1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* values for game_emulation */
96 #define EMU_BOULDERDASH 1
99 /* to control special behaviour of certain game elements */
100 int game_emulation = EMU_NONE;
107 static unsigned int getStateCheckSum(int counter)
110 unsigned int mult = 1;
111 unsigned int checksum = 0;
113 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
115 static boolean first_game = TRUE;
117 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
123 lastFeld[x][y] = Feld[x][y];
124 else if (lastFeld[x][y] != Feld[x][y])
125 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
126 x, y, lastFeld[x][y], Feld[x][y]);
130 checksum += mult++ * Ur[x][y];
131 checksum += mult++ * Feld[x][y];
134 checksum += mult++ * MovPos[x][y];
135 checksum += mult++ * MovDir[x][y];
136 checksum += mult++ * MovDelay[x][y];
137 checksum += mult++ * Store[x][y];
138 checksum += mult++ * Store2[x][y];
139 checksum += mult++ * StorePlayer[x][y];
140 checksum += mult++ * Frame[x][y];
141 checksum += mult++ * AmoebaNr[x][y];
142 checksum += mult++ * JustHit[x][y];
143 checksum += mult++ * Stop[x][y];
147 if (counter == 3 && first_game)
158 void GetPlayerConfig()
160 if (sound_status == SOUND_OFF)
163 if (!sound_loops_allowed)
165 setup.sound_loops = FALSE;
166 setup.sound_music = FALSE;
169 setup.sound_simple = setup.sound;
174 static void InitField(int x, int y, boolean init_game)
180 Feld[x][y] = EL_SPIELER1;
188 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
189 int jx = player->jx, jy = player->jy;
191 player->present = TRUE;
194 if (!network_playing || player->connected)
197 if (!options.network || player->connected)
199 player->active = TRUE;
201 /* remove potentially duplicate players */
202 if (StorePlayer[jx][jy] == Feld[x][y])
203 StorePlayer[jx][jy] = 0;
205 StorePlayer[x][y] = Feld[x][y];
209 printf("Player %d activated.\n", player->element_nr);
210 printf("[Local player is %d and currently %s.]\n",
211 local_player->element_nr,
212 local_player->active ? "active" : "not active");
216 Feld[x][y] = EL_LEERRAUM;
217 player->jx = player->last_jx = x;
218 player->jy = player->last_jy = y;
223 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
224 Feld[x][y] = EL_BADEWANNE1;
225 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
226 Feld[x][y] = EL_BADEWANNE2;
227 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
228 Feld[x][y] = EL_BADEWANNE3;
229 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
230 Feld[x][y] = EL_BADEWANNE4;
231 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
232 Feld[x][y] = EL_BADEWANNE5;
272 if (y == lev_fieldy - 1)
274 Feld[x][y] = EL_AMOEBING;
275 Store[x][y] = EL_AMOEBE_NASS;
284 local_player->lights_still_needed++;
287 case EL_SOKOBAN_FELD_LEER:
288 local_player->sokobanfields_still_needed++;
293 local_player->friends_still_needed++;
298 MovDir[x][y] = 1 << RND(4);
309 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
310 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
312 /* don't play tapes over network */
313 network_playing = (options.network && !tape.playing);
315 for (i=0; i<MAX_PLAYERS; i++)
317 struct PlayerInfo *player = &stored_player[i];
319 player->index_nr = i;
320 player->element_nr = EL_SPIELER1 + i;
322 player->present = FALSE;
323 player->active = FALSE;
326 player->effective_action = 0;
329 player->gems_still_needed = level.edelsteine;
330 player->sokobanfields_still_needed = 0;
331 player->lights_still_needed = 0;
332 player->friends_still_needed = 0;
335 player->key[j] = FALSE;
337 player->dynamite = 0;
338 player->dynabomb_count = 0;
339 player->dynabomb_size = 0;
340 player->dynabombs_left = 0;
341 player->dynabomb_xl = FALSE;
343 player->MovDir = MV_NO_MOVING;
345 player->Pushing = FALSE;
349 player->actual_frame_counter = 0;
351 player->frame_reset_delay = 0;
353 player->push_delay = 0;
354 player->push_delay_value = 5;
356 player->move_delay = 0;
357 player->last_move_dir = MV_NO_MOVING;
359 player->snapped = FALSE;
361 player->gone = FALSE;
363 player->last_jx = player->last_jy = 0;
364 player->jx = player->jy = 0;
366 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
367 SnapField(player, 0, 0);
369 player->LevelSolved = FALSE;
370 player->GameOver = FALSE;
373 network_player_action_received = FALSE;
376 /* initial null action */
378 SendToServer_MovePlayer(MV_NO_MOVING);
386 TimeLeft = level.time;
388 ScreenMovDir = MV_NO_MOVING;
392 AllPlayersGone = FALSE;
396 for (i=0; i<MAX_NUM_AMOEBA; i++)
397 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
399 for (x=0; x<lev_fieldx; x++)
401 for (y=0; y<lev_fieldy; y++)
403 Feld[x][y] = Ur[x][y];
404 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
405 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
413 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
415 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
417 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
420 InitField(x, y, TRUE);
423 /* check if any connected player was not found in playfield */
424 for (i=0; i<MAX_PLAYERS; i++)
426 struct PlayerInfo *player = &stored_player[i];
428 if (player->connected && !player->present)
430 for (j=0; j<MAX_PLAYERS; j++)
432 struct PlayerInfo *some_player = &stored_player[j];
433 int jx = some_player->jx, jy = some_player->jy;
435 /* assign first free player found that is present in the playfield */
436 if (some_player->present && !some_player->connected)
438 player->present = TRUE;
439 player->active = TRUE;
440 some_player->present = FALSE;
442 StorePlayer[jx][jy] = player->element_nr;
443 player->jx = player->last_jx = jx;
444 player->jy = player->last_jy = jy;
454 /* when playing a tape, eliminate all players who do not participate */
456 for (i=0; i<MAX_PLAYERS; i++)
458 if (stored_player[i].active && !tape.player_participates[i])
460 struct PlayerInfo *player = &stored_player[i];
461 int jx = player->jx, jy = player->jy;
463 player->active = FALSE;
464 StorePlayer[jx][jy] = 0;
465 Feld[jx][jy] = EL_LEERRAUM;
469 else if (!options.network && !setup.team_mode) /* && !tape.playing */
471 /* when in single player mode, eliminate all but the first active player */
473 for (i=0; i<MAX_PLAYERS; i++)
475 if (stored_player[i].active)
477 for (j=i+1; j<MAX_PLAYERS; j++)
479 if (stored_player[j].active)
481 struct PlayerInfo *player = &stored_player[j];
482 int jx = player->jx, jy = player->jy;
484 player->active = FALSE;
485 StorePlayer[jx][jy] = 0;
486 Feld[jx][jy] = EL_LEERRAUM;
493 /* when recording the game, store which players take part in the game */
496 for (i=0; i<MAX_PLAYERS; i++)
497 if (stored_player[i].active)
498 tape.player_participates[i] = TRUE;
503 for (i=0; i<MAX_PLAYERS; i++)
505 struct PlayerInfo *player = &stored_player[i];
507 printf("Player %d: present == %d, connected == %d, active == %d.\n",
512 if (local_player == player)
513 printf("Player %d is local player.\n", i+1);
517 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
518 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
520 scroll_x = scroll_y = -1;
521 if (local_player->jx >= MIDPOSX-1)
522 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
523 local_player->jx - MIDPOSX :
524 lev_fieldx - SCR_FIELDX + 1);
525 if (local_player->jy >= MIDPOSY-1)
526 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
527 local_player->jy - MIDPOSY :
528 lev_fieldy - SCR_FIELDY + 1);
530 CloseDoor(DOOR_CLOSE_1);
536 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
537 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
538 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
539 DrawTextExt(pix[PIX_DB_DOOR], gc,
540 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
541 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
542 DrawTextExt(pix[PIX_DB_DOOR], gc,
543 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
544 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
545 DrawTextExt(pix[PIX_DB_DOOR], gc,
546 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
547 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
548 DrawTextExt(pix[PIX_DB_DOOR], gc,
549 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
550 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
551 DrawTextExt(pix[PIX_DB_DOOR], gc,
552 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
553 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
555 DrawGameButton(BUTTON_GAME_STOP);
556 DrawGameButton(BUTTON_GAME_PAUSE);
557 DrawGameButton(BUTTON_GAME_PLAY);
558 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
559 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
560 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
561 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
562 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
563 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
564 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
565 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
567 OpenDoor(DOOR_OPEN_1);
569 if (setup.sound_music)
570 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
572 XAutoRepeatOff(display);
577 printf("Spieler %d %saktiv.\n",
578 i+1, (stored_player[i].active ? "" : "nicht "));
582 void InitMovDir(int x, int y)
584 int i, element = Feld[x][y];
585 static int xy[4][2] =
592 static int direction[2][4] =
594 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
595 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
604 Feld[x][y] = EL_KAEFER;
605 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
611 Feld[x][y] = EL_FLIEGER;
612 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
618 Feld[x][y] = EL_BUTTERFLY;
619 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
625 Feld[x][y] = EL_FIREFLY;
626 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
632 Feld[x][y] = EL_PACMAN;
633 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
636 MovDir[x][y] = 1 << RND(4);
637 if (element != EL_KAEFER &&
638 element != EL_FLIEGER &&
639 element != EL_BUTTERFLY &&
640 element != EL_FIREFLY)
645 int x1 = x + xy[i][0];
646 int y1 = y + xy[i][1];
648 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
650 if (element == EL_KAEFER || element == EL_BUTTERFLY)
652 MovDir[x][y] = direction[0][i];
655 else if (element == EL_FLIEGER || element == EL_FIREFLY)
657 MovDir[x][y] = direction[1][i];
666 void InitAmoebaNr(int x, int y)
669 int group_nr = AmoebeNachbarNr(x, y);
673 for (i=1; i<MAX_NUM_AMOEBA; i++)
675 if (AmoebaCnt[i] == 0)
683 AmoebaNr[x][y] = group_nr;
684 AmoebaCnt[group_nr]++;
685 AmoebaCnt2[group_nr]++;
691 int bumplevel = FALSE;
693 if (local_player->MovPos)
696 local_player->LevelSolved = FALSE;
700 if (setup.sound_loops)
701 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
705 if (!setup.sound_loops)
706 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
707 if (TimeLeft && !(TimeLeft % 10))
708 RaiseScore(level.score[SC_ZEITBONUS]);
709 if (TimeLeft > 100 && !(TimeLeft % 10))
713 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
718 if (setup.sound_loops)
724 /* Hero disappears */
725 DrawLevelField(ExitX, ExitY);
731 CloseDoor(DOOR_CLOSE_1);
736 SaveTape(tape.level_nr); /* Ask to save tape */
739 if ((hi_pos = NewHiScore()) >= 0)
741 game_status = HALLOFFAME;
742 DrawHallOfFame(hi_pos);
743 if (bumplevel && TAPE_IS_EMPTY(tape))
748 game_status = MAINMENU;
749 if (bumplevel && TAPE_IS_EMPTY(tape))
764 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
765 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
768 for (k=0; k<MAX_SCORE_ENTRIES; k++)
770 if (local_player->score > highscore[k].Score)
772 /* player has made it to the hall of fame */
774 if (k < MAX_SCORE_ENTRIES - 1)
776 int m = MAX_SCORE_ENTRIES - 1;
779 for (l=k; l<MAX_SCORE_ENTRIES; l++)
780 if (!strcmp(setup.player_name, highscore[l].Name))
782 if (m == k) /* player's new highscore overwrites his old one */
788 strcpy(highscore[l].Name, highscore[l - 1].Name);
789 highscore[l].Score = highscore[l - 1].Score;
796 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
797 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
798 highscore[k].Score = local_player->score;
804 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
805 break; /* player already there with a higher score */
816 void InitMovingField(int x, int y, int direction)
818 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
819 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
821 MovDir[x][y] = direction;
822 MovDir[newx][newy] = direction;
823 if (Feld[newx][newy] == EL_LEERRAUM)
824 Feld[newx][newy] = EL_BLOCKED;
827 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
829 int direction = MovDir[x][y];
830 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
831 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
837 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
839 int oldx = x, oldy = y;
840 int direction = MovDir[x][y];
842 if (direction == MV_LEFT)
844 else if (direction == MV_RIGHT)
846 else if (direction == MV_UP)
848 else if (direction == MV_DOWN)
851 *comes_from_x = oldx;
852 *comes_from_y = oldy;
855 int MovingOrBlocked2Element(int x, int y)
857 int element = Feld[x][y];
859 if (element == EL_BLOCKED)
863 Blocked2Moving(x, y, &oldx, &oldy);
864 return Feld[oldx][oldy];
870 static void RemoveField(int x, int y)
872 Feld[x][y] = EL_LEERRAUM;
878 void RemoveMovingField(int x, int y)
880 int oldx = x, oldy = y, newx = x, newy = y;
882 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
887 Moving2Blocked(x, y, &newx, &newy);
888 if (Feld[newx][newy] != EL_BLOCKED)
891 else if (Feld[x][y] == EL_BLOCKED)
893 Blocked2Moving(x, y, &oldx, &oldy);
894 if (!IS_MOVING(oldx, oldy))
898 if (Feld[x][y] == EL_BLOCKED &&
899 (Store[oldx][oldy] == EL_MORAST_LEER ||
900 Store[oldx][oldy] == EL_SIEB_LEER ||
901 Store[oldx][oldy] == EL_SIEB2_LEER ||
902 Store[oldx][oldy] == EL_AMOEBE_NASS))
904 Feld[oldx][oldy] = Store[oldx][oldy];
905 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
908 Feld[oldx][oldy] = EL_LEERRAUM;
910 Feld[newx][newy] = EL_LEERRAUM;
911 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
912 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
914 DrawLevelField(oldx, oldy);
915 DrawLevelField(newx, newy);
918 void DrawDynamite(int x, int y)
920 int sx = SCREENX(x), sy = SCREENY(y);
921 int graphic = el2gfx(Feld[x][y]);
924 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
928 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
930 if (Feld[x][y] == EL_DYNAMIT)
932 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
937 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
942 DrawGraphicThruMask(sx, sy, graphic + phase);
944 DrawGraphic(sx, sy, graphic + phase);
947 void CheckDynamite(int x, int y)
949 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
954 if (!(MovDelay[x][y] % 12))
955 PlaySoundLevel(x, y, SND_ZISCH);
957 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
959 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
966 StopSound(SND_ZISCH);
970 void Explode(int ex, int ey, int phase, int mode)
973 int num_phase = 9, delay = 2;
974 int last_phase = num_phase * delay;
975 int half_phase = (num_phase / 2) * delay;
977 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
979 int center_element = Feld[ex][ey];
981 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
983 center_element = MovingOrBlocked2Element(ex, ey);
984 RemoveMovingField(ex, ey);
987 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
989 int element = Feld[x][y];
991 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
993 element = MovingOrBlocked2Element(x, y);
994 RemoveMovingField(x, y);
997 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
1000 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1004 if (element == EL_EXPLODING)
1005 element = Store2[x][y];
1007 if (IS_PLAYER(ex, ey))
1009 switch(StorePlayer[ex][ey])
1012 Store[x][y] = EL_EDELSTEIN_ROT;
1015 Store[x][y] = EL_EDELSTEIN;
1018 Store[x][y] = EL_EDELSTEIN_LILA;
1022 Store[x][y] = EL_EDELSTEIN_GELB;
1026 else if (center_element == EL_MAULWURF)
1027 Store[x][y] = EL_EDELSTEIN_ROT;
1028 else if (center_element == EL_PINGUIN)
1029 Store[x][y] = EL_EDELSTEIN_LILA;
1030 else if (center_element == EL_KAEFER)
1031 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1032 else if (center_element == EL_BUTTERFLY)
1033 Store[x][y] = EL_EDELSTEIN_BD;
1034 else if (center_element == EL_MAMPFER)
1035 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1036 else if (center_element == EL_AMOEBA2DIAM)
1037 Store[x][y] = level.amoebe_inhalt;
1038 else if (element == EL_ERZ_EDEL)
1039 Store[x][y] = EL_EDELSTEIN;
1040 else if (element == EL_ERZ_DIAM)
1041 Store[x][y] = EL_DIAMANT;
1042 else if (element == EL_ERZ_EDEL_BD)
1043 Store[x][y] = EL_EDELSTEIN_BD;
1044 else if (element == EL_ERZ_EDEL_GELB)
1045 Store[x][y] = EL_EDELSTEIN_GELB;
1046 else if (element == EL_ERZ_EDEL_ROT)
1047 Store[x][y] = EL_EDELSTEIN_ROT;
1048 else if (element == EL_ERZ_EDEL_LILA)
1049 Store[x][y] = EL_EDELSTEIN_LILA;
1050 else if (!IS_PFORTE(Store[x][y]))
1051 Store[x][y] = EL_LEERRAUM;
1053 if (x != ex || y != ey ||
1054 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1055 Store2[x][y] = element;
1057 if (AmoebaNr[x][y] &&
1058 (element == EL_AMOEBE_VOLL ||
1059 element == EL_AMOEBE_BD ||
1060 element == EL_AMOEBING))
1062 AmoebaCnt[AmoebaNr[x][y]]--;
1063 AmoebaCnt2[AmoebaNr[x][y]]--;
1066 Feld[x][y] = EL_EXPLODING;
1067 MovDir[x][y] = MovPos[x][y] = 0;
1073 if (center_element == EL_MAMPFER)
1074 MampferNr = (MampferNr + 1) % MampferMax;
1085 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1087 if (phase == half_phase)
1089 int element = Store2[x][y];
1091 if (IS_PLAYER(x, y))
1092 KillHero(PLAYERINFO(x, y));
1093 else if (IS_EXPLOSIVE(element))
1095 Feld[x][y] = Store2[x][y];
1099 else if (element == EL_AMOEBA2DIAM)
1100 AmoebeUmwandeln(x, y);
1103 if (phase == last_phase)
1107 element = Feld[x][y] = Store[x][y];
1108 Store[x][y] = Store2[x][y] = 0;
1109 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1110 InitField(x, y, FALSE);
1111 if (CAN_MOVE(element) || COULD_MOVE(element))
1113 DrawLevelField(x, y);
1115 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1118 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1120 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
1124 void DynaExplode(int ex, int ey)
1127 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1128 static int xy[4][2] =
1136 Store2[ex][ey] = 0; /* delete player information */
1138 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1142 for (j=1; j<=player->dynabomb_size; j++)
1144 int x = ex+j*xy[i%4][0];
1145 int y = ey+j*xy[i%4][1];
1148 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1151 element = Feld[x][y];
1152 Explode(x, y, EX_PHASE_START, EX_BORDER);
1154 if (element != EL_LEERRAUM &&
1155 element != EL_ERDREICH &&
1156 element != EL_EXPLODING &&
1157 !player->dynabomb_xl)
1162 player->dynabombs_left++;
1165 void Bang(int x, int y)
1167 int element = Feld[x][y];
1169 PlaySoundLevel(x, y, SND_ROAAAR);
1171 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1172 element = EL_LEERRAUM;
1184 RaiseScoreElement(element);
1185 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1188 case EL_DYNABOMB_NR:
1189 case EL_DYNABOMB_SZ:
1190 case EL_DYNABOMB_XL:
1197 Explode(x, y, EX_PHASE_START, EX_CENTER);
1200 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1205 void Blurb(int x, int y)
1207 int element = Feld[x][y];
1209 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1211 PlaySoundLevel(x, y, SND_BLURB);
1212 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1213 (!IN_LEV_FIELD(x-1, y-1) ||
1214 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1216 Feld[x-1][y] = EL_BLURB_LEFT;
1218 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1219 (!IN_LEV_FIELD(x+1, y-1) ||
1220 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1222 Feld[x+1][y] = EL_BLURB_RIGHT;
1227 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1229 if (!MovDelay[x][y]) /* initialize animation counter */
1232 if (MovDelay[x][y]) /* continue animation */
1235 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1236 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1238 if (!MovDelay[x][y])
1240 Feld[x][y] = EL_LEERRAUM;
1241 DrawLevelField(x, y);
1247 void Impact(int x, int y)
1249 boolean lastline = (y == lev_fieldy-1);
1250 boolean object_hit = FALSE;
1251 int element = Feld[x][y];
1254 if (!lastline) /* check if element below was hit */
1256 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1259 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1260 MovDir[x][y+1]!=MV_DOWN ||
1261 MovPos[x][y+1]<=TILEY/2));
1263 smashed = MovingOrBlocked2Element(x, y+1);
1266 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1272 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1278 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1280 if (object_hit && IS_PLAYER(x, y+1))
1281 KillHero(PLAYERINFO(x, y+1));
1282 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1286 Feld[x][y] = EL_AMOEBING;
1287 Store[x][y] = EL_AMOEBE_NASS;
1292 if (!lastline && object_hit) /* check which object was hit */
1294 if (CAN_CHANGE(element) &&
1295 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1298 int activated_magic_wall =
1299 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1301 /* activate magic wall / mill */
1303 for (y=0; y<lev_fieldy; y++)
1304 for (x=0; x<lev_fieldx; x++)
1305 if (Feld[x][y] == smashed)
1306 Feld[x][y] = activated_magic_wall;
1308 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1312 if (IS_PLAYER(x, y+1))
1314 KillHero(PLAYERINFO(x, y+1));
1317 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1322 else if (element == EL_EDELSTEIN_BD)
1324 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1330 else if (element == EL_FELSBROCKEN)
1332 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1333 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1338 else if (!IS_MOVING(x, y+1))
1340 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1345 else if (smashed == EL_KOKOSNUSS)
1347 Feld[x][y+1] = EL_CRACKINGNUT;
1348 PlaySoundLevel(x, y, SND_KNACK);
1349 RaiseScoreElement(EL_KOKOSNUSS);
1352 else if (smashed == EL_DIAMANT)
1354 Feld[x][y+1] = EL_LEERRAUM;
1355 PlaySoundLevel(x, y, SND_QUIRK);
1362 /* play sound of magic wall / mill */
1364 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1366 PlaySoundLevel(x, y, SND_QUIRK);
1370 /* play sound of object that hits the ground */
1371 if (lastline || object_hit)
1378 case EL_EDELSTEIN_BD:
1379 case EL_EDELSTEIN_GELB:
1380 case EL_EDELSTEIN_ROT:
1381 case EL_EDELSTEIN_LILA:
1388 case EL_FELSBROCKEN:
1392 case EL_SCHLUESSEL1:
1393 case EL_SCHLUESSEL2:
1394 case EL_SCHLUESSEL3:
1395 case EL_SCHLUESSEL4:
1408 PlaySoundLevel(x, y, sound);
1412 void TurnRound(int x, int y)
1424 { 0, 0 }, { 0, 0 }, { 0, 0 },
1429 int left, right, back;
1433 { MV_DOWN, MV_UP, MV_RIGHT },
1434 { MV_UP, MV_DOWN, MV_LEFT },
1436 { MV_LEFT, MV_RIGHT, MV_DOWN },
1437 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1438 { MV_RIGHT, MV_LEFT, MV_UP }
1441 int element = Feld[x][y];
1442 int old_move_dir = MovDir[x][y];
1443 int left_dir = turn[old_move_dir].left;
1444 int right_dir = turn[old_move_dir].right;
1445 int back_dir = turn[old_move_dir].back;
1447 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1448 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1449 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1450 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1452 int left_x = x+left_dx, left_y = y+left_dy;
1453 int right_x = x+right_dx, right_y = y+right_dy;
1454 int move_x = x+move_dx, move_y = y+move_dy;
1456 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1458 TestIfBadThingHitsOtherBadThing(x, y);
1460 if (IN_LEV_FIELD(right_x, right_y) &&
1461 IS_FREE_OR_PLAYER(right_x, right_y))
1462 MovDir[x][y] = right_dir;
1463 else if (!IN_LEV_FIELD(move_x, move_y) ||
1464 !IS_FREE_OR_PLAYER(move_x, move_y))
1465 MovDir[x][y] = left_dir;
1467 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1469 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1472 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1474 TestIfBadThingHitsOtherBadThing(x, y);
1476 if (IN_LEV_FIELD(left_x, left_y) &&
1477 IS_FREE_OR_PLAYER(left_x, left_y))
1478 MovDir[x][y] = left_dir;
1479 else if (!IN_LEV_FIELD(move_x, move_y) ||
1480 !IS_FREE_OR_PLAYER(move_x, move_y))
1481 MovDir[x][y] = right_dir;
1483 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1485 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1488 else if (element == EL_MAMPFER)
1490 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1492 if (IN_LEV_FIELD(left_x, left_y) &&
1493 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1494 Feld[left_x][left_y] == EL_DIAMANT))
1495 can_turn_left = TRUE;
1496 if (IN_LEV_FIELD(right_x, right_y) &&
1497 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1498 Feld[right_x][right_y] == EL_DIAMANT))
1499 can_turn_right = TRUE;
1501 if (can_turn_left && can_turn_right)
1502 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1503 else if (can_turn_left)
1504 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1505 else if (can_turn_right)
1506 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1508 MovDir[x][y] = back_dir;
1510 MovDelay[x][y] = 16+16*RND(3);
1512 else if (element == EL_MAMPFER2)
1514 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1516 if (IN_LEV_FIELD(left_x, left_y) &&
1517 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1518 IS_MAMPF2(Feld[left_x][left_y])))
1519 can_turn_left = TRUE;
1520 if (IN_LEV_FIELD(right_x, right_y) &&
1521 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1522 IS_MAMPF2(Feld[right_x][right_y])))
1523 can_turn_right = TRUE;
1525 if (can_turn_left && can_turn_right)
1526 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1527 else if (can_turn_left)
1528 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1529 else if (can_turn_right)
1530 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1532 MovDir[x][y] = back_dir;
1534 MovDelay[x][y] = 16+16*RND(3);
1536 else if (element == EL_PACMAN)
1538 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1540 if (IN_LEV_FIELD(left_x, left_y) &&
1541 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1542 IS_AMOEBOID(Feld[left_x][left_y])))
1543 can_turn_left = TRUE;
1544 if (IN_LEV_FIELD(right_x, right_y) &&
1545 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1546 IS_AMOEBOID(Feld[right_x][right_y])))
1547 can_turn_right = TRUE;
1549 if (can_turn_left && can_turn_right)
1550 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1551 else if (can_turn_left)
1552 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1553 else if (can_turn_right)
1554 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1556 MovDir[x][y] = back_dir;
1558 MovDelay[x][y] = 6+RND(40);
1560 else if (element == EL_SCHWEIN)
1562 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1563 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1564 boolean should_move_on = FALSE;
1566 int rnd = RND(rnd_value);
1568 if (IN_LEV_FIELD(left_x, left_y) &&
1569 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1570 can_turn_left = TRUE;
1571 if (IN_LEV_FIELD(right_x, right_y) &&
1572 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1573 can_turn_right = TRUE;
1574 if (IN_LEV_FIELD(move_x, move_y) &&
1575 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1578 if (can_turn_left &&
1580 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1581 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1582 should_turn_left = TRUE;
1583 if (can_turn_right &&
1585 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1586 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1587 should_turn_right = TRUE;
1589 (!can_turn_left || !can_turn_right ||
1590 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1591 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1592 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1593 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1594 should_move_on = TRUE;
1596 if (should_turn_left || should_turn_right || should_move_on)
1598 if (should_turn_left && should_turn_right && should_move_on)
1599 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1600 rnd < 2*rnd_value/3 ? right_dir :
1602 else if (should_turn_left && should_turn_right)
1603 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1604 else if (should_turn_left && should_move_on)
1605 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1606 else if (should_turn_right && should_move_on)
1607 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1608 else if (should_turn_left)
1609 MovDir[x][y] = left_dir;
1610 else if (should_turn_right)
1611 MovDir[x][y] = right_dir;
1612 else if (should_move_on)
1613 MovDir[x][y] = old_move_dir;
1615 else if (can_move_on && rnd > rnd_value/8)
1616 MovDir[x][y] = old_move_dir;
1617 else if (can_turn_left && can_turn_right)
1618 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1619 else if (can_turn_left && rnd > rnd_value/8)
1620 MovDir[x][y] = left_dir;
1621 else if (can_turn_right && rnd > rnd_value/8)
1622 MovDir[x][y] = right_dir;
1624 MovDir[x][y] = back_dir;
1626 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1627 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1628 MovDir[x][y] = old_move_dir;
1632 else if (element == EL_DRACHE)
1634 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1636 int rnd = RND(rnd_value);
1638 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1639 can_turn_left = TRUE;
1640 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1641 can_turn_right = TRUE;
1642 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1645 if (can_move_on && rnd > rnd_value/8)
1646 MovDir[x][y] = old_move_dir;
1647 else if (can_turn_left && can_turn_right)
1648 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1649 else if (can_turn_left && rnd > rnd_value/8)
1650 MovDir[x][y] = left_dir;
1651 else if (can_turn_right && rnd > rnd_value/8)
1652 MovDir[x][y] = right_dir;
1654 MovDir[x][y] = back_dir;
1656 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1657 MovDir[x][y] = old_move_dir;
1661 else if (element == EL_ROBOT || element == EL_SONDE ||
1662 element == EL_MAULWURF || element == EL_PINGUIN)
1664 int attr_x = -1, attr_y = -1;
1675 for (i=0; i<MAX_PLAYERS; i++)
1677 struct PlayerInfo *player = &stored_player[i];
1678 int jx = player->jx, jy = player->jy;
1680 if (!player->active || player->gone)
1683 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1691 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1697 if (element == EL_MAULWURF || element == EL_PINGUIN)
1700 static int xy[4][2] =
1710 int ex = x + xy[i%4][0];
1711 int ey = y + xy[i%4][1];
1713 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1722 MovDir[x][y] = MV_NO_MOVING;
1724 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1726 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1728 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1730 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1732 if (element == EL_ROBOT)
1736 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1737 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1738 Moving2Blocked(x, y, &newx, &newy);
1740 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1741 MovDelay[x][y] = 8+8*!RND(3);
1743 MovDelay[x][y] = 16;
1751 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1753 boolean first_horiz = RND(2);
1754 int new_move_dir = MovDir[x][y];
1757 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1758 Moving2Blocked(x, y, &newx, &newy);
1760 if (IN_LEV_FIELD(newx, newy) &&
1761 (IS_FREE(newx, newy) ||
1762 Feld[newx][newy] == EL_SALZSAEURE ||
1763 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1764 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1765 IS_MAMPF3(Feld[newx][newy])))))
1769 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1770 Moving2Blocked(x, y, &newx, &newy);
1772 if (IN_LEV_FIELD(newx, newy) &&
1773 (IS_FREE(newx, newy) ||
1774 Feld[newx][newy] == EL_SALZSAEURE ||
1775 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1776 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1777 IS_MAMPF3(Feld[newx][newy])))))
1780 MovDir[x][y] = old_move_dir;
1787 static boolean JustBeingPushed(int x, int y)
1791 for (i=0; i<MAX_PLAYERS; i++)
1793 struct PlayerInfo *player = &stored_player[i];
1795 if (player->active && !player->gone &&
1796 player->Pushing && player->MovPos)
1798 int next_jx = player->jx + (player->jx - player->last_jx);
1799 int next_jy = player->jy + (player->jy - player->last_jy);
1801 if (x == next_jx && y == next_jy)
1809 void StartMoving(int x, int y)
1811 int element = Feld[x][y];
1816 if (CAN_FALL(element) && y<lev_fieldy-1)
1818 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1819 if (JustBeingPushed(x, y))
1822 if (element == EL_MORAST_VOLL)
1824 if (IS_FREE(x, y+1))
1826 InitMovingField(x, y, MV_DOWN);
1827 Feld[x][y] = EL_FELSBROCKEN;
1828 Store[x][y] = EL_MORAST_LEER;
1830 else if (Feld[x][y+1] == EL_MORAST_LEER)
1832 if (!MovDelay[x][y])
1833 MovDelay[x][y] = TILEY + 1;
1842 Feld[x][y] = EL_MORAST_LEER;
1843 Feld[x][y+1] = EL_MORAST_VOLL;
1846 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1848 InitMovingField(x, y, MV_DOWN);
1849 Store[x][y] = EL_MORAST_VOLL;
1851 else if (element == EL_SIEB_VOLL)
1853 if (IS_FREE(x, y+1))
1855 InitMovingField(x, y, MV_DOWN);
1856 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1857 Store[x][y] = EL_SIEB_LEER;
1859 else if (Feld[x][y+1] == EL_SIEB_LEER)
1861 if (!MovDelay[x][y])
1862 MovDelay[x][y] = TILEY/4 + 1;
1871 Feld[x][y] = EL_SIEB_LEER;
1872 Feld[x][y+1] = EL_SIEB_VOLL;
1873 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1877 else if (element == EL_SIEB2_VOLL)
1879 if (IS_FREE(x, y+1))
1881 InitMovingField(x, y, MV_DOWN);
1882 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1883 Store[x][y] = EL_SIEB2_LEER;
1885 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1887 if (!MovDelay[x][y])
1888 MovDelay[x][y] = TILEY/4 + 1;
1897 Feld[x][y] = EL_SIEB2_LEER;
1898 Feld[x][y+1] = EL_SIEB2_VOLL;
1899 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1903 else if (CAN_CHANGE(element) &&
1904 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1906 InitMovingField(x, y, MV_DOWN);
1908 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1909 Store2[x][y+1] = element;
1911 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1914 InitMovingField(x, y, MV_DOWN);
1915 Store[x][y] = EL_SALZSAEURE;
1917 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1921 else if (IS_FREE(x, y+1))
1923 InitMovingField(x, y, MV_DOWN);
1925 else if (element == EL_TROPFEN)
1927 Feld[x][y] = EL_AMOEBING;
1928 Store[x][y] = EL_AMOEBE_NASS;
1930 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1932 boolean left = (x>0 && IS_FREE(x-1, y) &&
1933 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1934 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1935 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1939 if (left && right && game_emulation != EMU_BOULDERDASH)
1940 left = !(right = RND(2));
1942 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1946 else if (CAN_MOVE(element))
1950 if (element == EL_SONDE && JustBeingPushed(x, y))
1953 if (!MovDelay[x][y]) /* start new movement phase */
1955 /* all objects that can change their move direction after each step */
1956 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1958 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1961 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1962 DrawLevelField(x, y);
1966 if (MovDelay[x][y]) /* wait some time before next movement */
1970 if (element == EL_ROBOT || element == EL_MAMPFER ||
1971 element == EL_MAMPFER2)
1973 int phase = MovDelay[x][y] % 8;
1978 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1979 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1981 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1982 && MovDelay[x][y]%4 == 3)
1983 PlaySoundLevel(x, y, SND_NJAM);
1985 else if (element == EL_DRACHE)
1988 int dir = MovDir[x][y];
1989 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1990 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1991 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1992 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1993 dir == MV_UP ? GFX_FLAMMEN_UP :
1994 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1995 int phase = FrameCounter % 2;
1997 for (i=1; i<=3; i++)
1999 int xx = x + i*dx, yy = y + i*dy;
2000 int sx = SCREENX(xx), sy = SCREENY(yy);
2002 if (!IN_LEV_FIELD(xx, yy) ||
2003 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2008 int flamed = MovingOrBlocked2Element(xx, yy);
2010 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2013 RemoveMovingField(xx, yy);
2015 Feld[xx][yy] = EL_BURNING;
2016 if (IN_SCR_FIELD(sx, sy))
2017 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2021 if (Feld[xx][yy] == EL_BURNING)
2022 Feld[xx][yy] = EL_LEERRAUM;
2023 DrawLevelField(xx, yy);
2032 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2034 PlaySoundLevel(x, y, SND_KLAPPER);
2036 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2038 PlaySoundLevel(x, y, SND_ROEHR);
2041 /* now make next step */
2043 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2045 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2047 /* enemy got the player */
2049 KillHero(PLAYERINFO(newx, newy));
2052 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2053 element == EL_ROBOT || element == EL_SONDE) &&
2054 IN_LEV_FIELD(newx, newy) &&
2055 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2058 Store[x][y] = EL_SALZSAEURE;
2060 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2061 IN_LEV_FIELD(newx, newy))
2063 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2065 Feld[x][y] = EL_LEERRAUM;
2066 DrawLevelField(x, y);
2068 PlaySoundLevel(newx, newy, SND_BUING);
2069 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2070 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2072 local_player->friends_still_needed--;
2073 if (!local_player->friends_still_needed &&
2074 !local_player->GameOver && AllPlayersGone)
2075 local_player->LevelSolved = local_player->GameOver = TRUE;
2079 else if (IS_MAMPF3(Feld[newx][newy]))
2081 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2082 DrawLevelField(newx, newy);
2084 MovDir[x][y] = MV_NO_MOVING;
2086 else if (!IS_FREE(newx, newy))
2088 if (IS_PLAYER(x, y))
2089 DrawPlayerField(x, y);
2091 DrawLevelField(x, y);
2095 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2097 if (IS_GEM(Feld[newx][newy]))
2099 if (IS_MOVING(newx, newy))
2100 RemoveMovingField(newx, newy);
2103 Feld[newx][newy] = EL_LEERRAUM;
2104 DrawLevelField(newx, newy);
2107 else if (!IS_FREE(newx, newy))
2109 if (IS_PLAYER(x, y))
2110 DrawPlayerField(x, y);
2112 DrawLevelField(x, y);
2116 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2118 if (!IS_FREE(newx, newy))
2120 if (IS_PLAYER(x, y))
2121 DrawPlayerField(x, y);
2123 DrawLevelField(x, y);
2128 boolean wanna_flame = !RND(10);
2129 int dx = newx - x, dy = newy - y;
2130 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2131 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2132 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2133 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2134 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2135 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2137 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2138 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2139 element1 != EL_BURNING && element2 != EL_BURNING)
2141 if (IS_PLAYER(x, y))
2142 DrawPlayerField(x, y);
2144 DrawLevelField(x, y);
2146 MovDelay[x][y] = 50;
2147 Feld[newx][newy] = EL_BURNING;
2148 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2149 Feld[newx1][newy1] = EL_BURNING;
2150 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2151 Feld[newx2][newy2] = EL_BURNING;
2156 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2157 Feld[newx][newy] == EL_DIAMANT)
2159 if (IS_MOVING(newx, newy))
2160 RemoveMovingField(newx, newy);
2163 Feld[newx][newy] = EL_LEERRAUM;
2164 DrawLevelField(newx, newy);
2167 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2168 IS_MAMPF2(Feld[newx][newy]))
2170 if (AmoebaNr[newx][newy])
2172 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2173 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2174 Feld[newx][newy] == EL_AMOEBE_BD)
2175 AmoebaCnt[AmoebaNr[newx][newy]]--;
2178 if (IS_MOVING(newx, newy))
2179 RemoveMovingField(newx, newy);
2182 Feld[newx][newy] = EL_LEERRAUM;
2183 DrawLevelField(newx, newy);
2186 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2187 IS_AMOEBOID(Feld[newx][newy]))
2189 if (AmoebaNr[newx][newy])
2191 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2192 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2193 Feld[newx][newy] == EL_AMOEBE_BD)
2194 AmoebaCnt[AmoebaNr[newx][newy]]--;
2197 Feld[newx][newy] = EL_LEERRAUM;
2198 DrawLevelField(newx, newy);
2200 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2202 /* object was running against a wall */
2206 if (element == EL_KAEFER || element == EL_FLIEGER)
2207 DrawLevelField(x, y);
2208 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2209 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2210 else if (element == EL_SONDE)
2211 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2216 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2217 PlaySoundLevel(x, y, SND_SCHLURF);
2219 InitMovingField(x, y, MovDir[x][y]);
2223 ContinueMoving(x, y);
2226 void ContinueMoving(int x, int y)
2228 int element = Feld[x][y];
2229 int direction = MovDir[x][y];
2230 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2231 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2232 int horiz_move = (dx!=0);
2233 int newx = x + dx, newy = y + dy;
2234 int step = (horiz_move ? dx : dy) * TILEX/8;
2236 if (CAN_FALL(element) && horiz_move)
2238 else if (element == EL_TROPFEN)
2240 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2243 MovPos[x][y] += step;
2245 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2247 Feld[x][y] = EL_LEERRAUM;
2248 Feld[newx][newy] = element;
2250 if (Store[x][y] == EL_MORAST_VOLL)
2253 Feld[newx][newy] = EL_MORAST_VOLL;
2254 element = EL_MORAST_VOLL;
2256 else if (Store[x][y] == EL_MORAST_LEER)
2259 Feld[x][y] = EL_MORAST_LEER;
2261 else if (Store[x][y] == EL_SIEB_VOLL)
2264 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2266 else if (Store[x][y] == EL_SIEB_LEER)
2268 Store[x][y] = Store2[x][y] = 0;
2269 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2271 else if (Store[x][y] == EL_SIEB2_VOLL)
2274 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2276 else if (Store[x][y] == EL_SIEB2_LEER)
2278 Store[x][y] = Store2[x][y] = 0;
2279 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2281 else if (Store[x][y] == EL_SALZSAEURE)
2284 Feld[newx][newy] = EL_SALZSAEURE;
2285 element = EL_SALZSAEURE;
2287 else if (Store[x][y] == EL_AMOEBE_NASS)
2290 Feld[x][y] = EL_AMOEBE_NASS;
2293 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2294 MovDelay[newx][newy] = 0;
2296 if (!CAN_MOVE(element))
2297 MovDir[newx][newy] = 0;
2299 DrawLevelField(x, y);
2300 DrawLevelField(newx, newy);
2302 Stop[newx][newy] = TRUE;
2303 JustHit[x][newy] = 3;
2305 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2307 TestIfBadThingHitsHero(newx, newy);
2308 TestIfBadThingHitsFriend(newx, newy);
2309 TestIfBadThingHitsOtherBadThing(newx, newy);
2311 else if (element == EL_PINGUIN)
2312 TestIfFriendHitsBadThing(newx, newy);
2314 if (CAN_SMASH(element) && direction == MV_DOWN &&
2315 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2318 else /* still moving on */
2319 DrawLevelField(x, y);
2322 int AmoebeNachbarNr(int ax, int ay)
2325 int element = Feld[ax][ay];
2327 static int xy[4][2] =
2337 int x = ax + xy[i][0];
2338 int y = ay + xy[i][1];
2340 if (!IN_LEV_FIELD(x, y))
2343 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2344 group_nr = AmoebaNr[x][y];
2350 void AmoebenVereinigen(int ax, int ay)
2352 int i, x, y, xx, yy;
2353 int new_group_nr = AmoebaNr[ax][ay];
2354 static int xy[4][2] =
2362 if (new_group_nr == 0)
2370 if (!IN_LEV_FIELD(x, y))
2373 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2374 Feld[x][y] == EL_AMOEBE_BD ||
2375 Feld[x][y] == EL_AMOEBE_TOT) &&
2376 AmoebaNr[x][y] != new_group_nr)
2378 int old_group_nr = AmoebaNr[x][y];
2380 if (old_group_nr == 0)
2383 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2384 AmoebaCnt[old_group_nr] = 0;
2385 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2386 AmoebaCnt2[old_group_nr] = 0;
2388 for (yy=0; yy<lev_fieldy; yy++)
2390 for (xx=0; xx<lev_fieldx; xx++)
2392 if (AmoebaNr[xx][yy] == old_group_nr)
2393 AmoebaNr[xx][yy] = new_group_nr;
2400 void AmoebeUmwandeln(int ax, int ay)
2404 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2406 int group_nr = AmoebaNr[ax][ay];
2411 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2412 printf("AmoebeUmwandeln(): This should never happen!\n");
2417 for (y=0; y<lev_fieldy; y++)
2419 for (x=0; x<lev_fieldx; x++)
2421 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2424 Feld[x][y] = EL_AMOEBA2DIAM;
2432 static int xy[4][2] =
2445 if (!IN_LEV_FIELD(x, y))
2448 if (Feld[x][y] == EL_AMOEBA2DIAM)
2454 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2457 int group_nr = AmoebaNr[ax][ay];
2458 boolean done = FALSE;
2463 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2464 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2469 for (y=0; y<lev_fieldy; y++)
2471 for (x=0; x<lev_fieldx; x++)
2473 if (AmoebaNr[x][y] == group_nr &&
2474 (Feld[x][y] == EL_AMOEBE_TOT ||
2475 Feld[x][y] == EL_AMOEBE_BD ||
2476 Feld[x][y] == EL_AMOEBING))
2479 Feld[x][y] = new_element;
2480 InitField(x, y, FALSE);
2481 DrawLevelField(x, y);
2488 PlaySoundLevel(ax, ay,
2489 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2492 void AmoebeWaechst(int x, int y)
2494 static unsigned long sound_delay = 0;
2495 static unsigned long sound_delay_value = 0;
2497 if (!MovDelay[x][y]) /* start new growing cycle */
2501 if (DelayReached(&sound_delay, sound_delay_value))
2503 PlaySoundLevel(x, y, SND_AMOEBE);
2504 sound_delay_value = 30;
2508 if (MovDelay[x][y]) /* wait some time before growing bigger */
2511 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2512 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2514 if (!MovDelay[x][y])
2516 Feld[x][y] = Store[x][y];
2518 DrawLevelField(x, y);
2523 void AmoebeAbleger(int ax, int ay)
2526 int element = Feld[ax][ay];
2527 int newax = ax, neway = ay;
2528 static int xy[4][2] =
2536 if (!level.tempo_amoebe)
2538 Feld[ax][ay] = EL_AMOEBE_TOT;
2539 DrawLevelField(ax, ay);
2543 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2544 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2546 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2549 if (MovDelay[ax][ay])
2553 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2556 int x = ax + xy[start][0];
2557 int y = ay + xy[start][1];
2559 if (!IN_LEV_FIELD(x, y))
2562 if (IS_FREE(x, y) ||
2563 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2569 if (newax == ax && neway == ay)
2572 else /* normal or "filled" (BD style) amoeba */
2575 boolean waiting_for_player = FALSE;
2579 int j = (start + i) % 4;
2580 int x = ax + xy[j][0];
2581 int y = ay + xy[j][1];
2583 if (!IN_LEV_FIELD(x, y))
2586 if (IS_FREE(x, y) ||
2587 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2593 else if (IS_PLAYER(x, y))
2594 waiting_for_player = TRUE;
2597 if (newax == ax && neway == ay) /* amoeba cannot grow */
2599 if (i == 4 && !waiting_for_player)
2601 Feld[ax][ay] = EL_AMOEBE_TOT;
2602 DrawLevelField(ax, ay);
2603 AmoebaCnt[AmoebaNr[ax][ay]]--;
2605 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2607 if (element == EL_AMOEBE_VOLL)
2608 AmoebeUmwandeln(ax, ay);
2609 else if (element == EL_AMOEBE_BD)
2610 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2615 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2617 /* amoeba gets larger by growing in some direction */
2619 int new_group_nr = AmoebaNr[ax][ay];
2622 if (new_group_nr == 0)
2624 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2625 printf("AmoebeAbleger(): This should never happen!\n");
2630 AmoebaNr[newax][neway] = new_group_nr;
2631 AmoebaCnt[new_group_nr]++;
2632 AmoebaCnt2[new_group_nr]++;
2634 /* if amoeba touches other amoeba(s) after growing, unify them */
2635 AmoebenVereinigen(newax, neway);
2637 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2639 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2645 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2646 (neway == lev_fieldy - 1 && newax != ax))
2648 Feld[newax][neway] = EL_AMOEBING;
2649 Store[newax][neway] = element;
2651 else if (neway == ay)
2652 Feld[newax][neway] = EL_TROPFEN;
2655 InitMovingField(ax, ay, MV_DOWN);
2656 Feld[ax][ay] = EL_TROPFEN;
2657 Store[ax][ay] = EL_AMOEBE_NASS;
2658 ContinueMoving(ax, ay);
2662 DrawLevelField(newax, neway);
2665 void Life(int ax, int ay)
2668 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2670 int element = Feld[ax][ay];
2675 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2676 MovDelay[ax][ay] = life_time;
2678 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2681 if (MovDelay[ax][ay])
2685 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2687 int xx = ax+x1, yy = ay+y1;
2690 if (!IN_LEV_FIELD(xx, yy))
2693 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2695 int x = xx+x2, y = yy+y2;
2697 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2700 if (((Feld[x][y] == element ||
2701 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2703 (IS_FREE(x, y) && Stop[x][y]))
2707 if (xx == ax && yy == ay) /* field in the middle */
2709 if (nachbarn<life[0] || nachbarn>life[1])
2711 Feld[xx][yy] = EL_LEERRAUM;
2713 DrawLevelField(xx, yy);
2714 Stop[xx][yy] = TRUE;
2717 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2718 { /* free border field */
2719 if (nachbarn>=life[2] && nachbarn<=life[3])
2721 Feld[xx][yy] = element;
2722 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2724 DrawLevelField(xx, yy);
2725 Stop[xx][yy] = TRUE;
2731 void Ablenk(int x, int y)
2733 if (!MovDelay[x][y]) /* next animation frame */
2734 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2736 if (MovDelay[x][y]) /* wait some time before next frame */
2741 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2742 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2743 if (!(MovDelay[x][y]%4))
2744 PlaySoundLevel(x, y, SND_MIEP);
2749 Feld[x][y] = EL_ABLENK_AUS;
2750 DrawLevelField(x, y);
2751 if (ZX == x && ZY == y)
2755 void Birne(int x, int y)
2757 if (!MovDelay[x][y]) /* next animation frame */
2758 MovDelay[x][y] = 800;
2760 if (MovDelay[x][y]) /* wait some time before next frame */
2765 if (!(MovDelay[x][y]%5))
2767 if (!(MovDelay[x][y]%10))
2768 Feld[x][y]=EL_ABLENK_EIN;
2770 Feld[x][y]=EL_ABLENK_AUS;
2771 DrawLevelField(x, y);
2772 Feld[x][y]=EL_ABLENK_EIN;
2778 Feld[x][y]=EL_ABLENK_AUS;
2779 DrawLevelField(x, y);
2780 if (ZX == x && ZY == y)
2784 void Blubber(int x, int y)
2786 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2787 DrawLevelField(x, y-1);
2789 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2792 void NussKnacken(int x, int y)
2794 if (!MovDelay[x][y]) /* next animation frame */
2797 if (MovDelay[x][y]) /* wait some time before next frame */
2800 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2801 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2803 if (!MovDelay[x][y])
2805 Feld[x][y] = EL_EDELSTEIN;
2806 DrawLevelField(x, y);
2811 void SiebAktivieren(int x, int y, int typ)
2813 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2815 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2818 void AusgangstuerPruefen(int x, int y)
2820 if (!local_player->gems_still_needed &&
2821 !local_player->sokobanfields_still_needed &&
2822 !local_player->lights_still_needed)
2824 Feld[x][y] = EL_AUSGANG_ACT;
2826 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2827 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2828 y < LEVELY(BY1) ? LEVELY(BY1) :
2829 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2834 void AusgangstuerOeffnen(int x, int y)
2838 if (!MovDelay[x][y]) /* next animation frame */
2839 MovDelay[x][y] = 5*delay;
2841 if (MovDelay[x][y]) /* wait some time before next frame */
2846 tuer = MovDelay[x][y]/delay;
2847 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2848 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2850 if (!MovDelay[x][y])
2852 Feld[x][y] = EL_AUSGANG_AUF;
2853 DrawLevelField(x, y);
2858 void AusgangstuerBlinken(int x, int y)
2860 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2863 void EdelsteinFunkeln(int x, int y)
2865 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2868 if (Feld[x][y] == EL_EDELSTEIN_BD)
2869 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2872 if (!MovDelay[x][y]) /* next animation frame */
2873 MovDelay[x][y] = 11 * !SimpleRND(500);
2875 if (MovDelay[x][y]) /* wait some time before next frame */
2879 if (setup.direct_draw && MovDelay[x][y])
2880 SetDrawtoField(DRAW_BUFFERED);
2882 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2886 int phase = (MovDelay[x][y]-1)/2;
2891 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2893 if (setup.direct_draw)
2897 dest_x = FX + SCREENX(x)*TILEX;
2898 dest_y = FY + SCREENY(y)*TILEY;
2900 XCopyArea(display, drawto_field, window, gc,
2901 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2902 SetDrawtoField(DRAW_DIRECT);
2909 void MauerWaechst(int x, int y)
2913 if (!MovDelay[x][y]) /* next animation frame */
2914 MovDelay[x][y] = 3*delay;
2916 if (MovDelay[x][y]) /* wait some time before next frame */
2921 phase = 2-MovDelay[x][y]/delay;
2922 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2923 DrawGraphic(SCREENX(x), SCREENY(y),
2924 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2925 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2926 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2927 GFX_MAUER_DOWN ) + phase);
2929 if (!MovDelay[x][y])
2931 if (MovDir[x][y] == MV_LEFT)
2933 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2934 DrawLevelField(x-1, y);
2936 else if (MovDir[x][y] == MV_RIGHT)
2938 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2939 DrawLevelField(x+1, y);
2941 else if (MovDir[x][y] == MV_UP)
2943 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2944 DrawLevelField(x, y-1);
2948 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2949 DrawLevelField(x, y+1);
2952 Feld[x][y] = Store[x][y];
2954 MovDir[x][y] = MV_NO_MOVING;
2955 DrawLevelField(x, y);
2960 void MauerAbleger(int ax, int ay)
2962 int element = Feld[ax][ay];
2963 boolean oben_frei = FALSE, unten_frei = FALSE;
2964 boolean links_frei = FALSE, rechts_frei = FALSE;
2965 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2966 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2968 if (!MovDelay[ax][ay]) /* start building new wall */
2969 MovDelay[ax][ay] = 6;
2971 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2974 if (MovDelay[ax][ay])
2978 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2980 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2982 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2984 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2987 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2991 Feld[ax][ay-1] = EL_MAUERND;
2992 Store[ax][ay-1] = element;
2993 MovDir[ax][ay-1] = MV_UP;
2994 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
2995 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
2999 Feld[ax][ay+1] = EL_MAUERND;
3000 Store[ax][ay+1] = element;
3001 MovDir[ax][ay+1] = MV_DOWN;
3002 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3003 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3007 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3008 element == EL_MAUER_LEBT)
3012 Feld[ax-1][ay] = EL_MAUERND;
3013 Store[ax-1][ay] = element;
3014 MovDir[ax-1][ay] = MV_LEFT;
3015 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3016 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3020 Feld[ax+1][ay] = EL_MAUERND;
3021 Store[ax+1][ay] = element;
3022 MovDir[ax+1][ay] = MV_RIGHT;
3023 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3024 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3028 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3029 DrawLevelField(ax, ay);
3031 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3033 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3034 unten_massiv = TRUE;
3035 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3036 links_massiv = TRUE;
3037 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3038 rechts_massiv = TRUE;
3040 if (((oben_massiv && unten_massiv) ||
3041 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3042 ((links_massiv && rechts_massiv) ||
3043 element == EL_MAUER_Y))
3044 Feld[ax][ay] = EL_MAUERWERK;
3047 void CheckForDragon(int x, int y)
3050 boolean dragon_found = FALSE;
3051 static int xy[4][2] =
3063 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3065 if (IN_LEV_FIELD(xx, yy) &&
3066 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3068 if (Feld[xx][yy] == EL_DRACHE)
3069 dragon_found = TRUE;
3082 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3084 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3086 Feld[xx][yy] = EL_LEERRAUM;
3087 DrawLevelField(xx, yy);
3096 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3098 static byte stored_player_action[MAX_PLAYERS];
3099 static int num_stored_actions = 0;
3100 static boolean save_tape_entry = FALSE;
3101 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3102 int jx = player->jx, jy = player->jy;
3103 int left = player_action & JOY_LEFT;
3104 int right = player_action & JOY_RIGHT;
3105 int up = player_action & JOY_UP;
3106 int down = player_action & JOY_DOWN;
3107 int button1 = player_action & JOY_BUTTON_1;
3108 int button2 = player_action & JOY_BUTTON_2;
3109 int dx = (left ? -1 : right ? 1 : 0);
3110 int dy = (up ? -1 : down ? 1 : 0);
3112 stored_player_action[player->index_nr] = 0;
3113 num_stored_actions++;
3115 if (!player->active || player->gone || tape.pausing)
3120 save_tape_entry = TRUE;
3121 player->frame_reset_delay = 0;
3124 snapped = SnapField(player, dx, dy);
3128 bombed = PlaceBomb(player);
3129 moved = MoveFigure(player, dx, dy);
3132 if (tape.recording && (moved || snapped || bombed))
3134 if (bombed && !moved)
3135 player_action &= JOY_BUTTON;
3137 stored_player_action[player->index_nr] = player_action;
3140 /* this allows cycled sequences of PlayerActions() */
3141 if (num_stored_actions >= MAX_PLAYERS)
3143 TapeRecordAction(stored_player_action);
3144 num_stored_actions = 0;
3149 else if (tape.playing && snapped)
3150 SnapField(player, 0, 0); /* stop snapping */
3154 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3155 SnapField(player, 0, 0);
3156 if (++player->frame_reset_delay > MoveSpeed)
3160 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3162 TapeRecordAction(stored_player_action);
3163 num_stored_actions = 0;
3164 save_tape_entry = FALSE;
3167 if (tape.playing && !tape.pausing && !player_action &&
3168 tape.counter < tape.length)
3171 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3173 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3174 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3176 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3178 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3180 int el = Feld[jx+dx][jy];
3181 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3183 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3185 player->MovDir = next_joy;
3186 player->Frame = FrameCounter % 4;
3187 player->Pushing = TRUE;
3196 static unsigned long action_delay = 0;
3197 unsigned long action_delay_value;
3198 int sieb_x = 0, sieb_y = 0;
3199 int i, x, y, element;
3200 byte *recorded_player_action;
3201 byte summarized_player_action = 0;
3203 if (game_status != PLAYING)
3206 action_delay_value =
3207 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3210 if (tape.playing && tape.fast_forward)
3214 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3220 /* main game synchronization point */
3226 WaitUntilDelayReached(&action_delay, action_delay_value);
3229 while (!DelayReached(&action_delay, action_delay_value))
3233 sprintf(buf, "%ld %ld %ld",
3234 Counter(), action_delay, action_delay_value);
3237 print_debug("done");
3244 if (network_playing && !network_player_action_received)
3248 printf("DEBUG: try to get network player actions in time\n");
3253 /* last chance to get network player actions without main loop delay */
3257 if (game_status != PLAYING)
3260 if (!network_player_action_received)
3264 printf("DEBUG: failed to get network player actions in time\n");
3273 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3275 else if (tape.recording)
3284 else if (tape.recording)
3287 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3289 for (i=0; i<MAX_PLAYERS; i++)
3291 summarized_player_action |= stored_player[i].action;
3293 if (!network_playing)
3294 stored_player[i].effective_action = stored_player[i].action;
3298 if (network_playing)
3299 SendToServer_MovePlayer(summarized_player_action);
3302 if (!options.network && !setup.team_mode)
3303 local_player->effective_action = summarized_player_action;
3305 for (i=0; i<MAX_PLAYERS; i++)
3307 int actual_player_action = stored_player[i].effective_action;
3309 if (recorded_player_action)
3310 actual_player_action = recorded_player_action[i];
3312 PlayerActions(&stored_player[i], actual_player_action);
3313 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3316 network_player_action_received = FALSE;
3318 ScrollScreen(NULL, SCROLL_GO_ON);
3322 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3324 else if (tape.recording)
3334 if (TimeFrames == 0 && !local_player->gone)
3336 extern unsigned int last_RND();
3338 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3339 level.time - TimeLeft,
3341 getStateCheckSum(level.time - TimeLeft));
3350 if (GameFrameDelay >= 500)
3351 printf("FrameCounter == %d\n", FrameCounter);
3362 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3365 if (JustHit[x][y]>0)
3369 if (IS_BLOCKED(x, y))
3373 Blocked2Moving(x, y, &oldx, &oldy);
3374 if (!IS_MOVING(oldx, oldy))
3376 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3377 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3378 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3379 printf("GameActions(): This should never happen!\n");
3385 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3387 element = Feld[x][y];
3389 if (IS_INACTIVE(element))
3392 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3396 if (IS_GEM(element))
3397 EdelsteinFunkeln(x, y);
3399 else if (IS_MOVING(x, y))
3400 ContinueMoving(x, y);
3401 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3402 CheckDynamite(x, y);
3403 else if (element == EL_EXPLODING)
3404 Explode(x, y, Frame[x][y], EX_NORMAL);
3405 else if (element == EL_AMOEBING)
3406 AmoebeWaechst(x, y);
3407 else if (IS_AMOEBALIVE(element))
3408 AmoebeAbleger(x, y);
3409 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3411 else if (element == EL_ABLENK_EIN)
3413 else if (element == EL_SALZSAEURE)
3415 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3417 else if (element == EL_CRACKINGNUT)
3419 else if (element == EL_AUSGANG_ZU)
3420 AusgangstuerPruefen(x, y);
3421 else if (element == EL_AUSGANG_ACT)
3422 AusgangstuerOeffnen(x, y);
3423 else if (element == EL_AUSGANG_AUF)
3424 AusgangstuerBlinken(x, y);
3425 else if (element == EL_MAUERND)
3427 else if (element == EL_MAUER_LEBT ||
3428 element == EL_MAUER_X ||
3429 element == EL_MAUER_Y ||
3430 element == EL_MAUER_XY)
3432 else if (element == EL_BURNING)
3433 CheckForDragon(x, y);
3437 boolean sieb = FALSE;
3438 int jx = local_player->jx, jy = local_player->jy;
3440 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3441 Store[x][y] == EL_SIEB_LEER)
3443 SiebAktivieren(x, y, 1);
3446 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3447 Store[x][y] == EL_SIEB2_LEER)
3449 SiebAktivieren(x, y, 2);
3453 /* play the element sound at the position nearest to the player */
3454 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3464 if (!(SiebCount % 4))
3465 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3472 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3474 element = Feld[x][y];
3475 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3477 Feld[x][y] = EL_SIEB_TOT;
3478 DrawLevelField(x, y);
3480 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3482 Feld[x][y] = EL_SIEB2_TOT;
3483 DrawLevelField(x, y);
3492 if (TimeLeft > 0 && TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3497 if (tape.recording || tape.playing)
3498 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3501 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3503 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3506 for (i=0; i<MAX_PLAYERS; i++)
3507 KillHero(&stored_player[i]);
3513 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3515 int min_x = x, min_y = y, max_x = x, max_y = y;
3518 for (i=0; i<MAX_PLAYERS; i++)
3520 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3522 if (!stored_player[i].active || stored_player[i].gone ||
3523 &stored_player[i] == player)
3526 min_x = MIN(min_x, jx);
3527 min_y = MIN(min_y, jy);
3528 max_x = MAX(max_x, jx);
3529 max_y = MAX(max_y, jy);
3532 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3535 static boolean AllPlayersInVisibleScreen()
3539 for (i=0; i<MAX_PLAYERS; i++)
3541 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3543 if (!stored_player[i].active || stored_player[i].gone)
3546 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3553 void ScrollLevel(int dx, int dy)
3555 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3558 XCopyArea(display, drawto_field, drawto_field, gc,
3559 FX + TILEX*(dx == -1) - softscroll_offset,
3560 FY + TILEY*(dy == -1) - softscroll_offset,
3561 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3562 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3563 FX + TILEX*(dx == 1) - softscroll_offset,
3564 FY + TILEY*(dy == 1) - softscroll_offset);
3568 x = (dx == 1 ? BX1 : BX2);
3569 for (y=BY1; y<=BY2; y++)
3570 DrawScreenField(x, y);
3574 y = (dy == 1 ? BY1 : BY2);
3575 for (x=BX1; x<=BX2; x++)
3576 DrawScreenField(x, y);
3579 redraw_mask |= REDRAW_FIELD;
3582 boolean MoveFigureOneStep(struct PlayerInfo *player,
3583 int dx, int dy, int real_dx, int real_dy)
3585 int jx = player->jx, jy = player->jy;
3586 int new_jx = jx+dx, new_jy = jy+dy;
3590 if (player->gone || (!dx && !dy))
3591 return MF_NO_ACTION;
3593 player->MovDir = (dx < 0 ? MV_LEFT :
3596 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3598 if (!IN_LEV_FIELD(new_jx, new_jy))
3599 return MF_NO_ACTION;
3601 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3602 return MF_NO_ACTION;
3604 element = MovingOrBlocked2Element(new_jx, new_jy);
3606 if (DONT_GO_TO(element))
3608 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3611 Feld[jx][jy] = EL_SPIELFIGUR;
3612 InitMovingField(jx, jy, MV_DOWN);
3613 Store[jx][jy] = EL_SALZSAEURE;
3614 ContinueMoving(jx, jy);
3623 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3624 if (can_move != MF_MOVING)
3627 StorePlayer[jx][jy] = 0;
3628 player->last_jx = jx;
3629 player->last_jy = jy;
3630 jx = player->jx = new_jx;
3631 jy = player->jy = new_jy;
3632 StorePlayer[jx][jy] = player->element_nr;
3634 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3636 ScrollFigure(player, SCROLL_INIT);
3641 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3643 int jx = player->jx, jy = player->jy;
3644 int old_jx = jx, old_jy = jy;
3645 int moved = MF_NO_ACTION;
3647 if (player->gone || (!dx && !dy))
3650 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3655 /* should only happen if pre-1.2 tape recordings are played */
3656 /* this is only for backward compatibility */
3658 int old_move_speed = MoveSpeed;
3661 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3664 /* scroll remaining steps with finest movement resolution */
3667 while (player->MovPos)
3669 ScrollFigure(player, SCROLL_GO_ON);
3670 ScrollScreen(NULL, SCROLL_GO_ON);
3676 MoveSpeed = old_move_speed;
3679 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3681 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3682 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3686 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3687 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3693 if (moved & MF_MOVING && !ScreenMovPos &&
3694 (player == local_player || !options.network))
3696 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3697 int offset = (setup.scroll_delay ? 3 : 0);
3699 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3701 /* actual player has left the screen -- scroll in that direction */
3702 if (jx != old_jx) /* player has moved horizontally */
3703 scroll_x += (jx - old_jx);
3704 else /* player has moved vertically */
3705 scroll_y += (jy - old_jy);
3709 if (jx != old_jx) /* player has moved horizontally */
3711 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3712 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3713 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3715 /* don't scroll over playfield boundaries */
3716 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3717 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3719 /* don't scroll more than one field at a time */
3720 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3722 /* don't scroll against the player's moving direction */
3723 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3724 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3725 scroll_x = old_scroll_x;
3727 else /* player has moved vertically */
3729 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3730 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3731 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3733 /* don't scroll over playfield boundaries */
3734 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3735 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3737 /* don't scroll more than one field at a time */
3738 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3740 /* don't scroll against the player's moving direction */
3741 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3742 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3743 scroll_y = old_scroll_y;
3747 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3749 if (!options.network && !AllPlayersInVisibleScreen())
3751 scroll_x = old_scroll_x;
3752 scroll_y = old_scroll_y;
3756 ScrollScreen(player, SCROLL_INIT);
3757 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3762 if (!(moved & MF_MOVING) && !player->Pushing)
3765 player->Frame = (player->Frame + 1) % 4;
3767 if (moved & MF_MOVING)
3769 if (old_jx != jx && old_jy == jy)
3770 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3771 else if (old_jx == jx && old_jy != jy)
3772 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3774 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3776 player->last_move_dir = player->MovDir;
3779 player->last_move_dir = MV_NO_MOVING;
3781 TestIfHeroHitsBadThing(jx, jy);
3789 void ScrollFigure(struct PlayerInfo *player, int mode)
3791 int jx = player->jx, jy = player->jy;
3792 int last_jx = player->last_jx, last_jy = player->last_jy;
3794 if (!player->active || player->gone || !player->MovPos)
3797 if (mode == SCROLL_INIT)
3799 player->actual_frame_counter = FrameCounter;
3800 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3802 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3803 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3808 else if (!FrameReached(&player->actual_frame_counter, 1))
3811 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3812 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3814 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3815 Feld[last_jx][last_jy] = EL_LEERRAUM;
3819 if (!player->MovPos)
3821 player->last_jx = jx;
3822 player->last_jy = jy;
3824 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3828 if (!local_player->friends_still_needed)
3829 player->LevelSolved = player->GameOver = TRUE;
3834 void ScrollScreen(struct PlayerInfo *player, int mode)
3836 static unsigned long screen_frame_counter = 0;
3838 if (mode == SCROLL_INIT)
3840 screen_frame_counter = FrameCounter;
3841 ScreenMovDir = player->MovDir;
3842 ScreenMovPos = player->MovPos;
3843 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3846 else if (!FrameReached(&screen_frame_counter, 1))
3851 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3852 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3853 redraw_mask |= REDRAW_FIELD;
3856 ScreenMovDir = MV_NO_MOVING;
3859 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3861 int i, killx = goodx, killy = goody;
3862 static int xy[4][2] =
3869 static int harmless[4] =
3881 x = goodx + xy[i][0];
3882 y = goody + xy[i][1];
3883 if (!IN_LEV_FIELD(x, y))
3886 element = Feld[x][y];
3888 if (DONT_TOUCH(element))
3890 if (MovDir[x][y] == harmless[i])
3899 if (killx != goodx || killy != goody)
3901 if (IS_PLAYER(goodx, goody))
3902 KillHero(PLAYERINFO(goodx, goody));
3908 void TestIfBadThingHitsGoodThing(int badx, int bady)
3910 int i, killx = badx, killy = bady;
3911 static int xy[4][2] =
3918 static int harmless[4] =
3930 x = badx + xy[i][0];
3931 y = bady + xy[i][1];
3932 if (!IN_LEV_FIELD(x, y))
3935 element = Feld[x][y];
3937 if (IS_PLAYER(x, y))
3943 else if (element == EL_PINGUIN)
3945 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3954 if (killx != badx || killy != bady)
3956 if (IS_PLAYER(killx, killy))
3957 KillHero(PLAYERINFO(killx, killy));
3963 void TestIfHeroHitsBadThing(int x, int y)
3965 TestIfGoodThingHitsBadThing(x, y);
3968 void TestIfBadThingHitsHero(int x, int y)
3970 TestIfBadThingHitsGoodThing(x, y);
3973 void TestIfFriendHitsBadThing(int x, int y)
3975 TestIfGoodThingHitsBadThing(x, y);
3978 void TestIfBadThingHitsFriend(int x, int y)
3980 TestIfBadThingHitsGoodThing(x, y);
3983 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3985 int i, killx = badx, killy = bady;
3986 static int xy[4][2] =
4000 if (!IN_LEV_FIELD(x, y))
4003 element = Feld[x][y];
4004 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4005 element == EL_AMOEBING || element == EL_TROPFEN)
4013 if (killx != badx || killy != bady)
4017 void KillHero(struct PlayerInfo *player)
4019 int jx = player->jx, jy = player->jy;
4024 if (IS_PFORTE(Feld[jx][jy]))
4025 Feld[jx][jy] = EL_LEERRAUM;
4031 void BuryHero(struct PlayerInfo *player)
4033 int jx = player->jx, jy = player->jy;
4038 PlaySoundLevel(jx, jy, SND_AUTSCH);
4039 PlaySoundLevel(jx, jy, SND_LACHEN);
4041 player->GameOver = TRUE;
4045 void RemoveHero(struct PlayerInfo *player)
4047 int jx = player->jx, jy = player->jy;
4048 int i, found = FALSE;
4050 player->gone = TRUE;
4051 StorePlayer[jx][jy] = 0;
4053 for (i=0; i<MAX_PLAYERS; i++)
4054 if (stored_player[i].active && !stored_player[i].gone)
4058 AllPlayersGone = TRUE;
4064 int DigField(struct PlayerInfo *player,
4065 int x, int y, int real_dx, int real_dy, int mode)
4067 int jx = player->jx, jy = player->jy;
4068 int dx = x - jx, dy = y - jy;
4071 if (!player->MovPos)
4072 player->Pushing = FALSE;
4074 if (mode == DF_NO_PUSH)
4076 player->push_delay = 0;
4077 return MF_NO_ACTION;
4080 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4081 return MF_NO_ACTION;
4083 element = Feld[x][y];
4091 Feld[x][y] = EL_LEERRAUM;
4095 case EL_EDELSTEIN_BD:
4096 case EL_EDELSTEIN_GELB:
4097 case EL_EDELSTEIN_ROT:
4098 case EL_EDELSTEIN_LILA:
4100 case EL_SP_INFOTRON:
4102 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4103 if (local_player->gems_still_needed < 0)
4104 local_player->gems_still_needed = 0;
4105 RaiseScoreElement(element);
4106 DrawText(DX_EMERALDS, DY_EMERALDS,
4107 int2str(local_player->gems_still_needed, 3),
4108 FS_SMALL, FC_YELLOW);
4109 PlaySoundLevel(x, y, SND_PONG);
4112 case EL_DYNAMIT_AUS:
4115 RaiseScoreElement(EL_DYNAMIT);
4116 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4117 int2str(local_player->dynamite, 3),
4118 FS_SMALL, FC_YELLOW);
4119 PlaySoundLevel(x, y, SND_PONG);
4122 case EL_DYNABOMB_NR:
4124 player->dynabomb_count++;
4125 player->dynabombs_left++;
4126 RaiseScoreElement(EL_DYNAMIT);
4127 PlaySoundLevel(x, y, SND_PONG);
4130 case EL_DYNABOMB_SZ:
4132 player->dynabomb_size++;
4133 RaiseScoreElement(EL_DYNAMIT);
4134 PlaySoundLevel(x, y, SND_PONG);
4137 case EL_DYNABOMB_XL:
4139 player->dynabomb_xl = TRUE;
4140 RaiseScoreElement(EL_DYNAMIT);
4141 PlaySoundLevel(x, y, SND_PONG);
4144 case EL_SCHLUESSEL1:
4145 case EL_SCHLUESSEL2:
4146 case EL_SCHLUESSEL3:
4147 case EL_SCHLUESSEL4:
4149 int key_nr = element-EL_SCHLUESSEL1;
4152 player->key[key_nr] = TRUE;
4153 RaiseScoreElement(EL_SCHLUESSEL);
4154 DrawMiniGraphicExt(drawto, gc,
4155 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4156 GFX_SCHLUESSEL1+key_nr);
4157 DrawMiniGraphicExt(window, gc,
4158 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4159 GFX_SCHLUESSEL1+key_nr);
4160 PlaySoundLevel(x, y, SND_PONG);
4165 Feld[x][y] = EL_ABLENK_EIN;
4168 DrawLevelField(x, y);
4172 case EL_FELSBROCKEN:
4176 if (dy || mode == DF_SNAP)
4177 return MF_NO_ACTION;
4179 player->Pushing = TRUE;
4181 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4182 return MF_NO_ACTION;
4186 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4187 return MF_NO_ACTION;
4190 if (player->push_delay == 0)
4191 player->push_delay = FrameCounter;
4192 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4194 return MF_NO_ACTION;
4197 Feld[x+dx][y+dy] = element;
4199 player->push_delay_value = 2+RND(8);
4201 DrawLevelField(x+dx, y+dy);
4202 if (element == EL_FELSBROCKEN)
4203 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4204 else if (element == EL_KOKOSNUSS)
4205 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4207 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4214 if (!player->key[element-EL_PFORTE1])
4215 return MF_NO_ACTION;
4222 if (!player->key[element-EL_PFORTE1X])
4223 return MF_NO_ACTION;
4227 case EL_AUSGANG_ACT:
4228 /* door is not (yet) open */
4229 return MF_NO_ACTION;
4232 case EL_AUSGANG_AUF:
4233 if (mode == DF_SNAP)
4234 return MF_NO_ACTION;
4236 PlaySoundLevel(x, y, SND_BUING);
4239 player->gone = TRUE;
4240 PlaySoundLevel(x, y, SND_BUING);
4242 if (!local_player->friends_still_needed)
4243 player->LevelSolved = player->GameOver = TRUE;
4249 Feld[x][y] = EL_BIRNE_EIN;
4250 local_player->lights_still_needed--;
4251 DrawLevelField(x, y);
4252 PlaySoundLevel(x, y, SND_DENG);
4257 Feld[x][y] = EL_ZEIT_LEER;
4259 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4260 DrawLevelField(x, y);
4261 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4265 case EL_SOKOBAN_FELD_LEER:
4268 case EL_SOKOBAN_FELD_VOLL:
4269 case EL_SOKOBAN_OBJEKT:
4271 if (mode == DF_SNAP)
4272 return MF_NO_ACTION;
4274 player->Pushing = TRUE;
4276 if (!IN_LEV_FIELD(x+dx, y+dy)
4277 || (!IS_FREE(x+dx, y+dy)
4278 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4279 || !IS_SB_ELEMENT(element))))
4280 return MF_NO_ACTION;
4284 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4285 return MF_NO_ACTION;
4287 else if (dy && real_dx)
4289 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4290 return MF_NO_ACTION;
4293 if (player->push_delay == 0)
4294 player->push_delay = FrameCounter;
4295 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4297 return MF_NO_ACTION;
4299 if (IS_SB_ELEMENT(element))
4301 if (element == EL_SOKOBAN_FELD_VOLL)
4303 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4304 local_player->sokobanfields_still_needed++;
4309 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4311 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4312 local_player->sokobanfields_still_needed--;
4313 if (element == EL_SOKOBAN_OBJEKT)
4314 PlaySoundLevel(x, y, SND_DENG);
4317 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4322 Feld[x+dx][y+dy] = element;
4325 player->push_delay_value = 2;
4327 DrawLevelField(x, y);
4328 DrawLevelField(x+dx, y+dy);
4329 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4331 if (IS_SB_ELEMENT(element) &&
4332 local_player->sokobanfields_still_needed == 0 &&
4333 game_emulation == EMU_SOKOBAN)
4335 player->LevelSolved = player->GameOver = TRUE;
4336 PlaySoundLevel(x, y, SND_BUING);
4348 if (IS_EATABLE(element)) /* other kinds of 'dirt' */
4349 Feld[x][y] = EL_LEERRAUM;
4351 return MF_NO_ACTION;
4356 player->push_delay = 0;
4361 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4363 int jx = player->jx, jy = player->jy;
4364 int x = jx + dx, y = jy + dy;
4366 if (player->gone || !IN_LEV_FIELD(x, y))
4374 player->snapped = FALSE;
4378 if (player->snapped)
4381 player->MovDir = (dx < 0 ? MV_LEFT :
4384 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4386 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4389 player->snapped = TRUE;
4390 DrawLevelField(x, y);
4396 boolean PlaceBomb(struct PlayerInfo *player)
4398 int jx = player->jx, jy = player->jy;
4401 if (player->gone || player->MovPos)
4404 element = Feld[jx][jy];
4406 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4407 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4408 element == EL_EXPLODING)
4411 if (element != EL_LEERRAUM)
4412 Store[jx][jy] = element;
4414 if (player->dynamite)
4416 Feld[jx][jy] = EL_DYNAMIT;
4417 MovDelay[jx][jy] = 96;
4419 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4420 FS_SMALL, FC_YELLOW);
4421 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4422 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4426 Feld[jx][jy] = EL_DYNABOMB;
4427 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4428 MovDelay[jx][jy] = 96;
4429 player->dynabombs_left--;
4430 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4431 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4437 void PlaySoundLevel(int x, int y, int sound_nr)
4439 int sx = SCREENX(x), sy = SCREENY(y);
4441 int silence_distance = 8;
4443 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4444 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4447 if (!IN_LEV_FIELD(x, y) ||
4448 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4449 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4452 volume = PSND_MAX_VOLUME;
4455 stereo = (sx-SCR_FIELDX/2)*12;
4457 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4458 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4459 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4462 if (!IN_SCR_FIELD(sx, sy))
4464 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4465 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4467 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4470 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4473 void RaiseScore(int value)
4475 local_player->score += value;
4476 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4477 FS_SMALL, FC_YELLOW);
4480 void RaiseScoreElement(int element)
4485 case EL_EDELSTEIN_BD:
4486 case EL_EDELSTEIN_GELB:
4487 case EL_EDELSTEIN_ROT:
4488 case EL_EDELSTEIN_LILA:
4489 RaiseScore(level.score[SC_EDELSTEIN]);
4492 RaiseScore(level.score[SC_DIAMANT]);
4496 RaiseScore(level.score[SC_KAEFER]);
4500 RaiseScore(level.score[SC_FLIEGER]);
4504 RaiseScore(level.score[SC_MAMPFER]);
4507 RaiseScore(level.score[SC_ROBOT]);
4510 RaiseScore(level.score[SC_PACMAN]);
4513 RaiseScore(level.score[SC_KOKOSNUSS]);
4516 RaiseScore(level.score[SC_DYNAMIT]);
4519 RaiseScore(level.score[SC_SCHLUESSEL]);