1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * ©1995 Artsoft Development *
6 * 33659 Bielefeld-Senne *
7 * Telefon: (0521) 493245 *
8 * eMail: aeglos@valinor.owl.de *
9 * aeglos@uni-paderborn.de *
10 * q99492@pbhrzx.uni-paderborn.de *
11 *----------------------------------------------------------*
13 ***********************************************************/
26 void GetPlayerConfig()
28 int old_joystick_nr = joystick_nr;
30 if (sound_status==SOUND_OFF)
31 local_player->setup &= ~SETUP_SOUND;
32 if (!sound_loops_allowed)
34 local_player->setup &= ~SETUP_SOUND_LOOPS;
35 local_player->setup &= ~SETUP_SOUND_MUSIC;
38 sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
39 sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
40 sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
41 toons_on = SETUP_TOONS_ON(local_player->setup);
42 direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
43 fading_on = SETUP_FADING_ON(local_player->setup);
44 autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
45 joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
46 quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
47 scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
48 soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
51 if (joystick_nr != old_joystick_nr)
54 close(joystick_device);
63 BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
64 BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
66 for(i=0; i<MAX_PLAYERS; i++)
68 struct PlayerInfo *player = &stored_player[i];
71 player->active = FALSE;
72 player->local = FALSE;
75 player->gems_still_needed = level.edelsteine;
76 player->sokobanfields_still_needed = 0;
77 player->lights_still_needed = 0;
78 player->friends_still_needed = 0;
81 player->key[j] = FALSE;
84 player->dynabomb_count = 0;
85 player->dynabomb_size = 0;
86 player->dynabombs_left = 0;
87 player->dynabomb_xl = FALSE;
89 player->MovDir = MV_NO_MOVING;
91 player->Pushing = FALSE;
95 player->actual_frame_counter = 0;
97 player->frame_reset_delay = 0;
99 player->push_delay = 0;
100 player->push_delay_value = 5;
102 player->move_delay = 0;
103 player->last_move_dir = MV_NO_MOVING;
105 player->snapped = FALSE;
107 player->gone = FALSE;
109 player->last_jx = player->last_jy = 0;
110 player->jx = player->jy = 0;
112 DigField(player, 0,0,0,0,DF_NO_PUSH);
113 SnapField(player, 0,0);
117 stored_player[i].active = TRUE;
120 player->LevelSolved = FALSE;
121 player->GameOver = FALSE;
124 local_player->active = TRUE;
125 local_player->local = TRUE;
132 TimeLeft = level.time;
135 AllPlayersGone = SiebAktiv = FALSE;
137 for(i=0;i<MAX_NUM_AMOEBA;i++)
138 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
140 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
142 Feld[x][y] = Ur[x][y];
143 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
144 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
149 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
151 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
157 Feld[x][y] = EL_SPIELER1;
164 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
165 int jx = player->jx, jy = player->jy;
167 /* remove duplicate players */
168 if (StorePlayer[jx][jy] == Feld[x][y])
169 StorePlayer[jx][jy] = 0;
171 StorePlayer[x][y] = Feld[x][y];
172 Feld[x][y] = EL_LEERRAUM;
173 player->jx = player->last_jx = x;
174 player->jy = player->last_jy = y;
178 if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
179 Feld[x][y] = EL_BADEWANNE1;
180 else if (x>0 && Feld[x-1][y]==EL_SALZSAEURE)
181 Feld[x][y] = EL_BADEWANNE2;
182 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE1)
183 Feld[x][y] = EL_BADEWANNE3;
184 else if (y>0 && Feld[x][y-1]==EL_SALZSAEURE)
185 Feld[x][y] = EL_BADEWANNE4;
186 else if (y>0 && Feld[x][y-1]==EL_BADEWANNE2)
187 Feld[x][y] = EL_BADEWANNE5;
226 Feld[x][y] = EL_AMOEBING;
227 Store[x][y] = EL_AMOEBE_NASS;
234 local_player->lights_still_needed++;
236 case EL_SOKOBAN_FELD_LEER:
237 local_player->sokobanfields_still_needed++;
241 local_player->friends_still_needed++;
245 MovDir[x][y] = 1<<RND(4);
252 game_emulation = (emulate_bd ? EMU_BOULDERDASH :
253 emulate_sb ? EMU_SOKOBAN : EMU_NONE);
255 scroll_x = scroll_y = -1;
256 if (local_player->jx >= MIDPOSX-1)
257 scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
258 local_player->jx - MIDPOSX :
259 lev_fieldx - SCR_FIELDX + 1);
260 if (local_player->jy >= MIDPOSY-1)
261 scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
262 local_player->jy - MIDPOSY :
263 lev_fieldy - SCR_FIELDY + 1);
265 CloseDoor(DOOR_CLOSE_1);
271 XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
272 DOOR_GFX_PAGEX5,DOOR_GFX_PAGEY1, DXSIZE,DYSIZE,
273 DOOR_GFX_PAGEX1,DOOR_GFX_PAGEY1);
274 DrawTextExt(pix[PIX_DB_DOOR],gc,
275 DOOR_GFX_PAGEX1+XX_LEVEL,DOOR_GFX_PAGEY1+YY_LEVEL,
276 int2str(level_nr,2),FS_SMALL,FC_YELLOW);
277 DrawTextExt(pix[PIX_DB_DOOR],gc,
278 DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
279 int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
280 DrawTextExt(pix[PIX_DB_DOOR],gc,
281 DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
282 int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
283 DrawTextExt(pix[PIX_DB_DOOR],gc,
284 DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
285 int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
286 DrawTextExt(pix[PIX_DB_DOOR],gc,
287 DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
288 int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
290 DrawGameButton(BUTTON_GAME_STOP);
291 DrawGameButton(BUTTON_GAME_PAUSE);
292 DrawGameButton(BUTTON_GAME_PLAY);
293 DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
294 DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
295 DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
296 XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
297 DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
298 GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
299 DOOR_GFX_PAGEX1+GAME_CONTROL_XPOS,
300 DOOR_GFX_PAGEY1+GAME_CONTROL_YPOS);
302 OpenDoor(DOOR_OPEN_1);
305 PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
307 XAutoRepeatOff(display);
310 void InitMovDir(int x, int y)
312 int i, element = Feld[x][y];
313 static int xy[4][2] =
320 static int direction[2][4] =
322 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
323 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP }
332 Feld[x][y] = EL_KAEFER;
333 MovDir[x][y] = direction[0][element-EL_KAEFER_R];
339 Feld[x][y] = EL_FLIEGER;
340 MovDir[x][y] = direction[0][element-EL_FLIEGER_R];
346 Feld[x][y] = EL_BUTTERFLY;
347 MovDir[x][y] = direction[0][element-EL_BUTTERFLY_R];
353 Feld[x][y] = EL_FIREFLY;
354 MovDir[x][y] = direction[0][element-EL_FIREFLY_R];
360 Feld[x][y] = EL_PACMAN;
361 MovDir[x][y] = direction[0][element-EL_PACMAN_R];
364 MovDir[x][y] = 1<<RND(4);
365 if (element != EL_KAEFER &&
366 element != EL_FLIEGER &&
367 element != EL_BUTTERFLY &&
368 element != EL_FIREFLY)
378 if (!IN_LEV_FIELD(x1,y1) || !IS_FREE(x1,y1))
380 if (element==EL_KAEFER || element==EL_BUTTERFLY)
382 MovDir[x][y] = direction[0][i];
385 else if (element==EL_FLIEGER || element==EL_FIREFLY)
387 MovDir[x][y] = direction[1][i];
396 void InitAmoebaNr(int x, int y)
399 int group_nr = AmoebeNachbarNr(x,y);
403 for(i=1;i<MAX_NUM_AMOEBA;i++)
413 AmoebaNr[x][y] = group_nr;
414 AmoebaCnt[group_nr]++;
415 AmoebaCnt2[group_nr]++;
421 int bumplevel = FALSE;
423 local_player->LevelSolved = FALSE;
428 PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
433 PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
434 if (TimeLeft && !(TimeLeft % 10))
435 RaiseScore(level.score[SC_ZEITBONUS]);
436 if (TimeLeft > 100 && !(TimeLeft % 10))
440 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
451 /* Hero disappears */
452 DrawLevelField(ExitX, ExitY);
458 CloseDoor(DOOR_CLOSE_1);
463 SaveLevelTape(tape.level_nr); /* Ask to save tape */
466 if (level_nr == local_player->handicap &&
467 level_nr < leveldir[leveldir_nr].levels-1)
469 local_player->handicap++;
471 SavePlayerInfo(PLAYER_LEVEL);
474 if ((hi_pos=NewHiScore()) >= 0)
476 game_status = HALLOFFAME;
477 DrawHallOfFame(hi_pos);
478 if (bumplevel && TAPE_IS_EMPTY(tape))
483 game_status = MAINMENU;
484 if (bumplevel && TAPE_IS_EMPTY(tape))
499 if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
500 local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
503 for(k=0;k<MAX_SCORE_ENTRIES;k++)
505 if (local_player->score > highscore[k].Score)
507 /* Spieler kommt in Highscore-Liste */
509 if (k<MAX_SCORE_ENTRIES-1)
511 int m = MAX_SCORE_ENTRIES-1;
514 for(l=k;l<MAX_SCORE_ENTRIES;l++)
515 if (!strcmp(local_player->alias_name,highscore[l].Name))
517 if (m==k) /* Spieler überschreibt seine alte Position */
523 strcpy(highscore[l].Name,highscore[l-1].Name);
524 highscore[l].Score = highscore[l-1].Score;
531 sprintf(highscore[k].Name,local_player->alias_name);
532 highscore[k].Score = local_player->score;
538 else if (!strcmp(local_player->alias_name,highscore[k].Name))
539 break; /* Spieler schon mit besserer Punktzahl in der Liste */
550 void InitMovingField(int x, int y, int direction)
552 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
553 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
555 MovDir[x][y] = direction;
556 MovDir[newx][newy] = direction;
557 if (Feld[newx][newy] == EL_LEERRAUM)
558 Feld[newx][newy] = EL_BLOCKED;
561 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
563 int direction = MovDir[x][y];
564 int newx = x + (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
565 int newy = y + (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
571 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
573 int oldx = x, oldy = y;
574 int direction = MovDir[x][y];
576 if (direction==MV_LEFT)
578 else if (direction==MV_RIGHT)
580 else if (direction==MV_UP)
582 else if (direction==MV_DOWN)
585 *comes_from_x = oldx;
586 *comes_from_y = oldy;
589 int MovingOrBlocked2Element(int x, int y)
591 int element = Feld[x][y];
593 if (element==EL_BLOCKED)
597 Blocked2Moving(x,y,&oldx,&oldy);
598 return(Feld[oldx][oldy]);
604 static void RemoveField(int x, int y)
606 Feld[x][y] = EL_LEERRAUM;
612 void RemoveMovingField(int x, int y)
614 int oldx = x,oldy = y, newx = x,newy = y;
616 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x,y))
621 Moving2Blocked(x,y,&newx,&newy);
622 if (Feld[newx][newy] != EL_BLOCKED)
625 else if (Feld[x][y]==EL_BLOCKED)
627 Blocked2Moving(x,y,&oldx,&oldy);
628 if (!IS_MOVING(oldx,oldy))
632 if (Feld[x][y]==EL_BLOCKED &&
633 (Store[oldx][oldy]==EL_MORAST_LEER ||
634 Store[oldx][oldy]==EL_SIEB_LEER ||
635 Store[oldx][oldy]==EL_SIEB2_LEER ||
636 Store[oldx][oldy]==EL_AMOEBE_NASS))
638 Feld[oldx][oldy] = Store[oldx][oldy];
639 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
642 Feld[oldx][oldy] = EL_LEERRAUM;
644 Feld[newx][newy] = EL_LEERRAUM;
645 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
646 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
648 DrawLevelField(oldx,oldy);
649 DrawLevelField(newx,newy);
652 void DrawDynamite(int x, int y)
654 int sx = SCREENX(x), sy = SCREENY(y);
655 int graphic = el2gfx(Feld[x][y]);
658 if (!IN_SCR_FIELD(sx,sy) || IS_PLAYER(x,y))
662 DrawGraphic(sx,sy, el2gfx(Store[x][y]));
664 if (Feld[x][y]==EL_DYNAMIT)
666 if ((phase = (96-MovDelay[x][y])/12) > 6)
671 if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
676 DrawGraphicThruMask(sx,sy, graphic + phase);
678 DrawGraphic(sx,sy, graphic + phase);
681 void CheckDynamite(int x, int y)
683 if (MovDelay[x][y]) /* neues Dynamit / in Wartezustand */
688 if (!(MovDelay[x][y] % 12))
689 PlaySoundLevel(x,y,SND_ZISCH);
691 if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
693 else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
700 StopSound(SND_ZISCH);
704 void Explode(int ex, int ey, int phase, int mode)
707 int num_phase = 9, delay = 2;
708 int last_phase = num_phase*delay;
709 int half_phase = (num_phase/2)*delay;
711 if (phase==0) /* Feld 'Store' initialisieren */
713 int center_element = Feld[ex][ey];
715 if (IS_MOVING(ex,ey) || IS_BLOCKED(ex,ey))
717 center_element = MovingOrBlocked2Element(ex,ey);
718 RemoveMovingField(ex,ey);
721 for(y=ey-1;y<ey+2;y++) for(x=ex-1;x<ex+2;x++)
723 int element = Feld[x][y];
725 if (IS_MOVING(x,y) || IS_BLOCKED(x,y))
727 element = MovingOrBlocked2Element(x,y);
728 RemoveMovingField(x,y);
731 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(element) || element==EL_BURNING)
734 if ((mode!=EX_NORMAL || center_element==EL_AMOEBA2DIAM) &&
738 if (element==EL_EXPLODING)
739 element = Store2[x][y];
741 if (IS_PLAYER(ex,ey))
743 switch(StorePlayer[ex][ey])
746 Store[x][y] = EL_EDELSTEIN_ROT;
749 Store[x][y] = EL_EDELSTEIN;
752 Store[x][y] = EL_EDELSTEIN_LILA;
756 Store[x][y] = EL_EDELSTEIN_GELB;
760 else if (center_element==EL_MAULWURF)
761 Store[x][y] = EL_EDELSTEIN_ROT;
762 else if (center_element==EL_PINGUIN)
763 Store[x][y] = EL_EDELSTEIN_LILA;
764 else if (center_element==EL_KAEFER)
765 Store[x][y] = ((x==ex && y==ey) ? EL_DIAMANT : EL_EDELSTEIN);
766 else if (center_element==EL_BUTTERFLY)
767 Store[x][y] = EL_EDELSTEIN_BD;
768 else if (center_element==EL_MAMPFER)
769 Store[x][y] = level.mampfer_inhalt[MampferNr][x-ex+1][y-ey+1];
770 else if (center_element==EL_AMOEBA2DIAM)
771 Store[x][y] = level.amoebe_inhalt;
772 else if (element==EL_ERZ_EDEL)
773 Store[x][y] = EL_EDELSTEIN;
774 else if (element==EL_ERZ_DIAM)
775 Store[x][y] = EL_DIAMANT;
776 else if (element==EL_ERZ_EDEL_BD)
777 Store[x][y] = EL_EDELSTEIN_BD;
778 else if (element==EL_ERZ_EDEL_GELB)
779 Store[x][y] = EL_EDELSTEIN_GELB;
780 else if (element==EL_ERZ_EDEL_ROT)
781 Store[x][y] = EL_EDELSTEIN_ROT;
782 else if (element==EL_ERZ_EDEL_LILA)
783 Store[x][y] = EL_EDELSTEIN_LILA;
784 else if (!IS_PFORTE(Store[x][y]))
785 Store[x][y] = EL_LEERRAUM;
787 if (x!=ex || y!=ey || center_element==EL_AMOEBA2DIAM || mode==EX_BORDER)
788 Store2[x][y] = element;
790 if (AmoebaNr[x][y] &&
791 (element==EL_AMOEBE_VOLL ||
792 element==EL_AMOEBE_BD ||
793 element==EL_AMOEBING))
795 AmoebaCnt[AmoebaNr[x][y]]--;
796 AmoebaCnt2[AmoebaNr[x][y]]--;
799 Feld[x][y] = EL_EXPLODING;
800 MovDir[x][y] = MovPos[x][y] = 0;
806 if (center_element==EL_MAMPFER)
807 MampferNr = (MampferNr+1) % 4;
818 Frame[x][y] = (phase<last_phase ? phase+1 : 0);
820 if (phase==half_phase)
822 int element = Store2[x][y];
825 KillHero(PLAYERINFO(x,y));
826 else if (IS_EXPLOSIVE(element))
828 Feld[x][y] = Store2[x][y];
832 else if (element==EL_AMOEBA2DIAM)
833 AmoebeUmwandeln(x,y);
836 if (phase==last_phase)
840 element = Feld[x][y] = Store[x][y];
841 Store[x][y] = Store2[x][y] = 0;
842 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
843 if (CAN_MOVE(element) || COULD_MOVE(element))
847 else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
850 ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
852 DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
856 void DynaExplode(int ex, int ey)
859 struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
860 static int xy[4][2] =
868 Store2[ex][ey] = 0; /* delete player information */
870 Explode(ex,ey,0,EX_CENTER);
874 for(j=1; j<=player->dynabomb_size; j++)
876 int x = ex+j*xy[i%4][0];
877 int y = ey+j*xy[i%4][1];
880 if (!IN_LEV_FIELD(x,y) || IS_MASSIV(Feld[x][y]))
883 element = Feld[x][y];
884 Explode(x,y,0,EX_BORDER);
886 if (element != EL_LEERRAUM &&
887 element != EL_ERDREICH &&
888 element != EL_EXPLODING &&
889 !player->dynabomb_xl)
894 player->dynabombs_left++;
897 void Bang(int x, int y)
899 int element = Feld[x][y];
901 PlaySoundLevel(x,y,SND_ROAAAR);
913 RaiseScoreElement(element);
914 Explode(x,y,0,EX_NORMAL);
924 Explode(x,y,0,EX_CENTER);
927 Explode(x,y,0,EX_NORMAL);
932 void Blurb(int x, int y)
934 int element = Feld[x][y];
936 if (element!=EL_BLURB_LEFT && element!=EL_BLURB_RIGHT) /* Anfang */
938 PlaySoundLevel(x,y,SND_BLURB);
939 if (IN_LEV_FIELD(x-1,y) && IS_FREE(x-1,y) &&
940 (!IN_LEV_FIELD(x-1,y-1) ||
941 !CAN_FALL(MovingOrBlocked2Element(x-1,y-1))))
943 Feld[x-1][y] = EL_BLURB_LEFT;
945 if (IN_LEV_FIELD(x+1,y) && IS_FREE(x+1,y) &&
946 (!IN_LEV_FIELD(x+1,y-1) ||
947 !CAN_FALL(MovingOrBlocked2Element(x+1,y-1))))
949 Feld[x+1][y] = EL_BLURB_RIGHT;
954 int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
956 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
959 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
962 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
963 DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
967 Feld[x][y] = EL_LEERRAUM;
974 void Impact(int x, int y)
976 BOOL lastline = (y==lev_fieldy-1);
977 BOOL object_hit = FALSE;
978 int element = Feld[x][y];
981 /* Element darunter berührt? */
984 object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
985 MovDir[x][y+1]!=MV_DOWN ||
986 MovPos[x][y+1]<=TILEY/2));
988 smashed = MovingOrBlocked2Element(x,y+1);
991 /* Auftreffendes Element fällt in Salzsäure */
992 if (!lastline && smashed==EL_SALZSAEURE)
998 /* Auftreffendes Element ist Bombe */
999 if (element==EL_BOMBE && (lastline || object_hit))
1005 /* Auftreffendes Element ist Säuretropfen */
1006 if (element==EL_TROPFEN && (lastline || object_hit))
1008 if (object_hit && IS_PLAYER(x,y+1))
1009 KillHero(PLAYERINFO(x,y+1));
1010 else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
1014 Feld[x][y] = EL_AMOEBING;
1015 Store[x][y] = EL_AMOEBE_NASS;
1020 /* Welches Element kriegt was auf die Rübe? */
1021 if (!lastline && object_hit)
1023 if (CAN_CHANGE(element) &&
1024 (smashed==EL_SIEB_LEER || smashed==EL_SIEB2_LEER) && !SiebAktiv)
1025 SiebAktiv = level.dauer_sieb * FRAMES_PER_SECOND;
1027 if (IS_PLAYER(x,y+1))
1029 KillHero(PLAYERINFO(x,y+1));
1032 else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
1037 else if (element==EL_EDELSTEIN_BD)
1039 if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
1045 else if (element==EL_FELSBROCKEN)
1047 if (IS_ENEMY(smashed) || smashed==EL_BOMBE || smashed==EL_SONDE ||
1048 smashed==EL_SCHWEIN || smashed==EL_DRACHE)
1053 else if (!IS_MOVING(x,y+1))
1055 if (smashed==EL_BIRNE_AUS || smashed==EL_BIRNE_EIN)
1060 else if (smashed==EL_KOKOSNUSS)
1062 Feld[x][y+1] = EL_CRACKINGNUT;
1063 PlaySoundLevel(x,y,SND_KNACK);
1064 RaiseScoreElement(EL_KOKOSNUSS);
1067 else if (smashed==EL_DIAMANT)
1069 Feld[x][y+1] = EL_LEERRAUM;
1070 PlaySoundLevel(x,y,SND_QUIRK);
1077 /* Geräusch beim Durchqueren des Siebes */
1078 if (!lastline && (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1080 PlaySoundLevel(x,y,SND_QUIRK);
1084 /* Geräusch beim Auftreffen */
1085 if (lastline || object_hit)
1092 case EL_EDELSTEIN_BD:
1093 case EL_EDELSTEIN_GELB:
1094 case EL_EDELSTEIN_ROT:
1095 case EL_EDELSTEIN_LILA:
1102 case EL_FELSBROCKEN:
1106 case EL_SCHLUESSEL1:
1107 case EL_SCHLUESSEL2:
1108 case EL_SCHLUESSEL3:
1109 case EL_SCHLUESSEL4:
1122 PlaySoundLevel(x,y,sound);
1126 void TurnRound(int x, int y)
1138 { 0,0 }, { 0,0 }, { 0,0 },
1143 int left,right,back;
1147 { MV_DOWN, MV_UP, MV_RIGHT },
1148 { MV_UP, MV_DOWN, MV_LEFT },
1150 { MV_LEFT, MV_RIGHT, MV_DOWN },
1151 { 0,0,0 }, { 0,0,0 }, { 0,0,0 },
1152 { MV_RIGHT, MV_LEFT, MV_UP }
1155 int element = Feld[x][y];
1156 int old_move_dir = MovDir[x][y];
1157 int left_dir = turn[old_move_dir].left;
1158 int right_dir = turn[old_move_dir].right;
1159 int back_dir = turn[old_move_dir].back;
1161 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
1162 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
1163 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
1164 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
1166 int left_x = x+left_dx, left_y = y+left_dy;
1167 int right_x = x+right_dx, right_y = y+right_dy;
1168 int move_x = x+move_dx, move_y = y+move_dy;
1170 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1172 TestIfBadThingHitsOtherBadThing(x,y);
1174 if (IN_LEV_FIELD(right_x,right_y) &&
1175 IS_FREE_OR_PLAYER(right_x,right_y))
1176 MovDir[x][y] = right_dir;
1177 else if (!IN_LEV_FIELD(move_x,move_y) ||
1178 !IS_FREE_OR_PLAYER(move_x,move_y))
1179 MovDir[x][y] = left_dir;
1181 if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
1183 else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
1186 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1188 TestIfBadThingHitsOtherBadThing(x,y);
1190 if (IN_LEV_FIELD(left_x,left_y) &&
1191 IS_FREE_OR_PLAYER(left_x,left_y))
1192 MovDir[x][y] = left_dir;
1193 else if (!IN_LEV_FIELD(move_x,move_y) ||
1194 !IS_FREE_OR_PLAYER(move_x,move_y))
1195 MovDir[x][y] = right_dir;
1197 if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
1199 else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
1202 else if (element==EL_MAMPFER)
1204 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1206 if (IN_LEV_FIELD(left_x,left_y) &&
1207 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1208 Feld[left_x][left_y] == EL_DIAMANT))
1209 can_turn_left = TRUE;
1210 if (IN_LEV_FIELD(right_x,right_y) &&
1211 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1212 Feld[right_x][right_y] == EL_DIAMANT))
1213 can_turn_right = TRUE;
1215 if (can_turn_left && can_turn_right)
1216 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1217 else if (can_turn_left)
1218 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1219 else if (can_turn_right)
1220 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1222 MovDir[x][y] = back_dir;
1224 MovDelay[x][y] = 16+16*RND(3);
1226 else if (element==EL_MAMPFER2)
1228 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1230 if (IN_LEV_FIELD(left_x,left_y) &&
1231 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1232 IS_MAMPF2(Feld[left_x][left_y])))
1233 can_turn_left = TRUE;
1234 if (IN_LEV_FIELD(right_x,right_y) &&
1235 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1236 IS_MAMPF2(Feld[right_x][right_y])))
1237 can_turn_right = TRUE;
1239 if (can_turn_left && can_turn_right)
1240 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1241 else if (can_turn_left)
1242 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1243 else if (can_turn_right)
1244 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1246 MovDir[x][y] = back_dir;
1248 MovDelay[x][y] = 16+16*RND(3);
1250 else if (element==EL_PACMAN)
1252 BOOL can_turn_left = FALSE, can_turn_right = FALSE;
1254 if (IN_LEV_FIELD(left_x,left_y) &&
1255 (IS_FREE_OR_PLAYER(left_x,left_y) ||
1256 IS_AMOEBOID(Feld[left_x][left_y])))
1257 can_turn_left = TRUE;
1258 if (IN_LEV_FIELD(right_x,right_y) &&
1259 (IS_FREE_OR_PLAYER(right_x,right_y) ||
1260 IS_AMOEBOID(Feld[right_x][right_y])))
1261 can_turn_right = TRUE;
1263 if (can_turn_left && can_turn_right)
1264 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
1265 else if (can_turn_left)
1266 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
1267 else if (can_turn_right)
1268 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
1270 MovDir[x][y] = back_dir;
1272 MovDelay[x][y] = 6+RND(40);
1274 else if (element==EL_SCHWEIN)
1276 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1277 BOOL should_turn_left = FALSE, should_turn_right = FALSE;
1278 BOOL should_move_on = FALSE;
1280 int rnd = RND(rnd_value);
1282 if (IN_LEV_FIELD(left_x,left_y) &&
1283 (IS_FREE(left_x,left_y) || IS_GEM(Feld[left_x][left_y])))
1284 can_turn_left = TRUE;
1285 if (IN_LEV_FIELD(right_x,right_y) &&
1286 (IS_FREE(right_x,right_y) || IS_GEM(Feld[right_x][right_y])))
1287 can_turn_right = TRUE;
1288 if (IN_LEV_FIELD(move_x,move_y) &&
1289 (IS_FREE(move_x,move_y) || IS_GEM(Feld[move_x][move_y])))
1292 if (can_turn_left &&
1294 (IN_LEV_FIELD(x+back_dx+left_dx,y+back_dy+left_dy) &&
1295 !IS_FREE(x+back_dx+left_dx,y+back_dy+left_dy))))
1296 should_turn_left = TRUE;
1297 if (can_turn_right &&
1299 (IN_LEV_FIELD(x+back_dx+right_dx,y+back_dy+right_dy) &&
1300 !IS_FREE(x+back_dx+right_dx,y+back_dy+right_dy))))
1301 should_turn_right = TRUE;
1303 (!can_turn_left || !can_turn_right ||
1304 (IN_LEV_FIELD(x+move_dx+left_dx,y+move_dy+left_dy) &&
1305 !IS_FREE(x+move_dx+left_dx,y+move_dy+left_dy)) ||
1306 (IN_LEV_FIELD(x+move_dx+right_dx,y+move_dy+right_dy) &&
1307 !IS_FREE(x+move_dx+right_dx,y+move_dy+right_dy))))
1308 should_move_on = TRUE;
1310 if (should_turn_left || should_turn_right || should_move_on)
1312 if (should_turn_left && should_turn_right && should_move_on)
1313 MovDir[x][y] = (rnd < rnd_value/3 ? left_dir :
1314 rnd < 2*rnd_value/3 ? right_dir :
1316 else if (should_turn_left && should_turn_right)
1317 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1318 else if (should_turn_left && should_move_on)
1319 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir);
1320 else if (should_turn_right && should_move_on)
1321 MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir);
1322 else if (should_turn_left)
1323 MovDir[x][y] = left_dir;
1324 else if (should_turn_right)
1325 MovDir[x][y] = right_dir;
1326 else if (should_move_on)
1327 MovDir[x][y] = old_move_dir;
1329 else if (can_move_on && rnd > rnd_value/8)
1330 MovDir[x][y] = old_move_dir;
1331 else if (can_turn_left && can_turn_right)
1332 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1333 else if (can_turn_left && rnd > rnd_value/8)
1334 MovDir[x][y] = left_dir;
1335 else if (can_turn_right && rnd > rnd_value/8)
1336 MovDir[x][y] = right_dir;
1338 MovDir[x][y] = back_dir;
1340 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y) &&
1341 !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y]))
1342 MovDir[x][y] = old_move_dir;
1346 else if (element==EL_DRACHE)
1348 BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
1350 int rnd = RND(rnd_value);
1352 if (IN_LEV_FIELD(left_x,left_y) && IS_FREE(left_x,left_y))
1353 can_turn_left = TRUE;
1354 if (IN_LEV_FIELD(right_x,right_y) && IS_FREE(right_x,right_y))
1355 can_turn_right = TRUE;
1356 if (IN_LEV_FIELD(move_x,move_y) && IS_FREE(move_x,move_y))
1359 if (can_move_on && rnd > rnd_value/8)
1360 MovDir[x][y] = old_move_dir;
1361 else if (can_turn_left && can_turn_right)
1362 MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir);
1363 else if (can_turn_left && rnd > rnd_value/8)
1364 MovDir[x][y] = left_dir;
1365 else if (can_turn_right && rnd > rnd_value/8)
1366 MovDir[x][y] = right_dir;
1368 MovDir[x][y] = back_dir;
1370 if (!IS_FREE(x+move_xy[MovDir[x][y]].x,y+move_xy[MovDir[x][y]].y))
1371 MovDir[x][y] = old_move_dir;
1375 else if (element==EL_ROBOT || element==EL_SONDE ||
1376 element==EL_MAULWURF || element==EL_PINGUIN)
1378 int attr_x = -1, attr_y = -1;
1389 for(i=0; i<MAX_PLAYERS; i++)
1391 struct PlayerInfo *player = &stored_player[i];
1392 int jx = player->jx, jy = player->jy;
1394 if (!player->active || player->gone)
1397 if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
1405 if (element==EL_ROBOT && ZX>=0 && ZY>=0)
1411 if (element==EL_MAULWURF || element==EL_PINGUIN)
1414 static int xy[4][2] =
1424 int ex = x + xy[i%4][0];
1425 int ey = y + xy[i%4][1];
1427 if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
1436 MovDir[x][y] = MV_NO_MOVING;
1438 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
1440 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
1442 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
1444 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
1446 if (element==EL_ROBOT)
1450 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1451 MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1452 Moving2Blocked(x,y,&newx,&newy);
1454 if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
1455 MovDelay[x][y] = 8+8*!RND(3);
1457 MovDelay[x][y] = 16;
1465 if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
1467 BOOL first_horiz = RND(2);
1468 int new_move_dir = MovDir[x][y];
1471 new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1472 Moving2Blocked(x,y,&newx,&newy);
1474 if (IN_LEV_FIELD(newx,newy) &&
1475 (IS_FREE(newx,newy) ||
1476 Feld[newx][newy] == EL_SALZSAEURE ||
1477 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1478 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1479 IS_MAMPF3(Feld[newx][newy])))))
1483 new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
1484 Moving2Blocked(x,y,&newx,&newy);
1486 if (IN_LEV_FIELD(newx,newy) &&
1487 (IS_FREE(newx,newy) ||
1488 Feld[newx][newy] == EL_SALZSAEURE ||
1489 ((element == EL_MAULWURF || element==EL_PINGUIN) &&
1490 (Feld[newx][newy] == EL_AUSGANG_AUF ||
1491 IS_MAMPF3(Feld[newx][newy])))))
1494 MovDir[x][y] = old_move_dir;
1501 static BOOL JustBeingPushed(int x, int y)
1505 for(i=0; i<MAX_PLAYERS; i++)
1507 struct PlayerInfo *player = &stored_player[i];
1509 if (player->active && !player->gone &&
1510 player->Pushing && player->MovPos)
1512 int next_jx = player->jx + (player->jx - player->last_jx);
1513 int next_jy = player->jy + (player->jy - player->last_jy);
1515 if (x == next_jx && y == next_jy)
1523 void StartMoving(int x, int y)
1525 int element = Feld[x][y];
1530 if (CAN_FALL(element) && y<lev_fieldy-1)
1532 if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
1533 if (JustBeingPushed(x,y))
1536 if (element==EL_MORAST_VOLL)
1540 InitMovingField(x,y,MV_DOWN);
1541 Feld[x][y] = EL_FELSBROCKEN;
1542 Store[x][y] = EL_MORAST_LEER;
1544 else if (Feld[x][y+1]==EL_MORAST_LEER)
1546 if (!MovDelay[x][y])
1547 MovDelay[x][y] = TILEY + 1;
1556 Feld[x][y] = EL_MORAST_LEER;
1557 Feld[x][y+1] = EL_MORAST_VOLL;
1560 else if (element==EL_FELSBROCKEN && Feld[x][y+1]==EL_MORAST_LEER)
1562 InitMovingField(x,y,MV_DOWN);
1563 Store[x][y] = EL_MORAST_VOLL;
1565 else if (element==EL_SIEB_VOLL)
1569 InitMovingField(x,y,MV_DOWN);
1570 Feld[x][y] = EL_CHANGED(Store2[x][y]);
1571 Store[x][y] = EL_SIEB_LEER;
1573 else if (Feld[x][y+1]==EL_SIEB_LEER)
1575 if (!MovDelay[x][y])
1576 MovDelay[x][y] = TILEY/4 + 1;
1585 Feld[x][y] = EL_SIEB_LEER;
1586 Feld[x][y+1] = EL_SIEB_VOLL;
1587 Store2[x][y+1] = EL_CHANGED(Store2[x][y]);
1591 else if (element==EL_SIEB2_VOLL)
1595 InitMovingField(x,y,MV_DOWN);
1596 Feld[x][y] = EL_CHANGED2(Store2[x][y]);
1597 Store[x][y] = EL_SIEB2_LEER;
1599 else if (Feld[x][y+1]==EL_SIEB2_LEER)
1601 if (!MovDelay[x][y])
1602 MovDelay[x][y] = TILEY/4 + 1;
1611 Feld[x][y] = EL_SIEB2_LEER;
1612 Feld[x][y+1] = EL_SIEB2_VOLL;
1613 Store2[x][y+1] = EL_CHANGED2(Store2[x][y]);
1617 else if (SiebAktiv && CAN_CHANGE(element) &&
1618 (Feld[x][y+1]==EL_SIEB_LEER || Feld[x][y+1]==EL_SIEB2_LEER))
1620 InitMovingField(x,y,MV_DOWN);
1622 (Feld[x][y+1]==EL_SIEB_LEER ? EL_SIEB_VOLL : EL_SIEB2_VOLL);
1623 Store2[x][y+1] = element;
1625 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_SALZSAEURE)
1628 InitMovingField(x,y,MV_DOWN);
1629 Store[x][y] = EL_SALZSAEURE;
1631 else if (CAN_SMASH(element) && Feld[x][y+1]==EL_BLOCKED && JustHit[x][y])
1635 else if (IS_FREE(x,y+1))
1637 InitMovingField(x,y,MV_DOWN);
1639 else if (element==EL_TROPFEN)
1641 Feld[x][y] = EL_AMOEBING;
1642 Store[x][y] = EL_AMOEBE_NASS;
1644 else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
1646 BOOL left = (x>0 && IS_FREE(x-1,y) &&
1647 (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
1648 BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
1649 (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
1653 if (left && right && game_emulation != EMU_BOULDERDASH)
1654 left = !(right = RND(2));
1656 InitMovingField(x,y,left ? MV_LEFT : MV_RIGHT);
1660 else if (CAN_MOVE(element))
1664 if (element == EL_SONDE && JustBeingPushed(x,y))
1667 if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
1669 /* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
1670 * (MAMPFER, MAMPFER2 und PACMAN laufen bis zur nächsten Wand.)
1673 if (element!=EL_MAMPFER && element!=EL_MAMPFER2 && element!=EL_PACMAN)
1676 if (MovDelay[x][y] && (element == EL_KAEFER || element == EL_FLIEGER))
1677 DrawLevelField(x,y);
1681 if (MovDelay[x][y]) /* neuer Schritt / in Wartezustand */
1685 if (element==EL_ROBOT || element==EL_MAMPFER || element==EL_MAMPFER2)
1687 int phase = MovDelay[x][y] % 8;
1692 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
1693 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
1695 if ((element==EL_MAMPFER || element==EL_MAMPFER2)
1696 && MovDelay[x][y]%4==3)
1697 PlaySoundLevel(x,y,SND_NJAM);
1699 else if (element==EL_DRACHE)
1702 int dir = MovDir[x][y];
1703 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
1704 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
1705 int graphic = (dir == MV_LEFT ? GFX_FLAMMEN_LEFT :
1706 dir == MV_RIGHT ? GFX_FLAMMEN_RIGHT :
1707 dir == MV_UP ? GFX_FLAMMEN_UP :
1708 dir == MV_DOWN ? GFX_FLAMMEN_DOWN : GFX_LEERRAUM);
1709 int phase = FrameCounter % 2;
1713 int xx = x + i*dx, yy = y + i*dy;
1714 int sx = SCREENX(xx), sy = SCREENY(yy);
1716 if (!IN_LEV_FIELD(xx,yy) ||
1717 IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
1722 int flamed = MovingOrBlocked2Element(xx,yy);
1724 if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed))
1727 RemoveMovingField(xx,yy);
1729 Feld[xx][yy] = EL_BURNING;
1730 if (IN_SCR_FIELD(sx,sy))
1731 DrawGraphic(sx,sy, graphic + phase*3 + i-1);
1735 if (Feld[xx][yy] == EL_BURNING)
1736 Feld[xx][yy] = EL_LEERRAUM;
1737 DrawLevelField(xx,yy);
1746 if (element==EL_KAEFER || element==EL_BUTTERFLY)
1748 PlaySoundLevel(x,y,SND_KLAPPER);
1750 else if (element==EL_FLIEGER || element==EL_FIREFLY)
1752 PlaySoundLevel(x,y,SND_ROEHR);
1755 /* neuer Schritt / Wartezustand beendet */
1757 Moving2Blocked(x,y,&newx,&newy); /* wohin soll's gehen? */
1759 if (IS_ENEMY(element) && IS_PLAYER(newx,newy))
1761 /* Spieler erwischt */
1763 KillHero(PLAYERINFO(newx,newy));
1766 else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
1767 element==EL_ROBOT || element==EL_SONDE) &&
1768 IN_LEV_FIELD(newx,newy) &&
1769 MovDir[x][y]==MV_DOWN && Feld[newx][newy]==EL_SALZSAEURE)
1772 Store[x][y] = EL_SALZSAEURE;
1774 else if ((element == EL_MAULWURF || element == EL_PINGUIN) &&
1775 IN_LEV_FIELD(newx,newy))
1777 if (Feld[newx][newy] == EL_AUSGANG_AUF)
1779 Feld[x][y] = EL_LEERRAUM;
1780 DrawLevelField(x,y);
1782 PlaySoundLevel(newx,newy,SND_BUING);
1783 if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
1784 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
1786 local_player->friends_still_needed--;
1787 if (!local_player->friends_still_needed &&
1788 !local_player->GameOver && AllPlayersGone)
1789 local_player->LevelSolved = local_player->GameOver = TRUE;
1793 else if (IS_MAMPF3(Feld[newx][newy]))
1795 if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
1796 DrawLevelField(newx,newy);
1798 MovDir[x][y] = MV_NO_MOVING;
1800 else if (!IS_FREE(newx,newy))
1803 DrawPlayerField(x,y);
1805 DrawLevelField(x,y);
1809 else if (element == EL_SCHWEIN && IN_LEV_FIELD(newx,newy))
1811 if (IS_GEM(Feld[newx][newy]))
1813 if (IS_MOVING(newx,newy))
1814 RemoveMovingField(newx,newy);
1817 Feld[newx][newy] = EL_LEERRAUM;
1818 DrawLevelField(newx,newy);
1821 else if (!IS_FREE(newx,newy))
1824 DrawPlayerField(x,y);
1826 DrawLevelField(x,y);
1830 else if (element==EL_DRACHE && IN_LEV_FIELD(newx,newy))
1832 if (!IS_FREE(newx,newy))
1835 DrawPlayerField(x,y);
1837 DrawLevelField(x,y);
1842 BOOL wanna_flame = !RND(10);
1843 int dx = newx - x, dy = newy - y;
1844 int newx1 = newx+1*dx, newy1 = newy+1*dy;
1845 int newx2 = newx+2*dx, newy2 = newy+2*dy;
1846 int element1 = (IN_LEV_FIELD(newx1,newy1) ?
1847 MovingOrBlocked2Element(newx1,newy1) : EL_BETON);
1848 int element2 = (IN_LEV_FIELD(newx2,newy2) ?
1849 MovingOrBlocked2Element(newx2,newy2) : EL_BETON);
1851 if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) &&
1852 element1 != EL_DRACHE && element2 != EL_DRACHE &&
1853 element1 != EL_BURNING && element2 != EL_BURNING)
1856 DrawPlayerField(x,y);
1858 DrawLevelField(x,y);
1860 MovDelay[x][y] = 50;
1861 Feld[newx][newy] = EL_BURNING;
1862 if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
1863 Feld[newx1][newy1] = EL_BURNING;
1864 if (IN_LEV_FIELD(newx2,newy2) && Feld[newx2][newy2] == EL_LEERRAUM)
1865 Feld[newx2][newy2] = EL_BURNING;
1870 else if (element==EL_MAMPFER && IN_LEV_FIELD(newx,newy) &&
1871 Feld[newx][newy]==EL_DIAMANT)
1873 if (IS_MOVING(newx,newy))
1874 RemoveMovingField(newx,newy);
1877 Feld[newx][newy] = EL_LEERRAUM;
1878 DrawLevelField(newx,newy);
1881 else if (element==EL_MAMPFER2 && IN_LEV_FIELD(newx,newy) &&
1882 IS_MAMPF2(Feld[newx][newy]))
1884 if (AmoebaNr[newx][newy])
1886 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1887 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1888 AmoebaCnt[AmoebaNr[newx][newy]]--;
1891 if (IS_MOVING(newx,newy))
1892 RemoveMovingField(newx,newy);
1895 Feld[newx][newy] = EL_LEERRAUM;
1896 DrawLevelField(newx,newy);
1899 else if (element==EL_PACMAN && IN_LEV_FIELD(newx,newy) &&
1900 IS_AMOEBOID(Feld[newx][newy]))
1902 if (AmoebaNr[newx][newy])
1904 AmoebaCnt2[AmoebaNr[newx][newy]]--;
1905 if (Feld[newx][newy]==EL_AMOEBE_VOLL || Feld[newx][newy]==EL_AMOEBE_BD)
1906 AmoebaCnt[AmoebaNr[newx][newy]]--;
1909 Feld[newx][newy] = EL_LEERRAUM;
1910 DrawLevelField(newx,newy);
1912 else if (!IN_LEV_FIELD(newx,newy) || !IS_FREE(newx,newy))
1913 { /* gegen Wand gelaufen */
1916 if (element == EL_KAEFER || element == EL_FLIEGER)
1917 DrawLevelField(x,y);
1918 else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
1919 DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
1920 else if (element==EL_SONDE)
1921 DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
1926 if (element==EL_ROBOT && IN_SCR_FIELD(x,y))
1927 PlaySoundLevel(x,y,SND_SCHLURF);
1929 InitMovingField(x,y,MovDir[x][y]);
1933 ContinueMoving(x,y);
1936 void ContinueMoving(int x, int y)
1938 int element = Feld[x][y];
1939 int direction = MovDir[x][y];
1940 int dx = (direction==MV_LEFT ? -1 : direction==MV_RIGHT ? +1 : 0);
1941 int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
1942 int horiz_move = (dx!=0);
1943 int newx = x + dx, newy = y + dy;
1944 int step = (horiz_move ? dx : dy) * TILEX/8;
1946 if (CAN_FALL(element) && horiz_move)
1948 else if (element==EL_TROPFEN)
1950 else if (Store[x][y]==EL_MORAST_VOLL || Store[x][y]==EL_MORAST_LEER)
1953 MovPos[x][y] += step;
1955 if (ABS(MovPos[x][y])>=TILEX) /* Zielfeld erreicht */
1957 Feld[x][y] = EL_LEERRAUM;
1958 Feld[newx][newy] = element;
1960 if (Store[x][y]==EL_MORAST_VOLL)
1963 Feld[newx][newy] = EL_MORAST_VOLL;
1964 element = EL_MORAST_VOLL;
1966 else if (Store[x][y]==EL_MORAST_LEER)
1969 Feld[x][y] = EL_MORAST_LEER;
1971 else if (Store[x][y]==EL_SIEB_VOLL)
1974 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB_VOLL : EL_SIEB_TOT);
1976 else if (Store[x][y]==EL_SIEB_LEER)
1978 Store[x][y] = Store2[x][y] = 0;
1979 Feld[x][y] = (SiebAktiv ? EL_SIEB_LEER : EL_SIEB_TOT);
1981 else if (Store[x][y]==EL_SIEB2_VOLL)
1984 element = Feld[newx][newy] = (SiebAktiv ? EL_SIEB2_VOLL : EL_SIEB2_TOT);
1986 else if (Store[x][y]==EL_SIEB2_LEER)
1988 Store[x][y] = Store2[x][y] = 0;
1989 Feld[x][y] = (SiebAktiv ? EL_SIEB2_LEER : EL_SIEB2_TOT);
1991 else if (Store[x][y]==EL_SALZSAEURE)
1994 Feld[newx][newy] = EL_SALZSAEURE;
1995 element = EL_SALZSAEURE;
1997 else if (Store[x][y]==EL_AMOEBE_NASS)
2000 Feld[x][y] = EL_AMOEBE_NASS;
2003 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2004 MovDelay[newx][newy] = 0;
2006 if (!CAN_MOVE(element))
2007 MovDir[newx][newy] = 0;
2009 DrawLevelField(x,y);
2010 DrawLevelField(newx,newy);
2012 Stop[newx][newy] = TRUE;
2013 JustHit[x][newy] = 3;
2015 if (DONT_TOUCH(element)) /* Käfer oder Flieger */
2017 TestIfBadThingHitsHero(newx,newy);
2018 TestIfBadThingHitsFriend(newx,newy);
2019 TestIfBadThingHitsOtherBadThing(newx,newy);
2021 else if (element == EL_PINGUIN)
2022 TestIfFriendHitsBadThing(newx,newy);
2024 if (CAN_SMASH(element) && direction==MV_DOWN &&
2025 (newy==lev_fieldy-1 || !IS_FREE(x,newy+1)))
2028 else /* noch in Bewegung */
2029 DrawLevelField(x,y);
2032 int AmoebeNachbarNr(int ax, int ay)
2035 int element = Feld[ax][ay];
2037 static int xy[4][2] =
2047 int x = ax+xy[i%4][0];
2048 int y = ay+xy[i%4][1];
2050 if (!IN_LEV_FIELD(x,y))
2053 if (Feld[x][y]==element && AmoebaNr[x][y]>0)
2054 group_nr = AmoebaNr[x][y];
2060 void AmoebenVereinigen(int ax, int ay)
2063 int new_group_nr = AmoebaNr[ax][ay];
2064 static int xy[4][2] =
2080 if (!IN_LEV_FIELD(x,y))
2083 if ((Feld[x][y]==EL_AMOEBE_VOLL ||
2084 Feld[x][y]==EL_AMOEBE_BD ||
2085 Feld[x][y]==EL_AMOEBE_TOT) &&
2086 AmoebaNr[x][y] != new_group_nr)
2088 int old_group_nr = AmoebaNr[x][y];
2090 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
2091 AmoebaCnt[old_group_nr] = 0;
2092 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
2093 AmoebaCnt2[old_group_nr] = 0;
2095 for(yy=0;yy<lev_fieldy;yy++) for(xx=0;xx<lev_fieldx;xx++)
2096 if (AmoebaNr[xx][yy]==old_group_nr)
2097 AmoebaNr[xx][yy] = new_group_nr;
2102 void AmoebeUmwandeln(int ax, int ay)
2105 int group_nr = AmoebaNr[ax][ay];
2106 static int xy[4][2] =
2114 if (Feld[ax][ay]==EL_AMOEBE_TOT)
2116 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2118 if (Feld[x][y]==EL_AMOEBE_TOT && AmoebaNr[x][y]==group_nr)
2121 Feld[x][y] = EL_AMOEBA2DIAM;
2133 if (!IN_LEV_FIELD(x,y))
2136 if (Feld[x][y]==EL_AMOEBA2DIAM)
2142 void AmoebeUmwandeln2(int ax, int ay, int new_element)
2145 int group_nr = AmoebaNr[ax][ay];
2148 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2150 if (AmoebaNr[x][y]==group_nr &&
2151 (Feld[x][y]==EL_AMOEBE_TOT ||
2152 Feld[x][y]==EL_AMOEBE_BD ||
2153 Feld[x][y]==EL_AMOEBING))
2156 Feld[x][y] = new_element;
2157 DrawLevelField(x,y);
2163 PlaySoundLevel(ax,ay,new_element==EL_FELSBROCKEN ? SND_KLOPF : SND_PLING);
2166 void AmoebeWaechst(int x, int y)
2168 static long sound_delay = 0;
2169 static int sound_delay_value = 0;
2171 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2175 if (DelayReached(&sound_delay, sound_delay_value))
2177 PlaySoundLevel(x,y,SND_AMOEBE);
2178 sound_delay_value = 30;
2182 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2185 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2186 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
2188 if (!MovDelay[x][y])
2190 Feld[x][y] = Store[x][y];
2192 DrawLevelField(x,y);
2197 void AmoebeAbleger(int ax, int ay)
2200 int element = Feld[ax][ay];
2201 int newax = ax, neway = ay;
2202 static int xy[4][2] =
2210 if (!level.tempo_amoebe)
2212 Feld[ax][ay] = EL_AMOEBE_TOT;
2213 DrawLevelField(ax,ay);
2217 if (!MovDelay[ax][ay]) /* neue Amoebe / noch nicht gewartet */
2218 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25/(1+level.tempo_amoebe));
2220 if (MovDelay[ax][ay]) /* neue Amoebe / in Wartezustand */
2223 if (MovDelay[ax][ay])
2227 if (element==EL_AMOEBE_NASS) /* tropfende Amöbe */
2230 int x = ax+xy[start][0];
2231 int y = ay+xy[start][1];
2233 if (!IN_LEV_FIELD(x,y))
2237 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2243 if (newax==ax && neway==ay)
2246 else /* normale oder "gefüllte" Amöbe */
2249 BOOL waiting_for_player = FALSE;
2253 int j = (start+i)%4;
2254 int x = ax+xy[j][0];
2255 int y = ay+xy[j][1];
2257 if (!IN_LEV_FIELD(x,y))
2261 Feld[x][y]==EL_ERDREICH || Feld[x][y]==EL_MORAST_LEER)
2267 else if (IS_PLAYER(x,y))
2268 waiting_for_player = TRUE;
2271 if (newax==ax && neway==ay)
2273 if (i==4 && !waiting_for_player)
2275 Feld[ax][ay] = EL_AMOEBE_TOT;
2276 DrawLevelField(ax,ay);
2277 AmoebaCnt[AmoebaNr[ax][ay]]--;
2279 if (AmoebaCnt[AmoebaNr[ax][ay]]<=0) /* Amöbe vollständig tot */
2281 if (element==EL_AMOEBE_VOLL)
2282 AmoebeUmwandeln(ax,ay);
2283 else if (element==EL_AMOEBE_BD)
2284 AmoebeUmwandeln2(ax,ay,level.amoebe_inhalt);
2289 else if (element==EL_AMOEBE_VOLL || element==EL_AMOEBE_BD)
2291 int new_group_nr = AmoebaNr[ax][ay];
2293 AmoebaNr[newax][neway] = new_group_nr;
2294 AmoebaCnt[new_group_nr]++;
2295 AmoebaCnt2[new_group_nr]++;
2296 AmoebenVereinigen(newax,neway);
2298 if (AmoebaCnt2[new_group_nr] >= 200 && element==EL_AMOEBE_BD)
2300 AmoebeUmwandeln2(newax,neway,EL_FELSBROCKEN);
2306 if (element!=EL_AMOEBE_NASS || neway<ay || !IS_FREE(newax,neway) ||
2307 (neway==lev_fieldy-1 && newax!=ax))
2309 Feld[newax][neway] = EL_AMOEBING;
2310 Store[newax][neway] = element;
2313 Feld[newax][neway] = EL_TROPFEN;
2316 InitMovingField(ax,ay,MV_DOWN);
2317 Feld[ax][ay] = EL_TROPFEN;
2318 Store[ax][ay] = EL_AMOEBE_NASS;
2319 ContinueMoving(ax,ay);
2323 DrawLevelField(newax,neway);
2326 void Life(int ax, int ay)
2329 static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
2331 int element = Feld[ax][ay];
2336 if (!MovDelay[ax][ay]) /* neue Phase / noch nicht gewartet */
2337 MovDelay[ax][ay] = life_time;
2339 if (MovDelay[ax][ay]) /* neue Phase / in Wartezustand */
2342 if (MovDelay[ax][ay])
2346 for(y1=-1;y1<2;y1++) for(x1=-1;x1<2;x1++)
2348 int xx = ax+x1, yy = ay+y1;
2351 if (!IN_LEV_FIELD(xx,yy))
2354 for(y2=-1;y2<2;y2++) for(x2=-1;x2<2;x2++)
2356 int x = xx+x2, y = yy+y2;
2358 if (!IN_LEV_FIELD(x,y) || (x==xx && y==yy))
2361 if (((Feld[x][y]==element || (element==EL_LIFE && IS_PLAYER(x,y))) &&
2363 (IS_FREE(x,y) && Stop[x][y]))
2367 if (xx==ax && yy==ay) /* mittleres Feld mit Amoebe */
2369 if (nachbarn<life[0] || nachbarn>life[1])
2371 Feld[xx][yy] = EL_LEERRAUM;
2373 DrawLevelField(xx,yy);
2374 Stop[xx][yy] = TRUE;
2377 else if (IS_FREE(xx,yy) || Feld[xx][yy]==EL_ERDREICH)
2378 { /* Randfeld ohne Amoebe */
2379 if (nachbarn>=life[2] && nachbarn<=life[3])
2381 Feld[xx][yy] = element;
2382 MovDelay[xx][yy] = (element==EL_LIFE ? 0 : life_time-1);
2384 DrawLevelField(xx,yy);
2385 Stop[xx][yy] = TRUE;
2391 void Ablenk(int x, int y)
2393 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2394 MovDelay[x][y] = level.dauer_ablenk * FRAMES_PER_SECOND;
2396 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2401 if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2402 DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
2403 if (!(MovDelay[x][y]%4))
2404 PlaySoundLevel(x,y,SND_MIEP);
2409 Feld[x][y] = EL_ABLENK_AUS;
2410 DrawLevelField(x,y);
2415 void Birne(int x, int y)
2417 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2418 MovDelay[x][y] = 800;
2420 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2425 if (!(MovDelay[x][y]%5))
2427 if (!(MovDelay[x][y]%10))
2428 Feld[x][y]=EL_ABLENK_EIN;
2430 Feld[x][y]=EL_ABLENK_AUS;
2431 DrawLevelField(x,y);
2432 Feld[x][y]=EL_ABLENK_EIN;
2438 Feld[x][y]=EL_ABLENK_AUS;
2439 DrawLevelField(x,y);
2444 void Blubber(int x, int y)
2446 if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
2447 DrawLevelField(x,y-1);
2449 DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
2452 void NussKnacken(int x, int y)
2454 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2457 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2460 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2461 DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
2463 if (!MovDelay[x][y])
2465 Feld[x][y] = EL_EDELSTEIN;
2466 DrawLevelField(x,y);
2471 void SiebAktivieren(int x, int y, int typ)
2473 if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2474 DrawGraphic(SCREENX(x),SCREENY(y),
2475 (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
2478 void AusgangstuerPruefen(int x, int y)
2480 if (!local_player->gems_still_needed &&
2481 !local_player->sokobanfields_still_needed &&
2482 !local_player->lights_still_needed)
2484 Feld[x][y] = EL_AUSGANG_ACT;
2486 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
2487 (x > LEVELX(BX2) ? LEVELX(BX2) : x),
2488 y < LEVELY(BY1) ? LEVELY(BY1) :
2489 (y > LEVELY(BY2) ? LEVELY(BY2) : y),
2494 void AusgangstuerOeffnen(int x, int y)
2498 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2499 MovDelay[x][y] = 5*delay;
2501 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2506 tuer = MovDelay[x][y]/delay;
2507 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2508 DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
2510 if (!MovDelay[x][y])
2512 Feld[x][y] = EL_AUSGANG_AUF;
2513 DrawLevelField(x,y);
2518 void AusgangstuerBlinken(int x, int y)
2520 DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
2523 void EdelsteinFunkeln(int x, int y)
2525 if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
2528 if (Feld[x][y] == EL_EDELSTEIN_BD)
2529 DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
2532 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2533 MovDelay[x][y] = 11 * !SimpleRND(500);
2535 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2539 if (direct_draw_on && MovDelay[x][y])
2540 SetDrawtoField(DRAW_BUFFERED);
2542 DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
2546 int phase = (MovDelay[x][y]-1)/2;
2551 DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
2557 dest_x = FX + SCREENX(x)*TILEX;
2558 dest_y = FY + SCREENY(y)*TILEY;
2560 XCopyArea(display,drawto_field,window,gc,
2561 dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
2562 SetDrawtoField(DRAW_DIRECT);
2569 void MauerWaechst(int x, int y)
2573 if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
2574 MovDelay[x][y] = 3*delay;
2576 if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
2581 phase = 2-MovDelay[x][y]/delay;
2582 if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
2583 DrawGraphic(SCREENX(x),SCREENY(y),
2584 (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
2586 if (!MovDelay[x][y])
2588 if (Store[x][y]==MV_LEFT)
2590 if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
2591 DrawLevelField(x-1,y);
2595 if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
2596 DrawLevelField(x+1,y);
2599 Feld[x][y] = EL_MAUER_LEBT;
2601 DrawLevelField(x,y);
2606 void MauerAbleger(int ax, int ay)
2608 BOOL links_frei = FALSE, rechts_frei = FALSE;
2609 BOOL links_massiv = FALSE, rechts_massiv = FALSE;
2611 if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
2612 MovDelay[ax][ay] = 6;
2614 if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
2617 if (MovDelay[ax][ay])
2621 if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
2623 if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
2628 Feld[ax-1][ay] = EL_MAUERND;
2629 Store[ax-1][ay] = MV_LEFT;
2630 if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
2631 DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_L1);
2635 Feld[ax+1][ay] = EL_MAUERND;
2636 Store[ax+1][ay] = MV_RIGHT;
2637 if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
2638 DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_R1);
2641 if (links_frei || rechts_frei)
2642 DrawLevelField(ax,ay);
2644 if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
2645 links_massiv = TRUE;
2646 if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
2647 rechts_massiv = TRUE;
2649 if (links_massiv && rechts_massiv)
2650 Feld[ax][ay] = EL_MAUERWERK;
2653 void CheckForDragon(int x, int y)
2656 BOOL dragon_found = FALSE;
2657 static int xy[4][2] =
2669 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2671 if (IN_LEV_FIELD(xx,yy) &&
2672 (Feld[xx][yy] == EL_BURNING || Feld[xx][yy] == EL_DRACHE))
2674 if (Feld[xx][yy] == EL_DRACHE)
2675 dragon_found = TRUE;
2688 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
2690 if (IN_LEV_FIELD(xx,yy) && Feld[xx][yy] == EL_BURNING)
2692 Feld[xx][yy] = EL_LEERRAUM;
2693 DrawLevelField(xx,yy);
2702 void PlayerActions(struct PlayerInfo *player, int player_action)
2704 BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
2705 int jx = player->jx, jy = player->jy;
2706 int left = player_action & JOY_LEFT;
2707 int right = player_action & JOY_RIGHT;
2708 int up = player_action & JOY_UP;
2709 int down = player_action & JOY_DOWN;
2710 int button1 = player_action & JOY_BUTTON_1;
2711 int button2 = player_action & JOY_BUTTON_2;
2712 int dx = (left ? -1 : right ? 1 : 0);
2713 int dy = (up ? -1 : down ? 1 : 0);
2715 if (!player->active || player->gone)
2720 player->frame_reset_delay = 0;
2723 snapped = SnapField(player, dx,dy);
2727 bombed = PlaceBomb(player);
2728 moved = MoveFigure(player, dx,dy);
2731 if (tape.recording && (moved || snapped || bombed))
2733 if (bombed && !moved)
2734 player_action &= JOY_BUTTON;
2735 TapeRecordAction(player_action);
2737 else if (tape.playing && snapped)
2738 SnapField(player, 0,0); /* stop snapping */
2742 DigField(player, 0,0, 0,0, DF_NO_PUSH);
2743 SnapField(player, 0,0);
2744 if (++player->frame_reset_delay > MoveSpeed)
2748 if (tape.playing && !tape.pausing && !player_action &&
2749 tape.counter < tape.length)
2751 int next_joy = tape.pos[tape.counter].joystickdata & (JOY_LEFT|JOY_RIGHT);
2753 if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
2755 int dx = (next_joy == JOY_LEFT ? -1 : +1);
2757 if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
2759 int el = Feld[jx+dx][jy];
2760 int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
2762 if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
2764 player->MovDir = next_joy;
2765 player->Frame = FrameCounter % 4;
2766 player->Pushing = TRUE;
2773 void GameActions(int player_action)
2775 static long action_delay = 0;
2776 long action_delay_value;
2777 int sieb_x = 0, sieb_y = 0;
2778 int i, x,y, element;
2780 if (game_status != PLAYING)
2784 action_delay_value =
2785 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
2787 action_delay_value =
2788 (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
2791 /* main game synchronization point */
2792 WaitUntilDelayReached(&action_delay, action_delay_value);
2794 for(i=0; i<MAX_PLAYERS; i++)
2796 PlayerActions(&stored_player[i], player_action);
2797 ScrollFigure(&stored_player[i], SCROLL_FIGURE_GO_ON);
2800 if (tape.pausing || (tape.playing && !TapePlayDelay()))
2802 else if (tape.recording)
2808 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2811 if (JustHit[x][y]>0)
2815 if (IS_BLOCKED(x,y))
2819 Blocked2Moving(x,y,&oldx,&oldy);
2820 if (!IS_MOVING(oldx,oldy))
2822 printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
2823 printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
2824 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
2825 printf("GameActions(): This should never happen!\n");
2831 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2833 element = Feld[x][y];
2835 if (IS_INACTIVE(element))
2838 if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
2842 if (IS_GEM(element))
2843 EdelsteinFunkeln(x,y);
2845 else if (IS_MOVING(x,y))
2846 ContinueMoving(x,y);
2847 else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
2849 else if (element==EL_EXPLODING)
2850 Explode(x,y,Frame[x][y],EX_NORMAL);
2851 else if (element==EL_AMOEBING)
2853 else if (IS_AMOEBALIVE(element))
2855 else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
2857 else if (element==EL_ABLENK_EIN)
2859 else if (element==EL_SALZSAEURE)
2861 else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
2863 else if (element==EL_CRACKINGNUT)
2865 else if (element==EL_AUSGANG_ZU)
2866 AusgangstuerPruefen(x,y);
2867 else if (element==EL_AUSGANG_ACT)
2868 AusgangstuerOeffnen(x,y);
2869 else if (element==EL_AUSGANG_AUF)
2870 AusgangstuerBlinken(x,y);
2871 else if (element==EL_MAUERND)
2873 else if (element==EL_MAUER_LEBT)
2875 else if (element==EL_BURNING)
2876 CheckForDragon(x,y);
2881 int jx = local_player->jx, jy = local_player->jy;
2883 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
2884 Store[x][y]==EL_SIEB_LEER)
2886 SiebAktivieren(x, y, 1);
2889 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
2890 Store[x][y]==EL_SIEB2_LEER)
2892 SiebAktivieren(x, y, 2);
2896 /* play the element sound at the position nearest to the player */
2897 if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
2908 PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
2912 for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
2914 element = Feld[x][y];
2915 if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
2917 Feld[x][y] = EL_SIEB_TOT;
2918 DrawLevelField(x,y);
2920 else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
2922 Feld[x][y] = EL_SIEB2_TOT;
2923 DrawLevelField(x,y);
2929 if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
2934 if (tape.recording || tape.playing)
2935 DrawVideoDisplay(VIDEO_STATE_TIME_ON,level.time-TimeLeft);
2938 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
2940 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
2943 for(i=0; i<MAX_PLAYERS; i++)
2944 KillHero(&stored_player[i]);
2950 void ScrollLevel(int dx, int dy)
2952 int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
2955 ScreenMovPos = local_player->GfxPos;
2957 XCopyArea(display,drawto_field,drawto_field,gc,
2958 FX + TILEX*(dx==-1) - softscroll_offset,
2959 FY + TILEY*(dy==-1) - softscroll_offset,
2960 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
2961 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
2962 FX + TILEX*(dx==1) - softscroll_offset,
2963 FY + TILEY*(dy==1) - softscroll_offset);
2967 x = (dx==1 ? BX1 : BX2);
2968 for(y=BY1; y<=BY2; y++)
2969 DrawScreenField(x,y);
2973 y = (dy==1 ? BY1 : BY2);
2974 for(x=BX1; x<=BX2; x++)
2975 DrawScreenField(x,y);
2978 redraw_mask |= REDRAW_FIELD;
2981 BOOL MoveFigureOneStep(struct PlayerInfo *player,
2982 int dx, int dy, int real_dx, int real_dy)
2984 int jx = player->jx, jy = player->jy;
2985 int new_jx = jx+dx, new_jy = jy+dy;
2989 if (player->gone || (!dx && !dy))
2990 return(MF_NO_ACTION);
2992 player->MovDir = (dx < 0 ? MV_LEFT :
2995 dy > 0 ? MV_DOWN : MV_NO_MOVING);
2997 if (!IN_LEV_FIELD(new_jx,new_jy))
2998 return(MF_NO_ACTION);
3000 element = MovingOrBlocked2Element(new_jx,new_jy);
3002 if (DONT_GO_TO(element))
3004 if (element==EL_SALZSAEURE && dx==0 && dy==1)
3007 Feld[jx][jy] = EL_SPIELFIGUR;
3008 InitMovingField(jx,jy,MV_DOWN);
3009 Store[jx][jy] = EL_SALZSAEURE;
3010 ContinueMoving(jx,jy);
3019 can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
3020 if (can_move != MF_MOVING)
3023 StorePlayer[jx][jy] = 0;
3024 player->last_jx = jx;
3025 player->last_jy = jy;
3026 jx = player->jx = new_jx;
3027 jy = player->jy = new_jy;
3028 StorePlayer[jx][jy] = EL_SPIELER1 + player->nr;
3030 player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
3032 ScrollFigure(player, SCROLL_FIGURE_INIT);
3037 BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
3039 int jx = player->jx, jy = player->jy;
3040 int old_jx = jx, old_jy = jy;
3041 int moved = MF_NO_ACTION;
3043 if (player->gone || (!dx && !dy))
3046 if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
3049 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
3051 if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
3052 moved |= MoveFigureOneStep(player, dx,0, dx,dy);
3056 if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
3057 moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
3063 if (moved & MF_MOVING && player == local_player)
3065 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
3066 int offset = (scroll_delay_on ? 3 : 0);
3068 if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
3069 jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
3070 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
3071 if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
3072 jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
3073 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
3075 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
3076 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
3079 if (!(moved & MF_MOVING) && !player->Pushing)
3082 player->Frame = (player->Frame + 1) % 4;
3084 if (moved & MF_MOVING)
3086 if (old_jx != jx && old_jy == jy)
3087 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
3088 else if (old_jx == jx && old_jy != jy)
3089 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
3091 DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
3093 player->last_move_dir = player->MovDir;
3096 player->last_move_dir = MV_NO_MOVING;
3098 TestIfHeroHitsBadThing(jx,jy);
3106 void ScrollFigure(struct PlayerInfo *player, int mode)
3108 int jx = player->jx, jy = player->jy;
3109 int last_jx = player->last_jx, last_jy = player->last_jy;
3111 if (!player->active || player->gone || !player->MovPos)
3114 if (mode == SCROLL_FIGURE_INIT)
3116 player->actual_frame_counter = FrameCounter;
3117 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3119 if (Feld[last_jx][last_jy] == EL_LEERRAUM)
3120 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
3125 else if (!FrameReached(&player->actual_frame_counter,1))
3128 player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
3129 player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
3131 if (ScreenMovPos && ScreenMovPos != local_player->GfxPos)
3133 ScreenMovPos = local_player->GfxPos;
3134 redraw_mask |= REDRAW_FIELD;
3137 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
3138 Feld[last_jx][last_jy] = EL_LEERRAUM;
3142 if (!player->MovPos)
3144 player->last_jx = jx;
3145 player->last_jy = jy;
3147 if (Feld[jx][jy] == EL_AUSGANG_AUF)
3151 if (!local_player->friends_still_needed)
3152 player->LevelSolved = player->GameOver = TRUE;
3157 void TestIfGoodThingHitsBadThing(int goodx, int goody)
3159 int i, killx = goodx, killy = goody;
3160 static int xy[4][2] =
3167 static int harmless[4] =
3179 x = goodx + xy[i][0];
3180 y = goody + xy[i][1];
3181 if (!IN_LEV_FIELD(x,y))
3184 element = Feld[x][y];
3186 if (DONT_TOUCH(element))
3188 if (MovDir[x][y] == harmless[i])
3197 if (killx != goodx || killy != goody)
3199 if (IS_PLAYER(goodx,goody))
3200 KillHero(PLAYERINFO(goodx,goody));
3206 void TestIfBadThingHitsGoodThing(int badx, int bady)
3208 int i, killx = badx, killy = bady;
3209 static int xy[4][2] =
3216 static int harmless[4] =
3228 x = badx + xy[i][0];
3229 y = bady + xy[i][1];
3230 if (!IN_LEV_FIELD(x,y))
3233 element = Feld[x][y];
3241 else if (element == EL_PINGUIN)
3243 if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
3252 if (killx != badx || killy != bady)
3254 if (IS_PLAYER(killx,killy))
3255 KillHero(PLAYERINFO(killx,killy));
3261 void TestIfHeroHitsBadThing(int x, int y)
3263 TestIfGoodThingHitsBadThing(x,y);
3266 void TestIfBadThingHitsHero(int x, int y)
3269 TestIfGoodThingHitsBadThing(JX,JY);
3272 TestIfBadThingHitsGoodThing(x,y);
3275 void TestIfFriendHitsBadThing(int x, int y)
3277 TestIfGoodThingHitsBadThing(x,y);
3280 void TestIfBadThingHitsFriend(int x, int y)
3282 TestIfBadThingHitsGoodThing(x,y);
3285 void TestIfBadThingHitsOtherBadThing(int badx, int bady)
3287 int i, killx = badx, killy = bady;
3288 static int xy[4][2] =
3302 if (!IN_LEV_FIELD(x,y))
3305 element = Feld[x][y];
3306 if (IS_AMOEBOID(element) || element == EL_LIFE ||
3307 element == EL_AMOEBING || element == EL_TROPFEN)
3315 if (killx != badx || killy != bady)
3319 void KillHero(struct PlayerInfo *player)
3321 int jx = player->jx, jy = player->jy;
3326 if (IS_PFORTE(Feld[jx][jy]))
3327 Feld[jx][jy] = EL_LEERRAUM;
3333 void BuryHero(struct PlayerInfo *player)
3335 int jx = player->jx, jy = player->jy;
3340 PlaySoundLevel(jx,jy, SND_AUTSCH);
3341 PlaySoundLevel(jx,jy, SND_LACHEN);
3343 player->GameOver = TRUE;
3347 void RemoveHero(struct PlayerInfo *player)
3349 int jx = player->jx, jy = player->jy;
3350 int i, found = FALSE;
3352 player->gone = TRUE;
3353 StorePlayer[jx][jy] = 0;
3355 for(i=0; i<MAX_PLAYERS; i++)
3356 if (stored_player[i].active && !stored_player[i].gone)
3360 AllPlayersGone = TRUE;
3366 int DigField(struct PlayerInfo *player,
3367 int x, int y, int real_dx, int real_dy, int mode)
3369 int jx = player->jx, jy = player->jy;
3370 int dx = x - jx, dy = y - jy;
3373 if (!player->MovPos)
3374 player->Pushing = FALSE;
3376 if (mode == DF_NO_PUSH)
3378 player->push_delay = 0;
3379 return(MF_NO_ACTION);
3382 if (IS_MOVING(x,y) || IS_PLAYER(x,y))
3383 return(MF_NO_ACTION);
3385 element = Feld[x][y];
3393 Feld[x][y] = EL_LEERRAUM;
3397 case EL_EDELSTEIN_BD:
3398 case EL_EDELSTEIN_GELB:
3399 case EL_EDELSTEIN_ROT:
3400 case EL_EDELSTEIN_LILA:
3403 local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
3404 if (local_player->gems_still_needed < 0)
3405 local_player->gems_still_needed = 0;
3406 RaiseScoreElement(element);
3407 DrawText(DX_EMERALDS, DY_EMERALDS,
3408 int2str(local_player->gems_still_needed, 3),
3409 FS_SMALL, FC_YELLOW);
3410 PlaySoundLevel(x, y, SND_PONG);
3413 case EL_DYNAMIT_AUS:
3416 RaiseScoreElement(EL_DYNAMIT);
3417 DrawText(DX_DYNAMITE, DY_DYNAMITE,
3418 int2str(local_player->dynamite, 3),
3419 FS_SMALL, FC_YELLOW);
3420 PlaySoundLevel(x,y,SND_PONG);
3423 case EL_DYNABOMB_NR:
3425 player->dynabomb_count++;
3426 player->dynabombs_left++;
3427 RaiseScoreElement(EL_DYNAMIT);
3428 PlaySoundLevel(x,y,SND_PONG);
3431 case EL_DYNABOMB_SZ:
3433 player->dynabomb_size++;
3434 RaiseScoreElement(EL_DYNAMIT);
3435 PlaySoundLevel(x,y,SND_PONG);
3438 case EL_DYNABOMB_XL:
3440 player->dynabomb_xl = TRUE;
3441 RaiseScoreElement(EL_DYNAMIT);
3442 PlaySoundLevel(x,y,SND_PONG);
3445 case EL_SCHLUESSEL1:
3446 case EL_SCHLUESSEL2:
3447 case EL_SCHLUESSEL3:
3448 case EL_SCHLUESSEL4:
3450 int key_nr = element-EL_SCHLUESSEL1;
3453 player->key[key_nr] = TRUE;
3454 RaiseScoreElement(EL_SCHLUESSEL);
3455 DrawMiniGraphicExt(drawto,gc,
3456 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3457 GFX_SCHLUESSEL1+key_nr);
3458 DrawMiniGraphicExt(window,gc,
3459 DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
3460 GFX_SCHLUESSEL1+key_nr);
3461 PlaySoundLevel(x,y,SND_PONG);
3466 Feld[x][y] = EL_ABLENK_EIN;
3469 DrawLevelField(x,y);
3473 case EL_FELSBROCKEN:
3477 if (dy || mode==DF_SNAP)
3478 return(MF_NO_ACTION);
3480 player->Pushing = TRUE;
3482 if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
3483 return(MF_NO_ACTION);
3487 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3488 return(MF_NO_ACTION);
3491 if (player->push_delay == 0)
3492 player->push_delay = FrameCounter;
3493 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3495 return(MF_NO_ACTION);
3498 Feld[x+dx][y+dy] = element;
3500 player->push_delay_value = 2+RND(8);
3502 DrawLevelField(x+dx,y+dy);
3503 if (element==EL_FELSBROCKEN)
3504 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3505 else if (element==EL_KOKOSNUSS)
3506 PlaySoundLevel(x+dx,y+dy,SND_KNURK);
3508 PlaySoundLevel(x+dx,y+dy,SND_KLOPF);
3515 if (!player->key[element-EL_PFORTE1])
3516 return(MF_NO_ACTION);
3523 if (!player->key[element-EL_PFORTE1X])
3524 return(MF_NO_ACTION);
3528 case EL_AUSGANG_ACT:
3529 /* Tür ist (noch) nicht offen! */
3530 return(MF_NO_ACTION);
3533 case EL_AUSGANG_AUF:
3535 return(MF_NO_ACTION);
3537 PlaySoundLevel(x,y,SND_BUING);
3540 player->gone = TRUE;
3541 PlaySoundLevel(x,y,SND_BUING);
3543 if (!local_player->friends_still_needed)
3544 player->LevelSolved = player->GameOver = TRUE;
3550 Feld[x][y] = EL_BIRNE_EIN;
3551 local_player->lights_still_needed--;
3552 DrawLevelField(x,y);
3553 PlaySoundLevel(x,y,SND_DENG);
3558 Feld[x][y] = EL_ZEIT_LEER;
3560 DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
3561 DrawLevelField(x,y);
3562 PlaySoundStereo(SND_GONG,PSND_MAX_RIGHT);
3566 case EL_SOKOBAN_FELD_LEER:
3569 case EL_SOKOBAN_FELD_VOLL:
3570 case EL_SOKOBAN_OBJEKT:
3573 return(MF_NO_ACTION);
3575 player->Pushing = TRUE;
3577 if (!IN_LEV_FIELD(x+dx,y+dy)
3578 || (!IS_FREE(x+dx,y+dy)
3579 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
3580 || !IS_SB_ELEMENT(element))))
3581 return(MF_NO_ACTION);
3585 if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
3586 return(MF_NO_ACTION);
3588 else if (dy && real_dx)
3590 if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
3591 return(MF_NO_ACTION);
3594 if (player->push_delay == 0)
3595 player->push_delay = FrameCounter;
3596 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
3598 return(MF_NO_ACTION);
3600 if (IS_SB_ELEMENT(element))
3602 if (element == EL_SOKOBAN_FELD_VOLL)
3604 Feld[x][y] = EL_SOKOBAN_FELD_LEER;
3605 local_player->sokobanfields_still_needed++;
3610 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
3612 Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
3613 local_player->sokobanfields_still_needed--;
3614 if (element == EL_SOKOBAN_OBJEKT)
3615 PlaySoundLevel(x,y,SND_DENG);
3618 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJEKT;
3623 Feld[x+dx][y+dy] = element;
3626 player->push_delay_value = 2;
3628 DrawLevelField(x,y);
3629 DrawLevelField(x+dx,y+dy);
3630 PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
3632 if (IS_SB_ELEMENT(element) &&
3633 local_player->sokobanfields_still_needed == 0 &&
3634 game_emulation == EMU_SOKOBAN)
3636 player->LevelSolved = player->GameOver = TRUE;
3637 PlaySoundLevel(x,y,SND_BUING);
3649 return(MF_NO_ACTION);
3653 player->push_delay = 0;
3658 BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
3660 int jx = player->jx, jy = player->jy;
3661 int x = jx + dx, y = jy + dy;
3663 if (player->gone || !IN_LEV_FIELD(x,y))
3671 player->snapped = FALSE;
3675 if (player->snapped)
3678 player->MovDir = (dx < 0 ? MV_LEFT :
3681 dy > 0 ? MV_DOWN : MV_NO_MOVING);
3683 if (!DigField(player, x,y, 0,0, DF_SNAP))
3686 player->snapped = TRUE;
3687 DrawLevelField(x,y);
3693 BOOL PlaceBomb(struct PlayerInfo *player)
3695 int jx = player->jx, jy = player->jy;
3698 if (player->gone || player->MovPos)
3701 element = Feld[jx][jy];
3703 if ((player->dynamite==0 && player->dynabombs_left==0) ||
3704 element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
3707 if (element != EL_LEERRAUM)
3708 Store[jx][jy] = element;
3710 if (player->dynamite)
3712 Feld[jx][jy] = EL_DYNAMIT;
3713 MovDelay[jx][jy] = 96;
3715 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
3716 FS_SMALL, FC_YELLOW);
3717 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
3721 Feld[jx][jy] = EL_DYNABOMB;
3722 Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */
3723 MovDelay[jx][jy] = 96;
3724 player->dynabombs_left--;
3725 DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
3731 void PlaySoundLevel(int x, int y, int sound_nr)
3733 int sx = SCREENX(x), sy = SCREENY(y);
3735 int silence_distance = 8;
3737 if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
3738 (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
3741 if (!IN_LEV_FIELD(x,y) ||
3742 sx < -silence_distance || sx >= SCR_FIELDX+silence_distance ||
3743 sy < -silence_distance || sy >= SCR_FIELDY+silence_distance)
3746 volume = PSND_MAX_VOLUME;
3748 stereo = (sx-SCR_FIELDX/2)*12;
3750 stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
3751 if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
3752 if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
3755 if (!IN_SCR_FIELD(sx,sy))
3757 int dx = ABS(sx-SCR_FIELDX/2)-SCR_FIELDX/2;
3758 int dy = ABS(sy-SCR_FIELDY/2)-SCR_FIELDY/2;
3760 volume -= volume*(dx > dy ? dx : dy)/silence_distance;
3763 PlaySoundExt(sound_nr, volume, stereo, PSND_NO_LOOP);
3766 void RaiseScore(int value)
3768 local_player->score += value;
3769 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
3770 FS_SMALL, FC_YELLOW);
3773 void RaiseScoreElement(int element)
3778 case EL_EDELSTEIN_BD:
3779 case EL_EDELSTEIN_GELB:
3780 case EL_EDELSTEIN_ROT:
3781 case EL_EDELSTEIN_LILA:
3782 RaiseScore(level.score[SC_EDELSTEIN]);
3785 RaiseScore(level.score[SC_DIAMANT]);
3789 RaiseScore(level.score[SC_KAEFER]);
3793 RaiseScore(level.score[SC_FLIEGER]);
3797 RaiseScore(level.score[SC_MAMPFER]);
3800 RaiseScore(level.score[SC_ROBOT]);
3803 RaiseScore(level.score[SC_PACMAN]);
3806 RaiseScore(level.score[SC_KOKOSNUSS]);
3809 RaiseScore(level.score[SC_DYNAMIT]);
3812 RaiseScore(level.score[SC_SCHLUESSEL]);