 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3525 Feld[jx][jy] = EL_SPIELFIGUR;
3526 InitMovingField(jx, jy, MV_DOWN);
3527 Store[jx][jy] = EL_SALZSAEURE;
3528 ContinueMoving(jx, jy);
3537 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3538 if (can_move != MF_MOVING)
3541 StorePlayer[jx][jy] = 0;
3542 player->last_jx = jx;
3543 player->last_jy = jy;
3544 jx = player->jx = new_jx;
3545 jy = player->jy = new_jy;
3546 StorePlayer[jx][jy] = player->element_nr;
3548 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3550 ScrollFigure(player, SCROLL_INIT);
3555 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3557 int jx = player->jx, jy = player->jy;
3558 int old_jx = jx, old_jy = jy;
3559 int moved = MF_NO_ACTION;
3561 if (player->gone || (!dx && !dy))
3564 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3569 /* should only happen if pre-1.2 tape recordings are played */
3570 /* this is only for backward compatibility */
3573 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3576 while (player->MovPos)
3578 ScrollFigure(player, SCROLL_GO_ON);
3579 ScrollScreen(NULL, SCROLL_GO_ON);
3586 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3588 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3589 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3593 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3594 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3600 if (moved & MF_MOVING && !ScreenMovPos &&
3601 (player == local_player || !options.network))
3603 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3604 int offset = (setup.scroll_delay ? 3 : 0);
3606 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3608 /* actual player has left the screen -- scroll in that direction */
3609 if (jx != old_jx) /* player has moved horizontally */
3610 scroll_x += (jx - old_jx);
3611 else /* player has moved vertically */
3612 scroll_y += (jy - old_jy);
3616 if (jx != old_jx) /* player has moved horizontally */
3618 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3619 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3620 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3622 /* don't scroll over playfield boundaries */
3623 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3624 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3626 /* don't scroll more than one field at a time */
3627 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3629 /* don't scroll against the player's moving direction */
3630 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3631 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3632 scroll_x = old_scroll_x;
3634 else /* player has moved vertically */
3636 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3637 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3638 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3640 /* don't scroll over playfield boundaries */
3641 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3642 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3644 /* don't scroll more than one field at a time */
3645 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3647 /* don't scroll against the player's moving direction */
3648 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3649 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3650 scroll_y = old_scroll_y;
3654 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3656 if (!options.network && !AllPlayersInVisibleScreen())
3658 scroll_x = old_scroll_x;
3659 scroll_y = old_scroll_y;
3663 ScrollScreen(player, SCROLL_INIT);
3664 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3669 if (!(moved & MF_MOVING) && !player->Pushing)
3672 player->Frame = (player->Frame + 1) % 4;
3674 if (moved & MF_MOVING)
3676 if (old_jx != jx && old_jy == jy)
3677 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3678 else if (old_jx == jx && old_jy != jy)
3679 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3681 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3683 player->last_move_dir = player->MovDir;
3686 player->last_move_dir = MV_NO_MOVING;
3688 TestIfHeroHitsBadThing(jx, jy);
3696 void ScrollFigure(struct PlayerInfo *player, int mode)
3698 int jx = player->jx, jy = player->jy;
3699 int last_jx = player->last_jx, last_jy = player->last_jy;
3701 if (!player->active || player->gone || !player->MovPos)
3704 if (mode == SCROLL_INIT)
3706 player->actual_frame_counter = FrameCounter;
3707 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3709 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3710 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3715 else if (!FrameReached(&player->actual_frame_counter, 1))
3718 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3719 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3721 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3722 Feld[last_jx][last_jy] = EL_LEERRAUM;
3726 if (!player->MovPos)
3728 player->last_jx = jx;
3729 player->last_jy = jy;
3731 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3735 if (!local_player->friends_still_needed)
3736 player->LevelSolved = player->GameOver = TRUE;
3741 void ScrollScreen(struct PlayerInfo *player, int mode)
3743 static unsigned long screen_frame_counter = 0;
3745 if (mode == SCROLL_INIT)
3747 screen_frame_counter = FrameCounter;
3748 ScreenMovDir = player->MovDir;
3749 ScreenMovPos = player->MovPos;
3750 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3753 else if (!FrameReached(&screen_frame_counter, 1))
3758 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3759 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3760 redraw_mask |= REDRAW_FIELD;
3763 ScreenMovDir = MV_NO_MOVING;
3766 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3768 int i, killx = goodx, killy = goody;
3769 static int xy[4][2] =
3776 static int harmless[4] =
3788 x = goodx + xy[i][0];
3789 y = goody + xy[i][1];
3790 if (!IN_LEV_FIELD(x, y))
3793 element = Feld[x][y];
3795 if (DONT_TOUCH(element))
3797 if (MovDir[x][y] == harmless[i])
3806 if (killx != goodx || killy != goody)
3808 if (IS_PLAYER(goodx, goody))
3809 KillHero(PLAYERINFO(goodx, goody));
3815 void TestIfBadThingHitsGoodThing(int badx, int bady)
3817 int i, killx = badx, killy = bady;
3818 static int xy[4][2] =
3825 static int harmless[4] =
3837 x = badx + xy[i][0];
3838 y = bady + xy[i][1];
3839 if (!IN_LEV_FIELD(x, y))
3842 element = Feld[x][y];
3844 if (IS_PLAYER(x, y))
3850 else if (element == EL_PINGUIN)
3852 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3861 if (killx != badx || killy != bady)
3863 if (IS_PLAYER(killx, killy))
3864 KillHero(PLAYERINFO(killx, killy));
3870 void TestIfHeroHitsBadThing(int x, int y)
3872 TestIfGoodThingHitsBadThing(x, y);
3875 void TestIfBadThingHitsHero(int x, int y)
3877 TestIfBadThingHitsGoodThing(x, y);
3880 void TestIfFriendHitsBadThing(int x, int y)
3882 TestIfGoodThingHitsBadThing(x, y);
3885 void TestIfBadThingHitsFriend(int x, int y)
3887 TestIfBadThingHitsGoodThing(x, y);
3890 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3892 int i, killx = badx, killy = bady;
3893 static int xy[4][2] =
3907 if (!IN_LEV_FIELD(x, y))
3910 element = Feld[x][y];
3911 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3912 element == EL_AMOEBING || element == EL_TROPFEN)
3920 if (killx != badx || killy != bady)
3924 void KillHero(struct PlayerInfo *player)
3926 int jx = player->jx, jy = player->jy;
3931 if (IS_PFORTE(Feld[jx][jy]))
3932 Feld[jx][jy] = EL_LEERRAUM;
3938 void BuryHero(struct PlayerInfo *player)
3940 int jx = player->jx, jy = player->jy;
3945 PlaySoundLevel(jx, jy, SND_AUTSCH);
3946 PlaySoundLevel(jx, jy, SND_LACHEN);
3948 player->GameOver = TRUE;
3952 void RemoveHero(struct PlayerInfo *player)
3954 int jx = player->jx, jy = player->jy;
3955 int i, found = FALSE;
3957 player->gone = TRUE;
3958 StorePlayer[jx][jy] = 0;
3960 for (i=0; i<MAX_PLAYERS; i++)
3961 if (stored_player[i].active && !stored_player[i].gone)
3965 AllPlayersGone = TRUE;
3971 int DigField(struct PlayerInfo *player,
3972 int x, int y, int real_dx, int real_dy, int mode)
3974 int jx = player->jx, jy = player->jy;
3975 int dx = x - jx, dy = y - jy;
3978 if (!player->MovPos)
3979 player->Pushing = FALSE;
3981 if (mode == DF_NO_PUSH)
3983 player->push_delay = 0;
3984 return MF_NO_ACTION;
3987 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
3988 return MF_NO_ACTION;
3990 element = Feld[x][y];
3998 Feld[x][y] = EL_LEERRAUM;
4002 case EL_EDELSTEIN_BD:
4003 case EL_EDELSTEIN_GELB:
4004 case EL_EDELSTEIN_ROT:
4005 case EL_EDELSTEIN_LILA:
4008 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4009 if (local_player->gems_still_needed < 0)
4010 local_player->gems_still_needed = 0;
4011 RaiseScoreElement(element);
4012 DrawText(DX_EMERALDS, DY_EMERALDS,
4013 int2str(local_player->gems_still_needed, 3),
4014 FS_SMALL, FC_YELLOW);
4015 PlaySoundLevel(x, y, SND_PONG);
4018 case EL_DYNAMIT_AUS:
4021 RaiseScoreElement(EL_DYNAMIT);
4022 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4023 int2str(local_player->dynamite, 3),
4024 FS_SMALL, FC_YELLOW);
4025 PlaySoundLevel(x, y, SND_PONG);
4028 case EL_DYNABOMB_NR:
4030 player->dynabomb_count++;
4031 player->dynabombs_left++;
4032 RaiseScoreElement(EL_DYNAMIT);
4033 PlaySoundLevel(x, y, SND_PONG);
4036 case EL_DYNABOMB_SZ:
4038 player->dynabomb_size++;
4039 RaiseScoreElement(EL_DYNAMIT);
4040 PlaySoundLevel(x, y, SND_PONG);
4043 case EL_DYNABOMB_XL:
4045 player->dynabomb_xl = TRUE;
4046 RaiseScoreElement(EL_DYNAMIT);
4047 PlaySoundLevel(x, y, SND_PONG);
4050 case EL_SCHLUESSEL1:
4051 case EL_SCHLUESSEL2:
4052 case EL_SCHLUESSEL3:
4053 case EL_SCHLUESSEL4:
4055 int key_nr = element-EL_SCHLUESSEL1;
4058 player->key[key_nr] = TRUE;
4059 RaiseScoreElement(EL_SCHLUESSEL);
4060 DrawMiniGraphicExt(drawto, gc,
4061 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4062 GFX_SCHLUESSEL1+key_nr);
4063 DrawMiniGraphicExt(window, gc,
4064 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4065 GFX_SCHLUESSEL1+key_nr);
4066 PlaySoundLevel(x, y, SND_PONG);
4071 Feld[x][y] = EL_ABLENK_EIN;
4074 DrawLevelField(x, y);
4078 case EL_FELSBROCKEN:
4082 if (dy || mode == DF_SNAP)
4083 return MF_NO_ACTION;
4085 player->Pushing = TRUE;
4087 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4088 return MF_NO_ACTION;
4092 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4093 return MF_NO_ACTION;
4096 if (player->push_delay == 0)
4097 player->push_delay = FrameCounter;
4098 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4100 return MF_NO_ACTION;
4103 Feld[x+dx][y+dy] = element;
4105 player->push_delay_value = 2+RND(8);
4107 DrawLevelField(x+dx, y+dy);
4108 if (element == EL_FELSBROCKEN)
4109 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4110 else if (element == EL_KOKOSNUSS)
4111 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4113 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4120 if (!player->key[element-EL_PFORTE1])
4121 return MF_NO_ACTION;
4128 if (!player->key[element-EL_PFORTE1X])
4129 return MF_NO_ACTION;
4133 case EL_AUSGANG_ACT:
4134 /* door is not (yet) open */
4135 return MF_NO_ACTION;
4138 case EL_AUSGANG_AUF:
4139 if (mode == DF_SNAP)
4140 return MF_NO_ACTION;
4142 PlaySoundLevel(x, y, SND_BUING);
4145 player->gone = TRUE;
4146 PlaySoundLevel(x, y, SND_BUING);
4148 if (!local_player->friends_still_needed)
4149 player->LevelSolved = player->GameOver = TRUE;
4155 Feld[x][y] = EL_BIRNE_EIN;
4156 local_player->lights_still_needed--;
4157 DrawLevelField(x, y);
4158 PlaySoundLevel(x, y, SND_DENG);
4163 Feld[x][y] = EL_ZEIT_LEER;
4165 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4166 DrawLevelField(x, y);
4167 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4171 case EL_SOKOBAN_FELD_LEER:
4174 case EL_SOKOBAN_FELD_VOLL:
4175 case EL_SOKOBAN_OBJEKT:
4177 if (mode == DF_SNAP)
4178 return MF_NO_ACTION;
4180 player->Pushing = TRUE;
4182 if (!IN_LEV_FIELD(x+dx, y+dy)
4183 || (!IS_FREE(x+dx, y+dy)
4184 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4185 || !IS_SB_ELEMENT(element))))
4186 return MF_NO_ACTION;
4190 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4191 return MF_NO_ACTION;
4193 else if (dy && real_dx)
4195 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4196 return MF_NO_ACTION;
4199 if (player->push_delay == 0)
4200 player->push_delay = FrameCounter;
4201 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4203 return MF_NO_ACTION;
4205 if (IS_SB_ELEMENT(element))
4207 if (element == EL_SOKOBAN_FELD_VOLL)
4209 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4210 local_player->sokobanfields_still_needed++;
4215 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4217 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4218 local_player->sokobanfields_still_needed--;
4219 if (element == EL_SOKOBAN_OBJEKT)
4220 PlaySoundLevel(x, y, SND_DENG);
4223 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4228 Feld[x+dx][y+dy] = element;
4231 player->push_delay_value = 2;
4233 DrawLevelField(x, y);
4234 DrawLevelField(x+dx, y+dy);
4235 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4237 if (IS_SB_ELEMENT(element) &&
4238 local_player->sokobanfields_still_needed == 0 &&
4239 game_emulation == EMU_SOKOBAN)
4241 player->LevelSolved = player->GameOver = TRUE;
4242 PlaySoundLevel(x, y, SND_BUING);
4254 return MF_NO_ACTION;
4258 player->push_delay = 0;
4263 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4265 int jx = player->jx, jy = player->jy;
4266 int x = jx + dx, y = jy + dy;
4268 if (player->gone || !IN_LEV_FIELD(x, y))
4276 player->snapped = FALSE;
4280 if (player->snapped)
4283 player->MovDir = (dx < 0 ? MV_LEFT :
4286 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4288 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4291 player->snapped = TRUE;
4292 DrawLevelField(x, y);
4298 boolean PlaceBomb(struct PlayerInfo *player)
4300 int jx = player->jx, jy = player->jy;
4303 if (player->gone || player->MovPos)
4306 element = Feld[jx][jy];
4308 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4309 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4310 element == EL_EXPLODING)
4313 if (element != EL_LEERRAUM)
4314 Store[jx][jy] = element;
4316 if (player->dynamite)
4318 Feld[jx][jy] = EL_DYNAMIT;
4319 MovDelay[jx][jy] = 96;
4321 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4322 FS_SMALL, FC_YELLOW);
4323 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4324 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4328 Feld[jx][jy] = EL_DYNABOMB;
4329 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4330 MovDelay[jx][jy] = 96;
4331 player->dynabombs_left--;
4332 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4333 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4339 void PlaySoundLevel(int x, int y, int sound_nr)
4341 int sx = SCREENX(x), sy = SCREENY(y);
4343 int silence_distance = 8;
4345 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4346 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4349 if (!IN_LEV_FIELD(x, y) ||
4350 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4351 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4354 volume = PSND_MAX_VOLUME;
4357 stereo = (sx-SCR_FIELDX/2)*12;
4359 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4360 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4361 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4364 if (!IN_SCR_FIELD(sx, sy))
4366 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4367 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4369 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4372 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4375 void RaiseScore(int value)
4377 local_player->score += value;
4378 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4379 FS_SMALL, FC_YELLOW);
4382 void RaiseScoreElement(int element)
4387 case EL_EDELSTEIN_BD:
4388 case EL_EDELSTEIN_GELB:
4389 case EL_EDELSTEIN_ROT:
4390 case EL_EDELSTEIN_LILA:
4391 RaiseScore(level.score[SC_EDELSTEIN]);
4394 RaiseScore(level.score[SC_DIAMANT]);
4398 RaiseScore(level.score[SC_KAEFER]);
4402 RaiseScore(level.score[SC_FLIEGER]);
4406 RaiseScore(level.score[SC_MAMPFER]);
4409 RaiseScore(level.score[SC_ROBOT]);
4412 RaiseScore(level.score[SC_PACMAN]);
4415 RaiseScore(level.score[SC_KOKOSNUSS]);
4418 RaiseScore(level.score[SC_DYNAMIT]);
4421 RaiseScore(level.score[SC_SCHLUESSEL]);