1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = joystick_nr;
30 if (sound_status==SOUND_OFF)
31 local_player->setup &= ~SETUP_SOUND;
32 if (!sound_loops_allowed)
34 local_player->setup &= ~SETUP_SOUND_LOOPS;
35 local_player->setup &= ~SETUP_SOUND_MUSIC;
38 sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 toons_on = SETUP_TOONS_ON(local_player->setup);
42 direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 fading_on = SETUP_FADING_ON(local_player->setup);
44 autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
45 joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
46 quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
47 scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
48 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
51 if (joystick_nr != old_joystick_nr)
54 close(joystick_device);
63 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
64 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
66 for(i=0; i<MAX_PLAYERS; i++)
68 struct PlayerInfo *player = &stored_player[i];
71 player->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);
119 stored_player[i].active = TRUE;
124 player->LevelSolved = FALSE;
125 player->GameOver = FALSE;
128 local_player->active = TRUE;
129 local_player->local = TRUE;
136 TimeLeft = level.time;
138 ScreenMovDir = MV_NO_MOVING;
142 AllPlayersGone = SiebAktiv = FALSE;
144 for(i=0;i<MAX_NUM_AMOEBA;i++)
145 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
147 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
149 Feld[x][y] = Ur[x][y];
150 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
151 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
156 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
158 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
164 Feld[x][y] = EL_SPIELER1;
171 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
172 int jx = player->jx, jy = player->jy;
174 /* remove duplicate players */
175 if (StorePlayer[jx][jy] == Feld[x][y])
176 StorePlayer[jx][jy] = 0;
178 player->active = TRUE;
180 StorePlayer[x][y] = Feld[x][y];
181 Feld[x][y] = EL_LEERRAUM;
182 player->jx = player->last_jx = x;
183 player->jy = player->last_jy = y;
187 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
188 Feld[x][y] = EL_BADEWANNE1;
189 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
190 Feld[x][y] = EL_BADEWANNE2;
191 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
192 Feld[x][y] = EL_BADEWANNE3;
193 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
194 Feld[x][y] = EL_BADEWANNE4;
195 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
196 Feld[x][y] = EL_BADEWANNE5;
235 Feld[x][y] = EL_AMOEBING;
236 Store[x][y] = EL_AMOEBE_NASS;
243 local_player->lights_still_needed++;
245 case EL_SOKOBAN_FELD_LEER:
246 local_player->sokobanfields_still_needed++;
250 local_player->friends_still_needed++;
254 MovDir[x][y] = 1<<RND(4);
261 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
262 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
264 scroll_x = scroll_y = -1;
265 if (local_player->jx >= MIDPOSX-1)
266 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
267 local_player->jx - MIDPOSX :
268 lev_fieldx - SCR_FIELDX + 1);
269 if (local_player->jy >= MIDPOSY-1)
270 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
271 local_player->jy - MIDPOSY :
272 lev_fieldy - SCR_FIELDY + 1);
274 CloseDoor(DOOR_CLOSE_1);
280 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
281 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
282 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
283 DrawTextExt(pix[PIX_DB_DOOR],gc,
284 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
285 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
286 DrawTextExt(pix[PIX_DB_DOOR],gc,
287 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
288 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
289 DrawTextExt(pix[PIX_DB_DOOR],gc,
290 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
291 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
292 DrawTextExt(pix[PIX_DB_DOOR],gc,
293 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
294 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
295 DrawTextExt(pix[PIX_DB_DOOR],gc,
296 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
297 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
299 DrawGameButton(BUTTON_GAME_STOP);
300 DrawGameButton(BUTTON_GAME_PAUSE);
301 DrawGameButton(BUTTON_GAME_PLAY);
302 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
303 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
304 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
305 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
306 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
307 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
308 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
309 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
311 OpenDoor(DOOR_OPEN_1);
314 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
316 XAutoRepeatOff(display);
319 void InitMovDir(int x, int y)
321 int i, element = Feld[x][y];
322 static int xy[4][2] =
329 static int direction[2][4] =
331 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
332 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
341 Feld[x][y] = EL_KAEFER;
342 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
348 Feld[x][y] = EL_FLIEGER;
349 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
355 Feld[x][y] = EL_BUTTERFLY;
356 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
362 Feld[x][y] = EL_FIREFLY;
363 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
369 Feld[x][y] = EL_PACMAN;
370 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
373 MovDir[x][y] = 1<<RND(4);
374 if (element != EL_KAEFER &&
375 element != EL_FLIEGER &&
376 element != EL_BUTTERFLY &&
377 element != EL_FIREFLY)
387 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
389 if (element==EL_KAEFER || element==EL_BUTTERFLY)
391 MovDir[x][y] = direction[0][i];
394 else if (element==EL_FLIEGER || element==EL_FIREFLY)
396 MovDir[x][y] = direction[1][i];
405 void InitAmoebaNr(int x, int y)
408 int group_nr = AmoebeNachbarNr(x,y);
412 for(i=1;i<MAX_NUM_AMOEBA;i++)
422 AmoebaNr[x][y] = group_nr;
423 AmoebaCnt[group_nr]++;
424 AmoebaCnt2[group_nr]++;
430 int bumplevel = FALSE;
432 local_player->LevelSolved = FALSE;
437 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
442 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
443 if (TimeLeft && !(TimeLeft % 10))
444 RaiseScore(level.score[SC_ZEITBONUS]);
445 if (TimeLeft > 100 && !(TimeLeft % 10))
449 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
460 /* Hero disappears */
461 DrawLevelField(ExitX, ExitY);
467 CloseDoor(DOOR_CLOSE_1);
472 SaveLevelTape(tape.level_nr); /* Ask to save tape */
475 if (level_nr == local_player->handicap &&
476 level_nr < leveldir[leveldir_nr].levels-1)
478 local_player->handicap++;
480 SavePlayerInfo(PLAYER_LEVEL);
483 if ((hi_pos=NewHiScore()) >= 0)
485 game_status = HALLOFFAME;
486 DrawHallOfFame(hi_pos);
487 if (bumplevel && TAPE_IS_EMPTY(tape))
492 game_status = MAINMENU;
493 if (bumplevel && TAPE_IS_EMPTY(tape))
508 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
509 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
512 for(k=0;k<MAX_SCORE_ENTRIES;k++)
514 if (local_player->score > highscore[k].Score)
516 /* Spieler kommt in Highscore-Liste */
518 if (k<MAX_SCORE_ENTRIES-1)
520 int m = MAX_SCORE_ENTRIES-1;
523 for(l=k;l<MAX_SCORE_ENTRIES;l++)
524 if (!strcmp(local_player->alias_name,highscore[l].Name))
526 if (m==k) /* Spieler überschreibt seine alte Position */
532 strcpy(highscore[l].Name,highscore[l-1].Name);
533 highscore[l].Score = highscore[l-1].Score;
540 sprintf(highscore[k].Name,local_player->alias_name);
541 highscore[k].Score = local_player->score;
547 else if (!strcmp(local_player->alias_name,highscore[k].Name))
548 break; /* Spieler schon mit besserer Punktzahl in der Liste */
559 void InitMovingField(int x, int y, int direction)
561 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
562 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
564 MovDir[x][y] = direction;
565 MovDir[newx][newy] = direction;
566 if (Feld[newx][newy] == EL_LEERRAUM)
567 Feld[newx][newy] = EL_BLOCKED;
570 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
572 int direction = MovDir[x][y];
573 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
574 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
580 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
582 int oldx = x, oldy = y;
583 int direction = MovDir[x][y];
585 if (direction==MV_LEFT)
587 else if (direction==MV_RIGHT)
589 else if (direction==MV_UP)
591 else if (direction==MV_DOWN)
594 *comes_from_x = oldx;
595 *comes_from_y = oldy;
598 int MovingOrBlocked2Element(int x, int y)
600 int element = Feld[x][y];
602 if (element==EL_BLOCKED)
606 Blocked2Moving(x,y,&oldx,&oldy);
607 return(Feld[oldx][oldy]);
613 static void RemoveField(int x, int y)
615 Feld[x][y] = EL_LEERRAUM;
621 void RemoveMovingField(int x, int y)
623 int oldx = x,oldy = y, newx = x,newy = y;
625 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
630 Moving2Blocked(x,y,&newx,&newy);
631 if (Feld[newx][newy] != EL_BLOCKED)
634 else if (Feld[x][y]==EL_BLOCKED)
636 Blocked2Moving(x,y,&oldx,&oldy);
637 if (!IS_MOVING(oldx,oldy))
641 if (Feld[x][y]==EL_BLOCKED &&
642 (Store[oldx][oldy]==EL_MORAST_LEER ||
643 Store[oldx][oldy]==EL_SIEB_LEER ||
644 Store[oldx][oldy]==EL_SIEB2_LEER ||
645 Store[oldx][oldy]==EL_AMOEBE_NASS))
647 Feld[oldx][oldy] = Store[oldx][oldy];
648 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
651 Feld[oldx][oldy] = EL_LEERRAUM;
653 Feld[newx][newy] = EL_LEERRAUM;
654 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
655 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
657 DrawLevelField(oldx,oldy);
658 DrawLevelField(newx,newy);
661 void DrawDynamite(int x, int y)
663 int sx = SCREENX(x), sy = SCREENY(y);
664 int graphic = el2gfx(Feld[x][y]);
667 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
671 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
673 if (Feld[x][y]==EL_DYNAMIT)
675 if ((phase = (96-MovDelay[x][y])/12) > 6)
680 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
685 DrawGraphicThruMask(sx,sy, graphic + phase);
687 DrawGraphic(sx,sy, graphic + phase);
690 void CheckDynamite(int x, int y)
692 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
697 if (!(MovDelay[x][y] % 12))
698 PlaySoundLevel(x,y,SND_ZISCH);
700 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
702 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
709 StopSound(SND_ZISCH);
713 void Explode(int ex, int ey, int phase, int mode)
716 int num_phase = 9, delay = 2;
717 int last_phase = num_phase*delay;
718 int half_phase = (num_phase/2)*delay;
720 if (phase==0) /* Feld 'Store' initialisieren */
722 int center_element = Feld[ex][ey];
724 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
726 center_element = MovingOrBlocked2Element(ex,ey);
727 RemoveMovingField(ex,ey);
730 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
732 int element = Feld[x][y];
734 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
736 element = MovingOrBlocked2Element(x,y);
737 RemoveMovingField(x,y);
740 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
743 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
747 if (element==EL_EXPLODING)
748 element = Store2[x][y];
750 if (IS_PLAYER(ex,ey))
752 switch(StorePlayer[ex][ey])
755 Store[x][y] = EL_EDELSTEIN_ROT;
758 Store[x][y] = EL_EDELSTEIN;
761 Store[x][y] = EL_EDELSTEIN_LILA;
765 Store[x][y] = EL_EDELSTEIN_GELB;
769 else if (center_element==EL_MAULWURF)
770 Store[x][y] = EL_EDELSTEIN_ROT;
771 else if (center_element==EL_PINGUIN)
772 Store[x][y] = EL_EDELSTEIN_LILA;
773 else if (center_element==EL_KAEFER)
774 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
775 else if (center_element==EL_BUTTERFLY)
776 Store[x][y] = EL_EDELSTEIN_BD;
777 else if (center_element==EL_MAMPFER)
778 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
779 else if (center_element==EL_AMOEBA2DIAM)
780 Store[x][y] = level.amoebe_inhalt;
781 else if (element==EL_ERZ_EDEL)
782 Store[x][y] = EL_EDELSTEIN;
783 else if (element==EL_ERZ_DIAM)
784 Store[x][y] = EL_DIAMANT;
785 else if (element==EL_ERZ_EDEL_BD)
786 Store[x][y] = EL_EDELSTEIN_BD;
787 else if (element==EL_ERZ_EDEL_GELB)
788 Store[x][y] = EL_EDELSTEIN_GELB;
789 else if (element==EL_ERZ_EDEL_ROT)
790 Store[x][y] = EL_EDELSTEIN_ROT;
791 else if (element==EL_ERZ_EDEL_LILA)
792 Store[x][y] = EL_EDELSTEIN_LILA;
793 else if (!IS_PFORTE(Store[x][y]))
794 Store[x][y] = EL_LEERRAUM;
796 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
797 Store2[x][y] = element;
799 if (AmoebaNr[x][y] &&
800 (element==EL_AMOEBE_VOLL ||
801 element==EL_AMOEBE_BD ||
802 element==EL_AMOEBING))
804 AmoebaCnt[AmoebaNr[x][y]]--;
805 AmoebaCnt2[AmoebaNr[x][y]]--;
808 Feld[x][y] = EL_EXPLODING;
809 MovDir[x][y] = MovPos[x][y] = 0;
815 if (center_element==EL_MAMPFER)
816 MampferNr = (MampferNr+1) % 4;
827 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
829 if (phase==half_phase)
831 int element = Store2[x][y];
834 KillHero(PLAYERINFO(x,y));
835 else if (IS_EXPLOSIVE(element))
837 Feld[x][y] = Store2[x][y];
841 else if (element==EL_AMOEBA2DIAM)
842 AmoebeUmwandeln(x,y);
845 if (phase==last_phase)
849 element = Feld[x][y] = Store[x][y];
850 Store[x][y] = Store2[x][y] = 0;
851 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
852 if (CAN_MOVE(element) || COULD_MOVE(element))
856 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
859 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
861 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
865 void DynaExplode(int ex, int ey)
868 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
869 static int xy[4][2] =
877 Store2[ex][ey] = 0; /* delete player information */
879 Explode(ex,ey,0,EX_CENTER);
883 for(j=1; j<=player->dynabomb_size; j++)
885 int x = ex+j*xy[i%4][0];
886 int y = ey+j*xy[i%4][1];
889 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
892 element = Feld[x][y];
893 Explode(x,y,0,EX_BORDER);
895 if (element != EL_LEERRAUM &&
896 element != EL_ERDREICH &&
897 element != EL_EXPLODING &&
898 !player->dynabomb_xl)
903 player->dynabombs_left++;
906 void Bang(int x, int y)
908 int element = Feld[x][y];
910 PlaySoundLevel(x,y,SND_ROAAAR);
922 RaiseScoreElement(element);
923 Explode(x,y,0,EX_NORMAL);
933 Explode(x,y,0,EX_CENTER);
936 Explode(x,y,0,EX_NORMAL);
941 void Blurb(int x, int y)
943 int element = Feld[x][y];
945 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
947 PlaySoundLevel(x,y,SND_BLURB);
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_LEFT;
954 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
955 (!IN_LEV_FIELD(x+1,y-1) ||
956 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
958 Feld[x+1][y] = EL_BLURB_RIGHT;
963 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
965 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
968 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
971 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
972 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
976 Feld[x][y] = EL_LEERRAUM;
983 void Impact(int x, int y)
985 BOOL lastline = (y==lev_fieldy-1);
986 BOOL object_hit = FALSE;
987 int element = Feld[x][y];
990 /* Element darunter berührt? */
993 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
996 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
997 MovDir[x][y+1]!=MV_DOWN ||
998 MovPos[x][y+1]<=TILEY/2));
1000 smashed = MovingOrBlocked2Element(x,y+1);
1003 /* Auftreffendes Element fällt in Salzsäure */
1004 if (!lastline && smashed==EL_SALZSAEURE)
1010 /* Auftreffendes Element ist Bombe */
1011 if (element==EL_BOMBE && (lastline || object_hit))
1017 /* Auftreffendes Element ist Säuretropfen */
1018 if (element==EL_TROPFEN && (lastline || object_hit))
1020 if (object_hit && IS_PLAYER(x,y+1))
1021 KillHero(PLAYERINFO(x,y+1));
1022 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1026 Feld[x][y] = EL_AMOEBING;
1027 Store[x][y] = EL_AMOEBE_NASS;
1032 /* Welches Element kriegt was auf die Rübe? */
1033 if (!lastline && object_hit)
1035 if (CAN_CHANGE(element) &&
1036 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1037 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1039 if (IS_PLAYER(x,y+1))
1041 KillHero(PLAYERINFO(x,y+1));
1044 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1049 else if (element==EL_EDELSTEIN_BD)
1051 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1057 else if (element==EL_FELSBROCKEN)
1059 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1060 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1065 else if (!IS_MOVING(x,y+1))
1067 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1072 else if (smashed==EL_KOKOSNUSS)
1074 Feld[x][y+1] = EL_CRACKINGNUT;
1075 PlaySoundLevel(x,y,SND_KNACK);
1076 RaiseScoreElement(EL_KOKOSNUSS);
1079 else if (smashed==EL_DIAMANT)
1081 Feld[x][y+1] = EL_LEERRAUM;
1082 PlaySoundLevel(x,y,SND_QUIRK);
1089 /* Geräusch beim Durchqueren des Siebes */
1090 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1092 PlaySoundLevel(x,y,SND_QUIRK);
1096 /* Geräusch beim Auftreffen */
1097 if (lastline || object_hit)
1104 case EL_EDELSTEIN_BD:
1105 case EL_EDELSTEIN_GELB:
1106 case EL_EDELSTEIN_ROT:
1107 case EL_EDELSTEIN_LILA:
1114 case EL_FELSBROCKEN:
1118 case EL_SCHLUESSEL1:
1119 case EL_SCHLUESSEL2:
1120 case EL_SCHLUESSEL3:
1121 case EL_SCHLUESSEL4:
1134 PlaySoundLevel(x,y,sound);
1138 void TurnRound(int x, int y)
1150 { 0,0 }, { 0,0 }, { 0,0 },
1155 int left,right,back;
1159 { MV_DOWN, MV_UP, MV_RIGHT },
1160 { MV_UP, MV_DOWN, MV_LEFT },
1162 { MV_LEFT, MV_RIGHT, MV_DOWN },
1163 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1164 { MV_RIGHT, MV_LEFT, MV_UP }
1167 int element = Feld[x][y];
1168 int old_move_dir = MovDir[x][y];
1169 int left_dir = turn[old_move_dir].left;
1170 int right_dir = turn[old_move_dir].right;
1171 int back_dir = turn[old_move_dir].back;
1173 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1174 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1175 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1176 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1178 int left_x = x+left_dx, left_y = y+left_dy;
1179 int right_x = x+right_dx, right_y = y+right_dy;
1180 int move_x = x+move_dx, move_y = y+move_dy;
1182 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1184 TestIfBadThingHitsOtherBadThing(x,y);
1186 if (IN_LEV_FIELD(right_x,right_y) &&
1187 IS_FREE_OR_PLAYER(right_x,right_y))
1188 MovDir[x][y] = right_dir;
1189 else if (!IN_LEV_FIELD(move_x,move_y) ||
1190 !IS_FREE_OR_PLAYER(move_x,move_y))
1191 MovDir[x][y] = left_dir;
1193 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1195 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1198 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1200 TestIfBadThingHitsOtherBadThing(x,y);
1202 if (IN_LEV_FIELD(left_x,left_y) &&
1203 IS_FREE_OR_PLAYER(left_x,left_y))
1204 MovDir[x][y] = left_dir;
1205 else if (!IN_LEV_FIELD(move_x,move_y) ||
1206 !IS_FREE_OR_PLAYER(move_x,move_y))
1207 MovDir[x][y] = right_dir;
1209 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1211 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1214 else if (element==EL_MAMPFER)
1216 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1218 if (IN_LEV_FIELD(left_x,left_y) &&
1219 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1220 Feld[left_x][left_y] == EL_DIAMANT))
1221 can_turn_left = TRUE;
1222 if (IN_LEV_FIELD(right_x,right_y) &&
1223 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1224 Feld[right_x][right_y] == EL_DIAMANT))
1225 can_turn_right = TRUE;
1227 if (can_turn_left && can_turn_right)
1228 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1229 else if (can_turn_left)
1230 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1231 else if (can_turn_right)
1232 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1234 MovDir[x][y] = back_dir;
1236 MovDelay[x][y] = 16+16*RND(3);
1238 else if (element==EL_MAMPFER2)
1240 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1242 if (IN_LEV_FIELD(left_x,left_y) &&
1243 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1244 IS_MAMPF2(Feld[left_x][left_y])))
1245 can_turn_left = TRUE;
1246 if (IN_LEV_FIELD(right_x,right_y) &&
1247 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1248 IS_MAMPF2(Feld[right_x][right_y])))
1249 can_turn_right = TRUE;
1251 if (can_turn_left && can_turn_right)
1252 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1253 else if (can_turn_left)
1254 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1255 else if (can_turn_right)
1256 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1258 MovDir[x][y] = back_dir;
1260 MovDelay[x][y] = 16+16*RND(3);
1262 else if (element==EL_PACMAN)
1264 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1266 if (IN_LEV_FIELD(left_x,left_y) &&
1267 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1268 IS_AMOEBOID(Feld[left_x][left_y])))
1269 can_turn_left = TRUE;
1270 if (IN_LEV_FIELD(right_x,right_y) &&
1271 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1272 IS_AMOEBOID(Feld[right_x][right_y])))
1273 can_turn_right = TRUE;
1275 if (can_turn_left && can_turn_right)
1276 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1277 else if (can_turn_left)
1278 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1279 else if (can_turn_right)
1280 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1282 MovDir[x][y] = back_dir;
1284 MovDelay[x][y] = 6+RND(40);
1286 else if (element==EL_SCHWEIN)
1288 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1289 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1290 BOOL should_move_on = FALSE;
1292 int rnd = RND(rnd_value);
1294 if (IN_LEV_FIELD(left_x,left_y) &&
1295 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1296 can_turn_left = TRUE;
1297 if (IN_LEV_FIELD(right_x,right_y) &&
1298 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1299 can_turn_right = TRUE;
1300 if (IN_LEV_FIELD(move_x,move_y) &&
1301 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1304 if (can_turn_left &&
1306 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1307 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1308 should_turn_left = TRUE;
1309 if (can_turn_right &&
1311 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1312 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1313 should_turn_right = TRUE;
1315 (!can_turn_left || !can_turn_right ||
1316 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1317 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1318 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1319 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1320 should_move_on = TRUE;
1322 if (should_turn_left || should_turn_right || should_move_on)
1324 if (should_turn_left && should_turn_right && should_move_on)
1325 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1326 rnd < 2*rnd_value/3 ? right_dir :
1328 else if (should_turn_left && should_turn_right)
1329 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1330 else if (should_turn_left && should_move_on)
1331 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1332 else if (should_turn_right && should_move_on)
1333 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1334 else if (should_turn_left)
1335 MovDir[x][y] = left_dir;
1336 else if (should_turn_right)
1337 MovDir[x][y] = right_dir;
1338 else if (should_move_on)
1339 MovDir[x][y] = old_move_dir;
1341 else if (can_move_on && rnd > rnd_value/8)
1342 MovDir[x][y] = old_move_dir;
1343 else if (can_turn_left && can_turn_right)
1344 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1345 else if (can_turn_left && rnd > rnd_value/8)
1346 MovDir[x][y] = left_dir;
1347 else if (can_turn_right && rnd > rnd_value/8)
1348 MovDir[x][y] = right_dir;
1350 MovDir[x][y] = back_dir;
1352 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1353 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1354 MovDir[x][y] = old_move_dir;
1358 else if (element==EL_DRACHE)
1360 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1362 int rnd = RND(rnd_value);
1364 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1365 can_turn_left = TRUE;
1366 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1367 can_turn_right = TRUE;
1368 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1371 if (can_move_on && rnd > rnd_value/8)
1372 MovDir[x][y] = old_move_dir;
1373 else if (can_turn_left && can_turn_right)
1374 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1375 else if (can_turn_left && rnd > rnd_value/8)
1376 MovDir[x][y] = left_dir;
1377 else if (can_turn_right && rnd > rnd_value/8)
1378 MovDir[x][y] = right_dir;
1380 MovDir[x][y] = back_dir;
1382 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1383 MovDir[x][y] = old_move_dir;
1387 else if (element==EL_ROBOT || element==EL_SONDE ||
1388 element==EL_MAULWURF || element==EL_PINGUIN)
1390 int attr_x = -1, attr_y = -1;
1401 for(i=0; i<MAX_PLAYERS; i++)
1403 struct PlayerInfo *player = &stored_player[i];
1404 int jx = player->jx, jy = player->jy;
1406 if (!player->active || player->gone)
1409 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1417 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1423 if (element==EL_MAULWURF || element==EL_PINGUIN)
1426 static int xy[4][2] =
1436 int ex = x + xy[i%4][0];
1437 int ey = y + xy[i%4][1];
1439 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1448 MovDir[x][y] = MV_NO_MOVING;
1450 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1452 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1454 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1456 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1458 if (element==EL_ROBOT)
1462 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1463 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1464 Moving2Blocked(x,y,&newx,&newy);
1466 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1467 MovDelay[x][y] = 8+8*!RND(3);
1469 MovDelay[x][y] = 16;
1477 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1479 BOOL first_horiz = RND(2);
1480 int new_move_dir = MovDir[x][y];
1483 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1484 Moving2Blocked(x,y,&newx,&newy);
1486 if (IN_LEV_FIELD(newx,newy) &&
1487 (IS_FREE(newx,newy) ||
1488 Feld[newx][newy] == EL_SALZSAEURE ||
1489 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1490 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1491 IS_MAMPF3(Feld[newx][newy])))))
1495 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1496 Moving2Blocked(x,y,&newx,&newy);
1498 if (IN_LEV_FIELD(newx,newy) &&
1499 (IS_FREE(newx,newy) ||
1500 Feld[newx][newy] == EL_SALZSAEURE ||
1501 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1502 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1503 IS_MAMPF3(Feld[newx][newy])))))
1506 MovDir[x][y] = old_move_dir;
1513 static BOOL JustBeingPushed(int x, int y)
1517 for(i=0; i<MAX_PLAYERS; i++)
1519 struct PlayerInfo *player = &stored_player[i];
1521 if (player->active && !player->gone &&
1522 player->Pushing && player->MovPos)
1524 int next_jx = player->jx + (player->jx - player->last_jx);
1525 int next_jy = player->jy + (player->jy - player->last_jy);
1527 if (x == next_jx && y == next_jy)
1535 void StartMoving(int x, int y)
1537 int element = Feld[x][y];
1542 if (CAN_FALL(element) && y<lev_fieldy-1)
1544 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1545 if (JustBeingPushed(x,y))
1548 if (element==EL_MORAST_VOLL)
1552 InitMovingField(x,y,MV_DOWN);
1553 Feld[x][y] = EL_FELSBROCKEN;
1554 Store[x][y] = EL_MORAST_LEER;
1556 else if (Feld[x][y+1]==EL_MORAST_LEER)
1558 if (!MovDelay[x][y])
1559 MovDelay[x][y] = TILEY + 1;
1568 Feld[x][y] = EL_MORAST_LEER;
1569 Feld[x][y+1] = EL_MORAST_VOLL;
1572 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1574 InitMovingField(x,y,MV_DOWN);
1575 Store[x][y] = EL_MORAST_VOLL;
1577 else if (element==EL_SIEB_VOLL)
1581 InitMovingField(x,y,MV_DOWN);
1582 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1583 Store[x][y] = EL_SIEB_LEER;
1585 else if (Feld[x][y+1]==EL_SIEB_LEER)
1587 if (!MovDelay[x][y])
1588 MovDelay[x][y] = TILEY/4 + 1;
1597 Feld[x][y] = EL_SIEB_LEER;
1598 Feld[x][y+1] = EL_SIEB_VOLL;
1599 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1603 else if (element==EL_SIEB2_VOLL)
1607 InitMovingField(x,y,MV_DOWN);
1608 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1609 Store[x][y] = EL_SIEB2_LEER;
1611 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1613 if (!MovDelay[x][y])
1614 MovDelay[x][y] = TILEY/4 + 1;
1623 Feld[x][y] = EL_SIEB2_LEER;
1624 Feld[x][y+1] = EL_SIEB2_VOLL;
1625 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1629 else if (SiebAktiv && CAN_CHANGE(element) &&
1630 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1632 InitMovingField(x,y,MV_DOWN);
1634 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1635 Store2[x][y+1] = element;
1637 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1640 InitMovingField(x,y,MV_DOWN);
1641 Store[x][y] = EL_SALZSAEURE;
1643 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1647 else if (IS_FREE(x,y+1))
1649 InitMovingField(x,y,MV_DOWN);
1651 else if (element==EL_TROPFEN)
1653 Feld[x][y] = EL_AMOEBING;
1654 Store[x][y] = EL_AMOEBE_NASS;
1656 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1658 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1659 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1660 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1661 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1665 if (left && right && game_emulation != EMU_BOULDERDASH)
1666 left = !(right = RND(2));
1668 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1672 else if (CAN_MOVE(element))
1676 if (element == EL_SONDE && JustBeingPushed(x,y))
1679 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1681 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1682 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1685 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1688 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1689 DrawLevelField(x,y);
1693 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1697 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1699 int phase = MovDelay[x][y] % 8;
1704 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1705 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1707 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1708 && MovDelay[x][y]%4==3)
1709 PlaySoundLevel(x,y,SND_NJAM);
1711 else if (element==EL_DRACHE)
1714 int dir = MovDir[x][y];
1715 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1716 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1717 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1718 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1719 dir == MV_UP ? GFX_FLAMMEN_UP :
1720 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1721 int phase = FrameCounter % 2;
1725 int xx = x + i*dx, yy = y + i*dy;
1726 int sx = SCREENX(xx), sy = SCREENY(yy);
1728 if (!IN_LEV_FIELD(xx,yy) ||
1729 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1734 int flamed = MovingOrBlocked2Element(xx,yy);
1736 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1739 RemoveMovingField(xx,yy);
1741 Feld[xx][yy] = EL_BURNING;
1742 if (IN_SCR_FIELD(sx,sy))
1743 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1747 if (Feld[xx][yy] == EL_BURNING)
1748 Feld[xx][yy] = EL_LEERRAUM;
1749 DrawLevelField(xx,yy);
1758 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1760 PlaySoundLevel(x,y,SND_KLAPPER);
1762 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1764 PlaySoundLevel(x,y,SND_ROEHR);
1767 /* neuer Schritt / Wartezustand beendet */
1769 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1771 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1773 /* Spieler erwischt */
1775 KillHero(PLAYERINFO(newx,newy));
1778 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1779 element==EL_ROBOT || element==EL_SONDE) &&
1780 IN_LEV_FIELD(newx,newy) &&
1781 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1784 Store[x][y] = EL_SALZSAEURE;
1786 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1787 IN_LEV_FIELD(newx,newy))
1789 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1791 Feld[x][y] = EL_LEERRAUM;
1792 DrawLevelField(x,y);
1794 PlaySoundLevel(newx,newy,SND_BUING);
1795 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1796 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1798 local_player->friends_still_needed--;
1799 if (!local_player->friends_still_needed &&
1800 !local_player->GameOver && AllPlayersGone)
1801 local_player->LevelSolved = local_player->GameOver = TRUE;
1805 else if (IS_MAMPF3(Feld[newx][newy]))
1807 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1808 DrawLevelField(newx,newy);
1810 MovDir[x][y] = MV_NO_MOVING;
1812 else if (!IS_FREE(newx,newy))
1815 DrawPlayerField(x,y);
1817 DrawLevelField(x,y);
1821 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1823 if (IS_GEM(Feld[newx][newy]))
1825 if (IS_MOVING(newx,newy))
1826 RemoveMovingField(newx,newy);
1829 Feld[newx][newy] = EL_LEERRAUM;
1830 DrawLevelField(newx,newy);
1833 else if (!IS_FREE(newx,newy))
1836 DrawPlayerField(x,y);
1838 DrawLevelField(x,y);
1842 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1844 if (!IS_FREE(newx,newy))
1847 DrawPlayerField(x,y);
1849 DrawLevelField(x,y);
1854 BOOL wanna_flame = !RND(10);
1855 int dx = newx - x, dy = newy - y;
1856 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1857 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1858 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1859 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1860 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1861 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1863 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1864 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1865 element1 != EL_BURNING && element2 != EL_BURNING)
1868 DrawPlayerField(x,y);
1870 DrawLevelField(x,y);
1872 MovDelay[x][y] = 50;
1873 Feld[newx][newy] = EL_BURNING;
1874 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1875 Feld[newx1][newy1] = EL_BURNING;
1876 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1877 Feld[newx2][newy2] = EL_BURNING;
1882 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1883 Feld[newx][newy]==EL_DIAMANT)
1885 if (IS_MOVING(newx,newy))
1886 RemoveMovingField(newx,newy);
1889 Feld[newx][newy] = EL_LEERRAUM;
1890 DrawLevelField(newx,newy);
1893 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1894 IS_MAMPF2(Feld[newx][newy]))
1896 if (AmoebaNr[newx][newy])
1898 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1899 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1900 AmoebaCnt[AmoebaNr[newx][newy]]--;
1903 if (IS_MOVING(newx,newy))
1904 RemoveMovingField(newx,newy);
1907 Feld[newx][newy] = EL_LEERRAUM;
1908 DrawLevelField(newx,newy);
1911 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1912 IS_AMOEBOID(Feld[newx][newy]))
1914 if (AmoebaNr[newx][newy])
1916 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1917 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1918 AmoebaCnt[AmoebaNr[newx][newy]]--;
1921 Feld[newx][newy] = EL_LEERRAUM;
1922 DrawLevelField(newx,newy);
1924 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1925 { /* gegen Wand gelaufen */
1928 if (element == EL_KAEFER || element == EL_FLIEGER)
1929 DrawLevelField(x,y);
1930 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1931 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1932 else if (element==EL_SONDE)
1933 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1938 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1939 PlaySoundLevel(x,y,SND_SCHLURF);
1941 InitMovingField(x,y,MovDir[x][y]);
1945 ContinueMoving(x,y);
1948 void ContinueMoving(int x, int y)
1950 int element = Feld[x][y];
1951 int direction = MovDir[x][y];
1952 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1953 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1954 int horiz_move = (dx!=0);
1955 int newx = x + dx, newy = y + dy;
1956 int step = (horiz_move ? dx : dy) * TILEX/8;
1958 if (CAN_FALL(element) && horiz_move)
1960 else if (element==EL_TROPFEN)
1962 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1965 MovPos[x][y] += step;
1967 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1969 Feld[x][y] = EL_LEERRAUM;
1970 Feld[newx][newy] = element;
1972 if (Store[x][y]==EL_MORAST_VOLL)
1975 Feld[newx][newy] = EL_MORAST_VOLL;
1976 element = EL_MORAST_VOLL;
1978 else if (Store[x][y]==EL_MORAST_LEER)
1981 Feld[x][y] = EL_MORAST_LEER;
1983 else if (Store[x][y]==EL_SIEB_VOLL)
1986 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1988 else if (Store[x][y]==EL_SIEB_LEER)
1990 Store[x][y] = Store2[x][y] = 0;
1991 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1993 else if (Store[x][y]==EL_SIEB2_VOLL)
1996 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1998 else if (Store[x][y]==EL_SIEB2_LEER)
2000 Store[x][y] = Store2[x][y] = 0;
2001 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2003 else if (Store[x][y]==EL_SALZSAEURE)
2006 Feld[newx][newy] = EL_SALZSAEURE;
2007 element = EL_SALZSAEURE;
2009 else if (Store[x][y]==EL_AMOEBE_NASS)
2012 Feld[x][y] = EL_AMOEBE_NASS;
2015 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2016 MovDelay[newx][newy] = 0;
2018 if (!CAN_MOVE(element))
2019 MovDir[newx][newy] = 0;
2021 DrawLevelField(x,y);
2022 DrawLevelField(newx,newy);
2024 Stop[newx][newy] = TRUE;
2025 JustHit[x][newy] = 3;
2027 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2029 TestIfBadThingHitsHero(newx,newy);
2030 TestIfBadThingHitsFriend(newx,newy);
2031 TestIfBadThingHitsOtherBadThing(newx,newy);
2033 else if (element == EL_PINGUIN)
2034 TestIfFriendHitsBadThing(newx,newy);
2036 if (CAN_SMASH(element) && direction==MV_DOWN &&
2037 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2040 else /* noch in Bewegung */
2041 DrawLevelField(x,y);
2044 int AmoebeNachbarNr(int ax, int ay)
2047 int element = Feld[ax][ay];
2049 static int xy[4][2] =
2059 int x = ax+xy[i%4][0];
2060 int y = ay+xy[i%4][1];
2062 if (!IN_LEV_FIELD(x,y))
2065 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2066 group_nr = AmoebaNr[x][y];
2072 void AmoebenVereinigen(int ax, int ay)
2075 int new_group_nr = AmoebaNr[ax][ay];
2076 static int xy[4][2] =
2092 if (!IN_LEV_FIELD(x,y))
2095 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2096 Feld[x][y]==EL_AMOEBE_BD ||
2097 Feld[x][y]==EL_AMOEBE_TOT) &&
2098 AmoebaNr[x][y] != new_group_nr)
2100 int old_group_nr = AmoebaNr[x][y];
2102 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2103 AmoebaCnt[old_group_nr] = 0;
2104 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2105 AmoebaCnt2[old_group_nr] = 0;
2107 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2108 if (AmoebaNr[xx][yy]==old_group_nr)
2109 AmoebaNr[xx][yy] = new_group_nr;
2114 void AmoebeUmwandeln(int ax, int ay)
2117 int group_nr = AmoebaNr[ax][ay];
2118 static int xy[4][2] =
2126 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2128 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2130 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2133 Feld[x][y] = EL_AMOEBA2DIAM;
2145 if (!IN_LEV_FIELD(x,y))
2148 if (Feld[x][y]==EL_AMOEBA2DIAM)
2154 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2157 int group_nr = AmoebaNr[ax][ay];
2160 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2162 if (AmoebaNr[x][y]==group_nr &&
2163 (Feld[x][y]==EL_AMOEBE_TOT ||
2164 Feld[x][y]==EL_AMOEBE_BD ||
2165 Feld[x][y]==EL_AMOEBING))
2168 Feld[x][y] = new_element;
2169 DrawLevelField(x,y);
2175 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2178 void AmoebeWaechst(int x, int y)
2180 static long sound_delay = 0;
2181 static int sound_delay_value = 0;
2183 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2187 if (DelayReached(&sound_delay, sound_delay_value))
2189 PlaySoundLevel(x,y,SND_AMOEBE);
2190 sound_delay_value = 30;
2194 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2197 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2198 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2200 if (!MovDelay[x][y])
2202 Feld[x][y] = Store[x][y];
2204 DrawLevelField(x,y);
2209 void AmoebeAbleger(int ax, int ay)
2212 int element = Feld[ax][ay];
2213 int newax = ax, neway = ay;
2214 static int xy[4][2] =
2222 if (!level.tempo_amoebe)
2224 Feld[ax][ay] = EL_AMOEBE_TOT;
2225 DrawLevelField(ax,ay);
2229 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2230 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2232 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2235 if (MovDelay[ax][ay])
2239 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2242 int x = ax+xy[start][0];
2243 int y = ay+xy[start][1];
2245 if (!IN_LEV_FIELD(x,y))
2249 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2255 if (newax==ax && neway==ay)
2258 else /* normale oder "gefüllte" Amöbe */
2261 BOOL waiting_for_player = FALSE;
2265 int j = (start+i)%4;
2266 int x = ax+xy[j][0];
2267 int y = ay+xy[j][1];
2269 if (!IN_LEV_FIELD(x,y))
2273 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2279 else if (IS_PLAYER(x,y))
2280 waiting_for_player = TRUE;
2283 if (newax==ax && neway==ay)
2285 if (i==4 && !waiting_for_player)
2287 Feld[ax][ay] = EL_AMOEBE_TOT;
2288 DrawLevelField(ax,ay);
2289 AmoebaCnt[AmoebaNr[ax][ay]]--;
2291 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2293 if (element==EL_AMOEBE_VOLL)
2294 AmoebeUmwandeln(ax,ay);
2295 else if (element==EL_AMOEBE_BD)
2296 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2301 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2303 int new_group_nr = AmoebaNr[ax][ay];
2305 AmoebaNr[newax][neway] = new_group_nr;
2306 AmoebaCnt[new_group_nr]++;
2307 AmoebaCnt2[new_group_nr]++;
2308 AmoebenVereinigen(newax,neway);
2310 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2312 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2318 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2319 (neway==lev_fieldy-1 && newax!=ax))
2321 Feld[newax][neway] = EL_AMOEBING;
2322 Store[newax][neway] = element;
2325 Feld[newax][neway] = EL_TROPFEN;
2328 InitMovingField(ax,ay,MV_DOWN);
2329 Feld[ax][ay] = EL_TROPFEN;
2330 Store[ax][ay] = EL_AMOEBE_NASS;
2331 ContinueMoving(ax,ay);
2335 DrawLevelField(newax,neway);
2338 void Life(int ax, int ay)
2341 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2343 int element = Feld[ax][ay];
2348 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2349 MovDelay[ax][ay] = life_time;
2351 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2354 if (MovDelay[ax][ay])
2358 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2360 int xx = ax+x1, yy = ay+y1;
2363 if (!IN_LEV_FIELD(xx,yy))
2366 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2368 int x = xx+x2, y = yy+y2;
2370 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2373 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2375 (IS_FREE(x,y) && Stop[x][y]))
2379 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2381 if (nachbarn<life[0] || nachbarn>life[1])
2383 Feld[xx][yy] = EL_LEERRAUM;
2385 DrawLevelField(xx,yy);
2386 Stop[xx][yy] = TRUE;
2389 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2390 { /* Randfeld ohne Amoebe */
2391 if (nachbarn>=life[2] && nachbarn<=life[3])
2393 Feld[xx][yy] = element;
2394 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2396 DrawLevelField(xx,yy);
2397 Stop[xx][yy] = TRUE;
2403 void Ablenk(int x, int y)
2405 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2406 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2408 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2413 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2414 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2415 if (!(MovDelay[x][y]%4))
2416 PlaySoundLevel(x,y,SND_MIEP);
2421 Feld[x][y] = EL_ABLENK_AUS;
2422 DrawLevelField(x,y);
2427 void Birne(int x, int y)
2429 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2430 MovDelay[x][y] = 800;
2432 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2437 if (!(MovDelay[x][y]%5))
2439 if (!(MovDelay[x][y]%10))
2440 Feld[x][y]=EL_ABLENK_EIN;
2442 Feld[x][y]=EL_ABLENK_AUS;
2443 DrawLevelField(x,y);
2444 Feld[x][y]=EL_ABLENK_EIN;
2450 Feld[x][y]=EL_ABLENK_AUS;
2451 DrawLevelField(x,y);
2456 void Blubber(int x, int y)
2458 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2459 DrawLevelField(x,y-1);
2461 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2464 void NussKnacken(int x, int y)
2466 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2469 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2472 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2473 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2475 if (!MovDelay[x][y])
2477 Feld[x][y] = EL_EDELSTEIN;
2478 DrawLevelField(x,y);
2483 void SiebAktivieren(int x, int y, int typ)
2485 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2486 DrawGraphic(SCREENX(x),SCREENY(y),
2487 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2490 void AusgangstuerPruefen(int x, int y)
2492 if (!local_player->gems_still_needed &&
2493 !local_player->sokobanfields_still_needed &&
2494 !local_player->lights_still_needed)
2496 Feld[x][y] = EL_AUSGANG_ACT;
2498 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2499 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2500 y < LEVELY(BY1) ? LEVELY(BY1) :
2501 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2506 void AusgangstuerOeffnen(int x, int y)
2510 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2511 MovDelay[x][y] = 5*delay;
2513 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2518 tuer = MovDelay[x][y]/delay;
2519 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2520 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2522 if (!MovDelay[x][y])
2524 Feld[x][y] = EL_AUSGANG_AUF;
2525 DrawLevelField(x,y);
2530 void AusgangstuerBlinken(int x, int y)
2532 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2535 void EdelsteinFunkeln(int x, int y)
2537 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2540 if (Feld[x][y] == EL_EDELSTEIN_BD)
2541 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2544 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2545 MovDelay[x][y] = 11 * !SimpleRND(500);
2547 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2551 if (direct_draw_on && MovDelay[x][y])
2552 SetDrawtoField(DRAW_BUFFERED);
2554 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2558 int phase = (MovDelay[x][y]-1)/2;
2563 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2569 dest_x = FX + SCREENX(x)*TILEX;
2570 dest_y = FY + SCREENY(y)*TILEY;
2572 XCopyArea(display,drawto_field,window,gc,
2573 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2574 SetDrawtoField(DRAW_DIRECT);
2581 void MauerWaechst(int x, int y)
2585 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2586 MovDelay[x][y] = 3*delay;
2588 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2593 phase = 2-MovDelay[x][y]/delay;
2594 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2595 DrawGraphic(SCREENX(x),SCREENY(y),
2596 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2597 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2598 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2599 GFX_MAUER_DOWN ) + phase);
2601 if (!MovDelay[x][y])
2603 if (MovDir[x][y] == MV_LEFT)
2605 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2606 DrawLevelField(x-1,y);
2608 else if (MovDir[x][y] == MV_RIGHT)
2610 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2611 DrawLevelField(x+1,y);
2613 else if (MovDir[x][y] == MV_UP)
2615 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2616 DrawLevelField(x,y-1);
2620 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2621 DrawLevelField(x,y+1);
2624 Feld[x][y] = Store[x][y];
2626 MovDir[x][y] = MV_NO_MOVING;
2627 DrawLevelField(x,y);
2632 void MauerAbleger(int ax, int ay)
2634 int element = Feld[ax][ay];
2635 BOOL oben_frei = FALSE, unten_frei = FALSE;
2636 BOOL links_frei = FALSE, rechts_frei = FALSE;
2637 BOOL oben_massiv = FALSE, unten_massiv = FALSE;
2638 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2640 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2641 MovDelay[ax][ay] = 6;
2643 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2646 if (MovDelay[ax][ay])
2650 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2652 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2654 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2656 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2659 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2663 Feld[ax][ay-1] = EL_MAUERND;
2664 Store[ax][ay-1] = element;
2665 MovDir[ax][ay-1] = MV_UP;
2666 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2667 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2671 Feld[ax][ay+1] = EL_MAUERND;
2672 Store[ax][ay+1] = element;
2673 MovDir[ax][ay+1] = MV_DOWN;
2674 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2675 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2679 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2680 element == EL_MAUER_LEBT)
2684 Feld[ax-1][ay] = EL_MAUERND;
2685 Store[ax-1][ay] = element;
2686 MovDir[ax-1][ay] = MV_LEFT;
2687 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2688 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2692 Feld[ax+1][ay] = EL_MAUERND;
2693 Store[ax+1][ay] = element;
2694 MovDir[ax+1][ay] = MV_RIGHT;
2695 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2696 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2700 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2701 DrawLevelField(ax,ay);
2703 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2705 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2706 unten_massiv = TRUE;
2707 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2708 links_massiv = TRUE;
2709 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2710 rechts_massiv = TRUE;
2712 if (((oben_massiv && unten_massiv) ||
2713 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2714 ((links_massiv && rechts_massiv) ||
2715 element == EL_MAUER_Y))
2716 Feld[ax][ay] = EL_MAUERWERK;
2719 void CheckForDragon(int x, int y)
2722 BOOL dragon_found = FALSE;
2723 static int xy[4][2] =
2735 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2737 if (IN_LEV_FIELD(xx,yy) &&
2738 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2740 if (Feld[xx][yy] == EL_DRACHE)
2741 dragon_found = TRUE;
2754 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2756 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2758 Feld[xx][yy] = EL_LEERRAUM;
2759 DrawLevelField(xx,yy);
2768 void PlayerActions(struct PlayerInfo *player, byte player_action)
2770 static byte stored_player_action[MAX_PLAYERS];
2771 static int num_stored_actions = 0;
2772 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2773 int jx = player->jx, jy = player->jy;
2774 int left = player_action & JOY_LEFT;
2775 int right = player_action & JOY_RIGHT;
2776 int up = player_action & JOY_UP;
2777 int down = player_action & JOY_DOWN;
2778 int button1 = player_action & JOY_BUTTON_1;
2779 int button2 = player_action & JOY_BUTTON_2;
2780 int dx = (left ? -1 : right ? 1 : 0);
2781 int dy = (up ? -1 : down ? 1 : 0);
2783 stored_player_action[player->nr] = 0;
2784 num_stored_actions++;
2786 if (!player->active || player->gone)
2791 player->frame_reset_delay = 0;
2794 snapped = SnapField(player, dx,dy);
2798 bombed = PlaceBomb(player);
2799 moved = MoveFigure(player, dx,dy);
2802 if (tape.recording && (moved || snapped || bombed))
2804 if (bombed && !moved)
2805 player_action &= JOY_BUTTON;
2807 stored_player_action[player->nr] = player_action;
2809 /* this allows cycled sequences of PlayerActions() */
2810 if (num_stored_actions >= MAX_PLAYERS)
2812 TapeRecordAction(stored_player_action);
2813 num_stored_actions = 0;
2816 else if (tape.playing && snapped)
2817 SnapField(player, 0,0); /* stop snapping */
2821 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2822 SnapField(player, 0,0);
2823 if (++player->frame_reset_delay > MoveSpeed)
2827 if (tape.playing && !tape.pausing && !player_action &&
2828 tape.counter < tape.length)
2831 tape.pos[tape.counter].joystickdata[player->nr] & (JOY_LEFT|JOY_RIGHT);
2833 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2835 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2837 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2839 int el = Feld[jx+dx][jy];
2840 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2842 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2844 player->MovDir = next_joy;
2845 player->Frame = FrameCounter % 4;
2846 player->Pushing = TRUE;
2853 void GameActions(byte player_action)
2855 static long action_delay = 0;
2856 long action_delay_value;
2857 int sieb_x = 0, sieb_y = 0;
2858 int i, x,y, element;
2859 int *recorded_player_action;
2861 if (game_status != PLAYING)
2865 action_delay_value =
2866 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2868 action_delay_value =
2869 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2872 /* main game synchronization point */
2873 WaitUntilDelayReached(&action_delay, action_delay_value);
2876 recorded_player_action = TapePlayAction();
2878 recorded_player_action = NULL;
2880 SendToServer_MovePlayer(player_action);
2882 for(i=0; i<MAX_PLAYERS; i++)
2884 int actual_player_action = player_action;
2885 /* TEST TEST TEST */
2887 if (i != TestPlayer && !stored_player[i].MovPos)
2888 actual_player_action = 0;
2890 /* TEST TEST TEST */
2892 if (recorded_player_action)
2893 actual_player_action = recorded_player_action[i];
2895 PlayerActions(&stored_player[i], actual_player_action);
2896 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2899 ScrollScreen(NULL, SCROLL_GO_ON);
2901 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2903 else if (tape.recording)
2909 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2912 if (JustHit[x][y]>0)
2916 if (IS_BLOCKED(x,y))
2920 Blocked2Moving(x,y,&oldx,&oldy);
2921 if (!IS_MOVING(oldx,oldy))
2923 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2924 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2925 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2926 printf("GameActions(): This should never happen!\n");
2932 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2934 element = Feld[x][y];
2936 if (IS_INACTIVE(element))
2939 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2943 if (IS_GEM(element))
2944 EdelsteinFunkeln(x,y);
2946 else if (IS_MOVING(x,y))
2947 ContinueMoving(x,y);
2948 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2950 else if (element==EL_EXPLODING)
2951 Explode(x,y,Frame[x][y],EX_NORMAL);
2952 else if (element==EL_AMOEBING)
2954 else if (IS_AMOEBALIVE(element))
2956 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2958 else if (element==EL_ABLENK_EIN)
2960 else if (element==EL_SALZSAEURE)
2962 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2964 else if (element==EL_CRACKINGNUT)
2966 else if (element==EL_AUSGANG_ZU)
2967 AusgangstuerPruefen(x,y);
2968 else if (element==EL_AUSGANG_ACT)
2969 AusgangstuerOeffnen(x,y);
2970 else if (element==EL_AUSGANG_AUF)
2971 AusgangstuerBlinken(x,y);
2972 else if (element==EL_MAUERND)
2974 else if (element==EL_MAUER_LEBT ||
2975 element==EL_MAUER_X ||
2976 element==EL_MAUER_Y ||
2977 element==EL_MAUER_XY)
2979 else if (element==EL_BURNING)
2980 CheckForDragon(x,y);
2985 int jx = local_player->jx, jy = local_player->jy;
2987 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2988 Store[x][y]==EL_SIEB_LEER)
2990 SiebAktivieren(x, y, 1);
2993 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2994 Store[x][y]==EL_SIEB2_LEER)
2996 SiebAktivieren(x, y, 2);
3000 /* play the element sound at the position nearest to the player */
3001 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3012 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3016 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3018 element = Feld[x][y];
3019 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3021 Feld[x][y] = EL_SIEB_TOT;
3022 DrawLevelField(x,y);
3024 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3026 Feld[x][y] = EL_SIEB2_TOT;
3027 DrawLevelField(x,y);
3033 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3038 if (tape.recording || tape.playing)
3039 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3042 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3044 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3047 for(i=0; i<MAX_PLAYERS; i++)
3048 KillHero(&stored_player[i]);
3054 static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3056 int min_x = x, min_y = y, max_x = x, max_y = y;
3059 for(i=0; i<MAX_PLAYERS; i++)
3061 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3063 if (!stored_player[i].active || stored_player[i].gone ||
3064 &stored_player[i] == player)
3067 min_x = MIN(min_x, jx);
3068 min_y = MIN(min_y, jy);
3069 max_x = MAX(max_x, jx);
3070 max_y = MAX(max_y, jy);
3073 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3076 static BOOL AllPlayersInVisibleScreen()
3080 for(i=0; i<MAX_PLAYERS; i++)
3082 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3084 if (!stored_player[i].active || stored_player[i].gone)
3087 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3094 void ScrollLevel(int dx, int dy)
3096 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
3100 ScreenGfxPos = local_player->GfxPos;
3103 XCopyArea(display,drawto_field,drawto_field,gc,
3104 FX + TILEX*(dx==-1) - softscroll_offset,
3105 FY + TILEY*(dy==-1) - softscroll_offset,
3106 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3107 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3108 FX + TILEX*(dx==1) - softscroll_offset,
3109 FY + TILEY*(dy==1) - softscroll_offset);
3113 x = (dx==1 ? BX1 : BX2);
3114 for(y=BY1; y<=BY2; y++)
3115 DrawScreenField(x,y);
3119 y = (dy==1 ? BY1 : BY2);
3120 for(x=BX1; x<=BX2; x++)
3121 DrawScreenField(x,y);
3124 redraw_mask |= REDRAW_FIELD;
3127 BOOL MoveFigureOneStep(struct PlayerInfo *player,
3128 int dx, int dy, int real_dx, int real_dy)
3130 int jx = player->jx, jy = player->jy;
3131 int new_jx = jx+dx, new_jy = jy+dy;
3135 if (player->gone || (!dx && !dy))
3136 return(MF_NO_ACTION);
3138 player->MovDir = (dx < 0 ? MV_LEFT :
3141 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3143 if (!IN_LEV_FIELD(new_jx,new_jy))
3144 return(MF_NO_ACTION);
3146 if (!networking && !AllPlayersInSight(player, new_jx,new_jy))
3147 return(MF_NO_ACTION);
3149 element = MovingOrBlocked2Element(new_jx,new_jy);
3151 if (DONT_GO_TO(element))
3153 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3156 Feld[jx][jy] = EL_SPIELFIGUR;
3157 InitMovingField(jx,jy,MV_DOWN);
3158 Store[jx][jy] = EL_SALZSAEURE;
3159 ContinueMoving(jx,jy);
3168 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3169 if (can_move != MF_MOVING)
3172 StorePlayer[jx][jy] = 0;
3173 player->last_jx = jx;
3174 player->last_jy = jy;
3175 jx = player->jx = new_jx;
3176 jy = player->jy = new_jy;
3177 StorePlayer[jx][jy] = EL_SPIELER1 + player->nr;
3179 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3181 ScrollFigure(player, SCROLL_INIT);
3186 BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
3188 int jx = player->jx, jy = player->jy;
3189 int old_jx = jx, old_jy = jy;
3190 int moved = MF_NO_ACTION;
3192 if (player->gone || (!dx && !dy))
3195 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3198 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3200 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3201 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3205 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3206 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3215 if (moved & MF_MOVING && player == local_player)
3218 if (moved & MF_MOVING && !ScreenMovPos)
3220 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3221 int offset = (scroll_delay_on ? 3 : 0);
3223 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3225 /* actual player has left the screen -- scroll in that direction */
3226 if (jx != old_jx) /* player has moved horizontally */
3227 scroll_x += (jx - old_jx);
3228 else /* player has moved vertically */
3229 scroll_y += (jy - old_jy);
3233 if (jx != old_jx) /* player has moved horizontally */
3235 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3236 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3237 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3239 /* don't scroll more than one field at a time */
3240 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3242 /* don't scroll against the player's moving direction */
3243 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3244 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3245 scroll_x = old_scroll_x;
3247 else /* player has moved vertically */
3249 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3250 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3251 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3253 /* don't scroll more than one field at a time */
3254 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3256 /* don't scroll against the player's moving direction */
3257 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3258 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3259 scroll_y = old_scroll_y;
3264 if (player == local_player)
3266 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3267 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3268 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3269 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3270 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3271 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3273 /* don't scroll more than one field at a time */
3274 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3275 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3279 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3281 if (networking || AllPlayersInVisibleScreen())
3283 ScrollScreen(player, SCROLL_INIT);
3286 ScreenMovDir = player->MovDir;
3287 ScreenMovPos = player->MovPos;
3288 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3291 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3295 scroll_x = old_scroll_x;
3296 scroll_y = old_scroll_y;
3301 if (!(moved & MF_MOVING) && !player->Pushing)
3304 player->Frame = (player->Frame + 1) % 4;
3306 if (moved & MF_MOVING)
3308 if (old_jx != jx && old_jy == jy)
3309 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3310 else if (old_jx == jx && old_jy != jy)
3311 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3313 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3315 player->last_move_dir = player->MovDir;
3318 player->last_move_dir = MV_NO_MOVING;
3320 TestIfHeroHitsBadThing(jx,jy);
3328 void ScrollFigure(struct PlayerInfo *player, int mode)
3330 int jx = player->jx, jy = player->jy;
3331 int last_jx = player->last_jx, last_jy = player->last_jy;
3333 if (!player->active || player->gone || !player->MovPos)
3336 if (mode == SCROLL_INIT)
3338 player->actual_frame_counter = FrameCounter;
3339 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3342 ScreenGfxPos = local_player->GfxPos;
3345 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3346 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3351 else if (!FrameReached(&player->actual_frame_counter,1))
3354 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3355 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3360 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3361 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3366 if (ScreenGfxPos && ScreenGfxPos != local_player->GfxPos)
3368 ScreenGfxPos = local_player->GfxPos;
3369 redraw_mask |= REDRAW_FIELD;
3373 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3374 Feld[last_jx][last_jy] = EL_LEERRAUM;
3378 if (!player->MovPos)
3380 player->last_jx = jx;
3381 player->last_jy = jy;
3383 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3387 if (!local_player->friends_still_needed)
3388 player->LevelSolved = player->GameOver = TRUE;
3393 void ScrollScreen(struct PlayerInfo *player, int mode)
3395 static long screen_frame_counter = 0;
3397 if (mode == SCROLL_INIT)
3399 screen_frame_counter = FrameCounter;
3400 ScreenMovDir = player->MovDir;
3401 ScreenMovPos = player->MovPos;
3402 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3405 else if (!FrameReached(&screen_frame_counter,1))
3411 printf("ScreenMovDir = %d, ", ScreenMovDir);
3412 printf("ScreenMovPos = %d, ", ScreenMovPos);
3413 printf("ScreenGfxPos = %d\n", ScreenGfxPos);
3416 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3417 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3418 redraw_mask |= REDRAW_FIELD;
3421 ScreenMovDir = MV_NO_MOVING;
3424 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3426 int i, killx = goodx, killy = goody;
3427 static int xy[4][2] =
3434 static int harmless[4] =
3446 x = goodx + xy[i][0];
3447 y = goody + xy[i][1];
3448 if (!IN_LEV_FIELD(x,y))
3451 element = Feld[x][y];
3453 if (DONT_TOUCH(element))
3455 if (MovDir[x][y] == harmless[i])
3464 if (killx != goodx || killy != goody)
3466 if (IS_PLAYER(goodx,goody))
3467 KillHero(PLAYERINFO(goodx,goody));
3473 void TestIfBadThingHitsGoodThing(int badx, int bady)
3475 int i, killx = badx, killy = bady;
3476 static int xy[4][2] =
3483 static int harmless[4] =
3495 x = badx + xy[i][0];
3496 y = bady + xy[i][1];
3497 if (!IN_LEV_FIELD(x,y))
3500 element = Feld[x][y];
3508 else if (element == EL_PINGUIN)
3510 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3519 if (killx != badx || killy != bady)
3521 if (IS_PLAYER(killx,killy))
3522 KillHero(PLAYERINFO(killx,killy));
3528 void TestIfHeroHitsBadThing(int x, int y)
3530 TestIfGoodThingHitsBadThing(x,y);
3533 void TestIfBadThingHitsHero(int x, int y)
3536 TestIfGoodThingHitsBadThing(JX,JY);
3539 TestIfBadThingHitsGoodThing(x,y);
3542 void TestIfFriendHitsBadThing(int x, int y)
3544 TestIfGoodThingHitsBadThing(x,y);
3547 void TestIfBadThingHitsFriend(int x, int y)
3549 TestIfBadThingHitsGoodThing(x,y);
3552 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3554 int i, killx = badx, killy = bady;
3555 static int xy[4][2] =
3569 if (!IN_LEV_FIELD(x,y))
3572 element = Feld[x][y];
3573 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3574 element == EL_AMOEBING || element == EL_TROPFEN)
3582 if (killx != badx || killy != bady)
3586 void KillHero(struct PlayerInfo *player)
3588 int jx = player->jx, jy = player->jy;
3593 if (IS_PFORTE(Feld[jx][jy]))
3594 Feld[jx][jy] = EL_LEERRAUM;
3600 void BuryHero(struct PlayerInfo *player)
3602 int jx = player->jx, jy = player->jy;
3607 PlaySoundLevel(jx,jy, SND_AUTSCH);
3608 PlaySoundLevel(jx,jy, SND_LACHEN);
3610 player->GameOver = TRUE;
3614 void RemoveHero(struct PlayerInfo *player)
3616 int jx = player->jx, jy = player->jy;
3617 int i, found = FALSE;
3619 player->gone = TRUE;
3620 StorePlayer[jx][jy] = 0;
3622 for(i=0; i<MAX_PLAYERS; i++)
3623 if (stored_player[i].active && !stored_player[i].gone)
3627 AllPlayersGone = TRUE;
3633 int DigField(struct PlayerInfo *player,
3634 int x, int y, int real_dx, int real_dy, int mode)
3636 int jx = player->jx, jy = player->jy;
3637 int dx = x - jx, dy = y - jy;
3640 if (!player->MovPos)
3641 player->Pushing = FALSE;
3643 if (mode == DF_NO_PUSH)
3645 player->push_delay = 0;
3646 return(MF_NO_ACTION);
3649 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3650 return(MF_NO_ACTION);
3652 element = Feld[x][y];
3660 Feld[x][y] = EL_LEERRAUM;
3664 case EL_EDELSTEIN_BD:
3665 case EL_EDELSTEIN_GELB:
3666 case EL_EDELSTEIN_ROT:
3667 case EL_EDELSTEIN_LILA:
3670 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3671 if (local_player->gems_still_needed < 0)
3672 local_player->gems_still_needed = 0;
3673 RaiseScoreElement(element);
3674 DrawText(DX_EMERALDS, DY_EMERALDS,
3675 int2str(local_player->gems_still_needed, 3),
3676 FS_SMALL, FC_YELLOW);
3677 PlaySoundLevel(x, y, SND_PONG);
3680 case EL_DYNAMIT_AUS:
3683 RaiseScoreElement(EL_DYNAMIT);
3684 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3685 int2str(local_player->dynamite, 3),
3686 FS_SMALL, FC_YELLOW);
3687 PlaySoundLevel(x,y,SND_PONG);
3690 case EL_DYNABOMB_NR:
3692 player->dynabomb_count++;
3693 player->dynabombs_left++;
3694 RaiseScoreElement(EL_DYNAMIT);
3695 PlaySoundLevel(x,y,SND_PONG);
3698 case EL_DYNABOMB_SZ:
3700 player->dynabomb_size++;
3701 RaiseScoreElement(EL_DYNAMIT);
3702 PlaySoundLevel(x,y,SND_PONG);
3705 case EL_DYNABOMB_XL:
3707 player->dynabomb_xl = TRUE;
3708 RaiseScoreElement(EL_DYNAMIT);
3709 PlaySoundLevel(x,y,SND_PONG);
3712 case EL_SCHLUESSEL1:
3713 case EL_SCHLUESSEL2:
3714 case EL_SCHLUESSEL3:
3715 case EL_SCHLUESSEL4:
3717 int key_nr = element-EL_SCHLUESSEL1;
3720 player->key[key_nr] = TRUE;
3721 RaiseScoreElement(EL_SCHLUESSEL);
3722 DrawMiniGraphicExt(drawto,gc,
3723 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3724 GFX_SCHLUESSEL1+key_nr);
3725 DrawMiniGraphicExt(window,gc,
3726 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3727 GFX_SCHLUESSEL1+key_nr);
3728 PlaySoundLevel(x,y,SND_PONG);
3733 Feld[x][y] = EL_ABLENK_EIN;
3736 DrawLevelField(x,y);
3740 case EL_FELSBROCKEN:
3744 if (dy || mode==DF_SNAP)
3745 return(MF_NO_ACTION);
3747 player->Pushing = TRUE;
3749 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3750 return(MF_NO_ACTION);
3754 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3755 return(MF_NO_ACTION);
3758 if (player->push_delay == 0)
3759 player->push_delay = FrameCounter;
3760 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3762 return(MF_NO_ACTION);
3765 Feld[x+dx][y+dy] = element;
3767 player->push_delay_value = 2+RND(8);
3769 DrawLevelField(x+dx,y+dy);
3770 if (element==EL_FELSBROCKEN)
3771 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3772 else if (element==EL_KOKOSNUSS)
3773 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3775 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3782 if (!player->key[element-EL_PFORTE1])
3783 return(MF_NO_ACTION);
3790 if (!player->key[element-EL_PFORTE1X])
3791 return(MF_NO_ACTION);
3795 case EL_AUSGANG_ACT:
3796 /* Tür ist (noch) nicht offen! */
3797 return(MF_NO_ACTION);
3800 case EL_AUSGANG_AUF:
3802 return(MF_NO_ACTION);
3804 PlaySoundLevel(x,y,SND_BUING);
3807 player->gone = TRUE;
3808 PlaySoundLevel(x,y,SND_BUING);
3810 if (!local_player->friends_still_needed)
3811 player->LevelSolved = player->GameOver = TRUE;
3817 Feld[x][y] = EL_BIRNE_EIN;
3818 local_player->lights_still_needed--;
3819 DrawLevelField(x,y);
3820 PlaySoundLevel(x,y,SND_DENG);
3825 Feld[x][y] = EL_ZEIT_LEER;
3827 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3828 DrawLevelField(x,y);
3829 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3833 case EL_SOKOBAN_FELD_LEER:
3836 case EL_SOKOBAN_FELD_VOLL:
3837 case EL_SOKOBAN_OBJEKT:
3840 return(MF_NO_ACTION);
3842 player->Pushing = TRUE;
3844 if (!IN_LEV_FIELD(x+dx,y+dy)
3845 || (!IS_FREE(x+dx,y+dy)
3846 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3847 || !IS_SB_ELEMENT(element))))
3848 return(MF_NO_ACTION);
3852 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3853 return(MF_NO_ACTION);
3855 else if (dy && real_dx)
3857 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3858 return(MF_NO_ACTION);
3861 if (player->push_delay == 0)
3862 player->push_delay = FrameCounter;
3863 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3865 return(MF_NO_ACTION);
3867 if (IS_SB_ELEMENT(element))
3869 if (element == EL_SOKOBAN_FELD_VOLL)
3871 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3872 local_player->sokobanfields_still_needed++;
3877 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3879 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3880 local_player->sokobanfields_still_needed--;
3881 if (element == EL_SOKOBAN_OBJEKT)
3882 PlaySoundLevel(x,y,SND_DENG);
3885 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3890 Feld[x+dx][y+dy] = element;
3893 player->push_delay_value = 2;
3895 DrawLevelField(x,y);
3896 DrawLevelField(x+dx,y+dy);
3897 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3899 if (IS_SB_ELEMENT(element) &&
3900 local_player->sokobanfields_still_needed == 0 &&
3901 game_emulation == EMU_SOKOBAN)
3903 player->LevelSolved = player->GameOver = TRUE;
3904 PlaySoundLevel(x,y,SND_BUING);
3916 return(MF_NO_ACTION);
3920 player->push_delay = 0;
3925 BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
3927 int jx = player->jx, jy = player->jy;
3928 int x = jx + dx, y = jy + dy;
3930 if (player->gone || !IN_LEV_FIELD(x,y))
3938 player->snapped = FALSE;
3942 if (player->snapped)
3945 player->MovDir = (dx < 0 ? MV_LEFT :
3948 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3950 if (!DigField(player, x,y, 0,0, DF_SNAP))
3953 player->snapped = TRUE;
3954 DrawLevelField(x,y);
3960 BOOL PlaceBomb(struct PlayerInfo *player)
3962 int jx = player->jx, jy = player->jy;
3965 if (player->gone || player->MovPos)
3968 element = Feld[jx][jy];
3970 if ((player->dynamite==0 && player->dynabombs_left==0) ||
3971 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3974 if (element != EL_LEERRAUM)
3975 Store[jx][jy] = element;
3977 if (player->dynamite)
3979 Feld[jx][jy] = EL_DYNAMIT;
3980 MovDelay[jx][jy] = 96;
3982 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
3983 FS_SMALL, FC_YELLOW);
3984 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
3988 Feld[jx][jy] = EL_DYNABOMB;
3989 Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */
3990 MovDelay[jx][jy] = 96;
3991 player->dynabombs_left--;
3992 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
3998 void PlaySoundLevel(int x, int y, int sound_nr)
4000 int sx = SCREENX(x), sy = SCREENY(y);
4002 int silence_distance = 8;
4004 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4005 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4008 if (!IN_LEV_FIELD(x,y) ||
4009 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4010 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4013 volume = PSND_MAX_VOLUME;
4015 stereo = (sx-SCR_FIELDX/2)*12;
4017 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4018 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4019 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4022 if (!IN_SCR_FIELD(sx,sy))
4024 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4025 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4027 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4030 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4033 void RaiseScore(int value)
4035 local_player->score += value;
4036 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4037 FS_SMALL, FC_YELLOW);
4040 void RaiseScoreElement(int element)
4045 case EL_EDELSTEIN_BD:
4046 case EL_EDELSTEIN_GELB:
4047 case EL_EDELSTEIN_ROT:
4048 case EL_EDELSTEIN_LILA:
4049 RaiseScore(level.score[SC_EDELSTEIN]);
4052 RaiseScore(level.score[SC_DIAMANT]);
4056 RaiseScore(level.score[SC_KAEFER]);
4060 RaiseScore(level.score[SC_FLIEGER]);
4064 RaiseScore(level.score[SC_MAMPFER]);
4067 RaiseScore(level.score[SC_ROBOT]);
4070 RaiseScore(level.score[SC_PACMAN]);
4073 RaiseScore(level.score[SC_KOKOSNUSS]);
4076 RaiseScore(level.score[SC_DYNAMIT]);
4079 RaiseScore(level.score[SC_SCHLUESSEL]);