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 if (sound_status == SOUND_OFF)
31 if (!sound_loops_allowed)
33 setup.sound_loops = FALSE;
34 setup.sound_music = FALSE;
37 setup.sound_simple = setup.sound;
45 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
46 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
48 /* don't play tapes over network */
49 network_playing = (options.network && !tape.playing);
51 for(i=0; i<MAX_PLAYERS; i++)
53 struct PlayerInfo *player = &stored_player[i];
56 player->element_nr = EL_SPIELER1 + i;
58 player->present = FALSE;
59 player->active = FALSE;
62 player->effective_action = 0;
65 player->gems_still_needed = level.edelsteine;
66 player->sokobanfields_still_needed = 0;
67 player->lights_still_needed = 0;
68 player->friends_still_needed = 0;
71 player->key[j] = FALSE;
74 player->dynabomb_count = 0;
75 player->dynabomb_size = 0;
76 player->dynabombs_left = 0;
77 player->dynabomb_xl = FALSE;
79 player->MovDir = MV_NO_MOVING;
81 player->Pushing = FALSE;
85 player->actual_frame_counter = 0;
87 player->frame_reset_delay = 0;
89 player->push_delay = 0;
90 player->push_delay_value = 5;
92 player->move_delay = 0;
93 player->last_move_dir = MV_NO_MOVING;
95 player->snapped = FALSE;
99 player->last_jx = player->last_jy = 0;
100 player->jx = player->jy = 0;
102 DigField(player, 0,0,0,0,DF_NO_PUSH);
103 SnapField(player, 0,0);
105 player->LevelSolved = FALSE;
106 player->GameOver = FALSE;
109 network_player_action_received = FALSE;
111 /* initial null action */
113 SendToServer_MovePlayer(MV_NO_MOVING);
120 TimeLeft = level.time;
122 ScreenMovDir = MV_NO_MOVING;
126 AllPlayersGone = SiebAktiv = FALSE;
128 for(i=0;i<MAX_NUM_AMOEBA;i++)
129 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
131 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
133 Feld[x][y] = Ur[x][y];
134 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
135 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
140 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
142 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
148 Feld[x][y] = EL_SPIELER1;
155 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
156 int jx = player->jx, jy = player->jy;
158 player->present = TRUE;
161 if (!network_playing || player->connected)
164 if (!options.network || player->connected)
166 player->active = TRUE;
168 /* remove potentially duplicate players */
169 if (StorePlayer[jx][jy] == Feld[x][y])
170 StorePlayer[jx][jy] = 0;
172 StorePlayer[x][y] = Feld[x][y];
174 printf("Player %d activated.\n", player->element_nr);
175 printf("[Local player is %d and currently %s.]\n",
176 local_player->element_nr,
177 local_player->active ? "active" : "not active");
180 Feld[x][y] = EL_LEERRAUM;
181 player->jx = player->last_jx = x;
182 player->jy = player->last_jy = y;
187 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
188 Feld[x][y] = EL_BADEWANNE1;
189 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
190 Feld[x][y] = EL_BADEWANNE2;
191 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
192 Feld[x][y] = EL_BADEWANNE3;
193 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
194 Feld[x][y] = EL_BADEWANNE4;
195 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
196 Feld[x][y] = EL_BADEWANNE5;
235 Feld[x][y] = EL_AMOEBING;
236 Store[x][y] = EL_AMOEBE_NASS;
243 local_player->lights_still_needed++;
245 case EL_SOKOBAN_FELD_LEER:
246 local_player->sokobanfields_still_needed++;
250 local_player->friends_still_needed++;
254 MovDir[x][y] = 1<<RND(4);
261 /* check if any connected player was not found in playfield */
262 for(i=0; i<MAX_PLAYERS; i++)
264 struct PlayerInfo *player = &stored_player[i];
266 if (player->connected && !player->present)
268 for(j=0; j<MAX_PLAYERS; j++)
270 struct PlayerInfo *some_player = &stored_player[j];
271 int jx = some_player->jx, jy = some_player->jy;
273 /* assign first free player found that is present in the playfield */
274 if (some_player->present && !some_player->connected)
276 player->present = TRUE;
277 player->active = TRUE;
278 some_player->present = FALSE;
280 StorePlayer[jx][jy] = player->element_nr;
281 player->jx = player->last_jx = jx;
282 player->jy = player->last_jy = jy;
290 /* when in single player mode, eliminate all but the first active player */
291 if (!options.network && !setup.team_mode)
292 for(i=0; i<MAX_PLAYERS; i++)
293 if (stored_player[i].active)
294 for(j=i+1; j<MAX_PLAYERS; j++)
295 stored_player[j].active = FALSE;
297 for(i=0; i<MAX_PLAYERS; i++)
299 struct PlayerInfo *player = &stored_player[i];
301 printf("Player %d: present == %d, connected == %d, active == %d.\n",
306 if (local_player == player)
307 printf("Player %d is local player.\n", i+1);
311 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
312 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
314 scroll_x = scroll_y = -1;
315 if (local_player->jx >= MIDPOSX-1)
316 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
317 local_player->jx - MIDPOSX :
318 lev_fieldx - SCR_FIELDX + 1);
319 if (local_player->jy >= MIDPOSY-1)
320 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
321 local_player->jy - MIDPOSY :
322 lev_fieldy - SCR_FIELDY + 1);
324 CloseDoor(DOOR_CLOSE_1);
330 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
331 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
332 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
333 DrawTextExt(pix[PIX_DB_DOOR],gc,
334 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
335 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
336 DrawTextExt(pix[PIX_DB_DOOR],gc,
337 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
338 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
339 DrawTextExt(pix[PIX_DB_DOOR],gc,
340 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
341 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
342 DrawTextExt(pix[PIX_DB_DOOR],gc,
343 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
344 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
345 DrawTextExt(pix[PIX_DB_DOOR],gc,
346 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
347 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
349 DrawGameButton(BUTTON_GAME_STOP);
350 DrawGameButton(BUTTON_GAME_PAUSE);
351 DrawGameButton(BUTTON_GAME_PLAY);
352 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music));
353 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops));
354 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple));
355 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
356 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
357 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
358 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
359 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
361 OpenDoor(DOOR_OPEN_1);
363 if (setup.sound_music)
364 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
366 XAutoRepeatOff(display);
370 printf("Spieler %d %saktiv.\n",
371 i+1, (stored_player[i].active ? "" : "nicht "));
375 void InitMovDir(int x, int y)
377 int i, element = Feld[x][y];
378 static int xy[4][2] =
385 static int direction[2][4] =
387 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
388 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
397 Feld[x][y] = EL_KAEFER;
398 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
404 Feld[x][y] = EL_FLIEGER;
405 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
411 Feld[x][y] = EL_BUTTERFLY;
412 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
418 Feld[x][y] = EL_FIREFLY;
419 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
425 Feld[x][y] = EL_PACMAN;
426 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
429 MovDir[x][y] = 1<<RND(4);
430 if (element != EL_KAEFER &&
431 element != EL_FLIEGER &&
432 element != EL_BUTTERFLY &&
433 element != EL_FIREFLY)
443 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
445 if (element==EL_KAEFER || element==EL_BUTTERFLY)
447 MovDir[x][y] = direction[0][i];
450 else if (element==EL_FLIEGER || element==EL_FIREFLY)
452 MovDir[x][y] = direction[1][i];
461 void InitAmoebaNr(int x, int y)
464 int group_nr = AmoebeNachbarNr(x,y);
468 for(i=1;i<MAX_NUM_AMOEBA;i++)
478 AmoebaNr[x][y] = group_nr;
479 AmoebaCnt[group_nr]++;
480 AmoebaCnt2[group_nr]++;
486 int bumplevel = FALSE;
488 if (local_player->MovPos)
491 local_player->LevelSolved = FALSE;
495 if (setup.sound_loops)
496 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
500 if (!setup.sound_loops)
501 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
502 if (TimeLeft && !(TimeLeft % 10))
503 RaiseScore(level.score[SC_ZEITBONUS]);
504 if (TimeLeft > 100 && !(TimeLeft % 10))
508 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
513 if (setup.sound_loops)
519 /* Hero disappears */
520 DrawLevelField(ExitX, ExitY);
526 CloseDoor(DOOR_CLOSE_1);
531 SaveLevelTape(tape.level_nr); /* Ask to save tape */
534 if ((hi_pos=NewHiScore()) >= 0)
536 game_status = HALLOFFAME;
537 DrawHallOfFame(hi_pos);
538 if (bumplevel && TAPE_IS_EMPTY(tape))
543 game_status = MAINMENU;
544 if (bumplevel && TAPE_IS_EMPTY(tape))
559 if (!strcmp(setup.alias_name,EMPTY_ALIAS) ||
560 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
563 for(k=0;k<MAX_SCORE_ENTRIES;k++)
565 if (local_player->score > highscore[k].Score)
567 /* Spieler kommt in Highscore-Liste */
569 if (k<MAX_SCORE_ENTRIES-1)
571 int m = MAX_SCORE_ENTRIES-1;
574 for(l=k;l<MAX_SCORE_ENTRIES;l++)
575 if (!strcmp(setup.alias_name,highscore[l].Name))
577 if (m==k) /* Spieler überschreibt seine alte Position */
583 strcpy(highscore[l].Name,highscore[l-1].Name);
584 highscore[l].Score = highscore[l-1].Score;
591 sprintf(highscore[k].Name,setup.alias_name);
592 highscore[k].Score = local_player->score;
598 else if (!strcmp(setup.alias_name,highscore[k].Name))
599 break; /* Spieler schon mit besserer Punktzahl in der Liste */
610 void InitMovingField(int x, int y, int direction)
612 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
613 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
615 MovDir[x][y] = direction;
616 MovDir[newx][newy] = direction;
617 if (Feld[newx][newy] == EL_LEERRAUM)
618 Feld[newx][newy] = EL_BLOCKED;
621 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
623 int direction = MovDir[x][y];
624 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
625 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
631 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
633 int oldx = x, oldy = y;
634 int direction = MovDir[x][y];
636 if (direction==MV_LEFT)
638 else if (direction==MV_RIGHT)
640 else if (direction==MV_UP)
642 else if (direction==MV_DOWN)
645 *comes_from_x = oldx;
646 *comes_from_y = oldy;
649 int MovingOrBlocked2Element(int x, int y)
651 int element = Feld[x][y];
653 if (element==EL_BLOCKED)
657 Blocked2Moving(x,y,&oldx,&oldy);
658 return(Feld[oldx][oldy]);
664 static void RemoveField(int x, int y)
666 Feld[x][y] = EL_LEERRAUM;
672 void RemoveMovingField(int x, int y)
674 int oldx = x,oldy = y, newx = x,newy = y;
676 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
681 Moving2Blocked(x,y,&newx,&newy);
682 if (Feld[newx][newy] != EL_BLOCKED)
685 else if (Feld[x][y]==EL_BLOCKED)
687 Blocked2Moving(x,y,&oldx,&oldy);
688 if (!IS_MOVING(oldx,oldy))
692 if (Feld[x][y]==EL_BLOCKED &&
693 (Store[oldx][oldy]==EL_MORAST_LEER ||
694 Store[oldx][oldy]==EL_SIEB_LEER ||
695 Store[oldx][oldy]==EL_SIEB2_LEER ||
696 Store[oldx][oldy]==EL_AMOEBE_NASS))
698 Feld[oldx][oldy] = Store[oldx][oldy];
699 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
702 Feld[oldx][oldy] = EL_LEERRAUM;
704 Feld[newx][newy] = EL_LEERRAUM;
705 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
706 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
708 DrawLevelField(oldx,oldy);
709 DrawLevelField(newx,newy);
712 void DrawDynamite(int x, int y)
714 int sx = SCREENX(x), sy = SCREENY(y);
715 int graphic = el2gfx(Feld[x][y]);
718 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
722 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
724 if (Feld[x][y]==EL_DYNAMIT)
726 if ((phase = (96-MovDelay[x][y])/12) > 6)
731 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
736 DrawGraphicThruMask(sx,sy, graphic + phase);
738 DrawGraphic(sx,sy, graphic + phase);
741 void CheckDynamite(int x, int y)
743 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
748 if (!(MovDelay[x][y] % 12))
749 PlaySoundLevel(x,y,SND_ZISCH);
751 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
753 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
760 StopSound(SND_ZISCH);
764 void Explode(int ex, int ey, int phase, int mode)
767 int num_phase = 9, delay = 2;
768 int last_phase = num_phase*delay;
769 int half_phase = (num_phase/2)*delay;
771 if (phase==0) /* Feld 'Store' initialisieren */
773 int center_element = Feld[ex][ey];
775 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
777 center_element = MovingOrBlocked2Element(ex,ey);
778 RemoveMovingField(ex,ey);
781 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
783 int element = Feld[x][y];
785 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
787 element = MovingOrBlocked2Element(x,y);
788 RemoveMovingField(x,y);
791 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
794 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
798 if (element==EL_EXPLODING)
799 element = Store2[x][y];
801 if (IS_PLAYER(ex,ey))
803 switch(StorePlayer[ex][ey])
806 Store[x][y] = EL_EDELSTEIN_ROT;
809 Store[x][y] = EL_EDELSTEIN;
812 Store[x][y] = EL_EDELSTEIN_LILA;
816 Store[x][y] = EL_EDELSTEIN_GELB;
820 else if (center_element==EL_MAULWURF)
821 Store[x][y] = EL_EDELSTEIN_ROT;
822 else if (center_element==EL_PINGUIN)
823 Store[x][y] = EL_EDELSTEIN_LILA;
824 else if (center_element==EL_KAEFER)
825 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
826 else if (center_element==EL_BUTTERFLY)
827 Store[x][y] = EL_EDELSTEIN_BD;
828 else if (center_element==EL_MAMPFER)
829 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
830 else if (center_element==EL_AMOEBA2DIAM)
831 Store[x][y] = level.amoebe_inhalt;
832 else if (element==EL_ERZ_EDEL)
833 Store[x][y] = EL_EDELSTEIN;
834 else if (element==EL_ERZ_DIAM)
835 Store[x][y] = EL_DIAMANT;
836 else if (element==EL_ERZ_EDEL_BD)
837 Store[x][y] = EL_EDELSTEIN_BD;
838 else if (element==EL_ERZ_EDEL_GELB)
839 Store[x][y] = EL_EDELSTEIN_GELB;
840 else if (element==EL_ERZ_EDEL_ROT)
841 Store[x][y] = EL_EDELSTEIN_ROT;
842 else if (element==EL_ERZ_EDEL_LILA)
843 Store[x][y] = EL_EDELSTEIN_LILA;
844 else if (!IS_PFORTE(Store[x][y]))
845 Store[x][y] = EL_LEERRAUM;
847 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
848 Store2[x][y] = element;
850 if (AmoebaNr[x][y] &&
851 (element==EL_AMOEBE_VOLL ||
852 element==EL_AMOEBE_BD ||
853 element==EL_AMOEBING))
855 AmoebaCnt[AmoebaNr[x][y]]--;
856 AmoebaCnt2[AmoebaNr[x][y]]--;
859 Feld[x][y] = EL_EXPLODING;
860 MovDir[x][y] = MovPos[x][y] = 0;
866 if (center_element==EL_MAMPFER)
867 MampferNr = (MampferNr+1) % 4;
878 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
880 if (phase==half_phase)
882 int element = Store2[x][y];
885 KillHero(PLAYERINFO(x,y));
886 else if (IS_EXPLOSIVE(element))
888 Feld[x][y] = Store2[x][y];
892 else if (element==EL_AMOEBA2DIAM)
893 AmoebeUmwandeln(x,y);
896 if (phase==last_phase)
900 element = Feld[x][y] = Store[x][y];
901 Store[x][y] = Store2[x][y] = 0;
902 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
903 if (CAN_MOVE(element) || COULD_MOVE(element))
907 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
910 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
912 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
916 void DynaExplode(int ex, int ey)
919 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
920 static int xy[4][2] =
928 Store2[ex][ey] = 0; /* delete player information */
930 Explode(ex,ey,0,EX_CENTER);
934 for(j=1; j<=player->dynabomb_size; j++)
936 int x = ex+j*xy[i%4][0];
937 int y = ey+j*xy[i%4][1];
940 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
943 element = Feld[x][y];
944 Explode(x,y,0,EX_BORDER);
946 if (element != EL_LEERRAUM &&
947 element != EL_ERDREICH &&
948 element != EL_EXPLODING &&
949 !player->dynabomb_xl)
954 player->dynabombs_left++;
957 void Bang(int x, int y)
959 int element = Feld[x][y];
961 PlaySoundLevel(x,y,SND_ROAAAR);
973 RaiseScoreElement(element);
974 Explode(x,y,0,EX_NORMAL);
984 Explode(x,y,0,EX_CENTER);
987 Explode(x,y,0,EX_NORMAL);
992 void Blurb(int x, int y)
994 int element = Feld[x][y];
996 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
998 PlaySoundLevel(x,y,SND_BLURB);
999 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
1000 (!IN_LEV_FIELD(x-1,y-1) ||
1001 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
1003 Feld[x-1][y] = EL_BLURB_LEFT;
1005 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
1006 (!IN_LEV_FIELD(x+1,y-1) ||
1007 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
1009 Feld[x+1][y] = EL_BLURB_RIGHT;
1014 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1016 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1019 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1022 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1023 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1025 if (!MovDelay[x][y])
1027 Feld[x][y] = EL_LEERRAUM;
1028 DrawLevelField(x,y);
1034 void Impact(int x, int y)
1036 boolean lastline = (y==lev_fieldy-1);
1037 boolean object_hit = FALSE;
1038 int element = Feld[x][y];
1041 /* Element darunter berührt? */
1044 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1047 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1048 MovDir[x][y+1]!=MV_DOWN ||
1049 MovPos[x][y+1]<=TILEY/2));
1051 smashed = MovingOrBlocked2Element(x,y+1);
1054 /* Auftreffendes Element fällt in Salzsäure */
1055 if (!lastline && smashed==EL_SALZSAEURE)
1061 /* Auftreffendes Element ist Bombe */
1062 if (element==EL_BOMBE && (lastline || object_hit))
1068 /* Auftreffendes Element ist Säuretropfen */
1069 if (element==EL_TROPFEN && (lastline || object_hit))
1071 if (object_hit && IS_PLAYER(x,y+1))
1072 KillHero(PLAYERINFO(x,y+1));
1073 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1077 Feld[x][y] = EL_AMOEBING;
1078 Store[x][y] = EL_AMOEBE_NASS;
1083 /* Welches Element kriegt was auf die Rübe? */
1084 if (!lastline && object_hit)
1086 if (CAN_CHANGE(element) &&
1087 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1088 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1090 if (IS_PLAYER(x,y+1))
1092 KillHero(PLAYERINFO(x,y+1));
1095 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1100 else if (element==EL_EDELSTEIN_BD)
1102 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1108 else if (element==EL_FELSBROCKEN)
1110 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1111 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1116 else if (!IS_MOVING(x,y+1))
1118 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1123 else if (smashed==EL_KOKOSNUSS)
1125 Feld[x][y+1] = EL_CRACKINGNUT;
1126 PlaySoundLevel(x,y,SND_KNACK);
1127 RaiseScoreElement(EL_KOKOSNUSS);
1130 else if (smashed==EL_DIAMANT)
1132 Feld[x][y+1] = EL_LEERRAUM;
1133 PlaySoundLevel(x,y,SND_QUIRK);
1140 /* Geräusch beim Durchqueren des Siebes */
1141 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1143 PlaySoundLevel(x,y,SND_QUIRK);
1147 /* Geräusch beim Auftreffen */
1148 if (lastline || object_hit)
1155 case EL_EDELSTEIN_BD:
1156 case EL_EDELSTEIN_GELB:
1157 case EL_EDELSTEIN_ROT:
1158 case EL_EDELSTEIN_LILA:
1165 case EL_FELSBROCKEN:
1169 case EL_SCHLUESSEL1:
1170 case EL_SCHLUESSEL2:
1171 case EL_SCHLUESSEL3:
1172 case EL_SCHLUESSEL4:
1185 PlaySoundLevel(x,y,sound);
1189 void TurnRound(int x, int y)
1201 { 0,0 }, { 0,0 }, { 0,0 },
1206 int left,right,back;
1210 { MV_DOWN, MV_UP, MV_RIGHT },
1211 { MV_UP, MV_DOWN, MV_LEFT },
1213 { MV_LEFT, MV_RIGHT, MV_DOWN },
1214 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1215 { MV_RIGHT, MV_LEFT, MV_UP }
1218 int element = Feld[x][y];
1219 int old_move_dir = MovDir[x][y];
1220 int left_dir = turn[old_move_dir].left;
1221 int right_dir = turn[old_move_dir].right;
1222 int back_dir = turn[old_move_dir].back;
1224 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1225 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1226 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1227 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1229 int left_x = x+left_dx, left_y = y+left_dy;
1230 int right_x = x+right_dx, right_y = y+right_dy;
1231 int move_x = x+move_dx, move_y = y+move_dy;
1233 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1235 TestIfBadThingHitsOtherBadThing(x,y);
1237 if (IN_LEV_FIELD(right_x,right_y) &&
1238 IS_FREE_OR_PLAYER(right_x,right_y))
1239 MovDir[x][y] = right_dir;
1240 else if (!IN_LEV_FIELD(move_x,move_y) ||
1241 !IS_FREE_OR_PLAYER(move_x,move_y))
1242 MovDir[x][y] = left_dir;
1244 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1246 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1249 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1251 TestIfBadThingHitsOtherBadThing(x,y);
1253 if (IN_LEV_FIELD(left_x,left_y) &&
1254 IS_FREE_OR_PLAYER(left_x,left_y))
1255 MovDir[x][y] = left_dir;
1256 else if (!IN_LEV_FIELD(move_x,move_y) ||
1257 !IS_FREE_OR_PLAYER(move_x,move_y))
1258 MovDir[x][y] = right_dir;
1260 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1262 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1265 else if (element==EL_MAMPFER)
1267 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1269 if (IN_LEV_FIELD(left_x,left_y) &&
1270 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1271 Feld[left_x][left_y] == EL_DIAMANT))
1272 can_turn_left = TRUE;
1273 if (IN_LEV_FIELD(right_x,right_y) &&
1274 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1275 Feld[right_x][right_y] == EL_DIAMANT))
1276 can_turn_right = TRUE;
1278 if (can_turn_left && can_turn_right)
1279 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1280 else if (can_turn_left)
1281 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1282 else if (can_turn_right)
1283 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1285 MovDir[x][y] = back_dir;
1287 MovDelay[x][y] = 16+16*RND(3);
1289 else if (element==EL_MAMPFER2)
1291 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1293 if (IN_LEV_FIELD(left_x,left_y) &&
1294 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1295 IS_MAMPF2(Feld[left_x][left_y])))
1296 can_turn_left = TRUE;
1297 if (IN_LEV_FIELD(right_x,right_y) &&
1298 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1299 IS_MAMPF2(Feld[right_x][right_y])))
1300 can_turn_right = TRUE;
1302 if (can_turn_left && can_turn_right)
1303 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1304 else if (can_turn_left)
1305 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1306 else if (can_turn_right)
1307 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1309 MovDir[x][y] = back_dir;
1311 MovDelay[x][y] = 16+16*RND(3);
1313 else if (element==EL_PACMAN)
1315 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1317 if (IN_LEV_FIELD(left_x,left_y) &&
1318 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1319 IS_AMOEBOID(Feld[left_x][left_y])))
1320 can_turn_left = TRUE;
1321 if (IN_LEV_FIELD(right_x,right_y) &&
1322 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1323 IS_AMOEBOID(Feld[right_x][right_y])))
1324 can_turn_right = TRUE;
1326 if (can_turn_left && can_turn_right)
1327 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1328 else if (can_turn_left)
1329 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1330 else if (can_turn_right)
1331 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1333 MovDir[x][y] = back_dir;
1335 MovDelay[x][y] = 6+RND(40);
1337 else if (element==EL_SCHWEIN)
1339 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1340 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1341 boolean should_move_on = FALSE;
1343 int rnd = RND(rnd_value);
1345 if (IN_LEV_FIELD(left_x,left_y) &&
1346 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1347 can_turn_left = TRUE;
1348 if (IN_LEV_FIELD(right_x,right_y) &&
1349 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1350 can_turn_right = TRUE;
1351 if (IN_LEV_FIELD(move_x,move_y) &&
1352 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1355 if (can_turn_left &&
1357 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1358 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1359 should_turn_left = TRUE;
1360 if (can_turn_right &&
1362 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1363 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1364 should_turn_right = TRUE;
1366 (!can_turn_left || !can_turn_right ||
1367 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1368 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1369 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1370 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1371 should_move_on = TRUE;
1373 if (should_turn_left || should_turn_right || should_move_on)
1375 if (should_turn_left && should_turn_right && should_move_on)
1376 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1377 rnd < 2*rnd_value/3 ? right_dir :
1379 else if (should_turn_left && should_turn_right)
1380 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1381 else if (should_turn_left && should_move_on)
1382 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1383 else if (should_turn_right && should_move_on)
1384 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1385 else if (should_turn_left)
1386 MovDir[x][y] = left_dir;
1387 else if (should_turn_right)
1388 MovDir[x][y] = right_dir;
1389 else if (should_move_on)
1390 MovDir[x][y] = old_move_dir;
1392 else if (can_move_on && rnd > rnd_value/8)
1393 MovDir[x][y] = old_move_dir;
1394 else if (can_turn_left && can_turn_right)
1395 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1396 else if (can_turn_left && rnd > rnd_value/8)
1397 MovDir[x][y] = left_dir;
1398 else if (can_turn_right && rnd > rnd_value/8)
1399 MovDir[x][y] = right_dir;
1401 MovDir[x][y] = back_dir;
1403 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1404 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1405 MovDir[x][y] = old_move_dir;
1409 else if (element==EL_DRACHE)
1411 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1413 int rnd = RND(rnd_value);
1415 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1416 can_turn_left = TRUE;
1417 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1418 can_turn_right = TRUE;
1419 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1422 if (can_move_on && rnd > rnd_value/8)
1423 MovDir[x][y] = old_move_dir;
1424 else if (can_turn_left && can_turn_right)
1425 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1426 else if (can_turn_left && rnd > rnd_value/8)
1427 MovDir[x][y] = left_dir;
1428 else if (can_turn_right && rnd > rnd_value/8)
1429 MovDir[x][y] = right_dir;
1431 MovDir[x][y] = back_dir;
1433 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1434 MovDir[x][y] = old_move_dir;
1438 else if (element==EL_ROBOT || element==EL_SONDE ||
1439 element==EL_MAULWURF || element==EL_PINGUIN)
1441 int attr_x = -1, attr_y = -1;
1452 for(i=0; i<MAX_PLAYERS; i++)
1454 struct PlayerInfo *player = &stored_player[i];
1455 int jx = player->jx, jy = player->jy;
1457 if (!player->active || player->gone)
1460 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1468 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1474 if (element==EL_MAULWURF || element==EL_PINGUIN)
1477 static int xy[4][2] =
1487 int ex = x + xy[i%4][0];
1488 int ey = y + xy[i%4][1];
1490 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1499 MovDir[x][y] = MV_NO_MOVING;
1501 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1503 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1505 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1507 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1509 if (element==EL_ROBOT)
1513 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1514 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1515 Moving2Blocked(x,y,&newx,&newy);
1517 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1518 MovDelay[x][y] = 8+8*!RND(3);
1520 MovDelay[x][y] = 16;
1528 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1530 boolean first_horiz = RND(2);
1531 int new_move_dir = MovDir[x][y];
1534 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1535 Moving2Blocked(x,y,&newx,&newy);
1537 if (IN_LEV_FIELD(newx,newy) &&
1538 (IS_FREE(newx,newy) ||
1539 Feld[newx][newy] == EL_SALZSAEURE ||
1540 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1541 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1542 IS_MAMPF3(Feld[newx][newy])))))
1546 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1547 Moving2Blocked(x,y,&newx,&newy);
1549 if (IN_LEV_FIELD(newx,newy) &&
1550 (IS_FREE(newx,newy) ||
1551 Feld[newx][newy] == EL_SALZSAEURE ||
1552 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1553 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1554 IS_MAMPF3(Feld[newx][newy])))))
1557 MovDir[x][y] = old_move_dir;
1564 static boolean JustBeingPushed(int x, int y)
1568 for(i=0; i<MAX_PLAYERS; i++)
1570 struct PlayerInfo *player = &stored_player[i];
1572 if (player->active && !player->gone &&
1573 player->Pushing && player->MovPos)
1575 int next_jx = player->jx + (player->jx - player->last_jx);
1576 int next_jy = player->jy + (player->jy - player->last_jy);
1578 if (x == next_jx && y == next_jy)
1586 void StartMoving(int x, int y)
1588 int element = Feld[x][y];
1593 if (CAN_FALL(element) && y<lev_fieldy-1)
1595 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1596 if (JustBeingPushed(x,y))
1599 if (element==EL_MORAST_VOLL)
1603 InitMovingField(x,y,MV_DOWN);
1604 Feld[x][y] = EL_FELSBROCKEN;
1605 Store[x][y] = EL_MORAST_LEER;
1607 else if (Feld[x][y+1]==EL_MORAST_LEER)
1609 if (!MovDelay[x][y])
1610 MovDelay[x][y] = TILEY + 1;
1619 Feld[x][y] = EL_MORAST_LEER;
1620 Feld[x][y+1] = EL_MORAST_VOLL;
1623 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1625 InitMovingField(x,y,MV_DOWN);
1626 Store[x][y] = EL_MORAST_VOLL;
1628 else if (element==EL_SIEB_VOLL)
1632 InitMovingField(x,y,MV_DOWN);
1633 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1634 Store[x][y] = EL_SIEB_LEER;
1636 else if (Feld[x][y+1]==EL_SIEB_LEER)
1638 if (!MovDelay[x][y])
1639 MovDelay[x][y] = TILEY/4 + 1;
1648 Feld[x][y] = EL_SIEB_LEER;
1649 Feld[x][y+1] = EL_SIEB_VOLL;
1650 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1654 else if (element==EL_SIEB2_VOLL)
1658 InitMovingField(x,y,MV_DOWN);
1659 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1660 Store[x][y] = EL_SIEB2_LEER;
1662 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1664 if (!MovDelay[x][y])
1665 MovDelay[x][y] = TILEY/4 + 1;
1674 Feld[x][y] = EL_SIEB2_LEER;
1675 Feld[x][y+1] = EL_SIEB2_VOLL;
1676 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1680 else if (SiebAktiv && CAN_CHANGE(element) &&
1681 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1683 InitMovingField(x,y,MV_DOWN);
1685 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1686 Store2[x][y+1] = element;
1688 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1691 InitMovingField(x,y,MV_DOWN);
1692 Store[x][y] = EL_SALZSAEURE;
1694 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1698 else if (IS_FREE(x,y+1))
1700 InitMovingField(x,y,MV_DOWN);
1702 else if (element==EL_TROPFEN)
1704 Feld[x][y] = EL_AMOEBING;
1705 Store[x][y] = EL_AMOEBE_NASS;
1707 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1709 boolean left = (x>0 && IS_FREE(x-1,y) &&
1710 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1711 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1712 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1716 if (left && right && game_emulation != EMU_BOULDERDASH)
1717 left = !(right = RND(2));
1719 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1723 else if (CAN_MOVE(element))
1727 if (element == EL_SONDE && JustBeingPushed(x,y))
1730 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1732 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1733 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1736 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1739 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1740 DrawLevelField(x,y);
1744 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1748 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1750 int phase = MovDelay[x][y] % 8;
1755 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1756 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1758 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1759 && MovDelay[x][y]%4==3)
1760 PlaySoundLevel(x,y,SND_NJAM);
1762 else if (element==EL_DRACHE)
1765 int dir = MovDir[x][y];
1766 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1767 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1768 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1769 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1770 dir == MV_UP ? GFX_FLAMMEN_UP :
1771 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1772 int phase = FrameCounter % 2;
1776 int xx = x + i*dx, yy = y + i*dy;
1777 int sx = SCREENX(xx), sy = SCREENY(yy);
1779 if (!IN_LEV_FIELD(xx,yy) ||
1780 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1785 int flamed = MovingOrBlocked2Element(xx,yy);
1787 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1790 RemoveMovingField(xx,yy);
1792 Feld[xx][yy] = EL_BURNING;
1793 if (IN_SCR_FIELD(sx,sy))
1794 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1798 if (Feld[xx][yy] == EL_BURNING)
1799 Feld[xx][yy] = EL_LEERRAUM;
1800 DrawLevelField(xx,yy);
1809 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1811 PlaySoundLevel(x,y,SND_KLAPPER);
1813 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1815 PlaySoundLevel(x,y,SND_ROEHR);
1818 /* neuer Schritt / Wartezustand beendet */
1820 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1822 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1824 /* Spieler erwischt */
1826 KillHero(PLAYERINFO(newx,newy));
1829 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1830 element==EL_ROBOT || element==EL_SONDE) &&
1831 IN_LEV_FIELD(newx,newy) &&
1832 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1835 Store[x][y] = EL_SALZSAEURE;
1837 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1838 IN_LEV_FIELD(newx,newy))
1840 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1842 Feld[x][y] = EL_LEERRAUM;
1843 DrawLevelField(x,y);
1845 PlaySoundLevel(newx,newy,SND_BUING);
1846 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1847 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1849 local_player->friends_still_needed--;
1850 if (!local_player->friends_still_needed &&
1851 !local_player->GameOver && AllPlayersGone)
1852 local_player->LevelSolved = local_player->GameOver = TRUE;
1856 else if (IS_MAMPF3(Feld[newx][newy]))
1858 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1859 DrawLevelField(newx,newy);
1861 MovDir[x][y] = MV_NO_MOVING;
1863 else if (!IS_FREE(newx,newy))
1866 DrawPlayerField(x,y);
1868 DrawLevelField(x,y);
1872 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1874 if (IS_GEM(Feld[newx][newy]))
1876 if (IS_MOVING(newx,newy))
1877 RemoveMovingField(newx,newy);
1880 Feld[newx][newy] = EL_LEERRAUM;
1881 DrawLevelField(newx,newy);
1884 else if (!IS_FREE(newx,newy))
1887 DrawPlayerField(x,y);
1889 DrawLevelField(x,y);
1893 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1895 if (!IS_FREE(newx,newy))
1898 DrawPlayerField(x,y);
1900 DrawLevelField(x,y);
1905 boolean wanna_flame = !RND(10);
1906 int dx = newx - x, dy = newy - y;
1907 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1908 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1909 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1910 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1911 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1912 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1914 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1915 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1916 element1 != EL_BURNING && element2 != EL_BURNING)
1919 DrawPlayerField(x,y);
1921 DrawLevelField(x,y);
1923 MovDelay[x][y] = 50;
1924 Feld[newx][newy] = EL_BURNING;
1925 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1926 Feld[newx1][newy1] = EL_BURNING;
1927 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1928 Feld[newx2][newy2] = EL_BURNING;
1933 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1934 Feld[newx][newy]==EL_DIAMANT)
1936 if (IS_MOVING(newx,newy))
1937 RemoveMovingField(newx,newy);
1940 Feld[newx][newy] = EL_LEERRAUM;
1941 DrawLevelField(newx,newy);
1944 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1945 IS_MAMPF2(Feld[newx][newy]))
1947 if (AmoebaNr[newx][newy])
1949 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1950 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1951 AmoebaCnt[AmoebaNr[newx][newy]]--;
1954 if (IS_MOVING(newx,newy))
1955 RemoveMovingField(newx,newy);
1958 Feld[newx][newy] = EL_LEERRAUM;
1959 DrawLevelField(newx,newy);
1962 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1963 IS_AMOEBOID(Feld[newx][newy]))
1965 if (AmoebaNr[newx][newy])
1967 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1968 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1969 AmoebaCnt[AmoebaNr[newx][newy]]--;
1972 Feld[newx][newy] = EL_LEERRAUM;
1973 DrawLevelField(newx,newy);
1975 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1976 { /* gegen Wand gelaufen */
1979 if (element == EL_KAEFER || element == EL_FLIEGER)
1980 DrawLevelField(x,y);
1981 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1982 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1983 else if (element==EL_SONDE)
1984 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1989 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1990 PlaySoundLevel(x,y,SND_SCHLURF);
1992 InitMovingField(x,y,MovDir[x][y]);
1996 ContinueMoving(x,y);
1999 void ContinueMoving(int x, int y)
2001 int element = Feld[x][y];
2002 int direction = MovDir[x][y];
2003 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
2004 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
2005 int horiz_move = (dx!=0);
2006 int newx = x + dx, newy = y + dy;
2007 int step = (horiz_move ? dx : dy) * TILEX/8;
2009 if (CAN_FALL(element) && horiz_move)
2011 else if (element==EL_TROPFEN)
2013 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2016 MovPos[x][y] += step;
2018 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2020 Feld[x][y] = EL_LEERRAUM;
2021 Feld[newx][newy] = element;
2023 if (Store[x][y]==EL_MORAST_VOLL)
2026 Feld[newx][newy] = EL_MORAST_VOLL;
2027 element = EL_MORAST_VOLL;
2029 else if (Store[x][y]==EL_MORAST_LEER)
2032 Feld[x][y] = EL_MORAST_LEER;
2034 else if (Store[x][y]==EL_SIEB_VOLL)
2037 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2039 else if (Store[x][y]==EL_SIEB_LEER)
2041 Store[x][y] = Store2[x][y] = 0;
2042 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2044 else if (Store[x][y]==EL_SIEB2_VOLL)
2047 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2049 else if (Store[x][y]==EL_SIEB2_LEER)
2051 Store[x][y] = Store2[x][y] = 0;
2052 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2054 else if (Store[x][y]==EL_SALZSAEURE)
2057 Feld[newx][newy] = EL_SALZSAEURE;
2058 element = EL_SALZSAEURE;
2060 else if (Store[x][y]==EL_AMOEBE_NASS)
2063 Feld[x][y] = EL_AMOEBE_NASS;
2066 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2067 MovDelay[newx][newy] = 0;
2069 if (!CAN_MOVE(element))
2070 MovDir[newx][newy] = 0;
2072 DrawLevelField(x,y);
2073 DrawLevelField(newx,newy);
2075 Stop[newx][newy] = TRUE;
2076 JustHit[x][newy] = 3;
2078 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2080 TestIfBadThingHitsHero(newx,newy);
2081 TestIfBadThingHitsFriend(newx,newy);
2082 TestIfBadThingHitsOtherBadThing(newx,newy);
2084 else if (element == EL_PINGUIN)
2085 TestIfFriendHitsBadThing(newx,newy);
2087 if (CAN_SMASH(element) && direction==MV_DOWN &&
2088 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2091 else /* noch in Bewegung */
2092 DrawLevelField(x,y);
2095 int AmoebeNachbarNr(int ax, int ay)
2098 int element = Feld[ax][ay];
2100 static int xy[4][2] =
2110 int x = ax+xy[i%4][0];
2111 int y = ay+xy[i%4][1];
2113 if (!IN_LEV_FIELD(x,y))
2116 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2117 group_nr = AmoebaNr[x][y];
2123 void AmoebenVereinigen(int ax, int ay)
2126 int new_group_nr = AmoebaNr[ax][ay];
2127 static int xy[4][2] =
2143 if (!IN_LEV_FIELD(x,y))
2146 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2147 Feld[x][y]==EL_AMOEBE_BD ||
2148 Feld[x][y]==EL_AMOEBE_TOT) &&
2149 AmoebaNr[x][y] != new_group_nr)
2151 int old_group_nr = AmoebaNr[x][y];
2153 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2154 AmoebaCnt[old_group_nr] = 0;
2155 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2156 AmoebaCnt2[old_group_nr] = 0;
2158 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2159 if (AmoebaNr[xx][yy]==old_group_nr)
2160 AmoebaNr[xx][yy] = new_group_nr;
2165 void AmoebeUmwandeln(int ax, int ay)
2168 int group_nr = AmoebaNr[ax][ay];
2169 static int xy[4][2] =
2177 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2179 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2181 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2184 Feld[x][y] = EL_AMOEBA2DIAM;
2196 if (!IN_LEV_FIELD(x,y))
2199 if (Feld[x][y]==EL_AMOEBA2DIAM)
2205 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2208 int group_nr = AmoebaNr[ax][ay];
2209 boolean done = FALSE;
2211 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2213 if (AmoebaNr[x][y]==group_nr &&
2214 (Feld[x][y]==EL_AMOEBE_TOT ||
2215 Feld[x][y]==EL_AMOEBE_BD ||
2216 Feld[x][y]==EL_AMOEBING))
2219 Feld[x][y] = new_element;
2220 DrawLevelField(x,y);
2226 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2229 void AmoebeWaechst(int x, int y)
2231 static long sound_delay = 0;
2232 static int sound_delay_value = 0;
2234 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2238 if (DelayReached(&sound_delay, sound_delay_value))
2240 PlaySoundLevel(x,y,SND_AMOEBE);
2241 sound_delay_value = 30;
2245 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2248 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2249 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2251 if (!MovDelay[x][y])
2253 Feld[x][y] = Store[x][y];
2255 DrawLevelField(x,y);
2260 void AmoebeAbleger(int ax, int ay)
2263 int element = Feld[ax][ay];
2264 int newax = ax, neway = ay;
2265 static int xy[4][2] =
2273 if (!level.tempo_amoebe)
2275 Feld[ax][ay] = EL_AMOEBE_TOT;
2276 DrawLevelField(ax,ay);
2280 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2281 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2283 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2286 if (MovDelay[ax][ay])
2290 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2293 int x = ax+xy[start][0];
2294 int y = ay+xy[start][1];
2296 if (!IN_LEV_FIELD(x,y))
2300 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2306 if (newax==ax && neway==ay)
2309 else /* normale oder "gefüllte" Amöbe */
2312 boolean waiting_for_player = FALSE;
2316 int j = (start+i)%4;
2317 int x = ax+xy[j][0];
2318 int y = ay+xy[j][1];
2320 if (!IN_LEV_FIELD(x,y))
2324 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2330 else if (IS_PLAYER(x,y))
2331 waiting_for_player = TRUE;
2334 if (newax==ax && neway==ay)
2336 if (i==4 && !waiting_for_player)
2338 Feld[ax][ay] = EL_AMOEBE_TOT;
2339 DrawLevelField(ax,ay);
2340 AmoebaCnt[AmoebaNr[ax][ay]]--;
2342 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2344 if (element==EL_AMOEBE_VOLL)
2345 AmoebeUmwandeln(ax,ay);
2346 else if (element==EL_AMOEBE_BD)
2347 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2352 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2354 int new_group_nr = AmoebaNr[ax][ay];
2356 AmoebaNr[newax][neway] = new_group_nr;
2357 AmoebaCnt[new_group_nr]++;
2358 AmoebaCnt2[new_group_nr]++;
2359 AmoebenVereinigen(newax,neway);
2361 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2363 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2369 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2370 (neway==lev_fieldy-1 && newax!=ax))
2372 Feld[newax][neway] = EL_AMOEBING;
2373 Store[newax][neway] = element;
2376 Feld[newax][neway] = EL_TROPFEN;
2379 InitMovingField(ax,ay,MV_DOWN);
2380 Feld[ax][ay] = EL_TROPFEN;
2381 Store[ax][ay] = EL_AMOEBE_NASS;
2382 ContinueMoving(ax,ay);
2386 DrawLevelField(newax,neway);
2389 void Life(int ax, int ay)
2392 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2394 int element = Feld[ax][ay];
2399 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2400 MovDelay[ax][ay] = life_time;
2402 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2405 if (MovDelay[ax][ay])
2409 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2411 int xx = ax+x1, yy = ay+y1;
2414 if (!IN_LEV_FIELD(xx,yy))
2417 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2419 int x = xx+x2, y = yy+y2;
2421 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2424 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2426 (IS_FREE(x,y) && Stop[x][y]))
2430 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2432 if (nachbarn<life[0] || nachbarn>life[1])
2434 Feld[xx][yy] = EL_LEERRAUM;
2436 DrawLevelField(xx,yy);
2437 Stop[xx][yy] = TRUE;
2440 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2441 { /* Randfeld ohne Amoebe */
2442 if (nachbarn>=life[2] && nachbarn<=life[3])
2444 Feld[xx][yy] = element;
2445 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2447 DrawLevelField(xx,yy);
2448 Stop[xx][yy] = TRUE;
2454 void Ablenk(int x, int y)
2456 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2457 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2459 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2464 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2465 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2466 if (!(MovDelay[x][y]%4))
2467 PlaySoundLevel(x,y,SND_MIEP);
2472 Feld[x][y] = EL_ABLENK_AUS;
2473 DrawLevelField(x,y);
2478 void Birne(int x, int y)
2480 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2481 MovDelay[x][y] = 800;
2483 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2488 if (!(MovDelay[x][y]%5))
2490 if (!(MovDelay[x][y]%10))
2491 Feld[x][y]=EL_ABLENK_EIN;
2493 Feld[x][y]=EL_ABLENK_AUS;
2494 DrawLevelField(x,y);
2495 Feld[x][y]=EL_ABLENK_EIN;
2501 Feld[x][y]=EL_ABLENK_AUS;
2502 DrawLevelField(x,y);
2507 void Blubber(int x, int y)
2509 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2510 DrawLevelField(x,y-1);
2512 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2515 void NussKnacken(int x, int y)
2517 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2520 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2523 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2524 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2526 if (!MovDelay[x][y])
2528 Feld[x][y] = EL_EDELSTEIN;
2529 DrawLevelField(x,y);
2534 void SiebAktivieren(int x, int y, int typ)
2536 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2537 DrawGraphic(SCREENX(x),SCREENY(y),
2538 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2541 void AusgangstuerPruefen(int x, int y)
2543 if (!local_player->gems_still_needed &&
2544 !local_player->sokobanfields_still_needed &&
2545 !local_player->lights_still_needed)
2547 Feld[x][y] = EL_AUSGANG_ACT;
2549 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2550 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2551 y < LEVELY(BY1) ? LEVELY(BY1) :
2552 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2557 void AusgangstuerOeffnen(int x, int y)
2561 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2562 MovDelay[x][y] = 5*delay;
2564 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2569 tuer = MovDelay[x][y]/delay;
2570 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2571 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2573 if (!MovDelay[x][y])
2575 Feld[x][y] = EL_AUSGANG_AUF;
2576 DrawLevelField(x,y);
2581 void AusgangstuerBlinken(int x, int y)
2583 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2586 void EdelsteinFunkeln(int x, int y)
2588 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2591 if (Feld[x][y] == EL_EDELSTEIN_BD)
2592 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2595 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2596 MovDelay[x][y] = 11 * !SimpleRND(500);
2598 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2602 if (setup.direct_draw && MovDelay[x][y])
2603 SetDrawtoField(DRAW_BUFFERED);
2605 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2609 int phase = (MovDelay[x][y]-1)/2;
2614 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2616 if (setup.direct_draw)
2620 dest_x = FX + SCREENX(x)*TILEX;
2621 dest_y = FY + SCREENY(y)*TILEY;
2623 XCopyArea(display,drawto_field,window,gc,
2624 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2625 SetDrawtoField(DRAW_DIRECT);
2632 void MauerWaechst(int x, int y)
2636 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2637 MovDelay[x][y] = 3*delay;
2639 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2644 phase = 2-MovDelay[x][y]/delay;
2645 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2646 DrawGraphic(SCREENX(x),SCREENY(y),
2647 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2648 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2649 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2650 GFX_MAUER_DOWN ) + phase);
2652 if (!MovDelay[x][y])
2654 if (MovDir[x][y] == MV_LEFT)
2656 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2657 DrawLevelField(x-1,y);
2659 else if (MovDir[x][y] == MV_RIGHT)
2661 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2662 DrawLevelField(x+1,y);
2664 else if (MovDir[x][y] == MV_UP)
2666 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2667 DrawLevelField(x,y-1);
2671 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2672 DrawLevelField(x,y+1);
2675 Feld[x][y] = Store[x][y];
2677 MovDir[x][y] = MV_NO_MOVING;
2678 DrawLevelField(x,y);
2683 void MauerAbleger(int ax, int ay)
2685 int element = Feld[ax][ay];
2686 boolean oben_frei = FALSE, unten_frei = FALSE;
2687 boolean links_frei = FALSE, rechts_frei = FALSE;
2688 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2689 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2691 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2692 MovDelay[ax][ay] = 6;
2694 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2697 if (MovDelay[ax][ay])
2701 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2703 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2705 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2707 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2710 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2714 Feld[ax][ay-1] = EL_MAUERND;
2715 Store[ax][ay-1] = element;
2716 MovDir[ax][ay-1] = MV_UP;
2717 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2718 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2722 Feld[ax][ay+1] = EL_MAUERND;
2723 Store[ax][ay+1] = element;
2724 MovDir[ax][ay+1] = MV_DOWN;
2725 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2726 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2730 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2731 element == EL_MAUER_LEBT)
2735 Feld[ax-1][ay] = EL_MAUERND;
2736 Store[ax-1][ay] = element;
2737 MovDir[ax-1][ay] = MV_LEFT;
2738 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2739 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2743 Feld[ax+1][ay] = EL_MAUERND;
2744 Store[ax+1][ay] = element;
2745 MovDir[ax+1][ay] = MV_RIGHT;
2746 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2747 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2751 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2752 DrawLevelField(ax,ay);
2754 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2756 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2757 unten_massiv = TRUE;
2758 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2759 links_massiv = TRUE;
2760 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2761 rechts_massiv = TRUE;
2763 if (((oben_massiv && unten_massiv) ||
2764 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2765 ((links_massiv && rechts_massiv) ||
2766 element == EL_MAUER_Y))
2767 Feld[ax][ay] = EL_MAUERWERK;
2770 void CheckForDragon(int x, int y)
2773 boolean dragon_found = FALSE;
2774 static int xy[4][2] =
2786 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2788 if (IN_LEV_FIELD(xx,yy) &&
2789 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2791 if (Feld[xx][yy] == EL_DRACHE)
2792 dragon_found = TRUE;
2805 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2807 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2809 Feld[xx][yy] = EL_LEERRAUM;
2810 DrawLevelField(xx,yy);
2819 static void PlayerActions(struct PlayerInfo *player, byte player_action)
2821 static byte stored_player_action[MAX_PLAYERS];
2822 static int num_stored_actions = 0;
2823 static boolean save_tape_entry = FALSE;
2824 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2825 int jx = player->jx, jy = player->jy;
2826 int left = player_action & JOY_LEFT;
2827 int right = player_action & JOY_RIGHT;
2828 int up = player_action & JOY_UP;
2829 int down = player_action & JOY_DOWN;
2830 int button1 = player_action & JOY_BUTTON_1;
2831 int button2 = player_action & JOY_BUTTON_2;
2832 int dx = (left ? -1 : right ? 1 : 0);
2833 int dy = (up ? -1 : down ? 1 : 0);
2835 stored_player_action[player->index_nr] = 0;
2836 num_stored_actions++;
2838 if (!player->active || player->gone || tape.pausing)
2843 save_tape_entry = TRUE;
2844 player->frame_reset_delay = 0;
2847 snapped = SnapField(player, dx,dy);
2851 bombed = PlaceBomb(player);
2852 moved = MoveFigure(player, dx,dy);
2855 if (tape.recording && (moved || snapped || bombed))
2857 if (bombed && !moved)
2858 player_action &= JOY_BUTTON;
2860 stored_player_action[player->index_nr] = player_action;
2863 /* this allows cycled sequences of PlayerActions() */
2864 if (num_stored_actions >= MAX_PLAYERS)
2866 TapeRecordAction(stored_player_action);
2867 num_stored_actions = 0;
2872 else if (tape.playing && snapped)
2873 SnapField(player, 0,0); /* stop snapping */
2877 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2878 SnapField(player, 0,0);
2879 if (++player->frame_reset_delay > MoveSpeed)
2883 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
2885 TapeRecordAction(stored_player_action);
2886 num_stored_actions = 0;
2887 save_tape_entry = FALSE;
2890 if (tape.playing && !tape.pausing && !player_action &&
2891 tape.counter < tape.length)
2894 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2896 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
2897 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
2899 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2901 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2903 int el = Feld[jx+dx][jy];
2904 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2906 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2908 player->MovDir = next_joy;
2909 player->Frame = FrameCounter % 4;
2910 player->Pushing = TRUE;
2919 static long action_delay = 0;
2920 long action_delay_value;
2921 int sieb_x = 0, sieb_y = 0;
2922 int i, x,y, element;
2923 byte *recorded_player_action;
2924 byte summarized_player_action;
2926 if (game_status != PLAYING)
2929 action_delay_value =
2930 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2932 /* main game synchronization point */
2933 WaitUntilDelayReached(&action_delay, action_delay_value);
2935 if (network_playing && !network_player_action_received)
2939 printf("DEBUG: try to get network player actions in time\n");
2943 /* last chance to get network player actions without main loop delay */
2946 if (game_status != PLAYING)
2949 if (!network_player_action_received)
2953 printf("DEBUG: failed to get network player actions in time\n");
2962 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2964 else if (tape.recording)
2973 else if (tape.recording)
2976 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
2978 for(i=0; i<MAX_PLAYERS; i++)
2980 summarized_player_action |= stored_player[i].action;
2982 if (!network_playing)
2983 stored_player[i].effective_action = stored_player[i].action;
2986 if (network_playing)
2987 SendToServer_MovePlayer(summarized_player_action);
2989 if (!options.network && !setup.team_mode)
2990 local_player->effective_action = summarized_player_action;
2992 for(i=0; i<MAX_PLAYERS; i++)
2994 int actual_player_action = stored_player[i].effective_action;
2996 if (recorded_player_action)
2997 actual_player_action = recorded_player_action[i];
2999 PlayerActions(&stored_player[i], actual_player_action);
3000 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3003 network_player_action_received = FALSE;
3005 ScrollScreen(NULL, SCROLL_GO_ON);
3009 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3011 else if (tape.recording)
3019 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3022 if (JustHit[x][y]>0)
3026 if (IS_BLOCKED(x,y))
3030 Blocked2Moving(x,y,&oldx,&oldy);
3031 if (!IS_MOVING(oldx,oldy))
3033 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3034 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
3035 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
3036 printf("GameActions(): This should never happen!\n");
3042 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3044 element = Feld[x][y];
3046 if (IS_INACTIVE(element))
3049 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3053 if (IS_GEM(element))
3054 EdelsteinFunkeln(x,y);
3056 else if (IS_MOVING(x,y))
3057 ContinueMoving(x,y);
3058 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3060 else if (element==EL_EXPLODING)
3061 Explode(x,y,Frame[x][y],EX_NORMAL);
3062 else if (element==EL_AMOEBING)
3064 else if (IS_AMOEBALIVE(element))
3066 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3068 else if (element==EL_ABLENK_EIN)
3070 else if (element==EL_SALZSAEURE)
3072 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3074 else if (element==EL_CRACKINGNUT)
3076 else if (element==EL_AUSGANG_ZU)
3077 AusgangstuerPruefen(x,y);
3078 else if (element==EL_AUSGANG_ACT)
3079 AusgangstuerOeffnen(x,y);
3080 else if (element==EL_AUSGANG_AUF)
3081 AusgangstuerBlinken(x,y);
3082 else if (element==EL_MAUERND)
3084 else if (element==EL_MAUER_LEBT ||
3085 element==EL_MAUER_X ||
3086 element==EL_MAUER_Y ||
3087 element==EL_MAUER_XY)
3089 else if (element==EL_BURNING)
3090 CheckForDragon(x,y);
3094 boolean sieb = FALSE;
3095 int jx = local_player->jx, jy = local_player->jy;
3097 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3098 Store[x][y]==EL_SIEB_LEER)
3100 SiebAktivieren(x, y, 1);
3103 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3104 Store[x][y]==EL_SIEB2_LEER)
3106 SiebAktivieren(x, y, 2);
3110 /* play the element sound at the position nearest to the player */
3111 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3122 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3126 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3128 element = Feld[x][y];
3129 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3131 Feld[x][y] = EL_SIEB_TOT;
3132 DrawLevelField(x,y);
3134 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3136 Feld[x][y] = EL_SIEB2_TOT;
3137 DrawLevelField(x,y);
3143 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3148 if (tape.recording || tape.playing)
3149 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3152 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3154 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3157 for(i=0; i<MAX_PLAYERS; i++)
3158 KillHero(&stored_player[i]);
3164 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3166 int min_x = x, min_y = y, max_x = x, max_y = y;
3169 for(i=0; i<MAX_PLAYERS; i++)
3171 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3173 if (!stored_player[i].active || stored_player[i].gone ||
3174 &stored_player[i] == player)
3177 min_x = MIN(min_x, jx);
3178 min_y = MIN(min_y, jy);
3179 max_x = MAX(max_x, jx);
3180 max_y = MAX(max_y, jy);
3183 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3186 static boolean AllPlayersInVisibleScreen()
3190 for(i=0; i<MAX_PLAYERS; i++)
3192 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3194 if (!stored_player[i].active || stored_player[i].gone)
3197 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3204 void ScrollLevel(int dx, int dy)
3206 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3209 XCopyArea(display,drawto_field,drawto_field,gc,
3210 FX + TILEX*(dx==-1) - softscroll_offset,
3211 FY + TILEY*(dy==-1) - softscroll_offset,
3212 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3213 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3214 FX + TILEX*(dx==1) - softscroll_offset,
3215 FY + TILEY*(dy==1) - softscroll_offset);
3219 x = (dx==1 ? BX1 : BX2);
3220 for(y=BY1; y<=BY2; y++)
3221 DrawScreenField(x,y);
3225 y = (dy==1 ? BY1 : BY2);
3226 for(x=BX1; x<=BX2; x++)
3227 DrawScreenField(x,y);
3230 redraw_mask |= REDRAW_FIELD;
3233 boolean MoveFigureOneStep(struct PlayerInfo *player,
3234 int dx, int dy, int real_dx, int real_dy)
3236 int jx = player->jx, jy = player->jy;
3237 int new_jx = jx+dx, new_jy = jy+dy;
3241 if (player->gone || (!dx && !dy))
3242 return(MF_NO_ACTION);
3244 player->MovDir = (dx < 0 ? MV_LEFT :
3247 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3249 if (!IN_LEV_FIELD(new_jx,new_jy))
3250 return(MF_NO_ACTION);
3252 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3253 return(MF_NO_ACTION);
3255 element = MovingOrBlocked2Element(new_jx,new_jy);
3257 if (DONT_GO_TO(element))
3259 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3262 Feld[jx][jy] = EL_SPIELFIGUR;
3263 InitMovingField(jx,jy,MV_DOWN);
3264 Store[jx][jy] = EL_SALZSAEURE;
3265 ContinueMoving(jx,jy);
3274 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3275 if (can_move != MF_MOVING)
3278 StorePlayer[jx][jy] = 0;
3279 player->last_jx = jx;
3280 player->last_jy = jy;
3281 jx = player->jx = new_jx;
3282 jy = player->jy = new_jy;
3283 StorePlayer[jx][jy] = player->element_nr;
3285 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3287 ScrollFigure(player, SCROLL_INIT);
3292 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3294 int jx = player->jx, jy = player->jy;
3295 int old_jx = jx, old_jy = jy;
3296 int moved = MF_NO_ACTION;
3298 if (player->gone || (!dx && !dy))
3301 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3306 /* should only happen if pre-1.0 tape recordings are played */
3307 /* this is only for backward compatibility */
3310 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.0 LEVEL TAPES.\n");
3313 while (player->MovPos)
3315 ScrollFigure(player, SCROLL_GO_ON);
3316 ScrollScreen(NULL, SCROLL_GO_ON);
3323 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3325 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3326 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3330 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3331 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3337 if (moved & MF_MOVING && !ScreenMovPos &&
3338 (player == local_player || !options.network))
3340 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3341 int offset = (setup.scroll_delay ? 3 : 0);
3343 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3345 /* actual player has left the screen -- scroll in that direction */
3346 if (jx != old_jx) /* player has moved horizontally */
3347 scroll_x += (jx - old_jx);
3348 else /* player has moved vertically */
3349 scroll_y += (jy - old_jy);
3353 if (jx != old_jx) /* player has moved horizontally */
3355 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3356 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3357 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3359 /* don't scroll over playfield boundaries */
3360 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 2)
3361 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 2);
3363 /* don't scroll more than one field at a time */
3364 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3366 /* don't scroll against the player's moving direction */
3367 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3368 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3369 scroll_x = old_scroll_x;
3371 else /* player has moved vertically */
3373 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3374 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3375 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3377 /* don't scroll over playfield boundaries */
3378 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 2)
3379 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 2);
3381 /* don't scroll more than one field at a time */
3382 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3384 /* don't scroll against the player's moving direction */
3385 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3386 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3387 scroll_y = old_scroll_y;
3391 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3393 if (!options.network && !AllPlayersInVisibleScreen())
3395 scroll_x = old_scroll_x;
3396 scroll_y = old_scroll_y;
3400 ScrollScreen(player, SCROLL_INIT);
3401 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3406 if (!(moved & MF_MOVING) && !player->Pushing)
3409 player->Frame = (player->Frame + 1) % 4;
3411 if (moved & MF_MOVING)
3413 if (old_jx != jx && old_jy == jy)
3414 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3415 else if (old_jx == jx && old_jy != jy)
3416 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3418 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3420 player->last_move_dir = player->MovDir;
3423 player->last_move_dir = MV_NO_MOVING;
3425 TestIfHeroHitsBadThing(jx,jy);
3433 void ScrollFigure(struct PlayerInfo *player, int mode)
3435 int jx = player->jx, jy = player->jy;
3436 int last_jx = player->last_jx, last_jy = player->last_jy;
3438 if (!player->active || player->gone || !player->MovPos)
3441 if (mode == SCROLL_INIT)
3443 player->actual_frame_counter = FrameCounter;
3444 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3446 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3447 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3452 else if (!FrameReached(&player->actual_frame_counter,1))
3455 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3456 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3458 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3459 Feld[last_jx][last_jy] = EL_LEERRAUM;
3463 if (!player->MovPos)
3465 player->last_jx = jx;
3466 player->last_jy = jy;
3468 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3472 if (!local_player->friends_still_needed)
3473 player->LevelSolved = player->GameOver = TRUE;
3478 void ScrollScreen(struct PlayerInfo *player, int mode)
3480 static long screen_frame_counter = 0;
3482 if (mode == SCROLL_INIT)
3484 screen_frame_counter = FrameCounter;
3485 ScreenMovDir = player->MovDir;
3486 ScreenMovPos = player->MovPos;
3487 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3490 else if (!FrameReached(&screen_frame_counter,1))
3495 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3496 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3497 redraw_mask |= REDRAW_FIELD;
3500 ScreenMovDir = MV_NO_MOVING;
3503 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3505 int i, killx = goodx, killy = goody;
3506 static int xy[4][2] =
3513 static int harmless[4] =
3525 x = goodx + xy[i][0];
3526 y = goody + xy[i][1];
3527 if (!IN_LEV_FIELD(x,y))
3530 element = Feld[x][y];
3532 if (DONT_TOUCH(element))
3534 if (MovDir[x][y] == harmless[i])
3543 if (killx != goodx || killy != goody)
3545 if (IS_PLAYER(goodx,goody))
3546 KillHero(PLAYERINFO(goodx,goody));
3552 void TestIfBadThingHitsGoodThing(int badx, int bady)
3554 int i, killx = badx, killy = bady;
3555 static int xy[4][2] =
3562 static int harmless[4] =
3574 x = badx + xy[i][0];
3575 y = bady + xy[i][1];
3576 if (!IN_LEV_FIELD(x,y))
3579 element = Feld[x][y];
3587 else if (element == EL_PINGUIN)
3589 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3598 if (killx != badx || killy != bady)
3600 if (IS_PLAYER(killx,killy))
3601 KillHero(PLAYERINFO(killx,killy));
3607 void TestIfHeroHitsBadThing(int x, int y)
3609 TestIfGoodThingHitsBadThing(x,y);
3612 void TestIfBadThingHitsHero(int x, int y)
3614 TestIfBadThingHitsGoodThing(x,y);
3617 void TestIfFriendHitsBadThing(int x, int y)
3619 TestIfGoodThingHitsBadThing(x,y);
3622 void TestIfBadThingHitsFriend(int x, int y)
3624 TestIfBadThingHitsGoodThing(x,y);
3627 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3629 int i, killx = badx, killy = bady;
3630 static int xy[4][2] =
3644 if (!IN_LEV_FIELD(x,y))
3647 element = Feld[x][y];
3648 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3649 element == EL_AMOEBING || element == EL_TROPFEN)
3657 if (killx != badx || killy != bady)
3661 void KillHero(struct PlayerInfo *player)
3663 int jx = player->jx, jy = player->jy;
3668 if (IS_PFORTE(Feld[jx][jy]))
3669 Feld[jx][jy] = EL_LEERRAUM;
3675 void BuryHero(struct PlayerInfo *player)
3677 int jx = player->jx, jy = player->jy;
3682 PlaySoundLevel(jx,jy, SND_AUTSCH);
3683 PlaySoundLevel(jx,jy, SND_LACHEN);
3685 player->GameOver = TRUE;
3689 void RemoveHero(struct PlayerInfo *player)
3691 int jx = player->jx, jy = player->jy;
3692 int i, found = FALSE;
3694 player->gone = TRUE;
3695 StorePlayer[jx][jy] = 0;
3697 for(i=0; i<MAX_PLAYERS; i++)
3698 if (stored_player[i].active && !stored_player[i].gone)
3702 AllPlayersGone = TRUE;
3708 int DigField(struct PlayerInfo *player,
3709 int x, int y, int real_dx, int real_dy, int mode)
3711 int jx = player->jx, jy = player->jy;
3712 int dx = x - jx, dy = y - jy;
3715 if (!player->MovPos)
3716 player->Pushing = FALSE;
3718 if (mode == DF_NO_PUSH)
3720 player->push_delay = 0;
3721 return(MF_NO_ACTION);
3724 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3725 return(MF_NO_ACTION);
3727 element = Feld[x][y];
3735 Feld[x][y] = EL_LEERRAUM;
3739 case EL_EDELSTEIN_BD:
3740 case EL_EDELSTEIN_GELB:
3741 case EL_EDELSTEIN_ROT:
3742 case EL_EDELSTEIN_LILA:
3745 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3746 if (local_player->gems_still_needed < 0)
3747 local_player->gems_still_needed = 0;
3748 RaiseScoreElement(element);
3749 DrawText(DX_EMERALDS, DY_EMERALDS,
3750 int2str(local_player->gems_still_needed, 3),
3751 FS_SMALL, FC_YELLOW);
3752 PlaySoundLevel(x, y, SND_PONG);
3755 case EL_DYNAMIT_AUS:
3758 RaiseScoreElement(EL_DYNAMIT);
3759 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3760 int2str(local_player->dynamite, 3),
3761 FS_SMALL, FC_YELLOW);
3762 PlaySoundLevel(x,y,SND_PONG);
3765 case EL_DYNABOMB_NR:
3767 player->dynabomb_count++;
3768 player->dynabombs_left++;
3769 RaiseScoreElement(EL_DYNAMIT);
3770 PlaySoundLevel(x,y,SND_PONG);
3773 case EL_DYNABOMB_SZ:
3775 player->dynabomb_size++;
3776 RaiseScoreElement(EL_DYNAMIT);
3777 PlaySoundLevel(x,y,SND_PONG);
3780 case EL_DYNABOMB_XL:
3782 player->dynabomb_xl = TRUE;
3783 RaiseScoreElement(EL_DYNAMIT);
3784 PlaySoundLevel(x,y,SND_PONG);
3787 case EL_SCHLUESSEL1:
3788 case EL_SCHLUESSEL2:
3789 case EL_SCHLUESSEL3:
3790 case EL_SCHLUESSEL4:
3792 int key_nr = element-EL_SCHLUESSEL1;
3795 player->key[key_nr] = TRUE;
3796 RaiseScoreElement(EL_SCHLUESSEL);
3797 DrawMiniGraphicExt(drawto,gc,
3798 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3799 GFX_SCHLUESSEL1+key_nr);
3800 DrawMiniGraphicExt(window,gc,
3801 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3802 GFX_SCHLUESSEL1+key_nr);
3803 PlaySoundLevel(x,y,SND_PONG);
3808 Feld[x][y] = EL_ABLENK_EIN;
3811 DrawLevelField(x,y);
3815 case EL_FELSBROCKEN:
3819 if (dy || mode==DF_SNAP)
3820 return(MF_NO_ACTION);
3822 player->Pushing = TRUE;
3824 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3825 return(MF_NO_ACTION);
3829 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3830 return(MF_NO_ACTION);
3833 if (player->push_delay == 0)
3834 player->push_delay = FrameCounter;
3835 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3837 return(MF_NO_ACTION);
3840 Feld[x+dx][y+dy] = element;
3842 player->push_delay_value = 2+RND(8);
3844 DrawLevelField(x+dx,y+dy);
3845 if (element==EL_FELSBROCKEN)
3846 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3847 else if (element==EL_KOKOSNUSS)
3848 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3850 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3857 if (!player->key[element-EL_PFORTE1])
3858 return(MF_NO_ACTION);
3865 if (!player->key[element-EL_PFORTE1X])
3866 return(MF_NO_ACTION);
3870 case EL_AUSGANG_ACT:
3871 /* Tür ist (noch) nicht offen! */
3872 return(MF_NO_ACTION);
3875 case EL_AUSGANG_AUF:
3877 return(MF_NO_ACTION);
3879 PlaySoundLevel(x,y,SND_BUING);
3882 player->gone = TRUE;
3883 PlaySoundLevel(x,y,SND_BUING);
3885 if (!local_player->friends_still_needed)
3886 player->LevelSolved = player->GameOver = TRUE;
3892 Feld[x][y] = EL_BIRNE_EIN;
3893 local_player->lights_still_needed--;
3894 DrawLevelField(x,y);
3895 PlaySoundLevel(x,y,SND_DENG);
3900 Feld[x][y] = EL_ZEIT_LEER;
3902 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3903 DrawLevelField(x,y);
3904 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3908 case EL_SOKOBAN_FELD_LEER:
3911 case EL_SOKOBAN_FELD_VOLL:
3912 case EL_SOKOBAN_OBJEKT:
3915 return(MF_NO_ACTION);
3917 player->Pushing = TRUE;
3919 if (!IN_LEV_FIELD(x+dx,y+dy)
3920 || (!IS_FREE(x+dx,y+dy)
3921 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3922 || !IS_SB_ELEMENT(element))))
3923 return(MF_NO_ACTION);
3927 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3928 return(MF_NO_ACTION);
3930 else if (dy && real_dx)
3932 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3933 return(MF_NO_ACTION);
3936 if (player->push_delay == 0)
3937 player->push_delay = FrameCounter;
3938 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3940 return(MF_NO_ACTION);
3942 if (IS_SB_ELEMENT(element))
3944 if (element == EL_SOKOBAN_FELD_VOLL)
3946 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3947 local_player->sokobanfields_still_needed++;
3952 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3954 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3955 local_player->sokobanfields_still_needed--;
3956 if (element == EL_SOKOBAN_OBJEKT)
3957 PlaySoundLevel(x,y,SND_DENG);
3960 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3965 Feld[x+dx][y+dy] = element;
3968 player->push_delay_value = 2;
3970 DrawLevelField(x,y);
3971 DrawLevelField(x+dx,y+dy);
3972 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3974 if (IS_SB_ELEMENT(element) &&
3975 local_player->sokobanfields_still_needed == 0 &&
3976 game_emulation == EMU_SOKOBAN)
3978 player->LevelSolved = player->GameOver = TRUE;
3979 PlaySoundLevel(x,y,SND_BUING);
3991 return(MF_NO_ACTION);
3995 player->push_delay = 0;
4000 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4002 int jx = player->jx, jy = player->jy;
4003 int x = jx + dx, y = jy + dy;
4005 if (player->gone || !IN_LEV_FIELD(x,y))
4013 player->snapped = FALSE;
4017 if (player->snapped)
4020 player->MovDir = (dx < 0 ? MV_LEFT :
4023 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4025 if (!DigField(player, x,y, 0,0, DF_SNAP))
4028 player->snapped = TRUE;
4029 DrawLevelField(x,y);
4035 boolean PlaceBomb(struct PlayerInfo *player)
4037 int jx = player->jx, jy = player->jy;
4040 if (player->gone || player->MovPos)
4043 element = Feld[jx][jy];
4045 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4046 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4049 if (element != EL_LEERRAUM)
4050 Store[jx][jy] = element;
4052 if (player->dynamite)
4054 Feld[jx][jy] = EL_DYNAMIT;
4055 MovDelay[jx][jy] = 96;
4057 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4058 FS_SMALL, FC_YELLOW);
4059 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4060 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4064 Feld[jx][jy] = EL_DYNABOMB;
4065 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4066 MovDelay[jx][jy] = 96;
4067 player->dynabombs_left--;
4068 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4069 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4075 void PlaySoundLevel(int x, int y, int sound_nr)
4077 int sx = SCREENX(x), sy = SCREENY(y);
4079 int silence_distance = 8;
4081 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4082 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4085 if (!IN_LEV_FIELD(x,y) ||
4086 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4087 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4090 volume = PSND_MAX_VOLUME;
4093 stereo = (sx-SCR_FIELDX/2)*12;
4095 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4096 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4097 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4100 if (!IN_SCR_FIELD(sx,sy))
4102 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4103 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4105 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4108 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4111 void RaiseScore(int value)
4113 local_player->score += value;
4114 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4115 FS_SMALL, FC_YELLOW);
4118 void RaiseScoreElement(int element)
4123 case EL_EDELSTEIN_BD:
4124 case EL_EDELSTEIN_GELB:
4125 case EL_EDELSTEIN_ROT:
4126 case EL_EDELSTEIN_LILA:
4127 RaiseScore(level.score[SC_EDELSTEIN]);
4130 RaiseScore(level.score[SC_DIAMANT]);
4134 RaiseScore(level.score[SC_KAEFER]);
4138 RaiseScore(level.score[SC_FLIEGER]);
4142 RaiseScore(level.score[SC_MAMPFER]);
4145 RaiseScore(level.score[SC_ROBOT]);
4148 RaiseScore(level.score[SC_PACMAN]);
4151 RaiseScore(level.score[SC_KOKOSNUSS]);
4154 RaiseScore(level.score[SC_DYNAMIT]);
4157 RaiseScore(level.score[SC_SCHLUESSEL]);