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;
107 static unsigned int getStateCheckSum(int counter)
110 unsigned int mult = 1;
111 unsigned int checksum = 0;
113 static short lastFeld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
115 static boolean first_game = TRUE;
117 for (y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
123 lastFeld[x][y] = Feld[x][y];
124 else if (lastFeld[x][y] != Feld[x][y])
125 printf("DIFF: [%d][%d]: lastFeld == %d != %d == Feld\n",
126 x, y, lastFeld[x][y], Feld[x][y]);
130 checksum += mult++ * Ur[x][y];
131 checksum += mult++ * Feld[x][y];
134 checksum += mult++ * MovPos[x][y];
135 checksum += mult++ * MovDir[x][y];
136 checksum += mult++ * MovDelay[x][y];
137 checksum += mult++ * Store[x][y];
138 checksum += mult++ * Store2[x][y];
139 checksum += mult++ * StorePlayer[x][y];
140 checksum += mult++ * Frame[x][y];
141 checksum += mult++ * AmoebaNr[x][y];
142 checksum += mult++ * JustHit[x][y];
143 checksum += mult++ * Stop[x][y];
147 if (counter == 3 && first_game)
158 void GetPlayerConfig()
160 if (sound_status == SOUND_OFF)
163 if (!sound_loops_allowed)
165 setup.sound_loops = FALSE;
166 setup.sound_music = FALSE;
169 setup.sound_simple = setup.sound;
174 static void InitField(int x, int y, boolean init_game)
181 Feld[x][y] = EL_SPIELER1;
189 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
190 int jx = player->jx, jy = player->jy;
192 player->present = TRUE;
195 if (!network_playing || player->connected)
198 if (!options.network || player->connected)
200 player->active = TRUE;
202 /* remove potentially duplicate players */
203 if (StorePlayer[jx][jy] == Feld[x][y])
204 StorePlayer[jx][jy] = 0;
206 StorePlayer[x][y] = Feld[x][y];
210 printf("Player %d activated.\n", player->element_nr);
211 printf("[Local player is %d and currently %s.]\n",
212 local_player->element_nr,
213 local_player->active ? "active" : "not active");
217 Feld[x][y] = EL_LEERRAUM;
218 player->jx = player->last_jx = x;
219 player->jy = player->last_jy = y;
224 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_SALZSAEURE)
225 Feld[x][y] = EL_BADEWANNE1;
226 else if (x > 0 && Feld[x-1][y] == EL_SALZSAEURE)
227 Feld[x][y] = EL_BADEWANNE2;
228 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE1)
229 Feld[x][y] = EL_BADEWANNE3;
230 else if (y > 0 && Feld[x][y-1] == EL_SALZSAEURE)
231 Feld[x][y] = EL_BADEWANNE4;
232 else if (y > 0 && Feld[x][y-1] == EL_BADEWANNE2)
233 Feld[x][y] = EL_BADEWANNE5;
275 if (y == lev_fieldy - 1)
277 Feld[x][y] = EL_AMOEBING;
278 Store[x][y] = EL_AMOEBE_NASS;
287 local_player->lights_still_needed++;
290 case EL_SOKOBAN_FELD_LEER:
291 local_player->sokobanfields_still_needed++;
296 local_player->friends_still_needed++;
301 MovDir[x][y] = 1 << RND(4);
305 Feld[x][y] = EL_LEERRAUM;
316 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
317 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
319 /* don't play tapes over network */
320 network_playing = (options.network && !tape.playing);
322 for (i=0; i<MAX_PLAYERS; i++)
324 struct PlayerInfo *player = &stored_player[i];
326 player->index_nr = i;
327 player->element_nr = EL_SPIELER1 + i;
329 player->present = FALSE;
330 player->active = FALSE;
333 player->effective_action = 0;
336 player->gems_still_needed = level.edelsteine;
337 player->sokobanfields_still_needed = 0;
338 player->lights_still_needed = 0;
339 player->friends_still_needed = 0;
342 player->key[j] = FALSE;
344 player->dynamite = 0;
345 player->dynabomb_count = 0;
346 player->dynabomb_size = 0;
347 player->dynabombs_left = 0;
348 player->dynabomb_xl = FALSE;
350 player->MovDir = MV_NO_MOVING;
352 player->Pushing = FALSE;
356 player->actual_frame_counter = 0;
358 player->frame_reset_delay = 0;
360 player->push_delay = 0;
361 player->push_delay_value = 5;
363 player->move_delay = 0;
364 player->last_move_dir = MV_NO_MOVING;
366 player->snapped = FALSE;
368 player->gone = FALSE;
370 player->last_jx = player->last_jy = 0;
371 player->jx = player->jy = 0;
373 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
374 SnapField(player, 0, 0);
376 player->LevelSolved = FALSE;
377 player->GameOver = FALSE;
380 network_player_action_received = FALSE;
383 /* initial null action */
385 SendToServer_MovePlayer(MV_NO_MOVING);
393 TimeLeft = level.time;
395 ScreenMovDir = MV_NO_MOVING;
399 if (level.high_speed)
402 ScrollStepSize = TILEX/4;
407 ScrollStepSize = TILEX/8;
410 AllPlayersGone = FALSE;
414 for (i=0; i<MAX_NUM_AMOEBA; i++)
415 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
417 for (x=0; x<lev_fieldx; x++)
419 for (y=0; y<lev_fieldy; y++)
421 Feld[x][y] = Ur[x][y];
422 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
423 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
431 for(y=0; y<lev_fieldy; y++) for(x=0; x<lev_fieldx; x++)
433 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
435 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
438 InitField(x, y, TRUE);
441 /* check if any connected player was not found in playfield */
442 for (i=0; i<MAX_PLAYERS; i++)
444 struct PlayerInfo *player = &stored_player[i];
446 if (player->connected && !player->present)
448 for (j=0; j<MAX_PLAYERS; j++)
450 struct PlayerInfo *some_player = &stored_player[j];
451 int jx = some_player->jx, jy = some_player->jy;
453 /* assign first free player found that is present in the playfield */
454 if (some_player->present && !some_player->connected)
456 player->present = TRUE;
457 player->active = TRUE;
458 some_player->present = FALSE;
460 StorePlayer[jx][jy] = player->element_nr;
461 player->jx = player->last_jx = jx;
462 player->jy = player->last_jy = jy;
472 /* when playing a tape, eliminate all players who do not participate */
474 for (i=0; i<MAX_PLAYERS; i++)
476 if (stored_player[i].active && !tape.player_participates[i])
478 struct PlayerInfo *player = &stored_player[i];
479 int jx = player->jx, jy = player->jy;
481 player->active = FALSE;
482 StorePlayer[jx][jy] = 0;
483 Feld[jx][jy] = EL_LEERRAUM;
487 else if (!options.network && !setup.team_mode) /* && !tape.playing */
489 /* when in single player mode, eliminate all but the first active player */
491 for (i=0; i<MAX_PLAYERS; i++)
493 if (stored_player[i].active)
495 for (j=i+1; j<MAX_PLAYERS; j++)
497 if (stored_player[j].active)
499 struct PlayerInfo *player = &stored_player[j];
500 int jx = player->jx, jy = player->jy;
502 player->active = FALSE;
503 StorePlayer[jx][jy] = 0;
504 Feld[jx][jy] = EL_LEERRAUM;
511 /* when recording the game, store which players take part in the game */
514 for (i=0; i<MAX_PLAYERS; i++)
515 if (stored_player[i].active)
516 tape.player_participates[i] = TRUE;
521 for (i=0; i<MAX_PLAYERS; i++)
523 struct PlayerInfo *player = &stored_player[i];
525 printf("Player %d: present == %d, connected == %d, active == %d.\n",
530 if (local_player == player)
531 printf("Player %d is local player.\n", i+1);
535 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
536 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
538 scroll_x = scroll_y = -1;
539 if (local_player->jx >= MIDPOSX-1)
540 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
541 local_player->jx - MIDPOSX :
542 lev_fieldx - SCR_FIELDX + 1);
543 if (local_player->jy >= MIDPOSY-1)
544 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
545 local_player->jy - MIDPOSY :
546 lev_fieldy - SCR_FIELDY + 1);
548 CloseDoor(DOOR_CLOSE_1);
554 XCopyArea(display, pix[PIX_DOOR], pix[PIX_DB_DOOR], gc,
555 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE,
556 DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
557 DrawTextExt(pix[PIX_DB_DOOR], gc,
558 DOOR_GFX_PAGEX1 + XX_LEVEL, DOOR_GFX_PAGEY1 + YY_LEVEL,
559 int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
560 DrawTextExt(pix[PIX_DB_DOOR], gc,
561 DOOR_GFX_PAGEX1 + XX_EMERALDS, DOOR_GFX_PAGEY1 + YY_EMERALDS,
562 int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
563 DrawTextExt(pix[PIX_DB_DOOR], gc,
564 DOOR_GFX_PAGEX1 + XX_DYNAMITE, DOOR_GFX_PAGEY1 + YY_DYNAMITE,
565 int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
566 DrawTextExt(pix[PIX_DB_DOOR], gc,
567 DOOR_GFX_PAGEX1 + XX_SCORE, DOOR_GFX_PAGEY1 + YY_SCORE,
568 int2str(local_player->score, 5), FS_SMALL, FC_YELLOW);
569 DrawTextExt(pix[PIX_DB_DOOR], gc,
570 DOOR_GFX_PAGEX1 + XX_TIME, DOOR_GFX_PAGEY1 + YY_TIME,
571 int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
573 DrawGameButton(BUTTON_GAME_STOP);
574 DrawGameButton(BUTTON_GAME_PAUSE);
575 DrawGameButton(BUTTON_GAME_PLAY);
576 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (setup.sound_music ? BUTTON_ON : 0));
577 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (setup.sound_loops ? BUTTON_ON : 0));
578 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (setup.sound_simple ? BUTTON_ON : 0));
579 XCopyArea(display, drawto, pix[PIX_DB_DOOR], gc,
580 DX + GAME_CONTROL_XPOS, DY + GAME_CONTROL_YPOS,
581 GAME_CONTROL_XSIZE, 2 * GAME_CONTROL_YSIZE,
582 DOOR_GFX_PAGEX1 + GAME_CONTROL_XPOS,
583 DOOR_GFX_PAGEY1 + GAME_CONTROL_YPOS);
585 OpenDoor(DOOR_OPEN_1);
587 if (setup.sound_music)
588 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
590 XAutoRepeatOff(display);
595 printf("Spieler %d %saktiv.\n",
596 i+1, (stored_player[i].active ? "" : "nicht "));
600 void InitMovDir(int x, int y)
602 int i, element = Feld[x][y];
603 static int xy[4][2] =
610 static int direction[2][4] =
612 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
613 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
622 Feld[x][y] = EL_KAEFER;
623 MovDir[x][y] = direction[0][element - EL_KAEFER_R];
629 Feld[x][y] = EL_FLIEGER;
630 MovDir[x][y] = direction[0][element - EL_FLIEGER_R];
636 Feld[x][y] = EL_BUTTERFLY;
637 MovDir[x][y] = direction[0][element - EL_BUTTERFLY_R];
643 Feld[x][y] = EL_FIREFLY;
644 MovDir[x][y] = direction[0][element - EL_FIREFLY_R];
650 Feld[x][y] = EL_PACMAN;
651 MovDir[x][y] = direction[0][element - EL_PACMAN_R];
654 MovDir[x][y] = 1 << RND(4);
655 if (element != EL_KAEFER &&
656 element != EL_FLIEGER &&
657 element != EL_BUTTERFLY &&
658 element != EL_FIREFLY &&
659 element != EL_SP_SNIKSNAK &&
660 element != EL_SP_ELECTRON)
665 int x1 = x + xy[i][0];
666 int y1 = y + xy[i][1];
668 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
670 if (element == EL_KAEFER || element == EL_BUTTERFLY)
672 MovDir[x][y] = direction[0][i];
675 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
676 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
678 MovDir[x][y] = direction[1][i];
687 void InitAmoebaNr(int x, int y)
690 int group_nr = AmoebeNachbarNr(x, y);
694 for (i=1; i<MAX_NUM_AMOEBA; i++)
696 if (AmoebaCnt[i] == 0)
704 AmoebaNr[x][y] = group_nr;
705 AmoebaCnt[group_nr]++;
706 AmoebaCnt2[group_nr]++;
712 int bumplevel = FALSE;
714 if (local_player->MovPos)
717 local_player->LevelSolved = FALSE;
721 if (setup.sound_loops)
722 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
726 if (!setup.sound_loops)
727 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
728 if (TimeLeft && !(TimeLeft % 10))
729 RaiseScore(level.score[SC_ZEITBONUS]);
730 if (TimeLeft > 100 && !(TimeLeft % 10))
734 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
739 if (setup.sound_loops)
745 /* Hero disappears */
746 DrawLevelField(ExitX, ExitY);
752 CloseDoor(DOOR_CLOSE_1);
757 SaveTape(tape.level_nr); /* Ask to save tape */
760 if ((hi_pos = NewHiScore()) >= 0)
762 game_status = HALLOFFAME;
763 DrawHallOfFame(hi_pos);
764 if (bumplevel && TAPE_IS_EMPTY(tape))
769 game_status = MAINMENU;
770 if (bumplevel && TAPE_IS_EMPTY(tape))
785 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
786 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
789 for (k=0; k<MAX_SCORE_ENTRIES; k++)
791 if (local_player->score > highscore[k].Score)
793 /* player has made it to the hall of fame */
795 if (k < MAX_SCORE_ENTRIES - 1)
797 int m = MAX_SCORE_ENTRIES - 1;
800 for (l=k; l<MAX_SCORE_ENTRIES; l++)
801 if (!strcmp(setup.player_name, highscore[l].Name))
803 if (m == k) /* player's new highscore overwrites his old one */
809 strcpy(highscore[l].Name, highscore[l - 1].Name);
810 highscore[l].Score = highscore[l - 1].Score;
817 strncpy(highscore[k].Name, setup.player_name, MAX_NAMELEN - 1);
818 highscore[k].Name[MAX_NAMELEN - 1] = '\0';
819 highscore[k].Score = local_player->score;
825 else if (!strncmp(setup.player_name, highscore[k].Name, MAX_NAMELEN - 1))
826 break; /* player already there with a higher score */
837 void InitMovingField(int x, int y, int direction)
839 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
840 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
842 MovDir[x][y] = direction;
843 MovDir[newx][newy] = direction;
844 if (Feld[newx][newy] == EL_LEERRAUM)
845 Feld[newx][newy] = EL_BLOCKED;
848 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
850 int direction = MovDir[x][y];
851 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
852 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
858 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
860 int oldx = x, oldy = y;
861 int direction = MovDir[x][y];
863 if (direction == MV_LEFT)
865 else if (direction == MV_RIGHT)
867 else if (direction == MV_UP)
869 else if (direction == MV_DOWN)
872 *comes_from_x = oldx;
873 *comes_from_y = oldy;
876 int MovingOrBlocked2Element(int x, int y)
878 int element = Feld[x][y];
880 if (element == EL_BLOCKED)
884 Blocked2Moving(x, y, &oldx, &oldy);
885 return Feld[oldx][oldy];
891 static void RemoveField(int x, int y)
893 Feld[x][y] = EL_LEERRAUM;
899 void RemoveMovingField(int x, int y)
901 int oldx = x, oldy = y, newx = x, newy = y;
903 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
908 Moving2Blocked(x, y, &newx, &newy);
909 if (Feld[newx][newy] != EL_BLOCKED)
912 else if (Feld[x][y] == EL_BLOCKED)
914 Blocked2Moving(x, y, &oldx, &oldy);
915 if (!IS_MOVING(oldx, oldy))
919 if (Feld[x][y] == EL_BLOCKED &&
920 (Store[oldx][oldy] == EL_MORAST_LEER ||
921 Store[oldx][oldy] == EL_SIEB_LEER ||
922 Store[oldx][oldy] == EL_SIEB2_LEER ||
923 Store[oldx][oldy] == EL_AMOEBE_NASS))
925 Feld[oldx][oldy] = Store[oldx][oldy];
926 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
929 Feld[oldx][oldy] = EL_LEERRAUM;
931 Feld[newx][newy] = EL_LEERRAUM;
932 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
933 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
935 DrawLevelField(oldx, oldy);
936 DrawLevelField(newx, newy);
939 void DrawDynamite(int x, int y)
941 int sx = SCREENX(x), sy = SCREENY(y);
942 int graphic = el2gfx(Feld[x][y]);
945 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
949 DrawGraphic(sx, sy, el2gfx(Store[x][y]));
951 if (Feld[x][y] == EL_DYNAMIT)
953 if ((phase = (96 - MovDelay[x][y]) / 12) > 6)
958 if ((phase = ((96 - MovDelay[x][y]) / 6) % 8) > 3)
963 DrawGraphicThruMask(sx, sy, graphic + phase);
965 DrawGraphic(sx, sy, graphic + phase);
968 void CheckDynamite(int x, int y)
970 if (MovDelay[x][y]) /* dynamite is still waiting to explode */
975 if (!(MovDelay[x][y] % 12))
976 PlaySoundLevel(x, y, SND_ZISCH);
978 if (Feld[x][y] == EL_DYNAMIT && !(MovDelay[x][y] % 12))
980 else if (Feld[x][y] == EL_DYNABOMB && !(MovDelay[x][y] % 6))
987 StopSound(SND_ZISCH);
991 void Explode(int ex, int ey, int phase, int mode)
994 int num_phase = 9, delay = 2;
995 int last_phase = num_phase * delay;
996 int half_phase = (num_phase / 2) * delay;
998 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1000 int center_element = Feld[ex][ey];
1002 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1004 center_element = MovingOrBlocked2Element(ex, ey);
1005 RemoveMovingField(ex, ey);
1008 for (y=ey-1; y<ey+2; y++) for(x=ex-1; x<ex+2; x++)
1010 int element = Feld[x][y];
1012 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1014 element = MovingOrBlocked2Element(x, y);
1015 RemoveMovingField(x, y);
1018 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(element) || element == EL_BURNING)
1021 if ((mode!=EX_NORMAL || center_element == EL_AMOEBA2DIAM) &&
1025 if (element == EL_EXPLODING)
1026 element = Store2[x][y];
1028 if (IS_PLAYER(ex, ey))
1030 switch(StorePlayer[ex][ey])
1033 Store[x][y] = EL_EDELSTEIN_ROT;
1036 Store[x][y] = EL_EDELSTEIN;
1039 Store[x][y] = EL_EDELSTEIN_LILA;
1043 Store[x][y] = EL_EDELSTEIN_GELB;
1047 else if (center_element == EL_MAULWURF)
1048 Store[x][y] = EL_EDELSTEIN_ROT;
1049 else if (center_element == EL_PINGUIN)
1050 Store[x][y] = EL_EDELSTEIN_LILA;
1051 else if (center_element == EL_KAEFER)
1052 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMANT : EL_EDELSTEIN);
1053 else if (center_element == EL_BUTTERFLY)
1054 Store[x][y] = EL_EDELSTEIN_BD;
1055 else if (center_element == EL_MAMPFER)
1056 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
1057 else if (center_element == EL_AMOEBA2DIAM)
1058 Store[x][y] = level.amoebe_inhalt;
1059 else if (element == EL_ERZ_EDEL)
1060 Store[x][y] = EL_EDELSTEIN;
1061 else if (element == EL_ERZ_DIAM)
1062 Store[x][y] = EL_DIAMANT;
1063 else if (element == EL_ERZ_EDEL_BD)
1064 Store[x][y] = EL_EDELSTEIN_BD;
1065 else if (element == EL_ERZ_EDEL_GELB)
1066 Store[x][y] = EL_EDELSTEIN_GELB;
1067 else if (element == EL_ERZ_EDEL_ROT)
1068 Store[x][y] = EL_EDELSTEIN_ROT;
1069 else if (element == EL_ERZ_EDEL_LILA)
1070 Store[x][y] = EL_EDELSTEIN_LILA;
1071 else if (!IS_PFORTE(Store[x][y]))
1072 Store[x][y] = EL_LEERRAUM;
1074 if (x != ex || y != ey ||
1075 center_element == EL_AMOEBA2DIAM || mode == EX_BORDER)
1076 Store2[x][y] = element;
1078 if (AmoebaNr[x][y] &&
1079 (element == EL_AMOEBE_VOLL ||
1080 element == EL_AMOEBE_BD ||
1081 element == EL_AMOEBING))
1083 AmoebaCnt[AmoebaNr[x][y]]--;
1084 AmoebaCnt2[AmoebaNr[x][y]]--;
1087 Feld[x][y] = EL_EXPLODING;
1088 MovDir[x][y] = MovPos[x][y] = 0;
1094 if (center_element == EL_MAMPFER)
1095 MampferNr = (MampferNr + 1) % MampferMax;
1106 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
1108 if (phase == half_phase)
1110 int element = Store2[x][y];
1112 if (IS_PLAYER(x, y))
1113 KillHero(PLAYERINFO(x, y));
1114 else if (IS_EXPLOSIVE(element))
1116 Feld[x][y] = Store2[x][y];
1120 else if (element == EL_AMOEBA2DIAM)
1121 AmoebeUmwandeln(x, y);
1124 if (phase == last_phase)
1128 element = Feld[x][y] = Store[x][y];
1129 Store[x][y] = Store2[x][y] = 0;
1130 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
1131 InitField(x, y, FALSE);
1132 if (CAN_MOVE(element) || COULD_MOVE(element))
1134 DrawLevelField(x, y);
1136 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1139 ErdreichAnbroeckeln(SCREENX(x), SCREENY(y));
1141 DrawGraphic(SCREENX(x), SCREENY(y), GFX_EXPLOSION+(phase/delay-1));
1145 void DynaExplode(int ex, int ey)
1148 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
1149 static int xy[4][2] =
1157 Store2[ex][ey] = 0; /* delete player information */
1159 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1163 for (j=1; j<=player->dynabomb_size; j++)
1165 int x = ex+j*xy[i%4][0];
1166 int y = ey+j*xy[i%4][1];
1169 if (!IN_LEV_FIELD(x, y) || IS_MASSIV(Feld[x][y]))
1172 element = Feld[x][y];
1173 Explode(x, y, EX_PHASE_START, EX_BORDER);
1175 if (element != EL_LEERRAUM &&
1176 element != EL_ERDREICH &&
1177 element != EL_EXPLODING &&
1178 !player->dynabomb_xl)
1183 player->dynabombs_left++;
1186 void Bang(int x, int y)
1188 int element = Feld[x][y];
1190 PlaySoundLevel(x, y, SND_ROAAAR);
1192 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
1193 element = EL_LEERRAUM;
1205 RaiseScoreElement(element);
1206 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1209 case EL_DYNABOMB_NR:
1210 case EL_DYNABOMB_SZ:
1211 case EL_DYNABOMB_XL:
1218 Explode(x, y, EX_PHASE_START, EX_CENTER);
1221 Explode(x, y, EX_PHASE_START, EX_NORMAL);
1226 void Blurb(int x, int y)
1228 int element = Feld[x][y];
1230 if (element != EL_BLURB_LEFT && element != EL_BLURB_RIGHT) /* start */
1232 PlaySoundLevel(x, y, SND_BLURB);
1233 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
1234 (!IN_LEV_FIELD(x-1, y-1) ||
1235 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
1237 Feld[x-1][y] = EL_BLURB_LEFT;
1239 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
1240 (!IN_LEV_FIELD(x+1, y-1) ||
1241 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
1243 Feld[x+1][y] = EL_BLURB_RIGHT;
1248 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
1250 if (!MovDelay[x][y]) /* initialize animation counter */
1253 if (MovDelay[x][y]) /* continue animation */
1256 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1257 DrawGraphic(SCREENX(x), SCREENY(y), graphic+4-MovDelay[x][y]/2);
1259 if (!MovDelay[x][y])
1261 Feld[x][y] = EL_LEERRAUM;
1262 DrawLevelField(x, y);
1268 void Impact(int x, int y)
1270 boolean lastline = (y == lev_fieldy-1);
1271 boolean object_hit = FALSE;
1272 int element = Feld[x][y];
1275 if (!lastline) /* check if element below was hit */
1277 if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
1280 object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) ||
1281 MovDir[x][y+1]!=MV_DOWN ||
1282 MovPos[x][y+1]<=TILEY/2));
1284 smashed = MovingOrBlocked2Element(x, y+1);
1287 if (!lastline && smashed == EL_SALZSAEURE) /* element falls into acid */
1293 if ((element == EL_BOMBE || element == EL_SP_DISK_ORANGE) &&
1294 (lastline || object_hit)) /* element is bomb */
1300 if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
1302 if (object_hit && IS_PLAYER(x, y+1))
1303 KillHero(PLAYERINFO(x, y+1));
1304 else if (object_hit && (smashed == EL_MAULWURF || smashed == EL_PINGUIN))
1308 Feld[x][y] = EL_AMOEBING;
1309 Store[x][y] = EL_AMOEBE_NASS;
1314 if (!lastline && object_hit) /* check which object was hit */
1316 if (CAN_CHANGE(element) &&
1317 (smashed == EL_SIEB_INAKTIV || smashed == EL_SIEB2_INAKTIV))
1320 int activated_magic_wall =
1321 (smashed == EL_SIEB_INAKTIV ? EL_SIEB_LEER : EL_SIEB2_LEER);
1323 /* activate magic wall / mill */
1325 for (y=0; y<lev_fieldy; y++)
1326 for (x=0; x<lev_fieldx; x++)
1327 if (Feld[x][y] == smashed)
1328 Feld[x][y] = activated_magic_wall;
1330 SiebCount = level.dauer_sieb * FRAMES_PER_SECOND;
1334 if (IS_PLAYER(x, y+1))
1336 KillHero(PLAYERINFO(x, y+1));
1339 else if (smashed == EL_MAULWURF || smashed == EL_PINGUIN)
1344 else if (element == EL_EDELSTEIN_BD)
1346 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1352 else if (element == EL_FELSBROCKEN)
1354 if (IS_ENEMY(smashed) ||
1355 smashed == EL_BOMBE || smashed == EL_SP_DISK_ORANGE ||
1356 smashed == EL_SONDE || smashed == EL_SCHWEIN || smashed == EL_DRACHE)
1361 else if (!IS_MOVING(x, y+1))
1363 if (smashed == EL_BIRNE_AUS || smashed == EL_BIRNE_EIN)
1368 else if (smashed == EL_KOKOSNUSS)
1370 Feld[x][y+1] = EL_CRACKINGNUT;
1371 PlaySoundLevel(x, y, SND_KNACK);
1372 RaiseScoreElement(EL_KOKOSNUSS);
1375 else if (smashed == EL_DIAMANT)
1377 Feld[x][y+1] = EL_LEERRAUM;
1378 PlaySoundLevel(x, y, SND_QUIRK);
1385 /* play sound of magic wall / mill */
1387 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1389 PlaySoundLevel(x, y, SND_QUIRK);
1393 /* play sound of object that hits the ground */
1394 if (lastline || object_hit)
1401 case EL_EDELSTEIN_BD:
1402 case EL_EDELSTEIN_GELB:
1403 case EL_EDELSTEIN_ROT:
1404 case EL_EDELSTEIN_LILA:
1411 case EL_FELSBROCKEN:
1415 case EL_SCHLUESSEL1:
1416 case EL_SCHLUESSEL2:
1417 case EL_SCHLUESSEL3:
1418 case EL_SCHLUESSEL4:
1431 PlaySoundLevel(x, y, sound);
1435 void TurnRound(int x, int y)
1447 { 0, 0 }, { 0, 0 }, { 0, 0 },
1452 int left, right, back;
1456 { MV_DOWN, MV_UP, MV_RIGHT },
1457 { MV_UP, MV_DOWN, MV_LEFT },
1459 { MV_LEFT, MV_RIGHT, MV_DOWN },
1460 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1461 { MV_RIGHT, MV_LEFT, MV_UP }
1464 int element = Feld[x][y];
1465 int old_move_dir = MovDir[x][y];
1466 int left_dir = turn[old_move_dir].left;
1467 int right_dir = turn[old_move_dir].right;
1468 int back_dir = turn[old_move_dir].back;
1470 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1471 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1472 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1473 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1475 int left_x = x+left_dx, left_y = y+left_dy;
1476 int right_x = x+right_dx, right_y = y+right_dy;
1477 int move_x = x+move_dx, move_y = y+move_dy;
1479 if (element == EL_KAEFER || element == EL_BUTTERFLY)
1481 TestIfBadThingHitsOtherBadThing(x, y);
1483 if (IN_LEV_FIELD(right_x, right_y) &&
1484 IS_FREE_OR_PLAYER(right_x, right_y))
1485 MovDir[x][y] = right_dir;
1486 else if (!IN_LEV_FIELD(move_x, move_y) ||
1487 !IS_FREE_OR_PLAYER(move_x, move_y))
1488 MovDir[x][y] = left_dir;
1490 if (element == EL_KAEFER && MovDir[x][y] != old_move_dir)
1492 else if (element == EL_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
1495 else if (element == EL_FLIEGER || element == EL_FIREFLY ||
1496 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1498 TestIfBadThingHitsOtherBadThing(x, y);
1500 if (IN_LEV_FIELD(left_x, left_y) &&
1501 IS_FREE_OR_PLAYER(left_x, left_y))
1502 MovDir[x][y] = left_dir;
1503 else if (!IN_LEV_FIELD(move_x, move_y) ||
1504 !IS_FREE_OR_PLAYER(move_x, move_y))
1505 MovDir[x][y] = right_dir;
1507 if ((element == EL_FLIEGER ||
1508 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1509 && MovDir[x][y] != old_move_dir)
1511 else if (element == EL_FIREFLY) /* && MovDir[x][y] == right_dir) */
1514 else if (element == EL_MAMPFER)
1516 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1518 if (IN_LEV_FIELD(left_x, left_y) &&
1519 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1520 Feld[left_x][left_y] == EL_DIAMANT))
1521 can_turn_left = TRUE;
1522 if (IN_LEV_FIELD(right_x, right_y) &&
1523 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1524 Feld[right_x][right_y] == EL_DIAMANT))
1525 can_turn_right = TRUE;
1527 if (can_turn_left && can_turn_right)
1528 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1529 else if (can_turn_left)
1530 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1531 else if (can_turn_right)
1532 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1534 MovDir[x][y] = back_dir;
1536 MovDelay[x][y] = 16+16*RND(3);
1538 else if (element == EL_MAMPFER2)
1540 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1542 if (IN_LEV_FIELD(left_x, left_y) &&
1543 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1544 IS_MAMPF2(Feld[left_x][left_y])))
1545 can_turn_left = TRUE;
1546 if (IN_LEV_FIELD(right_x, right_y) &&
1547 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1548 IS_MAMPF2(Feld[right_x][right_y])))
1549 can_turn_right = TRUE;
1551 if (can_turn_left && can_turn_right)
1552 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1553 else if (can_turn_left)
1554 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1555 else if (can_turn_right)
1556 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1558 MovDir[x][y] = back_dir;
1560 MovDelay[x][y] = 16+16*RND(3);
1562 else if (element == EL_PACMAN)
1564 boolean can_turn_left = FALSE, can_turn_right = FALSE;
1566 if (IN_LEV_FIELD(left_x, left_y) &&
1567 (IS_FREE_OR_PLAYER(left_x, left_y) ||
1568 IS_AMOEBOID(Feld[left_x][left_y])))
1569 can_turn_left = TRUE;
1570 if (IN_LEV_FIELD(right_x, right_y) &&
1571 (IS_FREE_OR_PLAYER(right_x, right_y) ||
1572 IS_AMOEBOID(Feld[right_x][right_y])))
1573 can_turn_right = TRUE;
1575 if (can_turn_left && can_turn_right)
1576 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1577 else if (can_turn_left)
1578 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1579 else if (can_turn_right)
1580 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1582 MovDir[x][y] = back_dir;
1584 MovDelay[x][y] = 6+RND(40);
1586 else if (element == EL_SCHWEIN)
1588 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1589 boolean should_turn_left = FALSE, should_turn_right = FALSE;
1590 boolean should_move_on = FALSE;
1592 int rnd = RND(rnd_value);
1594 if (IN_LEV_FIELD(left_x, left_y) &&
1595 (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y])))
1596 can_turn_left = TRUE;
1597 if (IN_LEV_FIELD(right_x, right_y) &&
1598 (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y])))
1599 can_turn_right = TRUE;
1600 if (IN_LEV_FIELD(move_x, move_y) &&
1601 (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y])))
1604 if (can_turn_left &&
1606 (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) &&
1607 !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy))))
1608 should_turn_left = TRUE;
1609 if (can_turn_right &&
1611 (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) &&
1612 !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy))))
1613 should_turn_right = TRUE;
1615 (!can_turn_left || !can_turn_right ||
1616 (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) &&
1617 !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) ||
1618 (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) &&
1619 !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy))))
1620 should_move_on = TRUE;
1622 if (should_turn_left || should_turn_right || should_move_on)
1624 if (should_turn_left && should_turn_right && should_move_on)
1625 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1626 rnd < 2*rnd_value/3 ? right_dir :
1628 else if (should_turn_left && should_turn_right)
1629 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1630 else if (should_turn_left && should_move_on)
1631 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1632 else if (should_turn_right && should_move_on)
1633 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1634 else if (should_turn_left)
1635 MovDir[x][y] = left_dir;
1636 else if (should_turn_right)
1637 MovDir[x][y] = right_dir;
1638 else if (should_move_on)
1639 MovDir[x][y] = old_move_dir;
1641 else if (can_move_on && rnd > rnd_value/8)
1642 MovDir[x][y] = old_move_dir;
1643 else if (can_turn_left && can_turn_right)
1644 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1645 else if (can_turn_left && rnd > rnd_value/8)
1646 MovDir[x][y] = left_dir;
1647 else if (can_turn_right && rnd > rnd_value/8)
1648 MovDir[x][y] = right_dir;
1650 MovDir[x][y] = back_dir;
1652 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) &&
1653 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1654 MovDir[x][y] = old_move_dir;
1658 else if (element == EL_DRACHE)
1660 boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1662 int rnd = RND(rnd_value);
1664 if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y))
1665 can_turn_left = TRUE;
1666 if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y))
1667 can_turn_right = TRUE;
1668 if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y))
1671 if (can_move_on && rnd > rnd_value/8)
1672 MovDir[x][y] = old_move_dir;
1673 else if (can_turn_left && can_turn_right)
1674 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1675 else if (can_turn_left && rnd > rnd_value/8)
1676 MovDir[x][y] = left_dir;
1677 else if (can_turn_right && rnd > rnd_value/8)
1678 MovDir[x][y] = right_dir;
1680 MovDir[x][y] = back_dir;
1682 if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y))
1683 MovDir[x][y] = old_move_dir;
1687 else if (element == EL_ROBOT || element == EL_SONDE ||
1688 element == EL_MAULWURF || element == EL_PINGUIN)
1690 int attr_x = -1, attr_y = -1;
1701 for (i=0; i<MAX_PLAYERS; i++)
1703 struct PlayerInfo *player = &stored_player[i];
1704 int jx = player->jx, jy = player->jy;
1706 if (!player->active || player->gone)
1709 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1717 if (element == EL_ROBOT && ZX>=0 && ZY>=0)
1723 if (element == EL_MAULWURF || element == EL_PINGUIN)
1726 static int xy[4][2] =
1736 int ex = x + xy[i%4][0];
1737 int ey = y + xy[i%4][1];
1739 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1748 MovDir[x][y] = MV_NO_MOVING;
1750 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1752 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1754 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1756 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1758 if (element == EL_ROBOT)
1762 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1763 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1764 Moving2Blocked(x, y, &newx, &newy);
1766 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
1767 MovDelay[x][y] = 8+8*!RND(3);
1769 MovDelay[x][y] = 16;
1777 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1779 boolean first_horiz = RND(2);
1780 int new_move_dir = MovDir[x][y];
1783 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1784 Moving2Blocked(x, y, &newx, &newy);
1786 if (IN_LEV_FIELD(newx, newy) &&
1787 (IS_FREE(newx, newy) ||
1788 Feld[newx][newy] == EL_SALZSAEURE ||
1789 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1790 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1791 IS_MAMPF3(Feld[newx][newy])))))
1795 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1796 Moving2Blocked(x, y, &newx, &newy);
1798 if (IN_LEV_FIELD(newx, newy) &&
1799 (IS_FREE(newx, newy) ||
1800 Feld[newx][newy] == EL_SALZSAEURE ||
1801 ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1802 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1803 IS_MAMPF3(Feld[newx][newy])))))
1806 MovDir[x][y] = old_move_dir;
1813 static boolean JustBeingPushed(int x, int y)
1817 for (i=0; i<MAX_PLAYERS; i++)
1819 struct PlayerInfo *player = &stored_player[i];
1821 if (player->active && !player->gone &&
1822 player->Pushing && player->MovPos)
1824 int next_jx = player->jx + (player->jx - player->last_jx);
1825 int next_jy = player->jy + (player->jy - player->last_jy);
1827 if (x == next_jx && y == next_jy)
1835 void StartMoving(int x, int y)
1837 int element = Feld[x][y];
1842 if (CAN_FALL(element) && y<lev_fieldy-1)
1844 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
1845 if (JustBeingPushed(x, y))
1848 if (element == EL_MORAST_VOLL)
1850 if (IS_FREE(x, y+1))
1852 InitMovingField(x, y, MV_DOWN);
1853 Feld[x][y] = EL_FELSBROCKEN;
1854 Store[x][y] = EL_MORAST_LEER;
1856 else if (Feld[x][y+1] == EL_MORAST_LEER)
1858 if (!MovDelay[x][y])
1859 MovDelay[x][y] = TILEY + 1;
1868 Feld[x][y] = EL_MORAST_LEER;
1869 Feld[x][y+1] = EL_MORAST_VOLL;
1872 else if (element == EL_FELSBROCKEN && Feld[x][y+1] == EL_MORAST_LEER)
1874 InitMovingField(x, y, MV_DOWN);
1875 Store[x][y] = EL_MORAST_VOLL;
1877 else if (element == EL_SIEB_VOLL)
1879 if (IS_FREE(x, y+1))
1881 InitMovingField(x, y, MV_DOWN);
1882 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1883 Store[x][y] = EL_SIEB_LEER;
1885 else if (Feld[x][y+1] == EL_SIEB_LEER)
1887 if (!MovDelay[x][y])
1888 MovDelay[x][y] = TILEY/4 + 1;
1897 Feld[x][y] = EL_SIEB_LEER;
1898 Feld[x][y+1] = EL_SIEB_VOLL;
1899 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1903 else if (element == EL_SIEB2_VOLL)
1905 if (IS_FREE(x, y+1))
1907 InitMovingField(x, y, MV_DOWN);
1908 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1909 Store[x][y] = EL_SIEB2_LEER;
1911 else if (Feld[x][y+1] == EL_SIEB2_LEER)
1913 if (!MovDelay[x][y])
1914 MovDelay[x][y] = TILEY/4 + 1;
1923 Feld[x][y] = EL_SIEB2_LEER;
1924 Feld[x][y+1] = EL_SIEB2_VOLL;
1925 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1929 else if (CAN_CHANGE(element) &&
1930 (Feld[x][y+1] == EL_SIEB_LEER || Feld[x][y+1] == EL_SIEB2_LEER))
1932 InitMovingField(x, y, MV_DOWN);
1934 (Feld[x][y+1] == EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1935 Store2[x][y+1] = element;
1937 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_SALZSAEURE)
1940 InitMovingField(x, y, MV_DOWN);
1941 Store[x][y] = EL_SALZSAEURE;
1943 else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && JustHit[x][y])
1947 else if (IS_FREE(x, y+1))
1949 InitMovingField(x, y, MV_DOWN);
1951 else if (element == EL_TROPFEN)
1953 Feld[x][y] = EL_AMOEBING;
1954 Store[x][y] = EL_AMOEBE_NASS;
1956 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1958 boolean left = (x>0 && IS_FREE(x-1, y) &&
1959 (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_SALZSAEURE));
1960 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
1961 (IS_FREE(x+1, y+1) || Feld[x+1][y+1] == EL_SALZSAEURE));
1965 if (left && right && game_emulation != EMU_BOULDERDASH)
1966 left = !(right = RND(2));
1968 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
1972 else if (CAN_MOVE(element))
1976 if (element == EL_SONDE && JustBeingPushed(x, y))
1979 if (!MovDelay[x][y]) /* start new movement phase */
1981 /* all objects that can change their move direction after each step */
1982 /* (MAMPFER, MAMPFER2 and PACMAN go straight until they hit a wall */
1984 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1987 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER ||
1988 element == EL_SP_SNIKSNAK ||
1989 element == EL_SP_ELECTRON))
1990 DrawLevelField(x, y);
1994 if (MovDelay[x][y]) /* wait some time before next movement */
1998 if (element == EL_ROBOT || element == EL_MAMPFER ||
1999 element == EL_MAMPFER2)
2001 int phase = MovDelay[x][y] % 8;
2006 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2007 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(element)+phase);
2009 if ((element == EL_MAMPFER || element == EL_MAMPFER2)
2010 && MovDelay[x][y]%4 == 3)
2011 PlaySoundLevel(x, y, SND_NJAM);
2013 else if (element == EL_DRACHE)
2016 int dir = MovDir[x][y];
2017 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
2018 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
2019 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
2020 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
2021 dir == MV_UP ? GFX_FLAMMEN_UP :
2022 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
2023 int phase = FrameCounter % 2;
2025 for (i=1; i<=3; i++)
2027 int xx = x + i*dx, yy = y + i*dy;
2028 int sx = SCREENX(xx), sy = SCREENY(yy);
2030 if (!IN_LEV_FIELD(xx, yy) ||
2031 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLODING)
2036 int flamed = MovingOrBlocked2Element(xx, yy);
2038 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
2041 RemoveMovingField(xx, yy);
2043 Feld[xx][yy] = EL_BURNING;
2044 if (IN_SCR_FIELD(sx, sy))
2045 DrawGraphic(sx, sy, graphic + phase*3 + i-1);
2049 if (Feld[xx][yy] == EL_BURNING)
2050 Feld[xx][yy] = EL_LEERRAUM;
2051 DrawLevelField(xx, yy);
2060 if (element == EL_KAEFER || element == EL_BUTTERFLY)
2062 PlaySoundLevel(x, y, SND_KLAPPER);
2064 else if (element == EL_FLIEGER || element == EL_FIREFLY)
2066 PlaySoundLevel(x, y, SND_ROEHR);
2069 /* now make next step */
2071 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
2073 if (IS_ENEMY(element) && IS_PLAYER(newx, newy))
2075 /* enemy got the player */
2077 KillHero(PLAYERINFO(newx, newy));
2080 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
2081 element == EL_ROBOT || element == EL_SONDE) &&
2082 IN_LEV_FIELD(newx, newy) &&
2083 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_SALZSAEURE)
2086 Store[x][y] = EL_SALZSAEURE;
2088 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
2089 IN_LEV_FIELD(newx, newy))
2091 if (Feld[newx][newy] == EL_AUSGANG_AUF)
2093 Feld[x][y] = EL_LEERRAUM;
2094 DrawLevelField(x, y);
2096 PlaySoundLevel(newx, newy, SND_BUING);
2097 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
2098 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2gfx(element));
2100 local_player->friends_still_needed--;
2101 if (!local_player->friends_still_needed &&
2102 !local_player->GameOver && AllPlayersGone)
2103 local_player->LevelSolved = local_player->GameOver = TRUE;
2107 else if (IS_MAMPF3(Feld[newx][newy]))
2109 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
2110 DrawLevelField(newx, newy);
2112 MovDir[x][y] = MV_NO_MOVING;
2114 else if (!IS_FREE(newx, newy))
2116 if (IS_PLAYER(x, y))
2117 DrawPlayerField(x, y);
2119 DrawLevelField(x, y);
2123 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx, newy))
2125 if (IS_GEM(Feld[newx][newy]))
2127 if (IS_MOVING(newx, newy))
2128 RemoveMovingField(newx, newy);
2131 Feld[newx][newy] = EL_LEERRAUM;
2132 DrawLevelField(newx, newy);
2135 else if (!IS_FREE(newx, newy))
2137 if (IS_PLAYER(x, y))
2138 DrawPlayerField(x, y);
2140 DrawLevelField(x, y);
2144 else if (element == EL_DRACHE && IN_LEV_FIELD(newx, newy))
2146 if (!IS_FREE(newx, newy))
2148 if (IS_PLAYER(x, y))
2149 DrawPlayerField(x, y);
2151 DrawLevelField(x, y);
2156 boolean wanna_flame = !RND(10);
2157 int dx = newx - x, dy = newy - y;
2158 int newx1 = newx+1*dx, newy1 = newy+1*dy;
2159 int newx2 = newx+2*dx, newy2 = newy+2*dy;
2160 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
2161 MovingOrBlocked2Element(newx1, newy1) : EL_BETON);
2162 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
2163 MovingOrBlocked2Element(newx2, newy2) : EL_BETON);
2165 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
2166 element1 != EL_DRACHE && element2 != EL_DRACHE &&
2167 element1 != EL_BURNING && element2 != EL_BURNING)
2169 if (IS_PLAYER(x, y))
2170 DrawPlayerField(x, y);
2172 DrawLevelField(x, y);
2174 MovDelay[x][y] = 50;
2175 Feld[newx][newy] = EL_BURNING;
2176 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
2177 Feld[newx1][newy1] = EL_BURNING;
2178 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
2179 Feld[newx2][newy2] = EL_BURNING;
2184 else if (element == EL_MAMPFER && IN_LEV_FIELD(newx, newy) &&
2185 Feld[newx][newy] == EL_DIAMANT)
2187 if (IS_MOVING(newx, newy))
2188 RemoveMovingField(newx, newy);
2191 Feld[newx][newy] = EL_LEERRAUM;
2192 DrawLevelField(newx, newy);
2195 else if (element == EL_MAMPFER2 && IN_LEV_FIELD(newx, newy) &&
2196 IS_MAMPF2(Feld[newx][newy]))
2198 if (AmoebaNr[newx][newy])
2200 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2201 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2202 Feld[newx][newy] == EL_AMOEBE_BD)
2203 AmoebaCnt[AmoebaNr[newx][newy]]--;
2206 if (IS_MOVING(newx, newy))
2207 RemoveMovingField(newx, newy);
2210 Feld[newx][newy] = EL_LEERRAUM;
2211 DrawLevelField(newx, newy);
2214 else if (element == EL_PACMAN && IN_LEV_FIELD(newx, newy) &&
2215 IS_AMOEBOID(Feld[newx][newy]))
2217 if (AmoebaNr[newx][newy])
2219 AmoebaCnt2[AmoebaNr[newx][newy]]--;
2220 if (Feld[newx][newy] == EL_AMOEBE_VOLL ||
2221 Feld[newx][newy] == EL_AMOEBE_BD)
2222 AmoebaCnt[AmoebaNr[newx][newy]]--;
2225 Feld[newx][newy] = EL_LEERRAUM;
2226 DrawLevelField(newx, newy);
2228 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
2230 /* object was running against a wall */
2234 if (element == EL_KAEFER || element == EL_FLIEGER ||
2235 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2236 DrawLevelField(x, y);
2237 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
2238 DrawGraphicAnimation(x, y, el2gfx(element), 2, 4, ANIM_NORMAL);
2239 else if (element == EL_SONDE)
2240 DrawGraphicAnimation(x, y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
2245 if (element == EL_ROBOT && IN_SCR_FIELD(x, y))
2246 PlaySoundLevel(x, y, SND_SCHLURF);
2248 InitMovingField(x, y, MovDir[x][y]);
2252 ContinueMoving(x, y);
2255 void ContinueMoving(int x, int y)
2257 int element = Feld[x][y];
2258 int direction = MovDir[x][y];
2259 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2260 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2261 int horiz_move = (dx!=0);
2262 int newx = x + dx, newy = y + dy;
2263 int step = (horiz_move ? dx : dy) * TILEX/8;
2265 if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
2267 else if (element == EL_TROPFEN)
2269 else if (Store[x][y] == EL_MORAST_VOLL || Store[x][y] == EL_MORAST_LEER)
2272 MovPos[x][y] += step;
2274 if (ABS(MovPos[x][y])>=TILEX) /* object reached its destination */
2276 Feld[x][y] = EL_LEERRAUM;
2277 Feld[newx][newy] = element;
2279 if (Store[x][y] == EL_MORAST_VOLL)
2282 Feld[newx][newy] = EL_MORAST_VOLL;
2283 element = EL_MORAST_VOLL;
2285 else if (Store[x][y] == EL_MORAST_LEER)
2288 Feld[x][y] = EL_MORAST_LEER;
2290 else if (Store[x][y] == EL_SIEB_VOLL)
2293 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
2295 else if (Store[x][y] == EL_SIEB_LEER)
2297 Store[x][y] = Store2[x][y] = 0;
2298 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
2300 else if (Store[x][y] == EL_SIEB2_VOLL)
2303 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
2305 else if (Store[x][y] == EL_SIEB2_LEER)
2307 Store[x][y] = Store2[x][y] = 0;
2308 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
2310 else if (Store[x][y] == EL_SALZSAEURE)
2313 Feld[newx][newy] = EL_SALZSAEURE;
2314 element = EL_SALZSAEURE;
2316 else if (Store[x][y] == EL_AMOEBE_NASS)
2319 Feld[x][y] = EL_AMOEBE_NASS;
2322 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2323 MovDelay[newx][newy] = 0;
2325 if (!CAN_MOVE(element))
2326 MovDir[newx][newy] = 0;
2328 DrawLevelField(x, y);
2329 DrawLevelField(newx, newy);
2331 Stop[newx][newy] = TRUE;
2332 JustHit[x][newy] = 3;
2334 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
2336 TestIfBadThingHitsHero(newx, newy);
2337 TestIfBadThingHitsFriend(newx, newy);
2338 TestIfBadThingHitsOtherBadThing(newx, newy);
2340 else if (element == EL_PINGUIN)
2341 TestIfFriendHitsBadThing(newx, newy);
2343 if (CAN_SMASH(element) && direction == MV_DOWN &&
2344 (newy == lev_fieldy-1 || !IS_FREE(x, newy+1)))
2347 else /* still moving on */
2348 DrawLevelField(x, y);
2351 int AmoebeNachbarNr(int ax, int ay)
2354 int element = Feld[ax][ay];
2356 static int xy[4][2] =
2366 int x = ax + xy[i][0];
2367 int y = ay + xy[i][1];
2369 if (!IN_LEV_FIELD(x, y))
2372 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
2373 group_nr = AmoebaNr[x][y];
2379 void AmoebenVereinigen(int ax, int ay)
2381 int i, x, y, xx, yy;
2382 int new_group_nr = AmoebaNr[ax][ay];
2383 static int xy[4][2] =
2391 if (new_group_nr == 0)
2399 if (!IN_LEV_FIELD(x, y))
2402 if ((Feld[x][y] == EL_AMOEBE_VOLL ||
2403 Feld[x][y] == EL_AMOEBE_BD ||
2404 Feld[x][y] == EL_AMOEBE_TOT) &&
2405 AmoebaNr[x][y] != new_group_nr)
2407 int old_group_nr = AmoebaNr[x][y];
2409 if (old_group_nr == 0)
2412 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2413 AmoebaCnt[old_group_nr] = 0;
2414 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2415 AmoebaCnt2[old_group_nr] = 0;
2417 for (yy=0; yy<lev_fieldy; yy++)
2419 for (xx=0; xx<lev_fieldx; xx++)
2421 if (AmoebaNr[xx][yy] == old_group_nr)
2422 AmoebaNr[xx][yy] = new_group_nr;
2429 void AmoebeUmwandeln(int ax, int ay)
2433 if (Feld[ax][ay] == EL_AMOEBE_TOT)
2435 int group_nr = AmoebaNr[ax][ay];
2440 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
2441 printf("AmoebeUmwandeln(): This should never happen!\n");
2446 for (y=0; y<lev_fieldy; y++)
2448 for (x=0; x<lev_fieldx; x++)
2450 if (Feld[x][y] == EL_AMOEBE_TOT && AmoebaNr[x][y] == group_nr)
2453 Feld[x][y] = EL_AMOEBA2DIAM;
2461 static int xy[4][2] =
2474 if (!IN_LEV_FIELD(x, y))
2477 if (Feld[x][y] == EL_AMOEBA2DIAM)
2483 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
2486 int group_nr = AmoebaNr[ax][ay];
2487 boolean done = FALSE;
2492 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
2493 printf("AmoebeUmwandelnBD(): This should never happen!\n");
2498 for (y=0; y<lev_fieldy; y++)
2500 for (x=0; x<lev_fieldx; x++)
2502 if (AmoebaNr[x][y] == group_nr &&
2503 (Feld[x][y] == EL_AMOEBE_TOT ||
2504 Feld[x][y] == EL_AMOEBE_BD ||
2505 Feld[x][y] == EL_AMOEBING))
2508 Feld[x][y] = new_element;
2509 InitField(x, y, FALSE);
2510 DrawLevelField(x, y);
2517 PlaySoundLevel(ax, ay,
2518 (new_element == EL_FELSBROCKEN ? SND_KLOPF : SND_PLING));
2521 void AmoebeWaechst(int x, int y)
2523 static unsigned long sound_delay = 0;
2524 static unsigned long sound_delay_value = 0;
2526 if (!MovDelay[x][y]) /* start new growing cycle */
2530 if (DelayReached(&sound_delay, sound_delay_value))
2532 PlaySoundLevel(x, y, SND_AMOEBE);
2533 sound_delay_value = 30;
2537 if (MovDelay[x][y]) /* wait some time before growing bigger */
2540 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2541 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AMOEBING + 3 - MovDelay[x][y]/2);
2543 if (!MovDelay[x][y])
2545 Feld[x][y] = Store[x][y];
2547 DrawLevelField(x, y);
2552 void AmoebeAbleger(int ax, int ay)
2555 int element = Feld[ax][ay];
2556 int newax = ax, neway = ay;
2557 static int xy[4][2] =
2565 if (!level.tempo_amoebe)
2567 Feld[ax][ay] = EL_AMOEBE_TOT;
2568 DrawLevelField(ax, ay);
2572 if (!MovDelay[ax][ay]) /* start making new amoeba field */
2573 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.tempo_amoebe));
2575 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
2578 if (MovDelay[ax][ay])
2582 if (element == EL_AMOEBE_NASS) /* object is an acid / amoeba drop */
2585 int x = ax + xy[start][0];
2586 int y = ay + xy[start][1];
2588 if (!IN_LEV_FIELD(x, y))
2591 if (IS_FREE(x, y) ||
2592 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2598 if (newax == ax && neway == ay)
2601 else /* normal or "filled" (BD style) amoeba */
2604 boolean waiting_for_player = FALSE;
2608 int j = (start + i) % 4;
2609 int x = ax + xy[j][0];
2610 int y = ay + xy[j][1];
2612 if (!IN_LEV_FIELD(x, y))
2615 if (IS_FREE(x, y) ||
2616 Feld[x][y] == EL_ERDREICH || Feld[x][y] == EL_MORAST_LEER)
2622 else if (IS_PLAYER(x, y))
2623 waiting_for_player = TRUE;
2626 if (newax == ax && neway == ay) /* amoeba cannot grow */
2628 if (i == 4 && (!waiting_for_player || game_emulation == EMU_BOULDERDASH))
2630 Feld[ax][ay] = EL_AMOEBE_TOT;
2631 DrawLevelField(ax, ay);
2632 AmoebaCnt[AmoebaNr[ax][ay]]--;
2634 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
2636 if (element == EL_AMOEBE_VOLL)
2637 AmoebeUmwandeln(ax, ay);
2638 else if (element == EL_AMOEBE_BD)
2639 AmoebeUmwandelnBD(ax, ay, level.amoebe_inhalt);
2644 else if (element == EL_AMOEBE_VOLL || element == EL_AMOEBE_BD)
2646 /* amoeba gets larger by growing in some direction */
2648 int new_group_nr = AmoebaNr[ax][ay];
2651 if (new_group_nr == 0)
2653 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
2654 printf("AmoebeAbleger(): This should never happen!\n");
2659 AmoebaNr[newax][neway] = new_group_nr;
2660 AmoebaCnt[new_group_nr]++;
2661 AmoebaCnt2[new_group_nr]++;
2663 /* if amoeba touches other amoeba(s) after growing, unify them */
2664 AmoebenVereinigen(newax, neway);
2666 if (element == EL_AMOEBE_BD && AmoebaCnt2[new_group_nr] >= 200)
2668 AmoebeUmwandelnBD(newax, neway, EL_FELSBROCKEN);
2674 if (element != EL_AMOEBE_NASS || neway < ay || !IS_FREE(newax, neway) ||
2675 (neway == lev_fieldy - 1 && newax != ax))
2677 Feld[newax][neway] = EL_AMOEBING;
2678 Store[newax][neway] = element;
2680 else if (neway == ay)
2681 Feld[newax][neway] = EL_TROPFEN;
2684 InitMovingField(ax, ay, MV_DOWN);
2685 Feld[ax][ay] = EL_TROPFEN;
2686 Store[ax][ay] = EL_AMOEBE_NASS;
2687 ContinueMoving(ax, ay);
2691 DrawLevelField(newax, neway);
2694 void Life(int ax, int ay)
2697 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
2699 int element = Feld[ax][ay];
2704 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
2705 MovDelay[ax][ay] = life_time;
2707 if (MovDelay[ax][ay]) /* wait some time before next cycle */
2710 if (MovDelay[ax][ay])
2714 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
2716 int xx = ax+x1, yy = ay+y1;
2719 if (!IN_LEV_FIELD(xx, yy))
2722 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
2724 int x = xx+x2, y = yy+y2;
2726 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
2729 if (((Feld[x][y] == element ||
2730 (element == EL_LIFE && IS_PLAYER(x, y))) &&
2732 (IS_FREE(x, y) && Stop[x][y]))
2736 if (xx == ax && yy == ay) /* field in the middle */
2738 if (nachbarn<life[0] || nachbarn>life[1])
2740 Feld[xx][yy] = EL_LEERRAUM;
2742 DrawLevelField(xx, yy);
2743 Stop[xx][yy] = TRUE;
2746 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_ERDREICH)
2747 { /* free border field */
2748 if (nachbarn>=life[2] && nachbarn<=life[3])
2750 Feld[xx][yy] = element;
2751 MovDelay[xx][yy] = (element == EL_LIFE ? 0 : life_time-1);
2753 DrawLevelField(xx, yy);
2754 Stop[xx][yy] = TRUE;
2760 void Ablenk(int x, int y)
2762 if (!MovDelay[x][y]) /* next animation frame */
2763 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2765 if (MovDelay[x][y]) /* wait some time before next frame */
2770 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2771 DrawGraphic(SCREENX(x), SCREENY(y), GFX_ABLENK+MovDelay[x][y]%4);
2772 if (!(MovDelay[x][y]%4))
2773 PlaySoundLevel(x, y, SND_MIEP);
2778 Feld[x][y] = EL_ABLENK_AUS;
2779 DrawLevelField(x, y);
2780 if (ZX == x && ZY == y)
2784 void Birne(int x, int y)
2786 if (!MovDelay[x][y]) /* next animation frame */
2787 MovDelay[x][y] = 800;
2789 if (MovDelay[x][y]) /* wait some time before next frame */
2794 if (!(MovDelay[x][y]%5))
2796 if (!(MovDelay[x][y]%10))
2797 Feld[x][y]=EL_ABLENK_EIN;
2799 Feld[x][y]=EL_ABLENK_AUS;
2800 DrawLevelField(x, y);
2801 Feld[x][y]=EL_ABLENK_EIN;
2807 Feld[x][y]=EL_ABLENK_AUS;
2808 DrawLevelField(x, y);
2809 if (ZX == x && ZY == y)
2813 void Blubber(int x, int y)
2815 if (y > 0 && IS_MOVING(x, y-1) && MovDir[x][y-1] == MV_DOWN)
2816 DrawLevelField(x, y-1);
2818 DrawGraphicAnimation(x, y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2821 void NussKnacken(int x, int y)
2823 if (!MovDelay[x][y]) /* next animation frame */
2826 if (MovDelay[x][y]) /* wait some time before next frame */
2829 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2830 DrawGraphic(SCREENX(x), SCREENY(y), GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2832 if (!MovDelay[x][y])
2834 Feld[x][y] = EL_EDELSTEIN;
2835 DrawLevelField(x, y);
2840 void SiebAktivieren(int x, int y, int typ)
2842 int graphic = (typ == 1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL) + 3;
2844 DrawGraphicAnimation(x, y, graphic, 4, 4, ANIM_REVERSE);
2847 void AusgangstuerPruefen(int x, int y)
2849 if (!local_player->gems_still_needed &&
2850 !local_player->sokobanfields_still_needed &&
2851 !local_player->lights_still_needed)
2853 Feld[x][y] = EL_AUSGANG_ACT;
2855 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2856 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2857 y < LEVELY(BY1) ? LEVELY(BY1) :
2858 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2863 void AusgangstuerOeffnen(int x, int y)
2867 if (!MovDelay[x][y]) /* next animation frame */
2868 MovDelay[x][y] = 5*delay;
2870 if (MovDelay[x][y]) /* wait some time before next frame */
2875 tuer = MovDelay[x][y]/delay;
2876 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2877 DrawGraphic(SCREENX(x), SCREENY(y), GFX_AUSGANG_AUF-tuer);
2879 if (!MovDelay[x][y])
2881 Feld[x][y] = EL_AUSGANG_AUF;
2882 DrawLevelField(x, y);
2887 void AusgangstuerBlinken(int x, int y)
2889 DrawGraphicAnimation(x, y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2892 void EdelsteinFunkeln(int x, int y)
2894 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
2897 if (Feld[x][y] == EL_EDELSTEIN_BD)
2898 DrawGraphicAnimation(x, y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2901 if (!MovDelay[x][y]) /* next animation frame */
2902 MovDelay[x][y] = 11 * !SimpleRND(500);
2904 if (MovDelay[x][y]) /* wait some time before next frame */
2908 if (setup.direct_draw && MovDelay[x][y])
2909 SetDrawtoField(DRAW_BUFFERED);
2911 DrawGraphic(SCREENX(x), SCREENY(y), el2gfx(Feld[x][y]));
2915 int phase = (MovDelay[x][y]-1)/2;
2920 DrawGraphicThruMask(SCREENX(x), SCREENY(y), GFX_FUNKELN_WEISS + phase);
2922 if (setup.direct_draw)
2926 dest_x = FX + SCREENX(x)*TILEX;
2927 dest_y = FY + SCREENY(y)*TILEY;
2929 XCopyArea(display, drawto_field, window, gc,
2930 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
2931 SetDrawtoField(DRAW_DIRECT);
2938 void MauerWaechst(int x, int y)
2942 if (!MovDelay[x][y]) /* next animation frame */
2943 MovDelay[x][y] = 3*delay;
2945 if (MovDelay[x][y]) /* wait some time before next frame */
2950 phase = 2-MovDelay[x][y]/delay;
2951 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2952 DrawGraphic(SCREENX(x), SCREENY(y),
2953 (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
2954 MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
2955 MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
2956 GFX_MAUER_DOWN ) + phase);
2958 if (!MovDelay[x][y])
2960 if (MovDir[x][y] == MV_LEFT)
2962 if (IN_LEV_FIELD(x-1, y) && IS_MAUER(Feld[x-1][y]))
2963 DrawLevelField(x-1, y);
2965 else if (MovDir[x][y] == MV_RIGHT)
2967 if (IN_LEV_FIELD(x+1, y) && IS_MAUER(Feld[x+1][y]))
2968 DrawLevelField(x+1, y);
2970 else if (MovDir[x][y] == MV_UP)
2972 if (IN_LEV_FIELD(x, y-1) && IS_MAUER(Feld[x][y-1]))
2973 DrawLevelField(x, y-1);
2977 if (IN_LEV_FIELD(x, y+1) && IS_MAUER(Feld[x][y+1]))
2978 DrawLevelField(x, y+1);
2981 Feld[x][y] = Store[x][y];
2983 MovDir[x][y] = MV_NO_MOVING;
2984 DrawLevelField(x, y);
2989 void MauerAbleger(int ax, int ay)
2991 int element = Feld[ax][ay];
2992 boolean oben_frei = FALSE, unten_frei = FALSE;
2993 boolean links_frei = FALSE, rechts_frei = FALSE;
2994 boolean oben_massiv = FALSE, unten_massiv = FALSE;
2995 boolean links_massiv = FALSE, rechts_massiv = FALSE;
2997 if (!MovDelay[ax][ay]) /* start building new wall */
2998 MovDelay[ax][ay] = 6;
3000 if (MovDelay[ax][ay]) /* wait some time before building new wall */
3003 if (MovDelay[ax][ay])
3007 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
3009 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
3011 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
3013 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
3016 if (element == EL_MAUER_Y || element == EL_MAUER_XY)
3020 Feld[ax][ay-1] = EL_MAUERND;
3021 Store[ax][ay-1] = element;
3022 MovDir[ax][ay-1] = MV_UP;
3023 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
3024 DrawGraphic(SCREENX(ax), SCREENY(ay-1), GFX_MAUER_UP);
3028 Feld[ax][ay+1] = EL_MAUERND;
3029 Store[ax][ay+1] = element;
3030 MovDir[ax][ay+1] = MV_DOWN;
3031 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
3032 DrawGraphic(SCREENX(ax), SCREENY(ay+1), GFX_MAUER_DOWN);
3036 if (element == EL_MAUER_X || element == EL_MAUER_XY ||
3037 element == EL_MAUER_LEBT)
3041 Feld[ax-1][ay] = EL_MAUERND;
3042 Store[ax-1][ay] = element;
3043 MovDir[ax-1][ay] = MV_LEFT;
3044 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
3045 DrawGraphic(SCREENX(ax-1), SCREENY(ay), GFX_MAUER_LEFT);
3049 Feld[ax+1][ay] = EL_MAUERND;
3050 Store[ax+1][ay] = element;
3051 MovDir[ax+1][ay] = MV_RIGHT;
3052 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
3053 DrawGraphic(SCREENX(ax+1), SCREENY(ay), GFX_MAUER_RIGHT);
3057 if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
3058 DrawLevelField(ax, ay);
3060 if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1]))
3062 if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1]))
3063 unten_massiv = TRUE;
3064 if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay]))
3065 links_massiv = TRUE;
3066 if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay]))
3067 rechts_massiv = TRUE;
3069 if (((oben_massiv && unten_massiv) ||
3070 element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
3071 ((links_massiv && rechts_massiv) ||
3072 element == EL_MAUER_Y))
3073 Feld[ax][ay] = EL_MAUERWERK;
3076 void CheckForDragon(int x, int y)
3079 boolean dragon_found = FALSE;
3080 static int xy[4][2] =
3092 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3094 if (IN_LEV_FIELD(xx, yy) &&
3095 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
3097 if (Feld[xx][yy] == EL_DRACHE)
3098 dragon_found = TRUE;
3111 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
3113 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_BURNING)
3115 Feld[xx][yy] = EL_LEERRAUM;
3116 DrawLevelField(xx, yy);
3125 static void PlayerActions(struct PlayerInfo *player, byte player_action)
3127 static byte stored_player_action[MAX_PLAYERS];
3128 static int num_stored_actions = 0;
3129 static boolean save_tape_entry = FALSE;
3130 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
3131 int jx = player->jx, jy = player->jy;
3132 int left = player_action & JOY_LEFT;
3133 int right = player_action & JOY_RIGHT;
3134 int up = player_action & JOY_UP;
3135 int down = player_action & JOY_DOWN;
3136 int button1 = player_action & JOY_BUTTON_1;
3137 int button2 = player_action & JOY_BUTTON_2;
3138 int dx = (left ? -1 : right ? 1 : 0);
3139 int dy = (up ? -1 : down ? 1 : 0);
3141 stored_player_action[player->index_nr] = 0;
3142 num_stored_actions++;
3144 if (!player->active || player->gone || tape.pausing)
3149 save_tape_entry = TRUE;
3150 player->frame_reset_delay = 0;
3153 snapped = SnapField(player, dx, dy);
3157 bombed = PlaceBomb(player);
3158 moved = MoveFigure(player, dx, dy);
3161 if (tape.recording && (moved || snapped || bombed))
3163 if (bombed && !moved)
3164 player_action &= JOY_BUTTON;
3166 stored_player_action[player->index_nr] = player_action;
3169 /* this allows cycled sequences of PlayerActions() */
3170 if (num_stored_actions >= MAX_PLAYERS)
3172 TapeRecordAction(stored_player_action);
3173 num_stored_actions = 0;
3178 else if (tape.playing && snapped)
3179 SnapField(player, 0, 0); /* stop snapping */
3183 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
3184 SnapField(player, 0, 0);
3185 if (++player->frame_reset_delay > MoveSpeed)
3189 if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
3191 TapeRecordAction(stored_player_action);
3192 num_stored_actions = 0;
3193 save_tape_entry = FALSE;
3196 if (tape.playing && !tape.pausing && !player_action &&
3197 tape.counter < tape.length)
3200 tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
3202 if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
3203 (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
3205 int dx = (next_joy == JOY_LEFT ? -1 : +1);
3207 if (IN_LEV_FIELD(jx+dx, jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
3209 int el = Feld[jx+dx][jy];
3210 int push_delay = (IS_SB_ELEMENT(el) || el == EL_SONDE ? 2 : 10);
3212 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
3214 player->MovDir = next_joy;
3215 player->Frame = FrameCounter % 4;
3216 player->Pushing = TRUE;
3225 static unsigned long action_delay = 0;
3226 unsigned long action_delay_value;
3227 int sieb_x = 0, sieb_y = 0;
3228 int i, x, y, element;
3229 byte *recorded_player_action;
3230 byte summarized_player_action = 0;
3232 if (game_status != PLAYING)
3235 action_delay_value =
3236 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
3239 if (tape.playing && tape.fast_forward)
3243 sprintf(buf, "FFWD: %ld ms", action_delay_value);
3249 /* main game synchronization point */
3255 WaitUntilDelayReached(&action_delay, action_delay_value);
3258 while (!DelayReached(&action_delay, action_delay_value))
3262 sprintf(buf, "%ld %ld %ld",
3263 Counter(), action_delay, action_delay_value);
3266 print_debug("done");
3273 if (network_playing && !network_player_action_received)
3277 printf("DEBUG: try to get network player actions in time\n");
3282 /* last chance to get network player actions without main loop delay */
3286 if (game_status != PLAYING)
3289 if (!network_player_action_received)
3293 printf("DEBUG: failed to get network player actions in time\n");
3302 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3304 else if (tape.recording)
3313 else if (tape.recording)
3316 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
3318 for (i=0; i<MAX_PLAYERS; i++)
3320 summarized_player_action |= stored_player[i].action;
3322 if (!network_playing)
3323 stored_player[i].effective_action = stored_player[i].action;
3327 if (network_playing)
3328 SendToServer_MovePlayer(summarized_player_action);
3331 if (!options.network && !setup.team_mode)
3332 local_player->effective_action = summarized_player_action;
3334 for (i=0; i<MAX_PLAYERS; i++)
3336 int actual_player_action = stored_player[i].effective_action;
3338 if (recorded_player_action)
3339 actual_player_action = recorded_player_action[i];
3341 PlayerActions(&stored_player[i], actual_player_action);
3342 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
3345 network_player_action_received = FALSE;
3347 ScrollScreen(NULL, SCROLL_GO_ON);
3351 if (tape.pausing || (tape.playing && !TapePlayDelay()))
3353 else if (tape.recording)
3363 if (TimeFrames == 0 && !local_player->gone)
3365 extern unsigned int last_RND();
3367 printf("DEBUG: %03d last RND was %d \t [state checksum is %d]\n",
3368 level.time - TimeLeft,
3370 getStateCheckSum(level.time - TimeLeft));
3379 if (GameFrameDelay >= 500)
3380 printf("FrameCounter == %d\n", FrameCounter);
3391 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3394 if (JustHit[x][y]>0)
3398 if (IS_BLOCKED(x, y))
3402 Blocked2Moving(x, y, &oldx, &oldy);
3403 if (!IS_MOVING(oldx, oldy))
3405 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
3406 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
3407 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
3408 printf("GameActions(): This should never happen!\n");
3414 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3416 element = Feld[x][y];
3418 if (IS_INACTIVE(element))
3421 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
3425 if (IS_GEM(element))
3426 EdelsteinFunkeln(x, y);
3428 else if (IS_MOVING(x, y))
3429 ContinueMoving(x, y);
3430 else if (element == EL_DYNAMIT || element == EL_DYNABOMB)
3431 CheckDynamite(x, y);
3432 else if (element == EL_EXPLODING)
3433 Explode(x, y, Frame[x][y], EX_NORMAL);
3434 else if (element == EL_AMOEBING)
3435 AmoebeWaechst(x, y);
3436 else if (IS_AMOEBALIVE(element))
3437 AmoebeAbleger(x, y);
3438 else if (element == EL_LIFE || element == EL_LIFE_ASYNC)
3440 else if (element == EL_ABLENK_EIN)
3442 else if (element == EL_SALZSAEURE)
3444 else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
3446 else if (element == EL_CRACKINGNUT)
3448 else if (element == EL_AUSGANG_ZU)
3449 AusgangstuerPruefen(x, y);
3450 else if (element == EL_AUSGANG_ACT)
3451 AusgangstuerOeffnen(x, y);
3452 else if (element == EL_AUSGANG_AUF)
3453 AusgangstuerBlinken(x, y);
3454 else if (element == EL_MAUERND)
3456 else if (element == EL_MAUER_LEBT ||
3457 element == EL_MAUER_X ||
3458 element == EL_MAUER_Y ||
3459 element == EL_MAUER_XY)
3461 else if (element == EL_BURNING)
3462 CheckForDragon(x, y);
3466 boolean sieb = FALSE;
3467 int jx = local_player->jx, jy = local_player->jy;
3469 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL ||
3470 Store[x][y] == EL_SIEB_LEER)
3472 SiebAktivieren(x, y, 1);
3475 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL ||
3476 Store[x][y] == EL_SIEB2_LEER)
3478 SiebAktivieren(x, y, 2);
3482 /* play the element sound at the position nearest to the player */
3483 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
3493 if (!(SiebCount % 4))
3494 PlaySoundLevel(sieb_x, sieb_y, SND_MIEP);
3501 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
3503 element = Feld[x][y];
3504 if (element == EL_SIEB_LEER || element == EL_SIEB_VOLL)
3506 Feld[x][y] = EL_SIEB_TOT;
3507 DrawLevelField(x, y);
3509 else if (element == EL_SIEB2_LEER || element == EL_SIEB2_VOLL)
3511 Feld[x][y] = EL_SIEB2_TOT;
3512 DrawLevelField(x, y);
3521 if (TimeLeft > 0 && TimeFrames >= (1000 / GameFrameDelay) && !tape.pausing)
3526 if (tape.recording || tape.playing)
3527 DrawVideoDisplay(VIDEO_STATE_TIME_ON, level.time-TimeLeft);
3530 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
3532 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
3535 for (i=0; i<MAX_PLAYERS; i++)
3536 KillHero(&stored_player[i]);
3542 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
3544 int min_x = x, min_y = y, max_x = x, max_y = y;
3547 for (i=0; i<MAX_PLAYERS; i++)
3549 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3551 if (!stored_player[i].active || stored_player[i].gone ||
3552 &stored_player[i] == player)
3555 min_x = MIN(min_x, jx);
3556 min_y = MIN(min_y, jy);
3557 max_x = MAX(max_x, jx);
3558 max_y = MAX(max_y, jy);
3561 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
3564 static boolean AllPlayersInVisibleScreen()
3568 for (i=0; i<MAX_PLAYERS; i++)
3570 int jx = stored_player[i].jx, jy = stored_player[i].jy;
3572 if (!stored_player[i].active || stored_player[i].gone)
3575 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3582 void ScrollLevel(int dx, int dy)
3584 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
3587 XCopyArea(display, drawto_field, drawto_field, gc,
3588 FX + TILEX*(dx == -1) - softscroll_offset,
3589 FY + TILEY*(dy == -1) - softscroll_offset,
3590 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
3591 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
3592 FX + TILEX*(dx == 1) - softscroll_offset,
3593 FY + TILEY*(dy == 1) - softscroll_offset);
3597 x = (dx == 1 ? BX1 : BX2);
3598 for (y=BY1; y<=BY2; y++)
3599 DrawScreenField(x, y);
3603 y = (dy == 1 ? BY1 : BY2);
3604 for (x=BX1; x<=BX2; x++)
3605 DrawScreenField(x, y);
3608 redraw_mask |= REDRAW_FIELD;
3611 boolean MoveFigureOneStep(struct PlayerInfo *player,
3612 int dx, int dy, int real_dx, int real_dy)
3614 int jx = player->jx, jy = player->jy;
3615 int new_jx = jx+dx, new_jy = jy+dy;
3619 if (player->gone || (!dx && !dy))
3620 return MF_NO_ACTION;
3622 player->MovDir = (dx < 0 ? MV_LEFT :
3625 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3627 if (!IN_LEV_FIELD(new_jx, new_jy))
3628 return MF_NO_ACTION;
3630 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
3631 return MF_NO_ACTION;
3633 element = MovingOrBlocked2Element(new_jx, new_jy);
3635 if (DONT_GO_TO(element))
3637 if (element == EL_SALZSAEURE && dx == 0 && dy == 1)
3640 Feld[jx][jy] = EL_SPIELFIGUR;
3641 InitMovingField(jx, jy, MV_DOWN);
3642 Store[jx][jy] = EL_SALZSAEURE;
3643 ContinueMoving(jx, jy);
3652 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
3653 if (can_move != MF_MOVING)
3656 StorePlayer[jx][jy] = 0;
3657 player->last_jx = jx;
3658 player->last_jy = jy;
3659 jx = player->jx = new_jx;
3660 jy = player->jy = new_jy;
3661 StorePlayer[jx][jy] = player->element_nr;
3663 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / MoveSpeed);
3665 ScrollFigure(player, SCROLL_INIT);
3670 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
3672 int jx = player->jx, jy = player->jy;
3673 int old_jx = jx, old_jy = jy;
3674 int moved = MF_NO_ACTION;
3676 if (player->gone || (!dx && !dy))
3679 if (!FrameReached(&player->move_delay, MoveSpeed) && !tape.playing)
3684 /* should only happen if pre-1.2 tape recordings are played */
3685 /* this is only for backward compatibility */
3687 int old_move_speed = MoveSpeed;
3690 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES.\n");
3693 /* scroll remaining steps with finest movement resolution */
3696 while (player->MovPos)
3698 ScrollFigure(player, SCROLL_GO_ON);
3699 ScrollScreen(NULL, SCROLL_GO_ON);
3705 MoveSpeed = old_move_speed;
3708 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3710 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
3711 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
3715 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
3716 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
3722 if (moved & MF_MOVING && !ScreenMovPos &&
3723 (player == local_player || !options.network))
3725 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3726 int offset = (setup.scroll_delay ? 3 : 0);
3728 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3730 /* actual player has left the screen -- scroll in that direction */
3731 if (jx != old_jx) /* player has moved horizontally */
3732 scroll_x += (jx - old_jx);
3733 else /* player has moved vertically */
3734 scroll_y += (jy - old_jy);
3738 if (jx != old_jx) /* player has moved horizontally */
3740 if ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
3741 (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
3742 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3744 /* don't scroll over playfield boundaries */
3745 if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
3746 scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
3748 /* don't scroll more than one field at a time */
3749 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
3751 /* don't scroll against the player's moving direction */
3752 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
3753 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
3754 scroll_x = old_scroll_x;
3756 else /* player has moved vertically */
3758 if ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
3759 (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
3760 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3762 /* don't scroll over playfield boundaries */
3763 if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
3764 scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
3766 /* don't scroll more than one field at a time */
3767 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
3769 /* don't scroll against the player's moving direction */
3770 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
3771 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
3772 scroll_y = old_scroll_y;
3776 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3778 if (!options.network && !AllPlayersInVisibleScreen())
3780 scroll_x = old_scroll_x;
3781 scroll_y = old_scroll_y;
3785 ScrollScreen(player, SCROLL_INIT);
3786 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3791 if (!(moved & MF_MOVING) && !player->Pushing)
3794 player->Frame = (player->Frame + 1) % 4;
3796 if (moved & MF_MOVING)
3798 if (old_jx != jx && old_jy == jy)
3799 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3800 else if (old_jx == jx && old_jy != jy)
3801 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3803 DrawLevelField(jx, jy); /* for "ErdreichAnbroeckeln()" */
3805 player->last_move_dir = player->MovDir;
3808 player->last_move_dir = MV_NO_MOVING;
3810 TestIfHeroHitsBadThing(jx, jy);
3818 void ScrollFigure(struct PlayerInfo *player, int mode)
3820 int jx = player->jx, jy = player->jy;
3821 int last_jx = player->last_jx, last_jy = player->last_jy;
3823 if (!player->active || player->gone || !player->MovPos)
3826 if (mode == SCROLL_INIT)
3828 player->actual_frame_counter = FrameCounter;
3829 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3831 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3832 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3837 else if (!FrameReached(&player->actual_frame_counter, 1))
3840 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3841 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3843 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3844 Feld[last_jx][last_jy] = EL_LEERRAUM;
3848 if (!player->MovPos)
3850 player->last_jx = jx;
3851 player->last_jy = jy;
3853 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3857 if (!local_player->friends_still_needed)
3858 player->LevelSolved = player->GameOver = TRUE;
3863 void ScrollScreen(struct PlayerInfo *player, int mode)
3865 static unsigned long screen_frame_counter = 0;
3867 if (mode == SCROLL_INIT)
3869 screen_frame_counter = FrameCounter;
3870 ScreenMovDir = player->MovDir;
3871 ScreenMovPos = player->MovPos;
3872 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3875 else if (!FrameReached(&screen_frame_counter, 1))
3880 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX / MoveSpeed;
3881 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
3882 redraw_mask |= REDRAW_FIELD;
3885 ScreenMovDir = MV_NO_MOVING;
3888 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3890 int i, killx = goodx, killy = goody;
3891 static int xy[4][2] =
3898 static int harmless[4] =
3910 x = goodx + xy[i][0];
3911 y = goody + xy[i][1];
3912 if (!IN_LEV_FIELD(x, y))
3915 element = Feld[x][y];
3917 if (DONT_TOUCH(element))
3919 if (MovDir[x][y] == harmless[i])
3928 if (killx != goodx || killy != goody)
3930 if (IS_PLAYER(goodx, goody))
3931 KillHero(PLAYERINFO(goodx, goody));
3937 void TestIfBadThingHitsGoodThing(int badx, int bady)
3939 int i, killx = badx, killy = bady;
3940 static int xy[4][2] =
3947 static int harmless[4] =
3959 x = badx + xy[i][0];
3960 y = bady + xy[i][1];
3961 if (!IN_LEV_FIELD(x, y))
3964 element = Feld[x][y];
3966 if (IS_PLAYER(x, y))
3972 else if (element == EL_PINGUIN)
3974 if (MovDir[x][y] == harmless[i] && IS_MOVING(x, y))
3983 if (killx != badx || killy != bady)
3985 if (IS_PLAYER(killx, killy))
3986 KillHero(PLAYERINFO(killx, killy));
3992 void TestIfHeroHitsBadThing(int x, int y)
3994 TestIfGoodThingHitsBadThing(x, y);
3997 void TestIfBadThingHitsHero(int x, int y)
3999 TestIfBadThingHitsGoodThing(x, y);
4002 void TestIfFriendHitsBadThing(int x, int y)
4004 TestIfGoodThingHitsBadThing(x, y);
4007 void TestIfBadThingHitsFriend(int x, int y)
4009 TestIfBadThingHitsGoodThing(x, y);
4012 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
4014 int i, killx = badx, killy = bady;
4015 static int xy[4][2] =
4029 if (!IN_LEV_FIELD(x, y))
4032 element = Feld[x][y];
4033 if (IS_AMOEBOID(element) || element == EL_LIFE ||
4034 element == EL_AMOEBING || element == EL_TROPFEN)
4042 if (killx != badx || killy != bady)
4046 void KillHero(struct PlayerInfo *player)
4048 int jx = player->jx, jy = player->jy;
4053 if (IS_PFORTE(Feld[jx][jy]))
4054 Feld[jx][jy] = EL_LEERRAUM;
4060 void BuryHero(struct PlayerInfo *player)
4062 int jx = player->jx, jy = player->jy;
4067 PlaySoundLevel(jx, jy, SND_AUTSCH);
4068 PlaySoundLevel(jx, jy, SND_LACHEN);
4070 player->GameOver = TRUE;
4074 void RemoveHero(struct PlayerInfo *player)
4076 int jx = player->jx, jy = player->jy;
4077 int i, found = FALSE;
4079 player->gone = TRUE;
4080 StorePlayer[jx][jy] = 0;
4082 for (i=0; i<MAX_PLAYERS; i++)
4083 if (stored_player[i].active && !stored_player[i].gone)
4087 AllPlayersGone = TRUE;
4093 int DigField(struct PlayerInfo *player,
4094 int x, int y, int real_dx, int real_dy, int mode)
4096 int jx = player->jx, jy = player->jy;
4097 int dx = x - jx, dy = y - jy;
4100 if (!player->MovPos)
4101 player->Pushing = FALSE;
4103 if (mode == DF_NO_PUSH)
4105 player->push_delay = 0;
4106 return MF_NO_ACTION;
4109 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
4110 return MF_NO_ACTION;
4112 element = Feld[x][y];
4120 Feld[x][y] = EL_LEERRAUM;
4124 case EL_EDELSTEIN_BD:
4125 case EL_EDELSTEIN_GELB:
4126 case EL_EDELSTEIN_ROT:
4127 case EL_EDELSTEIN_LILA:
4129 case EL_SP_INFOTRON:
4131 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
4132 if (local_player->gems_still_needed < 0)
4133 local_player->gems_still_needed = 0;
4134 RaiseScoreElement(element);
4135 DrawText(DX_EMERALDS, DY_EMERALDS,
4136 int2str(local_player->gems_still_needed, 3),
4137 FS_SMALL, FC_YELLOW);
4138 PlaySoundLevel(x, y, SND_PONG);
4144 ScrollStepSize = TILEX/4;
4145 PlaySoundLevel(x, y, SND_PONG);
4148 case EL_DYNAMIT_AUS:
4149 case EL_SP_DISK_RED:
4152 RaiseScoreElement(EL_DYNAMIT);
4153 DrawText(DX_DYNAMITE, DY_DYNAMITE,
4154 int2str(local_player->dynamite, 3),
4155 FS_SMALL, FC_YELLOW);
4156 PlaySoundLevel(x, y, SND_PONG);
4159 case EL_DYNABOMB_NR:
4161 player->dynabomb_count++;
4162 player->dynabombs_left++;
4163 RaiseScoreElement(EL_DYNAMIT);
4164 PlaySoundLevel(x, y, SND_PONG);
4167 case EL_DYNABOMB_SZ:
4169 player->dynabomb_size++;
4170 RaiseScoreElement(EL_DYNAMIT);
4171 PlaySoundLevel(x, y, SND_PONG);
4174 case EL_DYNABOMB_XL:
4176 player->dynabomb_xl = TRUE;
4177 RaiseScoreElement(EL_DYNAMIT);
4178 PlaySoundLevel(x, y, SND_PONG);
4181 case EL_SCHLUESSEL1:
4182 case EL_SCHLUESSEL2:
4183 case EL_SCHLUESSEL3:
4184 case EL_SCHLUESSEL4:
4186 int key_nr = element-EL_SCHLUESSEL1;
4189 player->key[key_nr] = TRUE;
4190 RaiseScoreElement(EL_SCHLUESSEL);
4191 DrawMiniGraphicExt(drawto, gc,
4192 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4193 GFX_SCHLUESSEL1+key_nr);
4194 DrawMiniGraphicExt(window, gc,
4195 DX_KEYS+key_nr*MINI_TILEX, DY_KEYS,
4196 GFX_SCHLUESSEL1+key_nr);
4197 PlaySoundLevel(x, y, SND_PONG);
4202 Feld[x][y] = EL_ABLENK_EIN;
4205 DrawLevelField(x, y);
4209 case EL_SP_TERMINAL:
4213 for (yy=0; yy<lev_fieldy; yy++)
4214 for (xx=0; xx<lev_fieldx; xx++)
4215 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
4218 Feld[x][y] = EL_SP_TERMINAL_ACTIVE;
4219 DrawLevelField(x, y);
4225 if (local_player->gems_still_needed > 0)
4226 return MF_NO_ACTION;
4228 player->LevelSolved = player->GameOver = TRUE;
4229 PlaySoundLevel(x, y, SND_BUING);
4232 case EL_FELSBROCKEN:
4237 case EL_SP_DISK_ORANGE:
4238 case EL_SP_DISK_YELLOW:
4239 if (dy || mode == DF_SNAP)
4240 return MF_NO_ACTION;
4242 player->Pushing = TRUE;
4244 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
4245 return MF_NO_ACTION;
4249 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4250 return MF_NO_ACTION;
4253 if (player->push_delay == 0)
4254 player->push_delay = FrameCounter;
4255 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4257 return MF_NO_ACTION;
4260 Feld[x+dx][y+dy] = element;
4262 player->push_delay_value = 2+RND(8);
4264 DrawLevelField(x+dx, y+dy);
4265 if (element == EL_FELSBROCKEN)
4266 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4267 else if (element == EL_KOKOSNUSS)
4268 PlaySoundLevel(x+dx, y+dy, SND_KNURK);
4270 PlaySoundLevel(x+dx, y+dy, SND_KLOPF);
4277 if (!player->key[element-EL_PFORTE1])
4278 return MF_NO_ACTION;
4285 if (!player->key[element-EL_PFORTE1X])
4286 return MF_NO_ACTION;
4290 case EL_AUSGANG_ACT:
4291 /* door is not (yet) open */
4292 return MF_NO_ACTION;
4295 case EL_AUSGANG_AUF:
4296 if (mode == DF_SNAP)
4297 return MF_NO_ACTION;
4299 PlaySoundLevel(x, y, SND_BUING);
4302 player->gone = TRUE;
4303 PlaySoundLevel(x, y, SND_BUING);
4305 if (!local_player->friends_still_needed)
4306 player->LevelSolved = player->GameOver = TRUE;
4312 Feld[x][y] = EL_BIRNE_EIN;
4313 local_player->lights_still_needed--;
4314 DrawLevelField(x, y);
4315 PlaySoundLevel(x, y, SND_DENG);
4320 Feld[x][y] = EL_ZEIT_LEER;
4322 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FS_SMALL, FC_YELLOW);
4323 DrawLevelField(x, y);
4324 PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
4328 case EL_SOKOBAN_FELD_LEER:
4331 case EL_SOKOBAN_FELD_VOLL:
4332 case EL_SOKOBAN_OBJEKT:
4334 if (mode == DF_SNAP)
4335 return MF_NO_ACTION;
4337 player->Pushing = TRUE;
4339 if (!IN_LEV_FIELD(x+dx, y+dy)
4340 || (!IS_FREE(x+dx, y+dy)
4341 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
4342 || !IS_SB_ELEMENT(element))))
4343 return MF_NO_ACTION;
4347 if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
4348 return MF_NO_ACTION;
4350 else if (dy && real_dx)
4352 if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
4353 return MF_NO_ACTION;
4356 if (player->push_delay == 0)
4357 player->push_delay = FrameCounter;
4358 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
4360 return MF_NO_ACTION;
4362 if (IS_SB_ELEMENT(element))
4364 if (element == EL_SOKOBAN_FELD_VOLL)
4366 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
4367 local_player->sokobanfields_still_needed++;
4372 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
4374 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
4375 local_player->sokobanfields_still_needed--;
4376 if (element == EL_SOKOBAN_OBJEKT)
4377 PlaySoundLevel(x, y, SND_DENG);
4380 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
4385 Feld[x+dx][y+dy] = element;
4388 player->push_delay_value = 2;
4390 DrawLevelField(x, y);
4391 DrawLevelField(x+dx, y+dy);
4392 PlaySoundLevel(x+dx, y+dy, SND_PUSCH);
4394 if (IS_SB_ELEMENT(element) &&
4395 local_player->sokobanfields_still_needed == 0 &&
4396 game_emulation == EMU_SOKOBAN)
4398 player->LevelSolved = player->GameOver = TRUE;
4399 PlaySoundLevel(x, y, SND_BUING);
4411 if (IS_EATABLE(element)) /* other kinds of 'dirt' */
4412 Feld[x][y] = EL_LEERRAUM;
4414 return MF_NO_ACTION;
4419 player->push_delay = 0;
4424 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
4426 int jx = player->jx, jy = player->jy;
4427 int x = jx + dx, y = jy + dy;
4429 if (player->gone || !IN_LEV_FIELD(x, y))
4437 player->snapped = FALSE;
4441 if (player->snapped)
4444 player->MovDir = (dx < 0 ? MV_LEFT :
4447 dy > 0 ? MV_DOWN : MV_NO_MOVING);
4449 if (!DigField(player, x, y, 0, 0, DF_SNAP))
4452 player->snapped = TRUE;
4453 DrawLevelField(x, y);
4459 boolean PlaceBomb(struct PlayerInfo *player)
4461 int jx = player->jx, jy = player->jy;
4464 if (player->gone || player->MovPos)
4467 element = Feld[jx][jy];
4469 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
4470 element == EL_DYNAMIT || element == EL_DYNABOMB ||
4471 element == EL_EXPLODING)
4474 if (element != EL_LEERRAUM)
4475 Store[jx][jy] = element;
4477 if (player->dynamite)
4479 Feld[jx][jy] = EL_DYNAMIT;
4480 MovDelay[jx][jy] = 96;
4482 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
4483 FS_SMALL, FC_YELLOW);
4484 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4485 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNAMIT);
4489 Feld[jx][jy] = EL_DYNABOMB;
4490 Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
4491 MovDelay[jx][jy] = 96;
4492 player->dynabombs_left--;
4493 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
4494 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), GFX_DYNABOMB);
4500 void PlaySoundLevel(int x, int y, int sound_nr)
4502 int sx = SCREENX(x), sy = SCREENY(y);
4504 int silence_distance = 8;
4506 if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
4507 (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
4510 if (!IN_LEV_FIELD(x, y) ||
4511 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
4512 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
4515 volume = PSND_MAX_VOLUME;
4518 stereo = (sx-SCR_FIELDX/2)*12;
4520 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
4521 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
4522 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
4525 if (!IN_SCR_FIELD(sx, sy))
4527 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
4528 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
4530 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
4533 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
4536 void RaiseScore(int value)
4538 local_player->score += value;
4539 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
4540 FS_SMALL, FC_YELLOW);
4543 void RaiseScoreElement(int element)
4548 case EL_EDELSTEIN_BD:
4549 case EL_EDELSTEIN_GELB:
4550 case EL_EDELSTEIN_ROT:
4551 case EL_EDELSTEIN_LILA:
4552 RaiseScore(level.score[SC_EDELSTEIN]);
4555 RaiseScore(level.score[SC_DIAMANT]);
4559 RaiseScore(level.score[SC_KAEFER]);
4563 RaiseScore(level.score[SC_FLIEGER]);
4567 RaiseScore(level.score[SC_MAMPFER]);
4570 RaiseScore(level.score[SC_ROBOT]);
4573 RaiseScore(level.score[SC_PACMAN]);
4576 RaiseScore(level.score[SC_KOKOSNUSS]);
4579 RaiseScore(level.score[SC_DYNAMIT]);
4582 RaiseScore(level.score[SC_SCHLUESSEL]);