1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * ©1995 Artsoft Development *
6 * 33659 Bielefeld-Senne *
7 * Telefon: (0521) 493245 *
8 * eMail: aeglos@valinor.owl.de *
9 * aeglos@uni-paderborn.de *
10 * q99492@pbhrzx.uni-paderborn.de *
11 *----------------------------------------------------------*
13 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = joystick_nr;
30 if (sound_status==SOUND_OFF)
31 local_player->setup &= ~SETUP_SOUND;
32 if (!sound_loops_allowed)
34 local_player->setup &= ~SETUP_SOUND_LOOPS;
35 local_player->setup &= ~SETUP_SOUND_MUSIC;
38 sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 toons_on = SETUP_TOONS_ON(local_player->setup);
42 direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 fading_on = SETUP_FADING_ON(local_player->setup);
44 autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
45 joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
46 quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
47 scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
48 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
51 if (joystick_nr != old_joystick_nr)
54 close(joystick_device);
63 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
64 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
66 for(i=0; i<MAX_PLAYERS; i++)
68 struct PlayerInfo *player = &stored_player[i];
71 player->active = FALSE;
72 player->local = FALSE;
75 player->gems_still_needed = level.edelsteine;
76 player->sokobanfields_still_needed = 0;
77 player->lights_still_needed = 0;
78 player->friends_still_needed = 0;
81 player->key[j] = FALSE;
84 player->dynabomb_count = 0;
85 player->dynabomb_size = 0;
86 player->dynabombs_left = 0;
87 player->dynabomb_xl = FALSE;
89 player->MovDir = MV_NO_MOVING;
91 player->Pushing = FALSE;
95 player->actual_frame_counter = 0;
97 player->frame_reset_delay = 0;
99 player->push_delay = 0;
100 player->push_delay_value = 5;
102 player->move_delay = 0;
103 player->last_move_dir = MV_NO_MOVING;
105 player->snapped = FALSE;
107 player->gone = FALSE;
109 player->last_jx = player->last_jy = 0;
110 player->jx = player->jy = 0;
112 DigField(player, 0,0,0,0,DF_NO_PUSH);
113 SnapField(player, 0,0);
117 stored_player[i].active = TRUE;
120 player->LevelSolved = FALSE;
121 player->GameOver = FALSE;
124 local_player->active = TRUE;
125 local_player->local = TRUE;
132 TimeLeft = level.time;
134 ScreenMovDir = MV_NO_MOVING;
138 AllPlayersGone = SiebAktiv = FALSE;
140 for(i=0;i<MAX_NUM_AMOEBA;i++)
141 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
143 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
145 Feld[x][y] = Ur[x][y];
146 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
147 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
152 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
154 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
160 Feld[x][y] = EL_SPIELER1;
167 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
168 int jx = player->jx, jy = player->jy;
170 /* remove duplicate players */
171 if (StorePlayer[jx][jy] == Feld[x][y])
172 StorePlayer[jx][jy] = 0;
174 StorePlayer[x][y] = Feld[x][y];
175 Feld[x][y] = EL_LEERRAUM;
176 player->jx = player->last_jx = x;
177 player->jy = player->last_jy = y;
181 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
182 Feld[x][y] = EL_BADEWANNE1;
183 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
184 Feld[x][y] = EL_BADEWANNE2;
185 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
186 Feld[x][y] = EL_BADEWANNE3;
187 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
188 Feld[x][y] = EL_BADEWANNE4;
189 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
190 Feld[x][y] = EL_BADEWANNE5;
229 Feld[x][y] = EL_AMOEBING;
230 Store[x][y] = EL_AMOEBE_NASS;
237 local_player->lights_still_needed++;
239 case EL_SOKOBAN_FELD_LEER:
240 local_player->sokobanfields_still_needed++;
244 local_player->friends_still_needed++;
248 MovDir[x][y] = 1<<RND(4);
255 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
256 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
258 scroll_x = scroll_y = -1;
259 if (local_player->jx >= MIDPOSX-1)
260 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
261 local_player->jx - MIDPOSX :
262 lev_fieldx - SCR_FIELDX + 1);
263 if (local_player->jy >= MIDPOSY-1)
264 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
265 local_player->jy - MIDPOSY :
266 lev_fieldy - SCR_FIELDY + 1);
268 CloseDoor(DOOR_CLOSE_1);
274 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
275 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
276 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
277 DrawTextExt(pix[PIX_DB_DOOR],gc,
278 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
279 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
280 DrawTextExt(pix[PIX_DB_DOOR],gc,
281 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
282 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
283 DrawTextExt(pix[PIX_DB_DOOR],gc,
284 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
285 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
286 DrawTextExt(pix[PIX_DB_DOOR],gc,
287 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
288 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
289 DrawTextExt(pix[PIX_DB_DOOR],gc,
290 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
291 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
293 DrawGameButton(BUTTON_GAME_STOP);
294 DrawGameButton(BUTTON_GAME_PAUSE);
295 DrawGameButton(BUTTON_GAME_PLAY);
296 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
297 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
298 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
299 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
300 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
301 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
302 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
303 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
305 OpenDoor(DOOR_OPEN_1);
308 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
310 XAutoRepeatOff(display);
313 void InitMovDir(int x, int y)
315 int i, element = Feld[x][y];
316 static int xy[4][2] =
323 static int direction[2][4] =
325 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
326 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
335 Feld[x][y] = EL_KAEFER;
336 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
342 Feld[x][y] = EL_FLIEGER;
343 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
349 Feld[x][y] = EL_BUTTERFLY;
350 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
356 Feld[x][y] = EL_FIREFLY;
357 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
363 Feld[x][y] = EL_PACMAN;
364 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
367 MovDir[x][y] = 1<<RND(4);
368 if (element != EL_KAEFER &&
369 element != EL_FLIEGER &&
370 element != EL_BUTTERFLY &&
371 element != EL_FIREFLY)
381 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
383 if (element==EL_KAEFER || element==EL_BUTTERFLY)
385 MovDir[x][y] = direction[0][i];
388 else if (element==EL_FLIEGER || element==EL_FIREFLY)
390 MovDir[x][y] = direction[1][i];
399 void InitAmoebaNr(int x, int y)
402 int group_nr = AmoebeNachbarNr(x,y);
406 for(i=1;i<MAX_NUM_AMOEBA;i++)
416 AmoebaNr[x][y] = group_nr;
417 AmoebaCnt[group_nr]++;
418 AmoebaCnt2[group_nr]++;
424 int bumplevel = FALSE;
426 local_player->LevelSolved = FALSE;
431 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
436 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
437 if (TimeLeft && !(TimeLeft % 10))
438 RaiseScore(level.score[SC_ZEITBONUS]);
439 if (TimeLeft > 100 && !(TimeLeft % 10))
443 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
454 /* Hero disappears */
455 DrawLevelField(ExitX, ExitY);
461 CloseDoor(DOOR_CLOSE_1);
466 SaveLevelTape(tape.level_nr); /* Ask to save tape */
469 if (level_nr == local_player->handicap &&
470 level_nr < leveldir[leveldir_nr].levels-1)
472 local_player->handicap++;
474 SavePlayerInfo(PLAYER_LEVEL);
477 if ((hi_pos=NewHiScore()) >= 0)
479 game_status = HALLOFFAME;
480 DrawHallOfFame(hi_pos);
481 if (bumplevel && TAPE_IS_EMPTY(tape))
486 game_status = MAINMENU;
487 if (bumplevel && TAPE_IS_EMPTY(tape))
502 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
503 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
506 for(k=0;k<MAX_SCORE_ENTRIES;k++)
508 if (local_player->score > highscore[k].Score)
510 /* Spieler kommt in Highscore-Liste */
512 if (k<MAX_SCORE_ENTRIES-1)
514 int m = MAX_SCORE_ENTRIES-1;
517 for(l=k;l<MAX_SCORE_ENTRIES;l++)
518 if (!strcmp(local_player->alias_name,highscore[l].Name))
520 if (m==k) /* Spieler überschreibt seine alte Position */
526 strcpy(highscore[l].Name,highscore[l-1].Name);
527 highscore[l].Score = highscore[l-1].Score;
534 sprintf(highscore[k].Name,local_player->alias_name);
535 highscore[k].Score = local_player->score;
541 else if (!strcmp(local_player->alias_name,highscore[k].Name))
542 break; /* Spieler schon mit besserer Punktzahl in der Liste */
553 void InitMovingField(int x, int y, int direction)
555 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
556 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
558 MovDir[x][y] = direction;
559 MovDir[newx][newy] = direction;
560 if (Feld[newx][newy] == EL_LEERRAUM)
561 Feld[newx][newy] = EL_BLOCKED;
564 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
566 int direction = MovDir[x][y];
567 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
568 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
574 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
576 int oldx = x, oldy = y;
577 int direction = MovDir[x][y];
579 if (direction==MV_LEFT)
581 else if (direction==MV_RIGHT)
583 else if (direction==MV_UP)
585 else if (direction==MV_DOWN)
588 *comes_from_x = oldx;
589 *comes_from_y = oldy;
592 int MovingOrBlocked2Element(int x, int y)
594 int element = Feld[x][y];
596 if (element==EL_BLOCKED)
600 Blocked2Moving(x,y,&oldx,&oldy);
601 return(Feld[oldx][oldy]);
607 static void RemoveField(int x, int y)
609 Feld[x][y] = EL_LEERRAUM;
615 void RemoveMovingField(int x, int y)
617 int oldx = x,oldy = y, newx = x,newy = y;
619 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
624 Moving2Blocked(x,y,&newx,&newy);
625 if (Feld[newx][newy] != EL_BLOCKED)
628 else if (Feld[x][y]==EL_BLOCKED)
630 Blocked2Moving(x,y,&oldx,&oldy);
631 if (!IS_MOVING(oldx,oldy))
635 if (Feld[x][y]==EL_BLOCKED &&
636 (Store[oldx][oldy]==EL_MORAST_LEER ||
637 Store[oldx][oldy]==EL_SIEB_LEER ||
638 Store[oldx][oldy]==EL_SIEB2_LEER ||
639 Store[oldx][oldy]==EL_AMOEBE_NASS))
641 Feld[oldx][oldy] = Store[oldx][oldy];
642 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
645 Feld[oldx][oldy] = EL_LEERRAUM;
647 Feld[newx][newy] = EL_LEERRAUM;
648 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
649 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
651 DrawLevelField(oldx,oldy);
652 DrawLevelField(newx,newy);
655 void DrawDynamite(int x, int y)
657 int sx = SCREENX(x), sy = SCREENY(y);
658 int graphic = el2gfx(Feld[x][y]);
661 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
665 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
667 if (Feld[x][y]==EL_DYNAMIT)
669 if ((phase = (96-MovDelay[x][y])/12) > 6)
674 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
679 DrawGraphicThruMask(sx,sy, graphic + phase);
681 DrawGraphic(sx,sy, graphic + phase);
684 void CheckDynamite(int x, int y)
686 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
691 if (!(MovDelay[x][y] % 12))
692 PlaySoundLevel(x,y,SND_ZISCH);
694 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
696 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
703 StopSound(SND_ZISCH);
707 void Explode(int ex, int ey, int phase, int mode)
710 int num_phase = 9, delay = 2;
711 int last_phase = num_phase*delay;
712 int half_phase = (num_phase/2)*delay;
714 if (phase==0) /* Feld 'Store' initialisieren */
716 int center_element = Feld[ex][ey];
718 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
720 center_element = MovingOrBlocked2Element(ex,ey);
721 RemoveMovingField(ex,ey);
724 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
726 int element = Feld[x][y];
728 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
730 element = MovingOrBlocked2Element(x,y);
731 RemoveMovingField(x,y);
734 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
737 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
741 if (element==EL_EXPLODING)
742 element = Store2[x][y];
744 if (IS_PLAYER(ex,ey))
746 switch(StorePlayer[ex][ey])
749 Store[x][y] = EL_EDELSTEIN_ROT;
752 Store[x][y] = EL_EDELSTEIN;
755 Store[x][y] = EL_EDELSTEIN_LILA;
759 Store[x][y] = EL_EDELSTEIN_GELB;
763 else if (center_element==EL_MAULWURF)
764 Store[x][y] = EL_EDELSTEIN_ROT;
765 else if (center_element==EL_PINGUIN)
766 Store[x][y] = EL_EDELSTEIN_LILA;
767 else if (center_element==EL_KAEFER)
768 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
769 else if (center_element==EL_BUTTERFLY)
770 Store[x][y] = EL_EDELSTEIN_BD;
771 else if (center_element==EL_MAMPFER)
772 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
773 else if (center_element==EL_AMOEBA2DIAM)
774 Store[x][y] = level.amoebe_inhalt;
775 else if (element==EL_ERZ_EDEL)
776 Store[x][y] = EL_EDELSTEIN;
777 else if (element==EL_ERZ_DIAM)
778 Store[x][y] = EL_DIAMANT;
779 else if (element==EL_ERZ_EDEL_BD)
780 Store[x][y] = EL_EDELSTEIN_BD;
781 else if (element==EL_ERZ_EDEL_GELB)
782 Store[x][y] = EL_EDELSTEIN_GELB;
783 else if (element==EL_ERZ_EDEL_ROT)
784 Store[x][y] = EL_EDELSTEIN_ROT;
785 else if (element==EL_ERZ_EDEL_LILA)
786 Store[x][y] = EL_EDELSTEIN_LILA;
787 else if (!IS_PFORTE(Store[x][y]))
788 Store[x][y] = EL_LEERRAUM;
790 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
791 Store2[x][y] = element;
793 if (AmoebaNr[x][y] &&
794 (element==EL_AMOEBE_VOLL ||
795 element==EL_AMOEBE_BD ||
796 element==EL_AMOEBING))
798 AmoebaCnt[AmoebaNr[x][y]]--;
799 AmoebaCnt2[AmoebaNr[x][y]]--;
802 Feld[x][y] = EL_EXPLODING;
803 MovDir[x][y] = MovPos[x][y] = 0;
809 if (center_element==EL_MAMPFER)
810 MampferNr = (MampferNr+1) % 4;
821 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
823 if (phase==half_phase)
825 int element = Store2[x][y];
828 KillHero(PLAYERINFO(x,y));
829 else if (IS_EXPLOSIVE(element))
831 Feld[x][y] = Store2[x][y];
835 else if (element==EL_AMOEBA2DIAM)
836 AmoebeUmwandeln(x,y);
839 if (phase==last_phase)
843 element = Feld[x][y] = Store[x][y];
844 Store[x][y] = Store2[x][y] = 0;
845 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
846 if (CAN_MOVE(element) || COULD_MOVE(element))
850 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
853 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
855 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
859 void DynaExplode(int ex, int ey)
862 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
863 static int xy[4][2] =
871 Store2[ex][ey] = 0; /* delete player information */
873 Explode(ex,ey,0,EX_CENTER);
877 for(j=1; j<=player->dynabomb_size; j++)
879 int x = ex+j*xy[i%4][0];
880 int y = ey+j*xy[i%4][1];
883 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
886 element = Feld[x][y];
887 Explode(x,y,0,EX_BORDER);
889 if (element != EL_LEERRAUM &&
890 element != EL_ERDREICH &&
891 element != EL_EXPLODING &&
892 !player->dynabomb_xl)
897 player->dynabombs_left++;
900 void Bang(int x, int y)
902 int element = Feld[x][y];
904 PlaySoundLevel(x,y,SND_ROAAAR);
916 RaiseScoreElement(element);
917 Explode(x,y,0,EX_NORMAL);
927 Explode(x,y,0,EX_CENTER);
930 Explode(x,y,0,EX_NORMAL);
935 void Blurb(int x, int y)
937 int element = Feld[x][y];
939 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
941 PlaySoundLevel(x,y,SND_BLURB);
942 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
943 (!IN_LEV_FIELD(x-1,y-1) ||
944 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
946 Feld[x-1][y] = EL_BLURB_LEFT;
948 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
949 (!IN_LEV_FIELD(x+1,y-1) ||
950 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
952 Feld[x+1][y] = EL_BLURB_RIGHT;
957 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
959 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
962 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
965 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
966 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
970 Feld[x][y] = EL_LEERRAUM;
977 void Impact(int x, int y)
979 BOOL lastline = (y==lev_fieldy-1);
980 BOOL object_hit = FALSE;
981 int element = Feld[x][y];
984 /* Element darunter berührt? */
987 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
988 MovDir[x][y+1]!=MV_DOWN ||
989 MovPos[x][y+1]<=TILEY/2));
991 smashed = MovingOrBlocked2Element(x,y+1);
994 /* Auftreffendes Element fällt in Salzsäure */
995 if (!lastline && smashed==EL_SALZSAEURE)
1001 /* Auftreffendes Element ist Bombe */
1002 if (element==EL_BOMBE && (lastline || object_hit))
1008 /* Auftreffendes Element ist Säuretropfen */
1009 if (element==EL_TROPFEN && (lastline || object_hit))
1011 if (object_hit && IS_PLAYER(x,y+1))
1012 KillHero(PLAYERINFO(x,y+1));
1013 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1017 Feld[x][y] = EL_AMOEBING;
1018 Store[x][y] = EL_AMOEBE_NASS;
1023 /* Welches Element kriegt was auf die Rübe? */
1024 if (!lastline && object_hit)
1026 if (CAN_CHANGE(element) &&
1027 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1028 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1030 if (IS_PLAYER(x,y+1))
1032 KillHero(PLAYERINFO(x,y+1));
1035 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1040 else if (element==EL_EDELSTEIN_BD)
1042 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1048 else if (element==EL_FELSBROCKEN)
1050 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1051 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1056 else if (!IS_MOVING(x,y+1))
1058 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1063 else if (smashed==EL_KOKOSNUSS)
1065 Feld[x][y+1] = EL_CRACKINGNUT;
1066 PlaySoundLevel(x,y,SND_KNACK);
1067 RaiseScoreElement(EL_KOKOSNUSS);
1070 else if (smashed==EL_DIAMANT)
1072 Feld[x][y+1] = EL_LEERRAUM;
1073 PlaySoundLevel(x,y,SND_QUIRK);
1080 /* Geräusch beim Durchqueren des Siebes */
1081 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1083 PlaySoundLevel(x,y,SND_QUIRK);
1087 /* Geräusch beim Auftreffen */
1088 if (lastline || object_hit)
1095 case EL_EDELSTEIN_BD:
1096 case EL_EDELSTEIN_GELB:
1097 case EL_EDELSTEIN_ROT:
1098 case EL_EDELSTEIN_LILA:
1105 case EL_FELSBROCKEN:
1109 case EL_SCHLUESSEL1:
1110 case EL_SCHLUESSEL2:
1111 case EL_SCHLUESSEL3:
1112 case EL_SCHLUESSEL4:
1125 PlaySoundLevel(x,y,sound);
1129 void TurnRound(int x, int y)
1141 { 0,0 }, { 0,0 }, { 0,0 },
1146 int left,right,back;
1150 { MV_DOWN, MV_UP, MV_RIGHT },
1151 { MV_UP, MV_DOWN, MV_LEFT },
1153 { MV_LEFT, MV_RIGHT, MV_DOWN },
1154 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1155 { MV_RIGHT, MV_LEFT, MV_UP }
1158 int element = Feld[x][y];
1159 int old_move_dir = MovDir[x][y];
1160 int left_dir = turn[old_move_dir].left;
1161 int right_dir = turn[old_move_dir].right;
1162 int back_dir = turn[old_move_dir].back;
1164 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1165 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1166 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1167 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1169 int left_x = x+left_dx, left_y = y+left_dy;
1170 int right_x = x+right_dx, right_y = y+right_dy;
1171 int move_x = x+move_dx, move_y = y+move_dy;
1173 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1175 TestIfBadThingHitsOtherBadThing(x,y);
1177 if (IN_LEV_FIELD(right_x,right_y) &&
1178 IS_FREE_OR_PLAYER(right_x,right_y))
1179 MovDir[x][y] = right_dir;
1180 else if (!IN_LEV_FIELD(move_x,move_y) ||
1181 !IS_FREE_OR_PLAYER(move_x,move_y))
1182 MovDir[x][y] = left_dir;
1184 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1186 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1189 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1191 TestIfBadThingHitsOtherBadThing(x,y);
1193 if (IN_LEV_FIELD(left_x,left_y) &&
1194 IS_FREE_OR_PLAYER(left_x,left_y))
1195 MovDir[x][y] = left_dir;
1196 else if (!IN_LEV_FIELD(move_x,move_y) ||
1197 !IS_FREE_OR_PLAYER(move_x,move_y))
1198 MovDir[x][y] = right_dir;
1200 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1202 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1205 else if (element==EL_MAMPFER)
1207 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1209 if (IN_LEV_FIELD(left_x,left_y) &&
1210 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1211 Feld[left_x][left_y] == EL_DIAMANT))
1212 can_turn_left = TRUE;
1213 if (IN_LEV_FIELD(right_x,right_y) &&
1214 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1215 Feld[right_x][right_y] == EL_DIAMANT))
1216 can_turn_right = TRUE;
1218 if (can_turn_left && can_turn_right)
1219 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1220 else if (can_turn_left)
1221 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1222 else if (can_turn_right)
1223 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1225 MovDir[x][y] = back_dir;
1227 MovDelay[x][y] = 16+16*RND(3);
1229 else if (element==EL_MAMPFER2)
1231 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1233 if (IN_LEV_FIELD(left_x,left_y) &&
1234 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1235 IS_MAMPF2(Feld[left_x][left_y])))
1236 can_turn_left = TRUE;
1237 if (IN_LEV_FIELD(right_x,right_y) &&
1238 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1239 IS_MAMPF2(Feld[right_x][right_y])))
1240 can_turn_right = TRUE;
1242 if (can_turn_left && can_turn_right)
1243 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1244 else if (can_turn_left)
1245 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1246 else if (can_turn_right)
1247 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1249 MovDir[x][y] = back_dir;
1251 MovDelay[x][y] = 16+16*RND(3);
1253 else if (element==EL_PACMAN)
1255 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1257 if (IN_LEV_FIELD(left_x,left_y) &&
1258 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1259 IS_AMOEBOID(Feld[left_x][left_y])))
1260 can_turn_left = TRUE;
1261 if (IN_LEV_FIELD(right_x,right_y) &&
1262 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1263 IS_AMOEBOID(Feld[right_x][right_y])))
1264 can_turn_right = TRUE;
1266 if (can_turn_left && can_turn_right)
1267 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1268 else if (can_turn_left)
1269 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1270 else if (can_turn_right)
1271 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1273 MovDir[x][y] = back_dir;
1275 MovDelay[x][y] = 6+RND(40);
1277 else if (element==EL_SCHWEIN)
1279 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1280 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1281 BOOL should_move_on = FALSE;
1283 int rnd = RND(rnd_value);
1285 if (IN_LEV_FIELD(left_x,left_y) &&
1286 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1287 can_turn_left = TRUE;
1288 if (IN_LEV_FIELD(right_x,right_y) &&
1289 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1290 can_turn_right = TRUE;
1291 if (IN_LEV_FIELD(move_x,move_y) &&
1292 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1295 if (can_turn_left &&
1297 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1298 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1299 should_turn_left = TRUE;
1300 if (can_turn_right &&
1302 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1303 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1304 should_turn_right = TRUE;
1306 (!can_turn_left || !can_turn_right ||
1307 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1308 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1309 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1310 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1311 should_move_on = TRUE;
1313 if (should_turn_left || should_turn_right || should_move_on)
1315 if (should_turn_left && should_turn_right && should_move_on)
1316 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1317 rnd < 2*rnd_value/3 ? right_dir :
1319 else if (should_turn_left && should_turn_right)
1320 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1321 else if (should_turn_left && should_move_on)
1322 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1323 else if (should_turn_right && should_move_on)
1324 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1325 else if (should_turn_left)
1326 MovDir[x][y] = left_dir;
1327 else if (should_turn_right)
1328 MovDir[x][y] = right_dir;
1329 else if (should_move_on)
1330 MovDir[x][y] = old_move_dir;
1332 else if (can_move_on && rnd > rnd_value/8)
1333 MovDir[x][y] = old_move_dir;
1334 else if (can_turn_left && can_turn_right)
1335 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1336 else if (can_turn_left && rnd > rnd_value/8)
1337 MovDir[x][y] = left_dir;
1338 else if (can_turn_right && rnd > rnd_value/8)
1339 MovDir[x][y] = right_dir;
1341 MovDir[x][y] = back_dir;
1343 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1344 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1345 MovDir[x][y] = old_move_dir;
1349 else if (element==EL_DRACHE)
1351 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1353 int rnd = RND(rnd_value);
1355 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1356 can_turn_left = TRUE;
1357 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1358 can_turn_right = TRUE;
1359 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1362 if (can_move_on && rnd > rnd_value/8)
1363 MovDir[x][y] = old_move_dir;
1364 else if (can_turn_left && can_turn_right)
1365 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1366 else if (can_turn_left && rnd > rnd_value/8)
1367 MovDir[x][y] = left_dir;
1368 else if (can_turn_right && rnd > rnd_value/8)
1369 MovDir[x][y] = right_dir;
1371 MovDir[x][y] = back_dir;
1373 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1374 MovDir[x][y] = old_move_dir;
1378 else if (element==EL_ROBOT || element==EL_SONDE ||
1379 element==EL_MAULWURF || element==EL_PINGUIN)
1381 int attr_x = -1, attr_y = -1;
1392 for(i=0; i<MAX_PLAYERS; i++)
1394 struct PlayerInfo *player = &stored_player[i];
1395 int jx = player->jx, jy = player->jy;
1397 if (!player->active || player->gone)
1400 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1408 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1414 if (element==EL_MAULWURF || element==EL_PINGUIN)
1417 static int xy[4][2] =
1427 int ex = x + xy[i%4][0];
1428 int ey = y + xy[i%4][1];
1430 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1439 MovDir[x][y] = MV_NO_MOVING;
1441 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1443 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1445 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1447 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1449 if (element==EL_ROBOT)
1453 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1454 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1455 Moving2Blocked(x,y,&newx,&newy);
1457 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1458 MovDelay[x][y] = 8+8*!RND(3);
1460 MovDelay[x][y] = 16;
1468 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1470 BOOL first_horiz = RND(2);
1471 int new_move_dir = MovDir[x][y];
1474 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1475 Moving2Blocked(x,y,&newx,&newy);
1477 if (IN_LEV_FIELD(newx,newy) &&
1478 (IS_FREE(newx,newy) ||
1479 Feld[newx][newy] == EL_SALZSAEURE ||
1480 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1481 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1482 IS_MAMPF3(Feld[newx][newy])))))
1486 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1487 Moving2Blocked(x,y,&newx,&newy);
1489 if (IN_LEV_FIELD(newx,newy) &&
1490 (IS_FREE(newx,newy) ||
1491 Feld[newx][newy] == EL_SALZSAEURE ||
1492 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1493 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1494 IS_MAMPF3(Feld[newx][newy])))))
1497 MovDir[x][y] = old_move_dir;
1504 static BOOL JustBeingPushed(int x, int y)
1508 for(i=0; i<MAX_PLAYERS; i++)
1510 struct PlayerInfo *player = &stored_player[i];
1512 if (player->active && !player->gone &&
1513 player->Pushing && player->MovPos)
1515 int next_jx = player->jx + (player->jx - player->last_jx);
1516 int next_jy = player->jy + (player->jy - player->last_jy);
1518 if (x == next_jx && y == next_jy)
1526 void StartMoving(int x, int y)
1528 int element = Feld[x][y];
1533 if (CAN_FALL(element) && y<lev_fieldy-1)
1535 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1536 if (JustBeingPushed(x,y))
1539 if (element==EL_MORAST_VOLL)
1543 InitMovingField(x,y,MV_DOWN);
1544 Feld[x][y] = EL_FELSBROCKEN;
1545 Store[x][y] = EL_MORAST_LEER;
1547 else if (Feld[x][y+1]==EL_MORAST_LEER)
1549 if (!MovDelay[x][y])
1550 MovDelay[x][y] = TILEY + 1;
1559 Feld[x][y] = EL_MORAST_LEER;
1560 Feld[x][y+1] = EL_MORAST_VOLL;
1563 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1565 InitMovingField(x,y,MV_DOWN);
1566 Store[x][y] = EL_MORAST_VOLL;
1568 else if (element==EL_SIEB_VOLL)
1572 InitMovingField(x,y,MV_DOWN);
1573 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1574 Store[x][y] = EL_SIEB_LEER;
1576 else if (Feld[x][y+1]==EL_SIEB_LEER)
1578 if (!MovDelay[x][y])
1579 MovDelay[x][y] = TILEY/4 + 1;
1588 Feld[x][y] = EL_SIEB_LEER;
1589 Feld[x][y+1] = EL_SIEB_VOLL;
1590 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1594 else if (element==EL_SIEB2_VOLL)
1598 InitMovingField(x,y,MV_DOWN);
1599 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1600 Store[x][y] = EL_SIEB2_LEER;
1602 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1604 if (!MovDelay[x][y])
1605 MovDelay[x][y] = TILEY/4 + 1;
1614 Feld[x][y] = EL_SIEB2_LEER;
1615 Feld[x][y+1] = EL_SIEB2_VOLL;
1616 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1620 else if (SiebAktiv && CAN_CHANGE(element) &&
1621 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1623 InitMovingField(x,y,MV_DOWN);
1625 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1626 Store2[x][y+1] = element;
1628 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1631 InitMovingField(x,y,MV_DOWN);
1632 Store[x][y] = EL_SALZSAEURE;
1634 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1638 else if (IS_FREE(x,y+1))
1640 InitMovingField(x,y,MV_DOWN);
1642 else if (element==EL_TROPFEN)
1644 Feld[x][y] = EL_AMOEBING;
1645 Store[x][y] = EL_AMOEBE_NASS;
1647 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1649 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1650 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1651 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1652 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1656 if (left && right && game_emulation != EMU_BOULDERDASH)
1657 left = !(right = RND(2));
1659 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1663 else if (CAN_MOVE(element))
1667 if (element == EL_SONDE && JustBeingPushed(x,y))
1670 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1672 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1673 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1676 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1679 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1680 DrawLevelField(x,y);
1684 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1688 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1690 int phase = MovDelay[x][y] % 8;
1695 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1696 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1698 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1699 && MovDelay[x][y]%4==3)
1700 PlaySoundLevel(x,y,SND_NJAM);
1702 else if (element==EL_DRACHE)
1705 int dir = MovDir[x][y];
1706 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1707 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1708 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1709 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1710 dir == MV_UP ? GFX_FLAMMEN_UP :
1711 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1712 int phase = FrameCounter % 2;
1716 int xx = x + i*dx, yy = y + i*dy;
1717 int sx = SCREENX(xx), sy = SCREENY(yy);
1719 if (!IN_LEV_FIELD(xx,yy) ||
1720 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1725 int flamed = MovingOrBlocked2Element(xx,yy);
1727 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1730 RemoveMovingField(xx,yy);
1732 Feld[xx][yy] = EL_BURNING;
1733 if (IN_SCR_FIELD(sx,sy))
1734 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1738 if (Feld[xx][yy] == EL_BURNING)
1739 Feld[xx][yy] = EL_LEERRAUM;
1740 DrawLevelField(xx,yy);
1749 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1751 PlaySoundLevel(x,y,SND_KLAPPER);
1753 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1755 PlaySoundLevel(x,y,SND_ROEHR);
1758 /* neuer Schritt / Wartezustand beendet */
1760 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1762 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1764 /* Spieler erwischt */
1766 KillHero(PLAYERINFO(newx,newy));
1769 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1770 element==EL_ROBOT || element==EL_SONDE) &&
1771 IN_LEV_FIELD(newx,newy) &&
1772 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1775 Store[x][y] = EL_SALZSAEURE;
1777 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1778 IN_LEV_FIELD(newx,newy))
1780 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1782 Feld[x][y] = EL_LEERRAUM;
1783 DrawLevelField(x,y);
1785 PlaySoundLevel(newx,newy,SND_BUING);
1786 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1787 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1789 local_player->friends_still_needed--;
1790 if (!local_player->friends_still_needed &&
1791 !local_player->GameOver && AllPlayersGone)
1792 local_player->LevelSolved = local_player->GameOver = TRUE;
1796 else if (IS_MAMPF3(Feld[newx][newy]))
1798 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1799 DrawLevelField(newx,newy);
1801 MovDir[x][y] = MV_NO_MOVING;
1803 else if (!IS_FREE(newx,newy))
1806 DrawPlayerField(x,y);
1808 DrawLevelField(x,y);
1812 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1814 if (IS_GEM(Feld[newx][newy]))
1816 if (IS_MOVING(newx,newy))
1817 RemoveMovingField(newx,newy);
1820 Feld[newx][newy] = EL_LEERRAUM;
1821 DrawLevelField(newx,newy);
1824 else if (!IS_FREE(newx,newy))
1827 DrawPlayerField(x,y);
1829 DrawLevelField(x,y);
1833 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1835 if (!IS_FREE(newx,newy))
1838 DrawPlayerField(x,y);
1840 DrawLevelField(x,y);
1845 BOOL wanna_flame = !RND(10);
1846 int dx = newx - x, dy = newy - y;
1847 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1848 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1849 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1850 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1851 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1852 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1854 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1855 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1856 element1 != EL_BURNING && element2 != EL_BURNING)
1859 DrawPlayerField(x,y);
1861 DrawLevelField(x,y);
1863 MovDelay[x][y] = 50;
1864 Feld[newx][newy] = EL_BURNING;
1865 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1866 Feld[newx1][newy1] = EL_BURNING;
1867 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1868 Feld[newx2][newy2] = EL_BURNING;
1873 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1874 Feld[newx][newy]==EL_DIAMANT)
1876 if (IS_MOVING(newx,newy))
1877 RemoveMovingField(newx,newy);
1880 Feld[newx][newy] = EL_LEERRAUM;
1881 DrawLevelField(newx,newy);
1884 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1885 IS_MAMPF2(Feld[newx][newy]))
1887 if (AmoebaNr[newx][newy])
1889 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1890 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1891 AmoebaCnt[AmoebaNr[newx][newy]]--;
1894 if (IS_MOVING(newx,newy))
1895 RemoveMovingField(newx,newy);
1898 Feld[newx][newy] = EL_LEERRAUM;
1899 DrawLevelField(newx,newy);
1902 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1903 IS_AMOEBOID(Feld[newx][newy]))
1905 if (AmoebaNr[newx][newy])
1907 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1908 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1909 AmoebaCnt[AmoebaNr[newx][newy]]--;
1912 Feld[newx][newy] = EL_LEERRAUM;
1913 DrawLevelField(newx,newy);
1915 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1916 { /* gegen Wand gelaufen */
1919 if (element == EL_KAEFER || element == EL_FLIEGER)
1920 DrawLevelField(x,y);
1921 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1922 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1923 else if (element==EL_SONDE)
1924 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1929 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1930 PlaySoundLevel(x,y,SND_SCHLURF);
1932 InitMovingField(x,y,MovDir[x][y]);
1936 ContinueMoving(x,y);
1939 void ContinueMoving(int x, int y)
1941 int element = Feld[x][y];
1942 int direction = MovDir[x][y];
1943 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1944 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1945 int horiz_move = (dx!=0);
1946 int newx = x + dx, newy = y + dy;
1947 int step = (horiz_move ? dx : dy) * TILEX/8;
1949 if (CAN_FALL(element) && horiz_move)
1951 else if (element==EL_TROPFEN)
1953 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1956 MovPos[x][y] += step;
1958 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1960 Feld[x][y] = EL_LEERRAUM;
1961 Feld[newx][newy] = element;
1963 if (Store[x][y]==EL_MORAST_VOLL)
1966 Feld[newx][newy] = EL_MORAST_VOLL;
1967 element = EL_MORAST_VOLL;
1969 else if (Store[x][y]==EL_MORAST_LEER)
1972 Feld[x][y] = EL_MORAST_LEER;
1974 else if (Store[x][y]==EL_SIEB_VOLL)
1977 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1979 else if (Store[x][y]==EL_SIEB_LEER)
1981 Store[x][y] = Store2[x][y] = 0;
1982 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1984 else if (Store[x][y]==EL_SIEB2_VOLL)
1987 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1989 else if (Store[x][y]==EL_SIEB2_LEER)
1991 Store[x][y] = Store2[x][y] = 0;
1992 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1994 else if (Store[x][y]==EL_SALZSAEURE)
1997 Feld[newx][newy] = EL_SALZSAEURE;
1998 element = EL_SALZSAEURE;
2000 else if (Store[x][y]==EL_AMOEBE_NASS)
2003 Feld[x][y] = EL_AMOEBE_NASS;
2006 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2007 MovDelay[newx][newy] = 0;
2009 if (!CAN_MOVE(element))
2010 MovDir[newx][newy] = 0;
2012 DrawLevelField(x,y);
2013 DrawLevelField(newx,newy);
2015 Stop[newx][newy] = TRUE;
2016 JustHit[x][newy] = 3;
2018 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2020 TestIfBadThingHitsHero(newx,newy);
2021 TestIfBadThingHitsFriend(newx,newy);
2022 TestIfBadThingHitsOtherBadThing(newx,newy);
2024 else if (element == EL_PINGUIN)
2025 TestIfFriendHitsBadThing(newx,newy);
2027 if (CAN_SMASH(element) && direction==MV_DOWN &&
2028 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2031 else /* noch in Bewegung */
2032 DrawLevelField(x,y);
2035 int AmoebeNachbarNr(int ax, int ay)
2038 int element = Feld[ax][ay];
2040 static int xy[4][2] =
2050 int x = ax+xy[i%4][0];
2051 int y = ay+xy[i%4][1];
2053 if (!IN_LEV_FIELD(x,y))
2056 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2057 group_nr = AmoebaNr[x][y];
2063 void AmoebenVereinigen(int ax, int ay)
2066 int new_group_nr = AmoebaNr[ax][ay];
2067 static int xy[4][2] =
2083 if (!IN_LEV_FIELD(x,y))
2086 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2087 Feld[x][y]==EL_AMOEBE_BD ||
2088 Feld[x][y]==EL_AMOEBE_TOT) &&
2089 AmoebaNr[x][y] != new_group_nr)
2091 int old_group_nr = AmoebaNr[x][y];
2093 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2094 AmoebaCnt[old_group_nr] = 0;
2095 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2096 AmoebaCnt2[old_group_nr] = 0;
2098 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2099 if (AmoebaNr[xx][yy]==old_group_nr)
2100 AmoebaNr[xx][yy] = new_group_nr;
2105 void AmoebeUmwandeln(int ax, int ay)
2108 int group_nr = AmoebaNr[ax][ay];
2109 static int xy[4][2] =
2117 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2119 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2121 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2124 Feld[x][y] = EL_AMOEBA2DIAM;
2136 if (!IN_LEV_FIELD(x,y))
2139 if (Feld[x][y]==EL_AMOEBA2DIAM)
2145 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2148 int group_nr = AmoebaNr[ax][ay];
2151 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2153 if (AmoebaNr[x][y]==group_nr &&
2154 (Feld[x][y]==EL_AMOEBE_TOT ||
2155 Feld[x][y]==EL_AMOEBE_BD ||
2156 Feld[x][y]==EL_AMOEBING))
2159 Feld[x][y] = new_element;
2160 DrawLevelField(x,y);
2166 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2169 void AmoebeWaechst(int x, int y)
2171 static long sound_delay = 0;
2172 static int sound_delay_value = 0;
2174 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2178 if (DelayReached(&sound_delay, sound_delay_value))
2180 PlaySoundLevel(x,y,SND_AMOEBE);
2181 sound_delay_value = 30;
2185 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2188 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2189 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2191 if (!MovDelay[x][y])
2193 Feld[x][y] = Store[x][y];
2195 DrawLevelField(x,y);
2200 void AmoebeAbleger(int ax, int ay)
2203 int element = Feld[ax][ay];
2204 int newax = ax, neway = ay;
2205 static int xy[4][2] =
2213 if (!level.tempo_amoebe)
2215 Feld[ax][ay] = EL_AMOEBE_TOT;
2216 DrawLevelField(ax,ay);
2220 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2221 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2223 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2226 if (MovDelay[ax][ay])
2230 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2233 int x = ax+xy[start][0];
2234 int y = ay+xy[start][1];
2236 if (!IN_LEV_FIELD(x,y))
2240 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2246 if (newax==ax && neway==ay)
2249 else /* normale oder "gefüllte" Amöbe */
2252 BOOL waiting_for_player = FALSE;
2256 int j = (start+i)%4;
2257 int x = ax+xy[j][0];
2258 int y = ay+xy[j][1];
2260 if (!IN_LEV_FIELD(x,y))
2264 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2270 else if (IS_PLAYER(x,y))
2271 waiting_for_player = TRUE;
2274 if (newax==ax && neway==ay)
2276 if (i==4 && !waiting_for_player)
2278 Feld[ax][ay] = EL_AMOEBE_TOT;
2279 DrawLevelField(ax,ay);
2280 AmoebaCnt[AmoebaNr[ax][ay]]--;
2282 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2284 if (element==EL_AMOEBE_VOLL)
2285 AmoebeUmwandeln(ax,ay);
2286 else if (element==EL_AMOEBE_BD)
2287 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2292 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2294 int new_group_nr = AmoebaNr[ax][ay];
2296 AmoebaNr[newax][neway] = new_group_nr;
2297 AmoebaCnt[new_group_nr]++;
2298 AmoebaCnt2[new_group_nr]++;
2299 AmoebenVereinigen(newax,neway);
2301 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2303 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2309 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2310 (neway==lev_fieldy-1 && newax!=ax))
2312 Feld[newax][neway] = EL_AMOEBING;
2313 Store[newax][neway] = element;
2316 Feld[newax][neway] = EL_TROPFEN;
2319 InitMovingField(ax,ay,MV_DOWN);
2320 Feld[ax][ay] = EL_TROPFEN;
2321 Store[ax][ay] = EL_AMOEBE_NASS;
2322 ContinueMoving(ax,ay);
2326 DrawLevelField(newax,neway);
2329 void Life(int ax, int ay)
2332 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2334 int element = Feld[ax][ay];
2339 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2340 MovDelay[ax][ay] = life_time;
2342 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2345 if (MovDelay[ax][ay])
2349 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2351 int xx = ax+x1, yy = ay+y1;
2354 if (!IN_LEV_FIELD(xx,yy))
2357 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2359 int x = xx+x2, y = yy+y2;
2361 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2364 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2366 (IS_FREE(x,y) && Stop[x][y]))
2370 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2372 if (nachbarn<life[0] || nachbarn>life[1])
2374 Feld[xx][yy] = EL_LEERRAUM;
2376 DrawLevelField(xx,yy);
2377 Stop[xx][yy] = TRUE;
2380 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2381 { /* Randfeld ohne Amoebe */
2382 if (nachbarn>=life[2] && nachbarn<=life[3])
2384 Feld[xx][yy] = element;
2385 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2387 DrawLevelField(xx,yy);
2388 Stop[xx][yy] = TRUE;
2394 void Ablenk(int x, int y)
2396 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2397 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2399 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2404 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2405 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2406 if (!(MovDelay[x][y]%4))
2407 PlaySoundLevel(x,y,SND_MIEP);
2412 Feld[x][y] = EL_ABLENK_AUS;
2413 DrawLevelField(x,y);
2418 void Birne(int x, int y)
2420 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2421 MovDelay[x][y] = 800;
2423 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2428 if (!(MovDelay[x][y]%5))
2430 if (!(MovDelay[x][y]%10))
2431 Feld[x][y]=EL_ABLENK_EIN;
2433 Feld[x][y]=EL_ABLENK_AUS;
2434 DrawLevelField(x,y);
2435 Feld[x][y]=EL_ABLENK_EIN;
2441 Feld[x][y]=EL_ABLENK_AUS;
2442 DrawLevelField(x,y);
2447 void Blubber(int x, int y)
2449 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2450 DrawLevelField(x,y-1);
2452 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2455 void NussKnacken(int x, int y)
2457 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2460 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2463 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2464 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2466 if (!MovDelay[x][y])
2468 Feld[x][y] = EL_EDELSTEIN;
2469 DrawLevelField(x,y);
2474 void SiebAktivieren(int x, int y, int typ)
2476 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2477 DrawGraphic(SCREENX(x),SCREENY(y),
2478 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2481 void AusgangstuerPruefen(int x, int y)
2483 if (!local_player->gems_still_needed &&
2484 !local_player->sokobanfields_still_needed &&
2485 !local_player->lights_still_needed)
2487 Feld[x][y] = EL_AUSGANG_ACT;
2489 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2490 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2491 y < LEVELY(BY1) ? LEVELY(BY1) :
2492 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2497 void AusgangstuerOeffnen(int x, int y)
2501 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2502 MovDelay[x][y] = 5*delay;
2504 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2509 tuer = MovDelay[x][y]/delay;
2510 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2511 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2513 if (!MovDelay[x][y])
2515 Feld[x][y] = EL_AUSGANG_AUF;
2516 DrawLevelField(x,y);
2521 void AusgangstuerBlinken(int x, int y)
2523 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2526 void EdelsteinFunkeln(int x, int y)
2528 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2531 if (Feld[x][y] == EL_EDELSTEIN_BD)
2532 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2535 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2536 MovDelay[x][y] = 11 * !SimpleRND(500);
2538 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2542 if (direct_draw_on && MovDelay[x][y])
2543 SetDrawtoField(DRAW_BUFFERED);
2545 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2549 int phase = (MovDelay[x][y]-1)/2;
2554 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2560 dest_x = FX + SCREENX(x)*TILEX;
2561 dest_y = FY + SCREENY(y)*TILEY;
2563 XCopyArea(display,drawto_field,window,gc,
2564 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2565 SetDrawtoField(DRAW_DIRECT);
2572 void MauerWaechst(int x, int y)
2576 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2577 MovDelay[x][y] = 3*delay;
2579 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2584 phase = 2-MovDelay[x][y]/delay;
2585 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2586 DrawGraphic(SCREENX(x),SCREENY(y),
2587 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2589 if (!MovDelay[x][y])
2591 if (Store[x][y]==MV_LEFT)
2593 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2594 DrawLevelField(x-1,y);
2598 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2599 DrawLevelField(x+1,y);
2602 Feld[x][y] = EL_MAUER_LEBT;
2604 DrawLevelField(x,y);
2609 void MauerAbleger(int ax, int ay)
2611 BOOL links_frei = FALSE, rechts_frei = FALSE;
2612 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2614 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2615 MovDelay[ax][ay] = 6;
2617 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2620 if (MovDelay[ax][ay])
2624 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2626 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2631 Feld[ax-1][ay] = EL_MAUERND;
2632 Store[ax-1][ay] = MV_LEFT;
2633 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2634 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_L1);
2638 Feld[ax+1][ay] = EL_MAUERND;
2639 Store[ax+1][ay] = MV_RIGHT;
2640 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2641 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_R1);
2644 if (links_frei || rechts_frei)
2645 DrawLevelField(ax,ay);
2647 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2648 links_massiv = TRUE;
2649 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2650 rechts_massiv = TRUE;
2652 if (links_massiv && rechts_massiv)
2653 Feld[ax][ay] = EL_MAUERWERK;
2656 void CheckForDragon(int x, int y)
2659 BOOL dragon_found = FALSE;
2660 static int xy[4][2] =
2672 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2674 if (IN_LEV_FIELD(xx,yy) &&
2675 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2677 if (Feld[xx][yy] == EL_DRACHE)
2678 dragon_found = TRUE;
2691 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2693 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2695 Feld[xx][yy] = EL_LEERRAUM;
2696 DrawLevelField(xx,yy);
2705 void PlayerActions(struct PlayerInfo *player, int player_action)
2707 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2708 int jx = player->jx, jy = player->jy;
2709 int left = player_action & JOY_LEFT;
2710 int right = player_action & JOY_RIGHT;
2711 int up = player_action & JOY_UP;
2712 int down = player_action & JOY_DOWN;
2713 int button1 = player_action & JOY_BUTTON_1;
2714 int button2 = player_action & JOY_BUTTON_2;
2715 int dx = (left ? -1 : right ? 1 : 0);
2716 int dy = (up ? -1 : down ? 1 : 0);
2718 if (!player->active || player->gone)
2723 player->frame_reset_delay = 0;
2726 snapped = SnapField(player, dx,dy);
2730 bombed = PlaceBomb(player);
2731 moved = MoveFigure(player, dx,dy);
2734 if (tape.recording && (moved || snapped || bombed))
2736 if (bombed && !moved)
2737 player_action &= JOY_BUTTON;
2738 TapeRecordAction(player_action);
2740 else if (tape.playing && snapped)
2741 SnapField(player, 0,0); /* stop snapping */
2745 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2746 SnapField(player, 0,0);
2747 if (++player->frame_reset_delay > MoveSpeed)
2751 if (tape.playing && !tape.pausing && !player_action &&
2752 tape.counter < tape.length)
2754 int next_joy = tape.pos[tape.counter].joystickdata & (JOY_LEFT|JOY_RIGHT);
2756 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2758 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2760 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2762 int el = Feld[jx+dx][jy];
2763 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2765 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2767 player->MovDir = next_joy;
2768 player->Frame = FrameCounter % 4;
2769 player->Pushing = TRUE;
2776 void GameActions(int player_action)
2778 static long action_delay = 0;
2779 long action_delay_value;
2780 int sieb_x = 0, sieb_y = 0;
2781 int i, x,y, element;
2783 if (game_status != PLAYING)
2787 action_delay_value =
2788 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2790 action_delay_value =
2791 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2794 /* main game synchronization point */
2795 WaitUntilDelayReached(&action_delay, action_delay_value);
2797 for(i=0; i<MAX_PLAYERS; i++)
2799 /* TEST TEST TEST */
2801 if (i != TestPlayer)
2804 /* TEST TEST TEST */
2806 PlayerActions(&stored_player[i], player_action);
2807 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2810 ScrollScreen(NULL, SCROLL_GO_ON);
2812 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2814 else if (tape.recording)
2820 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2823 if (JustHit[x][y]>0)
2827 if (IS_BLOCKED(x,y))
2831 Blocked2Moving(x,y,&oldx,&oldy);
2832 if (!IS_MOVING(oldx,oldy))
2834 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2835 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2836 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2837 printf("GameActions(): This should never happen!\n");
2843 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2845 element = Feld[x][y];
2847 if (IS_INACTIVE(element))
2850 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2854 if (IS_GEM(element))
2855 EdelsteinFunkeln(x,y);
2857 else if (IS_MOVING(x,y))
2858 ContinueMoving(x,y);
2859 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2861 else if (element==EL_EXPLODING)
2862 Explode(x,y,Frame[x][y],EX_NORMAL);
2863 else if (element==EL_AMOEBING)
2865 else if (IS_AMOEBALIVE(element))
2867 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2869 else if (element==EL_ABLENK_EIN)
2871 else if (element==EL_SALZSAEURE)
2873 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2875 else if (element==EL_CRACKINGNUT)
2877 else if (element==EL_AUSGANG_ZU)
2878 AusgangstuerPruefen(x,y);
2879 else if (element==EL_AUSGANG_ACT)
2880 AusgangstuerOeffnen(x,y);
2881 else if (element==EL_AUSGANG_AUF)
2882 AusgangstuerBlinken(x,y);
2883 else if (element==EL_MAUERND)
2885 else if (element==EL_MAUER_LEBT)
2887 else if (element==EL_BURNING)
2888 CheckForDragon(x,y);
2893 int jx = local_player->jx, jy = local_player->jy;
2895 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2896 Store[x][y]==EL_SIEB_LEER)
2898 SiebAktivieren(x, y, 1);
2901 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2902 Store[x][y]==EL_SIEB2_LEER)
2904 SiebAktivieren(x, y, 2);
2908 /* play the element sound at the position nearest to the player */
2909 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
2920 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2924 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2926 element = Feld[x][y];
2927 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2929 Feld[x][y] = EL_SIEB_TOT;
2930 DrawLevelField(x,y);
2932 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2934 Feld[x][y] = EL_SIEB2_TOT;
2935 DrawLevelField(x,y);
2941 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
2946 if (tape.recording || tape.playing)
2947 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2950 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2952 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2955 for(i=0; i<MAX_PLAYERS; i++)
2956 KillHero(&stored_player[i]);
2962 static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
2964 int min_x = x, min_y = y, max_x = x, max_y = y;
2967 for(i=0; i<MAX_PLAYERS; i++)
2969 int jx = stored_player[i].jx, jy = stored_player[i].jy;
2971 if (!stored_player[i].active || stored_player[i].gone ||
2972 &stored_player[i] == player)
2975 min_x = MIN(min_x, jx);
2976 min_y = MIN(min_y, jy);
2977 max_x = MAX(max_x, jx);
2978 max_y = MAX(max_y, jy);
2981 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
2984 static BOOL AllPlayersInVisibleScreen()
2988 for(i=0; i<MAX_PLAYERS; i++)
2990 int jx = stored_player[i].jx, jy = stored_player[i].jy;
2992 if (!stored_player[i].active || stored_player[i].gone)
2995 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3002 void ScrollLevel(int dx, int dy)
3004 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
3008 ScreenGfxPos = local_player->GfxPos;
3011 XCopyArea(display,drawto_field,drawto_field,gc,
3012 FX + TILEX*(dx==-1) - softscroll_offset,
3013 FY + TILEY*(dy==-1) - softscroll_offset,
3014 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3015 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3016 FX + TILEX*(dx==1) - softscroll_offset,
3017 FY + TILEY*(dy==1) - softscroll_offset);
3021 x = (dx==1 ? BX1 : BX2);
3022 for(y=BY1; y<=BY2; y++)
3023 DrawScreenField(x,y);
3027 y = (dy==1 ? BY1 : BY2);
3028 for(x=BX1; x<=BX2; x++)
3029 DrawScreenField(x,y);
3032 redraw_mask |= REDRAW_FIELD;
3035 BOOL MoveFigureOneStep(struct PlayerInfo *player,
3036 int dx, int dy, int real_dx, int real_dy)
3038 int jx = player->jx, jy = player->jy;
3039 int new_jx = jx+dx, new_jy = jy+dy;
3043 if (player->gone || (!dx && !dy))
3044 return(MF_NO_ACTION);
3046 player->MovDir = (dx < 0 ? MV_LEFT :
3049 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3051 if (!IN_LEV_FIELD(new_jx,new_jy))
3052 return(MF_NO_ACTION);
3054 if (!networking && !AllPlayersInSight(player, new_jx,new_jy))
3055 return(MF_NO_ACTION);
3057 element = MovingOrBlocked2Element(new_jx,new_jy);
3059 if (DONT_GO_TO(element))
3061 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3064 Feld[jx][jy] = EL_SPIELFIGUR;
3065 InitMovingField(jx,jy,MV_DOWN);
3066 Store[jx][jy] = EL_SALZSAEURE;
3067 ContinueMoving(jx,jy);
3076 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3077 if (can_move != MF_MOVING)
3080 StorePlayer[jx][jy] = 0;
3081 player->last_jx = jx;
3082 player->last_jy = jy;
3083 jx = player->jx = new_jx;
3084 jy = player->jy = new_jy;
3085 StorePlayer[jx][jy] = EL_SPIELER1 + player->nr;
3087 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3089 ScrollFigure(player, SCROLL_INIT);
3094 BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
3096 int jx = player->jx, jy = player->jy;
3097 int old_jx = jx, old_jy = jy;
3098 int moved = MF_NO_ACTION;
3100 if (player->gone || (!dx && !dy))
3103 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3106 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3108 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3109 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3113 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3114 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3123 if (moved & MF_MOVING && player == local_player)
3126 if (moved & MF_MOVING && !ScreenMovPos)
3128 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3129 int offset = (scroll_delay_on ? 3 : 0);
3131 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3133 /* actual player has left the screen -- scroll in that direction */
3134 if (jx != old_jx) /* player has moved horizontally */
3135 scroll_x += (jx - old_jx);
3136 else /* player has moved vertically */
3137 scroll_y += (jy - old_jy);
3141 if (jx != old_jx) /* player has moved horizontally */
3143 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3144 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3145 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3147 /* don't scroll more than one field at a time */
3148 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3150 /* don't scroll against the player's moving direction */
3151 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3152 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3153 scroll_x = old_scroll_x;
3155 else /* player has moved vertically */
3157 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3158 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3159 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3161 /* don't scroll more than one field at a time */
3162 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3164 /* don't scroll against the player's moving direction */
3165 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3166 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3167 scroll_y = old_scroll_y;
3172 if (player == local_player)
3174 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3175 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3176 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3177 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3178 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3179 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3181 /* don't scroll more than one field at a time */
3182 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3183 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3187 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3189 if (networking || AllPlayersInVisibleScreen())
3191 ScrollScreen(player, SCROLL_INIT);
3194 ScreenMovDir = player->MovDir;
3195 ScreenMovPos = player->MovPos;
3196 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3199 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3203 scroll_x = old_scroll_x;
3204 scroll_y = old_scroll_y;
3209 if (!(moved & MF_MOVING) && !player->Pushing)
3212 player->Frame = (player->Frame + 1) % 4;
3214 if (moved & MF_MOVING)
3216 if (old_jx != jx && old_jy == jy)
3217 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3218 else if (old_jx == jx && old_jy != jy)
3219 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3221 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3223 player->last_move_dir = player->MovDir;
3226 player->last_move_dir = MV_NO_MOVING;
3228 TestIfHeroHitsBadThing(jx,jy);
3236 void ScrollFigure(struct PlayerInfo *player, int mode)
3238 int jx = player->jx, jy = player->jy;
3239 int last_jx = player->last_jx, last_jy = player->last_jy;
3241 if (!player->active || player->gone || !player->MovPos)
3244 if (mode == SCROLL_INIT)
3246 player->actual_frame_counter = FrameCounter;
3247 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3250 ScreenGfxPos = local_player->GfxPos;
3253 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3254 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3259 else if (!FrameReached(&player->actual_frame_counter,1))
3262 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3263 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3268 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3269 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3274 if (ScreenGfxPos && ScreenGfxPos != local_player->GfxPos)
3276 ScreenGfxPos = local_player->GfxPos;
3277 redraw_mask |= REDRAW_FIELD;
3281 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3282 Feld[last_jx][last_jy] = EL_LEERRAUM;
3286 if (!player->MovPos)
3288 player->last_jx = jx;
3289 player->last_jy = jy;
3291 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3295 if (!local_player->friends_still_needed)
3296 player->LevelSolved = player->GameOver = TRUE;
3301 void ScrollScreen(struct PlayerInfo *player, int mode)
3303 static long screen_frame_counter = 0;
3305 if (mode == SCROLL_INIT)
3307 screen_frame_counter = FrameCounter;
3308 ScreenMovDir = player->MovDir;
3309 ScreenMovPos = player->MovPos;
3310 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3313 else if (!FrameReached(&screen_frame_counter,1))
3319 printf("ScreenMovDir = %d, ", ScreenMovDir);
3320 printf("ScreenMovPos = %d, ", ScreenMovPos);
3321 printf("ScreenGfxPos = %d\n", ScreenGfxPos);
3324 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3325 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3326 redraw_mask |= REDRAW_FIELD;
3329 ScreenMovDir = MV_NO_MOVING;
3332 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3334 int i, killx = goodx, killy = goody;
3335 static int xy[4][2] =
3342 static int harmless[4] =
3354 x = goodx + xy[i][0];
3355 y = goody + xy[i][1];
3356 if (!IN_LEV_FIELD(x,y))
3359 element = Feld[x][y];
3361 if (DONT_TOUCH(element))
3363 if (MovDir[x][y] == harmless[i])
3372 if (killx != goodx || killy != goody)
3374 if (IS_PLAYER(goodx,goody))
3375 KillHero(PLAYERINFO(goodx,goody));
3381 void TestIfBadThingHitsGoodThing(int badx, int bady)
3383 int i, killx = badx, killy = bady;
3384 static int xy[4][2] =
3391 static int harmless[4] =
3403 x = badx + xy[i][0];
3404 y = bady + xy[i][1];
3405 if (!IN_LEV_FIELD(x,y))
3408 element = Feld[x][y];
3416 else if (element == EL_PINGUIN)
3418 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3427 if (killx != badx || killy != bady)
3429 if (IS_PLAYER(killx,killy))
3430 KillHero(PLAYERINFO(killx,killy));
3436 void TestIfHeroHitsBadThing(int x, int y)
3438 TestIfGoodThingHitsBadThing(x,y);
3441 void TestIfBadThingHitsHero(int x, int y)
3444 TestIfGoodThingHitsBadThing(JX,JY);
3447 TestIfBadThingHitsGoodThing(x,y);
3450 void TestIfFriendHitsBadThing(int x, int y)
3452 TestIfGoodThingHitsBadThing(x,y);
3455 void TestIfBadThingHitsFriend(int x, int y)
3457 TestIfBadThingHitsGoodThing(x,y);
3460 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3462 int i, killx = badx, killy = bady;
3463 static int xy[4][2] =
3477 if (!IN_LEV_FIELD(x,y))
3480 element = Feld[x][y];
3481 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3482 element == EL_AMOEBING || element == EL_TROPFEN)
3490 if (killx != badx || killy != bady)
3494 void KillHero(struct PlayerInfo *player)
3496 int jx = player->jx, jy = player->jy;
3501 if (IS_PFORTE(Feld[jx][jy]))
3502 Feld[jx][jy] = EL_LEERRAUM;
3508 void BuryHero(struct PlayerInfo *player)
3510 int jx = player->jx, jy = player->jy;
3515 PlaySoundLevel(jx,jy, SND_AUTSCH);
3516 PlaySoundLevel(jx,jy, SND_LACHEN);
3518 player->GameOver = TRUE;
3522 void RemoveHero(struct PlayerInfo *player)
3524 int jx = player->jx, jy = player->jy;
3525 int i, found = FALSE;
3527 player->gone = TRUE;
3528 StorePlayer[jx][jy] = 0;
3530 for(i=0; i<MAX_PLAYERS; i++)
3531 if (stored_player[i].active && !stored_player[i].gone)
3535 AllPlayersGone = TRUE;
3541 int DigField(struct PlayerInfo *player,
3542 int x, int y, int real_dx, int real_dy, int mode)
3544 int jx = player->jx, jy = player->jy;
3545 int dx = x - jx, dy = y - jy;
3548 if (!player->MovPos)
3549 player->Pushing = FALSE;
3551 if (mode == DF_NO_PUSH)
3553 player->push_delay = 0;
3554 return(MF_NO_ACTION);
3557 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3558 return(MF_NO_ACTION);
3560 element = Feld[x][y];
3568 Feld[x][y] = EL_LEERRAUM;
3572 case EL_EDELSTEIN_BD:
3573 case EL_EDELSTEIN_GELB:
3574 case EL_EDELSTEIN_ROT:
3575 case EL_EDELSTEIN_LILA:
3578 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3579 if (local_player->gems_still_needed < 0)
3580 local_player->gems_still_needed = 0;
3581 RaiseScoreElement(element);
3582 DrawText(DX_EMERALDS, DY_EMERALDS,
3583 int2str(local_player->gems_still_needed, 3),
3584 FS_SMALL, FC_YELLOW);
3585 PlaySoundLevel(x, y, SND_PONG);
3588 case EL_DYNAMIT_AUS:
3591 RaiseScoreElement(EL_DYNAMIT);
3592 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3593 int2str(local_player->dynamite, 3),
3594 FS_SMALL, FC_YELLOW);
3595 PlaySoundLevel(x,y,SND_PONG);
3598 case EL_DYNABOMB_NR:
3600 player->dynabomb_count++;
3601 player->dynabombs_left++;
3602 RaiseScoreElement(EL_DYNAMIT);
3603 PlaySoundLevel(x,y,SND_PONG);
3606 case EL_DYNABOMB_SZ:
3608 player->dynabomb_size++;
3609 RaiseScoreElement(EL_DYNAMIT);
3610 PlaySoundLevel(x,y,SND_PONG);
3613 case EL_DYNABOMB_XL:
3615 player->dynabomb_xl = TRUE;
3616 RaiseScoreElement(EL_DYNAMIT);
3617 PlaySoundLevel(x,y,SND_PONG);
3620 case EL_SCHLUESSEL1:
3621 case EL_SCHLUESSEL2:
3622 case EL_SCHLUESSEL3:
3623 case EL_SCHLUESSEL4:
3625 int key_nr = element-EL_SCHLUESSEL1;
3628 player->key[key_nr] = TRUE;
3629 RaiseScoreElement(EL_SCHLUESSEL);
3630 DrawMiniGraphicExt(drawto,gc,
3631 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3632 GFX_SCHLUESSEL1+key_nr);
3633 DrawMiniGraphicExt(window,gc,
3634 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3635 GFX_SCHLUESSEL1+key_nr);
3636 PlaySoundLevel(x,y,SND_PONG);
3641 Feld[x][y] = EL_ABLENK_EIN;
3644 DrawLevelField(x,y);
3648 case EL_FELSBROCKEN:
3652 if (dy || mode==DF_SNAP)
3653 return(MF_NO_ACTION);
3655 player->Pushing = TRUE;
3657 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3658 return(MF_NO_ACTION);
3662 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3663 return(MF_NO_ACTION);
3666 if (player->push_delay == 0)
3667 player->push_delay = FrameCounter;
3668 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3670 return(MF_NO_ACTION);
3673 Feld[x+dx][y+dy] = element;
3675 player->push_delay_value = 2+RND(8);
3677 DrawLevelField(x+dx,y+dy);
3678 if (element==EL_FELSBROCKEN)
3679 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3680 else if (element==EL_KOKOSNUSS)
3681 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3683 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3690 if (!player->key[element-EL_PFORTE1])
3691 return(MF_NO_ACTION);
3698 if (!player->key[element-EL_PFORTE1X])
3699 return(MF_NO_ACTION);
3703 case EL_AUSGANG_ACT:
3704 /* Tür ist (noch) nicht offen! */
3705 return(MF_NO_ACTION);
3708 case EL_AUSGANG_AUF:
3710 return(MF_NO_ACTION);
3712 PlaySoundLevel(x,y,SND_BUING);
3715 player->gone = TRUE;
3716 PlaySoundLevel(x,y,SND_BUING);
3718 if (!local_player->friends_still_needed)
3719 player->LevelSolved = player->GameOver = TRUE;
3725 Feld[x][y] = EL_BIRNE_EIN;
3726 local_player->lights_still_needed--;
3727 DrawLevelField(x,y);
3728 PlaySoundLevel(x,y,SND_DENG);
3733 Feld[x][y] = EL_ZEIT_LEER;
3735 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3736 DrawLevelField(x,y);
3737 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3741 case EL_SOKOBAN_FELD_LEER:
3744 case EL_SOKOBAN_FELD_VOLL:
3745 case EL_SOKOBAN_OBJEKT:
3748 return(MF_NO_ACTION);
3750 player->Pushing = TRUE;
3752 if (!IN_LEV_FIELD(x+dx,y+dy)
3753 || (!IS_FREE(x+dx,y+dy)
3754 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3755 || !IS_SB_ELEMENT(element))))
3756 return(MF_NO_ACTION);
3760 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3761 return(MF_NO_ACTION);
3763 else if (dy && real_dx)
3765 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3766 return(MF_NO_ACTION);
3769 if (player->push_delay == 0)
3770 player->push_delay = FrameCounter;
3771 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3773 return(MF_NO_ACTION);
3775 if (IS_SB_ELEMENT(element))
3777 if (element == EL_SOKOBAN_FELD_VOLL)
3779 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3780 local_player->sokobanfields_still_needed++;
3785 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3787 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3788 local_player->sokobanfields_still_needed--;
3789 if (element == EL_SOKOBAN_OBJEKT)
3790 PlaySoundLevel(x,y,SND_DENG);
3793 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3798 Feld[x+dx][y+dy] = element;
3801 player->push_delay_value = 2;
3803 DrawLevelField(x,y);
3804 DrawLevelField(x+dx,y+dy);
3805 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3807 if (IS_SB_ELEMENT(element) &&
3808 local_player->sokobanfields_still_needed == 0 &&
3809 game_emulation == EMU_SOKOBAN)
3811 player->LevelSolved = player->GameOver = TRUE;
3812 PlaySoundLevel(x,y,SND_BUING);
3824 return(MF_NO_ACTION);
3828 player->push_delay = 0;
3833 BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
3835 int jx = player->jx, jy = player->jy;
3836 int x = jx + dx, y = jy + dy;
3838 if (player->gone || !IN_LEV_FIELD(x,y))
3846 player->snapped = FALSE;
3850 if (player->snapped)
3853 player->MovDir = (dx < 0 ? MV_LEFT :
3856 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3858 if (!DigField(player, x,y, 0,0, DF_SNAP))
3861 player->snapped = TRUE;
3862 DrawLevelField(x,y);
3868 BOOL PlaceBomb(struct PlayerInfo *player)
3870 int jx = player->jx, jy = player->jy;
3873 if (player->gone || player->MovPos)
3876 element = Feld[jx][jy];
3878 if ((player->dynamite==0 && player->dynabombs_left==0) ||
3879 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3882 if (element != EL_LEERRAUM)
3883 Store[jx][jy] = element;
3885 if (player->dynamite)
3887 Feld[jx][jy] = EL_DYNAMIT;
3888 MovDelay[jx][jy] = 96;
3890 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
3891 FS_SMALL, FC_YELLOW);
3892 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
3896 Feld[jx][jy] = EL_DYNABOMB;
3897 Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */
3898 MovDelay[jx][jy] = 96;
3899 player->dynabombs_left--;
3900 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
3906 void PlaySoundLevel(int x, int y, int sound_nr)
3908 int sx = SCREENX(x), sy = SCREENY(y);
3910 int silence_distance = 8;
3912 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3913 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3916 if (!IN_LEV_FIELD(x,y) ||
3917 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3918 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3921 volume = PSND_MAX_VOLUME;
3923 stereo = (sx-SCR_FIELDX/2)*12;
3925 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
3926 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
3927 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
3930 if (!IN_SCR_FIELD(sx,sy))
3932 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3933 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3935 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3938 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3941 void RaiseScore(int value)
3943 local_player->score += value;
3944 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
3945 FS_SMALL, FC_YELLOW);
3948 void RaiseScoreElement(int element)
3953 case EL_EDELSTEIN_BD:
3954 case EL_EDELSTEIN_GELB:
3955 case EL_EDELSTEIN_ROT:
3956 case EL_EDELSTEIN_LILA:
3957 RaiseScore(level.score[SC_EDELSTEIN]);
3960 RaiseScore(level.score[SC_DIAMANT]);
3964 RaiseScore(level.score[SC_KAEFER]);
3968 RaiseScore(level.score[SC_FLIEGER]);
3972 RaiseScore(level.score[SC_MAMPFER]);
3975 RaiseScore(level.score[SC_ROBOT]);
3978 RaiseScore(level.score[SC_PACMAN]);
3981 RaiseScore(level.score[SC_KOKOSNUSS]);
3984 RaiseScore(level.score[SC_DYNAMIT]);
3987 RaiseScore(level.score[SC_SCHLUESSEL]);