1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = setup.input[0].joystick_nr;
30 if (sound_status==SOUND_OFF)
31 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 setup.sound_on = setup.sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 setup.sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 setup.sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 setup.toons_on = SETUP_TOONS_ON(local_player->setup);
42 setup.direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 setup.fading_on = SETUP_FADING_ON(local_player->setup);
44 setup.autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
47 setup.joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
50 setup.input[0].joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
52 setup.quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
53 setup.scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
54 setup.soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
57 if (setup.input[0].joystick_nr != old_joystick_nr)
60 close(joystick_device);
69 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
70 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
72 /* don't play tapes over network */
73 network_playing = (options.network && !tape.playing);
75 for(i=0; i<MAX_PLAYERS; i++)
77 struct PlayerInfo *player = &stored_player[i];
80 player->element_nr = EL_SPIELER1 + i;
82 player->present = FALSE;
83 player->active = FALSE;
88 player->local = FALSE;
92 player->gems_still_needed = level.edelsteine;
93 player->sokobanfields_still_needed = 0;
94 player->lights_still_needed = 0;
95 player->friends_still_needed = 0;
98 player->key[j] = FALSE;
100 player->dynamite = 0;
101 player->dynabomb_count = 0;
102 player->dynabomb_size = 0;
103 player->dynabombs_left = 0;
104 player->dynabomb_xl = FALSE;
106 player->MovDir = MV_NO_MOVING;
108 player->Pushing = FALSE;
112 player->actual_frame_counter = 0;
114 player->frame_reset_delay = 0;
116 player->push_delay = 0;
117 player->push_delay_value = 5;
119 player->move_delay = 0;
120 player->last_move_dir = MV_NO_MOVING;
122 player->snapped = FALSE;
124 player->gone = FALSE;
126 player->last_jx = player->last_jy = 0;
127 player->jx = player->jy = 0;
129 DigField(player, 0,0,0,0,DF_NO_PUSH);
130 SnapField(player, 0,0);
136 stored_player[i].active = TRUE;
141 player->LevelSolved = FALSE;
142 player->GameOver = FALSE;
146 local_player->active = TRUE;
147 local_player->local = TRUE;
150 network_player_action_received = FALSE;
152 /* initial null action */
154 SendToServer_MovePlayer(MV_NO_MOVING);
161 TimeLeft = level.time;
163 ScreenMovDir = MV_NO_MOVING;
167 AllPlayersGone = SiebAktiv = FALSE;
169 for(i=0;i<MAX_NUM_AMOEBA;i++)
170 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
172 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
174 Feld[x][y] = Ur[x][y];
175 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
176 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
181 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
183 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
189 Feld[x][y] = EL_SPIELER1;
196 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
197 int jx = player->jx, jy = player->jy;
200 player->active = TRUE;
203 player->present = TRUE;
204 if (!network_playing || player->connected)
206 player->active = TRUE;
208 /* remove potentially duplicate players */
209 if (StorePlayer[jx][jy] == Feld[x][y])
210 StorePlayer[jx][jy] = 0;
212 StorePlayer[x][y] = Feld[x][y];
214 printf("Player %d activated.\n", player->element_nr);
215 printf("[Local player is %d and currently %s.]\n",
216 local_player->element_nr,
217 local_player->active ? "active" : "not active");
221 /* remove potentially duplicate players */
222 if (StorePlayer[jx][jy] == Feld[x][y])
223 StorePlayer[jx][jy] = 0;
225 StorePlayer[x][y] = Feld[x][y];
228 Feld[x][y] = EL_LEERRAUM;
229 player->jx = player->last_jx = x;
230 player->jy = player->last_jy = y;
235 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
236 Feld[x][y] = EL_BADEWANNE1;
237 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
238 Feld[x][y] = EL_BADEWANNE2;
239 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
240 Feld[x][y] = EL_BADEWANNE3;
241 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
242 Feld[x][y] = EL_BADEWANNE4;
243 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
244 Feld[x][y] = EL_BADEWANNE5;
283 Feld[x][y] = EL_AMOEBING;
284 Store[x][y] = EL_AMOEBE_NASS;
291 local_player->lights_still_needed++;
293 case EL_SOKOBAN_FELD_LEER:
294 local_player->sokobanfields_still_needed++;
298 local_player->friends_still_needed++;
302 MovDir[x][y] = 1<<RND(4);
309 /* check if any connected player was not found in playfield */
310 for(i=0; i<MAX_PLAYERS; i++)
312 struct PlayerInfo *player = &stored_player[i];
314 if (player->connected && !player->present)
319 for(j=0; j<MAX_PLAYERS; j++)
321 struct PlayerInfo *some_player = &stored_player[j];
322 int jx = some_player->jx, jy = some_player->jy;
324 /* assign first free player found that is present in the playfield */
325 if (some_player->present && !some_player->connected)
327 player->present = TRUE;
328 player->active = TRUE;
329 some_player->present = FALSE;
331 StorePlayer[jx][jy] = player->element_nr;
332 player->jx = player->last_jx = jx;
333 player->jy = player->last_jy = jy;
341 for(i=0; i<MAX_PLAYERS; i++)
343 struct PlayerInfo *player = &stored_player[i];
345 printf("Player %d: present == %d, connected == %d, active == %d.\n",
350 if (local_player == player)
351 printf("Player %d is local player.\n", i+1);
355 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
356 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
358 scroll_x = scroll_y = -1;
359 if (local_player->jx >= MIDPOSX-1)
360 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
361 local_player->jx - MIDPOSX :
362 lev_fieldx - SCR_FIELDX + 1);
363 if (local_player->jy >= MIDPOSY-1)
364 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
365 local_player->jy - MIDPOSY :
366 lev_fieldy - SCR_FIELDY + 1);
368 CloseDoor(DOOR_CLOSE_1);
374 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
375 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
376 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
377 DrawTextExt(pix[PIX_DB_DOOR],gc,
378 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
379 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
380 DrawTextExt(pix[PIX_DB_DOOR],gc,
381 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
382 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
383 DrawTextExt(pix[PIX_DB_DOOR],gc,
384 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
385 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
386 DrawTextExt(pix[PIX_DB_DOOR],gc,
387 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
388 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
389 DrawTextExt(pix[PIX_DB_DOOR],gc,
390 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
391 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
393 DrawGameButton(BUTTON_GAME_STOP);
394 DrawGameButton(BUTTON_GAME_PAUSE);
395 DrawGameButton(BUTTON_GAME_PLAY);
396 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music_on));
397 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops_on));
398 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple_on));
399 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
400 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
401 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
402 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
403 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
405 OpenDoor(DOOR_OPEN_1);
407 if (setup.sound_music_on)
408 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
410 XAutoRepeatOff(display);
414 printf("Spieler %d %saktiv.\n",
415 i+1, (stored_player[i].active ? "" : "nicht "));
419 void InitMovDir(int x, int y)
421 int i, element = Feld[x][y];
422 static int xy[4][2] =
429 static int direction[2][4] =
431 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
432 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
441 Feld[x][y] = EL_KAEFER;
442 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
448 Feld[x][y] = EL_FLIEGER;
449 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
455 Feld[x][y] = EL_BUTTERFLY;
456 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
462 Feld[x][y] = EL_FIREFLY;
463 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
469 Feld[x][y] = EL_PACMAN;
470 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
473 MovDir[x][y] = 1<<RND(4);
474 if (element != EL_KAEFER &&
475 element != EL_FLIEGER &&
476 element != EL_BUTTERFLY &&
477 element != EL_FIREFLY)
487 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
489 if (element==EL_KAEFER || element==EL_BUTTERFLY)
491 MovDir[x][y] = direction[0][i];
494 else if (element==EL_FLIEGER || element==EL_FIREFLY)
496 MovDir[x][y] = direction[1][i];
505 void InitAmoebaNr(int x, int y)
508 int group_nr = AmoebeNachbarNr(x,y);
512 for(i=1;i<MAX_NUM_AMOEBA;i++)
522 AmoebaNr[x][y] = group_nr;
523 AmoebaCnt[group_nr]++;
524 AmoebaCnt2[group_nr]++;
530 int bumplevel = FALSE;
532 local_player->LevelSolved = FALSE;
536 if (setup.sound_loops_on)
537 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
541 if (!setup.sound_loops_on)
542 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
543 if (TimeLeft && !(TimeLeft % 10))
544 RaiseScore(level.score[SC_ZEITBONUS]);
545 if (TimeLeft > 100 && !(TimeLeft % 10))
549 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
554 if (setup.sound_loops_on)
560 /* Hero disappears */
561 DrawLevelField(ExitX, ExitY);
567 CloseDoor(DOOR_CLOSE_1);
572 SaveLevelTape(tape.level_nr); /* Ask to save tape */
575 if (level_nr == local_player->handicap &&
576 level_nr < leveldir[leveldir_nr].levels-1)
578 local_player->handicap++;
580 SavePlayerInfo(PLAYER_LEVEL);
583 if ((hi_pos=NewHiScore()) >= 0)
585 game_status = HALLOFFAME;
586 DrawHallOfFame(hi_pos);
587 if (bumplevel && TAPE_IS_EMPTY(tape))
592 game_status = MAINMENU;
593 if (bumplevel && TAPE_IS_EMPTY(tape))
608 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
609 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
612 for(k=0;k<MAX_SCORE_ENTRIES;k++)
614 if (local_player->score > highscore[k].Score)
616 /* Spieler kommt in Highscore-Liste */
618 if (k<MAX_SCORE_ENTRIES-1)
620 int m = MAX_SCORE_ENTRIES-1;
623 for(l=k;l<MAX_SCORE_ENTRIES;l++)
624 if (!strcmp(local_player->alias_name,highscore[l].Name))
626 if (m==k) /* Spieler überschreibt seine alte Position */
632 strcpy(highscore[l].Name,highscore[l-1].Name);
633 highscore[l].Score = highscore[l-1].Score;
640 sprintf(highscore[k].Name,local_player->alias_name);
641 highscore[k].Score = local_player->score;
647 else if (!strcmp(local_player->alias_name,highscore[k].Name))
648 break; /* Spieler schon mit besserer Punktzahl in der Liste */
659 void InitMovingField(int x, int y, int direction)
661 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
662 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
664 MovDir[x][y] = direction;
665 MovDir[newx][newy] = direction;
666 if (Feld[newx][newy] == EL_LEERRAUM)
667 Feld[newx][newy] = EL_BLOCKED;
670 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
672 int direction = MovDir[x][y];
673 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
674 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
680 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
682 int oldx = x, oldy = y;
683 int direction = MovDir[x][y];
685 if (direction==MV_LEFT)
687 else if (direction==MV_RIGHT)
689 else if (direction==MV_UP)
691 else if (direction==MV_DOWN)
694 *comes_from_x = oldx;
695 *comes_from_y = oldy;
698 int MovingOrBlocked2Element(int x, int y)
700 int element = Feld[x][y];
702 if (element==EL_BLOCKED)
706 Blocked2Moving(x,y,&oldx,&oldy);
707 return(Feld[oldx][oldy]);
713 static void RemoveField(int x, int y)
715 Feld[x][y] = EL_LEERRAUM;
721 void RemoveMovingField(int x, int y)
723 int oldx = x,oldy = y, newx = x,newy = y;
725 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
730 Moving2Blocked(x,y,&newx,&newy);
731 if (Feld[newx][newy] != EL_BLOCKED)
734 else if (Feld[x][y]==EL_BLOCKED)
736 Blocked2Moving(x,y,&oldx,&oldy);
737 if (!IS_MOVING(oldx,oldy))
741 if (Feld[x][y]==EL_BLOCKED &&
742 (Store[oldx][oldy]==EL_MORAST_LEER ||
743 Store[oldx][oldy]==EL_SIEB_LEER ||
744 Store[oldx][oldy]==EL_SIEB2_LEER ||
745 Store[oldx][oldy]==EL_AMOEBE_NASS))
747 Feld[oldx][oldy] = Store[oldx][oldy];
748 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
751 Feld[oldx][oldy] = EL_LEERRAUM;
753 Feld[newx][newy] = EL_LEERRAUM;
754 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
755 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
757 DrawLevelField(oldx,oldy);
758 DrawLevelField(newx,newy);
761 void DrawDynamite(int x, int y)
763 int sx = SCREENX(x), sy = SCREENY(y);
764 int graphic = el2gfx(Feld[x][y]);
767 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
771 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
773 if (Feld[x][y]==EL_DYNAMIT)
775 if ((phase = (96-MovDelay[x][y])/12) > 6)
780 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
785 DrawGraphicThruMask(sx,sy, graphic + phase);
787 DrawGraphic(sx,sy, graphic + phase);
790 void CheckDynamite(int x, int y)
792 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
797 if (!(MovDelay[x][y] % 12))
798 PlaySoundLevel(x,y,SND_ZISCH);
800 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
802 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
809 StopSound(SND_ZISCH);
813 void Explode(int ex, int ey, int phase, int mode)
816 int num_phase = 9, delay = 2;
817 int last_phase = num_phase*delay;
818 int half_phase = (num_phase/2)*delay;
820 if (phase==0) /* Feld 'Store' initialisieren */
822 int center_element = Feld[ex][ey];
824 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
826 center_element = MovingOrBlocked2Element(ex,ey);
827 RemoveMovingField(ex,ey);
830 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
832 int element = Feld[x][y];
834 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
836 element = MovingOrBlocked2Element(x,y);
837 RemoveMovingField(x,y);
840 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
843 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
847 if (element==EL_EXPLODING)
848 element = Store2[x][y];
850 if (IS_PLAYER(ex,ey))
852 switch(StorePlayer[ex][ey])
855 Store[x][y] = EL_EDELSTEIN_ROT;
858 Store[x][y] = EL_EDELSTEIN;
861 Store[x][y] = EL_EDELSTEIN_LILA;
865 Store[x][y] = EL_EDELSTEIN_GELB;
869 else if (center_element==EL_MAULWURF)
870 Store[x][y] = EL_EDELSTEIN_ROT;
871 else if (center_element==EL_PINGUIN)
872 Store[x][y] = EL_EDELSTEIN_LILA;
873 else if (center_element==EL_KAEFER)
874 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
875 else if (center_element==EL_BUTTERFLY)
876 Store[x][y] = EL_EDELSTEIN_BD;
877 else if (center_element==EL_MAMPFER)
878 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
879 else if (center_element==EL_AMOEBA2DIAM)
880 Store[x][y] = level.amoebe_inhalt;
881 else if (element==EL_ERZ_EDEL)
882 Store[x][y] = EL_EDELSTEIN;
883 else if (element==EL_ERZ_DIAM)
884 Store[x][y] = EL_DIAMANT;
885 else if (element==EL_ERZ_EDEL_BD)
886 Store[x][y] = EL_EDELSTEIN_BD;
887 else if (element==EL_ERZ_EDEL_GELB)
888 Store[x][y] = EL_EDELSTEIN_GELB;
889 else if (element==EL_ERZ_EDEL_ROT)
890 Store[x][y] = EL_EDELSTEIN_ROT;
891 else if (element==EL_ERZ_EDEL_LILA)
892 Store[x][y] = EL_EDELSTEIN_LILA;
893 else if (!IS_PFORTE(Store[x][y]))
894 Store[x][y] = EL_LEERRAUM;
896 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
897 Store2[x][y] = element;
899 if (AmoebaNr[x][y] &&
900 (element==EL_AMOEBE_VOLL ||
901 element==EL_AMOEBE_BD ||
902 element==EL_AMOEBING))
904 AmoebaCnt[AmoebaNr[x][y]]--;
905 AmoebaCnt2[AmoebaNr[x][y]]--;
908 Feld[x][y] = EL_EXPLODING;
909 MovDir[x][y] = MovPos[x][y] = 0;
915 if (center_element==EL_MAMPFER)
916 MampferNr = (MampferNr+1) % 4;
927 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
929 if (phase==half_phase)
931 int element = Store2[x][y];
934 KillHero(PLAYERINFO(x,y));
935 else if (IS_EXPLOSIVE(element))
937 Feld[x][y] = Store2[x][y];
941 else if (element==EL_AMOEBA2DIAM)
942 AmoebeUmwandeln(x,y);
945 if (phase==last_phase)
949 element = Feld[x][y] = Store[x][y];
950 Store[x][y] = Store2[x][y] = 0;
951 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
952 if (CAN_MOVE(element) || COULD_MOVE(element))
956 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
959 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
961 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
965 void DynaExplode(int ex, int ey)
968 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
969 static int xy[4][2] =
977 Store2[ex][ey] = 0; /* delete player information */
979 Explode(ex,ey,0,EX_CENTER);
983 for(j=1; j<=player->dynabomb_size; j++)
985 int x = ex+j*xy[i%4][0];
986 int y = ey+j*xy[i%4][1];
989 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
992 element = Feld[x][y];
993 Explode(x,y,0,EX_BORDER);
995 if (element != EL_LEERRAUM &&
996 element != EL_ERDREICH &&
997 element != EL_EXPLODING &&
998 !player->dynabomb_xl)
1003 player->dynabombs_left++;
1006 void Bang(int x, int y)
1008 int element = Feld[x][y];
1010 PlaySoundLevel(x,y,SND_ROAAAR);
1022 RaiseScoreElement(element);
1023 Explode(x,y,0,EX_NORMAL);
1026 case EL_DYNABOMB_NR:
1027 case EL_DYNABOMB_SZ:
1028 case EL_DYNABOMB_XL:
1033 Explode(x,y,0,EX_CENTER);
1036 Explode(x,y,0,EX_NORMAL);
1041 void Blurb(int x, int y)
1043 int element = Feld[x][y];
1045 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
1047 PlaySoundLevel(x,y,SND_BLURB);
1048 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
1049 (!IN_LEV_FIELD(x-1,y-1) ||
1050 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
1052 Feld[x-1][y] = EL_BLURB_LEFT;
1054 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
1055 (!IN_LEV_FIELD(x+1,y-1) ||
1056 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
1058 Feld[x+1][y] = EL_BLURB_RIGHT;
1063 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1065 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
1068 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
1071 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1072 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
1074 if (!MovDelay[x][y])
1076 Feld[x][y] = EL_LEERRAUM;
1077 DrawLevelField(x,y);
1083 void Impact(int x, int y)
1085 boolean lastline = (y==lev_fieldy-1);
1086 boolean object_hit = FALSE;
1087 int element = Feld[x][y];
1090 /* Element darunter berührt? */
1093 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1096 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1097 MovDir[x][y+1]!=MV_DOWN ||
1098 MovPos[x][y+1]<=TILEY/2));
1100 smashed = MovingOrBlocked2Element(x,y+1);
1103 /* Auftreffendes Element fällt in Salzsäure */
1104 if (!lastline && smashed==EL_SALZSAEURE)
1110 /* Auftreffendes Element ist Bombe */
1111 if (element==EL_BOMBE && (lastline || object_hit))
1117 /* Auftreffendes Element ist Säuretropfen */
1118 if (element==EL_TROPFEN && (lastline || object_hit))
1120 if (object_hit && IS_PLAYER(x,y+1))
1121 KillHero(PLAYERINFO(x,y+1));
1122 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1126 Feld[x][y] = EL_AMOEBING;
1127 Store[x][y] = EL_AMOEBE_NASS;
1132 /* Welches Element kriegt was auf die Rübe? */
1133 if (!lastline && object_hit)
1135 if (CAN_CHANGE(element) &&
1136 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1137 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1139 if (IS_PLAYER(x,y+1))
1141 KillHero(PLAYERINFO(x,y+1));
1144 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1149 else if (element==EL_EDELSTEIN_BD)
1151 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1157 else if (element==EL_FELSBROCKEN)
1159 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1160 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1165 else if (!IS_MOVING(x,y+1))
1167 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1172 else if (smashed==EL_KOKOSNUSS)
1174 Feld[x][y+1] = EL_CRACKINGNUT;
1175 PlaySoundLevel(x,y,SND_KNACK);
1176 RaiseScoreElement(EL_KOKOSNUSS);
1179 else if (smashed==EL_DIAMANT)
1181 Feld[x][y+1] = EL_LEERRAUM;
1182 PlaySoundLevel(x,y,SND_QUIRK);
1189 /* Geräusch beim Durchqueren des Siebes */
1190 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1192 PlaySoundLevel(x,y,SND_QUIRK);
1196 /* Geräusch beim Auftreffen */
1197 if (lastline || object_hit)
1204 case EL_EDELSTEIN_BD:
1205 case EL_EDELSTEIN_GELB:
1206 case EL_EDELSTEIN_ROT:
1207 case EL_EDELSTEIN_LILA:
1214 case EL_FELSBROCKEN:
1218 case EL_SCHLUESSEL1:
1219 case EL_SCHLUESSEL2:
1220 case EL_SCHLUESSEL3:
1221 case EL_SCHLUESSEL4:
1234 PlaySoundLevel(x,y,sound);
1238 void TurnRound(int x, int y)
1250 { 0,0 }, { 0,0 }, { 0,0 },
1255 int left,right,back;
1259 { MV_DOWN, MV_UP, MV_RIGHT },
1260 { MV_UP, MV_DOWN, MV_LEFT },
1262 { MV_LEFT, MV_RIGHT, MV_DOWN },
1263 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1264 { MV_RIGHT, MV_LEFT, MV_UP }
1267 int element = Feld[x][y];
1268 int old_move_dir = MovDir[x][y];
1269 int left_dir = turn[old_move_dir].left;
1270 int right_dir = turn[old_move_dir].right;
1271 int back_dir = turn[old_move_dir].back;
1273 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1274 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1275 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1276 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1278 int left_x = x+left_dx, left_y = y+left_dy;
1279 int right_x = x+right_dx, right_y = y+right_dy;
1280 int move_x = x+move_dx, move_y = y+move_dy;
1282 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1284 TestIfBadThingHitsOtherBadThing(x,y);
1286 if (IN_LEV_FIELD(right_x,right_y) &&
1287 IS_FREE_OR_PLAYER(right_x,right_y))
1288 MovDir[x][y] = right_dir;
1289 else if (!IN_LEV_FIELD(move_x,move_y) ||
1290 !IS_FREE_OR_PLAYER(move_x,move_y))
1291 MovDir[x][y] = left_dir;
1293 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1295 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1298 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1300 TestIfBadThingHitsOtherBadThing(x,y);
1302 if (IN_LEV_FIELD(left_x,left_y) &&
1303 IS_FREE_OR_PLAYER(left_x,left_y))
1304 MovDir[x][y] = left_dir;
1305 else if (!IN_LEV_FIELD(move_x,move_y) ||
1306 !IS_FREE_OR_PLAYER(move_x,move_y))
1307 MovDir[x][y] = right_dir;
1309 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1311 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1314 else if (element==EL_MAMPFER)
1316 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1318 if (IN_LEV_FIELD(left_x,left_y) &&
1319 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1320 Feld[left_x][left_y] == EL_DIAMANT))
1321 can_turn_left = TRUE;
1322 if (IN_LEV_FIELD(right_x,right_y) &&
1323 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1324 Feld[right_x][right_y] == EL_DIAMANT))
1325 can_turn_right = TRUE;
1327 if (can_turn_left && can_turn_right)
1328 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1329 else if (can_turn_left)
1330 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1331 else if (can_turn_right)
1332 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1334 MovDir[x][y] = back_dir;
1336 MovDelay[x][y] = 16+16*RND(3);
1338 else if (element==EL_MAMPFER2)
1340 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1342 if (IN_LEV_FIELD(left_x,left_y) &&
1343 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1344 IS_MAMPF2(Feld[left_x][left_y])))
1345 can_turn_left = TRUE;
1346 if (IN_LEV_FIELD(right_x,right_y) &&
1347 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1348 IS_MAMPF2(Feld[right_x][right_y])))
1349 can_turn_right = TRUE;
1351 if (can_turn_left && can_turn_right)
1352 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1353 else if (can_turn_left)
1354 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1355 else if (can_turn_right)
1356 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1358 MovDir[x][y] = back_dir;
1360 MovDelay[x][y] = 16+16*RND(3);
1362 else if (element==EL_PACMAN)
1364 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1366 if (IN_LEV_FIELD(left_x,left_y) &&
1367 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1368 IS_AMOEBOID(Feld[left_x][left_y])))
1369 can_turn_left = TRUE;
1370 if (IN_LEV_FIELD(right_x,right_y) &&
1371 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1372 IS_AMOEBOID(Feld[right_x][right_y])))
1373 can_turn_right = TRUE;
1375 if (can_turn_left && can_turn_right)
1376 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1377 else if (can_turn_left)
1378 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1379 else if (can_turn_right)
1380 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1382 MovDir[x][y] = back_dir;
1384 MovDelay[x][y] = 6+RND(40);
1386 else if (element==EL_SCHWEIN)
1388 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1389 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1390 boolean should_move_on = FALSE;
1392 int rnd = RND(rnd_value);
1394 if (IN_LEV_FIELD(left_x,left_y) &&
1395 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1396 can_turn_left = TRUE;
1397 if (IN_LEV_FIELD(right_x,right_y) &&
1398 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1399 can_turn_right = TRUE;
1400 if (IN_LEV_FIELD(move_x,move_y) &&
1401 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1404 if (can_turn_left &&
1406 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1407 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1408 should_turn_left = TRUE;
1409 if (can_turn_right &&
1411 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1412 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1413 should_turn_right = TRUE;
1415 (!can_turn_left || !can_turn_right ||
1416 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1417 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1418 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1419 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1420 should_move_on = TRUE;
1422 if (should_turn_left || should_turn_right || should_move_on)
1424 if (should_turn_left && should_turn_right && should_move_on)
1425 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1426 rnd < 2*rnd_value/3 ? right_dir :
1428 else if (should_turn_left && should_turn_right)
1429 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1430 else if (should_turn_left && should_move_on)
1431 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1432 else if (should_turn_right && should_move_on)
1433 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1434 else if (should_turn_left)
1435 MovDir[x][y] = left_dir;
1436 else if (should_turn_right)
1437 MovDir[x][y] = right_dir;
1438 else if (should_move_on)
1439 MovDir[x][y] = old_move_dir;
1441 else if (can_move_on && rnd > rnd_value/8)
1442 MovDir[x][y] = old_move_dir;
1443 else if (can_turn_left && can_turn_right)
1444 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1445 else if (can_turn_left && rnd > rnd_value/8)
1446 MovDir[x][y] = left_dir;
1447 else if (can_turn_right && rnd > rnd_value/8)
1448 MovDir[x][y] = right_dir;
1450 MovDir[x][y] = back_dir;
1452 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1453 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1454 MovDir[x][y] = old_move_dir;
1458 else if (element==EL_DRACHE)
1460 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1462 int rnd = RND(rnd_value);
1464 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1465 can_turn_left = TRUE;
1466 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1467 can_turn_right = TRUE;
1468 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1471 if (can_move_on && rnd > rnd_value/8)
1472 MovDir[x][y] = old_move_dir;
1473 else if (can_turn_left && can_turn_right)
1474 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1475 else if (can_turn_left && rnd > rnd_value/8)
1476 MovDir[x][y] = left_dir;
1477 else if (can_turn_right && rnd > rnd_value/8)
1478 MovDir[x][y] = right_dir;
1480 MovDir[x][y] = back_dir;
1482 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1483 MovDir[x][y] = old_move_dir;
1487 else if (element==EL_ROBOT || element==EL_SONDE ||
1488 element==EL_MAULWURF || element==EL_PINGUIN)
1490 int attr_x = -1, attr_y = -1;
1501 for(i=0; i<MAX_PLAYERS; i++)
1503 struct PlayerInfo *player = &stored_player[i];
1504 int jx = player->jx, jy = player->jy;
1506 if (!player->active || player->gone)
1509 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1517 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1523 if (element==EL_MAULWURF || element==EL_PINGUIN)
1526 static int xy[4][2] =
1536 int ex = x + xy[i%4][0];
1537 int ey = y + xy[i%4][1];
1539 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1548 MovDir[x][y] = MV_NO_MOVING;
1550 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1552 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1554 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1556 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1558 if (element==EL_ROBOT)
1562 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1563 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1564 Moving2Blocked(x,y,&newx,&newy);
1566 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1567 MovDelay[x][y] = 8+8*!RND(3);
1569 MovDelay[x][y] = 16;
1577 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1579 boolean first_horiz = RND(2);
1580 int new_move_dir = MovDir[x][y];
1583 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1584 Moving2Blocked(x,y,&newx,&newy);
1586 if (IN_LEV_FIELD(newx,newy) &&
1587 (IS_FREE(newx,newy) ||
1588 Feld[newx][newy] == EL_SALZSAEURE ||
1589 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1590 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1591 IS_MAMPF3(Feld[newx][newy])))))
1595 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1596 Moving2Blocked(x,y,&newx,&newy);
1598 if (IN_LEV_FIELD(newx,newy) &&
1599 (IS_FREE(newx,newy) ||
1600 Feld[newx][newy] == EL_SALZSAEURE ||
1601 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1602 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1603 IS_MAMPF3(Feld[newx][newy])))))
1606 MovDir[x][y] = old_move_dir;
1613 static boolean JustBeingPushed(int x, int y)
1617 for(i=0; i<MAX_PLAYERS; i++)
1619 struct PlayerInfo *player = &stored_player[i];
1621 if (player->active && !player->gone &&
1622 player->Pushing && player->MovPos)
1624 int next_jx = player->jx + (player->jx - player->last_jx);
1625 int next_jy = player->jy + (player->jy - player->last_jy);
1627 if (x == next_jx && y == next_jy)
1635 void StartMoving(int x, int y)
1637 int element = Feld[x][y];
1642 if (CAN_FALL(element) && y<lev_fieldy-1)
1644 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1645 if (JustBeingPushed(x,y))
1648 if (element==EL_MORAST_VOLL)
1652 InitMovingField(x,y,MV_DOWN);
1653 Feld[x][y] = EL_FELSBROCKEN;
1654 Store[x][y] = EL_MORAST_LEER;
1656 else if (Feld[x][y+1]==EL_MORAST_LEER)
1658 if (!MovDelay[x][y])
1659 MovDelay[x][y] = TILEY + 1;
1668 Feld[x][y] = EL_MORAST_LEER;
1669 Feld[x][y+1] = EL_MORAST_VOLL;
1672 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1674 InitMovingField(x,y,MV_DOWN);
1675 Store[x][y] = EL_MORAST_VOLL;
1677 else if (element==EL_SIEB_VOLL)
1681 InitMovingField(x,y,MV_DOWN);
1682 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1683 Store[x][y] = EL_SIEB_LEER;
1685 else if (Feld[x][y+1]==EL_SIEB_LEER)
1687 if (!MovDelay[x][y])
1688 MovDelay[x][y] = TILEY/4 + 1;
1697 Feld[x][y] = EL_SIEB_LEER;
1698 Feld[x][y+1] = EL_SIEB_VOLL;
1699 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1703 else if (element==EL_SIEB2_VOLL)
1707 InitMovingField(x,y,MV_DOWN);
1708 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1709 Store[x][y] = EL_SIEB2_LEER;
1711 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1713 if (!MovDelay[x][y])
1714 MovDelay[x][y] = TILEY/4 + 1;
1723 Feld[x][y] = EL_SIEB2_LEER;
1724 Feld[x][y+1] = EL_SIEB2_VOLL;
1725 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1729 else if (SiebAktiv && CAN_CHANGE(element) &&
1730 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1732 InitMovingField(x,y,MV_DOWN);
1734 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1735 Store2[x][y+1] = element;
1737 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1740 InitMovingField(x,y,MV_DOWN);
1741 Store[x][y] = EL_SALZSAEURE;
1743 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1747 else if (IS_FREE(x,y+1))
1749 InitMovingField(x,y,MV_DOWN);
1751 else if (element==EL_TROPFEN)
1753 Feld[x][y] = EL_AMOEBING;
1754 Store[x][y] = EL_AMOEBE_NASS;
1756 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1758 boolean left = (x>0 && IS_FREE(x-1,y) &&
1759 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1760 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1761 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1765 if (left && right && game_emulation != EMU_BOULDERDASH)
1766 left = !(right = RND(2));
1768 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1772 else if (CAN_MOVE(element))
1776 if (element == EL_SONDE && JustBeingPushed(x,y))
1779 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1781 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1782 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1785 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1788 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1789 DrawLevelField(x,y);
1793 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1797 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1799 int phase = MovDelay[x][y] % 8;
1804 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1805 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1807 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1808 && MovDelay[x][y]%4==3)
1809 PlaySoundLevel(x,y,SND_NJAM);
1811 else if (element==EL_DRACHE)
1814 int dir = MovDir[x][y];
1815 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1816 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1817 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1818 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1819 dir == MV_UP ? GFX_FLAMMEN_UP :
1820 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1821 int phase = FrameCounter % 2;
1825 int xx = x + i*dx, yy = y + i*dy;
1826 int sx = SCREENX(xx), sy = SCREENY(yy);
1828 if (!IN_LEV_FIELD(xx,yy) ||
1829 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1834 int flamed = MovingOrBlocked2Element(xx,yy);
1836 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1839 RemoveMovingField(xx,yy);
1841 Feld[xx][yy] = EL_BURNING;
1842 if (IN_SCR_FIELD(sx,sy))
1843 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1847 if (Feld[xx][yy] == EL_BURNING)
1848 Feld[xx][yy] = EL_LEERRAUM;
1849 DrawLevelField(xx,yy);
1858 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1860 PlaySoundLevel(x,y,SND_KLAPPER);
1862 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1864 PlaySoundLevel(x,y,SND_ROEHR);
1867 /* neuer Schritt / Wartezustand beendet */
1869 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1871 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1873 /* Spieler erwischt */
1875 KillHero(PLAYERINFO(newx,newy));
1878 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1879 element==EL_ROBOT || element==EL_SONDE) &&
1880 IN_LEV_FIELD(newx,newy) &&
1881 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1884 Store[x][y] = EL_SALZSAEURE;
1886 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1887 IN_LEV_FIELD(newx,newy))
1889 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1891 Feld[x][y] = EL_LEERRAUM;
1892 DrawLevelField(x,y);
1894 PlaySoundLevel(newx,newy,SND_BUING);
1895 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1896 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1898 local_player->friends_still_needed--;
1899 if (!local_player->friends_still_needed &&
1900 !local_player->GameOver && AllPlayersGone)
1901 local_player->LevelSolved = local_player->GameOver = TRUE;
1905 else if (IS_MAMPF3(Feld[newx][newy]))
1907 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1908 DrawLevelField(newx,newy);
1910 MovDir[x][y] = MV_NO_MOVING;
1912 else if (!IS_FREE(newx,newy))
1915 DrawPlayerField(x,y);
1917 DrawLevelField(x,y);
1921 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1923 if (IS_GEM(Feld[newx][newy]))
1925 if (IS_MOVING(newx,newy))
1926 RemoveMovingField(newx,newy);
1929 Feld[newx][newy] = EL_LEERRAUM;
1930 DrawLevelField(newx,newy);
1933 else if (!IS_FREE(newx,newy))
1936 DrawPlayerField(x,y);
1938 DrawLevelField(x,y);
1942 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1944 if (!IS_FREE(newx,newy))
1947 DrawPlayerField(x,y);
1949 DrawLevelField(x,y);
1954 boolean wanna_flame = !RND(10);
1955 int dx = newx - x, dy = newy - y;
1956 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1957 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1958 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1959 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1960 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1961 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1963 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1964 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1965 element1 != EL_BURNING && element2 != EL_BURNING)
1968 DrawPlayerField(x,y);
1970 DrawLevelField(x,y);
1972 MovDelay[x][y] = 50;
1973 Feld[newx][newy] = EL_BURNING;
1974 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1975 Feld[newx1][newy1] = EL_BURNING;
1976 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1977 Feld[newx2][newy2] = EL_BURNING;
1982 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1983 Feld[newx][newy]==EL_DIAMANT)
1985 if (IS_MOVING(newx,newy))
1986 RemoveMovingField(newx,newy);
1989 Feld[newx][newy] = EL_LEERRAUM;
1990 DrawLevelField(newx,newy);
1993 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1994 IS_MAMPF2(Feld[newx][newy]))
1996 if (AmoebaNr[newx][newy])
1998 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1999 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
2000 AmoebaCnt[AmoebaNr[newx][newy]]--;
2003 if (IS_MOVING(newx,newy))
2004 RemoveMovingField(newx,newy);
2007 Feld[newx][newy] = EL_LEERRAUM;
2008 DrawLevelField(newx,newy);
2011 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
2012 IS_AMOEBOID(Feld[newx][newy]))
2014 if (AmoebaNr[newx][newy])
2016 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2017 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
2018 AmoebaCnt[AmoebaNr[newx][newy]]--;
2021 Feld[newx][newy] = EL_LEERRAUM;
2022 DrawLevelField(newx,newy);
2024 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
2025 { /* gegen Wand gelaufen */
2028 if (element == EL_KAEFER || element == EL_FLIEGER)
2029 DrawLevelField(x,y);
2030 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2031 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
2032 else if (element==EL_SONDE)
2033 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2038 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
2039 PlaySoundLevel(x,y,SND_SCHLURF);
2041 InitMovingField(x,y,MovDir[x][y]);
2045 ContinueMoving(x,y);
2048 void ContinueMoving(int x, int y)
2050 int element = Feld[x][y];
2051 int direction = MovDir[x][y];
2052 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
2053 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
2054 int horiz_move = (dx!=0);
2055 int newx = x + dx, newy = y + dy;
2056 int step = (horiz_move ? dx : dy) * TILEX/8;
2058 if (CAN_FALL(element) && horiz_move)
2060 else if (element==EL_TROPFEN)
2062 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
2065 MovPos[x][y] += step;
2067 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
2069 Feld[x][y] = EL_LEERRAUM;
2070 Feld[newx][newy] = element;
2072 if (Store[x][y]==EL_MORAST_VOLL)
2075 Feld[newx][newy] = EL_MORAST_VOLL;
2076 element = EL_MORAST_VOLL;
2078 else if (Store[x][y]==EL_MORAST_LEER)
2081 Feld[x][y] = EL_MORAST_LEER;
2083 else if (Store[x][y]==EL_SIEB_VOLL)
2086 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2088 else if (Store[x][y]==EL_SIEB_LEER)
2090 Store[x][y] = Store2[x][y] = 0;
2091 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2093 else if (Store[x][y]==EL_SIEB2_VOLL)
2096 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2098 else if (Store[x][y]==EL_SIEB2_LEER)
2100 Store[x][y] = Store2[x][y] = 0;
2101 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2103 else if (Store[x][y]==EL_SALZSAEURE)
2106 Feld[newx][newy] = EL_SALZSAEURE;
2107 element = EL_SALZSAEURE;
2109 else if (Store[x][y]==EL_AMOEBE_NASS)
2112 Feld[x][y] = EL_AMOEBE_NASS;
2115 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2116 MovDelay[newx][newy] = 0;
2118 if (!CAN_MOVE(element))
2119 MovDir[newx][newy] = 0;
2121 DrawLevelField(x,y);
2122 DrawLevelField(newx,newy);
2124 Stop[newx][newy] = TRUE;
2125 JustHit[x][newy] = 3;
2127 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2129 TestIfBadThingHitsHero(newx,newy);
2130 TestIfBadThingHitsFriend(newx,newy);
2131 TestIfBadThingHitsOtherBadThing(newx,newy);
2133 else if (element == EL_PINGUIN)
2134 TestIfFriendHitsBadThing(newx,newy);
2136 if (CAN_SMASH(element) && direction==MV_DOWN &&
2137 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2140 else /* noch in Bewegung */
2141 DrawLevelField(x,y);
2144 int AmoebeNachbarNr(int ax, int ay)
2147 int element = Feld[ax][ay];
2149 static int xy[4][2] =
2159 int x = ax+xy[i%4][0];
2160 int y = ay+xy[i%4][1];
2162 if (!IN_LEV_FIELD(x,y))
2165 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2166 group_nr = AmoebaNr[x][y];
2172 void AmoebenVereinigen(int ax, int ay)
2175 int new_group_nr = AmoebaNr[ax][ay];
2176 static int xy[4][2] =
2192 if (!IN_LEV_FIELD(x,y))
2195 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2196 Feld[x][y]==EL_AMOEBE_BD ||
2197 Feld[x][y]==EL_AMOEBE_TOT) &&
2198 AmoebaNr[x][y] != new_group_nr)
2200 int old_group_nr = AmoebaNr[x][y];
2202 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2203 AmoebaCnt[old_group_nr] = 0;
2204 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2205 AmoebaCnt2[old_group_nr] = 0;
2207 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2208 if (AmoebaNr[xx][yy]==old_group_nr)
2209 AmoebaNr[xx][yy] = new_group_nr;
2214 void AmoebeUmwandeln(int ax, int ay)
2217 int group_nr = AmoebaNr[ax][ay];
2218 static int xy[4][2] =
2226 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2228 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2230 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2233 Feld[x][y] = EL_AMOEBA2DIAM;
2245 if (!IN_LEV_FIELD(x,y))
2248 if (Feld[x][y]==EL_AMOEBA2DIAM)
2254 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2257 int group_nr = AmoebaNr[ax][ay];
2258 boolean done = FALSE;
2260 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2262 if (AmoebaNr[x][y]==group_nr &&
2263 (Feld[x][y]==EL_AMOEBE_TOT ||
2264 Feld[x][y]==EL_AMOEBE_BD ||
2265 Feld[x][y]==EL_AMOEBING))
2268 Feld[x][y] = new_element;
2269 DrawLevelField(x,y);
2275 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2278 void AmoebeWaechst(int x, int y)
2280 static long sound_delay = 0;
2281 static int sound_delay_value = 0;
2283 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2287 if (DelayReached(&sound_delay, sound_delay_value))
2289 PlaySoundLevel(x,y,SND_AMOEBE);
2290 sound_delay_value = 30;
2294 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2297 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2298 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2300 if (!MovDelay[x][y])
2302 Feld[x][y] = Store[x][y];
2304 DrawLevelField(x,y);
2309 void AmoebeAbleger(int ax, int ay)
2312 int element = Feld[ax][ay];
2313 int newax = ax, neway = ay;
2314 static int xy[4][2] =
2322 if (!level.tempo_amoebe)
2324 Feld[ax][ay] = EL_AMOEBE_TOT;
2325 DrawLevelField(ax,ay);
2329 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2330 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2332 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2335 if (MovDelay[ax][ay])
2339 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2342 int x = ax+xy[start][0];
2343 int y = ay+xy[start][1];
2345 if (!IN_LEV_FIELD(x,y))
2349 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2355 if (newax==ax && neway==ay)
2358 else /* normale oder "gefüllte" Amöbe */
2361 boolean waiting_for_player = FALSE;
2365 int j = (start+i)%4;
2366 int x = ax+xy[j][0];
2367 int y = ay+xy[j][1];
2369 if (!IN_LEV_FIELD(x,y))
2373 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2379 else if (IS_PLAYER(x,y))
2380 waiting_for_player = TRUE;
2383 if (newax==ax && neway==ay)
2385 if (i==4 && !waiting_for_player)
2387 Feld[ax][ay] = EL_AMOEBE_TOT;
2388 DrawLevelField(ax,ay);
2389 AmoebaCnt[AmoebaNr[ax][ay]]--;
2391 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2393 if (element==EL_AMOEBE_VOLL)
2394 AmoebeUmwandeln(ax,ay);
2395 else if (element==EL_AMOEBE_BD)
2396 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2401 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2403 int new_group_nr = AmoebaNr[ax][ay];
2405 AmoebaNr[newax][neway] = new_group_nr;
2406 AmoebaCnt[new_group_nr]++;
2407 AmoebaCnt2[new_group_nr]++;
2408 AmoebenVereinigen(newax,neway);
2410 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2412 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2418 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2419 (neway==lev_fieldy-1 && newax!=ax))
2421 Feld[newax][neway] = EL_AMOEBING;
2422 Store[newax][neway] = element;
2425 Feld[newax][neway] = EL_TROPFEN;
2428 InitMovingField(ax,ay,MV_DOWN);
2429 Feld[ax][ay] = EL_TROPFEN;
2430 Store[ax][ay] = EL_AMOEBE_NASS;
2431 ContinueMoving(ax,ay);
2435 DrawLevelField(newax,neway);
2438 void Life(int ax, int ay)
2441 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2443 int element = Feld[ax][ay];
2448 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2449 MovDelay[ax][ay] = life_time;
2451 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2454 if (MovDelay[ax][ay])
2458 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2460 int xx = ax+x1, yy = ay+y1;
2463 if (!IN_LEV_FIELD(xx,yy))
2466 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2468 int x = xx+x2, y = yy+y2;
2470 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2473 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2475 (IS_FREE(x,y) && Stop[x][y]))
2479 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2481 if (nachbarn<life[0] || nachbarn>life[1])
2483 Feld[xx][yy] = EL_LEERRAUM;
2485 DrawLevelField(xx,yy);
2486 Stop[xx][yy] = TRUE;
2489 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2490 { /* Randfeld ohne Amoebe */
2491 if (nachbarn>=life[2] && nachbarn<=life[3])
2493 Feld[xx][yy] = element;
2494 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2496 DrawLevelField(xx,yy);
2497 Stop[xx][yy] = TRUE;
2503 void Ablenk(int x, int y)
2505 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2506 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2508 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2513 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2514 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2515 if (!(MovDelay[x][y]%4))
2516 PlaySoundLevel(x,y,SND_MIEP);
2521 Feld[x][y] = EL_ABLENK_AUS;
2522 DrawLevelField(x,y);
2527 void Birne(int x, int y)
2529 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2530 MovDelay[x][y] = 800;
2532 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2537 if (!(MovDelay[x][y]%5))
2539 if (!(MovDelay[x][y]%10))
2540 Feld[x][y]=EL_ABLENK_EIN;
2542 Feld[x][y]=EL_ABLENK_AUS;
2543 DrawLevelField(x,y);
2544 Feld[x][y]=EL_ABLENK_EIN;
2550 Feld[x][y]=EL_ABLENK_AUS;
2551 DrawLevelField(x,y);
2556 void Blubber(int x, int y)
2558 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2559 DrawLevelField(x,y-1);
2561 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2564 void NussKnacken(int x, int y)
2566 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2569 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2572 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2573 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2575 if (!MovDelay[x][y])
2577 Feld[x][y] = EL_EDELSTEIN;
2578 DrawLevelField(x,y);
2583 void SiebAktivieren(int x, int y, int typ)
2585 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2586 DrawGraphic(SCREENX(x),SCREENY(y),
2587 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2590 void AusgangstuerPruefen(int x, int y)
2592 if (!local_player->gems_still_needed &&
2593 !local_player->sokobanfields_still_needed &&
2594 !local_player->lights_still_needed)
2596 Feld[x][y] = EL_AUSGANG_ACT;
2598 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2599 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2600 y < LEVELY(BY1) ? LEVELY(BY1) :
2601 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2606 void AusgangstuerOeffnen(int x, int y)
2610 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2611 MovDelay[x][y] = 5*delay;
2613 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2618 tuer = MovDelay[x][y]/delay;
2619 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2620 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2622 if (!MovDelay[x][y])
2624 Feld[x][y] = EL_AUSGANG_AUF;
2625 DrawLevelField(x,y);
2630 void AusgangstuerBlinken(int x, int y)
2632 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2635 void EdelsteinFunkeln(int x, int y)
2637 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2640 if (Feld[x][y] == EL_EDELSTEIN_BD)
2641 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2644 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2645 MovDelay[x][y] = 11 * !SimpleRND(500);
2647 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2651 if (setup.direct_draw_on && MovDelay[x][y])
2652 SetDrawtoField(DRAW_BUFFERED);
2654 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2658 int phase = (MovDelay[x][y]-1)/2;
2663 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2665 if (setup.direct_draw_on)
2669 dest_x = FX + SCREENX(x)*TILEX;
2670 dest_y = FY + SCREENY(y)*TILEY;
2672 XCopyArea(display,drawto_field,window,gc,
2673 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2674 SetDrawtoField(DRAW_DIRECT);
2681 void MauerWaechst(int x, int y)
2685 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2686 MovDelay[x][y] = 3*delay;
2688 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2693 phase = 2-MovDelay[x][y]/delay;
2694 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2695 DrawGraphic(SCREENX(x),SCREENY(y),
2696 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2697 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2698 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2699 GFX_MAUER_DOWN ) + phase);
2701 if (!MovDelay[x][y])
2703 if (MovDir[x][y] == MV_LEFT)
2705 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2706 DrawLevelField(x-1,y);
2708 else if (MovDir[x][y] == MV_RIGHT)
2710 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2711 DrawLevelField(x+1,y);
2713 else if (MovDir[x][y] == MV_UP)
2715 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2716 DrawLevelField(x,y-1);
2720 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2721 DrawLevelField(x,y+1);
2724 Feld[x][y] = Store[x][y];
2726 MovDir[x][y] = MV_NO_MOVING;
2727 DrawLevelField(x,y);
2732 void MauerAbleger(int ax, int ay)
2734 int element = Feld[ax][ay];
2735 boolean oben_frei = FALSE, unten_frei = FALSE;
2736 boolean links_frei = FALSE, rechts_frei = FALSE;
2737 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2738 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2740 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2741 MovDelay[ax][ay] = 6;
2743 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2746 if (MovDelay[ax][ay])
2750 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2752 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2754 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2756 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2759 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2763 Feld[ax][ay-1] = EL_MAUERND;
2764 Store[ax][ay-1] = element;
2765 MovDir[ax][ay-1] = MV_UP;
2766 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2767 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2771 Feld[ax][ay+1] = EL_MAUERND;
2772 Store[ax][ay+1] = element;
2773 MovDir[ax][ay+1] = MV_DOWN;
2774 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2775 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2779 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2780 element == EL_MAUER_LEBT)
2784 Feld[ax-1][ay] = EL_MAUERND;
2785 Store[ax-1][ay] = element;
2786 MovDir[ax-1][ay] = MV_LEFT;
2787 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2788 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2792 Feld[ax+1][ay] = EL_MAUERND;
2793 Store[ax+1][ay] = element;
2794 MovDir[ax+1][ay] = MV_RIGHT;
2795 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2796 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2800 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2801 DrawLevelField(ax,ay);
2803 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2805 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2806 unten_massiv = TRUE;
2807 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2808 links_massiv = TRUE;
2809 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2810 rechts_massiv = TRUE;
2812 if (((oben_massiv && unten_massiv) ||
2813 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2814 ((links_massiv && rechts_massiv) ||
2815 element == EL_MAUER_Y))
2816 Feld[ax][ay] = EL_MAUERWERK;
2819 void CheckForDragon(int x, int y)
2822 boolean dragon_found = FALSE;
2823 static int xy[4][2] =
2835 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2837 if (IN_LEV_FIELD(xx,yy) &&
2838 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2840 if (Feld[xx][yy] == EL_DRACHE)
2841 dragon_found = TRUE;
2854 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2856 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2858 Feld[xx][yy] = EL_LEERRAUM;
2859 DrawLevelField(xx,yy);
2868 void PlayerActions(struct PlayerInfo *player, byte player_action)
2870 static byte stored_player_action[MAX_PLAYERS];
2871 static int num_stored_actions = 0;
2872 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2873 int jx = player->jx, jy = player->jy;
2874 int left = player_action & JOY_LEFT;
2875 int right = player_action & JOY_RIGHT;
2876 int up = player_action & JOY_UP;
2877 int down = player_action & JOY_DOWN;
2878 int button1 = player_action & JOY_BUTTON_1;
2879 int button2 = player_action & JOY_BUTTON_2;
2880 int dx = (left ? -1 : right ? 1 : 0);
2881 int dy = (up ? -1 : down ? 1 : 0);
2883 stored_player_action[player->index_nr] = 0;
2884 num_stored_actions++;
2886 if (!player->active || player->gone || tape.pausing)
2891 player->frame_reset_delay = 0;
2894 snapped = SnapField(player, dx,dy);
2898 bombed = PlaceBomb(player);
2899 moved = MoveFigure(player, dx,dy);
2902 if (tape.recording && (moved || snapped || bombed))
2904 if (bombed && !moved)
2905 player_action &= JOY_BUTTON;
2907 stored_player_action[player->index_nr] = player_action;
2909 /* this allows cycled sequences of PlayerActions() */
2910 if (num_stored_actions >= MAX_PLAYERS)
2912 TapeRecordAction(stored_player_action);
2913 num_stored_actions = 0;
2916 else if (tape.playing && snapped)
2917 SnapField(player, 0,0); /* stop snapping */
2921 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2922 SnapField(player, 0,0);
2923 if (++player->frame_reset_delay > MoveSpeed)
2927 if (tape.playing && !tape.pausing && !player_action &&
2928 tape.counter < tape.length)
2931 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2933 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2935 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2937 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2939 int el = Feld[jx+dx][jy];
2940 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2942 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2944 player->MovDir = next_joy;
2945 player->Frame = FrameCounter % 4;
2946 player->Pushing = TRUE;
2955 static long action_delay = 0;
2956 long action_delay_value;
2957 int sieb_x = 0, sieb_y = 0;
2958 int i, x,y, element;
2959 byte *recorded_player_action;
2961 if (game_status != PLAYING)
2964 action_delay_value =
2965 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
2967 /* main game synchronization point */
2968 WaitUntilDelayReached(&action_delay, action_delay_value);
2970 if (network_playing && !network_player_action_received)
2974 printf("DEBUG: try to get network player actions in time\n");
2978 /* last chance to get network player actions without main loop delay */
2981 if (game_status != PLAYING)
2984 if (!network_player_action_received)
2988 printf("DEBUG: failed to get network player actions in time\n");
2996 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2998 else if (tape.recording)
3001 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3003 if (network_playing)
3004 SendToServer_MovePlayer(local_player->action);
3006 for(i=0; i<MAX_PLAYERS; i++)
3008 int actual_player_action = stored_player[i].action;
3010 /* TEST TEST TEST */
3013 if (i != TestPlayer && !stored_player[i].MovPos)
3014 actual_player_action = 0;
3018 if (!options.network && i != TestPlayer)
3019 actual_player_action = 0;
3022 /* TEST TEST TEST */
3025 if (recorded_player_action)
3026 actual_player_action = recorded_player_action[i];
3028 PlayerActions(&stored_player[i], actual_player_action);
3029 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3032 stored_player[i].action = 0;
3037 network_player_action_received = FALSE;
3039 ScrollScreen(NULL, SCROLL_GO_ON);
3046 printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
3050 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3053 if (JustHit[x][y]>0)
3057 if (IS_BLOCKED(x,y))
3061 Blocked2Moving(x,y,&oldx,&oldy);
3062 if (!IS_MOVING(oldx,oldy))
3064 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3065 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
3066 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
3067 printf("GameActions(): This should never happen!\n");
3073 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3075 element = Feld[x][y];
3077 if (IS_INACTIVE(element))
3080 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3084 if (IS_GEM(element))
3085 EdelsteinFunkeln(x,y);
3087 else if (IS_MOVING(x,y))
3088 ContinueMoving(x,y);
3089 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3091 else if (element==EL_EXPLODING)
3092 Explode(x,y,Frame[x][y],EX_NORMAL);
3093 else if (element==EL_AMOEBING)
3095 else if (IS_AMOEBALIVE(element))
3097 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3099 else if (element==EL_ABLENK_EIN)
3101 else if (element==EL_SALZSAEURE)
3103 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3105 else if (element==EL_CRACKINGNUT)
3107 else if (element==EL_AUSGANG_ZU)
3108 AusgangstuerPruefen(x,y);
3109 else if (element==EL_AUSGANG_ACT)
3110 AusgangstuerOeffnen(x,y);
3111 else if (element==EL_AUSGANG_AUF)
3112 AusgangstuerBlinken(x,y);
3113 else if (element==EL_MAUERND)
3115 else if (element==EL_MAUER_LEBT ||
3116 element==EL_MAUER_X ||
3117 element==EL_MAUER_Y ||
3118 element==EL_MAUER_XY)
3120 else if (element==EL_BURNING)
3121 CheckForDragon(x,y);
3125 boolean sieb = FALSE;
3126 int jx = local_player->jx, jy = local_player->jy;
3128 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3129 Store[x][y]==EL_SIEB_LEER)
3131 SiebAktivieren(x, y, 1);
3134 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3135 Store[x][y]==EL_SIEB2_LEER)
3137 SiebAktivieren(x, y, 2);
3141 /* play the element sound at the position nearest to the player */
3142 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3153 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3157 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3159 element = Feld[x][y];
3160 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3162 Feld[x][y] = EL_SIEB_TOT;
3163 DrawLevelField(x,y);
3165 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3167 Feld[x][y] = EL_SIEB2_TOT;
3168 DrawLevelField(x,y);
3174 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3179 if (tape.recording || tape.playing)
3180 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3183 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3185 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3188 for(i=0; i<MAX_PLAYERS; i++)
3189 KillHero(&stored_player[i]);
3195 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3197 int min_x = x, min_y = y, max_x = x, max_y = y;
3200 for(i=0; i<MAX_PLAYERS; i++)
3202 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3204 if (!stored_player[i].active || stored_player[i].gone ||
3205 &stored_player[i] == player)
3208 min_x = MIN(min_x, jx);
3209 min_y = MIN(min_y, jy);
3210 max_x = MAX(max_x, jx);
3211 max_y = MAX(max_y, jy);
3214 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3217 static boolean AllPlayersInVisibleScreen()
3221 for(i=0; i<MAX_PLAYERS; i++)
3223 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3225 if (!stored_player[i].active || stored_player[i].gone)
3228 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3235 void ScrollLevel(int dx, int dy)
3237 int softscroll_offset = (setup.soft_scrolling_on ? TILEX : 0);
3241 ScreenGfxPos = local_player->GfxPos;
3244 XCopyArea(display,drawto_field,drawto_field,gc,
3245 FX + TILEX*(dx==-1) - softscroll_offset,
3246 FY + TILEY*(dy==-1) - softscroll_offset,
3247 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3248 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3249 FX + TILEX*(dx==1) - softscroll_offset,
3250 FY + TILEY*(dy==1) - softscroll_offset);
3254 x = (dx==1 ? BX1 : BX2);
3255 for(y=BY1; y<=BY2; y++)
3256 DrawScreenField(x,y);
3260 y = (dy==1 ? BY1 : BY2);
3261 for(x=BX1; x<=BX2; x++)
3262 DrawScreenField(x,y);
3265 redraw_mask |= REDRAW_FIELD;
3268 boolean MoveFigureOneStep(struct PlayerInfo *player,
3269 int dx, int dy, int real_dx, int real_dy)
3271 int jx = player->jx, jy = player->jy;
3272 int new_jx = jx+dx, new_jy = jy+dy;
3276 if (player->gone || (!dx && !dy))
3277 return(MF_NO_ACTION);
3279 player->MovDir = (dx < 0 ? MV_LEFT :
3282 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3284 if (!IN_LEV_FIELD(new_jx,new_jy))
3285 return(MF_NO_ACTION);
3287 if (!options.network && !AllPlayersInSight(player, new_jx,new_jy))
3288 return(MF_NO_ACTION);
3290 element = MovingOrBlocked2Element(new_jx,new_jy);
3292 if (DONT_GO_TO(element))
3294 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3297 Feld[jx][jy] = EL_SPIELFIGUR;
3298 InitMovingField(jx,jy,MV_DOWN);
3299 Store[jx][jy] = EL_SALZSAEURE;
3300 ContinueMoving(jx,jy);
3309 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3310 if (can_move != MF_MOVING)
3313 StorePlayer[jx][jy] = 0;
3314 player->last_jx = jx;
3315 player->last_jy = jy;
3316 jx = player->jx = new_jx;
3317 jy = player->jy = new_jy;
3318 StorePlayer[jx][jy] = player->element_nr;
3320 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3322 ScrollFigure(player, SCROLL_INIT);
3327 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3329 int jx = player->jx, jy = player->jy;
3330 int old_jx = jx, old_jy = jy;
3331 int moved = MF_NO_ACTION;
3333 if (player->gone || (!dx && !dy))
3336 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3339 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3341 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3342 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3346 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3347 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3356 if (moved & MF_MOVING && player == local_player)
3359 if (moved & MF_MOVING && !ScreenMovPos &&
3360 (player == local_player || !options.network))
3362 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3363 int offset = (setup.scroll_delay_on ? 3 : 0);
3366 if (player == local_player)
3368 printf("MOVING LOCAL PLAYER && SCROLLING\n");
3372 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3376 printf("prevent player %d from leaving visible screen\n",
3381 /* actual player has left the screen -- scroll in that direction */
3382 if (jx != old_jx) /* player has moved horizontally */
3383 scroll_x += (jx - old_jx);
3384 else /* player has moved vertically */
3385 scroll_y += (jy - old_jy);
3389 if (jx != old_jx) /* player has moved horizontally */
3392 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3393 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3394 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3397 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3398 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3399 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3401 /* don't scroll over playfield boundaries */
3402 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 2)
3403 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 2);
3405 /* don't scroll more than one field at a time */
3406 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3408 /* don't scroll against the player's moving direction */
3409 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3410 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3411 scroll_x = old_scroll_x;
3413 else /* player has moved vertically */
3416 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3417 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3418 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3421 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3422 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3423 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3425 /* don't scroll over playfield boundaries */
3426 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 2)
3427 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 2);
3429 /* don't scroll more than one field at a time */
3430 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3432 /* don't scroll against the player's moving direction */
3433 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3434 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3435 scroll_y = old_scroll_y;
3440 if (player == local_player)
3442 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3443 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3444 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3445 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3446 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3447 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3449 /* don't scroll more than one field at a time */
3450 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3451 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3455 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3457 if (!options.network && !AllPlayersInVisibleScreen())
3461 printf("oops! not all players visible if we scroll now\n");
3465 scroll_x = old_scroll_x;
3466 scroll_y = old_scroll_y;
3472 printf("ok, scrolling screen...\n");
3476 ScrollScreen(player, SCROLL_INIT);
3477 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3482 if (!(moved & MF_MOVING) && !player->Pushing)
3485 player->Frame = (player->Frame + 1) % 4;
3487 if (moved & MF_MOVING)
3489 if (old_jx != jx && old_jy == jy)
3490 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3491 else if (old_jx == jx && old_jy != jy)
3492 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3494 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3496 player->last_move_dir = player->MovDir;
3499 player->last_move_dir = MV_NO_MOVING;
3501 TestIfHeroHitsBadThing(jx,jy);
3509 void ScrollFigure(struct PlayerInfo *player, int mode)
3511 int jx = player->jx, jy = player->jy;
3512 int last_jx = player->last_jx, last_jy = player->last_jy;
3514 if (!player->active || player->gone || !player->MovPos)
3517 if (mode == SCROLL_INIT)
3519 player->actual_frame_counter = FrameCounter;
3520 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3522 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3523 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3528 else if (!FrameReached(&player->actual_frame_counter,1))
3531 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3532 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3534 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3535 Feld[last_jx][last_jy] = EL_LEERRAUM;
3539 if (!player->MovPos)
3541 player->last_jx = jx;
3542 player->last_jy = jy;
3544 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3548 if (!local_player->friends_still_needed)
3549 player->LevelSolved = player->GameOver = TRUE;
3554 void ScrollScreen(struct PlayerInfo *player, int mode)
3556 static long screen_frame_counter = 0;
3558 if (mode == SCROLL_INIT)
3560 screen_frame_counter = FrameCounter;
3561 ScreenMovDir = player->MovDir;
3562 ScreenMovPos = player->MovPos;
3563 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3566 else if (!FrameReached(&screen_frame_counter,1))
3571 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3572 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3573 redraw_mask |= REDRAW_FIELD;
3576 ScreenMovDir = MV_NO_MOVING;
3579 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3581 int i, killx = goodx, killy = goody;
3582 static int xy[4][2] =
3589 static int harmless[4] =
3601 x = goodx + xy[i][0];
3602 y = goody + xy[i][1];
3603 if (!IN_LEV_FIELD(x,y))
3606 element = Feld[x][y];
3608 if (DONT_TOUCH(element))
3610 if (MovDir[x][y] == harmless[i])
3619 if (killx != goodx || killy != goody)
3621 if (IS_PLAYER(goodx,goody))
3622 KillHero(PLAYERINFO(goodx,goody));
3628 void TestIfBadThingHitsGoodThing(int badx, int bady)
3630 int i, killx = badx, killy = bady;
3631 static int xy[4][2] =
3638 static int harmless[4] =
3650 x = badx + xy[i][0];
3651 y = bady + xy[i][1];
3652 if (!IN_LEV_FIELD(x,y))
3655 element = Feld[x][y];
3663 else if (element == EL_PINGUIN)
3665 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3674 if (killx != badx || killy != bady)
3676 if (IS_PLAYER(killx,killy))
3677 KillHero(PLAYERINFO(killx,killy));
3683 void TestIfHeroHitsBadThing(int x, int y)
3685 TestIfGoodThingHitsBadThing(x,y);
3688 void TestIfBadThingHitsHero(int x, int y)
3691 TestIfGoodThingHitsBadThing(JX,JY);
3694 TestIfBadThingHitsGoodThing(x,y);
3697 void TestIfFriendHitsBadThing(int x, int y)
3699 TestIfGoodThingHitsBadThing(x,y);
3702 void TestIfBadThingHitsFriend(int x, int y)
3704 TestIfBadThingHitsGoodThing(x,y);
3707 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3709 int i, killx = badx, killy = bady;
3710 static int xy[4][2] =
3724 if (!IN_LEV_FIELD(x,y))
3727 element = Feld[x][y];
3728 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3729 element == EL_AMOEBING || element == EL_TROPFEN)
3737 if (killx != badx || killy != bady)
3741 void KillHero(struct PlayerInfo *player)
3743 int jx = player->jx, jy = player->jy;
3748 if (IS_PFORTE(Feld[jx][jy]))
3749 Feld[jx][jy] = EL_LEERRAUM;
3755 void BuryHero(struct PlayerInfo *player)
3757 int jx = player->jx, jy = player->jy;
3762 PlaySoundLevel(jx,jy, SND_AUTSCH);
3763 PlaySoundLevel(jx,jy, SND_LACHEN);
3765 player->GameOver = TRUE;
3769 void RemoveHero(struct PlayerInfo *player)
3771 int jx = player->jx, jy = player->jy;
3772 int i, found = FALSE;
3774 player->gone = TRUE;
3775 StorePlayer[jx][jy] = 0;
3777 for(i=0; i<MAX_PLAYERS; i++)
3778 if (stored_player[i].active && !stored_player[i].gone)
3782 AllPlayersGone = TRUE;
3788 int DigField(struct PlayerInfo *player,
3789 int x, int y, int real_dx, int real_dy, int mode)
3791 int jx = player->jx, jy = player->jy;
3792 int dx = x - jx, dy = y - jy;
3795 if (!player->MovPos)
3796 player->Pushing = FALSE;
3798 if (mode == DF_NO_PUSH)
3800 player->push_delay = 0;
3801 return(MF_NO_ACTION);
3804 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3805 return(MF_NO_ACTION);
3807 element = Feld[x][y];
3815 Feld[x][y] = EL_LEERRAUM;
3819 case EL_EDELSTEIN_BD:
3820 case EL_EDELSTEIN_GELB:
3821 case EL_EDELSTEIN_ROT:
3822 case EL_EDELSTEIN_LILA:
3825 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3826 if (local_player->gems_still_needed < 0)
3827 local_player->gems_still_needed = 0;
3828 RaiseScoreElement(element);
3829 DrawText(DX_EMERALDS, DY_EMERALDS,
3830 int2str(local_player->gems_still_needed, 3),
3831 FS_SMALL, FC_YELLOW);
3832 PlaySoundLevel(x, y, SND_PONG);
3835 case EL_DYNAMIT_AUS:
3838 RaiseScoreElement(EL_DYNAMIT);
3839 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3840 int2str(local_player->dynamite, 3),
3841 FS_SMALL, FC_YELLOW);
3842 PlaySoundLevel(x,y,SND_PONG);
3845 case EL_DYNABOMB_NR:
3847 player->dynabomb_count++;
3848 player->dynabombs_left++;
3849 RaiseScoreElement(EL_DYNAMIT);
3850 PlaySoundLevel(x,y,SND_PONG);
3853 case EL_DYNABOMB_SZ:
3855 player->dynabomb_size++;
3856 RaiseScoreElement(EL_DYNAMIT);
3857 PlaySoundLevel(x,y,SND_PONG);
3860 case EL_DYNABOMB_XL:
3862 player->dynabomb_xl = TRUE;
3863 RaiseScoreElement(EL_DYNAMIT);
3864 PlaySoundLevel(x,y,SND_PONG);
3867 case EL_SCHLUESSEL1:
3868 case EL_SCHLUESSEL2:
3869 case EL_SCHLUESSEL3:
3870 case EL_SCHLUESSEL4:
3872 int key_nr = element-EL_SCHLUESSEL1;
3875 player->key[key_nr] = TRUE;
3876 RaiseScoreElement(EL_SCHLUESSEL);
3877 DrawMiniGraphicExt(drawto,gc,
3878 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3879 GFX_SCHLUESSEL1+key_nr);
3880 DrawMiniGraphicExt(window,gc,
3881 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3882 GFX_SCHLUESSEL1+key_nr);
3883 PlaySoundLevel(x,y,SND_PONG);
3888 Feld[x][y] = EL_ABLENK_EIN;
3891 DrawLevelField(x,y);
3895 case EL_FELSBROCKEN:
3899 if (dy || mode==DF_SNAP)
3900 return(MF_NO_ACTION);
3902 player->Pushing = TRUE;
3904 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3905 return(MF_NO_ACTION);
3909 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3910 return(MF_NO_ACTION);
3913 if (player->push_delay == 0)
3914 player->push_delay = FrameCounter;
3915 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3917 return(MF_NO_ACTION);
3920 Feld[x+dx][y+dy] = element;
3922 player->push_delay_value = 2+RND(8);
3924 DrawLevelField(x+dx,y+dy);
3925 if (element==EL_FELSBROCKEN)
3926 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3927 else if (element==EL_KOKOSNUSS)
3928 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3930 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3937 if (!player->key[element-EL_PFORTE1])
3938 return(MF_NO_ACTION);
3945 if (!player->key[element-EL_PFORTE1X])
3946 return(MF_NO_ACTION);
3950 case EL_AUSGANG_ACT:
3951 /* Tür ist (noch) nicht offen! */
3952 return(MF_NO_ACTION);
3955 case EL_AUSGANG_AUF:
3957 return(MF_NO_ACTION);
3959 PlaySoundLevel(x,y,SND_BUING);
3962 player->gone = TRUE;
3963 PlaySoundLevel(x,y,SND_BUING);
3965 if (!local_player->friends_still_needed)
3966 player->LevelSolved = player->GameOver = TRUE;
3972 Feld[x][y] = EL_BIRNE_EIN;
3973 local_player->lights_still_needed--;
3974 DrawLevelField(x,y);
3975 PlaySoundLevel(x,y,SND_DENG);
3980 Feld[x][y] = EL_ZEIT_LEER;
3982 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3983 DrawLevelField(x,y);
3984 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3988 case EL_SOKOBAN_FELD_LEER:
3991 case EL_SOKOBAN_FELD_VOLL:
3992 case EL_SOKOBAN_OBJEKT:
3995 return(MF_NO_ACTION);
3997 player->Pushing = TRUE;
3999 if (!IN_LEV_FIELD(x+dx,y+dy)
4000 || (!IS_FREE(x+dx,y+dy)
4001 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4002 || !IS_SB_ELEMENT(element))))
4003 return(MF_NO_ACTION);
4007 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4008 return(MF_NO_ACTION);
4010 else if (dy && real_dx)
4012 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4013 return(MF_NO_ACTION);
4016 if (player->push_delay == 0)
4017 player->push_delay = FrameCounter;
4018 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4020 return(MF_NO_ACTION);
4022 if (IS_SB_ELEMENT(element))
4024 if (element == EL_SOKOBAN_FELD_VOLL)
4026 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4027 local_player->sokobanfields_still_needed++;
4032 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4034 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4035 local_player->sokobanfields_still_needed--;
4036 if (element == EL_SOKOBAN_OBJEKT)
4037 PlaySoundLevel(x,y,SND_DENG);
4040 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4045 Feld[x+dx][y+dy] = element;
4048 player->push_delay_value = 2;
4050 DrawLevelField(x,y);
4051 DrawLevelField(x+dx,y+dy);
4052 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
4054 if (IS_SB_ELEMENT(element) &&
4055 local_player->sokobanfields_still_needed == 0 &&
4056 game_emulation == EMU_SOKOBAN)
4058 player->LevelSolved = player->GameOver = TRUE;
4059 PlaySoundLevel(x,y,SND_BUING);
4071 return(MF_NO_ACTION);
4075 player->push_delay = 0;
4080 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4082 int jx = player->jx, jy = player->jy;
4083 int x = jx + dx, y = jy + dy;
4085 if (player->gone || !IN_LEV_FIELD(x,y))
4093 player->snapped = FALSE;
4097 if (player->snapped)
4100 player->MovDir = (dx < 0 ? MV_LEFT :
4103 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4105 if (!DigField(player, x,y, 0,0, DF_SNAP))
4108 player->snapped = TRUE;
4109 DrawLevelField(x,y);
4115 boolean PlaceBomb(struct PlayerInfo *player)
4117 int jx = player->jx, jy = player->jy;
4120 if (player->gone || player->MovPos)
4123 element = Feld[jx][jy];
4125 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4126 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4129 if (element != EL_LEERRAUM)
4130 Store[jx][jy] = element;
4132 if (player->dynamite)
4134 Feld[jx][jy] = EL_DYNAMIT;
4135 MovDelay[jx][jy] = 96;
4137 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4138 FS_SMALL, FC_YELLOW);
4139 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4140 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4144 Feld[jx][jy] = EL_DYNABOMB;
4145 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4146 MovDelay[jx][jy] = 96;
4147 player->dynabombs_left--;
4148 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4149 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4155 void PlaySoundLevel(int x, int y, int sound_nr)
4157 int sx = SCREENX(x), sy = SCREENY(y);
4159 int silence_distance = 8;
4161 if ((!setup.sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4162 (!setup.sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4165 if (!IN_LEV_FIELD(x,y) ||
4166 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4167 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4170 volume = PSND_MAX_VOLUME;
4172 stereo = (sx-SCR_FIELDX/2)*12;
4174 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4175 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4176 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4179 if (!IN_SCR_FIELD(sx,sy))
4181 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4182 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4184 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4187 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4190 void RaiseScore(int value)
4192 local_player->score += value;
4193 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4194 FS_SMALL, FC_YELLOW);
4197 void RaiseScoreElement(int element)
4202 case EL_EDELSTEIN_BD:
4203 case EL_EDELSTEIN_GELB:
4204 case EL_EDELSTEIN_ROT:
4205 case EL_EDELSTEIN_LILA:
4206 RaiseScore(level.score[SC_EDELSTEIN]);
4209 RaiseScore(level.score[SC_DIAMANT]);
4213 RaiseScore(level.score[SC_KAEFER]);
4217 RaiseScore(level.score[SC_FLIEGER]);
4221 RaiseScore(level.score[SC_MAMPFER]);
4224 RaiseScore(level.score[SC_ROBOT]);
4227 RaiseScore(level.score[SC_PACMAN]);
4230 RaiseScore(level.score[SC_KOKOSNUSS]);
4233 RaiseScore(level.score[SC_DYNAMIT]);
4236 RaiseScore(level.score[SC_SCHLUESSEL]);