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 ***********************************************************/
28 static unsigned int getStateCheckSum(int counter)
31 unsigned int mult = 1;
32 unsigned int checksum = 0;
34 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
36 static boolean first_game = TRUE;
38 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
44 lastFeld[x][y] = Feld[x][y];
45 else if (lastFeld[x][y] != Feld[x][y])
46 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
47 x, y, lastFeld[x][y], Feld[x][y]);
51 checksum += mult++ * Ur[x][y];
52 checksum += mult++ * Feld[x][y];
55 checksum += mult++ * MovPos[x][y];
56 checksum += mult++ * MovDir[x][y];
57 checksum += mult++ * MovDelay[x][y];
58 checksum += mult++ * Store[x][y];
59 checksum += mult++ * Store2[x][y];
60 checksum += mult++ * StorePlayer[x][y];
61 checksum += mult++ * Frame[x][y];
62 checksum += mult++ * AmoebaNr[x][y];
63 checksum += mult++ * JustHit[x][y];
64 checksum += mult++ * Stop[x][y];
68 if (counter == 3 && first_game)
76 void GetPlayerConfig()
78 if (sound_status == SOUND_OFF)
81 if (!sound_loops_allowed)
83 setup.sound_loops = FALSE;
84 setup.sound_music = FALSE;
87 setup.sound_simple = setup.sound;
95 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
96 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
98 /* don't play tapes over network */
99 network_playing = (options.network && !tape.playing);
101 for (i=0; i<MAX_PLAYERS; i++)
103 struct PlayerInfo *player = &stored_player[i];
105 player->index_nr = i;
106 player->element_nr = EL_SPIELER1 + i;
108 player->present = FALSE;
109 player->active = FALSE;
112 player->effective_action = 0;
115 player->gems_still_needed = level.edelsteine;
116 player->sokobanfields_still_needed = 0;
117 player->lights_still_needed = 0;
118 player->friends_still_needed = 0;
121 player->key[j] = FALSE;
123 player->dynamite = 0;
124 player->dynabomb_count = 0;
125 player->dynabomb_size = 0;
126 player->dynabombs_left = 0;
127 player->dynabomb_xl = FALSE;
129 player->MovDir = MV_NO_MOVING;
131 player->Pushing = FALSE;
135 player->actual_frame_counter = 0;
137 player->frame_reset_delay = 0;
139 player->push_delay = 0;
140 player->push_delay_value = 5;
142 player->move_delay = 0;
143 player->last_move_dir = MV_NO_MOVING;
145 player->snapped = FALSE;
147 player->gone = FALSE;
149 player->last_jx = player->last_jy = 0;
150 player->jx = player->jy = 0;
152 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
153 SnapField(player, 0, 0);
155 player->LevelSolved = FALSE;
156 player->GameOver = FALSE;
159 network_player_action_received = FALSE;
161 /* initial null action */
163 SendToServer_MovePlayer(MV_NO_MOVING);
170 TimeLeft = level.time;
172 ScreenMovDir = MV_NO_MOVING;
176 AllPlayersGone = SiebAktiv = FALSE;
178 for (i=0; i<MAX_NUM_AMOEBA; i++)
179 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
181 for (x=0; x<lev_fieldx; x++)
183 for (y=0; y<lev_fieldy; y++)
185 Feld[x][y] = Ur[x][y];
186 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
187 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
195 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
197 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
199 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
205 Feld[x][y] = EL_SPIELER1;
212 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
213 int jx = player->jx, jy = player->jy;
215 player->present = TRUE;
218 if (!network_playing || player->connected)
221 if (!options.network || player->connected)
223 player->active = TRUE;
225 /* remove potentially duplicate players */
226 if (StorePlayer[jx][jy] == Feld[x][y])
227 StorePlayer[jx][jy] = 0;
229 StorePlayer[x][y] = Feld[x][y];
233 printf("Player %d activated.\n", player->element_nr);
234 printf("[Local player is %d and currently %s.]\n",
235 local_player->element_nr,
236 local_player->active ? "active" : "not active");
240 Feld[x][y] = EL_LEERRAUM;
241 player->jx = player->last_jx = x;
242 player->jy = player->last_jy = y;
247 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
248 Feld[x][y] = EL_BADEWANNE1;
249 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
250 Feld[x][y] = EL_BADEWANNE2;
251 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
252 Feld[x][y] = EL_BADEWANNE3;
253 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
254 Feld[x][y] = EL_BADEWANNE4;
255 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
256 Feld[x][y] = EL_BADEWANNE5;
293 if (y == lev_fieldy - 1)
295 Feld[x][y] = EL_AMOEBING;
296 Store[x][y] = EL_AMOEBE_NASS;
303 local_player->lights_still_needed++;
305 case EL_SOKOBAN_FELD_LEER:
306 local_player->sokobanfields_still_needed++;
310 local_player->friends_still_needed++;
314 MovDir[x][y] = 1 << RND(4);
321 /* check if any connected player was not found in playfield */
322 for (i=0; i<MAX_PLAYERS; i++)
324 struct PlayerInfo *player = &stored_player[i];
326 if (player->connected && !player->present)
328 for (j=0; j<MAX_PLAYERS; j++)
330 struct PlayerInfo *some_player = &stored_player[j];
331 int jx = some_player->jx, jy = some_player->jy;
333 /* assign first free player found that is present in the playfield */
334 if (some_player->present && !some_player->connected)
336 player->present = TRUE;
337 player->active = TRUE;
338 some_player->present = FALSE;
340 StorePlayer[jx][jy] = player->element_nr;
341 player->jx = player->last_jx = jx;
342 player->jy = player->last_jy = jy;
350 /* when in single player mode, eliminate all but the first active player */
351 if (!options.network && !setup.team_mode)
353 for (i=0; i<MAX_PLAYERS; i++)
355 if (stored_player[i].active)
357 for (j=i+1; j<MAX_PLAYERS; j++)
359 struct PlayerInfo *player = &stored_player[j];
360 int jx = player->jx, jy = player->jy;
364 player->active = FALSE;
365 StorePlayer[jx][jy] = 0;
366 Feld[jx][jy] = EL_LEERRAUM;
375 for (i=0; i<MAX_PLAYERS; i++)
377 struct PlayerInfo *player = &stored_player[i];
379 printf("Player %d: present == %d, connected == %d, active == %d.\n",
384 if (local_player == player)
385 printf("Player %d is local player.\n", i+1);
389 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
390 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
392 scroll_x = scroll_y = -1;
393 if (local_player->jx >= MIDPOSX-1)
394 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
395 local_player->jx - MIDPOSX :
396 lev_fieldx - SCR_FIELDX + 1);
397 if (local_player->jy >= MIDPOSY-1)
398 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
399 local_player->jy - MIDPOSY :
400 lev_fieldy - SCR_FIELDY + 1);
402 CloseDoor(DOOR_CLOSE_1);
408 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
409 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
410 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
411 DrawTextExt(pix[PIX_DB_DOOR], gc,
412 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
413 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
414 DrawTextExt(pix[PIX_DB_DOOR], gc,
415 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
416 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
417 DrawTextExt(pix[PIX_DB_DOOR], gc,
418 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
419 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
420 DrawTextExt(pix[PIX_DB_DOOR], gc,
421 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
422 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
423 DrawTextExt(pix[PIX_DB_DOOR], gc,
424 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
425 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
427 DrawGameButton(BUTTON_GAME_STOP);
428 DrawGameButton(BUTTON_GAME_PAUSE);
429 DrawGameButton(BUTTON_GAME_PLAY);
430 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
431 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
432 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
433 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
434 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
435 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
436 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
437 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
439 OpenDoor(DOOR_OPEN_1);
441 if (setup.sound_music)
442 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
444 XAutoRepeatOff(display);
449 printf("Spieler %d %saktiv.\n",
450 i+1, (stored_player[i].active ? "" : "nicht "));
454 void InitMovDir(int x, int y)
456 int i, element = Feld[x][y];
457 static int xy[4][2] =
464 static int direction[2][4] =
466 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
467 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
476 Feld[x][y] = EL_KAEFER;
477 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
483 Feld[x][y] = EL_FLIEGER;
484 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
490 Feld[x][y] = EL_BUTTERFLY;
491 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
497 Feld[x][y] = EL_FIREFLY;
498 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
504 Feld[x][y] = EL_PACMAN;
505 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
508 MovDir[x][y] = 1 << RND(4);
509 if (element != EL_KAEFER &&
510 element != EL_FLIEGER &&
511 element != EL_BUTTERFLY &&
512 element != EL_FIREFLY)
517 int x1 = x + xy[i][0];
518 int y1 = y + xy[i][1];
520 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
522 if (element == EL_KAEFER || element == EL_BUTTERFLY)
524 MovDir[x][y] = direction[0][i];
527 else if (element == EL_FLIEGER || element == EL_FIREFLY)
529 MovDir[x][y] = direction[1][i];
538 void InitAmoebaNr(int x, int y)
541 int group_nr = AmoebeNachbarNr(x, y);
545 for (i=1; i<MAX_NUM_AMOEBA; i++)
547 if (AmoebaCnt[i] == 0)
555 AmoebaNr[x][y] = group_nr;
556 AmoebaCnt[group_nr]++;
557 AmoebaCnt2[group_nr]++;
563 int bumplevel = FALSE;
565 if (local_player->MovPos)
568 local_player->LevelSolved = FALSE;
572 if (setup.sound_loops)
573 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
577 if (!setup.sound_loops)
578 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
579 if (TimeLeft && !(TimeLeft % 10))
580 RaiseScore(level.score[SC_ZEITBONUS]);
581 if (TimeLeft > 100 && !(TimeLeft % 10))
585 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
590 if (setup.sound_loops)
596 /* Hero disappears */
597 DrawLevelField(ExitX, ExitY);
603 CloseDoor(DOOR_CLOSE_1);
608 SaveTape(tape.level_nr); /* Ask to save tape */
611 if ((hi_pos = NewHiScore()) >= 0)
613 game_status = HALLOFFAME;
614 DrawHallOfFame(hi_pos);
615 if (bumplevel && TAPE_IS_EMPTY(tape))
620 game_status = MAINMENU;
621 if (bumplevel && TAPE_IS_EMPTY(tape))
636 if (!strcmp(setup.player_name, EMPTY_ALIAS) ||
637 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
640 for (k=0; k<MAX_SCORE_ENTRIES; k++)
642 if (local_player->score > highscore[k].Score)
644 /* player has made it to the hall of fame */
646 if (k < MAX_SCORE_ENTRIES - 1)
648 int m = MAX_SCORE_ENTRIES - 1;
651 for (l=k; l<MAX_SCORE_ENTRIES; l++)
652 if (!strcmp(setup.player_name, highscore[l].Name))
654 if (m == k) /* player's new highscore overwrites his old one */
660 strcpy(highscore[l].Name, highscore[l - 1].Name);
661 highscore[l].Score = highscore[l - 1].Score;
668 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
669 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
670 highscore[k].Score = local_player->score;
676 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
677 break; /* player already there with a higher score */
688 void InitMovingField(int x, int y, int direction)
690 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
691 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
693 MovDir[x][y] = direction;
694 MovDir[newx][newy] = direction;
695 if (Feld[newx][newy] == EL_LEERRAUM)
696 Feld[newx][newy] = EL_BLOCKED;
699 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
701 int direction = MovDir[x][y];
702 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
703 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
709 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
711 int oldx = x, oldy = y;
712 int direction = MovDir[x][y];
714 if (direction == MV_LEFT)
716 else if (direction == MV_RIGHT)
718 else if (direction == MV_UP)
720 else if (direction == MV_DOWN)
723 *comes_from_x = oldx;
724 *comes_from_y = oldy;
727 int MovingOrBlocked2Element(int x, int y)
729 int element = Feld[x][y];
731 if (element == EL_BLOCKED)
735 Blocked2Moving(x, y, &oldx, &oldy);
736 return Feld[oldx][oldy];
742 static void RemoveField(int x, int y)
744 Feld[x][y] = EL_LEERRAUM;
750 void RemoveMovingField(int x, int y)
752 int oldx = x, oldy = y, newx = x, newy = y;
754 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
759 Moving2Blocked(x, y, &newx, &newy);
760 if (Feld[newx][newy] != EL_BLOCKED)
763 else if (Feld[x][y] == EL_BLOCKED)
765 Blocked2Moving(x, y, &oldx, &oldy);
766 if (!IS_MOVING(oldx, oldy))
770 if (Feld[x][y] == EL_BLOCKED &&
771 (Store[oldx][oldy] == EL_MORAST_LEER ||
772 Store[oldx][oldy] == EL_SIEB_LEER ||
773 Store[oldx][oldy] == EL_SIEB2_LEER ||
774 Store[oldx][oldy] == EL_AMOEBE_NASS))
776 Feld[oldx][oldy] = Store[oldx][oldy];
777 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
780 Feld[oldx][oldy] = EL_LEERRAUM;
782 Feld[newx][newy] = EL_LEERRAUM;
783 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
784 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
786 DrawLevelField(oldx, oldy);
787 DrawLevelField(newx, newy);
790 void DrawDynamite(int x, int y)
792 int sx = SCREENX(x), sy = SCREENY(y);
793 int graphic = el2gfx(Feld[x][y]);
796 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
800 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
802 if (Feld[x][y] == EL_DYNAMIT)
804 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
809 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
814 DrawGraphicThruMask(sx, sy, graphic + phase);
816 DrawGraphic(sx, sy, graphic + phase);
819 void CheckDynamite(int x, int y)
821 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
826 if (!(MovDelay[x][y] % 12))
827 PlaySoundLevel(x, y, SND_ZISCH);
829 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
831 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
838 StopSound(SND_ZISCH);
842 void Explode(int ex, int ey, int phase, int mode)
845 int num_phase = 9, delay = 2;
846 int last_phase = num_phase * delay;
847 int half_phase = (num_phase / 2) * delay;
849 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
851 int center_element = Feld[ex][ey];
853 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
855 center_element = MovingOrBlocked2Element(ex, ey);
856 RemoveMovingField(ex, ey);
859 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
861 int element = Feld[x][y];
863 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
865 element = MovingOrBlocked2Element(x, y);
866 RemoveMovingField(x, y);
869 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
872 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
876 if (element == EL_EXPLODING)
877 element = Store2[x][y];
879 if (IS_PLAYER(ex, ey))
881 switch(StorePlayer[ex][ey])
884 Store[x][y] = EL_EDELSTEIN_ROT;
887 Store[x][y] = EL_EDELSTEIN;
890 Store[x][y] = EL_EDELSTEIN_LILA;
894 Store[x][y] = EL_EDELSTEIN_GELB;
898 else if (center_element == EL_MAULWURF)
899 Store[x][y] = EL_EDELSTEIN_ROT;
900 else if (center_element == EL_PINGUIN)
901 Store[x][y] = EL_EDELSTEIN_LILA;
902 else if (center_element == EL_KAEFER)
903 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
904 else if (center_element == EL_BUTTERFLY)
905 Store[x][y] = EL_EDELSTEIN_BD;
906 else if (center_element == EL_MAMPFER)
907 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
908 else if (center_element == EL_AMOEBA2DIAM)
909 Store[x][y] = level.amoebe_inhalt;
910 else if (element == EL_ERZ_EDEL)
911 Store[x][y] = EL_EDELSTEIN;
912 else if (element == EL_ERZ_DIAM)
913 Store[x][y] = EL_DIAMANT;
914 else if (element == EL_ERZ_EDEL_BD)
915 Store[x][y] = EL_EDELSTEIN_BD;
916 else if (element == EL_ERZ_EDEL_GELB)
917 Store[x][y] = EL_EDELSTEIN_GELB;
918 else if (element == EL_ERZ_EDEL_ROT)
919 Store[x][y] = EL_EDELSTEIN_ROT;
920 else if (element == EL_ERZ_EDEL_LILA)
921 Store[x][y] = EL_EDELSTEIN_LILA;
922 else if (!IS_PFORTE(Store[x][y]))
923 Store[x][y] = EL_LEERRAUM;
925 if (x != ex || y != ey ||
926 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
927 Store2[x][y] = element;
929 if (AmoebaNr[x][y] &&
930 (element == EL_AMOEBE_VOLL ||
931 element == EL_AMOEBE_BD ||
932 element == EL_AMOEBING))
934 AmoebaCnt[AmoebaNr[x][y]]--;
935 AmoebaCnt2[AmoebaNr[x][y]]--;
938 Feld[x][y] = EL_EXPLODING;
939 MovDir[x][y] = MovPos[x][y] = 0;
945 if (center_element == EL_MAMPFER)
946 MampferNr = (MampferNr+1) % 4;
957 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
959 if (phase == half_phase)
961 int element = Store2[x][y];
964 KillHero(PLAYERINFO(x, y));
965 else if (IS_EXPLOSIVE(element))
967 Feld[x][y] = Store2[x][y];
971 else if (element == EL_AMOEBA2DIAM)
972 AmoebeUmwandeln(x, y);
975 if (phase == last_phase)
979 element = Feld[x][y] = Store[x][y];
980 Store[x][y] = Store2[x][y] = 0;
981 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
982 if (CAN_MOVE(element) || COULD_MOVE(element))
984 DrawLevelField(x, y);
986 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
989 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
991 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
995 void DynaExplode(int ex, int ey)
998 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
999 static int xy[4][2] =
1007 Store2[ex][ey] = 0; /* delete player information */
1009 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1013 for (j=1; j<=player->dynabomb_size; j++)
1015 int x = ex+j*xy[i%4][0];
1016 int y = ey+j*xy[i%4][1];
1019 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1022 element = Feld[x][y];
1023 Explode(x, y, EX_PHASE_START, EX_BORDER);
1025 if (element != EL_LEERRAUM &&
1026 element != EL_ERDREICH &&
1027 element != EL_EXPLODING &&
1028 !player->dynabomb_xl)
1033 player->dynabombs_left++;
1036 void Bang(int x, int y)
1038 int element = Feld[x][y];
1040 PlaySoundLevel(x, y, SND_ROAAAR);
1042 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1043 element = EL_LEERRAUM;
1055 RaiseScoreElement(element);
1056 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1059 case EL_DYNABOMB_NR:
1060 case EL_DYNABOMB_SZ:
1061 case EL_DYNABOMB_XL:
1068 Explode(x, y, EX_PHASE_START, EX_CENTER);
1071 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1076 void Blurb(int x, int y)
1078 int element = Feld[x][y];
1080 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1082 PlaySoundLevel(x, y, SND_BLURB);
1083 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1084 (!IN_LEV_FIELD(x-1, y-1) ||
1085 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1087 Feld[x-1][y] = EL_BLURB_LEFT;
1089 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1090 (!IN_LEV_FIELD(x+1, y-1) ||
1091 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1093 Feld[x+1][y] = EL_BLURB_RIGHT;
1098 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1100 if (!MovDelay[x][y]) /* initialize animation counter */
1103 if (MovDelay[x][y]) /* continue animation */
1106 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1107 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1109 if (!MovDelay[x][y])
1111 Feld[x][y] = EL_LEERRAUM;
1112 DrawLevelField(x, y);
1118 void Impact(int x, int y)
1120 boolean lastline = (y == lev_fieldy-1);
1121 boolean object_hit = FALSE;
1122 int element = Feld[x][y];
1125 if (!lastline) /* check if element below was hit */
1127 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1130 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1131 MovDir[x][y+1]!=MV_DOWN ||
1132 MovPos[x][y+1]<=TILEY/2));
1134 smashed = MovingOrBlocked2Element(x, y+1);
1137 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1143 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1149 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1151 if (object_hit && IS_PLAYER(x, y+1))
1152 KillHero(PLAYERINFO(x, y+1));
1153 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1157 Feld[x][y] = EL_AMOEBING;
1158 Store[x][y] = EL_AMOEBE_NASS;
1163 if (!lastline && object_hit) /* check which object was hit */
1165 if (CAN_CHANGE(element) &&
1166 (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv)
1167 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1169 if (IS_PLAYER(x, y+1))
1171 KillHero(PLAYERINFO(x, y+1));
1174 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1179 else if (element == EL_EDELSTEIN_BD)
1181 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1187 else if (element == EL_FELSBROCKEN)
1189 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1190 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1195 else if (!IS_MOVING(x, y+1))
1197 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1202 else if (smashed == EL_KOKOSNUSS)
1204 Feld[x][y+1] = EL_CRACKINGNUT;
1205 PlaySoundLevel(x, y, SND_KNACK);
1206 RaiseScoreElement(EL_KOKOSNUSS);
1209 else if (smashed == EL_DIAMANT)
1211 Feld[x][y+1] = EL_LEERRAUM;
1212 PlaySoundLevel(x, y, SND_QUIRK);
1219 /* play sound of magic wall / mill */
1221 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1223 PlaySoundLevel(x, y, SND_QUIRK);
1227 /* play sound of object that hits the ground */
1228 if (lastline || object_hit)
1235 case EL_EDELSTEIN_BD:
1236 case EL_EDELSTEIN_GELB:
1237 case EL_EDELSTEIN_ROT:
1238 case EL_EDELSTEIN_LILA:
1245 case EL_FELSBROCKEN:
1249 case EL_SCHLUESSEL1:
1250 case EL_SCHLUESSEL2:
1251 case EL_SCHLUESSEL3:
1252 case EL_SCHLUESSEL4:
1265 PlaySoundLevel(x, y, sound);
1269 void TurnRound(int x, int y)
1281 { 0, 0 }, { 0, 0 }, { 0, 0 },
1286 int left, right, back;
1290 { MV_DOWN, MV_UP, MV_RIGHT },
1291 { MV_UP, MV_DOWN, MV_LEFT },
1293 { MV_LEFT, MV_RIGHT, MV_DOWN },
1294 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1295 { MV_RIGHT, MV_LEFT, MV_UP }
1298 int element = Feld[x][y];
1299 int old_move_dir = MovDir[x][y];
1300 int left_dir = turn[old_move_dir].left;
1301 int right_dir = turn[old_move_dir].right;
1302 int back_dir = turn[old_move_dir].back;
1304 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1305 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1306 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1307 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1309 int left_x = x+left_dx, left_y = y+left_dy;
1310 int right_x = x+right_dx, right_y = y+right_dy;
1311 int move_x = x+move_dx, move_y = y+move_dy;
1313 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1315 TestIfBadThingHitsOtherBadThing(x, y);
1317 if (IN_LEV_FIELD(right_x, right_y) &&
1318 IS_FREE_OR_PLAYER(right_x, right_y))
1319 MovDir[x][y] = right_dir;
1320 else if (!IN_LEV_FIELD(move_x, move_y) ||
1321 !IS_FREE_OR_PLAYER(move_x, move_y))
1322 MovDir[x][y] = left_dir;
1324 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1326 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1329 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1331 TestIfBadThingHitsOtherBadThing(x, y);
1333 if (IN_LEV_FIELD(left_x, left_y) &&
1334 IS_FREE_OR_PLAYER(left_x, left_y))
1335 MovDir[x][y] = left_dir;
1336 else if (!IN_LEV_FIELD(move_x, move_y) ||
1337 !IS_FREE_OR_PLAYER(move_x, move_y))
1338 MovDir[x][y] = right_dir;
1340 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1342 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1345 else if (element == EL_MAMPFER)
1347 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1349 if (IN_LEV_FIELD(left_x, left_y) &&
1350 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1351 Feld[left_x][left_y] == EL_DIAMANT))
1352 can_turn_left = TRUE;
1353 if (IN_LEV_FIELD(right_x, right_y) &&
1354 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1355 Feld[right_x][right_y] == EL_DIAMANT))
1356 can_turn_right = TRUE;
1358 if (can_turn_left && can_turn_right)
1359 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1360 else if (can_turn_left)
1361 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1362 else if (can_turn_right)
1363 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1365 MovDir[x][y] = back_dir;
1367 MovDelay[x][y] = 16+16*RND(3);
1369 else if (element == EL_MAMPFER2)
1371 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1373 if (IN_LEV_FIELD(left_x, left_y) &&
1374 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1375 IS_MAMPF2(Feld[left_x][left_y])))
1376 can_turn_left = TRUE;
1377 if (IN_LEV_FIELD(right_x, right_y) &&
1378 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1379 IS_MAMPF2(Feld[right_x][right_y])))
1380 can_turn_right = TRUE;
1382 if (can_turn_left && can_turn_right)
1383 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1384 else if (can_turn_left)
1385 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1386 else if (can_turn_right)
1387 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1389 MovDir[x][y] = back_dir;
1391 MovDelay[x][y] = 16+16*RND(3);
1393 else if (element == EL_PACMAN)
1395 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1397 if (IN_LEV_FIELD(left_x, left_y) &&
1398 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1399 IS_AMOEBOID(Feld[left_x][left_y])))
1400 can_turn_left = TRUE;
1401 if (IN_LEV_FIELD(right_x, right_y) &&
1402 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1403 IS_AMOEBOID(Feld[right_x][right_y])))
1404 can_turn_right = TRUE;
1406 if (can_turn_left && can_turn_right)
1407 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1408 else if (can_turn_left)
1409 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1410 else if (can_turn_right)
1411 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1413 MovDir[x][y] = back_dir;
1415 MovDelay[x][y] = 6+RND(40);
1417 else if (element == EL_SCHWEIN)
1419 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1420 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1421 boolean should_move_on = FALSE;
1423 int rnd = RND(rnd_value);
1425 if (IN_LEV_FIELD(left_x, left_y) &&
1426 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1427 can_turn_left = TRUE;
1428 if (IN_LEV_FIELD(right_x, right_y) &&
1429 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1430 can_turn_right = TRUE;
1431 if (IN_LEV_FIELD(move_x, move_y) &&
1432 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1435 if (can_turn_left &&
1437 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1438 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1439 should_turn_left = TRUE;
1440 if (can_turn_right &&
1442 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1443 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1444 should_turn_right = TRUE;
1446 (!can_turn_left || !can_turn_right ||
1447 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1448 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1449 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1450 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1451 should_move_on = TRUE;
1453 if (should_turn_left || should_turn_right || should_move_on)
1455 if (should_turn_left && should_turn_right && should_move_on)
1456 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1457 rnd < 2*rnd_value/3 ? right_dir :
1459 else if (should_turn_left && should_turn_right)
1460 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1461 else if (should_turn_left && should_move_on)
1462 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1463 else if (should_turn_right && should_move_on)
1464 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1465 else if (should_turn_left)
1466 MovDir[x][y] = left_dir;
1467 else if (should_turn_right)
1468 MovDir[x][y] = right_dir;
1469 else if (should_move_on)
1470 MovDir[x][y] = old_move_dir;
1472 else if (can_move_on && rnd > rnd_value/8)
1473 MovDir[x][y] = old_move_dir;
1474 else if (can_turn_left && can_turn_right)
1475 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1476 else if (can_turn_left && rnd > rnd_value/8)
1477 MovDir[x][y] = left_dir;
1478 else if (can_turn_right && rnd > rnd_value/8)
1479 MovDir[x][y] = right_dir;
1481 MovDir[x][y] = back_dir;
1483 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1484 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1485 MovDir[x][y] = old_move_dir;
1489 else if (element == EL_DRACHE)
1491 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1493 int rnd = RND(rnd_value);
1495 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1496 can_turn_left = TRUE;
1497 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1498 can_turn_right = TRUE;
1499 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1502 if (can_move_on && rnd > rnd_value/8)
1503 MovDir[x][y] = old_move_dir;
1504 else if (can_turn_left && can_turn_right)
1505 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1506 else if (can_turn_left && rnd > rnd_value/8)
1507 MovDir[x][y] = left_dir;
1508 else if (can_turn_right && rnd > rnd_value/8)
1509 MovDir[x][y] = right_dir;
1511 MovDir[x][y] = back_dir;
1513 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1514 MovDir[x][y] = old_move_dir;
1518 else if (element == EL_ROBOT || element == EL_SONDE ||
1519 element == EL_MAULWURF || element == EL_PINGUIN)
1521 int attr_x = -1, attr_y = -1;
1532 for (i=0; i<MAX_PLAYERS; i++)
1534 struct PlayerInfo *player = &stored_player[i];
1535 int jx = player->jx, jy = player->jy;
1537 if (!player->active || player->gone)
1540 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1548 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1554 if (element == EL_MAULWURF || element == EL_PINGUIN)
1557 static int xy[4][2] =
1567 int ex = x + xy[i%4][0];
1568 int ey = y + xy[i%4][1];
1570 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1579 MovDir[x][y] = MV_NO_MOVING;
1581 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1583 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1585 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1587 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1589 if (element == EL_ROBOT)
1593 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1594 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1595 Moving2Blocked(x, y, &newx, &newy);
1597 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1598 MovDelay[x][y] = 8+8*!RND(3);
1600 MovDelay[x][y] = 16;
1608 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1610 boolean first_horiz = RND(2);
1611 int new_move_dir = MovDir[x][y];
1614 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1615 Moving2Blocked(x, y, &newx, &newy);
1617 if (IN_LEV_FIELD(newx, newy) &&
1618 (IS_FREE(newx, newy) ||
1619 Feld[newx][newy] == EL_SALZSAEURE ||
1620 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1621 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1622 IS_MAMPF3(Feld[newx][newy])))))
1626 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1627 Moving2Blocked(x, y, &newx, &newy);
1629 if (IN_LEV_FIELD(newx, newy) &&
1630 (IS_FREE(newx, newy) ||
1631 Feld[newx][newy] == EL_SALZSAEURE ||
1632 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1633 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1634 IS_MAMPF3(Feld[newx][newy])))))
1637 MovDir[x][y] = old_move_dir;
1644 static boolean JustBeingPushed(int x, int y)
1648 for (i=0; i<MAX_PLAYERS; i++)
1650 struct PlayerInfo *player = &stored_player[i];
1652 if (player->active && !player->gone &&
1653 player->Pushing && player->MovPos)
1655 int next_jx = player->jx + (player->jx - player->last_jx);
1656 int next_jy = player->jy + (player->jy - player->last_jy);
1658 if (x == next_jx && y == next_jy)
1666 void StartMoving(int x, int y)
1668 int element = Feld[x][y];
1673 if (CAN_FALL(element) && y<lev_fieldy-1)
1675 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1676 if (JustBeingPushed(x, y))
1679 if (element == EL_MORAST_VOLL)
1681 if (IS_FREE(x, y+1))
1683 InitMovingField(x, y, MV_DOWN);
1684 Feld[x][y] = EL_FELSBROCKEN;
1685 Store[x][y] = EL_MORAST_LEER;
1687 else if (Feld[x][y+1] == EL_MORAST_LEER)
1689 if (!MovDelay[x][y])
1690 MovDelay[x][y] = TILEY + 1;
1699 Feld[x][y] = EL_MORAST_LEER;
1700 Feld[x][y+1] = EL_MORAST_VOLL;
1703 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1705 InitMovingField(x, y, MV_DOWN);
1706 Store[x][y] = EL_MORAST_VOLL;
1708 else if (element == EL_SIEB_VOLL)
1710 if (IS_FREE(x, y+1))
1712 InitMovingField(x, y, MV_DOWN);
1713 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1714 Store[x][y] = EL_SIEB_LEER;
1716 else if (Feld[x][y+1] == EL_SIEB_LEER)
1718 if (!MovDelay[x][y])
1719 MovDelay[x][y] = TILEY/4 + 1;
1728 Feld[x][y] = EL_SIEB_LEER;
1729 Feld[x][y+1] = EL_SIEB_VOLL;
1730 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1734 else if (element == EL_SIEB2_VOLL)
1736 if (IS_FREE(x, y+1))
1738 InitMovingField(x, y, MV_DOWN);
1739 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1740 Store[x][y] = EL_SIEB2_LEER;
1742 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1744 if (!MovDelay[x][y])
1745 MovDelay[x][y] = TILEY/4 + 1;
1754 Feld[x][y] = EL_SIEB2_LEER;
1755 Feld[x][y+1] = EL_SIEB2_VOLL;
1756 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1760 else if (SiebAktiv && CAN_CHANGE(element) &&
1761 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1763 InitMovingField(x, y, MV_DOWN);
1765 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1766 Store2[x][y+1] = element;
1768 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1771 InitMovingField(x, y, MV_DOWN);
1772 Store[x][y] = EL_SALZSAEURE;
1774 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1778 else if (IS_FREE(x, y+1))
1780 InitMovingField(x, y, MV_DOWN);
1782 else if (element == EL_TROPFEN)
1784 Feld[x][y] = EL_AMOEBING;
1785 Store[x][y] = EL_AMOEBE_NASS;
1787 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1789 boolean left = (x>0 && IS_FREE(x-1, y) &&
1790 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1791 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1792 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1796 if (left && right && game_emulation != EMU_BOULDERDASH)
1797 left = !(right = RND(2));
1799 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1803 else if (CAN_MOVE(element))
1807 if (element == EL_SONDE && JustBeingPushed(x, y))
1810 if (!MovDelay[x][y]) /* start new movement phase */
1812 /* all objects that can change their move direction after each step */
1813 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1815 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1818 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1819 DrawLevelField(x, y);
1823 if (MovDelay[x][y]) /* wait some time before next movement */
1827 if (element == EL_ROBOT || element == EL_MAMPFER ||
1828 element == EL_MAMPFER2)
1830 int phase = MovDelay[x][y] % 8;
1835 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1836 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1838 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1839 && MovDelay[x][y]%4 == 3)
1840 PlaySoundLevel(x, y, SND_NJAM);
1842 else if (element == EL_DRACHE)
1845 int dir = MovDir[x][y];
1846 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1847 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1848 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1849 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1850 dir == MV_UP ? GFX_FLAMMEN_UP :
1851 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1852 int phase = FrameCounter % 2;
1854 for (i=1; i<=3; i++)
1856 int xx = x + i*dx, yy = y + i*dy;
1857 int sx = SCREENX(xx), sy = SCREENY(yy);
1859 if (!IN_LEV_FIELD(xx, yy) ||
1860 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
1865 int flamed = MovingOrBlocked2Element(xx, yy);
1867 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1870 RemoveMovingField(xx, yy);
1872 Feld[xx][yy] = EL_BURNING;
1873 if (IN_SCR_FIELD(sx, sy))
1874 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
1878 if (Feld[xx][yy] == EL_BURNING)
1879 Feld[xx][yy] = EL_LEERRAUM;
1880 DrawLevelField(xx, yy);
1889 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1891 PlaySoundLevel(x, y, SND_KLAPPER);
1893 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1895 PlaySoundLevel(x, y, SND_ROEHR);
1898 /* now make next step */
1900 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
1902 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
1904 /* enemy got the player */
1906 KillHero(PLAYERINFO(newx, newy));
1909 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1910 element == EL_ROBOT || element == EL_SONDE) &&
1911 IN_LEV_FIELD(newx, newy) &&
1912 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
1915 Store[x][y] = EL_SALZSAEURE;
1917 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1918 IN_LEV_FIELD(newx, newy))
1920 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1922 Feld[x][y] = EL_LEERRAUM;
1923 DrawLevelField(x, y);
1925 PlaySoundLevel(newx, newy, SND_BUING);
1926 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
1927 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
1929 local_player->friends_still_needed--;
1930 if (!local_player->friends_still_needed &&
1931 !local_player->GameOver && AllPlayersGone)
1932 local_player->LevelSolved = local_player->GameOver = TRUE;
1936 else if (IS_MAMPF3(Feld[newx][newy]))
1938 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
1939 DrawLevelField(newx, newy);
1941 MovDir[x][y] = MV_NO_MOVING;
1943 else if (!IS_FREE(newx, newy))
1945 if (IS_PLAYER(x, y))
1946 DrawPlayerField(x, y);
1948 DrawLevelField(x, y);
1952 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
1954 if (IS_GEM(Feld[newx][newy]))
1956 if (IS_MOVING(newx, newy))
1957 RemoveMovingField(newx, newy);
1960 Feld[newx][newy] = EL_LEERRAUM;
1961 DrawLevelField(newx, newy);
1964 else if (!IS_FREE(newx, newy))
1966 if (IS_PLAYER(x, y))
1967 DrawPlayerField(x, y);
1969 DrawLevelField(x, y);
1973 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
1975 if (!IS_FREE(newx, newy))
1977 if (IS_PLAYER(x, y))
1978 DrawPlayerField(x, y);
1980 DrawLevelField(x, y);
1985 boolean wanna_flame = !RND(10);
1986 int dx = newx - x, dy = newy - y;
1987 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1988 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1989 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
1990 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
1991 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
1992 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
1994 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1995 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1996 element1 != EL_BURNING && element2 != EL_BURNING)
1998 if (IS_PLAYER(x, y))
1999 DrawPlayerField(x, y);
2001 DrawLevelField(x, y);
2003 MovDelay[x][y] = 50;
2004 Feld[newx][newy] = EL_BURNING;
2005 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2006 Feld[newx1][newy1] = EL_BURNING;
2007 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2008 Feld[newx2][newy2] = EL_BURNING;
2013 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2014 Feld[newx][newy] == EL_DIAMANT)
2016 if (IS_MOVING(newx, newy))
2017 RemoveMovingField(newx, newy);
2020 Feld[newx][newy] = EL_LEERRAUM;
2021 DrawLevelField(newx, newy);
2024 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2025 IS_MAMPF2(Feld[newx][newy]))
2027 if (AmoebaNr[newx][newy])
2029 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2030 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2031 Feld[newx][newy] == EL_AMOEBE_BD)
2032 AmoebaCnt[AmoebaNr[newx][newy]]--;
2035 if (IS_MOVING(newx, newy))
2036 RemoveMovingField(newx, newy);
2039 Feld[newx][newy] = EL_LEERRAUM;
2040 DrawLevelField(newx, newy);
2043 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2044 IS_AMOEBOID(Feld[newx][newy]))
2046 if (AmoebaNr[newx][newy])
2048 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2049 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2050 Feld[newx][newy] == EL_AMOEBE_BD)
2051 AmoebaCnt[AmoebaNr[newx][newy]]--;
2054 Feld[newx][newy] = EL_LEERRAUM;
2055 DrawLevelField(newx, newy);
2057 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2059 /* object was running against a wall */
2063 if (element == EL_KAEFER || element == EL_FLIEGER)
2064 DrawLevelField(x, y);
2065 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2066 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2067 else if (element == EL_SONDE)
2068 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2073 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2074 PlaySoundLevel(x, y, SND_SCHLURF);
2076 InitMovingField(x, y, MovDir[x][y]);
2080 ContinueMoving(x, y);
2083 void ContinueMoving(int x, int y)
2085 int element = Feld[x][y];
2086 int direction = MovDir[x][y];
2087 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2088 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2089 int horiz_move = (dx!=0);
2090 int newx = x + dx, newy = y + dy;
2091 int step = (horiz_move ? dx : dy) * TILEX/8;
2093 if (CAN_FALL(element) && horiz_move)
2095 else if (element == EL_TROPFEN)
2097 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2100 MovPos[x][y] += step;
2102 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2104 Feld[x][y] = EL_LEERRAUM;
2105 Feld[newx][newy] = element;
2107 if (Store[x][y] == EL_MORAST_VOLL)
2110 Feld[newx][newy] = EL_MORAST_VOLL;
2111 element = EL_MORAST_VOLL;
2113 else if (Store[x][y] == EL_MORAST_LEER)
2116 Feld[x][y] = EL_MORAST_LEER;
2118 else if (Store[x][y] == EL_SIEB_VOLL)
2121 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2123 else if (Store[x][y] == EL_SIEB_LEER)
2125 Store[x][y] = Store2[x][y] = 0;
2126 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2128 else if (Store[x][y] == EL_SIEB2_VOLL)
2131 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2133 else if (Store[x][y] == EL_SIEB2_LEER)
2135 Store[x][y] = Store2[x][y] = 0;
2136 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2138 else if (Store[x][y] == EL_SALZSAEURE)
2141 Feld[newx][newy] = EL_SALZSAEURE;
2142 element = EL_SALZSAEURE;
2144 else if (Store[x][y] == EL_AMOEBE_NASS)
2147 Feld[x][y] = EL_AMOEBE_NASS;
2150 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2151 MovDelay[newx][newy] = 0;
2153 if (!CAN_MOVE(element))
2154 MovDir[newx][newy] = 0;
2156 DrawLevelField(x, y);
2157 DrawLevelField(newx, newy);
2159 Stop[newx][newy] = TRUE;
2160 JustHit[x][newy] = 3;
2162 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2164 TestIfBadThingHitsHero(newx, newy);
2165 TestIfBadThingHitsFriend(newx, newy);
2166 TestIfBadThingHitsOtherBadThing(newx, newy);
2168 else if (element == EL_PINGUIN)
2169 TestIfFriendHitsBadThing(newx, newy);
2171 if (CAN_SMASH(element) && direction == MV_DOWN &&
2172 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2175 else /* still moving on */
2176 DrawLevelField(x, y);
2179 int AmoebeNachbarNr(int ax, int ay)
2182 int element = Feld[ax][ay];
2184 static int xy[4][2] =
2194 int x = ax+xy[i%4][0];
2195 int y = ay+xy[i%4][1];
2197 if (!IN_LEV_FIELD(x, y))
2200 if (Feld[x][y] == element && AmoebaNr[x][y]>0)
2201 group_nr = AmoebaNr[x][y];
2207 void AmoebenVereinigen(int ax, int ay)
2209 int i, x, y, xx, yy;
2210 int new_group_nr = AmoebaNr[ax][ay];
2211 static int xy[4][2] =
2227 if (!IN_LEV_FIELD(x, y))
2230 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2231 Feld[x][y] == EL_AMOEBE_BD ||
2232 Feld[x][y] == EL_AMOEBE_TOT) &&
2233 AmoebaNr[x][y] != new_group_nr)
2235 int old_group_nr = AmoebaNr[x][y];
2237 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2238 AmoebaCnt[old_group_nr] = 0;
2239 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2240 AmoebaCnt2[old_group_nr] = 0;
2242 for (yy=0; yy<lev_fieldy; yy++) for (xx=0; xx<lev_fieldx; xx++)
2243 if (AmoebaNr[xx][yy] == old_group_nr)
2244 AmoebaNr[xx][yy] = new_group_nr;
2249 void AmoebeUmwandeln(int ax, int ay)
2252 int group_nr = AmoebaNr[ax][ay];
2253 static int xy[4][2] =
2261 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2263 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2265 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2268 Feld[x][y] = EL_AMOEBA2DIAM;
2280 if (!IN_LEV_FIELD(x, y))
2283 if (Feld[x][y] == EL_AMOEBA2DIAM)
2289 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2292 int group_nr = AmoebaNr[ax][ay];
2293 boolean done = FALSE;
2295 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2297 if (AmoebaNr[x][y] == group_nr &&
2298 (Feld[x][y] == EL_AMOEBE_TOT ||
2299 Feld[x][y] == EL_AMOEBE_BD ||
2300 Feld[x][y] == EL_AMOEBING))
2303 Feld[x][y] = new_element;
2304 DrawLevelField(x, y);
2310 PlaySoundLevel(ax, ay,
2311 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2314 void AmoebeWaechst(int x, int y)
2316 static long sound_delay = 0;
2317 static int sound_delay_value = 0;
2319 if (!MovDelay[x][y]) /* start new growing cycle */
2323 if (DelayReached(&sound_delay, sound_delay_value))
2325 PlaySoundLevel(x, y, SND_AMOEBE);
2326 sound_delay_value = 30;
2330 if (MovDelay[x][y]) /* wait some time before growing bigger */
2333 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2334 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING+3-MovDelay[x][y]/2);
2336 if (!MovDelay[x][y])
2338 Feld[x][y] = Store[x][y];
2340 DrawLevelField(x, y);
2345 void AmoebeAbleger(int ax, int ay)
2348 int element = Feld[ax][ay];
2349 int newax = ax, neway = ay;
2350 static int xy[4][2] =
2358 if (!level.tempo_amoebe)
2360 Feld[ax][ay] = EL_AMOEBE_TOT;
2361 DrawLevelField(ax, ay);
2365 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2366 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2368 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2371 if (MovDelay[ax][ay])
2375 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2378 int x = ax+xy[start][0];
2379 int y = ay+xy[start][1];
2381 if (!IN_LEV_FIELD(x, y))
2384 if (IS_FREE(x, y) ||
2385 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2391 if (newax == ax && neway == ay)
2394 else /* normal or "filled" amoeba */
2397 boolean waiting_for_player = FALSE;
2401 int j = (start+i)%4;
2402 int x = ax+xy[j][0];
2403 int y = ay+xy[j][1];
2405 if (!IN_LEV_FIELD(x, y))
2408 if (IS_FREE(x, y) ||
2409 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2415 else if (IS_PLAYER(x, y))
2416 waiting_for_player = TRUE;
2419 if (newax == ax && neway == ay)
2421 if (i == 4 && !waiting_for_player)
2423 Feld[ax][ay] = EL_AMOEBE_TOT;
2424 DrawLevelField(ax, ay);
2425 AmoebaCnt[AmoebaNr[ax][ay]]--;
2427 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* amoeba is completely dead */
2429 if (element == EL_AMOEBE_VOLL)
2430 AmoebeUmwandeln(ax, ay);
2431 else if (element == EL_AMOEBE_BD)
2432 AmoebeUmwandeln2(ax, ay, level.amoebe_inhalt);
2437 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2439 int new_group_nr = AmoebaNr[ax][ay];
2441 AmoebaNr[newax][neway] = new_group_nr;
2442 AmoebaCnt[new_group_nr]++;
2443 AmoebaCnt2[new_group_nr]++;
2444 AmoebenVereinigen(newax, neway);
2446 if (AmoebaCnt2[new_group_nr] >= 200 && element == EL_AMOEBE_BD)
2448 AmoebeUmwandeln2(newax, neway, EL_FELSBROCKEN);
2454 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax, neway) ||
2455 (neway == lev_fieldy-1 && newax!=ax))
2457 Feld[newax][neway] = EL_AMOEBING;
2458 Store[newax][neway] = element;
2460 else if (neway == ay)
2461 Feld[newax][neway] = EL_TROPFEN;
2464 InitMovingField(ax, ay, MV_DOWN);
2465 Feld[ax][ay] = EL_TROPFEN;
2466 Store[ax][ay] = EL_AMOEBE_NASS;
2467 ContinueMoving(ax, ay);
2471 DrawLevelField(newax, neway);
2474 void Life(int ax, int ay)
2477 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2479 int element = Feld[ax][ay];
2484 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2485 MovDelay[ax][ay] = life_time;
2487 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2490 if (MovDelay[ax][ay])
2494 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2496 int xx = ax+x1, yy = ay+y1;
2499 if (!IN_LEV_FIELD(xx, yy))
2502 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2504 int x = xx+x2, y = yy+y2;
2506 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2509 if (((Feld[x][y] == element ||
2510 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2512 (IS_FREE(x, y) && Stop[x][y]))
2516 if (xx == ax && yy == ay) /* field in the middle */
2518 if (nachbarn<life[0] || nachbarn>life[1])
2520 Feld[xx][yy] = EL_LEERRAUM;
2522 DrawLevelField(xx, yy);
2523 Stop[xx][yy] = TRUE;
2526 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2527 { /* free border field */
2528 if (nachbarn>=life[2] && nachbarn<=life[3])
2530 Feld[xx][yy] = element;
2531 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2533 DrawLevelField(xx, yy);
2534 Stop[xx][yy] = TRUE;
2540 void Ablenk(int x, int y)
2542 if (!MovDelay[x][y]) /* next animation frame */
2543 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2545 if (MovDelay[x][y]) /* wait some time before next frame */
2550 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2551 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2552 if (!(MovDelay[x][y]%4))
2553 PlaySoundLevel(x, y, SND_MIEP);
2558 Feld[x][y] = EL_ABLENK_AUS;
2559 DrawLevelField(x, y);
2560 if (ZX == x && ZY == y)
2564 void Birne(int x, int y)
2566 if (!MovDelay[x][y]) /* next animation frame */
2567 MovDelay[x][y] = 800;
2569 if (MovDelay[x][y]) /* wait some time before next frame */
2574 if (!(MovDelay[x][y]%5))
2576 if (!(MovDelay[x][y]%10))
2577 Feld[x][y]=EL_ABLENK_EIN;
2579 Feld[x][y]=EL_ABLENK_AUS;
2580 DrawLevelField(x, y);
2581 Feld[x][y]=EL_ABLENK_EIN;
2587 Feld[x][y]=EL_ABLENK_AUS;
2588 DrawLevelField(x, y);
2589 if (ZX == x && ZY == y)
2593 void Blubber(int x, int y)
2595 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2596 DrawLevelField(x, y-1);
2598 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2601 void NussKnacken(int x, int y)
2603 if (!MovDelay[x][y]) /* next animation frame */
2606 if (MovDelay[x][y]) /* wait some time before next frame */
2609 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2610 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2612 if (!MovDelay[x][y])
2614 Feld[x][y] = EL_EDELSTEIN;
2615 DrawLevelField(x, y);
2620 void SiebAktivieren(int x, int y, int typ)
2622 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2623 DrawGraphic(SCREENX(x), SCREENY(y),
2624 (typ == 1 ? GFX_SIEB_VOLL :
2625 GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4);
2628 void AusgangstuerPruefen(int x, int y)
2630 if (!local_player->gems_still_needed &&
2631 !local_player->sokobanfields_still_needed &&
2632 !local_player->lights_still_needed)
2634 Feld[x][y] = EL_AUSGANG_ACT;
2636 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2637 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2638 y < LEVELY(BY1) ? LEVELY(BY1) :
2639 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2644 void AusgangstuerOeffnen(int x, int y)
2648 if (!MovDelay[x][y]) /* next animation frame */
2649 MovDelay[x][y] = 5*delay;
2651 if (MovDelay[x][y]) /* wait some time before next frame */
2656 tuer = MovDelay[x][y]/delay;
2657 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2658 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2660 if (!MovDelay[x][y])
2662 Feld[x][y] = EL_AUSGANG_AUF;
2663 DrawLevelField(x, y);
2668 void AusgangstuerBlinken(int x, int y)
2670 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2673 void EdelsteinFunkeln(int x, int y)
2675 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2678 if (Feld[x][y] == EL_EDELSTEIN_BD)
2679 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2682 if (!MovDelay[x][y]) /* next animation frame */
2683 MovDelay[x][y] = 11 * !SimpleRND(500);
2685 if (MovDelay[x][y]) /* wait some time before next frame */
2689 if (setup.direct_draw && MovDelay[x][y])
2690 SetDrawtoField(DRAW_BUFFERED);
2692 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2696 int phase = (MovDelay[x][y]-1)/2;
2701 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2703 if (setup.direct_draw)
2707 dest_x = FX + SCREENX(x)*TILEX;
2708 dest_y = FY + SCREENY(y)*TILEY;
2710 XCopyArea(display, drawto_field, window, gc,
2711 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2712 SetDrawtoField(DRAW_DIRECT);
2719 void MauerWaechst(int x, int y)
2723 if (!MovDelay[x][y]) /* next animation frame */
2724 MovDelay[x][y] = 3*delay;
2726 if (MovDelay[x][y]) /* wait some time before next frame */
2731 phase = 2-MovDelay[x][y]/delay;
2732 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2733 DrawGraphic(SCREENX(x), SCREENY(y),
2734 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2735 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2736 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2737 GFX_MAUER_DOWN ) + phase);
2739 if (!MovDelay[x][y])
2741 if (MovDir[x][y] == MV_LEFT)
2743 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2744 DrawLevelField(x-1, y);
2746 else if (MovDir[x][y] == MV_RIGHT)
2748 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2749 DrawLevelField(x+1, y);
2751 else if (MovDir[x][y] == MV_UP)
2753 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2754 DrawLevelField(x, y-1);
2758 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2759 DrawLevelField(x, y+1);
2762 Feld[x][y] = Store[x][y];
2764 MovDir[x][y] = MV_NO_MOVING;
2765 DrawLevelField(x, y);
2770 void MauerAbleger(int ax, int ay)
2772 int element = Feld[ax][ay];
2773 boolean oben_frei = FALSE, unten_frei = FALSE;
2774 boolean links_frei = FALSE, rechts_frei = FALSE;
2775 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2776 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2778 if (!MovDelay[ax][ay]) /* start building new wall */
2779 MovDelay[ax][ay] = 6;
2781 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2784 if (MovDelay[ax][ay])
2788 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2790 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2792 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2794 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2797 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2801 Feld[ax][ay-1] = EL_MAUERND;
2802 Store[ax][ay-1] = element;
2803 MovDir[ax][ay-1] = MV_UP;
2804 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
2805 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
2809 Feld[ax][ay+1] = EL_MAUERND;
2810 Store[ax][ay+1] = element;
2811 MovDir[ax][ay+1] = MV_DOWN;
2812 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
2813 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
2817 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2818 element == EL_MAUER_LEBT)
2822 Feld[ax-1][ay] = EL_MAUERND;
2823 Store[ax-1][ay] = element;
2824 MovDir[ax-1][ay] = MV_LEFT;
2825 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
2826 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
2830 Feld[ax+1][ay] = EL_MAUERND;
2831 Store[ax+1][ay] = element;
2832 MovDir[ax+1][ay] = MV_RIGHT;
2833 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
2834 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
2838 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2839 DrawLevelField(ax, ay);
2841 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
2843 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
2844 unten_massiv = TRUE;
2845 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
2846 links_massiv = TRUE;
2847 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
2848 rechts_massiv = TRUE;
2850 if (((oben_massiv && unten_massiv) ||
2851 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2852 ((links_massiv && rechts_massiv) ||
2853 element == EL_MAUER_Y))
2854 Feld[ax][ay] = EL_MAUERWERK;
2857 void CheckForDragon(int x, int y)
2860 boolean dragon_found = FALSE;
2861 static int xy[4][2] =
2873 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2875 if (IN_LEV_FIELD(xx, yy) &&
2876 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2878 if (Feld[xx][yy] == EL_DRACHE)
2879 dragon_found = TRUE;
2892 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2894 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
2896 Feld[xx][yy] = EL_LEERRAUM;
2897 DrawLevelField(xx, yy);
2906 static void PlayerActions(struct PlayerInfo *player, byte player_action)
2908 static byte stored_player_action[MAX_PLAYERS];
2909 static int num_stored_actions = 0;
2910 static boolean save_tape_entry = FALSE;
2911 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
2912 int jx = player->jx, jy = player->jy;
2913 int left = player_action & JOY_LEFT;
2914 int right = player_action & JOY_RIGHT;
2915 int up = player_action & JOY_UP;
2916 int down = player_action & JOY_DOWN;
2917 int button1 = player_action & JOY_BUTTON_1;
2918 int button2 = player_action & JOY_BUTTON_2;
2919 int dx = (left ? -1 : right ? 1 : 0);
2920 int dy = (up ? -1 : down ? 1 : 0);
2922 stored_player_action[player->index_nr] = 0;
2923 num_stored_actions++;
2925 if (!player->active || player->gone || tape.pausing)
2930 save_tape_entry = TRUE;
2931 player->frame_reset_delay = 0;
2934 snapped = SnapField(player, dx, dy);
2938 bombed = PlaceBomb(player);
2939 moved = MoveFigure(player, dx, dy);
2942 if (tape.recording && (moved || snapped || bombed))
2944 if (bombed && !moved)
2945 player_action &= JOY_BUTTON;
2947 stored_player_action[player->index_nr] = player_action;
2950 /* this allows cycled sequences of PlayerActions() */
2951 if (num_stored_actions >= MAX_PLAYERS)
2953 TapeRecordAction(stored_player_action);
2954 num_stored_actions = 0;
2959 else if (tape.playing && snapped)
2960 SnapField(player, 0, 0); /* stop snapping */
2964 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
2965 SnapField(player, 0, 0);
2966 if (++player->frame_reset_delay > MoveSpeed)
2970 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
2972 TapeRecordAction(stored_player_action);
2973 num_stored_actions = 0;
2974 save_tape_entry = FALSE;
2977 if (tape.playing && !tape.pausing && !player_action &&
2978 tape.counter < tape.length)
2981 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2983 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
2984 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
2986 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2988 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2990 int el = Feld[jx+dx][jy];
2991 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
2993 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2995 player->MovDir = next_joy;
2996 player->Frame = FrameCounter % 4;
2997 player->Pushing = TRUE;
3006 static long action_delay = 0;
3007 long action_delay_value;
3008 int sieb_x = 0, sieb_y = 0;
3009 int i, x, y, element;
3010 byte *recorded_player_action;
3011 byte summarized_player_action = 0;
3013 if (game_status != PLAYING)
3016 action_delay_value =
3017 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3019 /* main game synchronization point */
3020 WaitUntilDelayReached(&action_delay, action_delay_value);
3022 if (network_playing && !network_player_action_received)
3026 printf("DEBUG: try to get network player actions in time\n");
3030 /* last chance to get network player actions without main loop delay */
3033 if (game_status != PLAYING)
3036 if (!network_player_action_received)
3040 printf("DEBUG: failed to get network player actions in time\n");
3049 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3051 else if (tape.recording)
3060 else if (tape.recording)
3063 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3065 for (i=0; i<MAX_PLAYERS; i++)
3067 summarized_player_action |= stored_player[i].action;
3069 if (!network_playing)
3070 stored_player[i].effective_action = stored_player[i].action;
3073 if (network_playing)
3074 SendToServer_MovePlayer(summarized_player_action);
3076 if (!options.network && !setup.team_mode)
3077 local_player->effective_action = summarized_player_action;
3079 for (i=0; i<MAX_PLAYERS; i++)
3081 int actual_player_action = stored_player[i].effective_action;
3083 if (recorded_player_action)
3084 actual_player_action = recorded_player_action[i];
3086 PlayerActions(&stored_player[i], actual_player_action);
3087 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3090 network_player_action_received = FALSE;
3092 ScrollScreen(NULL, SCROLL_GO_ON);
3096 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3098 else if (tape.recording)
3108 if (TimeFrames == 0 && !local_player->gone)
3110 extern unsigned int last_RND();
3112 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3113 level.time - TimeLeft,
3115 getStateCheckSum(level.time - TimeLeft));
3124 if (GameFrameDelay >= 500)
3125 printf("FrameCounter == %d\n", FrameCounter);
3136 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3139 if (JustHit[x][y]>0)
3143 if (IS_BLOCKED(x, y))
3147 Blocked2Moving(x, y, &oldx, &oldy);
3148 if (!IS_MOVING(oldx, oldy))
3150 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3151 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3152 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3153 printf("GameActions(): This should never happen!\n");
3159 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3161 element = Feld[x][y];
3163 if (IS_INACTIVE(element))
3166 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3170 if (IS_GEM(element))
3171 EdelsteinFunkeln(x, y);
3173 else if (IS_MOVING(x, y))
3174 ContinueMoving(x, y);
3175 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3176 CheckDynamite(x, y);
3177 else if (element == EL_EXPLODING)
3178 Explode(x, y, Frame[x][y], EX_NORMAL);
3179 else if (element == EL_AMOEBING)
3180 AmoebeWaechst(x, y);
3181 else if (IS_AMOEBALIVE(element))
3182 AmoebeAbleger(x, y);
3183 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3185 else if (element == EL_ABLENK_EIN)
3187 else if (element == EL_SALZSAEURE)
3189 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3191 else if (element == EL_CRACKINGNUT)
3193 else if (element == EL_AUSGANG_ZU)
3194 AusgangstuerPruefen(x, y);
3195 else if (element == EL_AUSGANG_ACT)
3196 AusgangstuerOeffnen(x, y);
3197 else if (element == EL_AUSGANG_AUF)
3198 AusgangstuerBlinken(x, y);
3199 else if (element == EL_MAUERND)
3201 else if (element == EL_MAUER_LEBT ||
3202 element == EL_MAUER_X ||
3203 element == EL_MAUER_Y ||
3204 element == EL_MAUER_XY)
3206 else if (element == EL_BURNING)
3207 CheckForDragon(x, y);
3211 boolean sieb = FALSE;
3212 int jx = local_player->jx, jy = local_player->jy;
3214 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3215 Store[x][y] == EL_SIEB_LEER)
3217 SiebAktivieren(x, y, 1);
3220 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3221 Store[x][y] == EL_SIEB2_LEER)
3223 SiebAktivieren(x, y, 2);
3227 /* play the element sound at the position nearest to the player */
3228 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3239 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3243 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3245 element = Feld[x][y];
3246 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3248 Feld[x][y] = EL_SIEB_TOT;
3249 DrawLevelField(x, y);
3251 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3253 Feld[x][y] = EL_SIEB2_TOT;
3254 DrawLevelField(x, y);
3260 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3265 if (tape.recording || tape.playing)
3266 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3269 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3271 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3274 for (i=0; i<MAX_PLAYERS; i++)
3275 KillHero(&stored_player[i]);
3281 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3283 int min_x = x, min_y = y, max_x = x, max_y = y;
3286 for (i=0; i<MAX_PLAYERS; i++)
3288 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3290 if (!stored_player[i].active || stored_player[i].gone ||
3291 &stored_player[i] == player)
3294 min_x = MIN(min_x, jx);
3295 min_y = MIN(min_y, jy);
3296 max_x = MAX(max_x, jx);
3297 max_y = MAX(max_y, jy);
3300 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3303 static boolean AllPlayersInVisibleScreen()
3307 for (i=0; i<MAX_PLAYERS; i++)
3309 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3311 if (!stored_player[i].active || stored_player[i].gone)
3314 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3321 void ScrollLevel(int dx, int dy)
3323 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3326 XCopyArea(display, drawto_field, drawto_field, gc,
3327 FX + TILEX*(dx == -1) - softscroll_offset,
3328 FY + TILEY*(dy == -1) - softscroll_offset,
3329 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3330 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3331 FX + TILEX*(dx == 1) - softscroll_offset,
3332 FY + TILEY*(dy == 1) - softscroll_offset);
3336 x = (dx == 1 ? BX1 : BX2);
3337 for (y=BY1; y<=BY2; y++)
3338 DrawScreenField(x, y);
3342 y = (dy == 1 ? BY1 : BY2);
3343 for (x=BX1; x<=BX2; x++)
3344 DrawScreenField(x, y);
3347 redraw_mask |= REDRAW_FIELD;
3350 boolean MoveFigureOneStep(struct PlayerInfo *player,
3351 int dx, int dy, int real_dx, int real_dy)
3353 int jx = player->jx, jy = player->jy;
3354 int new_jx = jx+dx, new_jy = jy+dy;
3358 if (player->gone || (!dx && !dy))
3359 return MF_NO_ACTION;
3361 player->MovDir = (dx < 0 ? MV_LEFT :
3364 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3366 if (!IN_LEV_FIELD(new_jx, new_jy))
3367 return MF_NO_ACTION;
3369 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3370 return MF_NO_ACTION;
3372 element = MovingOrBlocked2Element(new_jx, new_jy);
3374 if (DONT_GO_TO(element))
3376 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3379 Feld[jx][jy] = EL_SPIELFIGUR;
3380 InitMovingField(jx, jy, MV_DOWN);
3381 Store[jx][jy] = EL_SALZSAEURE;
3382 ContinueMoving(jx, jy);
3391 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3392 if (can_move != MF_MOVING)
3395 StorePlayer[jx][jy] = 0;
3396 player->last_jx = jx;
3397 player->last_jy = jy;
3398 jx = player->jx = new_jx;
3399 jy = player->jy = new_jy;
3400 StorePlayer[jx][jy] = player->element_nr;
3402 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3404 ScrollFigure(player, SCROLL_INIT);
3409 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3411 int jx = player->jx, jy = player->jy;
3412 int old_jx = jx, old_jy = jy;
3413 int moved = MF_NO_ACTION;
3415 if (player->gone || (!dx && !dy))
3418 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3423 /* should only happen if pre-1.2 tape recordings are played */
3424 /* this is only for backward compatibility */
3427 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3430 while (player->MovPos)
3432 ScrollFigure(player, SCROLL_GO_ON);
3433 ScrollScreen(NULL, SCROLL_GO_ON);
3440 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3442 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3443 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3447 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3448 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3454 if (moved & MF_MOVING && !ScreenMovPos &&
3455 (player == local_player || !options.network))
3457 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3458 int offset = (setup.scroll_delay ? 3 : 0);
3460 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3462 /* actual player has left the screen -- scroll in that direction */
3463 if (jx != old_jx) /* player has moved horizontally */
3464 scroll_x += (jx - old_jx);
3465 else /* player has moved vertically */
3466 scroll_y += (jy - old_jy);
3470 if (jx != old_jx) /* player has moved horizontally */
3472 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3473 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3474 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3476 /* don't scroll over playfield boundaries */
3477 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3478 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3480 /* don't scroll more than one field at a time */
3481 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3483 /* don't scroll against the player's moving direction */
3484 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3485 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3486 scroll_x = old_scroll_x;
3488 else /* player has moved vertically */
3490 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3491 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3492 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3494 /* don't scroll over playfield boundaries */
3495 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3496 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3498 /* don't scroll more than one field at a time */
3499 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3501 /* don't scroll against the player's moving direction */
3502 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3503 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3504 scroll_y = old_scroll_y;
3508 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3510 if (!options.network && !AllPlayersInVisibleScreen())
3512 scroll_x = old_scroll_x;
3513 scroll_y = old_scroll_y;
3517 ScrollScreen(player, SCROLL_INIT);
3518 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3523 if (!(moved & MF_MOVING) && !player->Pushing)
3526 player->Frame = (player->Frame + 1) % 4;
3528 if (moved & MF_MOVING)
3530 if (old_jx != jx && old_jy == jy)
3531 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3532 else if (old_jx == jx && old_jy != jy)
3533 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3535 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3537 player->last_move_dir = player->MovDir;
3540 player->last_move_dir = MV_NO_MOVING;
3542 TestIfHeroHitsBadThing(jx, jy);
3550 void ScrollFigure(struct PlayerInfo *player, int mode)
3552 int jx = player->jx, jy = player->jy;
3553 int last_jx = player->last_jx, last_jy = player->last_jy;
3555 if (!player->active || player->gone || !player->MovPos)
3558 if (mode == SCROLL_INIT)
3560 player->actual_frame_counter = FrameCounter;
3561 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3563 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3564 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3569 else if (!FrameReached(&player->actual_frame_counter, 1))
3572 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3573 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3575 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3576 Feld[last_jx][last_jy] = EL_LEERRAUM;
3580 if (!player->MovPos)
3582 player->last_jx = jx;
3583 player->last_jy = jy;
3585 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3589 if (!local_player->friends_still_needed)
3590 player->LevelSolved = player->GameOver = TRUE;
3595 void ScrollScreen(struct PlayerInfo *player, int mode)
3597 static long screen_frame_counter = 0;
3599 if (mode == SCROLL_INIT)
3601 screen_frame_counter = FrameCounter;
3602 ScreenMovDir = player->MovDir;
3603 ScreenMovPos = player->MovPos;
3604 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3607 else if (!FrameReached(&screen_frame_counter, 1))
3612 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3613 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3614 redraw_mask |= REDRAW_FIELD;
3617 ScreenMovDir = MV_NO_MOVING;
3620 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3622 int i, killx = goodx, killy = goody;
3623 static int xy[4][2] =
3630 static int harmless[4] =
3642 x = goodx + xy[i][0];
3643 y = goody + xy[i][1];
3644 if (!IN_LEV_FIELD(x, y))
3647 element = Feld[x][y];
3649 if (DONT_TOUCH(element))
3651 if (MovDir[x][y] == harmless[i])
3660 if (killx != goodx || killy != goody)
3662 if (IS_PLAYER(goodx, goody))
3663 KillHero(PLAYERINFO(goodx, goody));
3669 void TestIfBadThingHitsGoodThing(int badx, int bady)
3671 int i, killx = badx, killy = bady;
3672 static int xy[4][2] =
3679 static int harmless[4] =
3691 x = badx + xy[i][0];
3692 y = bady + xy[i][1];
3693 if (!IN_LEV_FIELD(x, y))
3696 element = Feld[x][y];
3698 if (IS_PLAYER(x, y))
3704 else if (element == EL_PINGUIN)
3706 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3715 if (killx != badx || killy != bady)
3717 if (IS_PLAYER(killx, killy))
3718 KillHero(PLAYERINFO(killx, killy));
3724 void TestIfHeroHitsBadThing(int x, int y)
3726 TestIfGoodThingHitsBadThing(x, y);
3729 void TestIfBadThingHitsHero(int x, int y)
3731 TestIfBadThingHitsGoodThing(x, y);
3734 void TestIfFriendHitsBadThing(int x, int y)
3736 TestIfGoodThingHitsBadThing(x, y);
3739 void TestIfBadThingHitsFriend(int x, int y)
3741 TestIfBadThingHitsGoodThing(x, y);
3744 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3746 int i, killx = badx, killy = bady;
3747 static int xy[4][2] =
3761 if (!IN_LEV_FIELD(x, y))
3764 element = Feld[x][y];
3765 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3766 element == EL_AMOEBING || element == EL_TROPFEN)
3774 if (killx != badx || killy != bady)
3778 void KillHero(struct PlayerInfo *player)
3780 int jx = player->jx, jy = player->jy;
3785 if (IS_PFORTE(Feld[jx][jy]))
3786 Feld[jx][jy] = EL_LEERRAUM;
3792 void BuryHero(struct PlayerInfo *player)
3794 int jx = player->jx, jy = player->jy;
3799 PlaySoundLevel(jx, jy, SND_AUTSCH);
3800 PlaySoundLevel(jx, jy, SND_LACHEN);
3802 player->GameOver = TRUE;
3806 void RemoveHero(struct PlayerInfo *player)
3808 int jx = player->jx, jy = player->jy;
3809 int i, found = FALSE;
3811 player->gone = TRUE;
3812 StorePlayer[jx][jy] = 0;
3814 for (i=0; i<MAX_PLAYERS; i++)
3815 if (stored_player[i].active && !stored_player[i].gone)
3819 AllPlayersGone = TRUE;
3825 int DigField(struct PlayerInfo *player,
3826 int x, int y, int real_dx, int real_dy, int mode)
3828 int jx = player->jx, jy = player->jy;
3829 int dx = x - jx, dy = y - jy;
3832 if (!player->MovPos)
3833 player->Pushing = FALSE;
3835 if (mode == DF_NO_PUSH)
3837 player->push_delay = 0;
3838 return MF_NO_ACTION;
3841 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
3842 return MF_NO_ACTION;
3844 element = Feld[x][y];
3852 Feld[x][y] = EL_LEERRAUM;
3856 case EL_EDELSTEIN_BD:
3857 case EL_EDELSTEIN_GELB:
3858 case EL_EDELSTEIN_ROT:
3859 case EL_EDELSTEIN_LILA:
3862 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3863 if (local_player->gems_still_needed < 0)
3864 local_player->gems_still_needed = 0;
3865 RaiseScoreElement(element);
3866 DrawText(DX_EMERALDS, DY_EMERALDS,
3867 int2str(local_player->gems_still_needed, 3),
3868 FS_SMALL, FC_YELLOW);
3869 PlaySoundLevel(x, y, SND_PONG);
3872 case EL_DYNAMIT_AUS:
3875 RaiseScoreElement(EL_DYNAMIT);
3876 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3877 int2str(local_player->dynamite, 3),
3878 FS_SMALL, FC_YELLOW);
3879 PlaySoundLevel(x, y, SND_PONG);
3882 case EL_DYNABOMB_NR:
3884 player->dynabomb_count++;
3885 player->dynabombs_left++;
3886 RaiseScoreElement(EL_DYNAMIT);
3887 PlaySoundLevel(x, y, SND_PONG);
3890 case EL_DYNABOMB_SZ:
3892 player->dynabomb_size++;
3893 RaiseScoreElement(EL_DYNAMIT);
3894 PlaySoundLevel(x, y, SND_PONG);
3897 case EL_DYNABOMB_XL:
3899 player->dynabomb_xl = TRUE;
3900 RaiseScoreElement(EL_DYNAMIT);
3901 PlaySoundLevel(x, y, SND_PONG);
3904 case EL_SCHLUESSEL1:
3905 case EL_SCHLUESSEL2:
3906 case EL_SCHLUESSEL3:
3907 case EL_SCHLUESSEL4:
3909 int key_nr = element-EL_SCHLUESSEL1;
3912 player->key[key_nr] = TRUE;
3913 RaiseScoreElement(EL_SCHLUESSEL);
3914 DrawMiniGraphicExt(drawto, gc,
3915 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
3916 GFX_SCHLUESSEL1+key_nr);
3917 DrawMiniGraphicExt(window, gc,
3918 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
3919 GFX_SCHLUESSEL1+key_nr);
3920 PlaySoundLevel(x, y, SND_PONG);
3925 Feld[x][y] = EL_ABLENK_EIN;
3928 DrawLevelField(x, y);
3932 case EL_FELSBROCKEN:
3936 if (dy || mode == DF_SNAP)
3937 return MF_NO_ACTION;
3939 player->Pushing = TRUE;
3941 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
3942 return MF_NO_ACTION;
3946 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3947 return MF_NO_ACTION;
3950 if (player->push_delay == 0)
3951 player->push_delay = FrameCounter;
3952 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3954 return MF_NO_ACTION;
3957 Feld[x+dx][y+dy] = element;
3959 player->push_delay_value = 2+RND(8);
3961 DrawLevelField(x+dx, y+dy);
3962 if (element == EL_FELSBROCKEN)
3963 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
3964 else if (element == EL_KOKOSNUSS)
3965 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
3967 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
3974 if (!player->key[element-EL_PFORTE1])
3975 return MF_NO_ACTION;
3982 if (!player->key[element-EL_PFORTE1X])
3983 return MF_NO_ACTION;
3987 case EL_AUSGANG_ACT:
3988 /* door is not (yet) open */
3989 return MF_NO_ACTION;
3992 case EL_AUSGANG_AUF:
3993 if (mode == DF_SNAP)
3994 return MF_NO_ACTION;
3996 PlaySoundLevel(x, y, SND_BUING);
3999 player->gone = TRUE;
4000 PlaySoundLevel(x, y, SND_BUING);
4002 if (!local_player->friends_still_needed)
4003 player->LevelSolved = player->GameOver = TRUE;
4009 Feld[x][y] = EL_BIRNE_EIN;
4010 local_player->lights_still_needed--;
4011 DrawLevelField(x, y);
4012 PlaySoundLevel(x, y, SND_DENG);
4017 Feld[x][y] = EL_ZEIT_LEER;
4019 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4020 DrawLevelField(x, y);
4021 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4025 case EL_SOKOBAN_FELD_LEER:
4028 case EL_SOKOBAN_FELD_VOLL:
4029 case EL_SOKOBAN_OBJEKT:
4031 if (mode == DF_SNAP)
4032 return MF_NO_ACTION;
4034 player->Pushing = TRUE;
4036 if (!IN_LEV_FIELD(x+dx, y+dy)
4037 || (!IS_FREE(x+dx, y+dy)
4038 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4039 || !IS_SB_ELEMENT(element))))
4040 return MF_NO_ACTION;
4044 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4045 return MF_NO_ACTION;
4047 else if (dy && real_dx)
4049 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4050 return MF_NO_ACTION;
4053 if (player->push_delay == 0)
4054 player->push_delay = FrameCounter;
4055 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4057 return MF_NO_ACTION;
4059 if (IS_SB_ELEMENT(element))
4061 if (element == EL_SOKOBAN_FELD_VOLL)
4063 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4064 local_player->sokobanfields_still_needed++;
4069 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4071 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4072 local_player->sokobanfields_still_needed--;
4073 if (element == EL_SOKOBAN_OBJEKT)
4074 PlaySoundLevel(x, y, SND_DENG);
4077 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4082 Feld[x+dx][y+dy] = element;
4085 player->push_delay_value = 2;
4087 DrawLevelField(x, y);
4088 DrawLevelField(x+dx, y+dy);
4089 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4091 if (IS_SB_ELEMENT(element) &&
4092 local_player->sokobanfields_still_needed == 0 &&
4093 game_emulation == EMU_SOKOBAN)
4095 player->LevelSolved = player->GameOver = TRUE;
4096 PlaySoundLevel(x, y, SND_BUING);
4108 return MF_NO_ACTION;
4112 player->push_delay = 0;
4117 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4119 int jx = player->jx, jy = player->jy;
4120 int x = jx + dx, y = jy + dy;
4122 if (player->gone || !IN_LEV_FIELD(x, y))
4130 player->snapped = FALSE;
4134 if (player->snapped)
4137 player->MovDir = (dx < 0 ? MV_LEFT :
4140 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4142 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4145 player->snapped = TRUE;
4146 DrawLevelField(x, y);
4152 boolean PlaceBomb(struct PlayerInfo *player)
4154 int jx = player->jx, jy = player->jy;
4157 if (player->gone || player->MovPos)
4160 element = Feld[jx][jy];
4162 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4163 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4164 element == EL_EXPLODING)
4167 if (element != EL_LEERRAUM)
4168 Store[jx][jy] = element;
4170 if (player->dynamite)
4172 Feld[jx][jy] = EL_DYNAMIT;
4173 MovDelay[jx][jy] = 96;
4175 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4176 FS_SMALL, FC_YELLOW);
4177 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4178 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4182 Feld[jx][jy] = EL_DYNABOMB;
4183 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4184 MovDelay[jx][jy] = 96;
4185 player->dynabombs_left--;
4186 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4187 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4193 void PlaySoundLevel(int x, int y, int sound_nr)
4195 int sx = SCREENX(x), sy = SCREENY(y);
4197 int silence_distance = 8;
4199 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4200 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4203 if (!IN_LEV_FIELD(x, y) ||
4204 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4205 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4208 volume = PSND_MAX_VOLUME;
4211 stereo = (sx-SCR_FIELDX/2)*12;
4213 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4214 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4215 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4218 if (!IN_SCR_FIELD(sx, sy))
4220 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4221 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4223 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4226 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4229 void RaiseScore(int value)
4231 local_player->score += value;
4232 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4233 FS_SMALL, FC_YELLOW);
4236 void RaiseScoreElement(int element)
4241 case EL_EDELSTEIN_BD:
4242 case EL_EDELSTEIN_GELB:
4243 case EL_EDELSTEIN_ROT:
4244 case EL_EDELSTEIN_LILA:
4245 RaiseScore(level.score[SC_EDELSTEIN]);
4248 RaiseScore(level.score[SC_DIAMANT]);
4252 RaiseScore(level.score[SC_KAEFER]);
4256 RaiseScore(level.score[SC_FLIEGER]);
4260 RaiseScore(level.score[SC_MAMPFER]);
4263 RaiseScore(level.score[SC_ROBOT]);
4266 RaiseScore(level.score[SC_PACMAN]);
4269 RaiseScore(level.score[SC_KOKOSNUSS]);
4272 RaiseScore(level.score[SC_DYNAMIT]);
4275 RaiseScore(level.score[SC_SCHLUESSEL]);