1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-98 Artsoft Entertainment *
8 * phone: ++49 +521 290471 *
9 * email: aeglos@valinor.owl.de *
10 *----------------------------------------------------------*
12 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = 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 /* don't play tapes over network */
67 network_playing = (network && !tape.playing);
69 for(i=0; i<MAX_PLAYERS; i++)
71 struct PlayerInfo *player = &stored_player[i];
74 player->element_nr = EL_SPIELER1 + i;
75 player->active = FALSE;
76 player->local = FALSE;
79 player->gems_still_needed = level.edelsteine;
80 player->sokobanfields_still_needed = 0;
81 player->lights_still_needed = 0;
82 player->friends_still_needed = 0;
85 player->key[j] = FALSE;
88 player->dynabomb_count = 0;
89 player->dynabomb_size = 0;
90 player->dynabombs_left = 0;
91 player->dynabomb_xl = FALSE;
93 player->MovDir = MV_NO_MOVING;
95 player->Pushing = FALSE;
99 player->actual_frame_counter = 0;
101 player->frame_reset_delay = 0;
103 player->push_delay = 0;
104 player->push_delay_value = 5;
106 player->move_delay = 0;
107 player->last_move_dir = MV_NO_MOVING;
109 player->snapped = FALSE;
111 player->gone = FALSE;
113 player->last_jx = player->last_jy = 0;
114 player->jx = player->jy = 0;
116 DigField(player, 0,0,0,0,DF_NO_PUSH);
117 SnapField(player, 0,0);
123 stored_player[i].active = TRUE;
128 player->LevelSolved = FALSE;
129 player->GameOver = FALSE;
132 local_player->active = TRUE;
133 local_player->local = TRUE;
135 network_player_action_received = FALSE;
139 /* initial null action */
141 SendToServer_MovePlayer(MV_NO_MOVING);
156 TimeLeft = level.time;
158 ScreenMovDir = MV_NO_MOVING;
162 AllPlayersGone = SiebAktiv = FALSE;
164 for(i=0;i<MAX_NUM_AMOEBA;i++)
165 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
167 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
169 Feld[x][y] = Ur[x][y];
170 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
171 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
176 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
178 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
184 Feld[x][y] = EL_SPIELER1;
191 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
192 int jx = player->jx, jy = player->jy;
194 /* remove duplicate players */
195 if (StorePlayer[jx][jy] == Feld[x][y])
196 StorePlayer[jx][jy] = 0;
198 player->active = TRUE;
200 StorePlayer[x][y] = Feld[x][y];
201 Feld[x][y] = EL_LEERRAUM;
202 player->jx = player->last_jx = x;
203 player->jy = player->last_jy = y;
207 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
208 Feld[x][y] = EL_BADEWANNE1;
209 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
210 Feld[x][y] = EL_BADEWANNE2;
211 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
212 Feld[x][y] = EL_BADEWANNE3;
213 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
214 Feld[x][y] = EL_BADEWANNE4;
215 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
216 Feld[x][y] = EL_BADEWANNE5;
255 Feld[x][y] = EL_AMOEBING;
256 Store[x][y] = EL_AMOEBE_NASS;
263 local_player->lights_still_needed++;
265 case EL_SOKOBAN_FELD_LEER:
266 local_player->sokobanfields_still_needed++;
270 local_player->friends_still_needed++;
274 MovDir[x][y] = 1<<RND(4);
281 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
282 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
284 scroll_x = scroll_y = -1;
285 if (local_player->jx >= MIDPOSX-1)
286 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
287 local_player->jx - MIDPOSX :
288 lev_fieldx - SCR_FIELDX + 1);
289 if (local_player->jy >= MIDPOSY-1)
290 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
291 local_player->jy - MIDPOSY :
292 lev_fieldy - SCR_FIELDY + 1);
294 CloseDoor(DOOR_CLOSE_1);
300 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
301 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
302 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
303 DrawTextExt(pix[PIX_DB_DOOR],gc,
304 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
305 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
306 DrawTextExt(pix[PIX_DB_DOOR],gc,
307 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
308 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
309 DrawTextExt(pix[PIX_DB_DOOR],gc,
310 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
311 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
312 DrawTextExt(pix[PIX_DB_DOOR],gc,
313 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
314 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
315 DrawTextExt(pix[PIX_DB_DOOR],gc,
316 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
317 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
319 DrawGameButton(BUTTON_GAME_STOP);
320 DrawGameButton(BUTTON_GAME_PAUSE);
321 DrawGameButton(BUTTON_GAME_PLAY);
322 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
323 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
324 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
325 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
326 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
327 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
328 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
329 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
331 OpenDoor(DOOR_OPEN_1);
334 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
336 XAutoRepeatOff(display);
339 void InitMovDir(int x, int y)
341 int i, element = Feld[x][y];
342 static int xy[4][2] =
349 static int direction[2][4] =
351 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
352 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
361 Feld[x][y] = EL_KAEFER;
362 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
368 Feld[x][y] = EL_FLIEGER;
369 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
375 Feld[x][y] = EL_BUTTERFLY;
376 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
382 Feld[x][y] = EL_FIREFLY;
383 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
389 Feld[x][y] = EL_PACMAN;
390 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
393 MovDir[x][y] = 1<<RND(4);
394 if (element != EL_KAEFER &&
395 element != EL_FLIEGER &&
396 element != EL_BUTTERFLY &&
397 element != EL_FIREFLY)
407 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
409 if (element==EL_KAEFER || element==EL_BUTTERFLY)
411 MovDir[x][y] = direction[0][i];
414 else if (element==EL_FLIEGER || element==EL_FIREFLY)
416 MovDir[x][y] = direction[1][i];
425 void InitAmoebaNr(int x, int y)
428 int group_nr = AmoebeNachbarNr(x,y);
432 for(i=1;i<MAX_NUM_AMOEBA;i++)
442 AmoebaNr[x][y] = group_nr;
443 AmoebaCnt[group_nr]++;
444 AmoebaCnt2[group_nr]++;
450 int bumplevel = FALSE;
452 local_player->LevelSolved = FALSE;
457 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
462 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
463 if (TimeLeft && !(TimeLeft % 10))
464 RaiseScore(level.score[SC_ZEITBONUS]);
465 if (TimeLeft > 100 && !(TimeLeft % 10))
469 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
480 /* Hero disappears */
481 DrawLevelField(ExitX, ExitY);
487 CloseDoor(DOOR_CLOSE_1);
492 SaveLevelTape(tape.level_nr); /* Ask to save tape */
495 if (level_nr == local_player->handicap &&
496 level_nr < leveldir[leveldir_nr].levels-1)
498 local_player->handicap++;
500 SavePlayerInfo(PLAYER_LEVEL);
503 if ((hi_pos=NewHiScore()) >= 0)
505 game_status = HALLOFFAME;
506 DrawHallOfFame(hi_pos);
507 if (bumplevel && TAPE_IS_EMPTY(tape))
512 game_status = MAINMENU;
513 if (bumplevel && TAPE_IS_EMPTY(tape))
528 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
529 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
532 for(k=0;k<MAX_SCORE_ENTRIES;k++)
534 if (local_player->score > highscore[k].Score)
536 /* Spieler kommt in Highscore-Liste */
538 if (k<MAX_SCORE_ENTRIES-1)
540 int m = MAX_SCORE_ENTRIES-1;
543 for(l=k;l<MAX_SCORE_ENTRIES;l++)
544 if (!strcmp(local_player->alias_name,highscore[l].Name))
546 if (m==k) /* Spieler überschreibt seine alte Position */
552 strcpy(highscore[l].Name,highscore[l-1].Name);
553 highscore[l].Score = highscore[l-1].Score;
560 sprintf(highscore[k].Name,local_player->alias_name);
561 highscore[k].Score = local_player->score;
567 else if (!strcmp(local_player->alias_name,highscore[k].Name))
568 break; /* Spieler schon mit besserer Punktzahl in der Liste */
579 void InitMovingField(int x, int y, int direction)
581 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
582 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
584 MovDir[x][y] = direction;
585 MovDir[newx][newy] = direction;
586 if (Feld[newx][newy] == EL_LEERRAUM)
587 Feld[newx][newy] = EL_BLOCKED;
590 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
592 int direction = MovDir[x][y];
593 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
594 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
600 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
602 int oldx = x, oldy = y;
603 int direction = MovDir[x][y];
605 if (direction==MV_LEFT)
607 else if (direction==MV_RIGHT)
609 else if (direction==MV_UP)
611 else if (direction==MV_DOWN)
614 *comes_from_x = oldx;
615 *comes_from_y = oldy;
618 int MovingOrBlocked2Element(int x, int y)
620 int element = Feld[x][y];
622 if (element==EL_BLOCKED)
626 Blocked2Moving(x,y,&oldx,&oldy);
627 return(Feld[oldx][oldy]);
633 static void RemoveField(int x, int y)
635 Feld[x][y] = EL_LEERRAUM;
641 void RemoveMovingField(int x, int y)
643 int oldx = x,oldy = y, newx = x,newy = y;
645 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
650 Moving2Blocked(x,y,&newx,&newy);
651 if (Feld[newx][newy] != EL_BLOCKED)
654 else if (Feld[x][y]==EL_BLOCKED)
656 Blocked2Moving(x,y,&oldx,&oldy);
657 if (!IS_MOVING(oldx,oldy))
661 if (Feld[x][y]==EL_BLOCKED &&
662 (Store[oldx][oldy]==EL_MORAST_LEER ||
663 Store[oldx][oldy]==EL_SIEB_LEER ||
664 Store[oldx][oldy]==EL_SIEB2_LEER ||
665 Store[oldx][oldy]==EL_AMOEBE_NASS))
667 Feld[oldx][oldy] = Store[oldx][oldy];
668 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
671 Feld[oldx][oldy] = EL_LEERRAUM;
673 Feld[newx][newy] = EL_LEERRAUM;
674 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
675 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
677 DrawLevelField(oldx,oldy);
678 DrawLevelField(newx,newy);
681 void DrawDynamite(int x, int y)
683 int sx = SCREENX(x), sy = SCREENY(y);
684 int graphic = el2gfx(Feld[x][y]);
687 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
691 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
693 if (Feld[x][y]==EL_DYNAMIT)
695 if ((phase = (96-MovDelay[x][y])/12) > 6)
700 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
705 DrawGraphicThruMask(sx,sy, graphic + phase);
707 DrawGraphic(sx,sy, graphic + phase);
710 void CheckDynamite(int x, int y)
712 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
717 if (!(MovDelay[x][y] % 12))
718 PlaySoundLevel(x,y,SND_ZISCH);
720 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
722 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
729 StopSound(SND_ZISCH);
733 void Explode(int ex, int ey, int phase, int mode)
736 int num_phase = 9, delay = 2;
737 int last_phase = num_phase*delay;
738 int half_phase = (num_phase/2)*delay;
740 if (phase==0) /* Feld 'Store' initialisieren */
742 int center_element = Feld[ex][ey];
744 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
746 center_element = MovingOrBlocked2Element(ex,ey);
747 RemoveMovingField(ex,ey);
750 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
752 int element = Feld[x][y];
754 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
756 element = MovingOrBlocked2Element(x,y);
757 RemoveMovingField(x,y);
760 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
763 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
767 if (element==EL_EXPLODING)
768 element = Store2[x][y];
770 if (IS_PLAYER(ex,ey))
772 switch(StorePlayer[ex][ey])
775 Store[x][y] = EL_EDELSTEIN_ROT;
778 Store[x][y] = EL_EDELSTEIN;
781 Store[x][y] = EL_EDELSTEIN_LILA;
785 Store[x][y] = EL_EDELSTEIN_GELB;
789 else if (center_element==EL_MAULWURF)
790 Store[x][y] = EL_EDELSTEIN_ROT;
791 else if (center_element==EL_PINGUIN)
792 Store[x][y] = EL_EDELSTEIN_LILA;
793 else if (center_element==EL_KAEFER)
794 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
795 else if (center_element==EL_BUTTERFLY)
796 Store[x][y] = EL_EDELSTEIN_BD;
797 else if (center_element==EL_MAMPFER)
798 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
799 else if (center_element==EL_AMOEBA2DIAM)
800 Store[x][y] = level.amoebe_inhalt;
801 else if (element==EL_ERZ_EDEL)
802 Store[x][y] = EL_EDELSTEIN;
803 else if (element==EL_ERZ_DIAM)
804 Store[x][y] = EL_DIAMANT;
805 else if (element==EL_ERZ_EDEL_BD)
806 Store[x][y] = EL_EDELSTEIN_BD;
807 else if (element==EL_ERZ_EDEL_GELB)
808 Store[x][y] = EL_EDELSTEIN_GELB;
809 else if (element==EL_ERZ_EDEL_ROT)
810 Store[x][y] = EL_EDELSTEIN_ROT;
811 else if (element==EL_ERZ_EDEL_LILA)
812 Store[x][y] = EL_EDELSTEIN_LILA;
813 else if (!IS_PFORTE(Store[x][y]))
814 Store[x][y] = EL_LEERRAUM;
816 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
817 Store2[x][y] = element;
819 if (AmoebaNr[x][y] &&
820 (element==EL_AMOEBE_VOLL ||
821 element==EL_AMOEBE_BD ||
822 element==EL_AMOEBING))
824 AmoebaCnt[AmoebaNr[x][y]]--;
825 AmoebaCnt2[AmoebaNr[x][y]]--;
828 Feld[x][y] = EL_EXPLODING;
829 MovDir[x][y] = MovPos[x][y] = 0;
835 if (center_element==EL_MAMPFER)
836 MampferNr = (MampferNr+1) % 4;
847 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
849 if (phase==half_phase)
851 int element = Store2[x][y];
854 KillHero(PLAYERINFO(x,y));
855 else if (IS_EXPLOSIVE(element))
857 Feld[x][y] = Store2[x][y];
861 else if (element==EL_AMOEBA2DIAM)
862 AmoebeUmwandeln(x,y);
865 if (phase==last_phase)
869 element = Feld[x][y] = Store[x][y];
870 Store[x][y] = Store2[x][y] = 0;
871 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
872 if (CAN_MOVE(element) || COULD_MOVE(element))
876 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
879 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
881 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
885 void DynaExplode(int ex, int ey)
888 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
889 static int xy[4][2] =
897 Store2[ex][ey] = 0; /* delete player information */
899 Explode(ex,ey,0,EX_CENTER);
903 for(j=1; j<=player->dynabomb_size; j++)
905 int x = ex+j*xy[i%4][0];
906 int y = ey+j*xy[i%4][1];
909 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
912 element = Feld[x][y];
913 Explode(x,y,0,EX_BORDER);
915 if (element != EL_LEERRAUM &&
916 element != EL_ERDREICH &&
917 element != EL_EXPLODING &&
918 !player->dynabomb_xl)
923 player->dynabombs_left++;
926 void Bang(int x, int y)
928 int element = Feld[x][y];
930 PlaySoundLevel(x,y,SND_ROAAAR);
942 RaiseScoreElement(element);
943 Explode(x,y,0,EX_NORMAL);
953 Explode(x,y,0,EX_CENTER);
956 Explode(x,y,0,EX_NORMAL);
961 void Blurb(int x, int y)
963 int element = Feld[x][y];
965 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
967 PlaySoundLevel(x,y,SND_BLURB);
968 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
969 (!IN_LEV_FIELD(x-1,y-1) ||
970 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
972 Feld[x-1][y] = EL_BLURB_LEFT;
974 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
975 (!IN_LEV_FIELD(x+1,y-1) ||
976 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
978 Feld[x+1][y] = EL_BLURB_RIGHT;
983 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
985 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
988 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
991 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
992 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
996 Feld[x][y] = EL_LEERRAUM;
1003 void Impact(int x, int y)
1005 BOOL lastline = (y==lev_fieldy-1);
1006 BOOL object_hit = FALSE;
1007 int element = Feld[x][y];
1010 /* Element darunter berührt? */
1013 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1016 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
1017 MovDir[x][y+1]!=MV_DOWN ||
1018 MovPos[x][y+1]<=TILEY/2));
1020 smashed = MovingOrBlocked2Element(x,y+1);
1023 /* Auftreffendes Element fällt in Salzsäure */
1024 if (!lastline && smashed==EL_SALZSAEURE)
1030 /* Auftreffendes Element ist Bombe */
1031 if (element==EL_BOMBE && (lastline || object_hit))
1037 /* Auftreffendes Element ist Säuretropfen */
1038 if (element==EL_TROPFEN && (lastline || object_hit))
1040 if (object_hit && IS_PLAYER(x,y+1))
1041 KillHero(PLAYERINFO(x,y+1));
1042 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1046 Feld[x][y] = EL_AMOEBING;
1047 Store[x][y] = EL_AMOEBE_NASS;
1052 /* Welches Element kriegt was auf die Rübe? */
1053 if (!lastline && object_hit)
1055 if (CAN_CHANGE(element) &&
1056 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1057 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1059 if (IS_PLAYER(x,y+1))
1061 KillHero(PLAYERINFO(x,y+1));
1064 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1069 else if (element==EL_EDELSTEIN_BD)
1071 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1077 else if (element==EL_FELSBROCKEN)
1079 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1080 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1085 else if (!IS_MOVING(x,y+1))
1087 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1092 else if (smashed==EL_KOKOSNUSS)
1094 Feld[x][y+1] = EL_CRACKINGNUT;
1095 PlaySoundLevel(x,y,SND_KNACK);
1096 RaiseScoreElement(EL_KOKOSNUSS);
1099 else if (smashed==EL_DIAMANT)
1101 Feld[x][y+1] = EL_LEERRAUM;
1102 PlaySoundLevel(x,y,SND_QUIRK);
1109 /* Geräusch beim Durchqueren des Siebes */
1110 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1112 PlaySoundLevel(x,y,SND_QUIRK);
1116 /* Geräusch beim Auftreffen */
1117 if (lastline || object_hit)
1124 case EL_EDELSTEIN_BD:
1125 case EL_EDELSTEIN_GELB:
1126 case EL_EDELSTEIN_ROT:
1127 case EL_EDELSTEIN_LILA:
1134 case EL_FELSBROCKEN:
1138 case EL_SCHLUESSEL1:
1139 case EL_SCHLUESSEL2:
1140 case EL_SCHLUESSEL3:
1141 case EL_SCHLUESSEL4:
1154 PlaySoundLevel(x,y,sound);
1158 void TurnRound(int x, int y)
1170 { 0,0 }, { 0,0 }, { 0,0 },
1175 int left,right,back;
1179 { MV_DOWN, MV_UP, MV_RIGHT },
1180 { MV_UP, MV_DOWN, MV_LEFT },
1182 { MV_LEFT, MV_RIGHT, MV_DOWN },
1183 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1184 { MV_RIGHT, MV_LEFT, MV_UP }
1187 int element = Feld[x][y];
1188 int old_move_dir = MovDir[x][y];
1189 int left_dir = turn[old_move_dir].left;
1190 int right_dir = turn[old_move_dir].right;
1191 int back_dir = turn[old_move_dir].back;
1193 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1194 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1195 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1196 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1198 int left_x = x+left_dx, left_y = y+left_dy;
1199 int right_x = x+right_dx, right_y = y+right_dy;
1200 int move_x = x+move_dx, move_y = y+move_dy;
1202 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1204 TestIfBadThingHitsOtherBadThing(x,y);
1206 if (IN_LEV_FIELD(right_x,right_y) &&
1207 IS_FREE_OR_PLAYER(right_x,right_y))
1208 MovDir[x][y] = right_dir;
1209 else if (!IN_LEV_FIELD(move_x,move_y) ||
1210 !IS_FREE_OR_PLAYER(move_x,move_y))
1211 MovDir[x][y] = left_dir;
1213 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1215 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1218 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1220 TestIfBadThingHitsOtherBadThing(x,y);
1222 if (IN_LEV_FIELD(left_x,left_y) &&
1223 IS_FREE_OR_PLAYER(left_x,left_y))
1224 MovDir[x][y] = left_dir;
1225 else if (!IN_LEV_FIELD(move_x,move_y) ||
1226 !IS_FREE_OR_PLAYER(move_x,move_y))
1227 MovDir[x][y] = right_dir;
1229 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1231 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1234 else if (element==EL_MAMPFER)
1236 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1238 if (IN_LEV_FIELD(left_x,left_y) &&
1239 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1240 Feld[left_x][left_y] == EL_DIAMANT))
1241 can_turn_left = TRUE;
1242 if (IN_LEV_FIELD(right_x,right_y) &&
1243 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1244 Feld[right_x][right_y] == EL_DIAMANT))
1245 can_turn_right = TRUE;
1247 if (can_turn_left && can_turn_right)
1248 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1249 else if (can_turn_left)
1250 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1251 else if (can_turn_right)
1252 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1254 MovDir[x][y] = back_dir;
1256 MovDelay[x][y] = 16+16*RND(3);
1258 else if (element==EL_MAMPFER2)
1260 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1262 if (IN_LEV_FIELD(left_x,left_y) &&
1263 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1264 IS_MAMPF2(Feld[left_x][left_y])))
1265 can_turn_left = TRUE;
1266 if (IN_LEV_FIELD(right_x,right_y) &&
1267 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1268 IS_MAMPF2(Feld[right_x][right_y])))
1269 can_turn_right = TRUE;
1271 if (can_turn_left && can_turn_right)
1272 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1273 else if (can_turn_left)
1274 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1275 else if (can_turn_right)
1276 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1278 MovDir[x][y] = back_dir;
1280 MovDelay[x][y] = 16+16*RND(3);
1282 else if (element==EL_PACMAN)
1284 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1286 if (IN_LEV_FIELD(left_x,left_y) &&
1287 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1288 IS_AMOEBOID(Feld[left_x][left_y])))
1289 can_turn_left = TRUE;
1290 if (IN_LEV_FIELD(right_x,right_y) &&
1291 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1292 IS_AMOEBOID(Feld[right_x][right_y])))
1293 can_turn_right = TRUE;
1295 if (can_turn_left && can_turn_right)
1296 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1297 else if (can_turn_left)
1298 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1299 else if (can_turn_right)
1300 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1302 MovDir[x][y] = back_dir;
1304 MovDelay[x][y] = 6+RND(40);
1306 else if (element==EL_SCHWEIN)
1308 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1309 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1310 BOOL should_move_on = FALSE;
1312 int rnd = RND(rnd_value);
1314 if (IN_LEV_FIELD(left_x,left_y) &&
1315 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1316 can_turn_left = TRUE;
1317 if (IN_LEV_FIELD(right_x,right_y) &&
1318 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1319 can_turn_right = TRUE;
1320 if (IN_LEV_FIELD(move_x,move_y) &&
1321 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1324 if (can_turn_left &&
1326 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1327 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1328 should_turn_left = TRUE;
1329 if (can_turn_right &&
1331 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1332 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1333 should_turn_right = TRUE;
1335 (!can_turn_left || !can_turn_right ||
1336 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1337 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1338 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1339 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1340 should_move_on = TRUE;
1342 if (should_turn_left || should_turn_right || should_move_on)
1344 if (should_turn_left && should_turn_right && should_move_on)
1345 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1346 rnd < 2*rnd_value/3 ? right_dir :
1348 else if (should_turn_left && should_turn_right)
1349 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1350 else if (should_turn_left && should_move_on)
1351 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1352 else if (should_turn_right && should_move_on)
1353 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1354 else if (should_turn_left)
1355 MovDir[x][y] = left_dir;
1356 else if (should_turn_right)
1357 MovDir[x][y] = right_dir;
1358 else if (should_move_on)
1359 MovDir[x][y] = old_move_dir;
1361 else if (can_move_on && rnd > rnd_value/8)
1362 MovDir[x][y] = old_move_dir;
1363 else if (can_turn_left && can_turn_right)
1364 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1365 else if (can_turn_left && rnd > rnd_value/8)
1366 MovDir[x][y] = left_dir;
1367 else if (can_turn_right && rnd > rnd_value/8)
1368 MovDir[x][y] = right_dir;
1370 MovDir[x][y] = back_dir;
1372 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1373 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1374 MovDir[x][y] = old_move_dir;
1378 else if (element==EL_DRACHE)
1380 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1382 int rnd = RND(rnd_value);
1384 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1385 can_turn_left = TRUE;
1386 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1387 can_turn_right = TRUE;
1388 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1391 if (can_move_on && rnd > rnd_value/8)
1392 MovDir[x][y] = old_move_dir;
1393 else if (can_turn_left && can_turn_right)
1394 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1395 else if (can_turn_left && rnd > rnd_value/8)
1396 MovDir[x][y] = left_dir;
1397 else if (can_turn_right && rnd > rnd_value/8)
1398 MovDir[x][y] = right_dir;
1400 MovDir[x][y] = back_dir;
1402 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1403 MovDir[x][y] = old_move_dir;
1407 else if (element==EL_ROBOT || element==EL_SONDE ||
1408 element==EL_MAULWURF || element==EL_PINGUIN)
1410 int attr_x = -1, attr_y = -1;
1421 for(i=0; i<MAX_PLAYERS; i++)
1423 struct PlayerInfo *player = &stored_player[i];
1424 int jx = player->jx, jy = player->jy;
1426 if (!player->active || player->gone)
1429 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1437 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1443 if (element==EL_MAULWURF || element==EL_PINGUIN)
1446 static int xy[4][2] =
1456 int ex = x + xy[i%4][0];
1457 int ey = y + xy[i%4][1];
1459 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1468 MovDir[x][y] = MV_NO_MOVING;
1470 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1472 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1474 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1476 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1478 if (element==EL_ROBOT)
1482 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1483 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1484 Moving2Blocked(x,y,&newx,&newy);
1486 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1487 MovDelay[x][y] = 8+8*!RND(3);
1489 MovDelay[x][y] = 16;
1497 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1499 BOOL first_horiz = RND(2);
1500 int new_move_dir = MovDir[x][y];
1503 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1504 Moving2Blocked(x,y,&newx,&newy);
1506 if (IN_LEV_FIELD(newx,newy) &&
1507 (IS_FREE(newx,newy) ||
1508 Feld[newx][newy] == EL_SALZSAEURE ||
1509 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1510 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1511 IS_MAMPF3(Feld[newx][newy])))))
1515 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1516 Moving2Blocked(x,y,&newx,&newy);
1518 if (IN_LEV_FIELD(newx,newy) &&
1519 (IS_FREE(newx,newy) ||
1520 Feld[newx][newy] == EL_SALZSAEURE ||
1521 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1522 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1523 IS_MAMPF3(Feld[newx][newy])))))
1526 MovDir[x][y] = old_move_dir;
1533 static BOOL JustBeingPushed(int x, int y)
1537 for(i=0; i<MAX_PLAYERS; i++)
1539 struct PlayerInfo *player = &stored_player[i];
1541 if (player->active && !player->gone &&
1542 player->Pushing && player->MovPos)
1544 int next_jx = player->jx + (player->jx - player->last_jx);
1545 int next_jy = player->jy + (player->jy - player->last_jy);
1547 if (x == next_jx && y == next_jy)
1555 void StartMoving(int x, int y)
1557 int element = Feld[x][y];
1562 if (CAN_FALL(element) && y<lev_fieldy-1)
1564 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1565 if (JustBeingPushed(x,y))
1568 if (element==EL_MORAST_VOLL)
1572 InitMovingField(x,y,MV_DOWN);
1573 Feld[x][y] = EL_FELSBROCKEN;
1574 Store[x][y] = EL_MORAST_LEER;
1576 else if (Feld[x][y+1]==EL_MORAST_LEER)
1578 if (!MovDelay[x][y])
1579 MovDelay[x][y] = TILEY + 1;
1588 Feld[x][y] = EL_MORAST_LEER;
1589 Feld[x][y+1] = EL_MORAST_VOLL;
1592 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1594 InitMovingField(x,y,MV_DOWN);
1595 Store[x][y] = EL_MORAST_VOLL;
1597 else if (element==EL_SIEB_VOLL)
1601 InitMovingField(x,y,MV_DOWN);
1602 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1603 Store[x][y] = EL_SIEB_LEER;
1605 else if (Feld[x][y+1]==EL_SIEB_LEER)
1607 if (!MovDelay[x][y])
1608 MovDelay[x][y] = TILEY/4 + 1;
1617 Feld[x][y] = EL_SIEB_LEER;
1618 Feld[x][y+1] = EL_SIEB_VOLL;
1619 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1623 else if (element==EL_SIEB2_VOLL)
1627 InitMovingField(x,y,MV_DOWN);
1628 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1629 Store[x][y] = EL_SIEB2_LEER;
1631 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1633 if (!MovDelay[x][y])
1634 MovDelay[x][y] = TILEY/4 + 1;
1643 Feld[x][y] = EL_SIEB2_LEER;
1644 Feld[x][y+1] = EL_SIEB2_VOLL;
1645 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1649 else if (SiebAktiv && CAN_CHANGE(element) &&
1650 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1652 InitMovingField(x,y,MV_DOWN);
1654 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1655 Store2[x][y+1] = element;
1657 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1660 InitMovingField(x,y,MV_DOWN);
1661 Store[x][y] = EL_SALZSAEURE;
1663 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1667 else if (IS_FREE(x,y+1))
1669 InitMovingField(x,y,MV_DOWN);
1671 else if (element==EL_TROPFEN)
1673 Feld[x][y] = EL_AMOEBING;
1674 Store[x][y] = EL_AMOEBE_NASS;
1676 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1678 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1679 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1680 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1681 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1685 if (left && right && game_emulation != EMU_BOULDERDASH)
1686 left = !(right = RND(2));
1688 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1692 else if (CAN_MOVE(element))
1696 if (element == EL_SONDE && JustBeingPushed(x,y))
1699 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1701 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1702 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1705 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1708 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1709 DrawLevelField(x,y);
1713 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1717 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1719 int phase = MovDelay[x][y] % 8;
1724 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1725 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1727 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1728 && MovDelay[x][y]%4==3)
1729 PlaySoundLevel(x,y,SND_NJAM);
1731 else if (element==EL_DRACHE)
1734 int dir = MovDir[x][y];
1735 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1736 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1737 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1738 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1739 dir == MV_UP ? GFX_FLAMMEN_UP :
1740 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1741 int phase = FrameCounter % 2;
1745 int xx = x + i*dx, yy = y + i*dy;
1746 int sx = SCREENX(xx), sy = SCREENY(yy);
1748 if (!IN_LEV_FIELD(xx,yy) ||
1749 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1754 int flamed = MovingOrBlocked2Element(xx,yy);
1756 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1759 RemoveMovingField(xx,yy);
1761 Feld[xx][yy] = EL_BURNING;
1762 if (IN_SCR_FIELD(sx,sy))
1763 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1767 if (Feld[xx][yy] == EL_BURNING)
1768 Feld[xx][yy] = EL_LEERRAUM;
1769 DrawLevelField(xx,yy);
1778 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1780 PlaySoundLevel(x,y,SND_KLAPPER);
1782 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1784 PlaySoundLevel(x,y,SND_ROEHR);
1787 /* neuer Schritt / Wartezustand beendet */
1789 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1791 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1793 /* Spieler erwischt */
1795 KillHero(PLAYERINFO(newx,newy));
1798 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1799 element==EL_ROBOT || element==EL_SONDE) &&
1800 IN_LEV_FIELD(newx,newy) &&
1801 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1804 Store[x][y] = EL_SALZSAEURE;
1806 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1807 IN_LEV_FIELD(newx,newy))
1809 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1811 Feld[x][y] = EL_LEERRAUM;
1812 DrawLevelField(x,y);
1814 PlaySoundLevel(newx,newy,SND_BUING);
1815 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1816 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1818 local_player->friends_still_needed--;
1819 if (!local_player->friends_still_needed &&
1820 !local_player->GameOver && AllPlayersGone)
1821 local_player->LevelSolved = local_player->GameOver = TRUE;
1825 else if (IS_MAMPF3(Feld[newx][newy]))
1827 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1828 DrawLevelField(newx,newy);
1830 MovDir[x][y] = MV_NO_MOVING;
1832 else if (!IS_FREE(newx,newy))
1835 DrawPlayerField(x,y);
1837 DrawLevelField(x,y);
1841 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1843 if (IS_GEM(Feld[newx][newy]))
1845 if (IS_MOVING(newx,newy))
1846 RemoveMovingField(newx,newy);
1849 Feld[newx][newy] = EL_LEERRAUM;
1850 DrawLevelField(newx,newy);
1853 else if (!IS_FREE(newx,newy))
1856 DrawPlayerField(x,y);
1858 DrawLevelField(x,y);
1862 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1864 if (!IS_FREE(newx,newy))
1867 DrawPlayerField(x,y);
1869 DrawLevelField(x,y);
1874 BOOL wanna_flame = !RND(10);
1875 int dx = newx - x, dy = newy - y;
1876 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1877 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1878 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1879 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1880 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1881 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1883 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1884 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1885 element1 != EL_BURNING && element2 != EL_BURNING)
1888 DrawPlayerField(x,y);
1890 DrawLevelField(x,y);
1892 MovDelay[x][y] = 50;
1893 Feld[newx][newy] = EL_BURNING;
1894 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1895 Feld[newx1][newy1] = EL_BURNING;
1896 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1897 Feld[newx2][newy2] = EL_BURNING;
1902 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1903 Feld[newx][newy]==EL_DIAMANT)
1905 if (IS_MOVING(newx,newy))
1906 RemoveMovingField(newx,newy);
1909 Feld[newx][newy] = EL_LEERRAUM;
1910 DrawLevelField(newx,newy);
1913 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1914 IS_MAMPF2(Feld[newx][newy]))
1916 if (AmoebaNr[newx][newy])
1918 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1919 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1920 AmoebaCnt[AmoebaNr[newx][newy]]--;
1923 if (IS_MOVING(newx,newy))
1924 RemoveMovingField(newx,newy);
1927 Feld[newx][newy] = EL_LEERRAUM;
1928 DrawLevelField(newx,newy);
1931 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1932 IS_AMOEBOID(Feld[newx][newy]))
1934 if (AmoebaNr[newx][newy])
1936 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1937 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1938 AmoebaCnt[AmoebaNr[newx][newy]]--;
1941 Feld[newx][newy] = EL_LEERRAUM;
1942 DrawLevelField(newx,newy);
1944 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1945 { /* gegen Wand gelaufen */
1948 if (element == EL_KAEFER || element == EL_FLIEGER)
1949 DrawLevelField(x,y);
1950 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1951 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1952 else if (element==EL_SONDE)
1953 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1958 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1959 PlaySoundLevel(x,y,SND_SCHLURF);
1961 InitMovingField(x,y,MovDir[x][y]);
1965 ContinueMoving(x,y);
1968 void ContinueMoving(int x, int y)
1970 int element = Feld[x][y];
1971 int direction = MovDir[x][y];
1972 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1973 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1974 int horiz_move = (dx!=0);
1975 int newx = x + dx, newy = y + dy;
1976 int step = (horiz_move ? dx : dy) * TILEX/8;
1978 if (CAN_FALL(element) && horiz_move)
1980 else if (element==EL_TROPFEN)
1982 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1985 MovPos[x][y] += step;
1987 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1989 Feld[x][y] = EL_LEERRAUM;
1990 Feld[newx][newy] = element;
1992 if (Store[x][y]==EL_MORAST_VOLL)
1995 Feld[newx][newy] = EL_MORAST_VOLL;
1996 element = EL_MORAST_VOLL;
1998 else if (Store[x][y]==EL_MORAST_LEER)
2001 Feld[x][y] = EL_MORAST_LEER;
2003 else if (Store[x][y]==EL_SIEB_VOLL)
2006 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2008 else if (Store[x][y]==EL_SIEB_LEER)
2010 Store[x][y] = Store2[x][y] = 0;
2011 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2013 else if (Store[x][y]==EL_SIEB2_VOLL)
2016 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2018 else if (Store[x][y]==EL_SIEB2_LEER)
2020 Store[x][y] = Store2[x][y] = 0;
2021 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2023 else if (Store[x][y]==EL_SALZSAEURE)
2026 Feld[newx][newy] = EL_SALZSAEURE;
2027 element = EL_SALZSAEURE;
2029 else if (Store[x][y]==EL_AMOEBE_NASS)
2032 Feld[x][y] = EL_AMOEBE_NASS;
2035 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2036 MovDelay[newx][newy] = 0;
2038 if (!CAN_MOVE(element))
2039 MovDir[newx][newy] = 0;
2041 DrawLevelField(x,y);
2042 DrawLevelField(newx,newy);
2044 Stop[newx][newy] = TRUE;
2045 JustHit[x][newy] = 3;
2047 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2049 TestIfBadThingHitsHero(newx,newy);
2050 TestIfBadThingHitsFriend(newx,newy);
2051 TestIfBadThingHitsOtherBadThing(newx,newy);
2053 else if (element == EL_PINGUIN)
2054 TestIfFriendHitsBadThing(newx,newy);
2056 if (CAN_SMASH(element) && direction==MV_DOWN &&
2057 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2060 else /* noch in Bewegung */
2061 DrawLevelField(x,y);
2064 int AmoebeNachbarNr(int ax, int ay)
2067 int element = Feld[ax][ay];
2069 static int xy[4][2] =
2079 int x = ax+xy[i%4][0];
2080 int y = ay+xy[i%4][1];
2082 if (!IN_LEV_FIELD(x,y))
2085 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2086 group_nr = AmoebaNr[x][y];
2092 void AmoebenVereinigen(int ax, int ay)
2095 int new_group_nr = AmoebaNr[ax][ay];
2096 static int xy[4][2] =
2112 if (!IN_LEV_FIELD(x,y))
2115 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2116 Feld[x][y]==EL_AMOEBE_BD ||
2117 Feld[x][y]==EL_AMOEBE_TOT) &&
2118 AmoebaNr[x][y] != new_group_nr)
2120 int old_group_nr = AmoebaNr[x][y];
2122 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2123 AmoebaCnt[old_group_nr] = 0;
2124 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2125 AmoebaCnt2[old_group_nr] = 0;
2127 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2128 if (AmoebaNr[xx][yy]==old_group_nr)
2129 AmoebaNr[xx][yy] = new_group_nr;
2134 void AmoebeUmwandeln(int ax, int ay)
2137 int group_nr = AmoebaNr[ax][ay];
2138 static int xy[4][2] =
2146 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2148 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2150 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2153 Feld[x][y] = EL_AMOEBA2DIAM;
2165 if (!IN_LEV_FIELD(x,y))
2168 if (Feld[x][y]==EL_AMOEBA2DIAM)
2174 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2177 int group_nr = AmoebaNr[ax][ay];
2180 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2182 if (AmoebaNr[x][y]==group_nr &&
2183 (Feld[x][y]==EL_AMOEBE_TOT ||
2184 Feld[x][y]==EL_AMOEBE_BD ||
2185 Feld[x][y]==EL_AMOEBING))
2188 Feld[x][y] = new_element;
2189 DrawLevelField(x,y);
2195 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2198 void AmoebeWaechst(int x, int y)
2200 static long sound_delay = 0;
2201 static int sound_delay_value = 0;
2203 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2207 if (DelayReached(&sound_delay, sound_delay_value))
2209 PlaySoundLevel(x,y,SND_AMOEBE);
2210 sound_delay_value = 30;
2214 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2217 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2218 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2220 if (!MovDelay[x][y])
2222 Feld[x][y] = Store[x][y];
2224 DrawLevelField(x,y);
2229 void AmoebeAbleger(int ax, int ay)
2232 int element = Feld[ax][ay];
2233 int newax = ax, neway = ay;
2234 static int xy[4][2] =
2242 if (!level.tempo_amoebe)
2244 Feld[ax][ay] = EL_AMOEBE_TOT;
2245 DrawLevelField(ax,ay);
2249 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2250 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2252 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2255 if (MovDelay[ax][ay])
2259 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2262 int x = ax+xy[start][0];
2263 int y = ay+xy[start][1];
2265 if (!IN_LEV_FIELD(x,y))
2269 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2275 if (newax==ax && neway==ay)
2278 else /* normale oder "gefüllte" Amöbe */
2281 BOOL waiting_for_player = FALSE;
2285 int j = (start+i)%4;
2286 int x = ax+xy[j][0];
2287 int y = ay+xy[j][1];
2289 if (!IN_LEV_FIELD(x,y))
2293 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2299 else if (IS_PLAYER(x,y))
2300 waiting_for_player = TRUE;
2303 if (newax==ax && neway==ay)
2305 if (i==4 && !waiting_for_player)
2307 Feld[ax][ay] = EL_AMOEBE_TOT;
2308 DrawLevelField(ax,ay);
2309 AmoebaCnt[AmoebaNr[ax][ay]]--;
2311 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2313 if (element==EL_AMOEBE_VOLL)
2314 AmoebeUmwandeln(ax,ay);
2315 else if (element==EL_AMOEBE_BD)
2316 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2321 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2323 int new_group_nr = AmoebaNr[ax][ay];
2325 AmoebaNr[newax][neway] = new_group_nr;
2326 AmoebaCnt[new_group_nr]++;
2327 AmoebaCnt2[new_group_nr]++;
2328 AmoebenVereinigen(newax,neway);
2330 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2332 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2338 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2339 (neway==lev_fieldy-1 && newax!=ax))
2341 Feld[newax][neway] = EL_AMOEBING;
2342 Store[newax][neway] = element;
2345 Feld[newax][neway] = EL_TROPFEN;
2348 InitMovingField(ax,ay,MV_DOWN);
2349 Feld[ax][ay] = EL_TROPFEN;
2350 Store[ax][ay] = EL_AMOEBE_NASS;
2351 ContinueMoving(ax,ay);
2355 DrawLevelField(newax,neway);
2358 void Life(int ax, int ay)
2361 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2363 int element = Feld[ax][ay];
2368 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2369 MovDelay[ax][ay] = life_time;
2371 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2374 if (MovDelay[ax][ay])
2378 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2380 int xx = ax+x1, yy = ay+y1;
2383 if (!IN_LEV_FIELD(xx,yy))
2386 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2388 int x = xx+x2, y = yy+y2;
2390 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2393 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2395 (IS_FREE(x,y) && Stop[x][y]))
2399 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2401 if (nachbarn<life[0] || nachbarn>life[1])
2403 Feld[xx][yy] = EL_LEERRAUM;
2405 DrawLevelField(xx,yy);
2406 Stop[xx][yy] = TRUE;
2409 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2410 { /* Randfeld ohne Amoebe */
2411 if (nachbarn>=life[2] && nachbarn<=life[3])
2413 Feld[xx][yy] = element;
2414 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2416 DrawLevelField(xx,yy);
2417 Stop[xx][yy] = TRUE;
2423 void Ablenk(int x, int y)
2425 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2426 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2428 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2433 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2434 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2435 if (!(MovDelay[x][y]%4))
2436 PlaySoundLevel(x,y,SND_MIEP);
2441 Feld[x][y] = EL_ABLENK_AUS;
2442 DrawLevelField(x,y);
2447 void Birne(int x, int y)
2449 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2450 MovDelay[x][y] = 800;
2452 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2457 if (!(MovDelay[x][y]%5))
2459 if (!(MovDelay[x][y]%10))
2460 Feld[x][y]=EL_ABLENK_EIN;
2462 Feld[x][y]=EL_ABLENK_AUS;
2463 DrawLevelField(x,y);
2464 Feld[x][y]=EL_ABLENK_EIN;
2470 Feld[x][y]=EL_ABLENK_AUS;
2471 DrawLevelField(x,y);
2476 void Blubber(int x, int y)
2478 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2479 DrawLevelField(x,y-1);
2481 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2484 void NussKnacken(int x, int y)
2486 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2489 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2492 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2493 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2495 if (!MovDelay[x][y])
2497 Feld[x][y] = EL_EDELSTEIN;
2498 DrawLevelField(x,y);
2503 void SiebAktivieren(int x, int y, int typ)
2505 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2506 DrawGraphic(SCREENX(x),SCREENY(y),
2507 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2510 void AusgangstuerPruefen(int x, int y)
2512 if (!local_player->gems_still_needed &&
2513 !local_player->sokobanfields_still_needed &&
2514 !local_player->lights_still_needed)
2516 Feld[x][y] = EL_AUSGANG_ACT;
2518 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2519 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2520 y < LEVELY(BY1) ? LEVELY(BY1) :
2521 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2526 void AusgangstuerOeffnen(int x, int y)
2530 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2531 MovDelay[x][y] = 5*delay;
2533 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2538 tuer = MovDelay[x][y]/delay;
2539 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2540 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2542 if (!MovDelay[x][y])
2544 Feld[x][y] = EL_AUSGANG_AUF;
2545 DrawLevelField(x,y);
2550 void AusgangstuerBlinken(int x, int y)
2552 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2555 void EdelsteinFunkeln(int x, int y)
2557 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2560 if (Feld[x][y] == EL_EDELSTEIN_BD)
2561 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2564 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2565 MovDelay[x][y] = 11 * !SimpleRND(500);
2567 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2571 if (direct_draw_on && MovDelay[x][y])
2572 SetDrawtoField(DRAW_BUFFERED);
2574 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2578 int phase = (MovDelay[x][y]-1)/2;
2583 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2589 dest_x = FX + SCREENX(x)*TILEX;
2590 dest_y = FY + SCREENY(y)*TILEY;
2592 XCopyArea(display,drawto_field,window,gc,
2593 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2594 SetDrawtoField(DRAW_DIRECT);
2601 void MauerWaechst(int x, int y)
2605 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2606 MovDelay[x][y] = 3*delay;
2608 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2613 phase = 2-MovDelay[x][y]/delay;
2614 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2615 DrawGraphic(SCREENX(x),SCREENY(y),
2616 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2617 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2618 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2619 GFX_MAUER_DOWN ) + phase);
2621 if (!MovDelay[x][y])
2623 if (MovDir[x][y] == MV_LEFT)
2625 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2626 DrawLevelField(x-1,y);
2628 else if (MovDir[x][y] == MV_RIGHT)
2630 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2631 DrawLevelField(x+1,y);
2633 else if (MovDir[x][y] == MV_UP)
2635 if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
2636 DrawLevelField(x,y-1);
2640 if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
2641 DrawLevelField(x,y+1);
2644 Feld[x][y] = Store[x][y];
2646 MovDir[x][y] = MV_NO_MOVING;
2647 DrawLevelField(x,y);
2652 void MauerAbleger(int ax, int ay)
2654 int element = Feld[ax][ay];
2655 BOOL oben_frei = FALSE, unten_frei = FALSE;
2656 BOOL links_frei = FALSE, rechts_frei = FALSE;
2657 BOOL oben_massiv = FALSE, unten_massiv = FALSE;
2658 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2660 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2661 MovDelay[ax][ay] = 6;
2663 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2666 if (MovDelay[ax][ay])
2670 if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
2672 if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
2674 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2676 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2679 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
2683 Feld[ax][ay-1] = EL_MAUERND;
2684 Store[ax][ay-1] = element;
2685 MovDir[ax][ay-1] = MV_UP;
2686 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
2687 DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
2691 Feld[ax][ay+1] = EL_MAUERND;
2692 Store[ax][ay+1] = element;
2693 MovDir[ax][ay+1] = MV_DOWN;
2694 if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
2695 DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
2699 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
2700 element == EL_MAUER_LEBT)
2704 Feld[ax-1][ay] = EL_MAUERND;
2705 Store[ax-1][ay] = element;
2706 MovDir[ax-1][ay] = MV_LEFT;
2707 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2708 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
2712 Feld[ax+1][ay] = EL_MAUERND;
2713 Store[ax+1][ay] = element;
2714 MovDir[ax+1][ay] = MV_RIGHT;
2715 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2716 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
2720 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
2721 DrawLevelField(ax,ay);
2723 if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
2725 if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
2726 unten_massiv = TRUE;
2727 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2728 links_massiv = TRUE;
2729 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2730 rechts_massiv = TRUE;
2732 if (((oben_massiv && unten_massiv) ||
2733 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
2734 ((links_massiv && rechts_massiv) ||
2735 element == EL_MAUER_Y))
2736 Feld[ax][ay] = EL_MAUERWERK;
2739 void CheckForDragon(int x, int y)
2742 BOOL dragon_found = FALSE;
2743 static int xy[4][2] =
2755 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2757 if (IN_LEV_FIELD(xx,yy) &&
2758 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2760 if (Feld[xx][yy] == EL_DRACHE)
2761 dragon_found = TRUE;
2774 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2776 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2778 Feld[xx][yy] = EL_LEERRAUM;
2779 DrawLevelField(xx,yy);
2788 void PlayerActions(struct PlayerInfo *player, byte player_action)
2790 static byte stored_player_action[MAX_PLAYERS];
2791 static int num_stored_actions = 0;
2792 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2793 int jx = player->jx, jy = player->jy;
2794 int left = player_action & JOY_LEFT;
2795 int right = player_action & JOY_RIGHT;
2796 int up = player_action & JOY_UP;
2797 int down = player_action & JOY_DOWN;
2798 int button1 = player_action & JOY_BUTTON_1;
2799 int button2 = player_action & JOY_BUTTON_2;
2800 int dx = (left ? -1 : right ? 1 : 0);
2801 int dy = (up ? -1 : down ? 1 : 0);
2803 stored_player_action[player->index_nr] = 0;
2804 num_stored_actions++;
2806 if (!player->active || player->gone)
2811 player->frame_reset_delay = 0;
2814 snapped = SnapField(player, dx,dy);
2818 bombed = PlaceBomb(player);
2819 moved = MoveFigure(player, dx,dy);
2822 if (tape.recording && (moved || snapped || bombed))
2824 if (bombed && !moved)
2825 player_action &= JOY_BUTTON;
2827 stored_player_action[player->index_nr] = player_action;
2829 /* this allows cycled sequences of PlayerActions() */
2830 if (num_stored_actions >= MAX_PLAYERS)
2832 TapeRecordAction(stored_player_action);
2833 num_stored_actions = 0;
2836 else if (tape.playing && snapped)
2837 SnapField(player, 0,0); /* stop snapping */
2841 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2842 SnapField(player, 0,0);
2843 if (++player->frame_reset_delay > MoveSpeed)
2847 if (tape.playing && !tape.pausing && !player_action &&
2848 tape.counter < tape.length)
2851 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
2853 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2855 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2857 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2859 int el = Feld[jx+dx][jy];
2860 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2862 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2864 player->MovDir = next_joy;
2865 player->Frame = FrameCounter % 4;
2866 player->Pushing = TRUE;
2873 void GameActions(byte player_action)
2875 static long action_delay = 0;
2876 long action_delay_value;
2877 int sieb_x = 0, sieb_y = 0;
2878 int i, x,y, element;
2879 int *recorded_player_action;
2881 if (game_status != PLAYING)
2885 action_delay_value =
2886 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2888 action_delay_value =
2889 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2892 /* main game synchronization point */
2893 WaitUntilDelayReached(&action_delay, action_delay_value);
2895 if (network_playing && !network_player_action_received)
2899 printf("DEBUG: try to get network player actions in time\n");
2903 /* last chance to get network player actions without main loop delay */
2906 if (game_status != PLAYING)
2909 if (!network_player_action_received)
2913 printf("DEBUG: failed to get network player actions in time\n");
2921 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2923 else if (tape.recording)
2928 recorded_player_action = TapePlayAction();
2930 recorded_player_action = NULL;
2932 if (network_playing)
2933 SendToServer_MovePlayer(player_action);
2935 for(i=0; i<MAX_PLAYERS; i++)
2938 int actual_player_action =
2939 (network ? network_player_action[i] : player_action);
2942 int actual_player_action =
2943 (network_playing ? network_player_action[i] : player_action);
2946 int actual_player_action = network_player_action[i];
2950 int actual_player_action = player_action;
2953 /* TEST TEST TEST */
2956 if (i != TestPlayer && !stored_player[i].MovPos)
2957 actual_player_action = 0;
2960 if (!network && i != TestPlayer)
2961 actual_player_action = 0;
2963 /* TEST TEST TEST */
2965 if (recorded_player_action)
2966 actual_player_action = recorded_player_action[i];
2968 PlayerActions(&stored_player[i], actual_player_action);
2969 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
2971 network_player_action[i] = 0;
2974 network_player_action_received = FALSE;
2976 ScrollScreen(NULL, SCROLL_GO_ON);
2979 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2981 else if (tape.recording)
2990 printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
2994 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2997 if (JustHit[x][y]>0)
3001 if (IS_BLOCKED(x,y))
3005 Blocked2Moving(x,y,&oldx,&oldy);
3006 if (!IS_MOVING(oldx,oldy))
3008 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3009 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
3010 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
3011 printf("GameActions(): This should never happen!\n");
3017 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3019 element = Feld[x][y];
3021 if (IS_INACTIVE(element))
3024 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
3028 if (IS_GEM(element))
3029 EdelsteinFunkeln(x,y);
3031 else if (IS_MOVING(x,y))
3032 ContinueMoving(x,y);
3033 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
3035 else if (element==EL_EXPLODING)
3036 Explode(x,y,Frame[x][y],EX_NORMAL);
3037 else if (element==EL_AMOEBING)
3039 else if (IS_AMOEBALIVE(element))
3041 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
3043 else if (element==EL_ABLENK_EIN)
3045 else if (element==EL_SALZSAEURE)
3047 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
3049 else if (element==EL_CRACKINGNUT)
3051 else if (element==EL_AUSGANG_ZU)
3052 AusgangstuerPruefen(x,y);
3053 else if (element==EL_AUSGANG_ACT)
3054 AusgangstuerOeffnen(x,y);
3055 else if (element==EL_AUSGANG_AUF)
3056 AusgangstuerBlinken(x,y);
3057 else if (element==EL_MAUERND)
3059 else if (element==EL_MAUER_LEBT ||
3060 element==EL_MAUER_X ||
3061 element==EL_MAUER_Y ||
3062 element==EL_MAUER_XY)
3064 else if (element==EL_BURNING)
3065 CheckForDragon(x,y);
3070 int jx = local_player->jx, jy = local_player->jy;
3072 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
3073 Store[x][y]==EL_SIEB_LEER)
3075 SiebAktivieren(x, y, 1);
3078 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
3079 Store[x][y]==EL_SIEB2_LEER)
3081 SiebAktivieren(x, y, 2);
3085 /* play the element sound at the position nearest to the player */
3086 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3097 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
3101 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
3103 element = Feld[x][y];
3104 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
3106 Feld[x][y] = EL_SIEB_TOT;
3107 DrawLevelField(x,y);
3109 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
3111 Feld[x][y] = EL_SIEB2_TOT;
3112 DrawLevelField(x,y);
3118 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
3123 if (tape.recording || tape.playing)
3124 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
3127 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3129 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3132 for(i=0; i<MAX_PLAYERS; i++)
3133 KillHero(&stored_player[i]);
3139 static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3141 int min_x = x, min_y = y, max_x = x, max_y = y;
3144 for(i=0; i<MAX_PLAYERS; i++)
3146 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3148 if (!stored_player[i].active || stored_player[i].gone ||
3149 &stored_player[i] == player)
3152 min_x = MIN(min_x, jx);
3153 min_y = MIN(min_y, jy);
3154 max_x = MAX(max_x, jx);
3155 max_y = MAX(max_y, jy);
3158 return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3161 static BOOL AllPlayersInVisibleScreen()
3165 for(i=0; i<MAX_PLAYERS; i++)
3167 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3169 if (!stored_player[i].active || stored_player[i].gone)
3172 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3179 void ScrollLevel(int dx, int dy)
3181 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
3185 ScreenGfxPos = local_player->GfxPos;
3188 XCopyArea(display,drawto_field,drawto_field,gc,
3189 FX + TILEX*(dx==-1) - softscroll_offset,
3190 FY + TILEY*(dy==-1) - softscroll_offset,
3191 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3192 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3193 FX + TILEX*(dx==1) - softscroll_offset,
3194 FY + TILEY*(dy==1) - softscroll_offset);
3198 x = (dx==1 ? BX1 : BX2);
3199 for(y=BY1; y<=BY2; y++)
3200 DrawScreenField(x,y);
3204 y = (dy==1 ? BY1 : BY2);
3205 for(x=BX1; x<=BX2; x++)
3206 DrawScreenField(x,y);
3209 redraw_mask |= REDRAW_FIELD;
3212 BOOL MoveFigureOneStep(struct PlayerInfo *player,
3213 int dx, int dy, int real_dx, int real_dy)
3215 int jx = player->jx, jy = player->jy;
3216 int new_jx = jx+dx, new_jy = jy+dy;
3220 if (player->gone || (!dx && !dy))
3221 return(MF_NO_ACTION);
3223 player->MovDir = (dx < 0 ? MV_LEFT :
3226 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3228 if (!IN_LEV_FIELD(new_jx,new_jy))
3229 return(MF_NO_ACTION);
3231 if (!network && !AllPlayersInSight(player, new_jx,new_jy))
3232 return(MF_NO_ACTION);
3234 element = MovingOrBlocked2Element(new_jx,new_jy);
3236 if (DONT_GO_TO(element))
3238 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3241 Feld[jx][jy] = EL_SPIELFIGUR;
3242 InitMovingField(jx,jy,MV_DOWN);
3243 Store[jx][jy] = EL_SALZSAEURE;
3244 ContinueMoving(jx,jy);
3253 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3254 if (can_move != MF_MOVING)
3257 StorePlayer[jx][jy] = 0;
3258 player->last_jx = jx;
3259 player->last_jy = jy;
3260 jx = player->jx = new_jx;
3261 jy = player->jy = new_jy;
3262 StorePlayer[jx][jy] = player->element_nr;
3264 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3266 ScrollFigure(player, SCROLL_INIT);
3271 BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
3273 int jx = player->jx, jy = player->jy;
3274 int old_jx = jx, old_jy = jy;
3275 int moved = MF_NO_ACTION;
3277 if (player->gone || (!dx && !dy))
3280 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3283 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3285 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3286 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3290 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3291 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3300 if (moved & MF_MOVING && player == local_player)
3303 if (moved & MF_MOVING && !ScreenMovPos &&
3304 (player == local_player || !network))
3306 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3307 int offset = (scroll_delay_on ? 3 : 0);
3310 if (player == local_player)
3312 printf("MOVING LOCAL PLAYER && SCROLLING\n");
3316 if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
3318 /* actual player has left the screen -- scroll in that direction */
3319 if (jx != old_jx) /* player has moved horizontally */
3320 scroll_x += (jx - old_jx);
3321 else /* player has moved vertically */
3322 scroll_y += (jy - old_jy);
3326 if (jx != old_jx) /* player has moved horizontally */
3328 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3329 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3330 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3332 /* don't scroll more than one field at a time */
3333 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3335 /* don't scroll against the player's moving direction */
3336 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3337 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3338 scroll_x = old_scroll_x;
3340 else /* player has moved vertically */
3342 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3343 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3344 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3346 /* don't scroll more than one field at a time */
3347 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3349 /* don't scroll against the player's moving direction */
3350 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3351 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3352 scroll_y = old_scroll_y;
3357 if (player == local_player)
3359 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3360 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3361 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3362 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3363 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3364 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3366 /* don't scroll more than one field at a time */
3367 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3368 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3372 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3374 if (!network && !AllPlayersInVisibleScreen())
3376 scroll_x = old_scroll_x;
3377 scroll_y = old_scroll_y;
3381 ScrollScreen(player, SCROLL_INIT);
3382 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3387 if (!(moved & MF_MOVING) && !player->Pushing)
3390 player->Frame = (player->Frame + 1) % 4;
3392 if (moved & MF_MOVING)
3394 if (old_jx != jx && old_jy == jy)
3395 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3396 else if (old_jx == jx && old_jy != jy)
3397 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3399 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3401 player->last_move_dir = player->MovDir;
3404 player->last_move_dir = MV_NO_MOVING;
3406 TestIfHeroHitsBadThing(jx,jy);
3414 void ScrollFigure(struct PlayerInfo *player, int mode)
3416 int jx = player->jx, jy = player->jy;
3417 int last_jx = player->last_jx, last_jy = player->last_jy;
3419 if (!player->active || player->gone || !player->MovPos)
3422 if (mode == SCROLL_INIT)
3424 player->actual_frame_counter = FrameCounter;
3425 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3427 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3428 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3433 else if (!FrameReached(&player->actual_frame_counter,1))
3436 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3437 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3439 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3440 Feld[last_jx][last_jy] = EL_LEERRAUM;
3444 if (!player->MovPos)
3446 player->last_jx = jx;
3447 player->last_jy = jy;
3449 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3453 if (!local_player->friends_still_needed)
3454 player->LevelSolved = player->GameOver = TRUE;
3459 void ScrollScreen(struct PlayerInfo *player, int mode)
3461 static long screen_frame_counter = 0;
3463 if (mode == SCROLL_INIT)
3465 screen_frame_counter = FrameCounter;
3466 ScreenMovDir = player->MovDir;
3467 ScreenMovPos = player->MovPos;
3468 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3471 else if (!FrameReached(&screen_frame_counter,1))
3476 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
3477 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3478 redraw_mask |= REDRAW_FIELD;
3481 ScreenMovDir = MV_NO_MOVING;
3484 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3486 int i, killx = goodx, killy = goody;
3487 static int xy[4][2] =
3494 static int harmless[4] =
3506 x = goodx + xy[i][0];
3507 y = goody + xy[i][1];
3508 if (!IN_LEV_FIELD(x,y))
3511 element = Feld[x][y];
3513 if (DONT_TOUCH(element))
3515 if (MovDir[x][y] == harmless[i])
3524 if (killx != goodx || killy != goody)
3526 if (IS_PLAYER(goodx,goody))
3527 KillHero(PLAYERINFO(goodx,goody));
3533 void TestIfBadThingHitsGoodThing(int badx, int bady)
3535 int i, killx = badx, killy = bady;
3536 static int xy[4][2] =
3543 static int harmless[4] =
3555 x = badx + xy[i][0];
3556 y = bady + xy[i][1];
3557 if (!IN_LEV_FIELD(x,y))
3560 element = Feld[x][y];
3568 else if (element == EL_PINGUIN)
3570 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3579 if (killx != badx || killy != bady)
3581 if (IS_PLAYER(killx,killy))
3582 KillHero(PLAYERINFO(killx,killy));
3588 void TestIfHeroHitsBadThing(int x, int y)
3590 TestIfGoodThingHitsBadThing(x,y);
3593 void TestIfBadThingHitsHero(int x, int y)
3596 TestIfGoodThingHitsBadThing(JX,JY);
3599 TestIfBadThingHitsGoodThing(x,y);
3602 void TestIfFriendHitsBadThing(int x, int y)
3604 TestIfGoodThingHitsBadThing(x,y);
3607 void TestIfBadThingHitsFriend(int x, int y)
3609 TestIfBadThingHitsGoodThing(x,y);
3612 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3614 int i, killx = badx, killy = bady;
3615 static int xy[4][2] =
3629 if (!IN_LEV_FIELD(x,y))
3632 element = Feld[x][y];
3633 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3634 element == EL_AMOEBING || element == EL_TROPFEN)
3642 if (killx != badx || killy != bady)
3646 void KillHero(struct PlayerInfo *player)
3648 int jx = player->jx, jy = player->jy;
3653 if (IS_PFORTE(Feld[jx][jy]))
3654 Feld[jx][jy] = EL_LEERRAUM;
3660 void BuryHero(struct PlayerInfo *player)
3662 int jx = player->jx, jy = player->jy;
3667 PlaySoundLevel(jx,jy, SND_AUTSCH);
3668 PlaySoundLevel(jx,jy, SND_LACHEN);
3670 player->GameOver = TRUE;
3674 void RemoveHero(struct PlayerInfo *player)
3676 int jx = player->jx, jy = player->jy;
3677 int i, found = FALSE;
3679 player->gone = TRUE;
3680 StorePlayer[jx][jy] = 0;
3682 for(i=0; i<MAX_PLAYERS; i++)
3683 if (stored_player[i].active && !stored_player[i].gone)
3687 AllPlayersGone = TRUE;
3693 int DigField(struct PlayerInfo *player,
3694 int x, int y, int real_dx, int real_dy, int mode)
3696 int jx = player->jx, jy = player->jy;
3697 int dx = x - jx, dy = y - jy;
3700 if (!player->MovPos)
3701 player->Pushing = FALSE;
3703 if (mode == DF_NO_PUSH)
3705 player->push_delay = 0;
3706 return(MF_NO_ACTION);
3709 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3710 return(MF_NO_ACTION);
3712 element = Feld[x][y];
3720 Feld[x][y] = EL_LEERRAUM;
3724 case EL_EDELSTEIN_BD:
3725 case EL_EDELSTEIN_GELB:
3726 case EL_EDELSTEIN_ROT:
3727 case EL_EDELSTEIN_LILA:
3730 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3731 if (local_player->gems_still_needed < 0)
3732 local_player->gems_still_needed = 0;
3733 RaiseScoreElement(element);
3734 DrawText(DX_EMERALDS, DY_EMERALDS,
3735 int2str(local_player->gems_still_needed, 3),
3736 FS_SMALL, FC_YELLOW);
3737 PlaySoundLevel(x, y, SND_PONG);
3740 case EL_DYNAMIT_AUS:
3743 RaiseScoreElement(EL_DYNAMIT);
3744 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3745 int2str(local_player->dynamite, 3),
3746 FS_SMALL, FC_YELLOW);
3747 PlaySoundLevel(x,y,SND_PONG);
3750 case EL_DYNABOMB_NR:
3752 player->dynabomb_count++;
3753 player->dynabombs_left++;
3754 RaiseScoreElement(EL_DYNAMIT);
3755 PlaySoundLevel(x,y,SND_PONG);
3758 case EL_DYNABOMB_SZ:
3760 player->dynabomb_size++;
3761 RaiseScoreElement(EL_DYNAMIT);
3762 PlaySoundLevel(x,y,SND_PONG);
3765 case EL_DYNABOMB_XL:
3767 player->dynabomb_xl = TRUE;
3768 RaiseScoreElement(EL_DYNAMIT);
3769 PlaySoundLevel(x,y,SND_PONG);
3772 case EL_SCHLUESSEL1:
3773 case EL_SCHLUESSEL2:
3774 case EL_SCHLUESSEL3:
3775 case EL_SCHLUESSEL4:
3777 int key_nr = element-EL_SCHLUESSEL1;
3780 player->key[key_nr] = TRUE;
3781 RaiseScoreElement(EL_SCHLUESSEL);
3782 DrawMiniGraphicExt(drawto,gc,
3783 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3784 GFX_SCHLUESSEL1+key_nr);
3785 DrawMiniGraphicExt(window,gc,
3786 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3787 GFX_SCHLUESSEL1+key_nr);
3788 PlaySoundLevel(x,y,SND_PONG);
3793 Feld[x][y] = EL_ABLENK_EIN;
3796 DrawLevelField(x,y);
3800 case EL_FELSBROCKEN:
3804 if (dy || mode==DF_SNAP)
3805 return(MF_NO_ACTION);
3807 player->Pushing = TRUE;
3809 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3810 return(MF_NO_ACTION);
3814 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3815 return(MF_NO_ACTION);
3818 if (player->push_delay == 0)
3819 player->push_delay = FrameCounter;
3820 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3822 return(MF_NO_ACTION);
3825 Feld[x+dx][y+dy] = element;
3827 player->push_delay_value = 2+RND(8);
3829 DrawLevelField(x+dx,y+dy);
3830 if (element==EL_FELSBROCKEN)
3831 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3832 else if (element==EL_KOKOSNUSS)
3833 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3835 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3842 if (!player->key[element-EL_PFORTE1])
3843 return(MF_NO_ACTION);
3850 if (!player->key[element-EL_PFORTE1X])
3851 return(MF_NO_ACTION);
3855 case EL_AUSGANG_ACT:
3856 /* Tür ist (noch) nicht offen! */
3857 return(MF_NO_ACTION);
3860 case EL_AUSGANG_AUF:
3862 return(MF_NO_ACTION);
3864 PlaySoundLevel(x,y,SND_BUING);
3867 player->gone = TRUE;
3868 PlaySoundLevel(x,y,SND_BUING);
3870 if (!local_player->friends_still_needed)
3871 player->LevelSolved = player->GameOver = TRUE;
3877 Feld[x][y] = EL_BIRNE_EIN;
3878 local_player->lights_still_needed--;
3879 DrawLevelField(x,y);
3880 PlaySoundLevel(x,y,SND_DENG);
3885 Feld[x][y] = EL_ZEIT_LEER;
3887 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3888 DrawLevelField(x,y);
3889 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3893 case EL_SOKOBAN_FELD_LEER:
3896 case EL_SOKOBAN_FELD_VOLL:
3897 case EL_SOKOBAN_OBJEKT:
3900 return(MF_NO_ACTION);
3902 player->Pushing = TRUE;
3904 if (!IN_LEV_FIELD(x+dx,y+dy)
3905 || (!IS_FREE(x+dx,y+dy)
3906 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3907 || !IS_SB_ELEMENT(element))))
3908 return(MF_NO_ACTION);
3912 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3913 return(MF_NO_ACTION);
3915 else if (dy && real_dx)
3917 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3918 return(MF_NO_ACTION);
3921 if (player->push_delay == 0)
3922 player->push_delay = FrameCounter;
3923 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3925 return(MF_NO_ACTION);
3927 if (IS_SB_ELEMENT(element))
3929 if (element == EL_SOKOBAN_FELD_VOLL)
3931 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3932 local_player->sokobanfields_still_needed++;
3937 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3939 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3940 local_player->sokobanfields_still_needed--;
3941 if (element == EL_SOKOBAN_OBJEKT)
3942 PlaySoundLevel(x,y,SND_DENG);
3945 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3950 Feld[x+dx][y+dy] = element;
3953 player->push_delay_value = 2;
3955 DrawLevelField(x,y);
3956 DrawLevelField(x+dx,y+dy);
3957 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3959 if (IS_SB_ELEMENT(element) &&
3960 local_player->sokobanfields_still_needed == 0 &&
3961 game_emulation == EMU_SOKOBAN)
3963 player->LevelSolved = player->GameOver = TRUE;
3964 PlaySoundLevel(x,y,SND_BUING);
3976 return(MF_NO_ACTION);
3980 player->push_delay = 0;
3985 BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
3987 int jx = player->jx, jy = player->jy;
3988 int x = jx + dx, y = jy + dy;
3990 if (player->gone || !IN_LEV_FIELD(x,y))
3998 player->snapped = FALSE;
4002 if (player->snapped)
4005 player->MovDir = (dx < 0 ? MV_LEFT :
4008 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4010 if (!DigField(player, x,y, 0,0, DF_SNAP))
4013 player->snapped = TRUE;
4014 DrawLevelField(x,y);
4020 BOOL PlaceBomb(struct PlayerInfo *player)
4022 int jx = player->jx, jy = player->jy;
4025 if (player->gone || player->MovPos)
4028 element = Feld[jx][jy];
4030 if ((player->dynamite==0 && player->dynabombs_left==0) ||
4031 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
4034 if (element != EL_LEERRAUM)
4035 Store[jx][jy] = element;
4037 if (player->dynamite)
4039 Feld[jx][jy] = EL_DYNAMIT;
4040 MovDelay[jx][jy] = 96;
4042 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4043 FS_SMALL, FC_YELLOW);
4044 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4045 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
4049 Feld[jx][jy] = EL_DYNABOMB;
4050 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4051 MovDelay[jx][jy] = 96;
4052 player->dynabombs_left--;
4053 if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
4054 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
4060 void PlaySoundLevel(int x, int y, int sound_nr)
4062 int sx = SCREENX(x), sy = SCREENY(y);
4064 int silence_distance = 8;
4066 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
4067 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
4070 if (!IN_LEV_FIELD(x,y) ||
4071 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4072 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4075 volume = PSND_MAX_VOLUME;
4077 stereo = (sx-SCR_FIELDX/2)*12;
4079 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4080 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4081 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4084 if (!IN_SCR_FIELD(sx,sy))
4086 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4087 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4089 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4092 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4095 void RaiseScore(int value)
4097 local_player->score += value;
4098 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4099 FS_SMALL, FC_YELLOW);
4102 void RaiseScoreElement(int element)
4107 case EL_EDELSTEIN_BD:
4108 case EL_EDELSTEIN_GELB:
4109 case EL_EDELSTEIN_ROT:
4110 case EL_EDELSTEIN_LILA:
4111 RaiseScore(level.score[SC_EDELSTEIN]);
4114 RaiseScore(level.score[SC_DIAMANT]);
4118 RaiseScore(level.score[SC_KAEFER]);
4122 RaiseScore(level.score[SC_FLIEGER]);
4126 RaiseScore(level.score[SC_MAMPFER]);
4129 RaiseScore(level.score[SC_ROBOT]);
4132 RaiseScore(level.score[SC_PACMAN]);
4135 RaiseScore(level.score[SC_KOKOSNUSS]);
4138 RaiseScore(level.score[SC_DYNAMIT]);
4141 RaiseScore(level.score[SC_SCHLUESSEL]);