1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * ©1995 Artsoft Development *
6 * 33659 Bielefeld-Senne *
7 * Telefon: (0521) 493245 *
8 * eMail: aeglos@valinor.owl.de *
9 * aeglos@uni-paderborn.de *
10 * q99492@pbhrzx.uni-paderborn.de *
11 *----------------------------------------------------------*
13 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = joystick_nr;
30 if (sound_status==SOUND_OFF)
31 local_player->setup &= ~SETUP_SOUND;
32 if (!sound_loops_allowed)
34 local_player->setup &= ~SETUP_SOUND_LOOPS;
35 local_player->setup &= ~SETUP_SOUND_MUSIC;
38 sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 toons_on = SETUP_TOONS_ON(local_player->setup);
42 direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 fading_on = SETUP_FADING_ON(local_player->setup);
44 autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
45 joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
46 quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
47 scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
48 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
51 if (joystick_nr != old_joystick_nr)
54 close(joystick_device);
63 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
64 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
66 for(i=0; i<MAX_PLAYERS; i++)
68 struct PlayerInfo *player = &stored_player[i];
71 player->active = FALSE;
72 player->local = FALSE;
75 player->gems_still_needed = level.edelsteine;
76 player->sokobanfields_still_needed = 0;
77 player->lights_still_needed = 0;
78 player->friends_still_needed = 0;
81 player->key[j] = FALSE;
84 player->dynabomb_count = 0;
85 player->dynabomb_size = 0;
86 player->dynabombs_left = 0;
87 player->dynabomb_xl = FALSE;
89 player->MovDir = MV_NO_MOVING;
91 player->Pushing = FALSE;
95 player->actual_frame_counter = 0;
97 player->frame_reset_delay = 0;
99 player->push_delay = 0;
100 player->push_delay_value = 5;
102 player->move_delay = 0;
103 player->last_move_dir = MV_NO_MOVING;
105 player->snapped = FALSE;
107 player->gone = FALSE;
109 player->last_jx = player->last_jy = 0;
110 player->jx = player->jy = 0;
112 DigField(player, 0,0,0,0,DF_NO_PUSH);
113 SnapField(player, 0,0);
119 stored_player[i].active = TRUE;
124 player->LevelSolved = FALSE;
125 player->GameOver = FALSE;
128 local_player->active = TRUE;
129 local_player->local = TRUE;
136 TimeLeft = level.time;
138 ScreenMovDir = MV_NO_MOVING;
142 AllPlayersGone = SiebAktiv = FALSE;
144 for(i=0;i<MAX_NUM_AMOEBA;i++)
145 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
147 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
149 Feld[x][y] = Ur[x][y];
150 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
151 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
156 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
158 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
164 Feld[x][y] = EL_SPIELER1;
171 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
172 int jx = player->jx, jy = player->jy;
174 /* remove duplicate players */
175 if (StorePlayer[jx][jy] == Feld[x][y])
176 StorePlayer[jx][jy] = 0;
178 player->active = TRUE;
180 StorePlayer[x][y] = Feld[x][y];
181 Feld[x][y] = EL_LEERRAUM;
182 player->jx = player->last_jx = x;
183 player->jy = player->last_jy = y;
187 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
188 Feld[x][y] = EL_BADEWANNE1;
189 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
190 Feld[x][y] = EL_BADEWANNE2;
191 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
192 Feld[x][y] = EL_BADEWANNE3;
193 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
194 Feld[x][y] = EL_BADEWANNE4;
195 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
196 Feld[x][y] = EL_BADEWANNE5;
235 Feld[x][y] = EL_AMOEBING;
236 Store[x][y] = EL_AMOEBE_NASS;
243 local_player->lights_still_needed++;
245 case EL_SOKOBAN_FELD_LEER:
246 local_player->sokobanfields_still_needed++;
250 local_player->friends_still_needed++;
254 MovDir[x][y] = 1<<RND(4);
261 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
262 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
264 scroll_x = scroll_y = -1;
265 if (local_player->jx >= MIDPOSX-1)
266 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
267 local_player->jx - MIDPOSX :
268 lev_fieldx - SCR_FIELDX + 1);
269 if (local_player->jy >= MIDPOSY-1)
270 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
271 local_player->jy - MIDPOSY :
272 lev_fieldy - SCR_FIELDY + 1);
274 CloseDoor(DOOR_CLOSE_1);
280 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
281 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
282 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
283 DrawTextExt(pix[PIX_DB_DOOR],gc,
284 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
285 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
286 DrawTextExt(pix[PIX_DB_DOOR],gc,
287 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
288 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
289 DrawTextExt(pix[PIX_DB_DOOR],gc,
290 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
291 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
292 DrawTextExt(pix[PIX_DB_DOOR],gc,
293 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
294 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
295 DrawTextExt(pix[PIX_DB_DOOR],gc,
296 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
297 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
299 DrawGameButton(BUTTON_GAME_STOP);
300 DrawGameButton(BUTTON_GAME_PAUSE);
301 DrawGameButton(BUTTON_GAME_PLAY);
302 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
303 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
304 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
305 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
306 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
307 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
308 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
309 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
311 OpenDoor(DOOR_OPEN_1);
314 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
316 XAutoRepeatOff(display);
319 void InitMovDir(int x, int y)
321 int i, element = Feld[x][y];
322 static int xy[4][2] =
329 static int direction[2][4] =
331 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
332 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
341 Feld[x][y] = EL_KAEFER;
342 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
348 Feld[x][y] = EL_FLIEGER;
349 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
355 Feld[x][y] = EL_BUTTERFLY;
356 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
362 Feld[x][y] = EL_FIREFLY;
363 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
369 Feld[x][y] = EL_PACMAN;
370 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
373 MovDir[x][y] = 1<<RND(4);
374 if (element != EL_KAEFER &&
375 element != EL_FLIEGER &&
376 element != EL_BUTTERFLY &&
377 element != EL_FIREFLY)
387 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
389 if (element==EL_KAEFER || element==EL_BUTTERFLY)
391 MovDir[x][y] = direction[0][i];
394 else if (element==EL_FLIEGER || element==EL_FIREFLY)
396 MovDir[x][y] = direction[1][i];
405 void InitAmoebaNr(int x, int y)
408 int group_nr = AmoebeNachbarNr(x,y);
412 for(i=1;i<MAX_NUM_AMOEBA;i++)
422 AmoebaNr[x][y] = group_nr;
423 AmoebaCnt[group_nr]++;
424 AmoebaCnt2[group_nr]++;
430 int bumplevel = FALSE;
432 local_player->LevelSolved = FALSE;
437 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
442 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
443 if (TimeLeft && !(TimeLeft % 10))
444 RaiseScore(level.score[SC_ZEITBONUS]);
445 if (TimeLeft > 100 && !(TimeLeft % 10))
449 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
460 /* Hero disappears */
461 DrawLevelField(ExitX, ExitY);
467 CloseDoor(DOOR_CLOSE_1);
472 SaveLevelTape(tape.level_nr); /* Ask to save tape */
475 if (level_nr == local_player->handicap &&
476 level_nr < leveldir[leveldir_nr].levels-1)
478 local_player->handicap++;
480 SavePlayerInfo(PLAYER_LEVEL);
483 if ((hi_pos=NewHiScore()) >= 0)
485 game_status = HALLOFFAME;
486 DrawHallOfFame(hi_pos);
487 if (bumplevel && TAPE_IS_EMPTY(tape))
492 game_status = MAINMENU;
493 if (bumplevel && TAPE_IS_EMPTY(tape))
508 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
509 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
512 for(k=0;k<MAX_SCORE_ENTRIES;k++)
514 if (local_player->score > highscore[k].Score)
516 /* Spieler kommt in Highscore-Liste */
518 if (k<MAX_SCORE_ENTRIES-1)
520 int m = MAX_SCORE_ENTRIES-1;
523 for(l=k;l<MAX_SCORE_ENTRIES;l++)
524 if (!strcmp(local_player->alias_name,highscore[l].Name))
526 if (m==k) /* Spieler überschreibt seine alte Position */
532 strcpy(highscore[l].Name,highscore[l-1].Name);
533 highscore[l].Score = highscore[l-1].Score;
540 sprintf(highscore[k].Name,local_player->alias_name);
541 highscore[k].Score = local_player->score;
547 else if (!strcmp(local_player->alias_name,highscore[k].Name))
548 break; /* Spieler schon mit besserer Punktzahl in der Liste */
559 void InitMovingField(int x, int y, int direction)
561 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
562 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
564 MovDir[x][y] = direction;
565 MovDir[newx][newy] = direction;
566 if (Feld[newx][newy] == EL_LEERRAUM)
567 Feld[newx][newy] = EL_BLOCKED;
570 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
572 int direction = MovDir[x][y];
573 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
574 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
580 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
582 int oldx = x, oldy = y;
583 int direction = MovDir[x][y];
585 if (direction==MV_LEFT)
587 else if (direction==MV_RIGHT)
589 else if (direction==MV_UP)
591 else if (direction==MV_DOWN)
594 *comes_from_x = oldx;
595 *comes_from_y = oldy;
598 int MovingOrBlocked2Element(int x, int y)
600 int element = Feld[x][y];
602 if (element==EL_BLOCKED)
606 Blocked2Moving(x,y,&oldx,&oldy);
607 return(Feld[oldx][oldy]);
613 static void RemoveField(int x, int y)
615 Feld[x][y] = EL_LEERRAUM;
621 void RemoveMovingField(int x, int y)
623 int oldx = x,oldy = y, newx = x,newy = y;
625 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
630 Moving2Blocked(x,y,&newx,&newy);
631 if (Feld[newx][newy] != EL_BLOCKED)
634 else if (Feld[x][y]==EL_BLOCKED)
636 Blocked2Moving(x,y,&oldx,&oldy);
637 if (!IS_MOVING(oldx,oldy))
641 if (Feld[x][y]==EL_BLOCKED &&
642 (Store[oldx][oldy]==EL_MORAST_LEER ||
643 Store[oldx][oldy]==EL_SIEB_LEER ||
644 Store[oldx][oldy]==EL_SIEB2_LEER ||
645 Store[oldx][oldy]==EL_AMOEBE_NASS))
647 Feld[oldx][oldy] = Store[oldx][oldy];
648 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
651 Feld[oldx][oldy] = EL_LEERRAUM;
653 Feld[newx][newy] = EL_LEERRAUM;
654 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
655 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
657 DrawLevelField(oldx,oldy);
658 DrawLevelField(newx,newy);
661 void DrawDynamite(int x, int y)
663 int sx = SCREENX(x), sy = SCREENY(y);
664 int graphic = el2gfx(Feld[x][y]);
667 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
671 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
673 if (Feld[x][y]==EL_DYNAMIT)
675 if ((phase = (96-MovDelay[x][y])/12) > 6)
680 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
685 DrawGraphicThruMask(sx,sy, graphic + phase);
687 DrawGraphic(sx,sy, graphic + phase);
690 void CheckDynamite(int x, int y)
692 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
697 if (!(MovDelay[x][y] % 12))
698 PlaySoundLevel(x,y,SND_ZISCH);
700 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
702 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
709 StopSound(SND_ZISCH);
713 void Explode(int ex, int ey, int phase, int mode)
716 int num_phase = 9, delay = 2;
717 int last_phase = num_phase*delay;
718 int half_phase = (num_phase/2)*delay;
720 if (phase==0) /* Feld 'Store' initialisieren */
722 int center_element = Feld[ex][ey];
724 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
726 center_element = MovingOrBlocked2Element(ex,ey);
727 RemoveMovingField(ex,ey);
730 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
732 int element = Feld[x][y];
734 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
736 element = MovingOrBlocked2Element(x,y);
737 RemoveMovingField(x,y);
740 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
743 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
747 if (element==EL_EXPLODING)
748 element = Store2[x][y];
750 if (IS_PLAYER(ex,ey))
752 switch(StorePlayer[ex][ey])
755 Store[x][y] = EL_EDELSTEIN_ROT;
758 Store[x][y] = EL_EDELSTEIN;
761 Store[x][y] = EL_EDELSTEIN_LILA;
765 Store[x][y] = EL_EDELSTEIN_GELB;
769 else if (center_element==EL_MAULWURF)
770 Store[x][y] = EL_EDELSTEIN_ROT;
771 else if (center_element==EL_PINGUIN)
772 Store[x][y] = EL_EDELSTEIN_LILA;
773 else if (center_element==EL_KAEFER)
774 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
775 else if (center_element==EL_BUTTERFLY)
776 Store[x][y] = EL_EDELSTEIN_BD;
777 else if (center_element==EL_MAMPFER)
778 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
779 else if (center_element==EL_AMOEBA2DIAM)
780 Store[x][y] = level.amoebe_inhalt;
781 else if (element==EL_ERZ_EDEL)
782 Store[x][y] = EL_EDELSTEIN;
783 else if (element==EL_ERZ_DIAM)
784 Store[x][y] = EL_DIAMANT;
785 else if (element==EL_ERZ_EDEL_BD)
786 Store[x][y] = EL_EDELSTEIN_BD;
787 else if (element==EL_ERZ_EDEL_GELB)
788 Store[x][y] = EL_EDELSTEIN_GELB;
789 else if (element==EL_ERZ_EDEL_ROT)
790 Store[x][y] = EL_EDELSTEIN_ROT;
791 else if (element==EL_ERZ_EDEL_LILA)
792 Store[x][y] = EL_EDELSTEIN_LILA;
793 else if (!IS_PFORTE(Store[x][y]))
794 Store[x][y] = EL_LEERRAUM;
796 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
797 Store2[x][y] = element;
799 if (AmoebaNr[x][y] &&
800 (element==EL_AMOEBE_VOLL ||
801 element==EL_AMOEBE_BD ||
802 element==EL_AMOEBING))
804 AmoebaCnt[AmoebaNr[x][y]]--;
805 AmoebaCnt2[AmoebaNr[x][y]]--;
808 Feld[x][y] = EL_EXPLODING;
809 MovDir[x][y] = MovPos[x][y] = 0;
815 if (center_element==EL_MAMPFER)
816 MampferNr = (MampferNr+1) % 4;
827 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
829 if (phase==half_phase)
831 int element = Store2[x][y];
834 KillHero(PLAYERINFO(x,y));
835 else if (IS_EXPLOSIVE(element))
837 Feld[x][y] = Store2[x][y];
841 else if (element==EL_AMOEBA2DIAM)
842 AmoebeUmwandeln(x,y);
845 if (phase==last_phase)
849 element = Feld[x][y] = Store[x][y];
850 Store[x][y] = Store2[x][y] = 0;
851 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
852 if (CAN_MOVE(element) || COULD_MOVE(element))
856 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
859 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
861 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
865 void DynaExplode(int ex, int ey)
868 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
869 static int xy[4][2] =
877 Store2[ex][ey] = 0; /* delete player information */
879 Explode(ex,ey,0,EX_CENTER);
883 for(j=1; j<=player->dynabomb_size; j++)
885 int x = ex+j*xy[i%4][0];
886 int y = ey+j*xy[i%4][1];
889 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
892 element = Feld[x][y];
893 Explode(x,y,0,EX_BORDER);
895 if (element != EL_LEERRAUM &&
896 element != EL_ERDREICH &&
897 element != EL_EXPLODING &&
898 !player->dynabomb_xl)
903 player->dynabombs_left++;
906 void Bang(int x, int y)
908 int element = Feld[x][y];
910 PlaySoundLevel(x,y,SND_ROAAAR);
922 RaiseScoreElement(element);
923 Explode(x,y,0,EX_NORMAL);
933 Explode(x,y,0,EX_CENTER);
936 Explode(x,y,0,EX_NORMAL);
941 void Blurb(int x, int y)
943 int element = Feld[x][y];
945 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
947 PlaySoundLevel(x,y,SND_BLURB);
948 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
949 (!IN_LEV_FIELD(x-1,y-1) ||
950 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
952 Feld[x-1][y] = EL_BLURB_LEFT;
954 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
955 (!IN_LEV_FIELD(x+1,y-1) ||
956 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
958 Feld[x+1][y] = EL_BLURB_RIGHT;
963 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
965 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
968 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
971 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
972 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
976 Feld[x][y] = EL_LEERRAUM;
983 void Impact(int x, int y)
985 BOOL lastline = (y==lev_fieldy-1);
986 BOOL object_hit = FALSE;
987 int element = Feld[x][y];
990 /* Element darunter berührt? */
993 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
994 MovDir[x][y+1]!=MV_DOWN ||
995 MovPos[x][y+1]<=TILEY/2));
997 smashed = MovingOrBlocked2Element(x,y+1);
1000 /* Auftreffendes Element fällt in Salzsäure */
1001 if (!lastline && smashed==EL_SALZSAEURE)
1007 /* Auftreffendes Element ist Bombe */
1008 if (element==EL_BOMBE && (lastline || object_hit))
1014 /* Auftreffendes Element ist Säuretropfen */
1015 if (element==EL_TROPFEN && (lastline || object_hit))
1017 if (object_hit && IS_PLAYER(x,y+1))
1018 KillHero(PLAYERINFO(x,y+1));
1019 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1023 Feld[x][y] = EL_AMOEBING;
1024 Store[x][y] = EL_AMOEBE_NASS;
1029 /* Welches Element kriegt was auf die Rübe? */
1030 if (!lastline && object_hit)
1032 if (CAN_CHANGE(element) &&
1033 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1034 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1036 if (IS_PLAYER(x,y+1))
1038 KillHero(PLAYERINFO(x,y+1));
1041 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1046 else if (element==EL_EDELSTEIN_BD)
1048 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1054 else if (element==EL_FELSBROCKEN)
1056 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1057 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1062 else if (!IS_MOVING(x,y+1))
1064 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1069 else if (smashed==EL_KOKOSNUSS)
1071 Feld[x][y+1] = EL_CRACKINGNUT;
1072 PlaySoundLevel(x,y,SND_KNACK);
1073 RaiseScoreElement(EL_KOKOSNUSS);
1076 else if (smashed==EL_DIAMANT)
1078 Feld[x][y+1] = EL_LEERRAUM;
1079 PlaySoundLevel(x,y,SND_QUIRK);
1086 /* Geräusch beim Durchqueren des Siebes */
1087 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1089 PlaySoundLevel(x,y,SND_QUIRK);
1093 /* Geräusch beim Auftreffen */
1094 if (lastline || object_hit)
1101 case EL_EDELSTEIN_BD:
1102 case EL_EDELSTEIN_GELB:
1103 case EL_EDELSTEIN_ROT:
1104 case EL_EDELSTEIN_LILA:
1111 case EL_FELSBROCKEN:
1115 case EL_SCHLUESSEL1:
1116 case EL_SCHLUESSEL2:
1117 case EL_SCHLUESSEL3:
1118 case EL_SCHLUESSEL4:
1131 PlaySoundLevel(x,y,sound);
1135 void TurnRound(int x, int y)
1147 { 0,0 }, { 0,0 }, { 0,0 },
1152 int left,right,back;
1156 { MV_DOWN, MV_UP, MV_RIGHT },
1157 { MV_UP, MV_DOWN, MV_LEFT },
1159 { MV_LEFT, MV_RIGHT, MV_DOWN },
1160 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1161 { MV_RIGHT, MV_LEFT, MV_UP }
1164 int element = Feld[x][y];
1165 int old_move_dir = MovDir[x][y];
1166 int left_dir = turn[old_move_dir].left;
1167 int right_dir = turn[old_move_dir].right;
1168 int back_dir = turn[old_move_dir].back;
1170 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1171 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1172 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1173 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1175 int left_x = x+left_dx, left_y = y+left_dy;
1176 int right_x = x+right_dx, right_y = y+right_dy;
1177 int move_x = x+move_dx, move_y = y+move_dy;
1179 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1181 TestIfBadThingHitsOtherBadThing(x,y);
1183 if (IN_LEV_FIELD(right_x,right_y) &&
1184 IS_FREE_OR_PLAYER(right_x,right_y))
1185 MovDir[x][y] = right_dir;
1186 else if (!IN_LEV_FIELD(move_x,move_y) ||
1187 !IS_FREE_OR_PLAYER(move_x,move_y))
1188 MovDir[x][y] = left_dir;
1190 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1192 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1195 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1197 TestIfBadThingHitsOtherBadThing(x,y);
1199 if (IN_LEV_FIELD(left_x,left_y) &&
1200 IS_FREE_OR_PLAYER(left_x,left_y))
1201 MovDir[x][y] = left_dir;
1202 else if (!IN_LEV_FIELD(move_x,move_y) ||
1203 !IS_FREE_OR_PLAYER(move_x,move_y))
1204 MovDir[x][y] = right_dir;
1206 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1208 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1211 else if (element==EL_MAMPFER)
1213 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1215 if (IN_LEV_FIELD(left_x,left_y) &&
1216 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1217 Feld[left_x][left_y] == EL_DIAMANT))
1218 can_turn_left = TRUE;
1219 if (IN_LEV_FIELD(right_x,right_y) &&
1220 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1221 Feld[right_x][right_y] == EL_DIAMANT))
1222 can_turn_right = TRUE;
1224 if (can_turn_left && can_turn_right)
1225 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1226 else if (can_turn_left)
1227 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1228 else if (can_turn_right)
1229 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1231 MovDir[x][y] = back_dir;
1233 MovDelay[x][y] = 16+16*RND(3);
1235 else if (element==EL_MAMPFER2)
1237 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1239 if (IN_LEV_FIELD(left_x,left_y) &&
1240 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1241 IS_MAMPF2(Feld[left_x][left_y])))
1242 can_turn_left = TRUE;
1243 if (IN_LEV_FIELD(right_x,right_y) &&
1244 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1245 IS_MAMPF2(Feld[right_x][right_y])))
1246 can_turn_right = TRUE;
1248 if (can_turn_left && can_turn_right)
1249 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1250 else if (can_turn_left)
1251 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1252 else if (can_turn_right)
1253 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1255 MovDir[x][y] = back_dir;
1257 MovDelay[x][y] = 16+16*RND(3);
1259 else if (element==EL_PACMAN)
1261 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1263 if (IN_LEV_FIELD(left_x,left_y) &&
1264 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1265 IS_AMOEBOID(Feld[left_x][left_y])))
1266 can_turn_left = TRUE;
1267 if (IN_LEV_FIELD(right_x,right_y) &&
1268 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1269 IS_AMOEBOID(Feld[right_x][right_y])))
1270 can_turn_right = TRUE;
1272 if (can_turn_left && can_turn_right)
1273 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1274 else if (can_turn_left)
1275 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1276 else if (can_turn_right)
1277 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1279 MovDir[x][y] = back_dir;
1281 MovDelay[x][y] = 6+RND(40);
1283 else if (element==EL_SCHWEIN)
1285 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1286 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1287 BOOL should_move_on = FALSE;
1289 int rnd = RND(rnd_value);
1291 if (IN_LEV_FIELD(left_x,left_y) &&
1292 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1293 can_turn_left = TRUE;
1294 if (IN_LEV_FIELD(right_x,right_y) &&
1295 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1296 can_turn_right = TRUE;
1297 if (IN_LEV_FIELD(move_x,move_y) &&
1298 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1301 if (can_turn_left &&
1303 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1304 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1305 should_turn_left = TRUE;
1306 if (can_turn_right &&
1308 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1309 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1310 should_turn_right = TRUE;
1312 (!can_turn_left || !can_turn_right ||
1313 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1314 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1315 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1316 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1317 should_move_on = TRUE;
1319 if (should_turn_left || should_turn_right || should_move_on)
1321 if (should_turn_left && should_turn_right && should_move_on)
1322 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1323 rnd < 2*rnd_value/3 ? right_dir :
1325 else if (should_turn_left && should_turn_right)
1326 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1327 else if (should_turn_left && should_move_on)
1328 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1329 else if (should_turn_right && should_move_on)
1330 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1331 else if (should_turn_left)
1332 MovDir[x][y] = left_dir;
1333 else if (should_turn_right)
1334 MovDir[x][y] = right_dir;
1335 else if (should_move_on)
1336 MovDir[x][y] = old_move_dir;
1338 else if (can_move_on && rnd > rnd_value/8)
1339 MovDir[x][y] = old_move_dir;
1340 else if (can_turn_left && can_turn_right)
1341 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1342 else if (can_turn_left && rnd > rnd_value/8)
1343 MovDir[x][y] = left_dir;
1344 else if (can_turn_right && rnd > rnd_value/8)
1345 MovDir[x][y] = right_dir;
1347 MovDir[x][y] = back_dir;
1349 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1350 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1351 MovDir[x][y] = old_move_dir;
1355 else if (element==EL_DRACHE)
1357 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1359 int rnd = RND(rnd_value);
1361 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1362 can_turn_left = TRUE;
1363 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1364 can_turn_right = TRUE;
1365 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1368 if (can_move_on && rnd > rnd_value/8)
1369 MovDir[x][y] = old_move_dir;
1370 else if (can_turn_left && can_turn_right)
1371 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1372 else if (can_turn_left && rnd > rnd_value/8)
1373 MovDir[x][y] = left_dir;
1374 else if (can_turn_right && rnd > rnd_value/8)
1375 MovDir[x][y] = right_dir;
1377 MovDir[x][y] = back_dir;
1379 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1380 MovDir[x][y] = old_move_dir;
1384 else if (element==EL_ROBOT || element==EL_SONDE ||
1385 element==EL_MAULWURF || element==EL_PINGUIN)
1387 int attr_x = -1, attr_y = -1;
1398 for(i=0; i<MAX_PLAYERS; i++)
1400 struct PlayerInfo *player = &stored_player[i];
1401 int jx = player->jx, jy = player->jy;
1403 if (!player->active || player->gone)
1406 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1414 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1420 if (element==EL_MAULWURF || element==EL_PINGUIN)
1423 static int xy[4][2] =
1433 int ex = x + xy[i%4][0];
1434 int ey = y + xy[i%4][1];
1436 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1445 MovDir[x][y] = MV_NO_MOVING;
1447 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1449 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1451 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1453 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1455 if (element==EL_ROBOT)
1459 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1460 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1461 Moving2Blocked(x,y,&newx,&newy);
1463 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1464 MovDelay[x][y] = 8+8*!RND(3);
1466 MovDelay[x][y] = 16;
1474 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1476 BOOL first_horiz = RND(2);
1477 int new_move_dir = MovDir[x][y];
1480 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1481 Moving2Blocked(x,y,&newx,&newy);
1483 if (IN_LEV_FIELD(newx,newy) &&
1484 (IS_FREE(newx,newy) ||
1485 Feld[newx][newy] == EL_SALZSAEURE ||
1486 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1487 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1488 IS_MAMPF3(Feld[newx][newy])))))
1492 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1493 Moving2Blocked(x,y,&newx,&newy);
1495 if (IN_LEV_FIELD(newx,newy) &&
1496 (IS_FREE(newx,newy) ||
1497 Feld[newx][newy] == EL_SALZSAEURE ||
1498 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1499 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1500 IS_MAMPF3(Feld[newx][newy])))))
1503 MovDir[x][y] = old_move_dir;
1510 static BOOL JustBeingPushed(int x, int y)
1514 for(i=0; i<MAX_PLAYERS; i++)
1516 struct PlayerInfo *player = &stored_player[i];
1518 if (player->active && !player->gone &&
1519 player->Pushing && player->MovPos)
1521 int next_jx = player->jx + (player->jx - player->last_jx);
1522 int next_jy = player->jy + (player->jy - player->last_jy);
1524 if (x == next_jx && y == next_jy)
1532 void StartMoving(int x, int y)
1534 int element = Feld[x][y];
1539 if (CAN_FALL(element) && y<lev_fieldy-1)
1541 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1542 if (JustBeingPushed(x,y))
1545 if (element==EL_MORAST_VOLL)
1549 InitMovingField(x,y,MV_DOWN);
1550 Feld[x][y] = EL_FELSBROCKEN;
1551 Store[x][y] = EL_MORAST_LEER;
1553 else if (Feld[x][y+1]==EL_MORAST_LEER)
1555 if (!MovDelay[x][y])
1556 MovDelay[x][y] = TILEY + 1;
1565 Feld[x][y] = EL_MORAST_LEER;
1566 Feld[x][y+1] = EL_MORAST_VOLL;
1569 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1571 InitMovingField(x,y,MV_DOWN);
1572 Store[x][y] = EL_MORAST_VOLL;
1574 else if (element==EL_SIEB_VOLL)
1578 InitMovingField(x,y,MV_DOWN);
1579 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1580 Store[x][y] = EL_SIEB_LEER;
1582 else if (Feld[x][y+1]==EL_SIEB_LEER)
1584 if (!MovDelay[x][y])
1585 MovDelay[x][y] = TILEY/4 + 1;
1594 Feld[x][y] = EL_SIEB_LEER;
1595 Feld[x][y+1] = EL_SIEB_VOLL;
1596 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1600 else if (element==EL_SIEB2_VOLL)
1604 InitMovingField(x,y,MV_DOWN);
1605 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1606 Store[x][y] = EL_SIEB2_LEER;
1608 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1610 if (!MovDelay[x][y])
1611 MovDelay[x][y] = TILEY/4 + 1;
1620 Feld[x][y] = EL_SIEB2_LEER;
1621 Feld[x][y+1] = EL_SIEB2_VOLL;
1622 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1626 else if (SiebAktiv && CAN_CHANGE(element) &&
1627 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1629 InitMovingField(x,y,MV_DOWN);
1631 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1632 Store2[x][y+1] = element;
1634 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1637 InitMovingField(x,y,MV_DOWN);
1638 Store[x][y] = EL_SALZSAEURE;
1640 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1644 else if (IS_FREE(x,y+1))
1646 InitMovingField(x,y,MV_DOWN);
1648 else if (element==EL_TROPFEN)
1650 Feld[x][y] = EL_AMOEBING;
1651 Store[x][y] = EL_AMOEBE_NASS;
1653 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1655 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1656 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1657 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1658 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1662 if (left && right && game_emulation != EMU_BOULDERDASH)
1663 left = !(right = RND(2));
1665 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1669 else if (CAN_MOVE(element))
1673 if (element == EL_SONDE && JustBeingPushed(x,y))
1676 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1678 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1679 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1682 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1685 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1686 DrawLevelField(x,y);
1690 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1694 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1696 int phase = MovDelay[x][y] % 8;
1701 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1702 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1704 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1705 && MovDelay[x][y]%4==3)
1706 PlaySoundLevel(x,y,SND_NJAM);
1708 else if (element==EL_DRACHE)
1711 int dir = MovDir[x][y];
1712 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1713 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1714 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1715 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1716 dir == MV_UP ? GFX_FLAMMEN_UP :
1717 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1718 int phase = FrameCounter % 2;
1722 int xx = x + i*dx, yy = y + i*dy;
1723 int sx = SCREENX(xx), sy = SCREENY(yy);
1725 if (!IN_LEV_FIELD(xx,yy) ||
1726 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1731 int flamed = MovingOrBlocked2Element(xx,yy);
1733 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1736 RemoveMovingField(xx,yy);
1738 Feld[xx][yy] = EL_BURNING;
1739 if (IN_SCR_FIELD(sx,sy))
1740 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1744 if (Feld[xx][yy] == EL_BURNING)
1745 Feld[xx][yy] = EL_LEERRAUM;
1746 DrawLevelField(xx,yy);
1755 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1757 PlaySoundLevel(x,y,SND_KLAPPER);
1759 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1761 PlaySoundLevel(x,y,SND_ROEHR);
1764 /* neuer Schritt / Wartezustand beendet */
1766 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1768 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1770 /* Spieler erwischt */
1772 KillHero(PLAYERINFO(newx,newy));
1775 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1776 element==EL_ROBOT || element==EL_SONDE) &&
1777 IN_LEV_FIELD(newx,newy) &&
1778 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1781 Store[x][y] = EL_SALZSAEURE;
1783 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1784 IN_LEV_FIELD(newx,newy))
1786 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1788 Feld[x][y] = EL_LEERRAUM;
1789 DrawLevelField(x,y);
1791 PlaySoundLevel(newx,newy,SND_BUING);
1792 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1793 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1795 local_player->friends_still_needed--;
1796 if (!local_player->friends_still_needed &&
1797 !local_player->GameOver && AllPlayersGone)
1798 local_player->LevelSolved = local_player->GameOver = TRUE;
1802 else if (IS_MAMPF3(Feld[newx][newy]))
1804 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1805 DrawLevelField(newx,newy);
1807 MovDir[x][y] = MV_NO_MOVING;
1809 else if (!IS_FREE(newx,newy))
1812 DrawPlayerField(x,y);
1814 DrawLevelField(x,y);
1818 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1820 if (IS_GEM(Feld[newx][newy]))
1822 if (IS_MOVING(newx,newy))
1823 RemoveMovingField(newx,newy);
1826 Feld[newx][newy] = EL_LEERRAUM;
1827 DrawLevelField(newx,newy);
1830 else if (!IS_FREE(newx,newy))
1833 DrawPlayerField(x,y);
1835 DrawLevelField(x,y);
1839 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1841 if (!IS_FREE(newx,newy))
1844 DrawPlayerField(x,y);
1846 DrawLevelField(x,y);
1851 BOOL wanna_flame = !RND(10);
1852 int dx = newx - x, dy = newy - y;
1853 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1854 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1855 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1856 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1857 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1858 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1860 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1861 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1862 element1 != EL_BURNING && element2 != EL_BURNING)
1865 DrawPlayerField(x,y);
1867 DrawLevelField(x,y);
1869 MovDelay[x][y] = 50;
1870 Feld[newx][newy] = EL_BURNING;
1871 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1872 Feld[newx1][newy1] = EL_BURNING;
1873 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1874 Feld[newx2][newy2] = EL_BURNING;
1879 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1880 Feld[newx][newy]==EL_DIAMANT)
1882 if (IS_MOVING(newx,newy))
1883 RemoveMovingField(newx,newy);
1886 Feld[newx][newy] = EL_LEERRAUM;
1887 DrawLevelField(newx,newy);
1890 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1891 IS_MAMPF2(Feld[newx][newy]))
1893 if (AmoebaNr[newx][newy])
1895 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1896 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1897 AmoebaCnt[AmoebaNr[newx][newy]]--;
1900 if (IS_MOVING(newx,newy))
1901 RemoveMovingField(newx,newy);
1904 Feld[newx][newy] = EL_LEERRAUM;
1905 DrawLevelField(newx,newy);
1908 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1909 IS_AMOEBOID(Feld[newx][newy]))
1911 if (AmoebaNr[newx][newy])
1913 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1914 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1915 AmoebaCnt[AmoebaNr[newx][newy]]--;
1918 Feld[newx][newy] = EL_LEERRAUM;
1919 DrawLevelField(newx,newy);
1921 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1922 { /* gegen Wand gelaufen */
1925 if (element == EL_KAEFER || element == EL_FLIEGER)
1926 DrawLevelField(x,y);
1927 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1928 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1929 else if (element==EL_SONDE)
1930 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1935 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1936 PlaySoundLevel(x,y,SND_SCHLURF);
1938 InitMovingField(x,y,MovDir[x][y]);
1942 ContinueMoving(x,y);
1945 void ContinueMoving(int x, int y)
1947 int element = Feld[x][y];
1948 int direction = MovDir[x][y];
1949 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1950 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1951 int horiz_move = (dx!=0);
1952 int newx = x + dx, newy = y + dy;
1953 int step = (horiz_move ? dx : dy) * TILEX/8;
1955 if (CAN_FALL(element) && horiz_move)
1957 else if (element==EL_TROPFEN)
1959 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1962 MovPos[x][y] += step;
1964 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1966 Feld[x][y] = EL_LEERRAUM;
1967 Feld[newx][newy] = element;
1969 if (Store[x][y]==EL_MORAST_VOLL)
1972 Feld[newx][newy] = EL_MORAST_VOLL;
1973 element = EL_MORAST_VOLL;
1975 else if (Store[x][y]==EL_MORAST_LEER)
1978 Feld[x][y] = EL_MORAST_LEER;
1980 else if (Store[x][y]==EL_SIEB_VOLL)
1983 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1985 else if (Store[x][y]==EL_SIEB_LEER)
1987 Store[x][y] = Store2[x][y] = 0;
1988 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1990 else if (Store[x][y]==EL_SIEB2_VOLL)
1993 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1995 else if (Store[x][y]==EL_SIEB2_LEER)
1997 Store[x][y] = Store2[x][y] = 0;
1998 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2000 else if (Store[x][y]==EL_SALZSAEURE)
2003 Feld[newx][newy] = EL_SALZSAEURE;
2004 element = EL_SALZSAEURE;
2006 else if (Store[x][y]==EL_AMOEBE_NASS)
2009 Feld[x][y] = EL_AMOEBE_NASS;
2012 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2013 MovDelay[newx][newy] = 0;
2015 if (!CAN_MOVE(element))
2016 MovDir[newx][newy] = 0;
2018 DrawLevelField(x,y);
2019 DrawLevelField(newx,newy);
2021 Stop[newx][newy] = TRUE;
2022 JustHit[x][newy] = 3;
2024 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2026 TestIfBadThingHitsHero(newx,newy);
2027 TestIfBadThingHitsFriend(newx,newy);
2028 TestIfBadThingHitsOtherBadThing(newx,newy);
2030 else if (element == EL_PINGUIN)
2031 TestIfFriendHitsBadThing(newx,newy);
2033 if (CAN_SMASH(element) && direction==MV_DOWN &&
2034 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2037 else /* noch in Bewegung */
2038 DrawLevelField(x,y);
2041 int AmoebeNachbarNr(int ax, int ay)
2044 int element = Feld[ax][ay];
2046 static int xy[4][2] =
2056 int x = ax+xy[i%4][0];
2057 int y = ay+xy[i%4][1];
2059 if (!IN_LEV_FIELD(x,y))
2062 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2063 group_nr = AmoebaNr[x][y];
2069 void AmoebenVereinigen(int ax, int ay)
2072 int new_group_nr = AmoebaNr[ax][ay];
2073 static int xy[4][2] =
2089 if (!IN_LEV_FIELD(x,y))
2092 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2093 Feld[x][y]==EL_AMOEBE_BD ||
2094 Feld[x][y]==EL_AMOEBE_TOT) &&
2095 AmoebaNr[x][y] != new_group_nr)
2097 int old_group_nr = AmoebaNr[x][y];
2099 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2100 AmoebaCnt[old_group_nr] = 0;
2101 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2102 AmoebaCnt2[old_group_nr] = 0;
2104 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2105 if (AmoebaNr[xx][yy]==old_group_nr)
2106 AmoebaNr[xx][yy] = new_group_nr;
2111 void AmoebeUmwandeln(int ax, int ay)
2114 int group_nr = AmoebaNr[ax][ay];
2115 static int xy[4][2] =
2123 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2125 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2127 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2130 Feld[x][y] = EL_AMOEBA2DIAM;
2142 if (!IN_LEV_FIELD(x,y))
2145 if (Feld[x][y]==EL_AMOEBA2DIAM)
2151 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2154 int group_nr = AmoebaNr[ax][ay];
2157 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2159 if (AmoebaNr[x][y]==group_nr &&
2160 (Feld[x][y]==EL_AMOEBE_TOT ||
2161 Feld[x][y]==EL_AMOEBE_BD ||
2162 Feld[x][y]==EL_AMOEBING))
2165 Feld[x][y] = new_element;
2166 DrawLevelField(x,y);
2172 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2175 void AmoebeWaechst(int x, int y)
2177 static long sound_delay = 0;
2178 static int sound_delay_value = 0;
2180 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2184 if (DelayReached(&sound_delay, sound_delay_value))
2186 PlaySoundLevel(x,y,SND_AMOEBE);
2187 sound_delay_value = 30;
2191 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2194 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2195 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2197 if (!MovDelay[x][y])
2199 Feld[x][y] = Store[x][y];
2201 DrawLevelField(x,y);
2206 void AmoebeAbleger(int ax, int ay)
2209 int element = Feld[ax][ay];
2210 int newax = ax, neway = ay;
2211 static int xy[4][2] =
2219 if (!level.tempo_amoebe)
2221 Feld[ax][ay] = EL_AMOEBE_TOT;
2222 DrawLevelField(ax,ay);
2226 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2227 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2229 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2232 if (MovDelay[ax][ay])
2236 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2239 int x = ax+xy[start][0];
2240 int y = ay+xy[start][1];
2242 if (!IN_LEV_FIELD(x,y))
2246 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2252 if (newax==ax && neway==ay)
2255 else /* normale oder "gefüllte" Amöbe */
2258 BOOL waiting_for_player = FALSE;
2262 int j = (start+i)%4;
2263 int x = ax+xy[j][0];
2264 int y = ay+xy[j][1];
2266 if (!IN_LEV_FIELD(x,y))
2270 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2276 else if (IS_PLAYER(x,y))
2277 waiting_for_player = TRUE;
2280 if (newax==ax && neway==ay)
2282 if (i==4 && !waiting_for_player)
2284 Feld[ax][ay] = EL_AMOEBE_TOT;
2285 DrawLevelField(ax,ay);
2286 AmoebaCnt[AmoebaNr[ax][ay]]--;
2288 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2290 if (element==EL_AMOEBE_VOLL)
2291 AmoebeUmwandeln(ax,ay);
2292 else if (element==EL_AMOEBE_BD)
2293 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2298 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2300 int new_group_nr = AmoebaNr[ax][ay];
2302 AmoebaNr[newax][neway] = new_group_nr;
2303 AmoebaCnt[new_group_nr]++;
2304 AmoebaCnt2[new_group_nr]++;
2305 AmoebenVereinigen(newax,neway);
2307 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2309 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2315 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2316 (neway==lev_fieldy-1 && newax!=ax))
2318 Feld[newax][neway] = EL_AMOEBING;
2319 Store[newax][neway] = element;
2322 Feld[newax][neway] = EL_TROPFEN;
2325 InitMovingField(ax,ay,MV_DOWN);
2326 Feld[ax][ay] = EL_TROPFEN;
2327 Store[ax][ay] = EL_AMOEBE_NASS;
2328 ContinueMoving(ax,ay);
2332 DrawLevelField(newax,neway);
2335 void Life(int ax, int ay)
2338 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2340 int element = Feld[ax][ay];
2345 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2346 MovDelay[ax][ay] = life_time;
2348 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2351 if (MovDelay[ax][ay])
2355 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2357 int xx = ax+x1, yy = ay+y1;
2360 if (!IN_LEV_FIELD(xx,yy))
2363 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2365 int x = xx+x2, y = yy+y2;
2367 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2370 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2372 (IS_FREE(x,y) && Stop[x][y]))
2376 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2378 if (nachbarn<life[0] || nachbarn>life[1])
2380 Feld[xx][yy] = EL_LEERRAUM;
2382 DrawLevelField(xx,yy);
2383 Stop[xx][yy] = TRUE;
2386 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2387 { /* Randfeld ohne Amoebe */
2388 if (nachbarn>=life[2] && nachbarn<=life[3])
2390 Feld[xx][yy] = element;
2391 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2393 DrawLevelField(xx,yy);
2394 Stop[xx][yy] = TRUE;
2400 void Ablenk(int x, int y)
2402 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2403 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2405 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2410 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2411 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2412 if (!(MovDelay[x][y]%4))
2413 PlaySoundLevel(x,y,SND_MIEP);
2418 Feld[x][y] = EL_ABLENK_AUS;
2419 DrawLevelField(x,y);
2424 void Birne(int x, int y)
2426 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2427 MovDelay[x][y] = 800;
2429 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2434 if (!(MovDelay[x][y]%5))
2436 if (!(MovDelay[x][y]%10))
2437 Feld[x][y]=EL_ABLENK_EIN;
2439 Feld[x][y]=EL_ABLENK_AUS;
2440 DrawLevelField(x,y);
2441 Feld[x][y]=EL_ABLENK_EIN;
2447 Feld[x][y]=EL_ABLENK_AUS;
2448 DrawLevelField(x,y);
2453 void Blubber(int x, int y)
2455 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2456 DrawLevelField(x,y-1);
2458 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2461 void NussKnacken(int x, int y)
2463 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2466 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2469 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2470 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2472 if (!MovDelay[x][y])
2474 Feld[x][y] = EL_EDELSTEIN;
2475 DrawLevelField(x,y);
2480 void SiebAktivieren(int x, int y, int typ)
2482 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2483 DrawGraphic(SCREENX(x),SCREENY(y),
2484 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2487 void AusgangstuerPruefen(int x, int y)
2489 if (!local_player->gems_still_needed &&
2490 !local_player->sokobanfields_still_needed &&
2491 !local_player->lights_still_needed)
2493 Feld[x][y] = EL_AUSGANG_ACT;
2495 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2496 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2497 y < LEVELY(BY1) ? LEVELY(BY1) :
2498 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2503 void AusgangstuerOeffnen(int x, int y)
2507 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2508 MovDelay[x][y] = 5*delay;
2510 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2515 tuer = MovDelay[x][y]/delay;
2516 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2517 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2519 if (!MovDelay[x][y])
2521 Feld[x][y] = EL_AUSGANG_AUF;
2522 DrawLevelField(x,y);
2527 void AusgangstuerBlinken(int x, int y)
2529 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2532 void EdelsteinFunkeln(int x, int y)
2534 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2537 if (Feld[x][y] == EL_EDELSTEIN_BD)
2538 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2541 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2542 MovDelay[x][y] = 11 * !SimpleRND(500);
2544 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2548 if (direct_draw_on && MovDelay[x][y])
2549 SetDrawtoField(DRAW_BUFFERED);
2551 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2555 int phase = (MovDelay[x][y]-1)/2;
2560 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2566 dest_x = FX + SCREENX(x)*TILEX;
2567 dest_y = FY + SCREENY(y)*TILEY;
2569 XCopyArea(display,drawto_field,window,gc,
2570 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2571 SetDrawtoField(DRAW_DIRECT);
2578 void MauerWaechst(int x, int y)
2582 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2583 MovDelay[x][y] = 3*delay;
2585 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2590 phase = 2-MovDelay[x][y]/delay;
2591 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2592 DrawGraphic(SCREENX(x),SCREENY(y),
2593 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2595 if (!MovDelay[x][y])
2597 if (Store[x][y]==MV_LEFT)
2599 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2600 DrawLevelField(x-1,y);
2604 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2605 DrawLevelField(x+1,y);
2608 Feld[x][y] = EL_MAUER_LEBT;
2610 DrawLevelField(x,y);
2615 void MauerAbleger(int ax, int ay)
2617 BOOL links_frei = FALSE, rechts_frei = FALSE;
2618 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2620 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2621 MovDelay[ax][ay] = 6;
2623 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2626 if (MovDelay[ax][ay])
2630 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2632 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2637 Feld[ax-1][ay] = EL_MAUERND;
2638 Store[ax-1][ay] = MV_LEFT;
2639 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2640 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_L1);
2644 Feld[ax+1][ay] = EL_MAUERND;
2645 Store[ax+1][ay] = MV_RIGHT;
2646 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2647 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_R1);
2650 if (links_frei || rechts_frei)
2651 DrawLevelField(ax,ay);
2653 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2654 links_massiv = TRUE;
2655 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2656 rechts_massiv = TRUE;
2658 if (links_massiv && rechts_massiv)
2659 Feld[ax][ay] = EL_MAUERWERK;
2662 void CheckForDragon(int x, int y)
2665 BOOL dragon_found = FALSE;
2666 static int xy[4][2] =
2678 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2680 if (IN_LEV_FIELD(xx,yy) &&
2681 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2683 if (Feld[xx][yy] == EL_DRACHE)
2684 dragon_found = TRUE;
2697 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2699 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2701 Feld[xx][yy] = EL_LEERRAUM;
2702 DrawLevelField(xx,yy);
2711 void PlayerActions(struct PlayerInfo *player, int player_action)
2713 static int stored_player_action[MAX_PLAYERS];
2714 static int num_stored_actions = 0;
2715 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2716 int jx = player->jx, jy = player->jy;
2717 int left = player_action & JOY_LEFT;
2718 int right = player_action & JOY_RIGHT;
2719 int up = player_action & JOY_UP;
2720 int down = player_action & JOY_DOWN;
2721 int button1 = player_action & JOY_BUTTON_1;
2722 int button2 = player_action & JOY_BUTTON_2;
2723 int dx = (left ? -1 : right ? 1 : 0);
2724 int dy = (up ? -1 : down ? 1 : 0);
2726 stored_player_action[player->nr] = 0;
2727 num_stored_actions++;
2729 if (!player->active || player->gone)
2734 player->frame_reset_delay = 0;
2737 snapped = SnapField(player, dx,dy);
2741 bombed = PlaceBomb(player);
2742 moved = MoveFigure(player, dx,dy);
2745 if (tape.recording && (moved || snapped || bombed))
2747 if (bombed && !moved)
2748 player_action &= JOY_BUTTON;
2750 stored_player_action[player->nr] = player_action;
2752 /* this allows cycled sequences of PlayerActions() */
2753 if (num_stored_actions >= MAX_PLAYERS)
2755 TapeRecordAction(stored_player_action);
2756 num_stored_actions = 0;
2759 else if (tape.playing && snapped)
2760 SnapField(player, 0,0); /* stop snapping */
2764 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2765 SnapField(player, 0,0);
2766 if (++player->frame_reset_delay > MoveSpeed)
2770 if (tape.playing && !tape.pausing && !player_action &&
2771 tape.counter < tape.length)
2774 tape.pos[tape.counter].joystickdata[player->nr] & (JOY_LEFT|JOY_RIGHT);
2776 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2778 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2780 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2782 int el = Feld[jx+dx][jy];
2783 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2785 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2787 player->MovDir = next_joy;
2788 player->Frame = FrameCounter % 4;
2789 player->Pushing = TRUE;
2796 void GameActions(int player_action)
2798 static long action_delay = 0;
2799 long action_delay_value;
2800 int sieb_x = 0, sieb_y = 0;
2801 int i, x,y, element;
2802 int *recorded_player_action;
2804 if (game_status != PLAYING)
2808 action_delay_value =
2809 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2811 action_delay_value =
2812 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2815 /* main game synchronization point */
2816 WaitUntilDelayReached(&action_delay, action_delay_value);
2819 recorded_player_action = TapePlayAction();
2821 recorded_player_action = NULL;
2823 for(i=0; i<MAX_PLAYERS; i++)
2825 int actual_player_action = player_action;
2826 /* TEST TEST TEST */
2828 if (i != TestPlayer && !stored_player[i].MovPos)
2829 actual_player_action = 0;
2831 /* TEST TEST TEST */
2833 if (recorded_player_action)
2834 actual_player_action = recorded_player_action[i];
2836 PlayerActions(&stored_player[i], actual_player_action);
2837 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2840 ScrollScreen(NULL, SCROLL_GO_ON);
2842 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2844 else if (tape.recording)
2850 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2853 if (JustHit[x][y]>0)
2857 if (IS_BLOCKED(x,y))
2861 Blocked2Moving(x,y,&oldx,&oldy);
2862 if (!IS_MOVING(oldx,oldy))
2864 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2865 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2866 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2867 printf("GameActions(): This should never happen!\n");
2873 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2875 element = Feld[x][y];
2877 if (IS_INACTIVE(element))
2880 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2884 if (IS_GEM(element))
2885 EdelsteinFunkeln(x,y);
2887 else if (IS_MOVING(x,y))
2888 ContinueMoving(x,y);
2889 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2891 else if (element==EL_EXPLODING)
2892 Explode(x,y,Frame[x][y],EX_NORMAL);
2893 else if (element==EL_AMOEBING)
2895 else if (IS_AMOEBALIVE(element))
2897 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2899 else if (element==EL_ABLENK_EIN)
2901 else if (element==EL_SALZSAEURE)
2903 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2905 else if (element==EL_CRACKINGNUT)
2907 else if (element==EL_AUSGANG_ZU)
2908 AusgangstuerPruefen(x,y);
2909 else if (element==EL_AUSGANG_ACT)
2910 AusgangstuerOeffnen(x,y);
2911 else if (element==EL_AUSGANG_AUF)
2912 AusgangstuerBlinken(x,y);
2913 else if (element==EL_MAUERND)
2915 else if (element==EL_MAUER_LEBT)
2917 else if (element==EL_BURNING)
2918 CheckForDragon(x,y);
2923 int jx = local_player->jx, jy = local_player->jy;
2925 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2926 Store[x][y]==EL_SIEB_LEER)
2928 SiebAktivieren(x, y, 1);
2931 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2932 Store[x][y]==EL_SIEB2_LEER)
2934 SiebAktivieren(x, y, 2);
2938 /* play the element sound at the position nearest to the player */
2939 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
2950 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2954 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2956 element = Feld[x][y];
2957 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2959 Feld[x][y] = EL_SIEB_TOT;
2960 DrawLevelField(x,y);
2962 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2964 Feld[x][y] = EL_SIEB2_TOT;
2965 DrawLevelField(x,y);
2971 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
2976 if (tape.recording || tape.playing)
2977 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2980 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2982 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2985 for(i=0; i<MAX_PLAYERS; i++)
2986 KillHero(&stored_player[i]);
2992 static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
2994 int min_x = x, min_y = y, max_x = x, max_y = y;
2997 for(i=0; i<MAX_PLAYERS; i++)
2999 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3001 if (!stored_player[i].active || stored_player[i].gone ||
3002 &stored_player[i] == player)
3005 min_x = MIN(min_x, jx);
3006 min_y = MIN(min_y, jy);
3007 max_x = MAX(max_x, jx);
3008 max_y = MAX(max_y, jy);
3011 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3014 static BOOL AllPlayersInVisibleScreen()
3018 for(i=0; i<MAX_PLAYERS; i++)
3020 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3022 if (!stored_player[i].active || stored_player[i].gone)
3025 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3032 void ScrollLevel(int dx, int dy)
3034 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
3038 ScreenGfxPos = local_player->GfxPos;
3041 XCopyArea(display,drawto_field,drawto_field,gc,
3042 FX + TILEX*(dx==-1) - softscroll_offset,
3043 FY + TILEY*(dy==-1) - softscroll_offset,
3044 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3045 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3046 FX + TILEX*(dx==1) - softscroll_offset,
3047 FY + TILEY*(dy==1) - softscroll_offset);
3051 x = (dx==1 ? BX1 : BX2);
3052 for(y=BY1; y<=BY2; y++)
3053 DrawScreenField(x,y);
3057 y = (dy==1 ? BY1 : BY2);
3058 for(x=BX1; x<=BX2; x++)
3059 DrawScreenField(x,y);
3062 redraw_mask |= REDRAW_FIELD;
3065 BOOL MoveFigureOneStep(struct PlayerInfo *player,
3066 int dx, int dy, int real_dx, int real_dy)
3068 int jx = player->jx, jy = player->jy;
3069 int new_jx = jx+dx, new_jy = jy+dy;
3073 if (player->gone || (!dx && !dy))
3074 return(MF_NO_ACTION);
3076 player->MovDir = (dx < 0 ? MV_LEFT :
3079 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3081 if (!IN_LEV_FIELD(new_jx,new_jy))
3082 return(MF_NO_ACTION);
3084 if (!networking && !AllPlayersInSight(player, new_jx,new_jy))
3085 return(MF_NO_ACTION);
3087 element = MovingOrBlocked2Element(new_jx,new_jy);
3089 if (DONT_GO_TO(element))
3091 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3094 Feld[jx][jy] = EL_SPIELFIGUR;
3095 InitMovingField(jx,jy,MV_DOWN);
3096 Store[jx][jy] = EL_SALZSAEURE;
3097 ContinueMoving(jx,jy);
3106 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3107 if (can_move != MF_MOVING)
3110 StorePlayer[jx][jy] = 0;
3111 player->last_jx = jx;
3112 player->last_jy = jy;
3113 jx = player->jx = new_jx;
3114 jy = player->jy = new_jy;
3115 StorePlayer[jx][jy] = EL_SPIELER1 + player->nr;
3117 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3119 ScrollFigure(player, SCROLL_INIT);
3124 BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
3126 int jx = player->jx, jy = player->jy;
3127 int old_jx = jx, old_jy = jy;
3128 int moved = MF_NO_ACTION;
3130 if (player->gone || (!dx && !dy))
3133 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3136 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3138 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3139 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3143 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3144 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3153 if (moved & MF_MOVING && player == local_player)
3156 if (moved & MF_MOVING && !ScreenMovPos)
3158 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3159 int offset = (scroll_delay_on ? 3 : 0);
3161 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3163 /* actual player has left the screen -- scroll in that direction */
3164 if (jx != old_jx) /* player has moved horizontally */
3165 scroll_x += (jx - old_jx);
3166 else /* player has moved vertically */
3167 scroll_y += (jy - old_jy);
3171 if (jx != old_jx) /* player has moved horizontally */
3173 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3174 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3175 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3177 /* don't scroll more than one field at a time */
3178 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3180 /* don't scroll against the player's moving direction */
3181 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3182 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3183 scroll_x = old_scroll_x;
3185 else /* player has moved vertically */
3187 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3188 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3189 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3191 /* don't scroll more than one field at a time */
3192 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3194 /* don't scroll against the player's moving direction */
3195 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3196 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3197 scroll_y = old_scroll_y;
3202 if (player == local_player)
3204 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3205 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3206 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3207 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3208 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3209 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3211 /* don't scroll more than one field at a time */
3212 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3213 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3217 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3219 if (networking || AllPlayersInVisibleScreen())
3221 ScrollScreen(player, SCROLL_INIT);
3224 ScreenMovDir = player->MovDir;
3225 ScreenMovPos = player->MovPos;
3226 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3229 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3233 scroll_x = old_scroll_x;
3234 scroll_y = old_scroll_y;
3239 if (!(moved & MF_MOVING) && !player->Pushing)
3242 player->Frame = (player->Frame + 1) % 4;
3244 if (moved & MF_MOVING)
3246 if (old_jx != jx && old_jy == jy)
3247 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3248 else if (old_jx == jx && old_jy != jy)
3249 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3251 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3253 player->last_move_dir = player->MovDir;
3256 player->last_move_dir = MV_NO_MOVING;
3258 TestIfHeroHitsBadThing(jx,jy);
3266 void ScrollFigure(struct PlayerInfo *player, int mode)
3268 int jx = player->jx, jy = player->jy;
3269 int last_jx = player->last_jx, last_jy = player->last_jy;
3271 if (!player->active || player->gone || !player->MovPos)
3274 if (mode == SCROLL_INIT)
3276 player->actual_frame_counter = FrameCounter;
3277 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3280 ScreenGfxPos = local_player->GfxPos;
3283 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3284 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3289 else if (!FrameReached(&player->actual_frame_counter,1))
3292 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3293 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3298 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3299 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3304 if (ScreenGfxPos && ScreenGfxPos != local_player->GfxPos)
3306 ScreenGfxPos = local_player->GfxPos;
3307 redraw_mask |= REDRAW_FIELD;
3311 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3312 Feld[last_jx][last_jy] = EL_LEERRAUM;
3316 if (!player->MovPos)
3318 player->last_jx = jx;
3319 player->last_jy = jy;
3321 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3325 if (!local_player->friends_still_needed)
3326 player->LevelSolved = player->GameOver = TRUE;
3331 void ScrollScreen(struct PlayerInfo *player, int mode)
3333 static long screen_frame_counter = 0;
3335 if (mode == SCROLL_INIT)
3337 screen_frame_counter = FrameCounter;
3338 ScreenMovDir = player->MovDir;
3339 ScreenMovPos = player->MovPos;
3340 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3343 else if (!FrameReached(&screen_frame_counter,1))
3349 printf("ScreenMovDir = %d, ", ScreenMovDir);
3350 printf("ScreenMovPos = %d, ", ScreenMovPos);
3351 printf("ScreenGfxPos = %d\n", ScreenGfxPos);
3354 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3355 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3356 redraw_mask |= REDRAW_FIELD;
3359 ScreenMovDir = MV_NO_MOVING;
3362 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3364 int i, killx = goodx, killy = goody;
3365 static int xy[4][2] =
3372 static int harmless[4] =
3384 x = goodx + xy[i][0];
3385 y = goody + xy[i][1];
3386 if (!IN_LEV_FIELD(x,y))
3389 element = Feld[x][y];
3391 if (DONT_TOUCH(element))
3393 if (MovDir[x][y] == harmless[i])
3402 if (killx != goodx || killy != goody)
3404 if (IS_PLAYER(goodx,goody))
3405 KillHero(PLAYERINFO(goodx,goody));
3411 void TestIfBadThingHitsGoodThing(int badx, int bady)
3413 int i, killx = badx, killy = bady;
3414 static int xy[4][2] =
3421 static int harmless[4] =
3433 x = badx + xy[i][0];
3434 y = bady + xy[i][1];
3435 if (!IN_LEV_FIELD(x,y))
3438 element = Feld[x][y];
3446 else if (element == EL_PINGUIN)
3448 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3457 if (killx != badx || killy != bady)
3459 if (IS_PLAYER(killx,killy))
3460 KillHero(PLAYERINFO(killx,killy));
3466 void TestIfHeroHitsBadThing(int x, int y)
3468 TestIfGoodThingHitsBadThing(x,y);
3471 void TestIfBadThingHitsHero(int x, int y)
3474 TestIfGoodThingHitsBadThing(JX,JY);
3477 TestIfBadThingHitsGoodThing(x,y);
3480 void TestIfFriendHitsBadThing(int x, int y)
3482 TestIfGoodThingHitsBadThing(x,y);
3485 void TestIfBadThingHitsFriend(int x, int y)
3487 TestIfBadThingHitsGoodThing(x,y);
3490 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3492 int i, killx = badx, killy = bady;
3493 static int xy[4][2] =
3507 if (!IN_LEV_FIELD(x,y))
3510 element = Feld[x][y];
3511 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3512 element == EL_AMOEBING || element == EL_TROPFEN)
3520 if (killx != badx || killy != bady)
3524 void KillHero(struct PlayerInfo *player)
3526 int jx = player->jx, jy = player->jy;
3531 if (IS_PFORTE(Feld[jx][jy]))
3532 Feld[jx][jy] = EL_LEERRAUM;
3538 void BuryHero(struct PlayerInfo *player)
3540 int jx = player->jx, jy = player->jy;
3545 PlaySoundLevel(jx,jy, SND_AUTSCH);
3546 PlaySoundLevel(jx,jy, SND_LACHEN);
3548 player->GameOver = TRUE;
3552 void RemoveHero(struct PlayerInfo *player)
3554 int jx = player->jx, jy = player->jy;
3555 int i, found = FALSE;
3557 player->gone = TRUE;
3558 StorePlayer[jx][jy] = 0;
3560 for(i=0; i<MAX_PLAYERS; i++)
3561 if (stored_player[i].active && !stored_player[i].gone)
3565 AllPlayersGone = TRUE;
3571 int DigField(struct PlayerInfo *player,
3572 int x, int y, int real_dx, int real_dy, int mode)
3574 int jx = player->jx, jy = player->jy;
3575 int dx = x - jx, dy = y - jy;
3578 if (!player->MovPos)
3579 player->Pushing = FALSE;
3581 if (mode == DF_NO_PUSH)
3583 player->push_delay = 0;
3584 return(MF_NO_ACTION);
3587 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3588 return(MF_NO_ACTION);
3590 element = Feld[x][y];
3598 Feld[x][y] = EL_LEERRAUM;
3602 case EL_EDELSTEIN_BD:
3603 case EL_EDELSTEIN_GELB:
3604 case EL_EDELSTEIN_ROT:
3605 case EL_EDELSTEIN_LILA:
3608 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3609 if (local_player->gems_still_needed < 0)
3610 local_player->gems_still_needed = 0;
3611 RaiseScoreElement(element);
3612 DrawText(DX_EMERALDS, DY_EMERALDS,
3613 int2str(local_player->gems_still_needed, 3),
3614 FS_SMALL, FC_YELLOW);
3615 PlaySoundLevel(x, y, SND_PONG);
3618 case EL_DYNAMIT_AUS:
3621 RaiseScoreElement(EL_DYNAMIT);
3622 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3623 int2str(local_player->dynamite, 3),
3624 FS_SMALL, FC_YELLOW);
3625 PlaySoundLevel(x,y,SND_PONG);
3628 case EL_DYNABOMB_NR:
3630 player->dynabomb_count++;
3631 player->dynabombs_left++;
3632 RaiseScoreElement(EL_DYNAMIT);
3633 PlaySoundLevel(x,y,SND_PONG);
3636 case EL_DYNABOMB_SZ:
3638 player->dynabomb_size++;
3639 RaiseScoreElement(EL_DYNAMIT);
3640 PlaySoundLevel(x,y,SND_PONG);
3643 case EL_DYNABOMB_XL:
3645 player->dynabomb_xl = TRUE;
3646 RaiseScoreElement(EL_DYNAMIT);
3647 PlaySoundLevel(x,y,SND_PONG);
3650 case EL_SCHLUESSEL1:
3651 case EL_SCHLUESSEL2:
3652 case EL_SCHLUESSEL3:
3653 case EL_SCHLUESSEL4:
3655 int key_nr = element-EL_SCHLUESSEL1;
3658 player->key[key_nr] = TRUE;
3659 RaiseScoreElement(EL_SCHLUESSEL);
3660 DrawMiniGraphicExt(drawto,gc,
3661 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3662 GFX_SCHLUESSEL1+key_nr);
3663 DrawMiniGraphicExt(window,gc,
3664 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3665 GFX_SCHLUESSEL1+key_nr);
3666 PlaySoundLevel(x,y,SND_PONG);
3671 Feld[x][y] = EL_ABLENK_EIN;
3674 DrawLevelField(x,y);
3678 case EL_FELSBROCKEN:
3682 if (dy || mode==DF_SNAP)
3683 return(MF_NO_ACTION);
3685 player->Pushing = TRUE;
3687 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3688 return(MF_NO_ACTION);
3692 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3693 return(MF_NO_ACTION);
3696 if (player->push_delay == 0)
3697 player->push_delay = FrameCounter;
3698 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3700 return(MF_NO_ACTION);
3703 Feld[x+dx][y+dy] = element;
3705 player->push_delay_value = 2+RND(8);
3707 DrawLevelField(x+dx,y+dy);
3708 if (element==EL_FELSBROCKEN)
3709 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3710 else if (element==EL_KOKOSNUSS)
3711 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3713 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3720 if (!player->key[element-EL_PFORTE1])
3721 return(MF_NO_ACTION);
3728 if (!player->key[element-EL_PFORTE1X])
3729 return(MF_NO_ACTION);
3733 case EL_AUSGANG_ACT:
3734 /* Tür ist (noch) nicht offen! */
3735 return(MF_NO_ACTION);
3738 case EL_AUSGANG_AUF:
3740 return(MF_NO_ACTION);
3742 PlaySoundLevel(x,y,SND_BUING);
3745 player->gone = TRUE;
3746 PlaySoundLevel(x,y,SND_BUING);
3748 if (!local_player->friends_still_needed)
3749 player->LevelSolved = player->GameOver = TRUE;
3755 Feld[x][y] = EL_BIRNE_EIN;
3756 local_player->lights_still_needed--;
3757 DrawLevelField(x,y);
3758 PlaySoundLevel(x,y,SND_DENG);
3763 Feld[x][y] = EL_ZEIT_LEER;
3765 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3766 DrawLevelField(x,y);
3767 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3771 case EL_SOKOBAN_FELD_LEER:
3774 case EL_SOKOBAN_FELD_VOLL:
3775 case EL_SOKOBAN_OBJEKT:
3778 return(MF_NO_ACTION);
3780 player->Pushing = TRUE;
3782 if (!IN_LEV_FIELD(x+dx,y+dy)
3783 || (!IS_FREE(x+dx,y+dy)
3784 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3785 || !IS_SB_ELEMENT(element))))
3786 return(MF_NO_ACTION);
3790 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3791 return(MF_NO_ACTION);
3793 else if (dy && real_dx)
3795 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3796 return(MF_NO_ACTION);
3799 if (player->push_delay == 0)
3800 player->push_delay = FrameCounter;
3801 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3803 return(MF_NO_ACTION);
3805 if (IS_SB_ELEMENT(element))
3807 if (element == EL_SOKOBAN_FELD_VOLL)
3809 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3810 local_player->sokobanfields_still_needed++;
3815 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3817 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3818 local_player->sokobanfields_still_needed--;
3819 if (element == EL_SOKOBAN_OBJEKT)
3820 PlaySoundLevel(x,y,SND_DENG);
3823 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3828 Feld[x+dx][y+dy] = element;
3831 player->push_delay_value = 2;
3833 DrawLevelField(x,y);
3834 DrawLevelField(x+dx,y+dy);
3835 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3837 if (IS_SB_ELEMENT(element) &&
3838 local_player->sokobanfields_still_needed == 0 &&
3839 game_emulation == EMU_SOKOBAN)
3841 player->LevelSolved = player->GameOver = TRUE;
3842 PlaySoundLevel(x,y,SND_BUING);
3854 return(MF_NO_ACTION);
3858 player->push_delay = 0;
3863 BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
3865 int jx = player->jx, jy = player->jy;
3866 int x = jx + dx, y = jy + dy;
3868 if (player->gone || !IN_LEV_FIELD(x,y))
3876 player->snapped = FALSE;
3880 if (player->snapped)
3883 player->MovDir = (dx < 0 ? MV_LEFT :
3886 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3888 if (!DigField(player, x,y, 0,0, DF_SNAP))
3891 player->snapped = TRUE;
3892 DrawLevelField(x,y);
3898 BOOL PlaceBomb(struct PlayerInfo *player)
3900 int jx = player->jx, jy = player->jy;
3903 if (player->gone || player->MovPos)
3906 element = Feld[jx][jy];
3908 if ((player->dynamite==0 && player->dynabombs_left==0) ||
3909 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3912 if (element != EL_LEERRAUM)
3913 Store[jx][jy] = element;
3915 if (player->dynamite)
3917 Feld[jx][jy] = EL_DYNAMIT;
3918 MovDelay[jx][jy] = 96;
3920 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
3921 FS_SMALL, FC_YELLOW);
3922 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
3926 Feld[jx][jy] = EL_DYNABOMB;
3927 Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */
3928 MovDelay[jx][jy] = 96;
3929 player->dynabombs_left--;
3930 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
3936 void PlaySoundLevel(int x, int y, int sound_nr)
3938 int sx = SCREENX(x), sy = SCREENY(y);
3940 int silence_distance = 8;
3942 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3943 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3946 if (!IN_LEV_FIELD(x,y) ||
3947 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3948 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3951 volume = PSND_MAX_VOLUME;
3953 stereo = (sx-SCR_FIELDX/2)*12;
3955 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
3956 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
3957 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
3960 if (!IN_SCR_FIELD(sx,sy))
3962 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3963 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3965 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3968 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3971 void RaiseScore(int value)
3973 local_player->score += value;
3974 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
3975 FS_SMALL, FC_YELLOW);
3978 void RaiseScoreElement(int element)
3983 case EL_EDELSTEIN_BD:
3984 case EL_EDELSTEIN_GELB:
3985 case EL_EDELSTEIN_ROT:
3986 case EL_EDELSTEIN_LILA:
3987 RaiseScore(level.score[SC_EDELSTEIN]);
3990 RaiseScore(level.score[SC_DIAMANT]);
3994 RaiseScore(level.score[SC_KAEFER]);
3998 RaiseScore(level.score[SC_FLIEGER]);
4002 RaiseScore(level.score[SC_MAMPFER]);
4005 RaiseScore(level.score[SC_ROBOT]);
4008 RaiseScore(level.score[SC_PACMAN]);
4011 RaiseScore(level.score[SC_KOKOSNUSS]);
4014 RaiseScore(level.score[SC_DYNAMIT]);
4017 RaiseScore(level.score[SC_SCHLUESSEL]);