1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * ©1995 Artsoft Development *
6 * 33659 Bielefeld-Senne *
7 * Telefon: (0521) 493245 *
8 * eMail: aeglos@valinor.owl.de *
9 * aeglos@uni-paderborn.de *
10 * q99492@pbhrzx.uni-paderborn.de *
11 *----------------------------------------------------------*
13 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = joystick_nr;
30 if (sound_status==SOUND_OFF)
31 local_player->setup &= ~SETUP_SOUND;
32 if (!sound_loops_allowed)
34 local_player->setup &= ~SETUP_SOUND_LOOPS;
35 local_player->setup &= ~SETUP_SOUND_MUSIC;
38 sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 toons_on = SETUP_TOONS_ON(local_player->setup);
42 direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 fading_on = SETUP_FADING_ON(local_player->setup);
44 autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
45 joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
46 quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
47 scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
48 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
51 if (joystick_nr != old_joystick_nr)
54 close(joystick_device);
63 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
64 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
66 for(i=0; i<MAX_PLAYERS; i++)
68 struct PlayerInfo *player = &stored_player[i];
71 player->active = FALSE;
72 player->local = FALSE;
75 player->gems_still_needed = level.edelsteine;
76 player->sokobanfields_still_needed = 0;
77 player->lights_still_needed = 0;
78 player->friends_still_needed = 0;
81 player->key[j] = FALSE;
84 player->dynabomb_count = 0;
85 player->dynabomb_size = 0;
86 player->dynabombs_left = 0;
87 player->dynabomb_xl = FALSE;
89 player->MovDir = MV_NO_MOVING;
91 player->Pushing = FALSE;
95 player->actual_frame_counter = 0;
97 player->frame_reset_delay = 0;
99 player->push_delay = 0;
100 player->push_delay_value = 5;
102 player->move_delay = 0;
103 player->last_move_dir = MV_NO_MOVING;
105 player->snapped = FALSE;
107 player->gone = FALSE;
109 player->last_jx = player->last_jy = 0;
110 player->jx = player->jy = 0;
112 DigField(player, 0,0,0,0,DF_NO_PUSH);
113 SnapField(player, 0,0);
117 stored_player[i].active = TRUE;
120 player->LevelSolved = FALSE;
121 player->GameOver = FALSE;
124 local_player->active = TRUE;
125 local_player->local = TRUE;
132 TimeLeft = level.time;
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 /* remove duplicate players */
168 if (StorePlayer[jx][jy] == Feld[x][y])
169 StorePlayer[jx][jy] = 0;
171 StorePlayer[x][y] = Feld[x][y];
172 Feld[x][y] = EL_LEERRAUM;
173 player->jx = player->last_jx = x;
174 player->jy = player->last_jy = y;
178 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
179 Feld[x][y] = EL_BADEWANNE1;
180 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
181 Feld[x][y] = EL_BADEWANNE2;
182 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
183 Feld[x][y] = EL_BADEWANNE3;
184 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
185 Feld[x][y] = EL_BADEWANNE4;
186 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
187 Feld[x][y] = EL_BADEWANNE5;
226 Feld[x][y] = EL_AMOEBING;
227 Store[x][y] = EL_AMOEBE_NASS;
234 local_player->lights_still_needed++;
236 case EL_SOKOBAN_FELD_LEER:
237 local_player->sokobanfields_still_needed++;
241 local_player->friends_still_needed++;
245 MovDir[x][y] = 1<<RND(4);
252 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
253 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
255 scroll_x = scroll_y = -1;
256 if (local_player->jx >= MIDPOSX-1)
257 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
258 local_player->jx - MIDPOSX :
259 lev_fieldx - SCR_FIELDX + 1);
260 if (local_player->jy >= MIDPOSY-1)
261 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
262 local_player->jy - MIDPOSY :
263 lev_fieldy - SCR_FIELDY + 1);
265 CloseDoor(DOOR_CLOSE_1);
271 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
272 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
273 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
274 DrawTextExt(pix[PIX_DB_DOOR],gc,
275 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
276 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
277 DrawTextExt(pix[PIX_DB_DOOR],gc,
278 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
279 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
280 DrawTextExt(pix[PIX_DB_DOOR],gc,
281 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
282 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
283 DrawTextExt(pix[PIX_DB_DOOR],gc,
284 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
285 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
286 DrawTextExt(pix[PIX_DB_DOOR],gc,
287 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
288 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
290 DrawGameButton(BUTTON_GAME_STOP);
291 DrawGameButton(BUTTON_GAME_PAUSE);
292 DrawGameButton(BUTTON_GAME_PLAY);
293 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
294 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
295 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
296 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
297 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
298 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
299 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
300 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
302 OpenDoor(DOOR_OPEN_1);
305 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
307 XAutoRepeatOff(display);
310 void InitMovDir(int x, int y)
312 int i, element = Feld[x][y];
313 static int xy[4][2] =
320 static int direction[2][4] =
322 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
323 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
332 Feld[x][y] = EL_KAEFER;
333 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
339 Feld[x][y] = EL_FLIEGER;
340 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
346 Feld[x][y] = EL_BUTTERFLY;
347 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
353 Feld[x][y] = EL_FIREFLY;
354 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
360 Feld[x][y] = EL_PACMAN;
361 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
364 MovDir[x][y] = 1<<RND(4);
365 if (element != EL_KAEFER &&
366 element != EL_FLIEGER &&
367 element != EL_BUTTERFLY &&
368 element != EL_FIREFLY)
378 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
380 if (element==EL_KAEFER || element==EL_BUTTERFLY)
382 MovDir[x][y] = direction[0][i];
385 else if (element==EL_FLIEGER || element==EL_FIREFLY)
387 MovDir[x][y] = direction[1][i];
396 void InitAmoebaNr(int x, int y)
399 int group_nr = AmoebeNachbarNr(x,y);
403 for(i=1;i<MAX_NUM_AMOEBA;i++)
413 AmoebaNr[x][y] = group_nr;
414 AmoebaCnt[group_nr]++;
415 AmoebaCnt2[group_nr]++;
421 int bumplevel = FALSE;
423 local_player->LevelSolved = FALSE;
428 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
433 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
434 if (TimeLeft && !(TimeLeft % 10))
435 RaiseScore(level.score[SC_ZEITBONUS]);
436 if (TimeLeft > 100 && !(TimeLeft % 10))
440 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
451 /* Hero disappears */
452 DrawLevelField(ExitX, ExitY);
458 CloseDoor(DOOR_CLOSE_1);
463 SaveLevelTape(tape.level_nr); /* Ask to save tape */
466 if (level_nr == local_player->handicap &&
467 level_nr < leveldir[leveldir_nr].levels-1)
469 local_player->handicap++;
471 SavePlayerInfo(PLAYER_LEVEL);
474 if ((hi_pos=NewHiScore()) >= 0)
476 game_status = HALLOFFAME;
477 DrawHallOfFame(hi_pos);
478 if (bumplevel && TAPE_IS_EMPTY(tape))
483 game_status = MAINMENU;
484 if (bumplevel && TAPE_IS_EMPTY(tape))
499 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
500 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
503 for(k=0;k<MAX_SCORE_ENTRIES;k++)
505 if (local_player->score > highscore[k].Score)
507 /* Spieler kommt in Highscore-Liste */
509 if (k<MAX_SCORE_ENTRIES-1)
511 int m = MAX_SCORE_ENTRIES-1;
514 for(l=k;l<MAX_SCORE_ENTRIES;l++)
515 if (!strcmp(local_player->alias_name,highscore[l].Name))
517 if (m==k) /* Spieler überschreibt seine alte Position */
523 strcpy(highscore[l].Name,highscore[l-1].Name);
524 highscore[l].Score = highscore[l-1].Score;
531 sprintf(highscore[k].Name,local_player->alias_name);
532 highscore[k].Score = local_player->score;
538 else if (!strcmp(local_player->alias_name,highscore[k].Name))
539 break; /* Spieler schon mit besserer Punktzahl in der Liste */
550 void InitMovingField(int x, int y, int direction)
552 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
553 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
555 MovDir[x][y] = direction;
556 MovDir[newx][newy] = direction;
557 if (Feld[newx][newy] == EL_LEERRAUM)
558 Feld[newx][newy] = EL_BLOCKED;
561 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
563 int direction = MovDir[x][y];
564 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
565 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
571 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
573 int oldx = x, oldy = y;
574 int direction = MovDir[x][y];
576 if (direction==MV_LEFT)
578 else if (direction==MV_RIGHT)
580 else if (direction==MV_UP)
582 else if (direction==MV_DOWN)
585 *comes_from_x = oldx;
586 *comes_from_y = oldy;
589 int MovingOrBlocked2Element(int x, int y)
591 int element = Feld[x][y];
593 if (element==EL_BLOCKED)
597 Blocked2Moving(x,y,&oldx,&oldy);
598 return(Feld[oldx][oldy]);
604 void RemoveMovingField(int x, int y)
606 int oldx = x,oldy = y, newx = x,newy = y;
608 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
613 Moving2Blocked(x,y,&newx,&newy);
614 if (Feld[newx][newy] != EL_BLOCKED)
617 else if (Feld[x][y]==EL_BLOCKED)
619 Blocked2Moving(x,y,&oldx,&oldy);
620 if (!IS_MOVING(oldx,oldy))
624 if (Feld[x][y]==EL_BLOCKED &&
625 (Store[oldx][oldy]==EL_MORAST_LEER ||
626 Store[oldx][oldy]==EL_SIEB_LEER ||
627 Store[oldx][oldy]==EL_SIEB2_LEER ||
628 Store[oldx][oldy]==EL_AMOEBE_NASS))
630 Feld[oldx][oldy] = Store[oldx][oldy];
631 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
634 Feld[oldx][oldy] = EL_LEERRAUM;
636 Feld[newx][newy] = EL_LEERRAUM;
637 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
638 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
640 DrawLevelField(oldx,oldy);
641 DrawLevelField(newx,newy);
644 void DrawDynamite(int x, int y)
646 int sx = SCROLLX(x), sy = SCROLLY(y);
647 int graphic = el2gfx(Feld[x][y]);
650 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
654 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
656 if (Feld[x][y]==EL_DYNAMIT)
658 if ((phase = (96-MovDelay[x][y])/12) > 6)
663 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
668 DrawGraphicThruMask(sx,sy, graphic + phase);
670 DrawGraphic(sx,sy, graphic + phase);
673 void CheckDynamite(int x, int y)
675 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
680 if (!(MovDelay[x][y] % 12))
681 PlaySoundLevel(x,y,SND_ZISCH);
683 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
685 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
692 StopSound(SND_ZISCH);
696 void Explode(int ex, int ey, int phase, int mode)
699 int num_phase = 9, delay = 2;
700 int last_phase = num_phase*delay;
701 int half_phase = (num_phase/2)*delay;
703 if (phase==0) /* Feld 'Store' initialisieren */
705 int center_element = Feld[ex][ey];
707 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
709 center_element = MovingOrBlocked2Element(ex,ey);
710 RemoveMovingField(ex,ey);
713 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
715 int element = Feld[x][y];
717 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
719 element = MovingOrBlocked2Element(x,y);
720 RemoveMovingField(x,y);
723 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
726 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
730 if (element==EL_EXPLODING)
731 element = Store2[x][y];
733 if (IS_PLAYER(ex,ey))
735 switch(StorePlayer[ex][ey])
738 Store[x][y] = EL_EDELSTEIN_ROT;
741 Store[x][y] = EL_EDELSTEIN;
744 Store[x][y] = EL_EDELSTEIN_LILA;
748 Store[x][y] = EL_EDELSTEIN_GELB;
752 else if (center_element==EL_MAULWURF)
753 Store[x][y] = EL_EDELSTEIN_ROT;
754 else if (center_element==EL_PINGUIN)
755 Store[x][y] = EL_EDELSTEIN_LILA;
756 else if (center_element==EL_KAEFER)
757 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
758 else if (center_element==EL_BUTTERFLY)
759 Store[x][y] = EL_EDELSTEIN_BD;
760 else if (center_element==EL_MAMPFER)
761 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
762 else if (center_element==EL_AMOEBA2DIAM)
763 Store[x][y] = level.amoebe_inhalt;
764 else if (element==EL_ERZ_EDEL)
765 Store[x][y] = EL_EDELSTEIN;
766 else if (element==EL_ERZ_DIAM)
767 Store[x][y] = EL_DIAMANT;
768 else if (element==EL_ERZ_EDEL_BD)
769 Store[x][y] = EL_EDELSTEIN_BD;
770 else if (element==EL_ERZ_EDEL_GELB)
771 Store[x][y] = EL_EDELSTEIN_GELB;
772 else if (element==EL_ERZ_EDEL_ROT)
773 Store[x][y] = EL_EDELSTEIN_ROT;
774 else if (element==EL_ERZ_EDEL_LILA)
775 Store[x][y] = EL_EDELSTEIN_LILA;
776 else if (!IS_PFORTE(Store[x][y]))
777 Store[x][y] = EL_LEERRAUM;
779 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
780 Store2[x][y] = element;
782 if (AmoebaNr[x][y] &&
783 (element==EL_AMOEBE_VOLL ||
784 element==EL_AMOEBE_BD ||
785 element==EL_AMOEBING))
787 AmoebaCnt[AmoebaNr[x][y]]--;
788 AmoebaCnt2[AmoebaNr[x][y]]--;
791 Feld[x][y] = EL_EXPLODING;
792 MovDir[x][y] = MovPos[x][y] = 0;
798 if (center_element==EL_MAMPFER)
799 MampferNr = (MampferNr+1) % 4;
810 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
812 if (phase==half_phase)
814 int element = Store2[x][y];
817 KillHero(PLAYERINFO(x,y));
818 else if (IS_EXPLOSIVE(element))
820 Feld[x][y] = Store2[x][y];
824 else if (element==EL_AMOEBA2DIAM)
825 AmoebeUmwandeln(x,y);
828 if (phase==last_phase)
832 element = Feld[x][y] = Store[x][y];
833 Store[x][y] = Store2[x][y] = 0;
834 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
835 if (CAN_MOVE(element) || COULD_MOVE(element))
839 else if (!(phase%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
842 ErdreichAnbroeckeln(SCROLLX(x),SCROLLY(y));
844 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
848 void DynaExplode(int ex, int ey)
851 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
852 static int xy[4][2] =
860 Store2[ex][ey] = 0; /* delete player information */
862 Explode(ex,ey,0,EX_CENTER);
866 for(j=1; j<=player->dynabomb_size; j++)
868 int x = ex+j*xy[i%4][0];
869 int y = ey+j*xy[i%4][1];
872 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
875 element = Feld[x][y];
876 Explode(x,y,0,EX_BORDER);
878 if (element != EL_LEERRAUM &&
879 element != EL_ERDREICH &&
880 element != EL_EXPLODING &&
881 !player->dynabomb_xl)
886 player->dynabombs_left++;
889 void Bang(int x, int y)
891 int element = Feld[x][y];
893 PlaySoundLevel(x,y,SND_ROAAAR);
905 RaiseScoreElement(element);
906 Explode(x,y,0,EX_NORMAL);
916 Explode(x,y,0,EX_CENTER);
919 Explode(x,y,0,EX_NORMAL);
924 void Blurb(int x, int y)
926 int element = Feld[x][y];
928 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
930 PlaySoundLevel(x,y,SND_BLURB);
931 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
932 (!IN_LEV_FIELD(x-1,y-1) ||
933 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
935 Feld[x-1][y] = EL_BLURB_LEFT;
937 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
938 (!IN_LEV_FIELD(x+1,y-1) ||
939 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
941 Feld[x+1][y] = EL_BLURB_RIGHT;
946 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
948 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
951 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
954 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
955 DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]/2);
959 Feld[x][y] = EL_LEERRAUM;
966 void Impact(int x, int y)
968 BOOL lastline = (y==lev_fieldy-1);
969 BOOL object_hit = FALSE;
970 int element = Feld[x][y];
973 /* Element darunter berührt? */
976 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
977 MovDir[x][y+1]!=MV_DOWN ||
978 MovPos[x][y+1]<=TILEY/2));
980 smashed = MovingOrBlocked2Element(x,y+1);
983 /* Auftreffendes Element fällt in Salzsäure */
984 if (!lastline && smashed==EL_SALZSAEURE)
990 /* Auftreffendes Element ist Bombe */
991 if (element==EL_BOMBE && (lastline || object_hit))
997 /* Auftreffendes Element ist Säuretropfen */
998 if (element==EL_TROPFEN && (lastline || object_hit))
1000 if (object_hit && IS_PLAYER(x,y+1))
1001 KillHero(PLAYERINFO(x,y+1));
1002 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1006 Feld[x][y] = EL_AMOEBING;
1007 Store[x][y] = EL_AMOEBE_NASS;
1012 /* Welches Element kriegt was auf die Rübe? */
1013 if (!lastline && object_hit)
1015 if (CAN_CHANGE(element) &&
1016 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1017 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1019 if (IS_PLAYER(x,y+1))
1021 KillHero(PLAYERINFO(x,y+1));
1024 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1029 else if (element==EL_EDELSTEIN_BD)
1031 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1037 else if (element==EL_FELSBROCKEN)
1039 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1040 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1045 else if (!IS_MOVING(x,y+1))
1047 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1052 else if (smashed==EL_KOKOSNUSS)
1054 Feld[x][y+1] = EL_CRACKINGNUT;
1055 PlaySoundLevel(x,y,SND_KNACK);
1056 RaiseScoreElement(EL_KOKOSNUSS);
1059 else if (smashed==EL_DIAMANT)
1061 Feld[x][y+1] = EL_LEERRAUM;
1062 PlaySoundLevel(x,y,SND_QUIRK);
1069 /* Geräusch beim Durchqueren des Siebes */
1070 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1072 PlaySoundLevel(x,y,SND_QUIRK);
1076 /* Geräusch beim Auftreffen */
1077 if (lastline || object_hit)
1084 case EL_EDELSTEIN_BD:
1085 case EL_EDELSTEIN_GELB:
1086 case EL_EDELSTEIN_ROT:
1087 case EL_EDELSTEIN_LILA:
1094 case EL_FELSBROCKEN:
1098 case EL_SCHLUESSEL1:
1099 case EL_SCHLUESSEL2:
1100 case EL_SCHLUESSEL3:
1101 case EL_SCHLUESSEL4:
1114 PlaySoundLevel(x,y,sound);
1118 void TurnRound(int x, int y)
1130 { 0,0 }, { 0,0 }, { 0,0 },
1135 int left,right,back;
1139 { MV_DOWN, MV_UP, MV_RIGHT },
1140 { MV_UP, MV_DOWN, MV_LEFT },
1142 { MV_LEFT, MV_RIGHT, MV_DOWN },
1143 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1144 { MV_RIGHT, MV_LEFT, MV_UP }
1147 int element = Feld[x][y];
1148 int old_move_dir = MovDir[x][y];
1149 int left_dir = turn[old_move_dir].left;
1150 int right_dir = turn[old_move_dir].right;
1151 int back_dir = turn[old_move_dir].back;
1153 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1154 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1155 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1156 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1158 int left_x = x+left_dx, left_y = y+left_dy;
1159 int right_x = x+right_dx, right_y = y+right_dy;
1160 int move_x = x+move_dx, move_y = y+move_dy;
1162 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1164 TestIfBadThingHitsOtherBadThing(x,y);
1166 if (IN_LEV_FIELD(right_x,right_y) &&
1167 IS_FREE_OR_PLAYER(right_x,right_y))
1168 MovDir[x][y] = right_dir;
1169 else if (!IN_LEV_FIELD(move_x,move_y) ||
1170 !IS_FREE_OR_PLAYER(move_x,move_y))
1171 MovDir[x][y] = left_dir;
1173 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1175 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1178 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1180 TestIfBadThingHitsOtherBadThing(x,y);
1182 if (IN_LEV_FIELD(left_x,left_y) &&
1183 IS_FREE_OR_PLAYER(left_x,left_y))
1184 MovDir[x][y] = left_dir;
1185 else if (!IN_LEV_FIELD(move_x,move_y) ||
1186 !IS_FREE_OR_PLAYER(move_x,move_y))
1187 MovDir[x][y] = right_dir;
1189 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1191 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1194 else if (element==EL_MAMPFER)
1196 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1198 if (IN_LEV_FIELD(left_x,left_y) &&
1199 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1200 Feld[left_x][left_y] == EL_DIAMANT))
1201 can_turn_left = TRUE;
1202 if (IN_LEV_FIELD(right_x,right_y) &&
1203 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1204 Feld[right_x][right_y] == EL_DIAMANT))
1205 can_turn_right = TRUE;
1207 if (can_turn_left && can_turn_right)
1208 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1209 else if (can_turn_left)
1210 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1211 else if (can_turn_right)
1212 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1214 MovDir[x][y] = back_dir;
1216 MovDelay[x][y] = 16+16*RND(3);
1218 else if (element==EL_MAMPFER2)
1220 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1222 if (IN_LEV_FIELD(left_x,left_y) &&
1223 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1224 IS_MAMPF2(Feld[left_x][left_y])))
1225 can_turn_left = TRUE;
1226 if (IN_LEV_FIELD(right_x,right_y) &&
1227 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1228 IS_MAMPF2(Feld[right_x][right_y])))
1229 can_turn_right = TRUE;
1231 if (can_turn_left && can_turn_right)
1232 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1233 else if (can_turn_left)
1234 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1235 else if (can_turn_right)
1236 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1238 MovDir[x][y] = back_dir;
1240 MovDelay[x][y] = 16+16*RND(3);
1242 else if (element==EL_PACMAN)
1244 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1246 if (IN_LEV_FIELD(left_x,left_y) &&
1247 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1248 IS_AMOEBOID(Feld[left_x][left_y])))
1249 can_turn_left = TRUE;
1250 if (IN_LEV_FIELD(right_x,right_y) &&
1251 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1252 IS_AMOEBOID(Feld[right_x][right_y])))
1253 can_turn_right = TRUE;
1255 if (can_turn_left && can_turn_right)
1256 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1257 else if (can_turn_left)
1258 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1259 else if (can_turn_right)
1260 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1262 MovDir[x][y] = back_dir;
1264 MovDelay[x][y] = 6+RND(40);
1266 else if (element==EL_SCHWEIN)
1268 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1269 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1270 BOOL should_move_on = FALSE;
1272 int rnd = RND(rnd_value);
1274 if (IN_LEV_FIELD(left_x,left_y) &&
1275 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1276 can_turn_left = TRUE;
1277 if (IN_LEV_FIELD(right_x,right_y) &&
1278 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1279 can_turn_right = TRUE;
1280 if (IN_LEV_FIELD(move_x,move_y) &&
1281 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1284 if (can_turn_left &&
1286 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1287 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1288 should_turn_left = TRUE;
1289 if (can_turn_right &&
1291 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1292 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1293 should_turn_right = TRUE;
1295 (!can_turn_left || !can_turn_right ||
1296 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1297 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1298 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1299 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1300 should_move_on = TRUE;
1302 if (should_turn_left || should_turn_right || should_move_on)
1304 if (should_turn_left && should_turn_right && should_move_on)
1305 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1306 rnd < 2*rnd_value/3 ? right_dir :
1308 else if (should_turn_left && should_turn_right)
1309 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1310 else if (should_turn_left && should_move_on)
1311 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1312 else if (should_turn_right && should_move_on)
1313 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1314 else if (should_turn_left)
1315 MovDir[x][y] = left_dir;
1316 else if (should_turn_right)
1317 MovDir[x][y] = right_dir;
1318 else if (should_move_on)
1319 MovDir[x][y] = old_move_dir;
1321 else if (can_move_on && rnd > rnd_value/8)
1322 MovDir[x][y] = old_move_dir;
1323 else if (can_turn_left && can_turn_right)
1324 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1325 else if (can_turn_left && rnd > rnd_value/8)
1326 MovDir[x][y] = left_dir;
1327 else if (can_turn_right && rnd > rnd_value/8)
1328 MovDir[x][y] = right_dir;
1330 MovDir[x][y] = back_dir;
1332 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1333 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1334 MovDir[x][y] = old_move_dir;
1338 else if (element==EL_DRACHE)
1340 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1342 int rnd = RND(rnd_value);
1344 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1345 can_turn_left = TRUE;
1346 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1347 can_turn_right = TRUE;
1348 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1351 if (can_move_on && rnd > rnd_value/8)
1352 MovDir[x][y] = old_move_dir;
1353 else if (can_turn_left && can_turn_right)
1354 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1355 else if (can_turn_left && rnd > rnd_value/8)
1356 MovDir[x][y] = left_dir;
1357 else if (can_turn_right && rnd > rnd_value/8)
1358 MovDir[x][y] = right_dir;
1360 MovDir[x][y] = back_dir;
1362 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1363 MovDir[x][y] = old_move_dir;
1367 else if (element==EL_ROBOT || element==EL_SONDE ||
1368 element==EL_MAULWURF || element==EL_PINGUIN)
1370 int attr_x = -1, attr_y = -1;
1381 for(i=0; i<MAX_PLAYERS; i++)
1383 struct PlayerInfo *player = &stored_player[i];
1384 int jx = player->jx, jy = player->jy;
1386 if (!player->active || player->gone)
1389 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1397 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1403 if (element==EL_MAULWURF || element==EL_PINGUIN)
1406 static int xy[4][2] =
1416 int ex = x + xy[i%4][0];
1417 int ey = y + xy[i%4][1];
1419 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1428 MovDir[x][y] = MV_NO_MOVING;
1430 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1432 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1434 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1436 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1438 if (element==EL_ROBOT)
1442 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1443 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1444 Moving2Blocked(x,y,&newx,&newy);
1446 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1447 MovDelay[x][y] = 8+8*!RND(3);
1449 MovDelay[x][y] = 16;
1457 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1459 BOOL first_horiz = RND(2);
1460 int new_move_dir = MovDir[x][y];
1463 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1464 Moving2Blocked(x,y,&newx,&newy);
1466 if (IN_LEV_FIELD(newx,newy) &&
1467 (IS_FREE(newx,newy) ||
1468 Feld[newx][newy] == EL_SALZSAEURE ||
1469 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1470 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1471 IS_MAMPF3(Feld[newx][newy])))))
1475 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1476 Moving2Blocked(x,y,&newx,&newy);
1478 if (IN_LEV_FIELD(newx,newy) &&
1479 (IS_FREE(newx,newy) ||
1480 Feld[newx][newy] == EL_SALZSAEURE ||
1481 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1482 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1483 IS_MAMPF3(Feld[newx][newy])))))
1486 MovDir[x][y] = old_move_dir;
1493 void StartMoving(int x, int y)
1495 int element = Feld[x][y];
1500 if (CAN_FALL(element) && y<lev_fieldy-1)
1502 /* check if this element is just being pushed */
1503 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1507 for(i=0; i<MAX_PLAYERS; i++)
1509 struct PlayerInfo *player = &stored_player[i];
1511 if (player->active && !player->gone &&
1512 player->Pushing && player->MovPos)
1514 int next_jx = player->jx + (player->jx - player->last_jx);
1515 int next_jy = player->jy + (player->jy - player->last_jy);
1517 if (x == next_jx && y == next_jy)
1523 if (element==EL_MORAST_VOLL)
1527 InitMovingField(x,y,MV_DOWN);
1528 Feld[x][y] = EL_FELSBROCKEN;
1529 Store[x][y] = EL_MORAST_LEER;
1531 else if (Feld[x][y+1]==EL_MORAST_LEER)
1533 if (!MovDelay[x][y])
1534 MovDelay[x][y] = TILEY + 1;
1543 Feld[x][y] = EL_MORAST_LEER;
1544 Feld[x][y+1] = EL_MORAST_VOLL;
1547 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1549 InitMovingField(x,y,MV_DOWN);
1550 Store[x][y] = EL_MORAST_VOLL;
1552 else if (element==EL_SIEB_VOLL)
1556 InitMovingField(x,y,MV_DOWN);
1557 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1558 Store[x][y] = EL_SIEB_LEER;
1560 else if (Feld[x][y+1]==EL_SIEB_LEER)
1562 if (!MovDelay[x][y])
1563 MovDelay[x][y] = TILEY/4 + 1;
1572 Feld[x][y] = EL_SIEB_LEER;
1573 Feld[x][y+1] = EL_SIEB_VOLL;
1574 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1578 else if (element==EL_SIEB2_VOLL)
1582 InitMovingField(x,y,MV_DOWN);
1583 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1584 Store[x][y] = EL_SIEB2_LEER;
1586 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1588 if (!MovDelay[x][y])
1589 MovDelay[x][y] = TILEY/4 + 1;
1598 Feld[x][y] = EL_SIEB2_LEER;
1599 Feld[x][y+1] = EL_SIEB2_VOLL;
1600 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1604 else if (SiebAktiv && CAN_CHANGE(element) &&
1605 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1607 InitMovingField(x,y,MV_DOWN);
1609 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1610 Store2[x][y+1] = element;
1612 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1615 InitMovingField(x,y,MV_DOWN);
1616 Store[x][y] = EL_SALZSAEURE;
1618 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1622 else if (IS_FREE(x,y+1))
1624 InitMovingField(x,y,MV_DOWN);
1626 else if (element==EL_TROPFEN)
1628 Feld[x][y] = EL_AMOEBING;
1629 Store[x][y] = EL_AMOEBE_NASS;
1631 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1633 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1634 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1635 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1636 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1640 if (left && right && game_emulation != EMU_BOULDERDASH)
1641 left = !(right = RND(2));
1643 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1647 else if (CAN_MOVE(element))
1651 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1653 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1654 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1657 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1660 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1661 DrawLevelField(x,y);
1665 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1669 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1671 int phase = MovDelay[x][y] % 8;
1676 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
1677 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
1679 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1680 && MovDelay[x][y]%4==3)
1681 PlaySoundLevel(x,y,SND_NJAM);
1683 else if (element==EL_DRACHE)
1686 int dir = MovDir[x][y];
1687 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1688 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1689 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1690 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1691 dir == MV_UP ? GFX_FLAMMEN_UP :
1692 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1693 int phase = FrameCounter % 2;
1697 int xx = x + i*dx, yy = y + i*dy;
1698 int sx = SCROLLX(xx), sy = SCROLLY(yy);
1700 if (!IN_LEV_FIELD(xx,yy) ||
1701 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1706 int flamed = MovingOrBlocked2Element(xx,yy);
1708 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1711 RemoveMovingField(xx,yy);
1713 Feld[xx][yy] = EL_BURNING;
1714 if (IN_SCR_FIELD(sx,sy))
1715 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1719 if (Feld[xx][yy] == EL_BURNING)
1720 Feld[xx][yy] = EL_LEERRAUM;
1721 DrawLevelField(xx,yy);
1730 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1732 PlaySoundLevel(x,y,SND_KLAPPER);
1734 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1736 PlaySoundLevel(x,y,SND_ROEHR);
1739 /* neuer Schritt / Wartezustand beendet */
1741 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1743 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1745 /* Spieler erwischt */
1747 KillHero(PLAYERINFO(newx,newy));
1750 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1751 element==EL_ROBOT || element==EL_SONDE) &&
1752 IN_LEV_FIELD(newx,newy) &&
1753 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1756 Store[x][y] = EL_SALZSAEURE;
1758 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1759 IN_LEV_FIELD(newx,newy))
1761 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1763 Feld[x][y] = EL_LEERRAUM;
1764 DrawLevelField(x,y);
1766 PlaySoundLevel(newx,newy,SND_BUING);
1767 if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
1768 DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
1770 local_player->friends_still_needed--;
1771 if (!local_player->friends_still_needed &&
1772 !local_player->GameOver && AllPlayersGone)
1773 local_player->LevelSolved = local_player->GameOver = TRUE;
1777 else if (IS_MAMPF3(Feld[newx][newy]))
1779 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1780 DrawLevelField(newx,newy);
1782 MovDir[x][y] = MV_NO_MOVING;
1784 else if (!IS_FREE(newx,newy))
1787 DrawPlayerField(x,y);
1789 DrawLevelField(x,y);
1793 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1795 if (IS_GEM(Feld[newx][newy]))
1797 if (IS_MOVING(newx,newy))
1798 RemoveMovingField(newx,newy);
1801 Feld[newx][newy] = EL_LEERRAUM;
1802 DrawLevelField(newx,newy);
1805 else if (!IS_FREE(newx,newy))
1808 DrawPlayerField(x,y);
1810 DrawLevelField(x,y);
1814 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1816 if (!IS_FREE(newx,newy))
1819 DrawPlayerField(x,y);
1821 DrawLevelField(x,y);
1826 BOOL wanna_flame = !RND(10);
1827 int dx = newx - x, dy = newy - y;
1828 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1829 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1830 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1831 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1832 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1833 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1835 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1836 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1837 element1 != EL_BURNING && element2 != EL_BURNING)
1840 DrawPlayerField(x,y);
1842 DrawLevelField(x,y);
1844 MovDelay[x][y] = 50;
1845 Feld[newx][newy] = EL_BURNING;
1846 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1847 Feld[newx1][newy1] = EL_BURNING;
1848 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1849 Feld[newx2][newy2] = EL_BURNING;
1854 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1855 Feld[newx][newy]==EL_DIAMANT)
1857 if (IS_MOVING(newx,newy))
1858 RemoveMovingField(newx,newy);
1861 Feld[newx][newy] = EL_LEERRAUM;
1862 DrawLevelField(newx,newy);
1865 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1866 IS_MAMPF2(Feld[newx][newy]))
1868 if (AmoebaNr[newx][newy])
1870 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1871 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1872 AmoebaCnt[AmoebaNr[newx][newy]]--;
1875 if (IS_MOVING(newx,newy))
1876 RemoveMovingField(newx,newy);
1879 Feld[newx][newy] = EL_LEERRAUM;
1880 DrawLevelField(newx,newy);
1883 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1884 IS_AMOEBOID(Feld[newx][newy]))
1886 if (AmoebaNr[newx][newy])
1888 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1889 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1890 AmoebaCnt[AmoebaNr[newx][newy]]--;
1893 Feld[newx][newy] = EL_LEERRAUM;
1894 DrawLevelField(newx,newy);
1896 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1897 { /* gegen Wand gelaufen */
1900 if (element == EL_KAEFER || element == EL_FLIEGER)
1901 DrawLevelField(x,y);
1902 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1903 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1904 else if (element==EL_SONDE)
1908 /* check if this element is just being pushed */
1909 for(i=0; i<MAX_PLAYERS; i++)
1911 struct PlayerInfo *player = &stored_player[i];
1913 if (player->active && !player->gone &&
1914 player->Pushing && player->GfxPos)
1916 int next_jx = player->jx + (player->jx - player->last_jx);
1917 int next_jy = player->jy + (player->jy - player->last_jy);
1919 if (x == next_jx && y == next_jy)
1924 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1930 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1931 PlaySoundLevel(x,y,SND_SCHLURF);
1933 InitMovingField(x,y,MovDir[x][y]);
1937 ContinueMoving(x,y);
1940 void ContinueMoving(int x, int y)
1942 int element = Feld[x][y];
1943 int direction = MovDir[x][y];
1944 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1945 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1946 int horiz_move = (dx!=0);
1947 int newx = x + dx, newy = y + dy;
1948 int step = (horiz_move ? dx : dy) * TILEX/8;
1950 if (CAN_FALL(element) && horiz_move)
1952 else if (element==EL_TROPFEN)
1954 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1957 MovPos[x][y] += step;
1959 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1961 Feld[x][y] = EL_LEERRAUM;
1962 Feld[newx][newy] = element;
1964 if (Store[x][y]==EL_MORAST_VOLL)
1967 Feld[newx][newy] = EL_MORAST_VOLL;
1968 element = EL_MORAST_VOLL;
1970 else if (Store[x][y]==EL_MORAST_LEER)
1973 Feld[x][y] = EL_MORAST_LEER;
1975 else if (Store[x][y]==EL_SIEB_VOLL)
1978 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1980 else if (Store[x][y]==EL_SIEB_LEER)
1982 Store[x][y] = Store2[x][y] = 0;
1983 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1985 else if (Store[x][y]==EL_SIEB2_VOLL)
1988 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1990 else if (Store[x][y]==EL_SIEB2_LEER)
1992 Store[x][y] = Store2[x][y] = 0;
1993 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1995 else if (Store[x][y]==EL_SALZSAEURE)
1998 Feld[newx][newy] = EL_SALZSAEURE;
1999 element = EL_SALZSAEURE;
2001 else if (Store[x][y]==EL_AMOEBE_NASS)
2004 Feld[x][y] = EL_AMOEBE_NASS;
2007 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2008 MovDelay[newx][newy] = 0;
2010 if (!CAN_MOVE(element))
2011 MovDir[newx][newy] = 0;
2013 DrawLevelField(x,y);
2014 DrawLevelField(newx,newy);
2016 Stop[newx][newy] = TRUE;
2017 JustHit[x][newy] = 3;
2019 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2021 TestIfBadThingHitsHero(newx,newy);
2022 TestIfBadThingHitsFriend(newx,newy);
2023 TestIfBadThingHitsOtherBadThing(newx,newy);
2025 else if (element == EL_PINGUIN)
2026 TestIfFriendHitsBadThing(newx,newy);
2028 if (CAN_SMASH(element) && direction==MV_DOWN &&
2029 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2032 else /* noch in Bewegung */
2033 DrawLevelField(x,y);
2036 int AmoebeNachbarNr(int ax, int ay)
2039 int element = Feld[ax][ay];
2041 static int xy[4][2] =
2051 int x = ax+xy[i%4][0];
2052 int y = ay+xy[i%4][1];
2054 if (!IN_LEV_FIELD(x,y))
2057 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2058 group_nr = AmoebaNr[x][y];
2064 void AmoebenVereinigen(int ax, int ay)
2067 int new_group_nr = AmoebaNr[ax][ay];
2068 static int xy[4][2] =
2084 if (!IN_LEV_FIELD(x,y))
2087 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2088 Feld[x][y]==EL_AMOEBE_BD ||
2089 Feld[x][y]==EL_AMOEBE_TOT) &&
2090 AmoebaNr[x][y] != new_group_nr)
2092 int old_group_nr = AmoebaNr[x][y];
2094 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2095 AmoebaCnt[old_group_nr] = 0;
2096 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2097 AmoebaCnt2[old_group_nr] = 0;
2099 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2100 if (AmoebaNr[xx][yy]==old_group_nr)
2101 AmoebaNr[xx][yy] = new_group_nr;
2106 void AmoebeUmwandeln(int ax, int ay)
2109 int group_nr = AmoebaNr[ax][ay];
2110 static int xy[4][2] =
2118 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2120 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2122 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2125 Feld[x][y] = EL_AMOEBA2DIAM;
2137 if (!IN_LEV_FIELD(x,y))
2140 if (Feld[x][y]==EL_AMOEBA2DIAM)
2146 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2149 int group_nr = AmoebaNr[ax][ay];
2152 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2154 if (AmoebaNr[x][y]==group_nr &&
2155 (Feld[x][y]==EL_AMOEBE_TOT ||
2156 Feld[x][y]==EL_AMOEBE_BD ||
2157 Feld[x][y]==EL_AMOEBING))
2160 Feld[x][y] = new_element;
2161 DrawLevelField(x,y);
2167 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2170 void AmoebeWaechst(int x, int y)
2172 static long sound_delay = 0;
2173 static int sound_delay_value = 0;
2175 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2179 if (DelayReached(&sound_delay, sound_delay_value))
2181 PlaySoundLevel(x,y,SND_AMOEBE);
2182 sound_delay_value = 30;
2186 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2189 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2190 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2192 if (!MovDelay[x][y])
2194 Feld[x][y] = Store[x][y];
2196 DrawLevelField(x,y);
2201 void AmoebeAbleger(int ax, int ay)
2204 int element = Feld[ax][ay];
2205 int newax = ax, neway = ay;
2206 static int xy[4][2] =
2214 if (!level.tempo_amoebe)
2216 Feld[ax][ay] = EL_AMOEBE_TOT;
2217 DrawLevelField(ax,ay);
2221 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2222 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2224 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2227 if (MovDelay[ax][ay])
2231 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2234 int x = ax+xy[start][0];
2235 int y = ay+xy[start][1];
2237 if (!IN_LEV_FIELD(x,y))
2241 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2247 if (newax==ax && neway==ay)
2250 else /* normale oder "gefüllte" Amöbe */
2253 BOOL waiting_for_player = FALSE;
2257 int j = (start+i)%4;
2258 int x = ax+xy[j][0];
2259 int y = ay+xy[j][1];
2261 if (!IN_LEV_FIELD(x,y))
2265 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2271 else if (IS_PLAYER(x,y))
2272 waiting_for_player = TRUE;
2275 if (newax==ax && neway==ay)
2277 if (i==4 && !waiting_for_player)
2279 Feld[ax][ay] = EL_AMOEBE_TOT;
2280 DrawLevelField(ax,ay);
2281 AmoebaCnt[AmoebaNr[ax][ay]]--;
2283 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2285 if (element==EL_AMOEBE_VOLL)
2286 AmoebeUmwandeln(ax,ay);
2287 else if (element==EL_AMOEBE_BD)
2288 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2293 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2295 int new_group_nr = AmoebaNr[ax][ay];
2297 AmoebaNr[newax][neway] = new_group_nr;
2298 AmoebaCnt[new_group_nr]++;
2299 AmoebaCnt2[new_group_nr]++;
2300 AmoebenVereinigen(newax,neway);
2302 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2304 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2310 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2311 (neway==lev_fieldy-1 && newax!=ax))
2313 Feld[newax][neway] = EL_AMOEBING;
2314 Store[newax][neway] = element;
2317 Feld[newax][neway] = EL_TROPFEN;
2320 InitMovingField(ax,ay,MV_DOWN);
2321 Feld[ax][ay] = EL_TROPFEN;
2322 Store[ax][ay] = EL_AMOEBE_NASS;
2323 ContinueMoving(ax,ay);
2327 DrawLevelField(newax,neway);
2330 void Life(int ax, int ay)
2333 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2335 int element = Feld[ax][ay];
2340 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2341 MovDelay[ax][ay] = life_time;
2343 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2346 if (MovDelay[ax][ay])
2350 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2352 int xx = ax+x1, yy = ay+y1;
2355 if (!IN_LEV_FIELD(xx,yy))
2358 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2360 int x = xx+x2, y = yy+y2;
2362 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2365 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2367 (IS_FREE(x,y) && Stop[x][y]))
2371 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2373 if (nachbarn<life[0] || nachbarn>life[1])
2375 Feld[xx][yy] = EL_LEERRAUM;
2377 DrawLevelField(xx,yy);
2378 Stop[xx][yy] = TRUE;
2381 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2382 { /* Randfeld ohne Amoebe */
2383 if (nachbarn>=life[2] && nachbarn<=life[3])
2385 Feld[xx][yy] = element;
2386 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2388 DrawLevelField(xx,yy);
2389 Stop[xx][yy] = TRUE;
2395 void Ablenk(int x, int y)
2397 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2398 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2400 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2405 if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2406 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4);
2407 if (!(MovDelay[x][y]%4))
2408 PlaySoundLevel(x,y,SND_MIEP);
2413 Feld[x][y] = EL_ABLENK_AUS;
2414 DrawLevelField(x,y);
2419 void Birne(int x, int y)
2421 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2422 MovDelay[x][y] = 800;
2424 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2429 if (!(MovDelay[x][y]%5))
2431 if (!(MovDelay[x][y]%10))
2432 Feld[x][y]=EL_ABLENK_EIN;
2434 Feld[x][y]=EL_ABLENK_AUS;
2435 DrawLevelField(x,y);
2436 Feld[x][y]=EL_ABLENK_EIN;
2442 Feld[x][y]=EL_ABLENK_AUS;
2443 DrawLevelField(x,y);
2448 void Blubber(int x, int y)
2450 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2451 DrawLevelField(x,y-1);
2453 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2456 void NussKnacken(int x, int y)
2458 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2461 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2464 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2465 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2467 if (!MovDelay[x][y])
2469 Feld[x][y] = EL_EDELSTEIN;
2470 DrawLevelField(x,y);
2475 void SiebAktivieren(int x, int y, int typ)
2477 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2478 DrawGraphic(SCROLLX(x),SCROLLY(y),
2479 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2482 void AusgangstuerPruefen(int x, int y)
2484 if (!local_player->gems_still_needed &&
2485 !local_player->sokobanfields_still_needed &&
2486 !local_player->lights_still_needed)
2488 Feld[x][y] = EL_AUSGANG_ACT;
2490 PlaySoundLevel(x < UNSCROLLX(BX1) ? UNSCROLLX(BX1) :
2491 (x > UNSCROLLX(BX2) ? UNSCROLLX(BX2) : x),
2492 y < UNSCROLLY(BY1) ? UNSCROLLY(BY1) :
2493 (y > UNSCROLLY(BY2) ? UNSCROLLY(BY2) : y),
2498 void AusgangstuerOeffnen(int x, int y)
2502 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2503 MovDelay[x][y] = 5*delay;
2505 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2510 tuer = MovDelay[x][y]/delay;
2511 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2512 DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
2514 if (!MovDelay[x][y])
2516 Feld[x][y] = EL_AUSGANG_AUF;
2517 DrawLevelField(x,y);
2522 void AusgangstuerBlinken(int x, int y)
2524 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2527 void EdelsteinFunkeln(int x, int y)
2529 if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y))
2532 if (Feld[x][y] == EL_EDELSTEIN_BD)
2533 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2536 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2537 MovDelay[x][y] = 11 * !SimpleRND(500);
2539 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2543 if (direct_draw_on && MovDelay[x][y])
2544 SetDrawtoField(DRAW_BUFFERED);
2546 DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
2550 int phase = (MovDelay[x][y]-1)/2;
2555 DrawGraphicThruMask(SCROLLX(x),SCROLLY(y), GFX_FUNKELN_WEISS + phase);
2561 dest_x = FX + SCROLLX(x)*TILEX;
2562 dest_y = FY + SCROLLY(y)*TILEY;
2564 XCopyArea(display,drawto_field,window,gc,
2565 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2566 SetDrawtoField(DRAW_DIRECT);
2573 void MauerWaechst(int x, int y)
2577 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2578 MovDelay[x][y] = 3*delay;
2580 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2585 phase = 2-MovDelay[x][y]/delay;
2586 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
2587 DrawGraphic(SCROLLX(x),SCROLLY(y),
2588 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2590 if (!MovDelay[x][y])
2592 if (Store[x][y]==MV_LEFT)
2594 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2595 DrawLevelField(x-1,y);
2599 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2600 DrawLevelField(x+1,y);
2603 Feld[x][y] = EL_MAUER_LEBT;
2605 DrawLevelField(x,y);
2610 void MauerAbleger(int ax, int ay)
2612 BOOL links_frei = FALSE, rechts_frei = FALSE;
2613 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2615 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2616 MovDelay[ax][ay] = 6;
2618 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2621 if (MovDelay[ax][ay])
2625 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2627 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2632 Feld[ax-1][ay] = EL_MAUERND;
2633 Store[ax-1][ay] = MV_LEFT;
2634 if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
2635 DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
2639 Feld[ax+1][ay] = EL_MAUERND;
2640 Store[ax+1][ay] = MV_RIGHT;
2641 if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
2642 DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
2645 if (links_frei || rechts_frei)
2646 DrawLevelField(ax,ay);
2648 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2649 links_massiv = TRUE;
2650 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2651 rechts_massiv = TRUE;
2653 if (links_massiv && rechts_massiv)
2654 Feld[ax][ay] = EL_MAUERWERK;
2657 void CheckForDragon(int x, int y)
2660 BOOL dragon_found = FALSE;
2661 static int xy[4][2] =
2673 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2675 if (IN_LEV_FIELD(xx,yy) &&
2676 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2678 if (Feld[xx][yy] == EL_DRACHE)
2679 dragon_found = TRUE;
2692 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2694 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2696 Feld[xx][yy] = EL_LEERRAUM;
2697 DrawLevelField(xx,yy);
2706 void PlayerActions(struct PlayerInfo *player, int player_action)
2708 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2709 int jx = player->jx, jy = player->jy;
2710 int left = player_action & JOY_LEFT;
2711 int right = player_action & JOY_RIGHT;
2712 int up = player_action & JOY_UP;
2713 int down = player_action & JOY_DOWN;
2714 int button1 = player_action & JOY_BUTTON_1;
2715 int button2 = player_action & JOY_BUTTON_2;
2716 int dx = (left ? -1 : right ? 1 : 0);
2717 int dy = (up ? -1 : down ? 1 : 0);
2719 if (!player->active || player->gone)
2724 player->frame_reset_delay = 0;
2727 snapped = SnapField(player, dx,dy);
2731 bombed = PlaceBomb(player);
2732 moved = MoveFigure(player, dx,dy);
2735 if (tape.recording && (moved || snapped || bombed))
2737 if (bombed && !moved)
2738 player_action &= JOY_BUTTON;
2739 TapeRecordAction(player_action);
2741 else if (tape.playing && snapped)
2742 SnapField(player, 0,0); /* stop snapping */
2746 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2747 SnapField(player, 0,0);
2748 if (++player->frame_reset_delay > MoveSpeed)
2752 if (tape.playing && !tape.pausing && !player_action &&
2753 tape.counter < tape.length)
2755 int next_joy = tape.pos[tape.counter].joystickdata & (JOY_LEFT|JOY_RIGHT);
2757 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2759 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2761 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2763 int el = Feld[jx+dx][jy];
2764 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2766 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2768 player->MovDir = next_joy;
2769 player->Frame = FrameCounter % 4;
2770 player->Pushing = TRUE;
2777 void GameActions(int player_action)
2779 static long action_delay = 0;
2780 long action_delay_value;
2781 int sieb_x = 0, sieb_y = 0;
2782 int i, x,y, element;
2784 if (game_status != PLAYING)
2788 action_delay_value =
2789 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2791 action_delay_value =
2792 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2795 /* main game synchronization point */
2796 WaitUntilDelayReached(&action_delay, action_delay_value);
2798 for(i=0; i<MAX_PLAYERS; i++)
2800 PlayerActions(&stored_player[i], player_action);
2801 ScrollFigure(&stored_player[i], SCROLL_FIGURE_GO_ON);
2804 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2806 else if (tape.recording)
2812 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2815 if (JustHit[x][y]>0)
2819 if (IS_BLOCKED(x,y))
2823 Blocked2Moving(x,y,&oldx,&oldy);
2824 if (!IS_MOVING(oldx,oldy))
2826 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2827 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2828 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2829 printf("GameActions(): This should never happen!\n");
2835 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2837 element = Feld[x][y];
2839 if (IS_INACTIVE(element))
2842 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2846 if (IS_GEM(element))
2847 EdelsteinFunkeln(x,y);
2849 else if (IS_MOVING(x,y))
2850 ContinueMoving(x,y);
2851 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2853 else if (element==EL_EXPLODING)
2854 Explode(x,y,Frame[x][y],EX_NORMAL);
2855 else if (element==EL_AMOEBING)
2857 else if (IS_AMOEBALIVE(element))
2859 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2861 else if (element==EL_ABLENK_EIN)
2863 else if (element==EL_SALZSAEURE)
2865 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2867 else if (element==EL_CRACKINGNUT)
2869 else if (element==EL_AUSGANG_ZU)
2870 AusgangstuerPruefen(x,y);
2871 else if (element==EL_AUSGANG_ACT)
2872 AusgangstuerOeffnen(x,y);
2873 else if (element==EL_AUSGANG_AUF)
2874 AusgangstuerBlinken(x,y);
2875 else if (element==EL_MAUERND)
2877 else if (element==EL_MAUER_LEBT)
2879 else if (element==EL_BURNING)
2880 CheckForDragon(x,y);
2885 int jx = local_player->jx, jy = local_player->jy;
2887 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2888 Store[x][y]==EL_SIEB_LEER)
2890 SiebAktivieren(x, y, 1);
2893 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2894 Store[x][y]==EL_SIEB2_LEER)
2896 SiebAktivieren(x, y, 2);
2900 /* play the element sound at the position nearest to the player */
2901 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
2912 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2916 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2918 element = Feld[x][y];
2919 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2921 Feld[x][y] = EL_SIEB_TOT;
2922 DrawLevelField(x,y);
2924 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2926 Feld[x][y] = EL_SIEB2_TOT;
2927 DrawLevelField(x,y);
2933 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
2938 if (tape.recording || tape.playing)
2939 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2942 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2944 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2947 for(i=0; i<MAX_PLAYERS; i++)
2948 KillHero(&stored_player[i]);
2954 void ScrollLevel(int dx, int dy)
2956 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
2959 ScreenMovPos = local_player->GfxPos;
2961 XCopyArea(display,drawto_field,drawto_field,gc,
2962 FX + TILEX*(dx==-1) - softscroll_offset,
2963 FY + TILEY*(dy==-1) - softscroll_offset,
2964 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
2965 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
2966 FX + TILEX*(dx==1) - softscroll_offset,
2967 FY + TILEY*(dy==1) - softscroll_offset);
2971 x = (dx==1 ? BX1 : BX2);
2972 for(y=BY1; y<=BY2; y++)
2973 DrawScreenField(x,y);
2977 y = (dy==1 ? BY1 : BY2);
2978 for(x=BX1; x<=BX2; x++)
2979 DrawScreenField(x,y);
2982 redraw_mask |= REDRAW_FIELD;
2985 BOOL MoveFigureOneStep(struct PlayerInfo *player,
2986 int dx, int dy, int real_dx, int real_dy)
2988 int jx = player->jx, jy = player->jy;
2989 int new_jx = jx+dx, new_jy = jy+dy;
2993 if (player->gone || (!dx && !dy))
2994 return(MF_NO_ACTION);
2996 player->MovDir = (dx < 0 ? MV_LEFT :
2999 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3001 if (!IN_LEV_FIELD(new_jx,new_jy))
3002 return(MF_NO_ACTION);
3004 element = MovingOrBlocked2Element(new_jx,new_jy);
3006 if (DONT_GO_TO(element))
3008 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3011 Feld[jx][jy] = EL_SPIELFIGUR;
3012 InitMovingField(jx,jy,MV_DOWN);
3013 Store[jx][jy] = EL_SALZSAEURE;
3014 ContinueMoving(jx,jy);
3023 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3024 if (can_move != MF_MOVING)
3027 StorePlayer[jx][jy] = EL_LEERRAUM;
3028 player->last_jx = jx;
3029 player->last_jy = jy;
3030 jx = player->jx = new_jx;
3031 jy = player->jy = new_jy;
3032 StorePlayer[jx][jy] = EL_SPIELER1 + player->nr;
3034 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3036 ScrollFigure(player, SCROLL_FIGURE_INIT);
3041 BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
3043 int jx = player->jx, jy = player->jy;
3044 int old_jx = jx, old_jy = jy;
3045 int moved = MF_NO_ACTION;
3047 if (player->gone || (!dx && !dy))
3050 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3053 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3055 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3056 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3060 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3061 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3067 if (moved & MF_MOVING && player == local_player)
3069 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3070 int offset = (scroll_delay_on ? 3 : 0);
3072 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3073 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3074 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3075 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3076 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3077 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3079 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3080 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3083 if (!(moved & MF_MOVING) && !player->Pushing)
3086 player->Frame = (player->Frame + 1) % 4;
3088 if (moved & MF_MOVING)
3090 if (old_jx != jx && old_jy == jy)
3091 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3092 else if (old_jx == jx && old_jy != jy)
3093 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3095 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3097 player->last_move_dir = player->MovDir;
3100 player->last_move_dir = MV_NO_MOVING;
3102 TestIfHeroHitsBadThing(jx,jy);
3110 void ScrollFigure(struct PlayerInfo *player, int mode)
3112 int jx = player->jx, jy = player->jy;
3113 int last_jx = player->last_jx, last_jy = player->last_jy;
3115 if (!player->active || player->gone || !player->MovPos)
3118 if (mode == SCROLL_FIGURE_INIT)
3120 player->actual_frame_counter = FrameCounter;
3121 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3123 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3124 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3129 else if (!FrameReached(&player->actual_frame_counter,1))
3132 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3133 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3135 if (ScreenMovPos && ScreenMovPos != local_player->GfxPos)
3137 ScreenMovPos = local_player->GfxPos;
3138 redraw_mask |= REDRAW_FIELD;
3141 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3142 Feld[last_jx][last_jy] = EL_LEERRAUM;
3146 if (!player->MovPos)
3148 player->last_jx = jx;
3149 player->last_jy = jy;
3153 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3155 int i, killx = goodx, killy = goody;
3156 static int xy[4][2] =
3163 static int harmless[4] =
3175 x = goodx + xy[i][0];
3176 y = goody + xy[i][1];
3177 if (!IN_LEV_FIELD(x,y))
3180 element = Feld[x][y];
3182 if (DONT_TOUCH(element))
3184 if (MovDir[x][y] == harmless[i])
3193 if (killx != goodx || killy != goody)
3195 if (IS_PLAYER(goodx,goody))
3196 KillHero(PLAYERINFO(goodx,goody));
3202 void TestIfBadThingHitsGoodThing(int badx, int bady)
3204 int i, killx = badx, killy = bady;
3205 static int xy[4][2] =
3212 static int harmless[4] =
3224 x = badx + xy[i][0];
3225 y = bady + xy[i][1];
3226 if (!IN_LEV_FIELD(x,y))
3229 element = Feld[x][y];
3237 else if (element == EL_PINGUIN)
3239 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3248 if (killx != badx || killy != bady)
3250 if (IS_PLAYER(killx,killy))
3251 KillHero(PLAYERINFO(killx,killy));
3257 void TestIfHeroHitsBadThing(int x, int y)
3259 TestIfGoodThingHitsBadThing(x,y);
3262 void TestIfBadThingHitsHero(int x, int y)
3265 TestIfGoodThingHitsBadThing(JX,JY);
3268 TestIfBadThingHitsGoodThing(x,y);
3271 void TestIfFriendHitsBadThing(int x, int y)
3273 TestIfGoodThingHitsBadThing(x,y);
3276 void TestIfBadThingHitsFriend(int x, int y)
3278 TestIfBadThingHitsGoodThing(x,y);
3281 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3283 int i, killx = badx, killy = bady;
3284 static int xy[4][2] =
3298 if (!IN_LEV_FIELD(x,y))
3301 element = Feld[x][y];
3302 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3303 element == EL_AMOEBING || element == EL_TROPFEN)
3311 if (killx != badx || killy != bady)
3315 void KillHero(struct PlayerInfo *player)
3317 int jx = player->jx, jy = player->jy;
3322 if (IS_PFORTE(Feld[jx][jy]))
3323 Feld[jx][jy] = EL_LEERRAUM;
3329 void BuryHero(struct PlayerInfo *player)
3331 int jx = player->jx, jy = player->jy;
3336 PlaySoundLevel(jx,jy, SND_AUTSCH);
3337 PlaySoundLevel(jx,jy, SND_LACHEN);
3339 player->GameOver = TRUE;
3343 void RemoveHero(struct PlayerInfo *player)
3345 int jx = player->jx, jy = player->jy;
3346 int i, found = FALSE;
3348 player->gone = TRUE;
3349 StorePlayer[jx][jy] = 0;
3351 for(i=0; i<MAX_PLAYERS; i++)
3352 if (stored_player[i].active && !stored_player[i].gone)
3356 AllPlayersGone = TRUE;
3362 int DigField(struct PlayerInfo *player,
3363 int x, int y, int real_dx, int real_dy, int mode)
3365 int jx = player->jx, jy = player->jy;
3366 int dx = x - jx, dy = y - jy;
3369 if (!player->MovPos)
3370 player->Pushing = FALSE;
3372 if (mode == DF_NO_PUSH)
3374 player->push_delay = 0;
3375 return(MF_NO_ACTION);
3378 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3379 return(MF_NO_ACTION);
3381 element = Feld[x][y];
3389 Feld[x][y] = EL_LEERRAUM;
3393 case EL_EDELSTEIN_BD:
3394 case EL_EDELSTEIN_GELB:
3395 case EL_EDELSTEIN_ROT:
3396 case EL_EDELSTEIN_LILA:
3397 Feld[x][y] = EL_LEERRAUM;
3398 MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */
3399 if (local_player->gems_still_needed > 0)
3400 local_player->gems_still_needed--;
3401 RaiseScoreElement(EL_EDELSTEIN);
3402 DrawText(DX_EMERALDS, DY_EMERALDS,
3403 int2str(local_player->gems_still_needed, 3),
3404 FS_SMALL, FC_YELLOW);
3405 PlaySoundLevel(x, y, SND_PONG);
3409 Feld[x][y] = EL_LEERRAUM;
3410 local_player->gems_still_needed -= 3;
3411 if (local_player->gems_still_needed < 0)
3412 local_player->gems_still_needed = 0;
3413 RaiseScoreElement(EL_DIAMANT);
3414 DrawText(DX_EMERALDS, DY_EMERALDS,
3415 int2str(local_player->gems_still_needed, 3),
3416 FS_SMALL, FC_YELLOW);
3417 PlaySoundLevel(x, y, SND_PONG);
3420 case EL_DYNAMIT_AUS:
3421 Feld[x][y] = EL_LEERRAUM;
3423 RaiseScoreElement(EL_DYNAMIT);
3424 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3425 int2str(local_player->dynamite, 3),
3426 FS_SMALL, FC_YELLOW);
3427 PlaySoundLevel(x,y,SND_PONG);
3430 case EL_DYNABOMB_NR:
3431 Feld[x][y] = EL_LEERRAUM;
3432 player->dynabomb_count++;
3433 player->dynabombs_left++;
3434 RaiseScoreElement(EL_DYNAMIT);
3435 PlaySoundLevel(x,y,SND_PONG);
3437 case EL_DYNABOMB_SZ:
3439 Feld[x][y] = EL_LEERRAUM;
3440 player->dynabomb_size++;
3441 RaiseScoreElement(EL_DYNAMIT);
3442 PlaySoundLevel(x,y,SND_PONG);
3445 case EL_DYNABOMB_XL:
3446 Feld[x][y] = EL_LEERRAUM;
3447 player->dynabomb_xl = TRUE;
3448 RaiseScoreElement(EL_DYNAMIT);
3449 PlaySoundLevel(x,y,SND_PONG);
3452 case EL_SCHLUESSEL1:
3453 case EL_SCHLUESSEL2:
3454 case EL_SCHLUESSEL3:
3455 case EL_SCHLUESSEL4:
3457 int key_nr = element-EL_SCHLUESSEL1;
3459 Feld[x][y] = EL_LEERRAUM;
3460 player->key[key_nr] = TRUE;
3461 RaiseScoreElement(EL_SCHLUESSEL);
3462 DrawMiniGraphicExt(drawto,gc,
3463 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3464 GFX_SCHLUESSEL1+key_nr);
3465 DrawMiniGraphicExt(window,gc,
3466 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3467 GFX_SCHLUESSEL1+key_nr);
3468 PlaySoundLevel(x,y,SND_PONG);
3473 Feld[x][y] = EL_ABLENK_EIN;
3476 DrawLevelField(x,y);
3480 case EL_FELSBROCKEN:
3484 if (dy || mode==DF_SNAP)
3485 return(MF_NO_ACTION);
3487 player->Pushing = TRUE;
3489 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3490 return(MF_NO_ACTION);
3494 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3495 return(MF_NO_ACTION);
3498 if (player->push_delay == 0)
3499 player->push_delay = FrameCounter;
3500 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3502 return(MF_NO_ACTION);
3504 Feld[x][y] = EL_LEERRAUM;
3505 Feld[x+dx][y+dy] = element;
3507 player->push_delay_value = 2+RND(8);
3509 DrawLevelField(x+dx,y+dy);
3510 if (element==EL_FELSBROCKEN)
3511 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3512 else if (element==EL_KOKOSNUSS)
3513 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3515 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3522 if (!player->key[element-EL_PFORTE1])
3523 return(MF_NO_ACTION);
3530 if (!player->key[element-EL_PFORTE1X])
3531 return(MF_NO_ACTION);
3535 case EL_AUSGANG_ACT:
3536 /* Tür ist (noch) nicht offen! */
3537 return(MF_NO_ACTION);
3540 case EL_AUSGANG_AUF:
3542 return(MF_NO_ACTION);
3544 player->gone = TRUE;
3545 PlaySoundLevel(x,y,SND_BUING);
3547 if (!local_player->friends_still_needed)
3548 player->LevelSolved = player->GameOver = TRUE;
3553 Feld[x][y] = EL_BIRNE_EIN;
3554 local_player->lights_still_needed--;
3555 DrawLevelField(x,y);
3556 PlaySoundLevel(x,y,SND_DENG);
3561 Feld[x][y] = EL_ZEIT_LEER;
3563 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3564 DrawLevelField(x,y);
3565 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3569 case EL_SOKOBAN_FELD_LEER:
3572 case EL_SOKOBAN_FELD_VOLL:
3573 case EL_SOKOBAN_OBJEKT:
3576 return(MF_NO_ACTION);
3578 player->Pushing = TRUE;
3580 if (!IN_LEV_FIELD(x+dx,y+dy)
3581 || (!IS_FREE(x+dx,y+dy)
3582 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3583 || !IS_SB_ELEMENT(element))))
3584 return(MF_NO_ACTION);
3588 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3589 return(MF_NO_ACTION);
3591 else if (dy && real_dx)
3593 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3594 return(MF_NO_ACTION);
3597 if (player->push_delay == 0)
3598 player->push_delay = FrameCounter;
3599 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3601 return(MF_NO_ACTION);
3603 if (IS_SB_ELEMENT(element))
3605 if (element == EL_SOKOBAN_FELD_VOLL)
3607 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3608 local_player->sokobanfields_still_needed++;
3611 Feld[x][y] = EL_LEERRAUM;
3613 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3615 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3616 local_player->sokobanfields_still_needed--;
3617 if (element == EL_SOKOBAN_OBJEKT)
3618 PlaySoundLevel(x,y,SND_DENG);
3621 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3625 Feld[x][y] = EL_LEERRAUM;
3626 Feld[x+dx][y+dy] = element;
3629 player->push_delay_value = 2;
3631 DrawLevelField(x,y);
3632 DrawLevelField(x+dx,y+dy);
3633 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3635 if (IS_SB_ELEMENT(element) &&
3636 local_player->sokobanfields_still_needed == 0 &&
3637 game_emulation == EMU_SOKOBAN)
3639 player->LevelSolved = player->GameOver = TRUE;
3640 PlaySoundLevel(x,y,SND_BUING);
3652 return(MF_NO_ACTION);
3656 player->push_delay = 0;
3661 BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
3663 int jx = player->jx, jy = player->jy;
3664 int x = jx + dx, y = jy + dy;
3666 if (player->gone || !IN_LEV_FIELD(x,y))
3674 player->snapped = FALSE;
3678 if (player->snapped)
3681 player->MovDir = (dx < 0 ? MV_LEFT :
3684 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3686 if (!DigField(player, x,y, 0,0, DF_SNAP))
3689 player->snapped = TRUE;
3690 DrawLevelField(x,y);
3696 BOOL PlaceBomb(struct PlayerInfo *player)
3698 int jx = player->jx, jy = player->jy;
3701 if (player->gone || player->MovPos)
3704 element = Feld[jx][jy];
3706 if ((player->dynamite==0 && player->dynabombs_left==0) ||
3707 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3710 if (element != EL_LEERRAUM)
3711 Store[jx][jy] = element;
3713 if (player->dynamite)
3715 Feld[jx][jy] = EL_DYNAMIT;
3716 MovDelay[jx][jy] = 96;
3718 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
3719 FS_SMALL, FC_YELLOW);
3720 DrawGraphicThruMask(SCROLLX(jx),SCROLLY(jy),GFX_DYNAMIT);
3724 Feld[jx][jy] = EL_DYNABOMB;
3725 Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */
3726 MovDelay[jx][jy] = 96;
3727 player->dynabombs_left--;
3728 DrawGraphicThruMask(SCROLLX(jx),SCROLLY(jy),GFX_DYNABOMB);
3734 void PlaySoundLevel(int x, int y, int sound_nr)
3736 int sx = SCROLLX(x), sy = SCROLLY(y);
3738 int silence_distance = 8;
3740 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3741 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3744 if (!IN_LEV_FIELD(x,y) ||
3745 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3746 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3749 volume = PSND_MAX_VOLUME;
3751 stereo = (sx-SCR_FIELDX/2)*12;
3753 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
3754 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
3755 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
3758 if (!IN_SCR_FIELD(sx,sy))
3760 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3761 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3763 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3766 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3769 void RaiseScore(int value)
3771 local_player->score += value;
3772 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
3773 FS_SMALL, FC_YELLOW);
3776 void RaiseScoreElement(int element)
3781 RaiseScore(level.score[SC_EDELSTEIN]);
3784 RaiseScore(level.score[SC_DIAMANT]);
3788 RaiseScore(level.score[SC_KAEFER]);
3792 RaiseScore(level.score[SC_FLIEGER]);
3796 RaiseScore(level.score[SC_MAMPFER]);
3799 RaiseScore(level.score[SC_ROBOT]);
3802 RaiseScore(level.score[SC_PACMAN]);
3805 RaiseScore(level.score[SC_KOKOSNUSS]);
3808 RaiseScore(level.score[SC_DYNAMIT]);
3811 RaiseScore(level.score[SC_SCHLUESSEL]);