1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = setup.input[0].joystick_nr;
30 if (sound_status == SOUND_OFF)
31 setup.sound_on = FALSE;
33 if (!sound_loops_allowed)
35 setup.sound_loops_on = FALSE;
36 setup.sound_music_on = FALSE;
39 setup.sound_simple_on = setup.sound_on;
42 if (setup.input[0].joystick_nr != old_joystick_nr)
45 close(joystick_device);
54 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
55 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
57 /* don't play tapes over network */
58 network_playing = (options.network && !tape.playing);
60 for(i=0; i<MAX_PLAYERS; i++)
62 struct PlayerInfo *player = &stored_player[i];
65 player->element_nr = EL_SPIELER1 + i;
67 player->present = FALSE;
68 player->active = FALSE;
71 player->potential_action = 0;
74 player->gems_still_needed = level.edelsteine;
75 player->sokobanfields_still_needed = 0;
76 player->lights_still_needed = 0;
77 player->friends_still_needed = 0;
80 player->key[j] = FALSE;
83 player->dynabomb_count = 0;
84 player->dynabomb_size = 0;
85 player->dynabombs_left = 0;
86 player->dynabomb_xl = FALSE;
88 player->MovDir = MV_NO_MOVING;
90 player->Pushing = FALSE;
94 player->actual_frame_counter = 0;
96 player->frame_reset_delay = 0;
98 player->push_delay = 0;
99 player->push_delay_value = 5;
101 player->move_delay = 0;
102 player->last_move_dir = MV_NO_MOVING;
104 player->snapped = FALSE;
106 player->gone = FALSE;
108 player->last_jx = player->last_jy = 0;
109 player->jx = player->jy = 0;
111 DigField(player, 0,0,0,0,DF_NO_PUSH);
112 SnapField(player, 0,0);
114 player->LevelSolved = FALSE;
115 player->GameOver = FALSE;
118 network_player_action_received = FALSE;
120 /* initial null action */
122 SendToServer_MovePlayer(MV_NO_MOVING);
129 TimeLeft = level.time;
131 ScreenMovDir = MV_NO_MOVING;
135 AllPlayersGone = SiebAktiv = FALSE;
137 for(i=0;i<MAX_NUM_AMOEBA;i++)
138 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
140 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
142 Feld[x][y] = Ur[x][y];
143 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
144 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
149 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
151 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
157 Feld[x][y] = EL_SPIELER1;
164 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
165 int jx = player->jx, jy = player->jy;
167 player->present = TRUE;
168 if (!network_playing || player->connected)
170 player->active = TRUE;
172 /* remove potentially duplicate players */
173 if (StorePlayer[jx][jy] == Feld[x][y])
174 StorePlayer[jx][jy] = 0;
176 StorePlayer[x][y] = Feld[x][y];
178 printf("Player %d activated.\n", player->element_nr);
179 printf("[Local player is %d and currently %s.]\n",
180 local_player->element_nr,
181 local_player->active ? "active" : "not active");
184 Feld[x][y] = EL_LEERRAUM;
185 player->jx = player->last_jx = x;
186 player->jy = player->last_jy = y;
191 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
192 Feld[x][y] = EL_BADEWANNE1;
193 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
194 Feld[x][y] = EL_BADEWANNE2;
195 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
196 Feld[x][y] = EL_BADEWANNE3;
197 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
198 Feld[x][y] = EL_BADEWANNE4;
199 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
200 Feld[x][y] = EL_BADEWANNE5;
239 Feld[x][y] = EL_AMOEBING;
240 Store[x][y] = EL_AMOEBE_NASS;
247 local_player->lights_still_needed++;
249 case EL_SOKOBAN_FELD_LEER:
250 local_player->sokobanfields_still_needed++;
254 local_player->friends_still_needed++;
258 MovDir[x][y] = 1<<RND(4);
265 /* check if any connected player was not found in playfield */
266 for(i=0; i<MAX_PLAYERS; i++)
268 struct PlayerInfo *player = &stored_player[i];
270 if (player->connected && !player->present)
275 for(j=0; j<MAX_PLAYERS; j++)
277 struct PlayerInfo *some_player = &stored_player[j];
278 int jx = some_player->jx, jy = some_player->jy;
280 /* assign first free player found that is present in the playfield */
281 if (some_player->present && !some_player->connected)
283 player->present = TRUE;
284 player->active = TRUE;
285 some_player->present = FALSE;
287 StorePlayer[jx][jy] = player->element_nr;
288 player->jx = player->last_jx = jx;
289 player->jy = player->last_jy = jy;
298 for(i=0; i<MAX_PLAYERS; i++)
300 struct PlayerInfo *player = &stored_player[i];
302 printf("Player %d: present == %d, connected == %d, active == %d.\n",
307 if (local_player == player)
308 printf("Player %d is local player.\n", i+1);
312 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
313 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
315 scroll_x = scroll_y = -1;
316 if (local_player->jx >= MIDPOSX-1)
317 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
318 local_player->jx - MIDPOSX :
319 lev_fieldx - SCR_FIELDX + 1);
320 if (local_player->jy >= MIDPOSY-1)
321 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
322 local_player->jy - MIDPOSY :
323 lev_fieldy - SCR_FIELDY + 1);
325 CloseDoor(DOOR_CLOSE_1);
331 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
332 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
333 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
334 DrawTextExt(pix[PIX_DB_DOOR],gc,
335 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
336 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
337 DrawTextExt(pix[PIX_DB_DOOR],gc,
338 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
339 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
340 DrawTextExt(pix[PIX_DB_DOOR],gc,
341 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
342 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
343 DrawTextExt(pix[PIX_DB_DOOR],gc,
344 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
345 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
346 DrawTextExt(pix[PIX_DB_DOOR],gc,
347 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
348 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
350 DrawGameButton(BUTTON_GAME_STOP);
351 DrawGameButton(BUTTON_GAME_PAUSE);
352 DrawGameButton(BUTTON_GAME_PLAY);
353 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music_on));
354 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops_on));
355 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple_on));
356 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
357 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
358 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
359 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
360 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
362 OpenDoor(DOOR_OPEN_1);
364 if (setup.sound_music_on)
365 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
367 XAutoRepeatOff(display);
371 printf("Spieler %d %saktiv.\n",
372 i+1, (stored_player[i].active ? "" : "nicht "));
376 void InitMovDir(int x, int y)
378 int i, element = Feld[x][y];
379 static int xy[4][2] =
386 static int direction[2][4] =
388 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
389 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
398 Feld[x][y] = EL_KAEFER;
399 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
405 Feld[x][y] = EL_FLIEGER;
406 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
412 Feld[x][y] = EL_BUTTERFLY;
413 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
419 Feld[x][y] = EL_FIREFLY;
420 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
426 Feld[x][y] = EL_PACMAN;
427 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
430 MovDir[x][y] = 1<<RND(4);
431 if (element != EL_KAEFER &&
432 element != EL_FLIEGER &&
433 element != EL_BUTTERFLY &&
434 element != EL_FIREFLY)
444 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
446 if (element==EL_KAEFER || element==EL_BUTTERFLY)
448 MovDir[x][y] = direction[0][i];
451 else if (element==EL_FLIEGER || element==EL_FIREFLY)
453 MovDir[x][y] = direction[1][i];
462 void InitAmoebaNr(int x, int y)
465 int group_nr = AmoebeNachbarNr(x,y);
469 for(i=1;i<MAX_NUM_AMOEBA;i++)
479 AmoebaNr[x][y] = group_nr;
480 AmoebaCnt[group_nr]++;
481 AmoebaCnt2[group_nr]++;
487 int bumplevel = FALSE;
489 local_player->LevelSolved = FALSE;
493 if (setup.sound_loops_on)
494 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
498 if (!setup.sound_loops_on)
499 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
500 if (TimeLeft && !(TimeLeft % 10))
501 RaiseScore(level.score[SC_ZEITBONUS]);
502 if (TimeLeft > 100 && !(TimeLeft % 10))
506 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
511 if (setup.sound_loops_on)
517 /* Hero disappears */
518 DrawLevelField(ExitX, ExitY);
524 CloseDoor(DOOR_CLOSE_1);
529 SaveLevelTape(tape.level_nr); /* Ask to save tape */
532 if ((hi_pos=NewHiScore()) >= 0)
534 game_status = HALLOFFAME;
535 DrawHallOfFame(hi_pos);
536 if (bumplevel && TAPE_IS_EMPTY(tape))
541 game_status = MAINMENU;
542 if (bumplevel && TAPE_IS_EMPTY(tape))
557 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
558 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
561 for(k=0;k<MAX_SCORE_ENTRIES;k++)
563 if (local_player->score > highscore[k].Score)
565 /* Spieler kommt in Highscore-Liste */
567 if (k<MAX_SCORE_ENTRIES-1)
569 int m = MAX_SCORE_ENTRIES-1;
572 for(l=k;l<MAX_SCORE_ENTRIES;l++)
573 if (!strcmp(local_player->alias_name,highscore[l].Name))
575 if (m==k) /* Spieler überschreibt seine alte Position */
581 strcpy(highscore[l].Name,highscore[l-1].Name);
582 highscore[l].Score = highscore[l-1].Score;
589 sprintf(highscore[k].Name,local_player->alias_name);
590 highscore[k].Score = local_player->score;
596 else if (!strcmp(local_player->alias_name,highscore[k].Name))
597 break; /* Spieler schon mit besserer Punktzahl in der Liste */
608 void InitMovingField(int x, int y, int direction)
610 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
611 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
613 MovDir[x][y] = direction;
614 MovDir[newx][newy] = direction;
615 if (Feld[newx][newy] == EL_LEERRAUM)
616 Feld[newx][newy] = EL_BLOCKED;
619 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
621 int direction = MovDir[x][y];
622 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
623 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
629 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
631 int oldx = x, oldy = y;
632 int direction = MovDir[x][y];
634 if (direction==MV_LEFT)
636 else if (direction==MV_RIGHT)
638 else if (direction==MV_UP)
640 else if (direction==MV_DOWN)
643 *comes_from_x = oldx;
644 *comes_from_y = oldy;
647 int MovingOrBlocked2Element(int x, int y)
649 int element = Feld[x][y];
651 if (element==EL_BLOCKED)
655 Blocked2Moving(x,y,&oldx,&oldy);
656 return(Feld[oldx][oldy]);
662 static void RemoveField(int x, int y)
664 Feld[x][y] = EL_LEERRAUM;
670 void RemoveMovingField(int x, int y)
672 int oldx = x,oldy = y, newx = x,newy = y;
674 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
679 Moving2Blocked(x,y,&newx,&newy);
680 if (Feld[newx][newy] != EL_BLOCKED)
683 else if (Feld[x][y]==EL_BLOCKED)
685 Blocked2Moving(x,y,&oldx,&oldy);
686 if (!IS_MOVING(oldx,oldy))
690 if (Feld[x][y]==EL_BLOCKED &&
691 (Store[oldx][oldy]==EL_MORAST_LEER ||
692 Store[oldx][oldy]==EL_SIEB_LEER ||
693 Store[oldx][oldy]==EL_SIEB2_LEER ||
694 Store[oldx][oldy]==EL_AMOEBE_NASS))
696 Feld[oldx][oldy] = Store[oldx][oldy];
697 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
700 Feld[oldx][oldy] = EL_LEERRAUM;
702 Feld[newx][newy] = EL_LEERRAUM;
703 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
704 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
706 DrawLevelField(oldx,oldy);
707 DrawLevelField(newx,newy);
710 void DrawDynamite(int x, int y)
712 int sx = SCREENX(x), sy = SCREENY(y);
713 int graphic = el2gfx(Feld[x][y]);
716 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
720 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
722 if (Feld[x][y]==EL_DYNAMIT)
724 if ((phase = (96-MovDelay[x][y])/12) > 6)
729 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
734 DrawGraphicThruMask(sx,sy, graphic + phase);
736 DrawGraphic(sx,sy, graphic + phase);
739 void CheckDynamite(int x, int y)
741 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
746 if (!(MovDelay[x][y] % 12))
747 PlaySoundLevel(x,y,SND_ZISCH);
749 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
751 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
758 StopSound(SND_ZISCH);
762 void Explode(int ex, int ey, int phase, int mode)
765 int num_phase = 9, delay = 2;
766 int last_phase = num_phase*delay;
767 int half_phase = (num_phase/2)*delay;
769 if (phase==0) /* Feld 'Store' initialisieren */
771 int center_element = Feld[ex][ey];
773 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
775 center_element = MovingOrBlocked2Element(ex,ey);
776 RemoveMovingField(ex,ey);
779 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
781 int element = Feld[x][y];
783 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
785 element = MovingOrBlocked2Element(x,y);
786 RemoveMovingField(x,y);
789 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
792 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
796 if (element==EL_EXPLODING)
797 element = Store2[x][y];
799 if (IS_PLAYER(ex,ey))
801 switch(StorePlayer[ex][ey])
804 Store[x][y] = EL_EDELSTEIN_ROT;
807 Store[x][y] = EL_EDELSTEIN;
810 Store[x][y] = EL_EDELSTEIN_LILA;
814 Store[x][y] = EL_EDELSTEIN_GELB;
818 else if (center_element==EL_MAULWURF)
819 Store[x][y] = EL_EDELSTEIN_ROT;
820 else if (center_element==EL_PINGUIN)
821 Store[x][y] = EL_EDELSTEIN_LILA;
822 else if (center_element==EL_KAEFER)
823 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
824 else if (center_element==EL_BUTTERFLY)
825 Store[x][y] = EL_EDELSTEIN_BD;
826 else if (center_element==EL_MAMPFER)
827 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
828 else if (center_element==EL_AMOEBA2DIAM)
829 Store[x][y] = level.amoebe_inhalt;
830 else if (element==EL_ERZ_EDEL)
831 Store[x][y] = EL_EDELSTEIN;
832 else if (element==EL_ERZ_DIAM)
833 Store[x][y] = EL_DIAMANT;
834 else if (element==EL_ERZ_EDEL_BD)
835 Store[x][y] = EL_EDELSTEIN_BD;
836 else if (element==EL_ERZ_EDEL_GELB)
837 Store[x][y] = EL_EDELSTEIN_GELB;
838 else if (element==EL_ERZ_EDEL_ROT)
839 Store[x][y] = EL_EDELSTEIN_ROT;
840 else if (element==EL_ERZ_EDEL_LILA)
841 Store[x][y] = EL_EDELSTEIN_LILA;
842 else if (!IS_PFORTE(Store[x][y]))
843 Store[x][y] = EL_LEERRAUM;
845 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
846 Store2[x][y] = element;
848 if (AmoebaNr[x][y] &&
849 (element==EL_AMOEBE_VOLL ||
850 element==EL_AMOEBE_BD ||
851 element==EL_AMOEBING))
853 AmoebaCnt[AmoebaNr[x][y]]--;
854 AmoebaCnt2[AmoebaNr[x][y]]--;
857 Feld[x][y] = EL_EXPLODING;
858 MovDir[x][y] = MovPos[x][y] = 0;
864 if (center_element==EL_MAMPFER)
865 MampferNr = (MampferNr+1) % 4;
876 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
878 if (phase==half_phase)
880 int element = Store2[x][y];
883 KillHero(PLAYERINFO(x,y));
884 else if (IS_EXPLOSIVE(element))
886 Feld[x][y] = Store2[x][y];
890 else if (element==EL_AMOEBA2DIAM)
891 AmoebeUmwandeln(x,y);
894 if (phase==last_phase)
898 element = Feld[x][y] = Store[x][y];
899 Store[x][y] = Store2[x][y] = 0;
900 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
901 if (CAN_MOVE(element) || COULD_MOVE(element))
905 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
908 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
910 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
914 void DynaExplode(int ex, int ey)
917 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
918 static int xy[4][2] =
926 Store2[ex][ey] = 0; /* delete player information */
928 Explode(ex,ey,0,EX_CENTER);
932 for(j=1; j<=player->dynabomb_size; j++)
934 int x = ex+j*xy[i%4][0];
935 int y = ey+j*xy[i%4][1];
938 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
941 element = Feld[x][y];
942 Explode(x,y,0,EX_BORDER);
944 if (element != EL_LEERRAUM &&
945 element != EL_ERDREICH &&
946 element != EL_EXPLODING &&
947 !player->dynabomb_xl)
952 player->dynabombs_left++;
955 void Bang(int x, int y)
957 int element = Feld[x][y];
959 PlaySoundLevel(x,y,SND_ROAAAR);
971 RaiseScoreElement(element);
972 Explode(x,y,0,EX_NORMAL);
982 Explode(x,y,0,EX_CENTER);
985 Explode(x,y,0,EX_NORMAL);
990 void Blurb(int x, int y)
992 int element = Feld[x][y];
994 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
996 PlaySoundLevel(x,y,SND_BLURB);
997 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
998 (!IN_LEV_FIELD(x-1,y-1) ||
999 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
1001 Feld[x-1][y] = EL_BLURB_LEFT;
1003 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
1004 (!IN_LEV_FIELD(x+1,y-1) ||
1005 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
1007 Feld[x+1][y] = EL_BLURB_RIGHT;
1012 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1014 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1017 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1020 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1021 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1023 if (!MovDelay[x][y])
1025 Feld[x][y] = EL_LEERRAUM;
1026 DrawLevelField(x,y);
1032 void Impact(int x, int y)
1034 boolean lastline = (y==lev_fieldy-1);
1035 boolean object_hit = FALSE;
1036 int element = Feld[x][y];
1039 /* Element darunter berührt? */
1042 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1045 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1046 MovDir[x][y+1]!=MV_DOWN ||
1047 MovPos[x][y+1]<=TILEY/2));
1049 smashed = MovingOrBlocked2Element(x,y+1);
1052 /* Auftreffendes Element fällt in Salzsäure */
1053 if (!lastline && smashed==EL_SALZSAEURE)
1059 /* Auftreffendes Element ist Bombe */
1060 if (element==EL_BOMBE && (lastline || object_hit))
1066 /* Auftreffendes Element ist Säuretropfen */
1067 if (element==EL_TROPFEN && (lastline || object_hit))
1069 if (object_hit && IS_PLAYER(x,y+1))
1070 KillHero(PLAYERINFO(x,y+1));
1071 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1075 Feld[x][y] = EL_AMOEBING;
1076 Store[x][y] = EL_AMOEBE_NASS;
1081 /* Welches Element kriegt was auf die Rübe? */
1082 if (!lastline && object_hit)
1084 if (CAN_CHANGE(element) &&
1085 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1086 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1088 if (IS_PLAYER(x,y+1))
1090 KillHero(PLAYERINFO(x,y+1));
1093 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1098 else if (element==EL_EDELSTEIN_BD)
1100 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1106 else if (element==EL_FELSBROCKEN)
1108 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1109 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1114 else if (!IS_MOVING(x,y+1))
1116 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1121 else if (smashed==EL_KOKOSNUSS)
1123 Feld[x][y+1] = EL_CRACKINGNUT;
1124 PlaySoundLevel(x,y,SND_KNACK);
1125 RaiseScoreElement(EL_KOKOSNUSS);
1128 else if (smashed==EL_DIAMANT)
1130 Feld[x][y+1] = EL_LEERRAUM;
1131 PlaySoundLevel(x,y,SND_QUIRK);
1138 /* Geräusch beim Durchqueren des Siebes */
1139 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1141 PlaySoundLevel(x,y,SND_QUIRK);
1145 /* Geräusch beim Auftreffen */
1146 if (lastline || object_hit)
1153 case EL_EDELSTEIN_BD:
1154 case EL_EDELSTEIN_GELB:
1155 case EL_EDELSTEIN_ROT:
1156 case EL_EDELSTEIN_LILA:
1163 case EL_FELSBROCKEN:
1167 case EL_SCHLUESSEL1:
1168 case EL_SCHLUESSEL2:
1169 case EL_SCHLUESSEL3:
1170 case EL_SCHLUESSEL4:
1183 PlaySoundLevel(x,y,sound);
1187 void TurnRound(int x, int y)
1199 { 0,0 }, { 0,0 }, { 0,0 },
1204 int left,right,back;
1208 { MV_DOWN, MV_UP, MV_RIGHT },
1209 { MV_UP, MV_DOWN, MV_LEFT },
1211 { MV_LEFT, MV_RIGHT, MV_DOWN },
1212 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1213 { MV_RIGHT, MV_LEFT, MV_UP }
1216 int element = Feld[x][y];
1217 int old_move_dir = MovDir[x][y];
1218 int left_dir = turn[old_move_dir].left;
1219 int right_dir = turn[old_move_dir].right;
1220 int back_dir = turn[old_move_dir].back;
1222 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1223 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1224 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1225 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1227 int left_x = x+left_dx, left_y = y+left_dy;
1228 int right_x = x+right_dx, right_y = y+right_dy;
1229 int move_x = x+move_dx, move_y = y+move_dy;
1231 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1233 TestIfBadThingHitsOtherBadThing(x,y);
1235 if (IN_LEV_FIELD(right_x,right_y) &&
1236 IS_FREE_OR_PLAYER(right_x,right_y))
1237 MovDir[x][y] = right_dir;
1238 else if (!IN_LEV_FIELD(move_x,move_y) ||
1239 !IS_FREE_OR_PLAYER(move_x,move_y))
1240 MovDir[x][y] = left_dir;
1242 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1244 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1247 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1249 TestIfBadThingHitsOtherBadThing(x,y);
1251 if (IN_LEV_FIELD(left_x,left_y) &&
1252 IS_FREE_OR_PLAYER(left_x,left_y))
1253 MovDir[x][y] = left_dir;
1254 else if (!IN_LEV_FIELD(move_x,move_y) ||
1255 !IS_FREE_OR_PLAYER(move_x,move_y))
1256 MovDir[x][y] = right_dir;
1258 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1260 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1263 else if (element==EL_MAMPFER)
1265 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1267 if (IN_LEV_FIELD(left_x,left_y) &&
1268 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1269 Feld[left_x][left_y] == EL_DIAMANT))
1270 can_turn_left = TRUE;
1271 if (IN_LEV_FIELD(right_x,right_y) &&
1272 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1273 Feld[right_x][right_y] == EL_DIAMANT))
1274 can_turn_right = TRUE;
1276 if (can_turn_left && can_turn_right)
1277 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1278 else if (can_turn_left)
1279 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1280 else if (can_turn_right)
1281 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1283 MovDir[x][y] = back_dir;
1285 MovDelay[x][y] = 16+16*RND(3);
1287 else if (element==EL_MAMPFER2)
1289 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1291 if (IN_LEV_FIELD(left_x,left_y) &&
1292 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1293 IS_MAMPF2(Feld[left_x][left_y])))
1294 can_turn_left = TRUE;
1295 if (IN_LEV_FIELD(right_x,right_y) &&
1296 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1297 IS_MAMPF2(Feld[right_x][right_y])))
1298 can_turn_right = TRUE;
1300 if (can_turn_left && can_turn_right)
1301 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1302 else if (can_turn_left)
1303 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1304 else if (can_turn_right)
1305 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1307 MovDir[x][y] = back_dir;
1309 MovDelay[x][y] = 16+16*RND(3);
1311 else if (element==EL_PACMAN)
1313 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1315 if (IN_LEV_FIELD(left_x,left_y) &&
1316 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1317 IS_AMOEBOID(Feld[left_x][left_y])))
1318 can_turn_left = TRUE;
1319 if (IN_LEV_FIELD(right_x,right_y) &&
1320 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1321 IS_AMOEBOID(Feld[right_x][right_y])))
1322 can_turn_right = TRUE;
1324 if (can_turn_left && can_turn_right)
1325 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1326 else if (can_turn_left)
1327 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1328 else if (can_turn_right)
1329 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1331 MovDir[x][y] = back_dir;
1333 MovDelay[x][y] = 6+RND(40);
1335 else if (element==EL_SCHWEIN)
1337 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1338 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1339 boolean should_move_on = FALSE;
1341 int rnd = RND(rnd_value);
1343 if (IN_LEV_FIELD(left_x,left_y) &&
1344 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1345 can_turn_left = TRUE;
1346 if (IN_LEV_FIELD(right_x,right_y) &&
1347 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1348 can_turn_right = TRUE;
1349 if (IN_LEV_FIELD(move_x,move_y) &&
1350 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1353 if (can_turn_left &&
1355 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1356 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1357 should_turn_left = TRUE;
1358 if (can_turn_right &&
1360 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1361 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1362 should_turn_right = TRUE;
1364 (!can_turn_left || !can_turn_right ||
1365 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1366 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1367 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1368 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1369 should_move_on = TRUE;
1371 if (should_turn_left || should_turn_right || should_move_on)
1373 if (should_turn_left && should_turn_right && should_move_on)
1374 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1375 rnd < 2*rnd_value/3 ? right_dir :
1377 else if (should_turn_left && should_turn_right)
1378 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1379 else if (should_turn_left && should_move_on)
1380 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1381 else if (should_turn_right && should_move_on)
1382 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1383 else if (should_turn_left)
1384 MovDir[x][y] = left_dir;
1385 else if (should_turn_right)
1386 MovDir[x][y] = right_dir;
1387 else if (should_move_on)
1388 MovDir[x][y] = old_move_dir;
1390 else if (can_move_on && rnd > rnd_value/8)
1391 MovDir[x][y] = old_move_dir;
1392 else if (can_turn_left && can_turn_right)
1393 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1394 else if (can_turn_left && rnd > rnd_value/8)
1395 MovDir[x][y] = left_dir;
1396 else if (can_turn_right && rnd > rnd_value/8)
1397 MovDir[x][y] = right_dir;
1399 MovDir[x][y] = back_dir;
1401 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1402 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1403 MovDir[x][y] = old_move_dir;
1407 else if (element==EL_DRACHE)
1409 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1411 int rnd = RND(rnd_value);
1413 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1414 can_turn_left = TRUE;
1415 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1416 can_turn_right = TRUE;
1417 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1420 if (can_move_on && rnd > rnd_value/8)
1421 MovDir[x][y] = old_move_dir;
1422 else if (can_turn_left && can_turn_right)
1423 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1424 else if (can_turn_left && rnd > rnd_value/8)
1425 MovDir[x][y] = left_dir;
1426 else if (can_turn_right && rnd > rnd_value/8)
1427 MovDir[x][y] = right_dir;
1429 MovDir[x][y] = back_dir;
1431 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1432 MovDir[x][y] = old_move_dir;
1436 else if (element==EL_ROBOT || element==EL_SONDE ||
1437 element==EL_MAULWURF || element==EL_PINGUIN)
1439 int attr_x = -1, attr_y = -1;
1450 for(i=0; i<MAX_PLAYERS; i++)
1452 struct PlayerInfo *player = &stored_player[i];
1453 int jx = player->jx, jy = player->jy;
1455 if (!player->active || player->gone)
1458 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1466 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1472 if (element==EL_MAULWURF || element==EL_PINGUIN)
1475 static int xy[4][2] =
1485 int ex = x + xy[i%4][0];
1486 int ey = y + xy[i%4][1];
1488 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1497 MovDir[x][y] = MV_NO_MOVING;
1499 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1501 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1503 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1505 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1507 if (element==EL_ROBOT)
1511 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1512 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1513 Moving2Blocked(x,y,&newx,&newy);
1515 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1516 MovDelay[x][y] = 8+8*!RND(3);
1518 MovDelay[x][y] = 16;
1526 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1528 boolean first_horiz = RND(2);
1529 int new_move_dir = MovDir[x][y];
1532 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1533 Moving2Blocked(x,y,&newx,&newy);
1535 if (IN_LEV_FIELD(newx,newy) &&
1536 (IS_FREE(newx,newy) ||
1537 Feld[newx][newy] == EL_SALZSAEURE ||
1538 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1539 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1540 IS_MAMPF3(Feld[newx][newy])))))
1544 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1545 Moving2Blocked(x,y,&newx,&newy);
1547 if (IN_LEV_FIELD(newx,newy) &&
1548 (IS_FREE(newx,newy) ||
1549 Feld[newx][newy] == EL_SALZSAEURE ||
1550 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1551 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1552 IS_MAMPF3(Feld[newx][newy])))))
1555 MovDir[x][y] = old_move_dir;
1562 static boolean JustBeingPushed(int x, int y)
1566 for(i=0; i<MAX_PLAYERS; i++)
1568 struct PlayerInfo *player = &stored_player[i];
1570 if (player->active && !player->gone &&
1571 player->Pushing && player->MovPos)
1573 int next_jx = player->jx + (player->jx - player->last_jx);
1574 int next_jy = player->jy + (player->jy - player->last_jy);
1576 if (x == next_jx && y == next_jy)
1584 void StartMoving(int x, int y)
1586 int element = Feld[x][y];
1591 if (CAN_FALL(element) && y<lev_fieldy-1)
1593 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1594 if (JustBeingPushed(x,y))
1597 if (element==EL_MORAST_VOLL)
1601 InitMovingField(x,y,MV_DOWN);
1602 Feld[x][y] = EL_FELSBROCKEN;
1603 Store[x][y] = EL_MORAST_LEER;
1605 else if (Feld[x][y+1]==EL_MORAST_LEER)
1607 if (!MovDelay[x][y])
1608 MovDelay[x][y] = TILEY + 1;
1617 Feld[x][y] = EL_MORAST_LEER;
1618 Feld[x][y+1] = EL_MORAST_VOLL;
1621 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1623 InitMovingField(x,y,MV_DOWN);
1624 Store[x][y] = EL_MORAST_VOLL;
1626 else if (element==EL_SIEB_VOLL)
1630 InitMovingField(x,y,MV_DOWN);
1631 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1632 Store[x][y] = EL_SIEB_LEER;
1634 else if (Feld[x][y+1]==EL_SIEB_LEER)
1636 if (!MovDelay[x][y])
1637 MovDelay[x][y] = TILEY/4 + 1;
1646 Feld[x][y] = EL_SIEB_LEER;
1647 Feld[x][y+1] = EL_SIEB_VOLL;
1648 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1652 else if (element==EL_SIEB2_VOLL)
1656 InitMovingField(x,y,MV_DOWN);
1657 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1658 Store[x][y] = EL_SIEB2_LEER;
1660 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1662 if (!MovDelay[x][y])
1663 MovDelay[x][y] = TILEY/4 + 1;
1672 Feld[x][y] = EL_SIEB2_LEER;
1673 Feld[x][y+1] = EL_SIEB2_VOLL;
1674 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1678 else if (SiebAktiv && CAN_CHANGE(element) &&
1679 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1681 InitMovingField(x,y,MV_DOWN);
1683 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1684 Store2[x][y+1] = element;
1686 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1689 InitMovingField(x,y,MV_DOWN);
1690 Store[x][y] = EL_SALZSAEURE;
1692 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1696 else if (IS_FREE(x,y+1))
1698 InitMovingField(x,y,MV_DOWN);
1700 else if (element==EL_TROPFEN)
1702 Feld[x][y] = EL_AMOEBING;
1703 Store[x][y] = EL_AMOEBE_NASS;
1705 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1707 boolean left = (x>0 && IS_FREE(x-1,y) &&
1708 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1709 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1710 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1714 if (left && right && game_emulation != EMU_BOULDERDASH)
1715 left = !(right = RND(2));
1717 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1721 else if (CAN_MOVE(element))
1725 if (element == EL_SONDE && JustBeingPushed(x,y))
1728 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1730 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1731 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1734 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1737 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1738 DrawLevelField(x,y);
1742 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1746 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1748 int phase = MovDelay[x][y] % 8;
1753 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1754 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1756 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1757 && MovDelay[x][y]%4==3)
1758 PlaySoundLevel(x,y,SND_NJAM);
1760 else if (element==EL_DRACHE)
1763 int dir = MovDir[x][y];
1764 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1765 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1766 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1767 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1768 dir == MV_UP ? GFX_FLAMMEN_UP :
1769 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1770 int phase = FrameCounter % 2;
1774 int xx = x + i*dx, yy = y + i*dy;
1775 int sx = SCREENX(xx), sy = SCREENY(yy);
1777 if (!IN_LEV_FIELD(xx,yy) ||
1778 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1783 int flamed = MovingOrBlocked2Element(xx,yy);
1785 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1788 RemoveMovingField(xx,yy);
1790 Feld[xx][yy] = EL_BURNING;
1791 if (IN_SCR_FIELD(sx,sy))
1792 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1796 if (Feld[xx][yy] == EL_BURNING)
1797 Feld[xx][yy] = EL_LEERRAUM;
1798 DrawLevelField(xx,yy);
1807 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1809 PlaySoundLevel(x,y,SND_KLAPPER);
1811 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1813 PlaySoundLevel(x,y,SND_ROEHR);
1816 /* neuer Schritt / Wartezustand beendet */
1818 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1820 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1822 /* Spieler erwischt */
1824 KillHero(PLAYERINFO(newx,newy));
1827 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1828 element==EL_ROBOT || element==EL_SONDE) &&
1829 IN_LEV_FIELD(newx,newy) &&
1830 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1833 Store[x][y] = EL_SALZSAEURE;
1835 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1836 IN_LEV_FIELD(newx,newy))
1838 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1840 Feld[x][y] = EL_LEERRAUM;
1841 DrawLevelField(x,y);
1843 PlaySoundLevel(newx,newy,SND_BUING);
1844 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1845 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1847 local_player->friends_still_needed--;
1848 if (!local_player->friends_still_needed &&
1849 !local_player->GameOver && AllPlayersGone)
1850 local_player->LevelSolved = local_player->GameOver = TRUE;
1854 else if (IS_MAMPF3(Feld[newx][newy]))
1856 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1857 DrawLevelField(newx,newy);
1859 MovDir[x][y] = MV_NO_MOVING;
1861 else if (!IS_FREE(newx,newy))
1864 DrawPlayerField(x,y);
1866 DrawLevelField(x,y);
1870 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1872 if (IS_GEM(Feld[newx][newy]))
1874 if (IS_MOVING(newx,newy))
1875 RemoveMovingField(newx,newy);
1878 Feld[newx][newy] = EL_LEERRAUM;
1879 DrawLevelField(newx,newy);
1882 else if (!IS_FREE(newx,newy))
1885 DrawPlayerField(x,y);
1887 DrawLevelField(x,y);
1891 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1893 if (!IS_FREE(newx,newy))
1896 DrawPlayerField(x,y);
1898 DrawLevelField(x,y);
1903 boolean wanna_flame = !RND(10);
1904 int dx = newx - x, dy = newy - y;
1905 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1906 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1907 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1908 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1909 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1910 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1912 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1913 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1914 element1 != EL_BURNING && element2 != EL_BURNING)
1917 DrawPlayerField(x,y);
1919 DrawLevelField(x,y);
1921 MovDelay[x][y] = 50;
1922 Feld[newx][newy] = EL_BURNING;
1923 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1924 Feld[newx1][newy1] = EL_BURNING;
1925 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1926 Feld[newx2][newy2] = EL_BURNING;
1931 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1932 Feld[newx][newy]==EL_DIAMANT)
1934 if (IS_MOVING(newx,newy))
1935 RemoveMovingField(newx,newy);
1938 Feld[newx][newy] = EL_LEERRAUM;
1939 DrawLevelField(newx,newy);
1942 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1943 IS_MAMPF2(Feld[newx][newy]))
1945 if (AmoebaNr[newx][newy])
1947 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1948 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1949 AmoebaCnt[AmoebaNr[newx][newy]]--;
1952 if (IS_MOVING(newx,newy))
1953 RemoveMovingField(newx,newy);
1956 Feld[newx][newy] = EL_LEERRAUM;
1957 DrawLevelField(newx,newy);
1960 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1961 IS_AMOEBOID(Feld[newx][newy]))
1963 if (AmoebaNr[newx][newy])
1965 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1966 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1967 AmoebaCnt[AmoebaNr[newx][newy]]--;
1970 Feld[newx][newy] = EL_LEERRAUM;
1971 DrawLevelField(newx,newy);
1973 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1974 { /* gegen Wand gelaufen */
1977 if (element == EL_KAEFER || element == EL_FLIEGER)
1978 DrawLevelField(x,y);
1979 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1980 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1981 else if (element==EL_SONDE)
1982 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1987 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1988 PlaySoundLevel(x,y,SND_SCHLURF);
1990 InitMovingField(x,y,MovDir[x][y]);
1994 ContinueMoving(x,y);
1997 void ContinueMoving(int x, int y)
1999 int element = Feld[x][y];
2000 int direction = MovDir[x][y];
2001 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
2002 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
2003 int horiz_move = (dx!=0);
2004 int newx = x + dx, newy = y + dy;
2005 int step = (horiz_move ? dx : dy) * TILEX/8;
2007 if (CAN_FALL(element) && horiz_move)
2009 else if (element==EL_TROPFEN)
2011 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2014 MovPos[x][y] += step;
2016 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2018 Feld[x][y] = EL_LEERRAUM;
2019 Feld[newx][newy] = element;
2021 if (Store[x][y]==EL_MORAST_VOLL)
2024 Feld[newx][newy] = EL_MORAST_VOLL;
2025 element = EL_MORAST_VOLL;
2027 else if (Store[x][y]==EL_MORAST_LEER)
2030 Feld[x][y] = EL_MORAST_LEER;
2032 else if (Store[x][y]==EL_SIEB_VOLL)
2035 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2037 else if (Store[x][y]==EL_SIEB_LEER)
2039 Store[x][y] = Store2[x][y] = 0;
2040 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2042 else if (Store[x][y]==EL_SIEB2_VOLL)
2045 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2047 else if (Store[x][y]==EL_SIEB2_LEER)
2049 Store[x][y] = Store2[x][y] = 0;
2050 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2052 else if (Store[x][y]==EL_SALZSAEURE)
2055 Feld[newx][newy] = EL_SALZSAEURE;
2056 element = EL_SALZSAEURE;
2058 else if (Store[x][y]==EL_AMOEBE_NASS)
2061 Feld[x][y] = EL_AMOEBE_NASS;
2064 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2065 MovDelay[newx][newy] = 0;
2067 if (!CAN_MOVE(element))
2068 MovDir[newx][newy] = 0;
2070 DrawLevelField(x,y);
2071 DrawLevelField(newx,newy);
2073 Stop[newx][newy] = TRUE;
2074 JustHit[x][newy] = 3;
2076 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2078 TestIfBadThingHitsHero(newx,newy);
2079 TestIfBadThingHitsFriend(newx,newy);
2080 TestIfBadThingHitsOtherBadThing(newx,newy);
2082 else if (element == EL_PINGUIN)
2083 TestIfFriendHitsBadThing(newx,newy);
2085 if (CAN_SMASH(element) && direction==MV_DOWN &&
2086 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2089 else /* noch in Bewegung */
2090 DrawLevelField(x,y);
2093 int AmoebeNachbarNr(int ax, int ay)
2096 int element = Feld[ax][ay];
2098 static int xy[4][2] =
2108 int x = ax+xy[i%4][0];
2109 int y = ay+xy[i%4][1];
2111 if (!IN_LEV_FIELD(x,y))
2114 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2115 group_nr = AmoebaNr[x][y];
2121 void AmoebenVereinigen(int ax, int ay)
2124 int new_group_nr = AmoebaNr[ax][ay];
2125 static int xy[4][2] =
2141 if (!IN_LEV_FIELD(x,y))
2144 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2145 Feld[x][y]==EL_AMOEBE_BD ||
2146 Feld[x][y]==EL_AMOEBE_TOT) &&
2147 AmoebaNr[x][y] != new_group_nr)
2149 int old_group_nr = AmoebaNr[x][y];
2151 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2152 AmoebaCnt[old_group_nr] = 0;
2153 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2154 AmoebaCnt2[old_group_nr] = 0;
2156 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2157 if (AmoebaNr[xx][yy]==old_group_nr)
2158 AmoebaNr[xx][yy] = new_group_nr;
2163 void AmoebeUmwandeln(int ax, int ay)
2166 int group_nr = AmoebaNr[ax][ay];
2167 static int xy[4][2] =
2175 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2177 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2179 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2182 Feld[x][y] = EL_AMOEBA2DIAM;
2194 if (!IN_LEV_FIELD(x,y))
2197 if (Feld[x][y]==EL_AMOEBA2DIAM)
2203 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2206 int group_nr = AmoebaNr[ax][ay];
2207 boolean done = FALSE;
2209 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2211 if (AmoebaNr[x][y]==group_nr &&
2212 (Feld[x][y]==EL_AMOEBE_TOT ||
2213 Feld[x][y]==EL_AMOEBE_BD ||
2214 Feld[x][y]==EL_AMOEBING))
2217 Feld[x][y] = new_element;
2218 DrawLevelField(x,y);
2224 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2227 void AmoebeWaechst(int x, int y)
2229 static long sound_delay = 0;
2230 static int sound_delay_value = 0;
2232 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2236 if (DelayReached(&sound_delay, sound_delay_value))
2238 PlaySoundLevel(x,y,SND_AMOEBE);
2239 sound_delay_value = 30;
2243 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2246 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2247 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2249 if (!MovDelay[x][y])
2251 Feld[x][y] = Store[x][y];
2253 DrawLevelField(x,y);
2258 void AmoebeAbleger(int ax, int ay)
2261 int element = Feld[ax][ay];
2262 int newax = ax, neway = ay;
2263 static int xy[4][2] =
2271 if (!level.tempo_amoebe)
2273 Feld[ax][ay] = EL_AMOEBE_TOT;
2274 DrawLevelField(ax,ay);
2278 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2279 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2281 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2284 if (MovDelay[ax][ay])
2288 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2291 int x = ax+xy[start][0];
2292 int y = ay+xy[start][1];
2294 if (!IN_LEV_FIELD(x,y))
2298 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2304 if (newax==ax && neway==ay)
2307 else /* normale oder "gefüllte" Amöbe */
2310 boolean waiting_for_player = FALSE;
2314 int j = (start+i)%4;
2315 int x = ax+xy[j][0];
2316 int y = ay+xy[j][1];
2318 if (!IN_LEV_FIELD(x,y))
2322 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2328 else if (IS_PLAYER(x,y))
2329 waiting_for_player = TRUE;
2332 if (newax==ax && neway==ay)
2334 if (i==4 && !waiting_for_player)
2336 Feld[ax][ay] = EL_AMOEBE_TOT;
2337 DrawLevelField(ax,ay);
2338 AmoebaCnt[AmoebaNr[ax][ay]]--;
2340 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2342 if (element==EL_AMOEBE_VOLL)
2343 AmoebeUmwandeln(ax,ay);
2344 else if (element==EL_AMOEBE_BD)
2345 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2350 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2352 int new_group_nr = AmoebaNr[ax][ay];
2354 AmoebaNr[newax][neway] = new_group_nr;
2355 AmoebaCnt[new_group_nr]++;
2356 AmoebaCnt2[new_group_nr]++;
2357 AmoebenVereinigen(newax,neway);
2359 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2361 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2367 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2368 (neway==lev_fieldy-1 && newax!=ax))
2370 Feld[newax][neway] = EL_AMOEBING;
2371 Store[newax][neway] = element;
2374 Feld[newax][neway] = EL_TROPFEN;
2377 InitMovingField(ax,ay,MV_DOWN);
2378 Feld[ax][ay] = EL_TROPFEN;
2379 Store[ax][ay] = EL_AMOEBE_NASS;
2380 ContinueMoving(ax,ay);
2384 DrawLevelField(newax,neway);
2387 void Life(int ax, int ay)
2390 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2392 int element = Feld[ax][ay];
2397 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2398 MovDelay[ax][ay] = life_time;
2400 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2403 if (MovDelay[ax][ay])
2407 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2409 int xx = ax+x1, yy = ay+y1;
2412 if (!IN_LEV_FIELD(xx,yy))
2415 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2417 int x = xx+x2, y = yy+y2;
2419 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2422 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2424 (IS_FREE(x,y) && Stop[x][y]))
2428 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2430 if (nachbarn<life[0] || nachbarn>life[1])
2432 Feld[xx][yy] = EL_LEERRAUM;
2434 DrawLevelField(xx,yy);
2435 Stop[xx][yy] = TRUE;
2438 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2439 { /* Randfeld ohne Amoebe */
2440 if (nachbarn>=life[2] && nachbarn<=life[3])
2442 Feld[xx][yy] = element;
2443 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2445 DrawLevelField(xx,yy);
2446 Stop[xx][yy] = TRUE;
2452 void Ablenk(int x, int y)
2454 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2455 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2457 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2462 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2463 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2464 if (!(MovDelay[x][y]%4))
2465 PlaySoundLevel(x,y,SND_MIEP);
2470 Feld[x][y] = EL_ABLENK_AUS;
2471 DrawLevelField(x,y);
2476 void Birne(int x, int y)
2478 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2479 MovDelay[x][y] = 800;
2481 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2486 if (!(MovDelay[x][y]%5))
2488 if (!(MovDelay[x][y]%10))
2489 Feld[x][y]=EL_ABLENK_EIN;
2491 Feld[x][y]=EL_ABLENK_AUS;
2492 DrawLevelField(x,y);
2493 Feld[x][y]=EL_ABLENK_EIN;
2499 Feld[x][y]=EL_ABLENK_AUS;
2500 DrawLevelField(x,y);
2505 void Blubber(int x, int y)
2507 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2508 DrawLevelField(x,y-1);
2510 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2513 void NussKnacken(int x, int y)
2515 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2518 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2521 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2522 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2524 if (!MovDelay[x][y])
2526 Feld[x][y] = EL_EDELSTEIN;
2527 DrawLevelField(x,y);
2532 void SiebAktivieren(int x, int y, int typ)
2534 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2535 DrawGraphic(SCREENX(x),SCREENY(y),
2536 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2539 void AusgangstuerPruefen(int x, int y)
2541 if (!local_player->gems_still_needed &&
2542 !local_player->sokobanfields_still_needed &&
2543 !local_player->lights_still_needed)
2545 Feld[x][y] = EL_AUSGANG_ACT;
2547 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2548 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2549 y < LEVELY(BY1) ? LEVELY(BY1) :
2550 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2555 void AusgangstuerOeffnen(int x, int y)
2559 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2560 MovDelay[x][y] = 5*delay;
2562 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2567 tuer = MovDelay[x][y]/delay;
2568 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2569 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2571 if (!MovDelay[x][y])
2573 Feld[x][y] = EL_AUSGANG_AUF;
2574 DrawLevelField(x,y);
2579 void AusgangstuerBlinken(int x, int y)
2581 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2584 void EdelsteinFunkeln(int x, int y)
2586 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2589 if (Feld[x][y] == EL_EDELSTEIN_BD)
2590 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2593 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2594 MovDelay[x][y] = 11 * !SimpleRND(500);
2596 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2600 if (setup.direct_draw_on && MovDelay[x][y])
2601 SetDrawtoField(DRAW_BUFFERED);
2603 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2607 int phase = (MovDelay[x][y]-1)/2;
2612 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2614 if (setup.direct_draw_on)
2618 dest_x = FX + SCREENX(x)*TILEX;
2619 dest_y = FY + SCREENY(y)*TILEY;
2621 XCopyArea(display,drawto_field,window,gc,
2622 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2623 SetDrawtoField(DRAW_DIRECT);
2630 void MauerWaechst(int x, int y)
2634 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2635 MovDelay[x][y] = 3*delay;
2637 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2642 phase = 2-MovDelay[x][y]/delay;
2643 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2644 DrawGraphic(SCREENX(x),SCREENY(y),
2645 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2646 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2647 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2648 GFX_MAUER_DOWN ) + phase);
2650 if (!MovDelay[x][y])
2652 if (MovDir[x][y] == MV_LEFT)
2654 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2655 DrawLevelField(x-1,y);
2657 else if (MovDir[x][y] == MV_RIGHT)
2659 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2660 DrawLevelField(x+1,y);
2662 else if (MovDir[x][y] == MV_UP)
2664 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2665 DrawLevelField(x,y-1);
2669 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2670 DrawLevelField(x,y+1);
2673 Feld[x][y] = Store[x][y];
2675 MovDir[x][y] = MV_NO_MOVING;
2676 DrawLevelField(x,y);
2681 void MauerAbleger(int ax, int ay)
2683 int element = Feld[ax][ay];
2684 boolean oben_frei = FALSE, unten_frei = FALSE;
2685 boolean links_frei = FALSE, rechts_frei = FALSE;
2686 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2687 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2689 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2690 MovDelay[ax][ay] = 6;
2692 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2695 if (MovDelay[ax][ay])
2699 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2701 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2703 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2705 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2708 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2712 Feld[ax][ay-1] = EL_MAUERND;
2713 Store[ax][ay-1] = element;
2714 MovDir[ax][ay-1] = MV_UP;
2715 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2716 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2720 Feld[ax][ay+1] = EL_MAUERND;
2721 Store[ax][ay+1] = element;
2722 MovDir[ax][ay+1] = MV_DOWN;
2723 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2724 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2728 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2729 element == EL_MAUER_LEBT)
2733 Feld[ax-1][ay] = EL_MAUERND;
2734 Store[ax-1][ay] = element;
2735 MovDir[ax-1][ay] = MV_LEFT;
2736 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2737 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2741 Feld[ax+1][ay] = EL_MAUERND;
2742 Store[ax+1][ay] = element;
2743 MovDir[ax+1][ay] = MV_RIGHT;
2744 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2745 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2749 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2750 DrawLevelField(ax,ay);
2752 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2754 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2755 unten_massiv = TRUE;
2756 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2757 links_massiv = TRUE;
2758 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2759 rechts_massiv = TRUE;
2761 if (((oben_massiv && unten_massiv) ||
2762 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2763 ((links_massiv && rechts_massiv) ||
2764 element == EL_MAUER_Y))
2765 Feld[ax][ay] = EL_MAUERWERK;
2768 void CheckForDragon(int x, int y)
2771 boolean dragon_found = FALSE;
2772 static int xy[4][2] =
2784 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2786 if (IN_LEV_FIELD(xx,yy) &&
2787 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2789 if (Feld[xx][yy] == EL_DRACHE)
2790 dragon_found = TRUE;
2803 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2805 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2807 Feld[xx][yy] = EL_LEERRAUM;
2808 DrawLevelField(xx,yy);
2817 void PlayerActions(struct PlayerInfo *player, byte player_action)
2819 static byte stored_player_action[MAX_PLAYERS];
2820 static int num_stored_actions = 0;
2821 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2822 int jx = player->jx, jy = player->jy;
2823 int left = player_action & JOY_LEFT;
2824 int right = player_action & JOY_RIGHT;
2825 int up = player_action & JOY_UP;
2826 int down = player_action & JOY_DOWN;
2827 int button1 = player_action & JOY_BUTTON_1;
2828 int button2 = player_action & JOY_BUTTON_2;
2829 int dx = (left ? -1 : right ? 1 : 0);
2830 int dy = (up ? -1 : down ? 1 : 0);
2832 stored_player_action[player->index_nr] = 0;
2833 num_stored_actions++;
2835 if (!player->active || player->gone || tape.pausing)
2840 player->frame_reset_delay = 0;
2843 snapped = SnapField(player, dx,dy);
2847 bombed = PlaceBomb(player);
2848 moved = MoveFigure(player, dx,dy);
2851 if (tape.recording && (moved || snapped || bombed))
2853 if (bombed && !moved)
2854 player_action &= JOY_BUTTON;
2856 stored_player_action[player->index_nr] = player_action;
2858 /* this allows cycled sequences of PlayerActions() */
2859 if (num_stored_actions >= MAX_PLAYERS)
2861 TapeRecordAction(stored_player_action);
2862 num_stored_actions = 0;
2865 else if (tape.playing && snapped)
2866 SnapField(player, 0,0); /* stop snapping */
2870 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2871 SnapField(player, 0,0);
2872 if (++player->frame_reset_delay > MoveSpeed)
2876 if (tape.playing && !tape.pausing && !player_action &&
2877 tape.counter < tape.length)
2880 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2882 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2884 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2886 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2888 int el = Feld[jx+dx][jy];
2889 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2891 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2893 player->MovDir = next_joy;
2894 player->Frame = FrameCounter % 4;
2895 player->Pushing = TRUE;
2904 static long action_delay = 0;
2905 long action_delay_value;
2906 int sieb_x = 0, sieb_y = 0;
2907 int i, x,y, element;
2908 byte *recorded_player_action;
2910 if (game_status != PLAYING)
2913 action_delay_value =
2914 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2916 /* main game synchronization point */
2917 WaitUntilDelayReached(&action_delay, action_delay_value);
2919 if (network_playing && !network_player_action_received)
2923 printf("DEBUG: try to get network player actions in time\n");
2927 /* last chance to get network player actions without main loop delay */
2930 if (game_status != PLAYING)
2933 if (!network_player_action_received)
2937 printf("DEBUG: failed to get network player actions in time\n");
2945 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2947 else if (tape.recording)
2950 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
2952 if (network_playing)
2953 SendToServer_MovePlayer(local_player->potential_action);
2955 for(i=0; i<MAX_PLAYERS; i++)
2957 int actual_player_action = stored_player[i].action;
2959 if (recorded_player_action)
2960 actual_player_action = recorded_player_action[i];
2962 PlayerActions(&stored_player[i], actual_player_action);
2963 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2966 network_player_action_received = FALSE;
2968 ScrollScreen(NULL, SCROLL_GO_ON);
2973 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2976 if (JustHit[x][y]>0)
2980 if (IS_BLOCKED(x,y))
2984 Blocked2Moving(x,y,&oldx,&oldy);
2985 if (!IS_MOVING(oldx,oldy))
2987 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2988 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2989 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2990 printf("GameActions(): This should never happen!\n");
2996 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2998 element = Feld[x][y];
3000 if (IS_INACTIVE(element))
3003 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3007 if (IS_GEM(element))
3008 EdelsteinFunkeln(x,y);
3010 else if (IS_MOVING(x,y))
3011 ContinueMoving(x,y);
3012 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3014 else if (element==EL_EXPLODING)
3015 Explode(x,y,Frame[x][y],EX_NORMAL);
3016 else if (element==EL_AMOEBING)
3018 else if (IS_AMOEBALIVE(element))
3020 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3022 else if (element==EL_ABLENK_EIN)
3024 else if (element==EL_SALZSAEURE)
3026 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3028 else if (element==EL_CRACKINGNUT)
3030 else if (element==EL_AUSGANG_ZU)
3031 AusgangstuerPruefen(x,y);
3032 else if (element==EL_AUSGANG_ACT)
3033 AusgangstuerOeffnen(x,y);
3034 else if (element==EL_AUSGANG_AUF)
3035 AusgangstuerBlinken(x,y);
3036 else if (element==EL_MAUERND)
3038 else if (element==EL_MAUER_LEBT ||
3039 element==EL_MAUER_X ||
3040 element==EL_MAUER_Y ||
3041 element==EL_MAUER_XY)
3043 else if (element==EL_BURNING)
3044 CheckForDragon(x,y);
3048 boolean sieb = FALSE;
3049 int jx = local_player->jx, jy = local_player->jy;
3051 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3052 Store[x][y]==EL_SIEB_LEER)
3054 SiebAktivieren(x, y, 1);
3057 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3058 Store[x][y]==EL_SIEB2_LEER)
3060 SiebAktivieren(x, y, 2);
3064 /* play the element sound at the position nearest to the player */
3065 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3076 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3080 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3082 element = Feld[x][y];
3083 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3085 Feld[x][y] = EL_SIEB_TOT;
3086 DrawLevelField(x,y);
3088 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3090 Feld[x][y] = EL_SIEB2_TOT;
3091 DrawLevelField(x,y);
3097 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3102 if (tape.recording || tape.playing)
3103 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3106 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3108 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3111 for(i=0; i<MAX_PLAYERS; i++)
3112 KillHero(&stored_player[i]);
3118 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3120 int min_x = x, min_y = y, max_x = x, max_y = y;
3123 for(i=0; i<MAX_PLAYERS; i++)
3125 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3127 if (!stored_player[i].active || stored_player[i].gone ||
3128 &stored_player[i] == player)
3131 min_x = MIN(min_x, jx);
3132 min_y = MIN(min_y, jy);
3133 max_x = MAX(max_x, jx);
3134 max_y = MAX(max_y, jy);
3137 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3140 static boolean AllPlayersInVisibleScreen()
3144 for(i=0; i<MAX_PLAYERS; i++)
3146 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3148 if (!stored_player[i].active || stored_player[i].gone)
3151 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3158 void ScrollLevel(int dx, int dy)
3160 int softscroll_offset = (setup.soft_scrolling_on ? TILEX : 0);
3164 ScreenGfxPos = local_player->GfxPos;
3167 XCopyArea(display,drawto_field,drawto_field,gc,
3168 FX + TILEX*(dx==-1) - softscroll_offset,
3169 FY + TILEY*(dy==-1) - softscroll_offset,
3170 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3171 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3172 FX + TILEX*(dx==1) - softscroll_offset,
3173 FY + TILEY*(dy==1) - softscroll_offset);
3177 x = (dx==1 ? BX1 : BX2);
3178 for(y=BY1; y<=BY2; y++)
3179 DrawScreenField(x,y);
3183 y = (dy==1 ? BY1 : BY2);
3184 for(x=BX1; x<=BX2; x++)
3185 DrawScreenField(x,y);
3188 redraw_mask |= REDRAW_FIELD;
3191 boolean MoveFigureOneStep(struct PlayerInfo *player,
3192 int dx, int dy, int real_dx, int real_dy)
3194 int jx = player->jx, jy = player->jy;
3195 int new_jx = jx+dx, new_jy = jy+dy;
3199 if (player->gone || (!dx && !dy))
3200 return(MF_NO_ACTION);
3202 player->MovDir = (dx < 0 ? MV_LEFT :
3205 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3207 if (!IN_LEV_FIELD(new_jx,new_jy))
3208 return(MF_NO_ACTION);
3210 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3211 return(MF_NO_ACTION);
3213 element = MovingOrBlocked2Element(new_jx,new_jy);
3215 if (DONT_GO_TO(element))
3217 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3220 Feld[jx][jy] = EL_SPIELFIGUR;
3221 InitMovingField(jx,jy,MV_DOWN);
3222 Store[jx][jy] = EL_SALZSAEURE;
3223 ContinueMoving(jx,jy);
3232 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3233 if (can_move != MF_MOVING)
3236 StorePlayer[jx][jy] = 0;
3237 player->last_jx = jx;
3238 player->last_jy = jy;
3239 jx = player->jx = new_jx;
3240 jy = player->jy = new_jy;
3241 StorePlayer[jx][jy] = player->element_nr;
3243 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3245 ScrollFigure(player, SCROLL_INIT);
3250 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3252 int jx = player->jx, jy = player->jy;
3253 int old_jx = jx, old_jy = jy;
3254 int moved = MF_NO_ACTION;
3256 if (player->gone || (!dx && !dy))
3259 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3262 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3264 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3265 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3269 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3270 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3279 if (moved & MF_MOVING && player == local_player)
3282 if (moved & MF_MOVING && !ScreenMovPos &&
3283 (player == local_player || !options.network))
3285 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3286 int offset = (setup.scroll_delay_on ? 3 : 0);
3289 if (player == local_player)
3291 printf("MOVING LOCAL PLAYER && SCROLLING\n");
3295 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3297 /* actual player has left the screen -- scroll in that direction */
3298 if (jx != old_jx) /* player has moved horizontally */
3299 scroll_x += (jx - old_jx);
3300 else /* player has moved vertically */
3301 scroll_y += (jy - old_jy);
3305 if (jx != old_jx) /* player has moved horizontally */
3308 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3309 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3310 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3313 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3314 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3315 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3317 /* don't scroll over playfield boundaries */
3318 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 2)
3319 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 2);
3321 /* don't scroll more than one field at a time */
3322 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3324 /* don't scroll against the player's moving direction */
3325 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3326 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3327 scroll_x = old_scroll_x;
3329 else /* player has moved vertically */
3332 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3333 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3334 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3337 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3338 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3339 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3341 /* don't scroll over playfield boundaries */
3342 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 2)
3343 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 2);
3345 /* don't scroll more than one field at a time */
3346 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3348 /* don't scroll against the player's moving direction */
3349 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3350 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3351 scroll_y = old_scroll_y;
3356 if (player == local_player)
3358 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3359 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3360 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3361 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3362 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3363 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3365 /* don't scroll more than one field at a time */
3366 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3367 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3371 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3373 if (!options.network && !AllPlayersInVisibleScreen())
3375 scroll_x = old_scroll_x;
3376 scroll_y = old_scroll_y;
3380 ScrollScreen(player, SCROLL_INIT);
3381 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3386 if (!(moved & MF_MOVING) && !player->Pushing)
3389 player->Frame = (player->Frame + 1) % 4;
3391 if (moved & MF_MOVING)
3393 if (old_jx != jx && old_jy == jy)
3394 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3395 else if (old_jx == jx && old_jy != jy)
3396 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3398 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3400 player->last_move_dir = player->MovDir;
3403 player->last_move_dir = MV_NO_MOVING;
3405 TestIfHeroHitsBadThing(jx,jy);
3413 void ScrollFigure(struct PlayerInfo *player, int mode)
3415 int jx = player->jx, jy = player->jy;
3416 int last_jx = player->last_jx, last_jy = player->last_jy;
3418 if (!player->active || player->gone || !player->MovPos)
3421 if (mode == SCROLL_INIT)
3423 player->actual_frame_counter = FrameCounter;
3424 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3426 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3427 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3432 else if (!FrameReached(&player->actual_frame_counter,1))
3435 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3436 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3438 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3439 Feld[last_jx][last_jy] = EL_LEERRAUM;
3443 if (!player->MovPos)
3445 player->last_jx = jx;
3446 player->last_jy = jy;
3448 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3452 if (!local_player->friends_still_needed)
3453 player->LevelSolved = player->GameOver = TRUE;
3458 void ScrollScreen(struct PlayerInfo *player, int mode)
3460 static long screen_frame_counter = 0;
3462 if (mode == SCROLL_INIT)
3464 screen_frame_counter = FrameCounter;
3465 ScreenMovDir = player->MovDir;
3466 ScreenMovPos = player->MovPos;
3467 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3470 else if (!FrameReached(&screen_frame_counter,1))
3475 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3476 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3477 redraw_mask |= REDRAW_FIELD;
3480 ScreenMovDir = MV_NO_MOVING;
3483 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3485 int i, killx = goodx, killy = goody;
3486 static int xy[4][2] =
3493 static int harmless[4] =
3505 x = goodx + xy[i][0];
3506 y = goody + xy[i][1];
3507 if (!IN_LEV_FIELD(x,y))
3510 element = Feld[x][y];
3512 if (DONT_TOUCH(element))
3514 if (MovDir[x][y] == harmless[i])
3523 if (killx != goodx || killy != goody)
3525 if (IS_PLAYER(goodx,goody))
3526 KillHero(PLAYERINFO(goodx,goody));
3532 void TestIfBadThingHitsGoodThing(int badx, int bady)
3534 int i, killx = badx, killy = bady;
3535 static int xy[4][2] =
3542 static int harmless[4] =
3554 x = badx + xy[i][0];
3555 y = bady + xy[i][1];
3556 if (!IN_LEV_FIELD(x,y))
3559 element = Feld[x][y];
3567 else if (element == EL_PINGUIN)
3569 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3578 if (killx != badx || killy != bady)
3580 if (IS_PLAYER(killx,killy))
3581 KillHero(PLAYERINFO(killx,killy));
3587 void TestIfHeroHitsBadThing(int x, int y)
3589 TestIfGoodThingHitsBadThing(x,y);
3592 void TestIfBadThingHitsHero(int x, int y)
3595 TestIfGoodThingHitsBadThing(JX,JY);
3598 TestIfBadThingHitsGoodThing(x,y);
3601 void TestIfFriendHitsBadThing(int x, int y)
3603 TestIfGoodThingHitsBadThing(x,y);
3606 void TestIfBadThingHitsFriend(int x, int y)
3608 TestIfBadThingHitsGoodThing(x,y);
3611 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3613 int i, killx = badx, killy = bady;
3614 static int xy[4][2] =
3628 if (!IN_LEV_FIELD(x,y))
3631 element = Feld[x][y];
3632 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3633 element == EL_AMOEBING || element == EL_TROPFEN)
3641 if (killx != badx || killy != bady)
3645 void KillHero(struct PlayerInfo *player)
3647 int jx = player->jx, jy = player->jy;
3652 if (IS_PFORTE(Feld[jx][jy]))
3653 Feld[jx][jy] = EL_LEERRAUM;
3659 void BuryHero(struct PlayerInfo *player)
3661 int jx = player->jx, jy = player->jy;
3666 PlaySoundLevel(jx,jy, SND_AUTSCH);
3667 PlaySoundLevel(jx,jy, SND_LACHEN);
3669 player->GameOver = TRUE;
3673 void RemoveHero(struct PlayerInfo *player)
3675 int jx = player->jx, jy = player->jy;
3676 int i, found = FALSE;
3678 player->gone = TRUE;
3679 StorePlayer[jx][jy] = 0;
3681 for(i=0; i<MAX_PLAYERS; i++)
3682 if (stored_player[i].active && !stored_player[i].gone)
3686 AllPlayersGone = TRUE;
3692 int DigField(struct PlayerInfo *player,
3693 int x, int y, int real_dx, int real_dy, int mode)
3695 int jx = player->jx, jy = player->jy;
3696 int dx = x - jx, dy = y - jy;
3699 if (!player->MovPos)
3700 player->Pushing = FALSE;
3702 if (mode == DF_NO_PUSH)
3704 player->push_delay = 0;
3705 return(MF_NO_ACTION);
3708 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3709 return(MF_NO_ACTION);
3711 element = Feld[x][y];
3719 Feld[x][y] = EL_LEERRAUM;
3723 case EL_EDELSTEIN_BD:
3724 case EL_EDELSTEIN_GELB:
3725 case EL_EDELSTEIN_ROT:
3726 case EL_EDELSTEIN_LILA:
3729 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3730 if (local_player->gems_still_needed < 0)
3731 local_player->gems_still_needed = 0;
3732 RaiseScoreElement(element);
3733 DrawText(DX_EMERALDS, DY_EMERALDS,
3734 int2str(local_player->gems_still_needed, 3),
3735 FS_SMALL, FC_YELLOW);
3736 PlaySoundLevel(x, y, SND_PONG);
3739 case EL_DYNAMIT_AUS:
3742 RaiseScoreElement(EL_DYNAMIT);
3743 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3744 int2str(local_player->dynamite, 3),
3745 FS_SMALL, FC_YELLOW);
3746 PlaySoundLevel(x,y,SND_PONG);
3749 case EL_DYNABOMB_NR:
3751 player->dynabomb_count++;
3752 player->dynabombs_left++;
3753 RaiseScoreElement(EL_DYNAMIT);
3754 PlaySoundLevel(x,y,SND_PONG);
3757 case EL_DYNABOMB_SZ:
3759 player->dynabomb_size++;
3760 RaiseScoreElement(EL_DYNAMIT);
3761 PlaySoundLevel(x,y,SND_PONG);
3764 case EL_DYNABOMB_XL:
3766 player->dynabomb_xl = TRUE;
3767 RaiseScoreElement(EL_DYNAMIT);
3768 PlaySoundLevel(x,y,SND_PONG);
3771 case EL_SCHLUESSEL1:
3772 case EL_SCHLUESSEL2:
3773 case EL_SCHLUESSEL3:
3774 case EL_SCHLUESSEL4:
3776 int key_nr = element-EL_SCHLUESSEL1;
3779 player->key[key_nr] = TRUE;
3780 RaiseScoreElement(EL_SCHLUESSEL);
3781 DrawMiniGraphicExt(drawto,gc,
3782 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3783 GFX_SCHLUESSEL1+key_nr);
3784 DrawMiniGraphicExt(window,gc,
3785 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3786 GFX_SCHLUESSEL1+key_nr);
3787 PlaySoundLevel(x,y,SND_PONG);
3792 Feld[x][y] = EL_ABLENK_EIN;
3795 DrawLevelField(x,y);
3799 case EL_FELSBROCKEN:
3803 if (dy || mode==DF_SNAP)
3804 return(MF_NO_ACTION);
3806 player->Pushing = TRUE;
3808 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3809 return(MF_NO_ACTION);
3813 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3814 return(MF_NO_ACTION);
3817 if (player->push_delay == 0)
3818 player->push_delay = FrameCounter;
3819 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3821 return(MF_NO_ACTION);
3824 Feld[x+dx][y+dy] = element;
3826 player->push_delay_value = 2+RND(8);
3828 DrawLevelField(x+dx,y+dy);
3829 if (element==EL_FELSBROCKEN)
3830 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3831 else if (element==EL_KOKOSNUSS)
3832 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3834 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3841 if (!player->key[element-EL_PFORTE1])
3842 return(MF_NO_ACTION);
3849 if (!player->key[element-EL_PFORTE1X])
3850 return(MF_NO_ACTION);
3854 case EL_AUSGANG_ACT:
3855 /* Tür ist (noch) nicht offen! */
3856 return(MF_NO_ACTION);
3859 case EL_AUSGANG_AUF:
3861 return(MF_NO_ACTION);
3863 PlaySoundLevel(x,y,SND_BUING);
3866 player->gone = TRUE;
3867 PlaySoundLevel(x,y,SND_BUING);
3869 if (!local_player->friends_still_needed)
3870 player->LevelSolved = player->GameOver = TRUE;
3876 Feld[x][y] = EL_BIRNE_EIN;
3877 local_player->lights_still_needed--;
3878 DrawLevelField(x,y);
3879 PlaySoundLevel(x,y,SND_DENG);
3884 Feld[x][y] = EL_ZEIT_LEER;
3886 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3887 DrawLevelField(x,y);
3888 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3892 case EL_SOKOBAN_FELD_LEER:
3895 case EL_SOKOBAN_FELD_VOLL:
3896 case EL_SOKOBAN_OBJEKT:
3899 return(MF_NO_ACTION);
3901 player->Pushing = TRUE;
3903 if (!IN_LEV_FIELD(x+dx,y+dy)
3904 || (!IS_FREE(x+dx,y+dy)
3905 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3906 || !IS_SB_ELEMENT(element))))
3907 return(MF_NO_ACTION);
3911 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3912 return(MF_NO_ACTION);
3914 else if (dy && real_dx)
3916 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3917 return(MF_NO_ACTION);
3920 if (player->push_delay == 0)
3921 player->push_delay = FrameCounter;
3922 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3924 return(MF_NO_ACTION);
3926 if (IS_SB_ELEMENT(element))
3928 if (element == EL_SOKOBAN_FELD_VOLL)
3930 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3931 local_player->sokobanfields_still_needed++;
3936 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3938 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3939 local_player->sokobanfields_still_needed--;
3940 if (element == EL_SOKOBAN_OBJEKT)
3941 PlaySoundLevel(x,y,SND_DENG);
3944 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3949 Feld[x+dx][y+dy] = element;
3952 player->push_delay_value = 2;
3954 DrawLevelField(x,y);
3955 DrawLevelField(x+dx,y+dy);
3956 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3958 if (IS_SB_ELEMENT(element) &&
3959 local_player->sokobanfields_still_needed == 0 &&
3960 game_emulation == EMU_SOKOBAN)
3962 player->LevelSolved = player->GameOver = TRUE;
3963 PlaySoundLevel(x,y,SND_BUING);
3975 return(MF_NO_ACTION);
3979 player->push_delay = 0;
3984 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
3986 int jx = player->jx, jy = player->jy;
3987 int x = jx + dx, y = jy + dy;
3989 if (player->gone || !IN_LEV_FIELD(x,y))
3997 player->snapped = FALSE;
4001 if (player->snapped)
4004 player->MovDir = (dx < 0 ? MV_LEFT :
4007 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4009 if (!DigField(player, x,y, 0,0, DF_SNAP))
4012 player->snapped = TRUE;
4013 DrawLevelField(x,y);
4019 boolean PlaceBomb(struct PlayerInfo *player)
4021 int jx = player->jx, jy = player->jy;
4024 if (player->gone || player->MovPos)
4027 element = Feld[jx][jy];
4029 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4030 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4033 if (element != EL_LEERRAUM)
4034 Store[jx][jy] = element;
4036 if (player->dynamite)
4038 Feld[jx][jy] = EL_DYNAMIT;
4039 MovDelay[jx][jy] = 96;
4041 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4042 FS_SMALL, FC_YELLOW);
4043 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4044 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4048 Feld[jx][jy] = EL_DYNABOMB;
4049 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4050 MovDelay[jx][jy] = 96;
4051 player->dynabombs_left--;
4052 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4053 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4059 void PlaySoundLevel(int x, int y, int sound_nr)
4061 int sx = SCREENX(x), sy = SCREENY(y);
4063 int silence_distance = 8;
4065 if ((!setup.sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4066 (!setup.sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4069 if (!IN_LEV_FIELD(x,y) ||
4070 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4071 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4074 volume = PSND_MAX_VOLUME;
4076 stereo = (sx-SCR_FIELDX/2)*12;
4078 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4079 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4080 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4083 if (!IN_SCR_FIELD(sx,sy))
4085 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4086 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4088 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4091 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4094 void RaiseScore(int value)
4096 local_player->score += value;
4097 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4098 FS_SMALL, FC_YELLOW);
4101 void RaiseScoreElement(int element)
4106 case EL_EDELSTEIN_BD:
4107 case EL_EDELSTEIN_GELB:
4108 case EL_EDELSTEIN_ROT:
4109 case EL_EDELSTEIN_LILA:
4110 RaiseScore(level.score[SC_EDELSTEIN]);
4113 RaiseScore(level.score[SC_DIAMANT]);
4117 RaiseScore(level.score[SC_KAEFER]);
4121 RaiseScore(level.score[SC_FLIEGER]);
4125 RaiseScore(level.score[SC_MAMPFER]);
4128 RaiseScore(level.score[SC_ROBOT]);
4131 RaiseScore(level.score[SC_PACMAN]);
4134 RaiseScore(level.score[SC_KOKOSNUSS]);
4137 RaiseScore(level.score[SC_DYNAMIT]);
4140 RaiseScore(level.score[SC_SCHLUESSEL]);