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 ***********************************************************/
31 /* for MoveFigure() */
32 #define MF_NO_ACTION 0
36 /* for ScrollFigure() */
38 #define SCROLL_GO_ON 1
41 #define EX_PHASE_START 0
46 /* special positions in the game control window (relative to control window) */
49 #define XX_EMERALDS 29
50 #define YY_EMERALDS 54
51 #define XX_DYNAMITE 29
52 #define YY_DYNAMITE 89
60 /* special positions in the game control window (relative to main window) */
61 #define DX_LEVEL (DX + XX_LEVEL)
62 #define DY_LEVEL (DY + YY_LEVEL)
63 #define DX_EMERALDS (DX + XX_EMERALDS)
64 #define DY_EMERALDS (DY + YY_EMERALDS)
65 #define DX_DYNAMITE (DX + XX_DYNAMITE)
66 #define DY_DYNAMITE (DY + YY_DYNAMITE)
67 #define DX_KEYS (DX + XX_KEYS)
68 #define DY_KEYS (DY + YY_KEYS)
69 #define DX_SCORE (DX + XX_SCORE)
70 #define DY_SCORE (DY + YY_SCORE)
71 #define DX_TIME (DX + XX_TIME)
72 #define DY_TIME (DY + YY_TIME)
74 #define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \
75 (s)==SND_NJAM || (s)==SND_MIEP)
76 #define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \
77 (s)==SND_NETWORK || (s)==SND_CZARDASZ || \
78 (s)==SND_TYGER || (s)==SND_VOYAGER || \
81 /* score for elements */
82 #define SC_EDELSTEIN 0
89 #define SC_KOKOSNUSS 7
91 #define SC_SCHLUESSEL 9
92 #define SC_ZEITBONUS 10
94 /* values for game_emulation */
96 #define EMU_BOULDERDASH 1
99 /* to control special behaviour of certain game elements */
100 int game_emulation = EMU_NONE;
106 static unsigned int getStateCheckSum(int counter)
109 unsigned int mult = 1;
110 unsigned int checksum = 0;
112 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
114 static boolean first_game = TRUE;
116 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
122 lastFeld[x][y] = Feld[x][y];
123 else if (lastFeld[x][y] != Feld[x][y])
124 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
125 x, y, lastFeld[x][y], Feld[x][y]);
129 checksum += mult++ * Ur[x][y];
130 checksum += mult++ * Feld[x][y];
133 checksum += mult++ * MovPos[x][y];
134 checksum += mult++ * MovDir[x][y];
135 checksum += mult++ * MovDelay[x][y];
136 checksum += mult++ * Store[x][y];
137 checksum += mult++ * Store2[x][y];
138 checksum += mult++ * StorePlayer[x][y];
139 checksum += mult++ * Frame[x][y];
140 checksum += mult++ * AmoebaNr[x][y];
141 checksum += mult++ * JustHit[x][y];
142 checksum += mult++ * Stop[x][y];
146 if (counter == 3 && first_game)
156 void GetPlayerConfig()
158 if (sound_status == SOUND_OFF)
161 if (!sound_loops_allowed)
163 setup.sound_loops = FALSE;
164 setup.sound_music = FALSE;
167 setup.sound_simple = setup.sound;
175 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
176 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
178 /* don't play tapes over network */
179 network_playing = (options.network && !tape.playing);
181 for (i=0; i<MAX_PLAYERS; i++)
183 struct PlayerInfo *player = &stored_player[i];
185 player->index_nr = i;
186 player->element_nr = EL_SPIELER1 + i;
188 player->present = FALSE;
189 player->active = FALSE;
192 player->effective_action = 0;
195 player->gems_still_needed = level.edelsteine;
196 player->sokobanfields_still_needed = 0;
197 player->lights_still_needed = 0;
198 player->friends_still_needed = 0;
201 player->key[j] = FALSE;
203 player->dynamite = 0;
204 player->dynabomb_count = 0;
205 player->dynabomb_size = 0;
206 player->dynabombs_left = 0;
207 player->dynabomb_xl = FALSE;
209 player->MovDir = MV_NO_MOVING;
211 player->Pushing = FALSE;
215 player->actual_frame_counter = 0;
217 player->frame_reset_delay = 0;
219 player->push_delay = 0;
220 player->push_delay_value = 5;
222 player->move_delay = 0;
223 player->last_move_dir = MV_NO_MOVING;
225 player->snapped = FALSE;
227 player->gone = FALSE;
229 player->last_jx = player->last_jy = 0;
230 player->jx = player->jy = 0;
232 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
233 SnapField(player, 0, 0);
235 player->LevelSolved = FALSE;
236 player->GameOver = FALSE;
239 network_player_action_received = FALSE;
242 /* initial null action */
244 SendToServer_MovePlayer(MV_NO_MOVING);
252 TimeLeft = level.time;
254 ScreenMovDir = MV_NO_MOVING;
258 AllPlayersGone = SiebAktiv = FALSE;
260 for (i=0; i<MAX_NUM_AMOEBA; i++)
261 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
263 for (x=0; x<lev_fieldx; x++)
265 for (y=0; y<lev_fieldy; y++)
267 Feld[x][y] = Ur[x][y];
268 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
269 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
277 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
279 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
281 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
287 Feld[x][y] = EL_SPIELER1;
294 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
295 int jx = player->jx, jy = player->jy;
297 player->present = TRUE;
300 if (!network_playing || player->connected)
303 if (!options.network || player->connected)
305 player->active = TRUE;
307 /* remove potentially duplicate players */
308 if (StorePlayer[jx][jy] == Feld[x][y])
309 StorePlayer[jx][jy] = 0;
311 StorePlayer[x][y] = Feld[x][y];
315 printf("Player %d activated.\n", player->element_nr);
316 printf("[Local player is %d and currently %s.]\n",
317 local_player->element_nr,
318 local_player->active ? "active" : "not active");
322 Feld[x][y] = EL_LEERRAUM;
323 player->jx = player->last_jx = x;
324 player->jy = player->last_jy = y;
329 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
330 Feld[x][y] = EL_BADEWANNE1;
331 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
332 Feld[x][y] = EL_BADEWANNE2;
333 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
334 Feld[x][y] = EL_BADEWANNE3;
335 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
336 Feld[x][y] = EL_BADEWANNE4;
337 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
338 Feld[x][y] = EL_BADEWANNE5;
375 if (y == lev_fieldy - 1)
377 Feld[x][y] = EL_AMOEBING;
378 Store[x][y] = EL_AMOEBE_NASS;
385 local_player->lights_still_needed++;
387 case EL_SOKOBAN_FELD_LEER:
388 local_player->sokobanfields_still_needed++;
392 local_player->friends_still_needed++;
396 MovDir[x][y] = 1 << RND(4);
403 /* check if any connected player was not found in playfield */
404 for (i=0; i<MAX_PLAYERS; i++)
406 struct PlayerInfo *player = &stored_player[i];
408 if (player->connected && !player->present)
410 for (j=0; j<MAX_PLAYERS; j++)
412 struct PlayerInfo *some_player = &stored_player[j];
413 int jx = some_player->jx, jy = some_player->jy;
415 /* assign first free player found that is present in the playfield */
416 if (some_player->present && !some_player->connected)
418 player->present = TRUE;
419 player->active = TRUE;
420 some_player->present = FALSE;
422 StorePlayer[jx][jy] = player->element_nr;
423 player->jx = player->last_jx = jx;
424 player->jy = player->last_jy = jy;
434 /* when playing a tape, eliminate all players who do not participate */
436 for (i=0; i<MAX_PLAYERS; i++)
438 if (stored_player[i].active && !tape.player_participates[i])
440 struct PlayerInfo *player = &stored_player[i];
441 int jx = player->jx, jy = player->jy;
443 player->active = FALSE;
444 StorePlayer[jx][jy] = 0;
445 Feld[jx][jy] = EL_LEERRAUM;
449 else if (!options.network && !setup.team_mode) /* && !tape.playing */
451 /* when in single player mode, eliminate all but the first active player */
453 for (i=0; i<MAX_PLAYERS; i++)
455 if (stored_player[i].active)
457 for (j=i+1; j<MAX_PLAYERS; j++)
459 if (stored_player[j].active)
461 struct PlayerInfo *player = &stored_player[j];
462 int jx = player->jx, jy = player->jy;
464 player->active = FALSE;
465 StorePlayer[jx][jy] = 0;
466 Feld[jx][jy] = EL_LEERRAUM;
473 /* when recording the game, store which players take part in the game */
476 for (i=0; i<MAX_PLAYERS; i++)
477 if (stored_player[i].active)
478 tape.player_participates[i] = TRUE;
483 for (i=0; i<MAX_PLAYERS; i++)
485 struct PlayerInfo *player = &stored_player[i];
487 printf("Player %d: present == %d, connected == %d, active == %d.\n",
492 if (local_player == player)
493 printf("Player %d is local player.\n", i+1);
497 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
498 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
500 scroll_x = scroll_y = -1;
501 if (local_player->jx >= MIDPOSX-1)
502 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
503 local_player->jx - MIDPOSX :
504 lev_fieldx - SCR_FIELDX + 1);
505 if (local_player->jy >= MIDPOSY-1)
506 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
507 local_player->jy - MIDPOSY :
508 lev_fieldy - SCR_FIELDY + 1);
510 CloseDoor(DOOR_CLOSE_1);
516 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
517 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
518 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
519 DrawTextExt(pix[PIX_DB_DOOR], gc,
520 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
521 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
522 DrawTextExt(pix[PIX_DB_DOOR], gc,
523 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
524 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
525 DrawTextExt(pix[PIX_DB_DOOR], gc,
526 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
527 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
528 DrawTextExt(pix[PIX_DB_DOOR], gc,
529 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
530 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
531 DrawTextExt(pix[PIX_DB_DOOR], gc,
532 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
533 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
535 DrawGameButton(BUTTON_GAME_STOP);
536 DrawGameButton(BUTTON_GAME_PAUSE);
537 DrawGameButton(BUTTON_GAME_PLAY);
538 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
539 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
540 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
541 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
542 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
543 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
544 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
545 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
547 OpenDoor(DOOR_OPEN_1);
549 if (setup.sound_music)
550 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
552 XAutoRepeatOff(display);
557 printf("Spieler %d %saktiv.\n",
558 i+1, (stored_player[i].active ? "" : "nicht "));
562 void InitMovDir(int x, int y)
564 int i, element = Feld[x][y];
565 static int xy[4][2] =
572 static int direction[2][4] =
574 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
575 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
584 Feld[x][y] = EL_KAEFER;
585 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
591 Feld[x][y] = EL_FLIEGER;
592 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
598 Feld[x][y] = EL_BUTTERFLY;
599 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
605 Feld[x][y] = EL_FIREFLY;
606 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
612 Feld[x][y] = EL_PACMAN;
613 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
616 MovDir[x][y] = 1 << RND(4);
617 if (element != EL_KAEFER &&
618 element != EL_FLIEGER &&
619 element != EL_BUTTERFLY &&
620 element != EL_FIREFLY)
625 int x1 = x + xy[i][0];
626 int y1 = y + xy[i][1];
628 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
630 if (element == EL_KAEFER || element == EL_BUTTERFLY)
632 MovDir[x][y] = direction[0][i];
635 else if (element == EL_FLIEGER || element == EL_FIREFLY)
637 MovDir[x][y] = direction[1][i];
646 void InitAmoebaNr(int x, int y)
649 int group_nr = AmoebeNachbarNr(x, y);
653 for (i=1; i<MAX_NUM_AMOEBA; i++)
655 if (AmoebaCnt[i] == 0)
663 AmoebaNr[x][y] = group_nr;
664 AmoebaCnt[group_nr]++;
665 AmoebaCnt2[group_nr]++;
671 int bumplevel = FALSE;
673 if (local_player->MovPos)
676 local_player->LevelSolved = FALSE;
680 if (setup.sound_loops)
681 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
685 if (!setup.sound_loops)
686 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
687 if (TimeLeft && !(TimeLeft % 10))
688 RaiseScore(level.score[SC_ZEITBONUS]);
689 if (TimeLeft > 100 && !(TimeLeft % 10))
693 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
698 if (setup.sound_loops)
704 /* Hero disappears */
705 DrawLevelField(ExitX, ExitY);
711 CloseDoor(DOOR_CLOSE_1);
716 SaveTape(tape.level_nr); /* Ask to save tape */
719 if ((hi_pos = NewHiScore()) >= 0)
721 game_status = HALLOFFAME;
722 DrawHallOfFame(hi_pos);
723 if (bumplevel && TAPE_IS_EMPTY(tape))
728 game_status = MAINMENU;
729 if (bumplevel && TAPE_IS_EMPTY(tape))
744 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
745 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
748 for (k=0; k<MAX_SCORE_ENTRIES; k++)
750 if (local_player->score > highscore[k].Score)
752 /* player has made it to the hall of fame */
754 if (k < MAX_SCORE_ENTRIES - 1)
756 int m = MAX_SCORE_ENTRIES - 1;
759 for (l=k; l<MAX_SCORE_ENTRIES; l++)
760 if (!strcmp(setup.player_name, highscore[l].Name))
762 if (m == k) /* player's new highscore overwrites his old one */
768 strcpy(highscore[l].Name, highscore[l - 1].Name);
769 highscore[l].Score = highscore[l - 1].Score;
776 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
777 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
778 highscore[k].Score = local_player->score;
784 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
785 break; /* player already there with a higher score */
796 void InitMovingField(int x, int y, int direction)
798 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
799 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
801 MovDir[x][y] = direction;
802 MovDir[newx][newy] = direction;
803 if (Feld[newx][newy] == EL_LEERRAUM)
804 Feld[newx][newy] = EL_BLOCKED;
807 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
809 int direction = MovDir[x][y];
810 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
811 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
817 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
819 int oldx = x, oldy = y;
820 int direction = MovDir[x][y];
822 if (direction == MV_LEFT)
824 else if (direction == MV_RIGHT)
826 else if (direction == MV_UP)
828 else if (direction == MV_DOWN)
831 *comes_from_x = oldx;
832 *comes_from_y = oldy;
835 int MovingOrBlocked2Element(int x, int y)
837 int element = Feld[x][y];
839 if (element == EL_BLOCKED)
843 Blocked2Moving(x, y, &oldx, &oldy);
844 return Feld[oldx][oldy];
850 static void RemoveField(int x, int y)
852 Feld[x][y] = EL_LEERRAUM;
858 void RemoveMovingField(int x, int y)
860 int oldx = x, oldy = y, newx = x, newy = y;
862 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
867 Moving2Blocked(x, y, &newx, &newy);
868 if (Feld[newx][newy] != EL_BLOCKED)
871 else if (Feld[x][y] == EL_BLOCKED)
873 Blocked2Moving(x, y, &oldx, &oldy);
874 if (!IS_MOVING(oldx, oldy))
878 if (Feld[x][y] == EL_BLOCKED &&
879 (Store[oldx][oldy] == EL_MORAST_LEER ||
880 Store[oldx][oldy] == EL_SIEB_LEER ||
881 Store[oldx][oldy] == EL_SIEB2_LEER ||
882 Store[oldx][oldy] == EL_AMOEBE_NASS))
884 Feld[oldx][oldy] = Store[oldx][oldy];
885 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
888 Feld[oldx][oldy] = EL_LEERRAUM;
890 Feld[newx][newy] = EL_LEERRAUM;
891 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
892 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
894 DrawLevelField(oldx, oldy);
895 DrawLevelField(newx, newy);
898 void DrawDynamite(int x, int y)
900 int sx = SCREENX(x), sy = SCREENY(y);
901 int graphic = el2gfx(Feld[x][y]);
904 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
908 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
910 if (Feld[x][y] == EL_DYNAMIT)
912 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
917 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
922 DrawGraphicThruMask(sx, sy, graphic + phase);
924 DrawGraphic(sx, sy, graphic + phase);
927 void CheckDynamite(int x, int y)
929 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
934 if (!(MovDelay[x][y] % 12))
935 PlaySoundLevel(x, y, SND_ZISCH);
937 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
939 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
946 StopSound(SND_ZISCH);
950 void Explode(int ex, int ey, int phase, int mode)
953 int num_phase = 9, delay = 2;
954 int last_phase = num_phase * delay;
955 int half_phase = (num_phase / 2) * delay;
957 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
959 int center_element = Feld[ex][ey];
961 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
963 center_element = MovingOrBlocked2Element(ex, ey);
964 RemoveMovingField(ex, ey);
967 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
969 int element = Feld[x][y];
971 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
973 element = MovingOrBlocked2Element(x, y);
974 RemoveMovingField(x, y);
977 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
980 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
984 if (element == EL_EXPLODING)
985 element = Store2[x][y];
987 if (IS_PLAYER(ex, ey))
989 switch(StorePlayer[ex][ey])
992 Store[x][y] = EL_EDELSTEIN_ROT;
995 Store[x][y] = EL_EDELSTEIN;
998 Store[x][y] = EL_EDELSTEIN_LILA;
1002 Store[x][y] = EL_EDELSTEIN_GELB;
1006 else if (center_element == EL_MAULWURF)
1007 Store[x][y] = EL_EDELSTEIN_ROT;
1008 else if (center_element == EL_PINGUIN)
1009 Store[x][y] = EL_EDELSTEIN_LILA;
1010 else if (center_element == EL_KAEFER)
1011 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1012 else if (center_element == EL_BUTTERFLY)
1013 Store[x][y] = EL_EDELSTEIN_BD;
1014 else if (center_element == EL_MAMPFER)
1015 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1016 else if (center_element == EL_AMOEBA2DIAM)
1017 Store[x][y] = level.amoebe_inhalt;
1018 else if (element == EL_ERZ_EDEL)
1019 Store[x][y] = EL_EDELSTEIN;
1020 else if (element == EL_ERZ_DIAM)
1021 Store[x][y] = EL_DIAMANT;
1022 else if (element == EL_ERZ_EDEL_BD)
1023 Store[x][y] = EL_EDELSTEIN_BD;
1024 else if (element == EL_ERZ_EDEL_GELB)
1025 Store[x][y] = EL_EDELSTEIN_GELB;
1026 else if (element == EL_ERZ_EDEL_ROT)
1027 Store[x][y] = EL_EDELSTEIN_ROT;
1028 else if (element == EL_ERZ_EDEL_LILA)
1029 Store[x][y] = EL_EDELSTEIN_LILA;
1030 else if (!IS_PFORTE(Store[x][y]))
1031 Store[x][y] = EL_LEERRAUM;
1033 if (x != ex || y != ey ||
1034 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1035 Store2[x][y] = element;
1037 if (AmoebaNr[x][y] &&
1038 (element == EL_AMOEBE_VOLL ||
1039 element == EL_AMOEBE_BD ||
1040 element == EL_AMOEBING))
1042 AmoebaCnt[AmoebaNr[x][y]]--;
1043 AmoebaCnt2[AmoebaNr[x][y]]--;
1046 Feld[x][y] = EL_EXPLODING;
1047 MovDir[x][y] = MovPos[x][y] = 0;
1053 if (center_element == EL_MAMPFER)
1054 MampferNr = (MampferNr+1) % 4;
1065 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1067 if (phase == half_phase)
1069 int element = Store2[x][y];
1071 if (IS_PLAYER(x, y))
1072 KillHero(PLAYERINFO(x, y));
1073 else if (IS_EXPLOSIVE(element))
1075 Feld[x][y] = Store2[x][y];
1079 else if (element == EL_AMOEBA2DIAM)
1080 AmoebeUmwandeln(x, y);
1083 if (phase == last_phase)
1087 element = Feld[x][y] = Store[x][y];
1088 Store[x][y] = Store2[x][y] = 0;
1089 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1090 if (CAN_MOVE(element) || COULD_MOVE(element))
1092 DrawLevelField(x, y);
1094 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1097 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1099 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
1103 void DynaExplode(int ex, int ey)
1106 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1107 static int xy[4][2] =
1115 Store2[ex][ey] = 0; /* delete player information */
1117 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1121 for (j=1; j<=player->dynabomb_size; j++)
1123 int x = ex+j*xy[i%4][0];
1124 int y = ey+j*xy[i%4][1];
1127 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1130 element = Feld[x][y];
1131 Explode(x, y, EX_PHASE_START, EX_BORDER);
1133 if (element != EL_LEERRAUM &&
1134 element != EL_ERDREICH &&
1135 element != EL_EXPLODING &&
1136 !player->dynabomb_xl)
1141 player->dynabombs_left++;
1144 void Bang(int x, int y)
1146 int element = Feld[x][y];
1148 PlaySoundLevel(x, y, SND_ROAAAR);
1150 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1151 element = EL_LEERRAUM;
1163 RaiseScoreElement(element);
1164 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1167 case EL_DYNABOMB_NR:
1168 case EL_DYNABOMB_SZ:
1169 case EL_DYNABOMB_XL:
1176 Explode(x, y, EX_PHASE_START, EX_CENTER);
1179 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1184 void Blurb(int x, int y)
1186 int element = Feld[x][y];
1188 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1190 PlaySoundLevel(x, y, SND_BLURB);
1191 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1192 (!IN_LEV_FIELD(x-1, y-1) ||
1193 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1195 Feld[x-1][y] = EL_BLURB_LEFT;
1197 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1198 (!IN_LEV_FIELD(x+1, y-1) ||
1199 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1201 Feld[x+1][y] = EL_BLURB_RIGHT;
1206 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1208 if (!MovDelay[x][y]) /* initialize animation counter */
1211 if (MovDelay[x][y]) /* continue animation */
1214 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1215 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1217 if (!MovDelay[x][y])
1219 Feld[x][y] = EL_LEERRAUM;
1220 DrawLevelField(x, y);
1226 void Impact(int x, int y)
1228 boolean lastline = (y == lev_fieldy-1);
1229 boolean object_hit = FALSE;
1230 int element = Feld[x][y];
1233 if (!lastline) /* check if element below was hit */
1235 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1238 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1239 MovDir[x][y+1]!=MV_DOWN ||
1240 MovPos[x][y+1]<=TILEY/2));
1242 smashed = MovingOrBlocked2Element(x, y+1);
1245 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1251 if (element == EL_BOMBE && (lastline || object_hit)) /* element is bomb */
1257 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1259 if (object_hit && IS_PLAYER(x, y+1))
1260 KillHero(PLAYERINFO(x, y+1));
1261 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1265 Feld[x][y] = EL_AMOEBING;
1266 Store[x][y] = EL_AMOEBE_NASS;
1271 if (!lastline && object_hit) /* check which object was hit */
1273 if (CAN_CHANGE(element) &&
1274 (smashed == EL_SIEB_LEER || smashed == EL_SIEB2_LEER) && !SiebAktiv)
1275 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1277 if (IS_PLAYER(x, y+1))
1279 KillHero(PLAYERINFO(x, y+1));
1282 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1287 else if (element == EL_EDELSTEIN_BD)
1289 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1295 else if (element == EL_FELSBROCKEN)
1297 if (IS_ENEMY(smashed) || smashed == EL_BOMBE || smashed == EL_SONDE ||
1298 smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1303 else if (!IS_MOVING(x, y+1))
1305 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1310 else if (smashed == EL_KOKOSNUSS)
1312 Feld[x][y+1] = EL_CRACKINGNUT;
1313 PlaySoundLevel(x, y, SND_KNACK);
1314 RaiseScoreElement(EL_KOKOSNUSS);
1317 else if (smashed == EL_DIAMANT)
1319 Feld[x][y+1] = EL_LEERRAUM;
1320 PlaySoundLevel(x, y, SND_QUIRK);
1327 /* play sound of magic wall / mill */
1329 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1331 PlaySoundLevel(x, y, SND_QUIRK);
1335 /* play sound of object that hits the ground */
1336 if (lastline || object_hit)
1343 case EL_EDELSTEIN_BD:
1344 case EL_EDELSTEIN_GELB:
1345 case EL_EDELSTEIN_ROT:
1346 case EL_EDELSTEIN_LILA:
1353 case EL_FELSBROCKEN:
1357 case EL_SCHLUESSEL1:
1358 case EL_SCHLUESSEL2:
1359 case EL_SCHLUESSEL3:
1360 case EL_SCHLUESSEL4:
1373 PlaySoundLevel(x, y, sound);
1377 void TurnRound(int x, int y)
1389 { 0, 0 }, { 0, 0 }, { 0, 0 },
1394 int left, right, back;
1398 { MV_DOWN, MV_UP, MV_RIGHT },
1399 { MV_UP, MV_DOWN, MV_LEFT },
1401 { MV_LEFT, MV_RIGHT, MV_DOWN },
1402 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1403 { MV_RIGHT, MV_LEFT, MV_UP }
1406 int element = Feld[x][y];
1407 int old_move_dir = MovDir[x][y];
1408 int left_dir = turn[old_move_dir].left;
1409 int right_dir = turn[old_move_dir].right;
1410 int back_dir = turn[old_move_dir].back;
1412 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1413 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1414 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1415 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1417 int left_x = x+left_dx, left_y = y+left_dy;
1418 int right_x = x+right_dx, right_y = y+right_dy;
1419 int move_x = x+move_dx, move_y = y+move_dy;
1421 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1423 TestIfBadThingHitsOtherBadThing(x, y);
1425 if (IN_LEV_FIELD(right_x, right_y) &&
1426 IS_FREE_OR_PLAYER(right_x, right_y))
1427 MovDir[x][y] = right_dir;
1428 else if (!IN_LEV_FIELD(move_x, move_y) ||
1429 !IS_FREE_OR_PLAYER(move_x, move_y))
1430 MovDir[x][y] = left_dir;
1432 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1434 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1437 else if (element == EL_FLIEGER || element == EL_FIREFLY)
1439 TestIfBadThingHitsOtherBadThing(x, y);
1441 if (IN_LEV_FIELD(left_x, left_y) &&
1442 IS_FREE_OR_PLAYER(left_x, left_y))
1443 MovDir[x][y] = left_dir;
1444 else if (!IN_LEV_FIELD(move_x, move_y) ||
1445 !IS_FREE_OR_PLAYER(move_x, move_y))
1446 MovDir[x][y] = right_dir;
1448 if (element == EL_FLIEGER && MovDir[x][y] != old_move_dir)
1450 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1453 else if (element == EL_MAMPFER)
1455 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1457 if (IN_LEV_FIELD(left_x, left_y) &&
1458 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1459 Feld[left_x][left_y] == EL_DIAMANT))
1460 can_turn_left = TRUE;
1461 if (IN_LEV_FIELD(right_x, right_y) &&
1462 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1463 Feld[right_x][right_y] == EL_DIAMANT))
1464 can_turn_right = TRUE;
1466 if (can_turn_left && can_turn_right)
1467 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1468 else if (can_turn_left)
1469 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1470 else if (can_turn_right)
1471 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1473 MovDir[x][y] = back_dir;
1475 MovDelay[x][y] = 16+16*RND(3);
1477 else if (element == EL_MAMPFER2)
1479 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1481 if (IN_LEV_FIELD(left_x, left_y) &&
1482 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1483 IS_MAMPF2(Feld[left_x][left_y])))
1484 can_turn_left = TRUE;
1485 if (IN_LEV_FIELD(right_x, right_y) &&
1486 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1487 IS_MAMPF2(Feld[right_x][right_y])))
1488 can_turn_right = TRUE;
1490 if (can_turn_left && can_turn_right)
1491 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1492 else if (can_turn_left)
1493 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1494 else if (can_turn_right)
1495 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1497 MovDir[x][y] = back_dir;
1499 MovDelay[x][y] = 16+16*RND(3);
1501 else if (element == EL_PACMAN)
1503 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1505 if (IN_LEV_FIELD(left_x, left_y) &&
1506 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1507 IS_AMOEBOID(Feld[left_x][left_y])))
1508 can_turn_left = TRUE;
1509 if (IN_LEV_FIELD(right_x, right_y) &&
1510 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1511 IS_AMOEBOID(Feld[right_x][right_y])))
1512 can_turn_right = TRUE;
1514 if (can_turn_left && can_turn_right)
1515 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1516 else if (can_turn_left)
1517 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1518 else if (can_turn_right)
1519 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1521 MovDir[x][y] = back_dir;
1523 MovDelay[x][y] = 6+RND(40);
1525 else if (element == EL_SCHWEIN)
1527 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1528 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1529 boolean should_move_on = FALSE;
1531 int rnd = RND(rnd_value);
1533 if (IN_LEV_FIELD(left_x, left_y) &&
1534 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1535 can_turn_left = TRUE;
1536 if (IN_LEV_FIELD(right_x, right_y) &&
1537 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1538 can_turn_right = TRUE;
1539 if (IN_LEV_FIELD(move_x, move_y) &&
1540 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1543 if (can_turn_left &&
1545 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1546 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1547 should_turn_left = TRUE;
1548 if (can_turn_right &&
1550 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1551 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1552 should_turn_right = TRUE;
1554 (!can_turn_left || !can_turn_right ||
1555 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1556 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1557 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1558 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1559 should_move_on = TRUE;
1561 if (should_turn_left || should_turn_right || should_move_on)
1563 if (should_turn_left && should_turn_right && should_move_on)
1564 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1565 rnd < 2*rnd_value/3 ? right_dir :
1567 else if (should_turn_left && should_turn_right)
1568 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1569 else if (should_turn_left && should_move_on)
1570 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1571 else if (should_turn_right && should_move_on)
1572 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1573 else if (should_turn_left)
1574 MovDir[x][y] = left_dir;
1575 else if (should_turn_right)
1576 MovDir[x][y] = right_dir;
1577 else if (should_move_on)
1578 MovDir[x][y] = old_move_dir;
1580 else if (can_move_on && rnd > rnd_value/8)
1581 MovDir[x][y] = old_move_dir;
1582 else if (can_turn_left && can_turn_right)
1583 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1584 else if (can_turn_left && rnd > rnd_value/8)
1585 MovDir[x][y] = left_dir;
1586 else if (can_turn_right && rnd > rnd_value/8)
1587 MovDir[x][y] = right_dir;
1589 MovDir[x][y] = back_dir;
1591 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1592 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1593 MovDir[x][y] = old_move_dir;
1597 else if (element == EL_DRACHE)
1599 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1601 int rnd = RND(rnd_value);
1603 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1604 can_turn_left = TRUE;
1605 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1606 can_turn_right = TRUE;
1607 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1610 if (can_move_on && rnd > rnd_value/8)
1611 MovDir[x][y] = old_move_dir;
1612 else if (can_turn_left && can_turn_right)
1613 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1614 else if (can_turn_left && rnd > rnd_value/8)
1615 MovDir[x][y] = left_dir;
1616 else if (can_turn_right && rnd > rnd_value/8)
1617 MovDir[x][y] = right_dir;
1619 MovDir[x][y] = back_dir;
1621 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1622 MovDir[x][y] = old_move_dir;
1626 else if (element == EL_ROBOT || element == EL_SONDE ||
1627 element == EL_MAULWURF || element == EL_PINGUIN)
1629 int attr_x = -1, attr_y = -1;
1640 for (i=0; i<MAX_PLAYERS; i++)
1642 struct PlayerInfo *player = &stored_player[i];
1643 int jx = player->jx, jy = player->jy;
1645 if (!player->active || player->gone)
1648 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1656 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1662 if (element == EL_MAULWURF || element == EL_PINGUIN)
1665 static int xy[4][2] =
1675 int ex = x + xy[i%4][0];
1676 int ey = y + xy[i%4][1];
1678 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1687 MovDir[x][y] = MV_NO_MOVING;
1689 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1691 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1693 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1695 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1697 if (element == EL_ROBOT)
1701 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1702 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1703 Moving2Blocked(x, y, &newx, &newy);
1705 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1706 MovDelay[x][y] = 8+8*!RND(3);
1708 MovDelay[x][y] = 16;
1716 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1718 boolean first_horiz = RND(2);
1719 int new_move_dir = MovDir[x][y];
1722 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1723 Moving2Blocked(x, y, &newx, &newy);
1725 if (IN_LEV_FIELD(newx, newy) &&
1726 (IS_FREE(newx, newy) ||
1727 Feld[newx][newy] == EL_SALZSAEURE ||
1728 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1729 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1730 IS_MAMPF3(Feld[newx][newy])))))
1734 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1735 Moving2Blocked(x, y, &newx, &newy);
1737 if (IN_LEV_FIELD(newx, newy) &&
1738 (IS_FREE(newx, newy) ||
1739 Feld[newx][newy] == EL_SALZSAEURE ||
1740 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1741 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1742 IS_MAMPF3(Feld[newx][newy])))))
1745 MovDir[x][y] = old_move_dir;
1752 static boolean JustBeingPushed(int x, int y)
1756 for (i=0; i<MAX_PLAYERS; i++)
1758 struct PlayerInfo *player = &stored_player[i];
1760 if (player->active && !player->gone &&
1761 player->Pushing && player->MovPos)
1763 int next_jx = player->jx + (player->jx - player->last_jx);
1764 int next_jy = player->jy + (player->jy - player->last_jy);
1766 if (x == next_jx && y == next_jy)
1774 void StartMoving(int x, int y)
1776 int element = Feld[x][y];
1781 if (CAN_FALL(element) && y<lev_fieldy-1)
1783 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1784 if (JustBeingPushed(x, y))
1787 if (element == EL_MORAST_VOLL)
1789 if (IS_FREE(x, y+1))
1791 InitMovingField(x, y, MV_DOWN);
1792 Feld[x][y] = EL_FELSBROCKEN;
1793 Store[x][y] = EL_MORAST_LEER;
1795 else if (Feld[x][y+1] == EL_MORAST_LEER)
1797 if (!MovDelay[x][y])
1798 MovDelay[x][y] = TILEY + 1;
1807 Feld[x][y] = EL_MORAST_LEER;
1808 Feld[x][y+1] = EL_MORAST_VOLL;
1811 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1813 InitMovingField(x, y, MV_DOWN);
1814 Store[x][y] = EL_MORAST_VOLL;
1816 else if (element == EL_SIEB_VOLL)
1818 if (IS_FREE(x, y+1))
1820 InitMovingField(x, y, MV_DOWN);
1821 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1822 Store[x][y] = EL_SIEB_LEER;
1824 else if (Feld[x][y+1] == EL_SIEB_LEER)
1826 if (!MovDelay[x][y])
1827 MovDelay[x][y] = TILEY/4 + 1;
1836 Feld[x][y] = EL_SIEB_LEER;
1837 Feld[x][y+1] = EL_SIEB_VOLL;
1838 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1842 else if (element == EL_SIEB2_VOLL)
1844 if (IS_FREE(x, y+1))
1846 InitMovingField(x, y, MV_DOWN);
1847 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1848 Store[x][y] = EL_SIEB2_LEER;
1850 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1852 if (!MovDelay[x][y])
1853 MovDelay[x][y] = TILEY/4 + 1;
1862 Feld[x][y] = EL_SIEB2_LEER;
1863 Feld[x][y+1] = EL_SIEB2_VOLL;
1864 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1868 else if (SiebAktiv && CAN_CHANGE(element) &&
1869 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1871 InitMovingField(x, y, MV_DOWN);
1873 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1874 Store2[x][y+1] = element;
1876 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1879 InitMovingField(x, y, MV_DOWN);
1880 Store[x][y] = EL_SALZSAEURE;
1882 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1886 else if (IS_FREE(x, y+1))
1888 InitMovingField(x, y, MV_DOWN);
1890 else if (element == EL_TROPFEN)
1892 Feld[x][y] = EL_AMOEBING;
1893 Store[x][y] = EL_AMOEBE_NASS;
1895 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1897 boolean left = (x>0 && IS_FREE(x-1, y) &&
1898 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1899 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1900 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1904 if (left && right && game_emulation != EMU_BOULDERDASH)
1905 left = !(right = RND(2));
1907 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1911 else if (CAN_MOVE(element))
1915 if (element == EL_SONDE && JustBeingPushed(x, y))
1918 if (!MovDelay[x][y]) /* start new movement phase */
1920 /* all objects that can change their move direction after each step */
1921 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1923 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1926 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1927 DrawLevelField(x, y);
1931 if (MovDelay[x][y]) /* wait some time before next movement */
1935 if (element == EL_ROBOT || element == EL_MAMPFER ||
1936 element == EL_MAMPFER2)
1938 int phase = MovDelay[x][y] % 8;
1943 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1944 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
1946 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
1947 && MovDelay[x][y]%4 == 3)
1948 PlaySoundLevel(x, y, SND_NJAM);
1950 else if (element == EL_DRACHE)
1953 int dir = MovDir[x][y];
1954 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1955 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1956 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1957 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1958 dir == MV_UP ? GFX_FLAMMEN_UP :
1959 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1960 int phase = FrameCounter % 2;
1962 for (i=1; i<=3; i++)
1964 int xx = x + i*dx, yy = y + i*dy;
1965 int sx = SCREENX(xx), sy = SCREENY(yy);
1967 if (!IN_LEV_FIELD(xx, yy) ||
1968 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
1973 int flamed = MovingOrBlocked2Element(xx, yy);
1975 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1978 RemoveMovingField(xx, yy);
1980 Feld[xx][yy] = EL_BURNING;
1981 if (IN_SCR_FIELD(sx, sy))
1982 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
1986 if (Feld[xx][yy] == EL_BURNING)
1987 Feld[xx][yy] = EL_LEERRAUM;
1988 DrawLevelField(xx, yy);
1997 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1999 PlaySoundLevel(x, y, SND_KLAPPER);
2001 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2003 PlaySoundLevel(x, y, SND_ROEHR);
2006 /* now make next step */
2008 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2010 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2012 /* enemy got the player */
2014 KillHero(PLAYERINFO(newx, newy));
2017 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2018 element == EL_ROBOT || element == EL_SONDE) &&
2019 IN_LEV_FIELD(newx, newy) &&
2020 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2023 Store[x][y] = EL_SALZSAEURE;
2025 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2026 IN_LEV_FIELD(newx, newy))
2028 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2030 Feld[x][y] = EL_LEERRAUM;
2031 DrawLevelField(x, y);
2033 PlaySoundLevel(newx, newy, SND_BUING);
2034 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2035 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2037 local_player->friends_still_needed--;
2038 if (!local_player->friends_still_needed &&
2039 !local_player->GameOver && AllPlayersGone)
2040 local_player->LevelSolved = local_player->GameOver = TRUE;
2044 else if (IS_MAMPF3(Feld[newx][newy]))
2046 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2047 DrawLevelField(newx, newy);
2049 MovDir[x][y] = MV_NO_MOVING;
2051 else if (!IS_FREE(newx, newy))
2053 if (IS_PLAYER(x, y))
2054 DrawPlayerField(x, y);
2056 DrawLevelField(x, y);
2060 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2062 if (IS_GEM(Feld[newx][newy]))
2064 if (IS_MOVING(newx, newy))
2065 RemoveMovingField(newx, newy);
2068 Feld[newx][newy] = EL_LEERRAUM;
2069 DrawLevelField(newx, newy);
2072 else if (!IS_FREE(newx, newy))
2074 if (IS_PLAYER(x, y))
2075 DrawPlayerField(x, y);
2077 DrawLevelField(x, y);
2081 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2083 if (!IS_FREE(newx, newy))
2085 if (IS_PLAYER(x, y))
2086 DrawPlayerField(x, y);
2088 DrawLevelField(x, y);
2093 boolean wanna_flame = !RND(10);
2094 int dx = newx - x, dy = newy - y;
2095 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2096 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2097 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2098 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2099 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2100 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2102 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2103 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2104 element1 != EL_BURNING && element2 != EL_BURNING)
2106 if (IS_PLAYER(x, y))
2107 DrawPlayerField(x, y);
2109 DrawLevelField(x, y);
2111 MovDelay[x][y] = 50;
2112 Feld[newx][newy] = EL_BURNING;
2113 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2114 Feld[newx1][newy1] = EL_BURNING;
2115 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2116 Feld[newx2][newy2] = EL_BURNING;
2121 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2122 Feld[newx][newy] == EL_DIAMANT)
2124 if (IS_MOVING(newx, newy))
2125 RemoveMovingField(newx, newy);
2128 Feld[newx][newy] = EL_LEERRAUM;
2129 DrawLevelField(newx, newy);
2132 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2133 IS_MAMPF2(Feld[newx][newy]))
2135 if (AmoebaNr[newx][newy])
2137 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2138 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2139 Feld[newx][newy] == EL_AMOEBE_BD)
2140 AmoebaCnt[AmoebaNr[newx][newy]]--;
2143 if (IS_MOVING(newx, newy))
2144 RemoveMovingField(newx, newy);
2147 Feld[newx][newy] = EL_LEERRAUM;
2148 DrawLevelField(newx, newy);
2151 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2152 IS_AMOEBOID(Feld[newx][newy]))
2154 if (AmoebaNr[newx][newy])
2156 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2157 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2158 Feld[newx][newy] == EL_AMOEBE_BD)
2159 AmoebaCnt[AmoebaNr[newx][newy]]--;
2162 Feld[newx][newy] = EL_LEERRAUM;
2163 DrawLevelField(newx, newy);
2165 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2167 /* object was running against a wall */
2171 if (element == EL_KAEFER || element == EL_FLIEGER)
2172 DrawLevelField(x, y);
2173 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2174 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2175 else if (element == EL_SONDE)
2176 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2181 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2182 PlaySoundLevel(x, y, SND_SCHLURF);
2184 InitMovingField(x, y, MovDir[x][y]);
2188 ContinueMoving(x, y);
2191 void ContinueMoving(int x, int y)
2193 int element = Feld[x][y];
2194 int direction = MovDir[x][y];
2195 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2196 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2197 int horiz_move = (dx!=0);
2198 int newx = x + dx, newy = y + dy;
2199 int step = (horiz_move ? dx : dy) * TILEX/8;
2201 if (CAN_FALL(element) && horiz_move)
2203 else if (element == EL_TROPFEN)
2205 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2208 MovPos[x][y] += step;
2210 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2212 Feld[x][y] = EL_LEERRAUM;
2213 Feld[newx][newy] = element;
2215 if (Store[x][y] == EL_MORAST_VOLL)
2218 Feld[newx][newy] = EL_MORAST_VOLL;
2219 element = EL_MORAST_VOLL;
2221 else if (Store[x][y] == EL_MORAST_LEER)
2224 Feld[x][y] = EL_MORAST_LEER;
2226 else if (Store[x][y] == EL_SIEB_VOLL)
2229 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2231 else if (Store[x][y] == EL_SIEB_LEER)
2233 Store[x][y] = Store2[x][y] = 0;
2234 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2236 else if (Store[x][y] == EL_SIEB2_VOLL)
2239 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2241 else if (Store[x][y] == EL_SIEB2_LEER)
2243 Store[x][y] = Store2[x][y] = 0;
2244 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2246 else if (Store[x][y] == EL_SALZSAEURE)
2249 Feld[newx][newy] = EL_SALZSAEURE;
2250 element = EL_SALZSAEURE;
2252 else if (Store[x][y] == EL_AMOEBE_NASS)
2255 Feld[x][y] = EL_AMOEBE_NASS;
2258 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2259 MovDelay[newx][newy] = 0;
2261 if (!CAN_MOVE(element))
2262 MovDir[newx][newy] = 0;
2264 DrawLevelField(x, y);
2265 DrawLevelField(newx, newy);
2267 Stop[newx][newy] = TRUE;
2268 JustHit[x][newy] = 3;
2270 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2272 TestIfBadThingHitsHero(newx, newy);
2273 TestIfBadThingHitsFriend(newx, newy);
2274 TestIfBadThingHitsOtherBadThing(newx, newy);
2276 else if (element == EL_PINGUIN)
2277 TestIfFriendHitsBadThing(newx, newy);
2279 if (CAN_SMASH(element) && direction == MV_DOWN &&
2280 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2283 else /* still moving on */
2284 DrawLevelField(x, y);
2287 int AmoebeNachbarNr(int ax, int ay)
2290 int element = Feld[ax][ay];
2292 static int xy[4][2] =
2302 int x = ax+xy[i%4][0];
2303 int y = ay+xy[i%4][1];
2305 if (!IN_LEV_FIELD(x, y))
2308 if (Feld[x][y] == element && AmoebaNr[x][y]>0)
2309 group_nr = AmoebaNr[x][y];
2315 void AmoebenVereinigen(int ax, int ay)
2317 int i, x, y, xx, yy;
2318 int new_group_nr = AmoebaNr[ax][ay];
2319 static int xy[4][2] =
2335 if (!IN_LEV_FIELD(x, y))
2338 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2339 Feld[x][y] == EL_AMOEBE_BD ||
2340 Feld[x][y] == EL_AMOEBE_TOT) &&
2341 AmoebaNr[x][y] != new_group_nr)
2343 int old_group_nr = AmoebaNr[x][y];
2345 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2346 AmoebaCnt[old_group_nr] = 0;
2347 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2348 AmoebaCnt2[old_group_nr] = 0;
2350 for (yy=0; yy<lev_fieldy; yy++) for (xx=0; xx<lev_fieldx; xx++)
2351 if (AmoebaNr[xx][yy] == old_group_nr)
2352 AmoebaNr[xx][yy] = new_group_nr;
2357 void AmoebeUmwandeln(int ax, int ay)
2360 int group_nr = AmoebaNr[ax][ay];
2361 static int xy[4][2] =
2369 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2371 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2373 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2376 Feld[x][y] = EL_AMOEBA2DIAM;
2388 if (!IN_LEV_FIELD(x, y))
2391 if (Feld[x][y] == EL_AMOEBA2DIAM)
2397 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2400 int group_nr = AmoebaNr[ax][ay];
2401 boolean done = FALSE;
2403 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
2405 if (AmoebaNr[x][y] == group_nr &&
2406 (Feld[x][y] == EL_AMOEBE_TOT ||
2407 Feld[x][y] == EL_AMOEBE_BD ||
2408 Feld[x][y] == EL_AMOEBING))
2411 Feld[x][y] = new_element;
2412 DrawLevelField(x, y);
2418 PlaySoundLevel(ax, ay,
2419 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2422 void AmoebeWaechst(int x, int y)
2424 static long sound_delay = 0;
2425 static int sound_delay_value = 0;
2427 if (!MovDelay[x][y]) /* start new growing cycle */
2431 if (DelayReached(&sound_delay, sound_delay_value))
2433 PlaySoundLevel(x, y, SND_AMOEBE);
2434 sound_delay_value = 30;
2438 if (MovDelay[x][y]) /* wait some time before growing bigger */
2441 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2442 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING+3-MovDelay[x][y]/2);
2444 if (!MovDelay[x][y])
2446 Feld[x][y] = Store[x][y];
2448 DrawLevelField(x, y);
2453 void AmoebeAbleger(int ax, int ay)
2456 int element = Feld[ax][ay];
2457 int newax = ax, neway = ay;
2458 static int xy[4][2] =
2466 if (!level.tempo_amoebe)
2468 Feld[ax][ay] = EL_AMOEBE_TOT;
2469 DrawLevelField(ax, ay);
2473 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2474 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2476 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2479 if (MovDelay[ax][ay])
2483 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2486 int x = ax+xy[start][0];
2487 int y = ay+xy[start][1];
2489 if (!IN_LEV_FIELD(x, y))
2492 if (IS_FREE(x, y) ||
2493 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2499 if (newax == ax && neway == ay)
2502 else /* normal or "filled" amoeba */
2505 boolean waiting_for_player = FALSE;
2509 int j = (start+i)%4;
2510 int x = ax+xy[j][0];
2511 int y = ay+xy[j][1];
2513 if (!IN_LEV_FIELD(x, y))
2516 if (IS_FREE(x, y) ||
2517 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2523 else if (IS_PLAYER(x, y))
2524 waiting_for_player = TRUE;
2527 if (newax == ax && neway == ay)
2529 if (i == 4 && !waiting_for_player)
2531 Feld[ax][ay] = EL_AMOEBE_TOT;
2532 DrawLevelField(ax, ay);
2533 AmoebaCnt[AmoebaNr[ax][ay]]--;
2535 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* amoeba is completely dead */
2537 if (element == EL_AMOEBE_VOLL)
2538 AmoebeUmwandeln(ax, ay);
2539 else if (element == EL_AMOEBE_BD)
2540 AmoebeUmwandeln2(ax, ay, level.amoebe_inhalt);
2545 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2547 int new_group_nr = AmoebaNr[ax][ay];
2549 AmoebaNr[newax][neway] = new_group_nr;
2550 AmoebaCnt[new_group_nr]++;
2551 AmoebaCnt2[new_group_nr]++;
2552 AmoebenVereinigen(newax, neway);
2554 if (AmoebaCnt2[new_group_nr] >= 200 && element == EL_AMOEBE_BD)
2556 AmoebeUmwandeln2(newax, neway, EL_FELSBROCKEN);
2562 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax, neway) ||
2563 (neway == lev_fieldy-1 && newax!=ax))
2565 Feld[newax][neway] = EL_AMOEBING;
2566 Store[newax][neway] = element;
2568 else if (neway == ay)
2569 Feld[newax][neway] = EL_TROPFEN;
2572 InitMovingField(ax, ay, MV_DOWN);
2573 Feld[ax][ay] = EL_TROPFEN;
2574 Store[ax][ay] = EL_AMOEBE_NASS;
2575 ContinueMoving(ax, ay);
2579 DrawLevelField(newax, neway);
2582 void Life(int ax, int ay)
2585 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2587 int element = Feld[ax][ay];
2592 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2593 MovDelay[ax][ay] = life_time;
2595 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2598 if (MovDelay[ax][ay])
2602 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2604 int xx = ax+x1, yy = ay+y1;
2607 if (!IN_LEV_FIELD(xx, yy))
2610 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2612 int x = xx+x2, y = yy+y2;
2614 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2617 if (((Feld[x][y] == element ||
2618 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2620 (IS_FREE(x, y) && Stop[x][y]))
2624 if (xx == ax && yy == ay) /* field in the middle */
2626 if (nachbarn<life[0] || nachbarn>life[1])
2628 Feld[xx][yy] = EL_LEERRAUM;
2630 DrawLevelField(xx, yy);
2631 Stop[xx][yy] = TRUE;
2634 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2635 { /* free border field */
2636 if (nachbarn>=life[2] && nachbarn<=life[3])
2638 Feld[xx][yy] = element;
2639 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2641 DrawLevelField(xx, yy);
2642 Stop[xx][yy] = TRUE;
2648 void Ablenk(int x, int y)
2650 if (!MovDelay[x][y]) /* next animation frame */
2651 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2653 if (MovDelay[x][y]) /* wait some time before next frame */
2658 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2659 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2660 if (!(MovDelay[x][y]%4))
2661 PlaySoundLevel(x, y, SND_MIEP);
2666 Feld[x][y] = EL_ABLENK_AUS;
2667 DrawLevelField(x, y);
2668 if (ZX == x && ZY == y)
2672 void Birne(int x, int y)
2674 if (!MovDelay[x][y]) /* next animation frame */
2675 MovDelay[x][y] = 800;
2677 if (MovDelay[x][y]) /* wait some time before next frame */
2682 if (!(MovDelay[x][y]%5))
2684 if (!(MovDelay[x][y]%10))
2685 Feld[x][y]=EL_ABLENK_EIN;
2687 Feld[x][y]=EL_ABLENK_AUS;
2688 DrawLevelField(x, y);
2689 Feld[x][y]=EL_ABLENK_EIN;
2695 Feld[x][y]=EL_ABLENK_AUS;
2696 DrawLevelField(x, y);
2697 if (ZX == x && ZY == y)
2701 void Blubber(int x, int y)
2703 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2704 DrawLevelField(x, y-1);
2706 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2709 void NussKnacken(int x, int y)
2711 if (!MovDelay[x][y]) /* next animation frame */
2714 if (MovDelay[x][y]) /* wait some time before next frame */
2717 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2718 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2720 if (!MovDelay[x][y])
2722 Feld[x][y] = EL_EDELSTEIN;
2723 DrawLevelField(x, y);
2728 void SiebAktivieren(int x, int y, int typ)
2730 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2731 DrawGraphic(SCREENX(x), SCREENY(y),
2732 (typ == 1 ? GFX_SIEB_VOLL :
2733 GFX_SIEB2_VOLL) + 3 - (SiebAktiv % 16) / 4);
2736 void AusgangstuerPruefen(int x, int y)
2738 if (!local_player->gems_still_needed &&
2739 !local_player->sokobanfields_still_needed &&
2740 !local_player->lights_still_needed)
2742 Feld[x][y] = EL_AUSGANG_ACT;
2744 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2745 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2746 y < LEVELY(BY1) ? LEVELY(BY1) :
2747 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2752 void AusgangstuerOeffnen(int x, int y)
2756 if (!MovDelay[x][y]) /* next animation frame */
2757 MovDelay[x][y] = 5*delay;
2759 if (MovDelay[x][y]) /* wait some time before next frame */
2764 tuer = MovDelay[x][y]/delay;
2765 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2766 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2768 if (!MovDelay[x][y])
2770 Feld[x][y] = EL_AUSGANG_AUF;
2771 DrawLevelField(x, y);
2776 void AusgangstuerBlinken(int x, int y)
2778 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2781 void EdelsteinFunkeln(int x, int y)
2783 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2786 if (Feld[x][y] == EL_EDELSTEIN_BD)
2787 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2790 if (!MovDelay[x][y]) /* next animation frame */
2791 MovDelay[x][y] = 11 * !SimpleRND(500);
2793 if (MovDelay[x][y]) /* wait some time before next frame */
2797 if (setup.direct_draw && MovDelay[x][y])
2798 SetDrawtoField(DRAW_BUFFERED);
2800 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2804 int phase = (MovDelay[x][y]-1)/2;
2809 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2811 if (setup.direct_draw)
2815 dest_x = FX + SCREENX(x)*TILEX;
2816 dest_y = FY + SCREENY(y)*TILEY;
2818 XCopyArea(display, drawto_field, window, gc,
2819 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2820 SetDrawtoField(DRAW_DIRECT);
2827 void MauerWaechst(int x, int y)
2831 if (!MovDelay[x][y]) /* next animation frame */
2832 MovDelay[x][y] = 3*delay;
2834 if (MovDelay[x][y]) /* wait some time before next frame */
2839 phase = 2-MovDelay[x][y]/delay;
2840 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2841 DrawGraphic(SCREENX(x), SCREENY(y),
2842 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2843 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2844 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2845 GFX_MAUER_DOWN ) + phase);
2847 if (!MovDelay[x][y])
2849 if (MovDir[x][y] == MV_LEFT)
2851 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2852 DrawLevelField(x-1, y);
2854 else if (MovDir[x][y] == MV_RIGHT)
2856 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2857 DrawLevelField(x+1, y);
2859 else if (MovDir[x][y] == MV_UP)
2861 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2862 DrawLevelField(x, y-1);
2866 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2867 DrawLevelField(x, y+1);
2870 Feld[x][y] = Store[x][y];
2872 MovDir[x][y] = MV_NO_MOVING;
2873 DrawLevelField(x, y);
2878 void MauerAbleger(int ax, int ay)
2880 int element = Feld[ax][ay];
2881 boolean oben_frei = FALSE, unten_frei = FALSE;
2882 boolean links_frei = FALSE, rechts_frei = FALSE;
2883 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2884 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2886 if (!MovDelay[ax][ay]) /* start building new wall */
2887 MovDelay[ax][ay] = 6;
2889 if (MovDelay[ax][ay]) /* wait some time before building new wall */
2892 if (MovDelay[ax][ay])
2896 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
2898 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
2900 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
2902 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
2905 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2909 Feld[ax][ay-1] = EL_MAUERND;
2910 Store[ax][ay-1] = element;
2911 MovDir[ax][ay-1] = MV_UP;
2912 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
2913 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
2917 Feld[ax][ay+1] = EL_MAUERND;
2918 Store[ax][ay+1] = element;
2919 MovDir[ax][ay+1] = MV_DOWN;
2920 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
2921 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
2925 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2926 element == EL_MAUER_LEBT)
2930 Feld[ax-1][ay] = EL_MAUERND;
2931 Store[ax-1][ay] = element;
2932 MovDir[ax-1][ay] = MV_LEFT;
2933 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
2934 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
2938 Feld[ax+1][ay] = EL_MAUERND;
2939 Store[ax+1][ay] = element;
2940 MovDir[ax+1][ay] = MV_RIGHT;
2941 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
2942 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
2946 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2947 DrawLevelField(ax, ay);
2949 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
2951 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
2952 unten_massiv = TRUE;
2953 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
2954 links_massiv = TRUE;
2955 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
2956 rechts_massiv = TRUE;
2958 if (((oben_massiv && unten_massiv) ||
2959 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2960 ((links_massiv && rechts_massiv) ||
2961 element == EL_MAUER_Y))
2962 Feld[ax][ay] = EL_MAUERWERK;
2965 void CheckForDragon(int x, int y)
2968 boolean dragon_found = FALSE;
2969 static int xy[4][2] =
2981 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2983 if (IN_LEV_FIELD(xx, yy) &&
2984 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2986 if (Feld[xx][yy] == EL_DRACHE)
2987 dragon_found = TRUE;
3000 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3002 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3004 Feld[xx][yy] = EL_LEERRAUM;
3005 DrawLevelField(xx, yy);
3014 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3016 static byte stored_player_action[MAX_PLAYERS];
3017 static int num_stored_actions = 0;
3018 static boolean save_tape_entry = FALSE;
3019 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3020 int jx = player->jx, jy = player->jy;
3021 int left = player_action & JOY_LEFT;
3022 int right = player_action & JOY_RIGHT;
3023 int up = player_action & JOY_UP;
3024 int down = player_action & JOY_DOWN;
3025 int button1 = player_action & JOY_BUTTON_1;
3026 int button2 = player_action & JOY_BUTTON_2;
3027 int dx = (left ? -1 : right ? 1 : 0);
3028 int dy = (up ? -1 : down ? 1 : 0);
3030 stored_player_action[player->index_nr] = 0;
3031 num_stored_actions++;
3033 if (!player->active || player->gone || tape.pausing)
3038 save_tape_entry = TRUE;
3039 player->frame_reset_delay = 0;
3042 snapped = SnapField(player, dx, dy);
3046 bombed = PlaceBomb(player);
3047 moved = MoveFigure(player, dx, dy);
3050 if (tape.recording && (moved || snapped || bombed))
3052 if (bombed && !moved)
3053 player_action &= JOY_BUTTON;
3055 stored_player_action[player->index_nr] = player_action;
3058 /* this allows cycled sequences of PlayerActions() */
3059 if (num_stored_actions >= MAX_PLAYERS)
3061 TapeRecordAction(stored_player_action);
3062 num_stored_actions = 0;
3067 else if (tape.playing && snapped)
3068 SnapField(player, 0, 0); /* stop snapping */
3072 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3073 SnapField(player, 0, 0);
3074 if (++player->frame_reset_delay > MoveSpeed)
3078 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3080 TapeRecordAction(stored_player_action);
3081 num_stored_actions = 0;
3082 save_tape_entry = FALSE;
3085 if (tape.playing && !tape.pausing && !player_action &&
3086 tape.counter < tape.length)
3089 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3091 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3092 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3094 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3096 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3098 int el = Feld[jx+dx][jy];
3099 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3101 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3103 player->MovDir = next_joy;
3104 player->Frame = FrameCounter % 4;
3105 player->Pushing = TRUE;
3114 static long action_delay = 0;
3115 long action_delay_value;
3116 int sieb_x = 0, sieb_y = 0;
3117 int i, x, y, element;
3118 byte *recorded_player_action;
3119 byte summarized_player_action = 0;
3121 if (game_status != PLAYING)
3124 action_delay_value =
3125 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3128 if (tape.playing && tape.fast_forward)
3132 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3138 /* main game synchronization point */
3144 WaitUntilDelayReached(&action_delay, action_delay_value);
3147 while (!DelayReached(&action_delay, action_delay_value));
3150 while (!DelayReached(&action_delay, action_delay_value))
3154 sprintf(buf, "%ld %ld %ld",
3155 Counter(), action_delay, action_delay_value);
3158 print_debug("done");
3166 if (network_playing && !network_player_action_received)
3170 printf("DEBUG: try to get network player actions in time\n");
3175 /* last chance to get network player actions without main loop delay */
3179 if (game_status != PLAYING)
3182 if (!network_player_action_received)
3186 printf("DEBUG: failed to get network player actions in time\n");
3195 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3197 else if (tape.recording)
3206 else if (tape.recording)
3209 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3211 for (i=0; i<MAX_PLAYERS; i++)
3213 summarized_player_action |= stored_player[i].action;
3215 if (!network_playing)
3216 stored_player[i].effective_action = stored_player[i].action;
3220 if (network_playing)
3221 SendToServer_MovePlayer(summarized_player_action);
3224 if (!options.network && !setup.team_mode)
3225 local_player->effective_action = summarized_player_action;
3227 for (i=0; i<MAX_PLAYERS; i++)
3229 int actual_player_action = stored_player[i].effective_action;
3231 if (recorded_player_action)
3232 actual_player_action = recorded_player_action[i];
3234 PlayerActions(&stored_player[i], actual_player_action);
3235 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3238 network_player_action_received = FALSE;
3240 ScrollScreen(NULL, SCROLL_GO_ON);
3244 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3246 else if (tape.recording)
3256 if (TimeFrames == 0 && !local_player->gone)
3258 extern unsigned int last_RND();
3260 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3261 level.time - TimeLeft,
3263 getStateCheckSum(level.time - TimeLeft));
3272 if (GameFrameDelay >= 500)
3273 printf("FrameCounter == %d\n", FrameCounter);
3284 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3287 if (JustHit[x][y]>0)
3291 if (IS_BLOCKED(x, y))
3295 Blocked2Moving(x, y, &oldx, &oldy);
3296 if (!IS_MOVING(oldx, oldy))
3298 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3299 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3300 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3301 printf("GameActions(): This should never happen!\n");
3307 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3309 element = Feld[x][y];
3311 if (IS_INACTIVE(element))
3314 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3318 if (IS_GEM(element))
3319 EdelsteinFunkeln(x, y);
3321 else if (IS_MOVING(x, y))
3322 ContinueMoving(x, y);
3323 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3324 CheckDynamite(x, y);
3325 else if (element == EL_EXPLODING)
3326 Explode(x, y, Frame[x][y], EX_NORMAL);
3327 else if (element == EL_AMOEBING)
3328 AmoebeWaechst(x, y);
3329 else if (IS_AMOEBALIVE(element))
3330 AmoebeAbleger(x, y);
3331 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3333 else if (element == EL_ABLENK_EIN)
3335 else if (element == EL_SALZSAEURE)
3337 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3339 else if (element == EL_CRACKINGNUT)
3341 else if (element == EL_AUSGANG_ZU)
3342 AusgangstuerPruefen(x, y);
3343 else if (element == EL_AUSGANG_ACT)
3344 AusgangstuerOeffnen(x, y);
3345 else if (element == EL_AUSGANG_AUF)
3346 AusgangstuerBlinken(x, y);
3347 else if (element == EL_MAUERND)
3349 else if (element == EL_MAUER_LEBT ||
3350 element == EL_MAUER_X ||
3351 element == EL_MAUER_Y ||
3352 element == EL_MAUER_XY)
3354 else if (element == EL_BURNING)
3355 CheckForDragon(x, y);
3359 boolean sieb = FALSE;
3360 int jx = local_player->jx, jy = local_player->jy;
3362 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3363 Store[x][y] == EL_SIEB_LEER)
3365 SiebAktivieren(x, y, 1);
3368 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3369 Store[x][y] == EL_SIEB2_LEER)
3371 SiebAktivieren(x, y, 2);
3375 /* play the element sound at the position nearest to the player */
3376 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3387 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3391 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3393 element = Feld[x][y];
3394 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3396 Feld[x][y] = EL_SIEB_TOT;
3397 DrawLevelField(x, y);
3399 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3401 Feld[x][y] = EL_SIEB2_TOT;
3402 DrawLevelField(x, y);
3408 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3413 if (tape.recording || tape.playing)
3414 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3417 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3419 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3422 for (i=0; i<MAX_PLAYERS; i++)
3423 KillHero(&stored_player[i]);
3429 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3431 int min_x = x, min_y = y, max_x = x, max_y = y;
3434 for (i=0; i<MAX_PLAYERS; i++)
3436 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3438 if (!stored_player[i].active || stored_player[i].gone ||
3439 &stored_player[i] == player)
3442 min_x = MIN(min_x, jx);
3443 min_y = MIN(min_y, jy);
3444 max_x = MAX(max_x, jx);
3445 max_y = MAX(max_y, jy);
3448 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3451 static boolean AllPlayersInVisibleScreen()
3455 for (i=0; i<MAX_PLAYERS; i++)
3457 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3459 if (!stored_player[i].active || stored_player[i].gone)
3462 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3469 void ScrollLevel(int dx, int dy)
3471 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3474 XCopyArea(display, drawto_field, drawto_field, gc,
3475 FX + TILEX*(dx == -1) - softscroll_offset,
3476 FY + TILEY*(dy == -1) - softscroll_offset,
3477 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3478 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3479 FX + TILEX*(dx == 1) - softscroll_offset,
3480 FY + TILEY*(dy == 1) - softscroll_offset);
3484 x = (dx == 1 ? BX1 : BX2);
3485 for (y=BY1; y<=BY2; y++)
3486 DrawScreenField(x, y);
3490 y = (dy == 1 ? BY1 : BY2);
3491 for (x=BX1; x<=BX2; x++)
3492 DrawScreenField(x, y);
3495 redraw_mask |= REDRAW_FIELD;
3498 boolean MoveFigureOneStep(struct PlayerInfo *player,
3499 int dx, int dy, int real_dx, int real_dy)
3501 int jx = player->jx, jy = player->jy;
3502 int new_jx = jx+dx, new_jy = jy+dy;
3506 if (player->gone || (!dx && !dy))
3507 return MF_NO_ACTION;
3509 player->MovDir = (dx < 0 ? MV_LEFT :
3512 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3514 if (!IN_LEV_FIELD(new_jx, new_jy))
3515 return MF_NO_ACTION;
3517 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3518 return MF_NO_ACTION;
3520 element = MovingOrBlocked2Element(new_jx, new_jy);
3522 if (DONT_GO_TO(element))
3524 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3527 Feld[jx][jy] = EL_SPIELFIGUR;
3528 InitMovingField(jx, jy, MV_DOWN);
3529 Store[jx][jy] = EL_SALZSAEURE;
3530 ContinueMoving(jx, jy);
3539 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3540 if (can_move != MF_MOVING)
3543 StorePlayer[jx][jy] = 0;
3544 player->last_jx = jx;
3545 player->last_jy = jy;
3546 jx = player->jx = new_jx;
3547 jy = player->jy = new_jy;
3548 StorePlayer[jx][jy] = player->element_nr;
3550 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3552 ScrollFigure(player, SCROLL_INIT);
3557 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3559 int jx = player->jx, jy = player->jy;
3560 int old_jx = jx, old_jy = jy;
3561 int moved = MF_NO_ACTION;
3563 if (player->gone || (!dx && !dy))
3566 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3571 /* should only happen if pre-1.2 tape recordings are played */
3572 /* this is only for backward compatibility */
3575 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3578 while (player->MovPos)
3580 ScrollFigure(player, SCROLL_GO_ON);
3581 ScrollScreen(NULL, SCROLL_GO_ON);
3588 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3590 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3591 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3595 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3596 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3602 if (moved & MF_MOVING && !ScreenMovPos &&
3603 (player == local_player || !options.network))
3605 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3606 int offset = (setup.scroll_delay ? 3 : 0);
3608 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3610 /* actual player has left the screen -- scroll in that direction */
3611 if (jx != old_jx) /* player has moved horizontally */
3612 scroll_x += (jx - old_jx);
3613 else /* player has moved vertically */
3614 scroll_y += (jy - old_jy);
3618 if (jx != old_jx) /* player has moved horizontally */
3620 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3621 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3622 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3624 /* don't scroll over playfield boundaries */
3625 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3626 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3628 /* don't scroll more than one field at a time */
3629 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3631 /* don't scroll against the player's moving direction */
3632 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3633 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3634 scroll_x = old_scroll_x;
3636 else /* player has moved vertically */
3638 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3639 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3640 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3642 /* don't scroll over playfield boundaries */
3643 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3644 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3646 /* don't scroll more than one field at a time */
3647 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3649 /* don't scroll against the player's moving direction */
3650 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3651 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3652 scroll_y = old_scroll_y;
3656 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3658 if (!options.network && !AllPlayersInVisibleScreen())
3660 scroll_x = old_scroll_x;
3661 scroll_y = old_scroll_y;
3665 ScrollScreen(player, SCROLL_INIT);
3666 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3671 if (!(moved & MF_MOVING) && !player->Pushing)
3674 player->Frame = (player->Frame + 1) % 4;
3676 if (moved & MF_MOVING)
3678 if (old_jx != jx && old_jy == jy)
3679 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3680 else if (old_jx == jx && old_jy != jy)
3681 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3683 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3685 player->last_move_dir = player->MovDir;
3688 player->last_move_dir = MV_NO_MOVING;
3690 TestIfHeroHitsBadThing(jx, jy);
3698 void ScrollFigure(struct PlayerInfo *player, int mode)
3700 int jx = player->jx, jy = player->jy;
3701 int last_jx = player->last_jx, last_jy = player->last_jy;
3703 if (!player->active || player->gone || !player->MovPos)
3706 if (mode == SCROLL_INIT)
3708 player->actual_frame_counter = FrameCounter;
3709 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3711 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3712 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3717 else if (!FrameReached(&player->actual_frame_counter, 1))
3720 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3721 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3723 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3724 Feld[last_jx][last_jy] = EL_LEERRAUM;
3728 if (!player->MovPos)
3730 player->last_jx = jx;
3731 player->last_jy = jy;
3733 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3737 if (!local_player->friends_still_needed)
3738 player->LevelSolved = player->GameOver = TRUE;
3743 void ScrollScreen(struct PlayerInfo *player, int mode)
3745 static long screen_frame_counter = 0;
3747 if (mode == SCROLL_INIT)
3749 screen_frame_counter = FrameCounter;
3750 ScreenMovDir = player->MovDir;
3751 ScreenMovPos = player->MovPos;
3752 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3755 else if (!FrameReached(&screen_frame_counter, 1))
3760 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3761 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3762 redraw_mask |= REDRAW_FIELD;
3765 ScreenMovDir = MV_NO_MOVING;
3768 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3770 int i, killx = goodx, killy = goody;
3771 static int xy[4][2] =
3778 static int harmless[4] =
3790 x = goodx + xy[i][0];
3791 y = goody + xy[i][1];
3792 if (!IN_LEV_FIELD(x, y))
3795 element = Feld[x][y];
3797 if (DONT_TOUCH(element))
3799 if (MovDir[x][y] == harmless[i])
3808 if (killx != goodx || killy != goody)
3810 if (IS_PLAYER(goodx, goody))
3811 KillHero(PLAYERINFO(goodx, goody));
3817 void TestIfBadThingHitsGoodThing(int badx, int bady)
3819 int i, killx = badx, killy = bady;
3820 static int xy[4][2] =
3827 static int harmless[4] =
3839 x = badx + xy[i][0];
3840 y = bady + xy[i][1];
3841 if (!IN_LEV_FIELD(x, y))
3844 element = Feld[x][y];
3846 if (IS_PLAYER(x, y))
3852 else if (element == EL_PINGUIN)
3854 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3863 if (killx != badx || killy != bady)
3865 if (IS_PLAYER(killx, killy))
3866 KillHero(PLAYERINFO(killx, killy));
3872 void TestIfHeroHitsBadThing(int x, int y)
3874 TestIfGoodThingHitsBadThing(x, y);
3877 void TestIfBadThingHitsHero(int x, int y)
3879 TestIfBadThingHitsGoodThing(x, y);
3882 void TestIfFriendHitsBadThing(int x, int y)
3884 TestIfGoodThingHitsBadThing(x, y);
3887 void TestIfBadThingHitsFriend(int x, int y)
3889 TestIfBadThingHitsGoodThing(x, y);
3892 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3894 int i, killx = badx, killy = bady;
3895 static int xy[4][2] =
3909 if (!IN_LEV_FIELD(x, y))
3912 element = Feld[x][y];
3913 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3914 element == EL_AMOEBING || element == EL_TROPFEN)
3922 if (killx != badx || killy != bady)
3926 void KillHero(struct PlayerInfo *player)
3928 int jx = player->jx, jy = player->jy;
3933 if (IS_PFORTE(Feld[jx][jy]))
3934 Feld[jx][jy] = EL_LEERRAUM;
3940 void BuryHero(struct PlayerInfo *player)
3942 int jx = player->jx, jy = player->jy;
3947 PlaySoundLevel(jx, jy, SND_AUTSCH);
3948 PlaySoundLevel(jx, jy, SND_LACHEN);
3950 player->GameOver = TRUE;
3954 void RemoveHero(struct PlayerInfo *player)
3956 int jx = player->jx, jy = player->jy;
3957 int i, found = FALSE;
3959 player->gone = TRUE;
3960 StorePlayer[jx][jy] = 0;
3962 for (i=0; i<MAX_PLAYERS; i++)
3963 if (stored_player[i].active && !stored_player[i].gone)
3967 AllPlayersGone = TRUE;
3973 int DigField(struct PlayerInfo *player,
3974 int x, int y, int real_dx, int real_dy, int mode)
3976 int jx = player->jx, jy = player->jy;
3977 int dx = x - jx, dy = y - jy;
3980 if (!player->MovPos)
3981 player->Pushing = FALSE;
3983 if (mode == DF_NO_PUSH)
3985 player->push_delay = 0;
3986 return MF_NO_ACTION;
3989 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
3990 return MF_NO_ACTION;
3992 element = Feld[x][y];
4000 Feld[x][y] = EL_LEERRAUM;
4004 case EL_EDELSTEIN_BD:
4005 case EL_EDELSTEIN_GELB:
4006 case EL_EDELSTEIN_ROT:
4007 case EL_EDELSTEIN_LILA:
4010 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4011 if (local_player->gems_still_needed < 0)
4012 local_player->gems_still_needed = 0;
4013 RaiseScoreElement(element);
4014 DrawText(DX_EMERALDS, DY_EMERALDS,
4015 int2str(local_player->gems_still_needed, 3),
4016 FS_SMALL, FC_YELLOW);
4017 PlaySoundLevel(x, y, SND_PONG);
4020 case EL_DYNAMIT_AUS:
4023 RaiseScoreElement(EL_DYNAMIT);
4024 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4025 int2str(local_player->dynamite, 3),
4026 FS_SMALL, FC_YELLOW);
4027 PlaySoundLevel(x, y, SND_PONG);
4030 case EL_DYNABOMB_NR:
4032 player->dynabomb_count++;
4033 player->dynabombs_left++;
4034 RaiseScoreElement(EL_DYNAMIT);
4035 PlaySoundLevel(x, y, SND_PONG);
4038 case EL_DYNABOMB_SZ:
4040 player->dynabomb_size++;
4041 RaiseScoreElement(EL_DYNAMIT);
4042 PlaySoundLevel(x, y, SND_PONG);
4045 case EL_DYNABOMB_XL:
4047 player->dynabomb_xl = TRUE;
4048 RaiseScoreElement(EL_DYNAMIT);
4049 PlaySoundLevel(x, y, SND_PONG);
4052 case EL_SCHLUESSEL1:
4053 case EL_SCHLUESSEL2:
4054 case EL_SCHLUESSEL3:
4055 case EL_SCHLUESSEL4:
4057 int key_nr = element-EL_SCHLUESSEL1;
4060 player->key[key_nr] = TRUE;
4061 RaiseScoreElement(EL_SCHLUESSEL);
4062 DrawMiniGraphicExt(drawto, gc,
4063 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4064 GFX_SCHLUESSEL1+key_nr);
4065 DrawMiniGraphicExt(window, gc,
4066 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4067 GFX_SCHLUESSEL1+key_nr);
4068 PlaySoundLevel(x, y, SND_PONG);
4073 Feld[x][y] = EL_ABLENK_EIN;
4076 DrawLevelField(x, y);
4080 case EL_FELSBROCKEN:
4084 if (dy || mode == DF_SNAP)
4085 return MF_NO_ACTION;
4087 player->Pushing = TRUE;
4089 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4090 return MF_NO_ACTION;
4094 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4095 return MF_NO_ACTION;
4098 if (player->push_delay == 0)
4099 player->push_delay = FrameCounter;
4100 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4102 return MF_NO_ACTION;
4105 Feld[x+dx][y+dy] = element;
4107 player->push_delay_value = 2+RND(8);
4109 DrawLevelField(x+dx, y+dy);
4110 if (element == EL_FELSBROCKEN)
4111 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4112 else if (element == EL_KOKOSNUSS)
4113 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4115 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4122 if (!player->key[element-EL_PFORTE1])
4123 return MF_NO_ACTION;
4130 if (!player->key[element-EL_PFORTE1X])
4131 return MF_NO_ACTION;
4135 case EL_AUSGANG_ACT:
4136 /* door is not (yet) open */
4137 return MF_NO_ACTION;
4140 case EL_AUSGANG_AUF:
4141 if (mode == DF_SNAP)
4142 return MF_NO_ACTION;
4144 PlaySoundLevel(x, y, SND_BUING);
4147 player->gone = TRUE;
4148 PlaySoundLevel(x, y, SND_BUING);
4150 if (!local_player->friends_still_needed)
4151 player->LevelSolved = player->GameOver = TRUE;
4157 Feld[x][y] = EL_BIRNE_EIN;
4158 local_player->lights_still_needed--;
4159 DrawLevelField(x, y);
4160 PlaySoundLevel(x, y, SND_DENG);
4165 Feld[x][y] = EL_ZEIT_LEER;
4167 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4168 DrawLevelField(x, y);
4169 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4173 case EL_SOKOBAN_FELD_LEER:
4176 case EL_SOKOBAN_FELD_VOLL:
4177 case EL_SOKOBAN_OBJEKT:
4179 if (mode == DF_SNAP)
4180 return MF_NO_ACTION;
4182 player->Pushing = TRUE;
4184 if (!IN_LEV_FIELD(x+dx, y+dy)
4185 || (!IS_FREE(x+dx, y+dy)
4186 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4187 || !IS_SB_ELEMENT(element))))
4188 return MF_NO_ACTION;
4192 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4193 return MF_NO_ACTION;
4195 else if (dy && real_dx)
4197 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4198 return MF_NO_ACTION;
4201 if (player->push_delay == 0)
4202 player->push_delay = FrameCounter;
4203 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4205 return MF_NO_ACTION;
4207 if (IS_SB_ELEMENT(element))
4209 if (element == EL_SOKOBAN_FELD_VOLL)
4211 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4212 local_player->sokobanfields_still_needed++;
4217 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4219 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4220 local_player->sokobanfields_still_needed--;
4221 if (element == EL_SOKOBAN_OBJEKT)
4222 PlaySoundLevel(x, y, SND_DENG);
4225 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4230 Feld[x+dx][y+dy] = element;
4233 player->push_delay_value = 2;
4235 DrawLevelField(x, y);
4236 DrawLevelField(x+dx, y+dy);
4237 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4239 if (IS_SB_ELEMENT(element) &&
4240 local_player->sokobanfields_still_needed == 0 &&
4241 game_emulation == EMU_SOKOBAN)
4243 player->LevelSolved = player->GameOver = TRUE;
4244 PlaySoundLevel(x, y, SND_BUING);
4256 return MF_NO_ACTION;
4260 player->push_delay = 0;
4265 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4267 int jx = player->jx, jy = player->jy;
4268 int x = jx + dx, y = jy + dy;
4270 if (player->gone || !IN_LEV_FIELD(x, y))
4278 player->snapped = FALSE;
4282 if (player->snapped)
4285 player->MovDir = (dx < 0 ? MV_LEFT :
4288 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4290 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4293 player->snapped = TRUE;
4294 DrawLevelField(x, y);
4300 boolean PlaceBomb(struct PlayerInfo *player)
4302 int jx = player->jx, jy = player->jy;
4305 if (player->gone || player->MovPos)
4308 element = Feld[jx][jy];
4310 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4311 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4312 element == EL_EXPLODING)
4315 if (element != EL_LEERRAUM)
4316 Store[jx][jy] = element;
4318 if (player->dynamite)
4320 Feld[jx][jy] = EL_DYNAMIT;
4321 MovDelay[jx][jy] = 96;
4323 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4324 FS_SMALL, FC_YELLOW);
4325 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4326 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4330 Feld[jx][jy] = EL_DYNABOMB;
4331 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4332 MovDelay[jx][jy] = 96;
4333 player->dynabombs_left--;
4334 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4335 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4341 void PlaySoundLevel(int x, int y, int sound_nr)
4343 int sx = SCREENX(x), sy = SCREENY(y);
4345 int silence_distance = 8;
4347 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4348 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4351 if (!IN_LEV_FIELD(x, y) ||
4352 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4353 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4356 volume = PSND_MAX_VOLUME;
4359 stereo = (sx-SCR_FIELDX/2)*12;
4361 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4362 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4363 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4366 if (!IN_SCR_FIELD(sx, sy))
4368 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4369 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4371 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4374 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4377 void RaiseScore(int value)
4379 local_player->score += value;
4380 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4381 FS_SMALL, FC_YELLOW);
4384 void RaiseScoreElement(int element)
4389 case EL_EDELSTEIN_BD:
4390 case EL_EDELSTEIN_GELB:
4391 case EL_EDELSTEIN_ROT:
4392 case EL_EDELSTEIN_LILA:
4393 RaiseScore(level.score[SC_EDELSTEIN]);
4396 RaiseScore(level.score[SC_DIAMANT]);
4400 RaiseScore(level.score[SC_KAEFER]);
4404 RaiseScore(level.score[SC_FLIEGER]);
4408 RaiseScore(level.score[SC_MAMPFER]);
4411 RaiseScore(level.score[SC_ROBOT]);
4414 RaiseScore(level.score[SC_PACMAN]);
4417 RaiseScore(level.score[SC_KOKOSNUSS]);
4420 RaiseScore(level.score[SC_DYNAMIT]);
4423 RaiseScore(level.score[SC_SCHLUESSEL]);