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 ***********************************************************/
27 static unsigned int getStateCheckSum(int counter)
30 unsigned int mult = 1;
31 unsigned int checksum = 0;
33 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
35 static boolean first_game = TRUE;
37 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
43 lastFeld[x][y] = Feld[x][y];
44 else if (lastFeld[x][y] != Feld[x][y])
45 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
46 x, y, lastFeld[x][y], Feld[x][y]);
50 checksum += mult++ * Ur[x][y];
51 checksum += mult++ * Feld[x][y];
54 checksum += mult++ * MovPos[x][y];
55 checksum += mult++ * MovDir[x][y];
56 checksum += mult++ * MovDelay[x][y];
57 checksum += mult++ * Store[x][y];
58 checksum += mult++ * Store2[x][y];
59 checksum += mult++ * StorePlayer[x][y];
60 checksum += mult++ * Frame[x][y];
61 checksum += mult++ * AmoebaNr[x][y];
62 checksum += mult++ * JustHit[x][y];
63 checksum += mult++ * Stop[x][y];
67 if (counter == 3 && first_game)
74 void GetPlayerConfig()
76 if (sound_status == SOUND_OFF)
79 if (!sound_loops_allowed)
81 setup.sound_loops = FALSE;
82 setup.sound_music = FALSE;
85 setup.sound_simple = setup.sound;
93 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
94 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
96 /* don't play tapes over network */
97 network_playing = (options.network && !tape.playing);
99 for (i=0; i<MAX_PLAYERS; i++)
101 struct PlayerInfo *player = &stored_player[i];
103 player->index_nr = i;
104 player->element_nr = EL_SPIELER1 + i;
106 player->present = FALSE;
107 player->active = FALSE;
110 player->effective_action = 0;
113 player->gems_still_needed = level.edelsteine;
114 player->sokobanfields_still_needed = 0;
115 player->lights_still_needed = 0;
116 player->friends_still_needed = 0;
119 player->key[j] = FALSE;
121 player->dynamite = 0;
122 player->dynabomb_count = 0;
123 player->dynabomb_size = 0;
124 player->dynabombs_left = 0;
125 player->dynabomb_xl = FALSE;
127 player->MovDir = MV_NO_MOVING;
129 player->Pushing = FALSE;
133 player->actual_frame_counter = 0;
135 player->frame_reset_delay = 0;
137 player->push_delay = 0;
138 player->push_delay_value = 5;
140 player->move_delay = 0;
141 player->last_move_dir = MV_NO_MOVING;
143 player->snapped = FALSE;
145 player->gone = FALSE;
147 player->last_jx = player->last_jy = 0;
148 player->jx = player->jy = 0;
150 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
151 SnapField(player, 0, 0);
153 player->LevelSolved = FALSE;
154 player->GameOver = FALSE;
157 network_player_action_received = FALSE;
159 /* initial null action */
161 SendToServer_MovePlayer(MV_NO_MOVING);
168 TimeLeft = level.time;
170 ScreenMovDir = MV_NO_MOVING;
174 AllPlayersGone = SiebAktiv = FALSE;
176 for (i=0; i<MAX_NUM_AMOEBA; i++)
177 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
179 for (x=0; x<lev_fieldx; x++)
181 for (y=0; y<lev_fieldy; y++)
183 Feld[x][y] = Ur[x][y];
184 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
185 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
193 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
195 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
197 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
203 Feld[x][y] = EL_SPIELER1;
210 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
211 int jx = player->jx, jy = player->jy;
213 player->present = TRUE;
216 if (!network_playing || player->connected)
219 if (!options.network || player->connected)
221 player->active = TRUE;
223 /* remove potentially duplicate players */
224 if (StorePlayer[jx][jy] == Feld[x][y])
225 StorePlayer[jx][jy] = 0;
227 StorePlayer[x][y] = Feld[x][y];
229 printf("Player %d activated.\n", player->element_nr);
230 printf("[Local player is %d and currently %s.]\n",
231 local_player->element_nr,
232 local_player->active ? "active" : "not active");
235 Feld[x][y] = EL_LEERRAUM;
236 player->jx = player->last_jx = x;
237 player->jy = player->last_jy = y;
242 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
243 Feld[x][y] = EL_BADEWANNE1;
244 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
245 Feld[x][y] = EL_BADEWANNE2;
246 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
247 Feld[x][y] = EL_BADEWANNE3;
248 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
249 Feld[x][y] = EL_BADEWANNE4;
250 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
251 Feld[x][y] = EL_BADEWANNE5;
288 if (y == lev_fieldy - 1)
290 Feld[x][y] = EL_AMOEBING;
291 Store[x][y] = EL_AMOEBE_NASS;
298 local_player->lights_still_needed++;
300 case EL_SOKOBAN_FELD_LEER:
301 local_player->sokobanfields_still_needed++;
305 local_player->friends_still_needed++;
309 MovDir[x][y] = 1 << RND(4);
316 /* check if any connected player was not found in playfield */
317 for (i=0; i<MAX_PLAYERS; i++)
319 struct PlayerInfo *player = &stored_player[i];
321 if (player->connected && !player->present)
323 for (j=0; j<MAX_PLAYERS; j++)
325 struct PlayerInfo *some_player = &stored_player[j];
326 int jx = some_player->jx, jy = some_player->jy;
328 /* assign first free player found that is present in the playfield */
329 if (some_player->present && !some_player->connected)
331 player->present = TRUE;
332 player->active = TRUE;
333 some_player->present = FALSE;
335 StorePlayer[jx][jy] = player->element_nr;
336 player->jx = player->last_jx = jx;
337 player->jy = player->last_jy = jy;
345 /* when in single player mode, eliminate all but the first active player */
346 if (!options.network && !setup.team_mode)
348 for (i=0; i<MAX_PLAYERS; i++)
350 if (stored_player[i].active)
352 for (j=i+1; j<MAX_PLAYERS; j++)
354 struct PlayerInfo *player = &stored_player[j];
355 int jx = player->jx, jy = player->jy;
359 player->active = FALSE;
360 StorePlayer[jx][jy] = 0;
361 Feld[jx][jy] = EL_LEERRAUM;
368 for (i=0; i<MAX_PLAYERS; i++)
370 struct PlayerInfo *player = &stored_player[i];
372 printf("Player %d: present == %d, connected == %d, active == %d.\n",
377 if (local_player == player)
378 printf("Player %d is local player.\n", i+1);
382 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
383 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
385 scroll_x = scroll_y = -1;
386 if (local_player->jx >= MIDPOSX-1)
387 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
388 local_player->jx - MIDPOSX :
389 lev_fieldx - SCR_FIELDX + 1);
390 if (local_player->jy >= MIDPOSY-1)
391 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
392 local_player->jy - MIDPOSY :
393 lev_fieldy - SCR_FIELDY + 1);
395 CloseDoor(DOOR_CLOSE_1);
401 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
402 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
403 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
404 DrawTextExt(pix[PIX_DB_DOOR], gc,
405 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
406 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
407 DrawTextExt(pix[PIX_DB_DOOR], gc,
408 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
409 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
410 DrawTextExt(pix[PIX_DB_DOOR], gc,
411 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
412 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
413 DrawTextExt(pix[PIX_DB_DOOR], gc,
414 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
415 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
416 DrawTextExt(pix[PIX_DB_DOOR], gc,
417 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
418 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
420 DrawGameButton(BUTTON_GAME_STOP);
421 DrawGameButton(BUTTON_GAME_PAUSE);
422 DrawGameButton(BUTTON_GAME_PLAY);
423 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
424 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
425 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
426 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
427 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
428 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
429 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
430 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
432 OpenDoor(DOOR_OPEN_1);
434 if (setup.sound_music)
435 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
437 XAutoRepeatOff(display);
441 printf("Spieler %d %saktiv.\n",
442 i+1, (stored_player[i].active ? "" : "nicht "));
446 void InitMovDir(int x, int y)
448 int i, element = Feld[x][y];
449 static int xy[4][2] =
456 static int direction[2][4] =
458 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
459 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
468 Feld[x][y] = EL_KAEFER;
469 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
475 Feld[x][y] = EL_FLIEGER;
476 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
482 Feld[x][y] = EL_BUTTERFLY;
483 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
489 Feld[x][y] = EL_FIREFLY;
490 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
496 Feld[x][y] = EL_PACMAN;
497 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
500 MovDir[x][y] = 1 << RND(4);
501 if (element != EL_KAEFER &&
502 element != EL_FLIEGER &&
503 element != EL_BUTTERFLY &&
504 element != EL_FIREFLY)
509 int x1 = x + xy[i][0];
510 int y1 = y + xy[i][1];
512 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
514 if (element == EL_KAEFER || element == EL_BUTTERFLY)
516 MovDir[x][y] = direction[0][i];
519 else if (element == EL_FLIEGER || element == EL_FIREFLY)
521 MovDir[x][y] = direction[1][i];
530 void InitAmoebaNr(int x, int y)
533 int group_nr = AmoebeNachbarNr(x, y);
537 for (i=1; i<MAX_NUM_AMOEBA; i++)
539 if (AmoebaCnt[i] == 0)
547 AmoebaNr[x][y] = group_nr;
548 AmoebaCnt[group_nr]++;
549 AmoebaCnt2[group_nr]++;
555 int bumplevel = FALSE;
557 if (local_player->MovPos)
560 local_player->LevelSolved = FALSE;
564 if (setup.sound_loops)
565 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
569 if (!setup.sound_loops)
570 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
571 if (TimeLeft && !(TimeLeft % 10))
572 RaiseScore(level.score[SC_ZEITBONUS]);
573 if (TimeLeft > 100 && !(TimeLeft % 10))
577 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
582 if (setup.sound_loops)
588 /* Hero disappears */
589 DrawLevelField(ExitX, ExitY);
595 CloseDoor(DOOR_CLOSE_1);
600 SaveTape(tape.level_nr); /* Ask to save tape */
603 if ((hi_pos = NewHiScore()) >= 0)
605 game_status = HALLOFFAME;
606 DrawHallOfFame(hi_pos);
607 if (bumplevel && TAPE_IS_EMPTY(tape))
612 game_status = MAINMENU;
613 if (bumplevel && TAPE_IS_EMPTY(tape))
628 if (!strcmp(setup.player_name, EMPTY_ALIAS) ||
629 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
632 for (k=0; k<MAX_SCORE_ENTRIES; k++)
634 if (local_player->score > highscore[k].Score)
636 /* player has made it to the hall of fame */
638 if (k < MAX_SCORE_ENTRIES - 1)
640 int m = MAX_SCORE_ENTRIES - 1;
643 for (l=k; l<MAX_SCORE_ENTRIES; l++)
644 if (!strcmp(setup.player_name, highscore[l].Name))
646 if (m == k) /* player's new highscore overwrites his old one */
652 strcpy(highscore[l].Name, highscore[l - 1].Name);
653 highscore[l].Score = highscore[l - 1].Score;
660 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
661 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
662 highscore[k].Score = local_player->score;
668 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
669 break; /* player already there with a higher score */
680 void InitMovingField(int x, int y, int direction)
682 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
683 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
685 MovDir[x][y] = direction;
686 MovDir[newx][newy] = direction;
687 if (Feld[newx][newy] == EL_LEERRAUM)
688 Feld[newx][newy] = EL_BLOCKED;
691 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
693 int direction = MovDir[x][y];
694 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
695 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
701 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
703 int oldx = x, oldy = y;
704 int direction = MovDir[x][y];
706 if (direction == MV_LEFT)
708 else if (direction == MV_RIGHT)
710 else if (direction == MV_UP)
712 else if (direction == MV_DOWN)
715 *comes_from_x = oldx;
716 *comes_from_y = oldy;
719 int MovingOrBlocked2Element(int x, int y)
721 int element = Feld[x][y];
723 if (element == EL_BLOCKED)
727 Blocked2Moving(x, y, &oldx, &oldy);
728 return Feld[oldx][oldy];
734 static void RemoveField(int x, int y)
736 Feld[x][y] = EL_LEERRAUM;
742 void RemoveMovingField(int x, int y)
744 int oldx = x, oldy = y, newx = x, newy = y;
746 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
751 Moving2Blocked(x, y, &newx, &newy);
752 if (Feld[newx][newy] != EL_BLOCKED)
755 else if (Feld[x][y] == EL_BLOCKED)
757 Blocked2Moving(x, y, &oldx, &oldy);
758 if (!IS_MOVING(oldx, oldy))
762 if (Feld[x][y] == EL_BLOCKED &&
763 (Store[oldx][oldy] == EL_MORAST_LEER ||
764 Store[oldx][oldy] == EL_SIEB_LEER ||
765 Store[oldx][oldy] == EL_SIEB2_LEER ||
766 Store[oldx][oldy] == EL_AMOEBE_NASS))
768 Feld[oldx][oldy] = Store[oldx][oldy];
769 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
772 Feld[oldx][oldy] = EL_LEERRAUM;
774 Feld[newx][newy] = EL_LEERRAUM;
775 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
776 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
778 DrawLevelField(oldx, oldy);
779 DrawLevelField(newx, newy);
782 void DrawDynamite(int x, int y)
784 int sx = SCREENX(x), sy = SCREENY(y);
785 int graphic = el2gfx(Feld[x][y]);
788 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
792 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
794 if (Feld[x][y] == EL_DYNAMIT)
796 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
801 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
806 DrawGraphicThruMask(sx, sy, graphic + phase);
808 DrawGraphic(sx, sy, graphic + phase);
811 void CheckDynamite(int x, int y)
813 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
818 if (!(MovDelay[x][y] % 12))
819 PlaySoundLevel(x, y, SND_ZISCH);
821 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
823 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
830 StopSound(SND_ZISCH);
834 void Explode(int ex, int ey, int phase, int mode)
837 int num_phase = 9, delay = 2;
838 int last_phase = num_phase * delay;
839 int half_phase = (num_phase / 2) * delay;
841 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
843 int center_element = Feld[ex][ey];
845 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
847 center_element = MovingOrBlocked2Element(ex, ey);
848 RemoveMovingField(ex, ey);
851 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
853 int element = Feld[x][y];
855 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
857 element = MovingOrBlocked2Element(x, y);
858 RemoveMovingField(x, y);
861 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
864 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
868 if (element == EL_EXPLODING)
869 element = Store2[x][y];
871 if (IS_PLAYER(ex, ey))
873 switch(StorePlayer[ex][ey])
876 Store[x][y] = EL_EDELSTEIN_ROT;
879 Store[x][y] = EL_EDELSTEIN;
882 Store[x][y] = EL_EDELSTEIN_LILA;
886 Store[x][y] = EL_EDELSTEIN_GELB;
890 else if (center_element == EL_MAULWURF)
891 Store[x][y] = EL_EDELSTEIN_ROT;
892 else if (center_element == EL_PINGUIN)
893 Store[x][y] = EL_EDELSTEIN_LILA;
894 else if (center_element == EL_KAEFER)
895 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
896 else if (center_element == EL_BUTTERFLY)
897 Store[x][y] = EL_EDELSTEIN_BD;
898 else if (center_element == EL_MAMPFER)
899 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
900 else if (center_element == EL_AMOEBA2DIAM)
901 Store[x][y] = level.amoebe_inhalt;
902 else if (element == EL_ERZ_EDEL)
903 Store[x][y] = EL_EDELSTEIN;
904 else if (element == EL_ERZ_DIAM)
905 Store[x][y] = EL_DIAMANT;
906 else if (element == EL_ERZ_EDEL_BD)
907 Store[x][y] = EL_EDELSTEIN_BD;
908 else if (element == EL_ERZ_EDEL_GELB)
909 Store[x][y] = EL_EDELSTEIN_GELB;
910 else if (element == EL_ERZ_EDEL_ROT)
911 Store[x][y] = EL_EDELSTEIN_ROT;
912 else if (element == EL_ERZ_EDEL_LILA)
913 Store[x][y] = EL_EDELSTEIN_LILA;
914 else if (!IS_PFORTE(Store[x][y]))
915 Store[x][y] = EL_LEERRAUM;
917 if (x != ex || y != ey ||
918 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
919 Store2[x][y] = element;
921 if (AmoebaNr[x][y] &&
922 (element == EL_AMOEBE_VOLL ||
923 element == EL_AMOEBE_BD ||
924 element == EL_AMOEBING))
926 AmoebaCnt[AmoebaNr[x][y]]--;
927 AmoebaCnt2[AmoebaNr[x][y]]--;
930 Feld[x][y] = EL_EXPLODING;
931 MovDir[x][y] = MovPos[x][y] = 0;
937 if (center_element == EL_MAMPFER)
938 MampferNr = (MampferNr+1) % 4;
949 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
951 if (phase == half_phase)
953 int element = Store2[x][y];
956 KillHero(PLAYERINFO(x, y));
957 else if (IS_EXPLOSIVE(element))
959 Feld[x][y] = Store2[x][y];
963 else if (element == EL_AMOEBA2DIAM)
964 AmoebeUmwandeln(x, y);
967 if (phase == last_phase)
971 element = Feld[x][y] = Store[x][y];
972 Store[x][y] = Store2[x][y] = 0;
973 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
974 if (CAN_MOVE(element) || COULD_MOVE(element))
976 DrawLevelField(x, y);
978 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
981 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
983 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
987 void DynaExplode(int ex, int ey)
990 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
991 static int xy[4][2] =
999 Store2[ex][ey] = 0; /* delete player information */
1001 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1005 for (j=1; j<=player->dynabomb_size; j++)
1007 int x = ex+j*xy[i%4][0];
1008 int y = ey+j*xy[i%4][1];
1011 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1014 element = Feld[x][y];
1015 Explode(x, y, EX_PHASE_START, EX_BORDER);
1017 if (element != EL_LEERRAUM &&
1018 element != EL_ERDREICH &&
1019 element != EL_EXPLODING &&
1020 !player->dynabomb_xl)
1025 player->dynabombs_left++;
1028 void Bang(int x, int y)
1030 int element = Feld[x][y];
1032 PlaySoundLevel(x, y, SND_ROAAAR);
1034 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1035 element = EL_LEERRAUM;
1047 RaiseScoreElement(element);
1048 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1051 case EL_DYNABOMB_NR:
1052 case EL_DYNABOMB_SZ:
1053 case EL_DYNABOMB_XL:
1060 Explode(x, y, EX_PHASE_START, EX_CENTER);
1063 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1068 void Blurb(int x, int y)
1070 int element = Feld[x][y];
1072 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1074 PlaySoundLevel(x, y, SND_BLURB);
1075 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1076 (!IN_LEV_FIELD(x-1, y-1) ||
1077 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1079 Feld[x-1][y] = EL_BLURB_LEFT;
1081 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1082 (!IN_LEV_FIELD(x+1, y-1) ||
1083 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1085 Feld[x+1][y] = EL_BLURB_RIGHT;
1090 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1092 if (!MovDelay[x][y]) /* initialize animation counter */
1095 if (MovDelay[x][y]) /* continue animation */
1098 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1099 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1101 if (!MovDelay[x][y])
1103 Feld[x][y] = EL_LEERRAUM;
1104 DrawLevelField(x, y);
1110 void Impact(int x, int y)
1112 boolean lastline = (y == lev_fieldy-1);
1113 boolean object_hit = FALSE;
1114 int element = Feld[x][y];
1117 if (!lastline) /* check if element below was hit */
1119 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1122 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1123 MovDir[x][y+1]!=MV_DOWN ||
1124 MovPos[x][y+1]<=TILEY/2));
1126 smashed = MovingOrBlocked2Element(x, y+1);
1129 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1135 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1141 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1143 if (object_hit && IS_PLAYER(x, y+1))
1144 KillHero(PLAYERINFO(x, y+1));
1145 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1149 Feld[x][y] = EL_AMOEBING;
1150 Store[x][y] = EL_AMOEBE_NASS;
1155 if (!lastline && object_hit) /* check which object was hit */
1157 if (CAN_CHANGE(element) &&
1158 (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv)
1159 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1161 if (IS_PLAYER(x, y+1))
1163 KillHero(PLAYERINFO(x, y+1));
1166 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1171 else if (element == EL_EDELSTEIN_BD)
1173 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1179 else if (element == EL_FELSBROCKEN)
1181 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1182 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1187 else if (!IS_MOVING(x, y+1))
1189 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1194 else if (smashed == EL_KOKOSNUSS)
1196 Feld[x][y+1] = EL_CRACKINGNUT;
1197 PlaySoundLevel(x, y, SND_KNACK);
1198 RaiseScoreElement(EL_KOKOSNUSS);
1201 else if (smashed == EL_DIAMANT)
1203 Feld[x][y+1] = EL_LEERRAUM;
1204 PlaySoundLevel(x, y, SND_QUIRK);
1211 /* play sound of magic wall / mill */
1213 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1215 PlaySoundLevel(x, y, SND_QUIRK);
1219 /* play sound of object that hits the ground */
1220 if (lastline || object_hit)
1227 case EL_EDELSTEIN_BD:
1228 case EL_EDELSTEIN_GELB:
1229 case EL_EDELSTEIN_ROT:
1230 case EL_EDELSTEIN_LILA:
1237 case EL_FELSBROCKEN:
1241 case EL_SCHLUESSEL1:
1242 case EL_SCHLUESSEL2:
1243 case EL_SCHLUESSEL3:
1244 case EL_SCHLUESSEL4:
1257 PlaySoundLevel(x, y, sound);
1261 void TurnRound(int x, int y)
1273 { 0, 0 }, { 0, 0 }, { 0, 0 },
1278 int left, right, back;
1282 { MV_DOWN, MV_UP, MV_RIGHT },
1283 { MV_UP, MV_DOWN, MV_LEFT },
1285 { MV_LEFT, MV_RIGHT, MV_DOWN },
1286 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1287 { MV_RIGHT, MV_LEFT, MV_UP }
1290 int element = Feld[x][y];
1291 int old_move_dir = MovDir[x][y];
1292 int left_dir = turn[old_move_dir].left;
1293 int right_dir = turn[old_move_dir].right;
1294 int back_dir = turn[old_move_dir].back;
1296 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1297 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1298 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1299 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1301 int left_x = x+left_dx, left_y = y+left_dy;
1302 int right_x = x+right_dx, right_y = y+right_dy;
1303 int move_x = x+move_dx, move_y = y+move_dy;
1305 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1307 TestIfBadThingHitsOtherBadThing(x, y);
1309 if (IN_LEV_FIELD(right_x, right_y) &&
1310 IS_FREE_OR_PLAYER(right_x, right_y))
1311 MovDir[x][y] = right_dir;
1312 else if (!IN_LEV_FIELD(move_x, move_y) ||
1313 !IS_FREE_OR_PLAYER(move_x, move_y))
1314 MovDir[x][y] = left_dir;
1316 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1318 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1321 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1323 TestIfBadThingHitsOtherBadThing(x, y);
1325 if (IN_LEV_FIELD(left_x, left_y) &&
1326 IS_FREE_OR_PLAYER(left_x, left_y))
1327 MovDir[x][y] = left_dir;
1328 else if (!IN_LEV_FIELD(move_x, move_y) ||
1329 !IS_FREE_OR_PLAYER(move_x, move_y))
1330 MovDir[x][y] = right_dir;
1332 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1334 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1337 else if (element == EL_MAMPFER)
1339 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1341 if (IN_LEV_FIELD(left_x, left_y) &&
1342 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1343 Feld[left_x][left_y] == EL_DIAMANT))
1344 can_turn_left = TRUE;
1345 if (IN_LEV_FIELD(right_x, right_y) &&
1346 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1347 Feld[right_x][right_y] == EL_DIAMANT))
1348 can_turn_right = TRUE;
1350 if (can_turn_left && can_turn_right)
1351 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1352 else if (can_turn_left)
1353 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1354 else if (can_turn_right)
1355 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1357 MovDir[x][y] = back_dir;
1359 MovDelay[x][y] = 16+16*RND(3);
1361 else if (element == EL_MAMPFER2)
1363 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1365 if (IN_LEV_FIELD(left_x, left_y) &&
1366 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1367 IS_MAMPF2(Feld[left_x][left_y])))
1368 can_turn_left = TRUE;
1369 if (IN_LEV_FIELD(right_x, right_y) &&
1370 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1371 IS_MAMPF2(Feld[right_x][right_y])))
1372 can_turn_right = TRUE;
1374 if (can_turn_left && can_turn_right)
1375 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1376 else if (can_turn_left)
1377 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1378 else if (can_turn_right)
1379 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1381 MovDir[x][y] = back_dir;
1383 MovDelay[x][y] = 16+16*RND(3);
1385 else if (element == EL_PACMAN)
1387 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1389 if (IN_LEV_FIELD(left_x, left_y) &&
1390 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1391 IS_AMOEBOID(Feld[left_x][left_y])))
1392 can_turn_left = TRUE;
1393 if (IN_LEV_FIELD(right_x, right_y) &&
1394 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1395 IS_AMOEBOID(Feld[right_x][right_y])))
1396 can_turn_right = TRUE;
1398 if (can_turn_left && can_turn_right)
1399 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1400 else if (can_turn_left)
1401 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1402 else if (can_turn_right)
1403 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1405 MovDir[x][y] = back_dir;
1407 MovDelay[x][y] = 6+RND(40);
1409 else if (element == EL_SCHWEIN)
1411 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1412 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1413 boolean should_move_on = FALSE;
1415 int rnd = RND(rnd_value);
1417 if (IN_LEV_FIELD(left_x, left_y) &&
1418 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1419 can_turn_left = TRUE;
1420 if (IN_LEV_FIELD(right_x, right_y) &&
1421 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1422 can_turn_right = TRUE;
1423 if (IN_LEV_FIELD(move_x, move_y) &&
1424 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1427 if (can_turn_left &&
1429 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1430 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1431 should_turn_left = TRUE;
1432 if (can_turn_right &&
1434 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1435 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1436 should_turn_right = TRUE;
1438 (!can_turn_left || !can_turn_right ||
1439 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1440 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1441 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1442 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1443 should_move_on = TRUE;
1445 if (should_turn_left || should_turn_right || should_move_on)
1447 if (should_turn_left && should_turn_right && should_move_on)
1448 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1449 rnd < 2*rnd_value/3 ? right_dir :
1451 else if (should_turn_left && should_turn_right)
1452 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1453 else if (should_turn_left && should_move_on)
1454 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1455 else if (should_turn_right && should_move_on)
1456 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1457 else if (should_turn_left)
1458 MovDir[x][y] = left_dir;
1459 else if (should_turn_right)
1460 MovDir[x][y] = right_dir;
1461 else if (should_move_on)
1462 MovDir[x][y] = old_move_dir;
1464 else if (can_move_on && rnd > rnd_value/8)
1465 MovDir[x][y] = old_move_dir;
1466 else if (can_turn_left && can_turn_right)
1467 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1468 else if (can_turn_left && rnd > rnd_value/8)
1469 MovDir[x][y] = left_dir;
1470 else if (can_turn_right && rnd > rnd_value/8)
1471 MovDir[x][y] = right_dir;
1473 MovDir[x][y] = back_dir;
1475 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1476 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1477 MovDir[x][y] = old_move_dir;
1481 else if (element == EL_DRACHE)
1483 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1485 int rnd = RND(rnd_value);
1487 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1488 can_turn_left = TRUE;
1489 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1490 can_turn_right = TRUE;
1491 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1494 if (can_move_on && rnd > rnd_value/8)
1495 MovDir[x][y] = old_move_dir;
1496 else if (can_turn_left && can_turn_right)
1497 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1498 else if (can_turn_left && rnd > rnd_value/8)
1499 MovDir[x][y] = left_dir;
1500 else if (can_turn_right && rnd > rnd_value/8)
1501 MovDir[x][y] = right_dir;
1503 MovDir[x][y] = back_dir;
1505 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1506 MovDir[x][y] = old_move_dir;
1510 else if (element == EL_ROBOT || element == EL_SONDE ||
1511 element == EL_MAULWURF || element == EL_PINGUIN)
1513 int attr_x = -1, attr_y = -1;
1524 for (i=0; i<MAX_PLAYERS; i++)
1526 struct PlayerInfo *player = &stored_player[i];
1527 int jx = player->jx, jy = player->jy;
1529 if (!player->active || player->gone)
1532 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1540 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1546 if (element == EL_MAULWURF || element == EL_PINGUIN)
1549 static int xy[4][2] =
1559 int ex = x + xy[i%4][0];
1560 int ey = y + xy[i%4][1];
1562 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1571 MovDir[x][y] = MV_NO_MOVING;
1573 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1575 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1577 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1579 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1581 if (element == EL_ROBOT)
1585 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1586 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1587 Moving2Blocked(x, y, &newx, &newy);
1589 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1590 MovDelay[x][y] = 8+8*!RND(3);
1592 MovDelay[x][y] = 16;
1600 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1602 boolean first_horiz = RND(2);
1603 int new_move_dir = MovDir[x][y];
1606 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1607 Moving2Blocked(x, y, &newx, &newy);
1609 if (IN_LEV_FIELD(newx, newy) &&
1610 (IS_FREE(newx, newy) ||
1611 Feld[newx][newy] == EL_SALZSAEURE ||
1612 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1613 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1614 IS_MAMPF3(Feld[newx][newy])))))
1618 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1619 Moving2Blocked(x, y, &newx, &newy);
1621 if (IN_LEV_FIELD(newx, newy) &&
1622 (IS_FREE(newx, newy) ||
1623 Feld[newx][newy] == EL_SALZSAEURE ||
1624 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1625 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1626 IS_MAMPF3(Feld[newx][newy])))))
1629 MovDir[x][y] = old_move_dir;
1636 static boolean JustBeingPushed(int x, int y)
1640 for (i=0; i<MAX_PLAYERS; i++)
1642 struct PlayerInfo *player = &stored_player[i];
1644 if (player->active && !player->gone &&
1645 player->Pushing && player->MovPos)
1647 int next_jx = player->jx + (player->jx - player->last_jx);
1648 int next_jy = player->jy + (player->jy - player->last_jy);
1650 if (x == next_jx && y == next_jy)
1658 void StartMoving(int x, int y)
1660 int element = Feld[x][y];
1665 if (CAN_FALL(element) && y<lev_fieldy-1)
1667 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1668 if (JustBeingPushed(x, y))
1671 if (element == EL_MORAST_VOLL)
1673 if (IS_FREE(x, y+1))
1675 InitMovingField(x, y, MV_DOWN);
1676 Feld[x][y] = EL_FELSBROCKEN;
1677 Store[x][y] = EL_MORAST_LEER;
1679 else if (Feld[x][y+1] == EL_MORAST_LEER)
1681 if (!MovDelay[x][y])
1682 MovDelay[x][y] = TILEY + 1;
1691 Feld[x][y] = EL_MORAST_LEER;
1692 Feld[x][y+1] = EL_MORAST_VOLL;
1695 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1697 InitMovingField(x, y, MV_DOWN);
1698 Store[x][y] = EL_MORAST_VOLL;
1700 else if (element == EL_SIEB_VOLL)
1702 if (IS_FREE(x, y+1))
1704 InitMovingField(x, y, MV_DOWN);
1705 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1706 Store[x][y] = EL_SIEB_LEER;
1708 else if (Feld[x][y+1] == EL_SIEB_LEER)
1710 if (!MovDelay[x][y])
1711 MovDelay[x][y] = TILEY/4 + 1;
1720 Feld[x][y] = EL_SIEB_LEER;
1721 Feld[x][y+1] = EL_SIEB_VOLL;
1722 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1726 else if (element == EL_SIEB2_VOLL)
1728 if (IS_FREE(x, y+1))
1730 InitMovingField(x, y, MV_DOWN);
1731 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1732 Store[x][y] = EL_SIEB2_LEER;
1734 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1736 if (!MovDelay[x][y])
1737 MovDelay[x][y] = TILEY/4 + 1;
1746 Feld[x][y] = EL_SIEB2_LEER;
1747 Feld[x][y+1] = EL_SIEB2_VOLL;
1748 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1752 else if (SiebAktiv && CAN_CHANGE(element) &&
1753 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1755 InitMovingField(x, y, MV_DOWN);
1757 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1758 Store2[x][y+1] = element;
1760 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1763 InitMovingField(x, y, MV_DOWN);
1764 Store[x][y] = EL_SALZSAEURE;
1766 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1770 else if (IS_FREE(x, y+1))
1772 InitMovingField(x, y, MV_DOWN);
1774 else if (element == EL_TROPFEN)
1776 Feld[x][y] = EL_AMOEBING;
1777 Store[x][y] = EL_AMOEBE_NASS;
1779 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1781 boolean left = (x>0 && IS_FREE(x-1, y) &&
1782 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1783 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1784 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1788 if (left && right && game_emulation != EMU_BOULDERDASH)
1789 left = !(right = RND(2));
1791 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1795 else if (CAN_MOVE(element))
1799 if (element == EL_SONDE && JustBeingPushed(x, y))
1802 if (!MovDelay[x][y]) /* start new movement phase */
1804 /* all objects that can change their move direction after each step */
1805 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1807 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1810 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1811 DrawLevelField(x, y);
1815 if (MovDelay[x][y]) /* wait some time before next movement */
1819 if (element == EL_ROBOT || element == EL_MAMPFER ||
1820 element == EL_MAMPFER2)
1822 int phase = MovDelay[x][y] % 8;
1827 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1828 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1830 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1831 && MovDelay[x][y]%4 == 3)
1832 PlaySoundLevel(x, y, SND_NJAM);
1834 else if (element == EL_DRACHE)
1837 int dir = MovDir[x][y];
1838 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1839 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1840 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1841 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1842 dir == MV_UP ? GFX_FLAMMEN_UP :
1843 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1844 int phase = FrameCounter % 2;
1846 for (i=1; i<=3; i++)
1848 int xx = x + i*dx, yy = y + i*dy;
1849 int sx = SCREENX(xx), sy = SCREENY(yy);
1851 if (!IN_LEV_FIELD(xx, yy) ||
1852 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
1857 int flamed = MovingOrBlocked2Element(xx, yy);
1859 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1862 RemoveMovingField(xx, yy);
1864 Feld[xx][yy] = EL_BURNING;
1865 if (IN_SCR_FIELD(sx, sy))
1866 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
1870 if (Feld[xx][yy] == EL_BURNING)
1871 Feld[xx][yy] = EL_LEERRAUM;
1872 DrawLevelField(xx, yy);
1881 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1883 PlaySoundLevel(x, y, SND_KLAPPER);
1885 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1887 PlaySoundLevel(x, y, SND_ROEHR);
1890 /* now make next step */
1892 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
1894 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
1896 /* enemy got the player */
1898 KillHero(PLAYERINFO(newx, newy));
1901 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1902 element == EL_ROBOT || element == EL_SONDE) &&
1903 IN_LEV_FIELD(newx, newy) &&
1904 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
1907 Store[x][y] = EL_SALZSAEURE;
1909 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1910 IN_LEV_FIELD(newx, newy))
1912 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1914 Feld[x][y] = EL_LEERRAUM;
1915 DrawLevelField(x, y);
1917 PlaySoundLevel(newx, newy, SND_BUING);
1918 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
1919 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
1921 local_player->friends_still_needed--;
1922 if (!local_player->friends_still_needed &&
1923 !local_player->GameOver && AllPlayersGone)
1924 local_player->LevelSolved = local_player->GameOver = TRUE;
1928 else if (IS_MAMPF3(Feld[newx][newy]))
1930 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
1931 DrawLevelField(newx, newy);
1933 MovDir[x][y] = MV_NO_MOVING;
1935 else if (!IS_FREE(newx, newy))
1937 if (IS_PLAYER(x, y))
1938 DrawPlayerField(x, y);
1940 DrawLevelField(x, y);
1944 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
1946 if (IS_GEM(Feld[newx][newy]))
1948 if (IS_MOVING(newx, newy))
1949 RemoveMovingField(newx, newy);
1952 Feld[newx][newy] = EL_LEERRAUM;
1953 DrawLevelField(newx, newy);
1956 else if (!IS_FREE(newx, newy))
1958 if (IS_PLAYER(x, y))
1959 DrawPlayerField(x, y);
1961 DrawLevelField(x, y);
1965 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
1967 if (!IS_FREE(newx, newy))
1969 if (IS_PLAYER(x, y))
1970 DrawPlayerField(x, y);
1972 DrawLevelField(x, y);
1977 boolean wanna_flame = !RND(10);
1978 int dx = newx - x, dy = newy - y;
1979 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1980 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1981 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
1982 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
1983 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
1984 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
1986 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1987 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1988 element1 != EL_BURNING && element2 != EL_BURNING)
1990 if (IS_PLAYER(x, y))
1991 DrawPlayerField(x, y);
1993 DrawLevelField(x, y);
1995 MovDelay[x][y] = 50;
1996 Feld[newx][newy] = EL_BURNING;
1997 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1998 Feld[newx1][newy1] = EL_BURNING;
1999 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2000 Feld[newx2][newy2] = EL_BURNING;
2005 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2006 Feld[newx][newy] == EL_DIAMANT)
2008 if (IS_MOVING(newx, newy))
2009 RemoveMovingField(newx, newy);
2012 Feld[newx][newy] = EL_LEERRAUM;
2013 DrawLevelField(newx, newy);
2016 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2017 IS_MAMPF2(Feld[newx][newy]))
2019 if (AmoebaNr[newx][newy])
2021 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2022 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2023 Feld[newx][newy] == EL_AMOEBE_BD)
2024 AmoebaCnt[AmoebaNr[newx][newy]]--;
2027 if (IS_MOVING(newx, newy))
2028 RemoveMovingField(newx, newy);
2031 Feld[newx][newy] = EL_LEERRAUM;
2032 DrawLevelField(newx, newy);
2035 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2036 IS_AMOEBOID(Feld[newx][newy]))
2038 if (AmoebaNr[newx][newy])
2040 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2041 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2042 Feld[newx][newy] == EL_AMOEBE_BD)
2043 AmoebaCnt[AmoebaNr[newx][newy]]--;
2046 Feld[newx][newy] = EL_LEERRAUM;
2047 DrawLevelField(newx, newy);
2049 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2051 /* object was running against a wall */
2055 if (element == EL_KAEFER || element == EL_FLIEGER)
2056 DrawLevelField(x, y);
2057 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2058 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2059 else if (element == EL_SONDE)
2060 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2065 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2066 PlaySoundLevel(x, y, SND_SCHLURF);
2068 InitMovingField(x, y, MovDir[x][y]);
2072 ContinueMoving(x, y);
2075 void ContinueMoving(int x, int y)
2077 int element = Feld[x][y];
2078 int direction = MovDir[x][y];
2079 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2080 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2081 int horiz_move = (dx!=0);
2082 int newx = x + dx, newy = y + dy;
2083 int step = (horiz_move ? dx : dy) * TILEX/8;
2085 if (CAN_FALL(element) && horiz_move)
2087 else if (element == EL_TROPFEN)
2089 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2092 MovPos[x][y] += step;
2094 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2096 Feld[x][y] = EL_LEERRAUM;
2097 Feld[newx][newy] = element;
2099 if (Store[x][y] == EL_MORAST_VOLL)
2102 Feld[newx][newy] = EL_MORAST_VOLL;
2103 element = EL_MORAST_VOLL;
2105 else if (Store[x][y] == EL_MORAST_LEER)
2108 Feld[x][y] = EL_MORAST_LEER;
2110 else if (Store[x][y] == EL_SIEB_VOLL)
2113 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2115 else if (Store[x][y] == EL_SIEB_LEER)
2117 Store[x][y] = Store2[x][y] = 0;
2118 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2120 else if (Store[x][y] == EL_SIEB2_VOLL)
2123 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2125 else if (Store[x][y] == EL_SIEB2_LEER)
2127 Store[x][y] = Store2[x][y] = 0;
2128 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2130 else if (Store[x][y] == EL_SALZSAEURE)
2133 Feld[newx][newy] = EL_SALZSAEURE;
2134 element = EL_SALZSAEURE;
2136 else if (Store[x][y] == EL_AMOEBE_NASS)
2139 Feld[x][y] = EL_AMOEBE_NASS;
2142 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2143 MovDelay[newx][newy] = 0;
2145 if (!CAN_MOVE(element))
2146 MovDir[newx][newy] = 0;
2148 DrawLevelField(x, y);
2149 DrawLevelField(newx, newy);
2151 Stop[newx][newy] = TRUE;
2152 JustHit[x][newy] = 3;
2154 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2156 TestIfBadThingHitsHero(newx, newy);
2157 TestIfBadThingHitsFriend(newx, newy);
2158 TestIfBadThingHitsOtherBadThing(newx, newy);
2160 else if (element == EL_PINGUIN)
2161 TestIfFriendHitsBadThing(newx, newy);
2163 if (CAN_SMASH(element) && direction == MV_DOWN &&
2164 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2167 else /* still moving on */
2168 DrawLevelField(x, y);
2171 int AmoebeNachbarNr(int ax, int ay)
2174 int element = Feld[ax][ay];
2176 static int xy[4][2] =
2186 int x = ax+xy[i%4][0];
2187 int y = ay+xy[i%4][1];
2189 if (!IN_LEV_FIELD(x, y))
2192 if (Feld[x][y] == element && AmoebaNr[x][y]>0)
2193 group_nr = AmoebaNr[x][y];
2199 void AmoebenVereinigen(int ax, int ay)
2201 int i, x, y, xx, yy;
2202 int new_group_nr = AmoebaNr[ax][ay];
2203 static int xy[4][2] =
2219 if (!IN_LEV_FIELD(x, y))
2222 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2223 Feld[x][y] == EL_AMOEBE_BD ||
2224 Feld[x][y] == EL_AMOEBE_TOT) &&
2225 AmoebaNr[x][y] != new_group_nr)
2227 int old_group_nr = AmoebaNr[x][y];
2229 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2230 AmoebaCnt[old_group_nr] = 0;
2231 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2232 AmoebaCnt2[old_group_nr] = 0;
2234 for (yy=0; yy<lev_fieldy; yy++) for (xx=0; xx<lev_fieldx; xx++)
2235 if (AmoebaNr[xx][yy] == old_group_nr)
2236 AmoebaNr[xx][yy] = new_group_nr;
2241 void AmoebeUmwandeln(int ax, int ay)
2244 int group_nr = AmoebaNr[ax][ay];
2245 static int xy[4][2] =
2253 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2255 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2257 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2260 Feld[x][y] = EL_AMOEBA2DIAM;
2272 if (!IN_LEV_FIELD(x, y))
2275 if (Feld[x][y] == EL_AMOEBA2DIAM)
2281 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2284 int group_nr = AmoebaNr[ax][ay];
2285 boolean done = FALSE;
2287 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2289 if (AmoebaNr[x][y] == group_nr &&
2290 (Feld[x][y] == EL_AMOEBE_TOT ||
2291 Feld[x][y] == EL_AMOEBE_BD ||
2292 Feld[x][y] == EL_AMOEBING))
2295 Feld[x][y] = new_element;
2296 DrawLevelField(x, y);
2302 PlaySoundLevel(ax, ay,
2303 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2306 void AmoebeWaechst(int x, int y)
2308 static long sound_delay = 0;
2309 static int sound_delay_value = 0;
2311 if (!MovDelay[x][y]) /* start new growing cycle */
2315 if (DelayReached(&sound_delay, sound_delay_value))
2317 PlaySoundLevel(x, y, SND_AMOEBE);
2318 sound_delay_value = 30;
2322 if (MovDelay[x][y]) /* wait some time before growing bigger */
2325 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2326 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING+3-MovDelay[x][y]/2);
2328 if (!MovDelay[x][y])
2330 Feld[x][y] = Store[x][y];
2332 DrawLevelField(x, y);
2337 void AmoebeAbleger(int ax, int ay)
2340 int element = Feld[ax][ay];
2341 int newax = ax, neway = ay;
2342 static int xy[4][2] =
2350 if (!level.tempo_amoebe)
2352 Feld[ax][ay] = EL_AMOEBE_TOT;
2353 DrawLevelField(ax, ay);
2357 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2358 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2360 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2363 if (MovDelay[ax][ay])
2367 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2370 int x = ax+xy[start][0];
2371 int y = ay+xy[start][1];
2373 if (!IN_LEV_FIELD(x, y))
2376 if (IS_FREE(x, y) ||
2377 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2383 if (newax == ax && neway == ay)
2386 else /* normal or "filled" amoeba */
2389 boolean waiting_for_player = FALSE;
2393 int j = (start+i)%4;
2394 int x = ax+xy[j][0];
2395 int y = ay+xy[j][1];
2397 if (!IN_LEV_FIELD(x, y))
2400 if (IS_FREE(x, y) ||
2401 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2407 else if (IS_PLAYER(x, y))
2408 waiting_for_player = TRUE;
2411 if (newax == ax && neway == ay)
2413 if (i == 4 && !waiting_for_player)
2415 Feld[ax][ay] = EL_AMOEBE_TOT;
2416 DrawLevelField(ax, ay);
2417 AmoebaCnt[AmoebaNr[ax][ay]]--;
2419 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* amoeba is completely dead */
2421 if (element == EL_AMOEBE_VOLL)
2422 AmoebeUmwandeln(ax, ay);
2423 else if (element == EL_AMOEBE_BD)
2424 AmoebeUmwandeln2(ax, ay, level.amoebe_inhalt);
2429 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2431 int new_group_nr = AmoebaNr[ax][ay];
2433 AmoebaNr[newax][neway] = new_group_nr;
2434 AmoebaCnt[new_group_nr]++;
2435 AmoebaCnt2[new_group_nr]++;
2436 AmoebenVereinigen(newax, neway);
2438 if (AmoebaCnt2[new_group_nr] >= 200 && element == EL_AMOEBE_BD)
2440 AmoebeUmwandeln2(newax, neway, EL_FELSBROCKEN);
2446 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax, neway) ||
2447 (neway == lev_fieldy-1 && newax!=ax))
2449 Feld[newax][neway] = EL_AMOEBING;
2450 Store[newax][neway] = element;
2452 else if (neway == ay)
2453 Feld[newax][neway] = EL_TROPFEN;
2456 InitMovingField(ax, ay, MV_DOWN);
2457 Feld[ax][ay] = EL_TROPFEN;
2458 Store[ax][ay] = EL_AMOEBE_NASS;
2459 ContinueMoving(ax, ay);
2463 DrawLevelField(newax, neway);
2466 void Life(int ax, int ay)
2469 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2471 int element = Feld[ax][ay];
2476 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2477 MovDelay[ax][ay] = life_time;
2479 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2482 if (MovDelay[ax][ay])
2486 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2488 int xx = ax+x1, yy = ay+y1;
2491 if (!IN_LEV_FIELD(xx, yy))
2494 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2496 int x = xx+x2, y = yy+y2;
2498 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2501 if (((Feld[x][y] == element ||
2502 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2504 (IS_FREE(x, y) && Stop[x][y]))
2508 if (xx == ax && yy == ay) /* field in the middle */
2510 if (nachbarn<life[0] || nachbarn>life[1])
2512 Feld[xx][yy] = EL_LEERRAUM;
2514 DrawLevelField(xx, yy);
2515 Stop[xx][yy] = TRUE;
2518 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2519 { /* free border field */
2520 if (nachbarn>=life[2] && nachbarn<=life[3])
2522 Feld[xx][yy] = element;
2523 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2525 DrawLevelField(xx, yy);
2526 Stop[xx][yy] = TRUE;
2532 void Ablenk(int x, int y)
2534 if (!MovDelay[x][y]) /* next animation frame */
2535 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2537 if (MovDelay[x][y]) /* wait some time before next frame */
2542 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2543 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2544 if (!(MovDelay[x][y]%4))
2545 PlaySoundLevel(x, y, SND_MIEP);
2550 Feld[x][y] = EL_ABLENK_AUS;
2551 DrawLevelField(x, y);
2552 if (ZX == x && ZY == y)
2556 void Birne(int x, int y)
2558 if (!MovDelay[x][y]) /* next animation frame */
2559 MovDelay[x][y] = 800;
2561 if (MovDelay[x][y]) /* wait some time before next frame */
2566 if (!(MovDelay[x][y]%5))
2568 if (!(MovDelay[x][y]%10))
2569 Feld[x][y]=EL_ABLENK_EIN;
2571 Feld[x][y]=EL_ABLENK_AUS;
2572 DrawLevelField(x, y);
2573 Feld[x][y]=EL_ABLENK_EIN;
2579 Feld[x][y]=EL_ABLENK_AUS;
2580 DrawLevelField(x, y);
2581 if (ZX == x && ZY == y)
2585 void Blubber(int x, int y)
2587 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2588 DrawLevelField(x, y-1);
2590 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2593 void NussKnacken(int x, int y)
2595 if (!MovDelay[x][y]) /* next animation frame */
2598 if (MovDelay[x][y]) /* wait some time before next frame */
2601 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2602 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2604 if (!MovDelay[x][y])
2606 Feld[x][y] = EL_EDELSTEIN;
2607 DrawLevelField(x, y);
2612 void SiebAktivieren(int x, int y, int typ)
2614 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2615 DrawGraphic(SCREENX(x), SCREENY(y),
2616 (typ == 1 ? GFX_SIEB_VOLL :
2617 GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4);
2620 void AusgangstuerPruefen(int x, int y)
2622 if (!local_player->gems_still_needed &&
2623 !local_player->sokobanfields_still_needed &&
2624 !local_player->lights_still_needed)
2626 Feld[x][y] = EL_AUSGANG_ACT;
2628 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2629 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2630 y < LEVELY(BY1) ? LEVELY(BY1) :
2631 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2636 void AusgangstuerOeffnen(int x, int y)
2640 if (!MovDelay[x][y]) /* next animation frame */
2641 MovDelay[x][y] = 5*delay;
2643 if (MovDelay[x][y]) /* wait some time before next frame */
2648 tuer = MovDelay[x][y]/delay;
2649 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2650 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2652 if (!MovDelay[x][y])
2654 Feld[x][y] = EL_AUSGANG_AUF;
2655 DrawLevelField(x, y);
2660 void AusgangstuerBlinken(int x, int y)
2662 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2665 void EdelsteinFunkeln(int x, int y)
2667 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2670 if (Feld[x][y] == EL_EDELSTEIN_BD)
2671 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2674 if (!MovDelay[x][y]) /* next animation frame */
2675 MovDelay[x][y] = 11 * !SimpleRND(500);
2677 if (MovDelay[x][y]) /* wait some time before next frame */
2681 if (setup.direct_draw && MovDelay[x][y])
2682 SetDrawtoField(DRAW_BUFFERED);
2684 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2688 int phase = (MovDelay[x][y]-1)/2;
2693 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2695 if (setup.direct_draw)
2699 dest_x = FX + SCREENX(x)*TILEX;
2700 dest_y = FY + SCREENY(y)*TILEY;
2702 XCopyArea(display, drawto_field, window, gc,
2703 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2704 SetDrawtoField(DRAW_DIRECT);
2711 void MauerWaechst(int x, int y)
2715 if (!MovDelay[x][y]) /* next animation frame */
2716 MovDelay[x][y] = 3*delay;
2718 if (MovDelay[x][y]) /* wait some time before next frame */
2723 phase = 2-MovDelay[x][y]/delay;
2724 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2725 DrawGraphic(SCREENX(x), SCREENY(y),
2726 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2727 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2728 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2729 GFX_MAUER_DOWN ) + phase);
2731 if (!MovDelay[x][y])
2733 if (MovDir[x][y] == MV_LEFT)
2735 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2736 DrawLevelField(x-1, y);
2738 else if (MovDir[x][y] == MV_RIGHT)
2740 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2741 DrawLevelField(x+1, y);
2743 else if (MovDir[x][y] == MV_UP)
2745 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2746 DrawLevelField(x, y-1);
2750 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2751 DrawLevelField(x, y+1);
2754 Feld[x][y] = Store[x][y];
2756 MovDir[x][y] = MV_NO_MOVING;
2757 DrawLevelField(x, y);
2762 void MauerAbleger(int ax, int ay)
2764 int element = Feld[ax][ay];
2765 boolean oben_frei = FALSE, unten_frei = FALSE;
2766 boolean links_frei = FALSE, rechts_frei = FALSE;
2767 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2768 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2770 if (!MovDelay[ax][ay]) /* start building new wall */
2771 MovDelay[ax][ay] = 6;
2773 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2776 if (MovDelay[ax][ay])
2780 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2782 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2784 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2786 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2789 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2793 Feld[ax][ay-1] = EL_MAUERND;
2794 Store[ax][ay-1] = element;
2795 MovDir[ax][ay-1] = MV_UP;
2796 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
2797 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
2801 Feld[ax][ay+1] = EL_MAUERND;
2802 Store[ax][ay+1] = element;
2803 MovDir[ax][ay+1] = MV_DOWN;
2804 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
2805 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
2809 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2810 element == EL_MAUER_LEBT)
2814 Feld[ax-1][ay] = EL_MAUERND;
2815 Store[ax-1][ay] = element;
2816 MovDir[ax-1][ay] = MV_LEFT;
2817 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
2818 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
2822 Feld[ax+1][ay] = EL_MAUERND;
2823 Store[ax+1][ay] = element;
2824 MovDir[ax+1][ay] = MV_RIGHT;
2825 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
2826 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
2830 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2831 DrawLevelField(ax, ay);
2833 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
2835 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
2836 unten_massiv = TRUE;
2837 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
2838 links_massiv = TRUE;
2839 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
2840 rechts_massiv = TRUE;
2842 if (((oben_massiv && unten_massiv) ||
2843 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2844 ((links_massiv && rechts_massiv) ||
2845 element == EL_MAUER_Y))
2846 Feld[ax][ay] = EL_MAUERWERK;
2849 void CheckForDragon(int x, int y)
2852 boolean dragon_found = FALSE;
2853 static int xy[4][2] =
2865 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2867 if (IN_LEV_FIELD(xx, yy) &&
2868 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2870 if (Feld[xx][yy] == EL_DRACHE)
2871 dragon_found = TRUE;
2884 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2886 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
2888 Feld[xx][yy] = EL_LEERRAUM;
2889 DrawLevelField(xx, yy);
2898 static void PlayerActions(struct PlayerInfo *player, byte player_action)
2900 static byte stored_player_action[MAX_PLAYERS];
2901 static int num_stored_actions = 0;
2902 static boolean save_tape_entry = FALSE;
2903 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2904 int jx = player->jx, jy = player->jy;
2905 int left = player_action & JOY_LEFT;
2906 int right = player_action & JOY_RIGHT;
2907 int up = player_action & JOY_UP;
2908 int down = player_action & JOY_DOWN;
2909 int button1 = player_action & JOY_BUTTON_1;
2910 int button2 = player_action & JOY_BUTTON_2;
2911 int dx = (left ? -1 : right ? 1 : 0);
2912 int dy = (up ? -1 : down ? 1 : 0);
2914 stored_player_action[player->index_nr] = 0;
2915 num_stored_actions++;
2917 if (!player->active || player->gone || tape.pausing)
2922 save_tape_entry = TRUE;
2923 player->frame_reset_delay = 0;
2926 snapped = SnapField(player, dx, dy);
2930 bombed = PlaceBomb(player);
2931 moved = MoveFigure(player, dx, dy);
2934 if (tape.recording && (moved || snapped || bombed))
2936 if (bombed && !moved)
2937 player_action &= JOY_BUTTON;
2939 stored_player_action[player->index_nr] = player_action;
2942 /* this allows cycled sequences of PlayerActions() */
2943 if (num_stored_actions >= MAX_PLAYERS)
2945 TapeRecordAction(stored_player_action);
2946 num_stored_actions = 0;
2951 else if (tape.playing && snapped)
2952 SnapField(player, 0, 0); /* stop snapping */
2956 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
2957 SnapField(player, 0, 0);
2958 if (++player->frame_reset_delay > MoveSpeed)
2962 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
2964 TapeRecordAction(stored_player_action);
2965 num_stored_actions = 0;
2966 save_tape_entry = FALSE;
2969 if (tape.playing && !tape.pausing && !player_action &&
2970 tape.counter < tape.length)
2973 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2975 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
2976 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
2978 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2980 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2982 int el = Feld[jx+dx][jy];
2983 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
2985 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2987 player->MovDir = next_joy;
2988 player->Frame = FrameCounter % 4;
2989 player->Pushing = TRUE;
2998 static long action_delay = 0;
2999 long action_delay_value;
3000 int sieb_x = 0, sieb_y = 0;
3001 int i, x, y, element;
3002 byte *recorded_player_action;
3003 byte summarized_player_action = 0;
3005 if (game_status != PLAYING)
3008 action_delay_value =
3009 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3011 /* main game synchronization point */
3012 WaitUntilDelayReached(&action_delay, action_delay_value);
3014 if (network_playing && !network_player_action_received)
3018 printf("DEBUG: try to get network player actions in time\n");
3022 /* last chance to get network player actions without main loop delay */
3025 if (game_status != PLAYING)
3028 if (!network_player_action_received)
3032 printf("DEBUG: failed to get network player actions in time\n");
3041 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3043 else if (tape.recording)
3052 else if (tape.recording)
3055 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3057 for (i=0; i<MAX_PLAYERS; i++)
3059 summarized_player_action |= stored_player[i].action;
3061 if (!network_playing)
3062 stored_player[i].effective_action = stored_player[i].action;
3065 if (network_playing)
3066 SendToServer_MovePlayer(summarized_player_action);
3068 if (!options.network && !setup.team_mode)
3069 local_player->effective_action = summarized_player_action;
3071 for (i=0; i<MAX_PLAYERS; i++)
3073 int actual_player_action = stored_player[i].effective_action;
3075 if (recorded_player_action)
3076 actual_player_action = recorded_player_action[i];
3078 PlayerActions(&stored_player[i], actual_player_action);
3079 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3082 network_player_action_received = FALSE;
3084 ScrollScreen(NULL, SCROLL_GO_ON);
3088 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3090 else if (tape.recording)
3100 if (TimeFrames == 0 && !local_player->gone)
3102 extern unsigned int last_RND();
3104 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3105 level.time - TimeLeft,
3107 getStateCheckSum(level.time - TimeLeft));
3116 if (GameFrameDelay >= 500)
3117 printf("FrameCounter == %d\n", FrameCounter);
3128 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3131 if (JustHit[x][y]>0)
3135 if (IS_BLOCKED(x, y))
3139 Blocked2Moving(x, y, &oldx, &oldy);
3140 if (!IS_MOVING(oldx, oldy))
3142 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3143 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3144 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3145 printf("GameActions(): This should never happen!\n");
3151 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3153 element = Feld[x][y];
3155 if (IS_INACTIVE(element))
3158 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3162 if (IS_GEM(element))
3163 EdelsteinFunkeln(x, y);
3165 else if (IS_MOVING(x, y))
3166 ContinueMoving(x, y);
3167 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3168 CheckDynamite(x, y);
3169 else if (element == EL_EXPLODING)
3170 Explode(x, y, Frame[x][y], EX_NORMAL);
3171 else if (element == EL_AMOEBING)
3172 AmoebeWaechst(x, y);
3173 else if (IS_AMOEBALIVE(element))
3174 AmoebeAbleger(x, y);
3175 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3177 else if (element == EL_ABLENK_EIN)
3179 else if (element == EL_SALZSAEURE)
3181 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3183 else if (element == EL_CRACKINGNUT)
3185 else if (element == EL_AUSGANG_ZU)
3186 AusgangstuerPruefen(x, y);
3187 else if (element == EL_AUSGANG_ACT)
3188 AusgangstuerOeffnen(x, y);
3189 else if (element == EL_AUSGANG_AUF)
3190 AusgangstuerBlinken(x, y);
3191 else if (element == EL_MAUERND)
3193 else if (element == EL_MAUER_LEBT ||
3194 element == EL_MAUER_X ||
3195 element == EL_MAUER_Y ||
3196 element == EL_MAUER_XY)
3198 else if (element == EL_BURNING)
3199 CheckForDragon(x, y);
3203 boolean sieb = FALSE;
3204 int jx = local_player->jx, jy = local_player->jy;
3206 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3207 Store[x][y] == EL_SIEB_LEER)
3209 SiebAktivieren(x, y, 1);
3212 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3213 Store[x][y] == EL_SIEB2_LEER)
3215 SiebAktivieren(x, y, 2);
3219 /* play the element sound at the position nearest to the player */
3220 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3231 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3235 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3237 element = Feld[x][y];
3238 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3240 Feld[x][y] = EL_SIEB_TOT;
3241 DrawLevelField(x, y);
3243 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3245 Feld[x][y] = EL_SIEB2_TOT;
3246 DrawLevelField(x, y);
3252 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3257 if (tape.recording || tape.playing)
3258 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3261 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3263 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3266 for (i=0; i<MAX_PLAYERS; i++)
3267 KillHero(&stored_player[i]);
3273 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3275 int min_x = x, min_y = y, max_x = x, max_y = y;
3278 for (i=0; i<MAX_PLAYERS; i++)
3280 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3282 if (!stored_player[i].active || stored_player[i].gone ||
3283 &stored_player[i] == player)
3286 min_x = MIN(min_x, jx);
3287 min_y = MIN(min_y, jy);
3288 max_x = MAX(max_x, jx);
3289 max_y = MAX(max_y, jy);
3292 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3295 static boolean AllPlayersInVisibleScreen()
3299 for (i=0; i<MAX_PLAYERS; i++)
3301 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3303 if (!stored_player[i].active || stored_player[i].gone)
3306 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3313 void ScrollLevel(int dx, int dy)
3315 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3318 XCopyArea(display, drawto_field, drawto_field, gc,
3319 FX + TILEX*(dx == -1) - softscroll_offset,
3320 FY + TILEY*(dy == -1) - softscroll_offset,
3321 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3322 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3323 FX + TILEX*(dx == 1) - softscroll_offset,
3324 FY + TILEY*(dy == 1) - softscroll_offset);
3328 x = (dx == 1 ? BX1 : BX2);
3329 for (y=BY1; y<=BY2; y++)
3330 DrawScreenField(x, y);
3334 y = (dy == 1 ? BY1 : BY2);
3335 for (x=BX1; x<=BX2; x++)
3336 DrawScreenField(x, y);
3339 redraw_mask |= REDRAW_FIELD;
3342 boolean MoveFigureOneStep(struct PlayerInfo *player,
3343 int dx, int dy, int real_dx, int real_dy)
3345 int jx = player->jx, jy = player->jy;
3346 int new_jx = jx+dx, new_jy = jy+dy;
3350 if (player->gone || (!dx && !dy))
3351 return MF_NO_ACTION;
3353 player->MovDir = (dx < 0 ? MV_LEFT :
3356 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3358 if (!IN_LEV_FIELD(new_jx, new_jy))
3359 return MF_NO_ACTION;
3361 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3362 return MF_NO_ACTION;
3364 element = MovingOrBlocked2Element(new_jx, new_jy);
3366 if (DONT_GO_TO(element))
3368 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3371 Feld[jx][jy] = EL_SPIELFIGUR;
3372 InitMovingField(jx, jy, MV_DOWN);
3373 Store[jx][jy] = EL_SALZSAEURE;
3374 ContinueMoving(jx, jy);
3383 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3384 if (can_move != MF_MOVING)
3387 StorePlayer[jx][jy] = 0;
3388 player->last_jx = jx;
3389 player->last_jy = jy;
3390 jx = player->jx = new_jx;
3391 jy = player->jy = new_jy;
3392 StorePlayer[jx][jy] = player->element_nr;
3394 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3396 ScrollFigure(player, SCROLL_INIT);
3401 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3403 int jx = player->jx, jy = player->jy;
3404 int old_jx = jx, old_jy = jy;
3405 int moved = MF_NO_ACTION;
3407 if (player->gone || (!dx && !dy))
3410 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3415 /* should only happen if pre-1.0 tape recordings are played */
3416 /* this is only for backward compatibility */
3419 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.0 LEVEL TAPES.\n");
3422 while (player->MovPos)
3424 ScrollFigure(player, SCROLL_GO_ON);
3425 ScrollScreen(NULL, SCROLL_GO_ON);
3432 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3434 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3435 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3439 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3440 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3446 if (moved & MF_MOVING && !ScreenMovPos &&
3447 (player == local_player || !options.network))
3449 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3450 int offset = (setup.scroll_delay ? 3 : 0);
3452 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3454 /* actual player has left the screen -- scroll in that direction */
3455 if (jx != old_jx) /* player has moved horizontally */
3456 scroll_x += (jx - old_jx);
3457 else /* player has moved vertically */
3458 scroll_y += (jy - old_jy);
3462 if (jx != old_jx) /* player has moved horizontally */
3464 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3465 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3466 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3468 /* don't scroll over playfield boundaries */
3469 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3470 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3472 /* don't scroll more than one field at a time */
3473 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3475 /* don't scroll against the player's moving direction */
3476 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3477 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3478 scroll_x = old_scroll_x;
3480 else /* player has moved vertically */
3482 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3483 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3484 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3486 /* don't scroll over playfield boundaries */
3487 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3488 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3490 /* don't scroll more than one field at a time */
3491 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3493 /* don't scroll against the player's moving direction */
3494 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3495 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3496 scroll_y = old_scroll_y;
3500 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3502 if (!options.network && !AllPlayersInVisibleScreen())
3504 scroll_x = old_scroll_x;
3505 scroll_y = old_scroll_y;
3509 ScrollScreen(player, SCROLL_INIT);
3510 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3515 if (!(moved & MF_MOVING) && !player->Pushing)
3518 player->Frame = (player->Frame + 1) % 4;
3520 if (moved & MF_MOVING)
3522 if (old_jx != jx && old_jy == jy)
3523 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3524 else if (old_jx == jx && old_jy != jy)
3525 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3527 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3529 player->last_move_dir = player->MovDir;
3532 player->last_move_dir = MV_NO_MOVING;
3534 TestIfHeroHitsBadThing(jx, jy);
3542 void ScrollFigure(struct PlayerInfo *player, int mode)
3544 int jx = player->jx, jy = player->jy;
3545 int last_jx = player->last_jx, last_jy = player->last_jy;
3547 if (!player->active || player->gone || !player->MovPos)
3550 if (mode == SCROLL_INIT)
3552 player->actual_frame_counter = FrameCounter;
3553 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3555 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3556 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3561 else if (!FrameReached(&player->actual_frame_counter, 1))
3564 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3565 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3567 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3568 Feld[last_jx][last_jy] = EL_LEERRAUM;
3572 if (!player->MovPos)
3574 player->last_jx = jx;
3575 player->last_jy = jy;
3577 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3581 if (!local_player->friends_still_needed)
3582 player->LevelSolved = player->GameOver = TRUE;
3587 void ScrollScreen(struct PlayerInfo *player, int mode)
3589 static long screen_frame_counter = 0;
3591 if (mode == SCROLL_INIT)
3593 screen_frame_counter = FrameCounter;
3594 ScreenMovDir = player->MovDir;
3595 ScreenMovPos = player->MovPos;
3596 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3599 else if (!FrameReached(&screen_frame_counter, 1))
3604 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3605 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3606 redraw_mask |= REDRAW_FIELD;
3609 ScreenMovDir = MV_NO_MOVING;
3612 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3614 int i, killx = goodx, killy = goody;
3615 static int xy[4][2] =
3622 static int harmless[4] =
3634 x = goodx + xy[i][0];
3635 y = goody + xy[i][1];
3636 if (!IN_LEV_FIELD(x, y))
3639 element = Feld[x][y];
3641 if (DONT_TOUCH(element))
3643 if (MovDir[x][y] == harmless[i])
3652 if (killx != goodx || killy != goody)
3654 if (IS_PLAYER(goodx, goody))
3655 KillHero(PLAYERINFO(goodx, goody));
3661 void TestIfBadThingHitsGoodThing(int badx, int bady)
3663 int i, killx = badx, killy = bady;
3664 static int xy[4][2] =
3671 static int harmless[4] =
3683 x = badx + xy[i][0];
3684 y = bady + xy[i][1];
3685 if (!IN_LEV_FIELD(x, y))
3688 element = Feld[x][y];
3690 if (IS_PLAYER(x, y))
3696 else if (element == EL_PINGUIN)
3698 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3707 if (killx != badx || killy != bady)
3709 if (IS_PLAYER(killx, killy))
3710 KillHero(PLAYERINFO(killx, killy));
3716 void TestIfHeroHitsBadThing(int x, int y)
3718 TestIfGoodThingHitsBadThing(x, y);
3721 void TestIfBadThingHitsHero(int x, int y)
3723 TestIfBadThingHitsGoodThing(x, y);
3726 void TestIfFriendHitsBadThing(int x, int y)
3728 TestIfGoodThingHitsBadThing(x, y);
3731 void TestIfBadThingHitsFriend(int x, int y)
3733 TestIfBadThingHitsGoodThing(x, y);
3736 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3738 int i, killx = badx, killy = bady;
3739 static int xy[4][2] =
3753 if (!IN_LEV_FIELD(x, y))
3756 element = Feld[x][y];
3757 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3758 element == EL_AMOEBING || element == EL_TROPFEN)
3766 if (killx != badx || killy != bady)
3770 void KillHero(struct PlayerInfo *player)
3772 int jx = player->jx, jy = player->jy;
3777 if (IS_PFORTE(Feld[jx][jy]))
3778 Feld[jx][jy] = EL_LEERRAUM;
3784 void BuryHero(struct PlayerInfo *player)
3786 int jx = player->jx, jy = player->jy;
3791 PlaySoundLevel(jx, jy, SND_AUTSCH);
3792 PlaySoundLevel(jx, jy, SND_LACHEN);
3794 player->GameOver = TRUE;
3798 void RemoveHero(struct PlayerInfo *player)
3800 int jx = player->jx, jy = player->jy;
3801 int i, found = FALSE;
3803 player->gone = TRUE;
3804 StorePlayer[jx][jy] = 0;
3806 for (i=0; i<MAX_PLAYERS; i++)
3807 if (stored_player[i].active && !stored_player[i].gone)
3811 AllPlayersGone = TRUE;
3817 int DigField(struct PlayerInfo *player,
3818 int x, int y, int real_dx, int real_dy, int mode)
3820 int jx = player->jx, jy = player->jy;
3821 int dx = x - jx, dy = y - jy;
3824 if (!player->MovPos)
3825 player->Pushing = FALSE;
3827 if (mode == DF_NO_PUSH)
3829 player->push_delay = 0;
3830 return MF_NO_ACTION;
3833 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
3834 return MF_NO_ACTION;
3836 element = Feld[x][y];
3844 Feld[x][y] = EL_LEERRAUM;
3848 case EL_EDELSTEIN_BD:
3849 case EL_EDELSTEIN_GELB:
3850 case EL_EDELSTEIN_ROT:
3851 case EL_EDELSTEIN_LILA:
3854 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3855 if (local_player->gems_still_needed < 0)
3856 local_player->gems_still_needed = 0;
3857 RaiseScoreElement(element);
3858 DrawText(DX_EMERALDS, DY_EMERALDS,
3859 int2str(local_player->gems_still_needed, 3),
3860 FS_SMALL, FC_YELLOW);
3861 PlaySoundLevel(x, y, SND_PONG);
3864 case EL_DYNAMIT_AUS:
3867 RaiseScoreElement(EL_DYNAMIT);
3868 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3869 int2str(local_player->dynamite, 3),
3870 FS_SMALL, FC_YELLOW);
3871 PlaySoundLevel(x, y, SND_PONG);
3874 case EL_DYNABOMB_NR:
3876 player->dynabomb_count++;
3877 player->dynabombs_left++;
3878 RaiseScoreElement(EL_DYNAMIT);
3879 PlaySoundLevel(x, y, SND_PONG);
3882 case EL_DYNABOMB_SZ:
3884 player->dynabomb_size++;
3885 RaiseScoreElement(EL_DYNAMIT);
3886 PlaySoundLevel(x, y, SND_PONG);
3889 case EL_DYNABOMB_XL:
3891 player->dynabomb_xl = TRUE;
3892 RaiseScoreElement(EL_DYNAMIT);
3893 PlaySoundLevel(x, y, SND_PONG);
3896 case EL_SCHLUESSEL1:
3897 case EL_SCHLUESSEL2:
3898 case EL_SCHLUESSEL3:
3899 case EL_SCHLUESSEL4:
3901 int key_nr = element-EL_SCHLUESSEL1;
3904 player->key[key_nr] = TRUE;
3905 RaiseScoreElement(EL_SCHLUESSEL);
3906 DrawMiniGraphicExt(drawto, gc,
3907 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
3908 GFX_SCHLUESSEL1+key_nr);
3909 DrawMiniGraphicExt(window, gc,
3910 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
3911 GFX_SCHLUESSEL1+key_nr);
3912 PlaySoundLevel(x, y, SND_PONG);
3917 Feld[x][y] = EL_ABLENK_EIN;
3920 DrawLevelField(x, y);
3924 case EL_FELSBROCKEN:
3928 if (dy || mode == DF_SNAP)
3929 return MF_NO_ACTION;
3931 player->Pushing = TRUE;
3933 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
3934 return MF_NO_ACTION;
3938 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3939 return MF_NO_ACTION;
3942 if (player->push_delay == 0)
3943 player->push_delay = FrameCounter;
3944 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3946 return MF_NO_ACTION;
3949 Feld[x+dx][y+dy] = element;
3951 player->push_delay_value = 2+RND(8);
3953 DrawLevelField(x+dx, y+dy);
3954 if (element == EL_FELSBROCKEN)
3955 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
3956 else if (element == EL_KOKOSNUSS)
3957 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
3959 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
3966 if (!player->key[element-EL_PFORTE1])
3967 return MF_NO_ACTION;
3974 if (!player->key[element-EL_PFORTE1X])
3975 return MF_NO_ACTION;
3979 case EL_AUSGANG_ACT:
3980 /* door is not (yet) open */
3981 return MF_NO_ACTION;
3984 case EL_AUSGANG_AUF:
3985 if (mode == DF_SNAP)
3986 return MF_NO_ACTION;
3988 PlaySoundLevel(x, y, SND_BUING);
3991 player->gone = TRUE;
3992 PlaySoundLevel(x, y, SND_BUING);
3994 if (!local_player->friends_still_needed)
3995 player->LevelSolved = player->GameOver = TRUE;
4001 Feld[x][y] = EL_BIRNE_EIN;
4002 local_player->lights_still_needed--;
4003 DrawLevelField(x, y);
4004 PlaySoundLevel(x, y, SND_DENG);
4009 Feld[x][y] = EL_ZEIT_LEER;
4011 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4012 DrawLevelField(x, y);
4013 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4017 case EL_SOKOBAN_FELD_LEER:
4020 case EL_SOKOBAN_FELD_VOLL:
4021 case EL_SOKOBAN_OBJEKT:
4023 if (mode == DF_SNAP)
4024 return MF_NO_ACTION;
4026 player->Pushing = TRUE;
4028 if (!IN_LEV_FIELD(x+dx, y+dy)
4029 || (!IS_FREE(x+dx, y+dy)
4030 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4031 || !IS_SB_ELEMENT(element))))
4032 return MF_NO_ACTION;
4036 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4037 return MF_NO_ACTION;
4039 else if (dy && real_dx)
4041 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4042 return MF_NO_ACTION;
4045 if (player->push_delay == 0)
4046 player->push_delay = FrameCounter;
4047 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4049 return MF_NO_ACTION;
4051 if (IS_SB_ELEMENT(element))
4053 if (element == EL_SOKOBAN_FELD_VOLL)
4055 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4056 local_player->sokobanfields_still_needed++;
4061 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4063 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4064 local_player->sokobanfields_still_needed--;
4065 if (element == EL_SOKOBAN_OBJEKT)
4066 PlaySoundLevel(x, y, SND_DENG);
4069 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4074 Feld[x+dx][y+dy] = element;
4077 player->push_delay_value = 2;
4079 DrawLevelField(x, y);
4080 DrawLevelField(x+dx, y+dy);
4081 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4083 if (IS_SB_ELEMENT(element) &&
4084 local_player->sokobanfields_still_needed == 0 &&
4085 game_emulation == EMU_SOKOBAN)
4087 player->LevelSolved = player->GameOver = TRUE;
4088 PlaySoundLevel(x, y, SND_BUING);
4100 return MF_NO_ACTION;
4104 player->push_delay = 0;
4109 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4111 int jx = player->jx, jy = player->jy;
4112 int x = jx + dx, y = jy + dy;
4114 if (player->gone || !IN_LEV_FIELD(x, y))
4122 player->snapped = FALSE;
4126 if (player->snapped)
4129 player->MovDir = (dx < 0 ? MV_LEFT :
4132 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4134 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4137 player->snapped = TRUE;
4138 DrawLevelField(x, y);
4144 boolean PlaceBomb(struct PlayerInfo *player)
4146 int jx = player->jx, jy = player->jy;
4149 if (player->gone || player->MovPos)
4152 element = Feld[jx][jy];
4154 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4155 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4156 element == EL_EXPLODING)
4159 if (element != EL_LEERRAUM)
4160 Store[jx][jy] = element;
4162 if (player->dynamite)
4164 Feld[jx][jy] = EL_DYNAMIT;
4165 MovDelay[jx][jy] = 96;
4167 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4168 FS_SMALL, FC_YELLOW);
4169 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4170 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4174 Feld[jx][jy] = EL_DYNABOMB;
4175 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4176 MovDelay[jx][jy] = 96;
4177 player->dynabombs_left--;
4178 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4179 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4185 void PlaySoundLevel(int x, int y, int sound_nr)
4187 int sx = SCREENX(x), sy = SCREENY(y);
4189 int silence_distance = 8;
4191 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4192 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4195 if (!IN_LEV_FIELD(x, y) ||
4196 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4197 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4200 volume = PSND_MAX_VOLUME;
4203 stereo = (sx-SCR_FIELDX/2)*12;
4205 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4206 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4207 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4210 if (!IN_SCR_FIELD(sx, sy))
4212 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4213 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4215 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4218 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4221 void RaiseScore(int value)
4223 local_player->score += value;
4224 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4225 FS_SMALL, FC_YELLOW);
4228 void RaiseScoreElement(int element)
4233 case EL_EDELSTEIN_BD:
4234 case EL_EDELSTEIN_GELB:
4235 case EL_EDELSTEIN_ROT:
4236 case EL_EDELSTEIN_LILA:
4237 RaiseScore(level.score[SC_EDELSTEIN]);
4240 RaiseScore(level.score[SC_DIAMANT]);
4244 RaiseScore(level.score[SC_KAEFER]);
4248 RaiseScore(level.score[SC_FLIEGER]);
4252 RaiseScore(level.score[SC_MAMPFER]);
4255 RaiseScore(level.score[SC_ROBOT]);
4258 RaiseScore(level.score[SC_PACMAN]);
4261 RaiseScore(level.score[SC_KOKOSNUSS]);
4264 RaiseScore(level.score[SC_DYNAMIT]);
4267 RaiseScore(level.score[SC_SCHLUESSEL]);